Board Thread:Warhammer 40k Roleplay/@comment-24081662-20150505222009

''The system of Alexis contains three planets- Alexis alpha, beta, and gamma. The only one to have a significant population is Alexis Beta, a semi-terrestrial imperial hive world. Trillions of imperial citizens live in the sprawling cities of the planet, unaware that deep beneath the earth a dark secret slumbers...''

''On Alexis alpha, an undiscovered temple long buried beneath the sands begins to pulse with an unholy life, as something begins to awaken from its ancient rest. ''

''Spurred on by visions of the future in which an unknown terror consumes not only the remnants of their people, but causes death and destruction untold throughout the galaxy, the forces of Cyril Aldyrax wearily prepare their forces for a march through the webway, to arrive at a portal on Alexis Gamma. Meanwhile, chaotic forces on Alexis Beta prepare to sieze control of the planet, the Chaos Gods sensing some new power in the depths of the planet...''

''But none of them- The imperial humans, the eldar, or the psychic forces of Chaos- realize the dark truth buried beneath thousands of miles of rock and metals. For in the ancient past, a creature of pure darkness and shadows dwelled here... A creature whom no living creature remembers... Save one.''

Rules:

1) Quite obvious and simple; No OP. The precise limit of power wyl probably change throughout the RP, but power is relative and so I wyl say that, mostly, you cant be too powerful in relation to everything else going on. As well, if you repeatedly lose battles, your going to get weaker- and if your forces have tactical deficiencies then they WYL be exploited and used against you.

1.1) No overconvenience. You cannot just 'happen' to have forces wherever you need them, or spies at every important conversation.

1.2) No meta-RPing. If your characters dont know something, you cannot act on it. Just because somebody is planning a surprise attack on you, your not going to have soldiers ready to intercept the attack. If you have 'spies' then your spies had to have been sent out before the enemy said what they were going to do- you cannot just automatically have somebody eavesdropping on them without having stated beforehand in the RP that you were going to send somebody to spy on them.

1.3) No unreasonable forces. If the conflict is small, then your forces wyl be as well. This probably wont be as much of a problem as by the later stages we wyl surely have multiple Space Marine chapters and chaos warfleets, etc. etc.

2) As the RP hoster, I have the power to veto reinforcements, attacks, etc. etc.

4) NPC forces are controlled by me, and I wyl design strategies for them and they wyl surely be trying their honest hardest to kill you. If you are allied with an NPC force, I might grant you control of them. Might. (Imperial forces granted to imperial players)

''Suddenly errupting in concerted rebellion, a large number of chaos cultists on Alexis Beta suddenly appear. An entire hive city is consumed by their unholy wrath almost overnight. Simultaneously, a large Chaos fleet appears overhead. Alpha marines. In desperation, the Planetary Governor sends out an astropath message demanding reinforcements...''

''On Alexis Ceta, two-hundred eldar emerge from a portal to their hidden sanctuary. Their visions of the future show them only two choices- Fight, or die.'' 