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The Empire of Pretantia
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Postby The Empire of Pretantia » Sun Aug 23, 2015 10:38 pm

Military Democracy of Birtonia wrote:Hm, no I don't think you did. So irl terms a drop regiment is only battalion strength? If it must be so I can edit it tomorrow. I shall be reading up on my lore tomorrow morning as well.

1,000 is regiment strength.

Also, in most cases, aircraft are part of the Imperial Navy and not the Imperial Guard, in case you didn't know, so not including their numbers is justified.
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Legital
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Postby Legital » Sun Aug 23, 2015 11:13 pm

The Empire of Pretantia wrote:
Military Democracy of Birtonia wrote:Hm, no I don't think you did. So irl terms a drop regiment is only battalion strength? If it must be so I can edit it tomorrow. I shall be reading up on my lore tomorrow morning as well.

1,000 is regiment strength.

Also, in most cases, aircraft are part of the Imperial Navy and not the Imperial Guard, in case you didn't know, so not including their numbers is justified.


I'm fairly confident that in terms of Drop regiments and in-atmosphere air corps that all personnel are strictly in the Imperial Guard and not the Navy. For example, I cite the Elysian Drop regiments and the Phantine Air Corps.
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Carcharhinidae primari
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Postby Carcharhinidae primari » Mon Aug 24, 2015 12:39 am

*wakes up 6 hours later, thread has grown by 3 pages*

Legital wrote:
The Empire of Pretantia wrote:1,000 is regiment strength.

Also, in most cases, aircraft are part of the Imperial Navy and not the Imperial Guard, in case you didn't know, so not including their numbers is justified.


I'm fairly confident that in terms of Drop regiments and in-atmosphere air corps that all personnel are strictly in the Imperial Guard and not the Navy. For example, I cite the Elysian Drop regiments and the Phantine Air Corps.

I believe that stuff like air superiority fighters like the lightning are navy, valkyries and such would be guard units if I remember correctly?

Aelosia wrote:Also reduced regimental size to 500 and detailed everything. I have no idea if I should take a corps of 500 infantry as carchy did or leave it as it is. One thousand people for an armoured regiment is huge.

I took the liberty of taking a Macharius Vanquisher. Is it too much?


as has been suggested, heavy weapon teams would make a good fit, also, isn't it often the case that any regiment lucky enough to have laser destroyers will probably have some thunderers too? as those laser destroyer canons are reallllyyy tricky to produce. just a few options. you could also increase the amount of armour, I'm running with 60 leman rus demolishers after all and a total armour count of 71.


updated the technical info in my app. just need to add command element but the numbers won't grow too much with those XD
Last edited by Carcharhinidae primari on Mon Aug 24, 2015 12:40 am, edited 1 time in total.
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Lunas Legion
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Postby Lunas Legion » Mon Aug 24, 2015 3:11 am

No, Valks are all Navy; however, there's a growing tendency to pair drop regiments with specific Valk squadrons to encourage esprit de corps between the two units and improve their synergy/combat effectiveness.
Last edited by William Slim Wed Dec 14 1970 10:35 pm, edited 35 times in total.

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Postby Morrdh » Mon Aug 24, 2015 3:21 am

Morrdh wrote:This is based heavily on the Long Range Desert Group, hence the structure (though I may redo it).

Regimental application

Regiment name: 319th Morridane Outriders
Home world: Morrdh
Type of Regiment: Reconnaissance
Commanding Officer: Major Artemis Stormwell
Number of Guardsmen: Total: 309 (18 officers, 291 other ranks)

HQ Squadron
-Field Workshop
-Heavy Section (supply)
-Medical Section
-Survey Section
-Signals Section

A Squadron
-No.1 Patrol
-No.2 Patrol
-No.3 Patrol

B Squadron
-No.4 Patrol
-No.5 Patrol
-No.6 Patrol

C Squadron
-No.7 Patrol
-No.8 Patrol
-No.9 Patrol

Support (Weapons, vehicles, etc):

54 Salamander Scouts (six per patrol)
8 Trojan Support Vehicles
3 Salamander Command Vehicles
3 Chimera Communications Vehicles
1 Samaritan Ambulance

Uniforms:
Miscellaneous info: Info dump time, handily spoilered;

Morrdh

Morrdh is a frontier world in the Koronus Expanse and was discovered by Sebastian Winterscale very early in his career. A lost world of man, it was covered in extensive ruins of abandoned settlements and a scattering of bastions where the natives still lived. The native population were examined and found wholesome despite their long separation from the light of the Emperor, but for reasons unknown colonists were brought from the Greater Imperium to resettle Morrdh. Natives who were slow to abandon their old beliefs and practices were pushed to the fringes, and even today those with Native blood are viewed with some suspicion.

The tantalising prospect of Archeotech brought representatives of the Adeptus Mechanicus to Morrdh, while the prospect of conversion brought representatives of the Ecclesiarchy. Colonists sought to rule themselves alone, while Winterscale wished to exploit the mysterious bounties of the world for himself and his burgeoning dynasty. Fractious squabbling between these factions brought down the wrath of the Inquisition, who brokered a settlement – Morrdh and its people would be led by a council representing each faction, a council headed by a leader chosen from the ranks of the new settlers.

Her Serenity Queen Lothwyn XIV is the current monarch of Morrdh and planetary governor, ruling from the capital city of Morrdun. Beneath her, a Magos Explorator, an Ecclesiarchical official and a memeber of the Winterscale sit as advisers. Each has their own agenda, and each not-so secretly longs to rule alone. Were it not for the obsidian tower of the Inquisitorial manse casting long shadows over the capital it is very likely that one would have made their move by now. For now, they are content to plot and intrigue and to quietly indulge in smuggling ancient artefacts off-world.

Recently, Queen Lothwyn has pushed for her world to become a Garrison world. Her reasons for doing so are unclear, as it would entail far higher tithes and far more Imperial oversight. Some suspect that she hopes to force a confrontation between the other factions, a confrontation she clearly believes will end successfully for her. Others believe that she knows of some dark threat looming on the horizon. Those allied to Rogue Traders fear that it is the first step towards Imperial annexation of what they see as their rightful domain.

Despite the intrigue ridden politics, Morrdh frequently sees treasure hunters sent by Imperial nobles to seek the relics found in the ruins that dot the planet’s surface...

Morridane Outriders

Man is far from being the first inhabitants of Morrdh, ancient records state that not long after the planet was first colonized that contact was reported with a beastial race of creatures simply called 'Wulvers'. These creatures were reported as being similar to wolves of Ancient Terra, though much larger in size. Over the centuries there has been a state of nearless endless conflict between the Morridanes and the Wulvers, attested by the countless ruins that dot the planet's surface. A specialist military unit known as the Outriders was eventually formed to deal with the Wulvers, a unit that has been maintained and gained specialization in long range reconnaissance.

Today the Outriders forms the core of the Morrdh PDF, its recruits are those those that cannot live on the miserable payments of the trapping clans or who earn the wrath of one of the criminal gangs. The men and women of the Outriders have the thankless task of delving deep into the wilderness that forms the surface of Morrdh, often for weeks or months at a time, to keep the Wulvers in check and to deter off-world gangs from using Morrdh for nefarious purposes. Outriders must learn a certain degree of self-sufficiency, as Wulvers and other hazards can easily prevent the delivery of much-needed supplies. Those tithed to the Imperial Guard often ply these skills on the battlefield, making the best of available resources and finding creative uses for common equipment.


Special Equipment: Morridane Pattern Autorifle:- Rather than use the Imperial Guard's standard lasgun, the Outriders use an Autorifle thats native to their homeworld. Called the SLR by the Morridanes, the Autorifle is a semi-automatic rifle with a 20 round magazine and a flash suppressor on the end of the barrel. It can be fired with iron sights or with a special inverted scope designed with quick targeting in mind, it mounts standard Imperial bayonets.

How long has the regiment been with the Crusade? Two years plus.

-Regimental Commander info-

Name: Artemis Stormwell
Age: 35
Gender: Male
Rank: Major
Background: Like many who join the Outriders back on Morrdh, Artemis Stormwell had very little choice and managed to enlist before his former mates in a street gang he was with, for much of his childhood and early teens, caught up with him. His rebellious streak often got him into trouble during his basic training, but gradually overtime this trait was subdued. Over the decade that followed Artemis worked his way up through the ranks, first to Corporal and then Sergeant by the time the once a generation Imperial Tithe came around. It was his commanding officer in the Morrdh PDF who recommended him for an officer's commission, something that the Departmento Munitorum took under consideration and then approved for Artemis to be commissioned as a Lieutenant in the 319th Outrider Regiment.

Physical description: Average build, standing around 5'7" with dark hair and grey eyes. looks a little like this.

In reserve or deployed? Deployed, probably gathering Intel deep in enemy territory.


Pretty much done, just really need to add more to the officer's background.

The Phantine Air Corps are the exception rather than the rule when it comes to Imperial military aviation, due to the nature of their homeworld they produce alot of pilots and a small number of drop-troops who specialize in urban/hive combat.
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Segmentia
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Postby Segmentia » Mon Aug 24, 2015 3:50 am

Apps and any questions will be addressed once I'm home from work.
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The Krogan
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Postby The Krogan » Mon Aug 24, 2015 6:01 am

Are we allowed to just make up a regiment?
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The Armed Republic of Dutch Coolness
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Postby The Armed Republic of Dutch Coolness » Mon Aug 24, 2015 6:02 am

The Krogan wrote:Are we allowed to just make up a regiment?

That's the point, I think :P
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The Empire of Pretantia
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Postby The Empire of Pretantia » Mon Aug 24, 2015 6:02 am

Legital wrote:
The Empire of Pretantia wrote:1,000 is regiment strength.

Also, in most cases, aircraft are part of the Imperial Navy and not the Imperial Guard, in case you didn't know, so not including their numbers is justified.


I'm fairly confident that in terms of Drop regiments and in-atmosphere air corps that all personnel are strictly in the Imperial Guard and not the Navy. For example, I cite the Elysian Drop regiments and the Phantine Air Corps.

Lexicanum wrote:Barring a few exceptions the Valkyrie... is piloted operated by the Imperial Navy...

The Krogan wrote:Are we allowed to just make up a regiment?

Yes.
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The Krogan
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Postby The Krogan » Mon Aug 24, 2015 6:05 am

The Armed Republic of Dutch coolness wrote:
The Krogan wrote:Are we allowed to just make up a regiment?

That's the point, I think :P


Just gotta make sure.
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Zeinbrad
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Postby Zeinbrad » Mon Aug 24, 2015 9:45 am

Basic Regiment information is done. May add more later. Now for the commander.
Regimental application

Regiment name: 112th Kokoda Response Troops
Home world: Kokoda.
Type of Regiment: Light Infantry/Fast Response troops.
Commanding Officer: Colonel Ned Allen.
Number of Guardsmen: 1,210
Support (Weapons, vehicles, etc): Due to the fact they have to be fast, most Kokodian Guardsmen are armed with Lascarbines and Frag Grenades. Typically, every platoon has one squad with a flamer equipped guardsmen (this is due to the Kokoda Guardsmen also being adept jungle fighters) and also a Heavy Stubber armed Guardsmen to provide suppression and covering fire. Heavy Weapons Teams are equipped with Voss Pattern Grenade Launchers which are inaccurate but have a faster rate of fire to make up for that shortcoming, along with Heavy Bolters. For anti-tank use in standard infantry squads, at least one guardsmen carries a one-shot missile launcher. These are not very effective against heavy armor, but are good for anti-fortification and group control.

35 Chimera Transports.

12 Hellhound Flame Tanks.

12 Taurox Armored Personnel Carriers armed with Autocannons.


Uniforms:
Miscellaneous info: The Kokoda employ a special kind of squad in it's standard company-Rats. Rats are assault troops meant to get in the enemies face. They are armed with Combat Shotguns, Machete's and Laspistols. Rat's suffer the highest causality rate of the Kokoda troops and such are not deployed often.

People who have been deployed with Kokodian troops will tell you that Kokodians love booby traps. If they had an organized retreat, tanks, equipment,guns and even bodies will be booby trapped. This is either the standard grenade or even spikes or rock falls it depends on were they are fighting and how much time they have.

Kokodian's are expert jungle fighters, this is due the fact that Kokoda is a jungle world. This is also the reason Kokodians have an affinity for flamers-the burn hidden enemies and clear the way for tanks and large troop movements. This does not mean the Kokodians are a one-trick pony, as they can adept to almost anything on a short notice
How long has the regiment been with the Crusade? Six years.

-Regimental Commander info-

Name:
Age:
Gender:
Rank:
Background:
Physical description:

In reserve or deployed? (Basically if you want to start as sitting around and waiting to be sent to fight, or if you want to start in the thick of it. This is an option because I know some people lose interest in the generally long build ups before we get into actual combat. So if you want to have that build up, maybe enter into some military politics for a bit, choose to start out in reserve. If deployed you'll start out in the thick of it.)

Any Thoughts and suggestions?

Also questions.

1-Would booby trapping Imperial tanks be considered techno-heresy?

2-Can someone check to see if I have enough transports?

3-Is it okay for me to have Hellhounds?
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The Empire of Pretantia
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Postby The Empire of Pretantia » Mon Aug 24, 2015 10:02 am

Zeinbrad wrote:2-Can someone check to see if I have enough transports?

Assuming 10 men a chimera, 470 men are mechanized. Assuming 12 in a chimera, that's 540. Sounds about right.
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Legital
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Postby Legital » Mon Aug 24, 2015 10:15 am

Lunas Legion wrote:No, Valks are all Navy; however, there's a growing tendency to pair drop regiments with specific Valk squadrons to encourage esprit de corps between the two units and improve their synergy/combat effectiveness.


I disagree. Directly from the Lexicanum:
Vulture Gunships provide Elysians with their heaviest form of fire support and escort for Valkyries and Sky Talons. Unlike most other regiments these transports are piloted by the Elysians themselves rather than Imperial Navy pilots.
I think it is safe to assume there are others who operate similarly to the Elysians.


@Morrdh, your app is looking fine to me.


Zeinbrad wrote:
Basic Regiment information is done. May add more later. Now for the commander.
Regimental application

Regiment name: 112th Kokoda Response Troops
Home world: Kokoda.
Type of Regiment: Light Infantry/Fast Response troops.
Commanding Officer: Colonel Ned Allen.
Number of Guardsmen: 1,210
Support (Weapons, vehicles, etc): Due to the fact they have to be fast, most Kokodian Guardsmen are armed with Lascarbines and Frag Grenades. Typically, every platoon has one squad with a flamer equipped guardsmen (this is due to the Kokoda Guardsmen also being adept jungle fighters) and also a Heavy Stubber armed Guardsmen to provide suppression and covering fire. Heavy Weapons Teams are equipped with Voss Pattern Grenade Launchers which are inaccurate but have a faster rate of fire to make up for that shortcoming, along with Heavy Bolters. For anti-tank use in standard infantry squads, at least one guardsmen carries a one-shot missile launcher. These are not very effective against heavy armor, but are good for anti-fortification and group control.

35 Chimera Transports.

12 Hellhound Flame Tanks.

12 Taurox Armored Personnel Carriers armed with Autocannons.


Uniforms:http://img06.deviantart.net/100c/i/2010/259/a/0/australian_wwii_soldier_2_by_gin7gin8-d2yvs3f.png
Miscellaneous info: The Kokoda employ a special kind of squad in it's standard company-Rats. Rats are assault troops meant to get in the enemies face. They are armed with Combat Shotguns, Machete's and Laspistols. Rat's suffer the highest causality rate of the Kokoda troops and such are not deployed often.

People who have been deployed with Kokodian troops will tell you that Kokodians love booby traps. If they had an organized retreat, tanks, equipment,guns and even bodies will be booby trapped. This is either the standard grenade or even spikes or rock falls it depends on were they are fighting and how much time they have.

Kokodian's are expert jungle fighters, this is due the fact that Kokoda is a jungle world. This is also the reason Kokodians have an affinity for flamers-the burn hidden enemies and clear the way for tanks and large troop movements. This does not mean the Kokodians are a one-trick pony, as they can adept to almost anything on a short notice
How long has the regiment been with the Crusade? Six years.

-Regimental Commander info-

Name:
Age:
Gender:
Rank:
Background:
Physical description:

In reserve or deployed? (Basically if you want to start as sitting around and waiting to be sent to fight, or if you want to start in the thick of it. This is an option because I know some people lose interest in the generally long build ups before we get into actual combat. So if you want to have that build up, maybe enter into some military politics for a bit, choose to start out in reserve. If deployed you'll start out in the thick of it.)

Any Thoughts and suggestions?

Also questions.

1-Would booby trapping Imperial tanks be considered techno-heresy?

2-Can someone check to see if I have enough transports?

3-Is it okay for me to have Hellhounds?


Looks alright so far, and to answer your questions #1 and #2:

I'm not entirely sure if booby trapping Imperial vehicles is techno-heresy. As far as I know, that is generally something that involves innovation and deviation away from the main Mechanicus doctrine. However, I don't think the machine spirit of a booby trapped vehicle will be very happy nor do I think many will be happy to see a vehicle be destroyed considering their general cost. I suppose if the vehicle will undoubtedly be captured (considering we are primarily fighting Orks), then I suppose it can be allowed.

As for hellounds, a few are no problem.
Last edited by Legital on Mon Aug 24, 2015 10:15 am, edited 1 time in total.
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The Empire of Pretantia
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Postby The Empire of Pretantia » Mon Aug 24, 2015 10:21 am

Legital wrote:
Lunas Legion wrote:No, Valks are all Navy; however, there's a growing tendency to pair drop regiments with specific Valk squadrons to encourage esprit de corps between the two units and improve their synergy/combat effectiveness.


I disagree. Directly from the Lexicanum:
Vulture Gunships provide Elysians with their heaviest form of fire support and escort for Valkyries and Sky Talons. Unlike most other regiments these transports are piloted by the Elysians themselves rather than Imperial Navy pilots.
I think it is safe to assume there are others who operate similarly to the Elysians.

Those are the exceptions.
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Zeinbrad
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Postby Zeinbrad » Mon Aug 24, 2015 10:24 am

Legital wrote:
Lunas Legion wrote:No, Valks are all Navy; however, there's a growing tendency to pair drop regiments with specific Valk squadrons to encourage esprit de corps between the two units and improve their synergy/combat effectiveness.


I disagree. Directly from the Lexicanum:
Vulture Gunships provide Elysians with their heaviest form of fire support and escort for Valkyries and Sky Talons. Unlike most other regiments these transports are piloted by the Elysians themselves rather than Imperial Navy pilots.
I think it is safe to assume there are others who operate similarly to the Elysians.


@Morrdh, your app is looking fine to me.


Zeinbrad wrote:
Basic Regiment information is done. May add more later. Now for the commander.
Regimental application

Regiment name: 112th Kokoda Response Troops
Home world: Kokoda.
Type of Regiment: Light Infantry/Fast Response troops.
Commanding Officer: Colonel Ned Allen.
Number of Guardsmen: 1,210
Support (Weapons, vehicles, etc): Due to the fact they have to be fast, most Kokodian Guardsmen are armed with Lascarbines and Frag Grenades. Typically, every platoon has one squad with a flamer equipped guardsmen (this is due to the Kokoda Guardsmen also being adept jungle fighters) and also a Heavy Stubber armed Guardsmen to provide suppression and covering fire. Heavy Weapons Teams are equipped with Voss Pattern Grenade Launchers which are inaccurate but have a faster rate of fire to make up for that shortcoming, along with Heavy Bolters. For anti-tank use in standard infantry squads, at least one guardsmen carries a one-shot missile launcher. These are not very effective against heavy armor, but are good for anti-fortification and group control.

35 Chimera Transports.

12 Hellhound Flame Tanks.

12 Taurox Armored Personnel Carriers armed with Autocannons.


Uniforms:http://img06.deviantart.net/100c/i/2010/259/a/0/australian_wwii_soldier_2_by_gin7gin8-d2yvs3f.png
Miscellaneous info: The Kokoda employ a special kind of squad in it's standard company-Rats. Rats are assault troops meant to get in the enemies face. They are armed with Combat Shotguns, Machete's and Laspistols. Rat's suffer the highest causality rate of the Kokoda troops and such are not deployed often.

People who have been deployed with Kokodian troops will tell you that Kokodians love booby traps. If they had an organized retreat, tanks, equipment,guns and even bodies will be booby trapped. This is either the standard grenade or even spikes or rock falls it depends on were they are fighting and how much time they have.

Kokodian's are expert jungle fighters, this is due the fact that Kokoda is a jungle world. This is also the reason Kokodians have an affinity for flamers-the burn hidden enemies and clear the way for tanks and large troop movements. This does not mean the Kokodians are a one-trick pony, as they can adept to almost anything on a short notice
How long has the regiment been with the Crusade? Six years.

-Regimental Commander info-

Name:
Age:
Gender:
Rank:
Background:
Physical description:

In reserve or deployed? (Basically if you want to start as sitting around and waiting to be sent to fight, or if you want to start in the thick of it. This is an option because I know some people lose interest in the generally long build ups before we get into actual combat. So if you want to have that build up, maybe enter into some military politics for a bit, choose to start out in reserve. If deployed you'll start out in the thick of it.)

Any Thoughts and suggestions?

Also questions.

1-Would booby trapping Imperial tanks be considered techno-heresy?

2-Can someone check to see if I have enough transports?

3-Is it okay for me to have Hellhounds?


Looks alright so far, and to answer your questions #1 and #2:

I'm not entirely sure if booby trapping Imperial vehicles is techno-heresy. As far as I know, that is generally something that involves innovation and deviation away from the main Mechanicus doctrine. However, I don't think the machine spirit of a booby trapped vehicle will be very happy nor do I think many will be happy to see a vehicle be destroyed considering their general cost. I suppose if the vehicle will undoubtedly be captured (considering we are primarily fighting Orks), then I suppose it can be allowed.

As for hellounds, a few are no problem.

The Machine Spirit will have to suck it up, as I imagine it would be not happy under the command of Orks.

Also, seeing as the Imperium hates AI, I always assumed machine spirits only did basic functions like battlefield data and crew status.
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Legital
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Postby Legital » Mon Aug 24, 2015 10:29 am

The Empire of Pretantia wrote:
Legital wrote:
I disagree. Directly from the Lexicanum: I think it is safe to assume there are others who operate similarly to the Elysians.

Those are the exceptions.


Yes, and I say there are probably more exceptions. Personally, I don't think there is a problem on if the pilots are Guard or Navy. Both are acceptable to me.

Zeinbrad wrote:
Legital wrote:
I disagree. Directly from the Lexicanum: I think it is safe to assume there are others who operate similarly to the Elysians.


@Morrdh, your app is looking fine to me.




Looks alright so far, and to answer your questions #1 and #2:

I'm not entirely sure if booby trapping Imperial vehicles is techno-heresy. As far as I know, that is generally something that involves innovation and deviation away from the main Mechanicus doctrine. However, I don't think the machine spirit of a booby trapped vehicle will be very happy nor do I think many will be happy to see a vehicle be destroyed considering their general cost. I suppose if the vehicle will undoubtedly be captured (considering we are primarily fighting Orks), then I suppose it can be allowed.

As for hellounds, a few are no problem.

The Machine Spirit will have to suck it up, as I imagine it would be not happy under the command of Orks.

Also, seeing as the Imperium hates AI, I always assumed machine spirits only did basic functions like battlefield data and crew status.


Yeah, most machine-spirits are fairly basic systems. But a machine-spirit is still a machine-spirit. You're also right about the the Orks part. I don't think anyone, even the machine-spirit (however basic it might be), would want a vehicle to be under Ork control.
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Postby Wanderjar » Mon Aug 24, 2015 10:31 am

Morrdh wrote:
Morrdh wrote:This is based heavily on the Long Range Desert Group, hence the structure (though I may redo it).

Regimental application

Regiment name: 319th Morridane Outriders
Home world: Morrdh
Type of Regiment: Reconnaissance
Commanding Officer: Major Artemis Stormwell
Number of Guardsmen: Total: 309 (18 officers, 291 other ranks)

HQ Squadron
-Field Workshop
-Heavy Section (supply)
-Medical Section
-Survey Section
-Signals Section

A Squadron
-No.1 Patrol
-No.2 Patrol
-No.3 Patrol

B Squadron
-No.4 Patrol
-No.5 Patrol
-No.6 Patrol

C Squadron
-No.7 Patrol
-No.8 Patrol
-No.9 Patrol

Support (Weapons, vehicles, etc):

54 Salamander Scouts (six per patrol)
8 Trojan Support Vehicles
3 Salamander Command Vehicles
3 Chimera Communications Vehicles
1 Samaritan Ambulance

Uniforms:
Miscellaneous info: Info dump time, handily spoilered;

Morrdh

Morrdh is a frontier world in the Koronus Expanse and was discovered by Sebastian Winterscale very early in his career. A lost world of man, it was covered in extensive ruins of abandoned settlements and a scattering of bastions where the natives still lived. The native population were examined and found wholesome despite their long separation from the light of the Emperor, but for reasons unknown colonists were brought from the Greater Imperium to resettle Morrdh. Natives who were slow to abandon their old beliefs and practices were pushed to the fringes, and even today those with Native blood are viewed with some suspicion.

The tantalising prospect of Archeotech brought representatives of the Adeptus Mechanicus to Morrdh, while the prospect of conversion brought representatives of the Ecclesiarchy. Colonists sought to rule themselves alone, while Winterscale wished to exploit the mysterious bounties of the world for himself and his burgeoning dynasty. Fractious squabbling between these factions brought down the wrath of the Inquisition, who brokered a settlement – Morrdh and its people would be led by a council representing each faction, a council headed by a leader chosen from the ranks of the new settlers.

Her Serenity Queen Lothwyn XIV is the current monarch of Morrdh and planetary governor, ruling from the capital city of Morrdun. Beneath her, a Magos Explorator, an Ecclesiarchical official and a memeber of the Winterscale sit as advisers. Each has their own agenda, and each not-so secretly longs to rule alone. Were it not for the obsidian tower of the Inquisitorial manse casting long shadows over the capital it is very likely that one would have made their move by now. For now, they are content to plot and intrigue and to quietly indulge in smuggling ancient artefacts off-world.

Recently, Queen Lothwyn has pushed for her world to become a Garrison world. Her reasons for doing so are unclear, as it would entail far higher tithes and far more Imperial oversight. Some suspect that she hopes to force a confrontation between the other factions, a confrontation she clearly believes will end successfully for her. Others believe that she knows of some dark threat looming on the horizon. Those allied to Rogue Traders fear that it is the first step towards Imperial annexation of what they see as their rightful domain.

Despite the intrigue ridden politics, Morrdh frequently sees treasure hunters sent by Imperial nobles to seek the relics found in the ruins that dot the planet’s surface...

Morridane Outriders

Man is far from being the first inhabitants of Morrdh, ancient records state that not long after the planet was first colonized that contact was reported with a beastial race of creatures simply called 'Wulvers'. These creatures were reported as being similar to wolves of Ancient Terra, though much larger in size. Over the centuries there has been a state of nearless endless conflict between the Morridanes and the Wulvers, attested by the countless ruins that dot the planet's surface. A specialist military unit known as the Outriders was eventually formed to deal with the Wulvers, a unit that has been maintained and gained specialization in long range reconnaissance.

Today the Outriders forms the core of the Morrdh PDF, its recruits are those those that cannot live on the miserable payments of the trapping clans or who earn the wrath of one of the criminal gangs. The men and women of the Outriders have the thankless task of delving deep into the wilderness that forms the surface of Morrdh, often for weeks or months at a time, to keep the Wulvers in check and to deter off-world gangs from using Morrdh for nefarious purposes. Outriders must learn a certain degree of self-sufficiency, as Wulvers and other hazards can easily prevent the delivery of much-needed supplies. Those tithed to the Imperial Guard often ply these skills on the battlefield, making the best of available resources and finding creative uses for common equipment.


Special Equipment: Morridane Pattern Autorifle:- Rather than use the Imperial Guard's standard lasgun, the Outriders use an Autorifle thats native to their homeworld. Called the SLR by the Morridanes, the Autorifle is a semi-automatic rifle with a 20 round magazine and a flash suppressor on the end of the barrel. It can be fired with iron sights or with a special inverted scope designed with quick targeting in mind, it mounts standard Imperial bayonets.

How long has the regiment been with the Crusade? Two years plus.

-Regimental Commander info-

Name: Artemis Stormwell
Age: 35
Gender: Male
Rank: Major
Background: Like many who join the Outriders back on Morrdh, Artemis Stormwell had very little choice and managed to enlist before his former mates in a street gang he was with, for much of his childhood and early teens, caught up with him. His rebellious streak often got him into trouble during his basic training, but gradually overtime this trait was subdued. Over the decade that followed Artemis worked his way up through the ranks, first to Corporal and then Sergeant by the time the once a generation Imperial Tithe came around. It was his commanding officer in the Morrdh PDF who recommended him for an officer's commission, something that the Departmento Munitorum took under consideration and then approved for Artemis to be commissioned as a Lieutenant in the 319th Outrider Regiment.

Physical description: Average build, standing around 5'7" with dark hair and grey eyes. looks a little like this.

In reserve or deployed? Deployed, probably gathering Intel deep in enemy territory.


Pretty much done, just really need to add more to the officer's background.

The Phantine Air Corps are the exception rather than the rule when it comes to Imperial military aviation, due to the nature of their homeworld they produce alot of pilots and a small number of drop-troops who specialize in urban/hive combat.


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Argentumurbem
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Postby Argentumurbem » Mon Aug 24, 2015 10:33 am

Legital wrote:
Lunas Legion wrote:No, Valks are all Navy; however, there's a growing tendency to pair drop regiments with specific Valk squadrons to encourage esprit de corps between the two units and improve their synergy/combat effectiveness.


I disagree. Directly from the Lexicanum:
Vulture Gunships provide Elysians with their heaviest form of fire support and escort for Valkyries and Sky Talons. Unlike most other regiments these transports are piloted by the Elysians themselves rather than Imperial Navy pilots.
I think it is safe to assume there are others who operate similarly to the Elysians..


Admittedly I may be misunderstanding this conversation but:

- Drop troops in the same vein as the Elysians (as in, carbon copies word for word) would deploy with their own airforces
- Any other troops would be attached with a Naval Valkyrie squadron(s), possibly for an indefinite period of time: 22nd Catachan Airborne Assault Group(?) - I believe that it was two separate units which over time were amalgamated, the valkyrie pilots given catachan red bandannas out of respect.

As an aside, I think I read somewhere that the Elysians - and by extension all drop-troop regiments - were actually members of the Navy instead of the Guard itself. Was probably retconned.
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Postby Aelosia » Mon Aug 24, 2015 10:34 am

The Empire of Pretantia wrote:
You could take a couple companies as scouts, support, and sneaky AT. A few well-hidden heavy weapons teams can destroy unsuspecting armored squadrons. Anti-materiel sniper teams for trolling light vehicles and crew outside their tanks. A sentinel detachment armed with missile launchers for engaging preoccupied or inept tanks. You should be able to add a good 200 women.

You have only fully achieved the first half of "Panzerjaeger", now you must maximize the second half. Tanks are the prey and you are the hunters.

Actually, on second thought that doesn't fight Thermidor's spear-distaff dynamic at all. Or does it?


These are all good suggestions. Some tank hunting infantry is in order, I think. No Sentinels but maybe some Tauros Venator or some related vehicle. On wheels.

Zeinbrad wrote:You want one of my companies to work as spotters/forward fire control for you? I mean, we are light infantry.


Help and cooperation are always welcome...

The Empire of Pretantia wrote:
Aelosia, Destroyer tank hunters are rare. Regiments are lucky to have a squadron, let alone two. Just letting you know. :kiss:


I'm aware of that. I'm not even happy deploying those, as thermidorians (and the Vanaheim forges they depend on) tend to avoid energy-related weaponry. That's why none of the tanks are annihilators or sport hull mounted lascannons, (although those options make good sense in a tank hunter regiment). Thermidorians are great fans of solid shells and explosive ordnance as much as they can. They don't even tend to use lasguns but autoguns in infantry regiments. No Las, no plas.

But the Destroyers are a temperamental energy dependant weapon, not only rare, but not really consistent with the rest of the Thermidorian equipment. Also, they are supposed to be rare pieces of equipment from other era, while the 12th is supposed to be a regiment equipped with brand new vehicles more to the side of "cutting edge new tech" than "forgotten age relic tech".

On the other hand, they are the main "silent hunter" vehicle of the imperium for ambushes against other tanks, with few alternatives. The Vanquisher is the obvious one, but the Vanquishers are MBTs with a completely different role.

I would like to turn those into some sort of experimental new prototype vehicles similar to the Destroyers but equipped with a different weapon. Maybe a special long barrel Vanquisher cannon or a long barrel version of the Nova Cannon from the Eradicator Leman Russes? Need a push from any of the OPs around that for help...

Carcharhinidae primari wrote:as has been suggested, heavy weapon teams would make a good fit, also, isn't it often the case that any regiment lucky enough to have laser destroyers will probably have some thunderers too? as those laser destroyer canons are reallllyyy tricky to produce. just a few options. you could also increase the amount of armour, I'm running with 60 leman rus demolishers after all and a total armour count of 71.


I avoided thunderers given that 1.- You already got those and 2.- They are more of a siege weapon than a tank to tank weapon. Same reason there aren't punishers or demolishers. Thanks for the other suggestions though. It makes sense, I'll work something for it. I know that the Destroyers are an issue, will try to work something around those...Even Devil Dogs with Melta Cannons are a possible alternative.
Last edited by Aelosia on Mon Aug 24, 2015 10:36 am, edited 1 time in total.
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The Empire of Pretantia
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Postby The Empire of Pretantia » Mon Aug 24, 2015 10:43 am

Aelosia wrote:
The Empire of Pretantia wrote:
You could take a couple companies as scouts, support, and sneaky AT. A few well-hidden heavy weapons teams can destroy unsuspecting armored squadrons. Anti-materiel sniper teams for trolling light vehicles and crew outside their tanks. A sentinel detachment armed with missile launchers for engaging preoccupied or inept tanks. You should be able to add a good 200 women.

You have only fully achieved the first half of "Panzerjaeger", now you must maximize the second half. Tanks are the prey and you are the hunters.

Actually, on second thought that doesn't fight Thermidor's spear-distaff dynamic at all. Or does it?


These are all good suggestions. Some tank hunting infantry is in order, I think. No Sentinels but maybe some Tauros Venator or some related vehicle. On wheels.

Zeinbrad wrote:You want one of my companies to work as spotters/forward fire control for you? I mean, we are light infantry.


Help and cooperation are always welcome...

The Empire of Pretantia wrote:
Aelosia, Destroyer tank hunters are rare. Regiments are lucky to have a squadron, let alone two. Just letting you know. :kiss:


I'm aware of that. I'm not even happy deploying those, as thermidorians (and the Vanaheim forges they depend on) tend to avoid energy-related weaponry. That's why none of the tanks are annihilators or sport hull mounted lascannons, (although those options make good sense in a tank hunter regiment). Thermidorians are great fans of solid shells and explosive ordnance as much as they can. They don't even tend to use lasguns but autoguns in infantry regiments. No Las, no plas.

But the Destroyers are a temperamental energy dependant weapon, not only rare, but not really consistent with the rest of the Thermidorian equipment. Also, they are supposed to be rare pieces of equipment from other era, while the 12th is supposed to be a regiment equipped with brand new vehicles more to the side of "cutting edge new tech" than "forgotten age relic tech".

On the other hand, they are the main "silent hunter" vehicle of the imperium for ambushes against other tanks, with few alternatives. The Vanquisher is the obvious one, but the Vanquishers are MBTs with a completely different role.

I would like to turn those into some sort of experimental new prototype vehicles similar to the Destroyers but equipped with a different weapon. Maybe a special long barrel Vanquisher cannon or a long barrel version of the Nova Cannon from the Eradicator Leman Russes? Need a push from any of the OPs around that for help...

Carcharhinidae primari wrote:as has been suggested, heavy weapon teams would make a good fit, also, isn't it often the case that any regiment lucky enough to have laser destroyers will probably have some thunderers too? as those laser destroyer canons are reallllyyy tricky to produce. just a few options. you could also increase the amount of armour, I'm running with 60 leman rus demolishers after all and a total armour count of 71.


I avoided thunderers given that 1.- You already got those and 2.- They are more of a siege weapon than a tank to tank weapon. Same reason there aren't punishers or demolishers. Thanks for the other suggestions though. It makes sense, I'll work something for it. I know that the Destroyers are an issue, will try to work something around those...

There's always hull-mounted vanquishers. There isn't a canonical vanquisher tank hunter (Well, not one we've heard of anyway), but it's not impossible.

Look into the Centauro tank destroyer for inspiration. Imagine a tauros with a compact anti-tank gun.
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Postby Versail » Mon Aug 24, 2015 10:45 am

I might join this.
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Postby Lunas Legion » Mon Aug 24, 2015 10:59 am

The Empire of Pretantia wrote:
Aelosia wrote:
These are all good suggestions. Some tank hunting infantry is in order, I think. No Sentinels but maybe some Tauros Venator or some related vehicle. On wheels.



Help and cooperation are always welcome...



I'm aware of that. I'm not even happy deploying those, as thermidorians (and the Vanaheim forges they depend on) tend to avoid energy-related weaponry. That's why none of the tanks are annihilators or sport hull mounted lascannons, (although those options make good sense in a tank hunter regiment). Thermidorians are great fans of solid shells and explosive ordnance as much as they can. They don't even tend to use lasguns but autoguns in infantry regiments. No Las, no plas.

But the Destroyers are a temperamental energy dependant weapon, not only rare, but not really consistent with the rest of the Thermidorian equipment. Also, they are supposed to be rare pieces of equipment from other era, while the 12th is supposed to be a regiment equipped with brand new vehicles more to the side of "cutting edge new tech" than "forgotten age relic tech".

On the other hand, they are the main "silent hunter" vehicle of the imperium for ambushes against other tanks, with few alternatives. The Vanquisher is the obvious one, but the Vanquishers are MBTs with a completely different role.

I would like to turn those into some sort of experimental new prototype vehicles similar to the Destroyers but equipped with a different weapon. Maybe a special long barrel Vanquisher cannon or a long barrel version of the Nova Cannon from the Eradicator Leman Russes? Need a push from any of the OPs around that for help...



I avoided thunderers given that 1.- You already got those and 2.- They are more of a siege weapon than a tank to tank weapon. Same reason there aren't punishers or demolishers. Thanks for the other suggestions though. It makes sense, I'll work something for it. I know that the Destroyers are an issue, will try to work something around those...

There's always hull-mounted vanquishers. There isn't a canonical vanquisher tank hunter (Well, not one we've heard of anyway), but it's not impossible.

Look into the Centauro tank destroyer for inspiration. Imagine a tauros with a compact anti-tank gun.


Or get a Armageddon Basilisk chassis and trade the Earthshaker for a Vanquisher. Boom. Instant tank hunter a la German WW2 conversions.
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Postby The Empire of Pretantia » Mon Aug 24, 2015 11:01 am

Lunas Legion wrote:
The Empire of Pretantia wrote:There's always hull-mounted vanquishers. There isn't a canonical vanquisher tank hunter (Well, not one we've heard of anyway), but it's not impossible.

Look into the Centauro tank destroyer for inspiration. Imagine a tauros with a compact anti-tank gun.


Or get a Armageddon Basilisk chassis and trade the Earthshaker for a Vanquisher. Boom. Instant tank hunter a la German WW2 conversions.

Even Germanier!
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Postby Carcharhinidae primari » Mon Aug 24, 2015 11:32 am

Legital wrote:
The Empire of Pretantia wrote:Those are the exceptions.


Yes, and I say there are probably more exceptions. Personally, I don't think there is a problem on if the pilots are Guard or Navy. Both are acceptable to me.

Zeinbrad wrote:The Machine Spirit will have to suck it up, as I imagine it would be not happy under the command of Orks.

Also, seeing as the Imperium hates AI, I always assumed machine spirits only did basic functions like battlefield data and crew status.


Yeah, most machine-spirits are fairly basic systems. But a machine-spirit is still a machine-spirit. You're also right about the the Orks part. I don't think anyone, even the machine-spirit (however basic it might be), would want a vehicle to be under Ork control.

in the words of caiphas cain:
Any acolyte of the machine god would likely be horrified by my misuse of the Omnissiah's bounty, and I had no certainly whether or not it'd even work. But killing orks is the emperor's work, so I hoped he'd cut me some slack.
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Postby Wanderjar » Mon Aug 24, 2015 11:32 am

Using the Imperial Guard generator...

http://i.imgur.com/YMdv3MD.jpg

Okay, here's my ORBAT:

251st Wanderjarian Fusiliers
-Regimental Headquarters&Headquarters Company
*Attack Company (175 men)
+Major Stuard Baldwin
*Broadsword Company (175 men)
+Captain Evan Morris
*Creed Company (175 men)
+Captain Titus Dolan
*Dagger Company (175 men)
+Captain Partick Geller
*Epsilon Company (175 men)
+Captain James Stout
*Fang Company (175 men)
+Captain Arnold Pease
*Gold Company (175 men)
+Captain Williamson Holaday
*Harbinger Company (175 men)
+Captain Kelvin Murray
*Indigo Company (175 men)
+Captain Gabriel Corvus

(Support Units)
*Throne Company (artillery)
+Captain Sebastian Vermillion
+Griffon Mortar Close-in-Fire Support vehicles (9)
+Basilisk Medium Artillery vehicles (6)
*Retribution Company (Armoured)
+Major Tobias Caldwell
+16 Leman Russ battle tanks
Last edited by Wanderjar on Mon Aug 24, 2015 11:39 am, edited 2 times in total.
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