- Pronouns
- He/Him
Deep within the Imperium Nihilus lies Hexos. A stable system under a pale yellow sun, Hexos VII has had the good fortune to avoid serious problems since M36, when a minor Ork Waaagh attacked and was then destroyed. It was the image of a stable, supportive, useful Imperial World. It tithed tallarn-styled guard regiments and ships from its great shipyards, was ecologically stable, and far enough from myriad war-fronts that it had not been seriously attacked for some time.
Then the Eye of Terror detonated and half the Imperium was plunged into darkness.
Hexos, previously self-sufficient and ignored save for a tithe of troops and ships, was now being tithed for food, people, and raw materials to sustain nearby planets and battlefronts. Decades of escalating needs taxed the planet further and further, driving the populace to desperate straights. The previous governor was murdered in an obvious chaos plot, provoking a wide ranging crackdown by an Inquisitorial agent and the arbites.
Then Guilliman replaced the high lords, raised the tithes, and approved the investigation of corruption in the governor's office.
This went over poorly. Within weeks, much of the planet's nobility were dead, the Governor was a proud rebel, the inquisitor's vessel had been boarded and captured by dockworkers, and the inquisitor ripped apart by those dockworkers, and the Arbites were besieged in the top spires.
The rebels demanded concessions but, even now, the loyalists refused. Instead, they put out a call for help. Within months, the surrounding systems had organized and deployed a response fleet. Nothing compared to what might have been mustered before the Eye, but enough to quash any half-baked rebellion.
Fortunately for the rebels, stranger things than the Imperium had designs upon Hexos…
Structure:
Each player takes control of a faction in the conflict around Hexos. Each faction has three objectives: A Primary, A Fallback, and a Survival objective.
A Primary objective is your faction's ideal outcome for this conflict. If you accomplish it, you've Won.
A Fallback objective isn't ideal, but it's something you're willing to accept. If you accomplish it, you've got a win, but it isn't a capital letter.
A Survival objective is the absolute minimum you're willing to settle for. Your superiors (If they exist) would rather you die than fail to accomplish this. If you accomplish it, you can at least say you lived to fight another day.
When an outcome is inevitable, hostilities cease, or we hit Turn 6, the game will end and we tally objectives.
Application:
Tell me what faction you want to apply for and give me a two-to-four sentence description of your faction and character.If you are accepted, you will be told your Faction Mechanics. These are not public information at the start of the game. Then decide on your starting assets with your team.
Adjusting Factions
If a faction's lore or the fluff of its objectives don't speak to you, feel free to adjust them with your application or suggest/request a change to objectives.
Please keep the general tenor of objectives the same. They should push you into conflict with other factions in ways analogous to the current writeups.
Interloper factions are more flexible than locals and invaders.
Ie. Dark Eldar could instead be a jilted Corsair looking to avenge themselves upon every space captain in the sector at once, but they're willing to settle for loot.
Genestealer Cults could instead be an Enslaver Infestation looking to prime the system for later invasion, or Orks making sure they can get a good WAAAAGH going at a later date.
Player Distribution
Up to eight players can be Rebels. Up to four can be Loyalists. Up to three can be in each Invader faction, and up to two in each Interloper faction. I will probably close applications with several empty slots.
Locals
Locals start with three assets (or two Militia and two other assets), and control over Locations that will be assigned at game start. They cannot take Space Marines.Rebels
You were loyal citizens. You were. But the screws have tightened and tightened and tightened for more than a century. Faith meant nothing to those above you, suffering went ignored by those meant to protect you. Eventually, it became unbearable, and when you spoke up those above you dared to shove a boot in your face.You refuse to accept it. You refuse the yoke. Now, you will bend Hexos into a thing made in your image.
If you apply for a Rebel faction, PM me and tell me if you want to start the game subverted or infiltrated by another faction, and if there's a particular faction you'd prefer to be subverted by.
Rebels may choose either Cults, Raiders, or Zealots as their faction unit regardless of subversion status.
Objectives
All true Rebel factions have the following objectives. Suborned rebel factions swap their primary objective for that of their backer.Primary:
Secure an independent Hexos with us in the government.
Fallback:
Secure significant concessions in the post-war status quo on Hexos, regardless of ruler.
Survival:
Ensure Hexos and its population are not destroyed.
Loyalists
To your horror, your own kin have fallen to treason. Do they not see the danger humanity is faced with? The horrors pressing in from every direction? Do they not see that their hardship is no cruelty, but a necessity? That it damns untold millions in the rest of the sector? Their selfishness, their cowardice, is monstrous to you, and their decision to bear arms unforgivable. Hexos must be brought into line.If you apply for a Loyalist faction, you are agreeing to potentially be a traitor, allied with a non-Imperial faction.
Objectives
All true Loyalist factions have the following objectives. Suborned loyalist factions swap their primary objective for that of their backer.Primary:
Crush the rebellion. Ensure Hexos rejoins the Imperium to deliver all of its tithes and you are rewarded for your loyalty.
Fallback:
Secure significant concessions in the post-war status quo on Hexos, regardless of ruler.
Survival:
Ensure Hexos and its population are not destroyed.
Factions: Invaders
Invaders get One Faction Asset, one Navy asset, and two additional Assets.Imperial Strike Force
The Imperium needs Hexos. Its resources, it ships, maintain the stability of the Imperium throughout the entire sector. This petulant rebellion threatens that stability and, worse, may inspire similar revolts in nearby worlds. Hexos will be brought to heel, or it will be destroyed.Objectives
Primary:
Crush the rebellion and ensure Hexos rejoins the Imperium to deliver all of its tithes without any concessions.
Fallback:
Negotiate concessions with the rebellion to bring Hexos back into the Imperium and ensure the delivery of its tithes.
Survival:
Ensure the destruction of Hexos.
Chaos Warband
Hexos was a long-term plan. Tzeentchian and Nurglite cults were slowly working their way through the planet's governership and arbites, preparing it for a grand rebellion. You had the governor. Then your carefully replaced governor got assassinated and the revolt ripped the cults apart as elitist collaborators.This is unacceptable. The rebellion must be Chaos, or must be quashed.
Objectives
Primary:
Ensure Hexos is overtaken by Chaos-oriented rebellion, providing a new staging grounds through which the ruinous powers can dismantle the Imperium Nihilus.
Fallback:
Ensure Hexos is retaken by the Imperium. Rebellion will be aligned with the Dark Gods, or will not happen.
Survival:
Ensure the destruction of Hexos.
Factions: Interlopers
Interlopers get one Faction Asset and two additional Assets.Dark Eldar
Hexos has been an annoyance for thousands of years. Too well fortified to attack directly, and well-positioned and garrisoned enough that its ships might intercept raids nearby. Rebellion has opened the door to opportunity. If the local fleets are devastated, raids on nearby worlds might become viable again. If Hexos is devastated, it may even join the menu.Objectives
Primary:Ensure that regional naval forces are so badly devastated that they cannot stop Dark Eldar raids into surrounding sectors. [More than half of the Imperial and Chaos aligned fleet assets have been destroyed at end of game]
Fallback:
Ensure that Hexos is so fundamentally indefensible that Dark Eldar raids become viable for the near future. [All native Hexos Orbital Defense, Fleet, and Shipyard Assets are destroyed at end of game.]
Survival:
Secure 8 units of Captives and export them to Commorragh.
Genestealer Cults
You were supposed to be in charge of this revolution. You were supposed to build up for long centuries, preparing, growing. But everyone jumped the gun and the Day of Ascension is hundreds of years away in the best case. Now you've got to make the best of it:Objectives
Primary:Ensure the government of Hexos is so spasmodic and brutal as to ensure a ready source of cult recruits in the future.
Fallback:
End the game with more intact Genestealer Cult factions than you started with.
Survival:
Ensure Hexos and its population are not destroyed.
Necrons
The Oruscar dynasty's most recent obsession is Authentic Imperial Media. Hexos' bustling underworld has proven a profitable source of such media. Now there's a war on, and that source is threatened. Secure it, or at least get a decent haul.Objectives
Primary:Construct a Dolmen Gate upon Hexos.
Fallback:
Secure a long term source of fascinating luxury goods and cultural exports for the Dynastic Elite.
Survival:
Secure 12 units of Baubles and export them to Thanatos.
Tau
The fifth wave of Tau expansion has been…going, as of late. Hexos wasn't truly on the list for future expansion, it's just barely in range but heavily defended and difficult to smuggle envoys to or from. But now the system is in open revolt and it would be foolish not to make the attempt.Objectives
Primary:Ensure Hexos joins the Tau as a member world.
Fallback:
Ensure the new government of Hexos is friendly to the Tau.
Survival:
Ensure Hexos and its population are not destroyed.
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