Board Thread:Warhammer 40k Roleplay/@comment-4948356-20131010234229/@comment-3580035-20131011120631

The Realm of Darksun ''The realm of a Darksun is a vast node of the Dark City, a major trading hub and a realm filled with all manner of exotic and deadly...everything. Whilst its power is great, it has always been vulnerable to outside attack due to its location within the Webway, being upon a great many of intersecting paths. As such, many crusading war parties and lost reinforcements have found the realm of the Darksun in the past, only to find receive their deaths or a life of pain and torture once the forces of the Darksun mobilised. ''

''However, it is this same exposed nature that makes the realm highly useful to the residents of the Dark City, for it serves as a major jumping point to launch raids all across the galaxy. Whilst heavily fortified, it is not impossible for a sufficiently large force to cripple the realm and bring it to its knees. However, this is still a nigh-insurmountable task, for invading forces will have to run through a gauntlet of powerful Kabals and Cults, facing more and more heavily fortified sectors as they proceed deeper into the Dark City, until they eventually come to Capitol Spire; the grand seat of the high lord of the realm. ''

Right, the realm of the Darksun is divided into 10 sectors, each of which will form its own battlezone. There are 5 Outer sectors, 3 Greater Sectors, 2 Bastion Sectors, and the central Capitol Spire. Each of these sectors is ruled over by a particular Kabal or Cult, and you will neeed to penetrate through outer ones before you are able to reach deeper sectors (will be explained below). Naturally, you will inevitably face greater resistance the deeper you go into the Dark City. To cross into a sector on an inner ring, you will need to first activate/find a great Stepping Gateway, of which will most likely only be revealed after the defending forces have been crushed.

When everyone's forces first arrive, they will have to appear over one of the outer sectors (detailed below). These sectors will be surprised, but can quickly mount a devastating defence if they aren't dealth with properly and quickly. Two of these outer sectors will have 'unlocked' gateways, of which you can simply push a path to and move your forces through. The other three have 'locked' gateways which will require a particular objective to be met before they can become active. Whilst moving through into the Greater Sectors and bypassing other Outer Sectors allows you to push through faster, be aware that you are there to cause as much damage as possible, and that intact sectors can lead their forces to entrap you from behind...

Fleets will  not be of much use as you go deeper in, but will have to act as a rearguard to stop additional Dark Eldar travelling the Webway from reinforcing the Darksun realm. Constant fleet raids will be launched against invading fleets to keep them busy whilst ground forces are doing their thing.

Once the Greater Sectors have been reached, Battleship support will  be denied (they don't fit through the gateways), and heavy anti-spaceship weapons pose a threat. Ground forces will eventually be cut off and supporting fleets forced to withdraw if the sector defences are not razed, or you fail to crush the sector quickly enough. Greater Sectors are larger than the outer sectors, with better defences and more troops. Bastion Sectors will deny Cruiser level support, and are extremely fortified zones designed to repel invaders. Expect great fortress spires, traps, defence weapons, etc., as well as large amounts of troops. Normal air forces (Thunderhawk, Valkyries, etc,) should be used extensively as they will be your main form of getting troops in.

The Capitol Spire is the high seat of the Darksun Realm, and is home to a myriad of Dark Eldar forces. It is extremely well fortified, and has a few extra details about its geography to make it an interesting zone to fight in (to be revealed when we get there).

Outer Sectors =Shattering March Sector - This sector is home to the Kabal of the Shattering March, and is so named due to the Kabal's proportionally large number of standard Kabalite Warriors. Able to summon vast hordes of these deadly troops at a single command, the sector has a vast kilometre wide central road leading straight to its primary spire (also a hundred kilometres long). Beyond lies its unlocked Stepping Gateway. (Enemy forces basically land at one end of the city road at the spaceport, and push their way forwards towards the other end. Its a long and slow grind). =Arenas of the Bloodnight - This sector is home to the Wych Cult of Bloodknight, and has five great arenas dotting its sector. Each of these sectors boasts some of the finest Wyches in all of the Dark City, as well as wide variety of gladiatorial events and imprisoned opponents. The Stepping Gateway is located within one of the areans, although it is a mystery as to which (pun intended). =The Neverending Spires - This sector seemingly has no ground nor sky, for its spires seem to strech for eternity both upwards and downwards. Apart from the spaceport, the only way of travelling is via flight, and it is thus why many Scouges and Hellions have made this sector their home. The Stepping Gateway is locked, and requires you to smash through a central fortress spire and ascend up into its heights. Groud troops naturally will not be able to be used very effectively without airborne transports. =Gardens of the Beasts - A wide and relatively open sector, it bears a stark contrast to many other sectors of the Dark City. The land is primarily covered in lush rainforest, foetid swamps, and muddy wetlands, with the odd spire building rising up above the plantlife. However, this vast sector is home to a vast number of beasts harnessed by the Dark Eldar for war, as well as many mercenary species and their holdings. The jungle and plants themseles are all also potentially fatal if one dares to pass through the terrain. In this Sector, aircraft and spacecraft will not be able to fly through due to a ancient mechano-virus that attacks anything that leaves exhaust trails in the atmosphere. Ground forces only in this sector, and its Stepping Gatway is unlocked. You will have to find it though somewhere in its =Shroud of Dark Dreams - This sector is in near-constant darkness. A seemingly typical Dark Eldary city sector, it is home to a wide array of Dark Eldar poisoners and their laboraties. However, its buildings and spires are largely unoccupied and the sector is strangely quiet, as if something was missing or away.... The Stepping Gateway in this sector is locked, to open it you will have to take the Poisoner Archron of the sector alive.