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

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.
I am no longer a GM here, but spacetravel isn't terribly high on the techtree, to the point that Warsies, Trekkies, and basically every high end sci-fi faction I've seen around here get it for free. Maybe change it for "Air Units start one Tier higher", or double their number, or something?
Leftover Fuel gives you extra nukes. Nukes count as Great War Engines, and trade evenly with Ships of the Line or Airships. One Trait can let you increase an army category (Land, Air, Sea, Armor) by one Tier, and thus can reasonably be assumed to let you double that category, instead - which is roughly equal, if memory serves, to quintupling one unit type.
So you'd get something like 50 nukes from it.
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.
That's a serious drawback, since it pretty much keeps you from getting proper herokillers (of your own. Allies could help). But "start with no Heroes or Elite Infantry, and creating them is difficult" seems reasonable.
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.
(22-ton rocket propelled tanks; they sacrifice some armor and weaponry for the ability to break the sound barrier)
Wheee!
 
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I am no longer a GM here, but spacetravel isn't terribly high on the techtree, to the point that Warsies, Trekkies, and basically every high end sci-fi faction I've seen around here get it for free. Maybe change it for "Air Units start one Tier higher", or double their number, or something?
Leftover Fuel gives you extra nukes. Nukes count as Great War Engines, and trade evenly with Ships of the Line or Airships. One Trait can let you increase an army category (Land, Air, Sea, Armor) by one Tier, and thus can reasonably be assumed to let you double that category, instead - which is roughly equal, if memory serves, to quintupling one unit type.
So you'd get something like 50 nukes from it.

That's a serious drawback, since it pretty much keeps you from getting proper herokillers (of your own. Allies could help). But "start with no Heroes or Elite Infantry, and creating them is difficult" seems reasonable.


Wheee!
Alright, I'll plug in tweaked ones.
 
considering how kerbal spaceships function. they're not star treke to say the least. i'm ok with the kerbals being more spacey then the others without weird tier constructions. their spaceships are likely to suck ass.
 
I still have no idea what to put for the third drawback, aside from the Deep Space Kraken, which would ruin everything for everyone.
 
How about this?

Star-crossed Cosmonauts: Kerbals are without a doubt the most unlucky spacefarers in history. (When in space, you are the butt monkey of the universe.)

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. (as said)

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. (starts with additional WMD's)

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. (bonus to building/researching new spacecraft)

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. (as said)

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. (All the drawbacks of deetech, none of the benefits. As described really.)

Star-crossed Cosmonauts: Kerbals are without a doubt the most unlucky spacefarers in history. (When in space, you are the butt monkey of the universe.)
 
How about this?

Star-crossed Cosmonauts: Kerbals are without a doubt the most unlucky spacefarers in history. (When in space, you are the butt monkey of the universe.)
Actually, I just realized one major problem with this. There is very little it does that isn't also covered by Slapdash Construction. Also, just hanging around in space is generally pretty safe as long as you don't do something monumentally stupid. It's re-entry, launches, and touchdowns that are the most dangerous. Almost all of those take place inside the atmosphere.
 
Not really. There's Slapdash construction covers everything which you do. Star-crossed cosmonauts covers everything which space wants to do to you.

This piece of space is generally pretty unsafe after all.
 
Not really. There's Slapdash construction covers everything which you do. Star-crossed cosmonauts covers everything which space wants to do to you.

This piece of space is generally pretty unsafe after all.
Alright. Drawback accepted, but reduced to a higher chance of negative random events.
 
So, now what do I do? Do I just go ahead and post in the IC thread? Do I wait for a mention by a GM? What am I supposed to do?
 
I can't wait, with Legion official out I now have a lot more information to draw upon.
Yeah, and with rise of Iron almost out, I'll have plenty of lore to draw from as we-

What?....Only focuses on earth?...so...no Cabal...But I mean....Oh...ok...

*cries softly*

Back to quarantining the fuck out of my cabal then....
 
How, ah, how did the turn progress when my GM's been conspicuously absent and I didn't get to submit anything?
 
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