New NESes, ideas, development, etc

I've worked some special rules into the Eldar. Here is what the two Eldar faction types will look like.

First, the Craftworlds:
Spoiler :
Craftworld Eldar:
(I don’t know Eldar that well, recommendations/revisions requested)

The path that has chosen you is a lonely one, farseer. I do not envy the responsibility you hold. Our entire civilization rests in your hands. Yes, I know that there are other craftworlds in the webway, and in real-space, but they might as well be in another galaxy. We have fought on alone for millennia countless.

We have struggled on, survive, while others have not. Most of our people are content to continue on as we always have, but there a few who still see a future for us.

We have the good fortune to be able to see what may be. We have always been good at stopping the Ork Waagh before it starts or cutting down this or that Mon’Keigh liege before he becomes a threat. Small, controlled campaigns to control the barbarians have ensured our survival.

Those who see a future of more than just that point to the uninhabited maiden worlds just waiting for a return of the Eldar. There are also the Exodites, who despite their devolution to near-barbarity, are still Eldar.

No matter, it is for you to decide our fate. The seers have cast into our future, and they see dark times, but they assure me that there are glimmers of hope. May we find our way to them together.

Special Rules:
The Eldar raise units in a different manner than other races. All Eldar are effectively part of the military, either as guardian militias, or as professional aspect warriors. Eldar do not buy units, they merely mobilize them. If you wish to mobilize a unit, you simply pay their upkeep cost for the current turn. Mobilized units will need their upkeep paid to remain mobilized.

Titans and Exodite Rangers are a different matter, rangers must be hired from outside of the craftworld while the machinery of Titans is of much, much greater expense and weight that the crew required to operate it.

The mobilization of Eldar units is still constrained by the unit production capability of the Eldar Craftworld.

Eldar spacecraft can be built at shipyards or by using the craftworld’s unit production capability.

It costs extra for Eldar to colonize a world due to their significantly lower population growth.

State Creation limits:
Background wise, create your craftworld I any way you wish. You are not allowed to purchase any additional worlds or shipyards during state creation.

Craftworld Eldar Units:
Gaurdian Division: Every Eldar, no matter what path they follow, is technically liable to serve as a Guardian. The guardians are the best armed militia force in the galaxy, armed with weapons and armour easily the equal of the Imperial Guard. They are not professional warriors, but due to the long life of the Eldar, some have more battle experience than some human veterans. They tend to have some artillery and armoured support integrated, including Wave Serpents, jetbikes, and anti grav artillery.
Number: Maximum of 1 per 200 economy
Upkeep: 20
Production Requirement: 1

Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum of 2 per allied Exodite world
Cost: 100
Production Requirement: 2, allied Exodite world

Aspect Warrior Regiment: An Eldar will walk down many paths in his or her life. All of these paths are essential. Among these paths are the specialised paths of the professional warriors who protect the craftworld. From the elegant Swooping Hawks to the graceful Howling Banshees, to the teleporting Warp Spiders, these specialized warriors are a terror on the battlefield. They are transported by Falcon grav tanks where appropriate.
Number: Maximum of 1 per 500 economy
Upkeep: 40
Production Requirement: 2

Armoured Regiment: These are the Armoured Eldar units. At the core are Falcon grav tanks filled with experienced guardians, but the real power lie in the Fire Prisms, Night Spinners, and super heavy grav tanks.
Number: Maximum of 1 per 500 economy
Upkeep: 60
Production Requirement: 2

Warlock Team: Warlocks are trained in the many arts. Among them are the arts of psychic divination and warfare. They are elite warriors whose ability to sow confusion in the enemy ranks is much appreciated by the other branches of the Eldar military. Having warlocks will give you some ability to see possible futures, though they are sometimes cryptic or misleading. Having more warlock teams will give you a greater ability to see these warnings.
Number: Maximum of 1 per 1200 economy
Upkeep: 80
Production Requirement: 2

Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires.
Number: Maximum of 1 per 500 economy
Upkeep: 80
Production Requirement: 3

Titan Detachment: Eldar titans are not protected by meters and meters of ceramite and and plasteel. They are instead protected by holo-fields, void-shields, and a thin layer of hardened wraithbone. The elegance of the Eldar titans is not to be underestimated. Though they may be structurally weak, the point is not to get hit in the first place. Either by guiding the enemy’s fire off target with misdirection, or by killing him before he has a chance to even fire. These units include several Warlock and Phantom titans supported by at least an equal number of Revenant titans.
Number: Maximum of 1 per 2500 economy
Upkeep: 1000
Production Requirement: 6

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: Craftworld or 2

Eldar Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by the Eldar ships such as the Hemlock Destroyers, or the Hellebore Frigates.
Shipyard level: Craftworld or 2

Eldar Cruiser
Cost: 650
Description: The heavier Eldar ships follow the same basic design doctrine as their land forces: inflict as much damage as possible on the enemy while using speed and deception to minimize damage. The Shadow and Eclipse classes of ships are included under this section.
Shipyard level: Craftworld or 3

Eldar Battleship
Cost: 800
Description: The Eldar Void Stalker is the most fearsome ship in the entire fleet. It does everything that should be expected of any Eldar vessel, only better. Fast, large and powerful, but without sacrificing manoeuvrability. It is easily the match for a human ship of its class, and may whatever deity they believe in help the lesser races who come into the sights of the Void Stalker’s guns.
Shipyard level: Craftworld or 4


Now, the Exodites:
Spoiler :
Exodite Eldar:
(Ok, this is made from an incomplete understanding of the Exodites. I have seen no original GW sources on the exodites, so I only have fan made stuff and forums to work off of. I hope I kept the spirit in tact.

I’ve had to make them more modern than my image of them in order for them to stand a snotling’s chance in the Warp. They must be included in my opinion, because they are so necessary for the Craftworld Eldar’s survival. We need more non-humans anyways.)

My liege, there is much to be done. It has been only a short time since your father led our people back to the stars. While our first meetings with the foreign barbarians were fruitful, they did send a shock throughout the aristocracy. In our arrogance, we have stayed stagnant while the Mon’Keigh and others have technology that far surpasses our own.

Your father know what to do. He has led us back to the stars. We have found ourselves not to be alone. Other Exodites have survived the long night, and now we find entire nomad worlds filled with Eldar of strange customs.

They might, perhaps, be used to our advantage.

We will need whatever advantage we can find, as we are still weak as we emerge into a barbarous galaxy. But we will be strong again one day.

Special Rules:
Be ware that some of your units require you to have an alliance with craftworld Eldar in order to obtain them.

You gain 1 free units of Exodite Knights for each Medieval world you control at the beginning of the game.

You can never have shipyards greater than level 3 in any system.
Things will be tough for you, but a skilful player can turn any situation to their advantage.

State Creation limits:
Your society will have to be feudally based, but you have otherwise complete freedom in the creation of your background. You cannot buy Forgeworlds or Hive worlds as an Exodite player when you create your empire. You cannot buy shipyards higher than level 2 to start out.

Exodite Infantry Warhost: Exodite infantry are armed with a mix of archaic and modern weaponry. They fight in feudal warbands organised in larger hosts under the command of the most powerful nobles. Their more modern weaponry is reserved for the best troops and lesser nobles and tend to be a mix of ancient heirlooms, off-world imports, but do include some limited locally manufactured advanced weaponry.
Cost: 50
Production Requirement: 1

Exodite Rangers: The Eldar have always been masters of stealth and ambush. The Eldar tendency towards conservation of resources emphasizes the single sniper’s bullet over the blunt force of a thousand shuriken catapults. The Exodites have continued this philosophy, but they have had to do it with few fewer resources and under harsher conditions. These regiments are exodites who have been equipped with Craftworld technology and trained by Elder Rangers. Together, they form a fearsome skirmishing force.
Number: Maximum 1 per planet unless allied to a Craftworld
Cost: 80
Production Requirement: 1

Exodite Cavalry Warhost: ‘Cavalry’ is a lose term for a variety of units. The animals that the Eldar have seeded the maiden worlds with are startlingly like the dragons and dinosaurs of ancient myths from holy Terra. They are odd anachronisms, but they are surprisingly effective against modern weapons of war.
Cost: 100
Production Requirement: 1

Exodite Knights: The most powerful Exodite nobility pilot the mighty knight suits. Halfway between a dreadnaught and a scout titan, these surprisingly manoeuvrable humanoid machines of war stride unstoppable through the battlefields of the Exodites. These suits are hand made by artisans trained in the ancient arts of their ancestors using a fair proportion of the limited manufacturing capacity of the Exodite worlds.
Number: Maximum 1 per 1000 economy
Cost: 200
Production Requirement: 1

Exodite Armoured Regiment: These are not as powerful as craftworld Eldar Armoured Regiments, but they fill a necessary niche in the Exodite order or battle. The majority of tanks are the Falcon grav tanks, but they are supported by Night Spinners, Fire Prisms, and a bare few super heavy grav tanks of various types.
Number: 6 per allied Craftworld
Cost: 300
Production Requirement: 2, allied Eldar Craftworld

Eldar Aerial Group: Eldar aircraft are some of the best in the galaxy. None can math their manoeverability and few can match their speed or firepower. These units are made up of Night Wings, Pheonix Bombers, and a handful of Vampires. These units are crewed by members of the allied craftworld.
Number: 3 per allied Craftworld
Cost: 400
Production Requirement: 3, allied Eldar Craftworld

Civilian Transport Fleet
Cost: 150
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 250
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Exodite Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 2

Exodite Capital Ship
Cost: 700
Description: This is a catch-all for the larger vessels crewed by the Exodites. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 3


EDIT: Ugh. My spelling and grammar are atrocious. I'll give everything a few proof reads before everything is finalized.
 
I would be more than happy to help.

PM me with anything you need.

With the Necrons though, is there going to be any rules with the half dead / army disappears part?
 
There will be no Necrons for now. By their very nature they are unplayable. You can't destroy them unless you destroy the planet they're based out of, you can't make more of them, they don't conquer territory, and the individuals have no personality.

Fine for a miniatures wargame, but not for a game like this.

They might make an appearance later, but don't count on it.
 
Ok, I'm almost done. What do you guys want to see first, the game rules or the faction overseas/unit lists?
 
game rules
 
So say we all. Rules will come first.

I've got rehearsal for a play right now, then about 20 minutes of work left on the rules. Expect them in approximately an hour and half.
 
Alright guys, here are the rules. We'll start with the economic rules:
Spoiler :
Economy:
Each planet will have an economy rating. This rating is represented by a number. This is a rough calculation of that planet’s industrial production, trade incomes, taxes, and other economic factors that determine the available resources of the planet. By adding the numbers of your planets together, you will get your GDP. You can tax this GDP as a percentage.

This does not necessarily represent taxes. It could represent corvee labour, government industries, and taxes for the Tau, slave labour and plunder for the Orks, the favour of the ruinous powers for Chaos, and so on.

The higher the percentage, the more money you will gain that year. However, low taxes will result in a bonus to your economic growth.

Economic growth happens as a result of trade treaties, economic spending, and low taxes. You may expend a portion of your budget towards expanding your empire’s economy. These are generally long term investments, but are the best peaceful way of expanding your powerbase.

Hive Worlds and Industrial Worlds are the best sources of income.

Resources:
These are the resources that power your industry. Though mostly represented by metals, all raw materials are included here. Wood, oil, other fuel sources, any raw material whatsoever. Every planet will have a net resources production rating. This is the amount of resources that is produced by the planet minus the local industry’s consumption.

You will need to have at least as many resources as your industries are consuming, or else your industry will grind to a halt, your production will halt and your GDP will plummet, and other bad things will happen. If you don’t have enough resources, you can always import it from other empires. There may be other more inventive ways of acquiring more resources. Taking it from someone else is always a viable solution.

A planet that is blockaded cannot receive resources from elsewhere in the empire. You must record where resources are stored in case such an event occurs.

Mining Worlds and Forgeworlds are the best sources of resources.

Food:
Despite millennia of ‘progress’, the base realities of life are inescapable. Your people need to eat. It is probably best that you feed them. Every planet will have a net food production rating. This is the amount of food that is produced by the planet minus the local population’s food consumption.

You will need to have at least as much food as your people are eating, or else they will begin to starve. This is generally regarded as a bad thing. Very bad things will happen if your people begin to die from starvation. If you don’t have enough food, you can always import it from other empires. There may be other more inventive ways of acquiring more food.

A planet that is blockaded cannot receive food from elsewhere in the empire. You must record where food is stored in case such an event occurs.

Agri-worlds are the best sources for food production.

Transport:
You have two types of transports available: military, and civilian. Each can carry up to four military units any distance per turn. It is assumed that military units have the capability to move themselves to and from their transport vessels.

One unit of transports is also necessary for each system in your empire. If you do not have enough, then whatever planet does not have a transport fleet will not contribute or receive any food or resources from your empire.

Colonization:
Sometimes new territory can be acquired peacefully. This can be done through colonization. Assign a certain amount of money, resources, and government shipping to colonization, and eventually, if successful, a new colony will be founded on that world.

Maiden worlds are the best candidates. If successfully colonized, it will create an agri-world. However, it will take a very long time for it to produce as much as an established agri-world.

Some dead worlds can be colonized as mining worlds. This is more difficult than founding an agri-world, but has its own obvious benefits.

Feral and feudal worlds can also be ‘colonized’. This is difficult and often involves military force. These worlds are often the devolved remains of advanced societies who have used up much of the natural resources, so rewards will not be as great as fresh worlds. However, they will be at full production.

Be careful, there are few good candidates for colonization in this sub-sector. Competition will be fierce for new lands to exploit.

Producing Military units:
Every planet has a production rating. This is a number between 1-4. Although bonuses can increase the level, 4 is the maximum level that can be reached. This is the number of units you may produce with a requirement of 1. If you had a Hive World with a rating of 4, you could create either two units with a requirement of 2, four units with a requirement of 1, one unit with a requirement of 4, or any combined that adds up to 4 or less.

Shipyards:
Shipyards are a special case. You can build shipyards in any of your worlds. They will allow you to build space naval units up to the level of the shipyard. This is the only way to build space naval vessels.

Shipyards exist in space and can be destroyed or captured.

This rule is in place to allow players who lose their main industrial worlds to have a fighting chance of survival.

Level 1: 400
Level 2: 1000
Level 3: 2000
Level 4: 4000

Fortifications:
You can allocate a portion of your income to the building of fortifications. Just identify which systems you want fortifications built in. You are encouraged to include details of what these defences include. They will assist when your planet in under assault and also help you to keep control of worlds you already hold, especially feudal and feral worlds.

Fortifications are relative to population and importance. An agri-world protected by 500 economy worth of fortifications will be a regimented fortress world, while a hive world protected by 500 worth of fortifications is lightly defended.

Fortifications will receive damage due to bombardment, unrest, and battle damage. But it is better to have to repair a fort than to re-conquer a world.

Military Upkeep:
The upkeep on military units is a flat 20% of what they cost. For units that have no cost, there is still an upkeep value. Add this value to your upkeep total.

Mercenaries:
There will be opportunities to hire large mercenary groups throughout the game. They may include Eldar pirates, human mercenaries, Kroot, Tarellian dog soldiers, Farsight Enclave Tau, and more. Players will submit offers to mercenary organizations and the mercenaries will choose to work for whoever has the best bid.

There are some limitations however. Eldar will be more likely to favour Eldar than Mon’Keigh, Tarellians will not serve humans, Tau will seriously question any leader who employs Farsight’s deserters. Mercenaries are disposable and expensive, but can fill important niches in your military. They will also have minds of their own and abandon any employer who tries to use them as cannon fodder too obviously.

National Confidence/Military and Civilian Leadership/Morale/Etc.:
These will not be handled in statistical form. The contentment of your people is determined by the moderator as a result of your actions. Repeated military losses will cause your people and military to loss faith in you. A lack of food or resources will cause your population to rise against you. Conversely, prosperity and military victories will increase confidence in you. You will be informed of potential problems in the moderations.

You can assign income to ‘bread and circuses’ in order to appease your population if you believe it in your best interests. This can take the form of social spending, special entertainments, extra food rations, or whatever else your imagination can devise.


Next we have the military rules:
Spoiler :
Units and You:
Your units come in two varieties: Army and Navy.

The two should be an obvious distinction. Army units are those that need solid ground in some point of their operation. Navy units are those that exist in the vacuum of space.

In your orders PM, you should include an up to date order of battle (OOB). Just group your units according to location. You can break these into fleets, give them names, etc, do whatever you like. Your units are anything you want them to be within reason. If you want your Imperial Guard Regiments to be equipped with autoguns and drive Malcador tanks, so be it. So long as it is in keeping with the spirit of the unit descriptions and rules, do it.

Turns will be of sufficient length that any unit can cross the map in the span of a single turn, if the warp is willing. To give a sense of scale, it will take a year to cross from one corner of the map to the other in a diagonal line under normal warp conditions.

So how long does travel take? As long as I say it does. The warp is fickle by nature. A trip that might normally take three months might be over in a week, or in a hundred years. Only Tau have any real idea of how long they will take, as they merely skim the surface of the warp.

If I think the story will be best served by two fleets meeting, so be in. If it is more dramatic for something to arrive late, or early, or on time, then so be it. That being said, I will use common sense.

There are a few rare units that can both land on the ground and fly through space, such as the Thunderhawk or Manta, but they are rare. Hybrid units can exist as either Navy or Army, depending on where they are based.

Conquest:
So, you want to go on a brutal rampage into an opponent’s system and take it over by force? Here’s how it happens.

First, you’ll need to take control of the space lanes. Make sure you have a fleet with enough firepower to defeat your opponent. Then load your military units into your transports and send them along to begin the invasion. They can come with the first wave or later on their own, but they should be escorted either way.

You can bombard the planet, though doing so will reduce its value. There is no exterminatus in this game. It just wouldn’t be fun that way, but you can still pound a planet back to the stone age through conventional means.

Your opponent will learn of the invasion and have time to write their own plans.

I will provide a synopsis of the campaign and provide a % figure to describe how much of the planet the invader controls. The defender will only gain a portion of their original income relative to the area they control.

The planetary economic value will also shrink as a result of damage and shortages.

Do not expect campaigns to be easy. Sure, taking a lightly defended agri-world will be easy, but don’t expect hive worlds to fall to anything less than a multiple turn siege of epic proportions.

Blockading:
In order to blockade a planet, you must have military ships in orbit and have space supremacy in that system.

Anyone may try to break the blockade through military force.

Transports can attempt to run blockades, but will not have much success unless they are supported by military vessels or the blockade is weak.

Blockade will prevent the transport of food and resources too and from the planet that is blockaded. It must survive on its own production.

The planet’s economy value is still pooled with the Empire’s total as normal.

Interacting with Powers Greater than Yourself:
Many of the factions in this game are part of a larger Imperial entity. Most human players will be part of the Imperium of Man and the Tau player is part of the Tau Empire. These players can apply to their central governments for aid. If and in what form this aid arrives is unknown. For example, if you are facing an Ork Waaagh and call for assistance from the Administratum, a crusade may be called to your aid, a company of allied marines might arrive, a small subsidy might be provided, or you might just be ignored.

Tau support will be more forthcoming, but in much lower quantities than the Imperium.

This all being said, you still have control over your own foreign policy.

Outside Powers and Random Occurrences:
This game does not occur in a vacuum. There may be interference from Ork Waaaghs, Tyranid splinter fleets, Eldar pirates, Hrud migrations, Necron awakenings, and any
number of other influences.

Events beyond the player’s control may occasionally happen as well. These can be used as judgement on a player for bad conduct, though these will be rare. They may be used to give a good player a challenge, to spark activity, or to provide opportunities.

Though many of these events will be negative, they will always provide opportunities for intelligent players.


Next section is on creating an empire:
Spoiler :
How to build your Empire:
Each player will have 20 points to use to create their Empire. You must purchase at least one planet. Some factions will have restrictions on what they buy. See the special rules and limits in your faction’s profile.

Everyone starts with:
- A level 2 shipyard in their home system
- A 2500 spending spree to purchase initial military units. You can spend as much or as little of this as you want.

You may spend your 20 points on:
-Planets
- Hive world: 8
- Industrialized world: 6
- Forgeworld: 5
- Mining world: 3
- Agri-world: 3
- Feudal world: 2
- Feral world: 1
-Resources
-1 point buys 8 food
-1 point buys 8 resources
-Starting Military Forces
-1 point buys an extra 1000 economy of military forces
-Shipyards
-1 point buys 1 level of shipyard in any system

You then have to choose where your planets will be located. A system map will be produced for players to choose from. Your systems can be as close or far as you wish. You can have up to 3 inhabited planets in the same system.

Below you will find an example of how to format your Empire and your stats.

National Statistics Format:
Name:
Player:
Faction:
Military Upkeep:
Planets:
Bahmali System
- Planet name (planet class) – Shipyard level
- Production: Economy/Units/Food/Resources
2nd System
- Etc.
Total Production: Economy/Units/Food/Resources
Current banked resources: Economy/Food/Resources
Order of Battle:
Ship type and number
Unit type and number
Etc.


An Example Empire: The Bahmali
Name: The Bahmali Empire
Player: NPC
Faction: Independent Humans
Military Upkeep: 500
Planets:
Bahmali System
- Bahmal (Industrialized world) – Level 2 shipyard
- Production: 2500/3/-1/-1
- Manama (Agri-world)
- Production: 400/1/4/0
Mandala System
- Mandala II (Agri-world)
- Production: 400/1/4/0
Agrippa System
- Agrippa III (Mining World)
- Production: 300/2/-1/3
Total Production: 3600/7/0/2
Current banked resources: 0/8/8
Order of Battle:
4 Civilian Transport fleets
1 Escorts
12 PDF Infantry Divisions
5 PDF Armoured Divisions
4 Mutant Divisions

Creation spending:
1 Industrial world – 6 points
2 Agri worlds – 6 points
1 Mining world – 3 points
8 food – 1 point
8 resources – 1 point

Spending Spree:
4 Civilian Transport fleets – 800
1 Escorts – 500
12 PDF Infantry Divisions – 600
5 PDF Armoured Divisions – 400
4 Mutant Divisions – 200

Types of Planets:
Name: Hive World
Approx. Population: 15-40 Billion
Economic Worth: 4000
Unit Tier Production: 4
Food Production: -6
Resource Production: -4
Description: Hive worlds are the result when industrial development reaches past the point of sustainability. These worlds are dead. The natural flora and fauna have been almost completely destroyed. In the place of forests and living oceans are ash wastes and seas of industrial chemicals and salt. The endless teeming masses of humanity have pushed onwards to the stars, building layer upon layer onto their towering cities to house the refugees from the farms, villages, and towns that are consumed by the advancing wastelands.

Name: Industrial World
Approx. Population: 5-15 Billion
Economic Worth: 2500
Unit Tier Production: 3
Food Production: -1
Resource Production: -1
Description: These worlds are the heart of most empire’s economic might. They still have significant power to produce; yet they are not the exhausted shells that the hive worlds are. Though these planets rely greatly on other planets, they, in turn, rely on the civilized worlds to produce their manufactured goods.

Name: Forgeworld
Approx. Population: 500 Million-3 Billion
Economic Worth: 1500
Unit Tier Production: 4
Food Production: -2
Resource Production: -2
Description: These are the worlds owned by the Adeptus Mechanicus. The bulk of the Imperium’s might is manufactured on these worlds. Though occasionally owned by non-Ad-Mech forces, this is rare. These worlds are often dead, stripped bare to feed the forges. Unlike the hive worlds, they do not have the endless struggling mouths to feed which usually results in better lives for the (often fanatical) population.

Name: Mining World
Approx. Population:120-300 Million
Economic Worth: 600
Unit Tier Production: 2
Food Production: -1
Resource Production: 3
Description: As the name says. These worlds are often barren rocks, but not always. Focused purely on resource extraction, these are a necessary but oft ignored link in any empire’s industrial food chain.

Name: Agri-World
Approx. Population: 100-250 Million
Economic Worth: 400
Unit Tier Production: 1
Food Production: 4
Resource Production: 0
Description: Possibly the most important, and at the same time lest important, type of world in galaxy. Without agri-worlds entire empirs, not least of the Imperium of Man, would starve to death. The great hive cities would fall apart and the Imperial war machine would grind to a halt and atrophy to nothing. They are the most numerous type of world. They are often passed over in war, but are also the first to fall when war comes.

Name: Feudal World
Approx. Population: 200-500 Million
Economic Worth: 300
Unit Tier Production: 1
Food Production: 2
Resource Production: 1
Description: There are worlds that have devolved to a medieval state. This is not uncommon for human and exodite Eldar colonies. They may maintain some forms of technology, most notably amongst the nobility, but these are misunderstood relics from a bygone era, or new imports from their conquerors. This represents any level of development from the Roman era to the Enlightenment, but these fine distinctions are lost in a future that remembers neither.

Name: Feral World
Approx. Population: 20-50 Million
Economic Worth: 100
Unit Tier Production: 1, Infantry only
Food Production: 1
Resource Production: 1
Description: These are worlds that have devolved to an state of utter barbarism. Their people survive only by destroying each other. Humans and aliens in this state are often little better than feral Orks.

Name: Deadworld
Approx. Population: Uninhabited
Economic Worth: None
Unit Tier Production: Nome
Food Production: 0
Resource Production: 4
Description: These worlds are inhabitable for whatever reason. They range from barren rock balls to frozen iceworlds, to planets with surface temperatures too high to support life.

Name: Maiden World
Approx. Population: Uninhabited
Economic Worth: None
Unit Tier Production: None
Food Production: 5
Resource Production: 2
Description: These come in two variety. The first are true maiden worlds, beautiful, verdant paradises seeded eons ago by the Eldar. The second are worlds brimming with natural life to exploit. Both are rare and highly coveted and though distinct, are functionally the same ruleswise.

Name: Marine Chapter Homeworld
Approx. Population: As planet
Economic Worth: As planet –10%
Unit Tier Production: As planet +1, plus Space Marine units
Food Production: As planet
Resource Production: As planet
Description: This world is the home of an Adeptus Astartes chapter. As such, it will benefit greatly from their presence. At least in theory. Though the population look up to their overlords as gods, they are unconcerned or unprepared to administer the local economy. The world does however, have a much larger degree of protection from any type of threat.

Name: Ecclesiarchy World
Approx. Population: As planet
Economic Worth: As planet +10%
Unit Tier Production: As planet, plus Adeptus Sororitas
Food Production: As planet
Resource Production: As planet -1
Description: This planet is a stronghold of the Ecclesiarchy. Though it will remain loyal to any (Imperial, or at least human) overlord, they are often a powerful political force to be reckoned with. In war, they will join their leaders on the field of battle, so long as the battle suits their interests.

Name: Daemonworld
Approx. Population: ?
Economic Worth: Half of original planet (consider this the favour the dark gods have granted to the master of the planet)
Unit Tier Production: None; though Daemons and rampaging warbands may use it as a gateway to the sub-sector
Food Production: Nil. The beings on this planet require no food and produce none.
Resource Production: Half of original planet (consider this the favour the dark gods have granted to the master of the planet)
Description: This is a world corrupted. Daemon worlds cannot be comprehended by the mortal mind, let alone described in words. Any world can become a daemon world under the right set of unfortunate circumstances. These worlds have been completely consumed by the Warp. Only daemons and the most powerful chosen of chaos can survive on such a world.

Name: Craftworld
Approx. Population: 100 Million – 3 Billion
Economic Worth: 5000
Unit Tier Production: 8
Food Production: 0
Resource Production: 0
Description: These are the awe-inspiring wraithbone worlds of the Eldar. They are smaller than the vast majority of planets, but are a force beyond human imagining. Craftworlds are completely self-sufficient. Some spend decades without any outside contact. Others are forced into constant contact with other denizens of the galaxy.


Finally, we have general housekeeping rules and orders format:
Spoiler :
Orders:
You will need to include the following in your PM:
- A budget, formatted in an easy to read manner
- Any other economic or political orders not included in your budget
- An up to date OOB, including location.
- Your military orders for the turn
- Your expected stats at the end of the update

Military orders can be as simple or complex as you want. Be reasonable though; I’m only one man after all.

Sample Budget:
For your budget, I recommend the following format, but feel free to use any format that is logical and easy to follow. We’ll continue to use the Bahmali as our example:
Name: The Bahmali Empire
Player: NPC
Faction: Independent Humans
Military Upkeep: 500
Planets:
Bahmali System
- Bahmal (Industrialized world) – Level 2 shipyard
- Production: 2500/3/-1/-1
- Manama (Agri-world)
- Production: 400/1/4/0
Mandala System
- Mandala II (Agri-world)
- Production: 400/1/4/0
Agrippa System
- Agrippa III (Mining World)
- Production: 300/2/-1/3
Total Production: 3600/7/0/2
Previous Banked resources: 0/8/8
Tax: 35%
Spend able income: (Economy x tax) 1260
Bread and Circuses (alt. Social spending): None
Fortifications: 100 in Bahmal, 100 in Manama
New Units:
1 Mutant Division in Bahmal, 50
Colonization: None
Other Costs: None
Total Cost: (upkeep+social spending+colonization+new units+other costs)
New Banked resources: (banked economy + spend able income - total costs) 510/8/10
- 8 food, 5 resources on Bahmal
- 5 resources on Agrippa

Housekeeping:
Deadlines:
At the top of the both in the IC and OOC threads will be the deadline for the next set of orders. Orders are due at that time. I will start moderating soon after the deadline has passed. Orders that are in after the deadline but before I have started moderating will still be accepted, but don’t count on it. As soon as I have started moderating one player’s orders no others will be accepted.

IC and OOC:
Because of my obsessive tendencies towards keeping IC and OOC thing separate, there will be a thread for each. Keep all OOC posts in the appropriate thread. Failure to do so will result in bad things. I will post questions about how the game is going and what direction you would like to see it go in fairly often in the OOC thread.

Dissatisfaction:
I am always open to constructive criticism. I am always willing to discuss my moderatorial decisions or anything else with the players. I may change my mind about decisions already made, but this will be rare. I recognize that a game cannot survive without its player and I will do my best to make sure that all players are happy, within the confines of the rules.


As always, I'm asking for feedback. This is just a first draft and there is still room for large changes.
 
So I take it everyone is satisfied with this rule set as it stands?

In that case, here are the faction summaries. This will conclude the work that I've done so far.

First off, the standard Imperium Template:
Spoiler :
The Imperium of Man
You are the inheritors of the Emperor’s dream. It is your duty to ensure humanity’s survival through any means necessary. Well, at least the portion of humanity directly under your control.

The Administratum has granted you absolute power over this region. How you run it is up to you, and should follow from local custom (you might be a local yourself, you might even be a they).

There are a few rules: stay loyal to the empire, aid your brother humans, do your best to expand the rule of the Imperium, do not keep faith with xenos, and root out the taint of the ruinous powers at all costs.

These are not easy rules to follow. Many thousands of governors over the years have fallen to their own greed, or to the lure of powers greater than themselves.

Special Rules:
10% of your income goes as a tithe to the Administratum every year solong as you are a part of the Imperium.

State Creation limits:
The Imperium is such a wide and varied place that any sort of society may have developed. Create whatever you like, then use your background to help you work out your starting stats.

Imperial Guard Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Imperial Guard Regiment: These are the best and bravest soldiers of the Imperium. Usually formed from the top 10% of a planet’s planetary defence force, the Imperial Guard are better armed, better trained, unified in purpose and often have significant experience.
Cost: 80
Production Requirement: 2

Imperial Guard Armoured Regiment: The armoured wing of the Imperial Guard. Receiving additional training and better maintenance, not to mention Leman Russ variants such as the Demolisher, Vanquisher, and Executioner, these are a force to be reckoned with. Armoued Fist Platoons commonly assist these regiments.
Cost: 125
Production Requirement: 2

Heavy Armoured Regiment: And you thought Demolishers were bad… These specialized tank regiments are the heavy hitters of the Imperial army. Variant Leman Russ’ are more common than the standard in these regiments. But they are merely the support for the real might of the Heavy Armoured Regiment: the superheavy Baneblades and Shadowswords. Few foes can stand up to these metal monstrousities.
Cost: 200
Production Requirement: 4(3?)

Siege Artillery Regiment: Specially trained for siege warfare, these crack regiments are built to pound hive cities into the dust. They are armed with Griffon mortars, enhanced Basilisks, and the mightiest siege machines the Death Korps of Krieg can design. Any siege is a foregone conclusion once these troops arrive en masse.
Cost: 100
Production Requirement: 3

Aeronautica Imperialis Air Group: Equipped with the best fighters and bombers the Imperium can produce, these elite pilots rule the skies. Only the most advanced fighters can keep up with them in the skies.
Cost: 200
Production Requirement: 3

Civilian Transport Fleet
Cost: 200
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 800
Description: Cruisers are the workhorses of the Imperial Navy. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. The best examples are the torpedo or lance heavy Dauntless class cruiser.
Shipyard level: 3

Battleship
Cost: 1000
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. The Emperor and Retribution class battleships as the best examples of these behemoths.
Shipyard level: 4


The Space Marines:
Spoiler :
he Adeptus Astartes
Hail, brother-captain. You are the first and last line of defence for the Imperium. Within your veins flows the blood of generations of warriors. You hold within you the genetic legacy of the Primarchs, as do we all.

We are peerless throughout the entire galaxy, but we are few. We are the example to which all of humanity must strive. We are the vanguard of the Emperor’s armies. The Imperium gives us much freedom. Almost complete autonomy in fact.

The tenets of our existence are clean:
Purge the Mutant.
Exterminate the Xenos.
Bring justice to the Traitor.

We are more than just men, we are the Space Marines!

Special Rules:
Your capital plant has the ‘Marine Chapter Homeworld’ template applied to it. There are special rules for recruiting space marines which as found in your army list.

You do not need a transport vessel to transport Space Marine Scouts, Battle Brothers, Terminators, or Thunderhawks.

You must choose whether you follow the Codex Astartes or not. Those who follow the codex and limited 9 total companies of Terminators and Battle Brothers. Those who do not follow the codex do not have this restriction, but will also be under close scrutiny by the Administratum and may be subject to genetic taint.

State Creation limits:
You cannot play a first founding chapter, a major chapter with an army list or that features heavily in the game (Blood Ravens, Black Templars, etc.).

You may choose a chapter for which you are the successor for, or you may not know. Otherwise, you are free to do whatever you want. Remember, you are a loyal chapter. You may go renegade during the game (if you have very good story reasons) but you may not start out so.

Adeptus Astartes Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Space Marine Scout Company: These are youths chosen from Marine worlds. Though most will die long before they can become full battle brothers, they are as valiant and loyal as their more experienced comrades. They act as light infantry, scouts, snipers, and other forces.
Cost: None. Automatically recruit 1 Company per 6 worlds owned every (minimum 1 per turn) 10 years. Feudal, Hive, and Feral worlds count double.
Upkeep: 40
Production Requirement: None

Space Marine Battle Brother Company: The supreme warriors of the Imperium. Gods among men, these powered armoured behemoths rarely take to the field in pitched battles. Fighting in hundred man units, the Adeptus Astartes rains from the heavens in drop pods or run guns blazing from a landing Thunderhawk gunship. As quickly as they came, they are gone. Whomever or whatever their target is only a memory. If you don’t know who these guys are, you shouldn’t be playing.
Cost: None. Automatically promoted when enough scouts earn their place as full battle brothers.
Upkeep: 60
Production Requirement: None

Terminator Honours Company: The greatest of all marines are honoured with the Crux Terminatus. This highest honour allows the Marines to don Tactical Dreadnaught Armour. In most cases, only one company of these hardened veterans will exist. Some Chapters aren’t even lucky enough to form a single company.
Cost: None. Automatically promoted when enough veterans exist.
Upkeep: 100
Production Requirement: None

Thunderhawk Gunships: Thunderhawks are the best fighters available to the Imperium. Capable of both air and space combat, the Thunderhawk is the most versatile weapon in the Imperial Armoury. Thunderhawks are capable of laying down a vicious bombardment on its way to disgorging its crew of blood-thirsty Space Marines
Cost: 300
Production Requirement: 3

Civilian Transport Fleet
Cost: 200
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard Level: 1

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escort
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipement. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Strike Cruiser
Cost: 600
Description: Crewed by failed marine trainees and indentured servants to the chapter, these ships are always at peak efficiency. Although these vessels are less powerful than a standard Imperial cruiser, they pack the ability to deploy a company of Marines within twenty minutes of leaving the Warp.
Shipyard level: 3

Battle Barge
Cost: 1200
Description: The Space Marine battle barge is the most powerful ship in the Imperial Fleet. Armed with its mighty Volcano cannon, few can stand in the way of these monsters.
Shipyard level: 4


The Ad-Mech:
Spoiler :
Adeptus Mechanicus
Glory to the Machine God!

We are the last defenders of the Imperium. Without us, the Imperium would have been submerged under the green tide three score centuries ago. We are the protectors of the Machine God’s legacy: the ancient technology that would build his new world.

Though we may be human, we have autonomy from the Imperium. This obliges us to help them whenever we can, but we must also look after ourselves first.

We are armed with the most powerful weapons in the entire galaxy. Our tanks sweep all before them, our ships slip boldly through the warp searching for enemies to kill, our titans stride like the walking demi-gods they are through the battlefield.

Special Rules:
None.

State Creation limits:
You are slightly more constrained here than with the two previous factions. The AdMech have a philosophy that is set pretty much in stone. But you should still feel free to have fun with them within the confines of their unique way of being.

AdMech automatically receive a Forgeworld with a Level 3 shipyard. This is your capital world. However, you receive only 14 points to spend during Empire creation and cannot purchase hive worlds

Adeptus Mechanicus Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Scitari: These are the Ad-Mech equivalent of the Imperial Guard. Replace the Commissars of the Guard with Tech-Priests and Engineseers, augment the Guardsmen with cybernetic implants, support them with more tanks, and you have the Scitari.
Cost: 100
Production Requirement:

Praetorians: The elite of the elite of the Ad-Mech forces. These are soldiers augmented cybernetically far beyond normal Scitari. Praetorians are fanatically loyal to the Machine God. They find themselves supported by the elite Tech-Priests, from the Engineseers with their servitor squads to Electro-Priests. Their equipment is state of art weaponry and carapace armour and their training and discipline peerless.
Cost: 160
Production Requirement:

Aeronautica Imperialis Air Group: Equipped with the best fighters and bombers the Imperium can produce, these elite pilots rule the skies. Only the most advanced fighters can keep up with them in the skies.
Cost: 200
Production Requirement: 3

Heavy Armoured Regiment: And you thought Demolishers were bad… These specialized tank regiments are the heavy hitters of the Imperial army. Variant Leman Russ’ are more common than the standard in these regiments. But they are merely the support for the real might of the Heavy Armoured Regiment: the superheavy Baneblades and Shadowswords. Few foes can stand up to these metal monstrousities.
Cost: 200
Production Requirement: 4(3?)

Siege Artillery Regiment: Specially trained for siege warfare, these crack regiments are built to pound hive cities into the dust. They are armed with Griffon mortars, enhanced Basilisks, and the mightiest siege machines the Death Korps of Krieg can design. Any siege is a foregone conclusion once these troops arrive en masse.
Cost: 100
Production Requirement: 3

Titan Quatro-Legion: Few weapons of war conquer up more fear than the mighty Titan. Towering high above the battlefield these marvels of Adeptus Mechanicus manufacture can demolish entire armies. Protected by void shields and armed with weapons that can cut through the armour of a baneblade like butter, nothing is safe when a Titan Legion takes the field of battle. Each Quatro-Legion gives you a handful of Warlord Titans, several teams of Warhounds, and one mighty Imperator Titan.
Cost: 1000
Production Requirement: 4, Forgeworld

Civilian Transport Fleet
Cost: 200
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 800
Description: Cruisers are the workhorses of the Imperial Navy. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. The best examples are the torpedo or lance heavy Dauntless class cruiser.
Shipyard level: 3

Battleship
Cost: 1000
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. The Emperor and Retribution class battleships as the best examples of these behemoths.
Shipyard level: 4


Non-Imperial humans:
Spoiler :
Independent Human Realms
Twenty thousand years ago our people came to this planet. They came for many reasons. Some were fleeing persecution, some were looking for opportunities they couldn’t find elsewhere, some just wanted a new life. That was before the dark times of this extended dark age struck the galaxy.

Each splinter of humanity has to fight for itself in these dark times, and there are many enemies. The two greatest of which are of course, the Ork, and the fanatical and backward humans of the so-called Imperium of Man.

Many of our former trading partners have already fallen under the tide of violence and ignorance. We are the true standard bearers of humanity. We will make our stand.

Special Rules:
None. But at least you aren’t being hassled by the Administratum and the Inquisition.

State Creation limits:
None. So long as the people are human and don’t openly worship Chaos, I’m happy.

Independent Human Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Elite Regiment: These are the independent equivalents to Imperial Guard formations. Whatever they are called, these are the cream of the crop. They go by many names and have their own unique histories, doctrines, and specialties. In the end, it all boils down to the same thing: when all else is lost, these are the only soldiers that can be counted end to fight to the bitter end for their empire.
Cost: 100
Production Requirement: 2

Mutant Division: Outside of the Imperium, humanity is sometimes not subject to the prejudices against mutants. Some societies allow mutant and trueborn human to live and work together in harmony. Most see the mutants as second-class citizens and slaves. These divisions are those mutants, herded together and thrown at the enemies of the state. They are often poorly equipped, but their natural talents and propensity for battlefield scavenge make them tenacious and unpredictable foes. Those who use mutants in this way should be careful, for allow the tainted to live may spread their taint, and down that path lies the ruinous powers…
Cost: 50
Production Requirement: 1

Iron Men: The Imperium banned the use of intelligent machines so long ago that their very existence is myth. But a few outside of the Imperium have kept that knowledge alive. These soldiers are better than anything their mortal equivalents can come up with. Tanks without crews that drive themselves, soldiers that will keep on fighting so long as one appendage remains to fight with, unquestioning loyalty with no concern for morals, these are the advantages of the Iron Men.
Cost: 600
Production Requirement: 4

Unique Unit: Independent empires have evolved and adapted own their own for millennia. Who knows what terrible weapons exist in their arsenals?
Cost: Variable
Production Requirement: Variable

Civilian Transport Fleet
Cost: 200
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 800
Description: Cruisers are the workhorses of human space navies. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. These are the equivalent of the Imperial cruisers and grand cruisers.
Shipyard level: 3

Battleship
Cost: 1000
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. These are the equivalanet of the terrifying Imperial Emperor and Retribution class.
Shipyard level: 4


The Genestealer Cult:
Spoiler :
Genestealer Cults
Brother, our time grows near. For many long years we have struggled to secure a homeland, and now we have earned it. Though not everyone on this planet is a member of our family yet, they will be soon.

The psychic signals of our Magi summon the rest of our race here so that we may finally all be together. But we should not wait for them to arrive. There is much to be done before they begin to arrive.

There are hundreds of worlds within reach who haven’t seen the glorious beauty that is the genestealer. It is our joyous duty to bring our light to them.

Special Rules:
You can undertake special infiltration missions. With these missions, you attempt to set up a cult on another planet. It can be a player owned planet, an NPC planet, or even a planet with no sentient life on it.

State Creation limits:
None. You might have been a former human world, a former exodite world, a former Ork world even, whatever you want within reason.

Genestealer Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Elite Regiment: These are the independent equivalents to Imperial Guard formations. Whatever they are called, these are the cream of the crop. They go by many names and have their own unique histories, doctrines, and specialties. These formation include both brood brothers and untouched humans, though this is often not the case for long. They are the best available soldiers in the Cult arsenal should of the mighty Genestealers themselves
Cost: 100
Production Requirement: 2

Hydrid Brood: Children born of two infected parents, or of one infected and one trueborn, are known as hybrids. They combine the cunning intelligence of a human with the natural weaponry and killer instincts of a Genestealer. Though they are not the equal of their more obvious brethren, they are a thing to be feared.
Cost: 80
Production Requirement: 2

Genestealer Brood: Genestealers are the perfect killing machine. Silent. Cunning. Ferocisous in battle. Armed with keen senses and claws that make a mockery of even Tactical Dreadnaught Armour. Their deadliest weapon is their method of reproduction. They can infect sentient species. The infected will begin to tune in to the primitive consciousness of the brood. They will try to mate and any offspring they have will be cursed and have only one goal: to connect with others of his type and spread this plague to as many beings as he is able. Battles with Genestealers are dangerous. Even a victorious army can bring home some of the taint…
Cost: 200
Production Requirement: 1, Planet controlled by Genestealers for at least 20 years

Civilian Transport Fleet
Cost: 200
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 300
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 800
Description: Cruisers are the workhorses of human space navies. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. These are the equivalent of the Imperial cruisers and grand cruisers.
Shipyard level: 3

Battleship
Cost: 1000
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. These are the equivalanet of the terrifying Imperial Emperor and Retribution class.
Shipyard level: 4
 
The Tau'va:
Spoiler :
The Tau
It is good to see you Aun’o. I am pleased that the civilian administration can finally take over from the military government.

As you as well aware, three tau’cyr ago this planet asked for admittance into the glorious Tau’va. We accepted, and have managed to bring the light of peace to this planet. However, we now understand why they were so desperate to join us. This is a dangerous sector of space and far from our home.

The Tau population of the planet is barely a million, including members from all castes, we still have a sizable standing army including Tau, Kroot, but Gue’vesa make up the vast majority of our civilian and military populations.

There is a Nicassar colony here too, small, but large enough to provide us with ship crews. The humans here are eager, but are still new to the Tau’va. I believe this planet has promise, we only need to harness it.

Special Rules:
10% tax to the central government back in the homeworlds.
Occasional reinforcements might arrive to assist you.

State Creation limits:
Remember, you are a member of the Tau’va. Act as such. Otherwise, this planet can be any sort of imperial or independent human world.

Tau Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Kroot Division: Kroot Auxillaries are the eyes and ears of Tau armies. While the Gue’vesa do the majority of the dieing, the Kroot are a constant presence, harassing flanks and providing intelligence. This includes Kroot, Krootox, Kroot Hounds, and all the other various types of Kroot. Though the Kroot in this region are few, they are eager to explore the local fauna…
Cost: 80
Production Requirement: 1

Tau Hunter Cadre ‘Battle’: Contrary to what many believe, Tau do not form the majority of the armies of their empire. Nowhere is this more true than on the fringes of the Imperium, where the Tau have just barely begun to colonize worlds that have millennia of human settlements. The Tau Hunter Cadres are used for rapid responses, special missions, to spearhead an assault, or just generally support the battle. Here you find quick, mobile units that work perfectly in tandem with the other branches of the Tau military.
Cost: 120
Production Requirement: 3

Tau Air Group: The Air Caste are naturally adapted pilots. Though their aircraft are not always up to the level of other species’, they are constantly improving and their natural abilities in the air make them the terror the skies.
Cost: 200
Production Requirement: 3

Tau Mantas: The Manta Missile Destroyer is a Titan Killer. Like the Space Marine Thunderhawk, is has the capability to fight in space and in the air, to drop in large numbers of soldiers and tanks, and fight its way until the end. The main difference is that it is five times the size of a Thunderhawk with guns that match its scale. The downside to this is that it is just as much of a target as the Titan and is vulnerable to much the same weapons. Luckily, the number of weapons geared to destroy titans are few. This unit includes three Mantas.
Cost: 400
Production Requirement: 4

Civilian Transport Fleet
Cost: 150
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 250
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escort
Cost: 400
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by the smaller Tau vessels and Nicassar dhows.
Shipyard level: 2

Tau Capital Ship
Cost: 700
Description: The Tau have a long way to go before they match the technology of the older races. Their space faring technology is not great, although their perfectly adapted air caste help to even the odds. These units include the Merchant, Hero, and Explorer classes of the Tau fleet.
Shipyard level: 3


The Lost and the Damned:
Spoiler :
Chaos
The followers of the false Emperor call us mad. But we are only so because we have seen the truth. Who can look upon the face of reality and not end up a little addled? We are those chosen few who have looked upon the truth and embraced it.

All things will eventually be consumed by the Warp. We have accepted this, and have given ourselves to the powers of the Warp. Beings of such great power that their names alone can drive a man mad. In the end, all will be chaos. We will be the rulers of the future, the right hands of the gods themselves, and lord of what remains of the temporal world.

Special Rules:
You can create cults as a special espionage action. You can create these in any sentient system with a majority population that is susceptible to chaos. The only races resistant to the influence of chaos are Orks and Tau, but most worlds owned by them are still mostly populated by other races.

These cults can be manipulated and expanded at your discretion through further espionage actions.

You can also attempt to create a Daemonworld. This involves several turns of blood sacrifice in which you will not receive any income, food, or resources from that world. After long enough, you will gain significant reinforcements and a portal to the warp. The more important and populated the world, the greater the reward (and the greater the rift in space). More Daemonworlds mean exponentially greater rewards.

State Creation limits:
None. You were previously a human world of some sort, but things have changed a bit since the ruinous powers took over… You can choose to follow a specific god or chaos undivided. Please restrict your choices to the big 4: Khorne, Nugle, Tzeentch, and Slaanesh.

Chaos Units:
Planetary Defence Infantry Division: These are your planetary military, ranging from militias to well trained veterans. They will do their best, but are often outclassed in modern warfare. Their strength is in numbers.
Cost: 50
Production Requirement: 1

Planetary Defence Armoured Division: As with their Infantry counterparts. Using reliable and effective tanks like the Leman Russ and Chimera, but with no specialized vehicles.
Cost: 80
Production Requirement: 1

Planetary Defence Artillery Regiment: A basic artillery support unit. For the Imperium, Basilisks and other standard artillery. The equivalents for other factions all amount to the same thing: Big guns that lob big shells long distances. This includes the vehicles to tow the guns and a small guard force.
Cost: 60
Production Requirement: 2

Planetary Defence Air Group: Basic air support, mainly fighters but with some bombing capability.
Cost: 100
Production Requirement: 2

Mutant Division: Among the lost and the damned, mutants are finally allowed to vent their anger on true-blooded mankind. Free from the shackles of ordered society, Chaos allows them to run free…
Cost: 50
Production Requirement:

Cultists: These are the weakest of the followers of Chaos. They lack any sort of formal training, the favour of the gods, or any more than the most basic laspistols, autoguns, and bludgeons. They fight with reckless abandon for the favour of their gods, but heavy losses can just as easily turn them into cowards.
Cost: 20
Production Requirement:

Chaos Chosen: These are men and women chosen by the ruinous powers. Their favour is obvious on their grotesque bodies and they adorn (and arm) themselves with trophies from their fallen foes. No enemy is more terrifying than the chosen of chaos. Except, of course, for the beings of the warp themselves.
Cost: 200
Production Requirement: 3

Chaos Space Marine Company: How do you make a space marine a deadlier opponent? Make him immortal, graft on a few extra appendages, insult his mother, and fill him with ten thousand years of rage. These cannot be ‘bought’ in the normal sense. The buying cost represents sacrifices to your chosen power in enough numbers for your god to ‘convince’ the marines it is in their interest to help you. You can only enlist marines who favour the same god as you. They will only work for warleaders they believe are worthy of their service. They follow their own agendas and will leave your service if they disagree with your policies.
Cost: 400
Production Requirement: 3, or a daemonworld

Daemons: Exactly what it says on the label. Imagine the most terrifying physical embodiment of fear, hatred, and anger. Merely by thinking of it and fearing it, you have created it. For that act alone, it will do all in its power to make you suffer in such ways you wish you were dead.
Cost: The ruinous powers are fickle. They will ask a price that seems too low, that will, in the end, be too high.
Production Requirement: The favour of your chosen power, daemonworld

Corrupted Transports
Cost: 250
Description: These are chaos’ answer to the transport question. They have the capacity to keep the economy flowing, as well as transport soldiers and adequately defend themselves.
Shipyard level: 2

Corrupted Escorts
Cost: 500
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Corrupted Cruiser
Cost: 800
Description: These are the mainstay of the Chaos fleet. Most are more recent Imperial cruisers who have turned traitor, but there are also ancient rebel vessels from the time of the Horus Heresy, Daemon infested ships, and new vessels build on adjusted Imperial plans.
Shipyard level: 3

Corrupted Battleship
Cost: 1000
Description: These ships are frightening beyond belief. They meld living flesh with corrupted metal, Daemon engines with twisted human minds to combine into terrifying avatars of the dark gods. Woe be upon the foe that dares to fight the flagships of the traitor navies.
Shipyard level: 4


Da Boyz:
Spoiler :
Orks
We is da boyz!

We da best in da whole universe. We lives for one reason: ta fight! An’ we does it gooder den any odder boyz wes eva met.

An’ best of all, we orkzez never lose. If we win, we win. If we die, we die, so it don’t count. If we runz away, den we can always come back an’ try again, so it don’t count neither.

We gonna make a big waaagh, and we gonna smash all dem weak boyz out dere and show ‘em who da toughest boyz is. An’ you gonna lead us dere. If’n ya don’t, den I smashes ya and takes over.

Special Rules:
Orks are far from the best economists. Their particular managerial style is not conductive to economic growth. Ork economies shrink by a flat 10% every turn before other modifiers are applied. After enough devastation, the amount of food and resources may decrease.

Whenever they conquer a planet, Orks will receive a significant amount of plunder. Additionally, more mobs of orks may join them, as their warboss is obviously an’ ‘ard git. Orks are meant to t be constantly on the march.

State Creation rules:
You can be from any clan or combination of clans you want and call yourself whatever title you think is coolest. Your conquered population might be human, exodite Eldar, Hrud, or anything really.

Ork Units:
Puny buncha Grots: Dis is a bunch o’ puny lil’ grots. Dey goodz to kick an’ to suck up bulletzez from da humies and da pointies and all da others cowards out dere. Dey also good for a snatch if yous is every hungry.
Cost: 20
Production Requirement: 1

Mob O’ Boyz: Dese are da good ol’ reglar boyz. Dey is da biggest mobs by far, and most a da boyz in dem. Dey likes ta fight, an dey never lose. ‘Course, sometimes dey runs away ‘cause they’s done fer da day and dey wanna live ta try it again later. Dey comes in two types: shooty, and sluggy. Da slugga boyz likes to shoot fings, da shoota boyz likes to hit fings. No.. wait.. I tink it’s da ovver way ‘round. Aw well, you getz da picture!
Cost: 60
Production Requirement: 1

Mob O’ Nobz!: Dese are da big ladz. Dey bin fightin’ fer years an’ years. Y’see, when an Ork gets old, ‘e keeps on growin’ til somefink kills ‘im. Dese boyz been ‘round a long, long time. Dey da bosses, got dat? An’ dey ain’t just nobz neither. Dis is also da old scarboyz, da commandos, and all da other tough boyz yous know about. One day, if yous is strong and tough, maybe you be one o’dem.
Cost: 80
Production Requirement: 1

Speed Freak Kult: Da Kult o’ Speed be real flash gits. Dey likes dere truckz, dey likes dere bikez, an’ dey likes anyfink else dat go fast and make a big ‘boom’ when it hits somefink. It’s a good idea to jump onto one o’ dere truckz if’n ya getz da chance.
Cost: 100
Production Requirement: 2

Looted Tankzez: We takes dese from da humies. Or we have dem make more of ‘em fer us if we run out. Da humies make da best tanks. Dey don’t fly offa da ground and smash inta tings like day pointy or the da bluey tanks do. Dey calls dese tings Rhinos, Russezez, an’ Kimara. Or somefink like dat anyways. Dey funz ta fight from I tellz ya.
Cost: 150
Production Requirement: 2

Mob O’ Feral Orks: Dese boyz is completely bonkers! Da fight anyting, anywheres, anyhow. Dey my kinda boyz really. But dey dum. Real dum. Dey only gots choppas really, but dey sneaky gits. Wese mostly finds dem on da real backwards planets.
Cost: 50
Production Requirement: 1

Fighta-bombaz: Dese are da fly boyz. All Orkz likes ta go really really fast and make big booms! Dese boyz ‘ave followed dat dream, and dey good at whats dey does. Dey fly through da air like dem pansy pointy tings, but dey does it wit style, and gen-u-wine orkiness!
Cost: 180
Production Requirement: 2

Big Mekaniky Stuffs Mob: Dis is da biggest stuffz dat da mekboys makes. Dis is da sort of stuff yous yous to smash big walls an’ big tankz and stuffz like dat. Dis is de battlewagons, da big rokkits, da stompas, and all dat good shooty stuff.
Cost: 250
Production Requirement: 3

Gargants Mob: Yah! Dey’s spellz it wrong, but hey, yous gonna be da one ta tell da boss wif a bunch o’ big engine o’ smash dat block out da sun he can’t spell? Yeah, I fought so. Yous getz about a coupla-few great gargants, ‘bout two times dat in reglar gargants, an’ a whole buncha little stompas. If yous lucky, and ya gots good mekboyz, yous can even get an ultra-mega-super-biggity-big Gargant dats da same size as da biggest humie gargant.
Cost: 800
Production Requirement: 4

Transport Fleet
Cost: 250
Description: Armed civilian transports. Crewed by slaves, grots, and the few Orks than prefer a more peaceful lifestyle. Can also be used for military transport.
Shipyard level: 1

Smashas
Cost: 500
Description: Deze ships come in toos. Dey works betta dat way. An’ dey works like dis y’see, unlike dem coward humies, weze like ta smas tings close up. So what we do is, we ram dere puny ships and send da boyz in! An on da way, we takes what guns we gots and we shoots some nice big holes inna dem.
Shipyard level: 2

Kroozer
Cost: 800
Description: Dis big ship over ‘ere is da mainstay of da boss’ fleet. We take all da big gunz, all da good torpedos, and dem big lance tingies. We strap ‘em all together, wrap ‘em in a whole lotta tick metal, and den we smash tings wiv it.
Shipyard level: 3

Rok
Cost: 1200
Description: Awight ladz, dis is what weze gonna do. Weze gonna get inta dis big rok lokkin ting with big guns and engines an stuff welded to it, and weze gonna point it at some humie planet. Weze gonna shoot an smash anyfink dat gets in da way and den we gonna smash into a planet an blast as dem humie punks inta dust! Ork Rokz can take up ta 12 units o’ Boyz an’ udder stuff.
Shipyard level: 4


Both Eldar lists have remained the same.

Once again, I request feedback.
 
Their methods of government and economic management (working conquered peoples to death and killing the for fun) aren't exactly friendly to economic growth. Bear in mind that they do get a substantial bonus for conquest.

This way Orks are encouraged to continuously conquer and to not to care so much when they lose terrtory, something for which they have far less concern than humans, Tau, or even Eldar.
 
I like it. I'm researching cults as we speak.

Though I have to agree that the penalties for the orks are pretty harsh... maybe there should be a limit at -50% productivity, or somewhere.
 
The orks are either fighting themselves or fighting others. [and irritatingly adapt dependent on their numbers, waagh numbers they couldn't shoot for heck, say about 4000 orks on a planet, suddenly their expert marksmen. Hate brainboys silly gene tech *mutter*]

so either a limit on their economic decline, or state if their not fighting another faction their economy goes down :p
 
I'm not saying its unrealistic, in fact I think it is really realistic that the Orks get -10%. But, I don't want to deal with that.

I'll go with my actual army in RL - Imperium Guard
 
The Lost and the Damned

That we are, that we are (consider it a claim post)...

Rules seem fine, though the big numbers still bug me; probably just because they are a major change from the way these things usually are.
 
The Ork economy will now shrink be 5% each year before modifiers are applied. if the Orks play their card right, this means that can actually increase the size of their economy.

I forgot to include this section when I posted the rules:
Spoiler :
Economic Growth:
Every year, your economy will grow or shrink dependent on how you have managed it. The natural growth rate without your interference will depend on the natural ebb and flow of economics. At its height during good times, you might find a growth of 5%, at the bottom of a recession, you might see your economy shrink by 2%.

There are several ways you can influence your economic growth. The first is through taxation. High taxes will result in lower economic growth, though the benefits are obvious. Low taxes will leave more money in the hands of companies and individuals, leading to greater growth, though your coffers may not meet your needs.

Establishing trade treaties with other factions will also help your economic growth.

Wars that go badly, blockaded systems, civil unrest, and shortages will all drive down economic growth.

Each turn when stats are produced, an updated economy number will be included to represent growth. Growth is calculated individually for each planet.


As for the numbers seeming big, I agree that they are larger than most games around here run. But for me, they're actually smaller than what I've become accustomed to. I debated lower numbers, but I decided to keep these because I show economic growth better this way.

Dreadnought, your claim has been noted. Now that the Ork rules have changed, you have the opportunity to switch if you wish.

das, your claim has also been noted.
 
Here's a current player list:

Humans (Can include Chapter Homeworlds, Ad Mech owned worlds, and regularly administered worlds):
1 (Imperial Guard): a_propagandist
2 (Imperial Guard): Dreadnought
3 (Adeptus Astartes) : j_eps
4 –
5 –
6 –
Independent Humans:
1 –
2 –
3 –
Eldar:
Craftworld:
Exodites 1:
Exodites 2:
Chaos:
Chaos 1: das
Chaos 2:
Chaos 3:
Orks:
1 –
2 –
3 –
4 –
5 –
Tau:
1 –
Genestealer Cult:
Lord_Iggy

There is room to switch around/add new factions is demand is high enough.
 
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