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

The Southern Hive Horde
Tier F
Leader: Hive Queen Manaka, daughter of Hive King Greko
Why they are here: The Southern Hive Horde, several days after Manaka became their leader, was transferred through a time-space anomaly into this realm. They decided it was time to figure out where they where and get some new land.
Units
3,200,000 Hive Horde Skirmies
-These trained ranged units are equipped with vicious iron javelins, holding small wooden shields before them. They are lightly armored, although still capable of taking a hit.
20,200,000 Hive Horde Scrabbies
-A Scrabby is the weakest, most low ranking unit of the Hive Horde, equipped only with a spear, a wooden shield, and maybe a helmet. Still, they make up the bulwark of the Hive Horde's army, so they aren't to be underestimated.
320 Hive Horde Warchiefs (heroes)
-The Hive Horde Warchiefs are not only physically larger and better equipped than Scrabbies or Skirmies, but also capable of channeling dark magic attacks, which make them very dangerous. They are the generals, however, so they don't typically enter the combat until it starts getting too close for comfort.
16000 Hive Horde Rowboats
-These rowboats are manned by Hive Horde Scabbies equipped with bows instead of shield and spear. These small crafts are primarily used for transportation across water.
160 Hive Horde Great Floats
-Massive floating creatures, these large gas-filled beings are the primary residence of the upper class Hive horde citizens. They are guarded by archers and catapults, making them essentially mobile flying castles.
800 Hive Horde Bomb Floats
-These gassy biologically creatures have explosive feces, which can not only cause damage to buildings, but also spread disease and create a horrible smell. They are guided by Scabbies.
112,000 Hornet riders
-Ridden by Skirmies, giant hornets are used by the Hive Horde as Calvary. However, most horses can not fly, or are sentient beings that create psychic links between them and their rider. Therefore, they're more like dragons, albiet less glorious and much smaller.
128,000,000 Hive Horde Citizens
-The common folk of the Hive Horde do hard work, making sure their superiors (who typically spend their time either on being lazy, doing ceremonies, researching technology, or guarding the aforementioned groups) get what they want without any pay. This would cause a rebellion if it wasn't for the fact their superiors are quite literally above them.
Advantages:
-Goblin Ingenuity: As goblins, members of the Hive Horde find it easier to understand more advanced technology than they have, as well as the ability to dissect and recreate things when they put their mind to it. Bonus to research and scavenging technology.
-The Hive Horde Storm: The Hive Horde have incredibly high population rates. Not only that, but they also are quick to train and equipping. Bonus to population growth and troop training.
-Venomous Sting: The Hive Horde loves to use venom, and use it to at least some degree on every weapon. Weaponry causes poison damages.
Disadvantages:
-Meek physique: The Hive Horde's main advantage is their massive amount of troops. Unfortunately, it becomes quickly obvious that their soldiers are physically inferior and tend to have shoddier equipment. Not only that, but it also makes them much less intimidating. Minus to land combat and intimidation.
-Aggressive: The Hive Horde is a very aggressive force. This makes them both bad at diplomacy, as well as unpopular. Minus to diplomacy.
-Ailurophobia: The Hive Horde has one distinctive fear among them which has truly made them a laughing stock to most humans: That is of cats. Whenever they encounter felines, they are affected by fear and break line. It is truly a massive disadvantage to them.
Position on the map: The Small Black and Red Mark on the island northeast of Vargralk.
 
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So, I took 5% losses and then had 20% growth. Am I at 114%, 115%, or 120% strength?
"Pardon me, sir wizard, but do you have a permit for this shambling pile of corpses?"
115% growth. I know that's probably not how percentages work but w/e.
@Mental Omega and @willyvereb so did my strategic turn get me nothing?
I'm not your GM.


So what you're saying is that this is a high-priority technology that we should be attempting to acquire amirite?

Anyways, I don't have a position set up. If anyone wants to have someone going "R2P! R2P!" shouting on their borders ominously, I'm game for that.
Right I'm going to put you



See that red smudge in the southeast? That's you (the world needs more action to the south and this also puts you reasonably close to the Lizardfolk)

The Southern Hive Horde
Tier F
Leader: Hive Queen Manaka, daughter of Hive King Greko
Why they are here: The Southern Hive Horde, several days after Manaka became their leader, was transferred through a time-space anomaly into this realm. They decided it was time to figure out where they where and get some new land.
Units
3,200,000 Hive Horde Skirmies
20,200,000 Hive Horde Scrabbies
320 Hive Horde Warchiefs (heroes)
16000 Hive Horde Rowboats
160 Hive Horde Great Floats
800 Hive Horde Bomb Floats
112,000 Hornet Crafts
128,000,000 Hive Horde Workers
Advantages:
-Goblin Ingenuity: As goblins, members of the Hive Horde find it easier to understand more advanced technology than they have, as well as the ability to dissect and recreate things when they put their mind to it. Bonus to research and scavenging technology.
-The Hive Horde Storm: The Hive Horde have incredibly high population rates. Not only that, but they also are quick to train and equipping. Bonus to population growth and troop training.
-Venomous Sting: The Hive Horde loves to use venom, and use it to at least some degree on every weapon. Weaponry causes poison damages.
Disadvantages:
-Meek physique: The Hive Horde's main advantage is their massive amount of troops. Unfortunately, it becomes quickly obvious that their soldiers are physically inferior and tend to have shoddier equipment. Not only that, but it also makes them much less intimidating. Minus to land combat and intimidation.
-Aggressive: The Hive Horde is a very aggressive force. This makes them both bad at diplomacy, as well as unpopular. Minus to diplomacy.
-Ailurophobia: The Hive Horde has one distinctive fear among them which has truly made them a laughing stock to most humans: That is of cats. Whenever they encounter felines, they are affected by fear and break line. It is truly a massive disadvantage to them.
Position on the map: The Small Black and Red Mark on the island northeast of Vargralk.
From what series is this faction from?
 
@samdamandias would the Mechanicus be interested in opening diplomatic relations with a Human Civilization from a separate timeline? I'm certain that some of the more technological minded members would be interested in examples of technology from a time before the Emperor Revealed himself. . .
 
Would the Imperials radio checking be noticed by Skynet? Or anybody's for that matter? Skynets a machine and uses radio comms often.
 
The drones it sent to scout would listen for and transmit signals by default given it's how skynet likes to communicate. So just wasnt sure. human signals would be cause for alarm.

But so sounds like I can respond IC to noting them. Granted what it can do at the moment is limited.
 
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The drones it sent to scout would listen for and transmit signals by default given it's how skynet likes to communicate. So just wasnt sure. human signals would be cause for alarm.

But so sounds like I can respond IC to noting them. Granted what it can do at the moment is limited.
Diplomacy is conducted via PMs.
I can technically make a PM discussion between you and samdamidas if you want. But for starters you are an Only War faction.
You can't do diplomacy, period.

Also why being so impatient?
I will make response to your strategic order turns as I get to it. Poor Dai-Gurren Man have yet to get a response.
If anything i suggest you to edit your Strategic Orders with a bit more details. As it is now there are a few parts which sure won't go like you initially wanted them.
It seems you posted that in a hurry. Think about it a bit more.

EDIT: Why are you wanting to even contact the Mechanicus? You are the very personalization of the "abominable machine intelligence" they feel obligated to purge. Let's not look for more enemies for now. Especially for one which might be far more than what you can chew.
 
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@willyvereb I can use diplomacy just as I understand it alliances are temporary usually. Diplomacy is always short to mid term not long term for Skynet. And i didn't say it'd talk to anybody only that it would make note. Humans scare Skynet because they are the only thing it has never managed to conquer. It's tried throwing their own nuclear weapons at them en mass and failed to wipe the buggers out. Also he already will notice Skynet Skynet doing whatever it can to buy time or prepare itself makes sense.
 
@willyvereb I can use diplomacy just as I understand it alliances are temporary usually. Diplomacy is always short to mid term not long term for Skynet. And i didn't say it'd talk to anybody only that it would make note. Humans scare Skynet because they are the only thing it has never managed to conquer. It's tried throwing their own nuclear weapons at them en mass and failed to wipe the buggers out. Also he already will notice Skynet Skynet doing whatever it can to buy time or prepare itself makes sense.
Well, of course you can interact with players. The in-game explanation is that you are such an universal asshole to others that actual friendly relations are impossible.

I don't think samdam is anywhere close to reaching you yet. They are more busy with other matters in general. But if you outright contact them and confirm you are a machine intelligence they might take an exception and launch a Crusade to annihilate you.
 
So, might as well make it official. I'm dropping out of playing my old faction. @mr_stibbons, you did a great job GMing me, but as most of you know I've been annoyed with my factions deficiencies for a while. This was completed today when I found the book I was basing it on reduced to a pile of wet pulp due to being left near a leaky tap. I'll probably have a new faction up sooner or later. Thanks.
 
So, might as well make it official. I'm dropping out of playing my old faction. @mr_stibbons, you did a great job GMing me, but as most of you know I've been annoyed with my factions deficiencies for a while. This was completed today when I found the book I was basing it on reduced to a pile of wet pulp due to being left near a leaky tap. I'll probably have a new faction up sooner or later. Thanks.
I see.
It's a pity but given how you struggled to fit in from the beginning it's very much understandable.
Any ideas at the moment?
I think you can easily start from Turn 2.
 
It all started because Bower x Peach is an abomination of a pairing that should never happen. It is such an abomination it broke reality.
You mean Bowser x Peach, right? Bower, as far as I recall, only ever showed up in Super Mario RPG.

No New Devourer. For one thing, that took decades of full stalemate combat between the Orks and Tyranids before it came about.

Second, the liquid nature of the ND's style of warfare would make it an absolute pain to try to use here. Both to play as, and to GM.
Really? Oh dear. My guys basically fight like that, but use enough more Superscience than Hyperbiology that it looks clean. Is 'we're really good at our current task, but vulnerable to rapid changes' really that hard to roleplay?

I can't play TBSL if I'm Krork, and I can't play normal Orks when I'm the highest tech fewest number faction tier.
TBSL?

I just give people percentages because fuck math.
Any word on my rules update? Make 'growth by percentage' into 'growth by percentage of original numbers'?
115% growth. I know that's probably not how percentages work but w/e.
I suppose that answers that, then; for the sake of consistency the answer is yes.

The issue with Necromancy is that it rips the soul from the afterlife and binds it to the body to give the undead their ability to act without being essentially puppets on strings that would need constant baby sitting.
I assume that mind control is a lot easier than just programming the zombies/turning yourself into a hivemind?

golemcrafting was banned after it was found that the golems were mindless because the practice put the elementals in so much pain they couldn't think; "mindless" undead are similarly suffering and intelligent but unwilling undead are also in constant pain and dysphoria
That only means Arcane golems, surely? Traditional golems (like the Golem of Prague) are closer to Creating Life, or possibly Truenaming Robot.
 
Really? Oh dear. My guys basically fight like that, but use enough more Superscience than Hyperbiology that it looks clean. Is 'we're really good at our current task, but vulnerable to rapid changes' really that hard to roleplay?
No, that's not the ND. I know this because you say your forces are "vulnerable to rapid changes".

You're not the ND, they're your kryptonite. They are rapid change incarnate. They can totally overhaul their entire army composition in hours. They could pull off a totally different army and tactic almost every combat post.
Reference to a game offsite. Complicated.
 
No, that's not the ND. I know this because you say your forces are "vulnerable to rapid changes".

You're not the ND, they're your kryptonite. They are rapid change incarnate. They can totally overhaul their entire army composition in hours. They could pull off a totally different army and tactic almost every combat post.

Reference to a game offsite. Complicated.
I think you can include that as part of the feature of your units and "tech".
My army is also kinda all about changes. Nearly every one of my units can have wildly differeing equipment, can teleport into the battlefield and can even switch loadouts if I am creative enough.
Hell, I can literally change the weather to better fit my purposes.
 
My army is also kinda all about changes. Nearly every one of my units can have wildly differeing equipment, can teleport into the battlefield and can even switch loadouts if I am creative enough.
Yeah, but your dudes are still the same organisms at the end of the day. They wield different guns, armor and gadgets, but they remain the same fundamental thing.

The ND are not so kind to GMs.
 
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