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

*Sigh* Here we go again.

Okay, how are these Traits:

++Perfected Logistics: The Grey Eternity has internalized the principles of teleportation, Esoteric duplication, and similar effects into its logistics. This makes their supply chains difficult to disrupt, and their production rates extraordinary.
(Translation: Production rate is ten times that of default. For reference, this is equal to the expansion rate of an Only War faction.)
Okay now I know you want to go partially Only War but that doesn't mean that you can get the same level of expansion of an Only war faction, I would suggest decreasing this traits effect so that it's still an increase in production but not on the level as an Only War faction.

+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 much unchanged from last draft. I don't want my biggest advantage stolen, but completely nullifying someone else's techsteal Trait seemed like bad form.)
This one is fine, no issues with it.
+Arsenal Of Tricks: The Grey Eternity has options for every contingency, up to and including enemy time travelers. (Admittedly, this last one involves submitting a complaint to Mechanus and fleeing the universe.) Chances of them encountering a problem they couldn't solve, granted sufficient time and numbers, are infinitesimally small.
(Translation: I want to begin with the majority of the techtree unlocked, including everything mission-critical. {I consider the 'make sapience difficult to control and very impractical to destroy' technology a mission critical technology.} Research can be fun, but I don't want it to be necessary for me to stay competitive. This doesn't mean my troops stomp their peers, though; I'm assuming no-one really gets to stomp Tier A?)
But this one? Nope, you don't get to start with a trait that means you start with most techs already unlocked. Not only is it extremely unfair it also makes little sense since even if you are extremely advanced it doesn't mean that you are advanced in every field. Also it's super vague which with a custom faction like your means you could pull a new tech out of thin air and handwave it with this trait. The only way i'd see this being allowed is if you provide the Gms with a comprehensive list of every tech you've got.

--Limited Development: The Grey Eternity's research is limited by several factors: Coelessence is a difficult field to advance, they don't really need anything else, and research isn't what they're is here for, anyway. The number of their active research projects is roughly half that of their peers, and this isn't going to change without major overhauls.
(Translation: Fifteen [10 public/5 secret] research projects is more than I want to deal with at once, eight [5 public/3secret] sounds manageable. Additionally, since this is essentially 'halved research for all Esoterics', it might be worth more than one Disadvantage. Win-win.)
My main issue here is that while this is a limiting factor it doesn't really have a constant impact when compared to the traits. If you are taking a research disadvantage i'd suggest something that doubles the time these projects take.

-Conscience as a Safety Measure: As the Grey Eternity's mission is to preserve autonomy, primarily of sapients, they cannot use methods that would destroy it. All methods of affecting the mind directly, including mind control, soul disruption, some types of hallucinogen, etc. are impossible unless the target consents, and restricted even then. Furthermore, any group that uses these without verified consent is considered an enemy, and cannot be traded with until they stop.
(Translation: It is possible to negotiate with me, but to probably half the planet, I act like an Only War faction. Or seem like one. Either way.)
This one is fine as long as you tone down the only war levels of production to match how much this limits your diplomacy.
-Resource Dependent: Coelessence-based technology requires rather more resources than most. Production is halved if they don't have a large supply of Esoteric materials to process.
(Translation: I have a significant disadvantage to turtling, which can be somewhat alleviated by scavenging my dead. The penaly is less intense than its counterpart bonus, but I see the disproportionate malus of Limited Development as counterbalancing it.)
If this is supposed to balance the arsenal of tricks trait then it needs to be a lot harsher, as in your stuff stops working without a constant supply levels of harsh.
 
++Perfected Logistics: The Grey Eternity has internalized the principles of teleportation, Esoteric duplication, and similar effects into its logistics. This makes their supply chains difficult to disrupt, and their production rates extraordinary.
(Translation: Production rate is ten times that of default. For reference, this is equal to the expansion rate of an Only War faction.)

+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 much unchanged from last draft. I don't want my biggest advantage stolen, but completely nullifying someone else's techsteal Trait seemed like bad form.)

+Arsenal Of Tricks: The Grey Eternity has options for every contingency, up to and including enemy time travelers. (Admittedly, this last one involves submitting a complaint to Mechanus and fleeing the universe.) Chances of them encountering a problem they couldn't solve, granted sufficient time and numbers, are infinitesimally small.
(Translation: I want to begin with the majority of the techtree unlocked, including everything mission-critical. {I consider the 'make sapience difficult to control and very impractical to destroy' technology a mission critical technology.} Research can be fun, but I don't want it to be necessary for me to stay competitive. This doesn't mean my troops stomp their peers, though; I'm assuming no-one really gets to stomp Tier A?)

--Limited Development: The Grey Eternity's research is limited by several factors: Coelessence is a difficult field to advance, they don't really need anything else, and research isn't what they're is here for, anyway. The number of their active research projects is roughly half that of their peers, and this isn't going to change without major overhauls.
(Translation: Fifteen [10 public/5 secret] research projects is more than I want to deal with at once, eight [5 public/3secret] sounds manageable. Additionally, since this is essentially 'halved research for all Esoterics', it might be worth more than one Disadvantage. Win-win.)

-Conscience as a Safety Measure: As the Grey Eternity's mission is to preserve autonomy, primarily of sapients, they cannot use methods that would destroy it. All methods of affecting the mind directly, including mind control, soul disruption, some types of hallucinogen, etc. are impossible unless the target consents, and restricted even then. Furthermore, any group that uses these without verified consent is considered an enemy, and cannot be traded with until they stop.
(Translation: It is possible to negotiate with me, but to probably half the planet, I act like an Only War faction. Or seem like one. Either way.)

-Resource Dependent: Coelessence-based technology requires rather more resources than most. Production is halved if they don't have a large supply of Esoteric materials to process.
(Translation: I have a significant disadvantage to turtling, which can be somewhat alleviated by scavenging my dead. The penaly is less intense than its counterpart bonus, but I see the disproportionate malus of Limited Development as counterbalancing it.)

Bland, but probably workable if we dial the numbers a bit for your bonus and need for resources. I think you may be overestimating the effect of your limited development: Because you are, by your own admission and traits, almost at the top of the tech tree not being able to tech up hurts you less than it would a faction with lots of easy opportunities to tech up, or a faction with a glaring weakness in a certain field of development.

I'm also going to echo that, with an original faction, the onus is on you to clearly establish all of your capabilities at the beginning of the game. Well, really everyone should do that, but if you fail to establish something you can't fall back on any cannon sources, and the GM's will probably rule against you.
 
They run on batteries I'm pretty sure, same reason Lasguns have power packs.

I think the only things that technically have infinite ammo are plasma weapons, though those eventually overheat and explode, so...
They run off power packs which can be exhausted in lengthy engagements. If an enemy doesn't give them the time to recharge them anyway. . .
They are powered by the Chimera's own generators. Same for many other vehicle mounted laser and plasma weapons.
They don't last forever but it's essentially inexhaustible in most engagements.
 
Anyone gets to stomp tier A.
What I mean is that a Tier A PC is not an entirely trivial matter to kill, unless you're an endgame faction. 'Beat with difficulty' is very much not the same as 'stomp'.
Bland, but probably workable if we dial the numbers a bit for your bonus and need for resources. I think you may be overestimating the effect of your limited development: Because you are, by your own admission and traits, almost at the top of the tech tree not being able to tech up hurts you less than it would a faction with lots of easy opportunities to tech up, or a faction with a glaring weakness in a certain field of development.

I'm also going to echo that, with an original faction, the onus is on you to clearly establish all of your capabilities at the beginning of the game. Well, really everyone should do that, but if you fail to establish something you can't fall back on any cannon sources, and the GM's will probably rule against you.
I intend to establish my units' capabilities fairly concretely in the Almanac. What I want a blank check for is 'do I have a counterspell, affordability not guaranteed'.
Basically, it's an extension of No Invincibility Shenanigans. I want a guarantee that I could reasonably win, even if I ignored research completely.
 
What I want a blank check for is 'do I have a counterspell, affordability not guaranteed'.
Basically, it's an extension of No Invincibility Shenanigans. I want a guarantee that I could reasonably win, even if I ignored research completely.
Again, not a GM, but nobody, not even @mr_stibbons with Ravinica gets a guaranteed hard counter to everything. Heck, nobody even has soft counters for everything.

As for ignoring research...
If it was like the Only War diplomacy drawback, where you could not do research even when it would be to your advantage to do so, then I could see something getting worked out. But wanting to win while ignoring part of the game simply because you feel like it doesn't strike me as fair to the other players.
 
Again, not a GM, but nobody, not even @mr_stibbons with Ravinica gets a guaranteed hard counter to everything. Heck, nobody even has soft counters for everything.

As for ignoring research...
If it was like the Only War diplomacy drawback, where you could not do research even when it would be to your advantage to do so, then I could see something getting worked out. But wanting to win while ignoring part of the game simply because you feel like it doesn't strike me as fair to the other players.
Well... Why? Soft counters to everything is, as I understand it, the objective of the early game. All I expect it to do is keep me from being steamrolled, and maybe let me make offworld/extraplanar bases a bit earlier.
@Mental Omega, your opinion is needed.
 
What I mean is that a Tier A PC is not an entirely trivial matter to kill, unless you're an endgame faction. 'Beat with difficulty' is very much not the same as 'stomp'.
I intend to establish my units' capabilities fairly concretely in the Almanac. What I want a blank check for is 'do I have a counterspell, affordability not guaranteed'.
Basically, it's an extension of No Invincibility Shenanigans. I want a guarantee that I could reasonably win, even if I ignored research completely.
Just to clarify: I meant assuming good strategy and tactics, I could win without the GM granting small miracles.
 
Muhkat Lomorki's sheet
An alternate to the Hive Horde:

WATERMELON STEVENS!

Tier J
Leader: Watermelon Priesthood (Collective leadership among the priests)
Why They Are Here: The Watermelon Stevens, a few days after defeating Malachite, suddenly experienced a massive transfer, in which not only did their population boom to an astronomical level, but they were brought from Mask Island to Xarmarazdik.
UNITS
12,800 catapults
1,279,990 Watermelon Calvary(Watermelon Stevens on Watermelon Horses!)
102,399,300 Watermelon Spearmen
2,000 Watermelon Longbow Archers
229,797,302 Watermelon Militia Archers
1760 Watermelon Priests
128,000 Gliders
13,823,998,000 Civilians
TRAITS
+Seed-filled bodies: Each Watermelon Steven is filled with massive amounts of seeds. This makes each one capable of harvesting their own young. Population grows much faster.
+Born Fighters: Watermelon Stevens, while somewhat peaceful, were originally born to fight and can provide a potential challenge in numbers even to higher-end fighters. At the very least, they can provide a distraction. Bonus to all land fighters.
+Buoyant: Watermelon Stevens, being somewhat light-weight, can traverse over the seas without needing ships.
-Uncanny Appearance: Watermelon Stevens can be somewhat creepy to humans. Minus to all interactions with humans.
-Young Species: Watermelon Stevens have only been around for several years. This makes them more naïve and vulnerable. Are more susceptible to foreign influence.
-Delicious Taste: Many beings find watermelons delicious. Watermelon Stevens are not exempt to this. Attract more predators.
 
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An alternate to the Hive Horde:

WATERMELON STEVENS!

Tier J
Leader: Watermelon Priesthood (Collective leadership among the priests)
UNITS
12,800 catapults
1,280,000 Watermelon Calvary(Watermelon Stevens on Watermelon Horses!)
102,400,000 Watermelon Spearmen
229,800,000 Watermelon Militia
1760 Watermelon Priests
128,000 Gliders
3,072,000,000 Civilians
TRAITS
+Seed-filled bodies: Each Watermelon Steven is filled with massive amounts of seeds. This makes each one capable of harvesting their own young. Population grows much faster.
+Born Fighters: Watermelon Stevens, while somewhat peaceful, were originally born to fight and can provide a potential challenge in numbers even to higher-end fighters. At the very least, they can provide a distraction. Bonus to all land fighters.
+Unassuming Appearance: Watermelon Stevens don't look overtly powerful or strong to outsiders. This gives them an advantage, at least initially, against higher-tier opponents.
-Uncanny Appearance: Watermelon Steven's can be somewhat creepy to humans. Minus to all interactions with humans.
-Young Species: Watermelon Stevens have only been around for several years. This makes them more naïve and vulnerable. Are more susceptible to foreign influence.
-Delicious Taste: Many beings find watermelons delicious. Watermelon Stevens are not exempt to this. Attract more predators.
Sorry for not weighing in on the last one; the formatting made it really hard to read on my phone. I rather like this concept, though. Is it from Steven Universe?
 
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Finished working out most of my traits and drawbacks. Thoughts?

Traits
+Heresy grows from idleness: The Imperium of Man, as large as it is, requires many resources, ammunition and supplies to fuel its titanic war machine. Entire worlds are turned into giant factories, churning out the weapons of war required to secure humanities protection against those who wish to see it burn. (Increase to manufacturing and production)

+Faith is your shield: Faith in the God-Emperor has been known to secure one's survival against even the most dangerous foe. His golden light empowers his followers, and drives back the heretic, the xenos and the mutant. Even the mightiest of daemons can be felled through his divine power. (Military has increased effectiveness against daemonic or tainted foes)

+Big guns never tire: The Imperial Guard uses many different tactics and strategies to achieve victory, even against the most powerful of foes. Massive tank assaults, cavalry charges, and even orbital bombardment pales in comparison to possibly the greatest weapon in the Guards arsenal; it's artillery. (Effectiveness of armored vehicles/artillery heavily increased)

Drawbacks
-Fear the Alien. Hate the Alien. Kill the Alien: Humanity as a whole distrusts all alien species, making alliances and agreements much harder, if not impossible. This hatred originates from the Age of Strife, when many xenos species took advantage of humanities suffering. (Diplomacy with non-human races receives a large penalty, diplomacy with abhumans takes a smaller penalty)

-Revere the Omnissiah: The Imperium has relied on technology and STC's made by ancient humanity in the age of strife. Rarely, do they create new inventions and weapons of their own. Such things are sometimes seen as heretical within the cult of the machine god. (Penalty to the research of new technologies)

-? (Still need to figure out one last drawback)
 
Finished working out most of my traits and drawbacks. Thoughts?

Traits
+Heresy grows from idleness: The Imperium of Man, as large as it is, requires many resources, ammunition and supplies to fuel its titanic war machine. Entire worlds are turned into giant factories, churning out the weapons of war required to secure humanities protection against those who wish to see it burn. (Increase to manufacturing and production)

+Faith is your shield: Faith in the God-Emperor has been known to secure one's survival against even the most dangerous foe. His golden light empowers his followers, and drives back the heretic, the xenos and the mutant. Even the mightiest of daemons can be felled through his divine power. (Military has increased effectiveness against daemonic or tainted foes)

+Big guns never tire: The Imperial Guard uses many different tactics and strategies to achieve victory, even against the most powerful of foes. Massive tank assaults, cavalry charges, and even orbital bombardment pales in comparison to possibly the greatest weapon in the Guards arsenal; it's artillery. (Effectiveness of armored vehicles/artillery heavily increased)

Drawbacks
-Fear the Alien. Hate the Alien. Kill the Alien: Humanity as a whole distrusts all alien species, making alliances and agreements much harder, if not impossible. This hatred originates from the Age of Strife, when many xenos species took advantage of humanities suffering. (Diplomacy with non-human races receives a large penalty, diplomacy with abhumans takes a smaller penalty)

-Revere the Omnissiah: The Imperium has relied on technology and STC's made by ancient humanity in the age of strife. Rarely, do they create new inventions and weapons of their own. Such things are sometimes seen as heretical within the cult of the machine god. (Penalty to the research of new technologies)

-? (Still need to figure out one last drawback)
is your army the imperium in general, or just a facet of it? For instance, @samdamandias is playing a mechanicus force.
 
Most of the Imperium in General, although it will mostly be made up of Imperial Guard/some Space Marine forces.

TITANS FOR EVERYONE!
Drawbacks
-Mere Men: Are armies of Man are made up of exactly that. Men. Normal folk who fight daily against monstrous xenos, terrifying demons, and even worse. For many it is a terrible and scarring experience, and those of a weaker sort fair even worse. (Chaff and Infantry forces more likely to suffer morale loss and break.)

I'm sure you could spiffy it up a bit, but here's something somewhat prominent in the Imperial Guard. I mean, there's a reason Commissars exist after all.
 
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