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Under the Walls of Night [OOC|Open]

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G-Tech Corporation
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Inoffensive Centrist Democracy

Under the Walls of Night [OOC|Open]

Postby G-Tech Corporation » Mon Mar 30, 2015 6:53 pm

Under the Walls of Night

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Archive Thread

Mordian. A death world. A hive world. One side bathed in light bright enough to strip flesh from bones in moments, the other submerged in darkness so complete that outside your hand in front of your face is invisible. She has no natural resources; long ago her oceans boiled away, her mines ran dry, her ecosystems were subsumed by the voracious appetite of humanity. Mordian has only one thing she gives to the Emperor of Man in her undying fealty- bodies. To be a hiver on Mordian is to be a faceless figure amongst countless billions, a raindrop in a typhoon. Beneath the artificial skies and in the squalid alleyways, the fetid tunnels, and the forgotten constructions, millions live and die, their lives not ever recorded or remembered. Rule of Mordian has been given over, by the grace of the God-Emperor, to the Tetrarchs; they are nobles in every sense of the word, except the nice ones. With no resources to speak of, their rule is harsh and absolute- resentment festers in every corner of the choked masses, a thousand plots born at daybreak to grow to choking fruition by nightfall, if such utterances had meaning beneath the cloak of eternal night. Only the men and women of the Mordian Iron Guard stand between Mordian and chaos, for the world is a man sinking under his own weight, and the rule of law can only be maintained by oceans of blood. Alongside the Iron Guard the Arbites stand ever vigilant, harsh beyond belief, but cruelty is justice in this howling night.

And these defenders of the Imperium will need every ounce of faith, every shred of hatred, if they are to stand against the storm. One battle has Mordian survived, one great victory recorded; they broke a host of Chaos upon the very steps of the Tetrarchal Palace when a foul spell allowed the Traitor Legions egress from the Eye, but this was only their first trial. Now the summer heat rises again. In the underhive the numberless gangs are restless, and man and beast disquieted. Mysterious disappearances have been reported to the Arbites, and no traces of the missing ever found. A foul force lurks here anew, perhaps, or another sinister presence has made its lair in the eons of stacked construction that are the hives.

Welcome, then, to Hive Tenebris. Ruled by the Tetrarch Arvail with a fist of steel, it produces some of the least valued units in the Mordian Guard- even with training, his hivers rarely amount to much, and are only more warm bodies to feed the bottomless appetite of the Imperium's wars. But bodies they are, and bodies can smother any fire when enough are poured on top of it. Beneath the streets of Arvail, however, trouble lurks. The Emperor's Tarot has been foretelling disaster for a fortnight now, and now the full measure of the future is obvious. A thousand enemies descend. Chaos. The Great Devourer. Even the Orkish filth are trying to lay their hands upon the birthright of the Iron Guard. But they shall not have it.





So, hey there. Welcome to a Warhammer 40k RP- if you don't know what I just said, never fear. Stick around and you'll enjoy some of the most interesting lore wargaming has to offer, the universe that is Warhammer 40k. In the far future there is only war, and very grim war at that, with little hope and lots and lots of death. But hey, you didn't see a title like this and think "sunshine and rainbows". In this RP, y'all will get the opportunity to fight both for the preservation of the Imperium of Man, rightful overlords of Mordian, or alternatively to seize it for your own faction. Here's the App, if I interested you.

Code: Select all
[b]Army Name (Allegiance):[/b]
[b]Army Bio:[/b]
[b]Experience with WH40k:[/b]
[b]Army List:[/b] Not strictly necessary if you aren't one of the four initial armies, but you'd best have some idea of what you'll be bringing.


Looking for: Orks, Genestealers, IG, Arbites

Accepted Players:

The Brotherhood of Bones (Chaos Cultists) | Olthenia
The Cult of the Architect's Chosen (Chaos Cultists) | Dutch
Inquistor Anastasia (Ordo Hereticus) | The Burning Sun
Red Skull Kommandoz (Orkz) | The Soviet Union of Mother Russia
Precinct I (Arbites) | Lunas Legion
13th Death Korps Mechanized Regiment (Imperial Guard) | Abel Imaginarium
The Hand of Horus (Chaos Space Marines) | North Calaveras
The Defiant Children (Genestealers) | Bone Fort
Last edited by G-Tech Corporation on Mon Apr 13, 2015 1:21 pm, edited 12 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 30, 2015 6:53 pm

Hive Tenebris

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Regions


I - Palace of the Tetrarch
An imposing monolith of ceramite and blastcrete, the Palace of the Tetrarch is a bastion of order and a visible symbol of the might of the rulers of Mordian. Holding this edifice is of vital importance to the Imperials who roam the streets of Tenebris, for many of the underhivers and denizens know little of the far-away Emperor other than his divinity, and obey only those who sit upon the High Seat to declare rule over the hive. As such, seizing this point is also of great value to any factions who bear only hatred for mankind, as from here they may either deceive the masses and garner ill-gotten recruits, or at least assert their rule with ease upon the city itself.
Worth 3 VP in Imperial hands, and 50 Reinforcement Counters.
Worth 4 VP in Chaos hands, and 30 Reinforcement Counters.
Worth 4 VP to other factions.
Fortification 3 Map.

II - Senate Hall
An ancient institution, her ceiling so high above the debate floor below that weather systems occasionally form. The Ecclesiarchy made much of a prominent lawmaker being struck by lightening on a particularly stormy day, the Emperor's wrath clearly being expressed over the proceedings. Networked honeycombs of Administratum offices are the bulk of the mass of this immense edifice- though the Senate herself has long ago been made obsolete by the Tetrarchy. Indeed, no records still exist of a time when the Senators wielded any real power, but still the nobles of the hive turn up to discuss their grievances before the empty throne of the Emperor and the lower chair of the Tetrarch. This building stands as a token of Imperial rule to those who understand the reality of rule only a little. The atmospheric control devices installed after the infamous smiting could prove useful to a skilled commander though.
Worth 1 VP, and 20 Reinforcement Counters.
Force occupying the Senate Hall may roll for old Night Fighting rules (3+) for d3 turns in the Senate Hall or any adjacent region, if involved a battle there.

III - 142nd Mordian Iron Guard Headquarters
A sprawling complex of bunkers, barracks, command posts, and minefields surrounded by glittering streams of razorwire, the Headquarters are the redoubt of Imperial military force in Hive Tenebris. Though the 142nd are not known for their battle prowess, being newly raised to be little more than garrison troops, they are still soldiers of the Emperor. They will stand, and fight, and die if need be to hold the line against the enemies of Mankind- even the dredges of the Iron Guard are not soft metal. Behind their fortifications, blast doors, and firing holes the Guard will outlast their foes, and then show the Xenos and Heretic the fury of the Imperium. Its capture by foes is a grave evil indeed, and the Mordians will do all they can to defend it.
Worth 2 VP to Imperial players, and 50 Reinforcement Counters- 60 to Iron Guard.
Worth 3 VP to other players, and 40 Reinforcement Counters. If taken by a non-human faction, the morale of the Guard is broken- all units of Mordian Iron Guard suffer -1 Ld until the HQ is retaken.
Fortification 5 Map.

IV - Basilica of Saint Sythia
Towering high above the squares and even the grandiose Senate Hall, the Basilica of Saint Sythia the Redeemer is a vaunted place of worship of the members of the Imperial Cult; worshipers from noble houses and the hab blocks alike fill this building in their tens of thousands when the priests conduct services. Endless pews teem with life, and the fervent citizens of Hive Tenebris hold their patron Saint in the highest of esteem. They will fight like rabid dogs to protect her relics, but the Dark Gods would pay even dearer to see her shrine defiled for all to see.
Worth 20 Reinforcement Counters. All battles fought here are "Objective: Relic" rules.
Imperial factions holding the Basilica may designate two units per battle to be Stubborn; defenders gain Hatred.
Chaos factions holding the Basilica may summon 20 points of Chaos Daemon Troops on a 4+ every turn. Also adds +1 to Chaos Escalation rolls.

V - Altar of Martyrs
Set at the center of the Basilica of Saint Sythia, the Altar is a monument to all those who have given their lives in service to the Emperor. Their names are inscribed upon the white alabaster of the four story high edifice, their banners a forest about the burning coals. As the ages pass many devout servants of the God-Emperor have raised statues about the seat of worship, only to see them fade away into crumbling faceless figures as their memorials disappear from memory. Eventually the Ecclesiarchy removes the statues, to make room for more; there are no shortage of martyrs in the Imperium of Man.
Worth 2 VP.
Sisters of Battle fighting here gain +1 Ld. Uses Indoor Fighting Rules (No Flyers, Heavy Support, or Monstrous Creatures.)

VI - Bulwark of Shadows
The nerve center of the military infrastructure in Hive Tenebris, the Bulwark's strategic value cannot be overestimated. Her guns and observation platforms command the easiest approaches from the outside of the hive along the fortified causeway that feeds into the Celestial Gate, the artery of all commerce and transit between the hive and the rest of Mordian. Normally staffed by a stalwart crew of Guardsmen, her garrison is no more than a skeleton force drawn down by the Tetrarch to save on requisition funds. As such, unknown to the Imperium, chaos has made its stronghold in the hearts of the men of the Bulwark. Deep in the foundations of the defensive fortress dark rituals have opened a minute tear into the Immaterium, and from here the corruption wells as thick as scarlet blood. Taking the redoubt will be a price paid in many lives regardless of who does it, but her position is vital. It must be done.
Worth 2 VP, 40 Reinforcement Counters.
Chaos players here receive 20 additional points of Daemon Troops on a 4+.
Fortification 3 Map.

VII - Astropath Quarters
From these luxurious estates the mutant psykers linked to others beyond the system make their homes; their ethereal voices are always audible for those who would hear them. Well-defended, for the Astropaths are the only source of communication offworld for many leagues, the Quarters teem with servants of the deformed men of the Emperor. Some of these servants are not what they appear to be- the strong psyker presence here has allowed the slaves of the Ruinous Powers to mask their operations under the cacophony of warp activity. Now they move against the Astropaths in force, for without the voices to summon aid, the Imperium will be hard pressed indeed.
Worth 1 VP, 10 Reinforcement Counters.
Chaos players here gain 1 Troop choice of 100 points in Cultists when they first take the region- one Chaos player only.
The faction that holds these quarters gains +1 to their daily Escalation roll.

VIII - Justice Seat
Here the Arbites sit in judgement upon Tenebris; this is their throne of rule, the fortress-precinct that has weathered a thousand uprisings and more wars than can be counted. Her exterior is utilitarian and severe, but the Arbites will not be moved from here easily. Lasgun, bolter, and gunports aplenty stud their fortification. From here their enforcers keep order in the teeming hive, and even the Tetrarchs do not treat the dour men and women of the Arbites casually. Battle-hardened and fiercely indoctrinated, they will not stand aside as foul Xenos and thrice-accursed traitors attempt to wrest the rule of Tenebris from their master, the God-Emperor.
1 VP, 20 Reinforcement Counters.
Battle Type: Take and Hold.
Special Terrain: Arbites Fortress (2 Buildings AV14, 40 troop garrison, autofires 1 Twin-linked Lascannon at BS3, 2 mounted Heavy Stubbers). Has 2 Fire Barrels. Treat 3-inches around Arbites fortress as Dangerous Terrain)

IX - Traitor's Plunge
Long ago, at least a generation back, when things were so much more uncivilized, the Tetrarchs executed their important prisoners by throwing them off this high spur of rock on the outside of the Justice Seat. Since then manners have taken over. Prisoners now have their limbs removed and eyelids taken off by the Ecclesiarchy to purge them of their sins before they are kicked off of the heights. After recent efforts succeeded at clearing up the pile of bones which had grown to proportions threatening to give traitors a soft landing, a large gun-battery was also installed atop the hillock to look out over the badlands beyond. A monstrous device named the Lawgiver was emplaced atop the ravine- criminals now have the dubious privilege of being tossed off the end of the barrel, a measure which the Senate hopes will forestall any bone-clearing measures for some time to come, as bodies will not accumulate in one specific place. Seizing this formidable weapon, whose sophisticated targetting gradients can fire anywhere within the Hive, will grant any who wage war a mighty weapon indeed.
10 Reinforcement Counters.
Faction that holds Traitor's Plunge may use Doctrine: Merciless Law. For d6 turns from the start of any battle the controlling player may declare a strike against a chosen enemy unit with the Lawgiver Cannon (S6 AP4 5in blast). The blast may scatter up to 3D6, but units damaged are never Pinned. Morale tests caused by the Lawgiver must be taken immediately at -1 LD.

X - Noble Quarters
A glittering land of opulence and wealth for the corrupt and well-connected, the noble quarters are extravagant indeed. Amusingly enough, they also suffer from a slight Ork infestation. After a Ork kill-kroozer ditched on top of the Palatial Estate of the Most Honored House Alites, Lords of Spice and Holy Bolter, the blank-faced guards and hard-eyed servants occasionally rout an Ork or two out of their cellars, and the menace has never truly abated. Of little strategic value to anyone save those who want to save their own hides, the Noble Quarters still mean something to the Imperium.. mainly because their owners scream at the Tetrarch if anyone so much as dents their alabaster gates and mother-of-pearl doors.
1 VP.
Ork Player may recruit up to 10 Boyz at 5pts per model per day. Uses Indoor Fighting Rules.

XI - Celestial Gate
Here the immense doors of the Hive look to the blasted heath beyond- each stands nearly twenty stories high, engraved with the tales of the exploits of the Iron Guard and then thousand tales of the bravery and glory of the Tetrarchy. Never opened, and probably unable to be opened without significant destructive force, most traffic of goods and men passes through postern gates nearby, who stand a far more reasonable five stories in height. This link to the fortified roadways is the lifeblood of Tenebris- without it the city starves, for even the comparatively large spaceport here cannot supply all the teeming masses. Drawing reinforcements from the other hives is also much easier when one doesn't have to airlift everything, or march over the trackless wastes of perpetual midnight.
2 VP, 20 Reinforcement Points (30 Imperial)

XII - Armorium Klastus
Located strategically between the headquarters of the 142nd and their supply route at the Celestial Gate, the stockyards and warehouses of Armorium Klastus are not to be scoffed at. There aren't relic-grade weapons in every dusty hall, but in the storied vaults there still lie armaments stockpiled for wars long fought, armor crafted for men who died ere it was delivered, and even stranger things still. Digging through these vaults may prove to be useful, or might just be a waste of time. Either way, there won't be any lack of hardtack and grenades in the lines of those who control Klastus.
30 Reinforcement Points.
Every Day, controlling player may dedicate one unit to "Search" the Armorium. They may not participate in any battles on behalf of the faction, and roll once on the "Stored Supplies" table below.
1: Strange machines are all the squad finds, nothing they can shoot or stab someone with.
2: Some ancient banners/posters/propaganda vids are brought to light. More men might join the cause, or the Waaagh, or whatever. Inspiring stuff. +5 Reinforcement Points.
3: Nothing, maybe. Just lots of dusty books. Consult OP for Rare Roll.
4: Yerp, a lot of dust. And skulls.
5: Found some old weapons, good weapons from a more civilized age. Squad gains +1 S to weapons, or +1 S to CCW. Upgrades do not stack, and cannot both be taken on the same unit.
6: Ramshackle armor, grandfather's hidden battlegear and carapace armor. Odd energy fields. That sort of jazz. Squad may increase Armor Save by one (max of 3+) for up to ten models, or give entire squad a 6+ Invulnerable save.

XIII - Way of the Mordant
Through the southern reaches of the city runs the Way of Mordant, the exit from the environs of the Gate and the way into the hive proper. On one side the squallor of the upper Habs and the ways to the lower reaches of the murky hivescape beckons, while on the other the looming shadow of the Traitor's Plunge shuts out the light and the Senate stands defiant. Control over this highway is vital to the easy transport of men and weapons throughout the dense urban center, and its terrain is both open and the best suited for tank battles within the normally cramped streets. From here a commander can stand and survey routes that will lead to nearly every section of Hive Tenebris, and this strategic flexibility cannot be discounted. The Tetrarch's Palace overlooks the Way, and any assault on this vital seat of rule would do well to have the support of the Way.
1 VP.
If the Way of the Mordant is held, attacks launched on Region I may increase initial Movement on Turn 1 of the ensuring battle by 6 inches; Night Fighting rules may also be used at the attackers discretion for the first turn.

XIV - Peace Gardens
A sprawling landscape of artificial lakes, rolling woodlands, and meadow glens, the Peace Gardens would seem out of place to anyone familiar with the squalor of the underhive, with the rank smell of desperation and hatred that lurks beneath the streets of Tenebris. The landed elites of the Hive, however, enjoy this paradise within sight of the lawkeeping Arbites, and often hold parties on the southern embankments of the Gardens when the latest batch of Traitors is hurled to their doom by Imperial justice. Strange beasts fill this land for hound and hunt to seek after, but they are carefully tracked by trained gameswardens to ensure no danger ever befalls flower-collecting parties, or other such excursions. The Mare Internalis at the heart of the Gardens is even home to small sailing vessels which the wealthy ply for amusement. Nothing of worth is produced from this landscape, but maintaining it will encourage Imperial nobles' spirits, and make them more likely to loan their house guards to the Iron Guard to put down any violence that may arrive beyond their pretty landscape. Conversely, if this verdant park is devastated by the tides of war, well, even the most empty-headed of nobility may find the tendrils of fear creeping into their hearts.
20 Reinforcement Points (50 in Imperial hands)
If a non-Imperial faction holds the Gardens, they may choose to devastate it, a process which takes three days. If they are successful, no Imperial faction may ever draw reinforcements from here again, and the devastating faction immediately gains 100 Reinforcements. Devastation increases the Escalation Score of the Devastation faction by +1, and that of the Imperium by +1.

XV - Ecclesiarchal Chambers
Within the squalid conditions of the hive, and the palatial estates of the nobility, there is a third type of dwelling- that of the Priests and officials of the Ecclesiarchy. Some of these men live on modest stipends, frugal souls devoted to the light of the God-Emperor, their voices full of the firebrand zeal of the preacher when they address the masses and lead the warriors of humanity into battle. Others are corrupt and well-appointed, living in luxury and cynically exploiting the mindless devotion of the average Imperial citizen for enrichment and political power; for to be a man of the Faith in the Imperium is a strength few others can match, for even the highest general may feel fear when he is accused of heresy and consorting with the Ruinous Powers. Ironically enough, the Dark Gods are not without their own followers amongst those who profess to call upon the name of the God-Emperor. Within the Chambers all these men mix, secret Warp-worshipers rubbing shoulders with the devout, cynic touching radical. Control of these men can sway the masses of humanity, and even those indoctrinated in the Imperial Cult can be confused when their religious icons blaspheme and bluster.
1 VP, 20 Reinforcement Points.
Imperial or Chaos factions may gain "Shield of Faith" on two units of their choice at the start of a battle if they hold the Chambers, giving those units a 6+ Invulnerable Save. If the given unit already has an Invulnerable Save, instead treat that Save as rerollable. Other factions gain 30 Reinforcement Points upon taking the Chambers for the first time.

XVI - Way of the Redeemed
The northern throughfare of Hives Tenebris, this highway is most know for two things; torture, and repentance. Those accused of crimes may choose to make penance by walking in shame or flagellation amidst the ranks of the Ecclesiarchy, or if the men of the Cult are not satisfied, are often mounted on stakes or in cages along the Way. Thus are the guilty purged from society, voluntarily or by force. And every man is guilty of something; during the heat of summer the Way is choked with pilgrims making atonement, and echoes with the ceaseless cries of the damned. The fate of those who oppose the Imperium is obvious for all to see, and knowledge of this reality causes both the foes of mankind and the warriors of his armies to fight ferocious- fear is a powerful tool.
10 Reinforcement Points
Any faction but Tyrannids or Orkz adds +1 to Ld when fighting here.
Fortification 2 Map.

XVII - Hab Artis
Here are the homes of the most favored servants of the Emperor, if you believe everything the priests preach. A fleabitten melee of scum and beggars, they still live lives of comparable luxury when compared to the scum below the first level of the Hive. Here the officials of the Administratum make their places of residence, and the workers of the countless munifactorums, rail yards, and other industries that are vital to the function of the spaceport and other regions. Here Chaos has found its home- the Dark Gods are clever, and oftentimes those who have enough to want more but cannot have it are their most fervent of followers. Within the crowded halls secret societies flourish, some even masquerading as local variants of the Cult Imperial. But at their heart, the Immaterium beckons.
10 Reinforcement Points + 10 for holding (up to 30) for holding XIX, XVIII, and XI.
Battles here are always nightfighting, Zone Mortallis terrain. Uses Indoor Fighting Rules.

XVIII - Tranferrence Yards
This labyrinth of small scale assembly yards, docking stations, storage facilities, and labor lines services the great quantities of goods that flow through the Celestial Gate and descend from orbit nearby. Here most of the countless masses that make their homes in the upper level of Hive Tenebris labor, and their numbers and supplies are of importance to any responsible commander. A region know for its intractability, gang warfare, and administrative difficulties, only the staunchest of local lawkeepers make their rounds in the twisted maze of the Yards, though somehow the flow of goods continues. Often turf struggles between rival merchant houses boil over into outright combat, but the Administratum looks the other way as long as matters stay relatively in hand. As such this region is uncommonly militarized, and will make a good staging point for any who seek to control Tenebris. Her adjacency to the Palace is also a boon to any force within her confines.
20 Reinforcement Points
5 Fortification Map

XIX - Victory Spaceport
From on high the cruisers and cargo ships of the galaxy-spanning Imperium descend, bearing shipments of every description to the night world. Most valuable of these shipments are the food stocks brought in bulk carriers, but all other manners of goods are brought to Victory Spaceport as well. Named for the crushing of the last vestiges of the Chaos rebellion upon this spot during the First Incursion, Victory is a bulwark of Imperial strength; her access to the open sky makes command of her hangars command of the upper echelons of the Hive. While others must push through the warrens and tunnels of the Hive, aerial superiority lends her masters many boons.
2 Victory Points, 30 Reinforcement Points.
Controlling faction may Deepstrike 2 Troop choices in any battle from Reserves.
2 Fortification Map

XX - The Great Viaduct
Here the spine of the Hive makes its home- in a city built upon the ruins of countless urban centers before her, Hive Tenebris is many times as deep as she is wide, and the vast majority of her population of recruits, workers, slaves, scum, and criminals live far below the splendor of the first level. Here elevators large enough to carry superheavy tanks range under the power of cables thicker than a man, transporting teeming masses beyond measure every day to work or labor above, to worship at the Basilica, to live for a few moments above the stink and squallor of the below. Vital to control of Tenebris, her importance cannot be overstated, nor her danger. For below is where the foul xenos have made their home, the Genestealers of the Great Devourer; now with the age of battle upon Tenebris they pour upwards in their hordes, cultists, corrupted guard, gibbering freaks and mutants all. If this horde cannot be stopped it will go ill for any who would not see Mordian consumed, but still below many true men labor, and adherents of both the Dark Gods and the God-Emperor. Access to this wealth of humanity will add bodies to the pyre assuredly, but if that fire will burn beyond control otherwise, it is a rare man that will not attempt to smother it.
4 Victory Points, 50 Reinforcement Points (20 for Genestealers)
Genestealer Factions in control of the Viaduct may receive one 20-man Brood Initiates squad unupgraded for free every day they hold the Viaduct. Uses Indoor Fighting Rules.
Last edited by G-Tech Corporation on Mon Apr 13, 2015 5:58 pm, edited 10 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 30, 2015 6:53 pm

Factions


The Imperium of Man

Rightful lords of Mordian and defenders of humanity, the Imperium is entrenched firmly in Hive Tenebris, though their original forces aren't exactly the most impressive to look at.

Initial Forces:
500 pts of Mordian Iron Guard, deployed at the 142nd Mordian Iron Guard HQ
400 pts of the Adeptus Arbites, deployed at the Justice Seat
Reinforcements:
1-3 units of Mordian Iron Guard, Escalation 7+
1-2 units of Adeptus Arbites, Escalation 8+
1 unit of Adeptus Sororitas, Escalation 9+
1-3 units of other Imperial Guard, Escalation 9+ (50-50 Sororitas/Guard)
1-3 units of Inquistion, Escalation 10+
1-2 units of Adeptus Astartes, Escalation 12+

The Ruinous Powers

Denizens of the Warp and traitors to mankind, these banes of the Imperium have a foothold in Hive Tenebris due to the cults who call on the names of the Dark Gods, but are not yet arrived in force.

Initial Forces:
600 pts of Chaos Cultists, deployed at either the Bulwark of Shadows or Hab Artis
Reinforcements:
1+ units of Chaos Cultists, Escalation 6+ (+1 for successful Reinforcement)
1-3 units of Daemons, Escalation 8+
1-2 units of Chaos Space Marines, Escalation 10+
1-2 units of Dark Mechanicus, Escalation 10+

The Great Devourer

A seething disaster boiling in the heart of the Hive, the Tyrannids are gathering their strength, and even now the Genestealers continue their silent war on the Imperium. If they grow too strong, not even the Adeptus Astartes will be able to stop them. For beyond just the vile beasts below, in the void between stars darker insatiable hunger lurks.

Initial Forces:
500 pts of Genestealer Cultists, deployed at the Great Viaduct
Reinforcements:
1+ units of Genestealers, Escalation 9+
1+ units of Tyrannids, Escalation 11+

The Green Tide

Orks is always ready for a scrap, and the Waaaggghhh now descending on Mordian is no exception- from orbit the killkroozas have descended to the planet, missed by lax Imperial defense grids. If they cannot be stopped by blade or bolter or shell, holding the Hive will be difficult indeed for those who would stand against the orgy of violence that has landed.

Initial Forces:
None
Reinforcements:
1-10 units of Orks, Escalation 3+ (Increased by 1 for every successful Reinforcement)

Reinforcements

Reinforcements for factions come in at the start of a day- that is, they are rolled for deployment. If possible they will deploy adjacent to other members of their faction. If no PC is available for the reinforcements, their numbers will be halved, and then added to the existing faction as allies or units, depending. If there are no territories adjacent to a friendly region that are unoccupied, the reinforcements must choose an adjacent territory to attack. One is added to all Escalation rolls after Day 1.
Last edited by G-Tech Corporation on Thu Apr 02, 2015 8:08 pm, edited 2 times in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Burning Sun
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Posts: 3822
Founded: Sep 15, 2014
Ex-Nation

Postby The Burning Sun » Mon Mar 30, 2015 6:55 pm

G-Tech Corporation wrote:And this one will be deep-striking on a 3+ on turn two.

G-Tech knows Warhammer.

G-Tech KNOWS WARHAMMER

ALL THE YES.

Can I reserve the Inquisition? Cuz nobody expects the friggin Inquisition.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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G-Tech Corporation
Khan of Spam
 
Posts: 63930
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 30, 2015 6:58 pm

The Burning Sun wrote:
G-Tech Corporation wrote:And this one will be deep-striking on a 3+ on turn two.

G-Tech knows Warhammer.

G-Tech KNOWS WARHAMMER

ALL THE YES.

Can I reserve the Inquisition? Cuz nobody expects the friggin Inquisition.


Sure, I can put you in for them. They won't be showing up for a bit, since the Astropaths will have only sent for help a while back, but after a few rounds of battle you can pop in with a nice retinue.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

User avatar
The Burning Sun
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Postby The Burning Sun » Mon Mar 30, 2015 6:59 pm

G-Tech Corporation wrote:
The Burning Sun wrote:G-Tech knows Warhammer.

G-Tech KNOWS WARHAMMER

ALL THE YES.

Can I reserve the Inquisition? Cuz nobody expects the friggin Inquisition.


Sure, I can put you in for them. They won't be showing up for a bit, since the Astropaths will have only sent for help a while back, but after a few rounds of battle you can pop in with a nice retinue.

I'll make sure to kick down a wall or two while I go looking for my codex. It's been a while.
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Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
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...
That'll be $32.99
All the logic

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G-Tech Corporation
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Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Mar 30, 2015 7:02 pm

The Burning Sun wrote:
G-Tech Corporation wrote:
Sure, I can put you in for them. They won't be showing up for a bit, since the Astropaths will have only sent for help a while back, but after a few rounds of battle you can pop in with a nice retinue.

I'll make sure to kick down a wall or two while I go looking for my codex. It's been a while.


Sounds good, sounds good. If you have one that will certainly help, since I don't own them all- be warned though, I'll likely be dropping a lot of units to simplify matters, and adjusting a few mechanics so we can have battles that don't take upwards of 300 posts to resolve :P
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The Burning Sun
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Ex-Nation

Postby The Burning Sun » Mon Mar 30, 2015 7:33 pm

G-Tech Corporation wrote:
The Burning Sun wrote:I'll make sure to kick down a wall or two while I go looking for my codex. It's been a while.


Sounds good, sounds good. If you have one that will certainly help, since I don't own them all- be warned though, I'll likely be dropping a lot of units to simplify matters, and adjusting a few mechanics so we can have battles that don't take upwards of 300 postsdie rolls to resolve :P

Fixed it for you :P

I believe the general rules codex is available on the internet, and the individual race codices aren't that important to something like this anyway.
"All that we see or seem/Is but a dream within a dream" - Poe
TBS, M.D | Founder of the Mechanics' Guild | EST 9-9
because my self-esteem is so low
TriStates wrote:+100 Tri-Points
Khasinkonia wrote:
The Burning Sun wrote:I posted. Just in case it gets buried by the depressing duo over there.

I award you ten points for the nickname. Which will buy you...
more posts from the duo
Royal Brownie PointsTM
Atlannia wrote:Mmm it's not looking good I'm afraid, the purple haired goth loli next to a sweatervest wearing bishonen portends financial strife and the double archery chick is a rare sign predicting the death of someone close to you, I'm sorry.
...
That'll be $32.99
All the logic

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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 8:42 am

The Burning Sun wrote:
G-Tech Corporation wrote:
Sounds good, sounds good. If you have one that will certainly help, since I don't own them all- be warned though, I'll likely be dropping a lot of units to simplify matters, and adjusting a few mechanics so we can have battles that don't take upwards of 300 postsdie rolls to resolve :P

Fixed it for you :P

I believe the general rules codex is available on the internet, and the individual race codices aren't that important to something like this anyway.


Heh, I'd settle for under 9000 rolls. Matches can get pretty silly with escalation.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Tue Mar 31, 2015 8:49 am

DId anyone say... Chaos Cultists?

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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 8:53 am

The Armed Republic of Dutch coolness wrote:DId anyone say... Chaos Cultists?



Quite so. They're going to have a lot of fun, mixing it up with Genestealer Cults and the Iron Guard.
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Tue Mar 31, 2015 8:57 am

So, what should I imagine the "army lists" to look like when they finally arrive (those pesky reserves always tend to show up late)? A bit like I once di with Mordheim?
Seems interesting anyway, G-Tech!
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:02 am

The Armed Republic of Dutch coolness wrote:So, what should I imagine the "army lists" to look like when they finally arrive (those pesky reserves always tend to show up late)? A bit like I once di with Mordheim?
Seems interesting anyway, G-Tech!


Quite similar in some ways- I never saw the full implementation of that RP, so I can't comment on pure specifics, but they do seem likely to be brothers.
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Bone Fort
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Ex-Nation

Postby Bone Fort » Tue Mar 31, 2015 9:04 pm

Neat. Would you allow the Inqui-

The Burning Sun wrote:G-Tech knows Warhammer.

G-Tech KNOWS WARHAMMER

ALL THE YES.

Can I reserve the Inquisition? Cuz nobody expects the friggin Inquisition.


SUNOVABITCH.
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:05 pm

Bone Fort wrote:Neat. Would you allow the Inqui-

The Burning Sun wrote:G-Tech knows Warhammer.

G-Tech KNOWS WARHAMMER

ALL THE YES.

Can I reserve the Inquisition? Cuz nobody expects the friggin Inquisition.


SUNOVABITCH.


We could certainly have multiple Inquistors- Xenos, heretics, and chaos in abundance, after all.
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Bone Fort
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Postby Bone Fort » Tue Mar 31, 2015 9:06 pm

G-Tech Corporation wrote:
We could certainly have multiple Inquistors- Xenos, heretics, and chaos in abundance, after all.


Excellent.
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:07 pm

Bone Fort wrote:
G-Tech Corporation wrote:
We could certainly have multiple Inquistors- Xenos, heretics, and chaos in abundance, after all.


Excellent.


After all, there will be plenty of purging to be done by any and all comers. The Imperium may need all the help they can get.
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Bone Fort
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Ex-Nation

Postby Bone Fort » Tue Mar 31, 2015 9:09 pm

G-Tech Corporation wrote:
After all, there will be plenty of purging to be done by any and all comers. The Imperium may need all the help they can get.


I can't wait to WILDCARD this whole RP. I love the Inquisition.

On a side note, you are one hell of a Cards Against Nationstates player.
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:11 pm

Bone Fort wrote:
G-Tech Corporation wrote:
After all, there will be plenty of purging to be done by any and all comers. The Imperium may need all the help they can get.


I can't wait to WILDCARD this whole RP. I love the Inquisition.

On a side note, you are one hell of a Cards Against Nationstates player.


The Inquistion are stout lads. What Ordos are you thinking?

This is a fun game. I really must play more Apples to Apples.
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Bone Fort
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Ex-Nation

Postby Bone Fort » Tue Mar 31, 2015 9:14 pm

G-Tech Corporation wrote:The Inquistion are stout lads. What Ordos are you thinking?

This is a fun game. I really must play more Apples to Apples.


Malleus if I go with an official Ordos. Though I might make up one of those obscure, minor Ordos that pop up from time to time.
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:16 pm

Bone Fort wrote:
G-Tech Corporation wrote:The Inquistion are stout lads. What Ordos are you thinking?

This is a fun game. I really must play more Apples to Apples.


Malleus if I go with an official Ordos. Though I might make up one of those obscure, minor Ordos that pop up from time to time.


Ordo Chronos, for sure.
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Bone Fort
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Ex-Nation

Postby Bone Fort » Tue Mar 31, 2015 9:17 pm

G-Tech Corporation wrote:Ordo Chronos, for sure.


I'm pretty sure the Doctor is way to OP for this.
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G-Tech Corporation
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Postby G-Tech Corporation » Tue Mar 31, 2015 9:20 pm

Bone Fort wrote:
G-Tech Corporation wrote:Ordo Chronos, for sure.


I'm pretty sure the Doctor is way to OP for this.


Fair point- better if you were Ordos Redactus, and our other player was Ordos Originatus.
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Bone Fort
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Ex-Nation

Postby Bone Fort » Tue Mar 31, 2015 9:25 pm

G-Tech Corporation wrote:Fair point- better if you were Ordos Redactus, and our other player was Ordos Originatus.


If I were to choose between the two, I would actually go with Originatus. Though I might just stick with Malleus.
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Swith Witherward
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Democratic Socialists

Postby Swith Witherward » Tue Mar 31, 2015 9:47 pm

Nicely done, G-Tech. :)
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