Bobthehero wrote: Note to self, assassinate Lilianna Sheppard in first Crusade, throw wrench in stuff.
Did I hear Meta-gaming
Mayyyyyyyyyyyyyyyyyyyyyyyyyyyyybe
But why can't she be the one affected by the warp and be 27 years older. That way she can age and stuff, but only 1 player has to use that excuse.
Because I am not the one writing the fluff for her am I? The New Crusade has to be 27 years after this one.
Because of one character?
Unless there's some clarification on this I'm calling BS.
Hamstringing anyone with a returning force so we can have a single grown up kiddy taking part is inconsiderate at best and selfish at worst.
Its not about the kid, but who the kid is with and who the person is with in turn and why they are on the planet. If I drop anything more, it would give away a lot of the story.
Edit: I should also point out that if you want your characters from the current crusade to show up, I have devised a plan that fits with the story and the 27 year time difference.
So everyone returning has to be plot-deviced into the crusade? This is my point.
I'm not the only one bringing people back, and "there's plot" is terribly justification for screwing them all.
Not to mention I wrote the end of Trisburg to fit in with the information you already gave.
Buttery Commissar wrote: I very much doubt unless that character is the second coming of the fething emperor, that it couldn't have just been handled using warp travel or plot devices.
The rest of us have to justify around this, rather than chazz changing one character?
I have a plot device to get your current unaged character there.
What about anyone else?
Also: Tell me how that affects anyone who doesn't travel with them on the day?
Buttery Commissar wrote: I very much doubt unless that character is the second coming of the fething emperor, that it couldn't have just been handled using warp travel or plot devices.
The rest of us have to justify around this, rather than chazz changing one character?
I have a plot device to get your current unaged character there.
What about anyone else?
Also: Tell me how that affects anyone who doesn't travel with them on the day?
Scratch what I said.
The New Crusade is Five years into the future. This will not change
Ok, if we will settle on five years, then you can still use Falkon, WK. Now TS, you want us to PM you where we want to start on Second Sun, but you also are setting certain restrictions on this. Do you still want a PM for starting locations?
2BlackJack1 wrote: Ok, if we will settle on five years, then you can still use Falkon, WK. Now TS, you want us to PM you where we want to start on Second Sun, but you also are setting certain restrictions on this. Do you still want a PM for starting locations?
Yes, but these locations are off limits:
Crayon (Its getting named that):
Tarragon
Jagnar Coast
North Vow
South Vow
West Hotch
Tuk
Avarqwell
Grim
Well, my Kroot can get along with almost any faction, if they realize the need and use of kroot mercenaries. Yes, I'm well aware that has limits, and several Imperial factions would rather shoot them that talk to them. Anyway, I'll shoot you a PM of where I want my factions to start.
Smudge asked earlier if Second Sun's story you're writing is an intro for us. Is this the case? I don't think a crusade where there is already a set plot would work, because rolls can change how the plot would go, and if we have a set story, then we hardly have the freedom go attack and do as we please with out forces, which is kinda the point of this crusade anyhow.
Smudge asked earlier if Second Sun's story you're writing is an intro for us. Is this the case? I don't think a crusade where there is already a set plot would work, because rolls can change how the plot would go, and if we have a set story, then we hardly have the freedom go attack and do as we please with out forces, which is kinda the point of this crusade anyhow.
I assume it's just an intro. I don't think they would attempt to do that.
Do you guys think it would make sense for Knights to fight alongside the Space Wolves because the Space Wolves called in an honor debt? Me and Jhe are working on our intros. So far the idea is that Logan Grimnar saved some Knights from my house a few decades ago, and my Knights swore an honor debt to the Space Wolves chapter, and now it's beinga called in.
War Kitten wrote:Do you guys think it would make sense for Knights to fight alongside the Space Wolves because the Space Wolves called in an honor debt? Me and Jhe are working on our intros. So far the idea is that Logan Grimnar saved some Knights from my house a few decades ago, and my Knights swore an honor debt to the Space Wolves chapter, and now it's beinga called in.
That's an excellent idea
TheEyeOfNight wrote:*walks in with coffee*
*eyes the explosion of posts since this morning*
*sips coffee, walks back out*
That's how I do it, I like to add my 2 dollars though
Current Crusade is wrapping up most likely sometime in the next few days, maybe a week at most? We're just waiting for Smudge to finish up the writing for the final dust up.
I assume some people will want to expand on what happened from their PoV as well. I will probably do something for my Histans. Especially some parting words with people like Julius and the RT's.
2BlackJack1 wrote: I assume some people will want to expand on what happened from their PoV as well. I will probably do something for my Histans. Especially some parting words with people like Julius and the RT's.
Everyone needs to take a deep breath and calm down.
It was never my intention to stifle over anyone's creative process or plans, it was my understanding that the Majority of players were taking up new forces. As such I figured that a cha!nge in the time scale would not be such a big deal.
As for what little has already been pre-written it is left completely open for any player or faction to use. Essentially extra plot points for your writing. As for the secretive nature of some of the crusades details it was intended to intrigue not to insult. As for character development restrictions I was never aware of any, the chaos forces requested their deployment in the mountains I had intended to allow any other force to deploy just as freely. In short I ask for a bit of faith in myself and TS as we are only trying to craft the best possible setting for you guys.
It was never my intention to stifle over anyone's creative process or plans, it was my understanding that the Majority of players were taking up new forces. As such I figured that a cha!nge in the time scale would not be such a big deal.
As for what little has already been pre-written it is left completely open for any player or faction to use. Essentially extra plot points for your writing. As for the secretive nature of some of the crusades details it was intended to intrigue not to insult. As for character development restrictions I was never aware of any, the chaos forces requested their deployment in the mountains I had intended to allow any other force to deploy just as freely. In short I ask for a bit of faith in myself and TS as we are only trying to craft the best possible setting for you guys.
Thanks for the message Chazz. I have faith in the story. I'm glad to see that it ties in with the last crusade, something I hadn't thought of
I'm just happy that I went with entirely new forces, so for me it didn't matter if it was 1 year or 100, but I do understand where the others are coming from with their complaints. But I'm not going to place blame on anyone. As someone who's helped to GMDnD sessions in the past I know that coming up with a story and universe can be immensely difficult, so I for one applaud what Chazz and TS have done so far. Would I like some background on the planet we're on and what may have happened here? Certainly. But I'm willing to wait and see. And the Imperial forces are welcome to deploy on the 2nd moon. At the moment it's mostly just me and Kharne on that moon, the other CSM forces will just have some equipment and quarters on the moon for if they want to store some guys there. Have some faith guys, it'll all work out.
I didn't mean for it to look that way, but I wasn't mad at anyone. I was just trying to figure out what sort of rules and background we would be dealing with. The time line only changed if WK got Falkon or his kid, for my part, but it definitely screwed over some other factions in certain ways. That's why we wanted to get details; not a lack of faith, I'm sure this crusade will turn out great, without hesitation, but if we're getting changes to it, we'd like to know why. The storyline came off (to me anyway, and I have a tendency to look into things too much) as a huge deal, and possibly even had the majority of the crusade centered around it. I'm completely fine with having it, and it's always great to have more background and insight to the lands, but I appreciate the freedom of the crusade as well, which we have as it turns out.
I think the biggest problem wasn't the ideas themselves, but a lack of proper communication. The FAQ is a great start to change that, and perhaps we can get some more background on general stuff of the planet and such. Then again, that stuff is probably going to be in the intro anyway, so mentioning it may very well be redundant. But, like I said, communication is key, so I'd rather have it say more than once than not at all.
Since I was one of the more vocal ones about this, I feel I should apologise for all the fuss I've kicked up.
Even though it didn't affect me, I could imagine how certain players bringing men through the two crusades would be affected, and the subsequent lack of communication just fostered more disagreement. I understand the importance of a story, but not at the player's expense. It just felt like too many things were being left in the dark, things which directly affected players without any real explanation.
This campaign feels far more narratively driven, which should be fine, but will certainly be a huge deviation from the first crusade. As long as the story details are flexible and allow us to pretty much do what we want regardless, I won't have an issue.
I'll just echo what 2BlackJack1 said, communication, especially as to plot points that affect what we can and can't do, is essential. It's not nice being kept in the dark and unable to do anything about it.
I apologise for the stress I've caused to TS, fielding that frustration, but I'm not going to apologise for being irritated.
Effectively killing off anyone who doesn't initially warp/time travel in from CoF means nobody can decide to bring back old forces later, which removes any point of even having it in the same universe.
If that had been apparent from day one, great. As it was: not great. Poor show.
Your maps are bitchin, your plans are undoubtedly cool. But it's starting to feel a bit like a punishment to accommodate your various ideas from this end.
Moving on... The FAQ mentions moving in and out of enemy areas can unseat the people in them.
Would an opposing roll make sense so that there's a chance to defend? If someone has set up a base, would they just lose it entirely? Or would their base be a stronghold in the enemy territory?
What happens if the invaded area is the tip of a coast, where does the force retreat to?
We never had time to expand on it, but the receptionist was a cultist. Her death is more of a nod to Smudge, and an explanation as to how Sovereign > Trisburg leaks were happening.
Sounds like you had a great plot lined up. Be interested however you tackle ad mech. :-)
My marines are a tad less well ploty, the wolf lord is straight up, but cunning.
I'm playing the whole, we are barbarians, you never expected us to have taken notice of all this.
From a wiki description of how legion worked. No one expected them to use all the infomation, and reasoning. Thinking mere barbarians not elite warriors who take in all, from scents to sub conchpus ticks
Ideally I'd have joined a month earlier, but such is life - I was travelling too much.
I have another post, and that won't make a grand deal of sense alone, because it depended on having more time as well.
After the final battle, I'll do a clean up and hopefully put the "wtf?" to bed.
Buttery Commissar wrote: Moving on... The FAQ mentions moving in and out of enemy areas can unseat the people in them.
Would an opposing roll make sense so that there's a chance to defend? If someone has set up a base, would they just lose it entirely? Or would their base be a stronghold in the enemy territory?
What happens if the invaded area is the tip of a coast, where does the force retreat to?
Not complaining, trying to understand.
And these are the questions I was looking for.
An opposed roll for defending would happen. If you had a base in that sector, I think you would get some modifiers for defending.
And on the defense note: Would it be something like
My CSM take a territory, and then I assume I automatically get to place a minibase or some gak like that in it.
Then let's say that irish moves onto that space in an attempt to take it from me. We both then roll off to see who succeeds in their attempt? And then we both do a wrtite up?
And on the defense note: Would it be something like
My CSM take a territory, and then I assume I automatically get to place a minibase or some gak like that in it.
Then let's say that irish moves onto that space in an attempt to take it from me. We both then roll off to see who succeeds in their attempt? And then we both do a wrtite up?
With how many people are in the Crusade, I am going to say no mini bases.
You both roll. if both succeed, you roll again. A critical success will always beat a regular success. If both are critical successes, roll again.
If you both fail, you get attacked by wild life and must vacate the sector.
Buttery Commissar wrote: Moving on... The FAQ mentions moving in and out of enemy areas can unseat the people in them.
Would an opposing roll make sense so that there's a chance to defend? If someone has set up a base, would they just lose it entirely? Or would their base be a stronghold in the enemy territory?
What happens if the invaded area is the tip of a coast, where does the force retreat to?
Not complaining, trying to understand.
And these are the questions I was looking for.
An opposed roll for defending would happen. If you had a base in that sector, I think you would get some modifiers for defending.
If you were absolutely dead set on not moving (say some crazy loon went after my Admech base), could you stay and suffer massive modifiers for activities until you left or fought them off?
Some bases are just basier than others. Plus if you were in the middle of the map, getting kicked out constantly by people walking through would suck.
And on the defense note: Would it be something like
My CSM take a territory, and then I assume I automatically get to place a minibase or some gak like that in it.
Then let's say that irish moves onto that space in an attempt to take it from me. We both then roll off to see who succeeds in their attempt? And then we both do a wrtite up?
With how many people are in the Crusade, I am going to say no mini bases.
You both roll. if both succeed, you roll again. A critical success will always beat a regular success. If both are critical successes, roll again.
If you both fail, you get attacked by wild life and must vacate the sector.
I didn't mean base in that sense. I was thinking more like DOW, where after you took a territory you could "fortify" it to make it harder to take. Something like that.
Buttery Commissar wrote: Moving on... The FAQ mentions moving in and out of enemy areas can unseat the people in them.
Would an opposing roll make sense so that there's a chance to defend? If someone has set up a base, would they just lose it entirely? Or would their base be a stronghold in the enemy territory?
What happens if the invaded area is the tip of a coast, where does the force retreat to?
Not complaining, trying to understand.
And these are the questions I was looking for.
An opposed roll for defending would happen. If you had a base in that sector, I think you would get some modifiers for defending.
If you were absolutely dead set on not moving (say some crazy loon went after my Admech base), could you stay and suffer massive modifiers for activities until you left or fought them off?
Some bases are just basier than others. Plus if you were in the middle of the map, getting kicked out constantly by people walking through would suck.
Yes, this would be the case. Think of it like being sieged.
And on the defense note: Would it be something like
My CSM take a territory, and then I assume I automatically get to place a minibase or some gak like that in it.
Then let's say that irish moves onto that space in an attempt to take it from me. We both then roll off to see who succeeds in their attempt? And then we both do a wrtite up?
With how many people are in the Crusade, I am going to say no mini bases.
You both roll. if both succeed, you roll again. A critical success will always beat a regular success. If both are critical successes, roll again.
If you both fail, you get attacked by wild life and must vacate the sector.
I didn't mean base in that sense. I was thinking more like DOW, where after you took a territory you could "fortify" it to make it harder to take. Something like that.
But this is a slower paced Narrative. If you had one person who posted once a day, they would control the entire map in no time.
I have strong faith, but past experience would tell me Kharne might not be suited to write about IW. I wouldn't expect Payton Manning to be good at basketball, would I?
Welp, unless anyone has an update, I may be about to double post and finish up the Trisburg line.
I'd like to reiterate that this ending would make more sense if we weren't in the middle of sirens blaring final battle alerts. There was a reason for the whole thing that's now pretty much irrelevant. It does pave the way for something else though.
I have strong faith, but past experience would tell me Kharne might not be suited to write about IW. I wouldn't expect Payton Manning to be good at basketball, would I?
Edit: Do not take this as an attack, Kharne.
It's all good. You're probably right. I'm not sure if I can portray my Legion correctly. After all, I am a democratic Necron...
I now have cargo that I really don't want. Had this been a week or so earlier, I could have sold it. Now everyone's busy running for the hills, I'm stuck with it. Guess I'll be taking it to CoF2 or scrapping for parts.
War Kitten wrote: I have faith in you Kharne. I do think that IW might be easier to portray than DG; however.
I'm tempted to do a Legion that has a bunch of people from several pre-heresy Legions (Like the DG and IW and TS and AL, etc.)
Edit: I would never field any post heresy Chaos Legion besides the 1k Sons
You know, you can still do that? Warp shenanigans allow for a force from just after the Siege of Terra to arrive in the 41st millenium. But they wouldn't be treated as loyalist.
My Brotherhood of Blight is going to have a mix from all sorts of legions and renegade chapters. They aren't picky of your origins, they're just happy you made the right choice by joining Nurgle.
It's much the same for my Skulltakers. The core of the Warband is from the original chapter, but over the years they've taken recruits from wherever they could. You should see the Wulfen Berzerker Squad I have planned....
Buttery Commissar wrote: I now have cargo that I really don't want. Had this been a week or so earlier, I could have sold it. Now everyone's busy running for the hills, I'm stuck with it. Guess I'll be taking it to CoF2 or scrapping for parts.
The one buyer is kinda dead. Maybe he can make a nice drinks servitor?
Buttery Commissar wrote: I now have cargo that I really don't want. Had this been a week or so earlier, I could have sold it. Now everyone's busy running for the hills, I'm stuck with it. Guess I'll be taking it to CoF2 or scrapping for parts.
The one buyer is kinda dead. Maybe he can make a nice drinks servitor?
Spoiler for my last update:
Spoiler:
I was gonna sell him to anyone who hadn't yet finished up their Nid/xeno infestation as a source of info on that. Unfortunately things got sped up, and so my ending and complex bluff were very fun, but ultimately of no real use.
War Kitten wrote: It's much the same for my Skulltakers. The core of the Warband is from the original chapter, but over the years they've taken recruits from wherever they could. You should see the Wulfen Berzerker Squad I have planned....
If I see them, I may or may not have to kill with extreme prejudice!
Traitors to the chapter!
Less Dark Eldar-y, more we have the technology, we can rebuild him. And by rebuild, I mean make into an undying, bloated werewolf that will be a personal pet and bodyguard of my Plague Father (title of my leader)
2BlackJack1 wrote: WK, perhaps I can borrow one of those Wulfens? It'd be for cultural exchange.
And BC, I liked it. The Histans could have some fun with target practice on it, if you like. Or we can see how big of a fire Derek can make with it?
Thanks. I didn't mean for Ed's part to get so wordy, but being tricked by his brother was a pretty major betrayal for an adopted family member. I'm just surprised that it was Commissar Crabby that was the voice of reason.
I'll see how things go with the post-battle stuff. No ideas what to do with it otherwise.
I'm pretty sure the fleets are NPC this time around. I don't know what fluff justification our GM overlords will give for it, but since this Crusade is focusing on what's going on dirtside it makes sense to me.
I'm sure they will have a proper reason for it. GM superior race, after all.
Also, how does everyone feel about how they did in this crusade's end? Someone has been PM'ed AFAIK that they won, so they probably aren't nervous at all, but is anyone else nervous about how much of a beating they took? I'm partially expecting my Histans to limp away with one damaged cruiser, and my (heavily injured) named characters onboard with enough people to drive the thing.
I fully expect my Marines to take a horrific beating, but limp back to Macragge on my Battle Barge. Have to go make Karak an honorary UM after all. I also expect my Eldar to take heavy losses, but in the end to accomplish their goal and go home (relatively) happy.
Just tell me one thing. Does it float? I hear they all float.
Also, I probably should put more focus in naming my Brotherhood of Blight characters. Unless we want marines named Arthritis and Kankles, I should look further. I also went into different pantheons of gods and found some potential in those, if I switch around a few letters, and make them sound more gurgly, if that makes any sense.
My naming scheme for my Skulltakers is odd. At first I went for Dwarven sounding names, but then I started branching off and re-arranging the names of some of my friends to make squad names.
I only have two characters named for the next crusade (which, to be fair, is the same number of named characters I have in this one). The lord's name, Marbas Praed, comes from a demon (Marbas) and the Latin word for predatory (praedatum). The other character I've named, Kraft Vermak, is named after the German word for power and his second name is derived from the Latin word for worm (vermis). I'm putting way too much effort into naming characters, aren't I?
Was thinking of a gaelic naming scheme for mine, but i gotta fiddle with their names a bit. Should i just go full irish with the names ? I mean I doubt anyone could pronounce them but i could try and write it phonetically for you guys, any opinions ?
Funnily enough, I stumbled on Nurgle's namesake in my search (Nergal). I did think of an awful pun for a character, but since I like the base name, I might end up just using that, or changing it slightly.
Ahh. She just pops out from behind a door midway through the Trisburg ending. She's a very potent illusionist.
She was also in Fairfax's office at the end of another post where he asks himself a question in an empty room, and quite probably there the entire time Selka was in the examination room.
She definitely put the psychic block on Edward that we never found out more about.
Buttery Commissar wrote: Oh come on, WK, your CSM were interesting. If you drop out, there's just blackjack and Kharne in the moon base, and Kharne will fill it with Necrons.
In the end, this choice is entirely up to you, but I would suggest staying with your Skulltakers. You already have some set up background for them, and a lot of cool ideas for them.
I have waited ten thousand millenia for my own product line.
Ave Spam! Lol It would make sense...
War Kitten wrote:Might switch over to Mercenary Orks (Blood Axes) from CSM. GIve the Kroot some competition...
Do Necrons
Irishpeacockz wrote:The alliance is already crumbling
Not while I'm here
Buttery Commissar wrote:Oh come on, WK, your CSM were interesting. If you drop out, there's just blackjack and Kharne in the moon base, and Kharne will fill it with Necrons.
Only ONE, and he will disappear shortly after...
War Kitten wrote:TS suggested possibly the return of my Eldar. Which I will admit has some interesting ideas as well.
2BlackJack1 wrote: Well Kharne, that'd be a great idea if we wanted the world to get torn a new gakhole by the amount of firepower that would be thrown around.
Speaking of world killing... BC, you have permission to decorate my Tzeentch chambers and such.... as long as their a color I like...
I can post it now, and get some progress and resolution, or I can post the entire End Times section when I write it all, and leave it all as a surprise.
I'm leaving it up to you guys if you want it now, or later.
I can post it now, and get some progress and resolution, or I can post the entire End Times section when I write it all, and leave it all as a surprise.
I'm leaving it up to you guys if you want it now, or later.
I personally want it now so I can type will watching the super bowl but I'm going to leave it to the others
Ezra Tyrius wrote: If you post the fleet battle, I demand it ends on a cliffhanger, with a small "Next time on Crusade of Fury" blurb after it
Jokes aside, I certainly wouldn't have a problem with you posting a part of the End Times
(by the way, did you get the PM I sent?)
I did get your PM, and it fits well with what I had planned for the ground battle.
Note that not all factions will be present in the fleet battle, as far as I can recall, only four factions are active, and all but one are pretty much wiped or leave. Note that some factions killed in the fleet section did have ground forces present, so will feature later, NEXT TIME ON CRUSADE OF FURY.
I'll wait for a few more responses, but I think I might just post it, so if anyone's got an an objection to what happened, I can retcon/add it in the ground section. Note that the ending of the fleet section actually doesn't give away much about who actually wins.
Aaaand Archarus is going to watch his fleet (the part that didn't feth off and leave the system. Thanks Vorhees ) get utterly destroyed, and then watch its remains rain down on his defenses he set up for the last stand.
Bear in mind that the ground battle will involve everything else, and be far more interesting and visceral. The fleet section is about a third or a quarter of how big the ground thing will be, so be ready for that.
If you have anything to say about le fleet action, post something here or PM, and I'll take on any feedback.
Oh boy. This Crusade's gone to gak hasn't it? Hopefully the next one goes better. Did my fleet do anything? I know I still had enough ordinance between my Battle Barge and her escorts to flatten that planet.
Captain Ibra fought well, and died as good as any Histan could. Nice work around for my plot armor being used en masse. I feel bad about that using it for so many characters, so making Ibra show up, then die was a really good idea, and executed perfectly. That was very good Smudge, and I'm impressed at the length and skill of that.
Now, let's see how much of a kill count Archarus can rack up in the ground war...
War Kitten wrote: Oh boy. This Crusade's gone to gak hasn't it? Hopefully the next one goes better. Did my fleet do anything? I know I still had enough ordinance between my Battle Barge and her escorts to flatten that planet.
The UM fleet helped level the Iron Warrior exterior fortress. Probably also destroyed many of the Necron ships assaulting the Imperial forces. They're either retreating, or being threatened by the guns of the Charadon navy.
*cracks knuckles*
Time to crack some heretic skulls. I'm halfway tempted to ask you if my termies can go launch some boarding assaults on them. They DO have Lightning Claws and Cataphractii plate. You play HH Smudge, you know how nasty that combo can be.
War Kitten wrote: *cracks knuckles*
Time to crack some heretic skulls. I'm halfway tempted to ask you if my termies can go launch some boarding assaults on them. They DO have Lightning Claws and Cataphractii plate. You play HH Smudge, you know how nasty that combo can be.
So nasty that I drowned it in plasma. SnP is not good for your health.
Well, dayum. Didn't see that one coming, to be perfectly honest
Seems like my guys had some measure of success (although the Charidian Guard and Forsian elements apparently got murdered into oblivion), Death Ravens to the (late) rescue!
Bravo, fella. That was definitely worth waiting on.
For those wondering why Fairfax apparently bailed, a RT ship is usually less than 1/3rd military force, with up to eight thousand civilians living aboard at any given time. It'd be like asking the mayor of a city to drive it into a u-boat. Very difficult to justify.
I can't remember what population I gave the Sovereign, but it was 2-5k I think.
I completely understand. My Histans are covering your arse anyway, if crusade command gets mad about it, we'll stand up for you. It's not like the Histans are strangers to death anyway. I'm thinking they should retire from ship battles, it always gets them killed.
2BlackJack1 wrote: I completely understand. My Histans are covering your arse anyway, if crusade command gets mad about it, we'll stand up for you. It's not like the Histans are strangers to death anyway. I'm thinking they should retire from ship battles, it always gets them killed.
It sounds like I had a handful of rescued Histans aboard again from this battle (or I'm tired and misread). We're not going far, so they can either join in where we've gone, or you can have them back again after wrap up.
Smudge did a good job writing how stress has kind of made Reynard incapable of making choices in case he makes the wrong one, now.
So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
I believe you had some Histans with you. It wouldn't be unreasonable for some to stick with House Fairfax. Come to think of it, I wonder what that loon Mordos is doing in all of this...
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
Yeah, that sounds good. One knight is destroyed but the pilot lives... He/She will just have to hang out at base until a new chassis can be supplied?
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
Having the pilot escape through a salvation hatch would be fine, I think, just make sure not to over-use it. But maybe the Knights themselves can be damaged enough that they (and their pilot) have to retreat so they can be repaired?
For example, a cannon blasting off one of the Knight's arms would render it incapable of continuing combat for a while, or if it loses one of its legs, one of the other Knights has to drag it to safety. Knights are supposed to be pretty sturdy, but even they can't shrug off everything. For added dramatic effect, damage to the Knight could even harm its pilot (like a shot just under the cockpit that sends debris flying into the pilot's seat, puncturing one of their legs or something)
It sounds good, WK. As long as your knights aren't coming out of a major defeat with no casualties (note, casualties doesn't mean deaths) you won't have any complaints. If a knight gets knocked around, cool. I'm not expecting you to kill off a knight everytime something goes wrong. If you did that with my luck, you'd lose all of your army day one.
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
Having the pilot escape through a salvation hatch would be fine, I think, just make sure not to over-use it. But maybe the Knights themselves can be damaged enough that they (and their pilot) have to retreat so they can be repaired?
For example, a cannon blasting off one of the Knight's arms would render it incapable of continuing combat for a while, or if it loses one of its legs, one of the other Knights has to drag it to safety. Knights are supposed to be pretty sturdy, but even they can't shrug off everything. For added dramatic effect, damage to the Knight could even harm its pilot (like a shot just under the cockpit that sends debris flying into the pilot's seat, puncturing one of their legs or something)
That's the thing. I don't WANT to over-use it. But my entire force is literally those 4 Knights. Losing a pilot is an incredible blow to my overall strength. I have no problem with a suit taking terrible damage and being forced to retreat, or to be dragged to safety by another Knight/Friendly forces. My problem lay with what happens to the pilots. If one gets injured? Fine. I just don't want any of them being put down for good, as that will pretty much wreck my overall capability as a fighting force
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
Yeah, that sounds good. One knight is destroyed but the pilot lives... He/She will just have to hang out at base until a new chassis can be supplied?
Or salvaged and repqird. Titans are so big even when "destroyed" they often can be rebuilt. Could just be say lost leg so requires a trip back to the repair factory. To massive damage but parts rebuilt into a new frame.
Just have to wait until repaired or new suit deployed.
Maybe they carry survial beacon etc. Get picked up via gunship and evaced.
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
Yeah, that sounds good. One knight is destroyed but the pilot lives... He/She will just have to hang out at base until a new chassis can be supplied?
Or salvaged and repqird. Titans are so big even when "destroyed" they often can be rebuilt.
Just have to wait until repaired or new suit deployed.
Maybe they carry survial beacon etc. Get picked up via gunship and evaced.
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
This would only occur on some really bad defeat. I would say the pilot would escape and would have to wait for a replacement.
War Kitten wrote: So questions of void supremacy aside. I have a serious question for the group. What level of plot armor is acceptable for an army of Imperial Knights? I'm working to make each one of my Knights into a character in their own right, but I'm worried that if I give them too much plot armor, that I'll be accused of trying to make an invincible army. My army is pretty much 4 Knights on the planet fighting alongside Jhe's Wolves (plus maybe 1 Knight in orbit). I don't want to be seen as a jerk, but each Knight I lose is a devastating blow to my strength overall (and losing characters that I had a bunch of ideas for just sucks). Maybe if I "lose" a Knight the pilot can escape through the salvation hatch, but just be unusuable for a while until a new Knight suit is found that is compatible with the Knight Scion? What do you guys think?
This would only occur on some really bad defeat. I would say the pilot would escape and would have to wait for a replacement.
So basically the Pilot probably won't die (but may get badly injured), but in most cases where I suffer a major defeat the Knight suits may get badly damaged/destroyed?
Not to mention your auxiliary forces can always take a beating as well. It'd still hurt you, since it'd lessen your efficiency in urban areas and whatnot, where knights don't do so hot.
Speaking of Knights, did you and TS figure out the relation between each other yet? As in, kill on sight, or race each other to see who gets more kills in the battle?
2BlackJack1 wrote: Not to mention your auxiliary forces can always take a beating as well. It'd still hurt you, since it'd lessen your efficiency in urban areas and whatnot, where knights don't do so hot.
Speaking of Knights, did you and TS figure out the relation between each other yet? As in, kill on sight, or race each other to see who gets more kills in the battle?
Think of Dark Angels and Space Wolves. That's the general relationship. TS wants to make it so that they don't quite know why they hate each other, so it's simmered down to more competition than anything else
2BlackJack1 wrote: Not to mention your auxiliary forces can always take a beating as well. It'd still hurt you, since it'd lessen your efficiency in urban areas and whatnot, where knights don't do so hot.
Speaking of Knights, did you and TS figure out the relation between each other yet? As in, kill on sight, or race each other to see who gets more kills in the battle?
The relationship is honestly a little bit more than an inside joke both sides took literally.
So in other words "only I can hit you, but if someone else does they can meet this here battle cannon" I'm on board, it should add a humorous side to the crusade, and character building everywhere.
Also, a progress report on the BoB: One name written up, and I found a list of suggestions that are rather juicy. (Knowing Nurgle, take that how you will)
Ok. I'm happy with how the plot armor will work for my Knights now. The pilots can be badly hurt in case of a major defeat, but more often than not the real loss will be losing a Knight Suit, or the Suit taking extreme damage, both requiring time before the Pilot can re-join the fight.
War Kitten wrote: Ok. I'm happy with how the plot armor will work for my Knights now. The pilots can be badly hurt in case of a major defeat, but more often than not the real loss will be losing a Knight Suit, or the Suit taking extreme damage, both requiring time before the Pilot can re-join the fight.
War Kitten wrote: Ok. I'm happy with how the plot armor will work for my Knights now. The pilots can be badly hurt in case of a major defeat, but more often than not the real loss will be losing a Knight Suit, or the Suit taking extreme damage, both requiring time before the Pilot can re-join the fight.
Ok. After talking to TS my CSM are being swapped out for Eldar. I'm aware that some would have preferred the Skulltakers, but I kinda wanted to even out the ratio of Imperial to Chaos to Xenos. Now time for my CSM's will.
The base network goes to 2BJ1, the artifacts within go to Kharne, and the Blood for the Blood God! paint goes to BC for interior decorating purposes.
And it's a bit different for me 2BJ1, my entire Imperial army consists of 4 people in Knights, plus some armsmen and retainers (who are basically storm troopers)
War Kitten wrote: Ok. I'm happy with how the plot armor will work for my Knights now. The pilots can be badly hurt in case of a major defeat, but more often than not the real loss will be losing a Knight Suit, or the Suit taking extreme damage, both requiring time before the Pilot can re-join the fight.
Now, I suppose chaos needs to elect a new general leader? The Skulltakers were pretty much the de facto leader of the alliance. And WK, despite your unfamiliarity with harlequins, I still recommend you throw some in. A death jester running around would be great fun.
Time to go make nice with the AdMech.... I have 4 Knights that are all first produced in the GC era (the first of the type, not the individual suits). For those of you who care enough or might interact with my Knights enough that you might need to know what the types are I'm bringing
2BlackJack1 wrote: Now, I suppose chaos needs to elect a new general leader? The Skulltakers were pretty much the de facto leader of the alliance. And WK, despite your unfamiliarity with harlequins, I still recommend you throw some in. A death jester running around would be great fun.
I didn't mean to screw things over for everyone else, it's just a decision that I came to after deliberating for a while. And I'll gladly throw in some Harlies if it makes things a little better
2BlackJack1 wrote:Now, I suppose chaos needs to elect a new general leader? The Skulltakers were pretty much the de facto leader of the alliance. And WK, despite your unfamiliarity with harlequins, I still recommend you throw some in. A death jester running around would be great fun.
I don't care who it is, as long as I can get my artifacts...
You did say you were focused on saving Eldar lives, and nothing else, so they probably didn't show up. Why bother saving the mon'keigh, they're useless to you. You've said it yourself.
That's true, but they also really want to destroy the Iron Warriors (well, Archarus really, but if they kill some of the others that works too). So they might take a calculated risk to try and eliminate him.
Wouldn't that call for more of a ground battle thing though? Let the humans clear out the atmosphere and beyond, you kill off Archarus, then leave in the chaos?
2BlackJack1 wrote: Wouldn't that call for more of a ground battle thing though? Let the humans clear out the atmosphere and beyond, you kill off Archarus, then leave in the chaos?
Is Archarus going to have some awesome last stand quote?
Hadn't thought of that, but it'd be cool. It'd be up to Smudge now, since I hadn't thought of that. If he can throw one in, cool, but seeing that he has so much work to do, I can't blame him for not having it. Either way, his final moments are bound to be quite spectacular.
2BlackJack1 wrote: Wouldn't that call for more of a ground battle thing though? Let the humans clear out the atmosphere and beyond, you kill off Archarus, then leave in the chaos?
You're right. Carry on mon'keigh. I'll see you all dirtside!
Since I hardly see Julius being a father, I take it Liliana and Korvel got a bit familiar with each other. Now, I was thinking about it, and this definitely adds more tragedy to it, but I wondered about what would happen if the Warp Spider died?
2BlackJack1 wrote: Since I hardly see Julius being a father, I take it Liliana and Korvel got a bit familiar with each other. Now, I was thinking about it, and this definitely adds more tragedy to it, but I wondered about what would happen if the Warp Spider* died?
2BlackJack1 wrote: Since I hardly see Julius being a father, I take it Liliana and Korvel got a bit familiar with each other. Now, I was thinking about it, and this definitely adds more tragedy to it, but I wondered about what would happen if the Warp Spider died?
I fail to see how it brings in tragedy unless you do end up killing Korvel. Lilliana is coming back in COF 2: Electric Boogaloo
Autarchs tend to be in several different "aspects" along their path before they become an Autarch, and they usually keep some equipment from each. So Korvel might have kept the jump generator. You're welcome to try and kill Korvel if you want, it'll just make Lilliana angrier
War Kitten wrote: Autarchs tend to be in several different "aspects" along their path before they become an Autarch, and they usually keep some equipment from each. So Korvel might have kept the jump generator. You're welcome to try and kill Korvel if you want, it'll just make Lilliana angrier
I feel bad for saying it so often, but it's up to Smudge at this point, and how well each facton rolled. And I'm fairly certain Archarus could pull it off in his new form. He has enough limbs to attack in every direction, and could even grab the Autarch after breaking his teleporter, fly into the air, and drop him from a couple of hundred feet. Or impale him on something.
2BlackJack1 wrote: I feel bad for saying it so often, but it's up to Smudge at this point, and how well each facton rolled. And I'm fairly certain Archarus could pull it off in his new form. He has enough limbs to attack in every direction, and could even grab the Autarch after breaking his teleporter, fly into the air, and drop him from a couple of hundred feet. Or impale him on something.
I'm sure Korvel would make you pay for killing him... Fusion gun to the mouth...
2BlackJack1 wrote: I feel bad for saying it so often, but it's up to Smudge at this point, and how well each facton rolled. And I'm fairly certain Archarus could pull it off in his new form. He has enough limbs to attack in every direction, and could even grab the Autarch after breaking his teleporter, fly into the air, and drop him from a couple of hundred feet. Or impale him on something.
It's true that it is up to Smudge. I just thank the Emperor (or Khaine/Isha in this case), that Lilliana has plot armor. Korvel isn't nearly as lucky. I'm interested to see the outcome
I am as well. I'm certain the kill count will be very high. Main question is: who will be in a healthy enough condition to bury everyone else?
Also, in regards to my Kroot, I'm not sure how many I should bring along. I could just do an elite group of five, but then I'm hardly versatile. I could being in a whole war party with knarlocs and whatnot, but that's more suited for an invasion, which I'm not doing. Any ideas? I'm having a hard time figuring it out, since I'm probably over complicating it on myself.
2BlackJack1 wrote: I am as well. I'm certain the kill count will be very high. Main question is: who will be in a healthy enough condition to bury everyone else?
Also, in regards to my Kroot, I'm not sure how many I should bring along. I could just do an elite group of five, but then I'm hardly versatile. I could being in a whole war party with knarlocs and whatnot, but that's more suited for an invasion, which I'm not doing. Any ideas? I'm having a hard time figuring it out, since I'm probably over complicating it on myself.
Just bring in a bunch. Kroot aren't invincible, and If you only bring 5 (no matter how cool they are), they'll die pretty fast unless they have significant plot armor (or are in massive Knight Titans). Or both
2BlackJack1 wrote: I am as well. I'm certain the kill count will be very high. Main question is: who will be in a healthy enough condition to bury everyone else?
Also, in regards to my Kroot, I'm not sure how many I should bring along. I could just do an elite group of five, but then I'm hardly versatile. I could being in a whole war party with knarlocs and whatnot, but that's more suited for an invasion, which I'm not doing. Any ideas? I'm having a hard time figuring it out, since I'm probably over complicating it on myself.
Use the Number of Kroot I sent to you that were swallowed by the Warp.
I can find the PM I sent you that detailed the specific number
And Kharne, I'm well aware of the durability of Kroot, but I still don't want to have a force as big as the one you mentioned. That one was able to survive in an entire sector sized crusade for a decent amount of time. I'm going to have more than five Kroot, but I want to find a limit on them that isn't quite a full blown invasion force, but isn't able to get killed off by a single grenade.
And Kharne, I'm well aware of the durability of Kroot, but I still don't want to have a force as big as the one you mentioned. That one was able to survive in an entire sector sized crusade for a decent amount of time. I'm going to have more than five Kroot, but I want to find a limit on them that isn't quite a full blown invasion force, but isn't able to get killed off by a single grenade.
I'd rather just start new, Kharne, if I'm to be honest. I find it unlikely that the Kroot could've survived long while being exposed to the warp, next to a warp rift that had CSM trying to summon as many daemons as they could in the meantime. It's a cool idea, but I'm not sure how many Kroot would be left standing, and sane, when all is said and done.
2BlackJack1 wrote: I'd rather just start new, Kharne, if I'm to be honest. I find it unlikely that the Kroot could've survived long while being exposed to the warp, next to a warp rift that had CSM trying to summon as many daemons as they could in the meantime. It's a cool idea, but I'm not sure how many Kroot would be left standing, and sane, when all is said and done.
Forgive me if it came out like that, Kharne. I wasn't trying to gak on your idea. Don't get me wrong, it was a cool idea, and I liked it, but I already had some ideas in mind, and with how my backstory and intro were planned out, having them stuck in the warp for so long wouldn't fit into it.
2BlackJack1 wrote: Forgive me if it came out like that, Kharne. I wasn't trying to gak on your idea. Don't get me wrong, it was a cool idea, and I liked it, but I already had some ideas in mind, and with how my backstory and intro were planned out, having them stuck in the warp for so long wouldn't fit into it.
It's perfectly fine, don't feel bad, I can't be offended keep that in mind. I didn't really expect you to go with it
So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
War Kitten wrote: So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
The more and more I think about it... the more and more I want to field IW/DKoK/Mechanicus (30k flavored)
War Kitten wrote: So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
The more and more I think about it... the more and more I want to field IW/DKoK/Mechanicus (30k flavored)
The more and more you say that the more and more I want to shoot your CSM in the face.
War Kitten wrote: So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
The more and more I think about it... the more and more I want to field IW/DKoK/Mechanicus (30k flavored)
The more and more you say that the more and more I want to shoot your CSM in the face.
Well, Lilliana is at war with IW right now, and bringing them in to the next crusade would only make them hate you more. Archarus isn't going down without a fight, and I doubt the Eldar will be walking away unscathed, so they'll probably be more than willing to try and off your IW.
2BlackJack1 wrote: Well, Lilliana is at war with IW right now, and bringing them in to the next crusade would only make them hate you more. Archarus isn't going down without a fight, and I doubt the Eldar will be walking away unscathed, so they'll probably be more than willing to try and off your IW.
Pretty much. Archarus has left a rather negative impression of IW in general for my Eldar
War Kitten wrote: So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
The Admech would welcome the opportunity. The longer you leave one out of commission, the more they'd be able to tell you about your own vehicle. Now there's a roll table. Being that the armor is part of your character, they're not gonna stuff it up, but if you wanted a feature improving, and gave a little time, I'm sure TS could tell you whether it happened.
Writing my end for CoF, and realising that the love triangle is technically Selka <-> Edward <-> Fairfax because actual bromance. Poor Ed, doesn't like this ending at all.
War Kitten wrote: So I need to go be buddies with BC's AdMech. He's got the good repair team. Either that or pray that Jhe's Techmarines are good at repairing mini-titans
The Admech would welcome the opportunity. The longer you leave one out of commission, the more they'd be able to tell you about your own vehicle. Now there's a roll table. Being that the armor is part of your character, they're not gonna stuff it up, but if you wanted a feature improving, and gave a little time, I'm sure TS could tell you whether it happened.
Writing my end for CoF, and realising that the love triangle is technically Selka <-> Edward <-> Fairfax because actual bromance. Poor Ed, doesn't like this ending at all.
Not sure my iron priests are the guys cleared on knight suits, the more simple rites and basic every day maitience work but not full repair and rebuild.. You may get binery tuts for calling them techmarines lol.
Though I may have my main iron priest at least be able to say replace a outer armour plate or such low end work, nothing internal.
jhe90 wrote: Started on my wolves meeting the knights.
Wk, they make a good first impression.
I would hope so, we ARE spending a while in transit through the warp together. I would hope that we can get along during that time. Not much to do, it's either do MORE maintenance on the Knight Suits (they are relics after all), or talk to your guys.
War Kitten wrote: Any idea of when you'll be able to get the ground battle up Smudge?
Bad WK.
Also considering we spent less than a page talking about his last awesome entry and went right back to bleating about 2, he can take his sweet time with this.
Think I'm gonna start talking about 3 as soon as 2 launches, just to dick with you all.
War Kitten wrote: Any idea of when you'll be able to get the ground battle up Smudge?
Bad WK.
Also considering we spent less than a page talking about his last awesome entry and went right back to bleating about 2, he can take his sweet time with this.
Think I'm gonna start talking about 3 as soon as 2 launches, just to dick with you all.
War Kitten wrote: Any idea of when you'll be able to get the ground battle up Smudge?
Bad WK.
Also considering we spent less than a page talking about his last awesome entry and went right back to bleating about 2, he can take his sweet time with this.
Think I'm gonna start talking about 3 as soon as 2 launches, just to dick with you all.
Wasn't pressuring him at all. I was curious. Thanks for the assumption though
War Kitten wrote: Any idea of when you'll be able to get the ground battle up Smudge?
Bad WK.
Also considering we spent less than a page talking about his last awesome entry and went right back to bleating about 2, he can take his sweet time with this.
Think I'm gonna start talking about 3 as soon as 2 launches, just to dick with you all.
Wasn't pressuring him at all. I was curious. Thanks for the assumption though
To be fair, its not a difficult one to make in here.
And Kharne, if two is smaller than one, that means three needs to be smaller. So something the size of a football field. Four will be an actual tabletop.
WK, if you don't intend to do CSM next crusade do you mind if I steal the wulfen berzerker idea? One of my characters is a rogue apothecary who likes to experiment with the geneseed of various chapters, and it would makes things more interesting between me and Jhe.
Tainted wrote: WK, if you don't intend to do CSM next crusade do you mind if I steal the wulfen berzerker idea? One of my characters is a rogue apothecary who likes to experiment with the geneseed of various chapters, and it would makes things more interesting between me and Jhe.
War Kitten wrote:Any idea of when you'll be able to get the ground battle up Smudge?
Honestly, I've got no idea.
Given that fleet one alone took a week, and the ground war will be larger, featuring more forces in more detail, it could easily go to two or three weeks since posting of the last section. This week for me will be difficult to write a lot, what with my weekend being rather busy, but I should get a fair bit of time next week. I am working on it when I get free time though.
Tainted wrote: WK, if you don't intend to do CSM next crusade do you mind if I steal the wulfen berzerker idea? One of my characters is a rogue apothecary who likes to experiment with the geneseed of various chapters, and it would makes things more interesting between me and Jhe.
Take your time Smudge, I'm sure it will be worth the wait. I wouldn't have the patience to write for every faction in the crusade, so I appreciate the work you're putting into it.
Question about CoF 2... Those ruins, would people who have not landed on the planet have heard that there was once a SM deployment on Crion?
I'm trying to think of a nice tie in for my Admech. That perhaps they have come down to look for bits and pieces left behind by those marines, and older tech.
Buttery Commissar wrote: Question about CoF 2... Those ruins, would people who have not landed on the planet have heard that there was once a SM deployment on Crion?
I'm trying to think of a nice tie in for my Admech. That perhaps they have come down to look for bits and pieces left behind by those marines, and older tech.
Yeah, the Blood Dragons were once a chapter of some renown in this region of space
Buttery Commissar wrote: Question about CoF 2... Those ruins, would people who have not landed on the planet have heard that there was once a SM deployment on Crion?
I'm trying to think of a nice tie in for my Admech. That perhaps they have come down to look for bits and pieces left behind by those marines, and older tech.
If they like older tech then they're going to love my Knights. Pretty much every single one of them is an older pattern Knight
Sounds like even if they don't get their paws on anything, they'll enjoy the Easter egg hunt. I'll have to see if I can sneak them to various sites for a dig around. And likewise, reward anyone who stumbled upon bits.
"Hmmm, it sure would be nice if we had one of *those* things, would it not, my friend?", the Sorcerer muzed, as they watched the column of Knights march into battle.
Lord Breacher watched the titanic Knight suits, eyeing their proud archeotech forms, each a testament to the skill of their makers. Beautiful, ancient, terrifying machines that brought relentless death and destruction to their enemies with the grace and resplendance of the feudal knights that roamed the Knight Worlds.
A crooked smile formed on the old Iron Warrior's lips.
"Don't tempt me, Sorcerer. You might receive more than what you asked for..."
Ezra Tyrius wrote: "Hmmm, it sure would be nice if we had one of *those* things, would it not, my friend?", the Sorcerer muzed, as they watched the column of Knights march into battle.
Lord Breacher watched the titanic Knight suits, eyeing their proud archeotech forms, each a testament to the skill of their makers. Beautiful, ancient, terrifying machines that brought relentless death and destruction to their enemies with the grace and resplendance of the feudal knights that roamed the Knight Worlds.
A crooked smile formed on the old Iron Warrior's lips.
"Don't tempt me, Sorcerer. You might receive more than what you asked for..."
In short: be afraid.
Very afraid.
Do I need to worry about you trying to jack my Knights Ezra?
Ezra Tyrius wrote: "Hmmm, it sure would be nice if we had one of *those* things, would it not, my friend?", the Sorcerer muzed, as they watched the column of Knights march into battle.
Lord Breacher watched the titanic Knight suits, eyeing their proud archeotech forms, each a testament to the skill of their makers. Beautiful, ancient, terrifying machines that brought relentless death and destruction to their enemies with the grace and resplendance of the feudal knights that roamed the Knight Worlds.
A crooked smile formed on the old Iron Warrior's lips.
"Don't tempt me, Sorcerer. You might receive more than what you asked for..."
In short: be afraid.
Very afraid.
Do I need to worry about you trying to jack my Knights Ezra?
Tainted wrote:WK, if you don't intend to do CSM next crusade do you mind if I steal the wulfen berzerker idea? One of my characters is a rogue apothecary who likes to experiment with the geneseed of various chapters, and it would makes things more interesting between me and Jhe.
I have elements of several chapters... maybe we can strike a deal?
Ezra Tyrius wrote:I will literally attempt to steal everything you, the Imperials, the Chaos Space Marines or the Adeptus Mechanicus fail to bolt to the floor.
I'd make a meme out of that, but the Remnants already stole those, too.
Ezra Tyrius wrote: "Hmmm, it sure would be nice if we had one of *those* things, would it not, my friend?", the Sorcerer muzed, as they watched the column of Knights march into battle.
Lord Breacher watched the titanic Knight suits, eyeing their proud archeotech forms, each a testament to the skill of their makers. Beautiful, ancient, terrifying machines that brought relentless death and destruction to their enemies with the grace and resplendance of the feudal knights that roamed the Knight Worlds.
A crooked smile formed on the old Iron Warrior's lips.
"Don't tempt me, Sorcerer. You might receive more than what you asked for..."
In short: be afraid.
Very afraid.
Do I need to worry about you trying to jack my Knights Ezra?
If the Universe implodes I'm going to make sure I take down some Remnants before I go. Nobody threatens to steal my stampy death walkers, not even jokingly. Nobody