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Posts posted by JuankiMan

  1. Musclewizard said:



    The thing is, real amour does not work that way.
    Ignoring the effectiveness of protective vests in general for a moment. There's bullet proof vests and then there's stab proof vests. The former offers little protection against stabbing and the latter ofers little protection against shooting.

    And then we have kevlar armor reinforced with trauma plates, which is effective against both methods of attack, and considering how prevalent melee combat is in the 41st Millenium, that's most likely how flak armor is designed.

  2. Cymbel said:

    Side note, the Naval Pistol (and its bigger cousin) is 1d10+4 Tearing, so it isnt all that unplausible for a slug to have tearing or just invent a new slug like round that has tearing.

    Naval Pistols use custom-made special ammunition designed to fragment and burst inside the target which justify the Tearing rule. A solid metal slug does insane damage, represented by the high damage value of the shotgun using it, but it doesn't compare to a round that explodes inside the target's body.

  3. I now use a mixed version of the old and new rules for primitive equipment.

    Essentially, primitive weapons use BC and OW rules, capping their damage when attacking a target wearing modern armor but removing the cap if the target is unarmored or only wearing primitive armor because arrows where invented to kill, not to inconvinience.

    Conversely, I keep the old version of primitive armor, halving their protection when getting hit by modern weaponry, because if historically the musket made plate mail almost useless I see no reason why it should easily stop a las-bolt, and I don't find halving a single-digit number that strenuous a calculation.

    I think this strikes a balance, giving people outfitted with modern equipment a most definite advantage but not so large an advantage as to make them invincible behemoths against a more primitive foe.

  4. Seeten said:

    A Dark Eldar starts with a 30 Agility, and gets a 2d10 bump, for an average of 41, and all have Matchless Grace, for an Unnatural Agility x2, for an average bump to AB 8.

    An RT character starts with a 25 Agility, can bump that to a 44 through Origin Path, gets 2d10 to add for an average of 55, and you can get Unnatural Agility from Disturbing Grace, and other places.

    Well, you can certainly buff a single stat severely through the Origin Path, but that is if you pick most, if not all, of your choices speciefically geared to up the stat while leaving the rest to suffer. The Origin Path makes humans more versatile, which I think it fits, but I don't think it makes them any more powerful.

    And from which book is this "Disturbing Grace and other places" where you can get Unnatural Characteristics at creation? I was under the impression that Unnaturals where hard to come by and often had severe disadvantages.

  5. Where exactly does it state that Chartist Captains make no use of Navigators? After all, the Merchant Guilds have a lot of political power, their craft forming 90% of the Imperium's starships, and their Speaker even being one of the High Lords of Terra, so I don't see why they wouldn't have the support of the Navis Nobilite. However, there are Chartist Captains that maybe just don't need a Navigator, if their trade is exclusively intra-system or in between systems no farther away than 5 light years apart, but performing a longer trip by making several short jumps is both dangerous and horribly impractical.

  6. Rules as written, I don't think there's anything to actively mess up another psyker's divinations. However, you should differentiate divination from scrying.

    Divination looks at the future, which means that you're likely changing it just for the fact that you're looking at it. If several diviners look at the future they will mess each other's divinations because the very act of seeing the future will influence their and their allies actions and mess with the other diviner's predictions. I weep for you. This kind of divination is an absolute pain in the ass for the GM.

    A diferent form of divination is scrying, where the diviner uses his powers to look at something or somebody. This is in real-time however, so if you're scrying a psyker he may roll Psyniscience to notice he's being watched and act accordingly. 

    A null, on both cases is a great impediment. You cannot scry him directly or anyone near him and, as far as I know, the fate of nulls is not written in the Warp, so that makes any divination wildly unpredictable because you're foreseeing a future that doesn't acknowledge his actions. Also sorcery, being the stuff of the Warp and therefore infinite in scope an possibility, is only limited by the GMs imagination in what it can or cannot accomplish.

  7. It all boils down to the type of campaign you're playing. Just as not all Rogue Traders will want an easily bored alien hooligan running around their ship, and few will tolerate the company of a Chaos Reaver or run the risk of associating with a Secessionist, the adequacy of the Missionary depends on the group and the tone of the game. What makes the Missionary's case egregious is the fact that it's a core class, but if the group is striving to combat Chaos pirates close to Iniquity then he's almost essential. Or if they're working to rediscover ancient human colonies and bring them back to the fold of the Imperium (for a nice comission, of course), or if they're founding their own colonies. 

    The main sticking point is precisely his Pure Faith, with implies a total and honest adherence to the Emperor's message, a level of conviction so pure that it actually hurts the denizens of the Warp. However, it should be pointed out that the Emperor's message is not necessarily the same as the Imperial Creed. Perhaps he follows the spirit but not the letter of Imperial Dogma, which likely got him into trouble and pushed his towards the frontier. Perhaps he believes that mutants should be pitied and offered succuor, not just maligned and burnt. Perhaps he even has the radical idea that sufficiently civilized aliens could be converted to the light of the Emperor (There was one such individual that tried this with the Tau. It ended in tragedy, but at least he gave it a shot). In my experience many people have trouble moving away from the stereotype of Father Burninator Mc.Killyoudead, from the Shrine World of Youfilthyheretic Prime, but having been a man before being a God, the Emperor is a very complex deity and his worship is as multifaceted as the Imperium itself.

  8. alexe74 said:

    My motive was for a Deathwatch scenario with a group of Marines on a Corsair Escort.  Anyone who's played DW knows those guys can go through the fodder a bit and it got me think just how many DE ARE on a ship because a group of marines might get close to killing most of them!!!

    If they're doing their job right they'll kill ALL of them and scuttle the ship just to be sure.

  9. HTMC said:


    You have a weird definition of evil :-P



    It comes from when I was studying philosophy back at the university and I was faced with an ages-old philosophical conundrum: What diferentiates a brutal prince from an evil prince? Quite a tricky question, because the brutal prince will perform acts that can be viewed as evil, and the evil prince can be brutal in its cruelty. 

    After much pondering, the answer I gave on my essay is that the difference boils down to motivation. A brutal prince does evil, yes, but it does so not out of malice but as a means to an end. Perhaps he finds it most expedient, perhaps he believes he would appear weak otherwise, perhaps he believes he's being tough but fair. Regardless, he doesn't necessarily enjoy it and his actions still are, at least from his perspective, done for the good of his people. The evil prince, on the other hand, enjoys his brutality, does evil acts because they amuse him and if they're beneficial for his people, it is coincidental, not his motivation. He only thinks and acts for himself with little to no regard to the damage he may cause or the consequences of his actions to anyone other than himself.

    Another component of my definition is another philosophical conundrum of whether you can truly call virtuous someone who has never been tempted. I expand on that claiming that you cannot say something is evil when it is incapable of choosing to do good.

    Thus by my metric, the Dark Eldar are evil to the extreme. Others combine different levels of evil and brutality, but for the Dark Eldar it's as if their evil had been processed through an alambic to produce 100% pure, high-octane evil distillate. They have no motivation other than hedonistic, cathartic self-gratification. They had the capacity of choice and are fully aware of the pain and damage they're causing. Indeed they do their evil precisely because it's painful. Their evil has no grand purpose, no ulterior objective, it isn't the means to and end, It just is.

    Evil for evil's sake.

  10. HTMC said:



    You gotta look at it compared to the alternatives: you can have your soul eaten by Slaanesh and spend an eternity in his sexy, painful embrace, or you can let your soul be swallowed by a crystal and spend eternity hanging out with other dead Eldar, helping the living, or even possibly piloting a sweet spaceship. I know what I would choose given a choice :-P

    I don't think he meant disturbing for the spirits themselves but for the people looking from the outside. It must be creepy as hell going through a kilometer long ship that's completely empty, its corridors and rooms completely deserted but still funtioning, and you're constantly feeling watched, observed, like the very walls around you are alive.

    It'd be like entering a haunted house. A haunted house that traverses the stars and has enough firepower to level a city.

  11. HappyDaze said:



    Unless I misread, most DE slaves (especially those that would count as part of a starship's crew) are DE - it's a social class among them. These are still more highly regarded than the more 'disposable' slaves captured from other races and used specifically for painfood.

    Really? I'm not surprised that the Dark Eldar would try to enslave their own, but I do find surprising that a Dark Eldar could be sufficiently broken as to reliably assign him labor.

  12. macd21 said:

    Which is less evil than the DE how? Their evil has the purpose of furthering their own selfish agendas…. which still makes it evil. They screw over everyone else (and even their own people) to further their own evil goals. Humans will slaughter billions out of ignorant hatred. The Tau will slaughter anyone who doesn't march in step to their grand plan.

    And the Eldar are even worse than the others - they don't necessarily do it to further "the survival and dominance of their own people." They'll slaughter billions for no better reason than that they've been irritated by some humans.


    Their agendas are evil but at least they have an agenda, they have goals to further. For all three their evil is a means to an end, not the end in itself. For the Imperium it's haegemony, for the Tau expansion and for the Eldar survival, and save for the true psychos within those three species, neither do it out self-gratification or a sadistic lust for slaughter.

    macd21 said:

    Wrong. Both the Orks and the 'nids are sentient beings. As such they can decide not to **** over other sentients, but choose to do so for their own selfish needs.


    The smallest Tyranid with any semblance of sentience it the Hive Tyrant, but although they are sentient in the sense that they can make complex decisions and develop imaginative ways to accomplish their goals, the have no free will. They are still puppets of the Hive Mind and have no capacity to question or deny it's commands. If you're going to label the Tyranids as "evil" you'd have to put the label on the Hive Mind as a whole, but it hasn't ever shown a capacity for moral assesment. In fact, it seems to go entirely on auto-pilot advancing, consuming, growing and evolving. It'd be like calling a horde of locusts evil for ravaging crops.

    The Orks, on the other hand, are sentient in a more traditional sense of the word but are still too simple-minded for complex things like "right" or "wrong", and they are that way because they were genetically engineered to be biological weapons and nothing else. They are pure chaotic evil, make no mistake on that, but they never had a choice to begin with.

    macd21 said:

    The Old Ctan were not extinct.


    Four individuals, two of which are still in hiding, do not make a viable population.

    macd21 said:

    And this is less evil than the DE how? "We want to wipe out all bio-life in the galaxy because it's making our lives a little harder."


    From their cold, unfeeling and calculating perspective the Necron Lords are working for the continued existentce of all of Real Space, not only their own. It goes like this: sentients can act as gateways for the Warp and their thoughts feed and empower the Chaos Gods. Ergo, if they remove every sentient in the galaxy the Chaos Gods will starve to death and Real Space will never have to fear a Warp intrusion again. And if they go the extra mile and erradicate all biological life in the galaxy they also ensure that no new sentients evolve in the future, thus ensuing the continued stability of Real Space effectively forever. Brilliant!

    They may be technically right, but **** 'em. Who asked their opinion anyways?

    macd21 said:

    And there are plenty of others who make the DE look like cuddly lovelings from the planet lovewu.


    You are so, so very right. That's why Chaos came a very close second.

    macd21 said:

    The 'nids are dicks, plain and simple. Evil for evil's sake. They don't care for anyone else, they don't even care for each other and they have no grand plan or long-term goal to justify their actions other than to eat everyone because eating everyone feels awesome.

    The Necrons are dicks. Evil for evil's sake. They don't care for anyone else, they don't even care for each other, they just want to wipe out all biological life in the galaxy 'cause they hate everyone.

    The humans are dicks, plain and simple. Evil for evil's sake. They don't care for anyone else, hell they'll screw each other over for a goddamn percentage, they just want to wipe out all other sentient life in the galaxy because some dead guy told them to 10,000 years ago.

    Orks are dicks, plain and simple. Evil for evil's sake. They don't care for anyone else, hell they enjoy killing each other as much (or more) than other races, they just want to consume the galaxy in a never-ending war 'cause they think it's fun.

    You can take any 40k race, point to why they are evil and declare "this makes them the most evil race in the galaxy." You think the DE are the most evil. I think their evil is nothing compared to that of the 'crons, the 'nids or most of the chaos factions. Hell, I think the Eldar are probably worse than the DE. At least the DE have an excuse for being monstrous bastards, the Eldar are just dicks, plain and simple.


    Humans do evil because they want to rule the stars. Tau do evil pretty much for the same reason. Eldar do evil because they refuse to go away quietly and are actually working to go out with a bang. The Tyranid Hive Mind does evil because it exists only to grow and evolve and those two directives are absolute. Orks do evil because it's fun, but they didn't choose to be that way and were never given the chance. Necrons do evil to ensure Chaos doesn't swallow up the galaxy. Chaos does evil for many, many things, many of them contradictory of each other, but there are many within it that have some sort of grand plan or major objective, some of which are truly selfless from their deranged perspective.

    In a matter of scale Dark Eldar are small time evil, but in my opinion it all boils down to motivation. It's the intention that counts, and the Dark Eldar are the only ones lacking one. They're not working to rebuild their empire or secure their survival. They don't care for territory or resources. They have no grand plan and in a galactic scale have no ambition whatsoever. They just exist to overindulge themselves and keep wallowing in their excess and depravity forever, and unlike other races like the Orks or the Tyranids or the Oldcrons, they did get to choose. It could be argued that now they don't have a choice but they lost their ability to choose because they chose to do nothing to prevent it, and regardless they don't admit that they need to do evil to survive, even to themselves, so it is not truly their motivation.

    As I said, they are evil without context, evil for evil's sake, and that's why I consider them the most evil race in the Warhammer 40k universe. Not the most destructive, not the most dangerous, not the most catastrophic. Just the most evil.

  13. Chacha said:

    I will not sully myself by acting as condescending and know-it-all as you seem so keen on doing. Instead, I will offer you this question: If the balance is so obviously perfect and any attempt at tampering with it would result in the game being Ruined Forever, then could you perhaps enlighten us on how Magellan finds those classes sub-optimal compared to the rest? This after he has stated that in his games, they are sub-optimal. And yes, you must answer this with an actual argument. You can't just say that he is playing the game wrong or that he is misunderstanding the rules. You don't know that.

    Well, for starters only Magellan himself could really answer that question, don't you think? The only thing we know is that in his games they "hardly ever get anyone playing a Priest or a Seneschal" because "their special abilities are totally lame".  He did not go into very much detail as to why he considered them so very lame, so we can only speculate on the matter until the guy exposes his point himself. Perhaps the Seneschal's interaction-oriented Special Abilities did not mesh with the kind of campaign he was playing. Perhaps they didn't encounter situations were the Priest's acts of faith came heavily into play with enough regularity. Perhaps he simply misinterpreted the abilities and thought they were underpowered as a result. Who knows? (except Magellan, that is).

    Now could everyone please calm down a bit? This is rapidly degenerating into a flame war.

  14. Fgdsfg said:

    I wouldn't be surprised if there are smaller, fully functional Eldar and Dark Eldar ships with crews numbering in the low hundreds, maybe even less.

    Some Eldar vessels, specially those from Alaitoc, are called Ghostships and are crewed mostly by the souls of the dead, so their living crew numbers in the low dozens.

  15. If we're only speaking about Dark Eldar, then probably quite small. However, it will probably be full of slaves, since Dark Eldar tend to view menial tasks to be beneath them. Most likely the only Dark Eldar on board will be the ship's equivalent of a captain, his retinue of "trusted" advisors and bodyguards, operators for systems that cannot be trusted upon dumb primitives like gunnery, scanners and navigation, and a few hundreds of raiders, perhaps more than a thousand inside a cruiser. 


  16.  I agree with CaptainStabby on this one in that it be best to have it made Endeavor-based.

    Step 1: The first thing you need is people to start the colony, and where you get them from will greatly impact its character. Shall you get Pilgrims from a Shrine World? Gather people desperate for a new life from the toxic bowels of a Hive? Will you strike a bargain with the warden of a prison planet to "misplace" say, a million of the less problematic inmates?

    Step 2: You have the people but they'll never survive without the right tools and equipment, and for that you have no choice but to strike a deal with the AdMech, and the greater the support you want to secure from them the greater the price. You might just buy a few isotopic batteries, pre-fab buildings and first-necessity tools. You may also request the aid of the AdMech's highly qualified personnel, though that will give the AdMech a recurring interest in the colony that can prove annoying in the future. If you can convince them to build an actual Manufactorumon the planet you assure that the colony will never have want for anything, but the AdMech will forever have a vested interest in the colony, for good and ill.

    Step 3: Now you have the people and the tools you must get them there. If you have enough transports then awesome, but otherwise you will need to requisition the services of a chartist captain or something similar. And then you will need to escort the convoy. The Expanse is wild and perilous and Chaos pirates, Eldar raiders and Ork freebooters are always on the lookout for the unwary.

    Step 4: Whith the colony up and running you need to think about defenses. Most likely a nascent colony won't have the population to draft an actual army, so that means hiring mercenaries or stationing some of your household troops. You also might strike a bargain with Battlefleet Koronus or leave one of you warships to defend it, or even buy ground-to-space gun emplacements. Armies are expensive, but the better defended it is the less you have to be on top of it and the better shape it will be in when you arrive to answer the inevitable distress call.

    And I think that is the bare-bones minimum to build a colony. The rest revolves on how involved you want to be in its future. Shall you leave it to its own devices to actively participate in its day-to-day workings. Shall you build a grand cathedral to give proper praise to the Emperor and attract further Pilgrims? Or perhaps in the future you want to start building a stardock to use your colony as a safe port for yourself and whoever pays a hefty fee. Once the colony is up and running its time to see what riches you can suck from the planet, which might mean securing additional tools and qualified personnel.

    And so, so much more. Really now, if you want to make it the focus of your campaign, the building of a colony can be the source of virtually limitless endeavours.

  17. Chacha said:


    I have to take Magellan's side in this, guys. Not because I find fault in your argument, but because I find you a rude bunch. Unintentionally rude, mayhaps, but rude all the same. Yes, you are all being very constructive and polite in your arguments, but you also seem to have misread or misinterpreted what the intent of this thread was. So let's look at it this way:

    Magellan's original post was this:

    Magellan said:

    In my games, we hardly ever get anyone playing a Priest or Seneschal - mostly because their special abilities are totally lame. With a reasonably intelligent and underhanded Rogue Trader, with some close combat ability, neither the Seneschal nor the Priest's abilities are ever required to make a well-rounded party. If someone felt like playing either of those classes, their fluff purposes can be approximated with alternate ranks, and why on Terra would we want one more DoS on a few tests when we can get a whole 'nother ship re-rolling all its pilot tests? As for Pure Faith - who has that many fate points to spare?

    So, what I'm getting at is this - what can these classes do that others cannot? If you have a suggestion (that is not "force players to play priests if they want to be religious figures") please reply. Otherwise, I'm looking for suggestions of what to do with these classes' special abilities. I think that the designers might have been on to something with the Dark Eldar pain tokens - since the Priest's powers mostly benefit others, giving him the ability to gain temporary fate points for use with his powers shouldn't cause him to become massively overpowered. As for the Seneschal, though, I got nothing.


    In a nutshell, what is being said here is this: Magellan thinks Missionaries and Seneschals have underpowered special abilities. He has looked them over and this is what he feels. This is his opinion and he makes that clear. He then asks if anyone has any suggestions for how he can change these classes to better suit his tastes. Magellan even offers an idea in the shape of a rehash of the Dark Eldar pain tokens. Here is the problem with your replies to this: You aren't offering helpful advice. You're trying to convince him to think differently. That is, in a nutshell, implying that he is, in fact, wrong in his opinion and must reconsider and I, for one, find that rather crass.

    Just my 2 cents.



    Well, he asked what could those classes do that others cannot and I obligued to the best of my ability. I didn't offer any advice on houserules to fix the two classes because I personally don't think they need fixing at all, and I explained why. I tried to reason why Pure Faith is not a useless talent and why the Seneschal special abilities actually make him exceptional as an intelligence agent. I also tried to reason that Special Abilities don't necessary make or beak a class, since a class is made up by them, their stat growths and their skill and talent selection.

    But that he answered my post by using the quote function and then putting words in my mouth (or in my fingers or whatever) really put my knickers in a bunch. I was only trying to help and he reduced my entire reply to a strawman argument I neither wrote, implied nor intended, and that made me feel actively insulted. 

  18. HappyDaze said:

    Exodites became Exodites before the Fall. Craftworlders became Craftworlders before the Fall. Eldar that did not choose to become Exodites or Craftworlders before the Fall became Dark Eldar if they survived the Fall. Once the Fall happened, Eldar were locked into the path (not necessarily Path) that they had taken steps upon before the Fall. In the case of the Dark Eldar, they were physically changed by the experience - they could not go back if they wanted to (and most likely had no desire to do so).This was a major change much as we humans may have evolved from ocean-dwelling mammal at some point, but we certainly cannot return to living in the oceans like we did before.


    The codex does not agree with you. In fact it states that the Eldar that survived within the ruined Webway were the only ones that weren't phisically changed by Slaanesh's birth. Their animic degradation occurred from that point on, as it did to all surviving Eldar, but while their cousins developed ways to stem and combat it the Dark Eldar chose the easiest and most pleasurable route: to pretty much keep doing what they had been doing for last few millenia, only now they need to ever increade the dose to reach the same "high", like an addled addict.

    So yeah, they could have prevented their current predicament but just didn't bother.

  19. HappyDaze said:

    Since the Fall, they've had no other choice but to continue as they had been (possibly even dialed up a notch or two as well). Since pretty much everything covered in the WH40K Universe is set after the Fall, I feel that's the only meaningful context for discussing the Dark Eldar (which technically don't even exist until after the Fall).


    Yes they did. They could have contacted their other surviving brethren, admitted that they had been wrong all this time and either gotten some counseling on the Paths and built their own spirit stones or search for some untapped Maiden world and lived quietly in harmony with nature, but they didn't because A) being Eldar implies never ever admitting you are wrong, B) doing all that is way too much work for a race whose hedonism and debauchery caused the birth of a Chaos God and C) they just didn't want to. 

    And how can the cause and origin of the Eldar's current situation not be meaningful context to a discussion about them? That would be like saying that the Great Crusade and the Horus Heresy are irrelevant to a discussion about the Imperium.

  20. macd21 said:

    I think you're being too hard on the DE while going to easy on the other races. Let's look at your 'suggested answers' for each of the other factions:

    Humans: "For the Emperor" - how is that a 'not-evil' answer? They will slaughter billions out of blind devotion to doctrine. That makes it an evil doctrine.

    Eldar: Screw "because you would doom us all", the Eldar will slaughter billions to save the life of a single Eldar…. or because a single human trespassed on a site of cultural significance to the Eldar, or because a single human insulted the wrong Eldar etc etc. The Eldar view humans as vermin. Again, they do this not out of a need to survive, but because they view the lives of other species as worthless.

    Orks: they fight for fun. They destroy entire civilisations because they enjoy it. Yes, the desire to do so is encoded into their DNA, but that doesn't change the fact that they like blowing **** up, ripping people's arms off and crushing the weak underfoot.

    The Necrons want to destroy all life in the galaxy. That isn't a context that changes their actions from evil to slightly-less-evil, it's just evil. You don't really get more pure evil than the Necrons.

    Ditto the 'nids. They aren't beasts, they are a sentient hive-mind that has zero respect for the rights of any other species. The 'nid hive mind wants to destroy and consume all life in the galaxy. Again - pure evil.

    Chaos: Here you need to differentiate between the Gods and their followers. The Gods are pure selfishness, consumed with their own desire to advance their own power. The followers vary in their motivations, but as they become more corrupt they become more unpleasant, becoming obsessed with advancing their own agenda (or that of their deities) before all other considerations (ironically becoming much like the fanatics of the Imperium).

    The Tau: See the Imperium, just replace "Emperor" with "Greater Good".

    When you get down to it all the factions are nasty. Arguing over who is the most evil is kind of pointless because all are horrible, all wipe out civilisations without remorse, inflict horrible suffering etc etc. That the DE enjoy inflicting pain doesn't really make them more or less evil than that of a race who inflicts the same pain without pleasure, one that slaughters their opponents in horrific fashion without mercy.


    Once again (I get the feeling I'm not being payed attention) I repeat that I in no way claim or believe that any of the Warhammer 40K races is not evil. Far from it. As I already mentioned, there is good people, but there are no good sides. I just claim that the Dark Eldar are the most evil because they lack context.

    The Imperium, the Eldar and the Tau are evil, but their evil has the purpose of furthering their own selfish agendas and, by extension, the survival and dominance of their own people.

    Orks and Tyranids are pure chaotic evil, but they lack the capacity to make moral assesments.Tyranids are programmed to devoir and reproduce and Orks are programmed to fight and wage war, but neither do so out of any kind of moral stance.

    The Oldcrons lacked any kind of free will and were slaves of the C'Tan, who wanted to genocide all life in the galaxy out of gluttony but get disqualified for being extinct.

    I don't know that much about the Newcrons, but from some quotes I've read, it seems like they are convinced that life is the source of conflict and chaos and a beacon to the denizens of the Warp so they believe their doing the universe a favor by erradicating it.

    Chaos came a close second for my "**** kicking a puppy with baby seal boots" award for supreme crapulence, but while most act out of pure selfish desire for self-satisfaction and lust for power, there are many, several claiming Nurgle as their patron, who are truly and honestly convinced that by firthering the agenda of Chaos, they're doing people a huge favor, that they are opening the eyes to the worpship of true Gods instead of the withered corpse that rots in Terra and that their atrocities are an act of selfless liberation. They're bat-**** insane, of course, but that was the tie-breaker for me. 

    The Dark Eldar are dicks, plain and simple. Evil for evil's sake. They don't care for anyone else, they don't even care for each other and they have no grand plan or long-term goal to justify their actions other than to be biggest possible dicks because being a **** feels awesome. The new codex tries to give them the excuse that they're dicks because if they stopped being dicks they'd die, but that doesn't fly with me because it was their perverse, sustained and constant dickery that made them addicted to being dicks in the first place.

    So congratulations. In the words of a wise man "Step forward into your first place podium and then put a rope around your neck so we can kick it away".

  21. Fgdsfg said:



    And about the Seneschal.. being able to potentially know *everything* in *every* field of knowledge or being able to break *every* code or solve *every* puzzle, even if not by a single degree of success - That's tantamount to cheating at life. :D




    He doesn't know everything. After all, if he lacks the required Lore skill he can't even attempt the roll so he cannot automatically succeed either. However, if he does, there is no obscure tidbit of information that he can't potentially know, except those that the GM specifically rules to be so secret and arcane that there is zero chance the PC would have come to know them.

  22. Magellan said:


    JuankiMan said:

    You're playing it wrong.


    Yeah, see, this was the kind of condescending reply I didn't want. First, the Explorator implants are traits, not items, and you can no more use Acquisition to get them than you can acquire a Logis Implant. If your GM wants to allow that, good for you, but it doesn't further the discussion.

    You're entitled to your opinion, but the fact that you failed a Lore check by one DoS once does not justify the entire Seneschal career. Besides, if you were that desperate, you could have spent a fate point to achieve the same thing. This brings us to the Missionary and his talents again, of course, and I'm glad you mentioned the 5 fate point cap, because I didn't remember to. Have you ever been through a session where you couldn't have used five re-rolls? Does spending, what, two thousand experience points to get a few other ways to use up those re-rolls seem worth it compared to being able to fly, shoot lightning from your hands or read minds?

    Seriously, man, that was completely uncalled for.



    What was uncalled for and outright insulting is that you quoted me and then wrote the quote content yourself.

    The Mechanicus Implants trait has no mechanical effect whatsoever, other than opening up the door to spend hundreds of XP to buy future talents, so it's exactly the same as Pure Faith. Also, if you had bothered to actually read the Explorator Special Abilitiy, you'd see that he "may select up to two additional common-Craftsmanship bionic implants (see page 147)". That is stuff anyone can acquire and graft into themselves, except for mechadendrites.

    You also didn't pay much attention when reading the Seneschal's special ability, because it doesn't grant an additional DoS on Lore checks. You spend a Fate point and you pass the check no matter how difficult it is, no matter how huge the penalties are, no questions asked. That is something absolutely no one can accomplish because it is exclusive to the Seneschal. He can also do that with Cyphers and Logic, which can be invaluable for an intelligence agent since he may often come across highly sensitive but heavly encrypted data.

    And yes, I have both played games where I didn't use all of my re-rolls and games in which a simple re-roll just doesn't cut it for the problem at hand.

    I excuse the tone and you are fully entitled to disagree with me, but if you are going to rebuke my arguments at least do so like a freakin' adult.

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