In the grimdark future of the 41st Millenium, there is only war. In this galaxy wide, constant war, there are multiple smaller conflicts. One of these is the brewing conflict for the Roellian Sub-sector, two planets previously thought insignificant, now given deadly new importance. The forces of Chaos are encroaching on this sub-sector, drawn by a beacon even they do not understand, and the Imperium has no idea why the Archenemy is suddenly arriving. The stalwart Imperium and the un-predictable powers of Chaos, however, are not the only forces drawn here by this beacon. Lead your army on to victory in this sub-sector, and discover the secrets of the Roellian sub-sector. Claim them for your race, your gods, your nation....or perhaps, for your own interests?
Basically, players will be permitted to pick a faction from the universe of Warhammer 40k, and lead this army into battle. Now, this does not mean you can pick the Ultramarines and you get EXACTLY what they have, nor will you be able to play a canonically existing character. However, you can pick a canonical chapter/regiment to play, though I HEAVILY endorse creating your own chapter/regiment/warband etc etc. HOWEVER, stay within the realms of logic, this is a serious roleplay and any factions that do not meet MY standards WILL be DENIED. No matter what faction you pick or make, however, your numbers will be rolled for just like all other factions. Now, the factions you can play as are limited, obviously, as some factions likely won't be there, such as the Ever-hungering Tyranids, those factions that are allowed are as follows
- Imperial Guard
- Inquisition (Maellus or Heraticus with each having access to their respective chamber militant [Grey Knights and Sisters of Battle respectively])
- Space Marines
- Chaos (You may choose to be aligned to any of the 4 Major Gods, or Undivided. Furthermore this faction encompasses both Chaos Space Marines, Daemons, and mortal followers)
- Dark Eldar
What will be done?
Like any other Nation RPs, you will do various things from managing an army list, appointing commanders and creating fluff or background for your faction's presence in the sub-sector, whether they were assigned there, came for their own reasons, or even arrived by accident (The Warp works in mysterious ways). Every post, excluding IC Planning sessions and the like, will represent a turn/the passing of time. Your faction can choose to work towards researching new technologies or acquiring more support, all while fighting for control of certain strategic positions on the Strategic Map, which will represent each factions' sphere of influence in the game. The goal of the roleplay is to wipe out all opposing factions until yours, or that of your alliance, is dominant. Rules will be heavily enforced and numbers will be kept to my own standards to prevent cheating or outright "godmodding". Although players that would be canonically allied will be so in the beginning, I won't restrain your ambitions. You can make any diplomatic deal you want, Ceasefires, Alliances, even Trade of technology (Although this one will be particularly hard on your GM).
Erm, 3 of these factions are Imperial, won't they just steam-roll the rest of us?
The answer to this, dear player, is no! For several reasons, the Imperium will be balanced so that all other factions aren't simply brushed aside. However, I won't be so heavily weighing them down that they, as a whole, are only as threatening as a single threat. Let me make this clear, the Imperium WILL be a large threat, as they are multiple allied factions, but they will not be an unstoppable wave of destruction.
1. The Imperium's large number of players will mean that they have a larger empire to manage. This means that they will be more susceptible to logistics issues, and have to fight on more fronts.
2. These factions, so long as they are allied, will be working together. This means that one incompetent or selfish player can open a huge hole in the defenses. Ex. Losing a position they were supposed to defend, going rogue
3. They will no doubt be a high-priority target for the other factions, meaning they will most assuredly NOT simply be able to say "ALL FORCES, CONVERGE ON POINT CHAOS AND END THEIR HERESY!" Or at least, not if they want to continue existing
4. If too many player go Imperial, I will give the other players more numbers to compensate.
This is a great idea! How many Players are you accepting?
Why thank you, dear sir/madam! I will be accepting up to 8 Players, but I won't start until we have at least 4. There will also be room for players to enter and leave at will ex. A regiment/chapter is called away to a more important front, a new regiment arrives to aid, a warband retreats to the warp, a new WAAAGGHHH is started, etc etc.
Mechanics: While the minutae will be left for my eyes, there will be actual mechanics to this game in the form of dice rolls. Everything from how many reinforcements you get to how well your troops perform will ultimately be influenced by dice which I will roll. This will be modified based on traits and tactics but there will always be a degree of randomness to it. On that note, that also means you WILL lose battles unless youíve bribed Tzeentch to rig my dice and your tactics are like that of Creed himself. Itís part of the game and donít get snippy if something insane happened like a bunch of grots beat your assault terminators. Iíll get more in depth on this stuff later, mostly once there's enough players and the OOC is up.
Name: The name of your force. Fairly self explanatory
Faction/Race: Equally self explanatory.
Description: Whatís the basic color scheme of your force?
History: A brief history explaining their origins and/or deeds. You can leave this blank if you wish although it will be incorporated into wargear/traits if you have it.
Doctrine: How does your army typically fight? A brief description will be adequate. You can also leave this blank if you want by I donít recommend this as this will be the main way I determine traits. If this and history are blank traits will be determined by me are up to my whimsy.
Army Traits: Leave this blank for the time being. Iíll be generating these based on either my whimsy or your history and doctrine. These will consist of 5 traits that affect your army as a whole. Two negative, Two positive, and one neutral.
Commander: The name of your commanding officer
Unit Type: Broadly speaking what type of unit is he. Really any sort of commander from the game is allowed and you can even take cues from other games. Want a Kommando Nob or an Arch-Cryptek to be in charge? Go ahead! Bear in mind I must approve these.
Wargear: Do not pick these. Iíll generate these for you. Record them here.
Commander Traits: Similar to army traits leave this blank. Your Commander will get three traits based on his unit, doctrine, and history. These will affect how he performs when on the field personally among other things.
Bodyguard: The creme of your force. For all intents and purposes these guys will be around your commander to the end. They can be formed from any elite unit in your army and armed basically any way you want within reason.
The Army: The meat and potatoes of your force. Simply fill in what units youíd like. Iíll provide the numbers. As a note, if a unit has at any point been statted in either a codex or Forgeworld, that unit is up for grabs assuming it fits its respective category. Things like Contemptor Dreadnoughts, Dark Eldar Tantaluses, Tomb Stalkers, and Chinorks are all well and good. As a general note, bear in mind the higher quality stuff you ask for, the less youíll get. Think on that before loading up on the seemingly rare and unstoppable.
Troops: Your primary infantry. This is the backbone of your army, your guardsmen, guardians, tactical marines, etc. These are your basic units for lack of a better word. Do NOT select elite units for this as they will be vetoed. There is a touch of wiggle room in this regard (for instance, ratlings are considered elite, but would be acceptable here) so feel free to ask me to verify what is acceptable or not. You may take repeats of units if you wish.
Elite: This is where you put your real elites, your Terminators, Meganobs, Stormtroopers, etc. They must be infantry and can be customized to a relative degree.
Vehicles: Your armored support. These can be anything from transports to tanks to monstrous creatures if your army allows it. However, superheavy vehicles and gargantuan creatures are forbidden at the start. Fliers are also restricted to their own slot. Note: Try to be specific with the vehicle's pattern if applicable. A Land Raider Crusader is quite different than a Terminus Ultra for instance.
Aerial Support: Your sole selection of a flying unit at the start. This selection can be anything from flying transports like a Valkyrie to gunships like a Storm Talon. This is for true fliers only, skimmers like Falcons or Ghost Arks do not count. If you donít want a flier unit, you may substitute this for a fourth vehicle selection.
Tomato. Write this somewhere/somehow in your sheet as proof youíve read up to here.
As a general note, this thread is just for the expressing of interest. Unless you want to be a really eager beaver, you don't need to make your lists just yet.
Furthermore, if you want to root around for weapons/units links here and here are quite handy if you don't want to ask around.