Posts Tagged ‘40k’

Favorites, 40K Edition

January 3, 2012

In the GrimDarkness of the far future, there is only war, or so we are told. The Warhammer 40,000 universe is populated with a considerable array of different options for players, and probably half of those options consist of different paint jobs for these guys:

At least that's what Games Workshop wants you to think of them.

At least that's what Games Workshop wants you to think of them.

As nifty as the Marines are, I consider them overhyped, oversaturated and frankly much less interesting than one specific other faction. Let’s think about the various factions that exist in WH40K and see a little bit of why. (more…)


Boneheaded Moments in Gaming

August 25, 2011

Tell me that you’ve never been playing some kind of strategy game or RPG and do something you should know better than to do.

Something along the lines of “Okay I open the door………OH CRAP I FORGOT TO CHECK FOR TRA-” *squish*

Yeah. If you tell me you’ve never done that, I won’t believe you. I know I’ve done it. Like ending a firing phase in 40k without firing off all those pretty lascannons on my Valkyrie Gunship and realizing my error the moment I’d declared my firing phase over. Yeah. That one lost me both the Valkyrie and the game. Or the time that I forgot that my mage was almost out of juice before enacting a plan that required me to burn off more magic power than I had left, or a couple of times when I’ve forgotten that my character had a spell or power that would have breezed through a particular challenge until after the fact… yeah that didn’t go well either. (more…)

Necromunda, TekTek edition

May 13, 2009

That’s right, I’m doing more of these. Somebody stop me. This time I’m doing members of my old Necromunda gang that, over the course of an arbitrator campaign, went from being just another gang to the local top dogs and eventually the retinue of an Inquisitor after their head man caught exactly the right attention. Now that’s a long and epic story. Anyway…

Inquisitor Reginald Vapor, “The Needle.” Former Delaque underhiver and leader of the “Vaporsnakes” gang and watch captain in the Deadlands region of Hive Primus on Necromunda. As the leader of the Vaporsnakes, he had always styled himself “Captain,” especially after taking over the Watch in Deadlands. A ruthless and vicious, surgically precise leader and sniper, Captain Vapor quickly carved out a place for his gang as the top of the food chain, even as he took the responsibility of enforcing his brand of order in his corner of the Underhive, putting Outlaws to the run and so on. Though he preferred to pick off opponents at range, on many occasions he would precipitously burst from cover to jump some enemy in close combat at a critical moment. He eventually developed psychic abilities and was dragged offworld by an Inquisitor, who recruited him and removed the Vaporsnakes from the Underhive entirely.

“Bad” Friday, the one female among the initial lineup of the Vaporsnakes and, naturally, the Captain’s girl. She was the gang’s second sniper and almost as unerringly accurate as her lover (later husband). The two would maneuver into mutually supporting sniping posts and pick off high value targets.

Vincent “Snake-Eyes” Naja, brutally effective heavy armed with a heavy bolter and second-in-command of the Vaporsnakes. Between Captain Vapor’s period away from Necromunda, Snake-Eyes led the gang ably and successfully until his friend’s return. Also the team medic. One Scavvy leader assumed that old Snake couldn’t handle himself in hand-to-hand and got a faceful of flail for his troubles. 🙂

“Bloody Sunday”, the gang’s second heavy and a totally different personality from the deliberate Snake-Eyes: A big, bellicose and brash fellow with a mean streak a mile wide. Backed up with a flamer and an Eviscerator, this made him potent indeed.

Skinflint, ganger known for being slippery as an eel, steady as a rock and cold as ice throughout the Vaporsnakes’ entire career.

Bolter Bob, the team’s technical expert, arms builder and Bolter junkie. He was always an important anchor in projecting power on the main objective.

“Laser Cowboy”, the flamboyant, elusive and swift gunman and flanker. He was expert at swiftly getting into firing positions to the side and rear of the enemy to flush them out for the snipers and heavies to pick off. I always liked LasCowboy.

Buck Schott, superfast and super-slick shotgunner/grenadier.  He focused on close-up firepower and disruption of enemy firepoints.

Jesse “The Kid,” Naja, a two-fisted gunfighter and the son of Snake-Eyes. One of the quickest draws in the underhive. He tended to bolt through cover towards the enemy at full pelt then burst out in their faces with both pistols blazing.

“Gun-Smoke”, the team’s resident close combat specialist and their second gunfighter as well. He actually killed a possessed Wyrd in hand-to-hand with his power sword.

“Manic Monday,” the least experienced of the Vaporsnakes but a quick study and a tough and dependable fighter. Plus, a gun junkie.

Therea “Wolf” Naja, the newest member of the Vaporsnakes, is actually an Escher rather than Delaque. She was formerly the leader of an allied Escher gang that one of my friends played, but that gang was disbanded through attrition (having specialized in having a tiny number of very effective fighters, it couldn’t survive a run of bad luck) and she hooked up with the ‘Snakes not long before Vapor took them offworld with him. She became The Kid’s lover and so they took her in.

The Flame Thrower, a pyrokinetic Wyrd that the ‘Snakes hired for a while. Snake-Eyes eventually made sure that he didn’t survive the wounds he had suffered in battle once an inquisitor showed up in the Underhive and started sniffing around the ‘Snakes… (medic rolls can technically be used to make a wounded character take a turn for the worse, after all).

SAD: Lord Nukemeister Wants You!

August 21, 2008

SAD: Lord NukeMeister Poster
by *uhlrik on deviantART

The explanation of this bit of cartoony silliness is on the DA page and I don’t feel like replicating it here. Blood for Khorne! KILL IT ALL!

Virtually nobody ever could be as happy about the prospect of omnicide as Lord Nukemeister. I was picturing this as a sort of logo or poster that aspiring young khornate genocidal maniacs might put on their folders at school, emulating their mindlessly violent hero.

7 – Aboard the APCs

November 3, 2005

[The following is crossposted to , and is part of basically a slowly unfolding story about diverse cahracters and in which multiple people will take part. Basically, for the most part it’ll be post-based RP/fiction-writing/whatever, though some realtime chat-running’ll probably go with it. Right now I’m still setting up the action though, so it’s not in full swing. Felt like sharing this tidbit, partly because there are a couple people considering joining in the endeavor.]

Location: Julius Landing, Ostia, Hesch, K-H system, Ultima Segmentum.

Engines growl and tracks creak as the two boxlike vehicles traverse the cobbled streets. Pedestrians clear out of the way of their armored prows, and a rumbling murmur follows them. The black, ominous vehicles grind on, fearful eyes dwelling on them and in particular on the emblems of the Adeptus Arbites adorning their otherwise spartan exteriors. Inside the lead rhino, Judge Hirren speaks over comm with his counterpart in the Julius Landing precinct.

“…See to it that you have a Patrol Team prepare the way for our arrival. The Marshal wants to meet this Rogue Trader personally, and we require the cooperation of port security…” His voice is firm and grim, strictly business.

Above, in her position at the rhino-class APC’s top hatch, Arbitrator Sharifpour gazes watchfully out at the peaked roofs and narrow side streets of the city, watchful for crimes-in-progress, for possible threats and for signs of unrest. She reflexively double-checks the pintle-mounted storm bolter she is manning, making sure that all of the rites of loading and awakening have been performed properly. Her face is shielded behind her helm’s removable faceplate, her eyes behind its impassive visor. Only her chin and mouth are visible at all. This figure is not human, it is authority at its coldest and least sympathetic, and passersby avert their eyes from the Arbitrator’s searching, judging gaze.

A row of chained mutant slaves is marched past the two APCs. A well-dressed man with an entourage in tow climbs into his roadwheeler while resentful eyes of the urban poor follow him. There is a tension in the air that is almost electric. Those that linger, seem to be waiting for something to go wrong, and those that move do so in earnest haste, as if to escape a coming squall.

The gates of the space-port yawn wide at the official vehicles’ approach, then swallow them up hungrily.

[I left out the pics of rhino APCs from this version]