CORELINE (D20 Modern/D20 BESM Setting).

Lord Zack

Explorer
I could also use some more information on what gear United States Army personnel, including Army National Guard. I am also researching what forces are stationed on the Big Island of Hawaii.
 
Hey, don't sweat the Abrams. They're the basis for the Mark One BOLO, after all.

On that end... proposed vehicle....

The "Laumer Package" Abrams. Additional automation, railguns instead of machine guns (and a few additional ones spread throughout the frame for anti-personnel purposes) and the main cannon's been replaced with a high-energy laser.
 

Lord Zack

Explorer
A quick thought, would Blakists ally with/defect to the Adeptus Mechanicus? It seems possible that some of them at least could come to see Jerome Blake as a prophet of the Omnissah, similar to how the Emperor is viewed as the Omnissah himself. I've also thought that some factions of the Brotherhood of Steel could ally with the Mechanicus.

I've also been wondering how professional wrestling would be like in Coreline. Specifically the concept of Kayfabe. Would it even exist in Coreline? It seems to me that the wrestling personas could be a type of Fiction. Which touches on the idea of Fictions that are related to actual people.
 
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kronos182

Explorer
A slightly more realistic take on the Abrams tank than what is in the core book.
Also some real life variants and the suggested Laumer package Abrams.

M1A2 Abrams (Track Tank)

An American third-generation main battle tank designed to be highly mobile with heavy armour and armed. In service for 30 plus years with many upgrades has kept the Abrams one of the top tanks in service.
Crewed by 4, driver,gunner, gun loader and a commander. It has three top hatches, one for thedriver, and two on the turret (the driver's position cannot be reached from the other positions, which are all in the turret). Takes a full-round action to enter the tank, and another full-round action to start it moving. The Abrams is three squares wide, six squares long (26.02 ft long for the hull, 32.04 ft counting the barrel of the cannon, 12 ft wide and 8 ft high, weighing 54 tons, depending on variant), provides full cover to its occupants. Comes equipped with a 120mm tank cannon and an M2HB heavy machine gun, both mounted in full turrets. The M2HB can be remote controlled from within the tank, but in an emergency can be manually controlled.

Crew: 4
Passengers:0
Cargo:425 lbs
Init: -4
Maneuver:-4
Top Speed: 80 (8) (265 miles / tank)
Defense:6
Hardness:20
Hit Points: 64
Size:Gargantuan
Purchase DC: 47
Restriction: Mil(+3)
Accessories: 120mm tank cannon, M2HB heavy machine gun, 2 7.62mm machine guns (1 coaxial main cannon right side, 1 pintle mounted over loader's hatch on the turret), 26-barrel smoke grenade launchers, APS, fire-control computer,thermal/nightvision for driver, gunner and commander, GPS, military radio,headlights
Notes: Half penalties for firing 120mm tank cannon, M2HB using remote system or coaxial 7.62mm machine gun while tank is moving, while stationary gain +1 to attack rolls with 120mm tank cannon and M2HB and coaxial 7.62mm machine gun,NBC protection grants +4 to Fort saves.

APS(Active Protection System) - Against missile weapons that use wired and IR targeting systems, as well as laser guidance, this system imposes a -2 to attack rolls to such weapons when targeting the tank.

Weapons
Name Damage Critical Dam Type Range Incr Rate of Fire Magazine Controller
120mm Tank Cannon 10d12* 20 Ball 150 ft Single 1* (42 rounds) Gunner or Commander
M2HB Heavy Machine Gun 2d12 20 Ball 110 ft A Linked (900 rds) Commander
7.62mm Machine Gun Pintle 2d10 20 Ball 100 ft A Linked (10400 rds) Loader
7.62mm Machine Gun Coaxial 2d10 20 Ball 100 ft A Linked (10400 rds) Gunner or Commander
Smoke Grenade Launcher (2) none - None 50 ft Semi 12 grenades Driver or Commander


The 120mm Tank Cannon holds 1 round, but the Abrams has space and loading mechanism that holds a total of 42 rounds, which can hold up to 5 different types of rounds. The 120mm is capable of firing up to 20 range increments in a ballistic manner,particularly with the aid of spotters and laser designators.
The stats are for a solid round, with specialty rounds as the following:
APFSDS - Armour Piercing Fin Stabilizing Discarding Sabot is a heavy anti-armour round, ignores 20 points of hardness, increase range incr to 200 ft, deals 8d12, ballistic damage. PDC 14 for 5 rounds.
HEAT - High Explosive Anti-Tank round, deals 6d12 fire damage to target, ignoring 10 points of hardness and damages a 30 foot radius area, Reflex save DC 15 for half. PDC 13 for 5 rounds.
M1028 Anti-Personnel Canister - Creates a shotgun effect that spreads from the muzzle, deals 5d12 ballistic damage to a 200 foot long, 100 foot wide cone, Reflex save DC 20 for half damage. PDC 13 for 5 rounds.
M908 Obstacle-Reduction Round - A modified HEAT round that replaces the front fuse with a steel nose for penetration. Ignores 15 points of hardness, deals 5d12 fire damage to target and 15 foot radius. If the ability to ignore hardness is 5 or more points greater than the target's hardness, the round penetrates the object and deals its damage to all on the other side, increase Reflex DC by +5.This round is particularly useful against walls and barriers, punching a large hole and clearing the other side of any infantry.

Options
TUSK (Tank Urban Survival Kit - This kit helps improve the survivability of the Abrams in urban settings. This kit can be added in the field (1d4 hours work requiring Craft: Mechanical DC 17, or Repair DC 19), adds reactive armour and slat armour, adds a gun shield to the pintle mounted 7.62mm machine gun to better protect the user, and an exterior phone that supporting infantry can use to communicate with the crew, mainly the tank commander, directly.

Spaced mesh negates the antitank round's ability to ignore Hardness/DR, provided it uses shaped charges and similar principles from weapons such as the M72A3 LAW and RPG-7s, and also halves their damage. Eg: A M72A3 normally deals 10d6 damage and ignores 10 points of hardness, against spaced mesh only deals 5d6 damage and the armour's hardness/DR works against the remainder damage.
Unfortunately, after each attack, spaced mess becomes less effective as it becomes damaged. After the vehicle has suffered 30 points of damage, spaced mesh is rendered useless and must be replaced.

Reactive armour reduces anti-tank missiles, rockets and ammunition's ability to ignore hardness by half, but only useful against 10 attacks from anti-tank weapons.
Gunshield proves the user of the pintle mounted 7.62mm.
Weight: +1 ton
PDC: 19 Mil (+3)

Variants/Upgrades
M1 TTB- Test bed design that moves the crew into the primary hull, automates the turret. Reduce crew to 3, increase hit points by +10, crew access hatches only on the main hull with two hatches, pintle mounted 7.62mm machine gun is removed. If the M1 TTB suffers 20 points of damage (after damage reduction)there is a 30% chance the turret weapons (120mm cannon, M2HB and coaxial 7.62mm machine gun) are disabled. Crew can attempt a repair with a Repair check DC 18 taking 1d4+1 rounds. Only a few prototypes exist, no upgrades of this model exist.
M1A2SEP - This version has upgraded third-generation depleted uranium armour components with graphite coating, comes standard with the TUSK kit. Gains benefits of the TUSK option, increase vehicle hardness by +2, +4 hit points. Weight: +2 tons PDC +2
M1A2C- This version has improved power generation and distribution, better communications and networking and sensors, new Vehicle Health Management System and Line Replaceable Modules for improved maintenance. Also included is improved IED and anti-mine design and an Auxiliary Power unit to allow the use of electronics without having the engine running. Anti-vehicle mines have damage reduced by half, when receiving targeting data from other sources gains+1 bonus to attack (useful for attacking targets out of line of sight), able to run all electronics without the engine running for 6 hours before needing recharging (conservative use can stretch this to 10 hours), Repair and Craft:Mechanical checks to fix, replace or install new components are reduced by 2.Range penalties for the 120mm tank cannon and the coaxial 7.62mm machine gun are reduced by half (-1 to attack for every 2 range increments) while the vehicle is stationary. Increase range per tank of fuel to 270 miles, +5 hit points. Weight +0.5 tons. PDC +2.
M1A3 -Improvements in armour technology make the armour lighter, with the same protection, allow for improved speed and mileage, giving it greater combat range. Also adds additional cameras and sensors for giving better field of vision around the vehicle. Reduce vehicle weight to 51 tons, increase speed to 90 (9), increase range to 300 miles per tank of fuel, +10 hit points.

Laumer Abrams (PL6-7)- This is an advanced upgraded version of the Abrams using technology made available after the 23 Hours. This version is slightly larger(+2 feet longer but still the same size), has advanced armour and improved power systems to power the upgraded weapons package which replaces the 120mm cannon with a heavy laser cannon, the M2HB is replaced with a heavy rapid-fire railgun, several lighter rapid-fire railguns are placed about the hull for better protection against infantry. These railguns can also be used in anti-missile defense. Features improved targeting systems, communications and tactical co-ordination systems.
Make the following changes to any variant of the M1A2 series Abrams to a Laumer Abrams:
Increase hit points by +30;
Increase Defense by +2;
Increase speed to 95 (9);
Replace 120mm tank cannon with Heavy Laser Cannon;
Replace M2HB with heavy railgun;
Replace coaxial 7.62mm machine gun with heavy railgun;
Remove pintle 7.62mm machine gun;
Add 4 rapid-fire railguns;
Add 2 ALA launchers;
Add upgraded APS;
Add TOS.
PDC+6.

Name Damage Critical Dam Type Range Incr Rate of Fire Magazine Controller
Heavy Laser Cannon 12d8 20 Fire 200 ft Single 50 rd capacitor Gunner or Commander
Heavy Railgun 4d12 20 Ball 120 ft A Linked (5000 rds) Commander
Rapid-Fire Railguns 3d10 20 Ball 100 ft A Linked (10500 rds) Gunner or Commander
Heavy Railgun Coaxial 4d10 20 Ball 120 ft A Linked (10500 rds) Gunner or Commander
Smoke Grenade Launcher (2) none - None 50 ft Semi 12 grenades Driver or Commander
Anti-Laser Aerosol Launcher (2) none - None 30 ft radius Single 6 uses Driver or Commander


Heavy Laser Cannon
This heavy laser replaces the old 120mm cannon on the Abrams, dealing 12d8 fire damage, ignoring 15 points of hardness/DR. Only able to reach out to 10 range increments. The systems has a 50 shot capacitor, recharging 1 shot every 5 rounds the weapon is not in use and the engine is running.

ALA -Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds,however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The Laumer Abrams can use its heavy laser cannon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active. Also the four rapid-fire railguns can be used as a type of point defense system against RPGs, rockets and missiles, with a 20% chance to destroy such attacks, however when the rapid-fire railguns are used in this manner, they can not be used for attacks,the Commander designates at the start of the round if the four railguns will be used as part of the APS or not. If not they can be used for attacking like normal.

TOS -Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in coordinating combat with allied units. The Commander can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.
 
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kronos182

Explorer
M2 Bradley (Tracked APC)
The M2A1 Bradley is designed for reconnaissance and transport a squad of infantry, providing them protection from small arms fire, while providing firepower to both suppress and eliminate most threats to friendly infantry. It requires a crew of 3, driver, a gunner and a commander, with room for 7 passengers. There are three top hatches above each crew position, and a large door in the back for infantry soldiers to load or disembark. It takes a full-round action to enter the vehicle through a top hatch, and another full-round action to start it moving. It is armed with a 25mm cannon, a coaxial 7.62mm machine gun mounted in the turret, two TOW launchers, plus the there are three gun ports on each side to allow passengers to fire out of. The Bradley is three squares wide and four squares long (11.8 ft wide, 21.5 ft long, 9.8 ft tall, weighing 30.4 tons), providing full cover to its occupants. The Bradley is amphibious, able to cross shallow bodies of water, such as ponds, rivers and shallow lakes, no deeper than 50 ft. The Bradley can be carried aboard C-141 Starlifter and C-5 Galaxy aircraft.

Crew: 3
Passengers: 7
Cargo: 425 lbs
Init: -4
Maneuver: -4
Top Speed: 70 (7) (300 miles / tank), 50 (5) on water
Defense: 6
Hardness: 15
Hit Points: 58
Size: Gargantuan
Purchase DC: 45
Restriction: Mil (+3)
Accessories: 25mm cannon, coaxial 7.62mm machine gun, 2 TOW launchers, 2 4-barrel smoke grenade launchers, thermal/nightvision for driver, gunner and commander, GPS, military radio, headlights
Notes: Can only fire the TOW missiles while stationary, amphibious.

Weapons
NameDamageCriticalDam TypeRange IncrRate of FireMagazineController
25mm Cannon4d12*20Ball150 ftALinked (900 rds)Gunner or Commander
7.62mm Machine Gun Coaxial2d1020Ball100 ftALinked (2200 rds)Gunner or Commander
TOW Launcher Javelin (2)11d620Fire200 ftSemi6 missilesGunner or Commander
Smoke Grenade Launcher (2)none-None50 ftSemi8 grenadesDriver or Commander



The 25mm cannon is designed with a dual-feed mechanism and remote feed selection, allowing two different ammunition types and can select between the two quickly.
The stats are for a solid round, with specialty rounds as the following:
AP - Deals 4d12 ballistic damage, ignores 5 points of hardness/DR, or RAW rules ignore 3 points of Defense from equipment/armour. PDC +1
APDS - Deals 3d12 ballistic damage, ignores 7 points of hardness/dr range increment is 175 ft. PDC +2
HEI - Deals 6d6 fire damage, plus targets in 10 foot radius make Reflex save DC 15 for half but not the target struck. Deals additional 2d6 fire damage for 1d4 rounds. PDC +3
APFSDS - Deals 3d12 ballistic damage, ignores 10 points of hardness/DR, range increment 200 ft. PDC +4

Javelin TOW Missiles
Next-generation of guided anti-armour weapon system. Developed late in the 20th century, it become quite common amongst some of the major militaries.
It features improvements over other anti-armour weapons including imaging infrared system, fire and forget capacity. It can also be used in a limited anti-aircraft capacity against slow, low-flying aircraft, such as helicopters. The missile's normal attack mode is top-down, in which it attacks the thinly armoured roof of an armoured vehicle, but can be switched to a direct targeting assault mode, good for attacking the sides of armoured vehicles, or attacking fortified or reinforced structures. The weapon also has a "soft launch" signature, producing lower overpressure and backblast than its predecessors, making it more ideal for use in enclosed spaces.

Javelin (PL5 Exotic Weapon Proficiency)
Damage: 11d6, ignore 13 points of hardness
Blast Radius: 15 ft
Critical: 20 x2
Damage Type: fire
Range Increment: 200 ft
Notes: Ignores 13 points of hardness, will not fire at a target within 30 feet. In top-down fire mode takes full round to fire, ignore 1 point of Defense from target's armour and a further 4 points of hardness, but reduce range increment by 50 feet. In direct fire mode, firing is a normal attack action.

Variants/Upgrades
M2A2 - Improved engine and armour upgrades for improved speed and protection, however this upgrade removes the amphibious capability and the firing ports so the infantry can't fire their weapons, the passenger capacity is reduced to only 6 troops. Increase speed to 80 (8), increase hardness by +1, add +10 hit points, increase weight to 33.7 tons. PDC +1

M2A2 ODS/ODS-E - This is an upgraded version of the M2A2 with lessons learned in combat of earlier versions, with increased storage, passenger capacity increased back to 7 and an APS system added to help protect against missile attacks. This version becomes the standard M2 in later years. Increase storage by 50 lbs, increase passenger capacity to 7, add APS (see M1 Abrams tank guided missiles suffer -2 to attack rolls. PDC +2

M2A3 - A further upgrade with improved armour, targeting systems, laser rangefinders and NBC protection is added. Increase hit points by +5, increase hardness by +1, Half penalties for firing 25mm cannon or coaxial 7.62mm machine gun while the vehicle is moving, while stationary gain +1 to attack rolls with 25mm cannon and coaxial 7.62mm machine gun. PDC +3

M3 - This is a reconnaissance and scout version that does away with the passenger section, filling it with additional ammunition, communications and recording equipment, requiring an additional 2 crew to operate. Grants equivalent of Class II mech sensor system except can't determine target's hull, armour or superstructure of target or if weapons are functioning or not. Able to record everything sensed by sensors for 10 hours. Can intercept communications with a Computer Use with DC 15 for civilian channels, while only grants a +1 to checks against military and encrypted communications. Increase ammunition for both 25mm cannon and 7.62mm machine by by 25%, increase TOW missile payload to 12 missiles, and add the TOS system. PDC +4
TOS - Tactical Ops System combines GPS, military radio, the targeting system and computer systems to aid in co-ordinating combat with allied units. One of the comm specialists (one of the two extra crew members) can designate up to 5 allies (or allied vehicles), granting them +1 to attacks and a +1 circumstance bonus to Defense against the target the tank is attacking. This bonus stacks with if any of the designated allies (or allied vehicles) also have a TOS system, or any other bonus from abilities or the Aid Other action that increases bonuses to attack while all allies are attacking the same target.

Laumer Bradley (PL6-7)- This is an advanced upgraded version of the Bradley using technology made available after the 23 Hours. This version is slightly larger (+2 feet longer but still the same size), has advanced armour and improved power systems to power the upgraded weapons package which replaces the 25mm cannon with a medium laser cannon, the 7.62mm machine gun is replaced with a rapid-fire railgun, and the TOW launchers is replaced with mini rocket launchers with 20 mini rockets loaded. The mini rockets can be of different types, depending on mission type.
Make the following changes to any variant of the M2 series Bradly to a Laumer Bradley:
Increase hit points by +20;
Increase Defense by +2;
Increase speed to 95 (9);
Increase passenger capacity to 8;
Increase cargo capacity to 550 lbs
Replace 25mm cannon with medium Laser Cannon;
Replace coaxial 7.62mm machine gun with railgun;
Add 2 ALA launchers;
Add upgraded APS;
PDC +5.


Name Damage Critical Dam Type Range Incr Rate of Fire Magazine Controller
Medium Laser Cannon 6d8 20 Fire 200 ft Semi 50 rd capacitor Gunner or Commander
Railgun Coaxial 3d12 20 Ball 120 ft A Linked (10500 rds) Gunner or Commander
Mini Rocket Launcher (2) varies varies varies 200 ft Semi 20 rockets Gunner or Commander
Smoke Grenade Launcher (2) none - None 50 ft Semi 12 grenades Driver or Commander
Anti-Laser Aerosol Launcher (2) none - None 30 ft radius Single 6 uses Driver or Commander



Medium Laser Cannon
This medium laser replaces the old 25mm cannon on the Abrams, dealing 6d8 fire damage, ignoring 10 points of hardness/DR. Only able to reach out to 10 range increments. The systems has a 50 shot capacitor, recharging 1 shot every 5 rounds the weapon is not in use and the engine is running.

ALA - Anti-Laser Aerosol launchers release a cloud covering a 30 foot radius around the vehicle, reducing damage from laser based attacks by 50%. This cloud also grants some concealment of 10% miss chance. The cloud persists for 2d4 rounds, however strong winds of over 30 mph will dissipate the cloud in 2 rounds. The Laumer Bradley can use its heavy laser cannon while the cloud is active, but it only deals half damage as the cloud reduces its effectiveness.

Upgraded Targeting - All weapons suffer only half penalties to attack rolls while the tank is moving, even at full speed, and gain +2 to attack rolls while the tank is stationary.

Upgraded APS - this is an upgrade to the original Active Protection System, all guided missiles from radar guided, laser or IR guided, smart missiles, all suffer -3 to target the tank while the system is active.
 
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The Bradley tables are wonky, man.

A quick thought, would Blakists ally with/defect to the Adeptus Mechanicus? It seems possible that some of them at least could come to see Jerome Blake as a prophet of the Omnissah, similar to how the Emperor is viewed as the Omnissah himself. I've also thought that some factions of the Brotherhood of Steel could ally with the Mechanicus.

I've also been wondering how professional wrestling would be like in Coreline. Specifically the concept of Kayfabe. Would it even exist in Coreline? It seems to me that the wrestling personas could be a type of Fiction. Which touches on the idea of Fictions that are related to actual people.
OK, need to think this one over.
 

kronos182

Explorer
US military anti-material/personnel sniper..

McMillan TAC-50
The TAC-50 is a long range anti-materiel and anti-personnel bolt-action sniper rifle chambered in the .50 caliber round. While it doesn't have as large an ammunition capacity, nor the semi-automation capability of the Barrett Light Fifty, but it is lighter and slightly more accurate.

McMillan TAC-50 (PL5 Personal Firearms Proficency)
Damage: 2d12
Critical: 20
Damage Type: Ballistic
Range Increment: 175 ft
Rate of Fire: Single
Size: Huge
Weight: 26 lbs
Ammo: 5 box
Purchase DC: 22 Res (+2)
Notes: Comes with electro-optical scope, bipod, grants +1 to attack rolls.

Variant
TAC-50 A1 - This version has a larger new take-down fiberglass stock with integral cheekpiece and monopod on the buttstock, a smaller pistol grip to fit a wider range of hand shapes, with or without gloves, and the bipod is modified so that the legs adjust vertically as well as forward and rearward. When taking a full round to aim, grants +2 for the next shot after aiming in addition to any other bonuses from aiming. PDC +1
 

Lord Zack

Explorer
I don't think there is an actual Word of Blake organization in Coreline, rather there would be Blakists secretly within ComStar. Any hint of Blakist activity would provoke an immediate and extreme response, so they have to work in secret.
 
Considering that anybody with access to a Wiki knows about the Blakist Jihad, they really don't have an option BUT to stay in the shadows.

There may be some Blakists that went over to the Adeptus Mechanicus, but the groups that took them in are probably Heretek practitioners (a Battlemech is pretty much a cheaper Titan, in their eyes. The FTL communications tech comes in handy, though, because that means that these Mechanicus groups don't depend on Astropaths to broadcast information amongst themselves), with some degree of paranoia as a result.

Continuing on the 40K angle, Zack, I thought at the beginning that there's no Imperial Palace remnants on Earth (as far as others have been able to find. No Golden Throne has been found -- however, the Astronomican remains and it burns pretty bright). I had the idea that there's an official order from the Emperor, broadcasted during the 23 Hours, to not go into a Crusade to take back Earth... well, yet. Rumors go all over the place from the Emperor sipping margaritas in Baja to just waiting for us to be hanging ourselves long enough to make taking over easier. This leads to further schism amongst the "canon" Imperium factions, those who wish to obey the orders of the God-Emperor and those who want to go "screw this! We'll take over Terra RIGHT NOW, dammit! The Emperor is going to order it anyway, so why not show some initiative?"

Although I'm okay with saying that there's some pieces of the Palace still around and the High Lords are holed up in them if that sounds better.

Hmm.... things being what they are, I wonder if this means there's a drop in the exchange rate for the C-Note?
 
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Lord Zack

Explorer
I definitely think the High Lords of Terra should be somewhere on Coreline.They have the potential to cause problems for the Imperium, making sure it isn't too much a threat to the rest of the galaxy as well as being potential threats that characters have to deal with. If Terra isn't available to them, then perhaps they could have Necromunda as a temporary capital. Without the bureaucracy of the Administratum the ability of the High Lords to actually govern is pretty limited. They will have to rely heavily on the Inquisition to keep the Imperium together and fight treason and heresy. Of course the Inquisition is supposed to answer only to the Emperor, so they wouldn't necessarily be working in concert.

One thing the High Lords would do is declare Lord Castellan Ursarkar E. Creed to be war master, giving him total authority of all forces defending against the 13th Black Crusade. Lord Solar Creed as he is now styled has used these powers and his tactical genius to prevent Cadia from falling to Chaos. He has even accepted various allies, including the Ynnari, the Necrons and others.

I am thinking about how we could bring in Warhammer 30000 elements. I don't think they need to be disruptive any more than the Warhammer 40000 elements.
 
Well, that one's a doozy. Best thing I can think of is that Fictional stuff from that era has popped up pretty often, which means an increase of Dark Age tech in the hands of "modern day" (so to speak) Imperium forces.

One small additional note: was thinking there is still an Eye of Terror, but it's smaller than its canonical size because of a calm(er... ish) Warp. And Cadia is still standing.
 
The Global Defense Initiative is still an active group. As in its canon, it's an armed force subservient to the United Nations. There is also a large number of C&C forces ("Red Alert", "Tiberium" and "Generals" universes) working for other world militaries (the fan fiction "Operation: ENDGAME" has a moment in which President Steve Rogers gets a briefing of what U.S. forces are under attack by CHIMERA and a few C&C things are mentioned among the list -- heck, Sheppard is the one telling him all of that).

I was thinking whether or not to have superhero groups that were part of the UN ("Stormwatch" and "Overwatch", off the top of my head) reactivated and becoming part of GDI or their own (probably fusioned) entity.

There is also the status of NERV to discuss. My current headcanon is that it's still active as yet another part of the United Nations forces (Angels and Kaiju in general and people scavenging Evangelions and associated (including from universes of shows that have similar stuff because of "following the leader") technology for their own purposes are two facts that make it worth keeping around) and even if they have placed someone they can trust behind the wheel (maybe Katsuragi? Or someone else like, I don't know, that Gordon guy from the "Godzilla" movies?) the taint of Gendo Ikari's manipulations is still in the air and will never leave (Tokyo-3 has its fair share of spies amongst the population, as one of many results. There is also the fact that many versions of Ikari that have been arrested and interviewed have made it clear that the fact they are in an entirely different universe with people that know of their crimes and perfect proof that their efforts will come to nothing "make no difference".

They have also tried to blow Lilith up. Another one just appears. Transferring them away also doesn't works -- that also makes another one appear, although there is a containment facility someplace in the rear end of Systems Alliance space or Delta Quadrant or maybe even one of the other galaxies in which they placed them nevertheless.

Regarding SEELE and WILLE... well... still no clue there. Guess they are somewhat hostile).

Then again... this is all subject to change, at the current moment.
 
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Lord Zack

Explorer
I don't think a limited number of Great Crusade/Horus Heresy forces need to be considered that much of a threat. As long as they are equally as divided as the 40k Imperium, their threat to the galaxy is limited. For instance there would be multiple claimants to the title of Warmaster of Chaos. Horus, Abaddon, alternates thereof, alternates of other characters, some of which, like one alternate of Sigismund, have different allegiances to their canon counterparts. Chaos and Imperium forces would likely also focus on each other as well.

I don't think the size of the Eye of Chaos matters, just as long as Cadia stands.
 
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If the Eye of Chaos is a physical manifestation of the Warp and the oodles of bad stuff in it, then I guess it being smaller represents the Warp being more calm or.. well... yeah... bit more hopeful, in terms of 40K stuff.
 

Lord Zack

Explorer
One thing I've been thinking of is having Space Marine Chapters (including successors) derived from what are in canon Traitor Legions, as well as having Traitor Legion versions of loyalist 1st founding Legions/Chapters. Imagine the Salamanders as a horde of psychotic pyromaniacs, or the War Hounds as a chapter of ferocious, but ultimately noble warriors (though that means they are very much like the canon Space Wolves).

NERV probably has some connections to the United Earth Federation Alliance through Londo Bell.
 

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