The Death of Hive Balmung
Current status: Orders for Update 4 are due Monday July 11th
Necromunda's Hive Palatine
Current status: Orders for Update 4 are due Monday July 11th
Necromunda's Hive Palatine
History of Hive Balmung
Hive Balmung has a long and storied history. The hive itself was built around a great mountain cathedral founded by loyal servants of the Imperium to house a sword He wielded for a short time during his reconquest of this world, Glorinth, during the Great Crusade. Pilgrims flocked to see the sword, but with no way off world, they settled here.
Named in honour of the sword, Balmung, the pilgrim city, became a shining beacon of Imperial power and glory. Over thousands of years the pilgrims and their descendents multiplied. The city grew until it encompassed the whole mountain. A billion inhabitants lived here at its height.
But all things must come to an end. The Imperium expanded and contracted around it. Of all things, it was the Macharian Crusade which would spell the final death of this world. New trade routes were opened that bypassed Glorinth entirely. The planet had long extracted the last of its own native resources and relied on exports and its place at the hub of the sector’s trade. But now, with new worlds eclipsing it, the economy faltered.
Skilled governance might have saved the world. But generations of lazy, complacent, or incompetent rulers greatly outnumbered those with the energy and vision to make improvements. Centuries of decline began to wear on the world.
Then the Orks came. The great ork Rok destroyed Hive Grenouille on landing. The Governor believed not even orks could survive the ask wastes and acid waters of the planet and so failed to act. A year later, the orks came to Hive Torgun in overwhelming numbers. One by one, the spires fell until only a few remained. It was then that the Imperium came to rescue the planet. Fifty-eight years ago the Imperial Guard arrived with ten thousand regiments.
The Guard waged their war and brought the orks to the brink of destruction, and it looked like the Imperium might prevail. But General Tyrrus, as foul a traitor as there ever was, rose in rebellion, claiming the world for himself. The Imperial forces were shattered in a bloody civil conflict that engulfed the world for twelve years. Only the bravery of the loyalist guardsmen and the skill of rare skilled leadership in Governor Morn saved Hive Balmung. There were rumours of great evil ravaging the loyalist who opposed Tyrrus, but no one has confirmed them. Only one thing is certain: Not a single Regiment returned from the Battle for Hive Grolth, Tyrrus’ capital, despite the official story of victory.
After years of war and millions of dead, the Administratum and Munitorium assessed the situation. Of the twelve great cities of Glorinth, only Hive Balmung survived. The Orks were regrouping and already permeated the sump of the hive. The city was divided into factions who squabbled over the décor of the upper spire while the lower hive burned. There were rumours that traitors had survived and even now permeated the surviving defenders.
In the end, the Imperial authorities declared the world not worth fighting for, not with much more valuable worlds under threat. The Imperium loaded every ship they could with the leaders of the hive: the rich, the powerful, all the people of the upper spire and their households, along with as many regiments of Guard as could be spared.
Lord-General Barrus promised he would return for the rest. But it has been a month and he has not. There are no communications from the Imperial fleet. Not a single chartist ship or rogue trader has come bearing the food and raw materials the city needs. Manufactured goods fill warehouses to bursting, ready to fill trade ships that never come. If is clear to the hundreds of millions trapped in Hive Balmung that no one is coming.
There is only one hope now: to stand and fight. But the hive will not sustain the teeming masses that call it home. Only a few will survive: those with the strength, cunning, and perseverance to impose their will on the hive.
Factions
Imperial Guard
The Munitorium took you from your world, gave you a gun, and promised you brutal death on some world you’ve never heard of fighting a terrible enemy. The only glimmer of hope was the Right of Settlement: a regiment who conquered a world could settle there and rule it. Now, you have your chance to win that right. Conquer this hive, and it is yours. Otherwise, the Munitorium’s promise will be fulfilled.
Spoiler :
Units:
Imperial Guard Division:
Imperial worlds tithes their best soldiers to the Imperium. These are the best soldiers the Imperium, or most other species for that matter, have to offer. While specialists like the Adeptus Astartes or Sororitias get the glory, the Trillions of Guard soldiers do the real work. This represents approximately four Imperial Guard regiments of 8-20,000 guardsmen. These regiments can come from anywhere you want.
Cost: $100, 10M
Upkeep: $10, 2F
Recruitable: No
Imperial Guard Mechanized Division:
These are Imperial Guard regiments entirely equipped with transports, most often Chimeras. They have some support from other light armour, most notably Salamander scout cars and Sentinel walkers, but also Hellhound and occasionally cavalry or a small detachment of heavy armour. This represents approximately 4 regiments with around 6-12,000 guardsmen. These forces are much faster and harder hitting than guard infantry, but suffer penalties in the underhive and sump.
Cost: $200, 8M
Upkeep: $20, 2F
Recruitable: No
Imperial Guard Armoured Regiment:
The strongest armoured force on Glorinth. This represent a single regiment of tanks, mostly a mix of Leman Russ and Macharius battle tanks with some artillery and mechanized infantry support. Armour does the most collateral damage of any unit in Hive Balmung.
Cost: $300, 5M
Upkeep: $30, 1F
Recruitable: No
Conscript Corps:
Conscripts are locals quickly trained, slapped into flak armour and thrown into the meat grinder. Conscripts are poorly motivated, but in the current condition of the hive, 3 squares a day and a reliable lasgun seems like a pretty good deal to many.
Conscript Corps number approximately 30,000 men. Though high in number, they have much less integrated support than guard infantry regiments. They perform poorly at first, but if they survive, may improve.
Cost: $20, 20M
Upkeep: $5, 4F
Recruitable: 2 turns
Necromundan Spiders Regiment:
Although the name Necromundan Spiders refers to a specific regiment (the Necromundan 8th Infantry), here it is applied to several Necromundan regiments drawn from the toughest gangs of the underhive. Though numbering only 5,000 guardsmen, inside a hive they can do the damage of an entire division. These soldiers get bonuses in the lower hive and the sump, and a significantly larger bonus in the underhive. They can only be reinforced if a Guard commander has access to an underhive zone that yields (or previously yielded) manpower.
Cost: $150, 4M
Upkeep: $15, 1F
Recruitable: No
Hivers
This is your world, your home. Your people have lived and died here for countless generations. You never had the option to leave, and you’re not going to do it now. Orks? Foreigners? All invaders, all wanted what is yours. You have united your people, from the trade guilds and minor noble houses to the workers of the lower hive and proxy gangs of the underhive, you have built your own alliance to save yourself from the darkness. This is your home, you birthright, and to the warp with any who would take it from you.
Spoiler :
Units
PDF Infantry Division:
While normally Planetary Defense forces are not the match o the Imperial Guard, nearly six decades of war has honed the Glorinth PDF into a well-oiled machine. These soldiers are the equal of Imperial Guard infantry and include the same integrated support elements.
Cost: $100, 10M
Upkeep: $10, 2F
Recruitable: No
Conscript Corps:
Functionally the same as the conscripts fielded by the Imperial Guard. Conscripts are poorly motivated, but in the current condition of the hive, 3 squares a day and a reliable lasgun seems like a pretty good deal to many. Conscript Corps number approximately 30,000 men. Though high in number, they have much less integrated support than PDF infantry regiments. They perform poorly at first, but if they survive, may improve.
Cost: $20, 20M
Upkeep: $5, 4F
Recruitable: 1 turn
Ganger Militia:
The desperate fight for survival has given birth to strange alliances. The largest gangs have banded together with their subordinate gangs to form their own armies. They work together with other hive elements to survive. Many have been pushed out of their homes in the underhive and are eager to take it back. These ad hoc armies can number up to 20 or 30 thousand individuals. Although poorly disciplined and liable to break in strange situations, they are hardened and motivated fighters and excel in their own backyard. These units get a bonus in the sump and underhive.
Cost: $40, 15M
Upkeep: $10, 3F
Recruitable: 2 turns
House Guard Regiment:
The Imperial Guard are meant to die, the lower hive never had a hope of escape. The people who felt most betrayed by the abandonment of the upper spire were the minor nobility of the lower spire and the great guilds that control the workings of the entire hive. These elite soldiers are the personal guard of the guilds and houses of Hive Balmung. These elite soldiers excel in combat and can best an Imperial Guard division.
Cost: $150, 5M
Upkeep: $15, 1F
Recruitable: No
Technicals:
What the hivers lack in firepower, they make up for in ingenuity. Technicals are a collection of civilian vehicles converted into military use. Heavy machinery towing earthshaker cannons, Arbites riot vehicles, trucks with heavy stubbers strapped together and bolted to the back. These vehicles are the faster than mechanized infantry, but also the most fragile. Some are filled with conscripts or gangers, and they have more firepower than the ork kult of speed, but can’t stand up to real armour. Technicals are the only vehicles that don’t suffer penalties in the underhive, as many are built or crewed by gangers who have practice using them in the cluttered terrain.
Cost: $150, 10M
Upkeep: $15, 2F
Recruitable: 2 turns
Chaos
You’ve seen the future. You know that fighting in futile. This world will die, one way or another. Even if someone manages to win, what will they rule? Crumbled ferrocrete and twisted plasteel is a sorry prize when limitless power and eternal life are an option! You have given up your soul to the dark gods. If you can secure their dominion over this world, then there is no limit to the rewards that await you.
Chaos has to sacrifice 1/10 of their manpower to the Dark Gods every turn. They can sacrifice more if they want. Victories with massive casualties for the enemy can nullify the need for sacrifices the turn after. Higher sacrifices can be used to ask boons of the chaos gods. Chaos players will not be known to other players at the start of the game, they will start looking just like an Imperial Guard or Hiver player.
Spoiler :
Units
Chaos units are the same as their Imperial equivalents. They may acquire extra, special units as the game continues.
Orks
Oi, ladz! Youse listen up ‘ere! Y’see dat bit fing up dere? Da boss says dere’s lotsa good loot. So wez gonna go up dere and take it! Now, dere’s a lotta uvver boyz who wants it, an’ deres a lotta humies in da way who wants a good thumpin’. So wez gonna give it to ‘em, and prove wez da biggest, da meanest, and da cunninest boyz Gork an’ Mork evar seen!
Spoiler :
Units
Boyz Warband
A giant mob of anywhere from ten to fifty thousands orks and assorted orkoid creatures. These are basic infantry orks armed with basic weapons sprinkled lightly with nob leaders, support troops, and ‘eavy weaponry. Orks are more likely to cause collateral damage than humans. Boyz are comfortable fighting anywhere in the hive.
Cost: $100 at game start, $40 later, 20Ork
Upkeep: $8, 4F
Recruitable: 1 turn
Nobz Warband
The biggest and meanest orks out there. Nob warbands include a large contingent of nobs and scarboy and support troops like ‘ard boyz, lootas, burnas, and tankbustas. Also include mekboys and dreadnaughts. These units are not to be trifled with. Nobz always cause collateral damage and are comfortable fighting anywhere in the hive.
Cost: $200, 10Ork at game start, $50 upgrade
Upkeep: $15, 2F
Recruitable: Upgrade, 2 turns
Kult of Speed
Ork Speed Freaks are equipped with the fastest vehicles in the hive. They also tend to be fragile, but pack a heavy punch. Warbikes, deffkoptas, looted wagons, and especially trucks packed to overflowing (literally) with boyz. These units suffer penalties in the sump and underhive. They always cause collateral damage.
Cost: $200, 10Ork at game start, $100 upgrade
Upkeep: $20, 2F
Recruitable: Upgrade, 2 turns
‘Eavy Armour
These units contain the heaviest weapons the mekboys can strap together. Looted Imperial tanks, battlewagons full of nobz, gunwagons and flaktrukks, even the dreaded stompas. These units are faster than Imperial Armour, but don’t quite have the firepower. They cause the heaviest collateral damage of any unit in the game.
Cost: $300 at game start, 6Ork
Upkeep: $30, 1F
Recruitable: No
Hive Sibellus on Scintilla
Starting Play:
All players have $1200 and unlimited Manpower or Orks with which to buy units. You can buy any units listed in you army list. Units that are listed as “Recruitable: No” can only be acquired using this starting build. They cannot be built at a later point.
You may deploy these troops in up to 5 territories according to faction restrictions. These territories need not be contiguous.
Imperial Guard: Lower Hive, Upper Hive, Lower Spire
Hivers: Under Hive, Lower Hive, Upper Hive, Lower Spire
Orks: Sump, Under Hive (no more than 1 in the Under Hive)
Please send me a PM with your units, their locations, and whether you wish to apply to be a chaos faction. The chaos faction will be chosen secretly at a ratio of 1 chaos for every four Imperial players.
When you send your PM, please make a public post stating your faction type (ork, hiver, or Guard only NOT chaos if you are applying) and the territories you claim. Territories are not done on a first come, first serve basis. I will assign territories with disputed claims to the player that I believe is least likely to flake. Having played one of my games and not dropped, for example, will predispose me to rule in your favour. I will look over the claims every day or so after this thread is posted and assign territories appropriately. If you do not get the territories you want, then you can claim others if you desire.
If you choose to play as a chaos faction, I will inform you if you have been chosen to act as a chaos agent. If a chaos faction is destroyed, I will remember who played applied to be chaos before and give them the option to fall to chaos should they so choose.
In addition, all player start with the following resources:
Imperial/Chaos Factions: 80F, 60M, $150
Orks: 60F, 40Orks, $400
Maximum player limits:
4 Ork players
8-10 Imperial players(of either type)
0-2 Chaos players replacing Imperial Players
I will add in enough NPCs to fill up the blank spaces on the map. Anyone who played or followed Varica knows my NPCs are no pushovers. They have agendas and strengths of their own. They will also be available for new players to join as, or for eliminated players to rejoin as.