Boosting Space Marine Biker
Berks County - Pennsylvania - USA
|
The Execution of Alisar Prime
A.K.A.
"The War of New Ork City"
Background:
Imperials - The Planet Alisar Prime has been an Imperial foothold in the Segmentum Pacificus for 2,000 years. Alisar Prime is a Mining world with most of its surface covered in Manufactorums, Forge Complexes, Mining Colonies, and other Industrial areas. Most inhabitants live underground near the mines or in the Hive City known as "The Crown". Where Alisar is located, it is far on the Eastern Fringe of Imperial space and it has many Cosmological Collissions. These Collissions result in many asteroid strikes upon the surface of which the inhabitants Mine. With the raw materials harvested, Mechanicus Flotilla's then transport these products to other planets for processing.
Recently one such Asteroid fell to the surface of Alisar, but this was no ordinary Asteroid strike, this was a hollowed out Ork-Rok. A floating bastion of Greenskin might and ingenuity. But the Orks were not just the only threat on the Rok. No, the Orks were battling an infestation of Tyranids, with niether side gaining any sort of advantage over the other. With the Rok now touched down on Alisar, both Orks and Tyranids turned their attentions to taking over the planets surface instead of fighting amongst themselves.
With both the Tyranid and Ork invasion well under way, The planetary defence forces of Alisar quickly mobilized their defenses. These bastions were quickly overrun and the Governor of Alisar recalled all troops to defend The Crown. Many distress calls were put out to any nearby Imperial Forces. Since Alisar is vitally important to the Adeptus Mechanicus, a fast deployment of Imperial troops should be expected.
Xenos - The Ork Warboss crash-landed on this pile of junk and it's obvious to him, that this planet is his for the taking. For as far as he can see, there's no one bigger and badder than him. This planet belongs to him and his boyz now, but the Hive City isn't just opening the front gates letting him stroll right in. No Sir, those puny 'umies just keep gettin in da way. So in typical Ork fashion, if he says it's his and renames it, it's his. Welcome to New Ork City, now get out!
Campaign Overview:
The entire planet is beleagured on all fronts. The Ork and Tyranid threat spread so fast that the PDF's had no chance. The last remaining continent is your battle-ground. The Orks have claimed this world as their prize. It is up to the Imperials to take back what is theirs.
The continent is split into 18 tiles, at the center is "The Crown", Hive City and Capital of Alisar Prime. After 10 weeks of play, the team owning the most tiles, wins the campaign.
Teams will be split between Imperial and Xenos. Any Xenos player, no matter what faction, will be sided with the rest of the Xenos. This is done just to simplify the game as best as possible. The forces of Chaos will not be used in this Campaign. - Sorry.
Set Up:
Each team will take turns placing 9 tiles. Roll off to see who places the first tile. The first tile placed will be the Hive City tile. Players then take turns placing their remaining tiles in a circular pattern around the Hive City tile. Be advised that some tiles will have Spaceports on them. These Spaceports have special significance and only 3 Spaceports may be placed by each team. After all tiles have been expended, place 5 Manufactorum blocks onto the tops of the tiles. These are used to denote areas of possible equipment or information usable by either team to help gain the upper hand.
Spoils of War:
Hive City - The Hive City tile has the Manufactorum and Spaceport Special Abilities.
Manufactorum - The Manufactorum gives the ability to the Controlling team +50 Points for the purposes of building army lists. This ability stacks with multiple Manufactorums. (Example: If Aaron controls 3 manufactorums and the hive city, he gains +200 points to his army list.) Manufactorums do not expend, meaning they have a continuous effect as long as your team controls them. (Note: Only 1 player on the team may use a Manufactorum at a time. So in a team game, if Aaron and Jarid were teaming up, and their team controlled 3 Manufactorums and the Hive City, they could each gain +200 Points, split however they see fit, between the two of them. The split must always be in increments of 50 points.)
Spaceport - Normally, teams may only attack tiles that are adjacent to tiles they already control. Spaceports are the exception to this rule. Any tile containing a Spaceport, may be the target of an attack by enemy forces. If a team decides to attack a Spaceport, they may ONLY attack that Spaceport that turn, s`o only 1 tile may be attacked that turn.
Rules of Play:
The Campaign takes games in turns, these will be known as Campaign Turns. Each team must make 1 attack move every Campaign Turn. One week is one Campaign Turn. This means there are 2 games played weekly.
It does not matter who makes their attack moves first.
During an attack move, your team may attack up to 3 tiles in the Campaign Turn. All of these tiles must be touching one another AND touching enemy tiles. You can't just attack a team's back tile just for the hell of it, you have to move through the enemies forces in order to reach their back lines.
For every tile being attacked, you may add 1 player to the game, on both sides. (Example: Jarid decides to attack 2 of Jesse's tiles. Since Jarid is attacking 2 tiles, he may add Aaron as a teammate. Since Jesse is defending his 2 tiles, he may add Bill to his team. So, in short, the number of tiles being fought over, is how many players are playing per team in that game.)
Games will be played with 1,000 point starting lists known as Base Points. These 1,000 base points will have Additional points added to them from game to game. There is no restrictions on what you may field other than the standard Force Organization chart. The use of Manufactorums will push your game point limits up from there.
Now, once a game is completed, whoever wins the battle, wins the tiles being fought over and whatever spoils come from it. Simple and straight forward. For the purposes of making things fair though, any extra points gained from Manufactorums, do not calculate until the FOLLOWING Campaign Turn. So if by some chance your team loses one of their tiles containing Spoils of War, you do not actually lose their abilities until the following Campaign Turn.
At the end of each game, there are a series of extra steps that need to be taken to finalize the results of a Campaign turn. Such as if a Warlord was slain. If your Warlord was Slain, roll 1d6 and consult the chart below.
Slain Warlord Chart:
1) Your Warlord cheated death. Whether this was an act of cowardice or just an attempt at a feint, he faked his death in the face of the enemy and they bought it. During the next game in which your forces attack, your team may choose the scenario in which you are to play.
2) Your Warlord was abandoned on the battlefield, left for dead. Hours after the battle concluded he awoke, badly beaten but still very much alive. He escaped capture and made his way back to his friendly forces. Because of your Warlords tenacity and his canny ability to a little recon, one friendly unit is allowed to INFILTRATE during the next game in which your force makes their attack move.
3) Nothing of Note.
4) Nothing of Note.
5) Your Warlord has been slain and left to rot on the battlefield. The strong survive and the weak will be culled. In the next battle in which your forces are set to defend, one enemy squad (chosen at random) has the Preferred Enemy special rule.
6) Your Warlord has been taken as a war prize. The Warlord is still very much alive, but is being held captive. Your warlord has been tortured and forced to give up all vital information that he knows. This gives a major morale boost to the enemy forces. The next time your forces are set to defend, you team automatically loses first turn. Your team may still attempt to seize the initiative as normal.
|