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  1. Like
    [S]ir[B]ardiel reacted to Vehem2 in Renown Award Scaling - a more granular approach   
    I've been toying with the rules again, looking to make the Renown rewards more tactile for the players and to negate the need to make all mission objectives easy to determine in the "blind scenarios" (where the players must discover plot elements before they are able to determine or attempt to complete an objective). Feedback appreciated.
    The Issues to be addressed
    First issue  - the "One for all and all for one" approach to Primary/Secondary/Tertiary objectives. Needing to complete all objectives to receive recognition means that in more complex missions, missing out a less obvious objective (or believing it to be complete when it's actually more complicated - tricksy Tau…) turns your glorious and triumphant return to the Watch Station into a debriefing where your Captain grumpily points out "you missed a spot…"
    Second issue - Rites of Battle. The fact that the suggested reward for suffering a "terrible wound" in order to save a battle brother is +2 Renown promotes a certain degree of "jumping in front of bullets" and calls of "that could have killed you!" - at times with multiple brothers making the jump, hoping to take the wound for the glory of the Emperor. Likewise, the potential for "defeating a numerically superior foe without firing a shot" granting +1-3 Renown does lead to rather a lot of pre-emptive shouting at the enemy - hoping they'll run away - rather than just getting down to blowing away the heretics with good ol' bolterfire. In short - the fact that these rewards can potentially add more Renown for a single scene than you typically would receive for completing a mission in full skews the balance rather. Having the Ultramarine stop the Space Wolf and Dark Angel from squabbling every few missions is not worthy of as much reward as completing all your Primary Objectives (though both are +1 Renown according to the tables).
    Third issue - Oath of Glory. What do all characters want in the early game? Access to the cool toys in the armoury. What's the quickest way to get there? Oath of Glory. Every. Mission. Always.
    The Proposed Solution
    Bigger numbers. This allows for more granularity. A few points awarded for minor achievement is less of an issue when the goal is further away.
    First - all Renown Requirements for all gear, honours, advanced specialities and anything else listed where it's used as a prerequisite are multiplied by 10 across the board.
    Second - mission objectives are awarded renown individually. A single Primary Objective is typically worth 5 Renown, a single Secondary Objective is typically 3 Renown, whilst Tertiary Objectives are 1 Renown each.
    Third - taking inspiration from Rites of Battle's approach, failure should not be tolerated. Any Primary Objective that is failed reduces the Mission Award by 5 Renown. Secondary Objectives are by nature less important and semi-optional - failure to complete one reduces the Mission Award by 1 Renown. Tertiary are almost entirely targets of opportunity and do not result in penalty if missed.
    Fourth - using these values as baselines so that the players know what to expect, you can tweak the awards to suit your mission. Maybe the two Primary Objectives for a certain scenario aren't entirely equal - one is slightly more Primary than the other. Maybe one is simply more glorious - slaying the Chaos Lord in his throne room is definitely going to be more widely reported than the fact you got the data-core back in one piece, though both would be Primary objectives… In contrast - perhaps one of the Objectives is absolutely essential and failing that specifically would have greater consequence (for instance, killing the Lord, but failing to stop him from opening the Warp Gate). In that case, the failed objective penalties can be scaled (+5 for "Killing the Lord", +11 for various completed Secondary/Tertiary but -10 for failing to save the planet from the daemonhorde - a total of +6, which in this system is less than glorious but still recognizes that you fought against the oncoming doom). The key here is to use the adjustments sparingly and make sure the narrative lets the players know which are really important in the briefing. After all, the Watch Captain would probably mention that whilst you're off defeating Lord Braxaltharn, you really should make sure he doesn't do anything silly like open a rift into the immaterium and doom the planet to the hells of the warp.
    Fifth - Oath of Glory. This Oath has become less of a swear word in my mind (previously mentally referred to as "F@#*ing Oath of F@#*ing Glory") since the adjustments. It remains exactly as it was (+1 Renown per Primary or Secondary Objective completed) with the addition of "and +1 Renown for any Tertiary Objective completed without the aid of your battle brothers". Suddenly the Glory-hunters become a little more interested in doing things that would be considered glorious - such as defeating a Tyranid Warrior in single combat or a lone Devastator standing at one of several breaches in a defensive line, holding back the oncoming cultist horde whilst his allies cover the others. There is still a compelling reason to take the oath if you're really hungry for Renown, but in the grand scheme, it's a more marginal benefit - best to use when you don't really want the abilities offered by other oaths rather than something worth giving up the whole oath-selection mechanic for quick advancement for.
    Finally - Rites of Battle suggested renown bonuses remain roughly the same, though perhaps you can afford to be a little more generous in some cases. These are all nice little "extra" rewards for doing something that adds to your personal legend. They shouldn't be invitations to take stupid risks in return for disproportionate reward or to approach a situation in a non-logical way because you expect it to be more rewarding to do so.
    Losing Renown
    Another perk of this system is that you get to reduce the rewards when they screw up, so they know that they screwed up (without the more obvious indicators, like a scything talon through the head or being trapped on a planet being dragged into Nurgle's backyard). I do however rarely impose a reduction of their Renown beyond what they started the mission with. Players tend to dislike their characters ending up with less than they started with, so if they do happen to end up with a negative total for the mission, I normally count it as zero total and possibly add a suitable "black mark" to them in another way (having the "Enemy (Lord Ebongrave)" talent is a much better way to remind them of the time they crashed their boarding torpedo into an asteroid after mistaking it for the Ork Rok they were supposed to assault on his behalf, than taking some of their toys away via Renown reduction). If they act in a way unbecoming of the Deathwatch however, all bets are off. Corruption and long term reduction of Renown is entirely appropriate for a team that crosses the Emperor's most holy line and starts sleeping with Eldar or something (and no, we're not getting into the viability of "Space Marines sexy-time" discussion again…)
    TL:DR Version
    Given the wall of text - this seems necessary. Short version is to have lots of small rewards, worth varying amounts each, with all the Requirement numbers being scaled up by a factor of 10. Easier to reward small events, differentiate importance of objectives, control rate of Renown game to match your planned campaign.
  2. Like
    [S]ir[B]ardiel reacted to HappyDaze in Cosmetic changes for the Fire Selector.   
    Charmander said:
    An interesting HR- if I recall, some of the books describe folks using drum magaznes on bolt pistols and rifles, so it's not that much of a stretch.  And the image of three giant clips hanging off one gun somehow loading into the chamber is purged from my brain

    Somehow that last sentence sounded vaguely pornographic.  **** internet!  Now I need to purge several images from my brain, but I'm glad I could help with this one.
  3. Like
    [S]ir[B]ardiel reacted to Brother Victus in Campaign Idea   
    I am to run a Deathwatch campaign in the next month and I've got a lot of ideas for an adventure, but I wanted some input and feedback on the ideas. Some of the ideas are influenced or concocted from some of the things within the Core Rulebook, so if some of the parts look familiar that's probably why.
    So the story starts out with the Battle Brothers being brought together for a meeting with Watch Captain Morgan, a fierce old Storm Warden, aboard a ship (which I haven't named yet). The brothers haven't had time to be formally sworn in on Erioch in front of the Omega Vault, due to the urgency of their mission and the speed with which they were recruited. They are to reestablish communications aboard a Watch Station which has not been contacted for almost a century. It is orbiting a Tau controlled world that is being attacked by the Tyranids.
    After preparing for the mission the Kill Team is dropped onto the Watch Station and they are to walk across it and fight off the Tau that are trying to breach the one and only entrance to the station. This should be a fun Zero Gravity fight where Repair Cement must be utilized, lest the Kill Team discovers just how painful exposure to the vacuum can be. After the fight which should be challenging but not impossible, the Kill Team should be able to enter the Station, having proper authorization and codes to enter. 
    Surprisingly they are greeted by Brother Horik, a Space Wolf who has apparently been maintaining the Station for nearly a century. He says that all the servitors and tech has decayed and he has not been able to reestablish communications. He invites them to a feast to celebrate the arrival of fellow Deathwatch members. If they refuse, then he leads them into a trap, where they are knocked out by some means, maybe a knockout gas tailored to Space Marine physiology. If they do not refuse then the food does the same thing, and they all begin to gain levels of fatigue until they pass out.
    While knocked out, they have visions where their faith is tested and they must overcome challenges that are symbolic of Chaos. The more challenges they fail, the more insanity points they gain when they awake. If they pass all the challenges they have succeeded in the eyes of the emperor and gain a spiritual reward that is scaled to the difficulty of the challenges. They awake in prison cells, maintained by servitors who do not seem suited to the purpose. Through some interaction skills, they will manage to break free from the cells and retrieve their equipment.
    Once they go to confront Horik, a boss fight ensues along with an explanation of his side of the story. After they defeat him, he acrobatically jumps back away from them and begins to transform into a Wulfen. Boss fight round two, and then they should proceed to complete their mission and reestablish communication with Watch Captain Morgan. It is not that hard to reestablish because it looks like it was purposefully deactivated by somebody, rather than having decayed. As they restart the systems, a servitor comes to life and urgently tells the kill team to retrieve a key from deep within the Station while there is still time. The servitor immediately dies after giving them the message, but the systems are restarted and they can talk to Watch Captain Morgan.
    Watch Captain Morgan tells them that after they restarted the systems, the Tau managed to open the doors and are starting to pour into the station. He says that they will have to hold off the Tau until reinforcements can arrive. If they mention the key, he will tell them that is also a priority. He can't tell them why, but they must retrieve the key. At this point they must make choices and prioritize their objectives. However they go about it, the holding off the Tau is fairly simple. They fight off waves of Tau until Captain Morgan emerges killing off the last few Tau in the doorway. He congratulates them, and if he knows about it, asks about the key.
    Meanwhile, the part of the group who had to retrieve the key has to fight some fairly easy Chaos down in the depths of the Station, until they come upon a holy fountain. Through some means which has not been determined yet, they decide to drink from the fountain. Maybe a message from the Emperor in some sort of form compels them to drink. After they drink they each gain a vision of the Omega symbol. They are forced to leave and go back up to the rest of the Kill Team.
    At the mission's conclusion the Kill Team takes their oaths in front of the Omega Vault and at the end of the ceremony, the Battle Brothers who drank from the fountain all collapse, the image of the Omega symbol burning in their heads. At the same time the Omega Vault opens…….
    Thanks for reading. Feel free to use as much of this as you want. Feedback is welcome, as it will help me figure out the problems before I run the campaign. Also, yes Watch Captain Morgan's name is a joke. I'm not sure if that's gonna be his name or not, but it was the first thing that popped into my head and the names aren't set in stone yet.
  4. Like
    [S]ir[B]ardiel reacted to ak-73 in [Heresy Inside]Redeem tools   
    On a related note, I think GMs should design missions to set-up ethical problems. In last weekend's mission my players found themselves on Space Hulk that had been converted to a Daemon Prince's flagship. The only way to get anywhere on it would have been striking a deal with an apparent daemonic familiar (which in truth was the Daemon Prince who wanted to get rid of a rival).
    Which is exactly the conundrum I wanted. My players have adopted the meta-gaming notion of: everything Chaos will hurt our characters, so we won't even touch it. I don't think it was a conscious IC choice. So, I think it's only fair to put them in a position where the primary objective can only be achieved through consorting with the enemy. Which leaves a choice: prefer mission success and XP and some corruption but with more reduced renown rewards (deals with daemons) over mission failure less xp and only slight reduction in renown rewards? There is a reason why people fall to Chaos or the lure of the Xeno after all... if it was all so easy and obvious, it would never happen.
    I see it similar with tainted gear. My players wouldn't even touch that traitor's Terminator armour, which had been covered with the "wounds" of the Stigmartus.
  5. Like
    [S]ir[B]ardiel reacted to Kshatriya in Mission too easy?!?   
    I have house rules for it from an old game that kind of blended the DH and DW style procs for phenomena. I'll try to get them up on the House Rules forum (might have already in the past, so i'll check that first).
  6. Like
    [S]ir[B]ardiel reacted to Kshatriya in Mission too easy?!?   
    Post-DH psychic rules are generally without any real threat to the caster except when Pushing, and even then it's not that dangerous. Something that really annoys me, tbh.
  7. Like
    [S]ir[B]ardiel reacted to Fgdsfg in Chain Weapons vs. Power Field   
    Just for the sake of argument though, you should probably point out that that is a house rule.. unless I'm mistaken (again). It makes the change you suggest far more relevant (but it's relevant either way, imo).
  8. Like
    [S]ir[B]ardiel reacted to ak-73 in Chain Weapons vs. Power Field   
    1. All-Out Attack is useful against hordes, disposing of individual troops enemies quickly and Killing Strikes. Also, if you have a Force Field, you might get away with it.
    2. As mentioned above: If it's round-based and every enemy has acted before you, you can afford to go All-Out. This furthers meta-gaming. Making it turn-based prevents that unless the PC spends Fate for 10 Initiative and feels sure that this will make him go first next round. I'm okay with the latter.
    Think of a honor duel:
    Player A attacks.
    Player B then knows that he has nothing to fear anymore and goes All-Out instead of Standard.
    In the 2nd round it might be vice versa or not.
    Player A attacks.
    Player B does not know who will have initiative in round 2. Therefore he chooses to play it safe and takes a Standard attack.
    Or he is willing to bet that he will go first the next round (because, for example, he knows he normally wins initiative because of some bonus).
    I handle such things turn-based in almost every RPG I play.
  9. Like
    [S]ir[B]ardiel reacted to Kshatriya in Fear in DW   
    maxximus said:
     Why would it efftect SMs then?
    Also remember that by default DW games involve 3-6 different chapters in the same party. Marines don't fight like this normally. Say you're an Ultramarine. You always fight alongside Ultramarines. You live, breathe, and fight by the Codex. Now you are in the DW. On your team, there's a guy decked out in wolf fur who doesn't care about the Codex. There's a guy who sleeps in a big metal coffin plugged into some kind of blood-filtering device. There's a guy in a robe who just refuses to talk about anything he knows. There's a guy who prefers to fight by hiding in a tree and sniping like a scout. There's a guy whose chapter history goes blank if you look back more than 500 yeas. If that's not enough, the wolf pelt guy and the robe guy are constantly at each others' throats, the sneaky guy is filming it, and the other two are arguing if jump infantry assaults are inherently better than tank charges. And you think at least 3 of these Gus are heathens for their approach to chapter organization, because Codex Über Alles. 
    These people are WEIRD but you have to fight alongside them as Brothers. You deal with interpersonal issues that would never arise in one Company of Ultramarines. And you have to make it work. 
    Hence when a big scary nasty thing appears you don't know if they'll have your back. You know another Ultramarine would, but these guys, you have no clue. Hence a Cohesion Test as you don't know if you can trust these SMs like you would your "real" brothers. 
  10. Like
    [S]ir[B]ardiel got a reaction from Lord Master Igneus in Chain Weapons vs. Power Field   
    Taking in battle an inadequate weapon which will broke against relevant melee fighters when you could have brought a Power Sword, leaving the marine unarmed for the remaining of the mission?

    As a Captain would say "No brother, let Bessy stay home and take this instead"
    I still fail to see ANY realistic justification besides *chain weapons are AWESOME*.
  11. Like
    [S]ir[B]ardiel reacted to Avdnm in Deathwatch - "Ascension"   
    Kill them?
  12. Like
    [S]ir[B]ardiel reacted to Fgdsfg in Chain Weapons vs. Power Field   
    It depends on the game. I think Dark Heresy specifically does not allow you to combine different subtypes (i.e. you cannot combine two Concentration actions or two Attack actions, for example). Some of the systems only specifically disallow multiple actions of the Attack subtype. But ALL of the systems (afaik) disallow you from making multiple attacks of any kind, unless you have Two-Weapon Fighting, and for that, specific rules apply (and as always, specific rules overrule general rules).
    After some thought, I'm very much inclined to agree with Alex's suggestion to remove the Attack subtype from Feint. I would, however, consider adding Concentration, just to make it clear that any other Concentration-based actions would at the very least take a penalty (depending on whether you allow actions of the same subtype at all - if you don't, then you'd also have to remove the Melee subtype from Feint, if it's got it in Deathwatch).

    I think I just had an aneurysm, when I realized that I should've read the description of All-Out Attack, rather than just the Combat Actions table. The three or four distinct groups I've been in, under three different GM:s as well as one group I'm running myself, has been doing it wrong. I'm amazed that no-one picked up on it, at least not to my knowledge. That's four different GM:s that should've known better.
    We've been playing it as "All-Out Attack cannot be Dodged or Parried". When in reality, it means that the player loses his Dodge or Parry Reaction. Jesus F Christ this makes me feel like a moron, and this gives Feint and Standard Attack a distinct advantage over All-Out Attack, making for a better tactical dynamic.
    So that's it. Feint loses the Attack Subtype. Done. Also, shoot me.
  13. Like
    [S]ir[B]ardiel reacted to ak-73 in Chain Weapons vs. Power Field   
    RAI, but not RAW!, is evidently that you can't combine same subtypes in one turn. From the errata:
    'Power Format (page 189): Add the following sentence to
    the Action entry: “If the power targets an opponent or does damage
    to an opponent, the power gains the Attack Subtype (see page 237),
    and thus cannot be combined with other Attack Subtype actions (such
    as Full-Auto Burst or Semi-Auto Burst, and so on).'
    But my question was stupid because it has already been resolved in the errata:
    'Feint (page 237 and 239): In Table 8-1: Combat Actions
    and in its entry, Feint should not have the “Attack” subtype.
    Dodge (page 237): In Table 8-1: Combat Actions, Dodge
    should have Movement subtype.
    Manoeuvre (page 237): In Table 8-1: Combat Actions and
    in its entry on page 241, Manoeuvre should not have the
    Attack subtype.'
  14. Like
    [S]ir[B]ardiel reacted to RogalDorn01 in Mission too easy?!?   
    Correct!  Those shrikes went down like punks in the first round.  Ok, so my idea of a hive tyrant plus 6 shrikes and three ravenors should be sufficient to make them sweat bolter shells?  They will have pretty ample sight distance to all these targets (minus the ravenors of course!!!)
  15. Like
    [S]ir[B]ardiel reacted to ak-73 in Chain Weapons vs. Power Field   
    I got one word for you: Feint.
    Relatedly, has any of you considered removing the Attack subtype from Feint. I would like characters to be able to Feint and Standard Attack in the same action because otherwise a successful Feint could simply trigger a Disengage by the enemy everytime.
  16. Like
    [S]ir[B]ardiel reacted to Kshatriya in Chain Weapons vs. Power Field   
    I probably would not implement another rule that required tracking of DoS for proccing an additional effect. Really to me if you're attacking a Necron wielding a power scythe with a chain sword, you're just asking to lose that sword, and that's on you. This happened in a game of mine while another player was taking a turn GMing. Was pretty hilarious.
  17. Like
    [S]ir[B]ardiel reacted to Lynata in Chain Weapons vs. Power Field   
    Sure, but if I know that contact with the enemy weapon has a high chance to just disintegrate stuff, I'd always opt for evading said contact altogether rather than trying to forcefully deflect it with something I might still need in the future.
    Such as my own close combat weapon. 
    Hmm, I think you've actually just delivered a reason (or a plausible explanation, anyways) for why the RAW has power weapons sunder the opponent's weapon only when defending: The wielder is aware of the properties of his weapon, essentially forcing a high-energy impact of the attacker's weapon onto his powered blade and thus turning the attacker's strength against his own weapon, so to say - whereas the opponent with a non-powered weapon parries with the intent of minimising the contact, and thus the threat to his weapon.
    Personally, I think your houserule is gimping an important thematic feature of the power sword, and introducing an unnecessary mathematical element when you could just as well lower the 75% chance to a lesser value (or at least remove this chance entirely and make it depend entirely on the DoS).
    How about placing the onus on the other party, by making it depend on the DoS of the Attack roll - basically reflecting the skill of the weapon's wielder to adjust their attack and "pull their blow" when their lightning reflexes notice it will get intercepted?
    Or, switch the entire thing around and have it depend on the power weapon being parried, not parrying with it - so that the character without a power weapon has to choose whether they want to dodge or parry. You could then introduce a Parry penalty for a special "deflecting" move that has a reduced or no chance for the weapon to shatter, if the wielder is willing to cope with a -10 or -20 modifier to the Parry test?
  18. Like
    [S]ir[B]ardiel reacted to Kshatriya in Chain Weapons vs. Power Field   
    I don't think it's a stretch to say that if it's an option for every sergeant, that the Chapter has a sufficient number to outfit every sergeant if every sergeant were so inclined.
    Right, but the fluff clearly doesn't agree with the crunch there. 20 Req/Respected (which is, what, 3-4 mission in to a game starting at Renown 0), or Sig Wargear if you're a Tacmarine who takes a chargen Deed (and I see like 80% of Tacmarines in actual games do this, because it is a steal). I like the fluff, don't get me wrong, but in the "high end" game lines (RT/DW) it's very much a flavor that doesn't pan out in the realities of who your characters are, unlike in DH.
    Agreed! Or punch him. you can't sever natural attacks IIRC.
  19. Like
    [S]ir[B]ardiel got a reaction from Kshatriya in Chain Weapons vs. Power Field   
    Going just by the Deathwatch RPG's core rulebook, power weapons start at renown 20.
    Which is fairly low
  20. Like
    [S]ir[B]ardiel reacted to Kshatriya in Chain Weapons vs. Power Field   
    Chaos may not have as easy access to power weapons, but Chaos still has Forge Worlds, which trade good and services with everything from heretic pirates to CSM warbands. So again it really depends on what's needed for your story. A CSM warband that mimics the Raven Guard combo of jump pack + lightning claws is just as valid as the ones who go the classic chainaxe route.
  21. Like
    [S]ir[B]ardiel reacted to Kshatriya in Chain Weapons vs. Power Field   
    Well, life is desperate and awesome weapons are unattainable, for most people. But the premise of all of these games, particularly RT and DW, is you're not most people.
    I mean look at the mechanics. Power swords are Very Rare in Rogue Trader, which is a penalty to your Profit Factor test to find and acquire one. But if you want just one (as opposed to a crate full, and I'll note that finding and buying a crate full of power swords to outfit your personal Houseguard is indeed an option), you get a huge bonus on your roll to find one, that completely negates the penalty. That leads me to believe that they might the hard to find, but not that hard, at least for rich, connected people (which RT characters are, even if they have low PF, they have a starship. Leaving aside the fact that every PC RT can take a power sword and plasma pistol at chargen, as part of their starting equipment. Because you're not just some guy, you're a ****ing Rogue Trader, heir to a mercantile writ signed by the High Lords of Terra themselves.
    Or, if you're an Astarte sergeant, you basically are given one as a mark of office, to wield into battle as you lead your squad. Your squad who, while they may have chainswords, are also armed with power armor and ranged weapons that most people only hear about in stories and never see in real life. A given Brother's supply chain is literally something they don't worry about except in the field when low on ammo; the rest of the time, it's a pure given that they will be supplied with the gear they need for the mission. Meaning each Astarte chapter probably has at least 100 power swords - 1 for each Sergeant, and probably more for special formations, or surplus. That's 100 allegedly "nigh-unique" items per Chapter, and completely leaving aside rarer stuff like the great relics of the Chapter leadership, the power- and chainfists for Terminators, the crozius for the Chaplains, etc etc. For an Astarte, a power sword basically requires you to be one rank up from a raw nugget in the Deathwatch, and Tacmarines can start with one given a Deed.
    In Dark Heresy, the price of a power sword is so high that no acolyte will ever be able to wield a power sword unless they abuse the (terrible) economics of that game, or are granted one for use by their master, or loot one from a dead foe who happened to have one (which creates its own issues of believability, of course - special agents getting **** for logistical support is a hard pill to fathom). And at the same time, bolts are 16 thrones for 1 bolt, which means if you use a bolter, you use it for emergencies and cherish every shot (unless you're a Battle Sister who gets supplied for free, of course).
    So yes, these items are regarded as rare and priceless and unique by 99.9% of the human population of the Imperium, but Inquisitors (who aren't exactly following the DH economic rules anymore), Astartes, and Rogue Traders are part of that .01%, and while they cherish and treasure power swords and the like, they're not exactly hurting for them or unable to find them if they want one.
    Just my 2 gelt.
  22. Like
    [S]ir[B]ardiel reacted to ak-73 in Chain Weapons vs. Power Field   
    Why does there have to be a rule? Roleplay it out! You go to grumpy old Harl Greyweaver and explain to him why you broke another master-crafted Chainsword. Go and see if he'll give you a replacement one for your Signature Wargear talent - or not.
    But be prepared to answer questions such as: "You knew he was wielding a Power Sword, so why did you attack with my prescious Chainsword and not with that Bolt Pistol of yours? Hmm?"
  23. Like
  24. Like
    [S]ir[B]ardiel reacted to Brother Anselm in Starting a game with no tactical marines or devastators.   
    Black Templar Librarian. 
    I have a little bit of sick in my mouth
    Cannot... grasp... concept... major heresy... mind... going... into...meltdown.....nnnnooooooooooooooooooo!!!!!
  25. Like
    [S]ir[B]ardiel reacted to herichimo in Storm Wardens psy power Ancestors' Rage: partially pointless?   
    Space marines are nothing if not practical. If the only way to kill a xenos about to fire a sun-exploding weapon is to bend down and pick up a xenos weapon and shoot the bad guy, an Astartes wouldn't think twice about doing it. Some chapters may respond with a day or two of fasting in recompense (which is like saying, "I'm sorry," for us normal humans), but with the exception of an exceedingly tiny minority of chapters, that's about it.
    Let us not forget, Space Marines do not submit to the Imperial cult, nor are subject to inquisitorial rule. Grey Knights being an exception and while serving among the Death Watch: a very muddled grey area.
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