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MorioMortis

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  1. And two Angels? It's because the concept evoked resonates with one of the core aspects of what the Astartes are; they might be the emperor's chosen, but deep down they are still brainwashed supersoldiers only somewhat distanced from their savage upbringing. Depending on the Legion, these traits are more or less emphasized, so some where angelic, some where grim-faced warriors, some where little more than savages
  2. Or Guilleman got ganked by the twins, and was replaced by Omegon, and Alpharius faked getting killed by his twin so people didn't care to look too closely at Guilleman 2.0 (thereby putting the Alpha Legion at the head of one of the strongest military forces in the galaxy). Or maybe Guilleman killed one of the twins, thinking he'd finally offed the Alpha Legion's primarch, but not really achieving anything. Hell, for all anyone knows, the bros could be chilling on Tera, waiting to stab and/or save (or both really) the Emperor when the time is right.
  3. Well, it's a Heresy suit of armour, so based on maintenance it could have lost some of it's hardware, but overall it's a "heavy" suit of terminator armor (similarly to how MKIII armour is a reinforced, specialized pattern not meant to fully replace MKII); it is known for having heavier plating and/or better shielding (lower invulnerability save, so something like a force field rating of 45), with the side effect of being even more unwieldy (A further -10 to agility, or an additional penalty to move speed). They are also all superbly ancient; no one except the Custodes, Salamanders or the Iron Hands should probably be maintaining them in any numbers since the Heresy, with the Iron Hands being extremely recalcitrant towards letting them go (those that remain are all that is left of the original Morlocks; they represent the darkest days of the chapter); the Deathwatch might be able to get their hands on a few, but they should be kept for extremely dangerous missions, where you fear to send normal terminators.
  4. For #1, the only legal way of having it amended is to have it re-issued by the original organisation who issued it, or have another organisation make additions to it (but those could only concern their direct areas of influence). Moreover, if your warrant is truly ancient, you can probably get away with abusing open-ended formulation, which was a lot more common back in the days of the early Imperium, to get what you want. For #2, I'd just like to point out that all the groups mentionned as allowing the Cold Trade are all Peers of the Imperium distinct from the standard chain of command (Inquisitors, Rogue Traders, the Mechanicus, the Astartes), which more or less means they do whatever the hell they want until another of their kin decides to put a stop to it (which usually ends very messily for one or both parties involved). The Cold Trade is not in any ways legal in the Imperium but structures outside of it's traditionnal bounds can authorise you do it under certain conditions, usually within their own confines (which means you aren't really legally allowed to do it, you just won't get prosecuted for it by at least one group who could prosecute you for it). More importantly, outside of Imperial Space, you are the law, so you can pretty much do whatever you want to; as long as all transfers of xenotech happens outside of regulated space, it's perfectly legal. #3, like everyone else said, it allows you to legally loot and pillage, which are things you would be doing anyways, but now no one is bothering you exept other Peers of the Imperium, who are above such petty things as rules and legalities. It pretty much means that within the confines of the acts described in the Letter of Marque, you won't be brought to justice by the Adeptus Tera or the Imperial Navy unless the act constitues an act of treason or evident heresy, even if the act is commited within Imperial space. TL:DR Do what you want because a pirate is free. You are a pirate.
  5. 1. Not really no, the DA are notoriously uptight about their own stuff (especially where it involves the Fallen), and that more than likely extends to their unique vehicles (the Nephilim is not a DA only craft, it's a Ravenwing only craft). Plus, you know, don't split the party and all. 2. I'd say not a whole lot has been cataloged, and since it seems to be more like an everchanging maze than a set of fixed rooms, I'd say less than we think.The strangest things my players found was a cogitator bank meant to predict the future dating back to the Great Crusade, and whose predictions have always been true, but are always computed slightly too late to be useful. However the latest cogitations all seem to have been innocuous, simply stating the coordinates of dead worlds on the eastern fringe of the Reach. 3. Has been more or less answered, but basic ammunition and provision should be relatively easy to acquire from any decent Mechanicus enclave or civilized0 world. Anything more complex than that and you'll need to find a Forge World or at least a serious manufactorum complex run by the Mechanicus. 4. To add to what has been said, some of the Primarchs' homeworlds have nice dragon like creatures, like the Silver Wyrms of Medusa (assuming that Asirnoth was not unique), and the Salamanders of Nocturne (with the Fire Drakes of Mount Deathfire actually being fire-breathers). 5. Not any official ones that I know off, but in my game the Mechanicus have been investigating some of the items extracted from the Omega Vault that appear to match the description of ancient weapons used against the Men of Iron.
  6. Well, the Orks do routinely go around in huge, more or less hallowed out asteroids, intending to land or crash them on random planets. Last time I checked, asteroid impacts of sufficient size where extinction level events, and it's not like the Orks care if they lose a bunch of boys in the process. The Necrons and the Eldar most probably also have a whole bunch of ridiculous weapons of mass destruction from the War in the Heavens laying around, mostly based on creating black holes/dimensional tears and manipulating stars, with the Necrons also having a bunch of anti-warp and soul sucking ones. However, the Eldar probably lost some of them in the meantime, and might have forgotten how to use those they stashed away in places like the Black Library; your real problem is the Necrons, since all the Necrons today are the same exact ones that fought the War in the Heavens; sure, some of them might have memory problems, but the Cryptek conclaves who built those weapons are still kicking around, and pissed off to boot because the Eldar aren't dead yet.
  7. Usually, marines going rogue on their own probably means they have some form of transport, usually a voidship, which means at least a few thousand people under their command, including a bunch of Mechanicus tech-priests, which can be convinced (nicely or not) to repair your stuff. You won't be able to get new stuff easily, but maintenance shouldn't be too hard. After that, you'll have to find some suppliers on a Forge World that aren't in the business of asking too many questions (which shouldn't really be too hard, the Mechanicus likes to keep things legal and all, but they don't usually care about snooping around in other people's business if it doesn't involve technology, so as long as you can provide adequate credentials, you should be ok); if you are a ship bearing space marines, you should be able to requisition ammunition quite easily if you need it for a "mission" (the Mechanicus will probably just note that Chapter X now owes them Y for the acquisition of 2 000 rounds of standard bolter shells, and they'll try to collect one day), but actual power armour is another matter, as it's pretty rare outside the chapter armouries (but getting it fixed should not be too hard). If that fails, you can always find shady dealers or hereteks, but that's stooping a little low.
  8. The problem is that this is what I would call a "burned on the outside raw in the middle" solution. Marines do what Marines do far better than non-marines, while non-marines do what non-marines do far better than marines. Which can be a headache to GM because it means you're constantly having to sideline one side of the party or the other. A big issue here is that in many cases, the Marines aren't for the most part "worse" at stuff the humans are meant to be good at. Apart from infiltrating and blending into human society, the bonus stats and baseline combat abilities (allowing them to focus almost entirely on non-combat abilities without being too much of a dead weight in a fight) of the marines allow them to often be better than their mortal colleagues at their intended non-combat specialty, be it interaction, use of technology or infiltration.
  9. While I don't have stats for the disease itself, it is interesting to note that the virus can at least manifest in two fashions, with the Iron Warriors legion appearing to be able to control the more outwardly severe mutations while retaining the capacity to absorb weapons and produce ammunition (alternatively, this may simply be a result of their specific gene seed controlling the mutation to around stage 5); if at all possible, this could be a more appealing alternative, as it is probably also associated with a lesser degradation of the subject's sanity. Overall, you could have each stage be distinct, but there are two primary division points in the stages; the ability to meld with weaponry and armor (from stage 3/4) and the point of severe and undeniable mutation (stage 6).
  10. Well, if you had turned traitor, you'll more than likely remain so, and probably head out to a Warp tear to regroup with the rest of your kin or become a band of raiders. Finding out that traitor marines fled to the warp is not too difficult, but getting there, and getting in without getting destroyed by the warp and hordes of other heretics and traitors might be a bit more difficult. Becoming raiders is even easier, since you already have a ship and serious equipment; you just have to find more up to date navigation charts, and are set for the most part. However, you might reconsider your past actions based on the consequences they had (most of you fellow have become chaos tainted abobinations, which you never signed up for), and become some form of renegade chapter ala Soul Drinkers, still affiliated with humanity if not the Imperium, and operating outside the standard command structure. More interestingly, if you get warped to the modern era before your legion turned traitor, you have an even greater dilemma; all you knew about your legion has changed, but if you can find out what truly happened during the Horus Heresy, you may find that the Emperor is not without his own sins. In any case, you'll have to chose between rejoining the ranks of the Imperium or turning your back on it, and, either way, you'll probably want to change your name and heraldry for something not directly associated with the most famous traitor chapters in history. If you change your heraldry, or have one that is not immediately recognizable as traitorous (like the pre-heresy World Eaters, Thousand Sons or Luna Wolves), you should be able to escape any serious scrutiny, and integrate back into modern society as just another chapter long lost in the Warp without too many issues after a getting acquainted with the historical events of the last 10000 years and current state of the Imperium.
  11. Alpha Legion, and have them guess if they are still loyal to the Emperor. Or even better, have them being loyal to Horus to further the Emperor's goals, or (and?) vice-versa Have every player be named Alpharius, and all look the same. Compound the confusion by having some players bring in new characters on the fly without telling the others.
  12. But seriously, Messia is really the perfect Mad Max style planet; huge, endless waste, extreme reliance on a single resource (fuel, for survival, raiding and gathering more fuel), tyrannical oppression or anarchy in the cities, huge bands of colorful rival raider clans, over the top personas in the city overlords, the drill-barons, and the raider leaders. And, as an added layer of fun, you get the mutants, which conveniently come in both flavors of zombie. It's really Mad Max + zombie apocalypse blended together and seen through a grimdark filter.
  13. Any equipment or implants that a human can use to match an astartes, the astartes can just as easily use to make himself even stronger (to a point where the human cannot even hope to match him), so gear is really a non issue; the extra Gifts of the Gods do not, in themselves, counterbalance for an untyped +5 to every test ever, as well as the unnatural stats, better weapons and the heaps of free combat talents (a marine who never spends a single point on combat talents is at worst a decent combatant in nearly any situation, with almost any weapon he can find, while a heretic who does the same is more or less useless) and a bunch of little utility abilities that marines get. In any field other than combat, the difference is negligible (or rather, much smaller than the difference between a trained and untrained individual in the field itself), but in combat, marines are simply superior in every possible way, and this disparity cannot be bridged by any means outside of arbitrary restriction on the options available to marines (the 1.5 point advantage to initiative is notable, but greatly counterbalanced by the increased durability of marines unless playing a game of rocket tag, in which case obtaining a surprise round is really more important than anything else, and marines have better stats, and therefore on average better odds to obtain or avoid one). The extra xp provided to humans helps them at the start, but cannot hope to bridge the existing xp gap between them, and this advantage becomes proportionately insignificant over times, while the marines' advantages always remain current.
  14. It's not, no, but what I objected to was that you said that the book said that after spending experience, the difference in XP is 500, not 3400. As far as I know, it never says anything like that at all. I would be surprised if the developers did not know about these issues beforehand and knew full well that actual difference in experience is much higher than the 500xp difference the players get in starting experience. They're pretty much broken. They're more or less high-to-end-game, pre-made characters, more than anything else, and unless everyone is running Advanced Archetypes, there's going to be a mountain of experience and ability difference between them.Why Fantasy Flight Games decided that the Advanced Archetype system was the way to go in Black Crusade, I'll never know. It's the single most uninspiring and uninteresting "alternate career"-system in the entire WH40kRP line, even worse than Only War. I would've preferred ways to actually flesh out, build on or mould characters, rather than to pick one pre-fabricated nugget of broken on creation and stick with that. That, and the fact that there's other issues (such as Alignment). Half the Archetypes will drop out of their predetermined Alignment the second they reach their next Corruption treshold, simply because they can't expand much more in Advances dedicated to the God they're already aligned to, and all the skills and talents they start with doesn't count towards Alignment. Sigh. While it's true that the Advanced Archetypes are stronger than most of the starting ones (their powers are usually better, and rather more unique), and the two of them should not really be mixed (as is the case for SM's and mortals), they are more or less internally balanced among themselves, and I frankly believe that they offer a better starting point for heretics in BC (especially in the case of 10 000 year old marines), as well as having effectively representing most of the unique CSM archetypes. Sure, you could probably convert each Archetype power into a talent (or series of talents), but that would be a lot harder to plan and balance for, unless you restrict it to 1 or 2 sets of abilities per character, and have a few appropriate talents as well as the proper alignment (when suitable) as prerequisite for taking them. As for the issue of them dropping out of alignment, the easy and intuitive solution is just to let the aligned specialties have their starting talents count towards staying aligned if the player in question prefers it. Half the players I've had never even realized that their starting talents didn't count, and assumed that the Archetypes where aligned because of them.
  15. The big probleme with an alliance with the Eldar on any scale larger than direct assistance on isolated battlefields and secret contacts between more or less independent agents of both sides is Mr. Archpuritan Lord Ebongrave; unless you can make him disappear from the equation, any real alliance is unlikely. On the other hand, if he where to disappear, than a 3-way alliance between the Imperium, the Eldar and the Tau could probably defeat the nids quickly enough that the Necrons could be contained to a limited amount of worlds, thereby allowing the remaining belligerents to slug it out relatively safe from annihilation at the hand of cosmic horrors (the reverse is also possible, but seems less likely due to the pressing nature of the Tyrannid threat and the fact that some Tomb Worlds are already well on their way to wakefulness).
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