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

MJ12's sheet
So @Mental_Omega said if I wanted to join in Turn 2 I should put this here somewhere, and this is what I'm doing. :V

Berne Accord Joint Transdimensional Expedition SAFEHOLD (Tier A)
Universe: Wild Talents (World Gone Mad)

When your population is measured in the billions, and your enemy has been taking over star system after star system, and your only allies are a questionably-trustworthy alien race which you had to kill several billion of before they suddenly decided that you were worth negotiating with, you sometimes have to take direct, incredible steps. The good thing about Wild Talents is that anything, more or less, is possible. When they found someone who claimed to be able to talk to gods, they were willing to entertain possibilities. SAFEHOLD is a joint Berne Accord (the 30-years-in-the-making successor to the United Nations, close to a "one world government") project to exploit this very offer. A chance to create a redoubt for humanity to survive in case the Builders, whatever they are, can overwhelm the Solar System. Equipped with the latest technology of 2016, SAFEHOLD has three missions. The first is obvious-secure a transdimensional base for mankind. The second is to recontact Earth, and the third is to provide Earth with any possible technology or talents which may be useful for fighting the Builders. The SAFEHOLD expedition is led by a multinational coalition drawn from NATO, Warsaw Pact, and the two most powerful unaligned countries (India and China). In practice, the US, Russia, India, and China are the ones who call the shots and everyone else listens.

Traits:
Wild Talents (2): Wild Talents are superhumans with feats which generally do not have to obey any sort of physical laws, or even really deal with internal consistency. A Wild Talent could style herself a magician, or a cyborg, or just a 'perfected human' whose superhuman feats come from 'intense training and discipline.' No matter what they are, they're Wild Talents, though. These Talents provide the Expedition with a large number of superhumans-many of whom have relatively low power levels but some of whom are incredibly powerful beings of surprising ability. (Bonuses to Heroes, Diplomacy, and Espionage)
Super Science: Wild Talents were responsible for the creation of feats of science and engineering which most societies would consider literally impossible. Super-intelligent Talents are capable of advancing hard science, leading to the baseline technology level of the expedition, while Gadgeteers can create even more impressive weapons of war than that. (Bonus to Research)

Suggested Negative Traits:
Why That's A Nice Trick: SAFEHOLD exists for two reasons. The first is to create a potential sanctuary against the Builders. The second is to find anything-any possible technology, weapon, or tool, which might be useful against them. SAFEHOLD simply will not take no for an answer, and if peaceful means do not work, that's why they have Talents that can pull the knowledge out of your mind, or simply explode your loved ones from far away in a gruesome manner until you give up everything you know. After all, when mankind's existence is on the brink, that forgives a lot of sins.
Talent Diffusion:
The entrance of SAFEHOLD has also resulted in the slow diffusion of the Wild Talent phenomena. Although SAFEHOLD will almost certainly have the greatest access to Talents both proportionally and as an absolute degree in the future, this will provide diffusion to human factions.
Unpredictable Talents: Talents are powerful, but unpredictable. Many Wild Talents manifest with powers which put them on the rear echelons or are not powerful enough. The manifestation cannot be controlled, stopped, or otherwise harnessed. (Heroes are built at half speed).

Military Order of Battle:
Note that because the World Gone Mad is in fact an alternate history, weapons will often have similar names to existing, present-day weapons systems. I am sure this will lead to absolutely no hilarity whatsoever when someone faces down a M1 Abrams and finds out it's an AI cybertank with a railgun.
0 great war engines (traded in for heroes)
0 war engines (traded in for heroes)
625 Main Battle Tanks (beasts of war)
6,250 IFVs/Heavy Power Armors (cavalry)
6,250 elite infantry
125,000 Infantry
0 Chaff Infantry (traded in for heroes)
62 high-level Wild Talents (heroes)
0 ships of the line (traded in for elite infantry)
0 galleons (traded in for heavy aircraft)
0 galleys (traded in for heroes)
6 Airborne Support Platforms (airships)
62 Heavy Gunships/Dropships (heavy aircraft)
625 light aircraft

Technology:
Technology in the World Gone Mad is a hybrid of advanced but mundane hard science, and comic-book superscience, or 'gadgets.' The former makes up the vast majority of equipment, especially in standard forces. The latter are what elite units get lavishly equipped with and regular forces get handed in limited quantities.
Weapons Systems: 2016-era weapons in the World Gone Mad are generally high-tech coilguns with computer-assisted targeting. Nonlethal electrolasers are common as sidearms, as they can be used for lethal and less-lethal engagement at will. Larger weapons systems support anti-materiel laser weapons, plasma drivers, and other science fiction tools. The real game changer is nuclear isomer warheads-allowing an infantryman to carry the firepower of WW2-era armored vehicles.
Defenses: Carbon nanotube armor is common-there are Talents capable of creating high-grade material like that in job lots. Self-healing 'smart' materials and alloys with incredible strength/weight ratios are common. For infantry, power armor with medical support is almost universal. Active defenses, such as AI-managed sensors systems, integrated medical technology, and point defenses, are also common. Camouflage is often multispectral and adaptive in nature. Elite soldiers are often equipped with Talent-built gadgetry such as tactical teleportation systems and jetpacks, allowing them immense mobility and survivability.
Drives: Aircraft of the SAFEHOLD forces use high-spec hybrid jet engines, with unprecedented efficiency and capability. Meanwhile, most ground vehicles use some sort of effectively infinite-endurance fusion plant, especially ones built from countries with significant Talent willpower such as China or the USSR. The Airborne Support Platforms-flying aircraft carriers-use reverse-engineered Builder reactionless drives, allowing antigravity flight but also catastrophically failing in a short-lived (but certainly fatal to the crew and anything within several kilometers) singularity if destroyed. Needless to say they tend to be very heavily protected and almost always have at least some way of avoiding concentrated firepower.
Medical: Technological or Talent-based enhancement has been developed and is commonplace for the people of the World Gone Mad, who can easily extend their lives via the powers of medical Talents, or fix things which the real world would consider incurable. Similarly, these same Talents have given the capability to advance cybernetics and prosthetics to an even greater degree. Cybersoldiers exist, although they're rare-more productive are safe and effective chemical regimens, minor implants, and genetic therapies to make people faster, stronger, and more capable. Military equipment is often equipped with integrated medical systems, capable of allowing elite soldiers to fight through lethal wounds, and even standard infantry are likely to be capable of fighting through wounds which would render a soldier without similar technology combat ineffective.
 
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.

Well I don't, but Solidee Snake does exist in the Waddle Union, even though the cold war on the Dee homeworld was rather different. (the Shagohodee had a Killing Gloves of Boxing missile, instead of any nuclear payload)

The Dee version of Snake/Big Boss has done a lot of weird shit, and the one you might have might want to talk to him. Or not.

 
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Why That's A Nice Trick: SAFEHOLD exists for two reasons. The first is to create a potential sanctuary against the Builders. The second is to find anything-any possible technology, weapon, or tool, which might be useful against them. SAFEHOLD simply will not take no for an answer, and if peaceful means do not work, that's why they have Talents that can pull the knowledge out of your mind, or simply explode your loved ones from far away in a gruesome manner until you give up everything you know. After all, when mankind's existence is on the brink, that forgives a lot of sins.
Talent Diffusion: The entrance of SAFEHOLD has also resulted in the slow diffusion of the Wild Talent phenomena. Although SAFEHOLD will almost certainly have the greatest access to Talents both proportionally and as an absolute degree in the future, this will provide diffusion to human factions.
Unpredictable Talents: Talents are powerful, but unpredictable. Many Wild Talents manifest with powers which put them on the rear echelons or are not powerful enough. The manifestation cannot be controlled, stopped, or otherwise harnessed. (Heroes are built at half speed).

I'm not quite sure what the intent of Why That's A Nice Trick is as a drawback. The negative effects of being full of hard men making hard decisions are . . . debatable. The most obvious ramification would be a penalty to diplomacy, but you already mentioned a bonus to diplomacy in your drawbacks. Also, how important to cannon is it that talents diffuse only to humans? Because there lots and lots of nonhumans running about the setting.
 
I'm not quite sure what the intent of Why That's A Nice Trick is as a drawback. The negative effects of being full of hard men making hard decisions are . . . debatable. The most obvious ramification would be a penalty to diplomacy, but you already mentioned a bonus to diplomacy in your drawbacks.
I get the feeling that the drawback is focused towards having character caused conflict rather than diplomacy disadvantages. It'd be like: "I'm going to war with this faction if I take this tech from them. I have to take it. Shit."

Bad decisions will be made unwillingly, but they will be made knowingly.
 
So @Mental_Omega said if I wanted to join in Turn 2 I should put this here somewhere, and this is what I'm doing. :V

Berne Accord Joint Transdimensional Expedition SAFEHOLD (Tier A)
Universe: Wild Talents (World Gone Mad)

When your population is measured in the billions, and your enemy has been taking over star system after star system, and your only allies are a questionably-trustworthy alien race which you had to kill several billion of before they suddenly decided that you were worth negotiating with, you sometimes have to take direct, incredible steps. The good thing about Wild Talents is that anything, more or less, is possible. When they found someone who claimed to be able to talk to gods, they were willing to entertain possibilities. SAFEHOLD is a joint Berne Accord (the 30-years-in-the-making successor to the United Nations, close to a "one world government") project to exploit this very offer. A chance to create a redoubt for humanity to survive in case the Builders, whatever they are, can overwhelm the Solar System. Equipped with the latest technology of 2016, SAFEHOLD has three missions. The first is obvious-secure a transdimensional base for mankind. The second is to recontact Earth, and the third is to provide Earth with any possible technology or talents which may be useful for fighting the Builders. The SAFEHOLD expedition is led by a multinational coalition drawn from NATO, Warsaw Pact, and the two most powerful unaligned countries (India and China). In practice, the US, Russia, India, and China are the ones who call the shots and everyone else listens.

Traits:
Wild Talents (2): Wild Talents are superhumans with feats which generally do not have to obey any sort of physical laws, or even really deal with internal consistency. A Wild Talent could style herself a magician, or a cyborg, or just a 'perfected human' whose superhuman feats come from 'intense training and discipline.' No matter what they are, they're Wild Talents, though. These Talents provide the Expedition with a large number of superhumans-many of whom have relatively low power levels but some of whom are incredibly powerful beings of surprising ability. (Bonuses to Heroes, Diplomacy, and Espionage)
Super Science: Wild Talents were responsible for the creation of feats of science and engineering which most societies would consider literally impossible. Super-intelligent Talents are capable of advancing hard science, leading to the baseline technology level of the expedition, while Gadgeteers can create even more impressive weapons of war than that. (Bonus to Research)

Suggested Negative Traits:
Why That's A Nice Trick: SAFEHOLD exists for two reasons. The first is to create a potential sanctuary against the Builders. The second is to find anything-any possible technology, weapon, or tool, which might be useful against them. SAFEHOLD simply will not take no for an answer, and if peaceful means do not work, that's why they have Talents that can pull the knowledge out of your mind, or simply explode your loved ones from far away in a gruesome manner until you give up everything you know. After all, when mankind's existence is on the brink, that forgives a lot of sins.
Talent Diffusion: The entrance of SAFEHOLD has also resulted in the slow diffusion of the Wild Talent phenomena. Although SAFEHOLD will almost certainly have the greatest access to Talents both proportionally and as an absolute degree in the future, this will provide diffusion to human factions.
Unpredictable Talents: Talents are powerful, but unpredictable. Many Wild Talents manifest with powers which put them on the rear echelons or are not powerful enough. The manifestation cannot be controlled, stopped, or otherwise harnessed. (Heroes are built at half speed).

Military Order of Battle:
Note that because the World Gone Mad is in fact an alternate history, weapons will often have similar names to existing, present-day weapons systems. I am sure this will lead to absolutely no hilarity whatsoever when someone faces down a M1 Abrams and finds out it's an AI cybertank with a railgun.
0 great war engines (traded in for heroes)
0 war engines (traded in for heroes)
625 Main Battle Tanks (beasts of war)
6,250 IFVs/Heavy Power Armors (cavalry)
6,250 elite infantry
125,000 Infantry
0 Chaff Infantry (traded in for heroes)
62 high-level Wild Talents (heroes)
0 ships of the line (traded in for elite infantry)
0 galleons (traded in for heavy aircraft)
0 galleys (traded in for heroes)
6 Airborne Support Platforms (airships)
62 Heavy Gunships/Dropships (heavy aircraft)
625 light aircraft

Technology:
Technology in the World Gone Mad is a hybrid of advanced but mundane hard science, and comic-book superscience, or 'gadgets.' The former makes up the vast majority of equipment, especially in standard forces. The latter are what elite units get lavishly equipped with and regular forces get handed in limited quantities.
Weapons Systems: 2016-era weapons in the World Gone Mad are generally high-tech coilguns with computer-assisted targeting. Nonlethal electrolasers are common as sidearms, as they can be used for lethal and less-lethal engagement at will. Larger weapons systems support anti-materiel laser weapons, plasma drivers, and other science fiction tools. The real game changer is nuclear isomer warheads-allowing an infantryman to carry the firepower of WW2-era armored vehicles.
Defenses: Carbon nanotube armor is common-there are Talents capable of creating high-grade material like that in job lots. Self-healing 'smart' materials and alloys with incredible strength/weight ratios are common. For infantry, power armor with medical support is almost universal. Active defenses, such as AI-managed sensors systems, integrated medical technology, and point defenses, are also common. Camouflage is often multispectral and adaptive in nature. Elite soldiers are often equipped with Talent-built gadgetry such as tactical teleportation systems and jetpacks, allowing them immense mobility and survivability.
Drives: Aircraft of the SAFEHOLD forces use high-spec hybrid jet engines, with unprecedented efficiency and capability. Meanwhile, most ground vehicles use some sort of effectively infinite-endurance fusion plant, especially ones built from countries with significant Talent willpower such as China or the USSR. The Airborne Support Platforms-flying aircraft carriers-use reverse-engineered Builder reactionless drives, allowing antigravity flight but also catastrophically failing in a short-lived (but certainly fatal to the crew and anything within several kilometers) singularity if destroyed. Needless to say they tend to be very heavily protected and almost always have at least some way of avoiding concentrated firepower.
Medical: Technological or Talent-based enhancement has been developed and is commonplace for the people of the World Gone Mad, who can easily extend their lives via the powers of medical Talents, or fix things which the real world would consider incurable. Similarly, these same Talents have given the capability to advance cybernetics and prosthetics to an even greater degree. Cybersoldiers exist, although they're rare-more productive are safe and effective chemical regimens, minor implants, and genetic therapies to make people faster, stronger, and more capable. Military equipment is often equipped with integrated medical systems, capable of allowing elite soldiers to fight through lethal wounds, and even standard infantry are likely to be capable of fighting through wounds which would render a soldier without similar technology combat ineffective.

Seems good; any wild talents you feel like expanding on?
 
I get the feeling that the drawback is focused towards having character caused conflict rather than diplomacy disadvantages. It'd be like: "I'm going to war with this faction if I take this tech from them. I have to take it. Shit."

Bad decisions will be made unwillingly, but they will be made knowingly.
Now I sorta want to see what happens if this faction gets wind of the Lizardmen. What with their absolute refusal to share their ancient technology with the rest of the world, and all.
 
Now I sorta want to see what happens if this faction gets wind of the Lizardmen. What with their absolute refusal to share their ancient technology with the rest of the world, and all.
If you witnessed the age of strife and saw 70% of all life in the known universe wipe itself out in an apocalyptic struggle, would you trust people with your super science?
 
If you witnessed the age of strife and saw 70% of all life in the known universe wipe itself out in an apocalyptic struggle, would you trust people with your super science?
Considering that the Shroob Invasion came pretty damn close to doing exactly that, then no, probably not. There's a reason why the Koopa Troop hunted down and froze every single remnant of the Shroobs after the Mario Bros. killed both of their Princesses. Vim-based technology is still taboo in the Free Mushroom States some twenty-odd years afterwards.
 
Yup, you sound properly overpowered.
T, Onslaught: Search controller's library for a creature that shares a creature type and has a CMC of the same amount or 1 above.
Still stupidly good, but less good than what you had down first.
Not quite sure what this means. What's a CMC?
Optimize: At the beginning of your upkeep name a color, this unit counts as having a power and toughness 2 higher than the actual amount when interacting with spells of the named color.
The wording is awkward, and you don't get the bonus when you're actually hitting the player, but it makes you a pretty big thorn in the side of whomever you pick. I considered something like protection from chosen color until end of turn but that was way too good.
Mmm. I do want it to affect creatures, though. Maybe give it a bonus against one Creature Type?
Herokiller: When this creature is blocking or blocked, remove all abilities from the other creature(s) until end of turn or until this creature leaves the battlefield; whichever comes first.
Makes it so the ability only triggers in combat, but I think it's still mostly the same.
If blocking is necessary for combat (I really don't know MTG), that sounds great.
 
If you witnessed the age of strife and saw 70% of all life in the known universe wipe itself out in an apocalyptic struggle, would you trust people with your super science?
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Not quite sure what this means. What's a CMC?
Converted Mana Cost.
If blocking is necessary for combat (I really don't know MTG), that sounds great.
Blocking is what you do to make creatures fight each other rather than have them hit your life total. However, that ability will have some weird interactions with Shroud/Hexproof, Protection, First Strike and Double Strike.
 
I'm not quite sure what the intent of Why That's A Nice Trick is as a drawback. The negative effects of being full of hard men making hard decisions are . . . debatable. The most obvious ramification would be a penalty to diplomacy, but you already mentioned a bonus to diplomacy in your drawbacks. Also, how important to cannon is it that talents diffuse only to humans? Because there lots and lots of nonhumans running about the setting.

It's not a drawback in the sense it gives a penalty. It's a drawback in the sense that it compels a certain set of behavior. And yes, it's actually important in canon that only humans have Talents. Given the number of human factions (and the blowback that this might create wrt "Safehold agents" and all :V) I think it's still entirely relevant.
 
Yes, present it to the GMs again and we'll see if people are fine with it.

@Sandamandias I think you're a go for posting.

Finally, is there anyone, anyone at all among you who is not ready for turn 2?
Sadly I got busy and uninspired for the weekend so Dai-Gurren Man is at the same spot he was before.
Granted, I don't think we could've managed to warp everything up this fast and we already agreed on what happens. So yeah, go ahead.
There's nothing interfering that on my side.
 
@willyvereb
@Gears
@Chimeraguard
@Estro
@KnightofTempest
@Jebusman
@Dust and echoes
@mr_stibbons
This is my current Faction Sheet:
Faction Name: The Grey Eternity
Combat Level: Tier A
Leader: The Absolute Principle (they're a legisarchy)
I'm in the upper right corner, about as far as possible from anyone else.
History: An enormous, heavily armored sphere appeared in the desert one day, followed by several others, and then by a species of strange grey cyborgs. When asked where they came from, they display a mixture of regret and determination, but refuse to say. Their seeming ability with every known form of Esoteric, and their unusual familiarity with Xarmarazdik, seem to provide hints...
They're from a version of The Global Inferno where my faction won, at great cost. When they realized that the whole mess was starting over, they sent an army to do it right this time.
10 Great War Engines (5 Revenant Dimensional Cannons, 5 Heavengraver Spidermechs, 2 Strategic Area Variable Warheads, 3 traded)
75 War Engines (Wayshaper Engines)
1500 Beasts of War (Earthsculptor Spidermechs)
15000 Cavalry (Generator Shrines)
10 Heroes (Herokiller Units[3 Hero equivalent])
25000 Elite Infantry (Grey Jesters)
200000 Infantry (Eternity Drones)
0 Chaff Infantry (Traded for Elite Infantry)
15 Ships of the Line (Grey Widowmakers)
75 Galleons (Depth Keepers)
0 Galleys (Traded for Elite Infantry)
18 Airships (Omnilith Factory Cities)
75 Heavy Fliers (Onslaught Strategic Deployment vehicles)
1500 Light Fliers (Skyreaper Hunterkillers)

0 Civilians (All Traded)

Bonuses:
Perfected Logistics:
The Grey Eternity has internalized the principles of teleportation, Esoteric duplication, and similar effects into its logistics. In addition to their supply chains being nearly impossible to disrupt, all units carry an emergency evacuation teleporter, letting them leave their outermost shells behind to escape a teleport denial field. Finally, all units' sapiences are so enormously reinforced, and so good at escaping attack, that they're several orders of magnitude easier to trap than to injure.
(Translation: No supply line sabotage, mortally injured units can usually get away, spirit-killing my guys isn't kosher but stuffing them in prisons/ludicrously tough Soul Jars is.)

Cryptotech: The Grey Eternity's designs are based on Coelesscence, which makes them both incredibly powerful and incredibly complicated. So complicated, in fact, that most factions would find it harder to reverse-engineer than to redesign from base principles, and extraordinary techstealers like XCOM or Outer Haven fare only slightly better.
(Translation: Pretty self-explanatory. Techstealing from me is difficult, even for @willyvereb)

Optimized: Coelessence, by default, isn't the best field for any specific action. But it does let you optimize your loadout for anything. Grey Eternity Units are heavily optimized for any battle they have time to prepare for and information to prepare with, to the point of rivaling 'Tier A Plus One' armies.
(Translation: Overpowered? Probably. Beyond the point of fun? I sure hope not. I put a lot of work into this.)

Suggested Detriments:
Enemy to all True Death: Many, many inhabitants of Xarmarazdik require the warping, consuming, or destroying of souls, to sustain their way of life. The Grey Eternity represents an existential threat to this, quite deliberately, and with . Chances are, they're going to need their incredible military soon.

Mandatory Upgrades: The Grey Eternity was created to stop the destruction of sapient minds. All of them. They have to give everyone they meet their soul-reinforcement treatments, unless the would-be rescued can provide a very convincing case for why they shouldn't, and the most permanently they're allowed to kill someone is by trapping their soul in a time-slowed prison universe. Doubtless this will cause problems for them eventually.

Complications in Development: Coelessence is a difficult field to advance, and research isn't what they're is here for, anyway. Non-Secret Research ability is halved, although this may later be reversed. (I'd prefer to half the Research slots instead of doubling the time, if that's alright.)

Almanac entry coming soon.
Can I get a consensus on my Traits, whether or not I did my math right, and whether or not I can sacrifice all my Civilians to double or triple the rest of my army?
 
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@willyvereb
@Gears
@Chimeraguard
@Estro
@KnightofTempest
@Jebusman
@Dust and echoes
@mr_stibbons
This is my current Faction Sheet:

Can I get a consensus on my Traits, whether or not I did my math right, and whether or not I can sacrifice all my Civilians to triple the rest of my army?
What?
First you wanted civilians for your only war faction. Now you want the opposite? Make up your mind!

Also sacrificing civilians only means you can add 100% to one of the 14 other unit categories. That's all.
 
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