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

It is open...though you'd need to link all the stuff you're using. Pictures and a brief description of what they can do would suffice.
Kerbals are the playable species from Kerbal Space Program, and they are absolutely OBSESSED with exploring space, to the degree that their development of manned rocketry predates that of landing gear. They're so obsessed with space that they can launch a rocket and have the next one on the very same launch pad and ready to go within an hour! That said, they've somehow arrived at a technological plateau vaguely comparable to modern day humanity (though Kerbals have absolutely zero issues with making nuclear powered spaceships, ecological consequences be damned). In addition, they have access to reliable SSTO spaceplanes.
 
Forgot pics

this is KSC, where rockets and spaceplanes are launched from.
A typical Kerbal astronaut, ecstatic about finally going to space


One of the Kerbal's best scientists, somewhat less excited because he is not currently in space.
 
Are these acceptable traits?

Overengineered Aerospace: All air units are capable of reaching orbit (or at the very least leaving the atmosphere), allowing for greatly increased operational range.

Leftover Fuel: The ship the Kerbals used to get here was propelled by nuclear devices with a yield somewhere near 150 megatons. There are a few leftover from the trip, which could be put to decidedly warlike ends with minimal difficulty.
 
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Is this a good drawback?

Homogenous: Kerbals don't have much in the way of superpowers or even exceptionally good combat skills, no heroes or elite infantry may be recruited.
 
The Kerbin Expedition

Tier: B

Leader: The Expedition from Kerbin is lead by the son of the one and only Jebediah Kerman. Sadly, Jeb senior died of old age while still en-route, but Jeb Junior is ready to take up the mantle of space explorer and is just as fearless as his father!

Why You Are Here: Kerbals have always sought to explore the stars, and this isn't a tendency that would just go away once they'd colonized the entirety of their home system. Luckily for them, they had a conveniently placed space telescope to spot a habitable exoplanet just the next system over. Thus, a plan was hatched.

Despite lacking FTL or reliable stasis technology, the Kerbals were just crazy enough to attempt a manned interstellar flight. The method of choice was a massive Medusa starship capable of transporting an entire self-sufficient city in one go before landing on the target world. Upon arrival, a majority of Kerbals wanted to just stay on the ship, but there were several vital resources running low that could only be replenished by landing on Xamarazdik.

Upon arrival, there were several things that needed to be done and were done in record time; mines were dug, local flora and fauna was tested for edibility, several towns surrounding the recently-landed city of Transit were established, and most importantly of all a Space Center was constructed on the nearby coast. With that done, the rest of the system (including Xamarazdik) could finally be properly explored and settled.

Military
Great War Engines: Do the crawlers to get rockets to the launchpad count? (HAHAHA no)
War Engines: 10 Accelerator Heavy Rocket Tanks (160 ton tanks propelled by rocket engines for extra speed, armament isn't particularly special for a tank their size), 40 Defender Heavy Tanks
Beasts of War: 400 Rocket Tanks (22-ton rocket propelled tanks; they sacrifice some armor and weaponry for the ability to break the sound barrier), 300 Normal Tanks
Cavalry: 1,400 assorted armored cars and IFVs, roughly 10% are rocket-propelled for extra speed
Elite Infantry: None, Zip, Nada
Heroes: Nope
Chaff Infantry: 50,000 Military-trained Kerbonauts

Ships of the Line: 2 Nuclear Aircraft Carriers, 5 Nuclear Powered Battleships, 3 nuclear SSBNs
Galleons: 30 assorted military watercraft, all nuclear-powered
Galleys: Kerbals don't build military watercraft that small. That said, they've got plenty of civilian watercraft at this scale (especially as they find the local sealife particularly delicious)

Airships:
-2 Guardian-class orbital battleships (nuclear power, engines, and missiles backing a solid 2.5 meters of armor and heavy compartmentalization)
-4 Explorer-Class interplanetary cruisers (less armor and weapons than a Guardian, but more delta vee)
-4 superheavy transport spaceplanes (capable of moving up to 320 tons into orbit then back down again!)

Heavy Aircraft: 35 transport spaceplanes (Capable of hauling up to 100 tons to orbit twice before re-fueling), 15 strategic bombers

Light Aircraft: 600 light transport spaceplanes (Payload Limit: 12 tons), 300 combat spaceplanes, 100 satellites of various descriptions (some of 'em are spy sats)

Civilians: 8,000,000

Traits
Overengineered Aerospace:
All air units are capable of reaching orbit (or at the very least leaving the atmosphere), allowing for greatly increased operational range.

Leftover Fuel: The ship the Kerbals used to get here was propelled by nuclear devices with a yield somewhere near 150 megatons. There are a few leftover from the trip, which could be put to decidedly warlike ends with minimal difficulty.

Enthusiastic Engineers: Kerbals build fast when it comes to space stuff. Or flying stuff for that matter. Especially if they've never built that particular thingy before.

Drawbacks
Homogenous: Kerbals don't have much in the way of funky superpowers or statistical outliers. This means they don't start with any heroes or Elite Infantry and recruiting more is going to be very difficult.

Slapdash Construction: The rapidity with which Kerbals construct new spacecraft does have a downside, as the engineers sometimes forget to do various safety checks in their enthusiasm. This occasionally results in one or more of their newly-designed aerospace craft or other vehicles undergoing rapid unplanned disassembly. Which is to say, Kerbal vehicles aren't always reliable, and when they fail they do so spectacularly.

Star-crossed Cosmonauts: Kerbals are without a doubt the most unlucky spacefarers in history. (Higher chance of negative random events when in space)

Location:

That green dot way at the right near the equator
 
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No, you can choose them if you can think of any. The GMs just get to reject them if they're stupid, just like your advantages.
How about these?

Homogenous: Kerbals generally don't have superpowers or truly outstanding combat capabilities. This causes them a dearth of elite combatants, at least on foot. Heroes may not be recruited and the recruitment of elite infantry is harder.

Slapdash Construction: The rapidity with which Kerbals construct new spacecraft does have a downside, as the engineers sometimes forget to do various safety checks in their enthusiasm. This occasionally results in one or more of their newly-designed aerospace craft or other vehicles undergoing rapid unplanned disassembly. Which is to say, Kerbal vehicles aren't always reliable, and when they fail they do so spectacularly.

Oh by the way: I'm all out of ideas for more drawbacks
 
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