The Irish Sanctuary: Tier B.
Leader: Ghastly Bespoke
Why are you here?: In one dimension, Ghastly Bespoke is killed by a knife to the back. This didn't happen here, as Ghastly was wearing one of the suits he was famous for. Instead knocked out by Ravel, he is kept in the Gaol while Ravel makes his announcements. Freed by Skullduggery as part of his conditions for helping Ravel against the Warlocks, he helped to man the walls against the warlocks, before being hospitalised by the return of Darquesse. Due to the butterfly effects the result from Ghastly living, the battle against Darquesse resulted in untold devestation. Millions were killed, and even the Cradles of Magic begin to fade. But, eventually, she is defeated. And all that is left is Roarhaven, standin alone in a blackened land. So Ghastly, now the Grand Mage due to the rest of the Elder's death, commands the last of the Dimensional Shunter to find them a place to live. A place where they can survive. And so the Irish Sanctuary, the city of Roarhaven, come to arrive.
Tier B gets
1,250 beasts of War - The remainders of the Irish and UK's tank forces that had managed to seek safety in Roarhaven. Mostly Challenger IIs.
68,750 elite infantry -- The above average mages of Roarhaven that fought in the battles of the sanctuaries and the Cleavers.
250,000 Infantry -- half the remainder of the UK and Irish armies, half low to mid level mages in here.
25 heroes
-The Dead Men [Tab]--Skullduggery Pleasant [Tab]--Ghastly Bespoke [Tab]--Dexter Vex [Tab]--Saracen Rue [Tab]--Valkyrie Cain
-China Sorrows
-Tanith Low
-Billy-Ray Sanguine
-The Black Cleaver
-Fletcher Ren
-Solomon Wreath
-Rest exchanged for Artifacts
You get 10,000,000 Civilians
Traits:
Cradle of Magic: Magic has always been strong in the Emerald Isle, and that is even true in a new dimension. Bonus to numbers of mages, bonus to magic research, bonus to power of magic
Dead Men still alive (mostly): The Irish sanctuary has always been known to have great men, greater than others. Bonus to power of heroes.
A broadsword in one hand, a magic spell in the other: Even with the acceptance of all the many developments of mortals, somethings just don't change. Bonus to all infantry types.
Disadvantages:
Survivors, not Scientists: When the refugees ran to Roarhavens walls, those that came weren't the scientists, they were the ones near, the ones hardy enough to get there. Minor disadvantage to conventional research
Wait, we're a nation state now?: The sanctuary was technically a nation. Technically. In reality lacks many of the parts that a nation should have. Well, making them up on the fly can't be that bad? Small malus to long-term diplomatic relationships [Small gaffes, long response periods, ect. Basically means I need to actively maintain relationships], Small malus to internal stability [What's the health and safety laws? We'll get back to you on that]
The world is ending. Again: For some reason, world ending threats seem to be a regular occurrence. Fun. Increased chance of disasters and stuff like that.
Location: Dark Red circle, blue border below the steelbanes.
Why are we still accepting new applicants? Mental is already swamped as it is and Go is nowhere to be found. We don't have the GM capacity to keep accepting new people without killing the game. . .
Why are we still accepting new applicants? Mental is already swamped as it is and Go is nowhere to be found. We don't have the GM capacity to keep accepting new people without killing the game. . .
Would you prefer it if I left, and the GM capacity was even smaller? Plus, the net number of players is the same, given that I'm not playing my now defunct faction.
Why are we still accepting new applicants? Mental is already swamped as it is and Go is nowhere to be found. We don't have the GM capacity to keep accepting new people without killing the game. . .
Say, you have 10 GWEs and 1000 tanks.
But you want 1500 tanks.
That means in order to raise something by 50% you have to lower something else by 50%.
Or take away percentages from multiple categories to get the 50%.
In this case you only have 5 GWEs (-50%) in order to get +500 tanks (+50%)
Why are we still accepting new applicants? Mental is already swamped as it is and Go is nowhere to be found. We don't have the GM capacity to keep accepting new people without killing the game. . .
I'm not swamped so much as I like to take my time with my players and actually role play and have fun rather than just spit out and receive mechanistic orders; and @go123452 and @Gears are right there and @Estro is available if you want them. :U
Most of my players are doing their interactions with one another first before giving orders. You know, role playing. The intent is to have more of it here than the last game.
Imperium Secundus
Force Composition: Mixed force of Imperial Guard and Space Marines from Warhammer 40k Leader: Chapter Master Valtus Moran Alliance: None currently. Why are you here? Both the Imperial Guard forces and the Space Marines of the Iron Knights chapter were originally destined to assist fellow Imperial forces during the onslaught of the 13th Black Crusade. However, due to the chaotic nature of the warp, they found themselves somewhere far different. With their forces unexpectedly bolstered, and with the addition of several million civilians, the Chapter Master took direct control of the clustered imperial forces, and ordered his forced to make landfall on the closest planet, Xarmarazdik.
Tier A Faction:
Ground Forces: From swarms of infantry, to massive titans, the Imperium of Man has no shortage of ground troops.
2 Great war engines
1 Warlord-class Battle Titan: The most common type of Titan fielded by the Imperium. Heavily armored, and possessing a massive amount of firepower, these gods of war are nigh unstoppable on the battlefield.
1 Capital Imperialis: A Gigantic mobile fortress, protected by multi-layered void shields and hundreds of smaller bolter emplacements. Essentially a land battleship and mobile command center. Although its most deadly asset is its massive Behemoth Cannon, capable of killing thousands in a single shot.
25 war engines
8 Baneblades: Called "Land Battlecruisers" by some. Giant heavily armored tanks, dealing heavy amounts of damage and firepower to anything that crosses into their paths. Loaded with many different kinds of weaponry, none can stand against the hammer of their guns.
6 Warhound-class Scout Titans: The smallest class of Titan, the Warhound is used for reconnaissance and flanking roles when up against other titan-sized war machines. It may be the smallest titan, but it is still extremely deadly against tanks and infantry.
11 Shadowswords: Based of the chassis of the Baneblade, the Shadowsword instead carries a Volcano Cannon, specifically used to take down enemy titans on the battlefield.
2,500 beasts of war
900 Leman Russ Battle Tanks/Variants: The main battle tank of the Guard. Rugged and dependable, this tank has been used for centuries, all the while never decreasing in effectiveness. The IG fields these easy-to-produce tanks in overwhelming numbers.
100 Macharius Heavy Tanks: Known as the "Second Generation Baneblade" by many in the Guard, even though it has less firepower, armor and effectiveness when compared to the super heavy tank. Despite these drawbacks, it is still far superior to a Leman Russ, and is a force to be reckoned with on the battlefield.
1,000 Basilisk Self-Propelled Artillery Guns: While the Leman Russ may be the most used tank in the Imperium, the Basilisk is the most used artillery piece. Often used in the hundreds to smash enemy forces into the dust.
250 Griffon Heavy Mortar Carriers: Providing medium to close range fire support, the Griffon packs a heavy mortar, excellent against infantry and light vehicles.
150 Praetor Armored Assault Launchers: Massive lumbering vehicles, these big brutes carry a massive missile launcher, providing anti air and artillery support when needed.
90 Predator Battle Tanks: The main battle tank of the Space Marines, heavily armed and armored. Like most Space Marine vehicles, built on the Rhino chassis, much like how most Guard vehicles are built on the Chimera chassis.
10 Spartan Assault Tanks: Massive variants of the Land Raider, these behemoths are heavily armored and armed. Only the strongest weapons can pierce its durable hull. Used by Space Marines to carry marines into battle and provide heavy fire support.
5,000 cavalry
3,000 Chimera Transports: The basic transport and light tank of the Imperial Guard, capable of ferrying men to the battlefield and providing fire support with its weapons.
1,200 Hydra Flak Tanks: Light Anti-air tanks, their four autocannons spewing shells into the skies to take down even the fastest aircraft. Although it is strange, the Anti-air battery can also be used to deadly effect against infantry and light vehicles.
700 Tauros Venators: Fast attack vehicles, the Tauros Venator is a modification of the original Tauros. This version is armed with a pair of heavier weapons, and an extra pair of wheels. Regardless of the increased weight, it is still an impressive hit-and-run attack vehicle.
80 Rhinos: The primary transport of the Space Marines. Fast, well armored but lightly equipped in the way of weaponry, for it is not the Rhino that the enemy has to worry about. It is what it carries within it.
20 Dreadnoughts: When a Space Marine has suffered mortal wounds in battle, and they cannot be saved, they are entombed into these mighty war machines, so that they may continue to fight on with their brothers.
2,500 elite infantry
The Chapter is made of 10 companies of 100 marines, 10 marines each forming a squad, with each company also including a Captain, Apothecary, Standard Bearer, Chaplain and Company Champion. The First Company contains the veterans of the chapter, all elite warriors battle hardened over hundreds of years of battle. They are all also trained to use the deadly Terminator Armor, turning each man into a walking tank.
The Second to Fifth Companies are standard battle companies, each containing 6 Tactical Marine squads, 2 Assault Marine squads, and 2 Devastator Marine squads. These are the companies, along with the first company, most often seen on the field of battle.
The Sixth to Ninth Companies are reserve companies, only deployed to the battlefield if support is needed. The 6th and 7th are entirely made up of Tactical Marines, while the 8th is composed entirely of Assault Marines, and the 9th is completely made up of Devastator Marines.
The Tenth and final company contains the Chapters Scouts, or recruits. They serve as the snipers and recon teams of the Chapter, gathering information and providing impressive fire support from afar. Aside from using sniper rifles, they can also use the same weapons as any normal battle-brother.
10 Space Marine Captains: Leaders of each company, they are great warriors and leaders, often leading their brothers to victory. Along with these roles, they also handle the logistics of the Chapter, making sure all their brothers get what they need.
10 Librarians: Space Marines that have the ability to tap into the warp, and use its powerful energy in battle and support of his brothers. Librarians can do many things with their powers, from firing lighting to their fingertips to healing and enhancing the abilities of his allies.
10 Apothecaries: The medics of the Chapter, Apothecaries are there to ensure the survival of wounded marines. They also have another grim task; to collect the Chapters Gene-seed from its fallen warriors, to ensure it does not fall into enemy hands.
10 Techmarines: Although not actually attached to any companies, Techmarines are there to ensure the vehicles, armor and weapons of their brothers perform the best they can. They are experts at construction and repairing broken machinery and structures. Even though they are mostly used in a support role, they are still deadly warriors in combat.
10 Company Champions: The greatest warrior in the company, these Marines are the best of the very best. Armed with mighty armor and weapons, they scour the battlefield for the champions of the enemy, striking them down with ease.
10 Standard Bearers: Ancient warriors, these men after hundreds of battles are chosen to bear the banner of their company into battle. They are not defenseless, however, as they are armed as well as any Space Marine.
10 Chaplains: Wearing pitch black armor, and their helmet painted over with a white skull, Chaplains look frighting to many observers on the battlefield. They are the spiritual leaders of a Space Marine Chapter, and make sure no marine falls to heresy.
100 Veteran Marines/Terminators: The Elite and best Space Marines in the Chapter. Veterans of many battles, they are also trained to use Terminator Armor, which they can choose to wear at any time.
440 Tactical Marines: The most versatile, tactically flexible and the bread and butter of a Space Marine chapter. To become one, they must prove themselves in all aspects of warfare, and can be armed with many different armaments.
180 Assault Marines: These Marines are equipped with a Jump Pack, allowing the marine in heavy armor to move large distances easily. They strike fast and quickly, destroying enemy forces in melee and close combat before leaping back out of the fray.
180 Devastator Marines: A Chapters long range and heavy fire support, these guys bring all sorts of explosive and massive weapons to the battlefield, ranging from anti-tank missile launchers to heavy bolters.
100 Scout Marines: Scouts are new recruits who have advanced enough in their training to begin fighting with the chapter. They can use a range of weapons, to sniper rifles and shotguns, to normal bolters and chainswords.
Total of 1,070 Space Marines
1,430 Storm Troopers: The best of the best the Imperial Guard has to offer. Equipped with the best weaponry, armor, and equipment, these brave soldiers show all what mere mortals are truly capable of.
100,000 Infantry
100,000 Imperial Guardsman: The bread and butter of the Imperial Guard. Trained in the fires of numerous battles, these brave men and women hold the line against the dark terrors of the galaxy.
300,000 Chaff Infantry
300,000 Imperial Guard Conscripts: Soldiers given little training, these men are recruited from almost every world in the Imperium. Few survive their first battles, but those that do soon rise to become the best the Guard has to offer.
10 heroes
High Chaplain: The head of the Chaplaincy, oversees the spiritual health of the Chapter. He, along with his fellow Chaplains, seek and destroy heresy wherever it is found.
Chief Apothecary: Leader of the Apothecarion, responsible for all the apothecaries within each company. He trains new medical staff if any are lost on the battlefield.
Master of the Forge: The head Techmarine in a Space Marine Chapter, oversees the vehicles and armory. Conducts repairs with the help of servitors or other Techmarines.
Chapter Champion: One of the best Marines in the entire chapter, sworn to protect the life of the Chapter Master. He will fight for his leader in combat against any foe who dares to threaten the lives of him or his brothers. A warrior of immense skill, only the greatest of enemies can stand against his wrath.
Chief Librarian: The strongest psyker in a Space Marine chapter, the Chief Librarian is also responsible for training new librarians, and for looking after the most powerful and dangerous relics that are housed in the Librarium.
Lord General Militant: The commanding officer of whole battle groups of Imperial Guard Regiments. Well versed in the tactics and strategies used in warfare, only a fool would underestimate them merely because of their flashy golden armor.
4 Honor Guards: Devoted to keeping the Chapter Master safe, these are the elite warriors. Often, a Chapter Master will ask for their help in making decisions, as they are old, wise and skilled in more ways than just the art of war.
Navy Forces:
All swapped out for more tanks
Air Force: This will include both the Air force and the space navy of my forces.
3 airships
1 Space Marine Battle Barge, Ferrum Fide: The capital ship of a Space Marine chapters fleet, used to ferry large numbers of Astartes to and from the fields of war. Heavily armed and armored, they are truly dangerous foe.
2 Carrack-Class Transports: Used to transport men, vehicles and equipment from place to place. Although it is a transport, it is also well armed for its size, allowing these vessels to assist even in front-line combat operations.
25 heavy aircraft
10 Thunderhawk Gunships: Aerial transports used by Space Marine forces. Each gunship carries a staggering number of weaponry, from a turbo-distructor capable of striking down a scout titan with a lucky shot, to numerous projectile, laser and missile weapons.
15 Marauder Bombers: A gigantic bomber craft, the Marauder is capable of fighting not only in an atmosphere, but also in space as well. Armed with numerous weaponry, and 12,000 kg of bombs.
500 light aircraft
200 Thunderbolt Fighters: The workhorse of the Imperial Navy. Like the Marauder Bomber, the Thunderbolt is capable of operating both in an atmosphere and in the void of space.
200 Lightning Fighters: Air superiority fighters, the Lightning is the fastest fighter craft in the Imperial Navy. It is often seen or heard plummeting from orbit or being scrambled from naval bases.
100 Vulture Gunships: Variants of the Valkyrie Troop Carrier, the Vulture sacrifices its troop carrying ability for a massive increase in firepower, becoming an effective anti-armor gunship.
4,000,000 Civilians
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)
-Mere Men: The 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. Only through determination and sheer willpower can mortal men survive such horrors. (Chaff and Infantry forces more likely to suffer morale loss and break without discipline)
Starting spot: Black dot northeast of the Lizardfolk, southeast of Turgord, on the larger island.
-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)
It also makes you faster. And the way I see it, Tier A would win an early game fight, because guerilla tactics, but because teching up happens faster than producing units, horde factions have the late game advantage. Low-Tier factions are a longer term investment, basically.
Incidentally, @Estro? I do love Skulduggery Pleasant, but I'm annoyed at the spoilers. (My library won't buy books from bookstores, so I'm still on book five.)
Incidentally, @Estro? I do love Skulduggery Pleasant, but I'm annoyed at the spoilers. (My library won't buy books from bookstores, so I'm still on book five.)
No, I mean Only War has four times the number of troops (from the equivalent Tier), and then produces half again that many every turn. To match it, a regular faction would need 200% increase every turn.
It helps if you remember that the production rate is actually fixed, just abbreviated to [percentage of original] for simplicity.
Imperium Secundus
Force Composition: Mixed force of Imperial Guard and Space Marines from Warhammer 40k Leader: Chapter Master Valtus Moran Alliance: None currently. Why are you here? Both the Imperial Guard forces and the Space Marines of the Iron Knights chapter were originally destined to assist fellow Imperial forces during the onslaught of the 13th Black Crusade. However, due to the chaotic nature of the warp, they found themselves somewhere far different. With their forces unexpectedly bolstered, and with the addition of several million civilians, the Chapter Master took direct control of the clustered imperial forces, and ordered his forced to make landfall on the closest planet, Xarmarazdik.
Tier A Faction:
Ground Forces: From swarms of infantry, to massive titans, the Imperium of Man has no shortage of ground troops.
2 Great war engines
1 Warlord-class Battle Titan: The most common type of Titan fielded by the Imperium. Heavily armored, and possessing a massive amount of firepower, these gods of war are nigh unstoppable on the battlefield.
1 Capital Imperialis: A Gigantic mobile fortress, protected by multi-layered void shields and hundreds of smaller bolter emplacements. Essentially a land battleship and mobile command center. Although its most deadly asset is its massive Behemoth Cannon, capable of killing thousands in a single shot.
25 war engines
8 Baneblades: Called "Land Battlecruisers" by some. Giant heavily armored tanks, dealing heavy amounts of damage and firepower to anything that crosses into their paths. Loaded with many different kinds of weaponry, none can stand against the hammer of their guns.
6 Warhound-class Scout Titans: The smallest class of Titan, the Warhound is used for reconnaissance and flanking roles when up against other titan-sized war machines. It may be the smallest titan, but it is still extremely deadly against tanks and infantry.
11 Shadowswords: Based of the chassis of the Baneblade, the Shadowsword instead carries a Volcano Cannon, specifically used to take down enemy titans on the battlefield.
2,500 beasts of war
900 Leman Russ Battle Tanks/Variants: The main battle tank of the Guard. Rugged and dependable, this tank has been used for centuries, all the while never decreasing in effectiveness. The IG fields these easy-to-produce tanks in overwhelming numbers.
100 Macharius Heavy Tanks: Known as the "Second Generation Baneblade" by many in the Guard, even though it has less firepower, armor and effectiveness when compared to the super heavy tank. Despite these drawbacks, it is still far superior to a Leman Russ, and is a force to be reckoned with on the battlefield.
1,000 Basilisk Self-Propelled Artillery Guns: While the Leman Russ may be the most used tank in the Imperium, the Basilisk is the most used artillery piece. Often used in the hundreds to smash enemy forces into the dust.
250 Griffon Heavy Mortar Carriers: Providing medium to close range fire support, the Griffon packs a heavy mortar, excellent against infantry and light vehicles.
150 Praetor Armored Assault Launchers: Massive lumbering vehicles, these big brutes carry a massive missile launcher, providing anti air and artillery support when needed.
90 Predator Battle Tanks: The main battle tank of the Space Marines, heavily armed and armored. Like most Space Marine vehicles, build on the Rhino chassis, much like how most Guard vehicles are built on the Chimera chassis.
10 Spartan Assault Tanks: Massive variants of the Land Raider, these behemoths are heavily armored and armed. Only the strongest weapons can pierce its durable hull. Used by Space Marines to carry marines into battle and provide heavy fire support.
5,000 cavalry
3,000 Chimera Transports: The basic transport and light tank of the Imperial Guard, capable of ferrying men to the battlefield and providing fire support with its weapons.
1,200 Hydra Flak Tanks: Light Anti-air tanks, their four autocannons spewing shells into the skies to take down even the fastest aircraft. Although it is strange, the Anti-air battery can also be used to deadly effect against infantry and light vehicles.
700 Tauros Venators: Fast attack vehicles, the Tauros Venator is a modification of the original Tauros. This version is armed with a pair of heavier weapons, and an extra pair of wheels. Regardless of the increased weight, it is still an impressive hit-and-run attack vehicle.
80 Rhinos: The primary transport of the Space Marines. Fast, well armored but lightly equipped in the way of weaponry, for it is not the Rhino that the enemy has to worry about. It is what it carries within it.
20 Dreadnoughts: When a Space Marine has suffered mortal wounds in battle, and they cannot be saved, they are entombed into these mighty war machines, so that they may continue to fight on with their brothers.
2,500 elite infantry
The Chapter is made of 10 companies of 100 marines, 10 marines each forming a squad, with each company also including a Captain, Apothecary, Standard Bearer, Chaplain and Company Champion. The First Company contains the veterans of the chapter, all elite warriors battle hardened over hundreds of years of battle. They are all also trained to use the deadly Terminator Armor, turning each man into a walking tank.
The Second to Fifth Companies are standard battle companies, each containing 6 Tactical Marine squads, 2 Assault Marine squads, and 2 Devastator Marine squads. These are the companies, along with the first company, most often seen on the field of battle.
The Sixth to Ninth Companies are reserve companies, only deployed to the battlefield if support is needed. The 6th and 7th are entirely made up of Tactical Marines, while the 8th is composed entirely of Assault Marines, and the 9th is completely made up of Devastator Marines.
The Tenth and final company contains the Chapters Scouts, or recruits. They serve as the snipers and recon teams of the Chapter, gathering information and providing impressive fire support from afar. Aside from using sniper rifles, they can also use the same weapons as any normal battle-brother.
10 Space Marine Captains: Leaders of each company, they are great warriors and leaders, often leading their brothers to victory. Along with these roles, they also handle the logistics of the Chapter, making sure all their brothers get what they need.
10 Librarians: Space Marines that have the ability to tap into the warp, and use its powerful energy in battle and support of his brothers. Librarians can do many things with their powers, from firing lighting to their fingertips to healing and enhancing the abilities of his allies.
10 Apothecaries: The medics of the Chapter, Apothecaries are there to ensure the survival of wounded marines. They also have another grim task; to collect the Chapters Gene-seed from its fallen warriors, to ensure it does not fall into enemy hands.
10 Techmarines: Although not actually attached to any companies, Techmarines are there to ensure the vehicles, armor and weapons of their brothers perform the best they can. They are experts at construction and repairing broken machinery and structures. Even though they are mostly used in a support role, they are still deadly warriors in combat.
10 Company Champions: The greatest warrior in the company, these Marines are the best of the very best. Armed with mighty armor and weapons, they scour the battlefield for the champions of the enemy, striking them down with ease.
10 Standard Bearers: Ancient warriors, these men after hundreds of battles are chosen to bear the banner of their company into battle. They are not defenseless, however, as they are armed as well as any Space Marine.
10 Chaplains: Wearing pitch black armor, and their helmet painted over with a white skull, Chaplains look frighting to many observers on the battlefield. They are the spiritual leaders of a Space Marine Chapter, and make sure no marine falls to heresy.
100 Veteran Marines/Terminators: The Elite and best Space Marines in the Chapter. Veterans of many battles, they are also trained to use Terminator Armor, which they can choose to wear at any time.
440 Tactical Marines: The most versatile, tactically flexible and the bread and butter of a Space Marine chapter. To become one, they must prove themselves in all aspects of warfare, and can be armed with many different armaments.
180 Assault Marines: These Marines are equipped with a Jump Pack, allowing the marine in heavy armor to move large distances easily. They strike fast and quickly, destroying enemy forces in melee and close combat before leaping back out of the fray.
180 Devastator Marines: A Chapters long range and heavy fire support, these guys bring all sorts of explosive and massive weapons to the battlefield, ranging from anti-tank missile launchers to heavy bolters.
100 Scout Marines: Scouts are new recruits who have advanced enough in their training to begin fighting with the chapter. They can use a range of weapons, to sniper rifles and shotguns, to normal bolters and chainswords.
Total of 1,070 Space Marines
1,430 Storm Troopers: The best of the best the Imperial Guard has to offer. Equipped with the best weaponry, armor, and equipment, these brave soldiers show all what mere mortals are truly capable of.
100,000 Infantry
100,000 Imperial Guardsman: The bread and butter of the Imperial Guard. Trained in the fires of numerous battles, these brave men and women hold the line against the dark terrors of the galaxy.
300,000 Chaff Infantry
300,000 Imperial Guard Conscripts: Soldiers given little training, these men are recruited from almost every world in the Imperium. Few survive their first battles, but those that do soon rise to become the best the Guard has to offer.
10 heroes
High Chaplain: The head of the Chaplaincy, oversees the spiritual health of the Chapter. He, along with his fellow Chaplains, seek and destroy heresy wherever it is found.
Chief Apothecary: Leader of the Apothecarion, responsible for all the apothecaries within each company. He trains new medical staff if any are lost on the battlefield.
Master of the Forge: The head Techmarine in a Space Marine Chapter, oversees the vehicles and armory. Conducts repairs with the help of servitors or other Techmarines.
Chapter Champion: One of the best Marines in the entire chapter, sworn to protect the life of the Chapter Master. He will fight for his leader in combat against any foe who dares to threaten the lives of him or his brothers. A warrior of immense skill, only the greatest of enemies can stand against his wrath.
Chief Librarian: The strongest psyker in a Space Marine chapter, the Chief Librarian is also responsible for training new librarians, and for looking after the most powerful and dangerous relics that are housed in the Librarium.
Lord General Militant: The commanding officer of whole battle groups of Imperial Guard Regiments. Well versed in the tactics and strategies used in warfare, only a fool would underestimate them merely because of their flashy golden armor.
4 Honor Guards: Devoted to keeping the Chapter Master safe, these are the elite warriors. Often, a Chapter Master will ask for their help in making decisions, as they are old, wise and skilled in more ways than just the art of war.
Navy Forces:
All swapped out for more tanks
Air Force: This will include both the Air force and the space navy of my forces.
3 airships
1 Space Marine Battle Barge, Ferrum Fide: The capital ship of a Space Marine chapters fleet, used to ferry large numbers of Astartes to and from the fields of war. Heavily armed and armored, they are truly dangerous foe.
2 Carrack-Class Transports: Used to transport men, vehicles and equipment from place to place. Although it is a transport, it is also well armed for its size, allowing these vessels to assist even in front-line combat operations.
25 heavy aircraft
10 Thunderhawk Gunships: Aerial transports used by Space Marine forces. Each gunship carries a staggering number of weaponry, from a turbo-distructor capable of striking down a scout titan with a lucky shot, to numerous projectile, laser and missile weapons.
15 Marauder Bombers: A gigantic bomber craft, the Marauder is capable of fighting not only in an atmosphere, but also in space as well. Armed with numerous weaponry, and 12,000 kg of bombs.
500 light aircraft
200 Thunderbolt Fighters: The workhorse of the Imperial Navy. Like the Marauder Bomber, the Thunderbolt is capable of operating both in an atmosphere and in the void of space.
200 Lightning Fighters: Air superiority fighters, the Lightning is the fastest fighter craft in the Imperial Navy. It is often seen or heard plummeting from orbit or being scrambled from naval bases.
100 Vulture Gunships: Variants of the Valkyrie Troop Carrier, the Vulture sacrifices its troop carrying ability for a massive increase in firepower, becoming an effective anti-armor gunship.
4,000,000 Civilians
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)
-Mere Men: The 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. Only through determination and sheer willpower can mortal men survive such horrors. (Chaff and Infantry forces more likely to suffer morale loss and break without discipline)
Starting spot: Black dot northeast of the Lizardfolk, southeast of Turgord, on the larger island.
1,000 Basilisk Self-Propelled Artillery Guns: While the Leman Russ may be the most used tank in the Imperium, the Basilisk is the most used artillery piece. Often used in the hundreds to smash enemy forces into the dust.
Y'know that the far superior Minotaur are light enough to count as Beasts of War, right? (Of course, Basilisk is a staple of the guard and the Minotaur is rarer.)
I've seen about 3/4's of the episodes (I skipped some of the early stuff)
Y'know that the far superior Minotaur are light enough to count as Beasts of War, right? (Of course, Basilisk is a staple of the guard and the Minotaur is rarer.)