
Corvus Cluster Narratives
Tournament games are great. But there’s nothing like a good narrative battle—a swashbuckling,
movie-like adventure with heroes, villains, and an objective that involves more than gathering
victory points.
So, if you are looking for something different to do—or you’ve free time between events—then
the Corvus Cluster narrative games are for you.
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Each two-to-three-hour battle is like a story out of a book or movie, and you play the hero in a stand-alone, swashbuckling adventure.
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Yet, there’s more to it: Each battle is designed to challenge your tactical abilities.
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There are no Stratagems or gamey rules to help you win the fight. You must rely on basic military concepts: concentration of fire, maneuver, terrain, and morale.
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You don’t need to bring figures, dice, or rules. Everything is provided.
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You don’t need to worry about rules. If you’ve played any Games Workshop game, you’ll master our simplified rules by the end of the first turn. And you’ll have a GM to get you up to speed.
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The results of each battle will influence the fate of various worlds in the Corvus Cluster’s nine- year-old narrative campaign. Also, each battle will be enshrined as a “historical event” on the Corvus Cluster website: www.thecorvuscluster.com
So, if you find yourself with some free time at the convention—or you’re looking for something
new and unique to do—the Corvus Cluster is here for you.
Thursday, 7 p.m. HQ Under Attack!
Start: 7 p.m.
Length: 3 hours
# of Players: 4
Rules: Easy to learn
It’s a quiet day at the headquarters of the 728 th Cadian Regiment. The HQ is behind friendly
lines, and the fighting is far away. Or is it? In the distance, a Tau raiding force suddenly appears,
and the alarm is sounded. Can a motley collection of artillery crews, cooks, and headquarter
clerks grab their lasguns and repulse this xeno assault? Protect your superior officers!
Friday, 9 a.m. The Daemon Kossogtha
Start: 9 a.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
The greatest villain of the Corvus Cluster, the Chaos sorcerer Voloh Gudag, seeks to summon a
greater daemon called Kossogtha to aid his plans to conquer the planet of Dozaria. Play the
followers of Nurgle and attempt to open a portal into the Warp. Or play the Inquisition and
attempt to stop this insidious and insane plot. The fate of an entire world is at stake.
Friday, 2 p.m. Destroy the Necron Pylon
Start: 2 p.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
On the war-torn world of Myopolis, the invading Necrons have deployed a Sentry Pylon to block
Imperial air assets from attacking the xeno advance. The pylon must be destroyed, and the
Knights of Altair Space Marine Chapter has been tasked with the mission. Play Machine Man or
Super Human, and determine the fate of the war.
Friday, 7 p.m. Indiana Jones and the Temple of Cthulhu
Start: 7 p.m.
Length: 3 hours
# of Players: 4
Rules: Easy to learn
Okay, something really different. In old Terra [circa 2M], a female archaeologist named Martha
Ravenwood has been kidnapped by a fanatical religious cult, and its followers intend to sacrifice
her to their mysterious gods. Can Indiana Jones fight his way to the Cthulhu temple and save
the day? Or will cultists end the career of the world’s favorite adventurer and his plucky
girlfriend? Event cards will bring some fun unpredictability to a swashbuckling game.
Saturday, 9 a.m. Be Victorious . . . Or Be Eaten
Start: 7 p.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
A small force of Kroot warriors, supported by light-armor assets of their Tau allies, are moving
east on the agri-moon of Dar Sai. It’s well known that the Kroot eat the corpses of their
opponents, so when a small Imperial force runs into the xenos, the guardsmen involved are
spoiling for some payback.
Saturday, 2 p.m. Save the Baneblade!
Start: 2 p.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
One of the great marvels of Imperial science has broken down in a remote part of the
battlefield. The forces of Nurgle want to seize it for their own. The Mechanicus have sworn that
this venerated temple to the Omnissiah will not be tainted by the Ruinous Powers. Who will
claim ownership of this great prize?
Saturday, 7 p.m. Aerial Assault
Start: 7 p.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
The citizenry of Ixion have risen against Imperial rule, and an Imperial expeditionary force seeks
to bring the world back into compliance. A small Tallarn force has dropped behind enemy lines
to seize control of a key crossroads. Resistance is light . . . until enemy reinforcements arrive.
Take the position, and hold until relieved!
Sunday, 9 a.m. The Temple of Ghosts: A Lord of the Rings Adventure
Start: 9 a.m.
Length: 2.5 hours
# of Players: 4
Rules: Easy to learn
In the Second Age, before the War of the Last Alliance, the rule of Gondor stretched south to
Far Harad, a mysterious land of savannah and jungle. An ancient tomb has been discovered at
the edge of the jungle, and a Númenórean captain is tasked with investigating this discovery.
What he finds are Haradrim treasure hunters and something far more horrifying. Rules are
what I consider the most polished and elegant of the GW game systems: the LOTR Return of the
King rulebook.