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

I'm not sure how "Is too brokenly overpowered to be used" isn't equivalent to "Is higher power than tier A". Unless you're talking about the relative power of their non broken units, but factions aren't forced to have a flat power level.
More like "They've got some really good tricks and one horribly overpowered trick", but at that point it's more arguing semantics.
I'd honestly prefer this:

even though it's about the Space Marines rather than the Guard.
 
GM question: is a Great War Engine dedicated to launching Teleport Anchors through anti-teleport fields necessarily overpowered?
@mr_stibbons, TAD fields are practically free to player factions and notable NPCs. It's why mass-teleportation isn't a complete gamebreaker.
 
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GM question: is a Great War Engine dedicated to launching Teleport Anchors through anti-teleport fields necessarily overpowered?
@mr_stibbons, TAD fields are practically free to player factions and notable NPCs. It's why mass-teleportation isn't a complete gamebreaker.
What do you mean, practically free? Do you know how far away that is from my techbase? Or Outer Havens (please tell me I'm remembering the one game I've played right). Or half a million others I could name. Hell, GitS could rollover most earth level armies, and they are decades away from teleportation. So, no, that's OP as fuck. Mass teleportation is OP as fuck.
 
Outer Heaven.

Outer Haven is the evil(er) version.

(@willyvereb Ninja'd :p)

EDIT: don't worry to much about it though. I've actually made that mistake several times IC
 
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Hm...I thought it was originally called outer Haven, but once it was reborn by the not as evil guys it became outer heaven (in canon)

@willyvereb
Clarification pls? :p

I was not prepared T.T
 
Teleport Suppression Fields are a really really easy type of Esoteric to set up, just like foodmaking and age reversal. It's to keep the setting sort of stable-ish, while still allowing most factions.
According to my hazy memories of last game, at least.
 
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What do you mean, practically free? Do you know how far away that is from my techbase? Or Outer Havens (please tell me I'm remembering the one game I've played right). Or half a million others I could name. Hell, GitS could rollover most earth level armies, and they are decades away from teleportation. So, no, that's OP as fuck. Mass teleportation is OP as fuck.
Outer Heaven has teleportation, even wormhole technology. Of course using my faction as a measuring stick is a bad idea but yeah, I doubt Mental Omega would like an ability which ignores TADs thus actually breaking the game.
On the other hand I don't see why it wouldn't be possible to develop devices to counter TADs in order to use your teleportation abilities in a zone, given if you have control over the area and technological parity and sufficient resources employed to make it convincing.

TADs mostly exist to prevent players to use the dubiously working yet infamous tactic to teleport into the enemy base and attack where it hurts the most without the slightest warning.

Hm...I thought it was originally called outer Haven, but once it was reborn by the not as evil guys it became outer heaven (in canon)

@willyvereb
Clarification pls? :p

I was not prepared T.T
Outer Haven is an Arsenal Gear derivative advanced submarine/warship which is the headquarters to Outer Heaven as in Liquid Ocelot's PMC mother company from the 21st century.

Outer Heaven itself is first a philosophy made by Big Boss which then later became the name of his military nation and even the name of Venom's fortress island 200km South from Galzurg, South Africa.
Is this satisfying enough?
 
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IMPORTANT NOTICE:

due to the ongoing DNS issues of the Mental Omega account, we're splitting secret order duties. From now on, I will manage all secret orders that do not involve my faction. (so basically 99% of them) This will lighten the work load and will allow them to focus on keeping their respective players going trough their wonky internet.
 
IMPORTANT NOTICE:

due to the ongoing DNS issues of the Mental Omega account, we're splitting secret order duties. From now on, I will manage all secret orders that do not involve my faction. (so basically 99% of them) This will lighten the work load and will allow them to focus on keeping their respective players going trough their wonky internet.
Completely unrelated but can you draw me a Dee version of Big Boss?
MGS5 version is preferable but I am fine with any of them.
Dust knows why I might be asking this.
 
Teleport Suppression Fields are a really really easy type of Esoteric to set up, just like foodmaking and age reversal. It's to keep the setting sort of stable-ish, while still allowing most factions.
According to my hazy memories of last game, at least.
I have a faction which struggles with Esoterics. And the technological versions of foodmaking and age reversal would take my tech several decades again. (Well, ST style replicators. Not, you know, Agriculture.)
 
I have a faction which struggles with Esoterics. And the technological versions of foodmaking and age reversal would take my tech several decades again. (Well, ST style replicators. Not, you know, Agriculture.)
Our leaders automatically get anti-aging out of convenience and I suppose TADs against unwanted teleport intrusion to the key areas are the same.
If you develop healing magic then age reversal/anti-aging is around the same difficulty as creating food via magic. That's how Mental Omega said, IIRC.
 
IMPORTANT NOTICE:

due to the ongoing DNS issues of the Mental Omega account, we're splitting secret order duties. From now on, I will manage all secret orders that do not involve my faction. (so basically 99% of them) This will lighten the work load and will allow them to focus on keeping their respective players going trough their wonky internet.
So should I add you to the conversation?
 
You probably got the spells/blessings/wards/devices as part of the basic orienteering for Xarmarazdik, then. @Mental Omega, your confirmation would be appreciated.
What orienteering? I got dumped here cause america decided that they might be able to win MAD. They couldn't. It will take me till the end of turn 2 for my faction to be aware of magic, turn four or so to be sure of it, then it would take even longer to actually start developing stuff with it.
Our leaders automatically get anti-aging out of convenience and I suppose TADs against unwanted teleport intrusion to the key areas are the same.
If you develop healing magic then age reversal/anti-aging is around the same difficulty as creating food via magic. That's how Mental Omega said, IIRC.
I have no magic. Zilch. Nada. None. And it will take quite a while for the idea to even be accepted, as the View showed.
 
So on another subject I wonder how anti-teleport stuff works when it comes to portals and the like. Now odds are it's still have an effect but with a caster within the field it might be possible to create a portal with enough effort.
 
So on another subject I wonder how anti-teleport stuff works when it comes to portals and the like. Now odds are it's still have an effect but with a caster within the field it might be possible to create a portal with enough effort.
Anti-teleport fields are only relevant when opening portals straight into player bases or such abuses. Alternatively when they are outright mentioned.

I don't know if they can be overwhelmed or canceled but my common sense tells with sufficient effort and tech/magic you probably can overcome an inferior anti-teleport field.
Not by remote activation because that'd be too easy to abuse but in a zone you more or less control and you need reinforcements teleported in? You may have devices/means to undo the anti-teleport field and make it happen.
 
Anti-teleport fields are only relevant when opening portals straight into player bases or such abuses. Alternatively when they are outright mentioned.

I don't know if they can be overwhelmed or canceled but my common sense tells with sufficient effort and tech/magic you probably can overcome an inferior anti-teleport field.
Not by remote activation because that'd be too easy to abuse but in a zone you more or less control and you need reinforcements teleported in? You may have devices/means to undo the anti-teleport field and make it happen.
The only time I could do that is if I somehow get a strong enough group of spell casters to the location to rip open the portal which I think balances things out.
 
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