Fluff Proposal (long)

From: Jarreas Underwood <jarreas_at_...>
Date: Sun, 12 May 2002 20:23:02 -0400

A bit ago there was a call for unit descriptions. Along the same lines,
something I'd like to see in the Core Rules is a page of introduction to
the NetEpic universe and a brief description of the various armies
available. I've written a few, and a better-formatted version of this
proposal can be found in the Yahoo Groups Files section.

I'd like two types of feedback for this. If you think it's a lousy idea,
say so on the list. If you think it's great, say so to the list and send me
private email with any updates, changes, suggestions and corrections you
have. That way I can make changes without filling up the ML. Thanks.
-Yar


+++++ Begin Universe Fluff Proposal

Who's Who in the NetEpic Universe

Introduction
Although only modest in size, the galaxy contains around four hundred
thousand million stars. Though humanity has explored only a fraction of
these by the 41st century, countless millions of systems have been settled
and humankind has encountered hundreds of alien races. Unfortunately,
(though perhaps not so for wargamers) not all of them are friendly. In the
grim future, the universe is at war and peace is only a brief time of
preparation before further fighting.


The Forces of the Imperium
For ten thousand years the Imperium has warred on its enemies. Alien races
strike at the frontier systems. Rebellion, Chaos and treachery are
commonplace on millions of colonised worlds. In its perils, Mankind has one
guide: the Emperor. His rules is harsh and uncompromising, but for ten
thousand years he has stood between humanity and extinction. At his right
and left hands are the weapon and shield of Mankind, the Forces of the
Imperium.
        Armies:: Planetary Defense Forces, Imperial Guard, Space Marines, Titan
Legions


Eldar
The Eldar are an ancient race, building a vast civilization well before
humanity first left Earth. They were corrupted by Chaos and in a vast orgy
of destruction, the death of uncountable billions gave birth to the Chaos
creature Slaanesh. Only a scant handful escaped, and today they are a dying
race with scattered craft worlds floating between stars. Though they appear
almost human, their motivations are unfathomable and unguessable.
        Armies: Eldar, Exodites, Harlequins, Eldar Pirates, Dark Eldar


Orks
Orks are a very successful race, following the natural life they were
intended for: wild adventure, warfare, raiding and violent death. Tribal in
nature, Orks will happily fight each other if they can't find another
opponent. Every two or three centuries the collective psychic energy of the
Ork race becomes agitated, disturbed and dynamic. This is Waa-Ork, a time
of tribes coming together, of great works, of migrations, wars and
conquests. Eventually this reaches a fever pitch and Ork armies go off in
all directions, bringing war to every corner of the galaxy.
        Armies: Orks


Chaos
The Eye of Terror is a region of space filled with dust-shrouded
hell-words, warp storms, malevolent extra-dimensional creatures and worse.
Preying upon the weak, corrupting the strong and infecting all it touches,
Chaos seeks nothing more than ultimate self-satisfaction.
        Armies: Chaos Greater Daemons, Chaos Space Marines, Renegade Warbands
 

Slaan
These are the folks who first seeded humanoid life to this galaxy. Now
they've come back to recruit everyone to fight the Tyranids, whether they
want to or not. Teleporting battlemechs, stasis fields and regeneration
make these some of the toughest warriors in the game. I hear the new Necron
Codex came out, so if someone could update this I'd appreciate it - my
information comes the from NetEpic 4.0 rules.
        Armies: True Slaan, Exodites, Necrons


Squats
Dwarves in space - that's all I have to say. Tough infantry, good tanks,
lots of really big guns. And they hate Orks - go figure.
        Armies: Squats, Chaos Squats


Tyranids
Bugs, Mr. Rico - zillions of them. Hundreds of billions of human-sized,
semi-intelligent bugs are united in a single Hive Mind and devour entire
planets, reducing them to barren, lifeless rocks. The Tyranids are
fearless, implacable and consume everything in their path.
        Armies: Tyranid


Tau
The new kids on the block, using robots and power armor with an elemental
flavor. That's about all I know of them, and if someone would write up a
paragraph or three I'd appreciate it.
        Armies: Tau


+++++ End Universe Fluff Proposal



+++++ Begin Imperial Army Fluff Proposal

The Forces of the Imperium

Imperial forces can be divided into four major catagories: Planetary
Defense Forces, Imperial Guard, Space Marines and Titan Legions. The
Sisters of Battle are a specialized arm of the IG, and the various SM
Chapters vary widely - these are simply the four general catagories of
Imperial army.


Planetary Defense Forces: The Imperium's first line of defence against
alien and traitor incursions. Unfortunately, large concentrations of heavy
equipment are forbidden by Imperial Edict to prevent successful revolts.
Even so, often poorly trained and lacking true front line equipment, the
PDF is nonetheless supposed to hold its ground until reinforcements arrive.
        Advantages: Free fortifications, may modify terrain
        Disadvantages: Chain of Command, must set up first
        Best at: Defense, body count


Imperial Guard: They are recruited from the elite of the PDF and represent
the bulk of the mobile Imperial military. Entire armies are recruited from
a single planet and spend decades defending the Imperium, then allowed to
settle a planet of their own.
        Advantages: Wide variety of troops available, heavy artillery
        Disadvantage: Chain of Command
        Best at: Placing barrage templates


Space Marines: The Chapters of the Adeptus Astartes are the toughest, best
trained and best equipped soldiers in the Imperium. Genetic manipulation,
surgicly altered bodies, power armor and hypno-training allow for centuries
of constant battle.
        Advantages: Power armor, mobility
        Disadvantage: Expensive
        Best at: Surgical strikes


Titan Legions: The various Orders of the Divisio Militaris build and
maintain the vast war machines that rule the battlefield.
        Advantages: Regenerating shields, overwhelming firepower
        Disadvantage: Draws enemy fire
        Best at: Blowing things away with style


+++++ End Universe Fluff Proposal



+++++ Begin Eldar Army Fluff Proposal

The Eldar

When the Eldar civilization was destroyed, survivors scattered in many
directions and have taken widely differing paths to survive. Eldar units
tend to have better movement and weapons, lighter armor and cost a bit
more. You can expect to see more effective, but fewer, units in an Eldar army.

        Advantages: Mobility, specialized infantry, funky special weapons
        Disadvantage: Fragile, few artillery or heavy units
        Best at: Hit-and-run tactics, city fights


Craftworld Eldar
Some Eldar fled their doomed race in gigantic spacecraft called
craftworlds. These move between the stars, connected by a web of portals
through warp space. Some are large and powerful, others dying and nearly
forgotten.

Exodites
Not all Eldar remained on craftworlds - some settled new planets. The
majority of their technology has been lost, and with no industrial base
they tamed various animals and went native. Their armies center around
cavalry.


Dark Eldar
Corrupted by Chaos and perverted into a sadistic caricature of their former
selves, Dark Eldar and Wych Cults raid, plunder, torture and amuse
themselves in other amoral and sociopathic ways.


Harlequins
Guardians of the Black Library, they oppose Chaos with a hatred generated
over millennia of genocidal warfare.


Eldar Pirates & Mercenaries
Some Eldar craftworlds support themselves by hiring themselves out to the
highest bidder, or by taking what they need. Eldar Mercs can be found
fighting alongside anyone except Chaos and Tyranid.


+++++ End Eldar Fluff Proposal



+++++ Begin Ork Army Fluff Proposal

The Orks

The term "Ork" covers a variety of races. Orks dominate their smaller
cousins, Gretchin and Snotlings, and are themselves ruled by a warrior
elite called Nobs (nobles). The Household is the basic social element, and
several inter-related Households form a Family. A Clan includes all
Families which claim descent from one of the origional clans of the ancient
Ork homeworld. Known clans include the Goffs, Bad Moons, Deathskulls, Evil
Sunz and Sakebites. Each clan has traditional styles of clothing, customs
and paint jobs, as well as different equipment and methods of warfare.

An Ork in a fight is a happy Ork. Speed, explosions and really big guns are
what make an Ork glad to be alive. In order to maintain their violent
lifestyle Orks need a regular supply of weapons and technology, and while
the inventive, tinkering Mekboyz do a good job, it isn't enough. The
obvious solution is to conquer and enslave someone else. You - "Yeah, I'z
talkin' to youz!" - you'll do.

Orks have a unique army configuration - the "Mob." Orks group together and
mill around a lot, and unless they're within 10cm of a Nob they'll revert
to their instinctive clan behavior. To make up for this limitation, Ork
armies receive Mekboy Cards, representing the tinkering and re-building of
Ork stuff. Most of it's good, some worthless and all of it dangerous to
somebody.

        Advantages: Mobs-o-infantry, lots-o-tanks, really neat special weapons
        Disadvantage: Command problems, stuff might blow up when used
        Best at: Charging at the enemy, screaming incoherently and shooting
everything in sight


+++++ End Ork Army Fluff Proposal
Received on Mon May 13 2002 - 00:23:02 UTC

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