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| | | Rules and stuff 1.5 [WIP] (6/1/11) | |
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Atlas↵ Admin

Posts: 317 Reputation: 0 Join date: 2009-09-21
Character sheet Code Name: Atlas Faction: Imperial Renegade Race: Human
 | Subject: Rules and stuff 1.5 [WIP] (6/1/11) Wed Jun 01, 2011 1:02 pm | |
| So, what I was thinking was, sort of a... I have no idea how to explain it. Just read below.
CLEVER EDIT: I'm tired of seeing thousands of troops landing on a single planet on one time. Land your entire army on one enemy planet, say good bye to your own planets.
Missions: Raid = Happens naturally, by the GameOperator, its a small force that moves to a random planet and inflicts damage. Attack = Units become stronger then usual, due to momentum of attack. Defense = Units become more resilient, resilience depends on the Def. Score of the planet.
Units: PDF/Gretchins/Guardians/Gue'vesa = 1 Day Basic Infantry = 2 Days Special Infantry, includes Devastator Squads, Assault Squads, Scout Squads, that stuff = 3 Days Heavy Infantry, includes Terminators, and stuff = 4 Days Light Armor, includes Jetbikes, Bikes, Warbuggies, so on = 2 Days Medium Armor, includes Predator Tanks, Chimeras, Grav Tanks, and Walkers = 4 Days Heavy Armor, Leman Russ Tanks, Land Raiders, Cobra Grav Tanks = 5 Days Super Heavy Unit/Titan = Commissioned only by the Game Operator, takes 10 days.
Navy: Attack Craft, includes Bombers, Fighters, Transport ships = 1 Day Escort Ship = 2 Days Cruiser = 3 Days Battleship/Grand Cruiser = 5 Days
~~~~~~~~~~~~~
Imperium: They have lots of planets, however, they are easy to raid. Therefore lots of raiding will go on from all races. Their special planets include, Forge Worlds and Space Marine Fortress Worlds. Forge Worlds have greater Def. Points then a normal planet, due to being protected by the Mechanicum, but the prize is great, you can aquire weapons, titans, suits of armor or anything made on a Forgeworld. Space Marine Fortress Worlds are among the strongest def. points in the RP, not only are the people themselves trained to kill, there are fortresses on the planet. Cadia itself is a special planet, with the same def. points as a SM Fortress World. The Imperium gets the PDF, an Imperial Guard like force, can only stay on the planet. Imperium Special Abilities: -Guard Mobilization = Recruitment time is decreased, soldier number is increased. -Space Marine Gene Seed = Recruitment time for Marines is increased greatly. -Forge Worlds = Special weapons and vehicle build time is decreased. (Such as Plasma Guns and Leman Russ Vanquishers)
Chaos: Chaos holds very little planets, and they cannot recruit normally. To recruit anything you must launch a corruption mission against the Imperium. Corruption missions happen because the Chaos Lord wishes to sway a certain Regiment, or a Space Marine Chapter. Corruption Missions does not give you the planet, but gives you the armed forces of a minimum of, 10,000-50,000 Guardsman, or 1,000 Space Marines. Depending on the planet you corrupt, gives you the amount of guardsman, for example, corrupt a Death World you wont get much, corrupt a world like Cadia, you will get lots of dudes. Corruption Missions against Forge Worlds gives you the planet, and the ability to create weapons and machines for Chaos, if you win. Chaos Special Abilities: -Summon Daemon = Daemon summoning is a temporary unit for one battle only, summoned on the battlefield. -Corruption = This is how Chaos recruits, by corruption entire armies of Imperial soldiers -Forge World Corruption = Conquers the Forge World, and gives Chaos the ability to create special weapons and vehicles -Chaos Influence = Cannot recruit troops normally, must corrupt.
Orkz: Orks are Orks. Their worlds are well, not as much, but every single one of them is difficult to take. Due to the sheer amount of Orks on the planet. Ork worlds have fewer def. points then SM Planets, due to the lack of fortresses and strongpoints, but they still are pretty strong. Orks are unable to create special units such as Nobz right off the bat, the units they get, such as Shoota Boyz or Slugga Boyz needs to have battle experience to become Special units. Shoota Boyz, after a few battles can become Flash Gitz, and Slugga Boyz to Nobz. Orkz can also have a special raid called "Lootz!", it completely replaces the Raid mission, and gives the Orkz more Bitz, Bitz is the resource that the Orkz use to create Vehicles. Orks do not need Forge worlds to build vehicles, all they need is Bitz. To create smaller vehicles, it takes less Bitz, larger vehicles is Bitz. Orkz get Gretchins, meat shields, high in number, good looters. Ork Special Abilities: -Lootz! = Replaces Raid, gives the Orkz Bitz. -Bitz = Orkz does not need Forge Worlds to make Vehicles, they use Bitz. -Battle Experience = Orkz do not make Special Units, they have to have basic units get battle experience, then 'evolve' them to special units.
Eldar: Eldar Craftworlds cannot be raided, or looted. But also, Eldar cannot conquer planets, they can only place Webway Gates, which allows for greater mobility when a battle involving an Eldar takes place on that world. Eldar Craftworlds can only be attacked when Game Operator gives the A-Okay, otherwise, Eldar Craftworlds are immune to any danger. Eldar numbers are very low, but very elite, the Aspect Warriors are difficult to kill. Eldar get guardians, basically a downgraded Dire Avenger. Eldar Special Abilities: -Webway = Replaces Raid, allows the Eldar to place numerous Webway Gates on the planet. -Elite = Recruitment and Build time is increased greatly, however, the vehicle and unit is highly skilled and very elite. -Craftworld = Eldar Craftworlds are immune to attack unless the Game Operator says otherwise.
Tau: The Tau are a very peaceful nation, however, they are powerful. Tau worlds are among the lowest def. score in the RP, but they make up for it in firepower. Tau have a special raid called 'Influence', which creates a secret trade route between a world and the Tau world. Influence Missions are not like other Raids, where it shows almost instantly, you must examine the Planet Stats carefully for any change, thats the only way to know that an Influence mission is going on. Tau get Gue'vesa, basically Guardsman, better armor, sometimes better weapons, but fewer in number. Tau Special Abilities: -Influence = A very secret mission that establishes trade between the planet and the Tau, replaces Raid. -Unity = The Tau has several races, the Kroot, Tau, and even some humans, they all fight alongside each other. -Peaceful = Tau Planets are weak, a low Def score. -One hand on one, the other on the other = The Tau has two Raid Missions, one regular Raid, and the other is Influence.
Last edited by Atlas↵ on Wed Jun 01, 2011 2:46 pm; edited 3 times in total |
|  | | Atlas↵ Admin

Posts: 317 Reputation: 0 Join date: 2009-09-21
Character sheet Code Name: Atlas Faction: Imperial Renegade Race: Human
 | Subject: Re: Rules and stuff 1.5 [WIP] (6/1/11) Wed Jun 01, 2011 1:22 pm | |
| Unit Lists: USE COMMON SENSE.
I do NOT want to see anyone consider Terminators as regular Marines, and I dont want to see some kind of unit that I've never seen before considered as Basic infantry, and when I google them they are Heavy Infantry.
There is no specific Unit List due to the armies being so goddamn big, here's a good tip, use the Lexicanum.
Units: PDF/Gretchins/Guardians/Gue'vesa This is pretty self explanatory
Basic Infantry Stuff like the Space Marine Tactical Squad, Imperial Guardsman Squad, Slugga and Shoota Boyz. Space Marine gets 4 Basic Infantry men per squad. Imperial Guard is 9. Orkz is 12. Eldar is 6. Anyways, USE COMMON SENSE. Necrons are really strong right? So they get 4. The Sisters of Battle are a lot like the Space Marines, but a little less stronger due to no augmentations and such, they get 5 or 6.
Special Infantry Every single Aspect Warrior Squad numbers to 8, and are Special Infantry. Space Marine Dev squads numbers to 3, assault squads number to 6. So, Flash Gitz gets 3 guys, and Nobz gets 6. Imperial Guard HWS Teams gets 3 guys, two manning the gun and one support, and Stormtroopers gets 8. Get it now?
Heavy Infantry Heavy Infantry includes 3 guys, all the time. No matter what kind of unit, always 3, unless you're Guard. Ogryns gets 6. Terminators and everyone else gets 3.
Light Armor Usually everyone's light armor includes Sentinals and Bikes, so three.
Medium Armor Only one. Since well, its a tank, probably.
Heavy Armor Only one.
Navy: Attack Craft Includes the Thunderhawk, Thunderbolt, Marauder Bomber, so on. Transport Ships, such as the Thunderhawk is numbered to three. Fighters like the Thunderbolt numbers to 5. Bombers number to 4.
Escort Ship Only one.
Cruiser Only one.
Battleship/Grand Cruiser Just one. |
|  | | Atlas↵ Admin

Posts: 317 Reputation: 0 Join date: 2009-09-21
Character sheet Code Name: Atlas Faction: Imperial Renegade Race: Human
 | Subject: Army Numbers Wed Jun 01, 2011 1:36 pm | |
| These numbers are estimates, you can go over or under by a few men, but not by a hundred. And yes Black Templars, your armies are now down to 1000 men, however, everyone can go over these numbers. These are just starting armies to defend your lands against raids. Think tactfully, if your entire army is all Heavy Infantry, the opposing team can easily out-move you. If your all special infantry, the opposing team can out number, or out elite you.
Space Marines = 900 Infantry, 100 Maximum Heavy Infantry 100 Vehicles, includes walkers
Imperial Guard = 25,000 Infantry 250 Vehicles
Tau = Tau + Allies: 400 Tau + 500 Allies (Kroot, Vespid & Gue'Vesa) + 100 Drones 100 Vehicles (including Battlesuits) + 50 Kroot beasts (Krootox or Knarloc) All Tau: 700 Tau + 300 Drones 150 Vehicles (including Battlesuits) All Allies: 1000 Tau Empire Allies (Kroot, Vespid & Gue'Vesa) 100 Kroot Beasts (Krootox & Great Knarlocs) + 50 Drones (they'd count as Vehicles here)
Chaos = 700 infantry + 100 heavy + 200 Possessed 90 Vehicles + 10 Greater Daemon-Vehicles/Demon Engines
Eldar = Again it varies. 2,500 Infantry 125 Vehicles
IF I MISSED ANYTHING, PM ME.
~~~~~~~~Notes to Note~~~~~~~ Thanks ND999, for the Tau Specs |
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