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Hey everyone, recently I decided to retire from wargaming forever (some folks would state that I am too young of a man to seriously consider retirement from anything, but I digress). I did some soul searching, and have decided to move on with my life into a different direction. .... .... .... .... .... .... .... That being said, I decided it's time to go out with a bang I am returning to the Minotaurs chapter of Space Marines, an army left for too long unfinished. Although primarily having focused my wargaming efforts on 30k for the last several years, I have decided that this will be the last army I ever paint or collect. Once I finish I finish with this project, I'll be done for good. This army represents a point in the past when I was younger than I am now, and as such, the painting quality of my existing units is... not great. But that's all good! I'm here to have fun (though expect the new things to look particularly jazzy ). I don't have my existing models with me as I write this post, so here is a sneak peak of the first members of my new Tactical Squad (my 4th Minotaurs Tactical Squad). These Battle Brothers still have some work to do tidying up before they are ready to be painted. Both are kitbashed from the regular Tactical Squad and the Mark III Tactical Squad. The Space Marine on the left carries the Melta Gun that comes with the regular box yet wears Mark III Power Armour, while the one on the right wears the more common (as of M41) Mark VII Armour, yet carries the Heavy Bolter found in the Mark III box. I know it's not much so far, but I will have more on this Tactical Squad as well as overall Minotaurs progress very soon, so stay tuned. .... .... .... .... .... .... Surprise, I'm still here! Although the Minotaurs are the last army I am ever doing for any wargame ever, and I will be proactively moving closer and closer to that end destination (and yes, I do have a set plan of exactly how many Space Marines that is), who is to say that I can't work on side projects here and there? It's a loophole Here is a (currently unpainted) Eldar Farseer: Here's some quick lore about where this Eldar comes from (it's the homebrew kind of lore, so strap yourselves in for a particularly bumpy ride): -The Farseer comes from the very minor Craftworld of Jhul'yllant. It's genuinely one of the smallest, and practically no one even lives there! (Even by Eldar standards). In ages long past, the Craftworld was hidden from the rest of the galaxy by the mystical powers of the Eldar, in a super secret location that NOBODY could ever find it. But the Eldar of Jhul'yllant have decided it is time that it left it's hiding place. Where is it hidden? In the core of a massive ocean planet in a system now controlled by the Imperium. It's a backwater system, only one of the planets is inhabited (though two of it's planets are also occupied by the Imperium), and that's an Imperial staging world where forces being sent to fight in more important places are gathered together, but is currently manned by a solely by a light infantry regiment of Imperial Guard, an Imperial Guard Independent Tank Company, and a wing of Imperial Navy Valkyries. Will the Ordo Xenos Inquisitor that goes to investigate the rumoured Eldar sightings in the system be enough to stop the Eldar of Jhyl'yllant before it's too late? We'll have to find out. Also, some quick notes: -Jhul'yllant doesn't really have many forces. Instead, it's more just Farseers going on adventures around the galaxy, and bringing usually only a few dozen warriors at most as their personal bodyguard, and even then, forces THAT big are only in the rarest of circumstances. Also, multiple Farseers often work together to combine their efforts to achieve a common goal. Releasing the Craftworld from it's hiding place will require all the Eldar of Jhul'yllant to work together! How will they achieve this? Guess we'll find out eventually too!" .... .... .... .... Next, I'll leave you some pictures of some of my Horus Heresy stuff (if you haven't guessed from my name and profile picture by now, they're Dark Angels Legion). These pictures were on my old thread, but everything I do now will be collected here so I will repost: I might return to them, or maybe not, we'll just have to see. I also have some Forge World Badab War characters (not Minotaurs surprisingly) that I aim to get painted up super soon, at which point I'll share here: Carab Culln, Lufgt Huron, and Armenneus Valthex. Thankyou for reading guys, and I promise that this thread, although not got much RN, will only get more exciting from here on!
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They are the Green Templar: hunters of forbidden relics, executioners of knowledge, and the hammer that keeps the Dark Age of Technology buried forever. Successors of the Salamanders, they strike where the Imperium dares not tread, leaving nothing alive that could betray what they hunt. FINAL COGITATOR ENTRY OF CAPTAIN SÉBASTIEN YORKE: They came aboard without ceremony. No warning chime. No challenge from the augur decks. One moment the Gloria Invictus drifted on idle in Imperial voidspace, her holds full and her ledgers clean. The next, the boarding alarms screamed like dying things. Green armor. Not Salamanders green—colder, somehow. Bone-white pauldrons marked with a templar cross. Two chapters merged into one impossible purpose. I could only guess who these Green Templar really were. I invoked my Warrant. “I am a Rogue Trader—Sébastien Yorke—of the Imperium,” I said, forcing steel into my voice. “By the authority of the High Lords of Terra—” They did not answer. They advanced, deck by deck, methodical, unhurried. Not butchers. Not raiders. Auditors. Sealing bulkheads, marking crates, tagging cogitator cores with red sigils that pulsed once and went dark. My armsmen fired. Some died screaming in fire that clung to flesh and armor alike. Others vanished under bolter fire so precise it felt personal. No warnings. No demands. Only collection. They found the vaults. I followed them, flanked by my Seneschal and what remained of my honor guard, shouting words like talismans: Warrant. Sanction. Cold Trade. I told them the artifacts were catalogued, secured, studied under Mechanicus charter. I told them I had saved worlds with the technologies they now sealed away. A warrior turned toward me. His helm lenses burned like coals. “You have saved nothing,” he said. That was the only sentence any of them spoke. They brought the seized relics to the docking bay—xenos engines wrapped in null-shrouds, crystalline cogitators older than the Imperium, weapons that hummed with sleeping suns. My life’s work. My legacy. And then Vulkan He’stan arrived. I recognized him at once. You don’t trade the stars for three centuries without learning the faces of legends. The Forgefather walked among my cargo in silence, the Primarch's Spear mag-locked at his side, his gauntlet brushing dust from devices that had cost me entire systems to acquire. Hope flared in my chest. Fool that I was. “Lord,” I said. “You see—this is sanctioned. This is lawful. This knowledge—” He stopped before a device I had never dared activate. He studied it for a long moment. Then he shook his head. Just once. No condemnation. No command. He turned and left my ship. I understood. The Green Templar waited until his vessel cleared the hangar before they began the purge. They did not destroy the artifacts first. They destroyed the records. My ledgers burned. My cogitator banks were slagged. Servitors dismantled into wet meat and scrap. I was seized, restrained, pulse-bound—not by mercy, but by necessity. The Apothecary moved among the wounded, scanning every survivor, preparing his tools. He would ensure no trace of forbidden knowledge survived. When he finally approached, I would've sworn I saw the disgust through his helmet as he recognized what was buried within me—the source of my long life. For the briefest of moments he studied it—buried, ancient, alien. The narthecium unfolded. Pressure. Heat. A wet shock. Gone. Four hundred years collapsed in seconds. The Apothecary crushed it in his gauntlet. Strength drained. Vision dimmed. The last thing I saw: green armor moving past me, methodical, unconcerned, as the charges finished counting down on the remaining vaults. I had thought the technology kept me alive. I was wrong. It only postponed the moment I became unacceptable. ☆☆☆ PERSONAL LOG: SEREN KORRAN, SALAMANDERS STORMRAVEN PILOT — DAY 47, ALPHA RIM PATROL I did not look at the ship as it burned. Hands steady on the Stormraven controls, the engine hum drowned out the void-detonations behind us. Auspex returns flared and died as Sébastien Yorke’s vessel came apart, compartment by compartment, exactly as planned. The Forgefather stood behind me, silent. I knew—everyone in the forge-clans knew—that he despised the Green Templar. Not for zeal, but for certainty. They were a tool he would never claim, only point toward the rim and loose like a blade. Because they were the best. No one hunted forbidden tech more thoroughly. No one left questions. I had seen the cargo. Xenos engines bound in prayer-chains. Devices whose light bent the air. Knowledge that could have fed worlds, healed atmospheres, ended wars I had already fought. Vulkan He’stan inspected only what he must. Human craft. Provenance traced. Lineage confirmed. Anything born of alien thought he did not touch. Anything that might have helped all mankind—destroyed. That was the limit of his mercy. The Promethean Creed teaches fire tempers. That what survives is stronger. I had repeated those words a thousand times on Nocturne. But there was no tempering here. Only selection. Only annihilation. As we cleared the blast radius, the ship’s death registered on my displays. A brief flare. Wreckage scattered. Then nothing. No life signs. No records. I said nothing. That is my shame. The Forgefather remained silent behind me, a presence like cooled steel. He had done what he could. The rest, he left to monsters. ☆☆☆ AFTER-ACTION RECORD: GT-RIM-4471 Subject: Void-vessel Gloria Invictus — Cold Trade contamination confirmed. Disposition: All artifacts, records, and biological carriers purged. Vessel expunged. No recoverable legacy remains. ☆☆☆ Somewhere in the void, as my life faded and the Green Templar disappeared into the dark, I thought I heard a whisper of my name—but no one would ever speak it again.
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The vox-bead clicked once as the channel closed. Chaplain Urraca remained motionless, helm inclined, as though awaiting a response that doctrine insisted would not come. The report had been delivered precisely: identification, coordinates, mission status. All brothers deceased. Objective secured. Requesting retrieval. There was no benediction. No acknowledgment rune. Only silence. He lowered his hand. The void station was cooling. Heat bled from fractured conduits and ruptured housings, leaving behind a thin metallic chill that crept through the seams of his ceramite. Something dripped nearby at an irregular interval—coolant, blood, something else. He did not look. It did not matter. Beyond the breached hull, the asteroid field pressed close. Jagged stone and slow-rotating masses hemmed the station in on all sides, too dense for a strike cruiser to risk passage. The Verdant Oath would remain distant. Only small craft could reach this place. Urraca turned and took stock. The dead lay where they had fallen. Purity Wardens, every one of them. He did not name them yet. Names came later, during the rites. For now, they were positions: breach point, advance, rear guard. He counted them as he would ammunition and reached the expected total without error. His crozius lay in fragments near the center of the chamber. The haft had snapped cleanly. The head—once sacred geometry of adamantium, sigil, and oath—had been crushed inward, its edges folded like thin plate. He knelt and gathered the pieces with care, arranging them by break, by force, by failure. The sight stirred no anger. Only certainty. It had failed. That thought weighed more heavily than the loss of his brothers. They had died wielding the finest weapons their forges could produce. Relics sanctified by rite and lineage. Blades and bolters whose designs had endured ten thousand years of war. And it had not been enough. A faint creak echoed through the station’s frame. Urraca turned toward the sound, weapon already in hand. He did not remember drawing it. He only knew it was there—held low, angled away from his body as training dictated. He adjusted his grip without thinking, then paused. The balance was wrong. Not poor. Not awkward. Simply incorrect, in a way that demanded notice. His thumb slid along the handle and found a shallow groove that served no purpose. His gauntlet’s machine-spirit compensated automatically, tightening its grip as if to reassure him. He looked down. The blade was plain. No sigils. No inscriptions. No marks of forge or creed. Its edge was straight and unadorned, neither serrated nor curved. It might have been forged yesterday or ten thousand years ago. There was nothing to tell him. The handle was the problem. Six shallow depressions ran along the grip, worn smooth by use. His fingers filled five. The sixth remained empty—a narrow channel beneath his palm where no finger belonged. He could feel it even through ceramite, a negative space that refused to be ignored. Urraca loosened his grip at once and let the blade’s tip rest against the deck. It did not fall. It did not resist. It simply remained, balanced without effort. The silence closed in. Without the sound of battle, the chamber felt vast and hollow. He became aware of his breathing, the whine of his armor’s systems, the way his hearts refused to slow. He reached for a litany— —and stopped. The words felt wrong. Not forbidden. Not heretical. Ill-fitted. Like armor forged for a different war. Only then did he look to the far end of the chamber. The Custodian of the Vault lay broken there, its armor breached cleanly through the torso. A single cut remained where a weapon had been buried deep within it, driven where his crozius had shattered again and again. Understanding settled with brutal clarity. Every sanctioned blow had failed. Every strike of faith and rite had glanced away, useless. This weapon had killed it. A thing without name, without ornament, without place in any litany. What Man did not make, Man must not need. The creed rose in his mind—and faltered. The blade had done more than his brothers could. More than their relics. More than the Chapter’s forges. He did not remember sheathing it. He only realized it was no longer in his hand when the low klaxon sounded—extraction. A Thunderhawk threading carefully through stone and shadow. ☆☆☆ Brother-Artificer Verdug entered the chamber, optics sweeping the wreckage. “Void station Five of Nineteen secured,” Verdug questioned. Urraca inclined his helm. Verdug’s gaze lingered on the smooth cut on the xenos. “And the weapon that ended the engagement?” Urraca’s hand rested at his side. The blade was there—sheathed. Plain now. Unremarkable. Its grip smooth and familiar, indistinguishable from a standard Astartes combat knife. He could not recall when it had changed. Only that it fit. “Secured,” he said. Verdug studied him for a moment longer. “Curious. I did not recall you carrying your old combat knife into battle anymore.” Urraca did not answer. He followed the boarding ramp as the Thunderhawk lifted free of the station, slipping between drifting asteroids. The blade rested at his side, silent and compliant, shaped to his needs. He had held it. He had killed with it. And he was bringing it home.
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Deathwatch Kill Team Vs Dark Eldar
Jake3 posted a gallery image in Adepta Sororitas and Ecclesiarchy
From the album: Inquisition
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From the album: WAAAGH!!! Tortoof
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From the album: WAAAGH!!! Tortoof
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It's a chilly, overcast day here in Alaska. What better way to avoid all that nature stuff than indoors with a brand new Glacial Geek 8th Edition Battle Report?! https://youtu.be/LPfn6R-74Nw This week my Deathwatch take on the Ynnari! There was a new threat to the Imperium of Man. The vile xenos forces or the Eldar, once divided into disparate factions, had, recently, been rallying around a new god. These combined forces, calling themselves the Ynnari, were a greater threat to mankind than their individual parts. So when a force of these aliens landed on an Imperial planet, the Deathwatch were sent in to cleanse the planet for the Emperor. Though they may go by a different name, they bleed none the less and that is all that matters to the Deathwatch. Will the Shield That Slays be able to wipe the xenos from this planet, or will the combined forces of the Ynnari prove too potent even for them? Watch and find out!
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As another week ends, so does your wait for a brand new Glacial Geek Battle Report! https://youtu.be/wovBUHu1G7E This week my Dark Angels take on the Tyranids! The planet had been overrun by the ravening hordes of xenos. The Tyranids had slaughtered the Imperial defenders and anyone who was still alive had evacuated the planet. It was a lost cause and the Imperial Navy was preparing to Exterminatus the planet to try and deny the Hive Fleet the biomass. But an urgent request was made. There was dataslate on the planet that might well contain the key to stopping the Hive Fleet and preventing any more planets facing a similar fate to this one. A force of Dark Angels, in the sector to provide their strength in fighting off the Tyranids, was assembled and tasked with one job. Retrieve that dataslate at all costs. Will the Unforgiven be able to retrieve the data to help stop the Hive Fleet, or will the Hive Mind prove too overwhelming for them to handle? Watch and find out!
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This topic is just a way of generating interest and getting an idea of what sort of numbers we have for creating a Xenos ruleset for Legions Imperialis, using said ruleset as a guide/context for anything we create. In my mind, this topic is a place we can discuss how to implement such things, whether we assign groups of people to each Xenos faction with a project head, then come together to finalise things as a community. Or what have you. So... who's interested?
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[Placeholder for resource gathering, discussion and preparatory content for Eldar-themed games.] ++ THE STARS, OUR RUINATION ++ ++ THE AELDARI DARK AGE ++ (A Treatise upon the Aeldar, and premise for roleplaying them in M30 and beyond, compiled by Ordo Xenos Scriptor Primo, Adept Hyronimus Bosch, M.42, by the blessed command of His Most Learned Masters =[REDACTED]= of the Ordo Xenos.) 'It was not a quiet thing. To go silently into the Night was beyond us, for night had already come, and it had a name: She Who Thirsts.' - Warlock Ranoch Alai'Karadryel, First Soulguard of the Shrine of Wayfarers, Craftwold Alaitoc. 'Hell is empty, and all the devils are here!' - Gwillim Shiek'Caspar, Human Dramatist and Sage. The Great Remembrance: The Imperium of Man has stood the test of time, forged in and by events which have echoed darkly throughout millennia of our existence. It falls to the great edifaces of the Imperium to recount their part in it, for each has committed acts of courage and atrocity as they will in the name of the Emperor, yet each account differs in degree to either impress or expose. Mainly, Imperial history comes from deeply entrenched sources within the Inquisition, or even the Space Marines, who dutifully keep such records, the latter more intact than the first, for Astartes are ever in want to recount their grievances and shortfall, and, likewise, their opportunities for vengeance. Not many, indeed few, are alive today in this, our 42nd Millennium that would recount the steps of the Emperor on Ullanor with any great clarity - but the few who do can recall the lustre of his armour, and the colour of the dust upon his cloak. Such radiance exists in thier memories alone, and so, little by little and oft poorly understood, such remembrances are stored, hidden away as the great treasures they are - for there is nothing more important than being close to the fabric of origin, the weave of historical events both great and terrible, from which all subsequent existence and decisions flow. It gives a reason for persistence in the face of an uncaring universe, and yes, oblivion threatened upon that people in the howling darkness, each a small spark in a mightier conflagration, convulsing, shimmering, and provided succour by their cause - an immortal man of immortal power. It is a source of thier courage, and a long thread of hope, thinly extricated from the violent roil of warp storms and silent thunder of the cosmos, to cling to, to remain upright in the gale which batters them. Yet, the Eldar experience this as well - except almost every Eldar remains close to the source, to this fountain of youth which pervades all they do. It is a thing quickly countenanced upon that race since birth, their gestational development replete with songs of warning, of temperance, even ensconced in the strange, precarious, otherworldly safety of the womb. These songs were old when the stars were young, and so, whilst the Humans of the Imperium struggle to even comprehend the incredible adversity heaped upon them at birth, and by the time they have done so are likely dead, the Eldar are given the understanding of their birthright - the heavens are the inheritance of these immortal creatures, for they were not only made from it, but for it, and each day they exist is a deep connection not just to the beginning of their ancient race, but the commencement of the universe the Imperium and Younger Races take for granted. It is a story recounted always, and doomed to an eternal ruin, even as they see the lesser races make the same mistakes they themselves did. The Eldar remember their glories, and their histories, and the time when all was shining and peaceful. Through intemperance and wantonness, they discarded it, and in that great disposal of life and sanity, became bitter and resentful of themselves, lomging for a return to wonder and the absence of the shadows stalking their souls. It is this which proves so challenging in their encounters with other races, since Mankind's oft wilful ignorance and blundering folly reminds them so closely of their own tottering towards doom, the promise of eternal certainty and peace eclipsed in the half light - half-life - of the dark ravages of a wounded heart and limitless mind. The Differences of the Everlasting Mind: The so-called aloofness perceived by the other races is a byproduct of self-inflicted wounds, and the painful admission their race was responsible for much of the tumult which now engulfs every living thing, and now to them falls the task of surviving the downfall of that inherited existence. Indeed, the motives of the Eldar are deeply - and intentionally - concealed and misunderstood that races ignorant of the true scale of the threat find them capricious and incomprehensible. In part this is due to the motives of the Dark Kin, who, acting as slavers and reavers break even the fragile peace that exists betwixt the flickering lights of Mankind and Eldar threading order in the black canvas of the galaxy. The concealment is also a defence mechanism against the inevitable - that the scale of the fall should be revealed, and the Eldar's power be appraised for the fraction of what it once was. To understand how the facade of projected sovreignty is applied is to grapple with the instantaeneous nature of the ancient race's technology, a mirror of the completeness and adroit comprehension capable in the Aedar mind, and the seeds sown into the ultimate downfall. To Mankind, now wallowing in desperate stagnation, leaps of innovation is frowned upon, but yearned for, that things may improve and make the life of those who serve Him easier, safer and that duty may be done swiftly. It is a groaning shift of a leviathan, putting wheels into motion that may not resolve their screeching resentment of activation for centuries. Yet, it is within the power of the Eldar to deliver - now - and always has been. Indeed, this impatience is waht brought about the depths of gluttony, the terrible hunger of want - for unlike the hard-serving toilers found under the Imperium's own auspice, the Eldar became idlers, lackadasical dreamers, and fondlers of lethargy. Therefore it is the shame of this that precludes inspection, the desultory glances and guarded secrets, but it is not the sole thing. Completing the trifecta of burden is the simple truth: The Eldar must hide their own words and souls from the very one who pursues them eteranally. Known from Eldari Lexicii as She Who Thirsts. As all Emperor-fearing and loyal servants know, words and names have power, and the secrets of the universe are terrible. Think well of the maxims imparted by Inquisitor Lord Czevak, who has the most dealings with this old xenos race, and you have the soul of the Eldar in written, solid form. 'Ask not the Eldar a question, for they will give you three answers; all of which are true, and terrifying to know.' These truths are most evident as stemming from the great division in the Aedar's empire and character in a cataclysm known as the Fall. The Doom of the Asuryani: Via a translation of ancient texts, the exact date of the Fall is surrounded and obscured by events only described as the 'Terror'. The long-shrouded texts within the Black Library carry reports from outliers such as Exodites, and the original inhabitants of the Craftworlds. Launched in a mix of desperation and technological supremacy, these cosmos-faring colossi carried many hundreds of thousands of Eldar into the glacial embrace of galaxy-spanning tours which would take aeons to complete. Bookended afore and after by ruinous bloodletting, the final collapse of the old race-as-was appears to have occurred in Imperial terms around M.25. The first claws of She Who Thirsts scratched through the embryonic miasma of the warp, and into the Asuryani psyche at around M.18 with the plethora of pleasure cults, and general malaise that began to take hold in many different echelons of the culture. What was an idle fetish became an obsession, what was benign became malignant. All things were achievable to the Eldar will, thier command of psychic mastery and utter control of thier own, Old One given technological prowess, and so they engineered whim into cudgels of cultural, psychological and emotional mortification. The sane formed enclaves, preaching restraint and withdrawal from hedonistic delinquence, a return to old ways of order and challenge against the troubles of soul and firmament. Yet all knew they were somehow altered, all marked for a death at the hands of a wickedness wearing their face, speking their tongue. This was the abandonment of reason in a slowly pulsing wound, which was desperately trying to be stemmed, the lifeblood of a civilisation, of a race, being poured out to rapturous applause, a libation to oblivion. This was the First Aeldari Dark Age. The Setting: Once of a cohesive body and mind, the fractures that appeared started to fragment the Eldar flesh and psyche, for both things were the same. Yet even just before the Fall, the Aeldari were not yet fully doomed. A full spectrum of differing ideals, goals, paths and possibilities were in competition. Sects operated which were to form the burgeoning Wych and Cabal cults, along with the tender flickering of the Craftworld's Path of Seer, Warrior and Outcast. These Temples or Shrines to the Aspects were not yet fully established, nor were all the Eldar gods slain or imprisoned. The Asuryani had large fighting forces, mainly composed of automata and professional warriors, pushing out on the fringes of known space, ever expanding the empire, with their deities in harness to these goals - and the previously benign warp become more and more tumultuous. Sanity battled madness, each so fulfilling to the Eldar mind, with the absolute conviction it was right and true. The Factions: The Coreworlds: The Aeldari once lived on many worlds, but their homelands, the crucible of their birthplace was what now abides in the Eye Of Terror (Croneworlds). The cults of deviance had easily taken root here, for like Terra, where there are riches and power, there is decadence aplenty. Career Paths: Any. Cosmopolitan: Coreworlders gain (Talented) for any one Skill. The Corsairs: The Eldar who sail the stars, exploring, fighting, raiding and repelling the enemies of the Eldar. They form the ad-hoc navy of the Craftworlds they support, or pitch thier aid to noble houses with whom their idiosyncrasies align. Career Paths: Voidfarer, Pilot, Explorer, Militia (Non-Guardian), Seer. Star Children: Corsairs never count Null-G as Difficult Terrain. The Craftworlders: The city-sized spaceship voidfarers who have abandoned the Coreworlds in order to be free of the excesses and extremes, those who heard the call of reason, and saw the frightful menace swelling to encompass their race, using the strictures of the myriad Paths set by the strange and capable messianic figures of the Phoenix Lords and their discipline. Career Paths: Any Civilian, Militia Guardian (Defender, Storm Guardian), Aspect Warrior, Seer. Disciplined: Craftworld Eldar may make use of Special Tactics (Squad Mode, effectively). Soul Stone (Uaigh'fhánach). The Exodites: Outcasts of easy living and the knowledge of conurbation, these frontier-types value practicality, animal husbandry and agriculture, blended with the technological marvels to facilitate it. Shirking all but the Outcasts and Pathfinders who tread the Road of the Wanderer, and maybe the Corsairs they deal with, they immerse themselves in caretaking the maiden Worlds entrusted to them. Career Paths: Ranger, Pathfinder. Frontiersman: Exodites treat all Advanced Skills like Wrangling, Tracking, Survival etc as Basic Skills. The Hedonists: A gestalt nomenclature for the rebellious, insane, or depraved. Varying degrees of line to be crossed or those that have been. Found in Corsair parties and Coreworld salons, these salacious slaughterers and pleasure-indulgers are as varied as those they despise or ignore as weak. In control of several noble houses, if not subverting them from within, their reach is long, and their appetites deep. Career Paths: Caballist, Wych, Haemonculus. (Ability). Roleplaying as an Aeldar: Prima Facie: The superficial similarities in appearance notwithstanding, the Eldar present an interesting and varied challenge to beginner and veteran Roleplayers alike. The default setting, I would argue, is that of supercilious, aloofness. This isn't a bad start, as on the face of it, most Eldar portrayals have this all in common due to their shared history and perspective. However, there is a lot of latitude in even this attitude, especially with the situation during Fall's Prelude. The ability to portray a proto-Drukhari in a mix with normal Eldar provides for a sparky, dynamic party mix as objectives are confronted wih varying conflicting methods and attitudes. Most Eldar are contemptuous of lesser races, and with good reason; as the primary inheritors of the universe, created by the old gods as a psychic weapon and the reward was eternity as they willed. This outlook is more likely the case pre-Fall, and more so post-Fall due to the terrible resentment of loss. The Psyche: The Eldar are agile and graceful, and all things must extol this. It is a common theme to all PC Archetypes, and as such, clumsiness in speech, thought and action are all frowned upon. This is the standard the Aeldari hold, and it is one which can be so easily exploited when there is a problem. Emotionally, they have no real soft pedal, all their emotions are heightened, far in excess of the Human range, and delivered or expressed immediately. In gameplay terms this would likely be represented by some kind of Insanity Point mechanism, and person-to-person work with the GM in Session Zero to establish what these boundaries are (obviously board compliant, here). The brakes on this train would be applied by the Eldar Path chosen, so each Path (or lack thereof) would restrict the accumulation of IP's, but more IP's lets the PC do more crazy things (Perhaps a Bloodlust Talent which more IP = more bonus to attack, in exchage for less defence). The Eldar language is full of metaphor and parable, each strand of thought is a spiralling whorl of indirectness and hidden meaning. In practice, this would exceptionally tedious to go through page after page, and should be mostly used 'outside' of the immediate Character - so for example, interaction with Mon'keighs, Uruks, Double-Mon'Keighs, and people from Mablethorpe. You may refer to each other by maybe two or three names - each one appropriate to a facet or function, or 'friend' name, but perhaps not a true one. This may be a process of many different wills - as a psychic race, obviously the power of names is known, but as a cultist it is perhaps wise to have a 'street name' in order to avoid connotations...
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So with the new rules released, my mind has been running hot with thoughts of all the things that could be added into the system, seemingly, relatively easily. Unfortunately there isn't much of a gaming community nearby, so rather than spend my days talking to myself I thought I'd regurgitate some of my thoughts to you all and generate some discussion. So please tell me what you think. Now I've tried to keep my mind on areas where it seems unlikely that AT will be treading for at least the next year or so. Namely Xenos and expanding the scale to include smaller things. Also I'd like to apologise for the wall of text. Eldar As a long time Eldar player I've spent a lot of time pondering the Eldar. Where possible I'd like the various races to play differently to the Imperium and with the combination of speed/frailty and holofields, Eldar are probably one of the furthest along the spectrum away from what we have. Defenses Armour: Given that the Eldar traditionally prioritise basically everything else over armour I would think that the Armour of Eldar Titans would be in the range of Imperial Knights (9-12, 13-15,16+). i.e. Even the lightest weapons in the game are at least a threat to them if they hit, and hitting an Eldar Titan with a big weapon is going to cause issues. Structure: In keeping with the speed/frailty ideas I think that even a Phantom would be relatively fragile (Approximately Warhound structure levels). This makes every hit on them telling and makes them much more of a skirmishing force than a comparable Imperial battlegroup. Holofields: I went back and forth on this a few times. Perhaps the simplest way of doing these would be to give Eldar Titans a holofield save against all incoming hits (similar to the old BFG rules). But I feel that having Holofields provide cover is more fitting with their fluff and it feels more like the Eldar is avoiding fire rather than stopping it. Initially I would probably go with Holofields always providing a base 25% cover and that increases to 50% if the Titan moves. I went with this rather than providing a penalty to hit rolls, because the penalty would stack with existing cover and allow for mobile Eldar titans in cover to become essentially untargetable. Agility: With the passive holofield effect Eldar titans are still going to be relatively easy to hurt compared to an Imperial that uses terrain. So in order to compensate I thought that each Eldar Titan could have in essence a limited number of 'dodges' where the pilot uses their superior reflexes/technology to avoid shots that should hit them. The limit on how often it can be used would be based on the Titan's Manoeuvre rating and reduced by 1 for each turn the Titan makes during the movement phase. So a Titan turning to bring its weapons to bear would have fewer 'dodges' making it a balancing act between offense and defense. Declaring "Power to the Stabilisers" would boost the number of 'dodges'/turns that can be made. I was thinking that the 'dodge save' could then be based on a command check with each successive dodge being harder to make, but the notation required for that on the command sheet and the fact that not everyone has enough d10s to make the rolling quick means I've been leaning more towards a straight 3+/4+ save roll. Unlike with shields any hits that aren't saved will go through to hit the body of the Titan, so high volume firepower will have an advantage against Eldar regardless of Strength. Weapons Eldar Titans tend not to have the carapace weapons that are seen on those of other races, limiting them to only 2 arm-mounted weapons each. In order to make up for that I was considering something akin to the Warlord's Ardex-defensor Cannon ability, with a slightly longer range (8" or so) and only available in the foreward arc. The specifics of volume/strength of shots is certainly up for discussion. Pulsars: These tend to be the primary weapon of the Eldar Titan and to my mind they are the Eldar Turbo Laser equivalent. So I would probably advocate them having very similar stats to the Turbo Laser with some addition to cover their rapid rate of fire. I think that there are two main alternatives for representing this rate of fire. The first would just be to give the weapons the Rapid trait in addition to what they have. The other would be to give them more Dice than Imperial equivalents, which could be either fixed, or variable. One other option is that they could have a new trait, but I feel that the two previous options would be easier to implement/balance. Distortion Cannon: For me this seems the perfect place to make use of the Warp and possibly Blast traits. Now given that a multi-use Warp weapon could be very powerful I think that this should also have Draining and a relatively short max range (24" or less). This would force the Titan to move into the range of enemy rapid fire weapons and risk taking damage, which feels appropriate given its potential. Melee weapons: Although the Phantom is smaller than the Warlord I believe that it should be relatively equivalent in terms of firepower, so I would probably use the Arioch Power Claw as a base and make it lower strength in exchange for more dice (like the Reaver Power/Chain Fists). Sonic Lance: This weapon has been giving me the most difficulty. I have been leaning towards this being an anti-shield weapon as there isn't much in that role so far and it makes sense to me that the vibrations could easily mess with delicate void shield equipment. So that necessitates it being at least strength 4. I also think that given how it's represented in 40K the flamer template is appropriate, as is the Firestorm trait. On top of that in order to make it good at its intended role it will need to have a reasonable chance of hurting shields, so Shieldbane and/or Voidbreaker (X) are viable options. Exactly how far this should go I think I'd need to play with because this combination of abilities feels a bit tricky to judge theoretically. Other Revenant Jumpjets: For these I think that simply letting the Revenant push it's reactor to ignore terrain for the movement phase seems fairly reasonable. Other stats: For comparison purposes I will equate the Phantom with the Reaver Titan and the Revenant with the Warhound.Command: I see the Eldar pilots as being more experienced than their Imperial counterparts due to their expanded lifespans, so either a higher Command value or some form of re-roll ability (Infinity Circuit?) would seem appropriate. Ballistic/Weapon Skill: For gameplay reasons I think it is preferable to leave the base BS/WS values the same as they are for the Imperial versions. Speed/Manoeuvre: I think that the Phantom having Warhound levels of mobility fits with the fluff. Which then leaves the Revenant needing to be faster/more manoeuvrable. So, perhaps 10"/15" for speed and 5/7 for manoeuvre? That would let it keep pace with knights and turn 180° without needing to push it's reactor. Servitor Clades: I think that having these be the same as their Imperial equivalents would make for a good starting point, because although they won't be needing to repair voids they will be wanting to push their manoeuvre/speed to capitalise on their advantages. Reactor: I think having this be the same as their equivalents is fitting, but maybe skewing it so they are more weighted to the green/yellow than the orange/red? Criticals: I feel like most of these would work as they are (with the obvious exception of VSG Burnout). I think having the Body Location be: 1. Reactor Leak (1); 2. Reactor Leak (1), Holofield Damaged; 3. Reactor Leak (1), Holofield Overload. With Holofield Damaged being you reduce the cover benefit of the Holofields by 25% and Holofield Overload being reduce the cover benefit of the Holofields by 50%. So with the Damaged level you have to move to get any benefit and at the Overload level you have no benefits until you fix it. Well, that's taken me much longer to type up than I thought it would. So I'll stop here for now. Please let me know what you think of this so far. Am I completely off base here or should I keep plowing away along this path?
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This may seem something of a diversion from the Horus Heresy narrative wargaming project I'm presently working on; but in truth, rather than being a dire manifestation of Hobby ADHD, it's actually a return to something that's been bubbling away at the back of my head since somewhen late in 2012/early 2013. InquisiNecronMunda. A basic fluff rundown for this is that after reading Fall of Orpheus (IA:12 - which did the wonderful job of putting the almost lovecraftian Terror back into Necrons following the ... controversial rework they got with the second 'Newcron' codex) , I had the idea for exploring a similar event from a vastly different perspective. Instead of witnessing an entire Imperial Sector falling to massed armed force, this narrative would follow a pair of rival inquisitors (one Ordo Xenos, one Ordo Hereticus) as one of them attempted to first piece together the pattern of dark events engulfing the region ... while the other became steadily more and more convinced that the first was some sort of dangerous, dire radical in need of a swift purging. The miniature pictured above (with a guardsman and a truescaled Astartes for scale comparison) is my Ordo Xenos Inquisitor (my associate's running the Hereticus). Planned additions to the warband include the usual stock characters (sanctioned psyker; grizzled Imperial Guard veteran; lexmechanic; xenoarchaeologist ... that sort of thing) ... as well as some perhaps less well-worn numbers (Kroot warrior sanctioned xenos; an Eldar guide - either a Ranger or a Warlock; and other dramatis personae that would swiftly raise eyebrows (followed by bolters/handflamers) in more Orthodox circles). But we'll go into those later http://b1.ifrm.com/static/emo/2.png As you can see, the base-miniature for this character is the rather excellent plastic Fantasy Chaos Lord figure, with all the obvious chaos iconography filed off. I seriously liked the roaring ram-daemon shoulderpad, so that stayed; as did some of the armour-detailing. The rationale behind this was that I wanted an Inquisitor in some form of powered armour (or potentially even terminator armour) - but without going for the 'lazy' approach of simply using regular Astartes power armour. The Chaos Lord seemed to have the requisite imposing bulk and baroqueness to suit a well-equipped inquisitor (albeit in a much more 'dark ages'/medieval flavouring than, say, the Renaissance-inflected Inquisitor Tyrus [the visual concept of which I absolutely love]). The head's drawn from the superlatively useful Empire Flagellant kit - I felt it was the most 'dignified' yet 'stern' cranium in the kit, and radiated a sense of both zealous piety, as well as steadfast determination. It's the sort of head which one could easily see silhouetted against blood-red boiling skies such as those we saw on the classic 3rd ed Daemonhunters codex. Possibly because Shouty. And with a definite level of "worried". But also, "powerful". And with a strong sense of aged wisdom conveyed by the beard (remembering one of the classic 'inversions' from the original Inquisitor game being the tendency of *older* Inquisitors to be more radical than young orthodox puritans). Now as for the armament ... that gave me pause for thought. I did initially toy around with the idea of keeping somewhat converted versions of the model's original weaponry. There's a multitude of potential staff-based weapons one could conceive for an Imperial servant; and the left gauntlet poised upon the pommel of a rather massive sword looked pretty intimidating. It would, no doubt, have looked even MORE intimidating if I went with my initial inclination and added a vambrace-mounted plasma-pistol to the top of it. But something just didn't feel quite right. So we kept playing around with the contents of the almighty bits-box ... until some unused arms from Forgeworld's excellent Hector Rex model stumbled into view. I was initially a bit lukewarm about this outfitting - not least because I was still struggling to see how to work in a ranged weapon (because in a game with the occasional rampaging inhuman monstrosity, it's always seemed a bit of an OSH violation for an old man - even one in power armour - to get up close and personal with the gribblies); however after thinking about it some more, and with some chopping to reposition the sword-arm, it just seemed to *click*. There's something delightfully barbaric about the image of a trusted agent of the Emperor clad in somewhat primitive-looking (powered) plate-mail, and armed with a great hacky sword and shield. I did contemplate adding a pistol-sized weapon (or potentially one of the old 2nd edition metal Legion of the Damned bolters I have lying around - we've decided these are perhaps more 'carbine' weapons than the much larger modern Astartes bolters) hung on his belt ... but this would probably have just overcomplicated the miniature. Besides, parrt of the background I'd worked out ofr him was that he's a psyker of some ability - so perhaps mortal-material ranged weapons are unnecessary due to the Inquisitor's demonstrable facility with MIND BULLETS. About the only thing that's still niggling me about him (other than the fact that the sword's broken in two twice now) is the back of the miniature. I felt that he might require some obvious up-techenning in order to more properly bring the miniature into the 41st millennium, in the form of a power-back for his armour ... but nothing seemed to visually work. I tried a 2nd ed metal Legion of the Damned backpack for that baroque skull-look, an older plastic Chaos marine backpack, a Kasrkin's powerpack - and even the backpack from an Eversor Assassin. All of it distorted the silhouette and just looked 'tacked on'. So eventually, he was just left as-is. Fluffwise, I rationalized the lack of an overt power-pack by looking at the back of the Hector Rex model - which, Terminator armour style, appears to have an internal reactor.
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Evening Gentlemen and Ladies. In the context of this year's August Arena competition, Frater Tangamarine and myself are finding ourselves facing off each other building, painting, and basing an Inquisitorial Kill Team by or before July 30. The competition is friendly and doesn't so much aim at one of us "winning" over the other. Instead, we're both aiming at getting it done in time – and getting it done well. Any progress shall be logged and shown off in this thread. This should be entertaining. I understand Frater Tangamarine hasn't picked up a brush in a long time. I hear he also didn't use glue in a while. Being a very, very slow painter myself, I reckon I actually have a halfway decent chance of beating him to the deadline. I shared this picture of my Ordo Malleus inquisitor and his two veteran acolytes in the mean thread before: In the meantime I took people's advice and straightened the hammer. Looks better, and fixes the awkwardness of the overall pose (I think). I also put together the three Red Hunter paladins that complete my 250 points of Heralds Of Ruin KT. I'll go clean up the mess and put together their bases now. Wanting to prime tomorrow, southern hemisphere weather permitting. Oh, and drill the gun barrels.
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As part of the Liber Unity Project, this thread exists for us to create and detail a new Xenos race that compliments and exists within the 40k universe. This image from a former 40k rulebook could perhaps provide us with some inspiration: The challenge here, I think, is in making an alien race that does not clash with the 40k universe - it's easy to be very sci-fi but we want to show the ways in which a new race can be created to enrich the 40k setting rather than detracting from it. I look forward to your ideas!
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Index Xenos: Kabal of the Twin Blades Name: Kabal of the Twin Blades Archons: Dûrion Agaith Rincavornon and Lûgion Rincavornon Base of Operations: Pocket-Realm of Liranshadagcekhanel (Liran-Shad-Ag-Ce-Khanel) Twin Blades The Kabal of the Twin Blades is led by twin brothers, Dûrion and Lûgion, who took control of the Kabal from their cousin. Dûrion had been contracted to fight on behalf of his cousin in taking down a rival Archon, while Lûgion had been hired by that Archon to defend his interests. When the two forces came into contact, the brothers Rincavornon combined their forces and turned on both their Cousin and his Archon target. It was a bloodbath, and from it the Twin Blades were born. Their Modus Operandi never changed since that day. Often one of the brothers would take a job fighting for one warlord while the other would fight for their rival, then when the time was right they would flip the tables on both forces and walk away with all the spoils of war for themselves. The older of the twins, Dûrion, is an enigmatic being. It is said that after his birth he was never seen without his signature mask, crafted from a reflective metal with but a single slit for his left eye. He is a master of swordplay, wielding a huskblade that he took from the corpse of his cousin upon the success of the twins' coup. An exceedingly proud warrior, Dûrion cuts down unworthy foes with a blast pistol, not even stopping to finish off those that survive the lance of unlight. Lûgion is the younger by scant seconds, yet it is said he used that moment alone in the womb to start a lifetime of schemes. After staging the Coup and taking command, Lûgion would become the public face of the Kabal, preferring the courts of nobility to the battlefields of warriors. Yet he is no less formidable than his brother, for Dûrion would insist that he train his younger twin in case of the inevitable assassination attempts they were sure to face. History of the Kabal M30-M40 Age of Pain Family Tithes The eldest member of the Rincavornon family, Archon Zyth Rincavornon places heavy tithes on his kin, stating that his protections for the family costs him an exuberant amount of resources. For his young cousins, the twins Dûrion and Lûgion, Archon Zyth not only places a higher tithe but confiscates the majority of their Kabalites. The Tithes That Bind The twins orchestrate a coup to overthrow Archon Zyth. They secretly contact the most powerful members of their family and convince them to attack Zyth at a great feast in his honour. However, nobody other than the twins knows who is loyal to Zyth and who is part of the Coup. When Zyth makes a toast to his own good health all hell breaks loose with downtrodden and overly taxed members of his family vying for the kill. Dûrion and Lûgion make sure to not be present at the feast, and set off a stolen Void Mine hidden within the great ice sculpture centrepiece. When the dust clears the twins are the only members of their family left with any power to their name. Warriors of Iron Offering their services to human pirates to assist them in capturing supplies from Imperial convoys, the Twin Blades also provide protection to the convoys. Dûrion and Lûgion each lead a force of Kabalites, moving their vessels to strike down both forces and escape with everything. However a sizeable fleet of Heretic Astartes vessels appears, in league with the pirates. Caught flat footed and ill prepared to face such overwhelming firepower the brothers strike a deal with the Astartes leader named Viktor. Splitting the bounty from the convoy, both forces retreat. Lûgion finds Viktor to be a cunning individual, seeing in him a potential asset. A Pact with Reavers Physical Characteristics: Like the rest of the Dark Eldar race, the Twin Blades' kabalites are much taller and more slender than human beings. Spanning millennia in lifespan, their skin ranges from an alabaster pale to ghostly translucent grey-blue as the Dark Eldar ages. Eye colour ranges greatly amongst the Dark Eldar from natural purples and blues to cosmetically altered irises suiting the personality of the individual kabalite. As with nearly every Kabal, the majority of it's members are clones and artificially born. Where the Twin Blades differs is that even the cloned Dark Eldar are created to such exacting standards that many are indistinguishable from Trueborn. Clones that are judged less than utterly perfect are discarded, either destroyed or sent to the Haemonculus covens as payment for their services. Where scars are seen as battlefield honours in other Kabals, the Twin Blades see them as a reminder that a foe has bested the warrior. As such Kabalites do not attach their armour via hooks and blades into the skin but with a resin that constricts on contact with the air, leaving skin unmarred but securing their armour tightly. In an effort to further increase the number of their Trueborn, those among the nobility may select those Kabalites that show promise and take them under their wing. If the chosen Kabalite survives the exacting standard of their betters they are taken high into the Kabal's fortress-spire to be cloned and given several concubines in the hopes that they may also sire natural offspring. Base of Operations: The Kabal of the Twin Blades, while holding many assets both within Commorragh and without, has two main bases of operation. The first and most well known is the sub-realm of Liranshadagcekhanel (roughly translated to Low Gothic as The Spear at the neck of False Gods), a pocket-dimension of Commaragh with a vast spire at its centre. This structure, known as The Spear that Stabs the Heavens, is a vast edifice of black iron and unnatural glass more akin to a fortress than the regal palace that it appears to be. Combat Style: The Kabal of the Twin Blades officially only works with it's own kabalites, dozens of squads deploying in Raiders and Venoms in lightning fast fly-by shooting runs. This is due to a deeply ingrained distrust of other Dark Eldar, after all the Twin Blades are happy to stab others in the back so why wouldn't others? When the Kabal goes to war, their Kabalites act with a strict military discipline most unusual for their kind. Manoeuvres such as performing covering fire, tactical withdrawals and feinted counter-attacks are frequently employed which is one of the reasons their services as Mercenaries are so high sought after despite their duplicitous nature. Frequently following the Twin Blades on their missions or raids are several Hellion and Reaver gangs, while not officially a part of the Kabal they are eager youths hoping to attract the notice of a Kabalite and thus earn a sponsorship for joining the Kabal proper.
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Just a topic that came to mind of late. It may just be me, but thinking on it, are Necrons the least-mentioned faction in Warhammer? From all the novels I’ve seen come out of late, the vast majority are about the Imperium and Chaos (naturally) followed closely by Eldar, with a few more about Tyranids as antagonists. Oh, and Tau too, can’t forget about them. So I’m just sitting here, pondering about what’s to come next from the march of doom. Has anyone heard of anything coming soon? I’ve not read all the 8th Edition codexes, do they give any hints? And, just as a hypothetical exercise, has anyone given any thought to what they would like to see about a story starring the metal monsters? There’s been 1 or 2 shorts already, a novella as well, and an anthology collecting those stories. Anything more we’d like to see? Who would you want to star in it? Who would you like to write it? (I’m just throwing questions out there like fish hooks, hoping one will catch a bite.)
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LIBER XENOS =][=][=][=][=][= The Fra’al are an ancient race of void dwelling pirates, smugglers, black-market traders, and occasional conquerors, which have plagued the Galactic Northwest of the Milky Way for eons. Though their origin worlds are lost to all, including the Fra’al themselves who have forgotten much of their pre-void nomadic wandering, they may fact never had such terrestrial beginnings. What is known is that they are remembered by most other races of antiquity including records kept by the ancient ancestors of the Eldar from before the Fall and the birth of Slaanesh, as well as Human empires rising to prominence before their annihilation during the Age of Strife. Today the Fra’al Conclaves still reap a bitter harvest from the various void-ways and warp-translation lanes, taking what can be acquired by force or otherwise through guile and negotiation. When conflict is preferred or forced upon them, the Fra’al use their innate monstrous Psykana and Aetherically-saturated technology to destroy their enemies. =][=][=][=][=][= The Version 1.1 Fandex contains the following homebrew lore and rules to play as the Fra'al in 9th Edition WH40K: Lore on the Fra'al based on Black Library & Forgeworld resources, as well as originally created lore and content. Detachment Rules and <Conclave> Customisation abilities. Fra'al Weapons and Wargear rules. Fra'al Stratagems, Warlord Traits, Aetheric Artefacts, and the new Malevolency Psychic Discipline. 12 Unique Datasheets for Fra'al HQ, Troops, Elites, Fast Attack, Heavy Support, Flyers, and Lords of War. Initial Concept Artwork for the Fra'al Troops and Aether-Golems. =][=][=][=][=][= Version 1 [WIP] Available for Download Link 1 Bolter&Chainsword (coming soon) Link 2 MEGA Download =][=][=][=][=][= Feel free to make comments and send me a message. I'm hoping to reproduce the whole text below in comments like I have for other Fandexes. Many thanks ! MechFace
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"Greetings Gue'la. I present to you the honoured wisdom of Aun'El Shoshava Fi'lor Mon'aa of T'au." - Final words of Water Caste Envoy Vre'Kais played by Deadmeat344 What is Personae Inimicus? We live in an enlightened age. More than ever this forum is open to the horrific infestation noble and peaceful rise of civilised (and not so civilised) races who dwell in the galaxy beyond the realm of the holy Imperium. Simply put - Personae Inimicus is pig Latin for "Enemy Personnel", and it is from that inspiration that this thread was concieved. Its objective is to try and discuss the possibilities of Alien PC's in the FFG an Wrath and Glory games, what possible career paths could be created to give a full and complete line of options to people who want to play anything other than a human, or a Space Marine. Haven't I seen this before? Kind of? Yes, if you're a regular RPG player, you probably have. Whether in INQ (or INQ28), the Kroot and Eldar Profiles in the FFG books, you'll have encountered this, but not yet had a chance to explore it in this forum. There is, I believe a real chance here to expand on some of the main races in the RPG books and lore we have here on the B&C. Members are building their own Craftworlds, in the same way they do with Space Marine and IG units. There is now, no reason why the Xenos can't have fun in a RPG. In fact, Games Workshop are pushing this product line for the miniatures and the skirmish side of their games. There is no reason why this can't be taken to the ultimate conclusion to explore more depth and complexity of character. How will this work? Ok, I'm going to give you the hard sell, so make sure you're not holding anything or drinking. This is an open forum for ideas on how we can build career paths utilising primarily FFG and where possible, the W&G ruleset. Primarily, since there are already Dark Heresy and Rogue Trader alien archetypes, I want to try and make this stuff fit Deathwatch. It's a very flexible rules system, and there is enough universal experience with it to make any proposed games work. Tau Kill-Teams, Eldar Kill Teams, the list goes on. What do the denizens of the RPG Nook and you (yes you, humble forum browser!) think of this? Is it worth exploring and would it be of interest to the Frater who may be interested in 40K RPG's, just not the Imperium all the time? MR.
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Hello all. With the impending closure of Die Hards, and my previous comments and thoughts regarding Playing the Bad Guys, I was wondering if there was still any appetite for this. I understand this is a bit of a niche endeavour and that most people will likely want to play humans (still possible - sort of) or Marines (not really possible!) but I was wondering if an Only War type game for either Tau or Eldar might work. Originally I was thinking to base the alien kill teams on Deathwatch, which I still think could work maybe for Necrons, but now I think the Only War archetypes would be better for the original idea. It feels to me at least that Firewarriors, Kroot and vespid, along with Eldar Guardians and Aspect Warriors could be realised a little better by that system, and with the Companion Mechanic, could allow for more aggressive play against hardier threats. Any thoughts? I haven't tagged this onto the previous topic as it is a few months old now, and this is a proposal for a different, and smoother handling of the premise via Regiments (Sects/Kith) with all the benefits of the Tactical Role/diverse skillset of the Deathwatch mechanic, making an Only War Kill Team type Hybrid. My plan is for simple games, potentially one-shots with a possibility of carrying the characters further. OW: Die Hards can be seen as a good example of how I propose for the system/games to work, except with a bit more tinfoil to keep you safe and slightly punchier kit, and everyone calling humans Monkeigh. Thoughts?