Goodie, pick up to four players to GM and I'll start poking through the sheets.
You need two more drawbacks.Conshelf Collective.
Conshelf Ten: Tier B
Leader: Kepler Masterman
Why are you here?: After the UN ruling on the moon, and a subsequent ruling recognising the Conshelfers, the Conshelves had unprecedented power. For once they were allowed to keep a military, mint their own currency and do as any small nation would. For the most part, these powers were left unused. However, a decade after leaving, Kepler Masterman came back from the moon to live as a Conshelfer. The press, of course, had a field day: The first moonbaby renouncing his heritage? It would cause press even if he wasn't the son of the moons Governor. But he was, and that speculation followed him, even down to the bottom of the sea. Working in Conshelves Ten Security/Milliatry he became well known for fairness in dealing with everyone, from Toplander to Gillman. After almost a decade went by, and when the formal creation of the Conshelf Collective, a treaty between the various Conshelf Cities and the Gillmen creating an government between them all, his name was atop the list for leadership. Over the next decade, even as a new Cold War broke out amongst the Toplanders, Kepler pushed onwards, creating formal schooling, a process to go through if you wished to become a Gillman (as well as the provision of electrolarynxs to them so that communication is much easier), as well as a system of formalised draft. At the end of that decade, the Conshelvers were better off then ever before. And then the Cold War became hot, and the nuclear war destroyed the surface of the planet. The Conshelvers were safe, due to the water absorbing the radiation easily. And now they poke their head out after the war, and notice that, perhaps, they aren't on earth anymore.
20,000 elite infantry - the Conshelf Secuirty force, the only full time army.
200,000 infantry - conscripts, aged 19-30. It's like the Swiss Military. Except they can function underwater.
20 heroes - we don't really have any of these...
30 ships of the line - 30 Nuclear powered submarines, each armed with torpedoes and large, conventional, missiles. Like MOABs, if they were long range missiles,
250 Galleons - Non nuclear powered submarines, armed with cruise missiles and torpedoes. Think modern day U-boa,ts.
3000 galleys - various smaller craft, all submersibles.
10,000 Gillmen (in place of cavalry) - armed with breaching tools and dart guns, they are hugely effective against most ships and submarines, who are usually not capable of dealing with human sized targets making holes in them from under the sea level. I mean, what can they fire at them without damaging their ship?
8,000,000 Civilians
Traits:
Underwater specialised: Due to the skill and sheer time that they spend underwater, all of their Naval technology is as known to them as the back of their own hands. They produce and research naval units for 2/3rds the cost and time as other powers.
Bounty of the Sea: Treat the sea well, and she treats you well in return. Food and population growth is 1.5 times normal
Natch: If they've built it, it's waterproof. They receive no penalties for operating in water when doing anything.
Drawback:
I ain't no Topsider: They are inexperienced in the ways of land warfare. They fight at 80% effectiveness on land.
In between Zin and Frazan.
Done! Hopefully this all makes sense.
Faction Name: GDI Colony of Elysium
Faction Origin: C&C 3 GDI with some C&C4 Units, and some custom navy units(The Big Ships are cut content)
Why are you here: The Mediterranean Threshold Tower mysteriously awakened one day, and the GDI investigated. They found a healthy world on the other side, and evidence that the portal was sustained, so they scouted out the local area and sent a colony. As if on a signal, the colony was cut off as the portal shut down with the Tower.
Advantage:
War-Veterans: The majority of the colonies staff and protection are veterans of the Third Tyberium war, and thus have a higher skill level than normal
Tyberium Derived Construction: Using tech derived from Tyberium, humanity gained construction ability that was peerless in the 1990s, and it's only gotten better in the forge of the Tyberium Wars.
War-Forged: the humanity of the GDI has grown and bred in a world ravaged and forever devastated by war and Tyberium, the Generations that lived through and were raised in this time are uniquely quick witted and hardy.
Location: At GMs discretion
Me: Governor-General Benjamin Hawke
5 Great war engines= 5 MARVs
25 war engines= 20 Juggernaut 3s, 5 MCVs
500 beasts of war= 50 Mammoth 3s, 150 Predator Tank, 100 Hunter Tanks, 100 Slingshot Anti-Air, 100 Rhino Artillery Tanks
5,000 cavalry= 1250 Wolverine MK2s, 750 Bulldogs, 1000 Gaurdian APCs, 500 Mobile Repair Transports, 500 Zone Shatterers, 500 Surveyors, 500 Rigs
2,500 elite infantry= 1000 Zone Raiders, 500 Commandoes, 250 Sniper Teams( 2 men each, 1 Spotter and 1 Sniper)
100,000 Infantry= 30,000 GDI Riflemen, 20,000 Missile Infantry, 25,000 Grenadiers, 25,000 Zone Troopers
10 heroes= 5 Hero Commanders, 5 Veteran Commandoes
5 ships of the line= 2 Ares-Class Aircraft Carriers, 3 GDI Battleships
25 Galleons= 10 GDI Cruisers, 15 GDI Destroyers
500 galleys= 200 GDI Corvettes, 100 GDI Frigates, 200 Hunter Killer Subs
5 airships= 5 Global Stratosphereic Transports
25 heavy aircraft= 15 V-35 Oxes, 10 Ironsides
500 light aircraft= 200 Firehawks, 200 Hammerheads, 100 Orca Strikecraft
4 Million Civilians
Fiend touched: The already extant fiendish gods, the fractal hordes of madness, the elemental lords, and the Legions of Tendriculous with one another (and themselves) for the right to damn mortals to their respective hellish domains and to corrupt and ruin the works of good. The addittion of another force infringing on their territory is unlikely to go unnoticed; and their own evil natures makes falling into orbit all the more likely. (More easily corrupted by the tendriculous, hordes of madness, the fiendish gods, the black handetc)The Burning LegionLeader: Kil'jaeden the Deceiver, Left Hand of Sargeras.
Why are we here?: Azeroth has fallen, once the shining jewel of the cosmos and one of the few that stood against the might of the Legion is now but another example of the Legion's might. But it's destruction was only the beginning as it's secret, long hidden has finally been revealed. A pathway to a place that put even Azeroth to shame.....a pathway to Xarmarazdik.
Tier D: Only War Faction (Ground Emphasis)
216 Great War Engines:
1080 war engines
- 216 Fel Reavers: Titanic monstrosities of demonic engineering the Fel Reavers crush all in their path all while emitting fel green smoke that taints the very air itself.
21,600 beasts of war
- 720 Abyssals: Great flaming golemic constructs much larger than their infernal kin the Abyssals smash and burn all who oppose the Legion.
- 360 Pit Lords: The military commanders of the Legion the Pit Lords are as cruel as they are powerful, living engines of destruction that annihilate all in their path with their glaives. Even their blood serves the Legion, corrupting all which it touches and in some cases even raising the fallen as undead servants of the Legion.
216,000 cavalry
- 8,640 Infernals: Mindless constructs of Fel Fire and Fury the Infernals exist for only one purpose, to destroy all who oppose their masters.
- 4,320 Observers: Floating, multi-eyed squidlike beings the Observers are best described as living magical artillery. Able to fire beams of multiple types of magic from their eyes or crush those who get close with their tentacles the observers are not to be underestimated.
- 4,320 Void Terrors: Huge and Extremely powerful two-headed demon the Void Terror has only one purpose, to consume. They devour all enemies in their path to grow stronger, turning their foes power into their own (usually this just increases their size.)
- 4,320 Imp Mothers: Bloated beings that are the mothers to the Imps, many are skilled spell caster however the real danger lies in their children. Capable of spawning hordes of Imps to endlessly throw at their enemies the Imp Mothers rarely need to take to the field themselves, they merely let their children do it instead.
108,000 elite infantry
- 216,000 Felhounds: Twisted demonic hounds from the depth of the twisting nether the Felhounds are the bane of any magic user. As large and fast as a horse (although some get larger) the Felhounds possess the ability to sniff out and consume magic often leaving a wizard helpless before the beasts tear into his flesh.
4,320,000 Infantry
- 13,500 Doomguard: Power winged demons that possess an intelligence and cunning above that of the average demon. They serve as the field commanders of the Pit Lords as they direct the lesser demons on the field of battle.
- 13,500 Wrathguard: The warriors of the eredar race the Wrathguard often serve as the personal guard for the higher ranking members of the legion. While not possessing the pure brute physical strength of other species the Wrathguard have are cunning and have an almost supernatural degree of precision able to capitalize on even the smallest weakness.
- 13,500 Eredar Warlocks: Skilled practitioners of the mystical arts Eredar warlocks can call devastating spells down upon their foes. Through their magic they can unleash Fel fire, curses, disease, raise the dead and open gateways for even more of the Legions forces to enter this world.
- 13,500 Nathrezim: Also known as Dreadlord these demons act as the intelligence agents of the Legion, while formidable on the battlefield they prefer to turn their foes against each other through manipulation and guile. Terror and subterfuge are their weapons and they are masters of it.
- 13,500 Shivarra: 6 armed demon woman the Shivarra are the most devout members of the Legion, using their naturally strong charisma they preach the word of Sargeras's dread vision to all who they encounter.
- 13,500 Mo'arg: Powerful and Intelligent the Mo'arg wield some of the most brutal weapons devised by the Legion, where the Wrathguard favor precision the Mo'arg choose overwhelming power with Fel Steel fists and savage buzz saws to name but a few.
- 13,500 Inquisitors: A race of Fel casters in service of the Legion who see through swarms of floating eyes the inquisitors gather knowledge for their dark masters and construct the dark pacts that enslave others to the Legion's will.
- 13,500 Jailers: Cruel beings that capture the souls of the Legions foes and twist them through torture to serve their burning masters.
12,960,000 Chaff Infantry
- 2,160,000 Felguard: The rank and file of the Legion's armies the Felguard serve as fearless and unwavering soldiers to their dark master's will.
- 720,000 Succubi: A race of female demons the Succubi revel in causing anguish and using their incredible mental powers often lull those of weaker minds into servitude.
- 936,000 Satyr: Goat like demonic beings that were once morals of Azeroth but now serve the Legion. Skilled at the dark arts and subtly the Satyr kill with both magic and poisoned blades. However what truly makes these beings dangerous is how they can act as a vector for the corruption of the Emerald Nightmare and it's nightmare lord, through dark rituals they can channel their master's power to corrupt others with the nightmare (but it works best on Druidic based targets).
- 504,00 Gan'arg: A diminutive race that serve as the engineers of the Legion the Gan'arg are relatively weak physically but do not hesitate to employ their machines in combat, often seen servicing the Legion's Fel Cannons these beings are not to be underestimated.
- 4,320,000 Imps: One of the smallest members of the Legion the Imps utilize their cunning and magical abilities to eliminate the Legion's foes with liberal amounts of Fel fire balls.
- 4,320,000 Voidwalkers: Large shapeless masses of void energy the beings known as Voidwalkers have been bound by the legion's warlocks to act fodder for their advance.
- 4,320,000 Zombies: The spirits of the civilians of Azeroth that have been bound to their deceased bodies to act as fodder for the Legion's advance upon this new world.
216 heroes:
108 ships of the line: Traded for more airships
- Archimonde, the Defiler: One of the most powerful servants of Sargeras, Archimonde wields nigh limitless warlock magic and primal strength there are few among the Legion that can stand against his might.
- Tichondrius, the Darkener: The leader of the Nathrezim Tichondrius is a powerful and cunning dreadlord he is skilled at manipulating even the most devout into serving the Legion's will.
- Mannoroth, the Flayer: The leader of the Pitlords Mannoroth is powerful fighter that has lead the Legion's forces on countless forces, additionally he is also a powerful spellcaster able to exceed some of the most gifted sorcerers of Azeroth.
- Lord Kazzak: A powerful Doomlord that commands the Legion's armies against all who oppose them.
- Xavius, the Nightmare Lord: The first of the Satyr Xavius was cursed into a tree during the War of the Ancients but has since returned as the lord of the Emerald Nightmare. Using his powers he spreads the nightmare's corruption to the foes of the Legion twisting nature itself and those who use it (Aka druids) into perverse mockeries that serve the Legion.
- Corrupted Ysera, the Nightmare Queen: Once the matriarch of the Green Dragonflight Ysera was claimed by the nightmare and corrupted into a servant of Xavius. Gone is her gentle soul for now she only seeks to destroy and spread the nightmare's influence to all who oppose her masters.
- Corrupted Cenarius, Herald of the Nightmare: In ages passed he stood as one of the great bulwarks against the Legion, calling upon the wrath of nature to stem the burning tide. Now taken by the Nightmare Cenarius serves as it's herald, tainting nature with the nightmare's foul influence.
- 104 Fel Lords: The commanders of the Fel Guard the Fel Lords possess unrivaled martial might and skill that is only matched by their cruelty.
- 53 Eredar Lords: Some of the highest ranking members of the Legion possessing great martial and arcane prowess that few can match, the Eredar Lords are among the strongest members of the Legion.
- 52 Doomlords: The greatest of the Doomguard that serve as second in command to the lords of the Legion and strike down their mightiest foes with their incredible martial prowess.
540 Galleons: Traded for more heavy aircraft
10,800 galleys: Traded for more light aircraft
216 airships:
1,120 heavy aircraft
- 216 Dragons of Nightmare: One proud members of the Green Dragonflight these beings have been corrupted by the Emerald Night now serve the Legion. Where these dragons fly nature itself is perverted by the nightmare to strike down those who oppose the Legion.
21,600 light aircraft
- 1,120 Terrorguard: Powerful flying demons that command the air during an invasion with savage blades and bolts of Fel fire.
Advantages
- 21,600 Fel Bats: Demonic bats that fill the sky and swarm the Legion's foes so that they may rip them to pieces with their claws.
Might of a Legion: The Burning Legion has claimed countless worlds and has armies without number waiting in the Twisting Nether, this combined with the fact that upon being slain the souls of most demons merely return to the twisting nether means that as long as a portal is open they can reinforce for practically forever. (Large Bonus to repairing losses and increasing my numbers)
The Legion Corrupts: Whether by Demonic Fel energy or by the insidious power of the Emerald Nightmare the Legion corrupts all which it comes into contact with. Unless protected by powerful wards there is little that will not be twisted by the Legion's influence. (Corruption Effect - can cause mutation, madness, demonification and similar effects in none legion forces.)
The Deceiver: Despite their obviously evil nature and the corruptive influence of Fel energy the Burning Legion have long mastered the art of manipulating others into aiding them, in some cases even joining the legion itself. That skill coupled with the promise of power has lead to countless leaders or cults aiding the legion, whether willingly or not. (Bonus to Manipulation and the Creation of Cults)
Location: Middle of the desert in the continent above Nazakar.
The draw backs look good, and I think you can start in the Underworld.Kingdom of Azjol-Nerub Expeditionary Force
Tier D
Leader: Spider Lord Abjur-Atum, son of Spider King Abjur-Drakfar
Why are we here?: It is decades into the reign of Spider King Abjur-Drakfar, may his reign continue to be long. The Nerubian Empire has destroyed the combined Legion-Undead force at Icecrown before it could rise and overrun Northrend, and now has colonies and embassies across the continents of Azeroth. Now, after extensive study of the Titan Waygates and the Dark Portal, the Nerubian Empire has begun the largest project in its history: the colonization of the world of Xarmarazdik.
Tier D gets
40 Great War Engines
-Exchanged for additional Elite Infantry
200 war engines
-200 Nerubian Siege Golems: Extremely large versions of Nerubian War Golems, often used to assault cities or super-heavy opponents.
4,000 Beasts of War
-2,250 Massive Jormungars: Even larger versions of the Greater Jormungars.
-1,250 Nerubian War Golems: Large Cobalt Golems designed to wade through enemy lines and batter them into submission.
-500 Nerubian Cannons: Large artillery pieces that use gunpowder and liquid pyrite to create a devastating explosion.
40,000 cavalry
-25,000 Armored Giant Spiders: Large, aggressive spiders given armor, can also shoot webs and spit venom.
-15,000 Tamed Greater Jormungars: Large worms with muscular, flattened bodies and rows of crystalline spines along its flanks. Used to carve out massive tunnels underground and spits acid.
20,000 x2 = 40,000 elite infantry
-30,000 Nerubian Seers: Half-humanoid, half-spider Nerubians skilled in the various arts of Magic. Most commonly using Fire, Frost, Arcane, and Shadow, with more recent additions of the Light and Voodoo.
-6,000 Snobold Geomancers: Snobolds skilled in the arts of Geomancy.
-4,000 Nerubian Rogues: Nerubians skilled in the arts of subterfuge. Can burrow, are armed with daggers and poisons, and occasionally long rifles to use when they want to snipe.
800,000 Infantry
-440,000 Nerubian Warriors: Armored in Cobalt and equipped with a variety of melee weapons from swords to longaxes to warhammers, Nerubian Warriors form the backbone of the Spider Kingdom's army.
-160,000 Nerubian Webspinners: Virtually all Nerubians can spin webs, but Webspinners can spin them strong enough to use as bridges, throw them far enough to catch enemy flyers, and tough enough to entangle their foes for capture or easy killing.
-100,000 Nerubian Archers: Nerubians armed with Cobalt Bows and skilled at archery.
-100,000 Snobold Skirmishers: Snobolds used as light infantry, scouts, and skirmishers. Armed with a gun, usually a blunderbuss or light rifle and a backup melee weapon(which they will hopefully never have to use.)
2,400,000 Chaff Infantry
-2,400,000 Carrion Beetle Swarms: Vast swarms of giant beetles that eat the dead and lay eggs in vast quantities. Can also burrow.
80 heroes
-Acidmaw and Dreadscale: A pair of twin Dire Jormungars tamed and act as bodyguards to the Abjur-Atum. Surprisingly intelligent.
-Maexxna: An extremely old, extremely powerful, extremely large, and extremely hungry Spider Broodmother. After decades of being well-treated and fed by the Nerubians, she is loyal to them.
-25 Nerubian Spider Lords: The aristocrats of the Nerubian Empire.
-26 Nerubian Viziers: Master Nerubian spellcasters who are skilled in all magical arts known to the Nerubians.
-26 Nerubian Assassins: Master Nerubian Rogues, skilled in assassination, sabotage, infiltration, and other arts of subterfuge. Can also burrow.
40 ships of the line
-40 Nerubian Battleships: Large Nerubian warships armed with cannons to blast apart enemy ships and coastal fortifications.
200 Galleons
-200 Nerubian Frigates: Escort ships armed with a series of ballistae for taking down lighter ships and enemy flyers.
4000 galleys
-4,000 Turtle-Boats: Giant Sea Turtle used as transports and light escorts. Various Cobalt Ballistae and squads of Nerubian Marine Caste forces are placed upon these relatively small vessels. The turtles themselves are also quite effective weapons.
40 airships
-40 Proto-Dragons: Bestial Dragons without the intelligence of the Dragonflights, but are still powerful combatants in the skies.
200 heavy aircraft
-200 Proto-Drakes: Lesser, bestial Drakes without the intelligence of the Dragonflights, yet remain powerful combatants in their own right.
4000 light aircraft
-2,500 Nerubian Flyer Swarms: Nerubian spiderlings that have developed membranes or laid webbing between their legs, similar to a bat's wing, allowing them to fly.
-1,500 Greater Locust Swarms: Tamed swarms of giant, flesh-eating Locusts.
You get 32,000,000 civilians(includes Nerubian Workers and Snobolds)
Advantages:
-Explosive Breeders: Nerubian Queens can lay dozens to hundreds of eggs at a time, while the spiderlings themselves mature at a rapid pace. Their Snobold servants are equally swift breeders. Large bonus to population growth.
-Master Architects: The Nerubians are (arguably) the greatest architects in all of Azeroth, and the grand city of Azjol-Nerub is (arguably) the finest city in all of Azeroth. Bonus to all construction and building.
-Devoted: The Nerubian Caste system means virtually all Nerubians serve without protest, while the Nerubians themselves are very resistant to corruption and mental domination.
(Possible) Drawbacks:
-Psionic Lack: Whether from their past as servants of the Old Gods or some other reason, Nerubians find themselves lacking the ability to utilize Psionics.
-Terrifying: Many Nerubians are nice people once you get to know them. Unfortunately, knowing them means moving past the fact that they're gigantic spiders with traditions like eating the dead and sacrificing prisoners to the Loa. (Slight malus to diplomacy)
-Necromancy Not Approved: With one of the defining moments in Nerubian history being a ferocious war with an Undead army, the Nerubian Empire has a distrust of Necromancy and what it might bring. (Cannot use Necromancy. Diplomatic malus with factions that do use Necromancy.)
Black dot south of Turgord. Couldn't get it any smaller, sorry.
Also, since the Nerubians had most of their kingdom underground, I'd like to start in the Upper Underdark.
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
25 superheavy vehicles
500 heavy vehicles
5,000 light vehicles
10,000 "Heroes" (Enlightened Scientists)
30,000 "Elite infantry" (Enlightened scientists of various stripes)
100,000 "Infantry" (Various Sympathizers and Constructs)
2 Iteration X Assault Carriers (airborne)
8 Qui la Machinae
25 heavy aircraft
1000 light aircraft
No civilians
Traits:
Enlightened Science: Technocratic "Enlightened scientists" are capable of reality-warping cosmic power, expressed through the Technocracy's technology.
The Laws of Reality: Through use of Enlightened Science, the Technocracy is capable of defining the rules of reality inside its own facilities, making magic impossible and all of its technology more effective, and to craft materials like Primium that are resistant to magical effects overall
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
Intermarium Federation-1950
Leader: Jozef Pilsudski
Why are we here?: Some sort of Soviet Trick no doubt, although why they would bother to displace lands they want to conquer is beyond us.
Bio: The Tale of the Intermarium Federation begins even before the independent nations that would become the Federation were established. It starts in 1907, when a meteor carrying exotic matter crashed in the Tunguska Forest in Russia. This matter was studied and led to many technological and scientific breakthroughs. Scientists even found a way to synthesize these so called Tunguskic Elements. nfortunately, such scientific advancement could only heighten the danger of the Impending European Powder Keg as the Great Powers all sought to utilize Nikolayevite Fuels to make faster planes and Tunguskite Plating to make more protected Armored Cars, to make Jenkite Based Explosive Shells capable of busting the toughest bunkers and trenches. This arms race came to a head in 1913 when a Baltic German Political Dissident shot and wounded Tsar Nicholas II in an assassination attempt in Riga. The Tsar's Life was in Mortal Peril as doctors worked to save his life. Ultimately the Tsar would survive, although he would be a changed man, though no one would know just how changed until it was far too late. The Tsar, egged on by his closest advisor the Russian Occultist Grigori Rasputin immediately pressed for a Declaration of War on Germany, who refused to cooperate with the Okhrana when asked to investigate possible links between the would-be assassin and German Based Nationalist Groups operating out of Riga. A valiant attempt by Austria-Hungary to preserve the peace in Europe was foiled when Archduke Franz Ferdinand took a bullet meant for the Emperor fired by a Serbian Nationalist. Austria-Hungary declared war on Serbia the day after Archduke Ferdinand was buried, starting the chain of declarations that would plunge Europe into a Brutal War.
For 5 years Europe would be torn apart by war, fueled by Tunguskic Element Technology and Bloody Stubborn Mindedness. The Russians did poorly in the War, as the Tsar grew Increasingly mad and Rasputin stoked the flames of his insanity. Finally after the Germans had captured Poland and the Baltics with the Aid of Jozef Pilsudski and his Polish Legions, the Russian Underclass had had enough and revolution was declared. General Brusilov, the Russian's Best Commander, who had doggedly held onto Kiev in the face of overwhelming Austro-Hungarian pressure sent a letter to the Tsar Threatening to Resign if the Tsar did not make peace with the Central Powers in order to deal with the rapidly spreading revolution. This letter was followed by similar letters from almost the Entire Russian General Staff. The Tsar was driven into a murderous rage and reportedly was only held back from killing the messenger and calmed down by Rasputin who urged the Tsar to Send Peace Feelers out. Ultimately Russia would lose much territory in the Treaty of Kiev, but now her forces could return home to fight in a civil war that would go on for years after the General war had wrapped up.
However the Central Powers success in the East was not mirrored in the West or the Mediterranean. Greece and Italy had joined the Entente and together were turning the Mediterranean into a nightmare for the Central Powers. Greece had taken much of the Ionian Coast from the Ottoman Empire via surprise invasion aided by the many Ionian Greeks in the occupied territories, this had cut off Constantinople from the Rest of the Empire by a thin strip of Occupied Territory. The Ottomans problems were further Compounded when a British Backed Arab Revolt led by the House of Al Rashid managed to Capture much territory in Ottoman Arabia and the Levant. Meanwhile Italy had managed to reverse the Initial Austro-Hungarian Gains at the Battle of the Adige River, pushing the Austro-Hungarians back to the Piave in successive battles at Verona and Venice. In the West, France, Bolstered by British and American Reinforcements managed to push the Germans back into Belgium and were currently Planning an Offensive to retake Antwerp.
While German and Austro-Hungarian Reinforcements from the East managed to halt the tide of the Entente at the German and Austrian Borders for much of 1917, ultimately it would be a Fresh wave of American Recruits that would see the war end in Victory for the Entente. At the peace conference, the Austro-Hungarian and German Empires were carved up, with new states in the East. Poland, Czechoslovakia, Hungary, Lithuania, Latvia, Estonia, Belarus, and Ukraine were all created out of German and Austro-Hungarian Territory in the East. Hungary lost Transylvania to Romania and Bosnia, Herzgovina, and Slovenia to Serbia, Germany lost her Partition Borders to Poland, Czechoslovkia was severed from Austro-Hungary, Germany Lost Alsace Lorraine to France, and her Colonies to Britain. The Ottoman Empire lost Arabia, Palestine, and her Red Sea Coast to the New State of Rashidi Arabia, as well as Cyprus the Dodecanese, and the Ionian Islands to Greece. Italy Gained Trieste, Corfu, Trentino, and Dalmatia from Austria-Hungary.
For several years things were quiet, Czechoslovakia, Poland, Lithuania, and Hungary grew closer together and formed an alliance, a Little Entente as it was known at the time to prevent Russian and German Revanchism. Russia fought a civil war that culminated with the Capture of the Winter Palace and the Tsar by Revolutionary Forces, who then set about reorganizing Russia into a Socialist Nation based on Workers Soviets. In 1927 Pilsudski first borached the Topic of the Intermarium to his fellow little entente members. Poland was the unquestioned leader of the Little Entente at the time and so naturally assumed the others would follow her lead. This was not so and negotiations dragged on until late in 1928 when two things happened. One Pilsudski took over negotiations personally and proposed the federal structure and parliament, and two, the Soviet Union invaded Latvia and Estonia after "Spontanious" Demonstartions in Riga and Reval in favor of joining the soviet union broke out. These Invasions, coupled with the more reasonable offer, led to acceptance and the Intermarium Federation was born. It would be put to the test in late 1929, when the Soviets invaded both Belarus and Ukraine, both of whom immediately asked for Intermarium Assistance.
The Soviet-Intermarium War lasted from 1929 to 1931 when the Soviet Union was forced to seek terms after their poorly led and trained conscript armies were pushed back into Soviet Territory some 50 kilometers East of Smolensk. In the Treaty, Ukraine and Belarus were allowed to join the Intermarium Federation and the Soviets had to pay an indemnity in gold.
From 1931 to 1938 was a period of rapid industrial growth for the Intermarium as well as consolidation. However while things were looking up for the Intermarium, sinister goings on were happening in Germany. The Ultima Thule Occult Society was previously something that only the well to do in Germany were a part of, a social club dedicated to the occult. However the hard times Germany had fallen on after the Great War had transformed the relatively harmless social club into a powerful and sinister political movement. Ultima Thule preached that it was Germany's Destiny to retake those lands lost and to once again be a Great Power. It also preached that this destiny was handed down by the Mythical Ancestors of the German Race, the Golden Men of Ultima Thule who ruled much of the world in a time before pre-history. To anyone else this would sound like madness, but to the German People it was a spot of hope in a suicidally depressing period of history. Ultima Thule managed to win seats in the Reichstag in 1932 and their candidate won the Chancellory in 1934. Immediately Ultima Thule outlawed all other political parties now that they had a stranglehold on the government, and set about reorganizing the German Economy, first by deferring reparations payments and instead pumping that money into the economy, then by ceasing to pay reparations at all. Next Ultima Thule Abrogated the Arms Treaties and began to rearm. The Population slavishly followed Ultima Thule's Doctrines, as the German Situation Improved, and by 1936 the Germans had reoccupied the Rhineland, and by 1937 had a growing air force and armored corps. Germany even funded antarctic expeditions at this time to find the lost realm of Ultima Thule. This would have disastrous consequences later on. In 1938, Germany decided to test their might by invading Czechoslovakia and invoking the Ire of the Intermarium. The war would last until 1940 and see the terror that the Germans had found in the antarctic wastes unleashed, a giant bio-technological monstrosity that used human brains for processing power. This monstrosity was named the Golem of Ultima Thule, and later analysis of the Wreckage showed it to not be mystical, as thought by the Germans, but extraterrestrial having crashed long before human history. Regardless the monstrosity used the combined brains of the people of a small village near the Town of Teplice in German Occupied Czechoslovakia as processing power and was only destroyed through the combined efforts of the Entire Intermarium 5th Army. Eventually the Intermarium won the War, occupying East Prussia and Silesia and threatening to destroy berlin itself before the French and British got involved to negotiate a peace. Ultima Thule was removed from power in Germany, the Intermarium would keep Silesia and East Prussia, and the Government and Military of Germany would be subject to French, British, American, and Intermarium Oversight. The peace was signed in 1940. It has been ten years since then.
Tier C: Inter-war to mid cold war era earth, Generally dieselpunk, assorted famously strong fantasy factions
20 Rex Międzymorze-Class Land Battleships
100 Huszar-Class Heavy Battle Tanks
2,000 Szabla-Class Main Battle Tanks
20,000 Anders-Class Armored Fighting Vehicles
10,000 Super-Soldiers (Captain America Type)
400,000 Regular Infantry
40 heroes (Doc Savage Type Pulp Heroes)
20 Ships of the Line (Grunwald-Class Battleships, Zielnice-Class Carriers, Wizna-Class Ballistic Missile Submarines)
100 Galleons (Split Between Battlecruisers, Light Cruisers, Attack Submarines, and Destroyers)
2000 galleys. (Split Between Frigates, Corvettes, Torpedo Boats, Mine Warfare Vessels, and Patrol Boats)
5 Warszawa Class Aerial Battleships (15 exchanged for 75 more Heavy Aircraft)
75 Perun Strategic Bombers (100 Exchanged for 20,000 Light Aircraft)
4000 Light Aircraft (Split Between Jasztrab II Supersonic Fighters, Sokol Supersonic Attack Aircraft, Orzel Attack Helicopters, and Sep Utility Helicopters)
You get 16,000,000 Civilians
Advantages
Tunguskic Elements: The Synthisization of the Exotic Matter known as Tunguskic Elements allows for much of the hyper-advanced technology of the Intermarium to be possible. Tunguskite Armor Plating allows the war machines of the Intermarium to withstand attacks from Electro-Rays and Railguns, Nikolayevite based Fuels allow the Intermarium's Planes and ships to be capable of speeds unheard of with diesel or petrol, Processed Sobieskite allows the manipulation of electromagnetic forces that make things like Electro-Rays and Railguns possible, and Janekium Derived Chemicals allow for the creation of super-soldiers capable of reaching the heights of Human Physical Achievement and beyond.
Industrial Heartland: The Industrial Heartland of the Intermarium came along for the ride when the Federation Was Translocated. Czechoslovakia, Hungary, Poland, Lithuania, Silesia, and East Prussia all came along. This allows for greater production of materiel and goods to be manufactured relatively easily by the Intermarium.
Federation: The Intermarium is a federal entity made up of several former nations, though some of them remained behind in the Translocation. Each Nation State retains it's own local laws as well as federal laws and has representation in the Federal Parliament in Krakow. As Such, it is easier for the Intermarium to assimilate other nations than it would be for an Empire.
Disadvantages:
Magic Prejudice: During the Eastern War with the Ultima Thule led Germans, the citizens of the Intermarium Grew to have a deep-seated distrust of the Occult and those that practice it, being that the Occult was a tool of the Enemy. This distrust only grew when the news of the German Atrocity at Teplice reached the General Public. An Entire City had it's population sacrificed to power one of the German Wunderwaffen, the Golem of Thule, which was only destroyed at great cost by the Intermarium's 5th Army all focusing on it together. Accordingly the Intermarium has a hard time assimilating occult based groups into the federal structure, as prejudices run high. In addition the Intermarium Military shuns the use of the Occult as a result of their experiences in the war.
Location: The Reddish Brown Dot
Alliance of the Free Mushroom States
Yourself: Rosalina, the Cosmic Mother
Why are you here?: All of Mario's permakilled foes, such as Dimentio, Cackletta and the Shadow Queen, have joined forces in the afterlife to get their revenge on the plumber. Fortunately for the multiverse at large, they first had to break out of their prisons in the Underwhere, alerting several of Mario's more cosmically-aware allies, such as Merlon of Flipside and the Seven Star Spirits, and giving them time to prepare. Suspecting an attempt to revive the Chaos Heart, the artifact that nearly destroyed the multiverse the first time, they alerted the four heroes of Light: Mario, Luigi, Peach and Bowser. They dropped everything, and set off to put a stop to the new threat. While they were away, Rosalina detected a dimensional fault forming over a large portion of the Mushroom World, and moved the Comet Observatory into orbit in order to correct it. Unfortunately, before she could take action, the ripples in space-time caused by the villains' escape tore the dimensional fault wide open, pulling the Mushroom, Beanbean and Koopa Kingdoms into the resulting rift, along with her Observatory to boot. Realizing the situation, Rosalina held an emergency meeting with the acting heads of the three kingdoms, and convinced them to join forces with her so they can survive long enough to develop a way to reverse the effects of the rift and get back home.
Positive Traits
Thank the Stars: The stars themselves listen to the wishes of the citizens of the Free Mushroom States, and wishes tend to come true much more often than usual. Small chance of positive random events.
Power-Ups: The Mushroom World is absolutely festooned with various plants and fungi that grant those who eat them with strange and remarkable abilities, and the armies of the Free Mushroom States know how to use them to their maximum potential. As long as they have access to a steady stream of supplies, all chaff infantry, infantry, elite infantry and Heroes are treated as one tier higher in terms of combat ability.
Cosmopolitan: Thanks to the wide and varied array of species and factions within the Free Mushroom States, the citizenry and government are far less likely to balk at strange or unusual customs or appearances. All penalties to diplomacy due to differences in species or culture are reduced drastically.
Negative Traits
Lingering Suspicion: Despite the current overtures of peace between the three kingdoms in the face of adversity, there are still some in the Mushroom and Koopa Kingdoms that refuse to let go of old grudges brought about by Princess Peach's kidnappings. Small penalty to morale in units that have no forces to moderate from outside the faction.
It's Worth How Much?!: The three Kingdoms have rather wonky exchange rates, and it takes a while to sort through how many Coins are needed to purchase necessary resources, even if they're from outside nations. Penalty to time needed to trade with other nations unless using some form of economic system that does not rely on a single form of currency (such as barter).
Weirdness Magnet: While the stars may heed the wishes of the citizens of the Mushroom States, more nasty things also pay attention, and they just love to pick on them when they don't have anyone to help them. Chance of random encounters with monsters and likewise increased.
The Coalition of Free Mushroom States: Tier C (Extremely Powerful Leader: All Assets reduced by 10%)
18 Great war engines
90 war engines
- The Comet Observatory: Rosaline'a home base, and an extremely potent spacecraft.
- Bowser's Castle: The lair of the Koopa King, and a mighty piece of flying artillery/armored personell carrier.
- Gobbleguts: A marauding space dragon that feasted on planetoids until he got a stomachache.
- Bonetail: A massive and massively powerful dracolich, and the ruler of the Pit of 100 Trials.
- Mecha-Bowser: A mighty robot duplicate of King Bowser that Mario once fought at Isle Delfino. Now with upgrades!
- Magnus von Grapple 2.0: A former X-Naut mecha seized by the Mushroom Kingdom after the organization folded.
- Various other large bosses (list will be updated as they are revealed)
- Various Star-powered doomsday devices.
1,800 beasts of war
- Many of Bowser Jr.'s vehicles, such as the Boomsday Machine, the Megahammer Mech, and the Fiery Flotilla Flagship
- Cortez: A dread pirate of the high seas, now back as a fearsome skeletal phantom.
- Lava Piranha: A mutated Piranha Plant that burns all that he sees with vim and vigor.
- Other Mid-sized bosses (list will be updated as they are revealed)
- Mooks that got supercharged by Magikoopa magic
- Banzai Bill Blasters: For when you've got to get those pesky castle "walls" out of the way, accept no substitutes!
- Mega Mushroom users: I never liked those fortifications anyways.
- Etc.
18,000 cavalry
- Big Koopa Troopas: Koopas that are native to areas with wild magic. Their shells could serve as comfy little bungalows if hollowed out.
- Grand Goombas: Goombas that are native to areas with wild magic. If you can't fly, good luck getting high enough to stomp them.
- Chain Chomps: Fearsome metal canine creatures that don't like being tied down to one place. A favorite pet of the Koopalings.
- King Bob-ombs: Huge Bob-ombs with golden crowns and impressive mustaches. Seriously, look at those things!
- Thwomps: Angry stone faces with a tendency to drop in unannounced.
- Whomps: Even angrier stone faces that give new meaning to the term "stonewall."
- Bill Blasters: Standard artillery for the Koopa Kingdom. Even their bullets are angry!
- Etc.
9,000 elite infantry
- 8,000 Yoshis: Happy-go-lucky dinosaurs whose appetites are matched only by their sheer determination.
- 4,000 Wigglers: Giant caterpillars that can crawl up sheer walls without much trouble. Ordinarily quite gentle, but when they lose their tempers...
- 6,000 Kart Drivers: Daredevil drivers racing around in lovingly cared-for karts. Those driving skills have to come from somewhere.
360,000 Infantry
- Toad Royal Guard: Normally, the Princess is guarded only by the best of the best, who would give their very lives to keep her safe. However, when they're off fixing someone's pipes, these guys take over.
- Beanish Special Forces: Masters of tactical espionage action. It's rumored that none of them have ever been seen by any visitors to the Beanbean Kingdom. Ever.
- Hammer Bros.: Elite Koopa troops that have master the art of hammer-based combat. Nobody really knows where they keep getting their hammers.
- Koopatrols: Highly-trained Koopa troops that have struck upon the ultimate defense for a Koopa: spiky shells that penetrate even the thickest of shoe soles! Truly a force to be reckoned with.
- Boom-Booms: Distant cousins of the Koopa royalty, well-known for their riccocheting shell techniques. Also ninjistu. Yeah.
- Boos: Incorrigible prankster spirits that are fiendishly difficult to get rid of once they have their heart set on a haunting ground. Surprisingly shy.
- Most power-up users who know what they're doing. A single Fire Flower can mean the difference between the sweet smell of success or going down in flames.
- Etc.
1,080,000 Chaff Infantry
- Toad troops: Hang on; these guys can fight?! Yes they can, and they're surprisingly good at it, too.
- Goombas: The underlings of underlings. What they lack in physical strength they make up for in willpower and numbers.
- Koopas: The bread and butter of the Koopa Troop, and for good reason. Their shells are a nice blend of defense and offense, and look rather snappy, too.
- Shy Guys: Mysterious little fellows that are completely covered in cloaks and masks. Extremely good at working with machines and guerilla tactics, but not so good at social gatherings.
- Bob-ombs: Mechanical spheres with highly explosive tempers and bombastic personalities. When one of them tells you that he's got a short fuse, he's not being metaphorical. Probably.
- Beanish troops: Beanish citizens that actually know how to fight. Respected for their ability to keep calm under fire, and feared for their truly terrible puns.
36 heroes
- Basically the same as the infantry, but with worse training and not as much combat experience.
18 ships of the line
- Kamek: The regent of the Koopa Kingdom while Bowser's away, and a Magikoopa of staggering power and technique. Has an old rivalry with Prime Minister Toadsworth.
- Captain Toad: A plucky young adventurer who explored far-off lands along his crew, and recovered a large collection of Power Stars singlehandedly. Not bad for a guy that can't jump while wearing a backpack.
- Prince Peasley: A highly charismatic and highly flamboyant Beanish hero, and blood relative to Queen Bean. Quite adept with a sword, and his bishie sparkler can blind a man at thirty paces.
- Bowser Jr and the Koopalings: Blood relatives of the Koopa King who are feared the world over for their physical might, magical ability, and sheer bloody-minded cunning. Oddly, only Bowser Jr. is a direct descendant of the King.
- Koopa Jr. An ambitious youngster with an unstable magic signature that lets him evolve new abilities in the heat of battle. Foolish, but persistent.
- Doopliss: A Duplighost capable of some truly insidious curses. Gave up villainy to become an actor, which was an obivious career choice.
- Various human-sized bosses (will be updated as they are revealed)
- Professor Elvin Gadd: An eccentric and brilliant man, a loner, a thinker, a man of ideas.
- Mario's partners: A ragtag bunch of misfits who were drawn together by fate to aid the plumber in defeating some of the worlds' greatest evils. Generally well-respected among their peers.
- Various veterans of the three armies
90 Galleons
- 4 Repurposed Cruise Ships: What were once havens of luxury and decadence became truly impressive carriers that would put many actual battleships to shame. And they're still quite comfortable, to boot!
- 8 Koopa Warships: The backbone of Bowser's naval division. Because before one can sail through the sky, one must first learn how to sail on the water.
- 6 Ghost Ships: Every year there are tales of ships that were wrecked by misadventure on the high seas. Sometimes, they come back.
1800 galleys
- Big Bloopers: Once feared as mythical controllers of the storms, Big Bloopers are the guardians of the sea. When they're not polluting it with ink, anyways.
- Bone Coasters: Bizarre skeletal dragons raised by Bowser for the sole purpose of carrying things over hazardous stretches of liquid. Sometimes, they like to pretend that they're roller coasters.
- Moving Blocks: Groups of blocks that stay aloft and travel according to pre-set patterns. Can trip up the unwary, unless their shoes have a good grip.
- Submarines: For when Bowser wants to be sneaky when on the high seas. One was actually being built near Peach's Castle, though its whereabouts are unknown.
- Shy Guy Pirate Ships: White-masked freebooters that have terrorized Yoshi's Island for years. They're said to be more adventurous than the average Shy Guy, which isn't saying a whole lot.
18 Airships
- Cheep Cheeps: Surprisingly resilient fish that can take on ships many times their size. Their name comes from their ability to soar into the air like birds, though their landings aren't as graceful.
- Dophins: Friendly aquatic mammals that have been known to give drowning sailors much-needed rides to dry land. The terror of aqautic carnivores everywhere.
- Battle Rafts: Reinforced and well-armed rafts that serve as auxillary forces for the Shy Guy Pirate Ships. Often cobbled together from the remains of ships unwise enough to cross them.
90 Heavy aircraft
- 3 Minor Planetoids: Small spherical constructs made by Lumas that have their own gravitational fields. Extremely durable, if a bit slow in a turn. If they start falling, make a wish that they won't hit you.
- 9 Koopa Airships: The iconic main body of Bowser's Air Force. They sail grimly on through the skies, in stubborn defiance of the laws of aerodynamics.
- 6 Blimps: These strange aircraft are held up by a lot of hot air. Despite their ungainly appearance, they make for fearsome bombers.
1800 light aircraft
- Magikoopas: Magic-using Koopas that swoop in on broomsticks and wreak havoc with blazing wands. Shiny glasses, while not required, are recommended.
- Lakitus: A strange breed of Koopa that form mutually beneficial partnerships with living clouds. Fond of raining on other peoples parades, especially with Spinies.
- Toad Shroomships: Odd spacecraft invented by Captain Toad with the help of the Lumas. They can produce quite powerful tractor beams, and make decent (if silly-looking) landing points for smaller aircraft.
- Travel Cannons: A subset of artillery that's focused more on expediting travel from one place to another than expediting travel from one world to the next.
- Koopa Paratroopas: Ace pilots from the Koopa Troop outfitted with special winged shells. Extremely fast, but rather fragile.
- Toad Force One: The Mushroom Kingdom's main flyers, making great use of Magic Feathers and Winged Caps to maintain the high ground.
- Launch Stars: Celestial transports provided by the Lumas. Can't move very fast, but their attack power more than makes up for it.
You get 14.400,000 Civilians
Current Location: The red dot just south of Millikata.
Clan Diamond Shark
One of the most progressive and egalitarian of the militant Clan invaders, the Diamond Sharks are still a force to be reckoned with. Of course, they are known more for their expansive merchant empire, having been derisively called the 'Merchant Clan', a not entirely unjustified name. What draws their presence to this realm is unknown, but they certainly plan to make the most of their visit to this unknown world.
Leader: Khan Barbara Sennet
Why are we here?: Clan Diamond Shark has a vested interest in expanding, if not in size then in profits and influence. Thus, with the guidance of Kerensky and a bit of luck, we seek to make our mark and conquer this world in the honor of the Clans, in one way or another.
5 Great war engines(Traded for more Airships)
50 War Engines
- Marauder IIC (20)
- Mad Cat Mark II (20)
- Dire Wolf (10)
500 Beasts of War
- Mad Dog (50)
- Timber Wolf (200)
- Summoner (150)
- Hellbringer (50)
5,000 Cavalry
- Nova (1,000)
- Shadow Cat (1,000)
- Stormcrow (1,000)
- Firemoth (1,000)
- Piranha (500)
- Adder (500)
3,000 elite infantry
- Elemental (3,000)
125,000 Infantry
- Clan Mechanized Infantry (125,000)
100,000 Chaff Infantry (Exchanged 200,000 for 25,000 standard Infantry and 5,000 extra Elementals)
- Provisional Garrison Cluster (75,000)
- Solahma (25,000)
10 heroes
- War Council Binary (10 Bloodnamed Warriors, including the Khan and saKhan, all in BattleMechs upgraded and modified to their likings. Generally a last line of defense or meant for Trials.)
5 ships of the line(Traded for Airships)
25 Galleons(Traded for War Engines)
500 galleys(traded for 5 Airships if possible)
20 Airships
- Union-C (10)
- Nightlord Class Warship (10)
25 Heavy Aircraft
- Sabutai (25)
500 Light Aircraft
- Batu (200)
- Issus (300)
Location:
The Black Dot beneath Frazan's Island.
Special Abilities:
If the Price is Right: The Diamond Sharks are not above selling to anyone, though it will require a bit of extra cash if they ain't your buddies. Factions unaligned to the Diamond Sharks must pay a 5% fee for all Diamond Shark Equipment, Factions opposed to the Diamond Sharks must pay a 15% fee, and can always have their request denied. Allies receive a 5-10% discount.
Preparation is Key: Unlike the other Clans, the Diamond Sharks know better than to disregard logistics, and in fact can assist allies logistically with the help of the Merchant Caste, for a certain price. Diamond Shark units and Allies gain 1-3 additional tile movement bonus per turn.
(Not entirely sure on the third ability, swinging between something diplomacy based or combat focused.)
Basically I decided I'm going to run a Sea Fox/Diamond Shark nation. I was originally going to do a composite 3068-3145 era nation, but I decided against it and instead will probably just slowly advance to 3145 era tech and whatnot.
While I find the second and third drawbacks valid I'd have to disagree with the first. Mostly the fact that it results in my forces being more easily corrupted as that doesn't make much sense to me.Fiend touched: The already extant fiendish gods, the fractal hordes of madness, the elemental lords, and the Legions of Tendriculous with one another (and themselves) for the right to damn mortals to their respective hellish domains and to corrupt and ruin the works of good. The addittion of another force infringing on their territory is unlikely to go unnoticed; and their own evil natures makes falling into orbit all the more likely. (More easily corrupted by the tendriculous, hordes of madness, the fiendish gods, the black handetc)
Technologically stagnant: The burning legion; despite all the worlds it has met, has relied on largely similar means of waging war to accomplish its goals, proving a deep sort of reluctance to advance technologically. (Severe penalty to researching new technology, superscience esoterics, psionics, and the like)
Evil's bane: There are many sorts of beings, objects, and methods that are intristically harmful to the truly vile; and the Burning Legion's nature means that they cannot long bear their presence. (Sanctic attacks, powers, and methods are extremely effective against the burning legion)
.
Your image is broken.Thanagarian Empire
Leader: Empress Shayera Hol
Why Are You Here?: Following a devestating war with their terrible enemy the Gordanians both sides were pushed near to the absolute brink of extinction, but the Thanagarians feared the Gordanians had some reserves that could mean their eventual victory in their war. Not seeing any chance for reprieve or for victory as the situation stood, the Thanagarians resorted to an experimental and untested technology, to transport their capital city, one of their few bastions of civilization left, to a new world along with a chunk of their remaining military strength.
Tier A: Futuristic Faction
Great War Engines
3 Maul Class Battleships
War Engines
13 Raptor Assault Ships
Beasts of War
250 Waraxe Class Tank
Cavalry exchanged for elite infantry
Elite Infantry
2,600 Talons of Thanagar
Infantry
50,000 Imperial Hawks
Chaff Infantry
150,000 Wing Guard
10 heroes
Ships of the Line converted to Airships
Galleons converted to Heavy Aircraft
Galleys converted to Light Aircraft
Airships
10 Mace Class Destroyer
Heavy Aircraft
50 Scimitar Heavy Fighter
Light Aircraft
1000 Dagger Strike Fighter
4,000,000 Civilians
Traits:
Nth Metal: A superstrong metal that the used by the Thanagarians, they discovered it with the aid of the Great Old Ones, and they know how to find more. Not only is Nth metal highly conductive and much stronger than mundane metals and alloys like iron and steel, but it can also resist gravitational forces to a degree, a property which makes it extremely useful in many ways. It is one reason why all of their vehicles can fly and hover.
Martial Culture: The Thanagarians have a long history as soldiers and warriors, and their people are more than prepared to take up arms in the defense of their home, and their soldiers are very well trained for all kinds of combat.
Thanagarian Physiology: Thanagarians are much stronger and more resilient than humans, able to survive and resist more damage than an ordinary human would and capable of much greater feats of strength, whats more all Thanagarians have wings and are flight capable.
Drawbacks:
Devastated Military: The main military force of the Thanagarian Empire has been cut almost in half through their long war with the Gordanians, and they thus have 50% standard of their normal military force until they can build back up over time.
We Bow to No One: The Thanagarians once worshiped the Great Old Ones, and received culture, agriculture, philosophy and more from them. It has been a long time since then however, and the Thanagarians have cast off this worship and all forms of worship. Thanagarians are completely unwilling to submit themselves to a higher or divine power, and chafe under the rule or authority of any others. They also don't always get along well with religious organizations.
(Will think of third drawback)
Map Location: (Gold with green dot in one of the southeastern continents)
A lot of us are land based armies and chose locations in the middle of massive continents.Your image is broken.
Also, what is it with people sacrificing their navies?
Your image is broken.
Also, what is it with people sacrificing their navies?
A lot of us are land based armies and chose locations in the middle of massive continents.
Yes, but to entirely sacrifice it? I haven't done that with my Army, and the only reason I got rid of the aircraft is that it wouldn't make sense for the Con's to have it due to the back story.A lot of us are land based armies and chose locations in the middle of massive continents.
Do I get to keep my progress? Presuming my diplomats weren't stupid enough to actually threaten military force - they were making something that may become a hit list, but soul destruction is the only issue they ever brought up, we agreed to help against Atropus as soon as it become clear we could, and the most overt display of power - the Tier A 3-Great War Engine equivalent as transport - should have come across as standard procedure for the circumstances.Alright, GM volunteer roll call.
Who wants to be a GM?
@Protroid
@Fivemarks
@Gears
@HoratioVonBecker
@Chimeraguard
No you don't, that wouldn't be fair to anyone else.Do I get to keep my progress? Also, presume my diplomats weren't stupid enough to actually threaten military force - we are making something that may become a hit list, but soul destruction is the only issue we ever bring up, we agree to help against Atropus as soon as it becomes clear we can, and the most overt display of power - the Tier A 3-Great War Engine equivalent as transport - should come across as standard procedure for the circumstances.
In other words, maybe. I spent a long time on the Global Inferno, and l don't want to be a part of this if I don't get to keep my progress.
Any response to what I said regarding my detriments?
Even if I wait until Strat Turn 3?
That would be fairer, though it'd be a potentially long wait. I'm cutting out the Elder Evils though.
I can be a GM for GDI.Alright, GM volunteer roll call.
Who wants to be a GM?
@Protroid
@Fivemarks
@Gears
@HoratioVonBecker
@Chimeraguard
Aight.
What about Muv-Luv or Metal Gear?
With all the bad guys we have I think it's best to pick something more heroic.Hmmm really want to get back into this but I'll admit I'm slightly worried about getting stuch with long periods without anything to do and loosing my place like the last few times I took a shot at this.
Well either way I do have a few ideas for what I'll go with if I do.
1st: The biomass cultists from UFO aftershock. I've mostly choose these guys because I've always liked the UFO aftershock games and I may have an easier time coming up with projects for them.
2nd: The beastmen from UFO afterlight for similar reasons as the cultists.
3rd: On of the civilization beyond earth affinities, probably either harmony or one of the mixed affinities.
4th: The Scrin, I'm not too keen on it though because Dark Glass's ability to overwrite tiberium kind of ruins the fun of playing them.
5th: A nintendo faction like a Kirby villain, FE kingdom, Mario Villain or the subspace army.
6th: The Vinci from rise of legonds.
Anyway anyone interested in GM for one of these?
Well go try and go with the pikmin I've always like them and now that I've seen some more of pikmin 3 I have a better idea of what I want with them.With all the bad guys we have I think it's best to pick something more heroic.
Beyond Earth, the Vinci, and the FE kingdoms seem pretty thoroughly on the side of light as well.Well go try and go with the pikmin I've always like them and now that I've seen some more of pikmin 3 I have a better idea of what I want with them.
Heck if the Mushroom kingdom player is fine with that I can see myself showing up alongside them as an ally.
I might also go with dreamland, because they'd probably compliment the mushroom kingdom pretty well.