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antijoke_13

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  1. i can't believe this became this popular.\ **** i wish i hadn't lost my copy of RT...
  2. What are some of the greatest (and strangest) nemeses your groups have gone up against? For my group, it's each other. There are two separate rogue traders in my group, and their retinues are split evenly between the other players. The two sides have entered into a rough alliance of convenience, with both hoping to eliminate the other before they get too powerful to take down in one fell swoop. Things, of course, are not going as planned, so they've instead settled on an arms race, with each side trying to be the last ship to land a crippling blow on an enemy vessel so they can claim it as a prize,and the first party down on a planet so they can claim it as a colony. It's pretty funny
  3. While I'm no expert on navigators by any stretch, I don't think it's likely for them to be twins. navigators are incredibly selective about their breeding to make sure that they remain pure and the navigator gene breeds true. Now, it certainly wouldn't be IMPOSSIBLE, perhaps the gene takes in one, but not the other, but for one twin to be born without the navigator gene and then become a psyker is at least grounds for immediate excommunication if not outright execution. Someone would have needed to smuggle the psyker twin out of the family, and depending on how quickly the Twins' parents were able to deduce that one of them was a nascent psyker, it's a very real possibility that the navigator twin may never have known he (or she) had a sibling until encountering them on the rogue trader's vessel.
  4. so i'm running a pair of Rogue Trader games that are going to Merge soon, and right now i only have one (potentially two) chief antagonist. one of the games revolves around a set of inquisitorial acolytes granted a Warrant after they royally screw up an op. reason they weren't killed outright is that their inquisitor wants them to go clean up their mess before they get axed (that and said inquisitor is a heretic who doesn't have any other acolytes that are even possibly capable of cleaning up this colossal charlie-foxtrot). the other is a more generic group of rogue trader and retinue that consists of Cave Johnson as a Rogue Trader, Mecha Hitler, and the most sadistic navigator this side of House Nostromo. events are as follows: totally-not-inquisitorial acolytes: alaric (the newly appointed rogue trader, who also happens to be a fifteen year old noble), Lax (ex guardsman turned Archmilitant who happens to be in the unwitting possession of what is basically an STC equivalent of a Daemon weapon) and Leopold (originally named Noface, a former hive-ganger turned Seneschal with a head for numbers, as well as a penchant for batman esque shenanigans and rampant cannibalism) made the mistake of leaving The Hand and Eye of Tal'veshyr (two halo Devices that when integrated into the same host, allow for all the positive effects of Halo Devices while getting rid of the drawbacks) unattended. Somnius Halbrel (one of the primary antagonists of the Dark Pursuits adventure out of the DH2E corebook) takes this opportunity to claim the prize that these acolytes have denied him for so long. after doing so, he orchestrates a shootout at an underhive arms auction that the PCs are at and jumps system, heading for the Koronus Expanse. after they become rogue traders, they go through some "here's how rogue tradering works" adventures before heading off into the expanse after him. Aperture Labs: Cavus Johndoe (a test tube baby who's only claim to a warrant was the fact that the genetic material of his genesis was pulled from members of an old Rogue Trader Dynasty, all of whom happen to be dead now), Heinrich Faust (a death worlder pulled from his planet by a Heretek who trained him to be a tech priest only after he instilled in him an abject hatred for Genetic Impurity [no opinion on Xenos aside from them being not people, and therefore not subject to basic decency] and a love for wanton human rights violations) and Trick Wanderer (a Navigator who's real name is unknown, all that's clear is that she's from some navigator House that's hard up on luck. oh, and she really enjoys mind melting people with her warp eye and using a mono grox whip to sever a foe's achilles tendons so they cant run away) have just finished the events of Into the Maw out of the core book. only deviation from the chain of events is they managed to convince one of the Ork Freebooterz they fought on magoros Secundus to come aboard the ship and serve as Faust's personal "Prototype Tester". said ork is now a GM Controlled Character who will be rolled out for the purposes of shenanigans, screwing with their plans, and occasionally getting them out of a bad scrape alive. general conclusion is that Hadarak Fel is an ass, and needs to be shot after here's my questions: I intend to draw these two parties together, and i need to get them to work together in character without having to introduce some poorly set up "you guys are friends now" nonsense. I'm considering Using Lure of the Expanse as my basis for this, but dont want things to get to crazy. both parties are playing their characters well, and i know that the Characters will likely shoot each other just for being competition. How best should I handle this? one of the possible scenarios i considered to get them to work together is the idea of them having shared enemies. Somnius Halbrel is looking to do something bad involving the Rifts of Hecaton, the Yu'Vath, and Halo Devices. to facilitate this, he's signed on with Fel in order to make things move a bit faster. however, I have absolutely no idea what their End game would be, and why an Arch Heretek and an unscrupulous, but ultimately still loyalist Rogue Trader would work together. Any Ideas?
  5. Personally I want more information on the fringes of the askellon sector, since that's probably where RT2E would take place. Aside from that, I want to see how they would handle the free form system of DH2e with RT. unlike DH, character roles actually matter a lot, especially in the case of rogue traders astropaths, and Navigators. Handling them as elite advances could be particularly interesting. Other than that, more core ship hulls, and streamlined rules for ship combat.
  6. hey guys, i'm going to start posting Highlights from my current campaign, which revolves (as the name suggests) around the players hijacking my campaign to start a gang and go take out Inquisition High Value Targets in manners that even their Inquisitor sees as either incredibly strange or a complete waste of resources. our story begins in a bastardized version of Dark Pursuits, with our three acolytes arriving in Port Gyre on orders from their inquisitor (whom none of the Acolytes have actually met) to go seek out one Lans Guljian, who has been acting strange-well, stranger than usual for a dissolute Apex Noble- after recieving a package that may or may not be a Xenos Relic. the mission is pretty straight forward: go find the crazy noble, figure out what's making him crazy, decide if it's heresy, find who supplied it, and kill him/her/it/them. as they step off of the Orbital Lighter, they see a man (who was their original contact) getting jumped by a trio of hive gangers behind some old trash compactors. Lax, a Feral World Guardsman who is still trying to figure out how mixing up "closet full of the Captain's best Amasec" with "room occupied by the Captain's altar to Chaos" managed to keep him from getting executed, rushes to the man's aid, rightly suspecting that he's the guy we're supposed to meet in order to get into Guljian's estate. Noface, a hive ganger and Desoleum Native, decides that a heavy stubber might not be the kind of backup Lax needs, and opts to help out by knifing people. As the fight wraps up, it becomes clear that the man they're trying to save is in rough shape, and will likely not last long without immediate medical attention. it is also around this time that Lax realizes that the rather young looking priest they came with is nowhere to be found. Lax leaves Noface (who has stated that he knows how to handle this) to stabilize the man while he goes to find their third party member. after a lot of running around, Lax finds our priest (who Lax swears looks like he's ten) staring at a group of prostitutes like he's never seen a pair of bare breasts before. he picks the kid up and carries him back over to the trash compactors where he expects to find Noface Stabilizing their contact and getting him into good enough shape to at least talk. what he finds instead is Noface sitting by the trash compactors alone. even the bodies of the dead gangers are gone, although there is a lot more blood than Lax remembers. one thing Lax clearly does not remember is the Trash compactors being on when he left. and it's just around this time that a Sanctionary comes by, shouting "what's all this then?" they couldve done any number of things at that point. Noface, knowing how corrupt Port Gyre can be, couldve intimidated or bribed the guard. Lax couldve told the truth (or at least part of it), and gambled on the guard just leaving them alone. Alaric (the priest) couldve used his considerably high Fellowship and his position as a ministorum deacon to convince the guard that what had happened was right and just. instead, Alaric blurts out "do not interfere with the business of the Inquisition!" Things went down hill pretty fast. while the Sanctionary stands there slackjawed that this punk kid in priest robes would so openly invoke the name of the Imperium's bogeyman, Noface takes the opportunity to sprint up and sever the poor guard's spinal column. he then motions for Lax to strip the Sanctionary, while he takes Alaric aside and explains why announcing your allegiances to police is generally a bad idea. after a solid ten minutes of argument punctuated my Alaric shouting "i'm thirteen, thank you very much!", the Lax and Noface pitch the dead Sanctionary's body into the Trash Compactor with all the other dead gangers, as well as their contact. Lax is horrified to see that much senseless violence come from one man, fails his toughness check, and vomits into the compactor. after screaming at Noface that the contact was their only lead, Noface pulls out a small dataslate, which has a set of coordinates for further into the hive, as well as note from their inquisitor to "deal with any loose ends" as they see fit. far as Noface is concerned, a dying man is always a loose end, and doesn't the Inquisition have a strong no-witnesses policy anyway? Lax considers pointing out that their original mission parameters most certainly did not include bonuses for racking up a body count, but decides against it. if the big scary man wearing somone else's tanned face like a mask says or does something that doesnt end in you being dead and/or faceless, you go with it. now that the group has coordinates to what is probably a rendezvous point, they sit down to make a plan. after about twenty minutes of hushed whispering, paranoid stares out into the street, and lax shooting down (twice) Noface's bid of "kill everyone" Alaric climbs up onto Noface's shoulders and says "you two shut up! i have a plan!"
  7. So our GM was stupid and got himself bedridden sick, and I'm taking over until he gets back. I was looking over the notes he put down for our tanker campaign, and one of the things he came up with was the idea of an Operator running the tank, and the rest of the characters doing infantry work that helps the tanker. I like this, but i'm having some issues coming up with how to make this work in a way that makes it fun for everyone. some of the things I found in his notes (and a few I came up with myself) are: Playing an artillery Regiment, taking Mechanised infantry and using a Basilisk instead of a Chimera. Operator and the Heavy run the Basilisk, while the rest of the Squad's Job is to make sure that no one else gets at the Basilisk while its pounding the enemy. Playing a specialized tanker corps, where the Tank is supported by snipers taking out Anti Armor Infantry, and Shock troops following the tank to do mop up operations. play an armored regiment, but spend bonus points on better gear for non tank based characters. Playing a Siege Tanker Corps. Tank is used as a mobile shield to help advance the front line. Take Siege Regiment, and then get the Vanguard option. take a Standard Leman Russ instead of the specialized chimera thoughts?
  8. thanks, that helps a lot. How here's another question: What's the viability of Tanker Characters outside of the tank? I ask this because I know my GM, and I know he's going to throw us in situations where staying in the tank is suicide.
  9. Having recently watched "Fury" with some friends, we immediately set about badgering our GM to run a Tanker Game. he's up for it, and we start here in a few days. However, what does each specialization offer to a tanker crew?
  10. So the Tome of Decay was pretty clear that once you reach 100 corruption, you effectively die, and nothing more becomes of your character. however, I've been wondering if there's a way around that. a couple of the ideas i've played around with are: A) a character with a sufficiently high Willpower (i.e. 100 Willpower with at least unnatural willpower 1) becomes a Daemon Prince in which the possessing entity is the dominant personality, and the possessed individual is the one who now has to fight for temporary control. The character enacts enough passive influence to keep the daemon from outright killing everything around it, but it is the Daemon's motivations and ambitions that are important right now B) the character, upon reaching 100 corruption, embarks on a journey to turn the source of his power into a more stable fixture, binding both his soul and the essence of the daemon into a powerful daemonic item (weapon, armour, locket, whatever). the character can never become a daemon prince, but can also never die, so long as the item in which his soul/daemon amalgam is trapped exists. however, should this item be destroyed, the character will die instantly (no burning infamy to stave that of). so basically you either become a daemon prince with an emphasis on the Daemon, or you become a lich equivalent. thoughts?
  11. I personally have a serious inclination toward Tzeench. I've run the gammut for the God, going from Spies seeking to sow chaos and tear down nations in the name of the Great Architect to Sorcerers looking for forbidden knowledge and power to a Soldier who fought to win, and pledged himself to the Changer of Ways in exchange for the knowledge to gain victory in every fight.
  12. WHEN THE HELL ARE THEY GOING TO COME OUT WITH MORE MATERIAL FOR BLACK CRUSADE? all I want is a date for a release. I don't care if the next book is another adventure, rules for running an actual Black Crusade, a look at another Chaos Stronghold (the Maelstrom would be nice), or the long awaited Nurgle Book. I just want a date! is there anyone who's got an idea of when they'll release the next book?
  13. The general consensus from what I've seen here on the forums is that N0_1_H3R3's page was taken down because a lot of his material unintentionally violated the guy's NDA's. this is corroborated by the fact that a lot of the material he came up with regarding additional psychic powers (Biomancy and Pyromancy in particular) was almost identical to the power suites found in Tome of Fate. I don't think anyone here thinks he intentionally put it up to give us a teaser look at what's going to be in the other books (at least I don't), but FFG likely had him take it down since it technically was a copyright issue. my Guess hope is that the material N0_1 didn't get to post (specially that about the Obliterator Virus) will come out in the Nurgle Sourcebook (I'M STILL WAITING, FANTASY FLIGHT GAMES), but we'll have to wait and see once the book comes out
  14. wow i made absolutely no sense last night. forgive the total lack of continuity in my original post, i had just finished the twelve hour drive from school to work for the holidays. allow me to make a few clarifications. the classes listed that have no correlation to their human counterparts are not meant to be equivalent to each other at all. when looking at the Class list, I saw no need for Missionary or Navigator for Orks, but I still wanted there to be an equal number of class choices. Kommando Nobz and Paindocs both have a place aboard a Kaptin's Krooza, and therefore (I felt) should be represented within the list of possible careers. Regarding Ship Hulls, perhaps you're right, and classifying them like that is a bit too structured for Orks, but there's no reason to say that Orks themselves wouldn't put their own ships into rough categories depending on their size and function. Orks may be simple, but they are far from stupid, and can choose to ignore one fight if it means that they can go win another later. likely a Kaptin can recognize the difference between a Lootboat, that's designed for carrying a Kaptin's stuff, and a Ded 'Ard Krooza, which is his own Flagship. while both ships are undeniably Orky and perfectly good for fighting, the Kaptin's going to know that taking on a Repulsive class Grand Cruiser with his Boardin' Ded 'Ard Krooza is a better idea than taking on said grand cruiser with his Shooty Lootboat. On that note, i do recognize that Orks have no need for different classes of vessel, so the different hulls may only have one class, but with wildly variant customization options to fit an individual captain's needs. Finally, you're right. i am creating unnecessary work for myself. but i'm a glutton for punishment, and I'd rather put in the effort and watch this crash and burn -and at least be able to say i did it- than wonder how it wouldve gone had i done it.
  15. now before you all go and tell me that FFG already did this by releasing rules for making Ork Freebooters, Kommandos, Mekboyz and Wierdboyz, Hear me out. well before Into the Storm came out, a buddy of mine who was an Ork TT player discussed the idea of an Ork version of Rogue Trader. i never really thought much of it at the time, and thought even less when i saw that Into the Storm did essentially exactly that. Then i started playing the Ork Campaign on DoWII: Retribution, and I realized how badass Ork Freebooterz can actually be. so I did a preliminary scan of Into the storm and realized that Orks As Written are more for being individual mercenaries working for a rogue trader than good for full Ork Games, so I'v decided to come to you guys for help on making a supplement for RT meant for playing all ork Campaigns. as it stands, the only things i've actually sat down and done is decided which classes i'm going to port over and try to make into Orky Equivalents, and Orky Names for different Hulls. Kaptin: Rogue Trader Ded 'Ard Nob: Ork Freebooter (replaces Archmilitant) Weirdboy: as Weirdboy from the Rogue Trader Supplement (cant think of the name right now) Big Mek: combination of advanced class from Into the Storm and the Explorator career Kommando Nob: gonna have to write this one from scratch. replaces Missionary, because who the hell needs organized religion when you're an Ork? Paindoc: replaces Navigator, gonna have to write this one from scratch Krooza driva: Void Master Hull titles: Transport: Lootboat Raider: Dakkaboat Frigate: Extra Dakkaboat Light Cruiser: Puny Krooza Cruiser: Krooza Battle Cruiser: 'Ard Krooza Grand Cruiser: Ded 'Ard Krooza any ideas you guys have for modifying the existing rules for an all orks game, please let me know. I'll try and put together a Google Doc with a running list of rules for everything from Expanded Character creation for Orks, to career write ups, to individual hull classes and anything else we can think of. thanks in advance
  16. Right, here's what i've got Mechanically. i'll put up an actual official writeup later tonight, but for now, the rules crunch: Blackwatch: Characteristic Modifiers: +2 Weapon Skill, +3 Agility, +3 one Attribute of choice, Unnatural Strength (2) Unnatural Toughness (2) or unnatural Willpower (2) Skills: Operate (aeronautica), Forbidden Lore (Inquisition), Stealth Talents: Catfall, Street Fighting, one talent of player's choice from any homeworld option. Agents of the Inquisition Something's not right with them of many Origins (factored above in Talents) The Few (HoE) Wounds: +1 Starting Gear: Standard Guardsman Kit, one M36 Lasgun with Six Charge Packs per guardsman, one Laspistol with four charge packs per guardsman, one chainsword per guardsman, one suit of Light Carapace Armour Per Guardsman, one Respirator Per guardsman, one Grav chute per Guardsman, one mono-knife per guardsman Favored weapons: Meltagun Autocannon Restricted Classes (not outright banned, but the player has to have a REALLY compelling reason to get it his way): Storm Trooper, Psyker, Comissar Banned Classes: Ogryn, Ratling
  17. Homeworld's been edited, kept Unnatural Willpower, but I will be axing Psyker's as an option.
  18. Here's a homeworld i came up with: Claimed by the Rosette: it is not uncommon for men and women of the Imperium to find themselves of use to an agent of the Holy ordos of the Inquisition. many a man or woman has been taken from their home by an Inquisitor or his agents for the skill that individual has. although many a soul blanches at the idea of being stripped of their former lives to serve the inquisition, many blighted souls, such as prisoners, failed students, and soldiers before a firing squad, jump at the chance to cast off their former ties to join the inquisition. Attributes: +3 to any one attribute, and Unnatural Strength (2) Unnatural toughness (2) or Unnatural Willpower (2) Skills: Forbidden Lore (Inquisition), and Stealth. Agent of the Holy Ordos: Regiments under the permenant command of an Inquisitor are rare, and highly frowned upon, but they do exist. Soldiers in Such regiments often recieve priority for equipment meant for other units, and can even Request equipment not meant for the Imperial Guard at all. Regiments from this homeworld treat all equipment as one level more common for the purposes of Logistics tests. However, any time the Squad Rolls a 01 or any doubles, they draw the attention of not only the Munitorum, but of another Inquisitor who wants to know why supplies are being sent to a warfront where no identified imperial forces are deployed... Something's not right with them: No matter how hard they hide it, Soldiers seconded to an Inquisitor are marked by their experiences in ways that puts others ill at ease. whether it's a set of scars that clearly were made by something not of this reality, a curious ability to dissect a person's personality and motives after only a few exchanged words, or a simple, palpable aura of wrongness, other Guardsmen and Naval Personnel see them as bad news. Soldiers from this homeworld take a -30 penalty on all interaction tests with Guardsmen and Naval Personnel not of their regiment. Of many Origins: Guardsmen of an Inquisitorial Regiment come from many different backgrounds, and thus have many different defining qualities. Guardsmen from this homeworld may take one Talent offered by any other Homeworld Option. Wounds: Soldiers of this Regiment start with +1 Wounds Cost: 6 Thoughts?
  19. First off, Luke Hill, Coady Rogers, Arnicia Taylor, and Anthony Evans, if for some reason you've finally taken my advice to set up accounts on this site and have found this topic, STOP READING NOW, OR IT'S NEGATIVE SPOT REPORTS AND CORRECTIONAL FOR ALL OF YOU. now that i've gotten that out of the way, i'm starting up an Only War game with some friends starting in January, and I want to run a game revolving around a regiment that is the brainchild of a Radical Inquisitor and a Heretek Magos Biologis. basically, these two individuals want to find a way to bridge the gap between Astartes and Imperial guard, so they're funding/creating a regiment made up of what amounts to a whole bunch of Deathstrokes, minus the eye loss. the characters will be members of this shadow regiment, and sent to the spinward front as a field test, to see if they are a viable force. if they are, then the Inquisitor and Heretek will pitch the idea to their colleagues in a bid for more support. if not, then they'll be abandoned and branded heretics. as far as rules crunch goes, I want something like this: instead of the standard bonuses to attributes that other regiments get, this regiment (which i'm calling Blackwatch until i can find a more suitable name) will receive unnatural Strength (2) and Unnatural toughness (2) I want them to be jump infantry, similar to Assault Marines. Blackwatch has to be able to deploy rapidly. not only do they need to be able to get into battle quickly, they also need to be able to get out just as fast, in the event that they are in jeopardy of being overrun or, worse, they are potentially spotted by members of a standard regiment that would report their presence to High Command. Secrecy is a must for Blackwatch, and I want that to reflect in their drawbacks and tactics. not only are they basically heretics for just existing, there's so few of them that even one member lost is a blow from which Blackwatch never fully recovers. sneak attacks and ambushes are their baby, Protracted battles are never their friend. I want to add some instability to them, as a side effect of being the product of basically heretical gene manipulation. Mutation and/or insanity is a problem I want Blackwatch to have. so the questions i have are: what kind of homeworld would befit a regiment like this? I was thinking either Feral worlds or Penal Colonies, since people going missing in those kinds of worlds tends to be overlooked by the Administratum. what would the stats and points cost look like on Jump Infantry? how would a regiment like this maintain secrecy? I was thinking having them be fleet based. they won't number more than ten thousand strong, so perhaps a light cruiser or two on the periphery of the Spinward Front would be kind of hard to find, and perfectly suitable to housing such a small unit.
  20. it's to my understanding that Tech Marines are less "ambassadors of the Machine Cult/Astartes to the Astartes/Machine Cult", and more Technically minded Marines who are initiated to the more advanced precepts of armor and weapon maintenance and STC retrieval and activation. Tech Marines may be initiated to the Credo Omnissiah and be the equivalent of most midrange Tech Magi, but their hearts and loyalties still lie solely with their Chapter, and their chapter's belief structure. that's not to say you couldn't play a closet Omnissian Acolyte, a tech marine who thinks there's something to the Credo Omnissiah. but most Tech Priests just don't buy into the philosophy, even if they know a lot about it.
  21. stop me if you've heard this one. Has anyone else considered/tried using Deathwatch Rules to instead run a game revolving around the exploits of a squad consisting of members from the same chapter, versus the traditional Deathwatch game? While I love Deathwatch, and have had a lot of fun playing the game as written, I think that Only War's Approach to the party binding system (having all players run characters of the Same Regiment) would work nicely for Deathwatch. For Example, Playing a Squad of Ultramarines during the Tyrannic Wars, or a Pack of Spacewolves during the Siege of Fenris, or a Squad of Dark Angels Hunting for one of the Fallen. Hell, Even Playing Grey Knights sent to deal with a Warp Incursion. Thoughts?
  22. Thanks for the information: i'll address it sequentially: 1: Devourers was a good call, their name has been changed. 2: also a good call. there has been some added vagary to make it hard to say exactly how long they were fighting, but it was a long time 3: Changed. the Fifth is more in line with the vicious nature of the chapter. 4: dropped to Fear 1 for Solo Mode 5: no changes. Sacris Claymores put out a higher damage output than Astartes combat Blades, by a lot. Butchers tools are just a step above Combat Blades. 6: Explanation (and Curse!) attached to the Bloody Blade 7: some rewriting has been done
  23. So this is my first attempt at writing a full on history on one of my homebrew chapters. I apologize for any grammatical errors, or the lack of interesting facts. that said, I present to you my current pet project: the Flesh Takers! The Devourers Before The Hunger Claiming a small number of worlds in the Barsabas System, The Black Suns Chapter of Space Marines was originally founded in response to the chaos reavers and traitor marine warbands that plagued the region. The Black Suns very quickly set to work, following codex doctrine in their efforts to break the grasp the Ruinous Powers had over the region. Though they fought bravely and with great distinction, even reclaiming a few worlds to include their Homeworld, Barsabas Primus, the Black Suns could not match the combined might of the Forces under the command of the Daemon Prince Asadrubael. Beleaguered, worn down, and without any other recourse, the Black Suns retreated to their Fortress Monastery on Barsabas, in order to plan their next, and perhaps last assault on the forces of Chaos in the region Just as they locked themselves in their war rooms to plan, However, not more than a few hours into their planning, a Warpstorm engulfed Barsabas Primus, and a massive fleet of Chaos Ships appeared in orbit of Barsabas, completely annihilating the Chapter’s Strike Cruisers and Battle barges before disgorging a truly numberless host of Cultists, Mutants, Daemons, and the hated traitor Marines of the Broken Sword Warband. Led by none other than Asadrubael himself, Chaos Army laid siege to Barsabas, burning and corrupting all that they could. The only bastion of sanity in the sea of blood and madness that had become Barsabas was the Fortress Monastery of the Black Suns, who held off repeated assaults on their position. The hardiness of Space Marines is legendary, and for what seemed an eternity of near constant battle on their homeworld, the Black suns held out, stretching their supplies as best they could. However, even the Emperor’s angels of death must eat eventually, and at long last, the Black Suns ran out of provisions. Though they continued to fight with all their strength and heart, faith and Hatred can only sustain a body for so long, and the chapter master of the black suns, Geryon Malefecarus, knew his chapter’s days were numbered if they could not find something to eat. It was during a pitched battle when Master Geryon was struck down by a heretic’s blade that Geryon bitterly came to find an answer to his brothers’ dilemma. As the Chapter master was carried into the fortress monastery to be treated for his grave wounds, he grabbed his chief librarian, Malchus, by his tabard, and with his dying breath, ordered for his life to be ended, so that his flesh may serve as nourishment to the gaunt and withered soldiers around him. Though Malchus knew what a blow it would be to the Black Suns as a chapter to have their Master die in their greatest moment of darkness, He also knew what the outcome of this doomed battle would be if the Black Suns did not get something to eat. Heavy hearted, Malchus raised his Force Sword, and ended his Master’s life. Deliverance found in Flesh In a forlorn ceremony, a deeply saddened Malchus explained to the assembled black suns what the Chapter Master wanted done with his body. Though many balked at the very thought of eating one of their own, their chapter master no less, the Chapter as a whole silently gave thanks for a chance at a meal, any meal, No matter what it was. Proceeding in a line, Malchus gave each present a bit of the Master’s flesh. It was a miracle. Through an act of the Emperor himself, the Black Suns were all fed, and each was satisfied. As a Chapter, they received a vision of the enemy and their plans, as well as what they must do in order to turn back the tide of chaos that washed over their planet. It would not be easy, and it was not honorable, but it had to be done. They struck at night, killing hundreds of cultists and mutants, and taking hundreds more captive. The Black Suns retreated to their fortress monastery before first light, and the following day was filled with the screams of those captured, and the unmistakable smell of roasted flesh. The following night, the Black Suns struck again, this time wearing the cured and tanned flesh of their victims as grisly trophies and mementos. Once again, hundreds were butchered, and once again, hundreds were dragged kicking and screaming to the fortress monastery. This continued on for ninety-nine nights, and the Chaos forces on the planet grew fearful, as each cultist, pirate and mutant wondered whether he would be taken next, when night fell. Many warbands and cults quit the field, fleeing to their ships, more willing to risk the wrath of Asadrubael than the predations of the Black Suns. Asadrubael railed against their cowardice, and launched assault after assault on the Fortress Monastery of the Black Suns. The Suns continued to weather the storm with ease, fighting with strength greater than what they had when this siege had first begun. Then, on the Hundredth day, on the anniversary of Chapter Master Geryon Malleficarus’ death, the gates of the Fortress opened, and the Black suns rode forth, much to the glee of Asadrubael. His joy was short lived, however, when he saw the forces arrayed before him. Warriors Clad in Flesh and Bedecked in Blood Gone was the livery of Black and Gold that Asadrubael had become accustomed to seeing on his favored foe. Gone were the battered soldiers bearing worn or broken arms against Asadrubael’s Chaos Host. Gone were the tired Space Marines who were such easy pickings for his soldiers. In their place stood grim Astartes bedecked in Gold and Scarlet, their sword arms left black as if in mocking tribute to what they had been. They wore the flayed flesh of their enemies as grotesque trophies. Though many still bore their original armaments, many more bore the butcher’s tools, carrying cleavers and heavy carving knives. At their Forefront stood Malchus, the Chapter Librarian, his face stained red with blood of his victims, his force sword replaced with a vicious looking two-handed cleaver. The voices of these unrecognizable Marines rang out in guttural roars, their voices conveying wrath, vengeance, and a hunger for the flesh of the dead. For the first time in a very, very long time, Asadrubael knew fear. The battle was a rout. Hundreds of thousands of Cultists fell under the blades and bolters of these Marines. Asadrubael himself fell under the psychic and physical wrath of Chief Librarian Malchus. Those Forces who did not flee for their ships and the safety of the warp were hunted down and taken away to the blood slicked halls of the Fortress Monastery, whom the surviving indigenous population would one day come to call the Citadel of Hunger. Access to the Barsabas System was blocked by Warp Storms for one-thousand years. If the tales of the local populace is to be believed, the Black Suns brought the surviving populations from planets across the system to repopulate Barsabas Primus, and not once was there a warp incursion, so great was the Warp’s fear of the beings that protected the System. When at last an expeditionary party of Space marines from the Blood Angels gained access to the planet, they greeted their lost brothers, hailing the Black Suns for their unchallenged loyalty to the Emperor, and their unflagging strength in the face of the enemy. The Crimson Clad brothers looked at the Blood Angels, and did not respond. When addressed again as Black Suns, an unnamed Astartes looked at the Captain of the Blood Angels and said: “The Black Suns Died one Thousand Years Ago, at During the Time of Hunger. We are what came from their deaths. We are the Devourers.” Nightmares Of Barsabas The Devourers today are still noted for their Barbarism and disturbing habit of taking the bodies of their foes for purposes known only to those within the chapter. They are often seen wearing the flayed skins of their kills, positioning them in such a way that their foes can clearly see what the Devourers wear. Rumors abound about grisly feasts held in their halls, where they dine upon the flesh of their enemies, the meat provided from the day’s battle. The Devourers do not tolerate such talk, claiming their reliance on Corpse Starch a matter of pragmatism, not preference. That their initiates are not only forced, but encouraged to kill and eat each other or succumb to starvation is an argument that is pointedly ignored by Devourers when it is levelled. The World of Bones Located in a remote part of the Scarus Sector In Segmentum Obscurus, The Feral world of Barsabas is a bleak, broken world that never fully recovered from the prolonged taint of chaos that held the planet in the Devourers’ darkest hour. Very little of the land is arable, with fierce winds and torrential rain making any kind of farming a battle in itself. Packs of twisted, once human creatures called Ghuls roam the planet, attacking settlements and feasting on the dead and still living alike. Barsabas breeds a hardy and ruthless people used to death and familiar with killing at a young age. It is from this population that the dreaded Devourers are drawn. Trials of Terror Aspirants to the Chapter are chosen from the strongest, hardiest children, many of whom have had to take a life well before the Devourers come for them. Once found, they are brought to the Citadel of Hunger, where they go through their basic training and indoctrination. There, they are beaten, abused, and starved, forced to steal, fight, and kill for every scrap of food and each piece of clothing. The Devourers know this, and do not stop the violence, as the aspirants will weed out the weak and unworthy amongst their number. As time wears on, the Aspirants begin to band together in small groups, realizing the value in numbers; Aspirants who choose to go it alone or cannot keep up with a group are unerringly killed off, their bodies harvested for everything: the bones for weapons, the skins for clothes, and the flesh for food. Cannibalism is a central part of the identity of a Devourer, and Aspirants cannot be avers to feasting upon their foes if they are to Become brothers of the chapter. Once the Aspirants are deemed to be strong enough, they face their final test before Joining the Devourers as Recruits, Scouts and, Ultimately, Battle Brothers in the Chapter. They are released en masse into the Valley of Bones, where many large packs of Ghuls make their homes, and where the Aspirants must somehow find their way back to the Citadel. Many groups are found and eaten by the Ghuls, and many more lose themselves within the labyrinthine paths and causeways that carve up the Valley. Those Aspirants that do make it to the citadel are changed by their experiences, inured to hardship, intimately familiar with violence, and filled with a craving for the flesh of the enemy. From then on, the Aspirants, now Recruits, are treated as full-fledged brothers in the chapter, receiving their training at the hands of more senior Devourers. Throughout their training, the Recruits are constantly tested and questioned, not only on combat tactics, bolter drill, and Chapter Doctrine, but also on what it means to be a Devourer. Some are taken away by the Chapter’s chaplains, the Skin Wardens, never to be seen again. Once they are fully trained, the newly christened Scouts must then face one last test in the Fires of War, acting as advance forces and shock troops. Those that survive this final on the warfront are fully accepted into the Chapter as Battle Brothers, granted their own suit of Power Armor, and assigned to one of the nine Great Abattoirs that make up the rest of the Chapter. The Truth Behind the Myth What many within the chapter do not wish to admit is that there is more than spite and fear to the rumors of their feasts. While it is known that the chapter once supped of the flesh of their foes, and the members of the Chapter do not deny that they continue to sustain themselves on Corpse Starch derivatives, it is also true that the greatest and most powerful of enemies felled in battle are taken back to private places, where the Devourers will prepare their greatest kill for consumption in a ritual that the Devourers believe will give them some measure of their enemy’s power and knowledge. However, such practices are shared by many other chapters, such as the Soul Drinkers and the Blood Drinkers, and thus the Devourers are nominally left alone when such practices are discovered. What is of greater severity and secrecy is the Fate of those battle brothers who draw the attention of the Skin Wardens, the Chaplains of the Chapter. While the majority of Chaplains for the chapter are chosen while they are still aspirants, and train with the Reclusiam almost exclusively following their return from the Valley of Bones, those Battle Brothers who are sought by the Skin Wardens after they have been recognized as Devourers have Fallen to a curse referred to only as the Hunger. Such Brothers are often taken by the Skin wardens, either to be rehabilitated or executed, and the Chapter as a whole does not know of the insidious nature of their hunger. However, there are those Battle brothers who hide their taint, afraid of what their brothers will think of them, and attempt to master it on their own. These brothers invariably fail, and become monstrous parodies of the Devourers known as Ghasts, unholy creatures that care for little more than to gorge themselves on the flesh of their victims. When such Ghasts are identified, a Skin Warden will lead the former astartes’ squad in a hunt to purge the creature, utterly destroying it when it is found. Those Brothers who do not die in the hunt are irrevocably marked by the event, and must be separated from their brethren, lest the Chapter learn the terrible secret of its curse. Those brothers who have participated in slaying one of their wayward kin are removed from their current posting and reassigned to the 5th abattoir of the Devourers. The Brothers of the Fifth Like all Codex Chapters, the First Abattoir of the Devourers is an Honor Company, its brothers adorned in Terminator Armor and wielding powerful weapons. However, what many in the chapter to a true Honor is to serve in the revered Fifth Abattoir of the Chapter. The Fifth Abattoir is a unique organization, completely abandoning the Codex, each individual squad possibly containing any number of members from the squad’s various specialties. Indeed, it is not uncommon to see Fifth Abattoir Squads made up entirely of apothecaries or Librarians, or squads containing a diverse mixture of Assault Marines, Devastators, Tacticals, and even Scouts or Terminators. One cannot petition to join the Fifth Abattoir, and it is considered a great honor to be selected to serve within its Ranks. However, those who are members of the Fifth Abattoir feel differently. To be selected to become a Brother of the Fifth Abattoir, a Devourer must have taken part in a Purge, a hunt to slay one of their number who have fallen completely within the sway of the Hunger. Having slain one of their own, some Devourers are unable to reintegrate themselves back into their Abattoir. Such Brothers are Seconded to the Fifth Abattoir, where they may serve alongside torn souls such as themselves. Wherever The Fifth Abattoir Deploys, Field Reports from other Astartes Commanders or Imperial Guard Generals make mention of Battle Brothers in Flesh Takers Livery committing atrocities and acts so gruesome, that even other Chapters can mistake Fifth Abattoir brothers as the enemy. Many a Guard Commander or Astartes Captain has accused the Devourers of attacking their allies with little to no provocation, though such claims are curiously Ignored by the Inquisition. Perhaps more Curiously is the Number of Inquisitors throughout the Ordos Rumored of having Xanthite or even Phaenonite leanings that include in their retinue great giants of men wearing robes of Black, Crimson and Gold, wielding Astartes Bolt Guns. Combat Doctrine The Devourers are masters of psychological warfare. Known for attacking at night, the Devourers will kill a portion of their enemies and then take captive roughly half of what’s left, dragging them screaming into the night, taking them far enough away that the captured victims’ allies cannot save him, but keeping him close enough so that the survivors of the attack can hear the screams of their comrades as they are skinned alive. Devourers will then assault enemy positions in the predawn or predusk hours, wearing the skins of their enemies as trophies or cloaks. The sight is frightening, often sending many enemies fleeing in fear before a single shot is fired. Many rebellious planets will surrender within days of the deployment of Devourers planetside, assuming they don’t surrender at the notice of Devourers arriving in their system. Though known for their shock and terror tactics, Devourers are not unfamiliar with open warfare. Trained in both counter strikes and siege defense, the Devourers use all of their terror tactics to the ultimate advantage in open combat, often skinning felled targets before the eyes of their comrades, before bringing down another enemy to do the same. Perhaps most Interesting in the combat doctrine of the Devourers is the chapter’s heavy use of Librarians. Whether the native population of the planet is just prone to spawning nascent psykers or if the Flesh takers are very adept at finding psykers in their populations, it is not uncommon to see a librarian attached to each squad in an entire Abattoir. This is especially true in the First and Fifth Abattoirs, though why, the Devourers won’t say. Devourers Demeanor: Every Kill, a Trophy; Every Foe, a Victim The Flesh takers are a strange chapter, their deeds in battle the stuff of legend, and their rumored hunger for flesh the fuel of darker tales. Devours are masters of psychological warfare, and will often go to unnecessary lengths to instill fear in their enemy. When in combat, Devourers will often separate a single enemy from the group before overwhelming him and killing him in the bloodiest, most brutal manner possible. Furthermore, they will often stalk enemies who have retreated, well after the battle is over. It takes a strong commander to keep Devourers in line after a fight. There is also more to their taste for flesh than rumors. Between battles, servants and animals are prone to go missing if they wander too close to a Devourer’s quarters. A commander who notices this must decide if it is worth confronting the Devourer over the disappearances, or if it would be better to act as if nothing had happened. That is not to say that Devourer are little more than remorseless killers. Amongst themselves, Devourers are known for their dark humor and unwavering loyalty to the Emperor of mankind. Though they loathe showing anything other than cold efficiency to other chapters, singular battle brothers who gain the hard earned respect and confidence of a Devourer will find a staunch, if horrifically protective ally. Woe betide those who would lay low the valued brothers of a Devourer, for should they find their way into that Devourer’s hands, they will know pain and terror on a level that gives even Space Marines pause. Primarch’s Curse: The Hunger Level 1 (Carrion Call): the Devourer’s stomach continuously growls, no matter how much food he consumes; though the Devourer may deny it, he knows deep in his heart that the emptiness in his stomach can only be slaked with the flesh of his victims. The test he must pass in order to overcome his desire to consume the flesh of a target becomes difficult (-10). Level 2 (Pangs of the Flesh): the Devourer’s hunger becomes more pronounced, his physiology demanding to sup of the Enemy. If the Battle Brother passes the willpower test to resist the urge to feed upon his dead foe, he must then pass a Challenging (+0) toughness test or take a -10 penalty to all characteristics, as the Devourer’s own body begins to suffer withdrawals for being denied the taste of flesh. Consuming a significant portion of any dead creature is enough to dissipate these effects. Level 3 (Ghast Fever): the Devourer’s hunger reaches its apex, and his desire to consume the flesh of his foes almost maddening, even as his desire to keep himself in check drives him to true madness. When the battle brother rolls his test to resist the urge to feed, he gains one insanity point for each degree of success, and two insanity points for each degree of failure. Devourer Characters: The Devourers are an older Chapter, forged in the crucible of eminent destruction and tempered in the circumstances of their survival. As such, each and every Devourer is Resilient both in Body and Mind, their history of facing down the forces of chaos as well as their own personal daemons leading them to become inured to physical and psychological hardship. Devourer Characters gain +5 Toughness and +5 willpower, and the Horrific Killer Solo Mode ability Devourers also have a Hyperstimulated Omophaega The Devourer may replace his Astartes Combat Blade with a Butcher’s Tool. Devourers Solo Mode Ability: Horrific Killer The Devourers are known for their grisly practices of killing their foes slowly, even on the battlefield. Though this may seem like an impractical tactic, the fear instilled in the enemy from watching and listening to one of their own being butchered is enough to send most men and, indeed, many space marines running. If a Devourer deals enough damage to an enemy to kill him, he may instead forgo his turn for the next round to slowly butcher and skin his enemy, eliciting blood curdling screams from him in the process. The Devourer must pass a Challenging (+0) weapon skill test to slowly finish off his target. If he passes, the target dies and the Devourer gains the Fear (1) trait for the remainder of the battle, his enemies acutely aware of their fate should they fall into the Devourer's hands. Chapter Trappings The Butcher’s Tool: During the Siege of Barsabas at the Dawn of the Chapter’s history, the Black Suns had lost many of their weapons either to the rigors of battle or simple lack of maintenance or ammunition. As such, the noble black suns had to make do with whatever weapons they could find or make. Reinforcing any number of cleavers, bone saws, and carving blades, the Black suns charged into battle wielding implements capable of splitting flesh and cracking bone and armour with equal ease. The Devourers continue this tradition, many of them building these vicious weapons from the same materials used to make the more common astartes combat blades. Distinguished by their brutal and menacing construction and their uncanny ability to bypass any armor from a tyrannid’s chitin to even the famed protection of Power Armor, the Butcher’s Tools of the Devourers are the mainstay close quarters weapon of a chapter that operates on terror and close in fighting. Melee 1d10+2 Pen 3 Razor Sharp Req 3 Skin Trophy: worn in much the same was as Purity seals on the armor of other Chapters. Devourers will often wear their most Prized kills well after their fight with such an enemy has ceased. They are sign of a Battle Brother’s skill both within the chapter and to the enemies of the imperium. The Trophies listed here are but a few Eldar skin: small enough to be worn like a purity seal on the Devourer’s pauldron, the flayed skin of an eldar shows great reflexes and greater audacity on the Devourer’s part. The Flesh Taker gains a +2 to Agility after all other modifiers have been factored. Greenskin Hide: it is a strong and hardy Astartes to face down an Ork, and a vicious Devourer to claim the hide of one of the Boyz. Worn as a cloak, the Devourer gains a +2 bonus to strength, after all other modifiers have been factored. Tainted Flesh: be it the warped hide of some Chaos touched Mutant or the flesh of one of the hated traitor Marines, a Devourer who wears the mantle of a devotee of Chaos is likely to draw notice from even more senior Devourers. Draped about the Shoulders, the Devourer gains a +5 bonus on checks to resist fear from creatures with the Daemonic Trait. Chapter Weapons: Power Cleaver: rarely seen outside of the First Abattoir of the Devourers Chapter, Power cleavers are vicious, frightening, and powerful weapons employed by the Terminators of the First Abattoir. Easily as long as many Astartes are tall, Power Cleavers are legendary in their ability to defeat any armor ranging from the chitin of a Hive Tyrant to the Hull of a Dreadnought. Melee 2d10+2 E Pen 7 Razor Sharp, Power Field Req 50 Chapter Relic: Bloody Blade of Malchus The legendary Weapon that Chief Librarian Malchus used to slay the Daemon Prince Asadrubael at the end of the Siege of Barsabas, The Bloody Blade is a vicious looking and massive cleaver. The Bloody Blade was brought to the Deathwatch by a Devourer Librarian who sought to use his abilities to help defend the imperium, as well as earn a great name for himself by slaying many a great beast. however, the Devourer in question eventually went mad, quickly gaining a taste for the flesh of friend and foe alike. the Librarian was eventually put down by his own kill-team, his body and the Blade borne back to the Watchtower. though the Devourers who came to reclaim what was theirs took the body, they curiously left the Bloody Blade. the Deathwatch has held on to it since, though they constantly attempt to return the blade to its parent chapter. A great weapon with the Razor Sharp and Tearing Qualities, the Bloody Blade is a frightening weapon in any Devourer’s hands, becoming especially lethal in the hands of a Devourer Librarian, Gaining the Force Quality. However the Weapon Truly comes into its own the Devourer faces a daemon, the Bloody Blade gaining the Felling and Proven (4) qualities. the Bloody Blade is not without its price, however, for those who wield it find the Hunger harder to deny. Devourers in the Grip of their primarch's curse treat the curse as if it was one level higher. Chapter Pasts: 1: Eaters Of The Dead: Your Abattoir was Sent to the Agri-World of Harvest to quell a rebellion caused by demagogues preaching against the Sanctitiy of the Emperor. As you landed on the planet, you quickly came to realize that the seeds of insurrection had been sown by the treacherous Tau, and it is here that you did battle with one of the Tau Empire’s many Member Species: the Kroot. They were a mockery of everything you Stood for as a Devourer, even their eating of the dead an affront to the time honored Flesh Feasts of your chapter. You Butchered many Kroot, and instilled in the survivors such a sense of fear and respect that to this day, all Kroot whom you do battle with know of you. 2: A Brush With The Past: your Abattoir was sent to end a rebellion on a Hive in the Dracorius System, but what you found was more than poorly armed Defense Forces and traitor Guardsmen. Leading the Rebellion were the Chaos Space Marines of the Broken Sword Warband, the sworn enemies of your chapter. As you fought to destroy the hated Broken Swords, you caught a glimpse of some horrible, Daemonic Creature that had an uncanny resemblance to the Pictures of Asadrubael that hang in the Monastery Halls. You are haunted to this day by what you saw. 3: Brother of the Fifth: Even by other Devourers, very little is known of the exploits of the Fifth Abattoir, though those brothers who have served alongside them attest to their great prowess in battle and seeming single mindedness in the pursuit of their foes. You are a member of the Fifth Abattoir, a veteran battle brother marked not only by the skins you wear, but by Abattoir you call home. You are tight lipped about your past battles, preferring not to speak of such things, for if your Brothers in the Deathwatch knew the things you had done in the name of the Imperium, the consequences would be grave indeed… 4: Slayer of Tyrants: Sent to defend the Beleaguered planet of Harkon VI from an unknown enemy, you arrived in system to find the planet in the horrific grip of the dreaded tyrannid. You were deployed with haste to the planet to combat the beasts as best you could. It was a vicious Battle, and though you lost the planet, you gained insight into the tactics and habits of the dreaded Tyrannid. 5: Flesh Render: you are the epitome of what it means to be a Devourer.You have taken the skins of a hundred thousand different enemies, and have personally brought back the hides of some of the Chapter’s greatest foes. In honor of your skill and tenacity, you have been named Flesh Render of your Company, and charged with taking the skins of the greatest champions you can find when you are at war. Your failure to disappoint, coupled with the hard won experience and the ability that came with singlehandedly slaying great enemies is the stuff of legends, even among the Astartes
  24. I think it would be interesting to Run a dark Heresy game where the Characters don't start out with any connection to the Inquisition, and their knowledge of the Enemies of Man are fairly limited, or only deveoped in one area. sure, they know they exist, but only as abstract concepts. how much more frightening would it be for the Guardsman to return home from decades on the Spinward Front, fighting Orks and recidivists, only to find that his wife just sacrificed their only child in a ritual to Slaanesh? How prepared is a Psyker when he attempts to probe a seemingly average citizen's mind for thoughts of rebellion, and encounters the horrific Alien consciousness of a Genestealer Cultist? what will the Underhive ganger do when he goes to pick up a shipment of Obscura, and instead finds that the guys he's supposed to deal with have been slaughtered by a Bloodletter the criminals failed to bind upon summoning? How does an investigating Inquisitor react when he finds these people, who have seen too much to be left unchecked, but have proven themselves too useful to simply be executed? Given that my players already have a fairly decent idea of what characters they want to run, i'd be especially interested in running a game like this: A Guardsman Returns from war, and finds that his wife and kids have been ritualistically murdered in their hab block appartment. this is the seventh case like this the Investigating Arbites officer has had in the past month, and for all his callousness, he just can't find it in his heart to say no when the bereaved and enraged guardsman demands to be with the Arbitrator every step of the case. when the two go next door to question the tenant, an administratum clerk, if he's heard or seen any thing strange, he says that he hasn't but he's more than willing to help them if they let him on the case. what they don't know is that the Clerk is also an unsanctioned psyker, who believes one of the things he summoned accidentaly is responsible for the murders, and only he knows how to send it back to the warp where it belongs. Finally, the case has caught the attentions of the Inqisition, who is sending one their best Inquisitors (a GM controlled character) down to investigate. he is quite surprised to find that an Arbites officer, a Spinward Front Veteran, and an Administratum official have done much of his legwork for him. just how do they know where to look? what are your thoughts on this? do you have any tips for running a game with less inquisition involvement?
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