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Blood Pact

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  1. Though it should be noted, Rogue Trader don't have as much power within established space, as they do out in the fringe regions, like the Koronus Expanse (or Jericho Reach). It's balanced out by being a virtual law unto yourself out in those regions of space, and unless you get really crazy everything you do has tacit approval of the Civitas Imperialis.
  2. The advantage is that Agility is used to drive (fly) a jetbike, as well as the jetbike's own incredibly high speed. While the DE book talks about the Reaver being super fast, it's not an expesially faster vehicle than regular Eldar jetbikes (I think). Maybe slow it down a bit and add some armour, as well as the expected weapon swap and removal of the bladesvanes.
  3. The Mechanicum is largely free of Imperial law, like the tithing of regiments. Though requests can be made for use of Titan Legios and other forces to support wars (often involvement is somehow to their benefit). Their main obligation is that they produce massive amounts of war material for the Imperial war machine, through the byzantine quasi-fuedal system that is setup throughout. And aside from that, they're largely free to do what they want.
  4. Savage said: Then they thought it would be an even better idea to rename Hellguns as Hot-Shot Lasguns while keeping the Hot-Shot Charge Pack in the ammunition section. I don't think they deserve the blame for that, entirely. Since the name change on Hellguns was probably done to keep things in line with the current GW terminology (which as of the last Imperial Guard Codex, had switched back to the stupid 2nd edition name of 'Hot-Shot Lasguns'.)
  5. The 1st Arcturus 'Void Stalkers' Homeworld/Origin: Arcturus Void Station (Fortress 3pts) Attributes: +3 Willpower, Toughness Skills: Common Lore (war) Common Lore (Imperium) Common Lore (Imperial guard) Linguistics (low Gothic) Hated Enemy: gain hatred (Traitors) talent Combat Doctrine: Nerves Of Steel or Sprint Bred for War: Challenging (+0) willpower test to go against rules/regs of imperial guard. Commanding Officer: Phlegmatic Starting Skills: Common Lore (imperial guard) Common Lore (War) Regiment Type: Drop Troop (specialized) (3pts) Characteristics: +3 agility -3 fellowship Starting Skills: Operate (aeronautica) Or Operate Starting Talent: Catfall Standard Kit: One las carbine & 4 charge packs per player One suit imperial guard flak armor per player. One grav-chute Or Void suit per player depending on mission Two Frag grenades & Smoke grenades per player Training Doctrine: Hardened Fighters Characteristics: +2 weapon skill Starting Talents: Street Fighter Standard regimental Kit: One standard melee weapon with common (or lower) rating, or apply Mono upgrade to regiment knife. Special Equipment Doctrine: Well Provisioned Standard Regimental Kit: Two additional clips for main weapon Two extra week rations One additional Frag and Smoke grenade. +10 to logistic rolls for fuel and repair parts for vehicles. Regimental Favored Weapons: Basic: Meltagun Heavy: Mortar Standard Regimental Guardsman Kit: 1x Lascarbine (Main Weapon) w/ 6x charge packs 1x Uniform 1x Set Poor weather gear 1x Mono Knife Or common level standard weapon 1x Rucksack/Slingbag 1x set of basic tools 1x Mess kit & Water Canteen 1x Blanket & Sleeping bag 1x Rechargeable lamp pack 1x Grooming kit 1x cognomen tags or Equivalent identification 1x instructional handbook 1x suit imperial flak armor 1x respirator 1x Void suit/Grav chute (depends on deployment) 3x Frag Grenades 3x Smoke grenades Combat sustenance rations, (4 weeks worth) (kit additions) 1x good quality photo-contacts 1x Grapnel 1x Microbead 1x chrono 1x Tea ration (one week) Void suit: Good quality, resists punctures on a 6+, can be worn under armor. Regimental History: The First Arcturus Void Stalkers saw their creation in the first days of the Arcturus Rebellion in 936.M40. A group of planets in the Arcturus system at the far edge of imperial space declared themselves sovereign from the Imperium and began furiously attacking any imperial forces that entered their space. Their efforts were mostly effective but did not count on one of the planets PDF forces remaining loyal. These forces detached themselves from the traitors and staged guerrilla warfare through the system attempting to weaken them and buy time for Imperial forces to mass and retake the system. This is where the Void Stalkers were first formed. Lacking proper boarding methods the soldiers found with work and training squads could be equipped with void suits and other equipment to make "dynamic entry points" into enemy ships and stations using demolition charges, crippling ships with minimal damage allowing them to be added to their own forces. These early troops were able to slip largely undetected towards larger ships and plant demolition and melta charges at key locations causing massive depressurization of the command deck, weapon decks, and other places rendering them useless before the main forces would jump into deal with the crippled ships. Their rolls were expanded to more "conventional" uses after the capture of several Space stations allowing the Imperial Forces to gain a foothold with which to stage attacks on Traitor planets, eventually recapturing them. Equipped with Grav-Chutes the Void Stalkers were able to fast drop behind enemy lines working to sabotage enemy weapon emplacements, supply lines, and help with fast strike responses against the traitors leaders storming their very homes. By the time the Imperial forces had managed to arrive at the system already a third it had been recaptured, with a quarter total held uncontested. The Void Stalkers were folded into the Imperial Guard officially at the end of the campaign and served through several theaters where their unique talents have helped end several rebellions quickly and relatively cleanly. The current Regimental Commanding Officer is Argabash Rinland, known for his actions at the Battle of the Glassy Wall, The Siege of Black Gusland, and the Bombardment of AchBenTur. Contemplative in nature he weighs his decisions before issuing commands making many criticize him for being afraid to commit soldiers to battle and having heavy losses, but his past record has shown no hesitation to send men to die where the need lies. Addendum: the 'Black Stars' Like many other worlds, the Fortress system of the Arcturus Drift raises a variety of forces for the Imperium, with its ship-storming Drop Infantry rightfully the most famous. A further legacy of the rebellion that formed them was the creation of a dedicated corps of heavy infantry, not disimilar to the more well known Cadian Kasrkin or Krieg Grenadiers. Rather than be formed in to their own Bridades, they are instead broken up in to squads, and several attached to newly founded regiments of Drop Infantry as they're formed (with later replacements often coming from the regiment's ranks, when equipment can be salvaged from casualties, or the rare resupplies can be acquired). Rather uniquely among the Imperium, these squads are usually broken up even further, with individual members dispersed throughout the regiment, bringing their heavier firepower and die-hard persistence front and centre to the furious room to room combat inside starships and orbitals, or hot landing combat drops, that the fighting men and women of Arcturus are known for.
  6. (This is a regiment me and some friends came up with as a group, during the Beta. Another one, for a game just starting, will follow in a moment.) The 117th Janjiran Kshatriya Guards Starting Wounds: Normal Characteristics Modifiers: +3 Ballistics, +2 Weapon Skill, +3 Willpower, +3 Agility, -3 Perception Starting Skills: Common Lore (War), Common Lore (Imperium), Common Lore (Imperial Guard), Operate (Surface) Talents: Hatred (Greenskins), Nerves of Steel OR Sprint, Resistance (Fear), Rapid Reload, Street Fighting Favored Basic: Plasma Gun Favored Heavy: Heavy Bolter Traits Hated Enemy (Greenskins): At GM discretion, members of the regiment make a +10 Willpower test to restrain themselves from attacking Orks when sighted. Bred for War: Must pass a +0 Willpower Test in order to defy Imperial Guard rules and regulations, thanks to the great honor and loyalty of the regiment. Mechanized Infantry: Each squad possesses one Chimera IFV. Augmetics: +10 on all Logistics tests to acquire cybernetics, thanks to strong ties with the Cult Mechanicus. Standard Kit One Uniform, Poor Weather Gear, M36 Lasgun and 4 charge packs (Main Weapon), One Mono-Knife (Melee), 2 frag grenades, 2 krak grenades, one set of full Best-Quality Guard Flak Armor, Rucksack or sling bag, one set of basic tools, one Grapnel, One Micro-bead communicator, One mess kit and canteen, One blanket and sleeping bag, One rechargeable lamp, One grooming kit, One set of ID, One guard handbook, 4 weeks of rations, including amazingly awesome coffee and tea. Vehicle Chimera Armored Transport Fluff Janjira is a fortress world, a desert planet but rife with beautiful oases with crystalline water and several expansive tropical jungles in the southern hemisphere. The inside of the planet is just packed full of extremely valuable minerals and metals that the Adeptus Mechanicus requires to build the machines that help to keep the Imperial military marching on, from ships to vehicles to the most humble of charge packs. Janjira is, of course, also a hot target for alien forces. It is perched near the edge of space that is claimed as territory by an Ork Warboss known as the Arch-Arsonist. Orks, thereby, regularly assault Janjira in an attempt to oust the human presence there and hollow it out for more 'flash gubbinz.' They are seeded amongst the southern jungles, but the deserts and savannahs that make up the majority of the planet's surface make them clear targets for the heavy artillery and mechanized forces that the Janjirans tend to employ, furnished by their Mechanicus backers and a good presence of tech-priests to keep it all running on the arid planet. The 117th Janjiran Kshatriya are a versatile and hardened regiment of the Janjiran Guard, quick to mount up in chimera tanks and move out to sensitive locations, sealing breaches in desert walls and clearing land of Greenskin settlement with lightning tactics and utter hatred and impunity. Their excellent record, cavalier commander and oddly diverse makeup cause some other regiments to refer to the 117th as 'The Kitchen Sink.' If nothing else works, throw the 117th at it and they will get the job DONE.
  7. Where does it say that Hellguns (the whole Hot-Shot Lasgun sounds stupid, and always will. Stupid 2nd Ed terminology) can take the normal charge packs that lasguns to? Because even if so, they certainly shouldn't provide the same amount of shots.
  8. The backpack is factoring heavy weapons. You're right, it's great for autocannons, but it sucks for autoguns, because the ammo count for solid projectile weapons is set to balance against the autocannon. And yeah, it's only 80 lasgun shots. But how about lascannons? While the problem could 'simply' be solved by expanding the list of weapons and the numbers of shots it provides for them, the whole thing begins to get a bit too much when it's taking up more and more of a column.
  9. The general lack of info we have on the Officio Sabatorum does make it something we can play with. At the very least, they sound like a rather elite organisation in their own right, but that doesn't entirely preclude them from being used, I just wouldn't consider them a typical specialty to be found working alongside guard units. Something rare. It seems likely that there are traditional Sapper regiments within the Imperial Guard, Krieg is certainly likely to produce them. Since GW is a British company, it's always better to assume they organise things more along the lines of British military, where Combat Engineers (more awesomely known as Sappers) are often formed in to their own regiments, with pieces broken off and assigned to other units much like we see with armour and mechanized squads in tapletop armies. When working as a more or less whole, they can perform some wonders, like the famous trenchworks of the Krieg regiments, or the Canadians taking Vimy Ridge (Nova Scotian coal miners, fighting hand to hand in pitch black tunnels underneath No Man's Land. Must have been terrifying). That doesn't necessarily preclude from inclusion either. As either Support of Guardsman.
  10. Be warned, there are quite a few Spoilers here. But considering Brotherhood of the Storm was a collector's edition book (and excellent), there's only 5764 copies of the book out there (and you can't have mine!). So you may want to continue reading all the same. (Spoilers starting here) Some basick backgruond for the book. The Novella presents this brief story about the White Scars from three points of view. That of Targutai Yesugei, a Stormseer. Shiban Khan, Khan of the Brotherhood of the Storm. And General Ilya Ravallion, of the Departmento Munitorium. The accounts take place during three different time periods, dependant on the character. In General Ilya's story, we see the senior but tiring officer sent to post-triumph Illanor to seek an audience with the Khan, who is known to be elusive and want to roam by his very nature, in the hopes of resolving certain logistical issues caused by their doctrines. Though first she must track down one of the Stormseers, Targutai, who serve as Jhagatai Khan's personal emmisaries and messangers. Through her we see how they relate to ordinary humans, their Crusade auxiliary forces, and the Imperium in general, which is unintentionally distant. Her straightforward honesty, and open mindedness manages to impress the Asartes and their Khan, and she becomes their permanent liasion, at least as late as the begining of the Horus Heresy. Shiban Khan's story takes place during that time, though it is told in such a style and tone as to indicate that the author is penning it after the Heresy has ended. It discusses the war on a planet called Chondax, where the Legion as a whole is wiping out the last remnants of the Ork empire that was shattered at Ullanor, a task it has been pursueing in whole or part for some time. We learn that though the Legion stayed loyal, Horus had good reason to believe that they would side with him during his revolt, as at least one Company (Minghan/Brotherhood) of 500 had been turned to his cause, after being seconded to his Crusade Fleet. After spending the culmination of the campaign working together, the two Khan's clash in personality somewhat (one Terran, the other Chogoran), but ultimately accept each other as brothers. The story never makes it clear whether the Legion comes to blows with itself, or those who had been swayed by Horus will cast off his influence and ride with their Legion and Primarch. Near the end of Shiban Khan's story, we see Jhagatai Khan apparently being informed of his brother's treachery. Targutai Yesugei's story is the one most relevant to my point, though is also the one more distanced from the 'current' timeline of the Horus Heresy series. It takes place during his childhood on Chogoris, before his Primarch is even found by the Emperor (indeed just as he is begining to unite all of the tribes). In the story the young psyker is singled out because of his golden eyes and as a test is sent up an ancient mountain along to make contact with the gods. Staring out accross the endless plains he has a vision, of Imperial warships bearing the insignia of the Legions (including "the lightning strike in gold and red, the eternal mark of the Khans") smashing each other to pieces in brutal combat, and then another one. There, four figures representative of the Chaos Gods stand on one side, wordlessly ordering him to drink from a cup filled with blood and power. From the other side a figure of pure cold light is walking toward him, but never growing closer. He decides to take only one sip, to be courteous, thereby dissapointing them all with his choice. But perhaps the golden figure less. To briefly finish off the story, Targutai's powers awaken and the following morning he goes to rejoin the escort his khan had sent with him, only to find they had been murdered by the 'Khitan' (the people of the Palatine), fleeing from them, and eventually ending up in the hands of The Khan, who shared with him some of his vision and philosophy, accepting him as a zadjin arga of his household, and is marked with the lightning bolt scar beneath his left eye, as is tradition with the Talskar people (herbal dyes make the scar white). While that was quite a long tangent, I only wanted to share a bit of a wonderful story, hoping you all enjoy 40K lore as much as I do. And getting on with things, if one were to consider Targutai's story to be a metaphor for, if not the people of Chogoris as a whole, then perhaps the Legion, looking at the account given within the novella and the description of their Primarch's Curse some interesting correlations arrise. While I paraphrase, what we are presented with in First Founding is the idea that if a White Scar 'drinks too deeply' of the dark and savage power inside of him, he can be lost to it forever, nothing more than a beast and a monster to be chained up. In essence, they might be said to have taken a 'taste' of Chaos, but most never go any further. But as with all things of the warp, a taste all that's needed to doom yourself, if the other circumstances are right. Hence the Curse and its effects. And yes, I'm quite aware that Corruption is tied to something entirely different than the Primarch's Curse, but I'm trying to look at things from a more abstract angle, as that can be necessary when one is trying to fit fluff to rules.
  11. Gurkhal said: I'm with Smeg on this. While individual Forge Worlds and some Hive Worlds may have internet-like stuff its very restricted and used only for official purposes. In no way would a such thing every be allowed to reach the general population. Now one or two developed worlds with a democratic system might have something like the internet, but I would think that it's heavily censures, regulated and watched by the eternal attention of the Inquisition for any kind of devient information that could crop up. While I agree that in most places the general population would have no access at all to the 'Imperium Wide Web', I don't think it would be entirely uncommon. The Noosphere, which seems like a semi-psychic WiFi, wasn't necessarily lost when the Forge-City of its creator was destroyed with all her works, as it was also present on Calth, so its reasonable to assume that the technology might have survived in some form, if only in relatively isolated cases. While Imperial data networks are almost a given, as despite the anachronistic behavior of the ruling powers, a domain of such a vast scale generally couldn't get by without some sort of network interface in many of its cogitation units. Certainly in larger worlds (again, the more advanced ones, but most of them, not some) both the Inquisition and Arbites would serverely be hampered by having to track down each and every record through written archives. It seems most likely, that (again on developed worlds), it would be only the common Imperial citizen who lacked such access, while the wealthy and influencial would be granted extra priviledges as usual (trading guilds and their officers hooked up to the market, for instance). And because of that, it would look very different than the internet of today, since civilian usage would limit what you'd find largely to the databases of the various parts of the Adeptus, commercial and industrial exchanges and mercantile networks of various forms, and in some cases where the world might have public terminals, simple civil information to access from there ('phone number' directories, maps for directions, etc.). While many things have an archaic feel in 40K, their computer technology could probably be considered more or less on par with the early two-thousands to today's levels, and I'm really only speaking in terms of what you'd find commonly in Administratum towers and Arbites Precints. While the Mechanicus can be assumed to have something much greater (every desk sized cogitator laying around their shops may very well be the equivalent of a powerful super-computer). Not to mention, powerful computer and networks that would be needed to run a starship. While further exceptions like the Inquisition and Astartes hardly need to be mentioned. Besides, having an 'internet' just gives you more to do. As agents of the Inquisition, hacking in to restricted networks, possibly full of dark and chilling information, is all part of the fun and games (until someone is branded a Heretic!).
  12. Try Chapters if you're in Canada. They only ever carried Dark Heresy in the actual stores, and that was when it came out, but their online store usually is pretty good. And when people learn that Amazon is REALLY flaky when it comes to RPG books. They clearly don't understand the industry at all, and have no sympathies for just how frequently pretty much everyone but Wizards (who are owned by Hasbro!) misses the release dates for their books, even if just by a little. And if they are still behaving the same way when White Wolf was selling through them (instead of .pdf and Print on Demand through Drive Thru), then they're probably refusing to even list most FFG products until a about week after their release.
  13. You can be a Chaplain, and get away without wearing the Skull Helm!
  14. Starting more or less in order as to how the posts line up here on the last page… A Nova Cannon may not be explicitely "Exterminatus class weaponry"m but you said yourself that firing off a couple rounds at a planet would devastate the surface to an excessive degree. Which is -basically- the same **** thing. Destroying a planet that is capable of holding human habitation without special measures taking place (as in, an earth-like planet), is most certainly going to provoke some sort of response, even if its just turning your reputation to **** with most of the Expanse. And you still neglect that some people willingly choose destruction over domination. The modern western notions, of each and every person fighting against everyone else, for their own personal success and livelihood, never giving a **** about who they have to step over to get ahead in their own life. Well, assuming that ideal still holds true in the entire Imperium, or far-flung colony worlds, is a mistake. Sometimes the people holed up and trapped will tell the Romans to go to hell and systematically execute themselves instead. Some people kinda like the idea of dieing before being enslaved. So don't be so confident that you can just threaten to blow people up with a Nova Cannon and expect them to roll over every time, even after you have to use it once. And need I point out, if you make a habit of sailing up to planets, and giving them the choice of bending a knee or being blown up… yeah, you're going to become real unpopular really fast, and you will inevitably see other shipmasters putting you in their sights, as you're little more than a jumped up brigand at that point. Now, as for the industrial capacity of a colony world. No. No building hundreds of bombers and sending them flying away to blow up the starship (and why do people always latch on to something extra dumb, like that they can JUST create a few hundred bombers and that's enough). Most Imperial colonies conform to a simple design scheme, and one that does not provide for that kind of infrastructure or level of technology. Simply put, most Imperial colonies in the early stages have one main city, around the spaceport (if it has one), while the rest of the population is dispersed out in to the surrounding countryside, doing whatever it is that makes the planet valuable in the first place (farming, mining, etc.). And it isn't likely to be heavy industry at this stage. No, that doesn't happen until the planet reaches a much larger population, and isn't even a sure thing, should the planet be set aside for little more than resource exploitation (lots of Prometheum or metals to extract, or its a prime candidate for turning in to an agri-world). The only way most little colonies (because by the time they have several million people, infrastructure, and ties to the rest of the Imperium, they're hardly a "colony" anymore) in the Expanse would have the kind of things needed to even attempt to fend off an enemy starship, would be if the world basically acted like a trading hub and/or popular dive with the other travellers floating around. Tatooine basically, where despite the world being a lousy little nowhere, lots of people with spaceships stop by while passing through the area. Then, and really only then would they have the chance to get the kind of attack craft needed to fend off attack by a starship. It may seem strange, after all my talk of planetary defences and how you need to be careful, about me doing a virtual 180 with the previous commentary. But there are small colonies, and there are established colonies that are essentially regular civilized worlds in their own right (and if you want to get really technical, everything but Terra is a colony, but that aside..). Most of the Expanse conforms to the former, where the atmosphere could be likened to a frontier town. Having defences, and having defences that can even attempt to take on a starship, are two vastly different things, and as explained above they're not likely to have them. Most such colonies get by on having little worth taking. If someone with a starship really has to resort to raiding your little world for food or resources.. well, they must be holding things together with prayers and ducktape. Worlds with valuable resources, and worlds that have had time to grow up from the simple colonies they start as, are the ones that will actually threaten the offending starship. The former because someone, somewhere, will want to protect said resources (the Mechanicus, for one implacable example). While the latter class of worlds will have the population and relative wealth to see to its defences better, because there's simply more to steal. Also… Asteroids aren't free, citizen!
  15. I too have Windows 7 and don't plan to upgrade (on a non-touchscreen laptop there's no point) That said, I felt I should mention what I've always felt is the most important aspect of any computer-based character sheet application, and one of the less often used, really should be. That you can save it to a file to load later, or give to someone else. Since it always seems these systems never take in to account that people could create the character using the system, and then just give the file to their GM, for keeping track of characters. Because all too often it seems that I have to resort to using Notepad for that. So a feature that lets you simply save and load the character sheets, for trading between gaming groups, would be a very handy one if you haven't included it already.
  16. LordBlades said: Cymbel said: But please no classless affinity selection, I hate those. It just removes some of the excitement of reaching the next rank and now you can perform this awesome new talent, or know a new skill, with BC, it felt like I was powergaming trying to get the best talents and well, anyone could get anything. I liked how some careers never got some stuff or got it later on. It made the careers different and it was nice looking over a new rank table and seeing what you wanted, how to spend your XP. On the other hand, a classless system does give more flexiblity. In Dark Heresy there's just a few skills that a given class can't get regardless of circumstances without GM intervention (as elite advances). Frankly, I find both systems to have their boons and flaws. A classless system, on one hand, can result in overpowered or unbalanced combinations, simply because you can't test every combination of equipment and abilities before the book hits the shelves. Especially when it comes to the bull of all bull in a freeform system, the "one true build!". Then there's the thematic aspects involved. I don't think either Deathwatch, Dark Heresy, or Rogue Trader are hindered in anyway by the Rank system. Which is still a lot more freeform than most traditional class-based games, where the benefits of the level are pre-chosen, while each new Rank adds another table of advancements that you can purchase for your character, maintaining a healthy level of flexibility.
  17. TorogTarkdacil812 said: Boss Gitsmasha said: Blood of Martyrs/Daemon Hunter, anyone? Are not the same, and you could say they were both unnecessery as they contained stuff from Inquisitors Handbook, Disciples of the Dark Gods and Radicals Handbook. Speaking as someone who owns all five of those books, the amount of reprinted material and overlap there is actually quite small. For the most part its the base rules for how to handle Sorcery that get repreated, and those aren't in BoM or DH. And Torog makes some good arguements in favour of a Puritan's book and what it could contain for material. In fact it would be a better way to present the militant side of the Inquisition than what we were at one time going to get from Only War (which works better as it is now, than it would have trying to shoehorn in war from a soldier's perspective). A Xenos book could be good too.
  18. HappyDaze said: So you're basically saying that these orbital defence structures are fully contained and independent - much like a ship. Disruption Cannons can shut down ships, so it stands to reason that they can shut down defences such as these. As for the Nova Cannon, remember that if they try to call your bluff you lose nothing but something you could have potentially gained (and a nova cannon shell or two) a while the idot that tries to call that bluff loses everything. The only target populations that would make that kind of idiotic call are the ones that you wouldn't want to try to fight a land war against in any case. Yes and no. I'm saying that orbital defence structures are quite often fully contained mini-fortresses, with their own power generation facilities for the operation of the structure and its weapons systems (and the structure's other systems and defences, which sometimes include void shields). I'm also saying that it is independent of the city around it, so shooting willy nilly about the city isn't garaunteed to take them out with the rest of the city structures, as well as anything moving about within the city (civilian and military traffic). It's contained and independant from the city. Whereas a ship is more like the city itself, and as I said before, by its very nature requires that every portion of the ship be connected to every other portion. The gun-decks aren't on an entirely distinct set of power generators and conduits from the rest of the ship, which is not the case with a city and its defensive instalations. Which I never said couldn't be shut down by Disruption Cannons, I've been saying that it will take more accurate targeting than simply blanketing the city in random fire on the assumption that it's all on the same power grid. How cavalier of you to think that it's no loss to simply blow up the planet with a Nova Cannon, too. If you're willing to just blow it up, was the entire point of a planetary invasion even worth it either?
  19. It's less about evolution, apparently, and more about mindset. As the Eldar are an inherently psyhic race. The Dark Eldar have largely repressed this part of themselves, since dabbling with pyshic powers and witchery attracts daemons, which is a big no in the Dark City. And yet they still retain some connection, because they literally feed on the pain of their victims (and other extremes of sensation, but mostly pain). But according to the Forge World book featuring the Eldar, where most of our current information on Corsairs comes from, they have been known to join their ranks by basically falling down the same road that the forerunners of the original Dark Eldar did so many thousands of years ago. Their time of freedom from the structured life in the Craftworld doesn't stop, and instead of eventually returning as most do, they continue on down the road of excess. This would seem to be the logical turning point. Where that excess and their own personal gratification becomes all consuming, until any difference between them and the original Dark Eldar becomes academic. And once they've gone that far, any sort of redemption and return to the Craftworld becomes excessively difficult, asuming it's even desired. This also seems to be partially due to an effect of She Who Thirsts upon the entire Eldar Race as well. As the Craftworld and Exodites both deny themselves in some way, in an effort to fight her pull on their very souls. The former through their almost ascetic caste society, and the latter through constant toil in tribal and early neolithic societies. The Dark Eldar however have given in to the extremes of emotion that Eldar can experience, and so now they seek to fight against Slaanesh pretty much by feeding it, constantly fighting to replenish themselves, and going to increasingly extreme lengths to do so. So if we look at it as mindset rather than genetics, we can see where things can all go horribly wrong. Since despite all their arrogance and advanced technology, the Dark Eldar are practically in the most tenuous position of all the races in 40K, with them not only preying on all others to survive as a species, but each and every one of them in their own personal fight for survival for every moment of their gloriously miserable lives. Because they don't have the same reassurance that upon death their soul will join the Infinity Circuit or World Spirit, but will instead be devoured by a horrific Daemon-God unless they're one of the lucky few who can afford ressurection, something only available to the elite of Commorragh, which comprises even the lowest Kabalite warrior (who are at least equivalent to minor nobility). So with the stakes of survival being so high, they can ill afford to ignore any chance, no matter how truly unpleasant to fight for it. At best, the 'switch' would take a generation or so. If the circumstances of birth are that important. But while this is all as much conjecture as it is book fluff, I have to say I can't remember seeing it said specifically anywhere that the Dark Eldar and Eldar are literally different species at this point, even within the new Dark Eldar Codex. And that the differences are more along philisophical and cultural lines.
  20. DigitalRedneck said: All very true! A Ork book and an Eldar one will sell like hotcakes to starving lumberjacks tho. With the Eldar one being very very long overdue for sure. In fact in vet surprised more Eldar stuff has not been released. This gives me hope fore a big Eldar book in the works somewhere… (I'm hoping for it too!). Your shared endeavor Space Marine idea is also very cool and chock full of ideas and possibilities. I just love it! Like the Space Marine endeavor idea. Could also provide opportunity to let people actually play the Astartes too (probably Deathwatch, of course). Though with Eldar, it's like I've always said, Dark Eldar always were the most reasonable to include from a fluff perspective, since they are absolutely mercenary, and consumate survivors. And if working with a Mon Keigh is what's required of them to get ahead in (or back in to) Commorragh society, they're not going to balk at it, because they're very comfortable with getting their hands dirty. Craftworld Eldar and Corsairs are almost more callous and disdainful of humans in some ways. To Warlocks and Farseers humans are excellent dupes for absorbing Ork Waaaaghs! that could kill a few hundred Eldar in a century. About the only thing the Imperium and Craftworld Eldar can agree on is that Chaos is the most dire threat to the galaxy there is. And Craftworld Eldar don't tend to wander off alone, doing things like joining humans (there is some flexibility with Rangers, but they're not entirely seperate from the Craftworld either). While Corsairs see anyone non-Eldar as a source of.. fun. Their time away from the rigid structure of the Craftworlds is a time for them to let loose and explore the full range of emotions and sensation that the Eldar can experience, which can all too often result in violence. They can even 'become' Dark Eldar during this time, if they go to especially decadant lengths. The important thing though, is that it's all about them and their own pleasure and entertainment, and few would ever lower themself to palling around with a human, by all presentation in the fluff. Dark Eldar work, because as I said they are the ultimate survivors, and will stoop to pretty much any level to avoid the horrible in fate in store for them, upon death.
  21. Alox said: Maybe a book about being a rogue trader in the Calixis Sector. Would be nice with some material that link these two settings more together: - What power does a Rogue Trader have when they are not in the expanse? - How are they linked with the different imperial organisations? - What role do they play in the spineward front and jericho crusade? I guess I am asking for more cross over material between the different W40K games. :-) The answers to the first and last ones have been touched upon though, just so ya no. In the first case, "not much", and they tend to have even less to do in settled space, since it's settled… You can't particularly find anywhere to set up shop without someone else having a claim on it too. They don't have a whole lot of play in the Jericho Crusade either. There's a handful of Rogue Traders, and they're all there pretty much because they have good relations with the Crusade General Staff, Deathwatch, or some other Space Marine Chapter or another.
  22. HappyDaze said: Disruption Cannons can take out the power systems of starships. This is hardly a 'little electrical blackout' but more like a projected wide-area power dampening. Starships are usually far better shielded from such things than most planet-based structures. Sure, some structures may be buried in the ground or otherwise protected, but those are generally not the ones firing into space (if it can hit a ship, the ship can hit it too). Of course, the ultimate answer is just to (not) use the Nova Cannon. Just let them know that if they fire on your ship, you'll drop a few Nova Cannon rounds on them. Blast radius of 10,000km will trash almost anything on a planet. It's a bad assumption to talk like orbital defence silos wouldn't be one of the planet-based structures to be heavily shielded against such an attack. These things are supposed to withstand macro-cannon shells and lance strikes going off next to them (or on top of them in some cases). Furthermore, a starship is one integral structure. Every inch of it is wired up to everything else, so a strike on the aft quarters with your ion cannon (which is isn't, btw, it's not some sort of instant off-switch, despite attempts to portray it as such), of course it's going to have an effect on the prow torpedo decks, or some such. An orbital defence cannon is largely cut off from the infrastructure and power grid of the city around it. It's common sense design, since it keeps someone from simply digging up the street and cutting the wires. No they have their own fusion reactor in the basement of the thing, It would in all likelyhood, require a direct hit to render the emplacement inoperable. And using the Nova Cannon as a threat is an option. Of course you're neglecting that the target population may very well reply "go ahead", at which point you're left at an impasse, as you obviously wanted to invade the planet for some reason, and said reason might not survive the Nova Cannon strike.
  23. The 'cocoon' doesn't have to be an individual, or even optional feature as you all seem to be supposing it is, too. I'm saying, it could actually be a part of the pod, fully integrated, as in a drop-pod designed specifically with regular humans in mind, hence it incorporates all the extra safety measures needed. Must we always assume that things printed in the codices are the ONLY examples of those machines in existence? When we all play the RPG, that takes the much more sensible angle that there are different makes and models of almost everything (best case example being weapons, there's not just 1 Lasgun that is the same for everyone everywhere). And yeah, if you really want planetary assault as an option, probably going to want Bombardment Cannons. The little electrical blackout you have planned might be alright for normal targets, or even military units on the ground, but you've left out one key ingredient. Orbital Defences. Facilities that are hardened against attack from space, just because of their inherent job, and effectively small fortresses from the ground. It would take more than one ungraceful random bombardment of a city to take one of those out, as they come with their own power generators so as not to rely on the city grid. And while you're shutting off power for the central Hive, they could be punching holes in your hull with return fire.
  24. Sounds like the perfect guy to have on your team, my Alpha Legionaire would use him to dispose of any allies who'd outlived their usefulness, at least until it was just the two of them left (everyone knows that Necrons can't Self Terminate). lol
  25. For the record though, since it seems only a handful have actually read the book… They're not 'good daemons'. Certainly not good, since their every appearance has presaged them wreaking absolute destruction on their surroundings. Nor anything special appearing, as far as warp entities goes. They don't appear to be working against Chaos either, quite the opposite, since they are key players in a huge Chaos-aligned conspiracy, in the book. They in fact seem to be nothing but an exotic form of possession, with the victims being Untouchables (and 'hollowed out', more than just inhabited). Unusual, but not unreasonable.
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