Lol I hope that my long trek through this pile of old toys will became something cool like a Slaanesh/dark Eldar armie.
Ill start off with painting all my marine models first because its the race im going to win more battles and tourneys with until I got a good grip on the tactics and rules. Then ill paint up my Eldar and finally play when I feel like going super sneaky Eldar pro. The Tyranids were my first army and im only going to start them again when I have enough money to start buy billons of monsters and infantry models for a horde army...
But to start off I wanted to make sure they are all assembled and ready to paint. Then I will paint at least one completed model of each time as to set a colour scheme and only after that can I start to make real progress to any army.
btw I used the same head you did on your conversion on my keeper of secrets
Must really be one of the best heads
I don't have pictures today cuz ive been busy SUPER CLEANING the house. I feel like there ample space to move around freely now
But I do have some notes Ive been typing and I wana implement them into my human/marine fluff.
<forbidden lore Magus>
A old text that teaches it's disciples how to go about in the shroud of secrecy and use the tides winds of nature to materialize your own dreams. Basically a book that teaches you how to be a diviner, voyeur, psycher or hassasin.
The book is called "le tome rouge"
The only humans that tend to follow its teachings, are ;
BloodAngels originates
ThousandSon's secret kabal
FlawlessHost inductors
Some genestealer cultists
The more mystic or evil of the navigator houses
Adeptus telepathica
Some gifted heretic humans.
Here is what ive toiled with so far for the tome:
[Rouge][BehaviotoralTally]{
PvP}
[Rogue] is a symbol like [Nuore, Bluo or Vordt]…
Magus level through nightly hood like in a R.P.G. [Warhammer Fantasy, FinalFintasY…]
Nuore Is salvaging material.
Blanche is a blind circulation and life.
Rouge is making Immaterial Material.
Bluo is mental shift to ones imagination.
Vord is life or death.
Peurlplz is masking the truth as not to corrupt.
Youlleu is doing actions that one requires in one quickening quest ? ! s… . <10ps><50ps><500ps><1 pf000><5 pf000><15 pf000><30pf 000[}{{WarPoints]}><1 pf000 000ps w
Ouragu is killing as meny in the process to procure the power in one go.
The Rogues main law is what goes around comes back around. A character who joined the Rouge is that all lain chain and terrain are free game, in time of wart protect and slay.
A empty handed Rouge having a empty or useless right hand is “HotHanded” or tasking for a quest with hot hand. This means they are seeking a "Quest" or “Networking” Requisitions is worth 10times more to the whole group.
A Rouge gains easy access to all tools lain before itself as loot and with gratitude, discard at great ease. Any Rogue gains +1 natural attack and +2 Initiative and Leadership they also learn sleigh of hands, true grit and hit and run.
A Magus Rouge exchanges its +2 Initiative and leadership for Infiltrate, Scout, Eternal Warrior, Jaded and 2 starting Psychic charge.
A Mechanicum adds +2 to there toughness and -1 to armour saves, they can instal one new part but only have sleight of hands and true grit for bio logical limbs. {-3 Leaderships and TheyShallKnowNoFearTo all who go Rogue.}
A Genoxe can replenish one wound per turn and gain +1 to there WeaponSkill, Toughness and Wound. But they suffer in barbaric smiting tantrums. {Rogues gain Fearless and Feel no pain} +50 corruption
The Hardcore Singular, Imortal and Omnipresent Filming Web
To do is to exasperate (BG+{Rest vs XP}=Age)
Scribering:
If its written down Its made physical and posseses…
If its drawn it can transport or make real.
If fantasized must give credit to originals for cherished features help us improve
Every person deserves there 10 minutes of fame.
The things you warp are the thing you learn from or contest!
Your "W.I.P." is your own, but your craft is to aspire from.
No censoring for we are pure as we are. If you don’t understand what I’m fething saying it doesn’t have anything to do with you.
Mineral Value and embellishment and imbuement:
Chitin-Meat-Bone
Wood-Flint-Tribal Trinkets
Iron-Copper-Stone Rune
Silver-Gold-Glass
Obsidian-Diamond-Neon Onyx
Orichalcum-Mythril-Mercury
A Rouge Is not necessarily a soldier but as long as they share beliefs in both corporation the being is deemed a mage and is as good as dead and has no right to talk and thus result to being thieves and trolling the vibes of there surrounding furthering there spiral to there “Last Trip” This is also inflicted to all “Renegades” as they are already technically fighting against there “Last Trip”.
Ghosts: A ghost cannot speak unless spoken to A ghost blend with its surroundings. Acting as if nothing where but a Ghost must remain on its purpose until completed even gambling lives and owningz. All Ghosts talk of least they can of what they must accomplish. To catch one is to be own a payload. If any know of you goal You must kill them before the Information spreads. At this point you follow with a high estate [100][
PF] profit factor primordial Church of death not unlike: Chuthulu, Slaanesh or the Magey/Illuminati. Envoking the pretty penny rule you can automatically aquire one items per situation for free, lest there be Death.
A Mag can only do this when they are alone with the owner It is a vs roll between weaponskillz highest achiever wins the decision In “
40K” this is named “mine war” for the Eldar.
[
El’Dranecht Vigil][Companie]
A group of humans maintaining human culture and Legimacy of [EmbriosIIICitizens] there is a Inquisitor of the blood angel and a Rogue Trader. A Reptilian held within a terminator armour, an educated Eldar and a Vox caster tech marine astropath.
The lowest creature in the forces of
El’Dranecht is the ripper swarms usually weak but can evolve to fly or dig…
The next weakest creature in the
El’Dranecht is the horror. These fiends can carry small items and charms to boost there influence. But once Heralded an Acolyte can wield great Daemonic powers and relics. But none the lest these spirits have incredible energy flustering all around making them quick, sudden and invulnerable.
Along those lines you would find humans. Humans are to be pure of blood and intention. If you want to be presented in a conference with a representative of the emporor you are to be of no Xeno, Heretic, Daemonic. So any human is only allowed to be puny and adaptive with no additional traits but figuring how to do something. As a basic a human can jump as high as a biped and rotate easily. To hold relics is of great virtue to find purchase beyond food, entertainment and residence. To own weapons and armour means you are to have the contract to protect or retrieve Important Aquisitions. But to inquire extra loot for feather missions visit your proper acolyte like the Inquisitor or the Rogue Trader both ledgitemate humans, one’s bloodline rooting from holy terra itself. Some human obtain prestige through titles and references from team members and nobles. All lineage are described here as a basis given the status of being human is a given choice for any player. A lineage is given to any sentient creatures meaning humanoid or synapse. A lineage is a Combination of keywords good and bad written down due to your characters past. These invoke twitches and you must act out one of the appropriate list every action. This also allows your character to obtain 1000
exp every day this day is considered your characters age in days. Age is a title of great importance to any centient creature.
There have been seen basic termagaunts witch one would assume there is also a Brood mother somewhere. The gaunts have been found with Spinefists and Deathborers Some seem to have a null psychic zone and evidently also a synapse. Some grow so big such as being a Hive Tyrant capable of great speed and mutation capabilities. Some cults are formed from genestealer burrows and other genomes.
The Ork Is a strange creature it Has and automatic plus 20 to its toughness and add 2 extra toughness every toughness investment They grow to great sizes towering even Space Marines. The odd thing is that no matter the object, an orc can manipulate it and function it how ever it wants. The psykers Is different and rolls entirely on a different table of abilities. The irk can normally spawn other irks but it blows up an extra die. The Ork Genome suffers of courses of mobid brutality and a currency based of of injury.Oks Can thieve but there giant hand tarnishes the tool making only usable buy Orks or Smiths. A weird boy is only fractured in only once it get shocked.
Grotts Can smith easily and handle any tool as a human does but is to dim witted and battle hungry to be a Rouge.
A Marine is more then your mere Xenos genome or Renegade mercenary. Any marine is capable of taking the battle fuel due to shear tenacity and combat resilience, lest we forget about the armours and genetical upgrades. Some even undergo Warp transformations to the point of merging armour with flesh bounding soul to bone. They are granted all Imperial teachings and resilience amplifiers. armoury is granted over time rather then at a cost but one cannot forgo the rights.
An Eldar is highly advanced capable of thousands of years of age. They wiser amongst them chose one teaching at a time whilst the Dark Eldar dell in Trophies soul manipulation and forging. A wise Eldar can forge with bone into weapons, armour and even psyched protecting helms. The Dark Eldar are wild and do as the please with Physical witchery.“Neo Eldars" only use what they can easily story on there back and thus have ease of use and theft as well as natural having access to the Skill [Smith/Embellish[JM}<<
Spirits are the last thing you want to deal with due to placement and positioning and conditioning. A entire ship could be possessed by a spirit due to warp incoursion to treat this all objects have to test to warp incursions the more tempered the tool, the wilder the possession gets.
Settlements are the cause of menu problems due to life being source to water, biomass, souls, ingenuity and produce. But the only way to maintain peace is to make sure every person does there honourable duty. To fall asleep blindly is foolish and punishable by depriving of action. Unlike Being the observer also called
GM as is why the
GM is Granted 2000
exp every day but may not act as this character is now monitoring everything from a safe location.
Tech cultist are mostly machine and they think like sociopaths. They are dorn with all the mechanical upgrades needed to operate an entire temple.
The Noble families have there uses, calculating the terraformers aboard the ships and city emplacement, Inspiring The company you keep. The give 3 Profit factor for meeting and if you complete missions for them they give in the thousands of gelt. They are worth a planets worth of produce, ecosystems, population, Income, Power, and A Grant or Acquisition for making company with nobles.
Psychers vary wildly as the spirits themselves transformation are often induced in but one turn In the more arcane art the secrecy language teaches us that sacrifice are needed to summon different things.
Khorn 3 wounds, Slaanesh 2 wounds or 7 initiative, Nurgle 8 wounds(icon+gift) and Tzeetch enquires 2 Psychers with 10 leadership cumulative. All sacrifice are rolled on leadership/Fellowship+Will bonus, if the roll is failed then the unit is spoiled. But if the sacrifice went well and they are in base contact the merge into one free unit of choice with max upgrades. If the units where not in base contact they place a large template in the centre of the ritual, The ordnance die is then rolled. If a character is a Psyker or Synapse creature they can roll vs there psyche to use there ballistic skills to redirect the Warp incursions. Any Vox cast, Synapse or Telepath can utilize its Ballistic (+perception) To make a constant channel for Any Teleportation. As such The Eldar can constantly teleport with no repercussions due to the Webway but all Eldar must clear there DNA keywords and are now classified as bored. and whilst for some using the warp itself can be deadly invoking wound on doubles and warp gates once you roll Snake’sEyes The Eldar , Tyranids and Orks are immune To the Warp portal effect but still normally surfy headaches.
Gods Much like you would expect are neigh impossible to hit as they would be possible to actually made to quite a battle gods unlike nobles measure in support and belief and sacrifices. Cultists sacrifice there lives and profit to the cause of the God lousing a consant Profit and Population factor for every whole mission. As so Any person pursuing a Cult gains one
D6 corruption at its own discretion. All creatures affected by Gods Receive one Gift of choice discused with a
GM adding a potential mutation. Shifting out of the Godhood Takes much energy and time thus eny creature reforming flees automatically with normal rules applying. This units is not usable for the rest of the match and counts as recovering its entire health. Eldar who are nearly children of Gods cannot survive the reforming from becoming an avatar of the God of Khan But God Hood requires a total of 9 000 000 population support to achieve and can only activate once realized but this is all classified by Tzeetch himself magic what a trick.
Titans are the only thing known to Stop any Tyrant It contains two cities to maintain and the highest class has entire planetary Defence systems. It takes at least 3 population at the helm of managed Characters and Two cities of D20x10 000 population and
4D6 profit factors
Chaos Gods Require enormous campaigns of sacrifices to summon communicate to you
GM about Summoning Khorn, Tzeetch, Nurgle, Saanesh. The count as rolling on the battle fleet Gothic dice. The only thing That can send a God back is on model challenging in on a (3)0 wounds vs 3Wds all rules allowed and weaponry gifted from Imagination, Psychic Effects, or Mutations or munition for no points? If the model fail it is defiled and no longer exist. For every Attack on a god is an entire challenge and makes combat tedious and entrancing The God has the Right to know and Chose as the
GM all the info at hand and can chose to wield Two full loadouts Can swipe with a template or pop on a large blast or can take its respected attacks. The only known gods are the [DiamondRam], [RateriousSoulOfSecrets] and [BatClassTyrant]. Once A challenge or majority leadership fail the god disappears and goes into reserves. To summon A God you need a ritual of sacrificing 500 population value for every war. The God Has wounds plus
D6 Wound regeneration per Turn in reserve. For sacrifices of chaos gods refer to your local Astropath or
GM like [MS] who has gathered libraries on info and tainted charms, he has also gathered art of the [ChaosGods] vaguest interpretations be it Real (Green, Magenta, Purple) Meta (white/glow/oil) or Armoured (Blue/Metal/Exhaust)
The only thing stronger then the god is the unit that wins the challenge (cumulative process of causing majority of wounds) The major thing that wins is theft. A corpse is not using its munitions and a situation offering any gear manipulable situation calls for movement to the gear or scarified due to wielding new equipment. Armour and mounts however take all turn to get use to and equip Including servo nearness and power gloves or weapons. All tools are dornend with easy understanding and handling the only endurance is size and understanding. The symbol of the the [SidedSnake] donned in black these “representatives” hide all valuables with shade, illusions and sacrifice.
Keep in mind this is all W.I.P. but I will take the help offered in order to correct anything