Warhammer 40,000 NES IC Thread

Fulton

King
Joined
Mar 5, 2007
Messages
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Orders for Update 6 due Mar. 14

An Introduction…
This isn’t a game of tactical battles like the tabletop versions of Warhammer 40,000. This is a game of empires. A game of greedy imperial governors, vicious tin-pot dictator, and unknowable alien lords. A game of wars between cults, great warbands and small nations.

The galaxy is a dark place filled with danger, violence, and despair. But there is still hope. Hope than a dying race may rise from the ashes. Hope to forge a new empire to carve a beacon of light out of the darkness. Hope to bring stability and order to the chaos. Hope to have a good scrap and live to tell about it.

Life is hard here. Warfare will be the primary to expand, but there are more tools at the disposal of the faction in Jugurtha than just bolter and chainsword. Diplomacy, economic policy, exploration, colonization, subterfuge and trade are the weapons of great statesmen. It will take a great statesmen to survive the perils of this dark millennium, let along to thrive in it…will you be the one to bring order to the chaos? Or, perhaps, you’ll be the one to throw the entire sub-sector into turmoil…

Jugurtha Sub-Sector, Nabataea Sector, Segmentum Ultima
The background for this sub-sector is only a skeleton. It is up to the players to fill in their section of the background. This skeletal framework is designed to give players as much freedom as possible.

The Jugurtha sub-sector lies in the Nabataen sector, an impoverished and imperilled section of Segmentum Ultima.

In the days when the Emperor strode among men, Jugurtha was a prosperous region. The sub-sector capital, Tyrex, was a glistening city of wonder and enlightenment. Tyrex and its outlying worlds were at the time of the Emperor’s crusade besieged by the vile hordes of the Orks.

Tyrex accepted Imperial sovereignty in exchange for aid in purging the green menace. Marines of the Imperial Fists and Ultramarines took part in the liberation of those planets that were controlled by the Orks, or that did not submit as the Tyrex did.

Jugurtha prospered in those early days. For millennia trade flourished. Marine chapters were founded to protect the borders of the Imperium. The Adeptus Mechanicus came, as did the Ecclesiarchy and the other branches of the Imperium,

The Age of Apostasy hit the entire sector hard. Jugurtha was one of the few sub-sectors to keep a semblance of Imperial control, but many worlds abandoned the Emperor’s light. Some were bombed into the stone age, others turned their back on the Imperium for selfish reasons, others turned to the darkest of heresies.

Tyrex, however, withstood these assaults, but its best days were now behind it. The people of Tyrex and the core of civilized worlds around it had become decadent and corrupt, though they still paid lip service to the Imperium. They proved easy prey for the rot that infects the complacent, bored aristocracies of history. They fell to worship of the dark gods in the pursuit of pleasure. Dark cults infiltrated Tyrex from without while it atrophied within.

In the year M41.768, the debauched people of Tyrex suffered for their sins. The entire planet was sucked into the warp, never to be seen again. The nearby worlds were wracked with disease, mutation, and invasions. Few survived.

The rest of the Jugurtha sector, with the key to its strength lost and a large portion of its population gone, fell prey to Orkoid raids and other depredations.

The Orks remain strong, as do the traitors of Tyrex, and other alien invaders are at the gates. But there is hope. The situation has stabilized over the course of the last millennia. Humanity has always been at its best when dealing with adversity.

That is, if the remnants of Imperial power can work together. The lure of independence and personal power is a constant threat. The Ecclesiarchy, the Inquisition, the Administratum, and their tax demands are constant reminders of the limited freedom of Imperial governors…
 
Da Roolz:

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

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

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

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

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

National Statistics Format:
Name:
Player:
Faction:
Military Upkeep:
Planets:
1st System
- Planet name (planet class) – Shipyard level
- Production: Economy/Units/Food/Resources
2nd System
- Etc.
Total Production: Economy/Units/Food/Resources
Current banked resources: Economy/Food/Resources
Order of Battle:
Ship type and number
Unit type and number
Etc.


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

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

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


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

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

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

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

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

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

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

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

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

Name: Marine Chapter Homeworld
Approx. Population: As planet
Economic Worth: As planet –10%
Unit Tier Production: As planet +1 (max 4), plus Space Marine units
Food Production: As planet
Resource Production: As planet
Description: This world is the home of an Adeptus Astartes chapter. As such, it will benefit greatly from their presence. At least in theory. Though the population look up to their overlords as gods, they are unconcerned or unprepared to administer the local economy. The Chapter is also likely to encourage conflict to maintain a steady stream of skilled recruits hardened to warfare. The world does however, have a much larger degree of protection from any type of threat.

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

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

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


The Economy, Production, and Budgets…
Spoiler :
Economy:
Each planet will have an economy rating. This rating is represented by a number. This is a rough calculation of that planet’s industrial production, trade incomes, taxes, and other economic factors that determine the available resources of the planet. By adding the numbers of your planets together, you will get your GDP. You can tax this GDP as a percentage.

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

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

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

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

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

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

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

Mining Worlds and Forgeworlds are the best sources of resources.

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

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

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

Agri-worlds are the best sources for food production.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shipyards exist in space and can be destroyed or captured.

Shipyards can be created in any system no matter the type or economy size. This rule is in place to allow players who lose their main industrial worlds to continue to interact with the rest of the sub-sector.

Level 1: 200
Level 2: 500
Level 3: 1000
Level 4: 2000

If your shipyards are ruined due to accidents or enemy action, you may repair them for half of their total cost. So repairing a level 2 shipyard to full capacity would cost 200+500/2, or 350 economic points.

If you capture the hulls of enemy ships, or recover your own wrecked ships, it is sometimes possible to repair them. Captured or recovered hulls will be noted in the results of naval battles.

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

There are two types of fortifications: Land and Space. Land fortifications are bought for each planet and can take various forms. They include water based navies, subterranean tunnel networks, huge land-space weaponry, trench and bunker networks, civil defense networks, and more. Space based fortifications are bought for systems and can include shipyard defenses, starbases, other orbital installations, warp incapable system defense ships, and any other space-borne defenses.

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

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

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

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

There are some limitations however. Eldar will be more likely to accept employment from other Eldar than Mon’Keigh. Tarellians will not serve humans. Tau will seriously question any leader who employs Farsight’s deserters, etc.

Mercenaries are disposable and expensive, but can fill important niches in your military. They will also have minds of their own and abandon any employer who tries to use them as cannon fodder too obviously.

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

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

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

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

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

Turns will be of sufficient length that any unit can cross the map in the span of a single turn, if the warp is willing. To give a sense of scale, it will take half a year to cross from one corner of the map to the other in a diagonal line under normal warp conditions. (Note that this is slower than regular 40k warp travel, it makes things easier on all of us in the long run, trust me)

So how long does travel take? As long as I say it does. The warp is fickle by nature. A trip that might normally take three months might be over in a week, or in a hundred years. Only Tau have any real idea of how long they will take, as they merely skim the surface of the warp. The downside of this is that Tau take twice as long to travel anywhere. But at least they won’t lose their flagship to a warp storm.

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

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

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

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

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

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

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

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

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

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

Anyone may try to break the blockade through military force.

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

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

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


Espionage...
Spoiler :
Espionage
Players may conduct a finite number of espionage actions per year. Each faction is allowed to conduct two operations per year.

Missions are expensive. Those conducted within your borders, or in open space, are much less expensive than those conducted inside other powers. The cost of a mission shall be in direct proportion to the size of the economy in which it is being conducted, and there is no guarantee of success.

Missions conducted within another power cost at least 2% of that power’s GDP to run. Particularly extensive missions may cost more. If you are trying to overthrow a foreign government, for example, or start a significant rebellion, it is going to cost more than just 2% of the target’s GDP.

Missions conducted within your own borders cost only 0.5% of your GDP to run. Moreover, you may run two missions within your own borders per allocated mission slot.

The types of missions that a player can run are practically infinite, but for our purposes they will tend to fall into one of several categories.

Acquire Information
Cause Unrest
Conduct Assassination
Sabotage
Internal Security
Establish Operative
Establish Cult (Note: Cults are limited to Genestealer, Chaos, and Imperial players with an Ecclesiarch world)

Most of these should be self-explanatory. Specialized missions not falling into one of these broad categories are allowed, but do not make a habit of them. I might have to run a dozen of these missions every year. Simplicity helps everyone.

Lastly, while the numbers of missions that a player can run are limited, the number of operatives is not. Once you get a mole in a foreign government as a result of a mission, for example, they stay there until they are caught or can defect, and they incur no further cost on the mission limitation basis. The same goes for cults

Forms
The submission of espionage missions is to be standardized. Espionage missions that do not follow the proper format will not be run. A template follows.

Mission Name
Mission # of (number of available mission slots here)
Mission Type:
Mission Target:
Relevant Cults or Agents Established: (if applicable)
Mission Cost:
Details: (if any)

Notes
Espionage is a long-term thing. It is not something instant or quick. It takes time to recruit an agent, and it could be years before they can provide useful information. Factors such as racial differences only complicate matters.

Every race, regardless of physiology, economy, or government, can spy on another race. This being said, racial and other factors can impact the odds of a mission’s success. Indeed, coupled with the benefits of having an agency and the inherent odds of a mission’s success, they are the largest factor in determining whether a mission succeeds or fails.


Other Rules…
Spoiler :

Exploration:
You can explore a system by sending at least one ship of any type to the system in question. They will spend the turn there and report back after the update. You can send invasions and colonization fleets into unknown systems, but they will be flying in blind.

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

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

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

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

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

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

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

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

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

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

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

Stories:
Stories are greatly encouraged. Stories allow you to explore your society. They allow you to explore your politicians, your generals, and even your lowly citizens.

Stories mean the difference between a generic victory on some far off rock, and a valiant last stand commanded by a heroic commander.

Use any format you like; narratives, diaries, propaganda pieces, newspapers, and any number of other genres. Write storylines in conjunction with other players, or don’t. Have fun. Explore. The point of this game is twofold: to create a game that is fun for all, and an immersive world that seems genuinely alive.

The turns are fairly long, but don’t let that get in the way of your characters. Space Marines, Orks, Eldar, the followers of Chaos all live for extremely long times. Humans can take drugs, like Yarrick, that extend their existence far beyond the human norm. While most Tau live for a relatively short time, Ethereals are also extremely long lived. When you bear in mind warp travel (where a year may pass for the universe while only a week passes for the beings in transit) then character lives may as well be infinite.
 
Standard Imperial Humans
Spoiler :
The Imperium of Man
You are the inheritors of the Emperor’s dream. It is your duty to ensure humanity’s survival through any means necessary. Well, at least the portion of humanity directly under your control.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Civilian Transport Fleet
Cost: 100
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 400
Description: Cruisers are the workhorses of the Imperial Navy. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. The best examples are the torpedo or lance heavy Dauntless class cruiser.
Shipyard level: 3

Battleship
Cost: 500
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. The Emperor and Retribution class battleships as the best examples of these behemoths.
Shipyard level: 4


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

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

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

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

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

Space Marine Scouts, Battle Brothers, Terminators, and Thunderhawks can travel on any space faring vessel. When traveling in transport vessels, they take up no space.

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

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

You will start with a number of Space Marine companies that reflects your background. The standard start for codex chapters will be one terminator honours company, eight battle brother companies, and one scout company.

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

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

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

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

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

Space Marine Scout Company: These are youths chosen from Marine worlds. Though most will die long before they can become full battle brothers, they are as valiant and loyal as their more experienced comrades. They act as light infantry, scouts, snipers, and similar battlefield roles.
Cost: None. Automatically recruit 1 Company per full 6 worlds owned (minimum 1) every turn. Feudal, Hive, and Feral worlds count double.
Upkeep: 30
Production Requirement: None

Space Marine Battle Brother Company: The supreme warriors of the Imperium. Gods among men, these powered armoured behemoths rarely take to the field in pitched battles. Fighting in hundred man units, the Adeptus Astartes rains from the heavens in drop pods or run guns blazing from a landing Thunderhawk gunship. As quickly as they came, they are gone. Whomever or whatever their target is only a memory. If you don’t know who these guys are, you shouldn’t be playing.
Cost: None. Automatically promoted when enough scouts earn their place as full battle brothers.
Upkeep: 40
Production Requirement: None

Terminator Honours Company: The greatest of all marines are honoured with the Crux Terminatus. This highest honour allows the Marines to don Tactical Dreadnaught Armour. In most cases, only one company of these hardened veterans will exist. Some Chapters aren’t even lucky enough to form a single company.
Cost: None. Automatically promoted when enough veterans exist.
Upkeep: 80
Production Requirement: None

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

Civilian Transport Fleet
Cost: 100
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard Level: 1

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escort
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipement. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Strike Cruiser
Cost: 300
Description: Crewed by failed marine trainees and indentured servants to the chapter, these ships are always at peak efficiency. Although these vessels are less powerful than a standard Imperial cruiser, they pack the ability to deploy a company of Marines within twenty minutes of leaving the Warp.
Shipyard level: 3

Battle Barge
Cost: 600
Description: The Space Marine battle barge is the most powerful ship in the Imperial Fleet. Armed with its mighty bombardment cannon, few can stand in the way of these monsters.
Shipyard level: 4


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

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

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

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

Special Rules:
None.

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

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

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

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

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

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

Scitari: These are the Ad-Mech equivalent of the Imperial Guard. Replace the Commissars of the Guard with Tech-Priests and Engineseers, augment the Guardsmen with cybernetic implants, support them with more tanks, and you have the Scitari.
Cost: 100
Production Requirement: 2

Praetorians: The elite of the elite of the Ad-Mech forces. These are soldiers augmented cybernetically far beyond normal Scitari. Praetorians are fanatically loyal to the Machine God. They find themselves supported by the elite Tech-Priests, from the Engineseers with their servitor squads to Electro-Priests. Their equipment is state of art weaponry and carapace armour and their training and discipline peerless.
Cost: 160
Production Requirement: 3

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

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

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

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

Civilian Transport Fleet
Cost: 100
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 400
Description: Cruisers are the workhorses of the Imperial Navy. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. The best examples are the torpedo or lance heavy Dauntless class cruiser.
Shipyard level: 3

Battleship
Cost: 500
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. The Emperor and Retribution class battleships as the best examples of these behemoths.
Shipyard level: 4


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

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

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

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

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

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

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

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

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

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

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

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

Unique Unit: Independent empires have evolved and adapted on their own for millennia. Who knows what terrible weapons exist in their arsenals? Ask for GM permission upon state creation or any later date to create these.
Cost: Variable
Production Requirement: Variable

Civilian Transport Fleet
Cost: 100
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 400
Description: Cruisers are the workhorses of human space navies. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. These are the equivalent of the Imperial cruisers and grand cruisers.
Shipyard level: 3

Battleship
Cost: 500
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. These are the equivalanet of the terrifying Imperial Emperor and Retribution class.
Shipyard level: 4
 
Genestealer Cults
Spoiler :
Genestealer Cults
Brother, our time grows near. For many long years we have struggled to secure a homeland, and now we have earned it. Though not everyone on this planet is a member of our family yet, they will be soon.

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

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

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

If you successfully set up a cult, then you can recruit Hybrid and Genestealer units on that planet. Any infected planet will have a production rating of 1. Cults also aid in information gathering and other spy missions.

State Creation limits:
None. You might have been a former human world, a former exodite world, a former Ork world even, whatever you want within reason. Genestealers may buy a cult on any world for 2 points on state creation.

All planets under genestealer control are considered to have been infected for more than 10 turns and can therefore create all Hybrid and Genestealer units.

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

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

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

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

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

Hydrid Brood: Children born of two infected parents, or of one infected and one trueborn, are known as hybrids. They combine the cunning intelligence of a human with the natural weaponry and killer instincts of a Genestealer. Though they are not the equal of their more obvious brethren, they are a thing to be feared.
Cost: 80
Production Requirement: 1, Planet infected by Genestealers for at least 6 turns

Genestealer Brood: Genestealers are the perfect killing machine. Silent. Cunning. Ferocious in battle. Armed with keen senses and claws that make a mockery of even Tactical Dreadnaught Armour. Their deadliest weapon is their method of reproduction. They can infect sentient species. The infected will begin to tune in to the primitive consciousness of the brood. They will try to mate and any offspring they have will be cursed and have only one goal: to connect with others of his type and spread this plague to as many beings as he is able. Battles with Genestealers are dangerous. Even a victorious army can bring home some of the taint…
Cost: 200
Production Requirement: 1, Planet infected by Genestealers for at least 10 turns

Civilian Transport Fleet
Cost: 100
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Cruiser
Cost: 400
Description: Cruisers are the workhorses of human space navies. They lead command smaller flotillas of ships and form the core of system defence and offensive battles. These are the equivalent of the Imperial cruisers and grand cruisers.
Shipyard level: 3

Battleship
Cost: 500
Description: These floating fortresses are kilometres long and pack enough firepower to destroy lesser vessels in a single broadside. These are the equivalanet of the terrifying Imperial Emperor and Retribution class.
Shipyard level: 4


The Tau’va
Spoiler :
The Tau
It is good to see you Aun’o. I am pleased that the civilian administration can finally take over from the military government.

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

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

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

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

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

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

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

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

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

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

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

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

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

Civilian Transport Fleet
Cost: 75
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 125
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Escort
Cost: 200
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by smaller Tau vessels and Nicassar dhows.
Shipyard level: 2

Tau Capital Ship
Cost: 350
Description: The Tau have a long way to go before they match the technology of the older races. Their space faring technology is not great, although their perfectly adapted air caste help to even the odds. These units include the Merchant, Hero, and Explorer classes of the Tau fleet.
Shipyard level: 3



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

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

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

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

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

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

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

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

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

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

Mutant Division: Among the lost and the damned, mutants are finally allowed to vent their anger on true-blooded mankind. Free from the shackles of ordered society, Chaos allows them to run free…
Cost: 50
Production Requirement: 1

Cultists: These are the weakest of the followers of Chaos. They lack any sort of formal training, the favour of the gods, or any more than the most basic laspistols, autoguns, and bludgeons. They fight with reckless abandon for the favour of their gods, but heavy losses can just as easily turn them into cowards.
Cost: 20
Production Requirement: 1

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

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

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

Corrupted Transports
Cost: 125
Description: These are chaos’ answer to the transport question. They have the capacity to keep the economy flowing, as well as transport soldiers and adequately defend themselves.
Shipyard level: 2

Corrupted Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports.
Shipyard level: 2

Corrupted Cruiser
Cost: 400
Description: These are the mainstay of the Chaos fleet. Most are more recent Imperial cruisers who have turned traitor, but there are also ancient rebel vessels from the time of the Horus Heresy, Daemon infested ships, and new vessels build on adjusted Imperial plans.
Shipyard level: 3

Corrupted Battleship
Cost: 500
Description: These ships are frightening beyond belief. They meld living flesh with corrupted metal, Daemon engines with twisted human minds to combine into terrifying avatars of the dark gods. Woe be upon the foe that dares to fight the flagships of the traitor navies.
Shipyard level: 4
 
Da Boyz
Spoiler :
Orks
We is da boyz!

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

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

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

Special Rules:
Orks are far from the best economists. Their particular managerial style is not conductive to economic growth. Ork economies shrink by a flat 5% every turn before other modifiers are applied. After enough devastation, the amount of food and resources may decrease.

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

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

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

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

Mob O’ Nobz!: Dese are da big ladz. Dey bin fightin’ fer years an’ years. Y’see, when an Ork gets old, ‘e keeps on growin’ til somefink kills ‘im. Dese boyz been ‘round a long, long time. Dey da bosses, got dat? An’ dey ain’t just nobz neither. Dis is also da old scarboyz, da commandos, and all da other tough boyz yous know about. One day, if yous is strong and tough, maybe you be one o’dem.
Cost: 80
Production Requirement: 1
Special: You must have at least 2 mobs o’ boyz for every mob o’ nobz.

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

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

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

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

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

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

Transport Fleet
Cost: 125
Description: Armed civilian transports. Crewed by slaves, grots, and the few Orks than prefer a more peaceful lifestyle. Can also be used for military transport.
Shipyard level: 1

Smashas
Cost: 250
Description: Deze ships come in toos. Dey works betta dat way. An’ dey works like dis y’see, unlike dem coward humies, weze like ta smas tings close up. So what we do is, we ram dere puny ships and send da boyz in! An on da way, we takes what guns we gots and we shoots some nice big holes inna dem.
Shipyard level: 2

Kroozer
Cost: 400
Description: Dis big ship over ‘ere is da mainstay of da boss’ fleet. We take all da big gunz, all da good torpedos, and dem big lance tingies. We strap ‘em all together, wrap ‘em in a whole lotta tick metal, and den we smash tings wiv it.
Shipyard level: 3

Rok
Cost: 600
Description: Awight ladz, dis is what weze gonna do. Weze gonna get inta dis big rok lokkin ting with big guns and engines an stuff welded to it, and weze gonna point it at some humie planet. Weze gonna shoot an smash anyfink dat gets in da way and den we gonna smash into a planet an blast as dem humie punks inta dust! Ork Rokz can take up ta 12 units o’ Boyz an’ udder stuff.
Shipyard level: 4


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

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

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

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

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

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

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

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

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

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

Eldar Craftworlds cannot increase their economy beyond 5000.

State Creation limits:
Background wise, create your craftworld I any way you wish. You are not allowed to purchase any additional worlds or shipyards during state creation. You only have 4 points to spend during Empire creation. However, you military spending spree goes a lot farther than that of other empires.

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

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

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

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

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

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

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

Military Transport Fleet
Cost: 150
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: Craftworld or 2

Eldar Escorts
Cost: 250
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are represented by the Eldar ships such as the Hemlock Destroyers, or the Hellebore Frigates.
Shipyard level: Craftworld or 2

Eldar Cruiser
Cost: 400
Description: The heavier Eldar ships follow the same basic design doctrine as their land forces: inflict as much damage as possible on the enemy while using speed and deception to minimize damage. The Shadow and Eclipse classes of ships are included under this section.
Shipyard level: Craftworld or 3

Eldar Battleship
Cost: 500
Description: The Eldar Void Stalker is the most fearsome ship in the entire fleet. It does everything that should be expected of any Eldar vessel, only better. Fast, large and powerful, but without sacrificing manoeuvrability. It is easily the match for a human ship of its class, and may whatever deity they believe in help the lesser races who come into the sights of the Void Stalker’s guns.
Shipyard level: Craftworld or 4


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

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

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

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

They might, perhaps, be used to our advantage.

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

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

You gain 1 free unit of Exodite Knights for each world you control at the beginning of the game. However, you only have 12 points to spend during Empire creation.

You can never have shipyards greater than level 3 in any system.

Things will be tough for you, but a skilful player can turn any situation to their advantage.

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

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

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

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

Exodite Knights: The most powerful Exodite nobility pilot the mighty knight suits. Halfway between a dreadnaught and a scout titan, these surprisingly manoeuvrable humanoid machines of war stride unstoppable through the battlefields of the Exodites. These suits are hand made by artisans trained in the ancient arts of their ancestors using a fair proportion of the limited manufacturing capacity of the Exodite worlds.
Number: Maximum 1 per 1000 economy (You may start with more units than this during state creation. This is acceptable, you just can’t train any new units until you drop below the cap)
Cost: 200
Production Requirement: 1

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

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

Civilian Transport Fleet
Cost: 75
Description: Basic Warp capable transports. These ferry food and other resources between planets. Without them, trade, communications, and government begins to break down. With them, economic growth continues. They can also be press ganged into military service if needed.
Shipyard level: 1

Military Transport Fleet
Cost: 125
Description: These are dedicated transport for military units. They include Q-ships, converted merchantman, and purpose built military transports. They have the capacity to defend themselves and have light armour. They are not, however, ships of war and still need escorts.
Shipyard level: 2

Exodite Escorts
Cost: 200
Description: This is a pair of standard escorts. They are small, fast units usually with specialized equipment. They are necessary support vessels for larger warships and transports. These are often broken down machines bought from rouge traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 2

Exodite Capital Ship
Cost: 350
Description: This is a catch-all for the larger vessels crewed by the Exodites. These are often broken down machines bought from rogue traders and other merchants, or primitive warp-faring vessels manufactured by those Exodites who have achieved the level of technology to produce these ships.
Shipyard level: 3
 
Vernith - a_propagandist
Spoiler :
Name: Vernith
Player: a_propagandist
Faction: Imperium
Military Upkeep: 432
Planets:
Vernith System
- Vernith (Industrialized World) – Level 2 Shipyard
- Production: 3099/3/-1/-1
- Aresna (Feudalworld)
- Production: 373/1/2/1
Earenii System
- Earenii (Forgeworld)
- Production: 1859/4/-2/-2
- Elendii (Agriworld)
- Production: 496/1/4/0
- Renditii (Mining World)
- Production: 717/2/-1/3
Home System
- Home (Agri-world)
- Production: 393/1/4/0
Repaix
- Repaix (Maiden World Colony)
- Production: 25/0/0/0
Total Production: 6962/12/6/1
Current banked resources: 0/0/0
Order of Battle:
1 Cruiser “Primarch”
1 Military Transport
3 Civilian Transport
3 Escort Groups
1 Heavy Armoured Regiment
2 Planetary Defence Artillery Regiment
2 Imperial Guard Regiment
6 Planetary Defence Infantry Division
2 Imperial Guard Armoured Regiment
Not in system, no upkeep needed
1 Military Transport
1 Imperial Guard Regiment
3 Planetary Defence Infantry Division



The Coalition of Worlds - TerrisH
Spoiler :
Name: The Coalition of Worlds
Player: TerrisH
Faction: Independent Humans
Military Upkeep: 780
Planets:
Krath System
- Krath (Hive world) – Level 3 shipyard
- Production: 4351/4/-6/-4
Partha System
- Partha II (Feudal world)
- Production: 336/1/2/1
- Partha IV (Feral world) (Orc Infested)
- Production: 109/1/1/1
Trinity System
- Trintity Alpha (Agri-world)
- Production: 435/1/4/0
- Trinity Delta (Mining world)
- Production: 652/2/-1/3
Editha
- Editha (Maiden World)
- Production: 0/0/0/0
Total Production: 5883/0/1
Current banked resources: 0/0/0
Order of Battle:
1 Cruiser
2 Escorts
2 Military Transports
3 Civilian Transports
12 PDF infantry divisions
6 PDF armoured Divisions
3 PDF Air divisions
3 Elite divisions
3 PDF Artillery divisions
2 Orkish Irregulars
1 Colossus


The Hymbaline Reach - foolish icarus
Spoiler :
Name: Hymbaline Reach
Player: foolish icarus
Faction: Independent Humans
Military Upkeep: 367
Planets:
Handstadt System
- Parsis (Industrial world) – Shipyard Level 2
- Production: 2938/3/-1/-1
- Caeyan (Agri world)
- Production: 470/1/4/0
- Djel (Feudal world)
- Production: 353/1/2/1
Macrane System
- Hanabor (Mining World)
- Production: 706/2/-1/3
- Al-Yadaran (Agri World)
- Production: 470/1/4/0
- Hurin (Mining World)
- Production 706/2/-1/3
Total Production: 5643/10/2(7)/2(6) (maximum potential in brackets)
Current banked resources: 2057/15/14
Order of Battle:
1 Cruiser
1 Military Transport Fleet
2 Civilian Transport Fleets
2 Elite Regiments
3.5 Planetary Defence Air Groups
2 Planetary Defence Artillery Regiments
1 Planetary Defence Armoured Divisions
6 Planetary Defence Infantry Divisions


Uarthe - Niklas
Spoiler :
Name: Uarthe
Player: Niklas
Faction: Craftworld Eldar
Military Upkeep: 2440
Planets:
Uarthe
- Uarthe (craftworld)
- Production: 5000/8/0/0
Aetis
- Aetis (Maiden world Colony)
- Production: 15/0/0/0
Varnee
- Varnee
- Tribute of 16/0/0/0
- Junee
- Production: 0/0/0/0
Mio
- Mio (Feudal World)
- Production: 284/1/2/1
Total Production: 5315/9/2/1
Current banked resources: 2994/4/2
Order of Battle:
6 Guardian Divisions
3 Aspect Warrior Regiments
1 Exodite Ranger
2.75 Armoured Regiments
4 Warlock Teams
5 Eldar Aerial Groups
1 Civilian Transport Fleet
2 Military Transport Fleets
6 Eldar Escorts
2 Eldar Cruisers
4 Eldar Battleships


Atlan Ascendancy - Lord_Iggy
Spoiler :
Name: Atlan Ascendancy
Player: Lord_Iggy
Faction: Genestealer Cult
Military Upkeep: 636
Planets:
Atla System
- Atla (Hive World) – Shipyard Level 2
- Production: 4632/4/-6/-4
- Vandra (Agri World)
- Production: 463/1/4/0
- Takat (Feral World)
- Production: 114/1/1/1
Doran System
- Doran VI (Mining World)
- Production: 349/2/-1/3
Caspia System
- Caspia III (Agri World)
- Production: 463/1/4/0
Rogor System
- Rogor IV (Feudal World)
- Production: 349/1/2/1
Karak
- Karak (Maiden world Colony)
- Production: 5/0/0/0
Total Production: 6375/10/4/1
Current banked resources: 0/8/2
Order of Battle:
5 Civilian Transports
2 Military Transports
1 Escorts
1 Battleship
1 Planetary Defence Air Group
4 Genestealer Broods
1 Elite Regiment
1 Planetary Defence Infantry Division
6 Hybrid Broods


Heirs of Guilliman – HunterG24
Spoiler :
Name: Heirs of Guilliman (Minor Divergence)
Player: HunterG24
Faction: Adeptus Astartes
Military Upkeep: 1213
Planets:
Toltera System
- Tol I (Industrial World) Level 2 Shipyard (Chapter Home world)
- Production: 2483/4/-1/-1
- Tol III (Mining World)
- Production: 662/2/-1/3
- Tol V (Agri-World)
- Production: 441/1/4/0
Jupinar System
- Jupinar IV (Industrial World)
- Production: 2760/3/-1/-1
Total Production: 6346/10/1/1
Current Banked Resources: 871/0/4
Order of Battle
4 Civilian Transports
1 Group of Thunderhawk Gunships
1 Battle Barge “Sword of Guilliman”
1 Cruiser
1 Escorts
15 PD Infantry Divisions
5 PD Armour Divisions
4 PD Artillery Divisions
4 PD Air Groups
2.5 Scout Companies
9.5 Battle Brother Companies
1 Terminator Honours Company

Currently trading 1 food to the Trade Consortium for 1 resources.


The Trade Consortium – labrat13
Spoiler :

Player: labrat13
Faction: Imperial Guard
Military Upkeep: 512
Planets:
Triax System
- Triax IV Alpha (Forge World) – Level 3 Shipyard
- Production: 1408/4/-2/-2
- Triax IV Beta III (Mining World)
- Production: 530/2/-1/3
- Triax IV Theta (Mining World)
- Production: 530/2/-1/3
Norwalk System
- Norwalk III (Agri World)
- Production: 406/1/4/0
- Norwalk IV (Industrial World)
- Production: 2572/3/-1/-1
Tsuchi
- Tsuchi (Maiden World)
- Production: 5/0/0/0
Total Production: 5446/12/-1/3
Current Banked Resources: 1/1/0
Order of Battle:
3 Civilian transport fleets
1 Military transport fleets
2 Escorts
5.8 PDF Infantry Divisions
2.5 PDF Armoured Division
4.5 Imperial Guard Regiments
5 Imperial Guard Armoured Regiments
.8 Imperial Guard Heavy Armoured Regiments
1.8 Aeronautical Imperialis Air Groups
Elsewhere, no upkeep needed
2 Imperial Guard Regiment


Currently trading 1 resources to the Heirs of Guilliman for 1 food.


Iydith League - Shadowbound
Spoiler :
Name: Iydith League
Player: Shadowbound
Faction: Eldar Exodites
Military Upkeep: 545
Planets:
Dyannash System
- Dyannash (Mining World) – Level 2 Shipyard
- Production: 636/2/-1/3
- Rillisliddian (Agri World)
- Production: 424/1/4/0
Dristaur System
- Dristaur (Fuedal World)
- Production: 319/1/2/1
Dorchain System
- Dorchain (Fuedal World)
- Production: 319/1/2/1
Iadanna System
- Iadanna (Fuedal World)
- Production: 319/1/2/1
GJI-5
- GJI-5c (Maiden world Colony)
- Production: 0/0/0/0
Total Production: 2017/6/9/6
Current banked resources: 300/9/6
Order of Battle:
5 Civilian Transports
2 Exodite Escorts
5 Exodite Knights
5 Exodite Ranger Squads
2 Exodite Cavalry Warhosts
7 Exodite Infantry Warhosts
 
The Bahmali Empire NPC
Spoiler :
Name: The Bahmali Empire
Player: NPC
Faction: Independent Humans
Military Upkeep: 563
Planets:
Bahmal System
- Bahmal (Industrialized world) – Level 2 shipyard
- Production: 2679/3/-1/-1
- Manama (Agri-world)
- Production: 436/1/4/0
Mandala System
- Mandala II (Agri-world)
- Production: 420/1/4/0
Agrippa System
- Agrippa III (Mining World)
- Production: 577/2/-1/3
Gaimea
- Gaimea (Maiden World colony)
- Production: 0/0/0/0
Total Production: 4112/7/0/2
Current banked resources: 0/8/16
Order of Battle:
4 Civilian Transport fleets
1.75 Military Transport fleets
2.5 Escorts
4 Mutant Divisions
12 PDF Infantry Divisions
6 PDF Armoured Divisions
3 PDF Air Defence Groups


Army of the Grand Design NPC
Spoiler :
Name: Army of the Grand Design
Player: NPC
Faction: The Lost and the Damned (Tzeentch)
Military Upkeep: 561
Planets:
Iranea
- Simonia (Hive World) – Shipyard Level 2
- Production: 4244/4/-6/-4
- Arius (Agri-world)
- Production: 424/1/4/0
- Petronia (Feudal World)
- Production: 318/1/2/1
Turaneia
- Saulia (Feudal World) – Shipyard Level 2 (ruined)
- Production: 318/1/2/1
- Hermes (Mining World)
- Production: 571/2/-1/3
Total Production: 5879/9/1/1
Current banked resources: 600/1/5
Order of Battle:
1 Corrupted Cruiser
1 Corrupted Escorts
2.5 Corrupted Transports
10 PDF Infantry Divisions
8 PDF Armoured Divisions
3 PDF Artillery Divisions
2 PDF Air Group
4.5 Mutants
4.5 Cultists
4.25 Chaos Chosen


Oblivion Bliss NPC
Spoiler :
Name: Oblivion Bliss
Player: NPC
Faction: The Lost & the Damned (Slaanesh)
Military Upkeep: 195
Planets:
Calormai System
- Calormai (Forgeworld) – Shipyard level 2
- Production: 1623/4/-2/-2
- Ethilatul (Industrialized) – Shipyard level 3
- Production: 2705/3/-1/-1
- Falr (Feudal)
- Production: 324/1/3/1
Total Production: 4652/8/0/-1
Current banked resources: 5/6/2
Order of Battle:
.5 Escorts
1.5 Corrupted Transport
2 PDF Armour Divisions
2.5 PDF Artillery Divisions
.5 Mutant Divisions
2 Cultists


Mogz Meanest and Greenest NPC
Spoiler :

Name: Mogz Meanest and Greenest
Player: NPC
Faction: Orks/Civil War
Military Upkeep: 323
Planets:
(Masriu) Mogz System
- (Masrius) Morkton (Industrial World) – Level 3 Shipyard (Arag/Memak/rebels)
- Production: 2141/3/-1/-1
- (Rasiua) Rokton (Mining World) (Throgoff/Memak)
- Production: 515/2/-1/3
Mogz Odder System
- (Thraxia V) Krorkton (Agri-World) (Arag/rebels)
- Production: 343/1/4/0
- (Terminia) Krakton (Agri-World) (Throgoff)
- Production: 343/1/4/0
Total Production: 3342/8/7/3
Current banked resources: 500/25/10
Order of Battle:
1 Smashas
3 Transport Fleets
6 Puny Buncha Grots
12 Mob O'Boyz
3 Mob O’Nobz
1 Speed Freak Kult
1 Looted Tankzez


Sept Kadra NPC
Spoiler :
Name: Sept Kadra
Player: NPC
Faction: Tau’va
Military Upkeep: 678
Planets:
Dethium System
- Dethium (Industrial) – Shipyard level 3
- Production: 2803/3/-1/-1
- Cor’nar (Agri)
- Production: 450/1/4/0
- Lith’ar (Agri)
- Production: 450/1/4/0
Ragnorian System
- Ragnor (Mining) –Shipyard level 2
- Production: 686/2/-1/3
Yon’shi
- Gue’shi (Maiden World)
- Production: 0/0/0/0
- Mal’shi (Dead World)
- Production: 0/0/0/0
Editha
- Editha (Maiden World)
- Production: 0/0/0/0
Total Production: 4389/7/6/2
Current banked resources: 400/20/12
Order of Battle:
12 PDF Infantry Divisions
6 PDF Armoured Divisions
3 Tau Hunter Cadre ‘Battle’
6 PD Air Group
4 Kroot Divisions
2 Tau Mantas
3 Civilian Transport Fleets


Imperial Lens Network NPC
Spoiler :
Name: The Imperial Lens Network
Player: NPC
Faction: Imperial Guard
Military Upkeep: 452
Planets:
Rome System
- Rome (Industrial world) – Level 3 shipyard
- Production: 2450/3/-1/-1
- Patavium (Hive world)
- Production: 3920/4/-6/-4
Sicilian System
- Sicily (Agri-world)
- Production: 392/1/4/0
Total Production: 6792/8/-3/-5
Current banked resources: 200/2/0
Order of Battle:
1 Cruiser
2 Escorts
5 Civilian Transports
10 PDF Infantry Divisions
4 PDF Armoured Divisions

Trading 150 economy in exchange for 2 resources from the TTC.


Da Despot of Dakka NPC
Spoiler :
Name: Da Despot of Dakka
Player: NPC
Faction: Orks
Military Upkeep: 546
Planets:
Passau System
- Passau (Industrial world) – Level 3 shipyard
- Production: 2400/3/-1/-1
Total Production: 2400/3/-1/-1
Current banked resources: 200/1/1
Order of Battle:
2 Buncha Puny Grots
7 Mobz O’ Boyz
4 Mobz O’ Nobs
2 Looted Tankzez
2 Fighta Bombas
1 Big Mekaniky Stuffs Mob
1 Ork Rok
1 Smashas


Other minor factions include:
The Cyclops – Space Marine chapter, significantly depleted and rumoured to be heretical
Maron’s World – a breakaway colony of Oblivion Bliss, now the site of hellish sacrifices, GJI-2c
Novaloc Craftworld – Beleaguered Eldar craftworld
The Red Fleet – A marauding chaos fleet
Varnee – Hrud vassals of Uarthe Craftworld
Myandar – former Imperial penal colony
Agricola – Agri-world. Coalition of Worlds protectorate

Factions by Economic Power:
6962 – Vernith
6792 – Imperial Lens Network
6375 – Atlan Ascendancy
6346 – Heirs of Guilliman
5883 – The Coalition of Worlds
5879 – Army of the Grand Design
5643 – The Hymbaline Reach
5446 – The Trade Consortium
5315 – Uarthe
4652 – Oblivion Bliss
4389 – Sept Kadra
4112 – Bahmali Empire
3342 – Mogz Meanest an Greenest
2400 – Da Despot of Dakka
2017 – Iydith League
1600 – Novaloc
400 – Agricola
300 – Myandar
280 –Varnee
200 – The Cyclops
50 – Maron’s World
 
The Map:
Ok, so the map isn’t the best. For this version, I’m going to use a terrible, but simple and easy, MS Paint map. In future versions, I’ll hopefully be using a better map. But hopefully a new version is far away so for now we’ll work with the tools we have.

The system names are the Imperial survey designations. System names will be added once players have claimed, colonized, conquered, or explored the system as the case may be. Where multiple inhabitable planets exist in a system, multiple circles will be present.

Empire names will be added as will Empire colours as they are needed. You can request a specific colour for your Empire. Orks will always be a shade of green.

There is only one important feature on the map currently aside from systems; the Tyrex Clouds. The Tyrex Clouds were formed when the Tyrex Empire fell to the ruinous powers. Formerly a decadent human realm, the capital has since fallen completely into the Warp.

http://forums.civfanatics.com/uploads/111856/40k_Map_-_Update_5.PNG

Known Planets:
To be completed later.
 
Non-producable units, neutral factions, and mercenaries:
Spoiler :
Fanatics/militia: These are just average citizens who have answered a call to arms from their political or religious leaders. They are armed with an odd collection of private weaponry ranging from autoguns to kitchen knives. They die in droves, but often form an important fifth column against invading forces. Occasionally, a core of hive world gangers or feral warriors will form the core of an especially hard fanatic organization which can lead to a prolonged low-level resistance movement.
Production: Often the result of crusades, rebellions or invasions.

Kroot Mercenary Group: Not all Kroot serve in the armies of the Tau. Many explore the galaxy as roving mercenaries travelling for year collecting weaponry and genetic material to bring back to Pech to advance their species. They make excellent scouts, skirmishers, and light infantry. Only the legendary Catachans can stand up to them in jungle warfare. These mercenaries bands include Kroot and their their various offshoots. Their tendency to consume the dead can lead to problems when working beside armies that aren’t used to them.

Kroot Warsphere: While the Kroot may be behind in their military technology on the ground, their warships can give any cruiser a run for its money. Bristling with heavy guns, the Warspheres have saved many a Tau vessel from destruction. They are just as popular with far ranging Kroot as with those who work with the Tau’va and larger Kroot warbands travel in them. They will join in the fighting for a larger cut of the profits.

Hrud Skirmishers: Hrud rarely achieve the level of organization or sophistication of Imperial or Eldar societies. Large cities are rare and hive cities are almost unheard of. Population pressures instead encourage Hrud to move on to new homes. They commonly live on marginal worlds or as scavengers on starships or space hulks. This hard life makes them expert at scrounging and concealment. They are ferocious fighters when cornered, but above all they are survivors. This is reflected in their warfare. They strike hard and fast, but break off when faced with heavy resistance.

Hrud Guerrillas: Hrud are small, agile, and have skin that acts like a cameleon’s. Those Hrud who choose to take up arms as a profession build on their natural abilities. Countless columns have been lost to Hrud ambushes. They will fiercely defend their homelands, making Hrud worlds difficulty to completely conquer, but they can also make useful allied or mercenary forces.

Hrud Warren Ship: When a critical mass has been reached on a Hrud homeworld, population pressures will force many Hrud to leave for a better life. When this happens, they assemble huge ramshackle ships assembled from whatever is on hand. Resembling Space Hulks or Ork Roks as much as civilized vessels, these massive ships drift through space in search of a new home. They are lightly defended, and often come to bad ends, but are sometimes assisted by escort vessels. Those that do find new homes will life for countless generations in prosperity, until that prosperity leads to yet another migrations…

Tau Mercenaries: Unbeknownst to most even inside the Tau Empire, the famous General Farsight led a substantial group of Tau, mostly of the warrior fire caste, beyond the edges of Tau space and carved a small empire for himself. The empire has survived for the most part by selling the services of their military. Though not equipped with the most advanced Tau weaponry or allied auxiliaries, the Farsight Tau have endless experience and a certain… edge that their brothers in the Tau’va do not. They emphasize the mobile hit-and-run style of warfare as their brothers elsewhere, but they are not as adverse to hand-to-hand combat and are expert Ork hunters.

Human Mercenary Regiment: Basically the same as their equivalents in the planetary defence forces. Mercenaries are not as dedicated as soldiers fighting in defence of their homes, but they can turn the tide of battle if employed in large enough numbers at the right time.

Human Mercenary Armoured Regiment: Basically the same as their equivalents in the planetary defence forces. Mercenaries are not as dedicated as soldiers fighting in defence of their homes, but they can turn the tide of battle if employed in large enough numbers at the right time.

PMC Occupation Force Regiment: These professional corporate units are formed from veterans from various human militaries. Rather than fight on the front line, these units provide specialized services to pacify conquered planets, freeing up other soldiers for front line duty. These units train militias, run re-education camps, perform anti-insurgency duties and have limited abilities to rebuild infrastructure and bureaucracy (mostly for their benefit).

Fra’al Mercenary Regiment: The Fra’al are a highly advanced race that has made quite the name for itself. The location of their homeworld, or even if they even have one, is unknown. Most interactions with the race are as mercenaries. They are not great in number, so they use their technological expertise to their advantage. Lightning strikes by infantry equipped for every situation supported by powerful armoured vehicles are the hallmarks of Fra’al warfare.

Fra’al Mercenary Escort: The Fra’al developed space travel before humanity did, and it shows in their ship design. Sleek and powerful, Fra’al ships are faster and more manueverable and almost as well armed and armoured than Imperial vessels.

Galg Mercenary Regiment: The Galg are a rare of green, scaled, frog-like sentients. Unlike the similarly amphibious Slann, the Galg are not humanoid. Their homeworlds are beyond the fringe of human knowledge and encounters with them are limited to the Tau and those they fight against. Though they are usually seen in Tau service, they are likely to work with other species as well, though their hatred of humanity is well known. Galg warriors focus on heavy infantry and heavily armoured vehicles.

Tallerian Dog Soldiers: A reptilian race with a body that has been likened to a upright-walking, scaled dog, most of the Tallerian homeworlds were destroyed in the Great Crusade by the Imperium. While they don’t hold a grudge against humanity as a whole, they despise the Imperium with an undying passion. They fight well enough, and are reasonably reliable as far as mercenaries go. They come into their own when fighting the Imperium and are known to commit serious atrocities that can put them at odds with their most common emplorer, the Tau Empire.

Jokaero Band: Jokaero live in large extended family units. In times of crisis, they will sometimes band together, with many families working together towards the same goals. These gatherings are always temporary things, though they give the opportunity for mixing and merging between families. Jokaero, while living a rather primitive lifestyle, have the ability to instinctively design and create the perfect tools for their immediate needs. There are documented cases of Jokaero wielding homemade rifles with the destructive power of plasma cannons. They will often raid neighbouring settlements, though they will usually not harm anyone unless they resist.

Demiurg Warriors: Due to their nature of living in small settlements and in large space fleets, the Demiurg do not have the benefit of numbers. When they must defend themselves on land, just like in space, they have adapted things from their daily use as weapons of war. Exoskeletons and mining lasers become enhancing body armour and powerful cutting weapons. Demiurg are disciplined and rock hard in battle, they hardly ever lose their cool and are armed with surprisingly good quality equipment.

Demiurg Armoured Regiment: One thing the Demiurg have in quantity is equipment. With their endless experience in engineering and production, they have some of the handed weapons of war out their. Though slow, their heavy and superheavy tanks can demolish anything within range.

Demiurg Forge Ship: The Demiurg are most often encountered in these giant space-born behemoths. Incredibly slow, but nonetheless effective for it, these huge vessels move from system to system collecting raw materials and refining them into finished goods for sale. Each forge ship has dozens of smaller support ships aiding in its diverse activities, mostly resource collection. They serve as trading outposts as well, though the Demiurg are loath to let many outsiders see more than the entryways of their homes. In times of strife, they become rallying points for the Demiurg. Though slow, they have incredible combat abilities, especially at short range, able to go toe-to-toe with the battleships of other species.

Eldar Pirates: Appearing seemingly out of nowhere, these Eldar strike on ultra-light and dizzyingly fast light vehicles. Taking slaves and loot, these Eldar disappear just as quickly as they appear, leaving a trail of destruction in their wake.


Current Mercenaries in the Jugurtha sub-sector:

Farsight Mercenaries:
A detachment of Commander O'Shovah's (Farsight) tau fire warriors are available. They consist of one unit of Tau Mercenaries. They will work for any faction except for Orks. Will work for the employer who makes the best offer. Recently, the unit has completed a successful tour of duty in service of the Heirs of Guilliman campaigning against the Army of the Grand Design.

Tarellian Star Legion:
Two units of Tarellian Dog Soldiers are available for hire. They will not enter the employ of an Imperial faction.

Orokh Mork's Warband:
One Kroot Warsphere and four units of Kroot Mercenaries are available for hire.
 
The Atlan Ascendancy

On the surface, and holding up under fairly heavy probing, the Atlan Ascendancy was a typical imperial state. A pseudo-independent stellar nation, in the heart of the Jugurtha Subsector, pious and fervently loyal to the Emperor.

The Hive-World of Atla itself was rather young for its kind, the last bits of land being buried in civilization only a few hundred years prior. The planet, second in its system, had always been hot, but now it was unbearable. So the people delved into the cool darks of the planet's crust, living out their lives in one of countless hive-worlds spread throughout the galaxy.

While it suffered from the degree of criminality and lawlessness that plagued all hive-worlds, it was for the most part fairly peaceful. I must again stress, peaceful in terms of hive worlds.

Vandra and Takat, the Third and Fifth planets respectively, provided much of the Hiveworld's food. Vandra was a committed Agri-World, while Takat had only recently been reclaimed from Orks. Settlement and exploitation was slow, as Feral raids continued to attack settlers, but Atla had more than enough humans to make up for these minor losses.

So the planet-city of Atla continued its daily life, transforming the raw resources in other parts of the nation into finished products, more ships to plow their way through the empty space of the Eastern Fringe, or more weapons to fight agaisnt the various forces of heresy and Xenos prevalent in the sector.

However, deep within the tunnels of Atla, and on several other surrounding planets, an infestation had been spreading, stealthily and silently, closing its tentacular grip on the nation.

Deep underground, a dully-glowing, yet strangely beautiful set of eyes opened.

Patience will always pay off, my brothers and sisters. Our time draws near...
 
Adeptus Astartes: The Legion. A brief history.

One of the few beacons of Imperial conquest on the outer fringes of the universe, these space marines were born to constant warfare and occasional power struggles. The Rome system boasts one of the most populated systems in the Universe as it is home to Rome and Patavium, Rome is the marine chapter homeworld and the center of military production and industry. Patavium is mostly empty, no agriculture or resources are produced on this world but it boasts one of the largest populations in the Universe.

A few light years away lies another system, the Sicilian system, boasting one small planet whose major export is food. Constant shuttle trips between Rome and Sicilian systems keep both systems supplied with food and workers, respectivly.

The military prides itself as being known as the true followers of the Codex Astartes and being generously rewarded by the Empire who gave them several of the best units available, Terminators and Battle Brothers. They really do believe themselves invincable and believes that the Empire can and will be resurrected and restored to its former glory. And nothing will stand in their way and that goal.
 
Mogz took a look at da big hunk of metal dat sat on the valley floor. Bodies were strewn about and from 'ere he could hear da sound of fighting. Like moosic, or whatever it was ooomies called it.

'is head mech stood next to him, 'is eyes burning with a mixture of excitement, desire and insanity.
"It just fell from da sky boss, our Krooza's didnt even touch da ting. Stupid Ooomies cant fly fer nuts. Most of em died when dey hit da ground but some are still movin' about, not much of a fight but da boys are havin' a laugh." Grartek roughly spoke.

"Good, Gork an' Mork 'ave sent us a hulk mechboy. You know what to do wit it. And do it good and right." Mogz snarled back simply before starting towards the hulk.

"Yeah boss, it'll be up in orbit before ya can eat a squig!" the mechboy shouted to his back before hurrying off ta get his boyz together.

The ship was an impressive sight even after falling down, as far as mogz could see da only damage to it had been caused by hittin' da ground, he wondered for a moment what made 'em crash and den remembered 'is own words. Gork an' Mork.

He grinned wickedly to 'imself as he say a oomie pull himself out of an opening nearby, flexing 'is powerclaw Mogz gave off a gutteral roar and charged, slamming his claw through da oomies chest before he knew what hit him. He raised da pathetic pink ting above 'im and as it spluttered blood in its last moments he laughed.

Da big fight was comin'.
 
REPOSTUS

---

What makes a good man turn evil?Ambition? Greed? Intoxicating power? Real and perceived wrongs, and an all-consuming desire for revenge?

All of those "motivations" are used and re-used in primitive yarns and voluminous novels alike, but they are wrong. No trully good man is ever corrupted by something like that. Ambition and greed motivate the ambitious and the greedy; and power does not corrupt, but rather attracts those already corrupt. Petty grudges fade if a man is truly and honestly commited to good; only the petty-minded can be consumed by revenge.

What, then, makes a good man turn evil? A grand plan. A theory. An idea. A truly good man pursues good; but there are sure and tried paths he should follow in this pursuit, for otherwise, he can become the polar opposite of what he once was. No-one is more evil than a good man taken too far by a dangerous, wrong idea; give me your crooks, your murderers, your cowards, your wretches, your traitors, your daemons even - none of them are more evil than the fanatics.

Trust me on this one; I know evil well. Nobody studies the nature of evil as thoroughly as heretics and inquisitors; both dedicate their lives to this one subject. Ofcourse, they study it differently, with different goals and from different perspectives. The heretic adulates evil, he seeks to grasp its mysteries, he aspires to become at one with it; the inquisitor, meanwhile, seeks out its strenghts and weaknesses, as a physician studies a disease prior to taking measures against it. And I? I have been - and in a way still am - both; therefore few people in the universe understand evil as well as I do.

Yes, indeed. I like to think that nobody, or at least only a few people around here know it, but I was raised and educated on a Black Ship, and was tested and trained, and ultimately became an Inquisitor of the Ordo Malleus. I have travelled far and wide in the Segmentum Ultima; I have infiltrated, studied and eradicated heresies, sometimes by myself, sometimes by organising planet-wide campaigns, and twice I even ordered an Exterminatus, eradicating entire worlds. Thus sometimes I purged populations and sometimes I trialed single corrupted individuals; on other occassions I merely burned some books. One tends to learn a lot about the nature of evil when facing it so often, and in so many guises.

But indeed I have understated the significance of books; those can be more dangerous than people sometimes, for they tend to give immortality to ideas and theories, which can then move and incite an already agitated mind further... I know when I fell to one ancient idea; I do not remember the date, but I do remember that it was after the Purge of Salofkos, in which I took an active part. I was tired and shaken after days of endless, restless fighting against hordes of deranged heretics and daemons, from whom we had barely escaped in time to initiate the Exterminatus; but worse still was the confrontation with another Inquisitor, a Xanthite whom I have barely managed to subdue and execute after learning of his part in the rebellion. In my addled state, I did not get rid of the books and scrolls I confiscated from him as quickly as I should have; instead, I kept them for further examination after he was executed. I have read them, and was caught by an idea.

Evil was - is - mighty, and the heretics were - are - a mighty force, while still remaining but a tip of the iceberg. Chaos, taught Zaranchek Xanthus, is the mightiest of nature's elements; it too must be turned to serve Mankind, like all the other elements, lest it destroy Mankind instead. But, claim the Recongregationists, the Imperium of Man had stagnated; it was incapable of making the necessary adjustments to integrate and assimilate Chaos, and attempts to reform it were innate folly; instead, it needed to be swept aside, like the fractitious empires of old were swept aside by the Emperor - only then could His vision be trully fulfilled.

And an idea of my own then emerged, a wonderful plan to steal Chaos from evil and put it in the service of good. After burning the books, I have set out to study the Chaos cults. I infiltrated them, and learned as much as possible from the greatest heresiarchs; I myself became a heretic then, though remaining an inquisitor inasmuch as I still ended every investigation, every course in my training as a heretic by wiping out the cult involved. I studied their organisation and their philosophy, their methods and their goals; I learned to understand them perfectly, and joined the chorus of those who cried "Destroy the weak!" - and then did just that, for they were weak. Some of them were too disorganised and undisciplined; others were small and incapable of expanding; a few had inspired, skilled leadership and perfect organisation, and expanded quickly, but they were, in a way, the weakest of them all, being as inflexible and useless as the Imperium itself.

So I went on, until I found this cult. It was perfect. After a few months of steadily severing my ties with the Imperium and the Inquisition, and faking my death, I moved in to take over. Their leaders were just weak enough for me to take over, and just strong enough to make the transfer smooth after the initial few massacres.

Which pretty much brings me to where I am now, details aside. That said, those were some major details...


To be continued.
 
Update 1: M42.000-M42.003

Affairs Internal:

[Note: Starting economic status has been determined randomly. You will naturally advance through the economic cycle, though your actions may change how it affects you.]

Economic growth in the domain of the Heirs of Guilliman has slowed as the chapter’s dominion enters a recession. Higher taxes have done little to aid the economic problems. However, the tax money was put into good use in building up the chapter’s defences.

While they would appreciate a better economy, the people understand that protection should come first when under the rule of Adeptus Astartes, especially in these troubled times, and have no complaints.

Within the occupation zone of the Army of the Grand Design, the economy is slowly recovering from the recession that hit after the takeover of the Ruinous Powers. The high tax rate is not helping the situation.

Policies have been put in place that provide for some decentralization and independence of action by individuals and units of soldiers. This has created a sort of ‘organized chaos’ of competing warlords. This has allowed important members of the cult to gain personal power, but also ensures that they are too busy competing with each other to challenge the central authority.

This freedom has extended to religious activities. Rampant sacrifice and murder have resulted in a loyal population, either by satisfying their lust and religious desires, or by terrifying them into submission. Many have declared their support for the dark gods in the hopes of protecting themselves.

In general, the Army seems to be biding its time. Though information on what is happening internally is sketchy at best, it is believed building programs are ongoing.

Things are going well internally in Vernith. Riding on an expanding economy and low taxes, industry and business are seeing substantial growth. Propaganda campaigns touted these economic successes combined with the prosperity itself has ensured the loyalty of the people of Vernith.

The Bahmali Empire, wary of its Orkish neighbours, and the other human realsmw ho have succumbed to dangerous cults, are spending large sums of money on defense. The economy is however, undergoing a serious recession and these programs are not helping.

Mog’s boyz have inflicted a terrible toll on their slaves in order to pay for the military. [Note: Orks are generally spared the effects of recession, expansion, and such]. Economic decline continues are the expected rate. Meanwhile, da boyz boarded transports and headed off to the great expanse of space, leaving behind enough boyz to keep the humies under control.

The greatest success story is the Hymbaline Reach. Blessed with economic expansion and a low tax rate, the economy is blossoming. The government has invested what income it is collecting into public works and infrastructure projects. In order to prevent overproduction that would lead to a future recession, the government of the Reach has declared a reduction in primary industries. The working left unemployed through this decision on the building programs that have been established. Few empires can boast a populace as content as that of the Hymbaline Reach.

The economy of the Uarthe craftworld had reached its maximum for its size and has achieved balance.

The Iydith League is burdened by a low income, but the expansion into space is resulting in economic expansion. This expansion is slowed by the high tax rate. The aristocracy believes the tax rate to be necessary to advance the League as a whole, despite some protests from their subjects.

Little has been heard from the Atlan Ascendancy. The economy is booming, especially aided by low taxes, and the people are happy thanks to the small social safety net that has been established. Though many are outwardly happy and present an image of brotherhood, many others carry an air of fear and tend to avoid happy citizens as much as possible.

Oblivion Bliss, while suffering from recession, is surviving well enough economically.


Affairs External:

Vernith has initiated two colonial programs during the period. They are adequately funded, though could use some support in the terms of resources and food. In system XVB-28, the colonization of XVB-28b is going extremely well. A central settlement has been established on the main continent and small satellite farms are being carved out of the wilderness. The garrison present on the world has helped out in the efforts at colonization. As for the colonization of XVB-29c, a more detailed report follows in the section below…

No income can be collected yet.

The Iydith League has made every effort to colonize the work GJI-5c. The going has been hard, but the support of the military and significant funding have ensured that a colony has been carved out of the wilderness. The rough climate and untamed large reptiles have caused some problems, but there are high hopes for greater success, especially if the high level of spending continues.

No income can be collected yet.

Uarthe Craftworld has engaged in colonization efforts as well. Finding a maiden world seeded by the Eldar in the ancient past in system TYX-1, the Eldar have returned to this world in force. Their efforts have been successful so far, in large part thanks to the generous funds earmarked for the project. However, colonization is limited due to the scarcity of spare Eldar. The colony is small but thriving and based on the coast of the secondary continent.

No income can be collected yet.

The Atlan Ascendancy has begun to colonize a planet in CLM-10. Though not too much has been spent on the efforts, settlers have found a verdant paradise and have been wildly successful, with large farms being cut out of the fertile plains already.

No income can be collected yet.

The greatest colonial effort has been made by Oblivion Bliss. In system GJI-7 they have found several candidates. Several of the cults most trusted agents were given what was basically a blank check to find suitable locations for colonies. With so such resources, these cult members took the initiative and rounded up the goods and settlers needed to colonize. One maiden world and one dead world are both being colonized. The effort is going very well indeed, with several major settlements established in GJI-7d and many mining complex in the works on GJI-7c.

No income can be collected yet, but they are closer than any other colonial enterprise.


Matters Military:

Troubles on the Frontier

Home
Vernith’s attempts to colonize the already populated Agri-world of Home in system XVB-29 has resulted in clashes between Vernith forces and local militia.

Though 80% of the population of Home are concentrated on a single island continent, the remaining 20% are scattered throughout the rest of the planet. The appearance of Imperial settlers and 2 divisions of PDF troops in the northern hemisphere caused great concern for the Homites.

Land disputes are common between settlers and locals and some have resulted in bloodshed. After one particularly brutal feud that left five dead, the Imperial garrison, already on edge, levelled the Homite settlement in responsible in retaliation.

Homite soldiers staged a reprisal raid of their own that left two-dozen Imperials soldiers dead.

Tensions are running high between the Vernith settlers and the locals. There is fear that a full-scale war may break out soon unless intervention occurs soon and Home has already started a recruiting campaign to bolster its military.

Forces Involved:
Vernith:
PDF Infantry Divisions: 2
Negligible losses

Home:
PDF Infantry Divisions: 1
PDF Armoured Divisions: 0.5
Negligible losses


Rumble in da Jungle

Nutlob
Mog surveyed the jungles of KLS-1c, known as Nutlob to the locals, from the vantage point of his landing craft. It looked even greener from here than from his flagship, Mogz Great Big Flying Machine Of DEEF. Green was a good colour. It was a good sign.

The boyz who’d been here before had said there was orks here. Savage one without guns and tanks and stuff. Good, though Mog, a rare occurance,Den we can give ‘em a good ol’ fashin’ choppa bashin’/

With a mighty WAAAAGH he led his boyz into the jungle. Some would never return. The rest would have a lot of fun…

By the end of the year M42.002 the feral Orks were well and truly beaten. The remaining chieftains had recognized that Mog the toughest Ork they’d ever seen. The survivors eagerly joined his Waaagh.

Next, Mog led his forces to the planet KLS-1a to smash whatever they could find. KLS-1a was unihabited, so they couldn’t find much more than a few big lizards and apes. So they smashed them good anyways!

Results:
Nutlob conquered by Mogz Meanest and Greenest. It’s economy falls from 100 to 80. Mog earns 40 economy due to looting, added to his cash reserves.

Forces involved:
Mogz Meanest and Greenest:
Type – Number involved – number lost – number remaining
Mobz o’ Boyz ( 2 from KLS-4) 5 – 1.5 – 3.5
Mobz o’ Nobz (1 from KLS-4) 2 – .25 – 1.75 (+.25 units of Boyz and Feral Orks upgraded to Nobz)
Speed Freak Cult 1 – .2 – .8
Looted Tankzez 1 – 0 – 1

The rest of the forces were from KLS-5

Local Ork Tribes:
Type – Number involved – number lost – number remaining
Buncha Puny Grots: 2 – 1 – 1
Feral Orks: 8 – 4 – 4
Nobz: 1 – 1 – 0

All surviving remaining feral orks and grots join Mogz Meanest and Greenest


The Hand of Khaine

Varnee
The new Farseer of Craftworld Uarthe had decided on a change. The craftworld had survived for millennia, but only survived. It was balanced, but stagnant. Survival lay elsewhere.

The most dramatic result of this change in policy was the cleansing of system CLM-14. Here two worlds languished only Orkish domination. The first target of the cleansing was the third world in the system.

The planet was populated by large numbers of Hrud, making up approximately 85% of the inhabitants. The world was known in their tongue by the name Varnee and though they were currently surviving as slaves in a feudal existence, there were signs in the system of an advanced culture.

The Eldar fell upon the Orks with surgical strikes from every direction. Aspect warriors raided their camps and cut their supply lines. Extensive support from Warlocks disrupted the enemy greatly. Endless air strikes devastated the Orkish fortresses and scattered their larger armies. The Orks were falling to pieces before the majority of the Eldar themselves, the Guardians, even arrived.

With the signs of their oppressors destroyed, the Hrud of Varnee rose up against them. Taking up whatever arms they could, the Hrud rose from within while the Eldar attacked from without. After bloody massacres on both sides, the cities would all inevitably fall to the Eldar. Though often not until thousands of Hrud had been killed.

Some Orks still survive, but they have been pushed into the most inhospitable regions. A continued campaign in necessary to fully exterminate the Orks.

Relations between Eldar and Hrud have been good. The Hrud see the Eldar as god-like liberators, though how long that view lasts is yet to be seen. So far, the Eldar have done their best to aid and protect the Hrud.

Forces Involved:
Uarthe Craftworld:
Type – Number involved – number lost – number remaining
Guardian Divisions: 4 – .8 – 3.2
Aspect Warrior Regiments: 2 – .3 – 1.7
Armored Regiment: 1 – 0 – 1
Warlock Teams: 4 – .5 – 3.5
Eldar Aerial Groups: 4 – 0 – 4

Orks of Varnee:
Type – Number involved – number lost – number remaining
Buncha Puny Grots 3 – 2.5 – .5
Feral Orks: 8 – 6 – 2
Mobz o’ Boyz: 2 – 1.5 – .5
Mobz o’ Nobz: 2 – 1.5 – .5

Hrud resistance:
Resistance Fighters: ??? – tens of thousands – hundreds of thousands
Plus almost a million civilians across the planet.

From battle damage, the world of Varnee falls from 300 economy to 260. Uarthe has not officially annexed the world. If they wish to, then they will receive income in the future. For now, the planet’s economy is being invested into rebuilding the infrastructure.


CLM-14b
With the Varnee liberated, the Eldar moved on to the second planet in the system. The Eldar bombarded any settlements they could find from orbit and set about purging the survivors. By the end of M42.003, the Orks had been almost completely eliminated. There was no concern for the safety of a conquered population here and the destruction was systematic and merciless.

The forces involved have been smaller, as several units remained behind to continue to fight on VarneeThe Orks have been scattered, but like on Varnee, a continued campaign is necessary to cleanse the world for good.

Forces Involved:
Uarthe Craftworld:
Type – Number involved – number lost – number remaining
Guardian Divisions: 2.2 – .2 – 2
Aspect Warrior Regiments: 1.2 – .2 – 1
Armored Regiment: 1 – 0 – 1
Warlock Teams: 2 – 0 – 0
Eldar Aerial Groups: 2 – 0 – 2

Local Ork Tribes
Type – Number involved – number lost – number remaining
Buncha Puny Grots 2 – 2 – 0
Feral Orks: 8 – 6 – 1
Mobz o’ Nobz: 2 – 1.75 – .25

From battle damage and population loss, the world of CLM-14b falls from 100 economy to 50


Diplomacy:

To: Uarthe Craftworld
From: The Hrud of Varnee


With all of hearts we thank you for freeing us from the green menace that has plagued us for generations. We know not how to thank you for what you have done here. We pledge ourselves to your cause for eternity, so long as the Ork menace ravages worlds.

It hurts us to ask for more, after you have given so much, but is there any reserve of resources on your star-home?


To: Vernith
From: Native government of Home


We are greatly disturbed by your attempts to colonize our home! It is not too late for this to end peacefully for all of us. Please, call away your armed forces and allow us to live in peace.


To: Oblivion Bliss
From: The Passauni Empire


We greet you, foreigners. We request that in future you stay away from our home. Bad things will happen if you do not comply.


Notes:

Please let me know is there are any mistakes or questions. There are probably a fair few or both.

On the map you will notice tiny coloured blobs inside of planets, these are colonies. Once the colonies are producing, they will be completely filled in.

Check the OOC thread for more information on rules additions.

Map:

http://forums.civfanatics.com/uploads/111856/40k_Map_-_Update_1.PNG
 
Flashpoint 1: Hulk KI-204-19​

In M42.003136, psykers, warlocks and sorcerers throughout the sub-sector felt the disruption in the warp as something big tore it way out.

This thing was quickly identified as a space hulk. Designated Hulk KI-204-19 by the Adeptus Mechanicus (and Hulk Oblivion by the Adeptus Telepathica), it poses no threat in and of itself.

Hulk Oblivion left the Tyrex Clouds just ‘north’ of system TYX-4, its momentum carried it to initially on a path straight towards Iranea. Something has changed its path. What has done this is unknown. All that can be told now is that it is now on a course between the Atlan Ascendancy and the Bahmali Empire. If it continues on its present course, it will pass through Hymbaline and Coalition territory before disappearing into another sub-sector.

If left alone, it will likely pass through unmolested by the end of M42.003 at its current speed. However, another sudden change of course may see it become a hazard.

The annals of many Space Marine chapters, including the venerable Blood Angels and Dark Angels, are full of boarding actions by marines in terminator armour to cleanse these hulks to prevent the spread of genestealer infection. There are many great discoveries, some with archaeotech from the Dark Age of Technology that have been made in hulks like this one. What goes unrecorded however, are the countless parties that die in their attempts to cleanse a hulk.

Hulks are most often formed from ships lost in the warp that are fused together and spat back into real space. Lost or stranded travellers, scavengers, ork raiders, or inventive survivors of catastrophes build some deliberately. Usually, nothing survives in these hulks, especially those that leave the warp. Occasionally, however, something does survive.

Genestealers and Orks are the most common denizens, being hardy enough both mentally and physically to survive in for a time in the warp. However, eldar and even men are known to have survived in the warp. Most often, they are insane or worse, but sometimes a lucky few survive with their sanity and souls intact.

Occasionally, the Eldar will cleanse a hulk to recover and artefact or to prevent a future danger to their people.

The followers of the dark gods might seize a hulk in hopes warp entities may be trapped there, for corrupted artefacts, or even to worship it as a holy place itself.

The promise of loot attracts members of all species to the space hulks.

******************************************

Players have 48 hours from the posting of this flash point to post their orders regarding the hulk. If you wish to ignore it, then send no orders.
 
The Emperor Protects

The Sword of Guilliman floated silently towards the target. A careful scan of the dead-space around the hulk revealed the presence of no other vessels. The Adeptus Astartes of the Legion and heirs of Guilliman chapters were alone with the thing.

The massive ball of twisted wreckage drifted through the void propelled by an unseen force, as if the warp itself, the invisible but constant companion, pushed the hulk onwards towards the Hymabline Reach.

The Marines were taking no chances this day. On board the battle barge were eight companies if marines representing the two chapters. The first company of the Sons of Guilliman were the first to come aboard.

Arriving by strategic teleport they secured a landing zone for their brethren. When the fighting over Hulk Oblivion began, the first, second, and third companies of the Legion were stilling stepping out of their landers.

The third and fourth companies of the Heirs of Guilliman were still en route, but the marines were certain they could defeat the monstrous denizens of the hulk on their own.

They came, wave upon wave of Genestealers. Unlike their brothers in the elder chapters, these two successor chapter were well prepared for defense. With the full might of five companies already onboard and three more yet to arrive, there would be no desperate scramble, no ambushes of isolated squads in dark corridors, no singling out of individuals and small groups to be devoured.

Although there were some conflicts during planning arguing the merits of codex and non-codex courses of action, when the battle was joined, the marines worked together in perfect concert.

Together, the brother marines cleansed the hulk of the xenos scourge with the holy bolter and purifying flame. Their numbers, organization, and technology told against the tide of ‘stealers and within the span of a few short days the hulk was systematically cleansed and searched. The marines took anything of any use and detonated charges on the hulk as they left. Large remnants were destroyed by the Sword of Guilliman’s guns.

In Hymbaline space, the soldiers of the reach stood on guard to defend their homes from the denizens of the hulk. The crisis passed without incident and Hymbaline soldiers were relieved to return to regular duties.

Forces involved:
Heirs of Guilliman:
First Company: 1 – 0 – 1
Battle Brother Companies: 2 – 0 – 2

The Legion:
First Company: 1 – 0 – 1
Battle Brother Companies: 4 – 0 – 4

Genstealers: ???? – all

Results:
Hulk KI-204-19 ‘Oblivion’ destroyed, all life onboard wiped out.
Details on salvage will be provided to the two chapters.
 
Dissension

Out of the darkness, two pairs of glowing eyes opened.

"Master?"

"Yes..."

"The Space Hulk. Why did you not act on it?"

"Secrecy, my child. Infinite caution in our actions. Have I taught you nothing?"

"Everything, my father, but infinite caution is only in preparation. And someday, a time must come to act."

"That is true. I have said as much."

"Yes, but that time was now! Already, almost all of the population of Atla has been brought into the fold, and a majority in the other worlds. We could have brought all of the purestrains from the hulk into our own family, greatly bolstering our forces! And we let the opportunity slip by, like sand through open fingers, slipping away into darkness and oblivion."

The elder figure's eyes blazed. A psychic shock sent the mind of his subordinate reeling.

"Darkness and oblivion will await you if my choices continue to be questioned. I will not act until everything is ready. Losing countless numbers of our brothers and sisters in a fight with the Adeptus Astartes would set us back, perhaps fatally. Understood."

"Yes, my father. I will be on my way."

"You shall. Remember, my child: patience is the way."
 
OOC: Yay!! Story time!

IC:

On board the Sword of Guilliman the Battle Brothers from the Legion were chatting with each other excited about the possibility of battle, some joke while some talk about their families and show pictures of their son who may someday become a Battle Brother. Once the ship arrived near the Hulk the men quickly fell silent as they prepared for the upcoming battle, many were checking their weapons while others were checking their armor and radios. They eagerly await the signal, a green light that signals the time to board.

30 minutes later the men are on the Hulk, they have been thrusted into the fighting almost immediatly as Genestealers converged on them, but due to the superior training and technology the unit was able to hold them back until reinforcements arrived. Once reinforcements arrived Lt. Anderson ordered his company foward, as the company moved inch by inch deeper into the ship they killed Genestealers after Genestealers with minimal losses to their own ranks. Occasionally they would come across some papers or important cards, but overall they kept marching foward. "We will worry about them later." Lt. Anderson said to his men. After a long and hard fought battle the Hulk was finally theirs, the men cheered and Lt. Anderson who is the overall commander of the Legion's forces met with the commander of Guilliman's forces to discuss the papers they found.

The Universe is safe again, thanks to the Imperial army.
 
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