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King_Doom

Planetfall

Dec 26th, 2014
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  1. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
  2. Skills and Abilities
  3. While you aren't able to just magically buy new skills and abilities and have them simply inserted into your mind, you do still manage to pick up a few new ones the old fashioned way - through hours and even days at a time of solid graft. You gain 1000 CP to represent your development as a leader of this world.
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  5.  
  6. Cultural Monopolization
  7. 200 CP
  8. By now there's a very good chance that those who follow you will be comprised of several wildly different groups, and quite possibly different species as well. Without even realising it you've managed to assemble them all into a single culture that somehow works. Where the should be conflict there is unity, where there should be disharmony there is order. Best of all, those values you hold dear will quickly come to be the dominant ones amongst all who follow you.
  9.  
  10. Catastrophe Recovery
  11. 200 CP
  12. Early on a disaster is only barely averted, and you find yourself loosing more than one nights sleep worrying about what could have happened. You quickly resolve to organise your followers, and you pen an absolutely inspired set of disaster reaction protocols that see emergency supply caches placed, civilian shelters constructed and crisis relief teams trained. Any sort of emergency can be dealt with quickly and much more easily than otherwise, and this includes hostile actions such as artillery or airstrikes.
  13.  
  14. Unwavering Belief
  15. 100 CP
  16. You stand as a beacon of faith and a figure to emulate. Whatever belief you hold dear will rapidly come to represent the dominant belief of your followers, be it veneration of the Emperor of Mankind, Gork and Mork, The Greater Good, other darker powers or even faiths you brought to this reality yourself from elsewhere.
  17.  
  18. Civilian Infrastructure
  19. 100 CP
  20. As it turns out, there are a lot of things a growing city needs, and most people don't even realise they exist. Census offices, law courts, even sewer maintenance. At first it seems daunting, but you rapidly come to take pleasure in seeing everything working perfectly.
  21.  
  22. Transport Networks
  23. 100 CP
  24. It's amazing how much easier things become with a dedicated transport network - roads, canals, even air travel. You also surprise yourself with just how quickly you map out and arrange for the construction of a major local network.
  25.  
  26. Literacy Program
  27. 300 CP
  28. The passing on of information is vital for civilisation, and literacy is the most effective method to facilitate this. With a determined effort that sees you actually penning a new alphabet to unite the groups following you and instituting mandatory classes you massively boost literacy rates. At first this just means that your followers can simply record knowledge and legends, but as the information available increases it soon becomes possible to form a dedicated research and development group to develop what technology you have available and perhaps to begin the long road of rediscovery of the technology lost during the Dark Aage of Technology.
  29.  
  30. draft
  31. 200 CP
  32. While it is possible to get by with a dedicated volunteer military, in such a hostile universe, it may not be wise. A carefully performed census allows everyone to be organised to serve in the militia, receiving compulsory military training, drastically increasing the available manpower you have available. It also makes it possible to develop civilian infrastructure like roads and dams as the extra manpower means more projects can be undertaken.
  33.  
  34. Pollution Standards
  35. 200 CP
  36. Perhaps an odd choice to focus on, but you have decided to work to ensure the industry that takes place on your new homeworld is as green as possible. Waste not want not though, because it isn't impossible to engineer your fabrication plants to utilise the run off that would normally be dumped, refining slag and distilling chemical waste. In the end, you make a small loss in productivity in return for a not insubstantial cut in the amount of raw materials required each day.
  37.  
  38. Healthcare
  39. 200 CP
  40. To tribal societies where healthcare consists mostly of 'kill the weak to keep them from draining resources from the strong' the idea of dedicated medical care is almost too good to be true. Regardless, you have decided that it will be implemented, and so it shall be. Centralised hospitals are established, and local walk in clinics are set up, with an established medical training regimen designed. Your followers begin to benefit almost immediately, with overall health levels rising dramatically and rates of illnesses decreasing just as spectacularly.
  41.  
  42. Military Modernization
  43. 300 CP
  44. With the bulk of your forces being humans who have devolved back to the stone age, their military prowess is questionable at best. Not content to send your followers to a pointless death should hostiles arrive you begin a determined process of modernization, ensuring they are all equipped to the standards of the Imperial Guard.
  45.  
  46. Defensive Tactics
  47. 300 CP
  48. Constantly running wargames with your forces you come to a new appreciation for defensive fighting, allowing opponents to blunt their strength on fortified positions before counterattacking while they are weakened. Your tactical abilities are dramatically improved on the defensive, and your skill at designing and leading the construction of fortifications and defensive emplacements becomes near legendary.
  49.  
  50. Aggressive Actions
  51. 300 CP
  52. Coming to favour a good solid offensive action over sitting back and waiting you quickly become a master of the cut and thrust of warfare, developing an almost supernatural skill at directing your forces to break apart and then destroy opponents. Your skills at siegecraft also develop, till heavily fortified positions become minor speedbumps at best.
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  59. COMPLICATIONS
  60.  
  61. You must choose one of the following, unless you chose to destroy the Deadlight artefact in part 1. If so, proceed to the end of this section.
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  64. Dark Eldar
  65. + 600 CP
  66.  
  67. The first your people will know of these enemies are the screams that follow them, howls of anticipation intermingled with the tortured sound of air being rent asunder by the jetbikes and skimmers of the raiders. Moving almost too fast to be seen the enemy will be upon them, nightmarish weapons flashing as they carve people to shrieking ruin. The lucky ones will die immediately.
  68.  
  69. Dark Eldar are similar in many ways to the rest of the Eldar race - tall, lithe, humanoids with tapered ears and sharp eyes.[1a] However, generations of physical conflict combined with living inside the Dark City has led to a number of distinct variations. The skin of a Dark Eldar is almost translucent, an effect of the lack of sunlight within their dark city of Commorragh. A Dark Eldar's strength and reflexes are actually superior to that of normal Eldar - pict-captures of the Evolus Massacre had to be slowed to one-fourth speed in order to follow the movements of individual Kabalites as they slaughtered Imperial civilians. Stories of Dark Eldar dodging shots from lasguns and kicking frag grenades back into the enemy's ranks are common, and within the gladiatorial arenas a single Wych is more than a match for any ten human warriors. Dark Eldar senses are also sharper, allowing them to see their enemies perfectly well even during pitch darkness.
  70.  
  71. However, Dark Eldar psykers are virtually unheard-of. The innate psychic abilities common to the Eldar race have atrophied within the Dark Eldar, partly due to their focus on physical athleticism. Furthermore, to use any psychic powers would draw the attention of Slaanesh, and is one of the few things expressly forbidden within Commorragh.
  72.  
  73. The Dark Eldar have the advantages of speed and technology, though they are often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the extreme. Dark Eldar raiding parties make use of advanced anti-gravity skimmers to launch high speed raids on their enemy while still transporting a large number of their warriors. Due to their use of the galaxy-spanning inter-dimensional labyrinth known as the Webway, they are extremely mobile, striking from seemingly nowhere, with little or no warning, and vanishing with their captives before significant military reaction can be mobilised.
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  77.  
  78. Ork Warparty
  79. + 600 CP
  80.  
  81. The WAAAGH! is the name given by the Orks themselves to the massive military campaigns they periodically unleash on the galaxy as part of their eternal desire to seek out combat and war. The term also applies to the key concept of Ork "kultur" around which the entire Greenskin society, if it can be called that, revolves. Barbaric and savage, the Greenskins spread across the galaxy like a viridian stain. They plague the battlefields of the 41st Millennium in great numbers, overruning any who stand before them in a torrent of bloodshed and usually mindless violence. An Ork WAAAGH! is war on an apocalyptic scale. Orks beyond counting swarm from one world to the next. Whole civilisations are exterminated and defenders' armies laid to waste as the Orks plough ever onward in an unstoppable tide. Orks need battle just as humans need food and drink. Due to their warlike nature, they constantly fight amongst themselves, or launch piratical raids upon nearby enemies. Such conflicts tend to be small-scale or localised. They never really develop beyond random outbursts of violence and looting. However, Ork populations can reach a critical mass that leads to a full-scale planetary migration. This is known as a WAAAGH!, a crusade of pure aggression that crashes through star systems in an orgy of violence.
  82.  
  83. Ork behaviour is dominated by the WAAAGH!, which is also the name given to the gestalt psychic field the Greenskins generate that affects the Ork psyche, which allows Orks to instinctively recognize who is "bigga", and therefore who is in charge, since might makes right in Ork society. All Orks generate this field, and it grows stronger as the Orks enjoy themselves, generally while fighting, and as more of them congregate together in one geographical area. The WAAAGH! helps give momentum to the Orks' planetary assault campaigns, which are also known as WAAAGHs! (the Orks like to call a lot of things WAAAGH!s). Such a WAAAGH! is a cross between a holy crusade and a pub crawl, with a bit of genocide thrown in for good measure. Thousands of Orks will gather together, drawn to the power of a single dominant Ork called a Warboss or Warlord if the WAAAGH! is particularly massive, who is bigger and more intelligent than the Orks around him. Then the Orks will set off to find an enemy to fight and defeat. Ork WAAAGHs! will sweep whole planetary systems away and destroy armies and fleets in tides of bloodlust and carnage, and only once the Orks have killed every available enemy will they start to fight amongst themselves again.
  84.  
  85. This is not a true Waaagh! you face, not yet. If the fighting drags on, it may yet become one, but for now you simply face the greenskinned hordes in their thousands, and not their millions.
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  89.  
  90. Imperial Guard
  91. + 600 CP
  92.  
  93. The warp is capricious, to say the least. While stories of ships entering the Warp only to leave days, weeks or years before they arrived are rare, they are not uncknown by any means. Ships may also leave long, long after they attempt war travel, the people onboard aware of hours passing while in realspace centuries can pass. Such is the case here, a regiment dispatched to take your world some four hundred years ago has only just arrived, and they are not willing to negotiate. This world will be the Emperors or they will be martyrs.
  94.  
  95. The regiment is the primary unit of the Imperial Guard. Recruited from a single planet at a single raising, it is founded as a complete entity, complete with its own officer, supply, and support cadres. It should be noted however, that like most everything else in the Guard, the precise details of even these essential elements can vary widely from world to world. Whilst the majority of the regiment, even the non-combatant personnel, will come from their founding world, the Commissars assigned to it are always off-worlders.
  96.  
  97. After being raised, the regiment is shipped to its posting; they receive their training during the voyage. Their posting can be directly into the heart of a warzone, or it may be to garrison or outpost duty.
  98. An Imperial Guard regiment is essentially a temporary unit, unlike the Space Marine chapters. After being formed they normally receive no further reinforcements. It is rarely practical for regiments to receive new recruits from their homeworlds to replace casualties, mainly due to the immense distances between a regiment's homeworld and its posting. The costs, risks, and time-lag difficulties involved in transporting relatively few soldiers to reinforce their brethren rarely justify themselves, especially when alternate and more efficient means of reinforcement tend to exist. If on garrison or outpost duty, an Imperial Guard regiment may be able to recruit from the local population. If on active combat duty, two or more under-strength regiments may be merged together in order to create a new regiment at full strength. This can result in regiments being bolstered by troopers from their own homeworld, such as in the case of the Valhallan 597th Ice Warriors, or can result in a true mongrel unit, with the Guardsmen included coming from several different worlds (such as the Tanith First and Only).
  99.  
  100. If any regiment survives for long enough, it can eventually receive reinforcement from children born to the Guardsmen who have been raised inside the regiment and can normally be expected to join it upon reaching the required age. These new recruits, officially designated as "probiters", but more commonly called Whiteshields, are formed into their own platoons where they receive their latter combat training by taking part in actual combat, until they are ready to join the regiment as Guardsmen proper.
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  107. Deadlight Destroyed Complication
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  120.  
  121. ADD REGEN TO LIGHT
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  142.  
  143. Intro the second.
  144.  
  145. Must take control of planet. Must repair flagship. Surviving factions from Light of Terra and companions ship join as basis of new civilisation.
  146.  
  147. Planet has DaoT shipyard in orbit and ruined city. No sign of population.
  148.  
  149. companions upgrade
  150.  
  151. toby - heavy elite form and small swarm
  152. pathfinder - tau settlement - can't make big thing, imps will spot it
  153. delf - barons of moves like this
  154. tomb spyder - empty ruin, monolith, dozen guards REDO THIS, more options
  155. hooligan - lost guard regiment
  156. 'ardat - either flash gits, ardboys or cult of speed
  157. brutus - warhound?
  158. carwyn - spess elfs
  159. vanyl - ultramarine squad with weird hydra decals
  160.  
  161. Buy perks - planetary governance type stuff. Keep them cheap.
  162.  
  163. part two I think will give you the chance to get CP from taking a variety of different worlds as home base. Some better for less cp, some worse for more. If you destroy the farklight your companion dies and you get cultist chan and a bunch of scrunts and lost and the damned as followers instead of the guys your buddy from part one is from
  164. also chaos and possibly necron invasions
  165.  
  166. design planet. X amounts of points available here, different from CP.
  167. Atmosphere - breathable, bad, terraformable, nonexistent, toxic, hellworld
  168. terrain - perfect, flat, hilly, broken, mountainous, swampy, jungle, iceball, the moon
  169. flora and fauna - paradise, earthtype, non (moon) unpleasant, hostile, deathworld
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  174.  
  175. X years in faction/s arrives, ork, imp, delf, tyranid
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  178.  
  179. some factions cannot be opponents if same race as companion (tau, eldar. May remove this restriction later.)
  180.  
  181. (poss?) Buy forces. Lots of imperial guard stuff on Light of Terra, colony ship had guards.
  182.  
  183. +500 CP per faction. May take up to two/possibly three.
  184.  
  185. Chaos uprising if Necron Pylon was Destroyed, hardmode active. Demons bursting out of faces, cults everywhere, cats and dogs living together. warpstorms. cannot escape. cannot consume chaos by any means or become tainted and loose. planet consumed.
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