Round 8 – Malice

Your forces have gathered near the warp storm on the monochrome hive world. The ominous tempest seems to be leaching all forms of energy from the sector. Even your own forces appear to be afflicted with debilitating lethargy. Thankfully, the relics you’ve won seem to resist the storm’s effects. Your troops have been huddling together with the relic in order to enjoy some respite from the malignant malaise; though the reprieve is temporary, and the relic’s protection is waning.


A vast crumbling edifice beckons to you from the blighted core of the tempest.  The ruin is a strange mix of decadence and utility; an ornate cathedral whose function went far beyond religion.  What lurks within is likely not the entity itself, but the means to commune with it.


As your forces draw in closer to the center, you encounter interruptions in the storm; small currents of safety flowing through a sea of malevolence, and all of them leading inevitably to the strange ruins at the center.  Though seemingly protected from the tempest, you feel no relief as you stare down these corridors. A flourishing sense of dread and malice spreads through your thoughts.


Gathered in the surrounding area are the remaining survivors of the warp storm. Some are allies, far more are enemies.


Imperial forces have coordinated their troops and pooled their knowledge. The scholars believe this entity may likely be hostile to the forces of chaos; it might serve as an ally. The Tau see this alliance as their best option for freeing their people from this prison.


The forces of Chaos, Aeldari, and the Necrons have more than a passing familiarity with the entity, and  they understand quite well the threat this old enemy poses. They plan to use the Relics to seal the source of its power, and neutralize it before it escapes this realm.  The Orks and Tyranids simply recognize this as an enemy that must be crushed in order to be free.


All of the factions know that securing control of the ruins is absolutely necessary to accomplish their goals.  Conflict is inevitable.


Anyone entering these corridors is unlikely to return. But enter them you must. Someone must be designated to carry the relics and confront the entity; either using the relics against it, or bartering safe passage.