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  1. - Top - End - #271
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    Lizardfolk

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Let's fix this garbage:

    Spoiler: Sword Guy
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    Code:
    		M	WS	BS	S	T	W	A	Ld	Sv
    Sword Guy	*	2+	2+	5	*	1	10	*	2+
    
    			Range	Type	S	AP	D		Abilities
    Tank-Killing Katana	Melee	Melee	x4	-5	D3+3		Each time the bearer fights, it ignores
    									modifiers made to to hit rolls and to
    									wound rolls. Damage dealt to VEHICLE models
    									by this weapon is doubled.

    Abilities
    Anywhere I Need To Be: Sword Guy is too busy eating. He cannot make Normal Moves or Advance Moves, and can never Fall Back (as if he ever would!). However, at the end of your Movement phase, Sword Guy can be removed from the battlefield. In your Reinforcements step, you must set up Sword Guy anywhere on the battlefield that is more than 6" away from enemy models. Using this ability, Sword Guy can never be placed in terrain. His entrance is too dramatic.

    I Can't Give In To Hatred. But I Will Fight If I Must: Sword Guy cannot perform Charge moves. Additionally, in the Fight phase, Sword Guy always Fights first, even against other models that have a similar ability or performed Charge moves that turn.

    I Fight For My Friends!: At the end of your opponent's Charge phase, if Sword Guy is not in Engagement Range of any enemy models, you may remove Sword Guy from the battlefield, and set this model up in Engagement Range of an enemy unit that made a Charge this phase. This model counts as having performed a Heroic Intervention in the turn it uses this ability.

    Beta Tester: Sword Guy pwns newbs. This model can only be wounded on an unmodified to wound roll of 6 and this model is unaffected by attacks and abilities that deal Mortal Wounds. Additionally, Sword Guy's save is Invulnerable. Sword Guy is unaffected by attacks or abilities that require a Toughness value.

    Not Special In Any Way, Honest: Ranged attacks only hit Sword Guy on an unmodified to hit roll of '6'. Sword Guy is immune attacks dealt by weapons with 'Flame' in their profile.

    I Can't Give Up!: If Sword Guy has been previously destroyed during the battle, he may be set up again in subsequent turns using I Fight For My Friends! with his full allocation of wounds remaining. Each time he is set up in this way, he gains +1 Wound to his profile for the rest of the battle.

    His Power Level...: Sword Guy can perform one Deny the Witch test in the Psychic phase as if he were a PSYKER. Additionally, if he successfully performs a test, the PSYKER that attempted to manifest the Power is so shocked that they may not attempt to perform any more Psychic tests in that phase, but may perform other actions as normal.

    Keywords: INFANTRY, CHARACTER, SWORD GUY
    Faction Keywords: UNALIGNED


    Alternatively, just port whatever Gotrek's rules are into WH40K.
    Last edited by Cheesegear; 2021-01-06 at 09:13 AM.
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  2. - Top - End - #272
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    Eldan's Avatar

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Next, a terrain feature representing his weaker friends. He can teleport there automatically whenever an enemy gets within 6".
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  3. - Top - End - #273
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    NecromancerGuy

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I dunno, those rules seem pretty weak for PL 9001.

  4. - Top - End - #274
    Eldritch Horror in the Playground Moderator
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    If he can't move or charge, how does he ever get into melee against tanks?

  5. - Top - End - #275
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    Lizardfolk

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by The Glyphstone View Post
    If he can't move or charge, how does he ever get into melee against tanks?
    I see that you've spotted that he will never have the opportunity to prove that a Katana can cut through a Tank.
    You'll just have to trust him that it can, though.
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    Cheesegear; Lovable Thesaurus ItP.
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    Cheesegear is awesome

  6. - Top - End - #276
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    jinx him, shoot him full of shurikens, dont charge stuff.

  7. - Top - End - #277
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Cheesegear View Post
    I see that you've spotted that he will never have the opportunity to prove that a Katana can cut through a Tank.
    You'll just have to trust him that it can, though.
    Is there is vehicles with melee attacks in this game?(although it would be a bad idea to attack in melee this character with a tank)
    Last edited by noob; 2021-01-06 at 12:09 PM.

  8. - Top - End - #278
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Vehicles generally come with melee attacks as standard now, yes.
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  9. - Top - End - #279
    Bugbear in the Playground
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I know Dark Eldar vehicles are covered in blades, so they definitely have melee attacks.

  10. - Top - End - #280
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by noob View Post
    Is there is vehicles with melee attacks in this game? (although it would be a bad idea to attack in melee this character with a tank)
    Dreadnoughts and Soul Grinders, and a whole bunch of Death Guard Vehicles that don't mind being in Melee.
    I can't remember off the top of my head whether or not Slaanesh Chariots are Vehicles or not. I'm pretty sure they're like Bikes, but I don't remember.
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    Cheesegear; Lovable Thesaurus ItP.
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    Cheesegear, have I told you yet that you're awesome?
    Quote Originally Posted by MeatShield#236 View Post
    ALL HAIL LORD CHEESEGEAR! Cheese for the cheesegear!
    Quote Originally Posted by Shas'aia Toriia View Post
    Cheesegear is awesome

  11. - Top - End - #281
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Random question, are the symbols used for the different winds of magic elven in origin, or do the elves use different symbols?

    Like, the symbol for Fire Magic is a key, but how would a Wood Elf caster interpret it, since they live outdoors and thus probably don't use keys a lot?
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  12. - Top - End - #282
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    The symbols were taught to the empire by the High Elves, so I would assume that the Wood Elf wizards have knowledge of the symbols as a result of being descended from the magical schools of Ulthuan.

    The symbols are also not mere representations of the winds, but actually possess power and as such are probably intrinsic to the winds themselves rather than a matter of cultural perception.
    Sanity is nice to visit, but I wouldn't want to live there.

  13. - Top - End - #283
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I figured, but a Wood Elf who casts Fire Spells isn't going to DRESS like an Imperial Bright Wizard, right? All decked out with grates and keys and skull-torches?
    Last edited by Archpaladin Zousha; 2021-01-06 at 09:41 PM.
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  14. - Top - End - #284
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    SolithKnightGuy

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Archpaladin Zousha View Post
    I figured, but a Wood Elf who casts Fire Spells isn't going to DRESS like an Imperial Bright Wizard, right? All decked out with grates and keys and skull-torches?
    Wood elves don't like the metal look it seems^^

  15. - Top - End - #285
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    NecromancerGuy

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Archpaladin Zousha View Post
    I figured, but a Wood Elf who casts Fire Spells isn't going to DRESS like an Imperial Bright Wizard, right? All decked out with grates and keys and skull-torches?
    They wouldn’t, as the elves don’t really see the different lores as separate. There is no such thing as an elven fire mage, there is an elven mage who specialises in fire magic. Human wizards attune so closely to a particular lore because they are taught to only focus on that single wind of magic, whereas an elven ‘fire wizard’ would likely also be using heavens and light at the very least.
    Evil round every corner, careful not to step in any.

  16. - Top - End - #286
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    Griffon

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    High Elven mages consider Imperial magic to be 'childish'. As far as they are concerned; If you were even remotely serious about it you'd master the 8 disciplines as preparation to move onto the REALLY important stuff, like High Magic.

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  17. - Top - End - #287
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Wraith View Post
    High Elven mages consider Imperial magic to be 'childish'. As far as they are concerned; If you were even remotely serious about it you'd master the 8 disciplines as preparation to move onto the REALLY important stuff, like High Magic.
    After all if you're not prepared to spend at least three centuries studying magic, you're obviously not serious about learning it
    All Comicshorse's posts come with the advisor : This is just my opinion any difficulties arising from implementing my ideas are your own problem

  18. - Top - End - #288
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    Griffon

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    comicshorse's account is posting from Ulthuan; Confirmed.
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  19. - Top - End - #289
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Right, but you can only learn one Lore at a time, at least per WHFRP 4E's rules. An elf can learn from multiple Lores, but has to learn all the ones from the first Lore they pick before they can take on a second, and the mounting XP costs, coupled with the length of time necessary, would go well beyond the scope of a typical campaign...
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  20. - Top - End - #290
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    In practice the wood elves don't really dress differently based on their lore, all their magic practicioners wear similar outfits unlike the massively divergent human wizards. Unlike the high elves they don't see high magic as the inevitable path of all real wizards, presumably because of their relationship to the magical forests and the way certain parts of them become suffused with certain winds and the effect that has on the tree spirits who are involved in teaching the wood elves.

    A wood elf wizard will look similar to any other wood elf, clothes dyed primarily in shades of brown or green*, pieces of living trees or fallen wood attached to their garb in various places. They would probably have a piece of wood, a stone, crystal or other trinket carved with a rune representing the wind they favour attached to their clothing, worn as a piece of jewelry or affixed to a weapon. It'll probably be something subtle though, at least to non-wizard human eyes. Their clothing is probably more robe-like than that of other elves, but looser and less ornate than the robes of high elves, better suited to the more acrobatic preferences of the asrai.


    *If they come from certain parts of Athel Loren or worship particular gods they would wear different colours, like orange, blue, purple and red.
    Sanity is nice to visit, but I wouldn't want to live there.

  21. - Top - End - #291
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I see! Thank you!
    "Reach down into your heart and you'll find many reasons to fight. Survival. Honor. Glory. But what about those who feel it's their duty to protect the innocent? There you'll find a warrior savage enough to match any dragon, and in the end, they'll retain what the others won't. Their humanity."

  22. - Top - End - #292
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I don't have much opportunity to play this game, but I'm still interested in the setting details. What recent stuff is good to read if you don't care about the rules?
    Last edited by Gareth3; 2021-01-07 at 03:01 PM.

  23. - Top - End - #293
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Hello again. Ready as always to post random things which are probably heretical.

    First. Last few pages reminded me of my two ideas for space marine chapters, both doomed.

    One with close ties to the Ecclisiarchy who are doomed because they are idiots and are busy provoking the Inquisition right after being allowed to return to their nuclear blasted homeworld after a penitent crusade. This crusade happened because they got uppity during a major civil war in the Imperium and tried to stay neutral while obstructing the heretics victors.

    The second are a partially successful attempt to create a Space Wolves successor chapter by mixing their geneseed with tbe Iron Hands. Partially succesful becauase it worked for a while. But nof really a success because the geneseed is degenerating rapidly and they will be unviable within a few generations. They were originally more like the Spacewolves before the degeneration when they started to tear off their lower jaws to stop out of control tooth growth.

    Now for the crazy major heresy thoughts. Once I tried to come up with Khorne themed magic after playing Total Warhammer 2. Main ideas were making units go berserk, damaging cowards, and antimagic. The sort of stuff which would make Khorne go, "You have some good ideas but don't really get what we do here," before transforming whoever suggested the spells into something horrible. And remembering that made me pause to wonder what exactly Khorne considers to be magic. Because I think Khornate deamons can corrupt stuff and do some other non-material stuff if they want to. So what is the line?
    DEGENERATION 86: Copy this into your sig and subtract 1 from the degeneration when you first see it. This is an antisocial experiment.

  24. - Top - End - #294
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Gareth3 View Post
    I don't have much opportunity to play this game, but I'm still interested in the setting details. What recent stuff is good to read if you don't care about the rules?
    Lorehammer has a really good series of pod-casts that go over basically all the lore.

    Otherwise you need to be more specific. The universe is too big to cover things generally and still be a good story. What specifically would you like to know about? As in, what factions interest you the most, which part of history, ect.
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  25. - Top - End - #295
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    RedWizardGuy

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Forum Explorer View Post
    Lorehammer has a really good series of pod-casts that go over basically all the lore.

    Otherwise you need to be more specific. The universe is too big to cover things generally and still be a good story. What specifically would you like to know about? As in, what factions interest you the most, which part of history, ect.
    The factions that interest me are the Tau, Eldar, and Necrons, and I'm most interested in the "present day", the time the games mostly happen in. Thanks for the podcast suggestion, I'll check it out.

  26. - Top - End - #296
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    Archpaladin Zousha's Avatar

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Is "Idoneth" (from Age of Sigmar's Idoneth Deepkin) pronounced like "Eye-doneth," "Ee-doneth" or "Id-oneth?"
    Last edited by Archpaladin Zousha; 2021-01-07 at 04:28 PM.

  27. - Top - End - #297
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Gareth3 View Post
    The factions that interest me are the Tau, Eldar, and Necrons, and I'm most interested in the "present day", the time the games mostly happen in. Thanks for the podcast suggestion, I'll check it out.
    the infinite and the divine should be a good read for you then

  28. - Top - End - #298
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    RedWizardGuy

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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Thank you.

  29. - Top - End - #299
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    I know those who finish their time in the Deathwatch are allowed to continue using their shoulder pad, but which shoulder does it go on? I want to add a deathwatch shoulder pad to my Librarian, but I don't know which shoulder it should go on.
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  30. - Top - End - #300
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    Default Re: Warhammer 40k Fluff Discussion XVII: Call Necrosius, The Old Thread Is Dead!

    Quote Originally Posted by Squark View Post
    I know those who finish their time in the Deathwatch are allowed to continue using their shoulder pad, but which shoulder does it go on? I want to add a deathwatch shoulder pad to my Librarian, but I don't know which shoulder it should go on.
    As I understand it the ex-Deathwatch colours go on the right shoulder, replacing unit markings but keeping the left shoulder free to display their chapter heraldry.

    I think there's some art and minis out there with the pad on the left, but it doesn't make much sense to me as that would be displacing their active chapter badge.
    Sanity is nice to visit, but I wouldn't want to live there.

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