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![[Post New]](/s/i/i.gif) 2011/04/25 02:32:56
Subject: Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Welcome to Planet Fall - Helicos, the map driven campaign set in the Helicos System. This campaign was set up in celebration-send off of a local games player and is designed to allow for an escalation with out major army build ups. The intention of this was to maintain a solid 500 point game basis which could grow to a maximum of 1250. As our game group meets one day a week this should allow for the maximum number of games played, while encouraging the newest members not only paint but have the time to be proud and showcase their armies. The setting for this campaign is based off of a fiction in the works and the out come will more than likely influence the direction of the fiction.
As a fiction lover I am encouraging each participating member to post a background to this thread explaining a brief history of their faction, their intentions and how and why they found themselves on Helicos. To facilitate this below you will find a brief Background for the Planet Helicos 2, as well as a brief History of the System. For more detailed information consult "A Call to Arms" in the Dakka Fiction section.
In addition to the Backgrounds and Histories of the armies the rules and a map will be listed below. The map will be updated at a later time to include additional terrain features.
All works of this Blog simply meant for the use of our campaign members and are under no constraints or regulations of any publishing body. As such, the material is subject to change and any comments/critiques or suggestions will be welcomed. Please feel free to use any of the material in this posting for your own games or purposes.
A Brief Background and History.
There is no original record of when Helicos was first occupied by the Imperium of Man and of the systems former inhabitants only ruins on the first and third planet supports any signs. The system is composed of four major planetary bodies, Helicos Prime - Tetra (1 - 4) and is centered around a dying star. Helicos Prime is so close to the old star that its surface is a radiation blasted wasteland, but so rich are its depths in minerals that the planet has long been home to massive mining colonies and underground hives and forges. The second planet Helicos 2, is a large solid planetary body with a temperate-arid landscape, capable of supporting vast agricultural growth. The planet became the center of the system, producing most of the systems agriculture and supporting the most advance cities and the largest population. Helicos 3 is jungle planet, its vast jungles almost impossible to traverse and its entire population center in the polar hives, its feral ork population always only just kept in check. The fourth and last planet in the system is a gas giant, almost a small sun in its own rights, supporting multiple habitable moons and a double ring of asteroids.
The population of Helicos remained loyal to the Imperium of Man as the words of Horus spread decent and treason. However, like many of the worlds on the fringe of the Imperium this loyalty was lost over the years as the astronomicon was reduced and communication lost. Helicos was a well established system at the time of this outage and managed to hold its own boarders during the Melania that followed, watching as one by one its neighboring systems fell to aliens, heretics or on warlord or another. Late in this state of separation the Governors of Helicos were confronted by the Water Caste of the Emergent Tau Empire.
So removed from the Imperium of Man the Xenos was met with only minimal Hostiliy, which soon passed into the briefest of memories. Under patronage of the Tau's military and trading might the system once again began to prosper. With the trade and wealth of the Tau came the dogama of the greater good, and soon outposts of the Tau could be found through out the system. It was in this state that the Imperium of Man Returned to find Helicos.
With the arrival of the second crusade Helicos welcomed the Crusade as a Saving Angel, the promise of a God long in the wait. To the diplomats of Terra, found a wealthy population with a tainted prospective, in fact only the wealth of the Helicos system and a loyally saved millenniums worth of Back Revenue saw the population spared. But being spared by the diplomats of the Imperium does not garuntee forgiveness and in the wake of the second crusade many reclaimed star systems were stripped and immediately abandoned, Helicos was no exception.
For their conspiracy with the Xeno the system was made an example of and the survivors made to pay restitution in the form of bodies for the Great Crusade. The financial burden on the system crushed its economy, while the examples on levying of the population left the work force diminished and starving. As punishment, the Imperium released a viral bomb on Helicos Prime, sentencing the planets population to death. Helicos 2 faced a massive purges and conscription, a full half of the population was put to death, with half of the remainder drafted to 'volunteer' in off world regiments. Helicos 3 faced a population drafting of over 50%, while the gas giant of Helicos 4 had its moon populations similarly devastated by over drafting.
The result was a system left undefended and ripe for revolution and inevitably many Hives and even the whole of Helicos 2 had to be abandoned. Many years after the reclamation, following heavy birth laws the population had only just begun to recover, when they were struck by Waah Wazgobla. Defeating the ork threat had forced the governor to recall the planetary regiments, against segmentum command. While the bold actions of the planetary Governors stopped the ork waah before it had gained momentum, the cost had been great. While intended to save the population in service to the empire the incident was seen as an act of rebellion, and has come to be known as the Valorien Rebellion.
In the wake of the Rebellion the planetary governors have continued to pay tithe and allegiance to the Imperium in hopes of facing no further retribution. Despite these tithes the Systems Regiments, under the command of Governor Valorien, have begun a reclamation of Helicos 2 and now have a tentative hold over the planets unruly population.
The systems population under the Guidance of Governor Valorien has found itself recently balance precariously on swords edge. The defiance of the Governor and the recall of many restitution regiments has garnered the population much displeasure. Several skirmishes have been fought as loyalists and extremists clash over the actions of the system, even the attention of several Mighty Astrates Chapters has earn the System scorn or Praise.
Concerning Helicos 2.
The Helicos system was once wealthy, with the minerals of Helicos One, the technology of the Tau and industry of a people driven by trade, the Planet prospered. This mighty planet had been the primary hive planet of the system, a place of wonder, in both construction and research.
The planet is a large arid world, while not heavily forested the planet once housed massive agricultural tracts and at one point fed an entire system. Only a handful of hive cities survived the leveling of the Emperors Mercy, and these remain in the loose control of the local government. The arid lands outside the cities have become a vipers den of corrupted and misguided men. The orphans of slaughtered parents, turning to darkness and depravity. The resultant population is hostile, and resists the yolk of any oppressor.
The effective use of lost and innovative technologies by the local guardsmen has summon many to the system in search of its secrets. None more so than the cult of Mars, and rumor has it that under the withered gaze of the dying sun more than one Bastion of the Omnissah has been founded in secret.
In the waste lands of the massive planet there are still great forges and wonders, now despoiled and controlled by the warring gangs, but still with in them lies the secrets of hundreds of years of trade and innovation. Mighty cities, now in ruins, dot the landscape, their walls still the bastion of scattered forces. Even some of the mighty agricultural fields are still prime and ready to be tilled, if in the right hands. Helicos 2 is a planet with many wealth's, a stepping stone in a system ripe for conquest.
And Now, On to the Rules
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/04/25 02:49:13
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Rules of the Game:
The game is divided into two parts. The over map game, and combat games. The rules will be divide in this way. Points in this game are divided into Command Points and Battle Points. Command Points are those gained from control of the map, Battle Points are those used in combat games.
Map game:
Each player will have a Force Commander, which represents the largest build up of their forces. Movement and assault are based off the Force Commander.
Planetary Land Fall:
The commander of a Force enters the map by orbital deployment. Select a target tile and roll the scatter dice. If a hit is marked the Force commander take the territory or choice. If an arrow is rolled the commander lands in and adjacent territory, in the direction indicated. A commander can not land off the board, and if the arrow indicates such, will land on the territory desired.
The Turn
In each turn a force will receive two movements and a command decision. When moving a force may move ONE territory from the commander. When a commander enters a territory which is either uncontrolled or controlled by an opposing player it is treated as an assault. (see assault rules below) At the end of a game turn, each player razes taxes, recruits, loots etc, the sum of the points of their controlled territories.
The game progresses until One player controls 3/4 of the territories.
Any player who is ABSENT a turn will follow rules at the end stated "neglectful commanders"
Territory
Each territory has a value of 5 pts unless listed below. Terrain located upon the territory should be used in the combat located upon the territory, as decided by its defender.
Constructed Territories: All Constructed territories are those which contain a troop build ups. A Construction can be built by issuing the "build command" below. Certain territories may already contain a construction. Each territory may only hold one such construction. Building another will replace what was currently located there. Below is a list of 'Constructions'
If a territory contains a construction, replace its value of 5 pts with the rules listed bellow
Agricultural: 20 pts
Forge: 0 pts - Allows the commander to field additional mobile armor. Increases the maximum Heavy Support Slots by 1. Maximum of 3.
Com Scanner: 0 pts - Allow the commander to quickly re-enforce locations. Increase the maximum Fast Attack Slots by 1. Maximum of 3.
Research Lab: 0 pts - Allows the commander to field better equipped units, grants access to "new/experimental technologies" One Unit may receive a single "free" weapon upgrade up to 20pts.
Barracks: 0 pts - Allows the commander to field an extra 10% points in any combat involving the territory or an adjacent territory. This 10% CAN stack with overlapping Barracks. This bonus
is applied to BASE points not command points.
Citadel: 0 pts - Allows the commander to increase the maximum Elite Slots by 1. Maximum of 3. Counts as fortified +1.
The Following two Constructions require more time and resources to build. See the "build" command for details
Demi Hive: 5pts - Grants an HQ and 1 additional Force Slot. (FA, Elite, HS Players Choice)
Hive City: 10 pts - acts as a forge, com scanner, research lab, and barracks. In addition, the commander may increase the maximum HQ Slots by 1, maximum of 2.
Star Port: 15 pts - Same rules as Hive city, only add "When a commander controls a star port, movement can be made exactly as described in the initial planetary land fall. All star ports are considered to be connected and only Star Port travel may allow lunar access."
Territories Containing Ports. If a Port is located on the terrain it is in addition to any other features. A port is considered to be adjacent to every other port.
'Special Territories' Count as standard territories (with not buildings) but include these bonus rules.
Observatory: Control of the Observatory allows the player to more effectively field units in battle. Controlling the Observatory allows the Player to choose outflank sides rather than rolling for them.
Mount Heuron: The commander gains insight into the workings of the world. The commander may re-roll d3 - 1 dice per game. (yes this could be 0)
Herdsman's Hills: Allows the commander to purchase a single unit of "fire warriors" no upgrades. See Tau Book. This unit is only to be available as an HONOR UNIT.
Assault:
Unless using a Command Decision, only one assault may be made this turn.
The assaulting army may choose the deployment type while the defending player may choose the mission type. (from the warhammer 40 rule book) Unless specified otherwise, the aggressor must deploy first. Roll off for board edge and first turn Separately.
Assaults on undefended territory. When assaulting a territory with no defender the Force Commander rolls a dice, on a 1 they met with unusually heavy resistance and are unable to claim the territory. On a 2 - 6 they were successful and have claimed the territory. Citadels are defended and well build. A roll of a 4+ is required to take an unclaimed citidel. A roll of a 5+ is needed to claim an unclaimed city as its residents resist the occupying forces.
Failed Assault. When a Force Commander fails to take a territory they remain in their own space, and that movement and assault are wasted.
Repeated Assault. A commander receives +1 to the assault roll for each consecutive assault on a location. Example (A commander attacks a city and is repelled, then immediately attacks the same city the following turn. The commander will gain a +1 to their roll, taking the city on a 4+) This rule can only be used consecutively. If another action is taken between the bonus is lost.
The Locals
The locals are unruly at best, down right impossible to control at worst. At the end of every turn, before income, the commander must roll a dice for each providence under his/her control that is not currently occupied by or adjacent to the commander. On the roll of a 1 or 2 the population has turned on the occupying force. No taxes are raised from that territory this turn.
Command Decisions
-Double time: The commander orders and all out move, replace one movement choice for the ability to relocated to any territory controlled by the Faction. This movement can only occur if the territories are connected.
-All or nothing: The commander launches a desperate assault. Gaining a +1 to their assault roll this turn. (can make auto capture). If assaulting a controlled territory the commander may gain a +1 on the roll to go first.
-Surprise!: The commander gets a one up on the defender, and may choose the side of the table they wish to deploy from, and may re-roll any seize the initiative rolls.
-Suppress: The commander dedicates his time to quelling the population. No revolts occur in any territories this turn.
-Taxation: The commander doubles his income this turn, revolts occur on a 4+.
-Dig In: The commander orders his forces to fortify their position. See Rules for Fortified.
-Master of Tactics: The commander may choose one "Battle Mission" available for their race to be used in one combat this turn.
-Build or Construct: If a commander doe not participate in any assaults or defenses this turn he may "construct"
- Simple Construction: Takes 1 turn and 20 command points. This includes: Agriculture, Com Centers, Research Labs, Forges and Barracks.
- Complex Construction: Takes 2 turns and 50 command points. Creates a Demi Hive. May be taken again to change into a Hive City and a Hive City into a Star Port.
-Special: Each Faction will have a special command available to them, see the faction rules below.
Fortified: when an unfortified tile is fortified it receives fortification +1.
-A tile which is fortified at 1 has a local force assigned to it and will not be subject to any revolts by the local population. Additionally, when assaulted the controlling player may select one piece of terrain (up to 6" diameter) to set, move or remove, once table sides are determined.
-A tile may be fortified to 2. (maximum) When a tile is assaulted which has a fortification 2, the defending player may move an additional piece of terrain for a total of 2 pieces as detailed above. Additionally, the player may select one unit to receive infiltrate or scout as a special rule.
Faction Specific Command Decisions:
IG: Levey - The Commander calls forth a Levey from the population, swelling the ranks of soldires. The Commander may receive an addition 75 points to allocate among any INFANTRY in the next mission.
Space Marines: Orbital Bombardment - The order must be used at the beginning of an assault, the commander weakens the local garrison with a heavy hail of orbital strikes. After deployment but before placing infiltrators or moving scouts the Marine Commander may place ONE Orbital Strike.
Chaos Space Marines: Sacrifice - The chaos commander may sacrifice some of the local population, in the hope of gaining the gods favor in the next mission. The Chaos player may rolls 2d6. Consult the chart:
If a 1 is rolled: The commander has angered a god, each unit suffer 1 wound with no armor saves (may take invulnerable). The result is cumulative. If double 1's are rolled 2 wounds are suffered instead.
If double 2 - 5's are rolled: The player may choose a unit to receive a free mark in the next mission in addition to the rules for standard roll below.
If double 6's are rolled: The commander may choose to field as detailed bellow for a standard roll, or may choose to field a free summoned greater demon.
Standard rolls: Any roll not including a 1 adds that number of summoned demons to its next mission roster.
Orks: WAAAGGH! - The Ork Commander may only use this command immediately after claiming a territory. Fueled by their current carnage the orks attempt to launch an additional assault. On the roll of a 4+ the ork player may use his second movement as an assault as well, but may not gain any resources from territories gained this turn. Additionally the ork player may not make any changes to his army list between assaults as the momentum of the WAAAGGHH gets out of hand.
Blood Angels: The Blood Angels enrage themselves and launch a pre-emptive strike. The Blood angels Player may select one unit to receive the scouts special rule. Additionally, they may add +1 to a seize the initiative roll.
Dark Angels: The Commander Times his strike with care. The Commander may adjust each of his reserve rolls by + or - 1 during the following mission.
White Scars: The Commander chooses his battle field with care, the player may re-roll any reserve rolls and may re roll which board edge they come in on.
Eldar: The Eldar Commander may make a single movement this turn (which may be an assault) This movement is a deep strike exactly like in the Planet Fall.
Forces of a Faction:
At the end of every turn, once income has determined command points, the points raised may be allocated and spent. Command Points may be saved or spent in two ways.
Saved: Any command points not spent this turn may be saved and added to with additional turns, to be spent when the player is ready.
-Points may be spent on unique Honor Units. Honor Units allow the commander to expand beyond the basic 500 points. They may ONLY be used when the commander is involved in a combat. Honor Units are initially purchased exactly like any other unit, using a space on the force tree appropriate to their type. These points are in addition to the 500 base points. Honor Units may only be bought with Command Points, a commander may not use any of their base points in the purchase of such a unit. Once bought the Honor Unit will continue to fight in any game involving the Force Commander. Keep track of the units survival. Once a model is killed/destroyed they are lost and may not be fielded again. This does mean that you may end up fielding units below minimum strengths. After the initial game of purchase Honor Units no longer occupy spots on the force organization chart.
-Any Honor Unit HQ's will ALWAYS occupy an HQ slot, even after the initial purchase
-Honor Units may be replenished by paying the squad difference.
-Honor Units are Unique. You may only have one of each type of Unit as an Honor Unit. (No buying 5 honor marbo's or even 2 honor stormtroopers)
Example: Using Command Points a Tac Squad is purchased. In their initial game 7 of the marines are killed. In any subsequent games the remaining 3 marines are fielded as an Honor Unit. Tanks may be repaired, and ammunition (one shot weapons etc) may be refilled, but once a model is lost, it is lost for good. The honor squad could be brought back to its full 10 man unit by paying for the full unit minus the surviving units.
-Points may also be spent in a different manner. Any command point may be doubled for the addition of a one time boost to a battle force. For example, a commander may spend 50 command points to gain a temporary 100 points to his/her battle force. Making a total of 600 points to be spent in place of the normal 500. This boost may be used in any battle, even those NOT involving the Force Commander.
Neglectful Commanders: A Neglectful Commander is one who is absent for one or more turns of the game. As it can be assumed that no commander would sit by idle and twiddle their thumbs as their enemies consume their territory a Neglectful Commander may choose a Surrogate Defender. If a Surrogate Defender is chosen It is assumed that the "commander" has left his defense to his subordinates. Another player will field the appropriate amount of the correct faction in defense. (absent any command points and honor units as the commander is away) For the Remainder of the Turn it is assumed that the commander is using the "Taxation, Suppress or Build" Commands. The player must contact and inform as to which command they intend to use in their absence. (Easiest way to build your own star port). Should the defending player choose not to have a surrogate defedner assaults on his territory will treated as undefended and be conquered on the roll of a 5+ as it is assumed the defenders would not easily give up their territory.
Combat Games:
Combat Games are Played to the Rules in the 40k rule book with those exceptions detailed above. Additional scenarios and rules may be added as the game progresses.
Each Force Commander has a base of 500 points for each game. The force organization chart is limited to a maximum of 1 HQ, 1 Elite, 1 Fast Attack and 1 Heavy Support. Additionally the minimum Troops is dropped to 1. This modification will only change for those combats involving the FORCE COMMANDER. The force commander may add the resource points to their force, additionally they may benefit from any territory modifications to the force organization chart.
When a territory is assaulted the local garrison will defend it, if the Force Commander is located on that tile or adjacent to it they may opt to participate with that force. Note: This is ANY adjacent Force Commander. If your neighbor is attacked, you may intervene, but to what purpose only you will know. (this rule is to encourage making and breaking alliances, and other good old back stabbing board game fun, we all remember that one risk game...) Should a second force commander respond to a territory not their own, refer to the "cry of battle" rule below.
Named characters and unique units may not be used, unless purchased with Command Points. (Temporary or Honor Guard)
Any combats not involving the force commander are restricted to the standard 500 point organization, unless the commander commits Command Points to the battle.
Set up of the Board:
Before rolling to determine board edges the table's terrain must be set up. Both players may set terrain as described in the Warhammer 40k rule book. Terrain SHOULD include that which is indicated on each tile. (Rivers, city, trenches etc, details on map to be added later) Use the rules detailed in assault to determine deployment and and mission type. The presence of a Force Commander allows the player to add +1 to ONE roll, for either first turn or table edge. This +1 must be declared BEFORE rolling.
Tau Relays: Once terrain is set up and before deployment roll a dice. On the roll of a 1 or 2 The enemy may set one "relay" on the board. On the roll of a 3 - 4 there are no relays, on a 5 -6 The defender may set one relay. Tau Relays have been neglected and only the locals have any idea of their original purpose. When a unit enters with in 6" of the relay roll a dice to see what the relay does. The rule applies to the remainder of the game.
The Relay has a 2" foot print and AV 11 all around. If destroyed follow the rules for a 1 from the wreckage. Relays have a 5+ Cover Save from Stealth Fields.
1 - Dangerous Terrain. Unstable and Emitting Tremendous amounts of Radiation. Treat as dangerous terrain. Additionally, any unit which has entered its radius must be treated as passing through dangerous terrain EVERY turn. Vehicles on the roll of a 1 are subjected to a 'glance'.
2 - Inert. The old device doesn't do a thing.
3 - Stealth Field. Any models within its 6" range count as having a 5+ cover save against ranged weapons. May still be assaulted normally.
4 - Repulsion Field. Any models deep striking within 6" are subject to mishap rules.
5 - Beacon. Any model deep striking with in 6" may be placed with out scattering.
6 - Defense Grid. A unit may attempt to activate the Defense Grid. As long as they remain with in 2" of the Defense Grid and has not moved this turn, and no enemy is within 2" the Grid may be activated.
One model will count as firing a Hammer Head Rail Gun in place of their standard weaponry (see tau rule book)
Cry of Battle:
To encourage player cooperation, role play and rivalry players may sell/trade in Command Points for aid, etc. A player may 'buy' allies exactly like one does when using command points for double battle points. These troops are deployed by the player, but are controlled from there on out by that factions controlling player.
Example: 500 points of imperial guard ally with 200 points of Ork to defend their territory. The Guard player will deploy the ork troops, but must hope and rely on the control of his ally. As the ally controls those troops as he sees fit, may aid the guard, or turn on them, or may even just fight everyone or walk off the board. Choose your allies wisely.
Like wise, if an allied, enemy or neutral force commander is adjacent to the tile being assaulted they may choose to intervene. If they do, the assaulting and defending player will set up as normal, however after deployment (but before moving scouts or placing infiltrating units) the intervening player rolls a dice. On a 1 - 3 the defending players left board edge become the intervening players table edge, on a 4 - 6, the right. All intervening forces must enter from reserve, the intervening player may NOT outflank, but may still deep strike. As commanders will not commit their entire force to simply meddle in another factions affairs the number of points the player may commit are limited to 50% of the Base Army cost (50% of 500 = 250) PLUS any command points the player wishes to commit as battle points. Interfering players will be assumed to go after the two main players.
Automatically Appended Next Post:
Below is the basic first draft Hexagon Overlay. I will do up a back-ground to place this over to give general ideas for terrain, such as rivers, battle grounds, ruins etc.
Image will be here... I will apparently need to use a photobucket account or something. To be added soon.
BONUS RULES:The entire campaign will be logged on Dakka. To encourage the creation of story line and plot. 100 points of Honor Unit will be added to the saved points of any Force Commander who submits a written background/history explaining their faction and their presence in the Helico's System.
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This message was edited 9 times. Last update was at 2011/05/01 19:02:28
Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/04/25 19:14:13
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Final Touches Will be Made This Week.
Each player should post their faction type, faction name, and a name for their force commander at the very least. If any player wishes to post a background, history or story they may and are encouraged to do so. See bonus points above.
Battle Reports will be posted Weekly as will an updated territory control map.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/04/27 19:30:26
Subject: Planet Fall - Helicos
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Squishy Oil Squig
Tucson, AZ, US
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BOSS ZARG'Z ARD ROKKAZ READY FOR CRUMPIN STUFF!!!
the outcome of the previous campaign:
da big mek is in his shack, custom-building some really big vehicle, when one of his apprentice meks, IronBitz comes along and inquires about his looted imperial weaponry.
"dis da fifth blasty bit i've hauled back here to deez parts. what gives? find some beakiez lately?"
"WAT? YOU DIDN'T KNOW BOUT 'ZARG'S WARRRGH THAT SMASHED ALL THE ZARGIN BEAKIES'?!?!"
"WELL SIT DOWN YA GITZ. storytime! der wuz dis one time dat zarg took on da beakies wif da spikey red bitz, and da uver beakies wif da green and all secret-like."
"da dark angels?"
"YAH YA GIT! anyways, zurgwurp and durgwurp saw der wuz somefin speshul in da wurp. somefin mean. dis wuz da spikey red boyz led by crocker crockerus or somefin or uver. so zarg hits durgwurp wif a shokka and looks right at zurgwurp and says, he says to im, LOOK ARDER OR NEXT ONES FER YOU! *laughter* so zurgwurp looks into da wurp and says "bosssss.... ya got LOTS of beakies... lots... green... dark... secretssssss"
"so zarg tosses zurgwurp a squig and says "OFF TO MEDUSA, BOYZ! TIME TO SMASH SOME BEAKIES!"
"da whole lot of us knew it was good booty to be had-"
*Ironbitz and some other orks that have gathered for the war story shake random junked weapons laying in heaps nearby*
"SHUDDUP YA GITS! I AINTS DONE YET!!!!"
"zarg used dis fing... i can't member the name ov it... hmmm... TAKTIKS! AH YEAH! TAKTIKS!"
*the orks shake their heads in confusion, which usually leads to foightin...*
Ironbitz pipes up "WAT IS A TAKTIKS?!"
"zarg said 'when dey are chasin us dis way, we go dat.' and den 'e said 'when dey lookin at us, we throw em da FINGAZ! den we send deffkoptaz round dey backs.' datz wut taktiks iz."
"OH, SO 'ES A MORKER, IS 'E?" shouted some dirty young fungus bucket fresh from the recently splintered ork tribe.
"NO, YA GIT, LISSEN UP!" da big mek threw a huge, rusted wrench in the general direction of the interruption.
"zarg told us dat 'sometimes when dey fink we's is beat, we can throw down yur biggest and hardest and roll 'em!" zarg uses taktiks likez ghazkhull...."
and with the mention of a single name, even the most young and dumbassed ork fell silent to the story. da big mek lurched around his shack, wiping off the layers of oily, sticky grease from his hands with a fresh squig-cloth.
"ya snotz better lissen good..." da big mek slowly threw up a single index finger, pointing out vaguely towards the sky.
"boss broke em good. da red spikey onez were callin in more redd'unz from da wurp and were drawing wurp-juice from our waaagh. i've never worked 'arder in me life, but da loot was worth it. chaos bits were all buggered up mostly... lots of em gots away, but we got a pretty part of the loot. da green lots were all silent and even 'ur mos' sneeeeky morkaz couldn't catch a wif as to da reason why dey came. zogg em. since we foiled da khornerz and got all their good bitz i imagine dey gunna catch up wiv us soon and give us a REAL foight. dats why i'z makin dis here battlewagon! so you lil squig-catchers can get up in real quick and get stuck in!!! WE'Z TAKIN OFF WIV 'UR LOOT, AND WE'Z TAKIN DA NEXT WORLD!!!"
the orks break out in laughter and roughhousing and jubilation, which eventually leads to grotz being beaten, squgg beers spilled, and orks getting limbs broken. one young ork asks da big mek "WHO IS BRINGIN DA FOIGHT NEXT TO ZARG??!"
"mmmm, durgwurp's new high-powered wurp 'elmet said we gots some more beakies... but dis time dere REDDUNS!"
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This message was edited 2 times. Last update was at 2011/04/28 05:08:05
FER DA EMPRAH |
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![[Post New]](/s/i/i.gif) 2011/04/30 02:24:31
Subject: Planet Fall - Helicos
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Fresh-Faced New User
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Force Uriel of the Dark Angels will be making landfall this Saturday!! Background soon to follow.
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![[Post New]](/s/i/i.gif) 2011/04/30 04:41:05
Subject: Planet Fall - Helicos
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Squishy Oil Squig
Tucson, AZ, US
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Master Atreides wrote:Force Uriel of the Dark Angels will be making landfall this Saturday!! Background soon to follow.
where is the like button on this 90s website?
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FER DA EMPRAH |
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![[Post New]](/s/i/i.gif) 2011/04/30 05:28:53
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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The Forgotten - Elite of Kelyra DI. Valorien Special Forces. Back to follow soon. http://www.dakkadakka.com/dakkaforum/posts/list/346648.page for basic Background. Full Back Ground to Follow Soon
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/05/01 04:09:35
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Star Port Scenario.
First Assault on the Star Port:
The locals have held the star port against all attacks and have become well embattled against all foes. The only access is along the straits and this has allowed the garrison to bring their full force to bare on any attack with brutal efficiency. To represent this assaulting the unclaimed territory will be an uphill battle.
The Star Port is Protected by a Garrison of 20% extra base points of local warriors and subject to a unique scenario and board set up. (No you don't get to know... its a surprise) If games are set to 500 points, the garrison is 600pts. If set to 750 the garrison is 900pts etc
Once taken the defending player will be allowed to follow the rules for the scenario in any defense of the Star Port. They will not receive the bonus points.
The Straights Scenario:
Some Non Port Territories are connected by simply being so close. These are dangerous crossings however as the waters of Helicos II have not been the safest of late. Crossing such a terrain requires ample time and preparation. Defenders will be well prepared and attackers scattered. The game will be fought as a "Beach Head" Attack. The Attacker must begin with all their forces in reserve. They may NOT outflank. (Deep strike and infiltrate is still an option however) Terrain should be set up to represent assault on a prepared beach-head. Set up on side as the beach, and one as land-side. All other rules remain as normal.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/05/01 04:49:31
Subject: Re:Planet Fall - Helicos
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Fresh-Faced New User
Charlie Sheens coke bag.
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Little is relatively known about the 82nd Cadia Renegades, or, as they’ve become widely known as, the 52nd Gamreald Mercenaries. It is rumored that one day, while engaging in field exercises, an artifact was found in a nearby quadrant, in which the battalion was sent to provide security till Imperium Officials and Techpriests. When they arrived, they found the geological team mutilated, and dismembered. From beneath the scorched earth arose flayed ones, prisoners of a Chaos assault that had failed. Destroying the forces led the team to explore a subterranean cavern system, caused by the Chaos ship that had crashed here. Imperium records show no log of a ship impacting here, suggesting that it had crashed during a Chaos assault, and had not been detected because of its curious nature. Onboard, the 82nd found the gory remains of Space Marines, Eldar, Tyranids, Orks, Imperial Guard, as well as many other mutilated bipedal remains. Within a sealed bulkhead stood a Desecrated Eldar Webway gate. Instead of pulsing with the harmonious blue gleam, it pulsed violently with a blood red tint. The Imperiums knowledge of Quantum Physics and Eldar technology remain limited in the events that happen here, for it is believed that a rift opened up, and created a Micro-Dyson sphere within a singular point in Time-Space within the gravity well in Cadia. Running parallel to the Imperiums knowledge of time, and somewhat similar to the environments inside a Chaos Warp, the Battalion of the 82nd had been cut off. The Imperium still has small clarity on this subject, but has begun collecting data on these events, based on the observations of Imperial spies, and long range sensor outposts, but it is hypothesized that the men trapped inside have reverse engineered the Webway technology, and are reappearing in a sector related to the Helicos system. Reports from loyalist forces in the area involved with the Tau occupation, and planetary population punishment. Intercepted reports from an Eldar scouting force on Helicos 2 reports several key facts, listed below:
1. The troops appear to be originating from a Time-Space rupture in orbit caused by an influx of Gamma Radiation brought on by recent activity. Imperial engineers predict that the repurposed Eldar tech within the original Dyson Sphere locked onto the Hawkings Radiation of ally Imperial Guard Starships. The trapped men probably did this in hopes of locating in closest to allied troops.
2. The green lasers of the infantries Lasguns have been disassembled and studied in previous experiments in Imperium technology. Weapons contain highly terminated beryl, contained with parabolic instances of vanadium, creating a highly refractive emerald focusing crystal. This emerald crystal composition, retaining a natural elliptical shape has had its foci calculated and harnessed, resulting in an increased ability to utilize its charge, requiring less reloading due to power harnessing. Data suggest it has the characteristics of a 1064 nm, 552n (SHG), class laser. 1064 nanometers being the infra-red classified wavelength, 552 nanometers being the secondary tuning harmonic, resulting in a visible green spectrum along the infra-red high intensity beam. Gamma radiation from the orbital rupture can often associate with the tuning of laser weaponry, which is what is believed to cause the 552nm tuning, resulting in the green wavelength traveling parallel with the harmful infra-red laser. This is only confirmed in a single incident where a laser shot pierced the breastplate of a Space Marine, killing him instantly. Such accounts are rare, and normally attributed to equipment anomalies, or the accuracy of the Guardsman.
3. With notable quantities of Vanadium, Emerald, and their frequently associated parabolic nature, we can summarize that the creation of the Dyson-Sphere occurred under non linear mathematics, most probably caused by the unidentifiable class of energy by the rift that lead to the compression of the Time-Space within the single molecule located somewhere in the center of Cadias gravity well. The gravity influx, along with the unstable rifts characteristics, led to the creation of an elliptical Micro-Dyson Sphere, now called obviously, the Micro-Dyson Ellipse. The contributing of these factors explains the use of emeralds and parabolic focusing crystals, and the highly concentrated use of Vanadium in produced equipment within the Dyson Ellipse.
4. Lastly, because of the highly irregular linear characteristics of extra-dimensional time-space, much like Chaos Warps, the timeline within the Dyson Ellipse could accelerate at any given rate. Data provided insinuates that the men inside are progressing at a faster rate than the normal world. We can attribute this to the quantities of troops on Helicos 2, meaning that the forces in the Dyson Ellipse have established settlements, forge capabilities, agriculture, as well as all other necessary paradigms for surviving, and producing a large military force. This data is still unconfirmed, but highly logical and possible given the situation.
The Ministorium of Deserter Punishment hereby classifies the self-proclaimed 52nd Gamreald as a rogue regiment, and if unable to cooperate with, will be elevated to heretical class.
If extermination of heretics is required, we request that R&D be notified so that we may begin research on a weapon capable of eliminating their access to the normal dimension, or piercing their subatomic boundaries.
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![[Post New]](/s/i/i.gif) 2011/05/01 07:17:20
Subject: YA ROTTEN SQUIG-WIMPS!
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Squishy Oil Squig
Tucson, AZ, US
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DIS IS WHAT HAPPENS WHEN YA COME TO ROCK, AND YA CANTZ HANDLE IT!!!!
LISSEN TO EM! THEY WANT IT LOUDER! YA SCARZ CAN'T MAKE IT SOUND LIKE DEY WANNA HEAR IT!
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FER DA EMPRAH |
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![[Post New]](/s/i/i.gif) 2011/05/02 16:51:20
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Given the recent addition to the absentees this coming weekend I have decided I need to ask a question... How many people can not make it this Saturday? Would it be easier/better if we switched the day to Sunday this weekend? I know 3 can't make it Saturday. Would Sunday be less convenient? Email, pm, call or text your responses. I will edit this post to display the official day/time for this weekend after I hear from everyone.
Having heard from 5+ members that Saturday will be no good, the game for this weekend is being moved to SUNDAY @11. If you are unable to make it Sunday, post your commands and surrogate (or if you wish to use dice rolls) commander for the week.
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This message was edited 1 time. Last update was at 2011/05/06 21:01:48
Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/05/06 22:04:15
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Suggested Rule:
Planetary Denial -
IF a commander loses their LAST territory they have been denied access to Helicos. A commander may ONLY re-enter the game via deep striking if a territory is left unclaimed, and they land in that territory. Once all land is claimed no more players may enter the game, and losing your last territory will remove you from the map.
A player who is removed from the map may opt to become a "lieutenant" should the conquering player allow. A lieutenant is a second commander for military forces. They act exactly as commander in the above rules, only they fight, operate and select troops from the faction which conquered them. The faction as a whole generates command points and must be split or divided by the original force commander.
hows that sound?
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/05/10 04:59:01
Subject: Planet Fall - Helicos
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Fresh-Faced New User
Charlie Sheens coke bag.
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Good. If I can play before everyone leaves
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![[Post New]](/s/i/i.gif) 2011/05/11 22:07:29
Subject: Re:Planet Fall - Helicos
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Status Update -
User Castitas - Forces: Kelryan 3rd.
The reclamation of Helicos II took priority over other expansion. Having already secured the third and fourth planetary bodies, the Kelryan Defense Initiative felt the need to secure Helicos II and establish secure dominance over the system was becoming of vital importance. Militant Governor Valorien committed the Valorien 2nd to the planetary assault and reclamation of Helicos 2. The initial assault was a disaster however. Original estimates about the local population had reported no major build up of military forces, however the initial met with heavy resistance and the staging ground at the mines of the Silent Twins has earned the name "blood tears" after the disastrous landing attempt.
The presence of unknown forces planet side has disturbed Kelrayn High Command and inspired the deployment of the Kelryan third to support the decimated remains of the 2nd regiment. Governor Valorien was not alone in committing forces to the once powerful planet. The presence of Xenos and Imperial Forces planet side has begun to worry high command as how and why so many forces have found their way deep into Kelryan air space unopposed and undetected thus far is both a mystery and danger.
What could have summoned such great forces to the planet? The presence of no fewer than three space marine chapters forces on the ground and two separate ork clans as well as imperial renegade forces and the xenos Edlar has implied the planet has a worth unknown yet to even the local Kelryan population.
Lt. Colonel Rhane, Commander of the Kelryan 3rd has begun the second landing on Helicos II. The response of the second landing has been greater than the first, however the populous has been both rebellious and distant to the returning forces. To complicate matters further the 3rd has come into contact with multiple Xeno and Hostile Imperial entities on the planet. skirmishes have broken out with Marine Forces of the Dark Angels already over possession of a pivotal harbor. The skirmish forced the 3rd into a shaky alliance with the mercenary renegade forces on the planet.
The 3rd now sits well entrenched and stretching their claims, bordered to the south by the mysterious marine forces known as the fallen and sharing a western border with their new found allies the armies of Kelrya are set to push north and to sea in the effort to dislodge dug in enemy forces.
On The matter of Lt. Colonel Rhane and the Kelryan 3rd, Rhane is a nephew to Governor Valorien and has inherited his title as a regimental commander. Having been assigned to an off-world regiment, Rhanes forces were one of the original regiments to be recalled. At their time of re-call the forces were deployed in forward positions and had taken heavy losses, a veteran status was awarded to the survivors upon their return to Kelrya. The off-world regiments had suffered such loss that out of the 86 regiments raised from the Helicos System over the past 10 years only enough men to fill 5 full regiments returned. The majority of the returning Regiments were promptly disbanded as the need for workers and population growth outweighed even the need for a military presence. Three regiments remained a half strength. The Kelyran 1st, was scattered across the Moons of Helicos 4 to man the defensive stations and increase productivity of the agri-moons. The Kelryan 3rd originally was dispatched to support the defense of Helicos 3, while the second was dispatched to Helicos 2.
Following the disasterous landing of the Kelryan 2nd, the 3rd dispatched half their regimental forces to the second planet in an effort to regain control and coherency of the forces planet side. Lt. Colonel Rhane was assigned to lead this splinter of the Kelryan 3rd, and once planet side assumed command of the remnants of the 2nd.
Style and Modality of the 3rd. The Kelryan 3rd was a highly mobile force when assigned to Helicos 3. As the dense jungle made transport and accuracy of heavy artillery all but impossible the force was restricted to mobile light tanks and light support. When dispatched most of even their light tanks were left with the main force on Helicos 3. The 3rd proceeded with minimal support and as such are a foot troop heavy force currently. Relying on the locals and remnants of the Kelryan 2nd to provide armored support. Lt. Colonel Rhane keeps tight discipline over his forces and often is found leading the beleaguered troops into battle personally. The armaments of the 3rd favor the unique weaponry of the Helicos System. Utilizing the sonic technology of their former patrons to enhance the effectiveness of their weaponry. Outfitted with many of these special weapons and lead by Rhane, the foot soldiers of the Kelryan 3rd are both brave and destructive.
-Bulletin Update-
Beware of the Angels of Desolation, for they ride upon the wings of death and wherever they go, sorrow they will reap.
The Mystery of the Fallen:
The Fallen are a fragmented Chapter of Marines. Or at least they appear to be so now. Stranded and abandoned as the astronomicon shrank the 2nd company of Angels of Desolation were forced to make a home on the then Captial World of Helicos 2. Over the years, cut off from their gene seed and with out commutation the then current commander, Ezekiel, ordered the founding of a small citadel and the creation of a bastion to preserve their legacy and memories. By the time the tau arrived the last of the marines had vanished to their citadel, assumed by the population to be lost. Generations later skirmishes broke out however when tau exploratory forces attempted to breach the seal on the citadel, it is rumored that some of the Angels of Desolation had survived all this time, awaiting the return of their chapter, and while in truth this was the case, the survivors were only such in name. A meager force of Marines Remained, their bodies warped and twisted by the dark powers they had sold themselves to to be preserved. Mighty black wings rose from the very backs of the marines and carried them with unnatural strength across the battle field as they carved into their enemies with reckless abandon.
The skirmishes fought were bloody and short lived, so few of the Marines had survived the process that with in days the Citadel belonged to the Tau. What occurred next only the Tau or perhaps those with the citadel know, the technology of the Tau was put to work on the mangled and mutated bodies of man. Whether they discovered the secret to the gene seed, or some diabolical dark ritual is unknown but soon there were men of the citadel again. Citizens in the service to the greater good would train at the citadel, many would die, and few would emerge, but those who did were changed. The new marines were shadows of their founders. Most had to utilize the unique technology of the tau to find the stamina and strength of their predecessors, but few would emerge enhanced with mighty wings of black. These new marines followed a mockery of the Angels of Desolation, codes. influences, created and guided by the Tau the men took the title of The Forgotten, those who serve in shame the remnants of humanity abandoned by their Emperor.
Upon the return of the Imperium to the Helicos System the forgotten were ordered to be annihilated. Most carried out the sentence themselves, believing that to do so was the correct action of a true marine of the Imperium. A few fled the exterminatum and hid within the wilds of Helicos 2. It is believed that the presence of so many chapters of marines is in response to the rumors of sightings across the planet. In the years since the exterminatum the Forgotten have become shattered and splintered. Loyal forces to the population strive to defend their planet, recruiting the barbaric nomads who were left behind in the mad hope to re-establish their chapter and become hale marines of the Angels of Desolation. But these are far outnumbered by their brethren who have become known as the Fallen. The fallen seek to use the energies of their dying world to unleash revenge upon the imperium that abandoned them, then punished them for surviving. At their head is a aged man, his eyes filled with the flames of hatred, the massive wings of the damned stretching from his back. Many say that this is none other than Ezekiel.
Ezekiel's forces are heavily influenced by the feral wilderness left behind by the imperium. Like the loyalist Forgotten the Fallen recruit heavily from the population, filling their ranks with the twisted and enraged local tribes, pulling from the desolation of the land to summon demons and spirits of fire to their aid, and descending upon their enemies on black wings of death.
Both the loyalist and renegade remnants wear the original heraldry of the Angels of Desolation. Their armor the color of dried blood beneath tabards of pertinence. Their choice of weaponry is heavily influenced by their time of patronage from the tau. Use of sonic swords and rounds, making up for their diminished strength and robustness of their gene seed. the similarities in their force make it all but impossible for invasion forces to know who approaches until it is too late.
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This message was edited 1 time. Last update was at 2011/05/11 22:08:49
Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2011/05/11 22:34:30
Subject: Planet Fall - Helicos
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Fresh-Faced New User
Charlie Sheens coke bag.
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Sounds good. I like it. Automatically Appended Next Post:
The glorious leader.
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This message was edited 1 time. Last update was at 2011/05/11 23:13:38
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![[Post New]](/s/i/i.gif) 2011/05/12 14:27:57
Subject: Planet Fall - Helicos
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Squishy Oil Squig
Tucson, AZ, US
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oh dear god thats hilarious jeff
kyle thats awesome mate
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FER DA EMPRAH |
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![[Post New]](/s/i/i.gif) 2011/05/16 01:59:31
Subject: Re:Planet Fall - Helicos
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Torture Victim in the Bowels of the Rock
tucson
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Hive Fleet Fenris approaching with an appetite
More details to be included
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![[Post New]](/s/i/i.gif) 2011/06/01 03:13:46
Subject: Re:Planet Fall - Helicos
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Squishy Oil Squig
Tucson, AZ, US
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just wanted to post this glorious pic of warboss zarg:
"I WANTZ 'IZ BIG SLASHY BITZ!"
(and yes, i was playing on a pooltable at a bar)
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FER DA EMPRAH |
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