IC is up
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.
General Structure: Eventually, there will be a set of maps divided into territories with all of you holding one spot. Your entire army will be there which you can subsequently divide into individual battlegroups or keep them as a giant blob if you so desire. Battlegroups can technically be any size and any composition and can range from composite forces of thousands of men, to a few scouts ranging ahead. Separating or joining groups can only be done once per turn and when the game starts you may have anywhere from one to three separate battlegroups.
Turns: The game will be played out in turns, generally taking a few hours/days in game depending on whats happening (movements/capturing may be measured in days while combat may take place in terms of hours.) During a turn you'll basically have a certain number of battlegroups who will in turn have a pair of actions they are able to perform. Actions are fairly basic affairs where you can choose to move your group from territory a to b, capture a territory, or fortify. Movement is self explanatory: your group goes from their territory to a new one, how fast they do it depends on unit composition. A nimble group of landspeeders and assault marines will move quicker (say one action to cross territories) than a clunky group of terminators and centurions (perhaps 3 actions for them). Groups are only as fast as their slowest members unless you don't care if they get separated en route. Should two enemy battlegroups be in the same territory, combat ensues (see later). Capturing a territory requires a battlegroup consisting of at least 100 infantry to be in a territory you do not control and spending two actions to capture it. Captured territories provide you bonuses to reinforcements and possible additional goodies such as wargear and generally denotes your group's influence on the planet. Finally, you may fortify a territory a battlegroup is occupying. This also takes the group's entire turn and will provide defensive bonuses should an enemy engage. Fortifications are permanent unless someone devotes an action to raze them. One all battlegroups have done their actions, the turn ends. Free actions exist in the form of talking with other players and similar.
Combat: Combat ensues at the start and end of a turn, out of step with other actions. During combat, players will inform me (whether in the post or via PM) their orders for each unit in their battlegroup (I want my guardsmen to afix bayonets and charge, the heavy weapon crews to target their Leman Russes, the stormtroopers to double back and attack from the sides, and the Valkyries to hold position for the time being for example). Once both are submitted, I'll roll some dice modified by the tactics used and the units in play and determine casualties and morale loss for both sides via dice rolls. That is effectively one "step" of a battle and further steps will ensue over the tops and bottoms of ensuing turns until one side is decimated, routed due to morale loss, or a player retreats. Routed armies retreat to the nearest friendly territory (not containing an enemy unit) at best speed and must spend a turn regrouping before they can be commanded again.
Reinforcements At the start of every third turn I'll roll reinforcements for everyone. Players can request specific units or let me choose at any time prior. The more territories you hold, the more reinforcements you acquire.
Wargear Additional wargear is acquired occasionally from captured territories, from defeating enemy battlegroups, or responding to other events that will crop up over the course of the game. These events can also be sources of new units or allied detachments.
That's the basic gist of how things will work. Things are subject to change, but in general this is the game's roadmap. Victory comes when you and your allies have completely eliminated your foes. Feel free to ask me questions since no doubt I've probably explained this poorly.
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.
Rtron's Craftworld Altsanar
Trent01's Kreig Combined Regiment
Sundered Echo's House Orthesian
Grim327's Crimson Reapers Space Marines
Templar Knight's Cult of Metamorphian Mysteries
Alexjits' Fireslicer Kindred
Azico's Tau Sept
AloneWanderer's Explorator Fleet 998.V
Kaptin Johnson's Lucky Freebooters
Additional Notes: As the sheets start to filter in, I'll add in various shiny things such as maps and more definite rules plus some more specific fluff for the system. Till then, just post either your completed sheets or your preliminary ones and I'll get to work on them.
Here are the maps you'll all be fighting over. These will be updated to a more complete stage over the course of the next few days, but it's enough for the gist. I'll also work on aligning the images so they actually fit together vaguely well.
Roellia Primus: Roellia Primus exists at the periphery of the subsector and has been isolated by warpstorms for nearly three thousand years that have only abated within the last 50 years. The planet has naturally drawn the eyes of many Imperial organizations, whether it be the Mechanicum for the relics in place, the Ministorum for the Macrostatue of the Emperor, the Adeptus Terra for its tithes, and even unscrupulous rogues drawn to its resources and relics. Even navigators have shown interest in the planet due to now seemingly stable warp routes that lead throughout the subsector and into wilderness space beyond. Due to its isolation, the planet is largely self sufficient and carries enough resources and production capacity to arm an fairly significant army. The population has also seemed pure with little divergent faiths or mutations. However, after so long in isolation the Roellians are not exactly looking forward to being embraced into the Imperium. This has not taken the form of open rebellion, but talks of discontent are common and as such the Imperium has seen fit to deploy a regiment of the Death Korps of Krieg to keep the peace. However, with other arrivals, both friendly and sinister, there to decide the fate of the planet and possibly the rest of the subsector.
1, 9, 10: Kalborn Archipelago: Kalborn are fairly insignificant islands home to small amounts of resources and would ordinary be of little value, however, the seas nearby are the resting place for an ancient Ark of the Mechanicus the Deus Ex Mechanicus, crashed there thousands of years ago. The ship has nearly broke in half and the bottom is sunk beneath the waves, but it is believed the ship is still active at some level. If anything, no parties have ever penetrated its depths and survived although many fools try, enticed by the thought of riches and relics from another age. Prominent Location: Deus Ex Mechanicus in 1,9, and 10
2-8: Aurelia: Aurelia is primarily a frozen forestland, relatively untouched by Imperial presence. Native folk lore calls the land a cursed place, where the dead do not sleep and feast on the souls and flesh of those who trespass. There may perhaps be some truth to this due to the presence of unknown xeno ruins in the center of the landmass, nestled in the high mountains. It's said that on cold nights where the Emperor's gaze is furthest from the world, you can hear the whispers of those lost inside. Such nonsense has not stopped a recent detachment of Adeptus Mechanicus from going over to excavate the ruins. Prominent Location: Xeno Ruins in 3 and 7
32, 33, 42, 43: The Green Coast: The green coast is a dense jungle like area, and home to teeming hordes of feral orks. Periodic purges are enacted in a yearly festival but orks being orks, they are never fully exterminated.
11, 20, 12: Staging Ground X-3-Rho: This region was primarily rocky coastlines before they were swiftly cleared away and used to place several small Mechanicum shrines and bridges to give them access to Aurelia and Kalborn. The shrines are meant to provide means for fresh explorers as well as places to analyze artifacts taken.
17: Emelian Isles - named for Saint Emelia, these island chains are entirely unremarkable except for the Giant Statue of the Emperor that dominates the largest peninsular.
Prominent Location: Macrostatue of the God Emperor Triumphant
Towering over mountains and easily visible from every neighbouring province, this gigantic statue from a bygone era serves as a constant reminder of allegiance to the people of Roellia. Though its origins are unknown, it is a generally held belief that this sacred relic is what held the warpstorm at bay for so long. It has a number of monastaries nearby to house the members of the ecclesiarchy that take care of the staute, ensuring that the Emperors visage remains ever unmarred.
Named for the Imperial Saint Emelia, this regino of land spanning from the coast and encompassing the pass between the Northern Sion mountains and the Southern Jagged mountains, this area is said to be the first landing site of the original colonists. According to folk lore, the colonists were lead there by the Saint for whom the area is named, but this is not one of the recorded feats of Saint Emelia in the Ministorum archives. Regardless, as befitting such a location, the city that sprung up and shared the areas name became the planets primary Spaceport.
Prominent Locations: Emelia's Landing Spaceport 27, 28
This spaceport is functional, but has not seen any major traffic in many millenia, and so the ground crews are quite inexperienced.
31-30: Altenia City: Technically not a single city in the strictest sense, but a pair of collective farms, processing plants, and docks located on either side of the great bridges Primus and Secondus. Altenia lies in extremely fertile ground both on the shore and in the sea and as such feeds around 80% of Roellia with its goods. The city has a fairly substantial defensive force protecting due to its proximity to the Green Coast, but the feral orks have rarely been an issue.
Prominent Location: Two large imperial made bridges spanning the gap of sea and fishing villages on either side.
The two large bridges that span the wide gap of sea are truly a sight to behold, Built by the first colonists to arrive upon the planet, The bridges themselves are a marvel of Imperial Engineering. On either side of the Bridges are fishing villages which supply the capital with food from the coast. These bridges are an importance to any army planning on marching north from the Green Coast as it provides a major shortcut allowing them to cross the bridges rather then being forced to travel around the edge of the island. However, traveling the Bridges comes with it a risk, The fishing villages have long since lost the technology to be able to maintain or repair the bridge making it unstable in places and a danger for any armies crossing.
25, 29: The Sion Mountains
This mountain range contains the tallest mountain on the planet, which almost rivals the height of the Macrostatue of the God Emperor Triumphant. The Territory is harsh and contains little life, but it has no reputation for anything and no apparent strategic value other than overlooking the planets Capital City.
35, 39, 40: The Jagged Mountains
This mountain range, the southmost of the planets mountains, is renowned for its hellish landscape, formed from ancient volcanic activity. The rocks are sharp and the profile of the mountains against the sky is wicked and harsh. No-one lives here, as local belief abounds as to it being cursed, though there is no proof and the stories are always different. Some have speculated that there are valuable materials beneath these fearsome mountains, but the only local who ever tried to set up an operation here was lost within a week.
18, 19, 23, 24: Veritas City
The Capital of Roellia Prime and, technically the entire Roellian sub-sector, Veritas City rivals a Hive City in its sprawling nature. Due largely to a lack of resources and need, the City was never expanded upwards to make it a true Hive City, and it still largely follows the lay of the land. Veritas City is the manufacturing centre for the planet, and supplies everything except waterborne ships for the planet. It is also the most concentrated area of population on the planet, and therefore is one of the most valuable assets in the entire campaign.
Prominent Location: 19: The Governers Palace
Sitting atop the Emperors Fist mountain, the Governers Palace is a sight to behold, and in recent years has been turned into a massive Imperial Symbol. Though the Governer is still Roellian, this location is important to the entire city. Other sectors can still be used without it, but the populaces morale is very much dependant on the holder of the Palace.
13, 14, 15, 16: Azalian Plains:
These rolling hills and rocky coasts are largely empty, though some hardy citizens eke out a living in fishing villages or farming towns. There is little of note here, though as one of the crossing points into Aurelia the lands do hold some strategic value. There are also many small lakes here hidden int he rolling hills, providing good locations to hide armies or small installations.
Prominent Location: 15: Aurelian Crossing. Though not a Bridge like seen elsewhere on the planet, a long tunnel has been bored under the sea, with serviceing points on the islands to the north. This leads to the northern wastes of Aurelia, and is believed to have been created by the same beings that made the ruins in Aurelia. In Modern times it is fitted with an Imperial Train system to provide fast access, though it is rarely used and poorly cared for as no sane Roellian actually wants to go to Aurelia.
21, 22: The Aretian coast.
The Aretian coast is a temperate and pleasant area, dotted with sandy beaches and secluded bays, it has become something of a retreat area for the nobility of Roellia. The land and coast has many isolated and opulent villa's throughout, the summer hideaways of the rich from Veritas City. Not much else of note is present in this land, as it is mostly untouched pleasant meadows.
26, 36, 37, 38: Imperators View Coast
Named thus for being on the same side of the continent as the Macrostatue of the God Emperor Triumphant, the statue cannot actually be seen from much of this territory. The name nonetheless persists, largely because the coast is mostly uninhabited. The coast is dominated by tall cliffs in an almost unbroken line, and thus is much harder to exploit than the much more pleasant and forgiving coasts on the western side of the continent. The actual terrain varies much up this coast, but one thing remains constant, it can all be described as 'windswept.'
34, 41, 44: Jagged Folly
This stretch of land under the Jagged mountains serves as a buffer zone between the Green Coast and the rest of Roellia Primus. The only real militarised area that already exists on the planet, the inhabitants of this area are hardy folk used to dealing with the native Ork population. The citizens are armed and expect trouble, and there was until recently a modest Roellian PDF force holding the Orks in check. This land is of strategic value as sector 41 in particular provides an excellent choke point to hold the Orks in the Green coast. However, the existing Roellian military infrastructure was only token, and not enough to be of any tangible use to the Forces now arriving on the planet.
Kreig will be starting in Location 34
Orks (once made) will be starting in Location 43
Eldar will be in Location 5
Chaos will be in Location 39
Ad Mech will be in Location 11
Rogue Trader will be in Location 22
Tau will be in Location 16
Kroot will be in Location 37
Space Marines will be in Location 2