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

Hmm well I'd wait for Mental Omega to clarify specifics but they're Fae, so they'll get pretty pissed off at you if you do something that heavily damages the environment. How much damage you have to do before they pay attention is unclear, but I would think it would be significant.

As for contacting your ships, I'm probably going to hold off on trying to contact other ships' nearby for now as long as they ignore me. Plus, since you're my GM, we should probably run any interactions we have through a third party.

I already got the info I needed from Mental.

As to contact I'm not sure we need to run basic Diplomacy by a third party. Other more competitive stuff sure, but not basic diplo.
 
@Mental Omega
So, quick question-
How many asteroid fields are there around the planet?

I'm mostly wondering because that would explain why more of the space-faring armies haven't made contact yet (especially with the imperium and it's ridiculously massive ships)
 
@Mental Omega
So, quick question-
How many asteroid fields are there around the planet?

I'm mostly wondering because that would explain why more of the space-faring armies haven't made contact yet (especially with the imperium and it's ridiculously massive ships)

I'll field that question since I'm the one who came up with the Asteroids. There's just the one field in the system, but it's rather large. Large enough to hide a space pirate base. The Pirates are gone now, so space faring navies will probably move in as soon as word filters out.
 
Since I wanted to generally avoid the Nidraa'chal (I mean, do you want to play a game where your internal powerbase is guaranteed to implode within a few years via your own purposeful design?) I had to go with a relatively simple alteration to background events.

To be honest, whether the figure in the 'Why you're here' section is actually Sharess (since I have no idea if she actually still exists in Canon) is kind of irrelevant. Either she does, and has been going around the Nether Realms beating on nether demons, or a ROB impersonated her to get the Drow (well, the Sharen, the Dutan'vir, and the Kyorl'solenurn) to come along willingly and a divine copy of Sharess will eventually pop up from the collective belief of the three clans.

Anyway, required mini-rant aside, this is what I have, and I'd be happy to correct any and all errors that may or may not be present and clarify anything for you or anyone else.

The Val'Sharen (and their vassal Clans)


Leader: Val'Sharess Diva'ratrika Val'Sharen, Empress of Chel'el'Sussoloth

Why are you here?: Diva'ratrika promised her people that they would return to their homeland. A thousand years have passed and the elves have all but vanished from the Underworld of Chel'el'Sussoloth, replaced by their children, the Drowolath for the Dark Elves and the Drowussu for the Light Elves. Any longer and the very people Sharess sacrificed her life to save would be gone, and perhaps that is what triggered it.

On a normal night, many many years before such a thing as the Nidraa'chal where even absent thoughts in the minds of a few key figures, the Empress of Chel received a message from her long departed friend, in a dream.

It was brief, and hopelessly vague, but it was enough.

From that day onward, the Val'Sharess went moved forward with a sense of purpose that had long since atrophied, no longer simply content to maintain her clans preeminence and hold the city of Chel together, but to prepare for the day Sharess had told her off, when her family and the whole of Chel would have to be ready to venture into a new world.

It is impossible to say what in particular prevented three of the Imperial daughters who, in another world, would have betrayed their mother from doing just that. But when the time came and the Nether Arts resurged in Chelian society, its users found no support and leadership from traitorous daughters, and what would have been the most violent war in recent Chelian history became little more than a historical footnote.

And when the time came, and Sharess opened the way to a new world for her people, Diva'ratrika and the rest of the Sharen were the first to march through with those Clans who would follow.


600 war engines
  • 600 Sharen Siege Golem: A massive Golem, powered by the auras of tens of slaves or prisoners trapped within, large enough to destroy buildings and burst through fortress walls simple by moving through them. Is typically escorted by a contingent of infantry to prevent irreparable damage.

24,000 beasts of war
  • 18,000 Sharen War Golems: Quadrupedal war golems shaped like the Sharen's dragons. Roughly the size of a modern tank, they are typically used to support infantry formations.
  • 6,000 Kal'yantra Model War Golems: When the Kal'yantra joined the Sharen on their journey. These golems are half-again as tall as a Drow and functionally duplicate the properties of power-armor, though they are typically slow and can only be used for short period of time due to the strain it puts on the aura of the pilot.
80,000 cavalry
  • 60,000 Sharen Dragon Riders: While the dragons of the Sharen lost their wings upon their descent into the Underworld, they remain just as fierce a mount. Those Sharen who ride upon them are garbed in the same plate armor as their foot-bound allies and are armed with either long spears or glaives.
  • 20,000 Kyorl'solenurn Holy Lances: Riding beasts suspiciously similar to the mythical unicorn, the Kyorl Holy Lances are garbed in plate armor and wield, naturally, lances into battle. Like all Kyorl forces, these forces are fanatical in their faith.
40,000 elite infantry
  • 5,000 Fire Sorcery Specialists: Fire Sorcery is the part instinctual and part trained art of using of mana to manipulate existing flames and heat, and making more of such from those existing sources. Typically Fire Sorcerers are typically and accurately thought of as living flamethrowers, but are also capable of producing walls of fire, strengthening existing fires, heating liquids past the boiling point, or manipulating heat to create explosive pressure. Due to the requirement for a pre-existing source of fire for fuel, a fire sorcerer will typically carry either a tool with which to quickly light a fire or weaponry that creates a sufficient amount of sparks to be used in the place of a fire. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 5,000 Earth Sorcery Specialists: Earth Sorcerers are capable of manipulating the earth by infusing it with mana. Typically used to create barriers and projectiles, creating spikes to impale the enemy, shifting masses of earth and stone, and physically burying the enemy. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 5,000 Blood Sorcery Specialists: Blood Sorcery is used to manipulate both the blood of the user and those of others. Typically used to direct the flow of blood inside the body to prevent excessive bleeding, as well as to transmute blood into especially corrosive substances. Some have taken to carrying vials of blood which can be made to explode with lethal force, or to simply drain the blood out of an enemy. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 4,000 Ice Sorcery Specialists: Ice Sorcery allows the user to manipulate and shape pre-existing sources of ice and to freeze moisture in the air into basic constructs. While this typically takes the form of creating projectiles, barriers, and shields, it is also possible to freeze the water inside a living creature. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 4,000 Light Sorcery Specialists: Light Sorcery allows the user to create bright flashes of light to blind the enemy, create solid constructs such as weapons and shields from light, or even complex illusions with time. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 4,000 Metal Sorcery Specialists: Metal Sorcery allows for the manipulation of metal, allowing the Sorcerer to change the shape of their own weapons and armor at will, melt those of their enemy, turn metals brittle, or even crush their enemies inside their own armor. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 4,000 Wind Sorcery Specialists: Using Wind Sorcery, a Drow can move objects, levitate or glide for short distances, knock others off balance with gusts of wind, increase the user's speed of movement, leap higher than naturally possible into the air, or even use the air in the enemy's lungs to bodily throw them. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
  • 4,000 Imperial Guards: The elite personal military of the Empress, charged with punishing individuals and clans that break Imperial law and carrying out the will of the Empress. Their greatest duty though is guarding the Val'Sharess, and they would die to a woman (or man) to ensure the completion of that task.
  • 2,000 Kyorl'solenurn Wardens: Drowussu trained in the use of their sorcerous affinity (the same as any of the above specialists) in combat just as any specialist. In addition though, they are also trained in the art of containing extra-dimensional/demonic energies and sealing gates to various Nether and/or Demonic Realms/Dimensions. Garbed in the same plate armor as Kyorl'solenurn Footsoldiers.
  • 2,000 Kyorl'solenurn Templars: Drowussu trained from a young age in the arts of combat, both physical and mystic, and charged with protecting an assigned Warden in her duties.
  • 1,000 Empaths: Trained in the use of their natural talents in warfare, Empaths can use their unique abilities to track individuals among crowds, detect presences from miles away, inciting murderous fury in a target turning them against friend and foe, or simply shattering their minds beyond repair. Out of combat (and for the most talented inside it) Empaths can detect when they are being lied to and mentally compel the target to speak the truth, brainwash individuals by permanently altering their minds, and sensing physical ailments. Garbed and armed just as any Sharen or Dutan'vir footsoldier.
1,600,000 Infantry
  • 800,000 Sharen Footsoldiers: Wearing full plate armor, and typically armed with either a short spear, pike, longsword, or a glaive and short-sword sidearm. Like all Drow soldiers, they are typically proficient in Raw Mana Arts and often capable of using Sorcery according to their elemental affinity. As the functional entirety of the Sharen clan is composed of Drowolath, these soldiers are mildly more suited to subterranean environments than their Drowussu kin and greatly more so than surface-dwelling races.
  • 600,000 Dutan'vir Footsoldiers: Wearing full plate armor, the loyal soldiers of the Val'Dutan'vir are garbed in full plate armor and typically armed with either a pike with a long spear-head, long-swords. Like all Drow soldiers, they are typically proficient in Raw Mana Arts and often capable of using Sorcery according to their elemental affinity.
  • 200,000 Kyorl'solenurn Footsoldiers: Garbed in full plate, these Drowussu typically fight in shield-walls, naturally requiring their footsoldiers be armed with a traditional long-spear and shield with a steel longsword sidearm. These soldiers are true fanatics, most more than happy to die for their goddess and the purity of their race.
80 heroes:
Snadhya'rune Val'Sharen: Eldest daughter of the Val'Sharess Diva'ratrika and a powerful Nether Summoner. While she does not openly practice this, her incredible talent for manipulating the energies and inhabitants of the various Nether Realms will doubtlessly prove useful in this new world.

Sarv'swati Val'Sharen: Second daughter of Diva'ratrika, Sarv'swati is a talented Earth Sorceress and military commander, typically leading both her own lineage into battle as well as leading the overall Imperial military.

Sil'lice Val'Sharen: Third Daughter of the Empress, Sil'lice is a powerful Ice Sorceress and trained in Nether Summoning, even if she only uses it to dispose of said demons instead of summoning them in the first place. Extremely loyal to her Imperial Mother and the Sharen Clan as a whole, something she imparts well in her children. Like all Sharen, she is expected to (and does) show promise commanding on both the tactical and strategic levels.

Nishi'kanta Val'Sharen: The fourth daughter of the Empress and a talented Fire Sorceress. Loyal to her Imperial Mother and her children.

Sha'sana: One of the few remaining Dark Elves and a personal friend of the Empress, Sha'sana is the previous headmistress of Orthorbbae and is extremely talented in both Nether and Traditional Summoning, allowing her to use the separated auras of fae to create golems and constructs to obey her will.

Shimi'lande Val'Kyorl'solenurn: Tenth Ill'haress of the Kyorl'solenurn and Holy Mother of the nameless religion of Sharess, Shimi'lande is one of the few individuals gifted with the ability of Prescience, receiving visions of the future which she uses to guide her clan. She has also been shown to be capable of sending visions to other seers.

Chrys'tel Val'Sharen: Youngest daughter of Zala'ess Val'Sharen, fifth daughter of the Empress, and a talented Blood Sorceress. Recently appointed as an Imperial Overseer and is charged with leading Imperial soldiers into battle.

Shinae Val'Sharen: Protector twin of Chrys'tel Val'Sharen, Shinae is a Wind Sorceress specializing in the manipulation of air pressure, allowing her to bypass or pierce most shields whether they be made of mana or more material components. Is rather bitter about her role as a glorified bodyguard to her 'sister', even if Chrys'tel sees her as an equal.

Mikilu'ligr Val'Dutan'vir: Descendent of the Dutan'vir Ill'haress, Mikilu is the head of the Overseer's of the Empress's Imperial Guard and, along with being an exceptionally skilled fighter and Earth Sorceress was fairly skilled in espionage. As Overseer she is tasked with leading the Imperial Guard in carrying out the will of the Val'Sharess and guarding her with her life.

71 Imperial Overseers: Trained to their absolute peak in both the martial and Mana Arts, the Overseers of the Empress are charged with delegating her will and leading the Imperial Guard in protecting the Empress at all times.

You get 32,000,000 Civilians

Advantages:

Minimal Universal Mystic Aptitude: The subterranean fae races gained a number of physiological advantages from their stay in the Underworld. Like all Fae, they possess an Aura which attracts and stores the insubstantial energy/pseudo-substance known as mana to augment a number of biological processes. This functionally means that every Drow is capable of near-instinctually manipulating Mana, though training in anything more complex than Raw Mana Arts tends to require an education denied to the lower classes. (Bonus to training and recruiting Magic Users )

Manatech: Due to their ability to use the disembodied auras of fae as power-sources, the Drow have unknowingly duplicated many modern conveniences with their mana-based technology, though most are still isolated to wealthy noble families. (Bonus to replicating the functions of advanced technology through mystic means)

Divine Providence: By the time the Moonless Age began nearing its end, the Drowolath people had largely begun to doubt the continued existence and divinity of Sharess, and therefore the legitimacy of the Sharen. With the way to Xarmarazdik opened by Sharess herself, the Drowolath's faith in their goddess has undergone a universal resurgence. This has had the significant side effect of cementing both the legitimacy of the Val'Sharess, being the Grand Niece of the Goddess, and the preeminence of the Sharen clan. (Increased Piety and Internal Cohesion in regards to External Political and Military Affairs)

Disadvantages:

Mana Dependency: Due to both the magic, technology, and innate bodily functions of the Drow requiring mana, they are utterly dependent on it. In sufficient quantities, this is a non-issue, but when small groups of Drow or individuals wander from population centers they become especially vulnerable to mana deprivation, leading to effects similar to rapid dehydration and starvation. (Penalty to any activities individuals or small groups take in Magic-poor areas)

Slow Aging: Drowolath and Drowussu children age at roughly half the speed of human children and mentally age roughly two years slower on average. (Functional Population Growth 0.5 normal rate)

Inter-Clan Tensions: While the Sharen have once more secured their position, their vassals remain independent and will feud as noble houses are prone too. (More prone to political manipulation on internal matters)

Looks good.
 
So apparently the Legion can also summon buildings from the Nether.....excuse me while I begin the ritual to create a Hellfire City.
 
I want to trash talk, but there's literally nobody even remotely close enough to me to trash-talk to.

I guess I could trash talk the beetle-people, but they're NPC's....

"Take that NPC's! I killed your city! What you gonna say to that?!"

*crickets*

"Uh...yeah. That's what I thought..."

*lapses into lonely silence.*
 
I want to trash talk, but there's literally nobody even remotely close enough to me to trash-talk to.

I guess I could trash talk the beetle-people, but they're NPC's....

"Take that NPC's! I killed your city! What you gonna say to that?!"

*crickets*

"Uh...yeah. That's what I thought..."

*lapses into lonely silence.*

The closest one to me is the Drow, but we're allies so it'd be weird and rude.
 
Thornez' sheet
We're doing this! We're making this happen!



The Skaian Republic
Origin:
Homestuck
Leader: The Mayor of Can Town (Simply known as The Mayor)

Why are you here?:
Shortly after settling the newly terraformed Earth and resurrecting the all but extinct Human and Troll species, the Gods received word that Lord English had not yet been fully defeated and that Paradox Space itself was being torn apart by a black hole that had somehow engulfed the Green Sun. Promising to return once these loose ends had been dealt with, the Gods left their new home and once again ventured into whatever was left of the Furthest Ring.

Years past on Earth, the first generation of Humans and Trolls grew up under the care their Carapacian guardians, learning about the history of their respective peoples and developing a society heavily influenced by said history.

After more than a century, the Gods finally returned. Though it seemed as though relatively little time had passed from their perspective.

They informed the eager populace that after some "Serious Time Shenanigans" Lord English had final been defeated once and for all. The rest of the living Trolls had even managed to go God-tier somewhere along the way, gaining the power and immortality that they frankly deserved after everything they'd been through.

Yep, things were finally starting to look up…

Until and massive portal appeared out of nowhere, swallowed the City of Can Town and dumped it in some strange new world.


Units
  • Great War Engines: Scrapped for Elite Infantry
  • War Engines: Scrapped for Elite Infantry
  • Beasts of War: Scrapped for Elite Infantry
  • 5,000 Cavalry:
    • 5,000 Cavalreapers – Humans and Trolls atop majestic, muscular steeds.
  • 100,000 Infantry:
    • Humans and Trolls on the lower rungs of their echeladders. Comparable to trained baseline Humans in terms of combat ability, though with a vast variety of weapons ranging from swords and shields, to submachine guns and laser rifles, to weaponized pastries and puppets.
  • 25,000 Elite Infantry:
    • Humans and Trolls about halfway up their echeladders. Comparable to street-level superheroes; stronger, faster and tougher than any real-life human could ever hope to be.
    • 1,000 Threshecutioners – Deadly warriors armed with scythes and sickles.
    • 2,000 Archeradicators – Scouts and wilderness survival experts, armed with bows.
    • 2,500 Ruffanhiallators – Heavy infantry, armed with anything that requires a great deal of strength and their fists.
    • 500 Psychotic-corps – Trolls with psychic abilities powerful enough to be of use in combat. (Primarily telekinesis)
    • 12,000 Bladesecrators – Swords, spears, axes… if it's sharp and or pointy you'll probably find a bladesecrator wielding it.
    • 7,000 Gunissaries – Skilled riflemen, pistoliers and snipers. Not so great in melee.
  • 180,000 Chaff Infantry: (120,000 Scrapped for Heroes)
    • Carapacian soldiers
  • 14 Heroes:
    • John Egbert – The Heir of Breath
    • Rose Lalonde – The Seer of Light
    • Dave Strider – The Knight of Time
    • Jade Harley – The Witch of Space
    • Jane Crocker – The Maid of Life
    • Roxy Lalonde – The Rogue of Void
    • Dirk Strider – The Prince of Heart
    • Jake English – The Page of Hope
    • Karkat Vantas – The Knight of Blood
    • Aradia Megido – The Maid of Time
    • Sollux Captor – The Mage of Doom
    • Kanaya Maryam – The Sylth of Space
    • Terezi Pyrope – The Seer of Mind
    • Vriska Serket – The Thief of Light
  • Ships of the Line: Scrapped for Elite Infantry
  • Galleons: Scrapped for Elite Infantry
  • Galleys: Scrapped for Elite Infantry
  • Airships: Scrapped for Elite Infantry
  • Heavy Aircraft: Scrapped for Elite Infantry
  • Light Aircraft: Scrapped for Elite Infantry
  • 4,000,000 Civilians

Traits:

Friends in High Places:
The Skaians have an entire pantheon of Gods looking out for them. That's gotta count for something… (Major bonus to religious actions related to their own pantheon)

Life's a Game. And I just Levelled Up!: Humans and Trolls have had their species shaped by Paradox Space in ways that even they are not entirely aware of. Perhaps the most noticeable example of this is the Echeladder. As a Human or Troll gains experience in life they slowly climb their individual echeladder, growing physically stronger, faster, more agile and tougher with every level. Eventually surpassing what should be physically possible. Though there are many ways to climb ones echeladder, life or death combat is certainly the quickest. (Can upgrade Infantry to Elite Infantry at a conversion rate of 10% following Major conflicts)

An Army marches on its Sylladex: Practically everyone in the Republic owns a Sylladex; a hand little device that allows an individual to store an absurd number of items on their persons with ease. A properly prepared single soldier could go months without needing to resupply, making established supply lines much less vital. (Bonus movement range, reduction to logistical penalties)


Drawbacks:

Can't Keep the Clown Down:
Somehow Gamzee "Motherfucking" Makara. The Bard of "Motherfucking" Rage has found himself in this new world. It's only a matter of time before he starts fucking shit up. (Random chance of immortal Juggalo related shenanigans ruining everyone's day.)

Right… Who's in charge here?: The people of the Republic have never actually fought a war. As such they've never had much need for an army. In fact, what few armed forces that exist are mostly just hastily assembled groups of combat enthusiasts and extreme LARPers. Though individually skilful, there's a distinct lack of command structure and organization, especially between different groups. (Penalty to Military organization/construction for the foreseeable future)

Childish shenanigans: Most of the people who came out of the session are still to some extent, goofy kids or otherwise still have room to grow as people. This can cause problems when etiquette is needed unless carefully managed. Slight penalties to most formal diplomatic interactions.


Red dot north of Nazambd
 
We're doing this! We're making this happen!



The Skaian Republic
Origin:
Homestuck
Leader: The Mayor of Can Town (Simply known as The Mayor)

Why are you here?:
Shortly after settling the newly terraformed Earth and resurrecting the all but extinct Human and Troll species, the Gods received word that Lord English had not yet been fully defeated and that Paradox Space itself was being torn apart by a black hole that had somehow engulfed the Green Sun. Promising to return once these loose ends had been dealt with, the Gods left their new home and once again ventured into whatever was left of the Furthest Ring.

Years past on Earth, the first generation of Humans and Trolls grew up under the care their Carapacian guardians, learning about the history of their respective peoples and developing a society heavily influenced by said history.

After more than a century, the Gods finally returned. Though it seemed as though relatively little time had passed from their perspective.

They informed the eager populace that after some "Serious Time Shenanigans" Lord English had final been defeated once and for all. The rest of the living Trolls had even managed to go God-tier somewhere along the way, gaining the power and immortality that they frankly deserved after everything they'd been through.

Yep, things were finally starting to look up…

Until and massive portal appeared out of nowhere, swallowed the City of Can Town and dumped it in some strange new world.


Units
  • Great War Engines: Scrapped for Elite Infantry
  • War Engines: Scrapped for Elite Infantry
  • Beasts of War: Scrapped for Elite Infantry
  • 5,000 Cavalry:
    • 5,000 Cavalreapers – Humans and Trolls atop majestic, muscular steeds.
  • 100,000 Infantry:
    • Humans and Trolls on the lower rungs of their echeladders. Comparable to trained baseline Humans in terms of combat ability, though with a vast variety of weapons ranging from swords and shields, to submachine guns and laser rifles, to weaponized pastries and puppets.
  • 25,000 Elite Infantry:
    • Humans and Trolls about halfway up their echeladders. Comparable to street-level superheroes; stronger, faster and tougher than any real-life human could ever hope to be.
    • 1,000 Threshecutioners – Deadly warriors armed with scythes and sickles.
    • 2,000 Archeradicators – Scouts and wilderness survival experts, armed with bows.
    • 2,500 Ruffanhiallators – Heavy infantry, armed with anything that requires a great deal of strength and their fists.
    • 500 Psychotic-corps – Trolls with psychic abilities powerful enough to be of use in combat. (Primarily telekinesis)
    • 12,000 Bladesecrators – Swords, spears, axes… if it's sharp and or pointy you'll probably find a bladesecrator wielding it.
    • 7,000 Gunissaries – Skilled riflemen, pistoliers and snipers. Not so great in melee.
  • 180,000 Chaff Infantry: (120,000 Scrapped for Heroes)
    • Carapacian soldiers
  • 14 Heroes:
    • John Egbert – The Heir of Breath
    • Rose Lalonde – The Seer of Light
    • Dave Strider – The Knight of Time
    • Jade Harley – The Witch of Space
    • Jane Crocker – The Maid of Life
    • Roxy Lalonde – The Rogue of Void
    • Dirk Strider – The Prince of Heart
    • Jake English – The Page of Hope
    • Karkat Vantas – The Knight of Blood
    • Aradia Megido – The Maid of Time
    • Sollux Captor – The Mage of Doom
    • Kanaya Maryam – The Sylth of Space
    • Terezi Pyrope – The Seer of Mind
    • Vriska Serket – The Thief of Light
  • Ships of the Line: Scrapped for Elite Infantry
  • Galleons: Scrapped for Elite Infantry
  • Galleys: Scrapped for Elite Infantry
  • Airships: Scrapped for Elite Infantry
  • Heavy Aircraft: Scrapped for Elite Infantry
  • Light Aircraft: Scrapped for Elite Infantry
  • 4,000,000 Civilians

Traits:

Friends in High Places:
The Skaians have an entire pantheon of Gods looking out for them. That's gotta count for something… (Major bonus to religious actions related to their own pantheon)

Life's a Game. And I just Levelled Up!: Humans and Trolls have had their species shaped by Paradox Space in ways that even they are not entirely aware of. Perhaps the most noticeable example of this is the Echeladder. As a Human or Troll gains experience in life they slowly climb their individual echeladder, growing physically stronger, faster, more agile and tougher with every level. Eventually surpassing what should be physically possible. Though there are many ways to climb ones echeladder, life or death combat is certainly the quickest. (Can upgrade Infantry to Elite Infantry at a conversion rate of 10% following Major conflicts)

An Army marches on its Sylladex: Practically everyone in the Republic owns a Sylladex; a hand little device that allows an individual to store an absurd number of items on their persons with ease. A properly prepared single soldier could go months without needing to resupply, making established supply lines much less vital. (Bonus movement range, reduction to logistical penalties)


Drawbacks:

Can't Keep the Clown Down:
Somehow Gamzee "Motherfucking" Makara. The Bard of "Motherfucking" Rage has found himself in this new world. It's only a matter of time before he starts fucking shit up. (Random chance of immortal Juggalo related shenanigans ruining everyone's day.)

Right… Who's in charge here?: The people of the Republic have never actually fought a war. As such they've never had much need for an army. In fact, what few armed forces that exist are mostly just hastily assembled groups of combat enthusiasts and extreme LARPers. Though individually skilful, there's a distinct lack of command structure and organization, especially between different groups. (Penalty to Military organization/construction for the foreseeable future)

Childish shenanigans: Most of the people who came out of the session are still to some extent, goofy kids or otherwise still have room to grow as people. This can cause problems when etiquette is needed unless carefully managed. Slight penalties to most formal diplomatic interactions.


Red dot north of Nazambd

Accepted!
 
Ahh feels good to have that IC post done. Hopefully by next turn I will have all the info I need to begin the next stage of my invasion.
 
how many more people are we waiting for still thinking carefully about there tactics and have yet to post in the IC?
 
Me and Undead Frog technically have our next bit of tactics done, but we're waiting for bookwyrm to finish his bit so we can cooperate better in the actual battle.
 
What about GDI and EU, BTW?
I wish to meet up with them but either I was blind or I have yet to see their tactical post coming up.
 
I'm just waiting for the response to my orders.

Also, Hawke seems to be considering to change to a different faction.
 
I'm just waiting for the response to my orders.

Also, Hawke seems to be considering to change to a different faction.
You mean tactical orders?
Strategic orders are made in the IC and after the tactical situation was resolved.

how many more people are we waiting for still thinking carefully about there tactics and have yet to post in the IC?
@Dai-Gurren Man has yet to reply to my intro so it may take a while until we're there.
 
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