"Oma, I am not from your universe, therefore, your rules do not apply." "I've kept your existence from the Others, and I will continue to do so as long as you remain quiet. Once you act, however-" "I'll only need one action. Well. Several, depending on your view of relative trans-universal simultaneity. Different paradigms have different answers." "I won't be able to protect you anymore, Janus." "Ascended or not, I was never really one for following rules."
A series of bright white flashes resolved into the outline of ships foreign to this universe. Janus had carefully selected each to alter the path the galaxy was traveling down. Together, the crews of the motley collection of ships could ensure victory against the Goa'uld and their partially-ascended leader. Separately, each ship represented a high degree of potential change and a collection of free wills and strange philosophies.
Lightyears away, a massive, partially-reconstructed mothership traveled en route to the point of emergence. Anubis settled contentedly into his throne - Oma was hardly as stealthy as she'd thought she was, and Anubis had taken advantage of Janus's interdimensional rifts to drag a prize into this universe. A fraction of a moment later - nearly simultaneous with Janus's interdimensional rifts - a final white flash appeared, smaller than the others. From it emerged a gray, three-finned shuttle with a slanted cockpit. Beneath the forward window, in black paint, lay the Imperial crest.
What is This?
Pick a spaceship, any spaceship. Now imagine it and its crew dropped into the Stargate verse, surrounded by fellow ships plucked from the multiverse. What happens when a cylon basestar, a CR90 corvette, a Donnager-class battleship, a Geth dreadnought, and a Galaxy-class starship meet? What about when they, shortly thereafter, encounter a new Goa'uld mothership?
You will be roleplaying the crew of a spaceship in a "party" of spaceships. You will navigate the Stargate verse, changing the timeline for better or worse. This will be run fairly open-world - the party can go wherever in the universe, but Anubis will be actively exploiting the situation for his own evil ends!
Co-GM: NanoFreakV2
How to Apply:
0. A note on power balance:
People want their ships to feel necessary, but limited. Other people want their ships to have maximum effectiveness and utility. These two types of players are not immediately compatible - so, know which type you are, and acknowledge that the other type exists. For instance: is there a way to let your ship make a bad choice that's in character yet allows another ship to shine? Or, is there a way to maximize the effectiveness of the fleet via the actions of your ship alone - aka, buffing?
Series are set in wildly different eras and contexts. This leads to a disparity between, say, W40k (with planet glassing) and The Expanse (which doesn't even have an FTL drive). Please follow these guidelines when considering which ship to choose:
Try not to break the game. The game is only fun if Anubis is still a threat. Techs that instantly neutralize him would be a problem. That's not to say that Anubis won't adapt to new and exciting technologies, but it's a bit pointless if your infinite improbability drive turns him into a whale and a pot of petunias on post two.
Be aware of your ship's power relative to players. If your ship is more powerful, take disadvantages, like low fuel, broken parts, insufficient crew, mass amnesia, etc. If it's less powerful, expect to be forced to ally with someone very quickly.
These are untested, and therefore subject to change. Additionally, if you think of an equivalent disadvantage, go for it.
For every advantage (+), take a disadvantage (-) of equal strength: Strength 1: +Size more than 1km +Psychics +Intergalactic FTL -Personnel shortages -Low resources (fuel, ammo, etc) -Crew exhaustion
Strength 3: +Planet-destroying tech -Ship is actively falling apart
1. Fill out this character/ship sheet!
The point of this sheet is two-fold: 1) to act as a quick reference for yourself and other players when we're in the middle of the rp and forget what the other players' ships/characters are. 2) let me or the co-gm decide whether your ship/crew will fit in the game without breaking it (or, equivalently, without breaking everyone's fun). The point is, outside of the required categories,
I've also included a "fluff" category to give some ideas for what sort of situation your crew might find themselves in. The sooner the party is in helpful contact, the better. Don't feel compelled to use all the fluff options.
REQUIRED: Name of Ship: Imperial Shuttle Home Universe/Name of Franchise: Star Wars Role: Transport Physical Description/Image:
Physical Size (roughly): 20m/the size of a yacht Armament/Complement (roughly): Forward-facing laser cannons (4), one rear-facing lasercannon History of the Ship: Commissioned as Emperor Palpatine's personal shuttle, the one distinguishing feature of the ship from its mass-produced brethren is a gray stripe down the nose. Notable Crew:
Crew Name: Emperor Palpatine/Darth Sidious Crew Role: Passenger Crew Description: A powerful sith lord skilled in the art of manipulation and use of the Force who serves as the first Emperor of the Galactic Empire. He is obsessed with finding power, weilding power, and controlling power; he's particularly good at controlling power. Rather old.
Crew Name: Captain Jo Bonma Crew Role: Pilot Crew Description: A "lucky" Captain of the Imperial Navy who landed the job of personal pilot to the Emperor. He's shockingly short for the Empire, and regrets not taking part in the politics that came with his rank - otherwise, he might be anywhere else, with a hope of promotion.
Optional, but helpful: Unique Technology: Hyperdrive - Hurls ship into hyperspace to go FTL Laser Cannons - Big ol' laser guns, but not particularly powerful, easily-aimed, or really useful beyond as an emergency weapon Force User - space magic! Primarily telepathic and telekinetic powers Crew Size: Normally: 6 Crew, consisting of two pilots, a gunner, a flight engineer, and two mechanics; 6 elite honor guard, 1 emperor However, in this instance: 4 crew - two pilots and two mechanics, 1 emperor Class: Lambda-class T-4a shuttle Faction/Operator/Owner: The Galactic Empire
Completely useless, but fun, fluff Last meal served: None Last mechanical failure: Top navlight would not turn on Fuel reserves (roughly): 80% Motto: None Weird error that's always just unimportant enough to never fix: The ramp judders as it lowers Last Shore Leave Incident: One of the former pilots was late in reporting back to the ship. Last two crewmembers romantically involved: None Last two crewmembers to get in a fight: A late pilot and the Emperor. It didn't end well for the pilot. Alcohol reserves (or local equivalent): A flask hidden behind a maintenence panel, and a fully-stocked dry bar. Major religion: None, unless you count Sithness Last incident of racial tension: None Power behind the Captain: Emperor Palpatine calls the shots, no matter the formal precedent of Captain Bonma Captain's rival: Emperor Palpatine - although this "rivalry" is far bigger in Captain Bonma's head than Palpatine's Snark reserves (roughly): 0. There is no snarkiness aboard the Emperor's shuttle. History concerning the existence of AI: Droids are sentient, and have been so for a very long time. Culture regarding the existence of aliens: Aliens are everywhere and are no big deal Last horror movie trope experienced: Jump Scare, as the Emperor unexpectedly caught the former pilot drinking from a former second flask. Crew jumpiness from 1-10, with 1 being a beach vacation and 10 being any part of the movie Alien right before it attacks:
REQUIRED: Name of Ship: Home Universe/Name of Franchise: Role: Physical Description/Image: Physical Size (roughly): Armament/Complement (roughly): History of the Ship: Notable Crew:
Crew Name: Crew Role: Crew Description:
Optional, but helpful: Unique Technology: Crew Size: Class: Faction/Operator/Owner:
Last meal served: Last mechanical failure: Fuel reserves (roughly): Motto: Weird error that's always just unimportant enough to never fix: Last Shore Leave Incident: Last two crewmembers romantically involved: Last two crewmembers to get in a fight: Alcohol reserves (or local equivalent): Major religion: Last incident of racial tension: Power behind the Captain: Captain's rival: Snark reserves (roughly): History concerning the existence of AI: Culture regarding the existence of aliens: Last horror movie trope experienced: Crew jumpiness from 1-10, with 1 being a beach vacation and 10 being any part of the movie Alien right before it attacks:
Where: -This is set in the Milky Way galaxy. Millions of years ago, a precursor race known as the Ancients did some things, leaving behind technological ruins, like the stargates. 10,000 years ago, the Goa'uld discovered humans on Earth and kidnapped people through the gate network to serve as hosts and slaves. 5,000 years ago, the Egyptians rebelled, threw off the Goa'uld Ra, and buried Earth's stargate, sealing the planet off from the galaxy.
When: -The year 2004 CE. That's season 7 of Stargate SG-1 and just before Stargate Atlantis, for those who care.
What: -Stargates are 6.7m wide rings that can establish wormholes between each other, allowing practically instant transport between planets. -Hyperdrives allow travel between star systems for sufficiently advanced aliens. -Naquadah: Highly-conductive mineral with high potential energy. The unobtanium necessary for much of the advanced technology in the galaxy.
Who: -Tau'ri: People of Earth. Earth is in the dark about the existence of aliens or the Stargate program, which is run in secret by the United States government. The program is overseen by the International Oversight Advisory, consisting of Great Britain, France, Russia, USA, and China. They possess one interstellar ship, the Prometheus, with another under construction. -Goa'uld: Evil mind-controlling snake-shaped parasites. Possession allows rapid healing, glowy eyes, a deep voice, and control of naquadah-based technology. They use stolen technology to pose as gods and control massive slave empires.
-Anubis: Current "emperor" of the Goa'uld "empire". Really just the currently-most-powerful amongst the many System Lords constantly vying for control. Pissed off at Earth, but has bigger problems to deal with for now. Partially-ascended due to the interference of Oma Desala.
-Ba'al: Leads the United Alliance of the System Lords - a fragile coalition of System Lords who oppose Anubis. Ba'al was responsible (along with the Tau'ri) for knocking Anubis down a notch, thus creating the power vacuum which Ba'al now occupies. For now.
-Ancients: Precursor civilization that (after some shuffling between galaxies) eventually ascended to a higher plane of existence and live as powerful, omniscient, energy beings. They have a rule that no ascended being should interfere with the lower planes. Their governing body, as much as they have one, is known as "the Others".
-Oma Desala: An ancient who walks the line of noninterference. Generally, she tries to help worthy individuals ascend, which backfired when Anubis tricked her. -Janus: An ancient from an alternate universe. Something of a defiant tinkerer, he has created time travel and an alternate-universe-traveling "Quantum Mirror", much to the consternation of the Others. He's escaped his universe and now wants to try and "fix" this one.
-Tok'Ra: A branch of the Goa'uld that aren't evil, and rather than take over their hosts, they blend with them, allowing each personality to take control whenever they wish. With limited numbers and long lifespans, they plot, spy, and sabotage over a period of hundreds of years, hoping to destroy the Goa'uld. Reluctantly allied with the Tau'ri -Asgard: Little grey aliens with impressive intellect forced to clone themselves due to unstable genetic modification. While their technology is far superior to the Goa'uld - whom they have protected several Milky Way planets against - the Asgard are busy fighting a massive war in their home galaxy. Allied with the Tau'ri. -Jaffa Rebellion: The Jaffa are humans modified to incubate the Goa'uld young. They have superior health in exchange for total dependence on Goa'uld larva, although, being slaves, the Jaffa never really had a choice. However, the chaos caused by the Tau'ri has enabled pockets of Jaffa to exist free of their masters.
To respond to your question (drat, a double post, already!), I don't have a conceptual problem with multiple-universe crews, but... how?! I also warn you against making the ability to travel "home" too easily-achieved. I think that might break the game.
I have a few other RPs currently under my belt, but hot damn does this look interesting! I know little about the Stargate Universe (outside of a Mr. Teal'c having relevance regarding a certain God of War), but I have other expertise in other Sci-Fi universes...
And Star Wars happens to be one of them.
This leads me to having a few questions before I can consider getting started:
1). Could players be in control with the enemy? I see that the Galactic Empire is in effect and I'd love to play someone of that caliber. If not at this time, I wouldn't mind to wait.
2). Could OCs be a thing? If for example I can't figure out a good ship/universe to use regarding any of the universes, could a made up ship and crew suffice?
3). Any limits to characters/ships? And just to add on it, can flying mechs be a thing? Say Gundam and that sort? I have a possible idea that I'd like to do and it may possibly only work if it's a thing.
To respond to your question (drat, a double post, already!), I don't have a conceptual problem with multiple-universe crews, but... how?!
Let's use Star Trek as an example:
USS Enterfiant finds itself in an unknown universe. It picks up a distress signal from a ship that is damaged maybe even crashed. Being the goody two shoes that Starfleet is they rescue the crew from the damaged ship and they team up to get home.
USS Enterfiant happens upon a slavery auction. They win the auction with their phasers. The slaves join Enterfiant to find a way home or just to the Federation where life is better than this evil universe they found themselves enslaved in.
Is the useless fluff required or optional?
I am definitely doing a Star Trek Federation original* ship. If someone else wants to do a Federation ship can they?
Role you mean like destroyer, bomber, troop transport, etc?
Crew Name: Crew Role: Crew Description:
Is that for all the major players on the ship?
*Original as in not the Enterprise but still a canon class.
I just realized I'd never included a description field, so I updated that.
@Lmpkio I had no idea that God of War was so damn well-acted!
1) I've claimed Emperor Palpatine. An Emperor Palpatine? Whichever. Please don't use Palpatine. Beyond him, I'd rather players weren't in league with the enemy, at least not yet. It's open world, but games like this tend to fall apart a bit when you split the party.
2) OC's are absolutely welcome!
3) Don't break the game, and try not to make other players redundant. I put some general guidelines in "How to Apply: 0. A note on power balance"; best practice: if you feel like something might be overpowered, balance it out with a disadvantage.
In a past life, I participated in a similar RP that died because someone started arguing vehemently against the feasibility of transforming mechs vs role-specialized fighters. It's not a winnable argument from either position. Anyway, to avoid a repeat of that debacle, I'm going to say, ahead of time, mechs are jack-of-all-trades, master-of-none. Can a mech mount missiles and also attach itself to something to use a giant sword? Yes. Will the mech carry as many missiles of the same caliber when compared to a dedicated missile fighter? No.
TL;DR: sure, mechs can be a thing, but they won't be as good at any individual task as a dedicated fighter
Useless fluff is definitely optional. Everything is optional except for the section labeled "REQUIRED:"
Role is exactly that.
Yep - the individual character sheets are shorter since you also have to fill out an entire ship's sheet. Don't let that limit you if you'd like to add more detail, though.
@Lmpkio I had no idea that God of War was so damn well-acted!
1) I've claimed Emperor Palpatine. An Emperor Palpatine? Whichever. Please don't use Palpatine. Beyond him, I'd rather players weren't in league with the enemy, at least not yet. It's open world, but games like this tend to fall apart a bit when you split the party.
2) OC's are absolutely welcome!
3) Don't break the game, and try not to make other players redundant. I put some general guidelines in "How to Apply: 0. A note on power balance"; best practice: if you feel like something might be overpowered, balance it out with a disadvantage.
In a past life, I participated in a similar RP that died because someone started arguing vehemently against the feasibility of transforming mechs vs role-specialized fighters. It's not a winnable argument from either position. Anyway, to avoid a repeat of that debacle, I'm going to say, ahead of time, mechs are jack-of-all-trades, master-of-none. Can a mech mount missiles and also attach itself to something to use a giant sword? Yes. Will the mech carry as many missiles of the same caliber when compared to a dedicated missile fighter? No.
TL;DR: sure, mechs can be a thing, but they won't be as good at any individual task as a dedicated fighter
Indeed!
1). Fair enough. I had no plans to use Palpatine, for I figured you had complete control of him. I played around with the idea of Vader or other generals/admirals, but again I would be stretching things too far. Really I was looking in the direction of a small Star Destroyer (Victory Class maybe) or even something smaller like an Immobilizer Interdictor-Class SD or something of that caliber. But I can wait until there are openings.
2). Cool! While not 100% that I'll use an OC design, it's a possiblity.
3). Yeah I saw the Strengths and weaknesses part, I'll be sure to keep it in mind.
Also fair regarding the mechs.
But overall, I'm eying a Star Wars Faction that's not the Galactic Empire, but at the same time eying something more original and/or part of a new series. I'll wait a bit before I post something, just to see the ideas being thrown around. Then I can go from there.
One of the things Im thinking on doing revolves around my profile picture. Won't say much, it's in a sci-fi genre, and while the tech can definitely agree to this environment, at the same time the series is so new that I may either have to slightly retcon things that weren't present in the actual movie series or what not. Again, we shall see what comes up and then I can make up that decision.
Isn't your profile pic from the Netflix Godzilla trilogy :V
And you are quite correct :D
May or may not have mentioned to you in the past, but yes, it is (precisely from the poster of the second part coming out Friday in Japan).
Now their tech is pretty advanced - they have a 1000 meter long Aratrum immigration ship, which by the time of the first movie, was severely low on rations and all that after fleeing from a kaiju-infested Earth. They also have landing ships which can carry tanks, hoverbikes, exosuits, etc, as well as many passengers while only piloted by 3 crew members.
The landing craft do not have any form of weapons on their own and so, when they encounter a giant 300 meter tall Godzilla raising up from the ground after the humans killed off his "son" (This has "time travel" in the form that when they come back to earth through hyperspace, they arrive to an Earth 20,000 years into the future - but thats not important), it utterly destroys most if not all of the transport ships and everything inside them.
I can possibly have a crew survive Godzilla's wrath (and maybe take some retconning abilities) to have a ship or two survive and get mysteriously pulled into the Stargate universe. Most of the main cast will be there, but at the cost of their ships being on low fuel, supplies, and so forth, (but will have onboard weapons)
@Queen Raidne Ok, what im thinking about doing is a little different but would give the team a little different capability than on their own but, it would require a minor reworking of the original ship mechanics so i wanted to run it by you first.
im planing on using an EVE Rorqual, which is basically an industrial capital ship. my reworking proposal is that it isnt restricted to compressing and carrying ore and would be able to refine and manufacture as well (not a current capability in game mechanics) mostly to give the other members of our fleet refit and reload potential so that they dont have to worry about getting fuel or ammo so long as i can go stripmine a few asteroids.
2nd i would propose that it has a 'fleet' of small ships and pilots inside it which it can normally do and i would like to keep so that im not entirely useless when our fleet gets into fights. while it can theoretically carry large and very powerful ships i was planning on keeping them fairly small essentially fighter craft and frigate/crusier size ships from the universe.
oh and it has a jump drive so it can travel very well so long as someone can give me a beacon to jump to.
My ships is a mix of OC and the EVE universe. Using assets and pictures from EVE, but I made up some lore that wasn't there and then I added my own touch on the weapons and use of the ship.@Queen Raidne
Home Universe/Name of Franchise EVE Online
Role/class Capital Carrier/Orbital Troop Transport
Faction/Operator/Owner Caldari Ishukone Mega Corporation
Crew size 4000 Ship Crew members and 500 Infantry.
Physical Size 2026m Long and 300m Wide
Armament/Complement
Extra Large Torpedo Launcher x2: Fires a large Targeted Missile that is intended to damage Capital Class ships.
Rapid Torpedo Launcher x1: Fire smaller Torpedoes in a rapid succession. Used in Dealing with Smaller Ships.
Defender Missile Launcher Bays x5 and Small Auto Cannon Turrets x10: Used to target destroy Enemy Missile attacks and Fighter/Bomber Point defense.
Capital Class Shield Generator/Booster: A massive Shield Generator that will constantly repair the shields of the ship as long as their is enough power in the Capacitor.
Dragonfly Fighters: Usually only two flights of Fighters is sent out at a time to defend and attack other space vessels. Although the Liberator carries 13 Additional Flights.
500 Mercenary Dropsuit Infantry: These Soldiers are essentially immortal. Having enough money or gifted an implant that transfers their consciousness into another body upon death. Each one that dies is brought to life on the ship or MCC that contains his cloned pods. Usually having to personally pay for the new body and equipment, the Ishukone Corporation supplies them with the means as long as they stay on the pay role. The mercenary soldiers of the Liberator enter combat wearing state-of-the-art armored dropsuits. With a variety of specialized designs available, different dropsuits offer specific bonuses to speed, mobility, defense, and Firepower. Most are of Caldari Origin. Using Shielded Dropsuits with Railgun and Missile Weaponry.
Heavy Assault Tank: A Tank with Heavy shields. Usually equipped with a Primary Rail Cannon and a secondary Rocket Launcher.
Light Assault Vehicle Buggies. A four wheeled All Terrain Buggies with a small shielding. Usually paired with a Small Railgun Turret or Quad Tube Rocket Launcher.
Light Assault Dropships: Used as a fast Transport for Infantry and able to recharge shields of Dropsuits and Vehicles. Usually carrying Four Small Railgun Turrets or Four Quad-Tube Rocket Launchers.
Mobile Command Center(MCC): Colossal. Imposing. Devastating. Any of these words could describe the MCC, but only one truly sums it up: Control. The MCC is the nerve center of any army, the backbone upon which Ground wars are waged and battles won. It is from here, locked within the confines of a modified hydrostatic pod, that the commander orchestrates the fate of those on the ground below. He does so having never set foot on the battlefield, but with the collective knowledge and situational awareness of every unit that has. If knowledge is power, it is the commander who wields it. It spans 200m and is equipped with a shield that matches smaller Frigates. Although it only holds short ranged point defense Blasters as weapons.
History of the Ship The Liberator is under Command of the Ishukone Corporation , one of the 'Mega Corporations' of the Caldari State. It uses the Hull of the Chimera Carrier, being reconstructed as not only a Fighter Carrier, but a Troop Transport.Used to Protect the corporation's planets and occasionally assaulting Other Empires Planets. The Liberator was assigned to the Battle Group: Ishukone 1. The battle group holds Two two Leviathan Class Titans, Six Wyvern Class Super Carriers, Twelve Chimera Class Carriers and Phoenix Class Dreadnoughts, and finally 4 Chimera class Troop Carriers.The Liberator has successfully Protected 27 Different Planets and has successfully assaulted 13. Not losing a single battle. While it is a small number of Battles compared to many of the other ships in the Battlegroup, it's success rate is admirable.
In it's last battle, Battle Group Ishukone 1 was ambushed by Guirista Pirates. The Battle had damaged the Liberator significantly, damaging its warp stabilizers. Still the Liberator warped. Sadly it had warped into a unknown space, due to the damage done to it's warp core.
Advantages/Disadvantages +Size more than 1km -Malfunctioning/missing ship systems(Warp Core) -Low resources (Ammo and Infantry Manpower)
Notable Crew
Crew Name: Captain Oijo Anttoss Crew Role: Ship Captain Crew Description: The First and only Captain of the Liberator. Oijo has proved to be a brave a capable captain. A man respected and trusted by his crew. The liberator has had a few close calls, but Oijo has always kept his crew's welfare in mind and has occasionally pulled feats of Legend on his Ship. From Crashing his ship to another to create a domino effect on enemy ships, bumping each one further and further to get them out of their weapon Range of his Battle Fleet. Even his last act was used to save his crew.
Crew Name: Denic Keskilm Crew Role: Mercenary Infantry General Crew Description: The Immortal General's name is known across the Caldari state and he has worked for almost every single Mega Corporation in it. Although recently he had accepted the contract given by Ishukone. He is known as a master Tactician, winning countless Battles aboard his MCC. While not much of a fighter himself, he keeps out of the battle, directing from the rear. Some say he never leaves the comfort of his stasis pod. Always running simulations aboard the MCC even when docked.
Crew Name: Hanari Mannidlich Crew Role: Mercenary Dropsuit Infantry Captain Crew Description: Hanari is also a Immortal Dropsuit Infantry commander although he leads on the ground and is usually in the Forefront of each battle. Translating orders and passing them on from General Keskilm. He is identifiable by his glowing Gold lenses on his Drop suit and his Rare class of weapons he brings to the battlefield. Hanari is not as renown as his leader, but definitely earns his pay.
Name of Ship: ORE - The Forge Home Universe/Name of Franchise: EVE Role: Capital Industrial Physical Description/Image:
Physical Size (roughly): 14,500,000 m³ Armament/Complement (roughly): Escort support (see below) History of the Ship: Commissioned by the ORE corporation to expand mining operations in the power vacuum left after the fall of the alliance Band of Brothers. spent several years strip mining the asteroids in deep space until an ambush and a panicked jump without a lock sent the capital ship deep into an unknown universe
Notable Crew:
Crew Name: Crew Role: Crew Description:
Crew Name: Crew Role: Crew Description:
Optional, but helpful: Unique Technology: Clone vat bay - contains clones of certain important crew members and officers to be awoken upon death, clones have same skills and memories within several nanoseconds of death. Ore compression - Grinds materials down into microscopic particles to be compressed into hyper dense blocks for refining and manufacturing Jump drive - capable of jumping 10 LY in mere minutes so long as there is a beacon to lock on to Warp drive - 1.5 AU/s sustained speed Escort technology- Covert ops cloaking device - renders ship totally invisible but can not attack (Helios only) Antimatter plasma cannons - highly destructive at very short range Railguns - long range sniper support weapons
Crew Size: 10000 - mostly engineers and technicians to keep the industry moving inside the ship
You know which ships I've never seen in one of these? Things from Freelancer. Or Elite. @MatausI love that image. I've added it to the first post. @CaptainSully Not as-is, no.
To quote a answer from Quora:
Warhammer revels in its absurdity. It is something of an agreement that everything about Warhammer 40K is over the top, excessive and all-round gratuitous. It is a universe where shit like planet-cracking or engulfing entire solar systems in demonic energy is considered standard fare.
My counter-question is: what do you want from W40K? Fanatical spess marines? WAAAGGHH!!? The Warp drive? Figure that out, and then I can see a few options. You could make a suspiciously-similar OC universe without all of the ridiculously powerful weaponry and hordes of soldiers and uber survivability, but retains the thing you want. You could severely limit your ship choice - it's actively falling apart, or there's only a literal handful of people that arrive - whithout changing lore. Or, you could do something weird, like, it's W40K, except scaled to the size of the tabletop miniatures.
TL;DR: It'd be much easier to do something else, but I'm a sucker for W40K lore. Especially the narrative possibilities of the Warp. @Thecrash20 Accepted! Go ahead and post your sheet in the Characters tab. @Sophrus That looks pretty reasonable, so far. I would recommend giving your ship a couple of disadvantages, though, as it's fairly large.
Sophrus makes my idea a possibility <3 Also it's an OC and I used some halo references, including the picture.
Name of Ship: Myth Home Universe/Name of Franchise: OC universe. A human race based off of the planet Onyx. Role: Special Operations Strike Craft (SOSC) Physical Description/Image:
Physical Size (roughly): 70.1 meters x 80 meters x 14 meters (lwh) Armament/Complement (roughly):
1. An extremely potent, fusion powered laser mounted center on the aircraft just under the cockpit. 2. One 180 mm automatic magnetic canon on each side of the laser, three 80 mm auto canons on each side of the 180 mm canons, and a 120 mm canon in a ventral compartment under the cockpit. 3. Small anti-matter missiles mounted in ventral bays in the wings of the craft. (x6 mounts each wing) 4. Several large anti-matter missiles located in ventral bays in the wings and one in the center. (x2 each wing)
1. A scientist highly skilled in biology, physics, technology, and engineering. 2. A squad of twelve Onyx Guard, soldiers who are the best at what they do in their universe. Not only do they have a wide armament to use, but they have their own matte black, exo-skeleton embedded armor with personal energy shields. 3. A generation V AI, basically, a sentient AI which can fly the ship, run ship functions, make all the jump calculations itself, crack jokes and everything.
History of the Ship: The ship is one of firsts for Onyx. The ship was designed for special forces tasks such as infiltration, special forces deployment, reconnaissance, strike, and guerrilla warfare. The ship had only completed a few missions before a strange event occurred while fighting an insurrectionist faction on a colony world known as Harvest. The colonist had created a new type of warp system... one so powerful it could open a portal directly to a location. While engaged with the ship that carried the drive, the laser mounted on the Myth pierced the drive, causing it to malfunction, destroying the insurrectionist ship and porting the Myth to a completely different universe.
Notable Crew: Crew Name: Captain James Carter Crew Role: Ship Captain Crew Description: The captain is a reasonable man. He began to work for the Onyx Intelligence Agency (OIA) after five years of service as a captain and is responsible for dealing with aliens. He has arranged many deals with alien civilizations, however, once the Myth was released from the shipyard he was reassigned from political role to a strike role, and now plans and executes strikes to cripple both alien civilizations and insurrectionists who work with/for alien civilizations.
Crew Name: Atom Crew Role: Ship AI Crew Description: An artificial intelligence with a sense of humor. He likes to appear as an atom on holotables... an atom with a positive charge.
Crew Name: Commander Brent Greene Crew Role: Onyx Guard Commander Crew Description: A tough, quiet man who was well known in the special forces community. He worked his way up to the top tier special forces branch fairly quickly. Little did he know, however, that there was a classified special forces community known as the Onyx Guard. It was the job of the Guard to guard humanity against alien threats. He has become the commander of the Guard and was therefor reassigned to the Myth along with 11 other qualified individuals.
Unique Technology: 1. Energy shields which can overload from any type of assault, given it is sustained or simply overpowering. 2. FTL technology which allows for ships to travel through wormholes. 3. The ability to produce and use enough anti-matter as a weapon. 4. A grasp of artificial intelligence and "cold fusion". 5. Visual cloaking technology. Crew Size:
Disadvantages: 1. The ship is limited on size and crew, it cannot hope to battle a larger ship or a fleet by itself. 2. It cannot field an army, nor can it carry a large amount of supplies or manufacture supplies. 3. Its cloaking technology doesn't hide thermal energy and radiation signatures.