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TauOnline World 2 [Factions]
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Old 14 Feb 2010, 08:06   #1 (permalink)
Shas'O
 
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Default TauOnline World 2 [Factions]

We'll try this with 30 points per player first.

[hr]Starting Points: 30[hr]

Population
0: At most 50 million citizens.
1: At most 100 million citizens.
2: At most 250 million citizens.
3: At most 500 million citizens.
4: At most 750 million citizens.
5: At most 1.0 billion citizens.

Hives
0: At most 3 hives.
1: At most 6 hives.
2: At most 9 hives.
3: At most 12 hives.
4: At most 15 hives.
5: At most 18 hives.

Hive Infrastructure
0: At most 10 million citizens per hive.
1: At most 20 million citizens per hive.
2: At most 30 million citizens per hive.
3: At most 40 million citizens per hive.
4: At most 50 million citizens per hive.
5: At most 60 million citizens per hive.

Wasteland Infrastructure
These only apply to troops that aren't air-mobile.
0: Your troops can only be deployed at their rough terrain speed through the wastes.
1: Your troops can be deployed to any of your hives at speeds up to 50 km/h.
2: '' 100 km/h.
3: '' 150 km/h.
4: '' 200 km/h.
5: '' 250 km/h.

Hive Industry
0: 5 work-days per hive worker per week, superheavy vehicle size limit 500t.
1: 10d '' 1000t.
2: 15d '' 1500t.
3: 20d '' 2000t.
4: 25d '' 2500t.
5: 30d '' 3000t.

Wasteland Industry
Though the wastes are largely uninhabitable, factions suffering from overpopulation may find it worth their while to invest in some wasteland industrial infrastructure.
0: 0.5 work-days per hive worker per week.
1: 1d ''
2: 2d ''
3: 3d ''
4: 4d ''
5: 5d ''

Economy
0: You cannot buy or build anything; you are bankrupt.
1: 1yr of mobilization, -10% industrial production in peacetime, +25% industrial production in wartime
2: 2yr '' -5% '' +50% ''
3: 3yr '' +0% '' +75% ''
4: 4yr '' +5% '' +100% ''
5: 5yr '' +10% '' +125% ''

Standing Military Limit
0: You have no standing army. Your faction is entirely dependent upon militia and reserves.
1. 5% standing army, 55% reserves
2: 20% '' 60% ''
3: 20% '' 80% ''
4: 50% '' 50% '', -5% peacetime industrial output.
5: 75% '' 50% '', -10% peacetime industrial output.

Army Focus
Your mobilization pool is 20% of your hive population.
0: Your army's manpower is 5% of your mobilization pool. You cannot support any number of superheavy vehicles.
1: '' 10% ''. You can support up to 5kt of superheavy vehicles in the field at any given time, and up to 15kt in reserve.
2: '' 20% '' 10kt '' 30kt ''
3: '' 30% '' 15kt '' 45kt ''
4: '' 40% '' 20kt '' 60kt ''
5: '' 50% '' 25kt '' 75kt ''

Aerospace Focus
0: You have no aerospace capability.
1: Your airfleet masses at most 2kt.
2: '' 4kt.
3: '' 6kt.
4: '' 8kt.
5: '' 10kt.

Naval Focus
Though we're on a hive world, its not fully built up, and as such there is still a relatively useful ocean.
0: You have no water navy.
1: Your total fleet masses at most 100kt.
2: '' 200kt.
3: '' 300kt.
4: '' 400kt.
5: '' 500kt.

Army Tech
0: Stubguns, flamethrowers, rocket launchers.
1: Flamers, grenade launchers, heavy stubbers.
2: Guided missile launchers, heavy bolters, lasguns, multilasers, flak.
3: Lascannons, autocannons, krak weapons.
4: Melta weapons, carapace, hellguns.
5: Plasma weapons, boltguns, power weapons.

[hr]

Things That Need to Be Worked Out
Fair and equitable vehicle design rules, so you can have your custom superheavies and battle tanks without having to limit yourself to existing Imperial hardware.
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Old 14 Feb 2010, 09:46   #2 (permalink)
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Default Re: TauOnline World 2 [Factions]

Arkadian Mercenary Khanate

The Arkadians are one of the old Houses on the planet, loyal to the previous governor and are just now seeing exactly what that loyalty got them. A solid kicking by the PDF, and the tatters of a once proud noble house. The Arkadians are left with a small core of elite soldiers and significant reserves being trained by the standing army when they are off duty.

Industrially the Arkadian Khanate is weak, but economically it occupies a solid position, backed up by high population density allowing them to massively increase output during peacetime, or to bring in conscription measures to bolster the army.

The Arkadian hives themselves form a tight network, that with the Khanate's resources, can allow forces to deploy from one border to the other in around half a day. The Khanate is thus easily defensible, but as all it's assets are grouped in such a tight geographic area it also makes for a very inviting target.

[hr]Starting Points: 30[hr]

Population
3: At most 500 million citizens.

Hives
2: At most 9 hives.

Hive Infrastructure
5: At most 60 million citizens per hive.

Wasteland Infrastructure
These only apply to troops that aren't air-mobile.
4: Your troops can be deployed to any of your hives at speeds up to 200 km/h.

Hive Industry
1: 10d work-days per hive worker per week, superheavy vehicle size limit 1000t.

Wasteland Industry
Though the wastes are largely uninhabitable, factions suffering from overpopulation may find it worth their while to invest in some wasteland industrial infrastructure.
0: 0.5 work-days per hive worker per week.

Economy
3: 3yrs of mobilization, +0% industrial production in peacetime, +75% industrial production in wartime

Standing Military Limit
3: 20% standing army, 80% reserves

Army Focus
Your mobilization pool is 20% of your hive population.
3: Your army's manpower is 30% of your mobilization pool. You can support up to 15kt of superheavy vehicles in the field at any given time, and up to 45kt in reserve.

Aerospace Focus
2: You have 250 craft.

Naval Focus
0: You have no water navy.

Army Tech
4: Melta weapons, carapace, hellguns.
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Old 14 Feb 2010, 09:54   #3 (permalink)
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Default Re: TauOnline World 2 [Factions]

Name: The Valareus Hive Cluster

Bio: After the Genestealer outbreak, the Valareus cluster was a mess of disorganised hives that did not work together and were fighting like savage tribes. When the inqisition went there to pacify the local population, had no hope to control them as the were that unruly. The Inquisitors lit up the skys with misiles hitting the sides of the the largest hive Valari, causeing the sky to light up while it struck fear into the masses. The aftermath was not pretty and the Inquisitors went in to mop up and finish what they had done.

Inside though was a different story though as people flooded round them calling for repentance and reason for that they had done, seeing an oppatunity a lone Inquisitor became there vessel to the god Emperor and he started to mold them into religeos zealots beleiving that the Emperor was there only chance of redemption. Not long after the Hive Valari was rebuilt and the other ones started to rally around it, from this the large rag tag bunch of hives became on large religous centre on the planet.

The fighting style favoured by them is through the skies as they think it is the only way to touch where the god emperor once reached, there land forces are not to be sniffed at though and they have a steady supply of troops and super heavies at hand. The one thing is to not defy there law as you will get killed and war may erupt.

Points Allocation:

Population: 2- 250 Million

Hives: 2- 9 hives

Hive Infrastructure 3- At most 40 Million citizens per Hive

Wasteland Infrastructure 3- Your troops can be deployed to any of your hives at speeds up to 150 km/ h

Hive Industry 3- 10d 1000t

Wasteland Industry 0- 0.5 days.

Economy 4- 4yr +5%, +100%

Standing Militry Limit 2- 20% 60%

Army Focus 3- 30% 15kt 45kt

Aerospace Focus 5- 1000 craft

Navel Focus 1 100Kt

Army Tech 2

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Old 14 Feb 2010, 15:42   #4 (permalink)
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Default Re: TauOnline World 2 [Factions]

Aegengrad Hive Cluster

Population
3: At most 500 million citizens.

Hives
3: At most 12 hives.

Hive Infrastructure
3: At most 40 million citizens per hive.

Wasteland Infrastructure
These only apply to troops that aren't air-mobile.
1: Your troops can be deployed to any of your hives at speeds up to 100 km/h.

Hive Industry
3: 20d work-days per hive worker per week, superheavy vehicle size limit 2000t.

Wasteland Industry
Though the wastes are largely uninhabitable, factions suffering from overpopulation may find it worth their while to invest in some wasteland industrial infrastructure.
1: 1 work-day per hive worker per week.

Economy
3: 3yrs of mobilization, +0% industrial production in peacetime, +75% industrial production in wartime

Standing Military Limit
2: 20% standing army, 60% reserves

Army Focus
Your mobilization pool is 20% of your hive population.
3: Your army's manpower is 30% of your mobilization pool. You can support up to 15kt of superheavy vehicles in the field at any given time, and up to 45kt in reserve.

Aerospace Focus
3: You have 500 craft.

Naval Focus
2: Your total fleet masses at most 200kt.

Army Tech
3: Lascannons, autocannons, krak weapons.

[hr]

The holdings of the merchant house of Aegentine suffered savage blows during the fighting on [planet]. While most of the Hives of the Aegengrad complex isolated themselves from the worst of the conflict, an entire Hive was obliterated by the Black Sharks following the discovery of a horrifically widespread Genestealer infestation through all classes and levels of the populace.

In response, Aegentine funded remaining loyal PDF units to protect them from what they perceived to be wanton and unwarranted aggression. The net result was empty coffers, a total obliteration of their proxy army, and further ravages at the hands of punitive missions by the Black Sharks.

Following the end of direct hostilities, however, Aegentine found itself in an enviable position. The Aegengrad complex still survived, and remained largely loyal to the house, allowing them to consolidate and re-establish their prominence in short order.

The twelve remaining Hives are named Gatalan, Ageron, Asefor, Telson, Fraeton, Regeon, Aeberus, Uraeal, Venafon, Gesaeus, Jaeson, and the primary seat of power, Aegenos.
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Old 14 Feb 2010, 17:00   #5 (permalink)
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Default Re: TauOnline World 2 [Factions]

Guild Mechina

Population: 3 500 million citizens

Hives: 2 9 hives

Hive Infrastructure: 5 60 m/h

Wasteland Infrastructure: 1 50km/hr

Hive Industry: 4 25d 2500t

Wasteland Industry: 0

Economy: 5 5yr mobilization, +10% industrial production in peace, +125% in wartime

Standing Military Limit:
2 20% standing army, 60% reserves

Army Focus:
2 mobilization pool: 100 million, manpower: 20 million, 10kt, 30kt

Aerospace Focus: 1 100 craft

Naval Focus: 0

Military Tech Level:
5

[hr]

The Guild Mechina is political and economical alliance between several hives and the Adeptus Mechanicus.
I'll have some more background in a bit.
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Old 14 Feb 2010, 18:28   #6 (permalink)
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Default Re: TauOnline World 2 [Factions]

Adil Hive Corporation
The Hives of the Adil Hive Corporation has escaped mostly unscathed during the Genestealer Infestations and has been proven nearly clean by the Black Sharks Space Marine Chapter (the Genestealer Infestation was still in its early stages). In the hopes that the Space Marines would favor the corporation, the corporations has allocated their supposed 'tithe' to supply the space marine chapter's war efforts; supplying advanced weaponry and equipment which includes Bolters and Plasma Guns.

It is no surprise that the corporations hope to have the Black Sharks' support when the Imperials bring back the Pax and Lax of the Imperium and the corporation put forward a motion that their CEO be appointed as Planetary Governor.

Population
3: At most 500 million citizens.

Hives
4: At most 15 hives.

Hive Infrastructure
3: At most 50 million citizens per hive.

Wasteland Infrastructure
0: Your troops can only be deployed at their rough terrain speed through the wastes.

Hive Industry
3: 20 work-days per hive worker per week, superheavy vehicle size limit 2500t.

Wasteland Industry
0: 0.5 work-days per hive worker per week.

Economy
3: 3yr of mobilization, 0% industrial production in peacetime, +75% industrial production in wartime

Standing Military Limit
3. 20% standing army, 80% reserves

Army Focus
1: Your army's manpower is 5% of your mobilization pool. You can support up to
5kt of superheavy vehicles in the field at any given time, and up to 15kt in reserve.

Aerospace Focus
5: 1: Your airfleet masses at most 10kt

Naval Focus
0: You have no water navy.

Army Tech
5: Plasma weapons, boltguns, power weapons.
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Old 14 Feb 2010, 19:21   #7 (permalink)
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Default Re: TauOnline World 2 [Factions]

Still got space here LGT? If so, hold one for me =P about to go out so can't submit a faction immediately, but can later tonight/tomorrow morning.
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Originally Posted by Restayvien
Well I'd rather not play the game at all than play it like they did! :P
Crikey! This crazy clown causes commotion like the coming of Christ. Contained in a circle corrupted by crackheads and carnal cravings, he creates no concession to callous cheaters concentrating on nought but cock. Certainly, still a curious and cordial cavalier in the countenance of crazed cads, curs and creeps who condemn courtesy as something corny. No cloud could collapse his crushing crescendo of comical crowing and crimson coiffure. This conjecture on culture comes circumlocutive, consequently...

You may call me Circus.
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Old 14 Feb 2010, 22:03   #8 (permalink)
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Default Re: TauOnline World 2 [Factions]

Quote:
Originally Posted by Circus
Still got space here LGT? If so, hold one for me =P about to go out so can't submit a faction immediately, but can later tonight/tomorrow morning.
The more the merrier. If I'm feeling overwhelmed I'll just goad somebody into being a pseudo-mod. :P
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Old 14 Feb 2010, 22:05   #9 (permalink)
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Default Re: TauOnline World 2 [Factions]

Quote:
Originally Posted by Lord-General Ryan Thunder
Quote:
Originally Posted by Circus
Still got space here LGT? If so, hold one for me =P about to go out so can't submit a faction immediately, but can later tonight/tomorrow morning.
The more the merrier. If I'm feeling overwhelmed I'll just goad somebody into being a pseudo-mod. :P
Can do that too =D
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Quote:
Originally Posted by Restayvien
Well I'd rather not play the game at all than play it like they did! :P
Crikey! This crazy clown causes commotion like the coming of Christ. Contained in a circle corrupted by crackheads and carnal cravings, he creates no concession to callous cheaters concentrating on nought but cock. Certainly, still a curious and cordial cavalier in the countenance of crazed cads, curs and creeps who condemn courtesy as something corny. No cloud could collapse his crushing crescendo of comical crowing and crimson coiffure. This conjecture on culture comes circumlocutive, consequently...

You may call me Circus.
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Old 15 Feb 2010, 06:24   #10 (permalink)
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Default Re: TauOnline World 2 [Factions]

Oh wow, I think I might be able to handle this one, especially with my next-quarter schedule of pure awesomeness!

Morphican Cluster

The House Morphican found itself in a precarious position at the end of the genestealer planet. It had largely been able to seek the protection of a large contingent of Imperial Guard regiments, and sustained little damage from the very few cultists within its Hives. However, being a large, aristocratic banking group, they were subject to severe attrition to their morale; this only worsened with a sizable fraction of the remaining Guard units being utterly annihilated near the end of the purge. Into this sticky situation stepped Captain Darik A. Johannass, the second of four children in a rather wealthy family of rogue traders (one wealthy enough so that each was given the helm of a single vessel upon the demise of their father). Although rather coarse and humorous in private, he was charismatic and eloquent in public when need be, he was able to reign in the masses of accountants and wage-slaves, in return for some control over the leadership of the hive. (It should be noted that this was partially due to his takeover of the nearby remnants of devestated House Arakinor, and took back their 'dirty tourist money' from the pleasure hubs found in there... along with the pleasure too.) Having had great success before being stranded on the planet because of the Genestealer infestation except in the one sticky area of finance and transaction, he was known throughout the Segmentum Pacificus for his skill at organising his ships crew and helping with the organisation of his friends when they were in trouble. His ignorance of finance was his one weakness in trading; however, in his position to lead the House Morphican back to power, he could just shovel off the finance to their extremely adept adepts. As such, his policy of great economic growth and heavy emphasis on regaining spacefaring capabilities is starting to take effect.

Population 2-- 250mil max citizens

Hives 2-- 9 max hives

infrastructure 2--30mil citizens/hive max

Wasteland Infrastructure: 3--150km/hr max speed in wasteland

Hive Industry: 4--20 (Work*days/worker)/week, 2.5 kt Superheavy wieght limit

Wasteland Industry: 0-- 0.5 (Work*days/worker)/week

Economy: 4-- 4 years of Mobilization, +5% peacetime industrial production, +100% Wartime Production

Standing military 2--20% Regulars, 60% reserves, 20% Millitia

Army Focus: 3--6% total population able to be mobilized, 15 kt max superheavy limit in field, 45 kt superheavy limit in reserve

Aerospace Focus: 4-- 750 aircraft

Naval Focus: 1--100kt max Navy Displacement

Army Tech: 3-- Lascannons, Autocannons, Krak Weapons
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