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Author Topic: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)  (Read 5855 times)

Funk

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Re: You are a Dark Disciple (Warhammer 40,000 Suggestions Game)
« Reply #30 on: June 01, 2013, 07:43:50 am »

use the ships guns to shoot the Furies.
try to bind a weak Khorne demon to the power claw.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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adwarf

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #31 on: June 01, 2013, 10:24:11 am »

Arm two of the marines with combi-flamers, and leave the rest with their own gear before killing the pack of furies coming at us. Repair the terminator armor first, and see if we can't transfer one of our chaos marines to it, but do not risk losing one of them for we need every man we can get. When this is all done take all of the marines but one (leaving him behind with the cultists to defend the ship) and go to the dragon demon, we will bind him to the ship.
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kaian-a-coel

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #32 on: June 01, 2013, 12:12:46 pm »

Niiiiice.
Let's get this dragon.
Spoiler: Us (click to show/hide)
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
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Funk

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #33 on: June 01, 2013, 01:43:14 pm »

Rebuild the ship and bind the dragon to it, lets call the ship, the warp dragon.

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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

Cheesecake

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #34 on: June 01, 2013, 06:34:42 pm »

You command your warband to man the guns and shoot at the Furies. (2) They miss, but the Furies are preoccupied with something else. You arm two of the marines with combi-flamers and bring them out to shoot at the Furies. {3} (3) (1) [5] [6] You and another marine manage to hit a few Furies {2} (4) and kill a few of them. One marine hit nothing and attracted the attention of the Furies. They quickly swoop down with unearthly speed. The Flamers shoot blasts of fire at them as they come near, and [5] [4] burn a large number of them. Only about three remain, as well as the large Fury. They regroup and fly away towards the large mountain.

You go back inside and start repairing the Terminator armor {6+1}. They are fully repaired, and even have a new, polished gleam to it. You transfer one of the marines into the Terminator shell, and he re-calibrates his weapon systems. He goes out of your armory and approaches his squad mates. They cheer at the success and the new protection it will give them.

After this, you leave one of the marines with the cultists to protect the ship. The rest of you go towards the dragon-daemon. (6) He does not notice you, and becomes preoccupied with something else. You jump on the dragon, and start invoking your Heretek knowledge and try to bring it towards your ship. As you come near, you chant verses that come out of your dark lips as if by instinct. The dragon screams, and you can see it being slowly ripped apart. The shreds are pulled into the ship, (6) and it is bound! The ship's systems come to life, and the Warp drive powers up. You can now escape the Warp!

You spot a Bloodletter of Khorne approaching. You must not be far from the Realm of Khorne. You attack it, and easily overpower it. You then drag it to the armory and attempt to bind it to the Power Claw. (4+1) It is successfully bound! It warps the Claw's talons into large, brass scythes. The claw takes on a reddish, brass appearance.

One of the marines approaches you and suggests that you jump to the Aggriva System. It is far from the more protected Imperial colonies, and the population there might be more willing to convert to Chaos. With the natural speed of the ship and the bound daemon increasing it's abilities, you can quickly raid systems without being caught. The cultists might also be able to disguise themselves as one of the population and start a cult there.

What now?

Spoiler: Status (click to show/hide)

Spoiler: Ship (click to show/hide)

Spoiler: Crew (click to show/hide)
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Funk

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #35 on: June 01, 2013, 07:03:42 pm »

go to the Aggriva System and set up a watch to find the plant defence force's armory.
if we can take hold of it for a few hours then we can loot it and get some slaves.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG

adwarf

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #36 on: June 01, 2013, 07:05:01 pm »

(1) Bestow the Khornate Claw upon Exal, and arm the cultists with weapons from the armory, preferably slug weaponry but if we must arm them with chainswords and have Gest oversee their training.
(2) Agree with the marine and set course for the Aggriva system.
(3) On the way to the Aggriva system tear apart the remainder of the Terminator Suits and begin using them to construct a large humanoid warmachine with flamers, and meltas attached to its forearms.
(4) Search the cultists for any who have the latent or active psychic powers.
(5) Make Agnus our Honour Guard, and Bless his armor and weapons with the magnificent powers of Chaos.
(6) Upon arrival in the Aggriva system begin scans of all planets in range, and examine each to find the easiest planet to turn to the true gods.
(7) Spend any time we can spare on the trip to the Aggriva system in meditation, perhaps we can obtain visions that may help us bring the true glory of Chaos to light.
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kaian-a-coel

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #37 on: June 01, 2013, 07:10:35 pm »

Crew: 4 marines, 8 cultists, 1 Warpsmith. Huh.
The hellbringer, according to the wikia, is a light cruiser. Light cruiser in 40k are about 4 to 5 km long, with a crew of over 60.000 men. It'd be like trying to man a (RL, sea-side) battlecruiser with a single one-armed one-eyed deaf man for only help O_o
Oh, and a demonic dragon.
Spoiler (click to show/hide)

I'd suggest to add like 3 zeros after the "8" in the cultists numbers ^^"
Keep the numbers of marines unchanged though.

PS: disregard unintended potentially offensive content, it's 2 am there, I need some sleep :V
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Cheesecake

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #38 on: June 01, 2013, 07:37:31 pm »

Meh. Most of the crew were killed by Furies and in the Warp Storm. Plus, we won't need as much help manning the ship because it's possessed by a daemon whom we control. But yeah, that makes a lot more sense. Could you suggest a smaller ship which might suit our numbers, but still large enough to accommodate a larger warband for the future?

(GM retconning for the win!)
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adwarf

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #39 on: June 01, 2013, 07:48:02 pm »

I'd recommend the Escort Class Idolator Raider, a relatively small crew with the aid of a daemon should more then capable of flying such, and it leaves room to gain more as escorts can still hold a fair amount of people and such within them.
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Cheesecake

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Re: You are a Warpsmith (Warhammer 40,000 Suggestions Game)
« Reply #40 on: June 02, 2013, 03:57:13 am »

(1) Bestow the Khornate Claw upon Exal, and arm the cultists with weapons from the armory, preferably slug weaponry but if we must arm them with chainswords and have Gest oversee their training.

You bestow the Khornate Claw upon Exal. He bows and receives it with a grin. He then equips it, closing his eyes as he feels new found power surging through his hands. He lifts his hand skywards, and gives a shout of triumph. The daemonic energies inside, however, sense a potential new host. (3) He keeps his soul intact, but the power that the demon released has scarred Exal. He keels over and attempts to look as uncowardly as possible. He stands up again, with a grunt and a bow, and leaves the room.

Meanwhile, you bring the cultists to the armory. (2) There don't seem to be enough slug weaponry, but you arm two of them with laspistols. You then give the rest chainswords, but the weight forces them to use both hands instead of one like Chaos Space Marines. You order Gest to train them on how to use the swords efficiently. (3) Progress is slow, but it's progress. They can use the swords without stumbling over themselves now.

(2) Agree with the marine and set course for the Aggriva system.

You go back to the marine who suggested the Aggriva System and tell him to plot a course there. He goes to the Captain's Deck and inputs codes to warp-jump to the Aggriva System. (4) The daemon begrudgingly opens a Warp Portal and goes through. You are back again in the Formless Wastes. (3) A few Furies came by, (3) but they don't seem to care. (6) The rest of the journey is untroubled. You arrive at the Aggriva System safely without alarming the Planetary Defense Force.

(3) On the way to the Aggriva system tear apart the remainder of the Terminator Suits and begin using them to construct a large humanoid warmachine with flamers, and meltas attached to its forearms.

You tear apart the Terminator Suits (4+1) without damaging it. You and a few tech-savvy cultists, namely Leper and Gorgon, begin assembling the parts into a humanoid warmachine. You finish the frame and begin adding flamers and meltas to it's forearms. proper calibration and bug fixing might take about a week or two, and you'll need a power source. A Planetary Defense Cannon battery might provide enough power, or you can draw power from the Warp. The latter is much more risky, and might waste all the Terminator parts and weapons.

(4) Search the cultists for any who have the latent or active psychic powers.

You gather the cultists in the bridge and ask them if anyone of them were psykers or had any psychic abilities. (5) Three of them are: Indimus, Mephis, and Hephis. The twins, Mephis and Hephis, are capable of sharing thoughts over vast distances and they can also transmit messages psychically to other people, but only those who also have an affinity to the warp and when they do it in unison.

Indimus, on the other hand, is much more powerful. He can cast various dark spells, such as shooting warp-lightning or balls of ethereal flame. If given enough time, preparation, followers and a host, Indimus can even summon a Warp Portal which allows daemons to flow through. He can also perform rituals to allow hosts to be possessed by daemons, though this tires him greatly.

(5) Make Agnus our Honour Guard, and Bless his armor and weapons with the magnificent powers of Chaos.

You call for Agnus and, when he reaches your chambers, you order him to kneel. You tell him that you have made him your Honor Guard, and you speak rites from the Gods. They hear your blessings and warp his armor and flesh to a better, stronger, more loyal form. He screams with pain and happiness. Happiness of being given a chance to serve the Gods. To serve you. His weaponry shoots balefire, and his power fist has merged with his flesh and bone.

(6) Upon arrival in the Aggriva system begin scans of all planets in range, and examine each to find the easiest planet to turn to the true gods.

You begin scans of all the planets. (2) The daemon does not respond, so you ask Indimus to psychically scan the planets. (5) He tells you the third planet, Aggriva IV, seems to be very backwater and the guardsmen there are very apathetic. (2) His strain of using his power to scan an entire system leaves him drained, but at least he has not received the attention of a Daemon. Aggriva IV is a relatively feral world, and some cults already believe in the True Gods, albeit without directly knowing who those Gods are.

(7) Spend any time we can spare on the trip to the Aggriva system in meditation, perhaps we can obtain visions that may help us bring the true glory of Chaos to light.


(6) Because of your meditation and prayers before arrival at the Aggriva System, you have been given forewarning by the Gods. They warn you of an incoming Inquisitor named Thrax. She will accompanied by a squad of the Emperor's dogs, the Space Marines. She is bound to arrive within a week or so, as they have not yet Warp-jumped. The gods also reveal the location of a Shrine to Chaos, which houses the Leprosy, a legendary daemon blade forged from before the Heresy. It is bound with an ancient Daemon of Nurgle. It is said that a single hit can give the afflicted Nurgle's rot.

Now that you are at the System, what now?

Spoiler: Status (click to show/hide)

Spoiler: Ship (click to show/hide)

Spoiler: Crew (click to show/hide)
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

kaian-a-coel

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #41 on: June 02, 2013, 05:15:27 am »

Do not reveal our presence. Drop Furii and/or Gest, plus one of the twins and some cultists on the planet. They need to be relatively far from any big population centers. They are instructed to take contact with local cults, or failing that, start new ones. Secrecy is important. Only the most trustworthy cultists shall be allowed to meet marines.
Meanwhile, we hide the ship somewhere behind a moon or an asteroid. Keep contact with the cult through the twin astropaths. Repair the ship, study the daemon inside it, and continue working on the metabrutus (or whatever you want to name the thing we're making)
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EA games is like the dark lord sauron, and the gaming consumer demographic is like gollum.
Sauron makes the precious.
Gollum loves and hates the precious.
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GiglameshDespair

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #42 on: June 02, 2013, 05:46:10 am »

Hire a few mercenaries, and when they are aboard the ship, corrupt them into chaos so they serve willingly. Once they serve us, send them backk to the planet instead, as they will know more about the planet and how to avoid undue attention.
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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #43 on: June 02, 2013, 06:36:50 am »

Do not reveal our presence. Drop Furii and/or Gest, plus one of the twins and some cultists on the planet. They need to be relatively far from any big population centers. They are instructed to take contact with local cults, or failing that, start new ones. Secrecy is important. Only the most trustworthy cultists shall be allowed to meet marines.
Meanwhile, we hide the ship somewhere behind a moon or an asteroid. Keep contact with the cult through the twin astropaths. Repair the ship, study the daemon inside it, and continue working on the metabrutus (or whatever you want to name the thing we're making)
+1

Additional - While Indimus would be the obvious choice for a display of power geared at recrution, I feel that he could provide quite the boon in the long run. Retrieving him before the Inquisitors arrive should be good enough for that matter.

Giglamesh's suggestion is also sound, provided we can do so without endangering our position.

For all we know, the Inquisitors goal could very well be the sword mentioned by the gods. Probe the matter of said demon deeper, and if feasible retrieve the sword with the marines before the one week period is over.
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Funk

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Re: You are a Dark Heretek (Warhammer 40,000 Suggestions Game)
« Reply #44 on: June 02, 2013, 08:41:56 am »

If the Inquisitors do try to take the sword, let them take it, we can board/destroy there ship as it leave orbit.

If we get the sword first, then we can test a metabrutus in an ambush
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

Unofficial slogan of Bay 12 Games.  

Death to the false emperor a warhammer40k SG
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