I voted for Imperial one because I'm really into playing a relaxed char for a change, probably an Ogryn if that would be possible. I guess I can do Chaos as well with that type of a char, or if you guys want to tackle the Eldar, despite forgetting to vote for them I'd be able to hop in that as well but if possible as some sort of an animal companion, a wolf or something if that even exists. In any case, I'm for everything except Tau. Simply, Tau bore me as fuck.
Zeth. Why not Tzeentch-centric Dark Mechanicus who sneezes Obliterator Virus? Or Slaaneshi Dark Mechanicus who utilizes soulstones like batteries? Why settle for just one?
Welp, I'm snared by the idea of a Colony RP. Fine with any of the races, just going to wait and see which wins out....
There are lines I do not cross.Note that I have not even mentioned Tau Besides...I am allergic to techno-heresy,even tho it sounds like a loads of fun...
In all honesty, in order to include players long-term, I probably would only allow ... Feasible characters. This means if you do an Ogryn, he better be a smart one and not the natural brute type. You think you might be under constant attacks and all that crap? No. You will need a character who can socialize and I intend to split the group up as little as possible. So even then I will keep Imperial Navy players together, IG players together and AM players together with regular crossovers between the parties. I do not intend on faction tension all too much, unless it is fit - such as power struggle whether the Adeptus Terra or the Mechanicus is gonna grab the Governor seat, etc etc. I will not allow Psykers per se with the Imperium option. Due to the fact they are outcasts and there is no benefit being gained from bringing them on a fresh colony except luring chaos. I want this to work long-term, and so we all have to make certain.... Compromises. For example @Grall_Stonefist Redemptionist whatever the hell that guy is, won't really fit in. Whereas a 'regular' priest of the Ecclessiarchy definitely would. I also will somewhat expect of you guys to be special - unless you have connections to higher ups. For example let's all assume @High_Adept_Zeth is gonna play a Magos Constructus to oversee the whole construction of the settlement and is therefore pretty much the highest ranking AM officer on this colony. Then the rest of you lot for all I care can play regular techpriests, as long as you belong to the inner circle of said Magos. I don't want you lot to be footsoldiers on this colony, you guys need to be capable of steering the fortune of the colony and I do not want to grab all the GM control, I would like to focus on random events for you to deal with such as catastrophes, alien invasions, rebellion / chaos incursions. Not all too much politics. In my most ideal world, each highest ranking position would be taken by a player each, and since Imperium wins (surprise surprise) those would be: Admiral - Imperial Navy (captain of personal flagship + 3 cruisers) General - Imperial Guard (leading 5 regiments; 3 infantry, 1 mixed vehicle regiment, 1 special regiment (may for Elysians be for example drop trooper regiment) , the player taking this position can choose where the regiments come from and what the special regiment my be) Magos Constructus - Adeptus Mechanicus (leading all Adeptus Mechanicus forces, which are to 95% builders & researchers, the other 5% being some combat-servitors and perhaps up to 10 Skitarii)
Ill take a Imperial Guard Colonel Leading a Guard Infantry Regiment. I am thinking of a regiment similar to 19th Valerian.
Colonization, hmm? My rts/politics/management-grin is already slowly growing on my face. If we are doing Imperials, I have this one old character I may bring over here (although may need to recreate her to fit this place rules better). Eldar or Tau would be interesting as well, as I haven't tried rping with them much.
If you need an Arbitrator somewhere in this setting to help keep the peace on a new colony or something, lemme know.
*a loose screw drops out from his ocular socket* You mean...Magos Artisan...right? Not that I am complaining...the whole thing looks BEYOND AWESOME!,but most of colonization efforts are done by dropping pre-fab buildings then working from that.Artisans are usually located on Forge Worlds. The only reason why the Cult would devote a significant portion of resources to a colonization effort of a planet,would be if the world shows mineral resources for a Forge World,the decree by the Synod orders a Forge World to be established or the Sector High Command demands a construction of a Fortress World. :-/
Fortress World we can be with 5 regiments, thats significant resources for no war or fortress to guard