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

@Mental Omega

Can the EU guys and my own dudes tech up to survive against the Imperial Knight dude?
What do you mean "tech up"?


I'm surprised everyone was crazy enough to fight a century of genocidal wars when there are multiple equivalents of the Burning Legion or Mordor or whatever hanging around. Also Dwarfish-Elvish alliance? What kind of drugged up "free love" hippies are these local dorfs anyway?!:rage:
It's because the civilized powers destroyed themselves that the forces of destruction could become the threat they are now. Before the age of strife they were all quite well contained at the fringes.
 
I mean upgrade our tech to the point where we can more evenly fight the Imperium guy.
You'll have to research like everyone else. Besides I'm pretty sure the likes of railgun tanks can trade evenly with Leman russes and the lot

House Nikula
WH40K: Tier A
Leader: Knight-Baron Helios Nikula
Why are you here?: Warp fuckery. Praise the Omnisiah and the Emperor that our few ships survived, even though they may never leave the planet again.

2 Great war engines 3 traded for more War Engines.
Warlord-class Titans​
90 war engines
Knights! Lots and lots of 'em!
1000 beasts of war
650 Leman Russ of various styles
200 Onager Dunecrwaler
50 Krios
100 Minotaur​
5,000 cavalry
1000 Sydonian Dragoons
2000 Ironstrider Ballistarius
2000 Crassus Armored Transports​
5000 elite infantry
2500 Skitarii Rangers
1000 Sicarian Infiltrators
500 Sicarian Ruststalker
500 Skitarii Vangaurd
500 Thallax​
100,000 Infantry
10 heroes
5 Knights Baron
2 Princeps Titanica
3 Magos​
5 airships Are you absolutely sure you want to let me buy 40K spaceships with this?
25 heavy aircraft
6 Marauder Destroyer
18 Marauder Bomber
1 Marauder Vigilant​
500 light aircraft
300 Lightning
100 Avenger
100 Vulture​

+Apocalypse-proof: Imperium and Mechanicum tech is absurdly sturdy and reliable, able to run off of just about anything.
+ Stompy Robots! War Engines and Great War Engines are considered more effective because HOLY SHIT IT'S A GIANT ROBOT! I! DIG! GIANT ROBOTS!
+Eagle and the Cog: Faith is a shield against foul sorcereries and vile Hereteks!
-- *BLAM* There is no tolerance for deviations from doctrine, making them very rigid in how they approach things, and a near-total refusal to deal with any non-humans barring extreme circumstances.
-TBD by GM

Location: Green dot to the NW of Teraga
Looks acceptable. Will be adding you to le map.
 
So! Here's what I have so far for the USSR, It's not entirely done yet, I just wanted to get this posted now so that everyone would know that I kinda sorta changed factions.

Union of Soviet Socialist Republics

Leader: Marshal Vaska Sokolov

Why are you here?:

"Mikhailov's machine appears to have worked far better than even he expected. We managed to reach the new world relatively intact, several million people together in unison, not knowing whether or not we'd even live through the process of teleportation. I am afraid we don't really have a way back home, at least not yet, so from here on out, we are on our own, though we should be able to at least build up from here."

10 Great war engines (traded for Cavalry and Beasts of War)
50 War Engines (traded for Cavalry and Beasts of War)


2,000 beasts of war (Split between Soviet tanks, with a weight towards Hammer Tanks, Flak Traktors and V4s)
* T-02 Black Eagle x 500
The ultimate culmination of the T-80, the T-02 Black Eagle is an honorable successor to the 'unstoppable killer' of the Great War. Designed from the ground up to surpass every other main battle tank currently in service, the Black Eagle uses a masterful mixture of composite armor, ERA, and new APS systems to give itself protection surpassing that of even the venerable Challenger 2. The T-02A model currently in service also mounts a 152mm 2A85M Smoothbore gun as well as one of the most sophisticated Fire Control Systems on the planet, a vast improvement over the previous inferiority to NATO FCS. There are rumors that the latest T-02B model is to incorporate a railgun of some sort or a pair of 30mm autocannons, though the secrecy of the Arkhangelsk design bureau means that these remain simple rumors. However, its gas turbine engine and relatively high upkeep means that it is often eclipsed by its cheaper alternative both in exports and in Red Army use.

* T-72BU-MS x 1,500
The T-72BU-MS is an example of the sheer utility of the T-72's tried and true chassis. A heavy redesign from the ground up, it serves as a cheaper, yet still brutally effective alternative to the T-02. Its crews boast that while the Black Eagles gain all the infamy, the T-72's win the actual battles of the motherland, taking on the 'superior' armies of the west. Despite its 'cheap' design purpose, this T-72 variant is a radical departure from its predecessors, combining several aspects of the T-72 and T-80 tanks before it into a powerful yet affordable package. It still retains its 125mm 2A46M, an effective, if aging weapon, albeit with a few tweaks and newer ammunition to keep it at its best against the capitalist menace. As with all other Soviet armies, they shall make up the backbone of the expedition, though their use shall hopefully be far from necessary to bring about the glory of the proletariat.

20,000 cavalry (Split evenly between available light vehicles)
BMP-3M
A curious yet nonetheless useful new design, the BMP-3M is a massive boost in firepower over its predecessors, a nice addition to any fighting force seeking to put as much firepower down as possible. It is generally used by the most well equipped motor rifle divisions in the Chinese front and was praised by its passengers and crews during the Vladivostok campaign. They shall once again be fielded by your more well equipped units, but their relative rarity shall keep them from

BMP-2UM
An old, reliable design, the BMP-2UM is a upgrade to the aging IFV, bringing it up to date with newer designs. It is armed with a still respectable 30mm 2A42 autocannon, and given the newest 9M127 'Swindle' ATGM in order to crack open MBTs if needed, a not entirely uncommon task in certain fronts.

BTR's (mixed)
The workhorses of the Red Army's Motor Rifle Divisions, the BTR's are an old, venerable race of machines that had seen conflict at every front. They run the gamut from the veteran BTR-60's, to the newest BTR-92A's that prowled the battlefield. Despite their age, they have all mostly been upgraded in similar ways, armed with the same 30mm 2A42's and Swindles as the heavier BMP-2UM. The inclusion of older designs was certainly not out of desperation on your end, after all, who knows what may lie beyond the portal.

T-55AGM
A modernization to a relatively ancient design, the T-55AGM is the latest version of yet another old workhorse of the USSR. It's relative obsolescence has resulted in its relegation to less conflict intensive fronts, as well as a second line design. Its inclusion into the Experiment is one of pragmatism and preparation for any possible logistical problems in the future.

T-34-85
Something of a holdover from the experiment's first phases, the T-34-85 was originally going to be comprise most of the armor that was initially to be sent to the experiment, before Mikhailov's project received quite the extensive extra funding. It's practically useless against any modern foe, but it is still a tank.

10,000 elite infantry
'Archangel' Infantry x 3,000
Another strange yet effective weapon of war from the Arkhangelsk design bureau, the Archangel infantry, as they have been designated in the west, are not so much defined by who they are as much as what they wear. Carrying one of the most expensive suits that has ever seen combat, they are effectively encased in power armor and equipped with the best weapons available, enhanced greatly in almost every aspect except for mobility, which often leads to their use as paratroopers, a small rivalry with the VDV resulting.

Naval Infantry x 4,000
WiP

400,000 Infantry (Split between the basic soviet infantry with a weight towards conscripts)
Motor Rifle Division
WiP

Conscripts
WiP

20 heroes (will decide in a bit)

10 ships of the line
Ulyanovsk Class Aircraft carrier x 5

Sovetsky Soyuz class Nuclear Arsenal Ship x 5

50 Galleons
WiP

1000 galleys
WiP

10 airships
WiP

50 heavy aircraft
WiP

1000 light aircraft
WiP

Location is same as before.
Why did you switch factions?
Oh well, Outer Heaven is certainly more comfortable with the Soviets. Albeit it worths noting that in spite of being neutral through the Cold War they usually fought the Soviets.
Basically in every game with Big Boss as the protagonist.
:lol
 
Why did you switch factions?
Oh well, Outer Heaven is certainly more comfortable with the Soviets. Albeit it worths noting that in spite of being neutral through the Cold War they usually fought the Soviets.
Basically in every game with Big Boss as the protagonist.
:lol
Well, basically I was like 'hey @Mental Omega where's the soviets' and then I did a diceroll with myself and then decided to do Soviets because why not. Also, I'm not entirely sure the USSR would trust mercenaries like the DIamond Dogs much, you know, capitalist driven lot of mercs and whatnot. Also, I probably will move now that I also am planning on having a navy, albeit slightly more to the coast of where I currently am anyways.
 
Well, basically I was like 'hey @Mental Omega where's the soviets' and then I did a diceroll with myself and then decided to do Soviets because why not. Also, I'm not entirely sure the USSR would trust mercenaries like the DIamond Dogs much, you know, capitalist driven lot of mercs and whatnot. Also, I probably will move now that I also am planning on having a navy, albeit slightly more to the coast of where I currently am anyways.
Given Outer Heaven's ideals we are much closer to Communism than the Soviets ever were.
:p
 
Eternal Struggle's sheet
WAAAGH Gitstompa (Tier A Focus Ground)
Leader: Gitstompa. A Weirdboy of both surprising sanity and size, he is a true Warlord, standing at 6.00 meters tall, counting his compact Mega-Weird Armor. He has grown more than his tiny battles would suggest, for this is much prestige to be gained from conquering parts of an alien world. He is very powerful, but not enough so to count as an actual Powerful Leader. More like an upper end regular hero unit. Despite this, he prefers to remain at the back of the lines, casting great pillars of green flame and giving orders to his mobs.

Why are you here?: On another alien world, a great victory had been achieved against the insidious minor xeno invaders of the Krak'Nos, as they were wiped out. While the Orks were celebrating, a brilliant and mad scientist from the natives created an advanced cybernetic-psyker organism, and bound it to a Daemon. This combined being created a dark portal that sucked in a rather elite portion of the WAAAGH, and sent them hurtling to this world. But as far as the Orks are concerned, this is just a new set of enemies to fight, and that Gork and Mork smile on them. Get ta fightin, lads!

Order Of Battle:
120 Great War Engines: 50 Stompas, 40 Super-Stompas, 25 Gargants, 5 Great Gargants.
600 War Engines: 150 Deathrolla Battlefortresses, 150 Kill Bursta Tanks, 150 Kill Blasta Tanks, 150 Skullhamma Battlefortresses.
6,000 beasts of war: 1,000 Battlewagons, 1,000 Gunwagons, 1,000 Squiggoths, 1,000 Soopaguns, 800 Mega Dreads, 600 Gorkanauts, 600 Morkanauts.
60,00 cavalry: 10,000 Warbuggies, 10,000 Wartrakks, 10,000 Trukks, 10,000 Cyboar Riders, 10,000 Warbikes, 10,000 Deff Dreads.
40,000 elite infantry: 5,000 Meganobz, 5,000 Weirdboys, 5,000 Kommandos, 5,000 Flash Gitz, 5,000 Stormboys, 5,000 Tankbustaz, 10,000 Nobs.
1,600,000 Infantry: 400,000 Slugga Boys, 600,000 Shoota Boys, 200,000 Burna Boys, 200,000 Lootas, 200,000 'Ard Boys.
1,200,000 Chaff Infantry: 1,100,000 Grots/Gretchin, 100,000 Runtherds.
120 heroes: Leader of da Meks: Big Mek Skrapdealer. Has strong Power Fields and two Kustom Mega Blasters, one lugged around with hands and one on a heavy Ork Meka-Arm.
58 Battle-Meks: Equipped with a variety of high tech if unreliable weapons and Power Fields.
Kaptin Blisk of da 'Eavy Kommandos. Decked out in hissing highly compact power armor with jetboosters and various high explosive packages, wields a Kustom Big Shoota, good accuracy, ROF and firepower. Because sometimes you need more gun to infiltrate an enemy base. Highly disciplined.
59 'Eavy Kommandos. Decked out in similar gear to their boss. Also highly disciplined.
Warlord Gitstompa: Not a powerful leader, but a hero nevertheless. A smart and controlled Weirdboy, whose battle tactics usually consist of teleporting and a lot of fire, although he can do far more than just that.
30 airships: 30 Megabommers. Heavily armored and shielded, with racks of deadly Krooz Missiles and numerous point defense weapons, and also has high flight endurance. Picture:
150 heavy aircraft: 40 Heavy Bommers, 40 Blasta Bommers, 35 Blitza-Bommers, 35 Burna-Bommers.
6,000 light aircraft: 1,200 Deffkoptas, 1,200 Dakkajets, 1,200 Fighta-Bommers, 1,200 Minelayers, 1,200 Chinorks/Warkoptas.

Additional Forces: Orkensteins are usually haphazardly deployed during any extended campaigns, and are sure to bring destruction to the foes of the Ork.

Positive Traits:
Up and at em, lads! The Orks are a plague, and spread by spores, which can make an entire ecosystem from the efforts of one WAAAGH! After a few turns, new Orks will spring up to replace losses, allowing a steady stream of new individuals to fight and kill for the WAAAGH!

Take and Hold! The Orks are skilled indeed at the construction of fortifications and devices. Although ramshackle, the enemies of the Greenskin hordes will find them quite workable. Speed boost/further time compression to making forts, cities and factories.

Monsters Without Compare: The Orks do not fear death or their foes. They never have and they never will, instead finding conflict and war to be joyous things. As a result, they are almost impossible to break, practically never fleeing a fight (sometimes even when ordered to) and almost as hard to corrupt, as the war torn landscapes are their perfect life, and their innate biology only boosts this mental hardiness.

Negative Traits:
Unreliable: The Orks under Gitstompa have been "extensively" drilled and trained to follow orders. But at the end of the day, they remain Orks through and through. The basic and chaff infantry cannot utilize complex battle tactics and can be relatively easily lead into traps and ambushes.

We ain't no Panzies! The Orks cannot back down from a challenge. This means they find it difficult to retreat even out of unfavorable challenges, and the leaders may be easily brought out to fight one on one with an opponent, allowing for decapitation strikes. However, they did not grow large by being wholly stupid, and blatantly unfair challenges will be laughed off. But anything seemingly reasonable is fair game.

Readin'? Wot's dat? The Ork Kommandos are some of the most intelligent and well educated of all the various roles and sub-species. However, even they can find it difficult to analyze stolen documents and listen in on enemy commands without jumping out from hiding and killing everyone. Although sabotage and assassination are unaffected, the Orks take a very large penalty to all intelligence gathering attempts.

Map:

Used map on front page. I'm the bright green dot north west of Syresh, bordering the plains and desert.

Let me know if I fucked something up.
 
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Right, so updating my faction almanac a bit...:

The Technocratic Union
Tier A




Leader: Union High Command
Why are you here?: We have no idea. Apparently, the entire Union was thrown into an Everett Volume of some sort by what was presumably some mass reality deviant ritual that was more successful than anyone could possibly have imagined. This... must be dealt with
10 superheavy vehicles
250 heavy vehicles
2,500 light vehicles
11,000 "Heroes" (Enlightened Scientists)
30,000 "Elite infantry" (Extraordinary citizens, HITMarks and other high-spec combat constructs)
100,000 "Infantry" (Men in Black, non- or lightly-enhanced combat sympathizers, etc.)
200,000 "Chaff Infantry"/Civilians (Various low-level constructs (Lab assistants, etc.) or sympathizers used for noncombat purposes. Not used for combat purposes)
10 Airships
-1 Iteration x Airborne Assault Carrier
-9 Void Engineer Qui La Machinae
50 heavy aircraft
500 light aircraft
Note: There's enough variation over all of these things that categorizing these more closely would be pointless

Traits:

Enlightened Science: Technocratic "Enlightened scientists" are capable of reality-warping cosmic power, expressed through the Technocracy's technology. Said technology is unusable by those without Enlightened Science ability. Enlightened Science allows the Technocracy to create superscience and hypertech, fashion special magic-resistant materials like Primium, and define reality in a localized basis in small areas of the real world or across entire subdimensions. The Technocracy does not research technology in a conventional sense--it "fits" its cosmic reality warping into a technological shell of varying degrees of advancement at will
Conditioning: All Technocratic agents (except the Void Engineers, who have done away with it) are subject to an Enlightenment 6 Procedure, "conditioning", which encourages loyalty and devotion among its members and adherence to the Union's ideals. The New World Order has the ability to condition new members with hyperpsychology
Constructs: Through use of cloning vats, the Union has at its disposal the ability to create significant numbers of artificial constructs (biological or synthetic) for various purposes

Drawback:

Paradox: This world is treated like a umbral realm where the laws of reality consist of those unique to this world and, beyond that, technology which is considered Coincidental or Consensual within the Union's own world (Near-future stuff, basically). Use of more advanced technology draws paradox, unless in a zone of Technocratic-defined reality or unless the Union successfully manages to redefine reality in this world through shifting Consensus
Paradigm-limited: The Union is only capable of working magic through technological means. A few exceptions may exist as the game goes on and Union members hit Enlightenment 6
The Precepts of Damien: The Union must commit itself to the eventual erasure of esoterics and other "reality deviance" from this world and all others--temporary alliances might be made, and the definition of "reality deviance" may potentially be redefined in some limited cases, but the overarching goal must remain, or the Union will collapse into infighting​
 
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Oh hey, this looks neat.

Chance of getting in: 1%. So I may as well have some fun. ORK TIME. These guys should be familiar to a certain GM in this thread...

WAAAGH Gitstompa
Leader: Gitstompa. A Weirdboy of both surprising sanity and size, he is a true Warlord, standing at 5.75 meters tall, counting his compact Mega-Weird Armor. He is very powerful, but not enough so to count as an actual Powerful Leader. More like an upper end regular hero unit. Despite this, he prefers to remain at the back of the lines, casting great pillars of green flame and giving orders to his mobs.

Why are you here?: On another alien world, a great victory had been achieved against the insidious minor xeno invaders of the Krak'Nos, as they were wiped out. While the Orks were celebrating, a brilliant and mad scientist from the natives created an advanced cybernetic-psyker organism, and bound it to a Daemon. This combined being created a dark portal that sucked in a rather elite portion of the WAAAGH, and sent them hurtling to this world. But as far as the Orks are concerned, this is just a new set of enemies to fight, and that Gork and Mork smile on them. Get ta fightin, lads!

Order Of Battle:
30 Great war engines: 10 Stompas, 10 Super-Stompas, 9 Gargants, 1 Great Gargant.
150 war engines: 50 Kill Bursta Tanks, 50 Kill Blasta Tanks, 50 Skullhamma Battlefortresses.
1,500 beasts of war: 400 Battlewagons, 400 Gunwagons, 400 Squiggoths, 300 Soopaguns.
15,000 cavalry: 2,500 Warbuggies, 2,500 Wartrakks, 2,500 Trukks, 2,500 Cyboar Riders, 5,000 Warbikes.
10,000 elite infantry: 1,400 Meganobz, 1,400 Weirdboys, 1,400 Kommandos, 1,400 Flash Gitz, 1,400 Stormboys, 3,000 Nobs.
400,000 Infantry: 150,000 Slugga Boys, 150,000 Shoota Boys, 50,000 Lootas, 50,000 'Ard Boys.
300,000 Chaff Infantry: 280,000 Grots/Gretchin, 20,000 Runtherds.
30 heroes: Leader of da Meks: Big Mek Skrapdealer. Has strong Power Fields and two Kustom Mega Blasters, one lugged around with hands and one on a heavy Ork Mek arm.
14 Battle-Meks: Equipped with a variety of high tech if unreliable weapons and Power Fields.
Kaptin Blisk of da 'Eavy Kommandos. Decked out in hissing highly compact power armor with jetboosters and various high explosive packages, wields a Kustom Big Shoota, good accuracy, ROF and firepower. Because sometimes you need more gun to infiltrate an enemy base. Highly disciplined.
14 'Eavy Kommandos. Decked out in similar gear to their boss. Also highly disciplined.
15 airships: 15 Megabommers. Heavily armored and shielded, with racks of deadly Krooz Missiles and numerous point defense weapons, and also has high flight endurance. Picture:
75 heavy aircraft: 25 Heavy Bommers, 25 Blasta Bommers, 25 Blitza-Bommers.
3,000 light aircraft: 600 Deffkoptas, 600 Dakkajets, 600 Fighta-Bommers, 600 Minelayers, 600 Chinorks.

(Swapped 600k Chaff for 200k Regular infantry, 100k Infantry for 2.5k Elite Inf. Swapped out Navy.)

Positive Traits:
Up and at em, lads! The Orks are a plague, and spread by spores, which can make an entire ecosystem from the efforts of one WAAAGH! After a few turns, new Orks will spring up to replace losses, allowing a steady stream of new individuals to fight and kill for the WAAAGH!

Take and Hold! The Orks are skilled indeed at the construction of fortifications and devices. Although ramshackle, the enemies of the Greenskin hordes will find them quite workable. Speed boost/further time compression to making forts, cities and factories.
Negative Traits:
Unreliable: The Orks under Gitstompa have been "extensively" drilled and trained to follow orders. But at the end of the day, they remain Orks through and through. The basic and chaff infantry cannot utilize complex battle tactics and can be relatively easily lead into traps and ambushes.

We ain't no Panzies! The Orks cannot back down from a challenge. This means they find it difficult to retreat even out of unfavorable challenges, and the leaders may be easily brought out to fight one on one with an opponent, allowing for decapitation strikes. However, they did not grow large by being wholly stupid, and blatantly unfair challenges will be laughed off. But anything seemingly reasonable is fair game.

Map:

Used map on front page. I'm the bright green dot north west of Syresh, bordering the plains and desert.

Let me know if I fucked something up.


(Also accepted)
 
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Oh hey, this looks neat.

Chance of getting in: 1%. So I may as well have some fun. ORK TIME. These guys should be familiar to a certain GM in this thread...

WAAAGH Gitstompa
Leader: Gitstompa. A Weirdboy of both surprising sanity and size, he is a true Warlord, standing at 5.75 meters tall, counting his compact Mega-Weird Armor. He is very powerful, but not enough so to count as an actual Powerful Leader. More like an upper end regular hero unit. Despite this, he prefers to remain at the back of the lines, casting great pillars of green flame and giving orders to his mobs.

Why are you here?: On another alien world, a great victory had been achieved against the insidious minor xeno invaders of the Krak'Nos, as they were wiped out. While the Orks were celebrating, a brilliant and mad scientist from the natives created an advanced cybernetic-psyker organism, and bound it to a Daemon. This combined being created a dark portal that sucked in a rather elite portion of the WAAAGH, and sent them hurtling to this world. But as far as the Orks are concerned, this is just a new set of enemies to fight, and that Gork and Mork smile on them. Get ta fightin, lads!

Order Of Battle:
30 Great war engines: 10 Stompas, 10 Super-Stompas, 9 Gargants, 1 Great Gargant.
150 war engines: 50 Kill Bursta Tanks, 50 Kill Blasta Tanks, 50 Skullhamma Battlefortresses.
1,500 beasts of war: 400 Battlewagons, 400 Gunwagons, 400 Squiggoths, 300 Soopaguns.
15,000 cavalry: 2,500 Warbuggies, 2,500 Wartrakks, 2,500 Trukks, 2,500 Cyboar Riders, 5,000 Warbikes.
10,000 elite infantry: 1,400 Meganobz, 1,400 Weirdboys, 1,400 Kommandos, 1,400 Flash Gitz, 1,400 Stormboys, 3,000 Nobs.
400,000 Infantry: 150,000 Slugga Boys, 150,000 Shoota Boys, 50,000 Lootas, 50,000 'Ard Boys.
300,000 Chaff Infantry: 280,000 Grots/Gretchin, 20,000 Runtherds.
30 heroes: Leader of da Meks: Big Mek Skrapdealer. Has strong Power Fields and two Kustom Mega Blasters, one lugged around with hands and one on a heavy Ork Mek arm.
14 Battle-Meks: Equipped with a variety of high tech if unreliable weapons and Power Fields.
Kaptin Blisk of da 'Eavy Kommandos. Decked out in hissing highly compact power armor with jetboosters and various high explosive packages, wields a Kustom Big Shoota, good accuracy, ROF and firepower. Because sometimes you need more gun to infiltrate an enemy base. Highly disciplined.
14 'Eavy Kommandos. Decked out in similar gear to their boss. Also highly disciplined.
15 airships: 15 Megabommers. Heavily armored and shielded, with racks of deadly Krooz Missiles and numerous point defense weapons, and also has high flight endurance. Picture:
75 heavy aircraft: 25 Heavy Bommers, 25 Blasta Bommers, 25 Blitza-Bommers.
3,000 light aircraft: 600 Deffkoptas, 600 Dakkajets, 600 Fighta-Bommers, 600 Minelayers, 600 Chinorks.

(Swapped 600k Chaff for 200k Regular infantry, 100k Infantry for 2.5k Elite Inf. Swapped out Navy.)

Positive Traits:
Up and at em, lads! The Orks are a plague, and spread by spores, which can make an entire ecosystem from the efforts of one WAAAGH! After a few turns, new Orks will spring up to replace losses, allowing a steady stream of new individuals to fight and kill for the WAAAGH!

Take and Hold! The Orks are skilled indeed at the construction of fortifications and devices. Although ramshackle, the enemies of the Greenskin hordes will find them quite workable. Speed boost/further time compression to making forts, cities and factories.
Negative Traits:
Unreliable: The Orks under Gitstompa have been "extensively" drilled and trained to follow orders. But at the end of the day, they remain Orks through and through. The basic and chaff infantry cannot utilize complex battle tactics and can be relatively easily lead into traps and ambushes.

We ain't no Panzies! The Orks cannot back down from a challenge. This means they find it difficult to retreat even out of unfavorable challenges, and the leaders may be easily brought out to fight one on one with an opponent, allowing for decapitation strikes. However, they did not grow large by being wholly stupid, and blatantly unfair challenges will be laughed off. But anything seemingly reasonable is fair game.

Map:

Used map on front page. I'm the bright green dot north west of Syresh, bordering the plains and desert.

Let me know if I fucked something up.
Nice now I sort of want to see Gitstompa and Gul'dan have a caster fight. I can see it now, there would be green fire everywhere.
 
So, who's GMing who again?
I'm GMing Jebus, Eternal, Sandamindias, Protroid, Chinese, Knight, Fivemarks, and the trifecta of Chimera, Bookwyrm, and Undead Frog (as they're all starting together I can just run them as basically one player). I may potentially GM for Estro and Lord Asmodeus.

Chimera is doing MS-21H, Jack Hansan, Dust and Echoes.

Fivemarks and Willy are free ATM.

I am looking for anyone who might want to help GM obviously.
 
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Troglodyte's sheet
Here's my character sheet, as promised. The text is white due to my copying it over from google docs.
I'll need some help on a few finickier bits of it though...

The Novus Swarm.
The Zerg (Starcraft): Tier A
Leader: The Undermind
Why are you here?: The Overmind could not be certain that Kerrigan would insure the freedom of the Zerg as he wished it. The Undermind was the backup plan to the backup plan, the means to make a new Overmind, a new swarm, with all the knowledge of the current swarm; meant to be sent in some random direction away from the current swarm and to be cut off from his control.

All the Zerg would be put into hibernation, and the Undermind was meant to be made during the trip; only the small group of Leviathans traveling would awake, and they would all be given a slight upgrade in the mental department in order assure that they themselves did not go feral.

The death of the Overmind occurred, the signal was sent and the Leviathans were off as the Undermind began to be formulated. Time became meaningless as they warped through space and at some point a shudder ran through the wolfpack.

The shudder they felt was the death scream of the Second Overmind, and with its passing the Undermind began to dream as it grew. Dreams of more than just trying to find the next species to assimilate, dreams of doing more than just devouring entire worlds whole, dreams of More.

When the Undermind awoke, the Leviathans exited the warp jump as instructed only to find themselves floating above a vast desert. The Undermind chose not to look too deeply into these strange circumstances and instead decided to focus on the creation of a Swarm that could do More.


5 Great war engines
  • 5 Torrasques [Making them a bit larger than they normally would be in order to have something in this category.]
25 war engines
500 beasts of war
5,000 cavalry
2,500 elite infantry
100,000 Infantry
300,000 Chaff Infantry
10 heroes (traded in for more infantry) [Each hero should trade for 10,000 infantry or 30,000 Chaff infantry: 5 to infantry, 5 to Chaff]
5 ships of the line (traded in for more airships) [Assuming a 1:1 ratio]
25 Galleons (traded in for more heavy aircraft) [Assuming a 1:1 ratio]
500 galleys (traded in for more light aircraft) [Assuming a 1:1 ratio]

5 airships

  • 10 Leviathans (A smaller variant, "small moon" sized is a bit big)
25 heavy aircraft
500 light aircraft

Great War Engines: 115%
-Torrasques

War Engines: 115%
-Omegalisks

Beasts of War: 115%
-Ultralisk

Cavalry: 115%
-Lurkers
-Defilers

Elite Infantry: 115%
-War Zerglings
-Hunter Killers

Infantry: 115%
-Hydralisks

Chaff Infantry: 115%
-Zerglings
-Infested Terrans

Heroes: 0%
Ships of the Line: 0%
Galleons: 0%
Galleys: 0%

Airships: 115%
-Leviathans

Heavy Aircraft: 115%
-Queens
-Guardians
-Devourers

Light Aircraft: 115%
-Overlords
-Mutalisks
-Scourge

You get 4,000,000 Civilians -> Zerg don't have Civilians, so 4,000,000 Drones I guess.


Traits:

++Hivemind: The Zerg's Hivemind allows for unprecedented control over every Zerg unit. The Undermind is the driving will behind each Zerg: it sees what they see, it feels what they feel, it smells what they smell. This allows for unnatural levels of coordination and information gathering. The military advantages of this are extremely high.

+Evolution, Unending: The ability of the Zerg to grow and adapt is iconic, they get 1 and 1/2 times the research power that they would otherwise receive.(maybe switch it to having more projects running at once? Or just faster/better research capabilities?)


Drawbacks:
You must construct additional Pylons grow more Overlords!: Keeping perfect control over the Zerg swarm is difficult at times. There is a unit cap on the Zerg that can be raised by building specialized bio-forms dedicated to extending the Undermind's control. Any Zerg units not controlled will go Feral and revert to their natural instincts.

Right...Diplomacy. How does that work again?: The Zerg race has practically no experience with dealing races in a non war-like manner! Which is a pretty big problem when considering the Undermind's new goal. Good luck on that buddy. (Diplomacy penalty due to having no experience with diplomacy and having a Monstrous Appearance.

*requests assistance in coming up with one more Drawbacks!*
 
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Fivemarks and Willy are free ATM.






On a different note I made some updates in the Almanac. Particularly I added profiles for my Goliath Tanks, DDX-21 Destroyers and the Arsenal Ship.
There's a good reason why the latter is ranked so high. It's a monstrosity.
As for anyone who wonders why I have RAYs and Gekkos in Outer Heaven because they are not that far from even 80s tech.
Metal Gear G existed and was remade for MGS4 as the Gekko.
Metal Gear RAY is a bit more difficult but ZEKE is already underwater capable (and I nerfed the RAYs severely as being prototypes)
 
I'm GMing Jebus, Eternal, Sandamindias, Protroid, Chinese, Knight, Fivemarks, and the trifecta of Chimera, Bookwyrm, and Undead Frog (as they're all starting together I can just run them as basically one player). I may potentially GM for Estro and Lord Asmodeus.

Chimera is doing MS-21H, Jack Hansan, Dust and Echoes.

Fivemarks and Willy are free ATM.

I am looking for anyone who might want to help GM obviously.
Wait who's Gming me?
 






On a different note I made some updates in the Almanac. Particularly I added profiles for my Goliath Tanks, DDX-21 Destroyers and the Arsenal Ship.
There's a good reason why the latter is ranked so high. It's a monstrosity.
As for anyone who wonders why I have RAYs and Gekkos in Outer Heaven because they are not that far from even 80s tech.
Metal Gear G existed and was remade for MGS4 as the Gekko.
Metal Gear RAY is a bit more difficult but ZEKE is already underwater capable (and I nerfed the RAYs severely as being prototypes)
I'm hoping to somehow shanghai gears into GMing you or Fivemarks as both know metal gear better than I do.


Wait who's Gming me?

I'd expect Chimera.

Here's my character sheet, as promised. The text is white due to my copying it over from google docs.
I'll need some help on a few finickier bits of it though...


The Novus Swarm.
The Zerg (Starcraft): Tier A
Leader: The Undermind
Why are you here?: The Overmind could not be certain that Kerrigan would insure the freedom of the Zerg as he wished it. The Undermind was the backup plan to the backup plan, the means to make a new Overmind, a new swarm, with all the knowledge of the current swarm; meant to be sent in some random direction away from the current swarm and to be cut off from his control.


All the Zerg would be put into hibernation, and the Undermind was meant to be made during the trip; only the small group of Leviathans traveling would awake, and they would all be given a slight upgrade in the mental department in order assure that they themselves did not go feral.

The death of the Overmind occurred, the signal was sent and the Leviathans were off as the Undermind began to be formulated. Time became meaningless as they warped through space and at some point a shudder ran through the wolfpack.

The shudder they felt was the death scream of the Second Overmind, and with its passing the Undermind began to dream as it grew. Dreams of more than just trying to find the next species to assimilate, dreams of doing more than just devouring entire worlds whole, dreams of More.

When the Undermind awoke, the Leviathans exited the warp jump as instructed only to find themselves floating above a vast desert. The Undermind chose not to look too deeply into these strange circumstances and instead decided to focus on the creation of a Swarm that could do More.


5 Great war engines
  • 5 Torrasques [Making them a bit larger than they normally would be in order to have something in this category.]
25 war engines
500 beasts of war
5,000 cavalry
2,500 elite infantry
100,000 Infantry
300,000 Chaff Infantry (200,000 traded for more light aircraft)
10 heroes (traded in for more infantry) [How much more?]
5 ships of the line (traded in for more airships) [Assuming a 1:1 ratio]
25 Galleons (traded in for more heavy aircraft) [Assuming a 1:1 ratio]
500 galleys (traded in for more light aircraft) [Assuming a 1:1 ratio]


5 airships
  • 10 Leviathans (A smaller variant, "small moon" sized is a bit big)
25 heavy aircraft
500 light aircraft


You get 4,000,000 Civilians -> Zerg don't have Civilians, so 4,000,000 Drones I guess.


Traits:

++Hivemind: The Zerg's Hivemind allows for unprecedented control over every Zerg unit. The Undermind is the driving will behind each Zerg: it sees what they see, it feels what they feel, it smells what they smell. This allows for unnatural levels of coordination and information gathering. The military advantages of this are extremely high.

+Evolution, Unending: The ability of the Zerg to grow and adapt is iconic, they get 1 and 1/2 times the research power that they would otherwise receive.(maybe switch it to having more projects running at once? Or just faster/better research capabilities?)


Drawbacks:
You must construct additional Pylons grow more Overlords!: Keeping perfect control over the Zerg swarm is difficult at times. There is a unit cap on the Zerg that can be raised by building specialized bio-forms dedicated to extending the Undermind's control. Any Zerg units not controlled will go Feral and revert to their natural instincts.


*requests assistance in coming up with two more Drawbacks!*

Didn't go for only war?

It's midnight here so I can't quite think straight but I think @Chimeraguard is best equipped to handle you.
 
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