Just sort of a brainstorm, I still have a little less than two months until school ends and I'd be able to do anything more productive than thinking and writing, but I think it could certainly be done with the engine in some form (There are pretty obvious limitations to work around.) So I by no means expect any offers of help, rather, any concerns, comments, or criticisms. Consider this an exploratory committee of sorts.
So some overview:
Several Factions will be factions of the the Imperium.
The Inquisition represents the Papal States, with the Pope being an Inquisitor General and the Cardinals are Inquisitors. Your regular Priests and Bishops are simply agents of the Ministorum (Ecclesiarchy), but they are under the ever present eyes of the Ordo Hereticus. The College of Cardinals will be an Inquisitorial Conclave. The Inquisitor General will general attempt to coordinate the Imperial factions to bring the hurt to the enemies of mankind. If you screw around he will declare your faction Extremis Diabolus and basically track you down and kill you... He's going to periodically declare crusades, and sanctions. It's pretty straight forward vanilla stuff. Crusades will generate enormous quantities of deranged Redemptionists and the like. Teeming hordes of nutjobs with industrial equipment and chainsaws for weapons... GLORIOUS.
Agents:
Diplomat - Administratum Ordinate (Pretty straight forward, they're going to be doing negotiations and such as part of their administrative duties.)
Spy - Astropath (Psychics of course make for good spies.)
Assassin - Death Cult Assassin (The Officio Assassinorum are a little above your security clearance, Lord Marshal, these zealots will have to suffice.)
Princess - Commissar (As insane as this sounds, commissars are paired with Imperial Commanders and should "produce" protege commanders. This nonsexual relation is related to the fact its not a royal family but a number of general staff officers butting heads for command and generating new talent from their retinues. They're also often skilled negotiators and act as intermediaries for different forces. This also allows both male and female officers and commissars where appropriate.)
Merchant -Adeptus Mechanicus Magos (Again as crazy as this sounds, the Ad Mech is the manufacturing arm of the Imperium and will oversee resources. The use of skilled Magi can vastly improve imperial manufacturing and turn the tide of a war in your favor.)
The Chapter Houses will be either an Adeptus Astartes Stronghold or Adeptus Sororitas Preceptory and unlock all the kick ass warriors your greasy Munitorum clerk won't offer you. Say goodbye to meaningless weight of numbers attrition and hello awe inspiring carnage
Imperial Factions will be various Theaters. There's a world at war, and that's going to add up to (I'm guessing) six "Commands". Faction Leaders will be Lord's Marshal, Family Members will be Lord's General, and Captains will be Colonels. Numerous cool hanger ons will be available in 40k style (Same with all agents) like Tech Priests, Arbite Judges, Ministorum Missionaries, Munitorum Clerks, Naval Liasons, Grand Artillerists, Comms Experts, Astropaths, Commissars, Hospitallers, and Guards, etc.
List of Imperial Guard Factions (All of whom will have access to standard PDF assets as early units):
Drookian Fen Guard - Light Infantry and Cavalry with a distinct Scottish theme. Most units will be able to hide and specialize in ranged fighting. Longer ranged weapons than average and some sort of "stakes" will be their signature, giving them a sort of British Longbow feeling overall. They are deployed in a more rural strategically valuable forested temperate region.
Vostroyan Firstborn - Cossack inspired Heavy Infantry and endless Medium Armor (Presumably based on Cannon Elephants in some form.) When all else fails throw tanks at the enemy and crush them beneath your treads. Deployed in an arctic region in defense of massive resource reserves and manufacturing centers.
Death Korps of Krieg - Mass Infantry and overwhelming Artillery might with a Franco-Prussian theme. Tons of cannons, bombards, mortars, and the odd tactical nukebacked up by hordes of cheap doom welcoming fanatics with too little sense to use their guns for much more than spears and noble chevaliers on cyborg horses riding into glorious death. Sometimes they'd even win
Deployed in a temperate Region in defense of several hive cities.
Cadian Shock Troopers - Highly professional and well balanced, Cadians are the quintessential Imperial Soldiers armed with everything from medium infantry to Superheavy Armor (Probably based on Monster Bombards) with which to clobber everything that moves into the ground. Deployed in a moutainous temperate region in defense of several hive cities.
Praetorian Jungle Expeditionary Forces- Hive worlders raised with incredibly discipline, the Praetorians are primarily medium infantry and artillery and light cavalry. This Expedition are veterans of jungle campaigns and will be defending the Equatorial Jungles of this world.
Bar-El Penal Legions- Desert Warriors (inspired by Israelis), the Penal Legions of Bar-El (It's an official army and from the name I get a very strong Hebrew feel so I'm going with it) make use of light infantry and light armor to defend the promethium rich barren stretches of the world whose continued production is key to Imperial strategy.
Also I think there is a maximum of 7 species due to the different building types. ie. North European, South European, East European, Aztec, Middle Eastern, Greek, and Teutonic. IIRC.
I suggest Imperium and Chaos to start as they're both human (and thus more usable) and would make up several factions. 7 Imperial, and 5 Chaos is 12 which is about half to a third of the possible factions. Maximum 198 Province seems reasonable with with up to 7 "megafactions."
Much more to come as my brain thinks![]()




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