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Blood Pact

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Everything posted by Blood Pact

  1. JuankiMan said: The rules for mutiny say otherwise Mutiny is a capital offence. (because noone else said it!)
  2. Spook said: So no Trueborn Wyches? Or is that just an omission? As I understand, all Trueborn does is make your Fellowship cheaper to buy up? (hopefully next wednesday for my book). Depending on what Kabalites pay for it (I was assuming 500, for no real reason, but I suppose it'd be 250 like the Wych?). I dunno, I'm trying to parse out in my head now whether Fellowship would be a major part of a Wych. Being 'pretty' is part of their schtik, but they're not exactly known for being charismatic, and someone's force of personality (and being manipulative) lends more to the stat than physical appearance ever does. So they don't necessarily need it. On the otherhand, it's breeding not anything else, that determines it anyway, so why not?
  3. First: Wheeeeeeee!!!! Awesome! And secondly: only if he gets the jump back surgically attached to him. The Skyterror is the greatest thing since The Soul Reaver itself (still waiting on it >.>). It's going to be absolutely perfect for my character. One of the heirs apparent to the Terror Wind Kabal, an army of speed freaks who were originally a Clan of corsairs from Saim-Hann.
  4. Lynata said: Blood Pact said: So yeah there are probably some units that have trickleback in the formof Guardsmens' children taking up the life from being a camp follower. That doesn't mean the Scholam isn't the primary destination of orphans. Hm, our interpretations of the setting differ in this detail, then. To me, it just doesn't seem practical to secure interstellar transportation for some unimportant Guardsman's infant; space travel just isn't common enough for the Imperium to afford such a policy. And if we'd be talking children of newly raised regiments, I would assume that they simply stay behind on the parent's homeworld to be raised by relatives, the tribe, or the Hive gang, or perhaps non-Schola orphanages and individual Preachers. Seeing that a world has a degree of control over what troops to nominate for the tithe, parents might even be able to "opt out" (depending on the planet in question) if their children would otherwise have to be abandoned. Matter of perception, I guess? No I'm actually saying the same thing. You've just misunderstood. I'm not saying they ferry around the children of some pissant Guardsmen when they die, or even when they're alive for that matter (save as part of the standard compliment of camp followers). When I say they're going to be raised in to the regiments of their parents, I mean it's going to happen -right there-, in this thick of it more or less. They're surrounded by experienced soldiers who can bring them up to form, they hardly need to be shipped back to some training facility on the regiment's homeworld. In this case I'm talking just about the children that are produced over years of campaigning, not the ones left back home from before they were raised and shipped out. But as usual, this is the Imperium, and it's lunacy to say anything is ever done in any uniform way, when this is the same Imperium that actually loses whole armies (meaning hundreds of thousands, or even millions of soldiers). Some camp followers probably stay followers all their life, growing up to fill the roles of those who die or other wise move on somewhere else.
  5. They do a lot of stuff with the children of Imperial servants, just due to the huge variety imposed upon the Imperium by the simple fact of its immense size. So yeah there are probably some units that have trickleback in the form of Guardsmens' children taking up the life from being a camp follower. That doesn't mean the Scholam isn't the primary destination of orphans. And the Soviets segregated their infantry units, though there weren't many all female ones. Women tended more toward piloting and irregular infantry (partisans and snipers), with some tank regiments I believed. I'd say most Imperial Guard regiments are segregated, with cases like the Ghosts and Cain's Valhallan's being the general exception, wherein they both became mixed through reinforcements. Though as stated earlier, the Imperium is a big place, so you're bound to find all sorts of arrangments (the Horus Heresy book Legion presents an interesting arrangment in the form of the Geno Five-Two Chiliad).
  6. While most people don't think of this kind of widespread technological use, when it comes to 40K, it's entirely likely that humanity's genenome is pretty stable, despite all the trouble with mutations. With less concerns over the negative effects of lack of nutrition and disease than modern folks would have, not to mention facilitating the adaptability that resulted in Abhumans. As the previous era's of human extra-solar expansion probably laid the groundwork of this. Simply put, I've always envisioned that most of humanity descended from people who recieved basic amounts of genetic modification (ala Mass Effect 3, eliminating defects, and in the case of military personel, recieving basic biogenic upgrades) to prepare them for their lives as colonists, contributing to an overall robustness that lasts to 'this' day, as a more or less hereditary trait (with some additional fudging assumed cause the Imperium is so large).
  7. kjakan said: Eisenhorn and Ravenor should make the list as required reading for Dark Heresy players, I agree. They really did help build a lot of the fan interest for Dark Heresy early on, imo. Obviously the long term desire for a 'true' RPG (Inquisitor was nice, but with no in-built balance system for character creation, it relies heavily in the GM) was a big boon as well. Though it did ruffle some feathers when people found out the game was geared around playing starting Acolytes, and not the close servants of the Inquisitor themself (or the Inquisitor), the likes of Harlon Nayl and Madame Bequin. I personally like the opportunity to build your character up.
  8. Blood Pact


    Damnit… Spoilers… Spoilers… Spoilers… In Fear to Tread there's a Remembrancer who wants approaches a heroic Blood Angel Apothecary, wanting to make a regular comic about him and his exploits. Because he survived a mortal wound while rescueing a dozen people. The Space Marine, naturally, doesn't get all hyped up on it, and start thinking about his fans, and the attention of amourous females. He's pretty humble, and even finds it a little odd. But lets him go ahead and make it. I still have much more of the book to read, though.
  9. I've decided that if I want to use my translator for other languages, then I need to track down a member of that species and extract the speech centre of their brain, for a Haemonculi to analyze, and install.
  10. Blood Pact


    The Horus Heresy novels make it quite clear as well. A Space Marine's 'natural' abilities combine to turn them in to a literal killing machine, and when faced with ordinary humans, the results will be absolute carnage. It's not out of any sadistic intent (for loyalists anyway) it's simply the ruthless application of what they were created to do to the Imperium's enemies. One or the things I often like reading described is how they move. How something that big, and wearing armour that heavy, just shouldn't be able to move with as much speed and agility as they do. That they aren't just strong enough, but quick enough, fight ten men and kill them all relatively effortlessly.
  11. Considering the excessive hassle that would be involved in getting your Dark Eldar ressurected by a Haemonculi, I don't think it would be against the spirit of the rules to let the players go for it. Because it's going to be a group effort afterall. Though depending on in-game circumstances and the whims of the GM, they might just let you defer payment until after the Dark Eldar is back up and breathing. Of course, that still leaves everyone the whole adventure of getting to that point. I'm even thinking of having my Dark Eldar character get one of the other party brought back, if they should die. After all, it should hardly be a test of a Haemonculi's skills to bring back as paltry a life form as the mon-keigh. Heh heh heh.. Trueborn cunning at its finest. And sorry for snapping before Navi, got overdefensive of the game, but it's been my experience that when people start obsessing over idiot/abuse proofing every single rule and rule combination, the game can get bogged and, and just have the fun sucked out of it. Soon enough you'll have people pushing for a 100% simulationist style optimization focus be put on the game (most of the other changes are great, it's really just this ****, with Exalted).
  12. Lynata said: Speaking of which, I owe you an apology. I vaguely recall we had some rather harsh debates some time ago, back when I was still believing the lie of "everything is canon", from which I have now been cured, finally. I've not forgotten the defamation, but seeing that it was I who was in error regarding the core issue of the discussion I'd still like to say that I am sorry I have wasted both our time. We did come to harsh words quite a bit over the subject of Space Marines and their power level. And I apoligise for my own. It's a poor excuse, but I got qiute defensive over a (relatively) new game I found and loved, and am still bitter over some issues with the Exalted community. I'm willing to put all that behind us though. If AluminiumWolf and I can disagree over the scope and level of Space Marines (though I still lose my patience), then so can we (as long as we can all agree that I'm right! lol). I'll just say I really like the new Deathwatch fluff, because like I said before, what we had on the subject was really sparse. What FFG has come up with is really good, not only in that they've created a very fun game, but they're telling a great story and shining a light on a part of 40K lore than has been untouched and relatively obscure. And I would disagree over the strength of its status as canon. Between the Horus Heresy novels, 'Movie Marines', most of the video games where you play them, and of course Deathwatch the RPG, Marines are depicted as awesome soldiers, each worth dozens of regular human infantry. They were genetically crafted with the specific purpose of taking on every horrible monster the galaxy had to throw at the Imperium, and grinding them all up beneath a ceramite shod boot. And just about everyone has always said that the tabletop stats of Space Marines are a concession to game balance. In light of the settings rules for Lasguns, the Bolter might deserve a bit of a boost though.
  13. Honestly it sounds less like sh*tty rules, and someone instead latching on to an incredibly specific and (even more) cheesy loophole, like the famous "Creation Slaying Oblivion Kick", of Exalted. The idea of John Chung that started the downhill slide that nothing but a whole new edition is going to take the game out of. Basically, there was a Charm (Talent) that let you attack everyone within your current line of sight. Chung's genius discovered how overpowered this was by realizing all you need to do is climb the highest mountain in the (flat) world, and either be a type of creature that can learn, but has never been taught, this martial arts style, or find some super artifact that lets you 'see to forever', and finally use that Charm to kill everyone in the world (but what about objects blocking line of sight? custom artifact to get around that). And that's how the stupidest **** in the world ruined one of my favourite games. Getting back on topic, if it concerns you so much Naviward, the first step would be to stop obsessively trying to 'perfect' this idea in the face of all the previously mentioned reasons why it shouldn't work. And allow me to add one more, and that is if your Dark Eldar thinks that they can make a million combat attacks to wrack up points while the ship is sailing around, then they better roll them all. And once that begins you just have to wait for another player to slap them in the head with one of their hardcovers, or for them to botch a roll and have all of the puppies, or whatever, break free and maul them to death. Once either of those has been accomplished you look your player in the eye and ask them if they're ready to stop being a ****? Being a bit more serious, this takedown thing. Sweeping the leg shouldn't, by far, be worth a pain point. Just where is the delicious agony to feast upon in the sight of some stupid mon keigh falling on his butt? There is none. Now, if you were to kill every fifth man who couldn't land a hit on the Dark Eldar. But friendly sparring events aren't going to cut it. There's nothing remotely friendly about the Dark Eldar. Hell, wandering around the darkened reaches of the ship is just asking to get jumped by the crew, since you can bet someone out there knows what he is (and the Captain may be understanding, but a horde of 100 angry ratings are less likely to be so).
  14. N0-1_H3r3 said: Blood Pact said: I'm pretty sure No-Hero (or someone) It's "N0-1_H3r3", pronounced "No-one Here". If you can't remember that, just call me Nathan. To be entirely honest, I always skip the numbers out of pure laziness over double-checking the exact characters and playing with my shift key… >.> But I think I'll make a change with that, since in hindsight is it disrespectful, and you've proven to be one of my favourite writers around here.
  15. Lynata said: To be fair, I also wouldn't agree with the Custodes thing, though that is admittedly just a matter of gut-feeling, as we indeed have next to no information about them other than knowing their job. To be fair, aside from a single Index Astartes article, and a Chapter Approved listing consisting of 3-4 units, we had no information about the Deathwatch, aside from their Job (to kill aliens and steal their artifacts). I'm pretty sure No-Hero (or someone) and I said this last time you were talking about how radically divergent FFG's depiction of the Deathwatch is when compared to GW's.
  16. Well, since my copy of the book is going to take a bit longer to reach me than I had earlier thought, time for a question I'd forgotten earlier. Among the other vehicles, are there stats for fighter craft, like the Razorwing from the codex or their void fighter (assuming it's different)? My Saim-Hann descended Kabalite needs to upgrade to something even faster than a reaver jetbike at some point.
  17. Would wings be something you buy for XP though, or something you have to actually track down a Haemonculi for? And if so, just what kind of availability would that have? (know it's not in the book, just an idle musing, since it's going to come up for someone at some point)
  18. Blood Pact


    I think I'd really like to play an Alpha Legionaire who is also a follower of Malice (but secretly isn't! No, kidding… or am I? **** Alpha Legion…). Could really sow some real instability in to the Vortex.. over what there already is, anyway.
  19. Plushy said: I love this! The minor Ordos need more love all around, but the Odo Chronos has a special spot in my heart. I hope we get some more fluff on them one day, beyond "they investigate time problems" and "they all vanished on a Deathwatch mission." I've always thought that Lord Caidan's mysterious origins lay with the Ordo Chronos, and/or the warp gate connecting the sector with the Jericho Reach. KommissarK said: I've always played up this scenario in my head where the Ordo Chronos actually have a sleeper agent on every ship in the Imperium, who's solemn task is to reveal themselves the moment a ship is determined to have exited the warp before it entered, and to inform the senior staff of the protocols that they must now operate under. 1.Ensure that whatever circumstances that caused them to leave in the first place still come about. 2.Prevent any disruption of the space-time continuum 3.If need be, destroy the ship itself to prevent any continuity errors. Something along those lines. Pretty much the "continuity police" of 40k. Honestly man.. that's kinda a boring idea. Or rather, it took a turn for it when I got to the protocols. Mostly because they lean toward the "don't do anything!" side of things, even if they're not explicitely that strict. Also, and it's only personal opinion, I've always felt that the Warp just doesn't give a **** about causality, and when it comes to the comparatively rare situation of a ship exiting the warp before it entered, it doesn't matter and changing the past all they want won't erase them like Michael J. Fox making out with his mom.
  20. (sorry, can't help it) First thing I thought upon reading the title: "40K roleplay, now with authentic accents!" Hope you find some players. I'm afraid I'd be no help myself, though, as I'm in Canada.
  21. It's probably the strangest thing about the layout of the Deathwatch book, relative to the other lines (though Only War will be similar, with regimental standard kit). In that the equipment listings for everyone are all sequestered together on one page, where they're easy to forget. I'm always losing the page myself.
  22. HappyDaze said: IME, that kind of thing tends to fall apart when they are placed into the role of PCs. Isn't that what PC's are best at though? The players come up with a 'plan' and hilarity ensues.
  23. Samasboy said: And I understand where you're coming from, since I also have a job, wife, kid, and less time than I would like to devote to some recreational hobbies. But if you can't say, "I wan't to play a melee based combat-drug fuel Dark Eldar. Hmmm…..Gland Warrior seems to have me covered," just because it doesn't have the name "Wych" on it, rather than complain there isn't an existing Wych alt rank, I don't know that time is the problem in your game. This isn't meant to be a personal shot at you, or anyone else. I am just saying that thinking laterally when confronted by a problem that doesn't even require home-brewing to come up with a solution seems a better attitude than angst. Because I want to enjoy the time I do get to devote to my hobby. This is much my feeling. While I'd love a Wych, and Reaver, Wrack (eventually 'evolving' in to a homulculus, cause if you squint it kinda looks like that's how it works), and especially Mandrake careers or alternate ranks. But we don't, because the book would need to be another third again the size to include absolutely everything everyone would want. So we'll make do, and it isn't really that hard. Make a really 'techy' Warrior, and talk to your GM about taking Genetor, and you will probably something like a Homunculi. And I doubt you'd need much more than combat drugs and a careful pick of equipment and skills to play either a Reaver or Wych. I'd need the book, which I won't have until wednesday (my FLGS was bro and ordered it in special for me), to be able to make any actual guesses on what can be worked with, but I'm willing to bet there are a few alternate ranks that could be used to replicate things that are Dark Eldar. But if you guys can convince FFG to let you write more Dark Eldar stuff, don't let me stop you.
  24. Well, I had completely forgotten about that rank, the whole little supplement actually. Upon cross-checking it though, we in fact find that the Mech-Assassin isn't the best saboteur, and really… saboteur isn't an accurate description of what they do (it's just latching on to one power and their Tech-Use skill, like that's all there is to the character). So in short, surprise surprise, the complaints are bull! Like they always are half the time. The Saboteur is an expert in demolitions, chem-use, security, and can get a basic understanding of Tech. While Mech-Assassins can get the basic level for only a couple of those (no we're not looking at regular careers, cause that could be almost any career for the Saboteur). So upon further examination, the Mech-Assassin is merely an extremely tech-themed assassin, with a few special tricks up his sleeve (not the best saboteur in the game) that specifically relate to technology, and that's it. Oh woe to the game, all is lost! (watch ya don't trip someone when your knee is jerking around now).
  25. Lecram said: I find it hilarious that you can pay $60.00+ for a product and it's not even complete. These are the kind of mistakes that shouldn't have made it into the final product. Did any of you know that the human brain fixes typos as you're raeding them? It's why (most people) dont just suddenly find their trian of thought grinds to a hlat when they come accross a mis-typed word, the brain actually makes you think you read it correctly, and it is not uncommon for you to not even notice the mistake at all. The trcik works best when it's not the first or last letter of the word that's been flubbed. Basically your brain extrapolates what the word should be, based on the sentence you've presiously read. Hope that mistake-filled little praragraph helped illustrate my point. (it being about typos, the ones I put in might have been more noticable as well) Besides, I've been gaming for 13 years, I remember the spelling in some of WW's books.
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