The Firestorm: A crossover invasion game. Looking for a 40k faction player.

Oh please.

The biggest issue I personally have with you (Sins) atm is the fact you managed how to summon a bloody Furby that has basically turned an entire region into no man's land.

Now our policy is prerty simple.

Don't bother us, and we won't bother you.
 
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you look weird but.... sureeeee???

please sign this waiver detailing the extant of treatment to sentient life, as well as this 60 page document introduction to the basic rights acts you will have to enforce.
 


also... i guess i could take sigs. but only if someone makes a list of everyone i'm gming.


i forgot. i kid you not.

@stibbons, egret, the watermelon stevens and estro are in it but i feel i've forgotten someone.
 
If absolutely no one else can, I'll take a crack at it. I'm not a big sonic guy though, nor am I the most experienced GM, so you may have to cut me some slack. Regardless, I would probably not introduce you until turn 3, just so we all start on mostly the same footing.

i will gladly CRUSH IT TO DUST- ...er...I mean...consider it.

Ok, I'll accept you as my gm, if you don't know what a unit does or looks like Google it or ask me.
 
you look weird but.... sureeeee???

please sign this waiver detailing the extant of treatment to sentient life, as well as this 60 page document introduction to the basic rights acts you will have to enforce.
Only the treatment of sentient life? What about sentient death? Lifeism is all too common.
Val:Why do we let Skullduggery speak for us?
 
@Gears
Do the Cabal qualify to join your group? Sure, we just slaughtered an entire city of NPC's, but everyone knows NPC's aren't people, so they don't count.
 
i don't know jack about the cabal. play your cards right and you could enter into the clique of outer heaven or the IPDI
 
i don't know jack about the cabal. play your cards right and you could enter into the clique of outer heaven or the IPDI
Technically speaking, my faction is only war. I don't know if I can rules-wise.
(Does being only war rule out diplomacy entirely, or just make it really difficult?)
 
Ooo that might be tricky.

Especially since well, aggression is pretty much the default stance of only war factions.

And aggression might not work well in a coalition.
 
Helel's sheet

Army of Alexander: Tier H

Leader: Alexander the Great
Why are you here?: To expand the empire, for the glory of Alexander.

0 Great war engines: Trade half for Beasts of war. Trade half for elite infantry.
200 war engines: 200 siege towers. Trade the rest for elite infantry.
60,000 beasts of war: 40,000 War elephants, 10,000 war pigs, 10,000 ballistae.
800,000 Cavalry: 300,000 Hetairoi, 100,000 Thessalian Cavalry, 100,000 Prodromoi, 100,000 Thracian Cavalry, 200,000 Horse Archers.
975,000 Elite infantry: 300,000 Argyraspides, 675,000 Hyaspists
32,000,000 Infantry: 15,000,000 Pezhetairoi, 10,000,000 Hoplites, 5,000,000 Cretan Archers, 2,000,000 Peltasts.
0 Chaff Infantry: Trade for infantry.
0 heroes: Trade for elite infantry.
0 ships of the line: trade for elite infantry.
0 Galleons: trade for infantry.
40,000 galleys: 40,000 quadriremes.
0 Airships: trade for elite infantry.
0 Heavy aircraft: trade for cavalry.
0 light aircraft: Trade for infantry
You get 256,000,000 Civilians


Golden dot on the eastern island north of the Lizardfolk.

Traits:

The Great. : Alexander the Great has some of the most loyal and devoted armies in the world, tailor made for conquest and warfare. (Alexander the great is very good at taking over land.)

DIY Generalling : Alexander the Great leads from the front, projecting his inspiring presence. (Alexander the great and his fellow military leaders inspire their men to fight harder.)

Take position. : Alexander the Great values strategic positioning, and his forces will always use their surroundings to their best advantage. (terrain effects/cover effects are amplified)

Drawbacks:

Make way for The Great. : Alexander the Great is quite clearly a little megalomaniac. (Alexander the great is not the best at keeping his conquered lands happy.)

Unity Requires You : Alexander the Great is required to lead from the front to prevent disunity. (Alexander the great and his fellow military leaders are required to lead in battle, or the army performance will drop drastically.)

Undefeated : Alexander the Great has never known defeat. Any loss will mark heavily in comparison to his victories. (outright losses will demoralize the entire army)

I couldn't get into the nazi mindset, and I had a lot of family and work stuff drop on my head around the time I submitted that sheet anyways.

So, with @Mental Omega permission, I decided on a new faction.

It was a toss up between this, Melkor, the Roman Empire, and the Aztecs. I ended up rolling dice.
 
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Traits:
Pending

Drawbacks:
I was asked to provide suggestions and so i will:

Traits:

The Great. : Alexander the Great has some of the most loyal and devoted armies in the world, tailor made for conquest and warfare. (Alexander the great is very good at taking over land.)

DIY Generalling : Alexander the Great leads from the front, projecting his inspiring presence. (Alexander the great and his fellow military leaders inspire their men to fight harder.)

Take position. : Alexander the Great values strategic positioning, and his forces will always use their surroundings to their best advantage. (terrain effects/cover effects are amplified)

Drawbacks:

Make way for The Great. : Alexander the Great is quite clearly a little megalomaniac. (Alexander the great is not the best at keeping his conquered lands happy.)

Unity Requires You : Alexander the Great is required to lead from the front to prevent disunity. (Alexander the great and his fellow military leaders are required to lead in battle, or the army performance will drop drastically.)

Undefeated : Alexander the Great has never known defeat. Any loss will mark heavily in comparison to his victories. (outright losses will demoralize the entire army)
 
So while waiting on some players to respond to me I decided to flesh out something from the first game. Dwarf gods! Or well, a Dwarf god anyway. I'm still thinking of more names.

Moramok : Father of the Dwarf Pantheon, and in his mortal life the first Dwarf Grand High King ascended to the Dwarf outerplane: Misgrandon. Moramok is the lord of smiths, of mines and all that glitters, as well as a god of earth who can cause mighty upheavals in the plates of worlds with his displeasure or bring forth riches everlasting for the worthy. Those who take up the worship of the dwarf gods do well to memorize the Zakrandar Uzkaran Ikar; the book of earth, fire, death and salvation; the holy text of the Pantheon of Stone. In this doorstopper of a tome, much of the earliest days of Dwarf history are revealed; speaking of how they descended from Elves who sought to make a better living beneath mountains and earth in the cataclysm of the great mistake. Of how they; unlike the Black Elves, sought cramped conditions instead of wide open areas of underworlds and grew stunted and short; and became highly resilient to the effects of magic to weather the storm. Moramok was the first leader of the first beings who would be recognized as Dwarfs, uniting the Kingdoms, Republics, Clans, Nomads, and more under his leadership. It speaks of how he forged these dwarfs into a mighty nation and made war upon the forces of destruction; carving a path through all manner of horrors and not just holding the line; but pushing the darkness back to found the hearthworlds of Dwarven civilization. In these holy texts are records of Moramok's hundred and six campaigns in his mortal life before ascending; an impressive record in these dark days, and indeed; he and his court performed so greatly and justly that they were worshiped in the stead of the Rune Elven gods; who were seen as unable to stop the mistake before it happened. From there, Moramok would set the governing principles of his people down; which would be followed in varying formats ever since then; with most dwarven cultures accepting the Pantheon of Stone.

Moramok generally appears as a great Dwarven lord in resplendent but thoroughly pragmatically designed armour, with a luxurious red beard and handsome features (by dwarf standards), with rippling muscle beneath the layers of finery he wears. He prefers the hammer Kardranzar; the star breaker; as his weapon of war, paired with his mighty circular shield; Zulgordrak, the unbreakable will. Temples that hold him as the primary deity of honor tend to be very well built and if possible; are larger underground than above ground; and the walls are expected to be thick and sturdy enough to repel at the very least; artillery fire. His clergy are expected to be skilled at appraisal of valuables and have at least a journeyman's level of knowledge in smithing before they can pass initiation, and open air places such as balconies tend to be avoided. Stone and metal are the preferred choices of construction material, with drywall being considered a "soft kneed insult to proper architecture". Moramok is said to be proud of the Dwarfs for their role in the victory in the age of strife and showing humans and others the price of hubris; and stresses friendly relationships with the Elves in the new Dual Monarchy. He expects his people to be a bastion of sensible governance, pragmatic conservative progression in the march of history, and to serve as a bulwark against potentially dangerous influences to the stability of the order of things. He also asks that his children be vigilant against corruptive and destructive forces, urging them to seek out and purge forces like the Kroatanga; the Krotuzzar in the predominant Dwarven tongue of Krazakan; and to shun the undead. In return for his many and perhaps stern expectations, Dwarfs and other worshippers will find joyful rest in the afterlife, and if not; they can try again in their next reincarnation.
 
@Mental Omega

I'm planning to try and rejoin the game as the Empire(or at least Riekland), taking units from the TW:W game(along with the expanded Rieksgaurd Mod)...so I have two questions:

For the perpouses of Eliteness; are the Rieksgaurd or Greatswords more Elite?

and two: what area would be the best for a start and what tier would my guys be?
 
I think Reiksguard would be Cavalry, while Greatswords would be Elite Infantry.

Tier would probably be E. That's where the WHF Dwarfs are.

Speaking of the Dwarves, you could start somewhere near me on the southeastern continent, as I have the Warhammer Fantasy Dwarfs in my Alliance.
 
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