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

By which we mean somebody finally started a conversation in the other GM convo.
So please standby and see what we can cook up.
 
I'm just going to say that I personally don't like this trait in @HoratioVonBecker sheet
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.)
It just feels like two traits rolled into one. Either take the teleport or hard to perma kill units, not both.
 
It just feels like two traits rolled into one. Either take the teleport or hard to perma kill units, not both.
I was a bit worried about that, but (Nigh) Indestructible Souls isn't quite mechanically worth a full Trait, in my opinion, it's just absolutely necessary to the faction's character and motives. Combined with the fact that (as far as I know) no-one has tried supply line sabotage on PCs yet, and the fact that they aren't too thematically different, I don't think it's unreasonable.
 
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I was a bit worried about that, but (Nigh) Indestructible Souls isn't quite mechanically worth a full Trait, in my opinion, it's just absolutely necessary to the faction's character and motives. Combined with the fact that (as far as I know) no-one has tried supply line sabotage on PCs yet, and the fact that they aren't too thematically different, I don't think it's unreasonable.
Actually it has one major effect, attrition rates. You've given up all of your civilian population for army units, which means your going to have to work hard to replace losses. The nigh-indestructible souls virtually negates that.
 
Actually it has one major effect, attrition rates. You've given up all of your civilian population for army units, which means your going to have to work hard to replace losses. The nigh-indestructible souls virtually negates that.
Nigh-indestructible souls, not bodies. Resurrection is only slightly cheaper than producing entirely new units. And if Only War factions get to increase their armies by 50% every turn, why can't I get a normal growth rate with no civilians?
If you meant that in reference to the 'everyone has an emergency teleporter' part, well, yeah, that's the point. But the other bits are mostly fluff.
 
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Honestly, you could summarize it this way: "My units are hard to kill, really hard to permakill, and as a side effect you can't blow up my shipments very easily."
 
Not quite sure what this means. What's a CMC?
Just realized I didn't finish the ability text: 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. Put the card into the controller's hand.
CMC is Converted Mana Cost. A creature can cost 2 Green mana, 1 White mana, and 5 Generic(any color) mana. The CMC is 8 mana. Whereas something with the cost of 1 Blue and 1 Generic has a CMC of 2.
Mmm. I do want it to affect creatures, though. Maybe give it a bonus against one Creature Type?
What I gave you is better(and worse) than what you're asking for; In MTG each spell has at least one color, some have more, and there are five colors in total. In contrasts there are at least twenty different creatures types.
If blocking is necessary for combat (I really don't know MTG), that sounds great.
It's not. You attack a player and player decides if they want to block stuff; think of it as you're attacking objective A controlled by Faction A, and Faction A can decide to try and stop you or let you attack uncontested.
However, that ability will have some weird interactions with Shroud/Hexproof, Protection, First Strike and Double Strike.
Eh, I'm seeing it as being decently simple. If the spell is [Chosen Color] then it regards or acts like the creature has power and toughness two higher than it really is. I could go on but I'm running out of time, tag me at another point and I'll offer an example of what I mean.
And death touch, and possibly flying/reach
The offer is the same...I just realized you were making a joke. Go me....
Finally, is there anyone, anyone at all among you who is not ready for turn 2?
Myself.


I'll try to reply to more stuff later(if there is any).
 
Eh, I'm seeing it as being decently simple. If the spell is [Chosen Color] then it regards or acts like the creature has power and toughness two higher than it really is. I could go on but I'm running out of time, tag me at another point and I'll offer an example of what I mean.
The issue was with Herokiller, not the thing that buffs against a specific color.
 
That's the thing though, i'm perfectly fine with one or the other but when you have "And as a side effect I don't have to worry about supply lines" on top of it then it becomes an issue.
It doesn't affect my build speed, and it doesn't make sense that I wouldn't use teleporters for my noncombat transport, too. I guess people could try to put up TAD fields around my mines, but really?
Just realized I didn't finish the ability text: 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. Put the card into the controller's hand.
CMC is Converted Mana Cost. A creature can cost 2 Green mana, 1 White mana, and 5 Generic(any color) mana. The CMC is 8 mana. Whereas something with the cost of 1 Blue and 1 Generic has a CMC of 2.
Okay, but why it it so good? It was supposed to be my main way of deploying low-level units.
@HoratioVonBecker, the GMs require clarification upon what the mandatory upgrades are, and for likely people are to reject them.
A bunch of treatments to integrate the mind/soul/Aethyric imprint/what-have-you gestalt into one really tough form that can resist mind control and other damage (like souleating) as well as flee to other Planes if threatened. Giving the entity being upgraded a blank version of any pieces they were missing is usual, but can be opted out of.
As to who would refuse? Probably not too many people, but messing with minds can be scary, and messing with souls is even moreso. The real Disadvantage is that I have to offer it to everybody I can, including major villains. And I can't deliberately permakill anyone, even if they're liable to escape the strongest prison I have.
 
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I thought you'd put their minds into soul jars and give them mechanical bodies. As well as linking minds to interface in some sorts of Instrumentality way.

If not many people would refuse your offer then your bonuses as semi only war faction would also be lower if not even pointless.
 
@willyvereb
@Gears
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@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 double or triple the rest of my army?

Without even going into the gm's all discussing this;

Your traits (and drawbacks) are a absolute Mess

all of them are walls of text, which to me is the first indicator something is going to be a chaotic hodgepodge.

Let's go over them one by one.

Perected logistics is a oddly specific, weirdly unintuitive shamble of about 3 different things which makesm e wonder why they're all jam-packed into one trait. You'd be better off splitting this into three traits, since each of them has a impact and together they just form a mess.

Do you want your units to escape easily, be in-soul-vincible, or amazing logistics? Choose.

Cryptotech is decent, since it specifies a simple aspect and ensures you are strong at that. this is the kind of trait the others should look like.

Optimized is another mess. What does this even flipping do? Tier A plus one army? what kind of stuff is that? Well fine, but you better have a good related drawback. something like Tier J minus one nonmilitary stuff.

Moving on to the drawbacks. Now, ideally, drawbacks take one of your traits and flip it onto the negative side of the coin. Some factions don't do this, and some players have opted for different drawbacks, but usually those are simple enough and still provide a detrimental effect.

These, however?

Enemy to all death is worthless. NPC's aren't required to be soul-sucking monsters and a lot of the factions that do probably won't see you as a legitimate threat. Not to mention the trait doesn't even seem to force you to attack anyone who is dealing in souls. On top of that, looking at your traits, there's not much connection between the drawback and any of the traits, the closest being the "souls cannot be destroyed" part, but flopping on a weak diplomatic/aggro penalty onto that seems stupid. This drawback can flip right back up to a morale boost, which is rather weird for a supposedly negative thing.

A lot more logical would be a hefty morale impact when facing soul-destroying foes or related.

Mandatory upgrades is again, kind of a diplomatic trait, but this one actually seems okay because it A: forces you to do something, B: is likely to come off very bad, since you're essentially being some sort of foot-in-the-door vacuum salesman. And everyone would love to shoot those guys. Not to mention messing with souls may not have the intended outcomes. I would juxtapose
this drawback onto the soul trait. which begs the question what the first drawback juxtaposes.

Complications in Development is ehhh? why not just say all research is halved in time and be done with it? why all those exceptions? Throw away the exceptions to this drawback and you can juxtapose it with optimized, since it will mean your army is significantly stronger initially, but curveballs out when others start teching up into the lategame.

so yeah. my recomendations are:

Cut your first trait into 1 thing, not three, and dream up a good drawback to it instead of enemy of all true death since that's a worthless drawback. Possibly slot Mandatory upgrades as the replacement for that

Keep cryptotech and depending on the drawback for your first trait, maybe devise a new drawback for this one, (perhaps less capable of stealing tech from others?)

Keep optimized and worsen the tech drawback to equalize it.
 
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I thought you'd put their minds into soul jars and give them mechanical bodies. As well as linking minds to interface in some sorts of Instrumentality way.

If not many people would refuse your offer then your bonuses as semi only war faction would also be lower if not even pointless.
I was told I couldn't offer it peacefully if I went Only War. Hence why I've been trying to rewrite it.
 
Without even going into the gm's all discussing this;

Your traits (and drawbacks) are a absolute Mess

all of them are walls of text, which to me is the first indicator something is going to be a chaotic hodgepodge.

Let's go over them one by one.

Perected logistics is a oddly specific, weirdly unintuitive shamble of about 3 different things which makesm e wonder why they're all jam-packed into one trait. You'd be better off splitting this into three traits, since each of them has a impact and together they just form a mess.

Do you want your units to escape easily, be in-soul-vincible, or amazing logistics? Choose.

Cryptotech is decent, since it specifies a simple aspect and ensures you are strong at that. this is the kind of trait the others should look like.

Optimized is another mess. What does this even flipping do? Tier A plus one army? what kind of stuff is that? Well fine, but you better have a good related drawback. something like Tier J minus one nonmilitary stuff.

Moving on to the drawbacks. Now, ideally, drawbacks take one of your traits and flip it onto the negative side of the coin. Some factions don't do this, and some players have opted for different drawbacks, but usually those are simple enough and still provide a detrimental effect.

These, however?

Enemy to all death is worthless. NPC's aren't required to be soul-sucking monsters and a lot of the factions that do probably won't see you as a legitimate threat. Not to mention the trait doesn't even seem to force you to attack anyone who is dealing in souls. On top of that, looking at your traits, there's not much connection between the drawback and any of the traits, the closest being the "souls cannot be destroyed" part, but flopping on a weak diplomatic/aggro penalty onto that seems stupid. This drawback can flip right back up to a morale boost, which is rather weird for a supposedly negative thing.

A lot more logical would be a hefty morale impact when facing soul-destroying foes or related.

Mandatory upgrades is again, kind of a diplomatic trait, but this one actually seems okay because it A: forces you to do something, B: is likely to come off very bad, since you're essentially being some sort of foot-in-the-door vacuum salesman. And everyone would love to shoot those guys. Not to mention messing with souls may not have the intended outcomes. I would juxtapose
this drawback onto the soul trait. which begs the question what the first drawback juxtaposes.

Complications in Development is ehhh? why not just say all research is halved in time and be done with it? why all those exceptions? Throw away the exceptions to this drawback and you can juxtapose it with optimized, since it will mean your army is significantly stronger initially, but curveballs out when others start teching up into the lategame.

so yeah. my recomendations are:

Cut your first trait into 1 thing, not three, and dream up a good drawback to it instead of enemy of all true death since that's a worthless drawback. Possibly slot Mandatory upgrades as the replacement for that

Keep cryptotech and depending on the drawback for your first trait, maybe devise a new drawback for this one, (perhaps less capable of stealing tech from others?)

Keep optimized and worsen the tech drawback to equalize it.






We are discussing this already, including suggestions for traits/drawbacks.
I would post them but I haven't heard enough voices to either object or agree to them.
I was told I couldn't offer it peacefully if I went Only War. Hence why I've been trying to rewrite it.
Um, what?
I don't think that was ever discussed since you were Only War back then. Rather the fact that mandatory upgrades is redundant if you can't do diplomacy anyways.

Here? If your mandatory upgrades are easy enough to swallow then it isn't a strong enough drawback to justify semi Only War type faction.
I think there are still factions willing to become machines in soul jars in return for immortality but the appeal would be far less. If it's just some spirit surgery and otherwise the guy is fine it'd be something subtle which technically not bad but nations may object to this out of sheer paranoia.
In retrospect that's still a malus but compared to being forced into a cyborg race living in soul jars this is certainly less of a disadvantage.
 
Perected logistics is a oddly specific, weirdly unintuitive shamble of about 3 different things which makesm e wonder why they're all jam-packed into one trait. You'd be better off splitting this into three traits, since each of them has a impact and together they just form a mess.

Do you want your units to escape easily, be in-soul-vincible, or amazing logistics? Choose.
The second, if I must. But really, what am I supposed to do? They aren't going to start building trucks instead of teleporters.
Optimized is another mess. What does this even flipping do? Tier A plus one army? what kind of stuff is that? Well fine, but you better have a good related drawback. something like Tier J minus one nonmilitary stuff.
Like @Shadows' Infantry bonus, but for my entire army. In return, I have to actually do my research for it to work; it shouldn't apply to enemy ambushes, sneak attacks, etcetera, unless I'm expecting them, and it also doesn't work if my opponent has enough diversity in their army group.
Enemy to all death is worthless. NPC's aren't required to be soul-sucking monsters and a lot of the factions that do probably won't see you as a legitimate threat. Not to mention the trait doesn't even seem to force you to attack anyone who is dealing in souls. On top of that, looking at your traits, there's not much connection between the drawback and any of the traits, the closest being the "souls cannot be destroyed" part, but flopping on a weak diplomatic/aggro penalty onto that seems stupid. This drawback can flip right back up to a morale boost, which is rather weird for a supposedly negative thing.

A lot more logical would be a hefty morale impact when facing soul-destroying foes or related.
Hmm. I figured that if increased attacks from Kaijuu or Necromancers were okay as drawbacks, increased attacks from souleating and/or mind control dependent factions would be, too.
Complications in Development is ehhh? why not just say all research is halved in time and be done with it? why all those exceptions? Throw away the exceptions to this drawback and you can juxtapose it with optimized, since it will mean your army is significantly stronger initially, but curveballs out when others start teching up into the lategame.
Exceptions? What? I can have up to 5 Secret Research Projects at a time, and up to 10 Normal Projects. The Disadvantage is supposed to let me only have 5 Normal Projects at one time, which should lighten my GM's workload, and not be completely irreversible, because I don't want to cripple my endgame build.
Here? If your mandatory upgrades are easy enough to swallow then it isn't a strong enough drawback to justify semi Only War type faction.
I think there are still factions willing to become machines in soul jars in return for immortality but the appeal would be far less. If it's just some spirit surgery and otherwise the guy is fine it'd be something subtle which technically not bad but nations may object to this out of sheer paranoia.
In retrospect that's still a malus but compared to being forced into a cyborg race living in soul jars this is certainly less of a disadvantage.
Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?
 
Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?
It isn't enough for even reduced Only War like bonuses.

Unless the spirit surgery is so invasive most factions would refuse it outright. The point is to get a "semi Only War faction" which means your army/build bonus must be balanced by your diplomacy malus.
No kill rule is balancing other things with your faction, really.

BTW if you can choose one feature which one would you want?
Starter army of 300% or build rate of 50%?
EDIT: Both but perhaps reduced in scale?
 
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Spirit surgery, plus the inability to permakill major demon lords, disagreeable Gods, and similar. Are you saying that isn't enough?
TBF, no. Not even for the Reduced bonuses I was advocating for.
Giving the entity being upgraded a blank version of any pieces they were missing is usual, but can be opted out of.
What exactly does this mean? "Pieces they were missing" is a very vague phrase.
 
Wouldn't most major religions be less than happy that upgraded followers are unable to reach their afterlife? That could add some weight to the mandatory upgrades disadvantage.
 
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