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Gathering Intel for a 40k Campaign
+4
samshep
TheRedRat
Ninjagosplat
Grey Master
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waht faction will you be?
Re: Gathering Intel for a 40k Campaign
Well there goes any hope of the nids having "friends"
Ninjagosplat- LVL 4 Thrudd's Balls
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Re: Gathering Intel for a 40k Campaign
They are not known for making treaties with others…….. they do invite people to dinner but only as the appetiser before they consume the main planet
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Lol, they can be manipulated by others though,I've read fluff where entire fleets have been redirected by 'unknown forces' possibly assholetep of the Necrons. (Check 1d4chan.org about him)
Grey Master- NOOBIE
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Re: Gathering Intel for a 40k Campaign
Nids use to have Zots I think they were called that could talk and negotiate with other races but they got rid of them by 3rd ed.
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
And inquisitors have manipulated nid fleets before to attack Orks empires………… only problem is whoever wins that fight is going to be really pissed off and very very hard lol
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
That is true, anything that survived a massive nid attack is going to be f**king hard.
Grey Master- NOOBIE
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Re: Gathering Intel for a 40k Campaign
Well the more the orks fight the bigger and harder they get and the more orks are sporned.
On the other hand the nids keep adapting bigger and nastier things to beat the orks not to mention get lots of biomatter eating the dead nids and orks to make even more nids………… the end results will not be good either way lol
But we are getting somewhat off topic now so let’s steer it back shall we.
On the other hand the nids keep adapting bigger and nastier things to beat the orks not to mention get lots of biomatter eating the dead nids and orks to make even more nids………… the end results will not be good either way lol
But we are getting somewhat off topic now so let’s steer it back shall we.
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
I have come up with the basic history for the Regis campaign
Dates of note:
900.M.30 Blissful Harvest
The Regis system is brought into the imperium and set up as a agri-world. Low tech, hard work and simple living allowed the human population to live idyllic lives for the next 9 millennia seldom wondering where there harvest would be heading when collected at harvest time by flyers from the capital.
230.M.35 Forge seed
Regis 3 is claimed by Adeptus Mechanics as a mining-world and the foundations for a Forge world are laid down.
800.M.40 Crimson harvest
A Space hulk appears on the edge of the system and sends the Regis system into a state of panic. Little do they know that the space hulk is in a bitter struggle for control via two warring factions of Orks and Chaos. In the ensuring struggle the space hulk is destroyed and one or more of the warp engines misfires creating a small warp rift on the edge of the system as well as spreading wreckage across the system. Both are a constant hazard to this day allowing pirates and raiders a safe haven to hide as well as a point of interest to the Adeptus Mechanics.
800.M.40 Crimson Rain.
The surviving Orks and Chaos forces descend on Regis 4 in a fleet of ramshackle ships and shuttles leaving trains of crimson fire behind them as they scatter over the planet to carry on their struggle for dominance planet side.
Over the next year Regis 4 is turned into a carnal house as the Orks and chaos fight and the populous of Regis 4 are caught in the middle with only the capital and a hand full of manners to the west holding out.
801.M.40 Salvation Arrives
Forces from Regis 3 Adeptus Mechanics facility including imperial knights and as well as 2 companies of storm raider space marines are finally able to clear the last of the Orks from Regis though the lords wood will forever be a spawning ground for them, the remaining Chaos cultist not to mutated to hide disappear into the general populous.
801.M.40
With the war for Regis won the cost is tallied and a full 1/3 of the population is dead with just under another 1/3rd crippled or lost to malnutrition. Worst of all Regis comes to the attention of the Adeptus Administratum and is put under grate strain to fill its new increased Tithe. The next 1000 years see Regis 4 plunged into extensive strip mining, forced re-colonisation by billions and unsustainable harvesting resulting in the world turning barren.
810.M41
Lords Keep is turned into a fortified city with the sole purpose of containing the Orks of the lord’s wood.
850.M.40
First mass civil unrest and failed civil war party insisted by Chos cultist is utterly crushed by Adeptus Arbite forces.
870-970.M40
A series of rebellions breaks out in several Towns and City’s over the next 100 years. Meany of those arrested are sent to work on building and working on the Refinery stations in orbit around Regis five.
001.M41
The last rays of sun touch Regis 4 as the perpetual cloud of industrial waste blocks out the sun forever.
052.M41
The warp rift left by the destruction of the Crimson Harvest as well as the wreckage acts as haven for pirates and raiders who attack the increased shipping due to the Regis 5 refinery and Regis 3 forges.
115.M41
Chaos Cults begin gathering followers under the guise of imperial cults, building there power base and corrupting the populous at all levels.
117.M41
The false imperial cults sponsor or create gangs to start doing their dirty work, stealing weapon shipments or sowing disorder where ever possible.
132.M41
Orks head north from the lords wood to and ravage the northern river lands but are turned back before they reach the Maw Harbour and the Serpentine.
170.M41
Due to a number of covert raids on its rivals the false imperial cult of “the divine truth” takes overall control of the other cults and focuses them to its own agenda.
201.M41
The false imperial cults spared there influence to both the forges of Regis 3 and the mining facilities on Regis 5.
250.M41
Anarchy engulfs Regis system as the false imperial cults activate there plans allowing the well-armed gangs to go crazy killing and looting anything they want.
Claiming there temples a sanctuary millions flock to them for protection and unknowingly opening their minds to the worship of chaos.
300.M41
The divine truth is reviled for its true self by Inquisitor Qorel. The next 10 years see a bitter war fought across the system as those true to the emperor fight to resort order. The Ecclesiarchy establish an order Adepta Sororitas on the plant to ensure the populous would not be led astray again.
310.M41
Crushed, the once powerful chaos cults are driven underground with only a fraction of the forces and a smattering of gangs still loyal to them. Not put off they try to reorganise themselves and start over but ultimately fall to infighting.
340.M41
Lords keep reports increased Ork activity and the increasing loss of patrols sent into the Lords wood to hunt down orks.
400.M41
A small but dedicated movement is formed for the restoration of Regis to its former glory and the removal of the imperial yoke. They call themselves “Vetus Palma”.
553.M41
A massive Ork horde swarm from the lords wood and nearly overrun Lords Keep but are repelled after a month long siege of the city. The next 100 years see a large increase in Ork attacks and only put in check when space marines are deployed.
800.M41
Covert meetings occur between the Vetus Palma and Tau water cast. The water cast assure the rebels they can make Regis 4 fertile again but the rebels don’t have enough power to hand the planet over so military action will be need but lack the ability so soon after the Damocles crusade.
994.M41
Hive fleet Moloch was purged on the outer edge of the system by Iron Father Stronos and his Iron hands chapter along with local elements of the Regis fleet.
One lone hive ship manages to hide in the debris of the Crimson Tide launching infiltrator mystic spores to Regis 4.
995.M41
Raids made on local shipping lines by the various pirates that hide amongst the wreckage from the crimson harvest fall to an all-time low. No one suspects that a hive ship is slowly hunting down and consuming them to build up biomass.
996.M41
Genestealers cults turn up across the system and under the guise of gangs, recruit new members as well as fighting a war for dominance with the chaos Cultist gangs.
997.M41
Open warfare between the various gangs erupts planet wide with several city’s falling to one faction or another for a short time before local law and military forces can restore order to some degree. The cities of west and East hold are still considered dicey.
999.M41
Things have come to a head.
Unified by the attacks from Genestealer Gangs the Chaos cults hit back and both sides have come into the open, both taking City’s.
The Vetus Palma has found more support from those who want an end to this Gang warfare as well as heavy handed imperial rule and have secured the islands of Southport for a Tau landing.
Strange lights can be seen to the south and city’s fall silent.
The Orks d have been stirred up by the fact they might be missing a good fight and have started to swarm out of the lords wood looking for a good scrap and allied by new arrives in orbit from the Regis Rift.
Imperial forces are mobilising system wide trying contain the madness that has engulfed the stricken system and a call for aid has gone out.
Dates of note:
900.M.30 Blissful Harvest
The Regis system is brought into the imperium and set up as a agri-world. Low tech, hard work and simple living allowed the human population to live idyllic lives for the next 9 millennia seldom wondering where there harvest would be heading when collected at harvest time by flyers from the capital.
230.M.35 Forge seed
Regis 3 is claimed by Adeptus Mechanics as a mining-world and the foundations for a Forge world are laid down.
800.M.40 Crimson harvest
A Space hulk appears on the edge of the system and sends the Regis system into a state of panic. Little do they know that the space hulk is in a bitter struggle for control via two warring factions of Orks and Chaos. In the ensuring struggle the space hulk is destroyed and one or more of the warp engines misfires creating a small warp rift on the edge of the system as well as spreading wreckage across the system. Both are a constant hazard to this day allowing pirates and raiders a safe haven to hide as well as a point of interest to the Adeptus Mechanics.
800.M.40 Crimson Rain.
The surviving Orks and Chaos forces descend on Regis 4 in a fleet of ramshackle ships and shuttles leaving trains of crimson fire behind them as they scatter over the planet to carry on their struggle for dominance planet side.
Over the next year Regis 4 is turned into a carnal house as the Orks and chaos fight and the populous of Regis 4 are caught in the middle with only the capital and a hand full of manners to the west holding out.
801.M.40 Salvation Arrives
Forces from Regis 3 Adeptus Mechanics facility including imperial knights and as well as 2 companies of storm raider space marines are finally able to clear the last of the Orks from Regis though the lords wood will forever be a spawning ground for them, the remaining Chaos cultist not to mutated to hide disappear into the general populous.
801.M.40
With the war for Regis won the cost is tallied and a full 1/3 of the population is dead with just under another 1/3rd crippled or lost to malnutrition. Worst of all Regis comes to the attention of the Adeptus Administratum and is put under grate strain to fill its new increased Tithe. The next 1000 years see Regis 4 plunged into extensive strip mining, forced re-colonisation by billions and unsustainable harvesting resulting in the world turning barren.
810.M41
Lords Keep is turned into a fortified city with the sole purpose of containing the Orks of the lord’s wood.
850.M.40
First mass civil unrest and failed civil war party insisted by Chos cultist is utterly crushed by Adeptus Arbite forces.
870-970.M40
A series of rebellions breaks out in several Towns and City’s over the next 100 years. Meany of those arrested are sent to work on building and working on the Refinery stations in orbit around Regis five.
001.M41
The last rays of sun touch Regis 4 as the perpetual cloud of industrial waste blocks out the sun forever.
052.M41
The warp rift left by the destruction of the Crimson Harvest as well as the wreckage acts as haven for pirates and raiders who attack the increased shipping due to the Regis 5 refinery and Regis 3 forges.
115.M41
Chaos Cults begin gathering followers under the guise of imperial cults, building there power base and corrupting the populous at all levels.
117.M41
The false imperial cults sponsor or create gangs to start doing their dirty work, stealing weapon shipments or sowing disorder where ever possible.
132.M41
Orks head north from the lords wood to and ravage the northern river lands but are turned back before they reach the Maw Harbour and the Serpentine.
170.M41
Due to a number of covert raids on its rivals the false imperial cult of “the divine truth” takes overall control of the other cults and focuses them to its own agenda.
201.M41
The false imperial cults spared there influence to both the forges of Regis 3 and the mining facilities on Regis 5.
250.M41
Anarchy engulfs Regis system as the false imperial cults activate there plans allowing the well-armed gangs to go crazy killing and looting anything they want.
Claiming there temples a sanctuary millions flock to them for protection and unknowingly opening their minds to the worship of chaos.
300.M41
The divine truth is reviled for its true self by Inquisitor Qorel. The next 10 years see a bitter war fought across the system as those true to the emperor fight to resort order. The Ecclesiarchy establish an order Adepta Sororitas on the plant to ensure the populous would not be led astray again.
310.M41
Crushed, the once powerful chaos cults are driven underground with only a fraction of the forces and a smattering of gangs still loyal to them. Not put off they try to reorganise themselves and start over but ultimately fall to infighting.
340.M41
Lords keep reports increased Ork activity and the increasing loss of patrols sent into the Lords wood to hunt down orks.
400.M41
A small but dedicated movement is formed for the restoration of Regis to its former glory and the removal of the imperial yoke. They call themselves “Vetus Palma”.
553.M41
A massive Ork horde swarm from the lords wood and nearly overrun Lords Keep but are repelled after a month long siege of the city. The next 100 years see a large increase in Ork attacks and only put in check when space marines are deployed.
800.M41
Covert meetings occur between the Vetus Palma and Tau water cast. The water cast assure the rebels they can make Regis 4 fertile again but the rebels don’t have enough power to hand the planet over so military action will be need but lack the ability so soon after the Damocles crusade.
994.M41
Hive fleet Moloch was purged on the outer edge of the system by Iron Father Stronos and his Iron hands chapter along with local elements of the Regis fleet.
One lone hive ship manages to hide in the debris of the Crimson Tide launching infiltrator mystic spores to Regis 4.
995.M41
Raids made on local shipping lines by the various pirates that hide amongst the wreckage from the crimson harvest fall to an all-time low. No one suspects that a hive ship is slowly hunting down and consuming them to build up biomass.
996.M41
Genestealers cults turn up across the system and under the guise of gangs, recruit new members as well as fighting a war for dominance with the chaos Cultist gangs.
997.M41
Open warfare between the various gangs erupts planet wide with several city’s falling to one faction or another for a short time before local law and military forces can restore order to some degree. The cities of west and East hold are still considered dicey.
999.M41
Things have come to a head.
Unified by the attacks from Genestealer Gangs the Chaos cults hit back and both sides have come into the open, both taking City’s.
The Vetus Palma has found more support from those who want an end to this Gang warfare as well as heavy handed imperial rule and have secured the islands of Southport for a Tau landing.
Strange lights can be seen to the south and city’s fall silent.
The Orks d have been stirred up by the fact they might be missing a good fight and have started to swarm out of the lords wood looking for a good scrap and allied by new arrives in orbit from the Regis Rift.
Imperial forces are mobilising system wide trying contain the madness that has engulfed the stricken system and a call for aid has gone out.
BDA- LVL 7 Mobile Armoured Dice Factory
- Posts : 871
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Re: Gathering Intel for a 40k Campaign
that made for some good reading
Ninjagosplat- LVL 4 Thrudd's Balls
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Re: Gathering Intel for a 40k Campaign
thanks man trying to give this campain some body
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
ye im probably going to play orks rather than tau im just liking the dakka too much
samshep- NOOBIE
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Re: Gathering Intel for a 40k Campaign
That is call Sam as you can always change if you like if your avatar dies.
I think the Tau will be making a late addition to the campaign as I will be starting as eldar
I think the Tau will be making a late addition to the campaign as I will be starting as eldar
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
All in all, looks like it's fleshing out quite well, I'd like to sign myself up for this if I may, using either chaos (probably demons with marine allies, or maybe the other way round) or eldar with dark kin allies. Have you got any campaign rules ready or are you using some existing ones?
Warmaster Benji- LVL 3 Dragon Curry Afterburn
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Re: Gathering Intel for a 40k Campaign
You are more than welcome to take part and the rules as stand at the moment are on the first post
It is very much a simple system where people can have fun playing games and let me know the results so I can change the map.
You can vote for a faction when you have settled your mind but the poll is just to give me an idea of who is playing what
It is very much a simple system where people can have fun playing games and let me know the results so I can change the map.
You can vote for a faction when you have settled your mind but the poll is just to give me an idea of who is playing what
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Hmmm, won't let me vote in poll. How annoying.
Grey Master- NOOBIE
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Re: Gathering Intel for a 40k Campaign
Well, I'm playing imperium. It's all I can play as it's all I have lol.
Grey Master- NOOBIE
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Re: Gathering Intel for a 40k Campaign
Well you lot know who I'm playing fully expecting to be hammered many times though lol
RemoteRyan- LVL 2 Ogre Breath
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Re: Gathering Intel for a 40k Campaign
Quick question about the avatar creation, what are we classifying as unique equipment? I've got a fluffy character in mind, but for it to work I want to give him a certain remnant of glory, would that be ok or would it be better to pick another?
Warmaster Benji- LVL 3 Dragon Curry Afterburn
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Re: Gathering Intel for a 40k Campaign
I'm gonna leave the fluff, just playing a generic HQ
Grey Master- NOOBIE
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Re: Gathering Intel for a 40k Campaign
Anything that is one off is not allowed so artefacts and remnants of glory are a no no, this is really to stop all the remnants of glory and other one off artefacts turning up on one world in the universe at the same time, if your avatar dose well they might get one as a reward however.
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Seems Intresting some very good ideas
syxx- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Yay hi Elvis, long time no see hope you are doing well
You are welcome to partake if you like
You are welcome to partake if you like
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Hi mate I am very well as do I hope all of you are also. This all depends on when it starts as I'm not going to be around much
syxx- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Glad to hear it man
The idea is for it to start in the new year so people have time to get use to 7th and to get any new bits they might like to use + allow time for Tony’s league to finish
The idea is for it to start in the new year so people have time to get use to 7th and to get any new bits they might like to use + allow time for Tony’s league to finish
BDA- LVL 7 Mobile Armoured Dice Factory
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Re: Gathering Intel for a 40k Campaign
Sounds good will be using deamons if I do but depends what happens between now and then
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