The War for Hive Gaskarn

Hive Gaskarn, Eucladus

Through great cost of life, Konor had been spared. While the forces of Ultramar remained in locked in bloody battle on the core worlds of the system, smaller battalions of disparate guard units, wayward mechanicus detachments, and marauding hordes of traitorous Astartes battle for supremacy across the lesser worlds. On Eucladus, a fortified starport in the Masali System, a trio of forces clash and vie for control of Hive Gaskarn…

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Final

War Documents


Armies

Archmagos Dominus' Retinue
Adeptus Mechanicus

[HCP]
27

From Territories: 20
From Battles: 3
From Missions: 4

Territories Controlled: 15 (+3 CP)
[Repurposed Flier] Deepstrike one extra unit in game that can't normally.
[Repair Servitors] Once per game repair one vehicle for D6
[Astropathic Servitors] Re-roll one full deny or cast per game. If you cannot usually deny, gain the ability to deny psychic powers at -1.
[Combat Drugs] 6+ Feel No Pain on up to 3 Characters

The Brazen Horde
After suffering severe losses in the Battle for Konor, the Brazen Horde allied itself with a mysterious Sorcerer leading a small strike-force of Alpha Legionnaires. Although this alliance is tenuous at best, the combination of raw violence and wicked subterfuge poses a great threat to Hive Gaskarn.

[HCP]
31

From Territories: 10
From Battles: 13
From Missions: 8

Territories Controlled: 7 (+1 CP)
[Stolen Artillery] Before the first turn D6 Automatic Hits at S8; AP-2; D3

Arcite 71st Rifles
A combined Imperial force led by General Marius of the Arcite 71st Rifles. Fresh from the war for Konor the regiment was deployed to this seemingly out of the way Hive to secure assets left behind after it was hit by orbital bombardment. A mixed regiment of armour and infantry it is supported by a small elite contingent of Grey Knight Astartes

[HCP]
32

From Territories: 8
From Battles: 13
From Missions: 11

Territories Controlled: 7 (+1 CP)
[Consecrate] Imperial Units gain the ability to re-roll failed Leadership tests.


Ruleset


30 days

Armies

  • Each Army is 3000 points and doesn't need to be battle forged.
    • An Army can be split into different forces. These forces must be a minimum of 500pts and have at least one HQ (Force General). These armies must be battle forged.
  • Each turn a general may move, attack or defend
Move Into one unoccupied adjacent territory
Attack An adjacent occupied territory
Defend An occupied territory, adding 100pts of fortifications per 500pts of force defending the area. These points can stack between days
Scout Determine the size (detachment sizes, points and allocations) of a particular enemy force

Battles

  • Attacking armies get the first turn, with the defender able to seize as normal.
    • When two armies meet in a neutral area roll to determine who takes first turn, with the army that finished deploying getting +1 to their roll.
  • Some defending armies have fortifications, as marked by a square on the battle map.

Defences

  • Defeated armies are pushed back into an adjacent allied territory.
    • If none are available you may move into an adjacent empty territory but if you do so you must use your next turn securing it.

Bonuses

  • Per 5 territories that you control you gain +1 Command Points
  • Occupying some territories grants you bonuses as long as you occupy it. Some grant permanent bonuses or negatives to other players.
  • Cartel:
    • [Gang Members] Extra unit of 15 Cultists with 1x Heavy Stubber, 1x Grenade Launcher and 1x Chain Fist who start the game in reserves.
    • This unit doesn't count for the sake of deployment, objectives and kill points.
    • In a battle in which this unit was destroyed roll a D6. On a 3+ the unit leaves the army. This roll moves to 4+ if the army won the battle.
  • Bloody Pit:
    • [Combat Drugs] 6+ Feel No Pain on up to 3 Characters.
  • PDF HQ:
    • [Stolen Artillery] Before the start of the battle D6 Automatic Hits at S8; AP-2; D3
  • Railyard:
    • [Rail Carriage] Move two sections once after taking this area.
    • As long as these units are unoccupied you may occupy them.
  • Admech Quarter:
    • [Repair Servitors] Once per game repair one vehicle for D6
  • Generatorium:
    • [Sabotage/Repair] Sabotage or repair the generatorum.
      • Sabotage: One battle has the nightfighting rules.
      • Repair Scanners: Scout one enemy force for free.
  • Imperial Basilica:
    • [Consecrate/Desecrate] The first time this is occupied the occupier has a choice.
      • Uphold: Imperial Units gain the ability to re-roll failed Leadership tests.
      • Convert to Omnissiah: Admech Units gain the ability to re-roll failed Leadership tests.
      • Desecrate: Chaos Units gain the ability to re-roll failed Leadership tests.
  • Astropathic Tower:
    • [Slave Astropaths] Re-roll one full deny or cast per game
    • If you cannot usually deny, gain the ability to deny psychic powers at -1.
  • Airstrip:
    • [Repurposed Flier] Deepstrike one extra unit in game that can't normally.

Hive Command Points

The fate of the Hive is decided in battles and by taking territories.

  • Taking a Territory (+1)
  • Taking a Territory that grants bonuses (+1)
  • Losing a Territory (Minus the amount granted by gaining it)
  • Taking the Palace of Peace (+10)
  • Overwhelming Victory (+5)
  • Narrow Victory (+3)
  • Drawn Game (+1 each)

Faction Missions

Each faction has something within the Hive that interests them alongside the resources it offers.

Capturing these areas grants +2HCP.

  • Imperium: PDF HQ
  • Adeptus Mechanicus: Admech District
  • Chaos: Bloody Pit

Secret Missions

At the start of the war each player draws 3 secret missions. Upon completion of a mission they draw a new card. Each turn they may discard one secret mission.

TO WAR Win a battle (+2)
TO WAR Win a battle (+2)
TO WAR Win a battle (+2)
HAMMER OF THE EMPEROR Defeat the Imperium in a battle (+3)
HAMMER OF THE EMPEROR Defeat the Imperium in a battle (+3)
HEARTS OF STEEL Defeat the Admech in a battle (+3)
HEARTS OF STEEL Defeat the Admech in a battle (+3)
SONS OF BLOOD Defeat Chaos in a battle (+3)
SONS OF BLOOD Defeat Chaos in a battle (+3)
HOLD THE LINE Defend a territory which has fortifications in it (+2)
INDOMITABLE Win a game with less than 25% of your force remaining (+1)
IMMORTAL Win a game with more than 75% of your force remaining (+1)
ASSASSIN Slay an enemy warlord three times (+2)
PYRRHIC VICTORY Your Warlord survives, but you lose (+1)
CONQUEROR-KING Slay the Opponent's Warlord with your Warlord (+1)
FROM HELL'S HEART Slay every HQ in your Opponent's force, but still lose (+1)
BOOTS ON THE GROUND Start a game with every unit on the field (none in Reserve) (+2)
ATTACK FROM THE SKIES Start the game with 50% of your force in Reserve (+2)
RITUAL Hold the Astropath's tower for 5 turns (+5)
HALLOWED GROUND Hold the Imperial Basilica for 5 turns (+5)
SCUM AND VILLAINY Hold both the Blood Pit and Cartel Dwellings (+4)
BLOOD AND STEEL Hold both the PDF HQ and Admech Quarter (+4)
HEARTS AND MINDS Hold all five Habs (+5)
THE AQUILA Hold Fort Aquila, Aquila Gate, and Fort Jurgenson (+3)
WATER, WATER, EVERYWHERE Hold the Water Purification, River Gate and River Fort (+3)
FINE LINE BETWEEN Hold Pleasure District and Bloody Pits for 5 turns (+5)
PILLARS OF THE IMPERIUM Hold the Astropathic Tower, PDF HQ, Arbites Precinct, and Administratum HQ (+10)
SURROUNDED Hold all starting positions (+15)
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