Jump to content

Lightbringer2009

Members
  • Content Count

    46
  • Joined

  • Last visited

    Never

About Lightbringer2009

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    , London, United Kingdom
  1. The impression I get about the population density arguments is that the hives are pretty much the only populated areas on the entire planet of Scintilla. The rest is incredibly polluted wasteland. Let's assume that there are about a dozen hives on the planet in addition to the major ones mentioned in DH: say 1 billion each. This leaves about 13 billion to be divided up between the three big hives. To me that doesn't seem like TOO low a population, subject to the scale of the hives themselves. I agree though that the scale of the hives sounds a bit confused in the material produced so far. I also agree with an earlier poster that the spire image of Hive Sibellus in Purge the Unlean seemed a bit out of proportion with the scale of the hive as described in the DH rulebook. There does seem to be a little bit of confusion about the architectural style of Hive Sibellus too. I read Hive Sibellus in the DH book as being a very different type of Imperial city to the "classic" hive city shown in Necromunda: all this stuff about its very broad scale, how it tumbles over cliffs etc etc. Compelling stuff, and very different to the needle spire shown in Purge the Unclean. The Impression I got of Sibellus is that it was meant to be a bit like Mexico City: a huge sprawling mess covering thousands of square kilometres. But the GW art style crept in, and suddenly it has a spire. It's a shame, because logically all cities are going to be different and have a different look. Stalinvast in the Inquisitor novels is meant to look a bit like a vast coral reef, Malfi is supposed to be "gloomy" and "subtropical" - I imagined it being a bit like Mumbai... Anyway, I'm wandering off topic here, sorry!
  2. Particularly good codices include the Necron Codex, the current Space Marine codex, the current Tyranid Codex (I believe the last written by Andy Chambers, the second truly great evil 40k mastermind after Rick Priestly) the first true Chaos Codex (again, by Andy Chambers) and the first Tau Codex. There are a few poor ones too - the Dark Eldar Codex is very very light on background, I don't rate the current Tau codex as much as the last one, and the current Chaos Demon codex for 40k feels weak also. If you genuinely want really good background on 40k and are on an ebay spree, I'd suggest:- 1. The original rogue trader book from waaaaay back in 1987 2. Realm of Chaos Lost and the Damned or Realm of Chaos Slaves to Darkness, from circa 1987-90 3. The current 40k rulebook (not to everyone's tastes, but still good stuff) 4. The 2nd edition 40k background booklet (came as part of a boxed set, so could be cheaper on ebay than many of the others listed here, and is full of stuff not seen often since in 40k) 5. Sisters of Battle Codex 6. Xenology 7. Any of the Imperial Armour books produced by Forge World: The Taros campaign is good, the Siege of Vraks is excellent, and Aeronautica Imperialis book II is a really nice overview of an Imperial military campaign. 8. Early 40k White Dwarf articles, circa issues 99-120, many of which contain detailed background on the setting written by Rick Priestly, which are all excellent. 9. The Imperial Infantryman's uplifting primer - not essential, but fun, and the only book here to be namechecked as the basic kit of a player character in the DH system! 10. The old Epic scale 40k system background books (the adeptus titanicus rulebook, the space marine boxed set rulebook, the army lists for 40k imperial guard, squats, tyranids etc) 11. Necromunda, the collected book 12. Battlefleet Gothic and Battlefleet gothic:armada Anyway, that'll probably cost you a couple of hundred dollars at least...to start with! Good luck!
  3. You know, I feel like showing this entire thread to the bigwigs at GW. The whole reason they closed down Black Industries was because they wanted to concentrate on their core industry - minis - during the recession. They felt that a 40k RPG would distract potential buyers from the minis. And yet here we've got a relative newcomer to DH who's bought the game, and its inspired him to go out and buy minis and books because GW has a poor presence in the US! So, in effect, DH has become a gateway product doing exactly the opposite of what GW thought it would!
  4. voidstate said: I especially like the fact that you have to learn the Arbites one in order. Perhaps you could expand that to the others? Or at least have bands that have to be filled out in order: novice, pro, master, that kind of thing. I was going to do it with all of them - the (limited number) of martial arts I've studied are all very hierarchical, with certain techniques taught at certain levels. However, that approach didn't seem right for shockboxing, which I imagined as being taught in a looser, less formal style. Nexia will be hierarchical when I complete the rules for it. voidstate said: I also think that it would be cool to give them each a unique talent or two that makes the XP costs worthwhile for those who stick to the package all the way to the end. I agree - for the more esoteric martial arts. But with the "simpler" arts, like shockboxing, bear in mind that some of the "generic" skills and talents already have tremendous combat implications. A character possessing most of the skills and talents in DH will be a true martial arts master without me creating loads of new skills. But you're right, this was what I wanted to do with a few of the more complex arts. BI already showed how this approach can work with the Moritat Reaper advanced package, which has a unique Moritat martial arts technique as a new talent. I'll do this with Nexia, which will have a complex hierarchical advance system, some new skills and talents, and sanity penalties and corruption points for learning the nastier, higher level skills. My plan was to start with a simple, easy to learn martial art (shockboxing), a medium level art (arbites suppression) and a high level, esoteric and difficult martial art with a unique background and some unique skills. (Nexia.) voidstate said: Suggestions for more:An acrobatic, evasive technique, perhaps using a grav-belt or something similar to allow unnatural leaps and to get behind opponents. A technique designed to combat armoured opponents, finding weak points and using their bulk against them, perhaps damaging the armour so it becomes more encumbering. A death cultist art where you allow opponents to hit you then trap their weapons in your body, drawing strength from your pain and terrifying them with your death lust. Includes drug use (perhaps a new drug similar to slaught) and psychological fear (and ignoring fear) effects. A beast-fighting gladiatorial style used in the carniforae (is that what the blood arenas are called in Eisenhorn?). Great against xeno beasts and large aliens such as orcs. Trips, dodges, and counterattacks. Turns uncontrolled aggression against attackers Includes knowledge of xeno races and beasts. Some nice ideas there! I like 'em. When I write a martial art, I think a lot about the setting, who'd have developed such an art, and you've clearly done the same. Why not have a crack at writing some up and posting them here? I'm going to finish off Nexia when I get around to it, and maybe do Landrian knife fighting next, but I'd like to see other people's Calixian martial arts concepts...
  5. Mister Starx said: My only complaint is that a lot of the skills aren't martial arts skills at all, such as bulging biceps. I guess I can see it being through the training and so on, but, then, couldn't anyone have that talent just by allotting some time to working out every day or so? I'd expect all of the packages listed to include it. I take your point. My justification for including this talent was pretty muddled, but it does make a sort of sense, now I think about it. If you spend months/years learning these combat forms in full arbites armour, no doubt combining them with a paramilitary style callisthetics workout, you will end up with bulging biceps! I didn't really get any deeper in it that that, but thinkig about it now, I guess you're right, the Talent could apply to other arts equally well. It just seems to suit this one particulalry well Mister Starx said: Also, if the arbite package is supposed to facilitate unarmed combat against (sometimes) armed opponents, why do the instructors insist on teaching the pupil how to wield chain weapons, power weapons, or two weapons, when the pupil will probably know how already. It doesn't seem to fit with the fluff of the entry. However, shock weapons I do see, as those are iconic to the arbites. The chain/power/dual wield skills you mention are all part of the arbites character package. I agree with you, I don' t necessarily see them as iconic arbites skills, but took the view that DH was providing new bnackground here on Arbites training. Mister Starx said: I might just add in some home brewed skills that parallel the skills that don't quite fit... tweaks and things. Instead of Bulging, for example, you could include a similar skill, adding +1 to the arbite's strength bonus on the round he makes a charge action, representing his crushing strength, and use of momentum. Perhaps add a caveat stating that the bonus only applies if he is wearing a certain weight or protection value set of armor. Yeah, I was going to start adding unique skills (in the manner of the Moritat reaper package from IH) for some of the more exotic martial arts. I have a few particularly nasty skills in mind for Nexia! But yes, again, your suggestions make sense, I like the armour idea!
  6. Nexia Nexia is an ancient martial art with a sinister reputation and history. Rumoured to have been taught to certain depraved humans thousands of years ago by the Dark Eldar, it places an emphasis upon inflicting pain upon an opponent. Knifework is an inherent part of the system, as are horrifically crippling injuries inflicted rapidly on opponents with a view then subduing them and extracting information through the application of torture. Unarmed Nexia techniques at low levels include gripping an opponents upper lip and ripping upwards so as to partially peel the face from the skull. Others include swiftly breaking fingers and then placing the opponent in a lock which enables the practitioner to grind the broken bones together. Mid-level techniques become progressively more sinister, including ultra-fast castrations and scalpings. High level techniques are almost mythically horrific, including the infamous Bhienn Sardhe technique, which involves stunning an opponent with a powerful punch, straddling the prostrate torso, seizing the victim’s throat and quickly making an incision just below the sternum with a knife or sharpened fingernail, taking care not to pierce the peritoneum beneath. The practitioner them forces his entire arm into the victim’s body, drives his hand upwards between the living lungs and gently grips the heart, taking care not to damage the major arteries. The victim will stay alive a surprisingly long time, if the organ is handled gently, and pressure can be placed on the heart to facilitate interrogation during the last few minutes of the victim’s life. The heart is then torn out, and often (depending upon the practitioner’s inclinations) eaten. It is rumoured that higher-level masters of the art are capable of even more awful feats, such as skinning a man alive while he stands, and doing it so quickly that the man will not feel the pain for a few seconds. Such aberrant techniques can only be learned with practice, and naturally learning these techniques preys upon the sanity of the student. True Nexia masters are rare, because they rapidly find themselves unable to restrain themselves from inflicting their skills on those around them. Some theorise that the art was a dark “gift” from the twisted Eldar reavers, designed to deprave those who study it. Others say that the highest level Nexia masters uncover truths in the art which enable them to open webway tunnels leading to Comorrah where they can sport with their mentors for eternity. At lower levels the art is straightforward and vicious, but not actually psychologically destabilising to the user. It is expected that the practitioner will be armed with a small, very sharp knife, and training emphasises use of this weapon to pin, impale and incapacitate an opponent rapidly. As the student progresses in the art, tantalising glimpses of hugely effective techniques are dangled before him by the master, subject to the student compromising some aspect of his moral code. Eventually, in order to learn advanced techniques, the student will be expected to practice them upon live subjects, further degrading him and driving him into madness. True Nexia Masters change their bodies as well, using mystical herbs and ointments to reshape their fingernails into black, iron hard, razor sharp talons capable of slicing through flesh. The art is rare in the Calixis sector, but not unknown. Debased variations are practiced by the pirate clans of Fydae, and for this reason many void born travellers who see Fydae vessels bearing down upon them will kill themselves rather than be taken alive. Strangely though, the art finds a surprising home in an unexpected quarter: few martial arts are more perfectly fitted to the needs of the Inquisition. What other techniques enable an Inquisitor to rapidly subdue an unarmed and hardened terrorist and obtain information from him in seconds? For this reason, a few true Nexia Masters are succoured by the Ordos Calixis and offered safe havens where they can train their Inquisitorial disciples away from major population centres…
  7. Kage2020 said: To be honest, as a martial artists, I always like to see martial arts developed in a given system. So you had me at "The elite advance..." Something like this extended to "Imperial duelling culture" is something that I would also like to see, with the idea that there are aspects of "culture" that are common throughout the Imperium, even if they are moderated by the elite. How would you stat up that, out of interest? Kage, old bean, your wish is my command! I had a few duellist styles in mind, specifically a Scintillan rapier style ( a generic "fencing") style and Landrian knife fighting. I also had a sawn off version of the moritat form (ripped off by historians in the same way as ninjitsu has been in the modern world) and a couple of more esoteric forms, one of which is really quite nasty... The really nasty one is called "Nexia." Haven't statted it up yet, but have a look...
  8. Approved Arbites tactical suppression and restraint technique form XXVI The Adeptus Arbites are not the “beat police” of the Calixis sector. They are a higher authority, responsible for the most serious crimes, those that affect the wellbeing of the Imperium as a whole. However, they do, on occasion bust heads in the same way as any other police force, and over time they have evolved methods of doing this. For centuries, Arbites legislators have been codifying the various approved hand to hand techniques that are approved for use by the organisation. This has been done partly out of the traditional Imperial instinct to conform everything to a fixed standard, but also because there is a general acceptance that the forms previously utilised were in many ways ineffective. Recently (in Imperial terms) this process was completed, and the Imperium’s enforcers are now able to peruse at their leisure the latest in a long line of head-busting rulebooks. For the past 87 years, Calixis Sector Arbites have enjoyed the benefit of the Imperium’s latest tactical suppression manual, volume XXVI. This compendious tome weighs in at 3,000 pages, and it obsessively sets out the forms of close combat which Arbites are allowed to use in the execution of their duties. The form set out is a streamlining of the hundreds of close combat styles in use throughout the entire Adeptus Arbites. It provides pictorial guidance for Arbites officers on the correct and officially approved methods of restraining, subduing and subsequently beating suspects once they are safely in custody. Of course, no Arbites officer will ever learn much from just a book (even one with over 12,000 lovingly hand-scribed images of suspects being beaten to a pulp), so the rollout of the manual was accompanied by a massive re-training drive for the Arbites’ combat instructors across the entire Imperium. This program has really borne fruit over the past few decades, and now enforcers across the sector are able to swing into action knowing full well that any hive-scum who steps up with a shiv is going to get the righteous pummelling they deserve. The tactical suppression and restraint forms utilised by the Arbites in the sector are brutal, straightforward and aggressive. They place an emphasis upon grappling (when unarmed) or shock-maul use, and focus upon rapidly taking a suspect to the ground, locking his arms and cuffing him whilst simultaneously inflicting as little lasting damage on him as possible. The technique is strong on stunning techniques, locks, throws, defending against knife-wielding opponents and improvised weaponry, but weaker on killing techniques and non-arbites weapon use. The form favours physical strength and the momentum provided by riot armour, and arbites who find themselves unarmoured complain that it lacks finesse compared to some other martial arts styles. Getting permission to learn this art is not simple, even for Arbites officers. While close combat skills are highly regarded within the organisation, the byzantine bureaucracy, excessive red tape and tremendously high caseload of the Arbites mitigates against the long practise sessions in the precinct gymnasia required to master this art. Additionally, the culture of the Arbites derides those who spend time off the street, or off their casework, even if it is with the laudable aim of learning to bust heads. Players from outside the arbites who wish to learn this art must go through an arduous and almost comically Kafkaesque bureaucratic process of proving their right to learn it. Even acolytes who throw their Inquisitorial weight around often find themselves completely stymied, spending weeks filling out forms in triplicate, applying to poker faced precinct house sergeants, passionately arguing their loyalty to the Emperor in front of dismal tribunals… This grim process must be roleplayed, and the player must always feel that at any time some new rearrangement of precinct priorities could send their teacher off to some forsaken dustbowl in a different segmentum, leaving them high and dry. It is for the GM to set out precisely what skill sets will be tested to gain the right to learn the art, but Common Law (Adeptus Arbites), Peer (Adeptus Arbites), common lore (administratum) and scholastic lore (administratum) will all play a part. NB: These skills are taught in the order set out below. They cannot be learned in any other order: the tactical suppression manual, volume XXVI is very clear on this point, and no instructor will breach its dictates, as the arbites believe that the law (even its successive statutory instruments, bylaws, codes of practice and manuals) are the word of the holy emperor. Note that players are not taught to street fight: they learn that on the street! Arbites officers will find that in the course of their normal career, they will pick up most of these skills in due course anyway, so may find learning the art “in their own time” a counter productive exercise. However, for less combat orientated careers, the art offers valuable combat skills they would not otherwise have had access to. Approved Arbites tactical suppression and restraint technique form XXVI elite advance skills package Skill/Talent xp Special/prerequisite Melee Weapon Training (primitive) 200 Sound Constitution 200 Disarm 200 AG30+ Double Team 200 Leap Up 200 AG30+ Takedown 200 Melee Weapon Training (shock) 250 Dodge 200 Two weapon wielding (melee) 300 WS 35+, AG 35+ Crushing Blow 400 S40 Hardy 200 T40 Sure Strike 300 WS30 Step Aside 300 AG40+ Dodge Combat Master 400 WS40+ Swift Attack 400 WS35+ Melee Weapon Training (chain) 300 Melee Weapon Training (power) 400 Counter attack 500 WS40+ Crippling Strike 500 WS50+ Precise Blow 300 WS40+, sure strike Furious assault 300 WS35+ Dual Strike 400 AG 40+, Two weapon wielder Wall of steel 400 AG35+ Lightning attack 400 swift attack Bulging biceps 200 S45
  9. Shockboxing Shockboxing is an activity practised across the Imperium. It sits on the boundary between martial art and sport, and is practised in millions of different forms. However the basics are all very similar: two boxers of a similar weight face each other in a defined arena, and strike each other about the face and upper body with their fists alone until one is shocked into unconsciousness or until a specific time period elapses. The specifics of how this takes place varies from sector to sector: in some padded gloves are used, in others the boxers use steel gauntlets. Sometimes the fight takes place in a ring made of ropes, sometimes in spiked pits. Some sectors or planets have elaborate points scoring rules and ring bells to mark out intervals, others fight until one boxer dies. However, despite these variations, shockboxers from different sectors have a surprisingly similar skill set. Their art emphasis physical fitness and aggression, together with a strong will. Shockboxers avoid anything other than the most basic grapples, and discard kicks entirely. Their art is effective against most unarmed human opponents of similar size or smaller, and a skilled shockboxer can disable even the most frenzied opponent. Shockboxing is taught on virtually every civilised world in the Calixis sector, but it is not currently a particularly fashionable martial art. Its heyday was under Lord Sector Caracalla over 500 years ago, who was an afficianado of the sweet science of shockboxing. Today its popularity has waned against bloodier entertainments like Gladiatorial contests between augmented servitors and xenos beasts, but on many fringe worlds it is still highly regarded. The art is typically taught in sweaty back-hive gymnasia populated by the poorer members of society, and instruction can be had for as little as 100 thrones per skill. However, training is intense, and the player must work out for 2-3 hours every day and eat a special diet to remain able to use this advanced skills package. It is for the GM to put obstacles in the way of this process! Shockboxing elite advance skills package Skill/Talent xp Special/prerequisite Dodge 150 Sound Constitution 150 Hardy 200 Must have at least T40 Dodge +10 200 Must have dodge skill Sure Strike 200 WS30 Furious Assault 200 Must have WS35 Takedown 200 Counter attack (unarmed only) 200 Must have WS40 Dodge +20 200 Must have dodge +10 skill Crushing blow 200 Must have ST40 Die Hard 200 Must have WP40
  10. The elite advance skill package system set out here: http://new.fantasyflightgames.com/edge_foros_discusion.asp?efid=70&efcid=3&efidt=40920 is a neat way of giving players access to a small and discrete set of skills that complement one particular activity…flying aircraft, academia, safecracking etc. It also occurred to me that this is a neat way to get players to have access to martial arts skills. With this in mind I’ve developed background and some rules for a few Calixian martial arts styles. Any character from any career can learn one of these forms, without leaving their chosen career, provided they have the xp and are willing to meet the criteria set by the teacher for their students. This may vary depending upon the martial arts master – some teachers want money, some want favours, some want blood – literally. Here’s the first two Calixian martial arts, more exotic forms to follow in due course - Hope you enjoy them!
  11. JRaup said: Off hand, with out checking my stuff, I think it has a "live crew" of 30, plus servitors (40-50). I can ask around on the NEtEpic list if you want a more definitive answer. Hmmm... those figures seem awfully high to me. The little cabin you can see on the miniature is smaller than a rhino APC, which only carries around 10 men... And if it's got a total crew of 70-80 (if you count servitors as crew) and they're all sitting inside the tunneller, that means there's not going to be a lot of room for assault troops... Do you have a canon source for those figures? I'm not aware of any... I'd guess that we'd be looking at a crew of at most 5 or 6 in the transporter and another 3-5 in the tunneller. That is of course, pure speculation on my part!
  12. jareddm said: I was kinda thinking a bit farther back in time. Something that wouldn't be remembered as having Space Marine involvement in it. Or an event that had less than pristine records kept for it. The adept in my group adores his lore skills and does everything he can to route out every last background detail from any environment I put them in. I wouldn't want him to be able to come to the conclusion that there are space marines involved before even stepping foot on the planet. Hmmm.... OK, what about the Angevin crusade itself? This was the crusade which led to the conquest of the entire sector, 2,750 or so years ago. 4 entire chapters took part, they travelled and fought across the entire legth of the sector...who knows where Marine bodies might end up? I suppose the drawback from your point of view is that your adept might predict marine involvement, as it was the largest deployment of marines in the entire history of the sector, and would be well documented. If you want to throw a real curveball, you could create some NEW background for the sector. Looking at Alan Bligh's timeline, the Haarlock Rogue Trader family were the original explorers of the sector. It is not unknown for Space Marine chapters to send small units to fight alongside large rogue trader fleets. You could have your own unique chapter, with a small unit attached to Soloman Haarlock's "Great Voyage" waaaay back in 36, 723, over 4,000 years before the current timeline.
  13. Personally, I'm looking forward to Rogue Trader the most, because it will genuinely expand the 40k background. DH has been fantastic, but it's very much a "local" setting, with the new background information largely restricted to the Calixis sector. I love that, but I think Rogue Trader has the potential to fill in a lot more "blanks" in the 41st millenia than DH. DH (it seems to me) is actually quite hesitant to pin the Inquisition down on methodology, structure, history etc. If FFG have a freer hand on creating, in effect, the whole new focus for rogue traders across the imperium, it will create an exciting new class of fully developed antagonist for 40k. OK, arguably there's been a lot of information already on rogue traders in 40k, but I get the feeling that they have, up to now, not lived up to their full potential. Don't forget, when Rick Priestley first wrote 40k, it seemed that he wanted the focus of the entire system to be on them right from the start. Up to now, they've always been bit players in the setting. It'll be nice to see them cut loose a bit. I'm not really so excited about Deathwatch, it must be said. While there is something to be said about games with very high powered players (White Wolf did that successfully a while back with Aberrant) I tend to think that Space Marines are not really right for a roleplaying game. Character wise, marines can't really be anything else than ciphers, the background insists that they spend their time fighting in major wars, they're 7-8 feet tall, so interaction with normal humans will be a little strained...Many of them are celibate and spend their loves in monastaries, training...they have totally different psychology to normal humans... For a lot of reasons, I never got into the big debates early on about marines in the setting, because I really wasn't going to be convinced that it would ever work. I'll certainly buy the book, but I'm a little sceptical about it being workable as an RPG setting...
  14. I believe Dugfromtheearth (cool name) may be referring to the old Epic scale super-heavy tunneller, am I right Dug? If that IS what you're talking about, I'm not entirely sure, forge world haven't got around to producing a technical readout for one yet. For those not familiar with the vehicle, it was the largest of three classes of tunnelling transporters used to carry Imperial Guard troops underground. The smallest was the Termite, which has a crew capacity (from memory) of 10 men, the medium was the Mole, which (I think) carried 20 men, and the largest was the Hellbore, which carried an entire company. The vehicles were used for sieges largely, digging under bastion walls and storming enemy fortresses or bunkers from the inside. They resemble ICBM carriers with huge rocket shaped tunnelling transporters (a bit like the robot ones from the Matrix) on top. Gears of War 2 had a similar concept, tunnelling transporters, but likie so many other things, GW got there first. However, if you want to make up stats for one, I'd suggest starting with one of those massive Russian mobile ICBM carriers they had during the cold war and taking the crew sats from there - the tunneler's transporter is not so very different from an ICBM transporter. As for the tunneller itself, your guess is as good as mine - 3 crew? That sounds about right to me. An aiplane carrying 150m passengers would have about 3 crew, so that sounds about right. Anyway, just a few thoughts. Hope that helps. Are you planning to use a Hellbore in one of your games, Dug?
  15. Here's the timeline, which sets out which chapters were involved in the conquest of the Calixis sector:- http://new.fantasyflightgames.com/ffg_content/dark-heresy/pdf/timeline.pdf If they were involved, that suggests that they they're relatively local, but no more than that. I should also point out that the Calixis sector isn't a million miles away (er...actually it probably is, thinking about it, I mean "not that far away relatively") from the Eye of Terror, so the chapters guarding that may also crop up in the Calixis sector. I get the impression that the Calixis sector was designed to be a relatively peaceful sector with very few massive wars going on - there's only a handful of proper wars going on (Gelmiro, Tranc etc), so there's little in the sector of immediate interest to a Space Marine chapter. If your chronicle is dealing with the dead bodies of a space marine chapter, it might be an idea to skim through the timeline and look for major conflicts in the last few centuries that might have tempted the Space Marines to get involved: how about the Malagrisian Tech Heresy 45 years ago, the second siege of Vaxanide 312 years ago, the first siege of Vaxanide 803 years ago, or the war of brass 1076 years ago?
×
×
  • Create New...