Blood Pact got a reaction from Sithwolf2k in The Dark Kin Online Supplement
Very true, but I just find it a lot harder to make a Dark Eldar "fit". Kroot are easy, as long as you disregard their distasteful eating habits they're loyal, pragmatic and completely unbiased, so they're perfect mercenaries. Orks are volatile, but at least they tend to be simple and unsubtle so at least you know where they're coming from and will remain loyal as long as you perform regular shows of force. But the Dark Eldar has personal habits more distasteful than the Kroot's, is almost as volatile than the Ork and is assured to be inherently disloyal. And worst of all, unlike the former, the Dark Eldar plots.….
Like you pointed out yourself, Dark Eldar are cunning and patient, so it will obviously not try to backstab him when he is in a position of strength surrounded by subordinates. He'll wait until he's weak, vulnerable and/or distracted. Perhaps when the rivals the Xenos sold him to are storming his house. As the saying goes "Fear the wrath of a patient man".
That's beyond the point. I see no reason why such a thing should prevent debate on the matter. But the thing is I'm personally amazed that so much effort is dedicated to what I initially believed to be a niche class. I specially find it odd that playable Dark Eldar appeared before regular Eldar, which carry their own amounts of baggage but at least understand the benefits of mutual cooperation.
DISCLAIMER: This is not Eldar fanboyism. Personally I despise the Eldar as a race, but I still find the whole matter odd regardless.
I'm not really an Eldar fan either. Go humanity! Virtually every other race in the Galaxy wants to kill or enslave humanity (even for 'good' reasons, like throwing us under the daemon engine to ultimately 'kill' Chaos), so nuts to them.
But The Dark Eldar Codex was just so excellent, and the new models so nice, that it's just so fun to play them. I'm still collecting what will ultimately be a small army built around 18 Reaver Jetbikes and 2 Razorwings (with pretty much minimum for cores.. maybe an Inqubi bodyguard), cooked up a little background for it and everything. Which I'll be tying to the Dark Eldar character I really want to play some time.
But getting to my core points…
A Dark Eldar isn't necessarily likely to betray the Rogue Trader he's working with. Such a long lives race can afford to take their time and plan for the very long term, eschewing petty short term gains in their plots. While the Dark Eldar are a truly duplicitous, cold hearted, and cunning race there are reasons there that lend to why they wouldn't make sport of the ship and its crew. Being able to live eons with no help is certainly one advantage, to be noted early on. Just wait 200, maybe 400 years tops, and everyone you dealt with will be dead. Hell, wait 199 years and relish the horror in their eyes as they lay on their deathbed, savouring the agony as you lay waste to all their glories around them, before sending their soul wimpering to their Corpse-God. Or don't, whatever, what concerns do you have for the mayfly Mon-Keigh? Slip in to the Web-Way and disapeer when the ships lands on a world with an entrance. And it's not as if every Dark Eldar doesn't think they'll essentially live forever (acknowledging the possibility of death doesn't mean accepting it).
Meanwhile, Kroot don't just eat their kills, they eat only meat and prefer the corpses of sentients, like a nice steak to a hotdog, the crew won't be too happy about a Xenos that literally eats people. And Orks, for all their lack of plotting, can still be very cunning, and tend to have very simplistic desires, fighting tough things, so they'll get tougher, is at the top of the list (the Rogue Trader and his officers are pretty tough…). It's how they were physicals and psychologicaly designed, fight to grow bigger and tougher, so they can eventually establish dominance over all the weaker things around them. Dark Eldar are smart enough to know when they have a good deal, and it can generally be assumed that PC's have good reasons for being on a Rogue Trader's crew, that don't include planning to stab them in the back at the first half decent opportunity.
If he acts because the Rogue Trader is "weak", then obviously the Dark Eldar hasn't been doing his job either. A Kabalite Warrior knows how to work with his fellows while on a Realspace Raid, despite the fact that every last member of them is somehow trying to gain position on them within the Kabal. That 'losing' someone's body isn't a common occurence when returning from a raid, and they can be ressurected. It demonstrates that they can get their priorities in order when the situation calls for it. Working together they both can have more to gain, than the Dark Eldar would by being a retard and cutting the Captain's throat at the first opportunity.
Blood Pact got a reaction from InquistiorCalinx in People's opinion of the Dark Eldar career paths and the general playability of Dark Eldar
That sounds just like something a heretic would say!
Blood Pact got a reaction from Decessor in Rogue Trader 2.0?
They did the same thing for the World of Darkness (And Exalted). Lemme tell you, a lot of people didn't like the idea of paying between $100-120 dollars for 2 books just to play 1 game. And it's a system that really only works for the people that want to play multiple lines. I find most people stick to 2 of the RPGs and don't diverge much from there.
Plus, I imagine one of the reasons it's been such a long time between DH 1.0 and 2.0 is because with each new game line they've been able to try out while new mechanical suites. It's all hindsight back-patting, of course, but if we'd been doing it the above way from the start, we might be still be using Dark Heresy psyker rules for every line, or instead talking about the upcoming release of 3.0 where they're finally letting you build your character freeform, with no career paths...
All that said, it would work better for 40K than Exalted or the WoD. Everyone Is (mostly) human, and the power a space marine wields isn't so different from the power an Inquisitor or other very powerful Imperial figure can eventually reach (power armour, other tech, and more unnatural means, can eventually even the odds). And another benefit would be it'd be easier to combine the stuff from different games as it would all be balanced against each other if they put the necessary work in, and we wouldn't end up with Dark Heresy characters bloated with skills when playing in a Rogue Trader game.
But frankly I don't think anything it brings to the table is worth the potential problems it can cause. With 5 gamelines worth of material, and a whole new sector for Dark Heresy, it would be a massive effort to collect everything in to a unified system that is built to work for everyone from space marines and chaos possessed warlords, to inquisitorial acolytes. And enemies bigger and smaller than all of them. And then there's equipment. Whether you put out a "book o' guns" or a book of "rogue trader gear", you're going to have to make sure it's not too powerful for the inquisition or only war players to use.
Frankly, I think the effort might be too much, and still not certain to produce suitable results. Exalted is kinda working with the same problem, they've been working on 3.0 for a long time now, presumably going back and ironing out any problems they find as they continue to work on more and more stuff (that is, they're laying the foundations for things other than Solars, so they don't deviate from the intended mark more than a little bit, if at all). But we're going to have an awesome RPG game some day, if it ever gets finished.
More to the point, I think the different systems work better for the different games. Deathwatch being much more high powered, and where you play characters that can soak up and deal out a lot of punishment either way, Unnatural stats being multiplicative instead of additive is the better option I think, and doesn't really present them as overpowered (Space Marines have been super-human killing machines since before 3e, which is how it's been since then). That said, I also find that the additive version is better for everything else, including where Space Marines and 'normal' humans are in the same game. And careers aren't that bad, for f's sake, in games where your character is coming from a pre-defined position it makes sense. And I find Only War and Deathwatch have found the perfect balance more or less. The multiple of paths that you can buy from in the latter offers practically the same amount of flexibility of the former, though I find the implementation of it requires less crosschecking.
Blood Pact got a reaction from Myrion in Fraternization among the Guard
I agree that they don't lock up Cadian women in baby factories, to keep their population up.
But I wouldn't be surprised if Cadian regiments tended not to be mixed-sex, and that the female ones do not get sent far from home, if at all, so as not to add to the high attrition rates the planet no doubt sees. That being said, this doesn't necessarily result in a sexually oppressive society, considering many 'warrior cultures' of the past tended to cede considerable authority to women, due to the male focus on fighting leaving them little time for management of the household, or other important issues (the Spartans, and the Iroquois, for two examples).
Of course, not only is this the Imperium we're talking about, but Cadia. Despite the possibility of Cadian women being planetbound (which is the way things are for most people anyway), they undoubtedly fill a variety of roles in the economic, industrial, and military infrastructure of the planet. Considering that someone who isn't working, and who is incapable of fighting, would be a drain on the overall 'war effort' that is life on the planet, so women certainly aren't going to be spending their entire lives in pregnancy after pregnancy. I could even see Cadians take life, and sex, more casually as a consequence of where they live. Someone is shipping off with the Guard in a week, and you'll never see them again? Happens all the time, no harm in giving them a tumble, ya never know when the next Black Crusade will hit and you'll all die.
I can't remember if it was from a novel, or the IG codex, but something like 1 in 5 Cadians who are qualified to be Imperial Guardsmen, are reserved for regiments assigned permanently on planetary defence, as well. So there's not exactly a shortage of Cadians, on Cadia.
Blood Pact reacted to Askil in Retirement from the Guard
Hardly a good source? Where precisely do you propose to get official information on this fictional universe other than the only official source of fiction? Being that my previous post alluded to a book about the exact process of the topic in discussion?
That said the novel Commissar also covers the a similar matter of regiments maintaining "continuous" service.
Basically the process seems to be that when the bulk of troops are sufficiently worthless due to being killed or ruined by years of combat they are retired, a small core of the regiment becomes the colour guard and returns to their homeworld to raise a new regiment with the colours, designation and traditions of the old one.
This is how units like the 1st Cadian for example can still exist despite it being thousands of years since their first founding.
As for those tumpeting "only in death does duty end." This is entirely true, but there are many ways to serve, and somebody has to make the rations, fill out the forms and become drill abbots to train the progenium cadets.
Blood Pact reacted to cps in So, where is the Askellon Sector?
I don't think it gives that date (or ANY date) in the rulebook. The first place I saw it was on these forums by someone who interpreted "as the 41 millennium draws to a close..." to mean literally the last year in the 41st millennium. Which is dumb.
Blood Pact got a reaction from Tenebrae in Supercarrier rules
They shouldn't be available for combat, but in theory it wouldn't be impossible to house additional craft.
I asked my GM about this for a current idea. And he was fine with me using my cargo hold to keep extra attack craft, just that they'd take a at least a day to move up from the hold and into the launch bays, each. Which is fine when you're keeping them for spares and replacements.
Blood Pact reacted to Crow Eye in People's opinion of the Dark Eldar career paths and the general playability of Dark Eldar
Edit: two guys with the same picture makes it look like one guy spam-posting at just a glance...
Part of the problem I see is a holdover of perception from their old fluff. In the old fluff, they tortured you horribly because they wanted to. They needed to eat your soul, but the torture part was optional, and they did it for fun anyways.
The new fluff however, is that they NEED to to torture you to survive. It is no longer a matter of want anymore, but need. Though this doesn't make them any less horrid, there is a big difference between torturing you because they want to, and torturing you because they need to. This sole difference adds a bit more tragedy to their situation to me. They are savage, cruel, and selfish because that is who they need to be to survive. It is how they can justify doing what they do, and living how they live. Anything less, and the universe would crush them down to nothing.
Also, per fluff (the last time I read it anyways, correct me if I'm outdated here), Harlequins draw recruits from all forms of Eldar society, Craftworlders, Exodites, Corsairs, and that's right, Commorites too. Not that the Harlequins are shining paragons of virtue by any means, but they are by far leaps and bounds removed from Dark Eldar in general behaviour and temperament. That any DE at all can become a Harlequin or Solitaire shows they are indeed capable of dynamic and malleable personalities, and aren't entirely defined to the pigeon-hole of psychotic torture fiend that wants to stab all their allies in the back one day. DE are entirely capable of realizing there are bigger things out there than themselves, there is more to life than wanton self-pleasure, and self-control can be in their best interests.
Of course, KNOWING there is more to life than what they make of it doesn't necessarily mean they'll let that change them all that much, but the fact that they CAN change from the popular perception people have of them, even by a little, should give license to players to make interesting characters out of them. Ruthless, cruel, and disturbing characters for sure, but also cunning, insightful, and possibly a bit tragic as well.
My 2 pence at least
Blood Pact got a reaction from Erathia in People's opinion of the Dark Eldar career paths and the general playability of Dark Eldar
"Orks" and "Controllable" never go in the same sentence.
They're manageable at best, as my Rogue Trader has learned.
Blood Pact reacted to Tom Cruise in Chirurgeon .. what is that about?
Also worth considering that a qualified doctor can do a whole lot more than just patch up bulletholes. They'd be a great asset for autopsies, chemical analysis, etc. Things that should come up pretty **** frequently in an investigation driven campaign.
Blood Pact got a reaction from Ramellan in Forgotten of the First Founding
It was Brotherhood of the Storm that really solidified my interest in the White Scars. It pushed them past the whole 'space mongols on motorcycles' concept that was the basis for their inception.
Scars took things to the next level, since when I read the author's comments I was suddenly struck by how they were always an obscure spot of 40K lore, and that aside from being a key part of the Defence of Terra, we knew next to nothing of their actions, or their Primarch.
Also the Alpha Legion were made pretty **** cool too, even if you don't like the possibility that they might be double-super-secret-not-traitors(..maybe).
Blood Pact reacted to Crow Eye in Touched by the Fates and Tau
Exactly. Simply by being a PC, you are already a cut above the rest. Beyond simply being more skilled than the average schmuck of your kind, there is a strong degree of luck involved in getting to that point at all in the 40k-verse, and Fate Points represent that.
As to giving them "normal Fate points", there is no official rule for the Tau to generate them. The official rule is "you get one, and that's it", so I was thinking using this Trait is as close to an "official" method as possible, so I wouldn't have to house-rule it further, or arbitrarily assign a number, and then have a guy who rolled poorly on his non-tau character grumble about why that guy gets so many and he doesn't.
If I shouldn't charge them an XP fee for the Trait, I'm thinking then that it should be used as a replacement for their single fate point, rather than stacking with it. Seem fair?
Only if they're starting at Rank 5. Like hell am I giving one of my players a Battlesuit at Rank 1!
Blood Pact reacted to venkelos in How much for that ship, sir?
Yeah, some of these points do come up often; some/many Rogue Traders are terrible people, and they continue to get away with being terrible people, and the various systems of the Imperium, or the Expanse, don't get into a hot and a bother about it. You took the time, along with Lady Sun Lee, to cripple Lord-Admiral Bastille's Colossus, though Bastille escaped aboard one of his escorts (always have an escape plan), and part of the arrangement with her was that you got to keep the aged Lunar-class cruiser; she mostly just wanted the clout of rubbing his face in it, as they were at war. Many of the people you deal with know of your scale, and pull, and I don't think they'd care too hard if you were a "pirate"; that's the kind of person they need to work with to get the stuff they want. You won the Colossus in battle, and it's yours. Certainly, it's Bastille's, too, and he's going to want to come back for it, once he's met back up with others of his dynasty. You've made an enemy who will attack you, attack your interests, and pressure his business partners to not do business with you, on pain of retaliation from space, but I only see the repercussions being those Bastille can make happen. If you take the Colossus to the Breaking Yards, and sell it, I think they'd take it, maybe for less, as you want it off your hands, and if Bastille shows up later, and recognizes it as the remains of his flagship, they'll SELL it back to him; it's his fault he couldn't keep it, and they can shoot his ass if he Bastille's at them. Outside the Imperium, it's him against all, and even inside, many agencies try to avoid Rogue Traders, who do what they want, and blessedly remain outside most of the time, where their power is real. Consequences will happen, as Bastille has interests, and allies, and all of these CAN influence your Endeavors, in various ways. but the Imperium, on the whole, will sit there, and watch the show. Otherwise, Rogue Traders like Krawkin Feckward, Djanko Scourge, and a few others, wouldn't be able to survive. You have to do some truly monstrous ****, usually involving Chaos, to become a fully proscribed heretic Rogue Trader. The name in the book, maybe Haarlock, Havelock, or Blackheel, I can't remember, or the crazy Navigator who took her master's ship, got away with lots before the Inquisition finally said "STOP THAT!!!", and moved; the Inquisition can't do a lot against the RTs, some days of the week, with their limited ship access, and so the best control on their power, and ridiculous ambition, is each other. Plenty of other Imperial agencies are survival of the fittest, anyway, so thems the breaks.
Now, selling ships. Yes, this is a question I remember asking a few years ago, and it always seemed messy. The book only makes it a "simple", if likely difficult Acquisition test to acquire it, and even a decrease in PF isn't necessary, if you are well to do enough. ItS introduced the burning system as an advantage you could use, to make it more possible to succeed that check, or other big ones (Cost is No Object, ItS p.223), but nothing about MANDATORY decreases for big, rare objects, like ships, though that can be a good idea, allowing the Winterscales of the Expanse to stay ahead of you, so you have opposition; otherwise, your PF can spike like mad, if you prioritize right, and then you CAN buy anything, taking away some of the appeal, and challenge, the game is meant to have. Many answers were not as helpful as the above, giving more Peer/GR (agency) then permanent money increases, since PF is so varied, vague, and more than your McDuck Money Bin of Thrones (heopefully, one of the Ruinous Powers can give you the power to swim in it, without breaking EVERYTHING in you ) Considering the sheer effort making a ship can eat up, and such, like that you must make a check an Imperial Governor, with all the resources of his planet under him could easily fail, to get a ship, you might say "take the tens digit of it's points, divide it by two, rounded up, and call it good." In that case, the Colossus should fall into the 65 category, I would guess, with a Lunar hull + some goodies worth SP, and if you could find someone willing to buy it, you MIGHT be able to net 3 PF. If you took some parts off, like his Teleportarium, or what have you, the SP might be lower, which can figure in. It might get messy if you are trying to pawn it off to someone else who also wants to sell it, like the Breaking Yard, or if you kept the best pieces they might've wanted, but this seems like it COULD be a bit of a system to use, or one of the others above.
As for the crew, the books do a rather good job of discussing that many people aboard a voidship barely know who their Captain is, or where he's taking them, and they don't need to, nor care. Captain after Captain has led the ship, and they just keep working. Coming under new management won't affect most crews, in my opinion, unless the Captain starts doing bad things to them (their quality of like decreases), like letting his triad of Dark Eldar "courtesans" mingle where they want, or changing quarters/food quality out to spare wealth, in which case they might mutiny, but mostly, they'll just drone on, regardless of the new "family" in command, in my opinion. If you are a nicer master, they might even be appreciative.
Blood Pact reacted to Captain Erf in Assassins, Sisters of Battle, and Deathwatch Space Marines
I’m inclined to agree with Lynata that “faith powers” ought to stem from a mundane source: strength of conviction, monastic training or extraordinary force of will.
Having said that, I can also imagine ‘flashier’ powers that have more supernatural effects, if these are explained as psychic effects. After all, if Mankind’s fears and passions can give birth to Daemons and such, it wouldn’t be so strange to assume that they could, more or less unconsciously, also generate more beneficial effects in the pious. However, these powers should then be subject to the psychic power rules (ie an Untouchable could nullify them, etc) and it just doesn’t sit well with the fluff to have so many (unknowing) psychic users in the Ministorum.
But how would you explain Holy or Blessed weapons? Can’t recall the exact name, but isn’t there a weapon quality that has a very real effects on Daemons (like ignoring their Daemonic trait bonus or something)?
Would this be purely the result of psy-engineering, like a force weapon? Thus making the Psykana the major source of holy weapons?
Or would it be purely the faith of the wielder that his weapon is holy, which is enough to convince a daemon since they are themselves products of emotions/nightmare/belief? Which would make the Ecclesiarchy the major repository of holy weaponry?
Blood Pact reacted to signoftheserpent in Assassins, Sisters of Battle, and Deathwatch Space Marines
given the direction that they have taken with the character creation i'm not entirely sure whether they should start introducing explicit character options such as the grey knights or sisters of battle.
Isn't the whole point of being able to pick, for example, Shrine World - Warrior essentially how you create a Sister of Battle? Making that an explicit option, later on, seems self defeating given that.
Blood Pact reacted to BaronIveagh in Marine voidships
Ok, time to jump in.
The lance thing has long since been retconned (really since Battlefleet Gothic Magazine gave us an 'all lances' Ultramarine battle barge, but really consolidated as of Planetstrike when SM use lances instead of Bombardment cannons because they're more accurate). Further, SM very specifically HAVE a lance armed frigate (Nova). As of BFG FAQ 2010, SM SC can swap a bombardment cannon for a lance, as well as their launch bays for torpedos. They can also fit a 2 point shield, same as Secutor class monitors.
The Seditio Opprimere was NOT rebuilt by the Navy, but by the Ultramarines at their private shipyards at Calth. (The lances got Retconned though with FAQ 2010 because too many of the testers threw fits and started threadnaughts because how DARE the authors make it 'canon'.)
However, instead, the Space Marines may now take Desolator Class battleships (the final word in lance goodness, and retconning the fact that none still existed in Imperial service) as Venerable Battle barges as sort of a massive middle finger to the people who whined about SM lances.
'Vanguard' is NOT the class name for a Strike Cruiser class, it is a modification of the base strike cruiser class, which is given as 'Olympia' class in the Horus Heresy books from FW. (since they're never actualyl given a name besides 'strike cruiser' which is actually just a broad catqagory. Hilariously, they and the 'standard' battle barge (Warspite class battle barge is one mentioned) were originally designed by Peturabo.
Assuming it is a Vanguard, they are actually more maneuverable compared to Dauntless and the base Strike cruiser, according to fluff, and are used as a 'scout' strike cruiser.
Blood Pact reacted to Visitor Q in Do Normal People Matter?
From what I remember I believe Space Wolves primarily use an oral traditional of storytelling to preserve their Chapter history and rituals. They are also notably not a Codex Chapter. They also operate in quite distinct Great Companies. When you consider this and the fact that the WH40K setting is based over 10,000 years it maybe isn’t too surprising that the Space Wolves encompass so many different characteristics. It might simply be a case of the Chapter changing.
In terms of whether normal people matter. I think the question is wrong lol!
In terms of emotional intelligence a marine has roughly the same range of emotions as a normal human. So there is no reason for them not to have some empathy towards normal humans. The main barriers are cultural and institutional.
But therein lies the rub. A Marine in the 41st millennia is only really going to get the chance to talk to military personnel and even then most of these will be officers
In this context then ordinary humans do matter, as invariably they will be viewed as a military asset or even in some cases an ally. However they will only very rarely be seen as equal in military value to a marine.
However most Space Marines by and large have only a limited conception of normal people or what it is they actually do.
For example imagine a random baker working on an average peaceful world in the Imperium.
He works for a head baker who pays him minimum wage, he has wife and 2 kids and he knows nothing of space travel the warp or xenos. He belongs to a guild to which he pays a tithe and another tithe to the local Temple. Finally he has flour tax to pay the local governor. He has a house he has a mortgage on. Every summer he attends the local carnival. His mother in-law husband died so she has moved in and is giving him grief.
Now compare this to a fairly regular marine, say a Nova Marine.
Now tell me what do they possibly have to talk about?
It’s not so much a case of the baker not mattering so much as the Nova Marine simply not understanding what the baker does or why he does it. Why does he put up with his boss? Why does he waste so much time drinking or on idle chatter? Why doesn’t he work harder? Why isn’t he pushing himself to be better?
Empathy is based on understanding. This is why some Chapters like Salamanders or White Consuls will think normal people matter and will understand the fraction of a difference the baker makes to the Imperium. They might even appreciate that they as Astartes stand as the pinnacles of humanity on a pyramid supported by the baker.
A Flesh Tearer whose entire existence is consumed by war and anger would probably need to remind himself what a baker even is if you used the word in conversation.
In game terms, there is a case to be made that Space Marines shouldn’t necessarily automatically have Common Lore Imperium.
Blood Pact reacted to venkelos in Advice re Starting Rogue Trader
Yeah, Rogue Traders and retinues are all about pomp, and remembrance; they want, along with everything, to literally write their name in the stars, for everyone to read, and even after they are long dead, and their successors have either raised their place in the scheme of things to even higher planes, or screwed up, and burned it all down, to be THE member of their Dynasty remembered. Winterscale's Realm has grown vast, and many have borne the Warrant, but Sebastian Winterscale is still the one remembered.
To the point, a signature piece of gear can help to remind people who they are. Marneus Calgar might be a great and powerful Astartes, Chapter Master of the Ultramarines, and a riveting tactician, but I, at least, always first remember the dual powerfists. One of my RT story characters, Aedan Qel-Drake, is famous for carrying an inferno pistol; he actually almost never uses it; why would he need to, most of the time, where he goes, but such a rare, iconic item is easily recalled, and can be hard to duplicate, should someone want to impersonate Qel-Drake. Like the Dragon's Ire, such a set of dueling pistols, or some similar item, might be handed down as an emblem, to the next Trader, sort of as proof, like an Inquisitor's rosette. It's actual use can be minor; in a game of D&D I played, my character was the heir to a throne, and the proof was a broken sword he carried. It certainly wasn't usable, and wasn't repairable, either, but it was a sign that he was who he claimed to be.
Blood Pact got a reaction from venkelos in Advice re Starting Rogue Trader
On the other hand, some cool things that your players want to start with might end up being an interesting part of their character.
I know that the reason I'm not trading in my dueling pistols has nothing to do with them being better than any alternatives (they're really good laspistols, but they're hardly the best pistols ever).
Blood Pact got a reaction from pearldrum1 in Creating a Tau Firewarrior as part of a RT crew
15 years of RPG gaming has taught me you can hack out a story for anything.
It just depends on how much of a mary sue you end up with, when you're done explaining what you want. If the answer is "yes", to the previous, then you should probably scrap the character. And I've written a few myself, just because, including a Vampire (from Vampire) who had a famous 5th generation creator, but because we were playing regular starting characters, I had to figure out a rather complicated reason for why he was the standard 13th instead of 6th. Ridiculous in hindsight, I'm glad he never talked about his backstory ever.
So explaining why someone is the first member of their race to cross half the galaxy, when they're kinda a nobody, is one of the trickier ones to pull off without crossing the line, if you ask me.
Also, I imagine the Tau are practically the top race both the Inquisition and Deathwatch would be very keen on tracking down and killing, if they should be discovered on the Calixis side of the gate.
But don't get me wrong, it's important to have fun with things. I just often seem to find that people get caught up with their own fun that they forget that this is a group game, and aren't particularly mindful of whether or not what they have in mind fits in with the rest of the group. I wanted to play a Dark Eldar my last game, but I ended up playing the Rogue Trader instead because I didn't frickin' need to play one. And in the end, the RT I made has ended up being being more fun.