The Unification Wars (Warhammer 40K)

You don't have any Hives, you have the Commonwealth Vault which is going to give you 20 MP a turn.

As Units don't have any "Upkeep" so to speak, you should have no problem with your military.



Imperium moved up a bit so its actually where India should be. The Imperium gained no "additional" resources or MP.

You said we had to rebuild the forces we already had on the new system. That leaves me with less forces than I had on turn 1. . .
 
I had 13 by the old system, and not all of them were warrior units or conscripts either, I had a unique Power Armor Unit, Flyers, Light Armor, etc.

You've basically crippled me in the middle of a war with the Tek-Oasis. . .

Well, new system, new balancing. Although you said you had 42 Points worth of Units last turn, how did you manage that starting with 30+3 three turns ago?
 
Technocracy of the Cantons of Switzerland


The technocracy of the Cantons of Switzerland has long held out as a Bastion for Intellectuals fleeing prosecution from all
across the world. While most of the Country is deeply Catholic and aligned with the papal states to the South, the Cantons
have taken an interest in the arms-race across the world in order to secure their independance. While including only
hives of Minor size, those Hives are centres of production and brutally efficient when it comes to the churning out of
Warmachines and Trained Soldiers.
While inactive in outer conflicts until recently, the Technocracy Think-tanks have read the signs of times and decleared
themselves an active combatant in the struggle for independance and reorganisation for Terra. Prosecution of the
last independant Religions and the decrease of the overall conditions across Terra have led to a radical uprising and the
re-formation of the Cantons under an able Government for the duration of "The Struggle".

Head of State: Daniel Hubercht I.
Government: Religious Technocracy
Capital: Hive Bern
Population: High Millions
Military Points: -
Unique Military Units:

Les Loups-Garous (LLG)
These men at-arms is a unit of Infantry which rely on equipment and small-unit tactics to counter difficult circumstances and superior numbers. While poor at taking the field in open combat, they excel at sabotage, hit-and-run and destruction of equipment as well as denial of Ressources. These men and women are aided by skull-drones (so named for their shape, an early precurser of what may become servo-skulls) and Laser-powered rifles made to last for prolonged Combat under poor conditions. While the Technology still has its ways to go before perfection and super-mass-production, it is used in the field by these elite-troops. The training for the LLG, initially a long process, has been more streamlined over the past generations and while performance has dropped slightly, their numbers have increased to make up for that type of loss.
-Veteran (4 MP)
-Heavy Infantry (+2 MP)
Power: 17, Strength: 10, Moral: 90, Cost 6 MP per Unit



The Armaments of The Technocracy
The Armaments of the Technocracy is less of a military Unit and more of a doctrine and attitude of a minor state which has lived for milennia in the shadow of giants. The Armaments represent Cannons and Static defenses built into the very Fabric of their Cities, Borders and Fortifications. To Assault the Armaments of the Technocracy is daunting on many levels as one will run against GunBatteries, Trenches, Hidden, vast networks of Tunnels and Bunkers as well as High walls either natural or built.
-Professional (3 MP)
-Heavy Artillery (+2 MP)
Power: 12, Strength: 15, Moral: 80, Cost 5 MP per Unit


Harpie - Squadron
Harpie (fr. Harpy) is a heavy Figher which currently can be assumed to be the most brutal flying menace on Terra. While lacking slightly in speed, its toughness and firepower outmatches most other vehicles which dominate the sky. Harpie works in higher and lower orbits as well as durable for extended amounts of flight.
-Elite (5 MP)
-Heavy Air Forces (+2 MP)
Power: 22, Strength: 10, Moral: 100, Cost 7 MP per Unit


Sisyphus - Heavy Transport
The Sisyphus, and similar support-groups, are a purely non-combat unit. Albeit armed for self-defense, these massive ships and their smaller transports are the key to the Technocracy's warmachines. Able to haul massive warmachines and tens of thousands of solders through high-altitude, they are there to readily deploy even behind enemy lines.
-Conscript (2 MP)
-Heavy Air Forces (+2 MP)
Power: 7, Strength: 25, Moral: 50, Cost 4 MP per Unit


 
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Franc Clans

Head of State: Louranne the Imperishable
-Once a minor son of the leader of one of the larger Clans, Louranne gained prominence when he survived the attentions of a malfunctioning Commonwealth era medical lab. Much of his body was replaced with cybernetics during the event even if subsequent inspections by the Tekkists of his Clan removed many systems that were working at cross purposes or were simply "superfluous" as best they could tell (incidentally, these systems were sometimes successfully reimplanted in other warriors). Even with the problems this lead to the ancient technology allowed Louranne to dominate in personal combat against his rivals and he quickly rose in stature both in his Clan and in raids on others. Entombed in a excavated exoskeleton that further amplified his lethality, Louranne pushed forwards into ever increasing leadership positions until he found himself the nominal authority of all Francs. While he respects the alliances of his predecessors, he now looks beyond his borders for targets to reave and raid for plunder and technology.

Government: Confederation of Tribes (Despotic Feudalism)

Capital: Hive City Averlroi
-Averlroi. Once it might have been a mobile construct of some kind, fallen from space in some great cataclysm. Now it is the product of millennia of addition and rebuilding, turning it into a sprawling sealed city like some kind of slime mold spreading from it's spawning point.

Population: High Millions
-While the Hives are the center of industry and government smaller Clans often are settled in smaller ruins and shelters far from their bulk. Surviving off of genetically engineered fungus and mutant wildlife, these hardy bands raid their neighbors and shelter them the next day against the dangers of the wastes for that is their way. The most common means of travel are mutant or engineered herds of creatures that are hardy enough to survive the wastes and provide sturdy mounts for aspiring warriors to ride to battle on.
--OOC: Think of them as post apocalypse Mongols.

Major Clans:
-Arquitang: Mostly in the southern part of the confederation with branches in the north, most "pure" Franc bloodline (not saying much, as it's a bit altered from what we would consider base human; four fingers on the right hand and six on the left for example). Also most "civilized" due to static border with the Katholiks.
-Bardossen: The northern part of the confederation. Considered the over excitable cousins by the other Francs.
-Curdaux: Deyz got da kultur dey does. More or less the population of the capital Hive, and as such have on the whole adapted to such conditions.


Military Points: 20
-Conscript/Light Infantry (Looters): 1x3=3MP
--Free soldiers looking for a campaign to earn a name, either due to misdeeds or youthful idiocy.
-Professional/Medium Infantry: 1x3=3MP
--Clan troops who have proven themselves against their neighbors. Armed with quality weapons (proper autoguns and forged melee weapons) and flak vests, they are redoubtable soldiers.
-Professional/Medium Cavalry: 2x4=8MP
--True reavers, having cut their teeth in the saddle and amassed personal wealth with success in the field.
-Veteran/Heavy Cavalry: 1x6=6MP
--The best of the best, sworn to Louranne personally. Riders of the nastiest creatures of the wastes, armed with the deadliest weapons of the Clans, these men break the enemy when they take to the field.

Total: 20MP



Unit Descriptions:


Looters (Conscript/Light Infantry): Lightly armed and with little experience, these young men and women go out into the field in order to take plunder and make a name for themselves. Their skills in warfare might be lacking, but they have a lifetime of surviving the wastes to draw on and are practiced in evading pursuit.
Typical equipment: bow and arrow, autoguns, improvised/scavenged melee weapons, mutant leather clothing.
Close enough pic.

Watchmen (Professional/Medium Infantry): Having survived their formative years and succeeded in learning the harsh lessons of the wastes, these warriors have accumulated enough wealth to arm and garb themselves to standards comparable to other nation's main combat infantry.
Typical equipment: autoguns, flak armor, forged steel melee weapons.
Close enough pic.

Raiders (Professional/Light Cavalry): Dragoons with fast mounts. Well suited to pursuit and pillage, but are otherwise the same as their less well off or motivated kin in the Watchmen.
Close enough pic.

Marauders (Professional/Medium Cavalry): Closer to what is usually thought of as 'traditional' cavalry by 21st century armchair generals, these soldiers ride their mounts into battle and, while unsuited for taking fortifications due to that, can use battlefield features of the far future to close and eliminate their targets if firearms are unsuited to the job at hand.
Close enough pic.

Breakers (Veteran/Heavy Cavalry): The true elite. Only ever fielded as retainers due to the sheer cost of their mounts and weaponry, these riders are the Franc equivalent to armored units. Heavy weapons attached to their mounts add long ranged options while their monsters are fully capable of tearing apart vehicles with their natural strength.
Close enough pics, one, two.

Sentinels (Veteran/Heavy Infantry): Clan guards in primitive powered armor.
Close enough pic.
 
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I guess my Build up just vanished into thin air.

I have no way of winning this war now. I might as well quit. . .
 
A) Your foes could have been/will be hit just as hard as you.
B) We still don't have the "official" rules so far as I know.
C) Get some friends to hit them on another side?

A) No they won't because they apparently were able to scrape together twice my amount of forces as reinforcements last turn and my strategy and ability to send in reinforcements this turn was the only thing allowing me to win. Here I have no reinforcements able to come this turn because Hellhound has forced a complete rebuild of forces in direct contravention to him stating that he wouldn't penalize our existing forces. This hits me WAY harder than it hits them.

B) Yes we do, they're on the front page

C) None of my "Friends" are in the Altan Basin
 
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A) No they won't because they apparently were able to scrape together twice my amount of forces as reinforcements last turn and my strategy and ability to send in reinforcements this turn was the only thing allowing me to win. Here I have no reinforcements able to come this turn because Hellhound has forced a complete rebuild of forces in direct contravention to him stating that he wouldn't penalize our existing forces. This hits me WAY harder than it hits them.

B) Yes we do, they're on the front page

C) None of my "Friends" are in the Altan Basin

I know we conver most of this in discord. But those tek oasis troops were already headed to scrap in response to your absorbing the basin tribes.

You just reached scrap first, then got caught between them.
 
Hello, are there still spots to be had? And if so are the Jermani Clans taken? I read over the IC but i am not entirely sure if the Prussian Player counts as Jermani...Oo
 
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