The prince of Wei is named Prince Cao and the capital is Luoyang ^_^
It's the only country inspired by something from real life. Wait, no, the Niaoma are also sorta inspired by the same source material.
A man named Cao making a pact with Chaos sounds doubly appropriate.
Are the player armies supposed to be made up from the scratch without any explicit connections with the extant main nations and factions, or could I (for example) play a Weian army or military sub-faction? In any case, I assume we will have to interact with the various powers that be anyway, in one way or another. Presumably affiliating oneself with a nation will bring certain advantages (an illusion of security, possible support and higher supplies=more Requisition), at the cost of limitations and vulnerability to political intrigue.
Daft, only one suggestion. I think that you should have "Values" next to "Vices," detailing the cultural strengths and/or weaknesses that the population generally has. 'Belief' sort of covers this, but Values would be more of a counterpoint to vices, illustrating the cultural (as opposed to criminal) activities going on in the cities.
Belief can be changed, but Values are more of an outgrowth of belief. Antalya's might be: militarism, religious tolerance, literacy, patriotism, etc.
A man named Cao making a pact with Chaos sounds doubly appropriate.
Are the player armies supposed to be made up from the scratch without any explicit connections with the extant main nations and factions, or could I (for example) play a Weian army or military sub-faction? In any case, I assume we will have to interact with the various powers that be anyway, in one way or another. Presumably affiliating oneself with a nation will bring certain advantages (an illusion of security, possible support and higher supplies=more Requisition), at the cost of limitations and vulnerability to political intrigue.
Player armies are made from combining 1 or more large formations i.e. Imperial Guard Regiments, Space Marine Chapters, etc. These large formations are made up of smallers formations i.e. Infantry Battalions, Scout Companies, etc. These small formations are
So one army might be the 1928th Imperial Army "The Cobras" which is made up of the the 278th Valhallan Armoured Regiment, 98th Cadian Regiment "The Fightin' 98th", and the 8th Necromundan Regiment "The Spiders". The Fighting 98th consists of two infantry battalions and one mechanized infnatry battalion. These battalions may be deployed separately and given separate orders if you wish.
If you decide you would like to play as the Prince of Wei, that would be cool. He could be your army commander. He would probably command an army of traitor guard from Stalinvast. I would likely make some special rules for having him as your commander.
Already on the books are bonuses to requisition and PDF fighting capabilty for controlling capital cities and a larger bonus for controlling entire countries.
Here are the Imperial army lists. Looking for feedback on these too.
Space Marines:
Spoiler:
The Emperors Space Marines are the most powerful warriors in the galaxy. So powerful are these warriors that the mere rumour of their presence is often enough to convince a rebel governor to submit. So rare are they, however, that is said that there is only one Space Marine for every world in the Imperium. The Space Marines are organized into two levels: Chapters, and Companies. A space marine player may purchase up companies from up to three Space Marine Chapters. A Space Marine player may have up to 10 companies in the field at a time. If your army contains more than 4 companies and all of your companies of from a single chapter, then they will gain a slight morale bonus.
First Company:
Movement: 2
Cost: 60
Upkeep: 6
Special: You must have three companies from a chapter deployed before you can deploy the first company. Only one may be deployed per chapter. Ever. If you lose it, its gone for good.
Description: The First Company represents the height of Mankinds potential. They are elite, even among space marines. Only marines who have earned the crux terminatus and therefore earned the right to wear terminator armour join the first company. They are somewhat less subtle than other marine formations, but they are a frightening force in combat.
Battle Company:
Movement: 3
Cost: 40
Upkeep: 4
Description: Battle companies form the bulk of a chapter. Each contains a hundred power-armoured space marines equipped with the finest equipment the Imperium can produce. Each one is a genetically enhanced super-soldiers with decades, if not centuries, of training and combat experience.
Scout Company:
Movement: 4
Cost: 40
Upkeep: 4
Special: Only one may be deployed per chapter. Scouts are guerilla warfare specialists and can survive for one turn out of supply without suffering negative effects. They act as conduits for Strategies.
Description: Space Marine scouts are, for the most part, marine candidates who seek to prove their worth to the chapter. Veteran warriors guide these recruits through training and combat. Scouts are the light infantry of the chapter, specializing in raid, ambushes, geurilla and anti-insurgency warfare.
Mixed Company:
Movement: 3
Cost: 40
Upkeep:
Description: A mixed company represents the doctrines of chapters that are radically different from codex marines. These companies are autonomous or independent units that contain standard marines, scouts, terminators, and other assets. They are a blend of all three other types well-equipped to deal with any situation, but not specialized.
Chapters:
It costs 100 requisition to deploy a Chapter to the Stalinvast system. Up to three chapters may be deployed at once. Only one first founding chapter may be deployed by each player and only four companies can be deployed by a first founding chapter. First founding chapters perform better in combat than their successors.
First Founding Chapters:
Spoiler:
Dark Angels:
The Dark Angels bear a terrible secret. At the end of the Horus Heresy, many in their chapter defected to the dark gods. Only a few, even among the Dark Angels, know of this terrible secret. As a result, the Dark Angels fight harder than other chapters. Dark Angels are highly resistant to morale damage. They will never fall below Zealous when in combat with the forces of chaos. As a result of the feud between their primarchs, the Dark Angels and Space Wolves, along with their successors, despise each other and suffer penalties when working together.
First Founding: Yes
Organization: 1 First Company (Deathwing), 7 Battle Companies, 1 Scout Company, 1 Ravenwing
Ravenwing
Movement: 5
Cost: 60
Upkeep: 6
Special: You must have two Dark Angel companies deployed before you can deploy the Ravenwing. from a chapter deployed before you can deploy the first company. Only one may be deployed, ever. If you lose it, its gone for good.
Description: The Ravenwing is unique to the Dark Angels. The Ravenwing is the rapid strike force of the chapter. Ravenwing marines are mounted in fast vehicles like land-speeders and bikes.
White Scars:
The White Scars way of war deviates significantly from the codex. The White scars are highly mobile, with every member of the chapter mounted in some way, usually on bikes or lighter transport vehicles. Therefore, White Scars are at their best where there is room to maneuver and they can bring their speed advantage to bear. Due to the involvement of the Eldar in the disappearance of their primarch, the White Scars despise the Eldar and will fight their hardest to destroy them.
First Founding: Yes
Organization: 10 Mixed Companies, all White Scar companies have +2 movement.
Space Wolves Great Company:
While many chapters deviate from the codex, the Space Wolves burned it. The Space Wolves operate in Great Company, completely independent forces that vary from company sized, all the way up to chapter sized. Space Wolves are dedicated to close combat. They charge into combat with reckless abandon in most situations and are known to shun advanced technologies. The Space Wolves hate the Dark Angels are suffer penalties when working with Dark Angels of their successors. The Space Wolves come from an ice world, Fenris. As such, they are specially adapted to fighting in cold climates.
First Founding: Yes
Organization: 2-8 Mixed Companies. You choose how many mixed companies will exist in your great company, then pay 10 requisition per company when it is deployed to the system
Special: Unlike other first foundings, multiple players may field Space Wolves and a single player may as many companies of space wolves as it wants up to the maximum number of companies allowed by their initial great company purchase.
Imperial Fists:
The Imperial Fists have several reputations for two things: for rashness and devotion. The Imperial Fists are supremely confident in their abilities. This hubris makes them fight harder and longer against their enemies, but also prevents them from withdrawing when appropriate or avoiding battle when prudent. The Fists are also respected for their skill in siege and urban warfare. Due to their crushing defeat by the Iron Warriors in the Iron Cage, the Fists always count as Fanatical when facing Iron Warriors.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Blood Angels:
The Blood Angels are similar to the Space Wolves in terms of their assault focus, but differ significantly in their approach. Blood Angels are dangerous in close quarters and on the offensive, but they do not have the reckless streak of the Wolves. They prefer to calculate their attacks and do their best to keep their rage in check. This is important because many Blood Angels have fallen victim to the black rage, when a Blood Angels ancient curse consumes him. Those who have been lost are formed into special Death Company units, which spearhead dangerous assaults.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company (first and battle companies are assumed to have a small number of death company)
Iron Hands:
The Iron Hands are organized into ten independent companies that compete with one another for resources. They co-operate rarely, but will band together to fight off threats to the Imperium. The Iron Hands maintain a close relationship with the Adeptus Mechanicus. As a result, bionics and advanced weaponry are quite common. This complements the Iron Hands way of War. The Iron Hands prefer to fight defensively, using incredible firepower to destroy their foes from a distance. Their extensive use of bionics means that they are much quicker to recover their losses, as badly wounded marines may quickly return to the front. As such, Iron Hands formations have a significantly higher chance to recover from damage when resting.
First Founding: Yes
Organization: 10 Mixed Companies
Ultramarines:
The Ultramarines are the standard against which all marines are measured. The Ultramarines are renowned for their rigid adherence to the codex, as well as their enlightened rule of a handful of worlds under their direct control known as Ultramar. As a result of their experience and skill as leaders of lesser men, Ultramarines give a bonus to loyal PDF, Conscript, and Imperial Guard forces in the same region.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Salamanders:
The Salamanders can be viewed as the opposite of the Raven Guard or White Scars. While the other two are quick scalpels, the Salamanders are a slow immovable block of iron. The Salamanders are the most tenacious defenders the Imperium has. The forges are the heart of the chapters fortress. As such, the artificers of the chapter are numerous, respected, and talented. Salamanders can improve fortifications they are defending, as well as, to a lesser extent, cities and rough terrain. Salamanders are organized into larger companies; as a result, they can more easily bring in reinforcements. In addition, they are fighting in hot climates and mountains.
First Founding: Yes
Organization: 1 First Company, 5 Battle Companies, 1 Scout Company
Special: Salamanders cost 25% less per level to reinforce
Raven Guard:
The Raven Guard have suffered greatly throughout their history. Nearly destroyed during the Horus heresy, today the Raven Guard suffers from genetic degradation that threatens their very future. The Raven Guard remain dedicated to their cause however and have become masters of hit-and-run and guerilla warfare. Raven Guard are more lightly armed than other chapters, rarely, if ever, taking heavy armour into battle.
First Founding: Yes
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Special: Treats all terrain as open for movement purposes
Successor Chapters:
Spoiler:
You should feel free to create your own successor chapters. Those successors must conform to one of the following templates.
Dark Angels Successors:
Dark Angels successors contain the same resolution in combat as their progenitors in the Dark Angels. They also have the same animosity towards the Space Wolves and their successors.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Angels of Absolution, Angels of Redemption, Angels of Vengeance, Guardians of the Covenant, Consecrators, Disciples of Caliban
White Scars:
White Scars successors are for the most part committed to the same philosophy of mobility as the White Scars.
First Founding: No
Organization: 10 Mixed Companies with +2 movement
Notable Successors: Marauders, Rampagers, Destroyers, Storm Lords
Space Wolves:
The only known Space Wolves successor chapter was disbanded due to genetic instability.
Imperial Fists:
Successors share the Imperial Fists hubris and skill at siege warfare.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Crimson Fists, Iron Knights, Dark Crusaders, Thunder Barons, Dark Hands, Hammers of Dorn
Blood Angels:
Blood Angel successors focus their rage into the same tactics as their founders. They are deadly in close quarters and assaults.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Angels Encarmine, Angels Sanguine, Angels Vermillion, Flesh Eaters, Blood Legion, Blood Swords, Red Wings
Iron Hands:
Iron Hands Successors continue the same relationship with the Adeptus Mechanicus as their forebears. They share the same strengths and weaknesses.
First Founding: No
Organization: 10 Mixed Companies
Notable Successors: Red Talons, Brazen Claws, Sons of Medusa
Ultramarines:
The Ultramarines have more successor chapters than any other first founding chapter. In fact, their successors comprise almost half of the marines in the Imperium. They are considered standard marines, with no substantial strength or weaknesses.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Aurora Chapter, Novamarines, White Consuls, Black Consuls, Libators, Inceptors, Praetors of Orpheus, Genesis Chapter, Mortifactors, Sons of Guilliman, Sons of Orar, Patriarchs of Ulixis Aurora Chapter, Eagle Warriors, Doom Eagles, Sons of Guilliman, Silver Skulls
Salamanders:
While Salamander successors do not share the unique organization of their parent chapter, they due share their specializations in defense, mountain warfare, and resistance to heat.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Notable Successors: Storm Giants
Raven Guard:
Raven Guard successors have also focused their efforts on lightning raids and geurilla warfare.
First Founding: No
Organization: 1 First Company, 8 Battle Companies, 1 Scout Company
Special: Treats all terrain as open
Notable Successors: Black Guard, Revilers, Raptors
Other Chapters:
Spoiler:
This section describes chapters that are unique in some way. For whatever reason, they have deviated significantly from the chapter their geneseed originated.
Black Templars Crusade
The Black Templars are brave, often recklessly so. Despite this, they are the most numerous chapter, having over 5000 marines among their number in blatant violation of the codex. They have split into numerous crusades that travel the Imperium destroying their foes.
First Founding: No
Organization: 2-8 Mixed Companies. You choose how many mixed companies will exist in your crusade, and then pay 10 requisition per company when it is deployed to the system
Special: Unlike other chapters, multiple players may field Black Templars and a single player may field as many crusades as they want up to the maximum number of chapters allowed.
Black Dragons
The Black Dragons are one of the Cursed Founding chapters. These chapters are afflicted with terrible fates or mutations. The Black Dragons ossmodula zygote encourages abnormal bone growth that results in bony crests on their heads and vicious bony protrusions from their arms. They shape these bones into weapons which they use to deadly effectiveness on the battlefield. The Black Dragons are despised by many Imperial Forces, especially the Dark Angels and their successors. They are thusly used to working independently. They are fearsome warriors, especially in close quarters combat.
First Founding: No
Organization: 1 First Company, 6 Battle Companies, 1 Scout Company
Flesh Tearers
The Flesh Tearers number a mere 400 marines. The few companies they can muster are all under strength. Every year, more and more will succumb to the red thirst and black rage. The Flesh Tearers are affected worse than any other Blood Angel successor chapter by these curses. The Flesh Tearers are a light assault force that charge into combat with a fury unparalled by any warrior in the Imperium.
First Founding: No
Organization: 4 Battle Companies
Mantis Warriors
The Mantis Warriors joined three other chapters in rebellion against the Imperium during the Badab War. After their defeat in the war, the Mantis Warriors were sent on a 100 year penitent crusade to prove their devotion to the Emperor. As part of this crusade, they have not been allowed to recruit new warriors. There are a mere nine years left in this crusade and the Mantis Warriors are eager to end with another important victory.
First Founding: No
Organization: 1 First Company, 2 Battle Companies
Special: Mantis Warriors are always fanatical. They also cost twice as much to reinforce.
Exorcists
The Exorcists are a special force of space marines created under the auspices of the Inquisition out of men who have all been possessed by daemons and managed to expel their controller. As a result of these terrible experiences, the Exorcists are the perfect choice for fighting daemons.
First Founding: No
Organization: 1 First Company, 9 Battle Companies
Inquisition:
Spoiler:
The Inquisition is dedicated to rooting out heresy before they become problems. The Inquisition specializes in investigation, espionage, and counter-insurgency. When the Inquisition fails in stopping cult activity through clandestine means, they are able to call upon the greatest warriors in humanitys service to fight the horrors that are unleashed.
The Inquisition have a unique structure of independent battalions and a choice of a single regiment. Every Inquisitional force has to have at least 1 Inquisitional Task Force, this represents the Inquisitor and his/her chosen warriors. They may requisition additional Inquisitional task forces, hire lesser operatives, called Acolytes, and deploy one of three support regiments. Details follow:
1-3 Inquisitional Task Forces
0-2 Acolyte Network per Inquisitional Task Force
One of:
1 Imperial Guard Regiment of any type
3 Companies of Space Marines from any 1 chapter not already deployed by another player
1 Company of Grey Knights
Inquisitorial Task Forces may by requisitioned at green, regular, or veteran experience levels. Acolytes may be requisitional at green or regular experience levels. Inducted Guard follow the rules laid out in their army list. For 75% of the cost, you may, purchase green battalions. For 150% of the cost, you may purchase veteran battalions.
Inquisitional Task Force
Movement: 3
Cost: 40
Upkeep: 4
Special: Provide free Strategies, act as a conduit for Strategies
Description: Inquisitional task forces are the private forces of an individual inquisitor. They are made up elite Inquisition soldiers, such as stormtroopers or Sisters of Battle. Each task force is an independent force that excels at rooting out and destroying cults, although in a very overt fashion. They are also capable of fighting a conventional enemy. Task forces range in size from 200 to 400 warriors, depending on the forces involved. Task forces may be
Acolyte Network
Movement: 3
Cost: 20
Upkeep: 2
Special: Act as conduits for Strategies. Can survive out of supply with no loss of effectiveness, but upkeep must be paid anyways.
Description: Acolytes are the nameless sources and agents under the control of the Inquisition. Each inquisitor controls scores, if not hundreds of these acolytes. They are often used to root out cults in a more covert form. They are more likely to take losses, or even fail to destroy a cult, but they can do so quietly, sometimes, even from the inside. Acolytes networks can also infiltrate chaos held territory and disrupt the enemys rear.
Grey Knights
Movement: 3
Cost: 80
Upkeep: 8
Special: Provide a free Teleport Attack Strategy. Grey Knights can never fall below Zealous.
Description: Grey Knights are the best of the best of space marines. They are specially trained even beyond the level of regular chapters first company. They have weaponry and religious protection well beyond that of any other chapter. They are best used fighting daemons. They are to daemons what daemons are to regular men: certain destruction.
Rabble
Movement: 2
Cost: Strategy
Upkeep: None
Special: If rabble are ever Broken, Scattered, or mutinous they are automatically destroyed. Rabble are always green.
Description: Rabble has no organization, formation or discipline. Rabble represents the people turning out en mass to fight some threat or authority. Rabble are ruled by mob mentality. They will viciously attack their target until their target begins to fight back, at which point they will often melt away, desperate to save themselves.
Insurgents
Movement: 3
Cost: Strategy
Upkeep: None, but improve in effectiveness is given 2
Description: Insurgents are loyalist guerilla forces who take up arms against the forces of chaos rather than submit and hope to survive. Insurgents are best at annoying the enemy, harassing weak units, disrupting supply lines, etc. They are not trained warriors and cannot stand up to experienced soldiers in a fair fight. Insurgents always start live as green.
Imperial Guard players may have up to 4 regiments in their force. At least 2 of these regiments must be Infantry, Cavalry, or Mechanized Infantry Regiments. They may have a total of maximum of 12 battalions in play at a time. Each regiment has a specific number of battalions available in each regiment. Only those battalions allowed by your purchased regiments may be fielded. Certain regiments have specific bonuses under specific conditions, see their description for details.
Battalions:
Regiments are made up of the following battalions in differing amounts. Depending on the troop type, they may actually be divided by Squadron, Company, or Battery. When these rules refer to battalions, it refers to all four types, not just those labeled battalions. Troops are bought by battalions. Battalion costs vary by experience. The costs listed below are for regular battalions. For 75% of the cost, you may, purchase green battalions. For 150% of the cost, you may purchase veteran battalions. Regiments only allow green or regular battalions to be purchased. See each regiment for details.
Infantry Battalion
Movement: 2
Cost: 20
Upkeep: 2
Description: An infantry battalion numbers somewhere between 800 and 2000 men, depending on the regiment. Infantry are the core of the Imperial Guard. No position can be held without their infantry, and no enemy can ever be completely defeated until the infantry have rooted them out and destroyed them completely. Each battalion includes a small amount of integrated armour, transport, artillery, etc.
Deathworld Infantry Battalion
Movement: 3, treat all terrain as open
Cost: 30
Upkeep: 2
Special: Can survive for 3 turns unsupplied without loss of effectiveness, upkeep must still be paid. Deathworld Infantry count as conduit units.
Description: Deathworld infantry battalions are usually smaller than regular infantry. These warriors come from deathworlds, worlds where only the strongest, smartest, luckiest, and most skilled men survive. They are hardy men who have survived the worst horrors nature has to offer. They are expert guerilla warriors who delight in leaving deadly traps or springing ambushes.
Drop Infantry Battalion
Movement: 2
Cost: 30
Upkeep: 2
Special: Each Drop Infantry Regiment grants you 1 Free Orbital Insertion per turn that can only be used to insert Drop Infantry. Can survive for 1 turn unsupplied without loss of effectiveness, upkeep must still be paid.
Description: Drop troops are specially trained to assault from space using grav-chutes. They are usually used as a rapid response force or to wreck havoc n preparation for a larger assault. They are light infantry so while they are highly motivated, they cannot remain in combat for long unsupported.
Cavalry Squadron
Movement: 4
Cost: 30
Upkeep: 3
Description: Though they may seem archaic, cavalry still have a place on the battlefield. Cavalry are faster and slightly more effective on the battlefield than regular infantry on the attack. On the defense, cavalry usually fight as expensive infantry. Cavalry squadrons consist of between 600 and 1000 riders.
Mechanized Infantry Company
Movement: 4
Cost: 40
Upkeep: 4
Description: Mechanized infantry are effective, fast units that can keep up with an armoured spearhead or outmaneuver slower enemies. Their transports provide extra firepower to the formatrion. There are roughly a hundred chimeras each containing ten men in a typical mechanized company. There is also a small amount of armour and artillery integrated.
Armoured Company
Movement: 4
Cost: 50
Upkeep: 6
Description: The tanks of the Imperial Guard are renowned for their resilence, firepower, and numbers. Few things can stop an armoured column of Leman Russes and their variants. An armoured company contains forty to sixty tanks with half that number of chimera mounted infantry squads.
Artillery Battery
Movement: 3
Cost: 50
Upkeep: 6
Description: The Imperial Guard makes extensive use or mobile artillery batteries to support their advances, or protect their installations. An artillery battery typically have forty to sixty mobile artillery pieces, mostly basilisks, supported by a small number of mechanized infantry or regular infantry transported on the artillery pieces themselves. Artillery greatly enhances an armys ability and disrupts the enemy, but is enemy armour of infantry reach an unprotected artillery battalion, there is little the artillery can do but run.
Regiments:
Spoiler:
Cadian Shock Troops:
Cadians are the considered the finest warriors in the Imperial Guard. Cadian regiments are possibly the best trained, best equipped, and most experienced formations in the guard. Theyre endless struggle against the forces of chaos make them excellent choices for the campaign above Stalinvast. Cadians may only be bought at regular or veteran experience levels.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Armoured Company
Catachan Jungle Fighters:
The warriors of Catachan an unruly lot. Independent, ill-disciplined and difficult to control. However, they are also some of the toughest warriors in the Imperium. Catachan are experts jungle fighters, guerilla warriors, and ork-hunters. Catachans may be green, regular, or veteran.
Infantry Regiment:
- Deathworld Infantry Battalion
- Deathworld Infantry Battalion
- Deathworld Infantry Battalion
Elysian Drop Troops:
Unlike many premier Guard producing worlds, Elysia is a pleasant, peaceful world. The main threat to Elysia are the pirates of the system surrounding it. Elysians evolved their drop troop tactics combating pirate bases on asteroids.
Drop Infantry Regiment:
- Drop Infantry Battalion
- Drop Infantry Battalion
- Drop Infantry Battalion
Tallarn Desert Raiders:
Tallarn are mobile fighters who specialize in desert warfare. Their homeworld was devastated by followers of the dark gods early in the Imperiums history. They hold a grudge to this day. Tallarn cavalry prefer guerilla tactics where they employ native Mukaali as mounts.
Infantry Regiment
- Infantry Battalion
- Cavalry Squadron
- Mechanized Infantry Company
- Armoured Company
Valhallan Ice Warriors:
Like Tallarn, Valhalla was once a beautiful world. Valhalla was ruined by a comet strike long ago. More recently, Ork invaders destroyed much of the surface and forced the survivors beneath the planets icy surface. Valhallans are best adapted to arctic and underground warfare.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
Armoured Regiment:
- Armoured Company
- Armoured Company
- Artillery Battery
Vostroyan Firstborn:
The Vostroyans come from the Halo Stars. As per a ten thousand years old law, the first born son of every family joins the Guard. Unlike most other Guard regiments, Vostroyans reinforce old regiments with a constant stream of new recruits. As such, Vostroyans have an incredible esprit de corps. They are difficult to demoralize and are less likely to see their experience diluted as the regiment is used to teaching fresh Vostroyans the ways of war. Vostroyans are only available at regular and veteran experience levels.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Armoured Company
Armageddon Steel Legion:
Armageddon is a key part of the Imperiums war industry. Millions of Chimera APCs and Leman Russ Tanks are produced every year. As such, Armageddon has suffered two devastating wars in its recent history, both to enormous ork Waaaghs, making them determined ork fighters.
Mechanized Regiment:
- Mechanized Infantry Company
- Mechanized Infantry Company
- Armoured Company
Death Korp of Krieg:
The Death Korps are completely and utterly loyal to the Imperium. Most would rather die than give a single inch of ground to the enemy. They derive this dedication from their drive to purge themselves of the treason committed by their ancestors. They are experts at siege and trench warfare.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Armoured Company
- Armoured Company
- Artillery Battery
Mordian Iron Guard:
All life on Mordia exists on one side of the planet: the side that never sees the light of its sun. The Iron Guard are renowned for their iron discipline. They are well adapted to night fighting and hive environments.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Mechanized Infantry Company
Armoured Regiment:
- Mechanized Infantry Company
- Armoured Company
- Armoured Company
Necromundan Spiders:
The regiments of Necromunda are drawn from the gangers of the planets enormous hives. Tenacious warriors, Necromundan regiments have a reputation for ferocity and bravery, if not necessarily discipline. Necromundans are unparalled in urban environments, especially hive cities.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Armoured Company
Brimlock Dragoons:
The Brimlock Dragoons are a common sight on the Eastern Fringe. The Dragoons have significant experience fighting the Tau, Tyranids, and other aliens. The Dragoons emphasize mobile warfare above all else. Dragoon regiments have been known to surrender en masse rather than fight hopeless last stands.
Mechanized Regiment:
- Mechanized Infantry Company
- Mechanized Infantry Company
- Mechanized Infantry Company
Pyran Dragoons:
The Pyran dragoons focus on status, discipline, and bravery. A strict caste system governs civilian society and the military. Their archaic cavalry is useful only in certain situations, but used correctly, are nearly unstoppable.
Cavalry Regiment:
- Cavalry Squadron
- Cavalry Squadron
- Mechanized Infantry Company
- Mechanized Infantry Company
Jopall Indentured Squadrons:
The citizens of Jopall are born into crushing debt. A common way o pay this debt is through joining the military. Unlike other regiments, Jopall soldiers are encouraged to think creatively and act independently. Jopall regiments fight defensively and are known to look after themselves.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
Semtexian Bombardiers:
Semtexians are among the best artillerists the Imperium has in its service. Semtexians are great at what they do, but are incredibly vulnerable if caught alone. Semtexians are accompanied by expert engineers who reduce the costs of fortifications.
Artillery Regiment:
- Artillery Battery
- Artillery Battery
- Artillery Battery
Savlar Chem Dogs:
Savlar Chem Dogs are recruited from the penal colonies of Savlar, a brutal world with a toxic atmosphere. The Chem Dogs are assisted by chemicals that help they stay loyal and properly motivated. Fresh Savlar regiments are known to suffer horrendous casualties, but soon the cream of the crop rises, creating a regiment far better than other Guardsmen believe they have any business being. Only green Chem Dogs are available.
Infantry Regiment:
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
- Infantry Battalion
Posted by Thlayli
Belief can be changed, but Values are more of an outgrowth of belief. Antalya's might be: militarism, religious tolerance, literacy, patriotism, etc.
Daft, only one suggestion. I think that you should have "Values" next to "Vices," detailing the cultural strengths and/or weaknesses that the population generally has. 'Belief' sort of covers this, but Values would be more of a counterpoint to vices, illustrating the cultural (as opposed to criminal) activities going on in the cities.
Belief can be changed, but Values are more of an outgrowth of belief. Antalya's might be: militarism, religious tolerance, literacy, patriotism, etc.
Thanks, I like the idea of a Values stat. I'm not sure 'Vices' is a relevant term for that other thing but I can't think of an alternative at the moment.
I had a similar idea for 'legacy' or something, representing things that were very deep rooted in the national psyche for better or worse, and trying to alter them would be a real pain. Maybe that could be combined into a 'Values' stat.
Lord_Iggy said:
We are very tolerant of religions- assuming, of course, that they are not Phosist.
Phosism is 'regulated' by the Imperial Republic for means of political and social stability. Those with Phosist beliefs are welcome to express them in their local Conclave. And we FULLY tolerate Theosists within our borders.
Perhaps instead of 'Values,' call them 'Virtues,' to complement the vices section. Civil architecture, for example, or good sanitation. Etc.
Dance my friend, dance! I'll take this moment to point out that my comment was aimed at the Antalyan "Beliefs" included religious tolerance- something that none, well maybe save Panga, could ever hope to claim. At one point or another, every faith (er; nation!) has been persecuted and has done its fair share of persecuting. So no, I don't care about what you do now; but Antalya should not have "religious tolerance" as a value .
My idea was tied to pondering on a super-scaled NES setting spanning multiple Earths (again, GURPS-inspired), where simplified stats would make things simpler. The lack of solid "power" in terms of huge numbers of men and things would also discourage warmongering, I'd like to think.
Also, simple and rules-lite but not war- or eco- centric NESes, where gamers have a lot of options and story-tellers don't get tied down to things.
Anyways, fc, there is just something about the "Hit Points" stat that grates against me, ya know? It feels way too generic.
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