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The Siege of Ursh Pime (WIP)

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Jun 23rd, 2017
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  1. Ursh Prime
  2. - As you stand on the hill you can see the Ursh Capital Hive is an ugly scar upon the marred surface of Terra. It lies in between cavernous craters that pockmark the landscape from atomic annihilation past. Festering mile upon mile of shanty towns for the slavers, drug lords and villainous criminals to call home infect the surrounding landscape. Holding back the tide of filth are the iron walls of the inner city, itself no less full of duplicitous characters, simply with a veneer of society about them. Solid stone built mansions and markets, the occasional garden, all sitting under decks of massive slave trade establishments, factories belching smoke and dead slaves from the harsh work. These factories up the many tiers of the hive, producing untold amounts of arms and armour for distribution. At least, they were before you cut off their mines and lave routes running them. And the crowning jewel amongst the dirt heap is the Black Spire, a large castle that serves as the peak of the city, playing host to it's most wealthy families and the Ursh Lord Kalagann himself. With a central dome with a single black spire, seemingly made of pure glass, reaching to the heavens the castle seems to have an ever-present cloud over it with spikes of lightning frequently reaching down to caress the side of the spire. As the clouds hang heavy and low over the whole city and all the way to the horizon, you stand on the hill and take in the blackened wound of a city before the clarion call of war horns beckons you to march forth and wipe it from existence.
  3.  
  4. Phase 1: Outer Slums
  5. -The scene opens on the players moving from the temporary barracks at the forward base, the busy scurrying of Imperial personnel through the rain-slicked mud leaves a tension in the air that is repeatedly and unceremoniously punctuated by rocket barrages from Ursh artillery being shot out of the sky. Well, most of them. The unlucky few not to be saved by the defences are quickly pulled out of the flaming wreckage and sent away on stretchers. Apparently the Ursh tactics of overwhelming the enemy also count towards their artillery. Even if if the rain wasn't pounding down on power armour the sky probably wouldn't be visible for all the rockets. The players make their way through the encampment towards staging area, set inside one of the smaller craters and covered over with a massive camo-net, where they meet their armoured support. To face down the blockade an armoured spearhead has been assembled, the armoured flanks of two hundred Crescent's are rumbling with barely-contained energy inside the crater, with Thunder Warriors almost finished embarking inside them. As you weave and dodge through the amassed vehicles you can see the bulky forms of Mongol carriers near the rear of the crater being filled with augmented infantry to help hold the ground once you've cut your way in. Finally arriving at your Crescent the commander nods at you from his command hatch and talks to his vox. Inside the driver hits a switch and the rear entrance swings open to allow the players inside.
  6. [insert some banter w/ the crew and the order to move into position for the assault]
  7. -As the muffled sounds of artillery fire filters through the opened turret hatch, the air inside the tank has become thick with tension, and finally the voice of your Captain cuts it by opening a channel across the vox-net. In fact, it's not just your vox-net, as he begins to talk you can hear that, from the distant city, the sirens have stopped and his voice blares with a conviction that shakes you in your boots. Emperor forbid what it's doing to the enemy.
  8. Commander: “Enemies of the Emperor hear me, this is the place you have chosen to die. The immortal Emperor is with us and we are invincible. His Thunder Warriors, will cut you down like wheat in a field. His war machines will crush you under their mighty treads. And His thunderous guns will bring the very sky crashing down upon you. We will not accept surrender. You cannot win. I challenge you to prove me wrong. ”
  9. -At the conclusion several things happen at once, a cheer from every Imperial soldier rings from the camp. A resounding warcry bellows from your fellow Thunder Warriors, slamming fists against breastplates in the symbol of Unification. As one, a hundred Imperial artillery guns begin their bombardment of Ursh Prime, making a sound like a forge god striking his anvil. And the armoured spearhead's engines roar as one and begin galloping toward the city, ready to tear it down to the last brick.
  10.  
  11. -Background Artillery Duel.
  12. -With every sub-phase, both sides of artillery will have a chance to do damage to the enemy, but if their ballistics tests are failed badly enough they are just as likely to cause damage to their own forces due to bad firing coordinates. Each artillery unit is given a flat BS that will be tested against for each sub-phase.
  13.  
  14. -Ursh Prime Artillery
  15. -Imperial Artillery – BS:70 (+10 if players help relay target coordinates)
  16. -First Salvo – Tank Traps
  17. -Second Salvo – Barricade and First Defence Line
  18. -Third Salvo – Klash Hordes Surprise Attack
  19. -Only if players call in coordinates
  20. -Fourth Salvo - 2nd Tank Trap Line
  21. -Fifth Salvo - 2nd Defence Line
  22.  
  23. -Ursh Artillery – BS:45 (+10 from massed rocket fire)
  24. -Ursh Lightning Tower – BS:60
  25. -Artillery First Salvo – Initial Assault
  26. -Lightning First Salvo – Initial Assault
  27. -Artillery Second Salvo – 2nd Assault
  28. -Lightning Second Salvo – 2nd Assault
  29.  
  30. -The initial assault rumbles it's way towards the city. From the confined innards of the crew compartment the players are blind to the battlefield by sight but from the vox traffic they manage to understand what's going on. Artillery has done (roll arty vs tank traps/1st barricade) damage to the initial defences, helping to soften them up as much as possible for the initial push. As a defensive measure they need to stop firing due to the threat of counter artillery fire but have managed to lay down smoke rounds to allow the assault force to move in closer before meeting resistance. The Crescent commander is shouting orders to the gunner about possible targets. After a while the chatter picks up as the tanks enter the smoke cover and force them to move at a slower pace.
  31. -Suddenly the commander is shouting out targets as Ursh forces are spotted through the smoke, immediately followed by an ear-splitting blast as the defence cannons send a massive laser bolt through another IFV, coring it instantly. More shouting and noise as the gunner starts firing at targets. The players hear the commander shouting “[driver] open the hatch.” and then addresses them saying “Good hunting” between the sounds of Ursh fire pinging off the hull. The rear door slams open, bringing with it a cacophony of noise, dust and smoke as the players enter the siege.
  32.  
  33. -The players now have free reign on the battlefield. While both forces are of a large scale they will be decided through back and forth attacks such as the artillery duel explained above. The only requirement is that the players stay alive through the fire-fight.
  34.  
  35. - Background Armour Battle – This will be determined by 2 vehicle profiles fighting against one another, with whoever does the most damage winning that rounds and reducing the enemies numbers. Both sides will draw from a pool of vehicles till one side loses all it's vehicles.
  36.  
  37. -Initial Armoured assault
  38. -Imperial Crescents (Use profile in Imperial Armoury)
  39. -Strength: 200
  40. -Ursh Druanka MBT's (Use Profile in Enemy Armoury)
  41. -Strength: 80
  42.  
  43.  
  44. Phase 2: Inner City
  45. -As the Imperials advance the forces on the road will retreat behind the walls
  46. -This wall is heavily defended with archeotech gun-turrets/uruntals/voices
  47. -The walls/gate will take a lot to bring down (This is why there is Imperial arty)
  48. -Once the walls are down there are 3 objectives:
  49. -Destroy as many AA towers as possible
  50. -Take the main square in the merchant district where the town hall is
  51. -Currently being defended by Druankas/Uruntals/Spec Ops/Voices
  52. -Destroy the manufactorums in the military district
  53. -This can be achieved by destroying the massive fusion generator stack power the entire district, but it is being defended by the 'Kalagann's Grace' (the weird archeotech spider titan)
  54. -Artillery will continue to fire (even on Ursh friendly positions) until the military district is down or they are taken out by some other means
  55. -Chaos lightning still picking off random targets (possibly the players)
  56.  
  57. Phase 3: The Palace
  58. -With the outer AA batteries out of commission limited flyer support is allowed (the palace has it's own set of AA batteries but doesn't have enough to control the skies)
  59. -Kalagann, in an act of desperation, releases part of his ongoing demonic ritual to unleash a horde of demons on the city (bloodletters or plaguebearers) (the players will have to either fight to stay alive till flyer arrives to take them to the palace or have to fight bands of demons while moving towards the palace walls)
  60. -Palace walls are even stronger than the previous walls, requiring more arty fire or a skylance strike on themselves
  61. -No chaos lightning the whole time as all that energy is now being used to keep the daemons in realspace
  62. -Once inside the palace it will be defended by a bunch of spec ops and daemon-infested Uruntals, which will be in the way till the players get to the throne room
  63. -The further inside the palace the more fleshy/warp-infested it gets. Once inside the throne room Kalagann is performing a chaos ritual surrounded by the now faceless members of the noble elite of the city.
  64. -No matter what the players do (Unless it's something extraordinary) they will see Kalagann already turning into a greater demon (Khorne or Nurgle?)
  65. -Fight
  66. -Once dead chaos' hold on the real world will dissipate along with all the demons, along with any chaotic weapons the Ursh were using, signalling that Kalagann is dead (unless the players want to hoist his head above the palace or whatever) at which point they surrender (and are subsequently butchered)
  67.  
  68.  
  69. Phase 4: Aftermath
  70. -Any remaining followers of Kalagann and the Ursh are scattered to the four winds. Ursh Prime is liberated and a ceremony is held in the ruins of the palace grounds.
  71. -Several others are praised along with the players, receiving medals, and gifts of rare archeotech (to be decided later) All presented by one of the highest ranked Custodes not currently with the Emperor.
  72.  
  73.  
  74.  
  75. -Ursh Capital Notes
  76. -capital is pock marked with old craters from nukes, it forms a natural defence on the west side of the city, while breaking up the slums to the east.
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