top of page
corvus cluster banner.png

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.​


All our scenarios are skirmish level, so they are a short two to three hours. You don’t
need to bring miniatures, tape measures, dice, or rules—just a desire to play a great
game.


The Corvus Cluster offers two different settings for this year’s narrative battles:


The 40K Universe


On a table that’s nearly a diorama in detail, convention attendees will enter the 40K
universe in a series of skirmish battles that are designed to challenge your tactical
acumen.


The rules are so easy to learn, and that’s on purpose: We want you to focus on tactics.
If you make good use of terrain, maneuver, and concentration of force, that’s the key to
victory.


Finally, our convention games are designed to supplement The Corvus Cluster’s 10-
year-old online campaign that spans multiple sectors of the galaxy. We’ll write up a
battle report for each scenario for our web site, and the results will actually influence
future events.
You are a part of the story!


Middle Earth and the War of the Ring


Our second table will feature excellent scenery and slightly larger forces (30-40 a side),
but still wrap up in two to three hours.


We’ll be using Games Workshop’s The Lord of the Rings: Strategy Battle Game,
perhaps the most elegant edition set of rules published by GW.


These rules allow you to focus on medieval-era tactics: Shield walls, sieges, cavalry
charges, flanking maneuvers—and a little bit of magic.


These games will be colorful, exciting, fast paced, and will demand you think about
tactics, not “rules.” Each scenario is unique—from set-piece battle toa siege to a
fighting withdrawal.


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.
​

THIS YEAR’S SCHEDULE:

Death Guard attack!
THURSDAY, 7 p.m.
On the war-torn world of Dozaria, the Death Guard have broken through the Imperial
trench line surrounding the city of Mygor, and the traitor legion is advancing into the
city’s outskirts.
Take command of embattled Imperial Guard and repulse the traitors as they seek to
overthrow Imperial authority. Lay land mines. Call in artillery. Set up ambushes. You
must hold your ground.
Or lead traitor Astartes as they crush all resistance in front of them. A miasma of
disease surrounds each traitor Space Marine, and insane cultists will throw themselves
at you in mindless wave attacks.
Only you can decide the fate of Mygor.

​

Key to Kossogtha’s Resurrection
FRIDAY, 9 a.m.
Nurgle cultists are searching the planet of Regno Borealis for the final key that will
release the Greater Daemon Kossogtha from a psychic prison created by the Eldar.
The cultist mastermind Maug Ra has led his men to a long-abandoned Imperial city in
the deep desert of the equator. If he finds the key, he will begin the heretical ritual that
will bring the powerful daemon into the material universe.
But the Ordo Hereticus is hot on the heretic’s trail. Inquisitor Vaarak has summoned his
most powerful acolytes and a squad of Stormtroopers to his side, and he is determined
that Kossogtha will remain in his xeno prison until the end of time.

​

Retreat from the Fords of Isen
FRIDAY, 2 p.m.
Sauron has invaded Rohan and, at the Second Battle of the Fords of Isen, his army of
Urak-hai has shattered the Rohirrim defenders.

Erkenbrand, lord of the West-Fold, has retreated southward, closely pursued by Urak-
hai, Isenguard orks, and wolf riders.
At the small village of Fehmarn, Erkenbrand must stop his exhausted troops and give
battle. Preparing what defense he can, he seeks to repel the Isengard scum that chases
him. He is dismayed, however, when he sees two cave trolls marching alongside the
Urak-hak

​

Secrets of the Necrons
FRIDAY, 7 p.m.
The Necron invaders of Myopolis remain a mystery to the Adeptus Mechanicus. The
xenos’ technology is so incredibly advanced, yet the Tech Priests are stymied in
studying this technology. Whenever a Necron warrior or vehicle is brought down, it
disappears in a flash of light!
Except today. World reaches the infamous Tech Priest, Abnightus, that a xeno skimmer,
known as a “Tomb Blade,” has crashed in a ruined manufactorum—and it has not
teleported away. It remains intact on the battlefield!
Command the Skitarii that Abnightus sends to capture this rare prize of technology—or
lead a xeno warband as it seeks to protect the powerful secrets of the Necron Empire.

​

Ruins of the Dead
SATURDAY, 9 a.m.
Following the Battle of the Five Armies, the dwarves reclaim the Lonely Mountain, and
the Kingdom Under the Mountain is restored. But as the years pass, the shadow of
Mordor spreads across the lands to the south and east.
New dangers appear. Orks and trolls become more numerous, and dwarf warriors must
patrol ever more aggressively to maintain the trade routes to Dale and beyond.
As one patrol sets up camp in ancient ruins, scouts warn that a warband of orks and
other foul evil is nearby. The call of arms is sounded. A battle comes unbidden.

​

To Kill an Ethereal
SATURDAY, 2 p.m.

On the world of Dar Sai, the Imperial High Command is desperate to contain Tau forces
that have invaded their agri-world.
As there are no reinforcements available, an inquisitor of the Ordo Xenos suggests
targeting the xeno command structure—specifically, by shattering Tau morale with the
assassination of an Ethereal, the leadership caste of the Tau race.
Join a commando force of Inquisitorial agents and Death Watch as they seek to target
this valuable Tau asset, or lead the fanatical xeno bodyguards who will sell their lives
dearly to save their spiritual leader.

​

Storm the Palisade
SATURDAY, 7 p.m.
To the north of Osgiliath, a small wooden palisade defends the ruined city’s northern
flank. As Prince Faramir fights off yet another ork attack in Osgiliath, Captain Eramus is
entrusted with holding the palisade against a flanking force.
It may be a doomed effort. Orks, trolls, and other foul creatures arrive equipped with
catapults, ladders, and a battering ram.
This battle has a unique challenge for the defenders. An inner redoubt has been built
inside the walls of this fort, and if the attackers break through the palisade, the
defenders must fall back in good order.
Falling back too late—or too soon—could decide the battle, and any retreat from the
walls means a fighting withdrawal with all the chaos and uncertainty of such a difficult
tactical challenge.

​

The Ire of the Haradrim
SUNDAY, 9 a.m.
On the southern border of Gondor, the tribes of Harad are stirring for war. A sizable
patrol of Gondor troops march south to scatter some gathering Haradrim, but the
tribesmen are more numerous than expected.
Embolded by their greater numbers, the Haradrim decide to teach the Gondorians a
lesson. Can the well-trained and heavily armored warriors of Gondor take on a greater
number of light cavalry and infantry?

Or will the native cunning of the Haradrim (as well as numbers) win the day for the
Mordor-allied tribesmen?

bottom of page