Jump to content

N0-1_H3r3

Members
  • Content Count

    3,375
  • Joined

  • Last visited


Reputation Activity

  1. Like
    N0-1_H3r3 got a reaction from Drake von Whyte in Are Orks affected by Anti-plant grenades?   
    From Xenology by Simon Spurrier, published by the Black Library in 2006:
    "I had my servitor fetch me a barrel of herbicide from the workrooms. Dichlorophenoxy acetic acid, the stuff that Catachans use to clear the jungle. Here it's for mould on the walls.
    "The tiniest amount was corrosive to orkflesh, but at a microscopic level. A miracle! The algal helix was burned through - not destroyed, but decayed, retarded. I left the spores to grow for an hour and came back to find untidy structures, lopsided and tumorous, wretched amalgams of orkoid species.
    "The rest seemed obvious. A delivery system - hollow-point rounds, maybe, to spread the stuff through a victim's body. It'd be like acid in their blood, you see? Racing through, corroding everything. Infecting. Even the spores on their skin."
    We can see that this particular 'anti-plant' chemical was effective against Orks, at least in some capacity. By the sounds of things, they wouldn't kill the Orks directly, but rather cripple the part of their physiology responsible for their considerable resilience and regenerative ability and reproductive system. Most extreme case, the resultant deformed algal helix within their genetics would still attempt to function, essentially giving the Ork in question a form of cancer, which given the swift regeneration Orks are famed for, would probably take hold in hours across most of their bodies.
    In that light, I'd say that certain anti-plant substances are highly toxic to Orks. They'd not be particularly effective as direct-damage weapons, but for longer-term exposure, it'd be an excellent weapon for wiping out Ork settlements with minimal chance of reinfestation.
  2. Like
    N0-1_H3r3 got a reaction from Gamiel in 100 Regiments for Only War   
    (13) Dimandes XXIX "Headhunters"

    Homeworld: Dimandes, Hellion Nebula Sub, Scetha Sector, Segmentum Obscuras.
     
    Military Speciality: Light Infantry
     
    Order of Battle: Thirty-Two Companies of Light Infantry (at founding)
     
    Commanding Officer: First Steel Garath (local rank equivalent to Departmento Munitorum standard Colonel), advised by Senior Commissar Brahim Voda.
     
    History/Summary: Dimandes was, during the 33rd Millennium, a prosperous industrialised world with strong ties to the Adeptus Mechanicus. However, millennia of isolation from the wider Imperium saw Dimandes fall to barbarism, with a dwindling populace warring for scarce resources amongst caves of steel and the rotting carcasses of city-sized manufactories. In the late 37th Millennium, the warp routes connecting to Dimandes cleared and stabilised sufficiently to allow Explorators access to this fallen world, and the Adeptus Mechanicus discovered a world where legends of technology that had long ceased to function had become a widespread spiritual belief.
    The "Crimson Steel-Blessed", as the Dimandan people referred to the Tech-Priests, reintroduced Dimandes back to the Imperium, reinforcing their ancient ties to the world with gifts of simple functioning technology and the technical miracles they could perform. Within centuries, the world had stabilised sufficiently to begin tithing, and while the Mechanicus have not yet finished excavating the ruins and rebuilding the lost manufactories, the bulk of the population are rugged, devout and well-suited to urban warfare.
    The XXIX "Headhunters" are actually the eighteenth regiment to bear the name and heraldry, and while they are somewhat eclectic in their structure (regarding certain binaric values and their gothic translations as sacred, and thus adhering to them in formation sizes), they have been extremely effective city-fighters, acclimating well to the comparatively advanced munitions they are issued while still possessing a strong sense of feral aggression that makes them formidable in close quarters. Their reverence for technology means that they are scrupulous in the maintenance and care of their wargear, and most regard their weapons as allies more than tools.
  3. Like
    N0-1_H3r3 got a reaction from fr05yu in Playing an Ork Freebooter   
    I like to think that I've got some expertise when it comes to Xenos in Rogue Trader, given that I wrote the Freebooter and Weirdboy careers, the Kommando and Mekboy alternate ranks, and 85% of the material for the Dark Eldar (all the non-adventure material in Soul Reaver, but not the extras in the web expansion). That in mind, I'll add a few thoughts. The only Xenos I didn't write was the Kroot, but it follows the same conceptual lines (the Non-Imperial and Suffer Not The Alien talents being common to all Xenos PCs).
     
    Xenos PCs aren't for everyone. The books state as much, and this is acknowledged from the outset. Xenos PCs can be disruptive, inconvenient or problematic for some groups.
     
    Thing is, that's little different from a hard-line Explorator in a group inclined to dabble in Xenotech and Maletek, or from a Missionary in a decidedly impious group. The idea of disruptive ideology or personality isn't exclusive to non-humans - the secretive agendas of the Adeptus Mechanicus, the baroque politics of the Navigator Houses, the complex and precarious balance between the various forces, faiths and factions in the Imperium... are all sources of interpersonal conflict in Rogue Trader.
     
    Physiological and metaphysical differences are another matter, yes, but Navigators, Explorators and Astropaths aren't entirely human either, and are often the subject of mistrust because of it (Tech-Priests are deliberate outsiders, and the machines they venerate and minister to are regarded with caution and suspicion by Imperials; Astropaths and Navigators are warp-touched mutant witches, given sanction by necessity).
     
    Orks... the comedy can be overplayed, yes, but it comes from an important place. Orks aren't the gruff, no-nonsense, Proud Warrior Race Guy. They're loud, excitable bullies and adrenaline junkies with a short attention span and a physiology that allows them to survive all manner of reckless stupidity. Orks are carefree, straightforward beings whose desires are simple and easily achieved. An Ork wants good fights, loud noises, driving (or flying) really fast - everything you'd find in the average action movie. Oddboyz tweak that archetype in some ways - Mekboyz love to create things that drive fast, make loud noises and kill in the most violent manner possible, Painboyz are intensely curious about the worky-bitz of living creatures, Kommandos are obsessed with being sneaky to allow even more sudden violence... and so on. Ork Freebooters exist because some Orks understand that not all non-Orks are just enemies to fight (Orks don't consider 'enemy' to be a bad thing; Orks prize strong foes, because they get better fights that way), but often a means to getting better loot and better fights.
     
    Dark Eldar are intelligent, calculating, ambitious and possessed of an arguably justifiable arrogance. They're cruel and self-serving and lack any sense of taboo, morals or ethics, and thrive both physically and spiritually on the suffering of others. They're long-lived enough and intelligent enough that Dark Eldar society cultivates complex and ruthless politics that aren't too dissimilar than that found amongst high-ranking humans. If a Kabalite Warrior or Trueborn - a being of relatively high station and higher ambition - can attain some goal through consorting with lesser beings like humans, then there is literally nothing to hinder the pursuit of that goal. They're extremely mercenary, and circumspect enough to delay gratification and satisfaction for a greater pay-off later.
  4. Like
    N0-1_H3r3 got a reaction from Luckmann in So what do you think would happen?   
    Too busy.
    I applied for a writing job at Forge World a couple of years back, but I'm pretty sure that Andy Hoare got that one (fair play to him, I've worked with Andy on several occasions and I like his work). Instead, I've continued on the RPG side of things - nothing for FFG since 2012, but the last six months have seen me working with Modiphius Entertainment on Mutant Chronicles 3rd Edition, doing a mixture of rules and background. Jay Little (whose name you may recognise from his work on WFRP 3rd edition, or FFG's Star Wars RPGs) designed the system being used for Mutant Chronicles (currently dubbed "2D20"), and I'll be running ongoing development of games using that system from next month.
     
    I tend to regard 40k as being in good hands at the moment, though. Two very good friends of mine are currently working at GW's design studio in Nottingham; one of them was lead background writer on the newest Codex Orks and the forthcoming (next week) Codex Dark Eldar, the other used to work on Mantic Games' Dreadball. I know their work, I know their styles, I've had both of them as players in 40kRP campaigns, and I trust them to do their best for the setting we're here to discuss.
  5. Like
    N0-1_H3r3 got a reaction from Keeper151 in People's opinion of the Dark Eldar career paths and the general playability of Dark Eldar   
    Thing is, there's this bizarre presumption that the Eldar are the "nice" aliens, and thus get on well with humans and make appropriate allies, etc, etc. It's the whole "Looks somewhat like a LoTR Elf" thing, as best as I can tell - people seem to expect the Eldar to be like Legolas and Elrond. That and the "they look almost human, so they must be OK" thing.
     
    Frankly, I don't buy into that. From a human perspective, the difference between the capricious, arrogant and ancient point-eared aliens, and the capricious, arrogant and ancient pointy-eared aliens with blades all over their armour... is that the latter can literally eat your pain.
     
    The Eldar don't conveniently divide into 'naughty' and 'nice'. Craftworlders are isolationist, and tend to be variously manipulative and/or militant with regards to what they regard as 'lesser species' (ie, everyone that isn't them). Outcasts - pirate princes and rangers, who so many regard as 'ideal' - are mercurial creatures driven by whim and wanderlust, as inclined to genocide as diplomacy, and for reasons no greater than 'because I felt like it'. Eldar as a species are the creatures who created Slaanesh, and every excess and depravity that Slaanesh embodies... the Eldar can imagine, and are capable of. Their bloodlust and savagery in battle is a potentially addictive experience, even for the ascetic and ultra-disciplined Craftworlders. Even the 'noblest' of them are high-functioning sociopaths at best and downright psychopathic at worst, and may vary between the two at a moment's notice. And, by and large, they regard humans as quick-breeding vermin who defile all they touch and possess a particular vulnerability to the influence of The Great Enemy.
     
    The Dark Eldar are, at least, honest about what they are.
     
    I wrote the rules for Dark Eldar player characters (well, the Kabalite, and the basic Dark Eldar species rules, plus the armoury and bestiary in that book - the web enhancement were done by someone else. I wouldn't have agreed to do that if I didn't believe they were a feasible match for a Rogue Trader group. Of course they're not a fit for every group... but then, depending on how your group plays, there are options in the core rulebook that aren't appropriate for every group (you try fitting a Missionary into a decidedly impious group).
  6. Like
    N0-1_H3r3 got a reaction from Morangias in What happened to 2nd edition?   
    I'm not saying that game mechanics can't be bad. But it happens less often than you might think. In my experience, half the time, when someone claims that a game is "bad", they actually mean that they don't like it. Given the internet's tendency towards hyperbole and excluded middles, this conflation of "didn't like" with "objectively bad" tends to happen nine times out of ten in internet discussions in my experience. What is far, far more common with game design is that the mechanics are inappropriate - something you've lumped in with "objectively bad". It is entirely possible to have an excellent game, with excellent mechanics, which doesn't do well because the mechanics themselves are ill-suited to the game's genre. That doesn't mean that the rules are bad, merely that they're in the wrong place. It's also possible to see something as inappropriate because it doesn't fit with your particular views on what is an appropriate mechanic for a given theme.
    Along those lines, the application of rules can be a crucial factor. Applying every rule constantly in all contexts does not serve some game systems - it leads to weird outcomes. Skill tests in the 40k games is a good example - the rules specify only to require tests when the outcome is interesting or chance of failure is meaningful, and requiring skill tests for every situation and every task will result in problems, as will the GM ignoring the modifiers that should be applied to any skill test (in this sense, the 40kRP rules are very 'Free Kriegspiel' - the GM is responsible for interpreting player choices through the lens of the rules, and the players interact with the rules using the GM as their medium).
    Similarly, an unwillingness to engage with the mechanics in the intended fashion can produce conflicts - the Leverage RPG (using the Action variant of Cortex Plus) gives players narrative control over numerous elements, allowing them to retroactively plan using flashbacks, stumble upon coincidences, or define what their characters observe by creating and naming assets in particular ways. A player unwilling to engage with that premise - and it isn't for everyone - will find that the rules don't work in his case.
    There are games out there that are just plain bad - like FATAL. Most things, though, tend to sit in the grey area between "the absolute hypothetical pinnacle of games design" and "this is awful and you're delusional if you like it".
    RPG mechanics in particular are very, very subjective - they exist in a context (a group) which changes how they operate.

    Regardless, he's done so by comparing people having fun with game mechanics he dislikes with Stockholm syndrome. He's basically calling people who like the game delusional. There is no way that this isn't disrespectful. And saying "you're having fun in spite of the rules" is basically another way of saying "you're having fun wrong".
    Further, Dark Heresy is not exclusively or absolutely a game of espionage, infiltration, and intrigue. The premise of Dark Heresy supports those themes, yes, but it's a 40k RPG. The Warhammer 40,000 universe comes with inherent expectations of blowing things up with bolters and ripping them apart with chainswords. Militaristic overtones are a fundamental part of the setting. More than that, the possibility of trekking through the wilderness with only limited supplies (a situation for which encumbrance rules are valuable, as it imposes decisions about carrying supplies) is no less an element of Dark Heresy's particular slice of 40k than crime scenes and interrogations are.
    You only get to decide which of the games themes you want to adopt. You don't get to force your perceptions on anyone else
  7. Like
    N0-1_H3r3 got a reaction from Decessor in Playing an Unforgiven that doesn't know about The Big Secret   
    The Heresy artwork tends to depict the First Legion's armour during the Crusade as being a much, much darker green - a green-tinted black. The Heresy novels so far have been fairly consistent in presenting The Lion as being pure - his was a Legion tested by Chaos, but he remained true to the Emperor in spite of a world tainted by the Dark Gods (this is hinted in The First Heretic - Lorgar is shown visions of ten infant Primarchs emerging from their pods, all of whom subsequently turned to Chaos... except one). The doubt cast upon the Legion is mentioned during the conflict with the Night Lords - the idea that The Lion's loyalty would always be in question, even if The Lion himself never wavered.
    Of course, there's a lot we don't know about the subject. More importantly, there's a lot the Dark Angels don't know... and I tend to regard that as the big secret - that there's this grand disgrace hanging over the Legion's honour, but the deeper you get into the Inner Circle of the Unforgiven, the more you learn of the holes in their knowledge, and the fact that the schism that tore the First Legion apart is largely a mystery.
    They seek to capture and interrogate the Fallen because the Fallen might actually know something about what happened... but the Fallen only know part of the story, and many of them lie.
  8. Like
    N0-1_H3r3 got a reaction from Decessor in Do Normal People Matter?   
    Zappiel said:
    okay, you need to step up your game, because you're not reading what i'm writing…..you start off claiming i'm against ambiguity…huh?!!  My WHOLE argument has been AGAINST the certainty of the Emprah bein' good, and FOR the ambiguity of the Emprah bein' not good……so, honestly, you lost me at your first line………
    Except that the idea that the Emperor was unequivocally a "bad man" removes uncertainty, it doesn't add it. Making the Emperor's motives (and methods, to an extent) unknown makes things uncertain. If we know for sure that he was a xenocidal tyrant with no desire but apotheosis, then there is no uncertainty.
    Good and Evil are both certainties, and ones that I find largely irrelevant when applied to 40k in general.
    Zappiel said:
    You demand a source for the war in heaven information?  Necron codex, i do believe, good sir (Not newcrons, mind you).  Some may also have been gleaned from Eldar/Craftworld codices.  All primary source material.  No novels, no stories.  No fan fiction, no fan speculation.  My mind is for canon, pure, beautiful, unadulterated canon. The war in heaven material in the old Codex Necrons (and in every other source it has appeared in) has always been presented as being as much mythology as fact.
    There is an unfortunate trend in community interpretations of supposed "canon" to take what is presented at face value and then to complain when that superficial interpretation is challenged. Those sources don't actually provided definitive answers (to be fair, virtually no source on 40k provides definitive answers), but people have come to assume that they do… which only causes problems.
    Unknown said:
    Chaos is NOT entropy…can't teach an advanced physics course on these boards, but yer gonna hafta do yer own research on that one…..because, really, chaos is so opposite to what entropy is it ain't funny….. (and while i agree that Chaos is corrosive to the Materium, do not forget that the Materium is also just as corrosive to Chaos….)

    Clearly you and I have very different ideas about what Chaos is (and what the Warp is by extension).
    As I view it - as I have viewed it for pretty much the last decade of reading 40k material, to be precise - the Warp and Chaos (which are essentially synonymous in concept) are the fundamental un-substance from which existence was wrought.. it's the formless, endless mass of unrealised potential that universes are made of - the Chaos of ancient Greek mythology (rather than the more contemporary usage of Chaos as randomness or the antithesis of Order). All things tend back to this Primordium, for as it is without form, so form is undone in its presence - it is literally corrosive to reality because the laws of reality cease to govern what the Warp suffuses. Chaos is both a distorted reflection of and a metaphysical reaction to the presence of a material universe, but it is still of and integral to the Warp, attempting to sweep in and both suffuse and disseminate these little aberrant pockets of reality we call universes…
    Unknown said:
    And regarding yer last point, you still do not understand what i'm saying…..i'm sure yer not being deliberately obtuse, my explanations are failing….you say things like "nothing is constant or certain"  without, it seems, realizing that one (of many) things that could be said with constant certainty is that 'nothing is constant or certain'…that's a very definite, testable hypothesis regarding the warp……thus, the warp is not unknowable….throwing up our hands and saying it can't be understood is, let's face it, anathema to the Imperial Truth; and the Imperial Truth is one very definite thing we know about the Emprah and his motivations…  You keep pointing at the edge of the map and saying 'there be dragons' and seeing nothing but blank space; i look and i see plenty. Oh where to begin…
    How can you test something that is subject to perpetual fluctuation in reaction to the mere existence of conscious minds? Something that seems to act at times as if a sentient will acts upon it, yet at others seems to have no guiding force behind it? Things like thought and emotion are tangible within the Immaterium, and thus the mere existence of consciousness changes the Warp… and that's before you get to the intellects that dwell within it. The uncertainty of the Warp is difficult to define because it so often defies definition. No human being can look upon the Warp without going mad because it defies comprehension, and even those who are bred to see it can only see what their mind interprets rather than the absolute truth of the Warp. Scientific method won't work because you cannot be sure during any given experiment that an alien intellect is not screwing with your results (indeed, the downfall of so many sorcerers and scientists in 40k is because they thought they understood the Warp when all they really knew were lies told to entrap them).
    Imperial Truth failed… and the Emperor knew it to be a lie to begin with, for it was taken as absolute truth that there were no daemons, no godlike entities… yet those things both exist and were known about by the Emperor long before the Imperium was founded. As with so much else about it, this facet of the history of the Imperium and the motivations of the Emperor are based upon falsehood. Reason and logic are comforting lies, reassuring falsehoods that (in-setting) lure people to their doom…
    Unknown said:
    Now, honestly, i'm not sure why i've drawn your fire……everything i've stated has a canonical source….i don't read the stories, i read the rulebooks - all the junk in my head (re. 40k at least) comes from the rulebooks, 25 years of rulebooks. The rulebooks only tell part of the story, and one focussed upon the more military aspects of the setting. Beyond that… well, there is a difference between "canon" and "truth" with 40k… something that a lot of people have had difficulty grasping.
    To paraphrase (or quote directly - I can't be entirely certain of the wording) a former head of Black Library: "everything is canon, nothing is true".
    Unknown said:
    You seem to want to paint me as a monodominant, someone trying to impose my will on the 40k 'verse, when that is completely opposite to the truth:  i want to know the grimdark of 40k; i want to understand it; i do not want to add one jot or tittle to it, not one iota. And there is the flaw in your reasoning.
    40k doesn't exist in stasis. It never has, and never will. It was never intended to be looked upon from afar without being touched or interpreted or regarded without personal bias. It is - almost by design - impossible to look upon 40k without imposing your own bias upon it. It's a mesh of plot hooks and mysteries and concepts and interlinking ideas built upon by hundreds, even thousands of writers (myself included, I'm pleased to say) and millions of fans over the course of a quarter of a century.
    There is no central metaphor, no grand plan or overarching concept behind it all… it's a writhing, many-tendrilled mass that no two people view the same way. All anyone can see are the pieces… and it's up to the individual imagination to connect them together.
    You're trying to find a truth where there is none, trying to distil 40k down into a mundane and essential core… and that in itself goes against the way the 40k setting has been built over the years.
  9. Like
    N0-1_H3r3 got a reaction from Decessor in Do Normal People Matter?   
    Zappiel said:
    my real concern is that, nowadays, we don't batt an eyelash when we scream:  "DEATH TO THE MUTANT!!", because we 'know' that the Emprah and his bad boys are the good guys…….but that kinda thing is pretty much not cool…..the moral ambiguity has essentially left 40k, because we're allowed to do anything we like cause we're the good guys………….really?  Again, this 'Emprah hero worship' is clouding the waters……make no mistake, motivations aside:  the Emperor was a tyrant who enslaved his own species in order to achieve apotheosis.  The supposed 'next evolutionary step' of humanity, namely everyone evolving psychic powers, cannot happen so long as the imperium stands:  all psyker genetic material is weeded out of the gene pool by the Black Ships and fed to the Emprah.  The Emprah is stalling human evolution!  So that he can be a god!  Hubris indeed. So ambiguity is a bad thing? It's got to be a dead certainty that everyone is evil and irredeemably so?
    No thanks. I like ambiguity… I like shades of grey.
    Nobody knows what the Emperor intended… because it was never completed. The modern Imperium is a pale reflection of the Imperium that was, created by imperfect beings who had no idea what it was (for good or ill) they were attempting to replicate. It is an edifice constructed upon lies so ancient that none remain who remember them being told. It is cultural inertia, a stagnant civilisation that can know no change because all that truly remains of its origins is a desperate will to survive a hostile universe.
    The truth is, for all we have learned about the Emperor in recent materials, for all that has been revealed of Imperial Truth and the pre-Heresy Imperium… all it has given us is uncertainty… the knowledge that, the more me know, the less we can hold to be true. The Emperor's goals and motivations remain unknown, and even his methods are only known in a superficial way. His apotheosis is, as much as anything else, likely to be a hundred centuries of excruciating torment, an ageless soul bound within a mummified carcass that is not allowed to perish.
    The evolution of humanity? Unbound psykers are a literal and undeniable threat to all around them - this has been a fact of the setting since before the addition of Chaos to 40k (it's in the original 40k rulebook - Chaos wasn't part of 40k until the Realms of Chaos books, which came later). Daemons, astral spectres, enslavers, psychneuien, astral hounds and other psychic predators exist only to prey on those whose souls are potent but whose wills are weak. Those who are fed to the Throne are those who - left unchecked - would lead to the annihilation of worlds. Those whose powers are sufficiently strong to be of practical use and who possess the will to use them effectively are allowed to thrive, under watch. Psykers existed unchecked and unconstrained for generations before the Imperium… it was called the Age of Strife, when human civilisation was scattered and isolated across the galaxy, left to the dominion of sorcerer-kings and warlock-tyrants and those in thrall to daemons.
    Even then, the number of human beings who can manifest even the least of psychic abilities grows with every generation, so it's not like humanity is evolutionarily stagnant - quite the opposite.
    At no point did I - or anyone else - claim that the Emperor was a hero or anything else so positive. But at the same time, I have no illusions that I know more than petty trivia about the Emperor.
    Zappiel said:
    The Ruinous Powers exist because the Old Ones created a bunch of 'super soldiers' whose minds tapped into the Warp dimension and stirred up the latent energies there.  Chaos is a side-effect of:  "we're the good guys and we can do whatever we want because we're the good guys" mentality. Source? Save for fan speculation, we have exactly no idea where the Ruinous Powers came from, only that they originate from the fading millennia of the War in Heaven.
    What we know… is that Chaos is entropy. Chaos is incessant change, for its own sake. Chaos is corrosive to the very fabric of existence. It may not be subject to the morals of mortals… but its amoral nature is nonetheless borne from being anathema to material existence.
    Zappiel said:
    Conrad Curze allowed himself to be executed on the Emprah's order in order to prove that he (curze) was right to do what he did, because the Emprah did the same thing……i.e. the Emprah is a tyrant whose only goal is power, who brooks NO interference with his power and NO rivals.  If we accept that the Emprah has foresight, then we must must assume he saw the Heresy…wanted the Heresy…to weed out those amongst his sons who would think to rival him…..he foresaw that he would be a god (just didn't realize the nature of that 'godliness'…), so he wasn't worried about any consequences…. So much of this is based on assumptions about things that are uncertain. Much of it appears to come from picking a single motivation and assuming that to be the sole and unwavering truth. Curze was mad, driven by dark visions and an upbringing that showed the absolute worst of humanity. On one level, yes, his motivation is vindication… on another, it's despair, for he loathed what his Legion had become (alone amongst all the Primarchs, Curze hated his sons).
    Steve-O said:
    And No1….you know i like you…..but i think you misinterpreted my statement:  "…Astartes are perfectly explainable."  In my worldview, the scientific method is perfectly able to explain anything (indeed, nothing can be found to elude rigorous scientific inquiry - it's the very nature of the universe itself).  I don't need to resort to hand-waving and hocus pocus to 'splain things.  I don't see 'science' and 'sorcery' as two distinct things:  indeed, i would submit that there is a definite methodology to 'sorcery' - a 'science,' if you will.  It seems to me that the emprah knew exactly how psyker powers worked, and why.  Just because we don't doesn't mean that we should invoke magic and gods to explain it…..to the emprah, it was all just knowledge, pure scientific knowledge. Again, assumptions.
    Sorcery taps into the Warp, and the Warp doesn't operate on any of the rules that define reality. There is certainly a method to it… but the Warp is a place of nightmares and emotions and ephemera, where nothing is constant and nothing is certain. The Warp is the formless void, the shapeless potential from which anything and everything is possible, but within which nothing is true or permanent.
    The Astartes may be perfectly explainable, if you have all the information. But we don't, and can't - in-setting, it's information that only the Emperor possesses and which few mortal minds can adequately comprehend, and out-of-setting it's information that simply doesn't exist.
  10. Like
    N0-1_H3r3 got a reaction from dokdaka in Ship components, weapons, retainers and orbital bombardment.   
    At Last Forgot said:
    There is no scientific or logical explanation why, in the universe they've created, ship-to-planet combat isn't common What makes you think that?
    The eponymous wargame of the Warhammer 40,000 setting doesn't focus on starship combat, true, but that doesn't mean that it doesn't happen or even that it's uncommon... they're simply not the primary focus of the setting from that context.
    The biggest reason that wars are fought on planets frequently in the 40k universe? Values... it's got little to do with firepower and everything to do with what value is placed on different things, and the methods each force uses. As it stands, few 40k battles ever contain more than a few dozen men and as likely represent skirmishes and raids as they do fragments of larger battles. Even Epic only covers a few companies of Imperial Guardsmen in a given battle. None of that specifically requires that starship combat be rare or ineffective.
    The Imperium values planets and equipment more than it values human life - by a considerable degree.Planets are too valuable to obliterate them from orbit on a regular basis. Human beings are easily renewable and exist in vast quantities. From the perspective of the Imperium, it's often cheaper to hurl billions of soldiers into a messy, drawn-out conflict than it is to flatten a planet with orbital firepower and rebuild on the dust.
    The Orks desire conflict above all else - that's their motivation. If there's fighting to be had, they'll be there. If you're fighting in space, they'll attack you. If you're defending something with troops, they'll attack you. They'll do this because it's fun and because it's their goal in life.
    The Eldar seldom fight full-scale wars, instead relying on precision raids guided by prescient scholars and generals with centuries of experience, often bypassing any need to travel between the stars using starships (if there's a surface webway gate, they can march from their Craftworld to your planet, completely bypassing your orbital defences).
    The Necrons are barely understood in terms of their goals and tactics, with a majority of early encounters with them being raids with unknown motivations, or defensive actions as outsiders disturb tomb complexes.
    The Tyranids aren't an army. They're a force of nature that exists to consume everything in its path... conventional military thinking does not inherently apply to something that more closely resembles a galactic plague than an armed force.
    And so forth...
  11. Like
    N0-1_H3r3 got a reaction from Decessor in Do Normal People Matter?   
    Zappiel said:
    With that in mind, our beloved Astartes are perfectly explainable. Only if you approach them as purely gene-enhanced soldiers. I can't view them as such because of their origins. The genetics of the Emperor are beyond human (as we actually know from the background book Xenology that psykers have a physiological/genetic component to their abilities), and from the Emperor the Primarchs were made, using a mixture of science and sorcery. The Emperor himself is orders of magnitude more than any normal psyker - a lifespan of some thirty-nine thousand years at the time of his internment into the Golden Throne, a capacity for knowledge and understanding that exceeds the greatest augmented minds of the Mechanicum of Mars, psychic power sufficient to pose a real challenge to the Ruinous Powers and a presence such that no human being who ever met the Emperor has ever doubted the simple fact that he was the Emperor.
    The Primarchs themselves possessed supernatural capabilities, and were each in some way psychic - Magnus the Red's psychic mastery is well-known, as are the precognitive sight of both Sanguinius and Curze, but less so is Corax's ability to walk unseen, or even the raw and awe-inspiring presence that each Primarch possessed to some extent.
    The Astartes are created from the genes of the Primarchs. They are the result of incredbly complex genetic engineering the likes of which human science had never before seen, yet designed to be mass-produced in a way that previous genhanced soldiers (such as the Thunder Warriors or Adeptus Custodes) could not be. Each Space Marine is the fusion of carefully-selected human beings (chosen for physiological, psychological and genetic compatibility) and a series of implanted organs that automatically retroengineer the body and mind of a neophyte through processes developed during the dawn of the Imperium. The science behind each implant is beyond the capability of almost any human or posthuman mind to comprehend (many have tried, none have successfully replicated the Emperor's work), and each implant exists only because of the fusion of science and sorcery that created the Primarchs.
    In essence, defining what makes a Space Marine a Space Marine is a lot harder than it looks, and is far from being a matter of pure science.
    As for the matter of the interaction between the Warp and reality… the Warp presses close to reality in many places, and the mere existence of the Ruinous Powers demonstrates that the veil between is not as impermeable as might be comforting to think. The Warp impinges upon the fabric of reality every moment of every day… it is an influence that cannot be easily discarded.
  12. Like
    N0-1_H3r3 got a reaction from Decessor in Do Normal People Matter?   
    Zappiel said:
     
    hmmmmmm….our notions of "the Divine" differ……..there is absolutely 0 % divinity in space marines……the Emprah (heresy alert!) is not a god….he's human, with psionic/'magic' powers; but he ain't no god.
     
    Tell that to the untold quadrillions of people who worship him.
    From the perspective of the citizenry of the Imperium, the Space Marines are the literal sons of the Emperor's own sons. They are, in that sense, figurative demigods. That they don't fit your personal definition does not change this notion.
    Zappiel said:
    Sure, he was tougher than the four chaos 'gods'; but they ain't anything close to godly either.  Hell, they're just castoff emotional wastage.  
    Again, depends on one's definitions. I tend not to use the term Chaos Gods anyway - Ruinous Powers is a more fitting moniker, IMO. Even so, as much as they're nothing more than pseudosentient coalescences of emotion and thought… they're also fundamental forces in the universe, entities that defy easy comprehension in their ephemeral nature.

    Actually, what you seem to be trying to do is strip away the mystery and fantasy from a setting founded upon those things. 40k isn't hard science fiction - it's fantasy adorned with trappings that superficially resemble sci-fi. The 40k universe is one resplendent with the supernatural and the mysterious, one where logic and reason and plain truths are paths to self-deception and crippling delusion. It has more in common with myth and legend than anything else.
    I'm just calling it for what it is.
  13. Like
    N0-1_H3r3 got a reaction from Decessor in Do Normal People Matter?   
    Zappiel said:
    we really need to be clear on what space marines really are:  they're genetically modified freaks.  Aberrations of science.  They are not gods, they are not demi-gods, they are not angels (in the judeao-islamic-christian-zoroastrian tradition).  They are mutilated humans who've been conditioned to kill and obey without compunction.  They are guard dogs..

    They are so much more than this.
    Genetic modification alone does not cover what wrought the Astartes. Science is not the only thing that saw their creation. They may not be gods, but they were created from the blood of the sons of a being who might as well be.
    The Astartes are more than the product of genetic science - the Emperor's science alone wrought generations of supersoldiers before the Astartes… the Thunder Warriors and the Adeptus Custodes both were the result of genetic engineering more sophisticated and more advanced than any that had come before. The Primarchs were something more - a fusion of science and sorcery, the likes of which the universe had never before borne witness to.
    The Astartes were made in the image of, and with the blood of, the Primarchs. The Primarchs were, if not literally then figuratively, gods of battle, the sons of the God-Emperor of Mankind. The Astartes are their sons, human beings who have been elevated and waxed transcendent by the blood of gods; they're heroes in the ancient greek sense, carrying the spark of the divine in their veins.
  14. Like
    N0-1_H3r3 got a reaction from pearldrum1 in Stats for a Custode   
    Illithid00 said:
    The Horus Heresy series sets some precedents for Custodes being away from the Emperor's side. The Custodes charged with keeping watch over Lorgar and the Word Bearers, for example. During the Great Crusade and the Heresy, this was true to an extent. However, the Custodes would only leave the Emperor's presence under the Emperor's own orders… and since being interred upon the Golden Throne, the Emperor has given very few orders. Further, after the Siege of Terra, the Custodes gave up their golden armour and took up trappings of black to demonstrate the shame at failing to protect the Emperor from harm - they stopped being a military force long ago. Individual Custodian Guard are still seen outside the throne room, for it has long been their duty to ensure that the Throneworld is secure from external threats.
    In short, unless the Emperor tells them otherwise, the Adeptus Custodes will be on the same planet as the Master of Mankind, with the majority of them within close proximity (with 300 chosen Companions who are stationed within the throne room itself).
  15. Like
    N0-1_H3r3 got a reaction from Kaigen in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  16. Like
    N0-1_H3r3 got a reaction from Sturn in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  17. Like
    N0-1_H3r3 got a reaction from LordPasty in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  18. Like
    N0-1_H3r3 got a reaction from Franigo in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  19. Like
    N0-1_H3r3 got a reaction from Maese Mateo in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  20. Like
    N0-1_H3r3 got a reaction from Vigil in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  21. Like
    N0-1_H3r3 got a reaction from kaosoe in How does 'The Force Awakens' affect your FFG game?   
    Personally, the only thing I'd be inclined to change - given that I tend to favour the Dark Times/Rebels period for games - is references to Maz Kanata, given that she's run her little watering hole for a thousand years, so she'd be an interesting alternative patron/contact for an Edge of the Empire game.
  22. Like
    N0-1_H3r3 got a reaction from kaosoe in HB: Clone Wars Source Book?   
    You say that, but every episode of Rebels this season has had a call-back to The Clone Wars, even if it's just the presence of Rex and/or Ahsoka.
  23. Like
    N0-1_H3r3 got a reaction from Alekzanter in Forbidden Lore: An unofficial supplement by Nathan "N0-1_H3r3" Dowdell   
    I can do more than drop hints. Mutant Chronicles 3rd edition is out in PDF, with the first wave of shipments to backers currently ongoing. I worked extensively on the rulebook there, plus many of the sourcebooks. I'm currently working on nailing down and finalising the core rules for the Infinity RPG (licensed from Corvus Belli's skirmish wargame, the kickstarter is ending this weekend) and for Robert E Howard's Conan: Adventures in an Age Undreamed Of, which will be the next game using that system later this year. After that, I'll be working on rules development for the John Carter of Mars RPG. Amongst all that, I'll be overseeing rules development of the sourcebooks for each of those ranges.
     
    So yeah... I'm a little busy.
  24. Like
    N0-1_H3r3 got a reaction from GreyMatter in Feel the power of the Dark Side!   
    Fox are just angry that they're not the studio selling Star Wars anymore.
  25. Like
    N0-1_H3r3 got a reaction from Donovan Morningfire in Feel the power of the Dark Side!   
    Fox are just angry that they're not the studio selling Star Wars anymore.
×
×
  • Create New...