Numerous of minor, unintelligent races have gotten eradicated by collateral damage, and none remembers their existance anymore.
However, one of the minor races wasn't unintelligent. It long stayed unnoticed on a remote moon of Aurore, a moon of Titonus at the system of Notre Soleil. In the silence they developed their technology into the heights that the universe had never seen before, alas they didn't leave the planet to stay unnoticed and out of the war.
Their greatest invention was the reasonably small, but incredibly devastating Nova Cannon, a weapon capable of so great destruction that with a single blast it could destroy whole fleet of enemy star destroyers. Unfortunately they got to use their device only once, eradicating nearly all of the approaching threat that found their home before the catastrophy struck them, spawn.
Last of the spawn's colonial asteroids, only that survived struck home at the forest of serenity, where the Nova Cannon was set up, so close of the Nova Cannon to have a devastating effect on it. The cannon was shattered into four different fragments in addition to it's base left behind near the crash site. The very small group of remaining defenders was devoured at incredible speed, and none of them survived. After the city was devoured, the spawn hive sent most of their newborn to devour the rest of the planet for their cause, and left only a small garrison behind to make sure the area was clear. The spawn had no idea of on what kind of treasure for the other races they were feasting on. Not until the others came.
The blast of the Nova Cannon alerted every single race, and their minor factions of the existance of such incredible device, and each of the factions sent their quick-respond troops to grab the device.
5 bandit factions in addition to the monasterial cruiser of marines came to get the cannon to change the current of the losing war to their advantage, and why not to gain some personal fame and glory in the meanwhile too. There are many more renegade marine groups approaching Aurore.
6 different sentinent cores of machina have sent their associates to activate the device, and to add it to their tecnical circuit. More are to follow.
The 7 grey castes have sent their quickest fleets from the other edge of the galaxy to quickly take the device for themselves for copying the technology, and using it against the other castes that themselves could be the alpha caste, and to finish the project Human for once and for all. One of the seven didn't make it in time to the early clash.
Four queens of the defending hive try to overcome their enemies. If the cannon fell into the more advanced race's hands, it would spell doom to the realm of spawn. The nearby hives have been attracted by the sudden increase of population in the city and left to get in to the fray to increase the population of their hives. Two of the different hive's queens have already arrived, and massive amount of others are slowly, but steadily closing in.
The battle that will take place in the city of Tanstaafl will have a huge impact on the fate of the galaxy. The battle happening here will turn the war to it's dusk.

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This is completely manually runned campaining, so I hope you can bear my minor slips I'm sure that I will make at some state.
Rules are as follows.
There are all four races in play. Each of the races have 6 squads at start. Along the campaining this might change a little. Only the purple - defending hive's spawn are in same "faction", the rest are agaist every other.
Each squad has their own leader, own player. They command their squad's individually, and try to get to the objective solo. Temporary unions can be made, but still only one can win the game (the defending spawn as only exeption - will get to this later).
The structure of the squad must be announced beforehand. This structure holds (exept for a few exeptions) for the rest of the campaining. Each of the squad's are completely visible to other squad's
The map consists of a square grid of 12x10, from wich each square is a different map. More of the map later.
Moving is simple: Send me a PM each week of where your squad will move. It may move to a square directly or diagonally next to the square it currently is. You may also stay still if you wish (exept spawn). At any time, only way two squads can be in same square is that they fight together. Only two squads can be in the same square at a time. Starting position is randomly determined at the set points in the very beginning.
Battles will occur during the campaining. They will occur when two squads try to move into the same squares, or try to "flip" squares with each other. If more than two squads will make a contact at each other, then the fighters on that square will be randomized. If there's even number of squads attacking eachother in the same square, then the battles might occur in the square next to the intended square. If the number of attacking squad's are not even, then one of the squads (randomly determined) will not attack, but instead will stay still. Battle will occur at the map the two squad's encounter in. If the battle occurs at the "mid grounds" as in the case of flipping squares, the battle will occur at the map the feebler squad (in FPs) is on. If squad's are equal, map is randomized between the two.
Battle parameters are in the turn forum.
Each unit has two stances, attack and retreat, that is announced at each turn message sent. Attack means that it will attack at the unit it encounters, no matter what it will encounter that turn. Retreat means that if it encounters other unit, it will retreat back to the square it came from, and each unit the squad has has a 10% chance of getting killed.
After a battle has occured and fought, and there is survivors i the lost team, each surviving unit of that team will try to make the retreat action. Each of the units have now 20% chance of getting killed during the process. battles are not forced to be finished in a wipeout. If turns run out, the squad that has officially lost the match will make a retreat action as described above. If other of the squad's decide to concede at any point of the match, each and every living unit at the conceding point will try to make the retreat action. This can be used as a method to save units. In "flip"'s case, the retreating unit will move one extra square back. If the square where the retreating squad is moving is occupied by the border of the map or other squad, the retreating squad is annihilated. If two squads that has retreat orders given bump into each other, no casualties are made to either side, as the squads doesn't make contact, and jsut peacefully returns to the square they tried to move from. If however another squad attacks to that square, it is forced into a combat.
Challenges should be set to be 50-turners and 15-dayers to keep the campaining relatively quick paced, altough not a killer-speed pace. If the battle is delayed to other week over the week the battle was started in, then the battle will bind the battlers in their duel for that week too. Timing out or not deploying will result in retreat action from the battle (20% chance of getting killed).
As casualties are prone to come at some point, it is best to be described what happens if such thing happens. If any unit of your squad happens to get killed, it will stay killed, and you may NOT use him/it again during the campaining. (killed doesn't necessarily mean killed. It may mean instead: 1.Lost from the squad 2.Wounded critically and evacuated 3.Gone insane/malfunctioned by some reason or 4. It actually got killed ; what ever fits best to it's situation it was lost in. No matter what the cause, it's not in your squad anymore) Therefor, you should play conservative, since you'll be needing your guys later on.
When squad is destroyed, or dispersed voluntarily, the player commanding the squad may come back with a squad of 15 FP from the race that is free of choise. The squad will come back after 3 turns it has stayed off. Respawning squads will appear from a random point at the map border. The respawning will stop when one squad has all the four artifacts. [E:] Greys can only have 7 different players at most, since there is only 7 different castes desiring the Nova Cannon.[/E:]
In the map there are hidden some things.
First of all, there are the four fragments of Nova cannon, the Artifacts. If someone happens to locate an artifact by walking into the same square of where an artifact is hidden, the squad will pick it up automatically, and deposit it on the space reserved for them in the small box in the corner of the squad's quick statistics box. The artifacts can be stolen from others by fighting and winning that squad in a combat (altough the squad don't need to be annihilated). When normal retreat order is given and taken into account, the squad has a 1/3 chance of losing the artifact to it's pursuers. After a squad has all the artifacts, it needs to take them back to the cannon base, and stay there one whole untouched turn. The turn that the squad moves in to the turret base's square doesn't count to be untouched turn. Artifacts can be given forward with the give order to a squad in a touching square.
Second of all there are powerups. One powerup will give the player that found it a randomly determined unit as a reinforcement. If the random unit happens to be a 1FP unit, there will be 2 of that type joining that turn. Other power up will reveal a randomly determined still hidden artifact's location from the city to the player. Third is a mysterious teleport device that allows the player to move itself to any unoccupied point in the map next turn. If the square gets occupied, the teleport goes to waste and the unit stays still. There will be 5 powerups in the map at the start of each turn. The unlocated powerups will disappear when all the four artifacts are brought together. Powerups are gathered by walking in to the same square they are hidden in.
Third thing is the turret base, that is located at the square with the red borders, at the center of the map.
There in the map, in each square are these things:
Map name - The map each square represents
A number code - This makes dropping bonuses easier for me, and using teleport devices easier for players to announce the location.
A Colour box - Each colour represents a different type of map, that the certain type of thing is in a major role. Blue represents metal, green represents forest, brown represents a balanced or a city layout and yellow represents a rather open area.
The colour in each player quick detail slab represents race:
Blue = Marines
Yellow = Machina
Red = Spawn
Grey = Grey
Purple = Defender spawn
[E:]
The turn message should be as follows:
Player name
Current position in the map
Move direction (Hold, NW, SE...) (this can be left out when teleporting)
Desired target position
Move state (Attack, Retreat, Give(can be used only if the the giver ant the target both uses hold command) )
Example1
Mr Cartier
7.8
NW
6.7
Attack
Example2
Some1
7.4
Hold
Give 1 artifact/2 artifacts/... to 6.4
Example3
Guy
6.4
Hold
Take artifact from 7.4
[/E:]
Spawn has some specialities that will differ from the other races:
1. Spawn MUST move each turn. Only time when a spawn can stay still is at the tower base when it has all the four artifacts. (Or when the spawn allies give object to other)
2. Spawn cannot gather artifacts from the ground, they cannot even locate them form the ground. Only way for spawn player to get an artifact is to steal it.
3. Spawn cannot gather powerups. They cannot even locate them from the ground
4. Spawn unit structure is othervice free troughout the campaining and can be set to be different at the start of each match, expect each spawn squad MUST have a single queen in their ranks that cannot be dropped out, no more, no less. If the queen happens to get killed, then the last layout of 1fp units in that squad must be held. Losing the queen means that that spawn squad will slowly die out since it can't get any reinforcements from the battles anymore.
5. Spawn squad will have the amount of FP at their disposal at the next battle that they had in play when the game ended. Unhatched eggs are counted as living units for the purposes of counting units. If forced to retreat, unhatched eggs are automatically lost.
6. The defending spawn squad's are in the same side, and will not attack each other even if they bump into each other. It will cost a 5 points from each squad to form the true alliance, tough. If a member of the alliance is annihilated, then the player is not in the alliance anymore, as the reinforcement is it's own faction. The defending spawn hive members will start from the center frour, purple places.
[E:]
7.The purple Spawn MAY give 1FP units freely to each other with the same command as the artifact transferal. It must be noted that it is the FPs that they're transferring in the turn post, and the amount of objects must be told.
[E:]
There might be some additions to the rules I forgot to put in.
The campaining will use the "T" deployment system to create the un-equalizement
Thanks for Pickupsticks for letting me link to his T-method site.
Turn Topic
[E:]
The entry post should be from these lines:
random words of intrest if wished, Race to play, Squad Structure and LSN player name if it differs from the forum name.
Example1:
Yeah, that looks cool!
Mech
1AI, 1MT, 3HQ, 1Scanner, 4XTs, 3Hunters
Some1
Example 2:
I'm in! Spawn please. I will take the compulsory Queen + the 1 fp guys as squad. Player name was Mr Cartier.
[/E:]
I will personally always play as a spawn that I can't use the knowledge of the artifacts and bonuses at my advantage.
The campaining is on.
The chat, taunting and such stays in this topic.
Have fun everyone!





































