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

Updated OOB:

The 777th Expeditionary Force
Faction: Pan-Terran Empire, War of Angels (Tier A)
Leader: Arya Margaret, heir of House Walker
Location: Blue Dot near the Pink Dot on Turgord

Why are you here?: Because Xaramazdik represents an insanely valuable prize for the Pan-Terran Empire, and provides an excellent way for an enterprising Crown Princess to start making her mark on history before she even ascends to her mother's throne.

777th Order of Battle:

Ground:
5 Great war engines - Atlas Superheavy Tank (think a mid-model Bolo, Mark 13 or so)
25 war engines - Krakatoa Superheavy Artillery Walker (think an SPHA-T but with a choice of A: Giant rail cannon or B: Giant missile rack.)
500 beasts of war - Warrior MK IV Main Battle Tank (think along the lines of a fusion-powered hovering Abrams with a railgun), Sharpshooter Artillery (think a counter-grav hovercraft crossed with an MLRS)
5,000 cavalry - Imperial Scout Riders (three-man combat counter-grav hovercraft armed lightly, mostly used for recon, infantry support, as a mortar platform, or as a tankbuster.)
2,500 elite infantry - Pathfinder Corps (moderately genetically-enhanced supersoldiers equipped with power armor and powerful weaponry, trained from a very young age to be the most effective fighters possible)
200,000 Infantry - Terran Marine Corps (think along the lines of a Cadian Imperial Guardsman: Really good gear, definitely not chumps in a fight.)
10 heroes (Arya Margaret, Samantha Kerchenkova, and 8 more people I'll make up later.)

Naval:
5 ships of the line - Imperial-class Mobile Offshore Base (What a supercarrier wants to be when it grows up - an MOB is more than capable of moving several hundred aircraft and thousands of troops and their equipment as well as supplies to sustain them across vast expanses of ocean, and enough landing room on the top to keep the supplies coming. Can either be waterborne or hover above the waves on counter-grav. Has batteries of SAMs for defense and small guns to deter galleys.)
25 Galleons - Angelic-class Cruiser (About the size of a Zumwalt. Can fly on counter-grav. Carries rail turrets and nuclear-tipped cruise missiles.)
500 galleys - Weapon-class Frigate (A little smaller than an Arleigh Burke. Can fly on counter-grav. Carries rapid-fire rail guns and a powerful radar for defending the heavies of the fleet against missile threats.)

Air:
5 airships - Avenger Astral Assault Carrier (Basically a Battlestar. Big railguns, big armor, good-sized fighter/bomber contingent, and can even carry a few troops.)
25 heavy aircraft - Arbitrator Stealth Bomber (Basically an oversized B-2. Has a small fusion reactor and counter-grav; effectively infinite loiter time and range, limited only by stores and crew needs. Carries stand-off nuclear missiles and precision bombs.)
500 light aircraft - Vindicator Air Superiority Fighter (futuristic F-22/35), Peacekeeper Dropship (XCOM2 Skyranger, basically)

4,000,000 Civilians

Traits:
Bar None - The Pan-Terran Empire has held high its tradition of victory, and invests huge amounts of time and material into crafting the finest fighting force... anywhere. Pros: PTE troops are more powerful in combat, even against same-tier opponents. Cons: PTE troops cost more and require more training time than almost anyone else.) (Infantry, Elite Infantry fight at Tier A+)

Nuke-a-holic - The PTE has long had a certain affinity for producing nuclear weapons; most of their larger units are capable of fielding some type of nuclear munition, whether it be a shell or a tipped missile. Pros: Everything has nukes; thanks to demand, the PTE produces nukes more efficiently, thus upping production. Cons: Diplomatic penalties due to willingness to resort to WMDs for... almost any provocation.

Imperial Scientific Academy - The PTE regards science as one of the highest callings known to man, and thus has a rather deeply ingrained love of the scientific method. Pros: Cities get a bonus to Conventional research. Cons: Cities get a significant penalty to Esoteric research. Who knew Magic was real anywhere?

On the Setting:
War of Angels is the tentative title for the novel I'm currently working on (which is the beginning of a sequel series to another series I'm almost done with). The Pan-Terran Empire is comprised of Sol and a couple of dozen nearby star systems, some of which have colonized planets and others of which have large space habitats supported by mining and hydroponics.

As far as tech goes, the PTE fits in about the same slot late-game XCOM humanity/nuBSG humanity would. All-electric vehicles, small fusion plants, advanced electrical storage, combat-ready railguns, and BSG-style FTL. Of greatest note is counter-grav technology: the PTE has kind of gone ape with it, as you can see from the forces above; it's exactly what it sounds like off the tin - a very specialized form of gravity manipulation used for movement. Power-cell driven exoskeletons are in general use among the military, though true power armor is still limited to the Pathfinder Corps.

Cliffnotes version of the series' history: Earth got wrecked by a massive nuclear exchange. The Pathfinders' forebears used their combat capability to carve out pockets of stability in the aftermath and eventually unified the planet under their flag. Their leader became the first Emperor, and now four generations later his great-great-granddaughter leads the charge on Xaramazdik.
 
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Updated OOB:

The 777th Expeditionary Force
Faction: Pan-Terran Empire, War of Angels (Tier A)
Leader: Arya Margaret, heir of House Walker
Location: Somewhere near Estro


Why are you here?: Because Xaramazdik represents an insanely valuable prize for the Pan-Terran Empire, and provides an excellent way for an enterprising Crown Princess to start making her mark on history before she even ascends to her mother's throne.

777th Order of Battle:

Ground:
5 Great war engines - Atlas Superheavy Tank (think a mid-model Bolo, Mark 13 or so)
25 war engines - Krakatoa Superheavy Artillery Walker (think an SPHA-T but with a choice of A: Giant rail cannon or B: Giant missile rack.)
500 beasts of war - Warrior MK IV Main Battle Tank (think along the lines of a fusion-powered hovering Abrams with a railgun), Sharpshooter Artillery (think a counter-grav hovercraft crossed with an MLRS)
5,000 cavalry - Imperial Scout Riders (three-man combat counter-grav hovercraft armed lightly, mostly used for recon, infantry support, as a mortar platform, or as a tankbuster.)
2,500 elite infantry - Pathfinder Corps (moderately genetically-enhanced supersoldiers equipped with power armor and powerful weaponry, trained from a very young age to be the most effective fighters possible)
200,000 Infantry - Terran Marine Corps (think along the lines of a Cadian Imperial Guardsman: Really good gear, definitely not chumps in a fight.)
10 heroes (Arya Margaret, Samantha Kerchenkova, and 8 more people I'll make up later.)

Naval:
5 ships of the line - Imperial-class Mobile Offshore Base (What a supercarrier wants to be when it grows up - an MOB is more than capable of moving several hundred aircraft and thousands of troops and their equipment as well as supplies to sustain them across vast expanses of ocean, and enough landing room on the top to keep the supplies coming. Can either be waterborne or hover above the waves on counter-grav. Has batteries of SAMs for defense and small guns to deter galleys.)
25 Galleons - Angelic-class Cruiser (About the size of a Zumwalt. Can fly on counter-grav. Carries rail turrets and nuclear-tipped cruise missiles.)
500 galleys - Weapon-class Frigate (A little smaller than an Arleigh Burke. Can fly on counter-grav. Carries rapid-fire rail guns and a powerful radar for defending the heavies of the fleet against missile threats.)

Air:
5 airships - Avenger Astral Assault Carrier (Basically a Battlestar. Big railguns, big armor, good-sized fighter/bomber contingent, and can even carry a few troops.)
25 heavy aircraft - Arbitrator Stealth Bomber (Basically an oversized B-2. Has a small fusion reactor and counter-grav; effectively infinite loiter time and range, limited only by stores and crew needs. Carries stand-off nuclear missiles and precision bombs.)
500 light aircraft - Vindicator Air Superiority Fighter (futuristic F-22/35), Peacekeeper Dropship (XCOM2 Skyranger, basically)

4,000,000 Civilians

Traits:
Bar None - The Pan-Terran Empire has held high its tradition of victory, and invests huge amounts of time and material into crafting the finest fighting force... anywhere. Pros: PTE troops are more powerful in combat, even against same-tier opponents. Cons: PTE troops cost more and require more training time than almost anyone else.) (Infantry, Elite Infantry fight at Tier A+)

Nuke-a-holic - The PTE has long had a certain affinity for producing nuclear weapons; most of their larger units are capable of fielding some type of nuclear munition, whether it be a shell or a tipped missile. Pros: Everything has nukes; thanks to demand, the PTE produces nukes more efficiently, thus upping production. Cons: Diplomatic penalties due to willingness to resort to WMDs for... almost any provocation.

Imperial Scientific Academy - The PTE regards science as one of the highest callings known to man, and thus has a rather deeply ingrained love of the scientific method. Pros: Cities get a bonus to Conventional research. Cons: Cities get a significant penalty to Esoteric research. Who knew Magic was real anywhere?

On the Setting:
War of Angels is the tentative title for the novel I'm currently working on (which is the beginning of a sequel series to another series I'm almost done with). The Pan-Terran Empire is comprised of Sol and a couple of dozen nearby star systems, some of which have colonized planets and others of which have large space habitats supported by mining and hydroponics.

As far as tech goes, the PTE fits in about the same slot late-game XCOM humanity/nuBSG humanity would. All-electric vehicles, small fusion plants, advanced electrical storage, combat-ready railguns, and BSG-style FTL. Of greatest note is counter-grav technology: the PTE has kind of gone ape with it, as you can see from the forces above; it's exactly what it sounds like off the tin - a very specialized form of gravity manipulation used for movement. Power-cell driven exoskeletons are in general use among the military, though true power armor is still limited to the Pathfinder Corps.

Cliffnotes version of the series' history: Earth got wrecked by a massive nuclear exchange. The Pathfinders' forebears used their combat capability to carve out pockets of stability in the aftermath and eventually unified the planet under their flag. Their leader became the first Emperor, and now four generations later his great-great-granddaughter leads the charge on Xaramazdik.
You really need a map splodge, just so people can work out where you are precisely in relation to, well, everything.
 
Oookay. I finally have an idea I really like for this, but I also want to play it until the actual endgame, which I'm not sure any of the Global Inferno games have reached. Therefore, I think I want to play, and even co-GM again, but on a few conditions:
  1. The Strategic Turns happen each week, as intended. To this end, the co-GMs should know enough to do the Strat Turn Notices themselves, if they need to.
  2. Players who haven't gotten their updates in time for Strat Turn won't mind me doing a minimalist update for them.
  3. We have a solid policy for dealing with players who don't respond fast enough. It might be having Co-GMs play for them, it might be booting them from the game, it might be freezing their nation in a timebubble until they return, I just want something to keep us from getting bogged down and stalling again.
Does that seem reasonable, @Mental Omega?
 
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Oookay. I finally have an idea I really like for this, but I also want to play it until the actual endgame, which I'm not sure any of the Global Inferno games have reached. Therefore, I think I want to play, and even co-GM, again, on a few conditions:
  1. The Strategic Turns happen each week, as intended. To this end, the co-GMs should know enough to do the Strat Turn Notices themselves, if they need to.
  2. Players who haven't gotten their updates in time for Strat Turn won't mind me doing a minimalist update for them.
  3. We have a solid policy for dealing with players who don't respond fast enough. It might be having Co-GMs play for them, it might be booting them from the game, it might be freezing their nation in a timebubble until they return, I just want something to keep us from getting bogged down and stalling again.
Does that seem reasonable, @Mental Omega?

Mental has gone on record as saying he doesn't update on vacation. It's why there's so many pauses in his games. Whenever he is off school, he's off the internet too. . .
 
Mental has gone on record as saying he doesn't update on vacation. It's why there's so many pauses in his games. Whenever he is off school, he's off the internet too. . .
Then he has my sympathy, but that doesn't change the fact that he deleted a faction I'd spent months of work on by rebooting this. If I spend that much time on a game, I want to be able to finish it.
 
Then he has my sympathy, but that doesn't change the fact that he deleted a faction I'd spent months of work on by rebooting this. If I spend that much time on a game, I want to be able to finish it.

There's also the fact that he doesn't turn down applicants when he already has too many people playing. This creates an overflow of players that the GM's can't handle. . .
 
Wait. I have a democratic system, so my leader could potentially change. In such a case, does my old leader retain his agelessness, and does the new one gain it?
 
Wait. I have a democratic system, so my leader could potentially change. In such a case, does my old leader retain his agelessness, and does the new one gain it?
I think that's an artifact of the first draft, before the world was well defined. Practically everyone has age reversal spells, enough physical food, and an enormous amount of natural resources, so about half of them decided to take over the world in the name of living space and ideals.
Or invade and seize advantages one, two, and three. It varies.
 
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I do apologize if things are taking so long on my end. I've had my strat turn ready to go for weeks, but have been working to get my tactical turn to the point where the GM thinks it good. Of course, this is because Mental still hasn't handed me off to any other GM and only updates our working copy of the tactical turn something like once every three days.
 
I do apologize if things are taking so long on my end. I've had my strat turn ready to go for weeks, but have been working to get my tactical turn to the point where the GM thinks it good. Of course, this is because Mental still hasn't handed me off to any other GM and only updates our working copy of the tactical turn something like once every three days.

You're the admech, right? I could take you on. I'd probably have to move my own starting position to maintain impartiality, but that wouldn't be the end of the world.
 
The value of a Wäddleheim engineer is determined by the amount of missing limbs. All limbs intact suggests a lack of destructive potential in the engineers creations. Lacking one or two limbs suggests a healthy inclination in the opposite direction, but lacking all limbs is maybe a bit too much.

Traustsmíða is one of those rare few Dees who has the perfect equilibrium between attached and detached limbs, therefore earning him a spot amongst the legendary few.

Born in the Timbring clan, widely known for its tendency to mess around with siege constructs, Traustsmíða followed the regular career path of a Timbring Siege Engineer. Raised from the smithy to the assembly hall, becoming surveyor of the hall, and later being raised to the status of siege engineer on account of his self-propelled bomb storage.

The Timbring clan has had friendly relations with the Ösendee for a long time, on behalf of a shared love for terrain redistribution and on account of the large ore veins underneath the Ösendee territory. When the Ösendee decided to answer the call, diplomacy left the Timbring no choice but to commit equally.

Traustsmíða now leads a team of Wäddleheim engineers under Skulldee's army, equipped with wood, metal and copious amounts of manpower. Having had meager materials to utilize apart from these three base resources in his entire life, one can only imagine what will happen once Traustsmíða gains access to the new worlds wealth of resources.

Mr.BlowStuffUp has arrived
 
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