New NESes, ideas, development, etc

You hurt ma feelings there Northen Wolf. :(

But yeah, CC, just repost that into the AH thread and we can get crackalackin'. :)
 
Dachs said:
You hurt ma feelings there Northen Wolf.
Sorry!!!!!!!!!!!Sorry!!!!!!!!!!!Sorry!!!!!!!!!!!Sorry!!!!!!!!!!!Sorry!!!!!!!!!!!Sorry!!!!!!!!!!!
Just bad noob, I am.
Fixed

On the other hand I compared you to a god, sorry about that :(

(no offense)
 
You wish you were him anyway Dachs :p
Nah.

I remember when Kal'thzar mistook me for das when I posted part of a TL a few years ago AND IT CUT ME DEEP DUDE.
 
Sounds like a cool timeline, although the US seems to be very happy to let a new power take hold in North America.
 
Oh my, thank you Lord Iggy; your comment my have just convinced me not to abandon the idea. But best not talk about it anymore here... I was told to repost in the Alternate history thread.
 
Ah, a distraction from my single-minded pursuit of history and fantasy things!

---

Random GURPS-inspired idea:

United States of America and Tajikistan
Economy: 16 (measure of economy)
Government: 12 (measure of government efficiency)
Creativity: 12 (measure of creativity)
Hit Points: 16 (measure of area and population)
Skills:
- Espionage (14)
- Military (16)
- Research (13)
- Development (13)

Use 3d6. Rolling under skill level is success. If not a skill, resort to default rolls at a penalized related stat.

... i.e. treating countries as oversized Player Characters. The stats and skills are just concept... things... maybe you guys could help me refine it?
 
Here are the draft rules for my latest 40k game. I have mostly removed the economic system to streamline modding. This will hopefully leave all the parts I despise out of modding. Looking for feedback on errors, loopholes, etc. The usual stuff. Any comments or criticism appreciated.

Rules:

Requisition
Spoiler :

Rather than use a complex economic system that will bog me down and slow the game, I am using a system inspired by the Dawn of War system of unit procurement.

Rather than have your armies operate as national leaders, which they are not, they will actually act as armies. You do not make money or produce materiel in this game. You procure reinforcements, equipment, strategic assets, etc. through the ability of your command staff to ask, beg, cajole, barter or even blackmail the Imperial bureaucracy. In the case of chaos armies, this represents the favour of the chaos gods. Whatever the source, the power you answer to rewards results. Success will result in greater resources becoming available to you.

Every army has a number of requisition points which they can use to buy starting forces. Every army will also receive a set amount of requisition every turn. This number will begin at 100. Victories will result in temporary raises to your requisition. Losses will reduce this number. Major victories may also give you a smaller permanent benefit. If your force manages to conquer a national capital it may receive a one turn bonus of 20 requisition and a permanent bonus of 2. Major losses can also permanently lower your requisition. Requisition can never fall below 100.

Requisition is used for a number of different things, most notably:
- Convincing your superiors to bring new Regiments into the system
- Deploying new Battalions from those Regiments
- Recruiting from the local populace or the Immaterium
- Buying Strategies
- Building fortifications
- Miscellaneous uses at the discretion of the players.

Unused requisition carries over to future turns.


Reinforcement
Spoiler :


New Formations

New Formations are acquired through requisition. There are two types of formations. First, there are the individual battalions that you field. These may be called Battalions, or they may Companies, Hordes, Hosts, Cultists, etc. These are the units that are large enough to operate independently.

Second, there are larger formations known as Regiments. Regiments may be actual regiments, or they may be Chapters, Convents, Cults, etc. In any case, they represent a number of Battalion strength formations with similar history, battle tactics, homeworld, etc.

Most armies have to buy access to a Regiment before they are allowed to buy specific Battalions. Imperial Guard, for example, must requisition a Chapter before they can deploy a Caompany from that Chapter to Khwaraz. If your army uses Regiments, then you may purchase up to the maximum number of Battlalions allowed within your purchased Regiments.

You may deploy as many formations as your army and regiments allow. Each formation has a cost to requisition it paid on the turn it is deployed and an unkeep cost used to obtain supplies for the unit. Failure to pay this upkeep will result in the unsupplied troops becoming significantly less effective in battle and reduced morale. The longer a formation is unsupplied, the worse it will be in combat. Daemons that do not have their upkeep paid will disappear.

Deploying New Formations

Chaos players can bring on new formations from gates or through the strategy Fleet Action: Orbital Insertion. Daemons can only enter using Daemon gates. Imperial formations may arrive through spaceports or through the strategy Fleet Action: Orbital Insertion. Cultists have special rules for deployment. See their army list for details.

Reinforcing Existing Formations

In addition to deploying entirely new units, you may also reinforce existing, damaged units. Units not engaged in combat at the beginning who are given the order to rest may be reinforced for the following costs:

Light to Undamaged: 20% of unit cost
Medium to Light: 20% of unit cost
Heavy to Medium: 30% of unit cost
Extreme to Heavy: 30% of unit cost

There is no limit to the amount of damage that you can recover from using requisition in a turn when at rest. In addition, a unit at rest has a small chance of recovering from damage by one step. For the first turn of rest, this chance is 10%, for subsequent turns, it is 20%. Only one level of damage may be healed in this way each time a unit is damaged. Only units that can draw a line of friendly held or contested territories from their position to a reinforcement point may be reinforced.

If a unit is engaged in combat or has orders to do anything but rest, then only one level of damage may be repaired each turn. The costs are also raised to the following:

Light to Undamaged: 20% of unit cost
Medium to Light: 25% of unit cost
Heavy to Medium: 35% of unit cost
Extreme to Heavy: 50% of unit cost

Experience Loss

There is a chance that a unit that is reinforced will lose some of its experience. A roll is made against a number. If this role is a failed, then the unit losses one level of experience. This cannot happen to Marines or Daemons. Below is a table listing the percent chance that a unit will lose experience when reinforced:

Veteran:
Light – 0%
Medium – 10%
Heavy – 20%
Extreme – 30%

Elite:
Light – 10%
Medium – 20%
Heavy – 30%
Extreme – 50%


Strategies
Spoiler :

Strategies are an incredibly important part of the war on Khwaraz. Strategies are bought using strategy points. Each army receives a set number of strategy points each turn. Requisition may also be used to acquire more strategy points. Unused strategy points do not carry over to the next turn unless the Delay strategy has been employed. Certain strategies are granted for free due to army, regiment, and battalion special rules. For example, a Guard player with a Drop Troop regiment receives a free Fleet Action: Orbital Insertion. Strategies may only be used on units in friendly or contested region with access to a friendly reinforcement point.

Conduits:
Certain units under the control of cults and inquisition players may use strategies in enemy territory and/or without access to a reinforcement point. These units act as conduits for strategies. Strategies may be enacted in any region that the conduit unit starts or ends a turn in. A conduit unit is limited to using two strategies per turn.

Fleet Actions:
Fleet actions are special strategies involving the Imperial and Chaos navies. They can be used on any region regardless of circumstances.

Fleet Action: Orbital Bombardment
The enemy chooses one region. Any enemy troops and fortifications in that region suffer damage. The region also suffers significant collateral damage.

Fleet Action: Space Superiority
Cancel one random enemy fleet action. If both chaos and imperial players use space superiority, then they will cancel each other out until there are no enemy space superiority actions remaining. For example, Chaos players do a total of 3 space superiority actions. Imperial players do 2 space superiority and 2 extractions. 2 sets of space superiorities cancel each other out. The 1 remaining chaos space superiority cancels out 1 random imperial extraction, leaving only 1 Imperial extraction in play that turn.

Fleet Action: Orbital Insertion
Up to two battalions may instantly move to any region. They may not move after they have been inserted. Regions with significant fortifications will do damage to formations inserting from orbit.

Fleet Action: Extraction
Up to two units in a single region may instantly be moved to a friendly region.

Conscription
General 1 Conscript Battalion anywhere with access to a reinforcement point or hive city.

Open Gate
Chaos players attempt to open a gate. Next turn, this gate will act as a reinforcement point. There is a small possibility of failure. This possibility is higher in contested and enemy territory.

Daemon Gate
Chaos player attempts to open a daemon gate. Next turn, this gate will act as a reinforcement point for daemons and daemons only. There is a small possibility of failure. This possibility is higher in contested and enemy territory.

Close Gate
One selected unit within movement range (including orbital insertion and teleport attack) attempts to close down an enemy gate or daemon gate. Units in enemy territory will be completely destroyed if they fail. Even if they are successful, they will be destroyed unless they are able to extract via the Fleet Action: Extraction or Teleport Attack strategies. There is a higher chance to destroy gates in friendly regions.

Teleport Attack
A company of Grey Knights can instantly move to any region on the map. At the end of the turn, they may choose to instantly move to a region with access to reinforcement.

Naval Movement
Up to 2 units may move from any coastal region to any other coastal region. If they attack an enemy region with strong fortifications, they may take heavy losses.

Assassinate
An attempt is made on the life of an important enemy commander. The death of this leader will severely affect the effectiveness of the formation he or she commanded. Battalion commanders are easily to assassinate than regimental commanders. Supreme commanders are more difficult to assassinate. Commanders who make prominent appearances in stories are more likely to be wounded rather than killed by an assassination attempt. The commander’s unit must be adjacent to or in a region with a conduit unit.

Zeal
The morale of one unit is increased by one level.

Delay
Any unused strategy points are saved until next turn.

Infiltrate Region
The region is considered infiltrated by a conduit unit in that region. So long as the unit remains in that region, they may use the Insurgency, Rouse Rabble, Sabotage, and Uprising strategies.

Infiltrate Battalion
Once a unit has been infiltrated, it acts as a conduit unit for Sabotage, Assassinate and Spy strategies. The player who infiltrated the formation may also use the Defect strategy. Infiltrating a battalion is more difficult than infiltrating a region. You may infiltrate a battalion twice in order to increase the chance of success of your strategies.

Insurgency
Create a unit of insurgents in an infiltrated region, or create a unit of insurgents in a contested region. This may be done once per conduit unit per turn.

Rouse Rabble
Create a unit of rabble in an infiltrated region.

Mutate
Turn one unit of cultists into a unit of Mutant Hordes.

Defect
An infiltrated unit switches sides and comes under the control of the infiltrating player. This has a small chance of success. Whether it is successful or not, damage will be done to the unit as loyalist kill the defectors, or vice versa.

Uprising
Two units of rabble and one unit of insurgents appear in the infiltrated region. The infiltrated unit becomes active and cannot become inactive until it returns to friendly territory with access to a reinforcement point. It no longer counts as being infiltrated.

Sabotage
An enemy formation in or adjacent to a conduit unit is chosen as a target. If successful, a random setback will afflict the formation.

Detect Heresy
A target battalion or region is inspected for signs of heresy. If successful,

Purge Heresy
A target battalion or region suffers the wrath of the inquisition. Any infiltration or cult units are discovered. Infiltration is ended and the cult suffers damage or destruction. If a unit is purged, it will suffer a small amount of damage, whether it was infiltrated or not.

Kill Loyalists
A region is chosen. A formation in that region attempts to kill off Imperial loyalists. This is likely to result in the discovery and destruction of Inquisition units. This results in a slight loss in requisition for the subsequent turn due to collateral damage.

Plague
Choose an enemy region with a Nurgloid or chaos undivided conduit unit in it or any contested region. Any unit in that region has its combat effectiveness reduced due to disease. There is a chance that units in that region may suffer damage. This also affected non-Nurgloid friendly units and does collateral damage.

Terror
Choose an enemy region with a conduit unit in it or any contested region. There is a good chance to reduce the morale of enemy units in that region.

Rites of Battle
Choose an enemy region with a Khornate or chaos undivided conduit unit in it or any contested or friendly region. The combat effectiveness of Khornate or undivided units in that region is increased this turn. Units under Rites of Battle may become uncontrollable.

Allure of Slaanesh
Choose an enemy region with a Slaaneshi or chaos undivided conduit unit in it or any contested region. One formation of your choice will suffer morale damage of one level. There is a chance the unit will suffer a defection. The lower the morale, the higher the chance of defection.

Pyschic Storm
Choose an enemy region with a Tzeentchian or chaos undivided conduit unit in it or any contested region. Any enemy units in that region suffer damage. This also does collateral damage to the region. Khornate, Slaaneshi, and especially Nurgloid units in the region may also suffer damage.

Spy
I have not worked out how to make spying effective and fair yet.



Orders
Spoiler :


Orders should be divided into four sections. Orders will be processed in the order they were received. Orders that come in earlier will be enacted more quickly, but there will be less time for thought and planning.

1. Requisition

You may spend Requisition on the following things:

i. Requisitioning new Regiments

You may requisition any number of new regiments up to the maximum laid out in your army list.

ii. Deploying

You may pay a formation’s requisition cost to deploy it to a valid deployment region. It may then move in this turn. You may only purchase units allowed by your Regiments and army list. There is no limit to the number of allowed formations you may deploy.

iii. Paying Upkeep on existing units

Every unit has an upkeep cost. Add up the upkeep of each unit you have deployed in the field at the beginning of the turn and pay that amount of requisition. I will not add up your upkeep for you. Underpaying upkeep on purpose will weaken your forces. You will need to tell me what units you are not paying upkeep on.

Only those units that can draw a line of territories that are either held or contested by friendly troops from their position to a reinforcement point need to have their upkeep paid. Units that cannot draw this line as considered ‘out of supply’ and will lose combat effectiveness.

Being caught underpaying upkeep without informing the moderating will result in dire consequences.

iv. Buying Strategies

Occasionally you will find that your allotted strategies are not enough to support your forces. You can purchase more Strategy Points for the cost of 1 Strategy Point per 10 Requisition. You may not buy more than 4 Strategy Points per turn in this way.

v. Building Fortifications

You may devote as much requisition as you want to fortifying a location. You must declare which region these fortifications will be deployed to. Requisitioned fortifications include things like tarantula turrets, deployable Imperial firebases, dragon’s teeth, tank traps, barbed wire, etc. Chaos forces have their own, more horrifying, versions of these fortifications.

vi. Miscellaneous Expenditures

Miscellaneous expenditures covers any other use of requisition that you can imagine. For example, you could devote 10 requisition to the deployment of ‘daily prayers’, prayers to the Emperor written on nourishing, edible paper over an enemy held city. Be creative.

2. Strategies

Every army has a set number of Strategy Points. These Strategy Points may be spent freely from that army’s Strategy list. Additional Strategy Points may be acquired through requisition. Additional free strategies may become available thanks to certain formations. Certain formations will also add Strategies to your strategy list.

You should include in your orders what you are spending your Strategy Points on. Unused Strategy Points cannot be saved from turn to turn unless you purchase the Delay Strategy. Mention which Strategies you are buying and where/how they will be used. If they are to be used in battle, then make sure to include the Strategy in your battle orders as well.

3. Formation Orders

Units that are involved in combat in the same region should be listed together. You may list formations together as an army with orders that cover the army as a whole. These orders are just a guideline, you can give details to enhance these general orders. For example, you might give two battalions an “Attack” order. Details supplied along with the order might note that the attack will be conducted slowly and carefully using a creeping artillery barrage, or they might note that battalion one will screen battalion two as conduct a charge across no man’s land.

i. Rest

Units ordered to rest must not be in a region containing enemy formations (excepting inactive cult units). Units that are resting have a good chance of recovering morale and a small chance of recovering from casualties.

Units that are at rest who come under attack may still recover, but will fight at a slightly reduced effectiveness. Units that have been given a rest order can also be given backup orders, like withdraw or defend, in the event that they come under attack.

ii. Fortify

Units can fortify any position they are currently in. Units can fortify their own region to a small degree for free, creating trenches, traps, and other low-level defenses using local materials. These field fortifications can be combined with requisitioned fortifications.

iii. Move

Units can move a number of regions equal to their movement. If in their movement they contact an enemy formation under any order except withdraw, this movement will stop and the moving formation will count as attacking the formation that blocked it. Inactive Cult formations do not block movement.

Tundra and forest terrain can be traversed at a rate of 1 region per 2 movement.

Mountain and jungle terrain requires 3 movement for each region crossed.

Regardless of movement score or terrain type, all units are able to move at least 1 region each turn.


iv. Attack

Formations may attack by entering a region containing enemy formations. Units that are in a region containing enemy forces will automatically attack unless given specific orders to the contrary.

v. Defend

Defend is useful to hold strategic regions and protect flanks. Formations who are defending receive a small combat bonus when they attacked. Formations who are given no orders will automatically defend.

vi. Withdraw

Formations with withdrawal orders will retreat to a specific direction if attacked. If given no specific region to retreat to, they will withdraw to the nearest friendly city or formation.

vii. Move to Reserve

You may move any formation that is not involved in combat to your reserves. This unit will join the Imperial Fleet or return to Stalinvast, effectively removing them from the theatre of war. These units will rest and recuperate. Their experience will be preserved and they will slowly recover all damage, morale, etc and have all heresy or infiltration removed. These units will eventually be available for redeployment after a significant period of time. Returning these formations to active duty will cost the same amount as you originally paid for the unit’s deployment.

Cult formations, with the exception of daemons, can never be moved into reserve. Units that become available due to Strategies, such as Milita, Rebels, Mobs, Conscripts, etc. cannot be moved into reserve.

You may also remove entire regiments from the Khwaraz system is you find it necessary.

viii. Miscellaneous Orders

Players are encouraged to use creativity in their orders. There are likely to be many other orders that can be given, limited only be common sense and imagination.

4. Miscellaneous

Any orders that don’t fit in the other three sections can be contained here.


Experience:
Spoiler :

Many factors determine the quality of a soldier. Equipment, training, zeal, discipline. Among the most importance factors is experience. Unlike the other factors, it cannot be bestowed, bought, or acquired through training. Experience Is only gained on the field of battle. Most regiments involved in the Kwaraz campaign are on their first deployments. They have been through endless training drills on their Imperial home worlds, or else suffered through the endless hell of an upbringing on Stalinvast. There are four levels of experience in the game:

Green – This level represents soldiers who have been given training and sent into the field. They are untested and unskilled in battle. Though they may have the makings of good soldiers, they have not been hardened yet. This also represents untrained warriors like conscripts and cults.

Regular – Regular troops are soldiers who have either proven themselves in the heat of battle or undergone extensive training. They have learned how to work together to overcome the challenges of war and have learned how to survive. The bulk of the forces on Kwaraz are regulars.

Veteran – Veteran soldiers are the survivors of countless battles. They have been through the worst that the galaxy can throw at them and survived. They are often highly loyal to their comrades and trust each other completely.

Elite – Elite warriors in the 41st millennia have fought for decades, perhaps even centuries together. They are handpicked warriors who can be relied upon to bring victory. This represents the pinnacle of human warfare, such as Space Marines, as well as inhuman things like Daemons.

The better the experience rating, the better the unit will perform. Experienced units are better fighters, better survivors, and better able to exploit enemy weaknesses. They are not necessarily more motivated or loyal however, though an experienced, zealous force is nearly unstoppable.

Space Marines, Chaos Space Marines, and Daemons formations (except Space Marine Scouts) are considered to have Elite status. This has no effect on the cost of those formations.

Units gain experience through battle. The tougher and longer the battle, the more likely the unit is to gain experiences. Experienced units may suffer a loss of experience when reinforced, as green soldiers replace more experienced casualties. For more details, see the Reinforcement section.

Where prices are listed for formations, the costs listed are for regular experience formations. Green formations cost 75% of this number. Veteran forces cost 150%. Elite forces cannot be purchased.


Morale
Spoiler :

Morale can be summed up as the motivation level of your soldiers. It includes such things as discipline, the influence of commanders, religious zeal, exhaustion level, and any number of other factors.

The default morale for Space Marines, Chaos Space Marines, and Inquisitional Task Forces is Zealous. Daemons and Grey Knights always count as Fanatical, their morale can never be reduced. All other units have a default value of confident morale.

Morale can change as a result of many events. The most common reason will be the results of a battle. Victory may raise morale. Defeat may lower it. Strategic Assets may raise or lower morale. Important global events likes the liberation of an entire nation or morally important city may raise morale. Many other factors may also influence morale. While most units have the same two default levels, some units are more likely to suffer morale damage than others. For example, Savlar are more likely to lose morale than are Cadian.

There are several states of morale:

Fanatical – Formations at this level have been completely overtaken by their eagerness to fight. They are highly motivated, highly dangerous, brave, and foolhardy. Fanatical units may engage the enemy on their own initiative or refuse orders to withdraw from combat. Fanatical formations are highly resistant to enemy subterfuge.

Zealous – Zealous formations are eager to fight the enemy. They will follow all but the most suicidal of orders and will take more damage before they retreat. Zealous units are more resistant to enemy subterfuge.

Confident – Formations at this level can be relied upon to fight well. They will retreat when a battle is lost or casualties are too great.

Shaken – Formations at this level have lost their confidence. They will not fight at their full potential and are more likely to withdraw from combat. Shaken units are more susceptible to enemy subterfuge.

Broken – Broken formations have had enough of fighting. They will attempt to disengage with the enemy at the earliest opportunity. They are unlikely to follow orders that will send them back into combat. Broken units are more susceptible to enemy subterfuge.

There are also two special states:

Mutinous – Mutinous units will refuse all orders they are given except those to rest or more away from the front. Mutinous troops will often make demands of their commanders. Space Marines and Inquisitors will never become mutinous.

Scattered – Scattered units have been broken up by the enemy. The formation cannot fight as an effective force until it has recovered. The formation has a chance to lose morale for every turn it is scattered. Scattered units will only obey orders to fallback or rest.

Recovering Morale:
The simplest way to recover a formation’s morale is to rest that formation. If a formation is rested for one turn, there is a 50% chance that its morale will raise one step closer to its default. If a formation is given a subsequent turns of rest, then its morale will automatically raise by one step until it reaches its default level. Other factors may help the formation recover. Requisition spent on the formation in the form of extra rations or entertainment, certain Strategic Assets, certain commanders, etc. can all help raise morale.

Recovering from Scattered:
Units that are scattered automatically return to morale if they are given a turn of rest. Sometimes units will be able to recover from being scattered if there are no enemy units nearby.

Recovering from Mutinous:
Commanders with mutinous formations have several options. One option is to give in to their demands. Another is to kill the leaders of the mutiny. A third is to attack the mutineers until they submit or are destroyed. Inventive commanders may find other ways to deal with mutiny.
 
And here some information about the setting.


Game World
Spoiler :


History

Stalinvast was once the engine of the Curmandian sub-sector. Every major chartist ship docked at her spaceports. Millions of tons of cargo passed from one ship to another. The most powerful hives of the planet were dedicated to trading the cargo of these great ships between captains and each other.

A hundred years ago, in M41.003, a xenos taint was purged from the underhives by the Emperor’s loyal inquisition. But the Inquisition was not all loyal. One inquisitor, Jaq Draco, declared exterminates on the planet due to his belief in another supposed infestation. Stalinvast was purged of all life by virus bombs. Tens of billions died. Other inquisitors disputed Draco’s decision. Draco was declared excommunicate traitorous for his crimes, but one life could not buy back the billions of dead in the virus bombing, or the millions who would die from shortages in the coming years throughout the sub-sector.

Trade was greatly disrupted for a time. But the invisible hand works in its own mysterious ways and the vacuum was filled. Stalinvast’s moon, Khwaraz, took the place that Stalinvast once held. Today, the Khwaraz economy is focused mainly on servicing chartist ships and

Previously, Khwaraz was a largely agricultural moon that helped to feed the masses of Stalinvast. It was dominated by the competing states of Lodos and Greater Bahalia. Both of these states, and the three states of Dio, Wei, and Hakan (the most powerful state in Lesser Bahalia) are known as the Elector states. These electors choose the leader of one of their nation-states to rule as ‘planetary’ governor of Khwaraz for a four year period. For the past two millennia, the rulers of Lodos and Greater Bahalia have controlled the position through bribing or threatening the lesser states.

As a result of the change to the system, and sub-sector, economies, the politic landscape of Khwaraz is undergound great changes. Lodos and Bahalia, who controlled the best agricultural land and the largest states, have lost a great deal of their power to up and coming states. Dio is now the rising power of the moon thanks to their drive to industrialization. Massive forced population moves to newly built spaceports and hive cities has given Dio a great lead in the race to produce consumer goods for export. Wei has followed Dio’s lead, hoping to catch up.

Regions that hope to feed the forges and factories of Dio and Wei have also seen their stars rise. Hakan has united Lesser Bahali under the banner of Princeps, their fossil fuels feeding the fires of industrialization. In the southern tundra, the hundred tribes of the Wuzzak have united and overthrown their Lodos overlords, forging an alliance with Dio and Wei in exchange for access to the vast mineral wealth of the tundra.

While the states of Khwaraz squabble and bicker, something sinister has evolved on Stalinvast. The virus bombs used to exterminate the planet were ancient weapons. The life eater virus contained within had degraded in some of the bombs. In some, the virus was completely inert. Still, the virus annihilated more than 95% of the population and 80% of the plant and animal life of Stalinvast.

Those few who survived huddled in the depths of the underhives, or in remote communities. With such a massive disruption in the food chain, every ecosystem that had not yet been destroyed by the hand of man collapsed. The planet’s surface became a massive dustbowl. Those who managed to scavenge food and fuel enough to make the journey fled to the hives. The hives became a battleground as millions of starving wretches battled ever deeper in search of sustenance.

But there was hope for the refugees yet. From the planet’s capital came their savior. The virus bombs had come less than a month from the tithing ships that would take away the a dozen regiments of Imperial Guard from the world. A portion of those Guardsmen, the Stalinvast Grenadiers, survived. Led by General Lorne, a scion of the planet’s governing family, the Grenadiers claimed the capital. Under draconian rule, Lorne organized the survivors. The remainder of the planet’s food was recovered. The depths of the hive were sealed off from the outside world. Those who survived were forced to work fourteen hour days building crowded habs and algal hydroponics facilities.

It was a harsh life, but the people survived. They hailed their savior and under his leadership the Grenadiers moved on to hive after hive, claiming them and instituting their harsh rule on the dead and dying.

Lorne had led his men into the depths in the weeks before the apocalypse that rocked his homeworld. He had fought beside Inquisitors Obispal and Draco. He knew the taint of the xenos had been purged, yet they had destroyed his world and everything he called about regardless. He hated those men and everything they stood for: the Inquisition, the Imperium, even the Emperor himself. His hatred consumed him. The Imperium was easy target for the survivors to direct their rage against. Lorne transformed the planet’s remnant into a populace dedicated to one thing: vengeance.

For a hundred years General Lorne has ruled Stalinvast from beneath the surface. Though the survivors number barely ten million, less than a thousandth of the pre-virus population, the state is entirely devoted to war. Two million warriors, led by Lorne’s rebuild Grenadiers, stands ready to enact his vengeance. The first step is Khwaraz.

For ten years, those of his people who remain unmutated by their rage have infiltrated Khwaraz society. They have encouraged the wars that divide the planet and established vast cults across the face of the moon. From the void come unspeakable allies united in their hatred of the Emperor.

The Stalinvast Grenadiers and their unholy allies stormed across the surface of Khwaraz. The PDF was helpless to stop them. Within the span of a few short months fully half the planet had fallen under the sway of Lorne and the dark gods the new served.

But there is hope for the Imperium. The PDF has rallied, the Electors have declared a united front, and now, six months later, the first reinforcements have arrived. The shadow war become real, the Inquisition were the first to move. Reinforced by their elite combat wings the Holy Inquisition stands ready to purge the taint from this world. The endless legions of the Imperial Guard, the backbone of the Imperium, have come to free the world by force. The elite of the elite, the Emperor’s Space Marines have come to act as the hammer to the Guard’s anvil of the Inquisition’s scalpel, ready to slay their own fallen brothers.

It is up to you to decide the fate of millions. Will you take up the mantle of the Imperial Guard and defend the Imperium? Will you join with General Lorne and avenge the wrongs done to your people? Are you a god-like Marine, worth a hundred of the enemy, or are you an angel of dark, a fallen marine ready to bring down the false Emperor? Will you fight corruption as a loyal Inquisitor, or will you tempt the people of Khwaraz with promises of ultimate power and life everylasting?

Choose wisely.


Nation states:
Khwaraz is divided into seven major states. Five of them, the electors, choose the planetary governor every four years. The current governor is Premier Ianto Bakal of Greater Bahali.

Dio
For most of its history, Dio was held in low esteem, barely the equal of Hakan. Only the determination of her people and the intelligence of her leaders has allowed Dio to survive. The leaders of Dio saw their chance to rise upon seeing Stalinvast’s destruction. Dio’s unified leadership forced their country down a path of rapid modernization and urbanization. This led to a transformation of the country into an industrial powerhouse. Taking advantage of Lodosian arrogance and preoccupation with fighting rebellions, Dio invaded and conquered large swathes of Lodosian territory, freeing the serfs and forcing the nobility into servitude. However, the costs of rapid industrialization and the forcing of millions into proto-hive cities have led to a powerful resistance movement within the once united nation, many of whom have turned to the dark ones for the power the overthrow their conquerors.

Principality of Wei
The people of Wei have a long history of being second best that grates on citizen and politician alike. Until the Bahali invasion, Wei was the second strongest state on Khwaraz. The Wei suffered greatly in the invasion, losing large swathes of land. Despite attempts to expand at the expense of the smaller state of Dio, Wei suffered many humiliating defeats. Now, given the chance to surpass the other nations of Khwaraz, Wei is playing catch up to Dio. Unlike the other nations of Khwaraz, the government of Wei has not stayed true to the Emperor. The Prince of Wei himself has turned to chaos!

Imperial Lodos
The Lodosians are a proud people. Once the lord of two entire continents, the Imperator can trace his lineage back more than ten thousand years to the time of the Great Crusade. Lodos is a feudal realm based on agriculture. A mere millennia ago Lodos was the largest, most populous, and most prosperous realm on Khwaraz. With the loss of the eastern provinces and the southern continent, Lodos’ ancient feudal structure is on the brink of collapse. Rebellion and corruption come from the masses who yearn to overthrow their oppressors as well as from nobles who know they would do a better job of holding together Lodos than Imperator Jourdain.

Greater Bahalia
To the Bahali, the state is simply known as Bahalia. The Bahali were a nomadic people from beyond Imperial control who invaded this system during the Age of Apostasy. After conquering nearly a third of Khwaraz and a fifth of Stalinvast itself, the planetary governor made peace. The Bahali were quickly converted to the word of the Emperor by Ecclesiarch missionaries. The Bahali are a pragmatic people, quick to adopt new things and adapt them to their unique culture. Though they face many challenges, the Bahali are prepared to do what they need to do to match the rising powers, unlike the crumbling Lodos. Heresy crosses all layers of society among the Bahali.

Lesser Bahalia
The Bahalian Union is a federation of former vassal states of Greater Bahalia. With the rise of Dio and Wei, Hakan and other lesser states quickly rose in prominence, sending vast amounts of fuel to feed the demand of the industrializing states. Hakan began to assert its dominance of the other states eventually becoming the leader of a loose federation of states. Rather than fight, Greater Bahalia used Hakan as a puppet to keep the other states in line. Today, the two Bahalias form a united front against the other states. However, many of the lesser states have turned to dark powers in order to assert their own independence.

The Niaoma:
The Niaoma, unique amongst the people of Khwaraz, have never bowed down to an elector state. The Niaoma are a fierce, independent, and private people. They inhabit the equatorial jungles of the largest contienent between Wei and Greater Bahali. The Niaoma have been untouched by the death of Stalinvast. Of all the Imperium’s organs, only the ecclesiarchy has any presence within Niaoma lands. As far as is known, the Niaoma are alone is having avoided the infiltration of Lorne’s cults. This has not spared them invasion, however, and their forced isolation may be at an end.

Wuzzak Confederacy:
The Wuzzak Confederacy is a union of the hundred tribes of the south. Lodos conquered the hundred tribes millennia ago by player their petty rivalries off of each other. Over the course of centuries, the southlands were largely ignored by Lodos. The Wuzzak fought a determined but futile low-level war of resistance. Lodos held on for the same of prestige. That is, until Dio launched their invasion of eastern Lodos. The Wuzzak, finally united by a charismatic young leader and supported by Dion weapons, finally won their freedom. Of all the nations of Khwaraz, the Confederacy has changed the most. The coastal tribes rapidly industrialized. The coastal tribes subjugated the weaker tribes of the tundra, who lacked the technical capability, wealth, or population to develop their land. The tundra tribes were forced into the mines to feed the growing demand of Dio and Wei. The minds of these miners fell prey to the whisperings of the dark gods. The Wuzzak capital is the port of Comesh.


Map features

There are four special types of map features that appear on the campaign map. Each one grants different bonuses to the side that controls it. Some regions contain multiple features. For example, a region might contain a hive that is also a port.

Ports:
Ports are good harbours with major ship building facilities. Ports allow access to the wet navies of Khwaraz. Each port you hold gives your side (Imperial or Chaos) one free Naval Movement Strategy.

Capital Cities:
Holding the capital city of a nation-state will increase the fighting ability of PDF forces within that state. If a capital is contested, then neither side gains this bonus.

Spaceports:
Spaceports act as reinforcement and deployment points for Imperial players.

Hives:
Hives are massive cities with populations in the tens of millions. Hives allow players to use the Conscription Strategy. There may be one Conscript formation in play for every hive your side (Chaos or Imperial) holds.

Gates and Daemon gates:
Gates may be opened by Chaos players as a result of Strategies. Gates serve as reinforcement and deployment points for Chaos formations. Daemon gates are required for daemons to enter the game. If an Imperial player holds a gate uncontested, that gate will be closed. Certain strategies may also close a gate.
 
expressing interest.
 
flyingchicken said:
Ah, a distraction from my single-minded pursuit of history and fantasy things!

---

Random GURPS-inspired idea:

United States of America and Tajikistan
Economy: 16 (measure of economy)
Government: 12 (measure of government efficiency)
Creativity: 12 (measure of creativity)
Hit Points: 16 (measure of area and population)
Skills:
- Espionage (14)
- Military (16)
- Research (13)
- Development (13)

Use 3d6. Rolling under skill level is success. If not a skill, resort to default rolls at a penalized related stat.

... i.e. treating countries as oversized Player Characters. The stats and skills are just concept... things... maybe you guys could help me refine it?

@flyingchicken, once again I like your ideas, especially a 'hit points' stat. What kind of game/situation/setting these are intended for?

Here's something remotely similar I've been working on today, stats format for revived DaftNES2 (or something), throwing into the mix:

Entity Name = (player name)
Sphere: each nation belongs to a combined world cultural and economic zone. There may be special rules/modifiers for each.
Rank: a VERY rough guide to combined power and development, relative to the whole world. Only goes from 1 to 5
Unity / Peace / Population / Development / Wealth / Army / Navy various indicators relating to the needs of this specific nation/entity
Leadership: as previously seen in DaftNES2
Rival Factions: as previously seen in DaftNES2
(prominent) Cultures: as previously seen in DaftNES2
(prominent) Religions: as previously seen in DaftNES2
Epic: #banked epic points followed by a list of epic things, such as wonders or living great leaders
Power: #power points per turn followed by a list of systems / ideologies listed in order of priority / establishment
Belief: #belief points per turn followed by a list of values / principles listed in order of priority / establishment
Economy: #economic points per turn followed by a list of specialisations listed in order of importance / value
Industry: #industrial points per turn followed by a list of specialisations listed in order of importance / value
Army: #army points per turn followed by a list of doctrines / specialisations listed in order of priority / establishment
Navy: #naval points per turn followed by a list of doctrines / specialisations listed in order of priority / establishment
Surpluses: things that are being exported wherever possible
Shortages: things that are being imported whenever possible
Vices: bad things
Description: uberspiel

NOTES:

This revised format borrows a little from NESlife 'gene' system and is supposed to allow more feedback as well as more player control. The singular spending point is now divided into multiple different ones. But at the same time, the player is limited to spending them in narrower areas.

These points kinda represent 'rate of change', the ability to reform and invent, rather than actual economic power or army strength. Its possible that a huge empire may actually have few points to spend, as it is becomes a bloated monolithic behemoth focused entirely on retarding its inevitable slide into anarchy and disorder.

The Values in [square brackets] denote how many points are being spoiled/gained due to external factors (EG, gained from having influence in / subverting / parasitising other nations). Its just an indication. Only the bolded numbers are 'spendable'.

Only 'Epic' points can ever be 'banked', since they should be awarded only rarely. All other points are to be used up every turn one way or another.

Not all nations will get an industry or navy stat, and thus no points to spend in those areas. On the other hand, some nations may get a dedicated 'science' stat, or other things. Some really basic states might get everything lumped together under a 'Tribe' stat. Basically, the middle part of the stats is supposed to be flexible rather than one-size-fits-all.

The Unity/Peace/Population/Etc. values near the top are relative to the specific country/nation/entity rather than the whole world. EG a large empire could have a negative value for its 'Army', this simply means there aren't enough troops to guard all the borders. If this army was gathered together it might still be enough to match or defeat smaller/lower-ranking countries.

Things currently missing from older versions and possibly to be reintroduced are brief lists of the types of 'standard troops', 'support troops', and naval vessel types in use.

Spoiler EXAMPLIFICATION :
Yssian Republic = Kol.7
Sphere: Eurisian Enlightenment
Rank: 4
Unity: -1 / Peace: +1 / Population: +3 / Development: +2 / Wealth: +3 / Army +1 / Navy +5
Leadership: Lord Protector Gustharii (elected ruler, elderly), Guild Council (merchant nobility, strong)
Rival Factions: moderate republicans (notable), Ultimist cultists (weak)
Cultures: Thulean, Old Yssian, Pictish
Religions: Ultimism (strong), Aeonism, Levanquism
Epic: 0 (The Great Harbour of Ys)
Power: 2 [+1] (plutocracy, finance, republic, artistry)
Belief: 2 [+1] (individualism, republic, trade, liberty, science, enlightenment)
Economy: 4 [+2] (trade, manufacturing, finance, farming, forging, textiles, fishing)
Industry: 2 [+1] (shipyards, forging, farming, armaments, textiles)
Army: 2 (firearms, discipline, artillery, polearms, armour, logistics, cavalry, tactics)
Navy: 4 [+1] (leadership, sailing, tactics, navigation, strategy, discipline, artillery)
Surpluses: furniture, metal tools, fabrics, boats
Shortages: spices, gold, silver, tobacco, dyes
Vices: smuggling, piracy, gang warfare
Description: The Yssians have been a strong seafaring culture since the dawn of recorded history, spreading their culture and ideals far and wide. Together with the Picts under the Thulean League, which lasted from 86 AD to 590 AD, they opened up the 'Eastern Americas', and pioneered trade routes between Europe and the rest of the world. The ancient city of Ys has emerged as a centre of power again after the dissolution of the Thulean League, which collapsed following a long and costly war with what is now Rove and Vengano, combined with a rebellion by some of the American colonies. However the League still exists in the form of common trade customs and trade routes across the Euris Ocean and beyond. Some now wish to revive the great Thulean League, this time centred on Ys itself, with the peaceful or not-so-peaceful annexation of other Leagues. Others are happy to maintain the status quo and focus on trade and wealth.

Imperial Republic of Antalya = Thlayli
Sphere: The Golden Empire
Rank: 5
Unity: -2 / Peace: -2 / Population: +3 / Development: +1 / Wealth: +1 / Army +0 / Navy +5
Leadership: Bazilevs Demetyr I (ruler, mighty, mature, several heirs), Kuzma (hereditary nobility, notable), Municipal Councils (appointed urban officials, weak)
Rival Factions: moderate Rationalists (notable), Antalese traditionalists (weak), Mycenean liberalists (weak)
Cultures: Antalyan, Skovyan, Mycenean, Turuk
Religions: Rationalism (state religion), Phosism (suppressed), Aeonism (weak), Levanquism (weak), Ismailism (weak), Theosim (weak)
Epic: 1 (The Ancient Monuments of Argos, The Great Canals of Antalya, The Golden Conclave of Agre)
Power: 2 [+1] (monarchy, militarism, feudalism, monotheism, enlightenment, science)
Belief: 2 [+1] (monarchy, militarism, monotheism, feudalism, enlightenment)
Economy: 3 [+1] (farming, forging, trade, manufacturing, artistry, mining, textiles, printing)
Industry: 2 (armaments, forging, farming, textiles, chemicals)
Army: 5 [+2] (leadership, morale, organisation, artillery, tactics, firearms, cavalry, skirmishing, strategy)
Navy: 2 (discipline, artillery, sailing, logistics)
Surpluses: metal tools, artworks, wine, dyes, antiquities, literature, gold, silver, marble, incense
Shortages: food, spices, silk, gems, tobacco, narcotics, timber, furs
Vices: gang warfare, subversive cults, narcotics, smuggling, terrorism
Description: The descendent of many great empires dating back to ancient times. The centre of gravity has shifted many times, but now rests again upon the ancient city of Altyn Sarai, city of the golden lakes. A common culture in the heartland has been developing since Aahnad times. The later Agrinese Empire, at is height, has never since been surpassed in terms of size and glory. In comparison, Antalya is a much more modern state, with a fearsome and experienced military, though this has come at a cost. After 450 AD, a devastating civil war was fought, as traditional Phosist nobles tried to overthrow the new Rationalist regime being imposed by the Bazilevs. Foreign powers became involved, Videssos in particular. Antalya eventually emerged as a vengeful and fiercely Rationalist state, with reduced territory and a brutalised population. Phosism took the blame for all the trouble, and is still a tightly suppressed religion. After a century of recovery, Antalya remains a largely militarised society with economic problems, though it has proud achievements in technology and engineering. Foreign powers are increasingly nervous, as they fear the battle-forged might of Antalya being used to export the Rationalist 'enlightenment' to the rest of the world.

Naochi ≠
Sphere: Hocatelcan States
Rank: 2
Unity: -1 / Peace: -3 / Population: -1 / Development: -1 / Wealth: -1 / Army +2
Leadership: Naochi monarchy (strong)
Rival Factions: Warlords (notable)
Cultures: Noachi, Hocatelcan
Religions: Altocism, Ultimism (discouraged)
Epic: 0
Power: 1 [-1] (monarchy, divine rule, militarism, slavery, feudalism)
Belief: 2 (polytheism, divine order, tribalism)
Economy: 1 (farming, hunting, fishing, mining)
Army: 2 (tactics, skirmishing, morale, leadership, cavalry, artillery)
Surpluses: meat, fish, narcotics, silver, dyes, ores
Shortages: metal tools, armaments, tobacco
Vices: tribal disputes, smuggling, subversive cults
Description: For centuries, the Naochi were a minor ethnic group inside the Hocatelcan Empire. They earned a reputation as fierce warriors, and eventually became very influential within the Hocatelcan military. In 533 AD, following a dispute over their status, they conspired with a coalition of mercenaries and privateers from Kopeng and Pegu to overthrow their emperor. However, the chaotic rule of the foreign mercenaries was not to their liking. Rather than get involved in the endless intrigues and power squabbles of Tecochen, they moved north with Pangan-made cannons and Thulean muskets, to carve out their own domain from the borderlands. They soon made their presence felt along the Thulean frontier, and even gained some ground from the hated colonists during the break-up of the Thulean League. Their territory has continued to expand ever since, and Naochi culture has been successfully imposed on the local peoples.


@Fulton, I wish to acknowledge the existence of your draft rules, however I have no comment at this time.
 
Chaos and the Imperium.

Each is divided into three forces.

Imperial Guard, Space Marines, and the Inquisition for the Imperium

Chaos Space Marines, Cultists, and Traitor Guard for Chaos. Daemons are mixed into the chaos marines and cultist forces
 
I think that works pretty nice Fulton. I like the way it is more tactical than before.

Maybe playtest it with perhaps 8 players: 1 each and adjust requistion forces on their relative power and play for 5 turns to see if it all works. Then open it up for more people. I guess 12-15.

EDIT: I think that maybe 6 would be enough instead for playtesting, which is really needed for stricter rules and trying to streamline a game, maybe have it like a preNES to go into the full NES.
 
Thanks for the feedback Charles. Good idea about adjusting requisition levels on the fly. I will be adjusting them for each army as we go, the whole requisition system allows for quick adjustments for different army types. 100 requisition for Marines does a lot less than 100 requisition for cultists, for example.

Speaking of which, I should probably put a paragraph into requisition warning of possible changes due to future army balance issues that arise.

I'm not really interested in playtesting though.
 
Ok, then just stimulate with your brain...

A large marine detachment arrives to put down a Cultist uprising that was laid down years ago and currently have control of 80% of the population. They striked after a Imperial Guard Defence Divisions regrouped to escourt a politican leaving the rest of the world relativly unprotected.

Marines have to:
Save the Imperial Guard
Retake the rebelious lands
Force the Cultists off withing X turns

Imperial Guard
Keep the politcans safe
Keep the last city from cultists
Fight atleast 1/2 of the battles after being saved

Cultists:
Kill the Imperial Guard first
Last for X turns
Do not land off of land (other planets/continents?) reinforcements.

Then just mosey it off in a hot summer day and think that maybe Cultists can have a Militia unit where they are supported with less requisiton points or land Crusaders or something.

I am not that good with Warhammer universe but I know a few things. I hope this will be as successful and fun as your other NESers that I lurked in!
 
Don't worry, the armies are pretty balanced. They're pretty abstracted as well. Marines have scout companies, battle companis, and first companies available, for example. Cults get cultists, insurgents, mutants, and can summon in daemons.

The advantage of Imperial Guard/Lost and the Damned is that they get the most choice.

Also, this is going to deal with the strategic side of the war, rather than the tactical.

I'll post the army lists soon.
 
Wei sounds very nice indeed. ;)
 
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