The Death of Hive Balmung

Fulton

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The Death of Hive Balmung

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.
 
Income
There are four resources in the Death of Hive Balmung. Most factions only deal with three: Money, Manpower, and Food. Ork players have a fourth resource that only they can collect: Orks.

Spoiler :
Money
Money represents your general economic power and resource base. This includes actual money, industrial products, and military supplies. It is represented by the $ on the map and in stats. It is used to build new units and reinforce damaged ones. Money can be gained reliably in large amount in locations like manufactoria, guild zones and in small amounts in habs and underhive zones. It can be gained in large short-term supplies from cathedrals, starports, armouries, and the upper spires.

Manpower
Manpower has the potential to run out faster than money if mismanagement. Manpower gains are more consistent, but also more vulnerable to battle damage. Manpower is most common in hab zones. It is also available in smaller amounts throughout the underhive, agri-domes, and in guild zones. Manpower is needed to build and reinforce units. Manpower costs food to collect and maintain. You can choose not to collect manpower should you so choose. Collecting manpower reduces the manpower rating of a territory by 1 each time it is done

Food
Food is used to recruit and maintain manpower on a manpower 10:1 food basis. It is also used in the upkeep of units. Food is reliably found in large amounts in agri-domes. It can be found reliably in smaller amounts in the sump and underhive and in water storage. Food can be found in large short-term supplies in algae vats. Not having enough food to feed your people will result in starvation. 1 in 3 of your manpower past the amount you can feed will die every turn they are under starvation conditions. This may rise over repeated turns of starvation. Your military is fed first, and your spare manpower second. If your military starves, they will be at reduced effectiveness. Orks who suffer starvation can eat manpower instead. If hey run out of both, then they will eat other orks. They will never go hungry. This can cause damage to your military units. Orks do not spend food to recruit Manpower, but they must feed manpower they have already recruited. The cannot use Manpower to feed their Manpower.

Orks
No region naturally produces orks. Orks are produced in regions where orks died in the previous turn at a ratio of 3 dead to 2 born the next turn, and 3 dead to 1 born the turn after that. If they are born into areas that are unclaimed, they grow wild. If they are born into areas that are controlled by human players, they are destroyed. If they are controlled by areas controlled by an ork player, they are added automatically to that player’s stockpile. Orks who die due to fire damage do not come back. Combat with any unit does not usually result in fire damage, we’re taking major catastrophes here. Just like Manpower, unspent Orks must be on a 10:1 basis. You may use food or manpower to feed them.

Damage and resource exhaustion
Resources will not increase over the course of the game. They will be exhausted over time, just by holding them and drawing their resources. Only a few territories will continue to produce the same amount of resources throughout the length of the game. You will inevitably have to expand your territory in order to survive. Manpower will only reduce when you specifically draw on it. Money, Food, and Orks are automatically collected and reduced every turn.

This depletion can be accelerated due to player actions. Fighting in a territory will damage that territory’s resources. You can choose to deliberately limit collateral damage, but this will give you a combat penalty. Different units will inflict different amounts of damage on the hive. Armour, for example, will cause more damage than infantry.

It is possible to damage the hive so badly that larger catastrophes will happen. Hivequakes are a constant fear in older hives, and there are few older than Hive Balmung. Entire spires have been known to collapse in heavy enough fighting. The possible results are limitless.


Orders:

Your orders will consist of 2 major parts: Spending and Military

Orders are processed in the order the final order sets were received. This means that reckless actions can trump carefully considered strategy or alliance actions. Player who possess both speed and skill should be rewarded.

Spending Orders
Spoiler :

Spending orders are further divided into sections.

Upkeep
You pay the upkeep costs ($ and F for humans, $ and F or M for orks) for all of your units combined.

If a unit has taken damage, then it pays a reduced upkeep. For example, is a Conscript Unit has been reduced to 0.5 in strength, that means it only requires 0.5 of it’s upkeep.

If you fail to pay your full upkeep, all of your units will suffer in proportion to the amount of food and material that you have fallen short by. You can save by by refusing upkeep for a unit entirely. That unit will disband and it’s remaining worth in M and Orks, plus half of it’s remaining worth in $ will be returned to your stockpiles.

Remember, you must also pay upkeep on manpower you have recruited but not used for units.

You only pay upkeep on manpower and units that you have under your control at the beginning of the turn. You do not pay in manpower you recruit this turn (that has its own cost) or on new units that you plan to build.

New Units
Units can be created by spending the resources listed under costs in it’s description. Units take a number of turns to be built. If you start building a unit that takes 2 turns to recruit on turn 1, then it will be available to fight for you on turn 3. You must choose a territory for these to be built in. This cannot be changed. If that territory is attacked, the partly-built unit will defend itself as much reduced efficiency.

Upgrading Ork Units
The only unit orks can actually buy after game start are Boyz Warbands. All other units must be upgraded from Boyz warbands. To do this, pay the full $ upgrade cost and spend the required number of turns upgrading a unit. Upgrading follows the same rules as building new units.

Reinforcing damaged units
Reinforcing units works in a similar way to building new ones. They must be built in a chosen territory and fight at reduced efficiency. You must pay a portion of the unit’s original cost proportionate to the unit’s damage. If a unit has taken 0.5 damage, it takes 0.5 of the original cost to repair it. Elite units (units that cannot be recruited after game start) require 2 turns to repair. Non-elite units (all others) require 1 turn. Orks pay the starting ork cost and later $ cost to reinforce their units.

Other
Be creative, do some fun things, we’ll see if they work.


Military Orders
Spoiler :

Order your troops any way you like. It can be as simple as “1208th Cadian Infantry attacks from Hab 1 to Hab 2” or as complex as you want it to be. But please, don’t give me huge essays. The most details you give, the more I likely I am to miss something important. So it is with orders in real life; complexity means difficulty. Units can move as far as they want in a turn. But beware, heavy fighting will stop them in their tracks.

There are two general types of missions you will undertake:
Conquest and Raiding.

Conquest has the objective of taking over an entire territory. Conquest battles will be fiercer than raids and do more damage to the territory and units involved. Raiding seeks to steal that territory’s production for the turn and a portion of the player’s stockpiles. Any resource except Orks can be targeted in raids. You can target multiple resources, or only one. Multiple resources will be more difficult and costly to take.


Winning the Game
The game ends when one of three things happens:
1. One players controls 50% of the hive’s territory. In that case, that player scores a major victory.
2. The Orks control 75% of the hive’s territory together. The largest ork player scores a major victory. Any other ork player controlling 25% or more of the hive scores a minor victory.
3. More than half the hive collapses. The player with the most surviving manpower (plus orks), including units, scores a minor victory.
4. Players may set their own win conditions. Examples might include: eliminate the orks, escape the hive, sacrifice 500 manpower to the chaos gods, or something equally difficult and creative. Achieving these does not end the game.
 
Map
The map is divided into 7 parts, each representing a different part of the hive. Some units have bonuses or penalties in certain parts of the hive. They are, starting from the bottom and working our way up:

The Sump
The sump is the broken, rusted, forgotten underbelly of the hive. This is the home of dark cults, twisted mutants, and even xenos. But it is also the home of archeotech and other lost treasures. The Sump is the source of many hive quakes as none as willing to venture here to repair the buckling hive foundation. Damage here can cause hive quakes.

The Under Hive
This area is also in decline. It has been out of government control for centuries, if not millennia. Gangs make their own laws here. The people scrape by any way they can. In many areas, it has degraded to be nearly impassible with wreckage, pits, flooded chambers, and catwalks ready to break entirely. It has recently been flooded with refugees who have, some over two generations, adapted to life here.

Lower Hive
The lower hive is where the bulk of the work gets done. Great manufacturing centers and habs fill this area, as well as food storage to feed the teaming masses. This is where the bulk of the hive’s production and manpower resides. It is the home of the Cathedral of the Emperor’s Salvation, in which resides the sword Balmung.

Upper Hive
The upper hive peeks above the clouds, allowing real agriculture to take place in the agri domes. This is the home of the guilds and the great center of commerce. Life is easy here for those lucky enough to call it home. The great commercial spaceport is located here.

Lower Spire
The spires are sparsely populated. Mostly because they are the location of the sprawling cathedral-palaces of the nobility. Only the richest and most powerful are ever allowed to set foot in the spire.

Upper Spire and Grand Spire
The home of the governor himself. The upper spire is a region so beautiful few could ever believe. It. Who know what treasures could lay there, abandoned by the cowardly governor and his family?

All regions will have the amount of resources they yield listed as follows:
$: 50
M: 5
F: 0
Orks: 2
This yields $50, 5M, no food, and 2 Orks this turn. Orks may be omitted if no orks are produced there this turn. Additionally, coloured arrows will mark which territories have access to a higher level of the spire. Find the colour-coded arrow to figure out where you can travel.

EDIT: A change to the map that will be fixed for Update 0: all fungus farms will begin the game yielding 1 Ork. This will not be reduced unless the territory suffers extreme damage or purification.

Predeployment Map:
View attachment 290246
 
PC Stats:
There is at least one chaos player at game start. There may be as many as two. The Brotherhood of Iron has been confirmed as one of the two potential chaos factions. There may be another chaos faction, or there may not.

Name: Underalliance
Player: Lord_Iggy
Type: Hiver
Units:
Machrius Lancers (House Guard Regiment): .2
Machrius Arbalestiers (House Guard Regiment): 1
Machrius Sentries (House Guard Regiment): .4
Machrius Cuirassiers (House Guard Regiment): 1
Redeyes (Gangers): 1
Thornskulls (Gangers): .2
Murthek's Marauders (Gangers): .2
Murthek's Warboars (Gangers): .2
1st Underalliance Division (Gangers): 1
2nd Underalliance Division (Gangers): .9
3rd Underalliance Division (Gangers): .3
4th Underalliance Division (Gangers): .7
Penitents (Gangers): .3
Adherents (Gangers): .8
Illuminants (Gangers): .6
Road Hogs (Technicals): .1
Stockpiles: 41F, 108M, $0
Territory:
Water Storage 3
Wasteland 2
Warehouses 4
Algae Storage 4
Manufactoria 7
Manufactoria 6 (contested)
Refugee Camp 2 (contested)

Name: Balmung Compact
Player: das
Type: Hiver
Units:
1st House Regiment: .6
2nd House Regiment: .6
3rd House Regiment: .6
4th House Regiment: .6
1st PDF Regiment: .5
2nd PDF Regiment: .6
1st Conscript Corps(reinforcing):: 1
2nd Conscript Corps: .5
3rd Conscript Corps: .3
4th Conscript Corps: .2
5th Conscript Corps(reinforcing):: 1
6th Conscript Corps(reinforcing): 1
7th Conscript Corps: .5
8th Conscript Corps: .8
1st Compact Militia: .7
2nd Compact Militia: .6
Compact Armoured Group: .8
Stockpiles: 1F, 9M, $138.5
Territory:
Noble Houses 1
Hab Block 6
Spire Tertias
Foreign Quarter
Spaceport Decius

Name: Lady Inquisitor Jezail Batzces
Player: Masada
Type: Imperial Guard
Units:
10th Mordian Iron Guard (Necromundan Spiders Regiment: 1
26th Mordian Iron Guard (Necromundan Spiders Regiment): .9
34th Mordian Iron Guard (Necromundan Spiders Regiment): .5
46th Mordian Iron Guard (Necromundan Spiders Regiment): .8
56th Mordian Armoured Iron Guard (Imperial Guard Armoured Regiment): .7
Mordian 278th Armoured (Imperial Guard Armoured Regiment): .9
1st Conscripts: 1
2nd Conscripts: 1
3rd Conscripts(recruiting): 1
4th Conscripts(recruiting): 1
Stockpiles: 92F, 3M, $392 (subtracted for bought food already/food to cadians subtracted)
Territory:
Guilds 1
Guilds 2
Guilds 3
Grand Marketplace
Agri-Dome 5
Munitorium Command
Spire Heart
Grand Spire

Name: The Arbitrator
Player: Thlayli
Type: Imperial Guard
Units:
1923rd Hydraphur (Imperial Guard Division): .4
1122nd Hydraphur (Imperial Guard Division): .5
93rd Terac IV ‘Justiciars’ (Imperial Guard Division/reinforcing): .9
243rd Ultima Macharian ‘Imperial Suns’ (Imperial Guard Division): .2
21st Glorinth Tactical (Necromundan Spiders Regiment): .7
22nd Glorinth Tactical (Necromundan Spiders Regiment): .3
203rd Hydraphur ‘Lancers’ (Imperial Guard Mechanized Division): .7
101st Ultima Macharian Armored (Imperial Guard Armored Regiment): 1
1st Necromundan Spiders: .2
2nd Necromundan Spiders: .6
3rd Necromundan Spiders(reinforcing): .3
4th Necromundan Spiders: .5
5th Necromundan Spiders(reinforcing): .4
6th Necromundan Spiders: .6
7th Necromundan Spiders(reinforcing): .4
Stockpiles: 195F, 50M, $62
Territory:
Algae Storage 1
Algae Storage 2
Manufactoria 2
Manufactoria 5
Manufactoria 8
Lower Markets

Name: Big Bad Ork Band
Player: spryllino
Type: Orks
Units:
Bork’s Bruisers (Boyz): .7
Da Banda Boyz (Boyz): .3
Da Rushin’ Boyz (Nobz):.8
Gorkin’ Good Boyz (Nobz): .8
Goff Rockerz Noisemob (Nobz): .7
Da Big Guns (‘Eavy Armour): .5
Da Bigerer Gunz (‘Eavy Armour): .8
Stockpiles: 47F, 28M, 25Orks, $65
Territory:
Wasteland 3
Wasteland 11
Wasteland 12
Fungus Field 2
Refugee Camp 4
Refugee Camp 2 (contested)
Manufactoria 6 (contested)
 
NPC Stats
You can join the game as any of these factions.

Name: The Cathedral
Type: Hivers
Units:
Order of the Sacred Sheath [House Guard Regiment]: 1
Order of the Holy Hilt [House Guard Regiment]: 1
Perpetua’s Banner [PDF Infantry Division]: 1
Pomponius’ Banner [PDF Infantry Division]: 1
Saturus’ Banner [PDF Infantry Division]: 1
Felicitas’ Banner [PDF Infantry Division]: .4
Maturus’ Banner [PDF Infantry Division]: .5
Blandina’s Banner [PDF Infantry Division]: 1
Attalus’ Mobile Banner [Technicals]: .3
Pothinus’ Mobile Banner [Technicals]: .4
Biblias’ Penitential Banner (Ganger Militia/Arco-Flagellants): 1
Quintus’ Penitential Banner (Ganger Militia/Arco-Flagellants): 1
Usthazares’ Penitential Banner (Ganger Militia/Arco-Flagellants): 1
Stockpiles: 74F, 46M, $105
Territory:
Cathedral of the Emperor’s Salvation
Pilgrim’s Ring
Algae Storage 3
Hab Block 1


Name: Brotherhood of Iron
Type: Chaos
Units:
Unknown number of cultists, mutants, and possibly daemons.
Stockpiles: 0F, 15M, $80 (What are they eating…?)
Territory:
Crypts

Name: General Abnett's 128th Cadian Battlegroup
Type: Imperial Guard
Units:
170th Cadian Mechanized: 1
157th Cadian Infantry: 1
249th Cadian Infantry: 1
3789th Cadian Infantry (reinforcing): .4
1975th Cadian Infantry: 1
483rd Cadian Infantry: 1
614th Cadian Infantry: 1
652nd Whiteshield Corps (reinforcing): .8
890th Whiteshield Corps: 1
7686th Whiteshield Corps: 1
7890th Whiteshield Corps: 1
7891st Whiteshield Corps: 1
Stockpiles: 0F, 44M, $629
Territory:
Noble Houses 2
Noble Houses 3
Administration Palace
Spire Secundus
Governor’s Palace

Name: Big Boss Grimmdurk's Deathskull Warband
Type: Orks
Units:
Da 'Eadbangaz (Boyz): .8
Biggum’s big boyz (Boyz): .5
Deathskull Deadeyes (Boyz): .6
Da Red an Blue (Boyz): .6
More Dakka (Boyz): .6
Da Blue Boyz (Boyz) : .6
Grimmdurk’s Grimmob(Nobz): 1
Da Biggest Gunz (Nobz) : .9
MOAR DAKKA(Nobz): .8
Looty Goodness (‘Eavy Armour) : .8
Stockpiles: 90F, 17Orks, $71
Territory:
Fungus Field 1
Fungus Field 3
Wasteland 4
Wasteland 8
Wasteland 13
Refugee Camp 5
Water Storage 4
Warehouses 3
Hab Block 4

Name: Dok Bok’s Painmob
Units:
Da Boyz: .3
Da Uvver Boyz: .7
Da Extra Boyz: .5
Da ‘Ab Bloc Boyz: .7
Grot Liberation Front: 1
Painy-meky Boyz (Upgrading to Nobz): 1
Cy-nobz: .8
Cyer-nobz: .7
Cyerer-nobz: .7
Dok’s Dreadmob (‘Eavy Armour) : .7
Stockpiles: 56F, 32M, 8Orks, $82
Territory:
Hab Block 5
Wasteland 6
Wasteland 5
Refugee Camp 1
Water Storage 1

Name: Da Bad Motha Trukkas
Units:
Boyz: .9
More Boyz: .7
Lots More Boyz: .8
Xtra Boyz: .8
Xtra-Xtra Boyz: 1
Grotchukka’s Trukka Mob (Kult of Speed): .7
Crimjaw’s Trukka Mob (Kult of Speed): .9
Da Flyin’ Orkses (Kult of Speed): .8
Krogak’s Trukka Mob (Kult of Speed): .6
Stockpiles: 68F, 15M, 11Orks, $91
Territory:
Wasteland 1
Wasteland 7
Wasteland 9
Wasteland 10
Refugee Camp 6
Hab Block 2
Hab Block 3

Name: Mechanicus Working Group Sigma Delta Epsilon
Type: Special
Units:
1st Skittari (reinforcing): 1
4th Skittari (recruiting): 1
Mechanicus Armoured Regiment: .1
Stockpiles: 34F, 27M, $125
Territory:
Warehouses 1
Manufactoria 4
Wasteland 14

Name: The Order of the Emperor’s Tears
Type: Special
Units:
Adeptus Sororitas Battle Group Alpha: .3
Adeptus Sororitas Battle Group Beta: 1
1st Frateris Militia Group (Conscripts): .2
2nd Frateris Militia Group (Conscripts): .1
Stockpiles: 29F, 15M, $222
Territory:
Manufactoria 1

Name: House Varangian
Special: Hivers
Units:
1st Varangian House Guard: .7
2nd Varangian House Guard: 1
Allied House Guards: .4
1st Balmung Hussars (Mechanized Infantry): .6
2nd Balmung Fusiliers (PDF Infantry): .3
5th Balmung Fusiliers (PDF Infantry): 1
8th Balmung Irregulars (Conscripts): 1
56th Balmung Irregulars (Conscripts): .3
13th Balmung Irregulars (Technicals): .4
Stockpiles: 106F, 62M, $310
Territory:
Agri-dome 4
Agri-dome 3
Spaceport Gracchus 1
Spaceport Gracchus 2
Pleasure Hall
Warehouses 2

Name: House Chaku
Units:
Chakan House Guard: .8
Chakan Men at Arms (PDF Infantry): .6
Technicals: 1
Stockpiles: 103F, 0M, $154
Territory:
Agri-dome 2
Agri-dome 1

Name: Guild Alliance
Units:
Allied Guilder Defense Force (Conscript): .5
Stockpiles: 7F, 10M, $60
Territory:
Guilds 4

Eliiminated Factions:
The Skulls
The Grenzland Militia
Dakka Splatta
The Worker’s Liberation Front
 
For the players who have already sent me stats and starting locations, please post your faction type, territories, and any background you wish to make public here. You may change from what you've given me so far should you so choose.

BEGIN!!
 
(Background later, stats now)

Imperial Guard

Claims:
Spaceport Gracchus 1
Spaceport Gracchus 2
Warehouse 2
Agri Dome 3
Algae Storage 3
 
It's not too late to join, right? If it isn't, I've got a faction idea I can have ready when I get back.
 
Plenty of time to join, so long as you join before all the spots are taken by people who have sent and posted stats ;)
 
Hivers

Crypts
Hab Block 3
Hab Block 4
Hab Block 5
Manufactoria 8

A hungry soldier is a motivated soldier.
 
IMPERIAL GUARD

Noble Houses 2
Administration Palace
Guilds 4
Space Port Decius
Agri-Dome 1
 
Balmung Compact Hivers.

Noble Houses 1
Noble Houses 3
Foreign Quarter
Munitorium Command
Hab Block 6
 
Could you make it clear on the map exactly which up/down levels connect to which? It's a bit confusing as is.

Another question. If almost all the Imperial Guard units can only be bought at the beginning of the game, and we have unlimited manpower to use at the beginning of the game, why do they have a Manpower cost?

With that said.

Adeptus Arbites/Imperial Guard - The Arbitrator
Hab Block 2
Algae Storage 1
Algae Storage 2
Manufactoria 2
Manufactoria 5

The absence of Lord-General Barrus meant not that the Imperial organs of the Hive were helpless. Unlike the Administratum above, the Ecclesiarchy and the Arbites were often involved in the gritty work of ruling the lower hive with charisma and ruthlessness, and they have refused to abandon any world upon which the Emperor's holy footsteps have trodden.

Rallying several local guard regiments under their influence, they follow the Arbitrator of the Adeptus Arbites, who has no name beyond his title, and whose loyalty to the Lex Imperialis is only second to his loyalty to the Emperor.
 
Could you make it clear on the map exactly which up/down levels connect to which? It's a bit confusing as is.

This is why I wanted to have a file that had all seven layers on it, so it was easy to see. I can make a list tomorrow night.
 
General Aerion's Forces
Faction: Imperial

Territories:
-Algae Storage 4
-Refugee Camp 2
-Warehouse 3
-Wasteland 2
-Hab Block 6 (OOC: Edited slightly)

Backstory:
TBA
 
I already have 9 players. Awesome. 6 have posted, plus Masada, Strategos, and Lord_Iggy who have contacted me privately before the game started so they have spots reserved. All are Imperial factions. Although that only leaves room for 1 more Imperial player, pelase feel free to post and claim. If we have too many, then I will decide randomly who will play, giving pride of place to those who have proven they aren't mayflies.

Anybody up to play as Orks? I may add in more Imperial factions past the 10 after I have added everyone to the map, but we still need 4 ork players.
 
Hivers- A Nasty Group of Gangs bloodily banded together to hold off the rising green tide in the sump, along with a few unfortunate souls from the Lower Hive who have managed to get themselves tied up in Gang affairs.

Territories:

Spoiler Old :
Sump:
Refugee Camp Six
Wasteland Eight

Lower Hive:
Water Storage One
Manufactoria Eight
Hab Block Three


Sump:
Refugee Camp Four
Water Storage Four

Under Hive:
Water Storage Three
Manufactoria Six
Manufactoria Seven
 
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