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Topic: Warhammer (40K)
Bloodsage
Heart Attack
posted 04-16-2003 06:30:23 AM
'Splain, Lucy.

How is the game played? Is it like those interminable Napoleonic miniatures games, or is it fun? Do you have to spend a gazillion hours (time, not money, is my LIMFAC) painting models? Do you have to read twelve volumes of mutually contradictory rules, or is it relatively easy to pick up? Is there the least little bit of roleplaying involved, or is it Pokemon with painted models?

I'm just a little curious, because I read a Warhammer 40K novel out of boredom and lack of choice, and it seemed pretty interesting. I also read a Warhammer novel, and it was the worst piece of writing I have ever read--period.

But the game sounds like it might be interesting. I know we've got several people heavily into the game, and just looking for some opinions and descriptions.

To reign is worth ambition, though in Hell:
Better to reign in Hell than serve in Heaven.

--Satan, quoted by John Milton

Tegadil
Queen of the Smoofs
posted 04-16-2003 07:27:47 AM
It can go either way.

You can have fun most definitly have fun with it (I know I do), but the games can get very long, depending a good deal on the size of the game you are playing.

Painting can go either way as well. If you just have people who want to play, it doesn't require a whole lot of paint (or if you playing outside of a tournament, they may not require any painting at all). But then you have the people who are dedicated to their art and make it into things like the Golden Demon.

The rules were (at least for me) pretty easy to learn.

And as far as RP goes, there is some, but it's mostly imperial (Stuff like Codex Astartes and the stuff in the BBB).

Seems to me that 40K is more or less what you make of it.

Azizza
VANDERSHANKED
posted 04-16-2003 08:47:05 AM
Does anyone else think that Gamesday will never be the same again if Sage were ever to go


40K is whatever you put into it Sage. You can put as much or as little effort into your miniatures as you want. Although there is nothing like a nicely pained army on the board The painted ones play better. The unpainted or badly painted ones get mad at you and tend to not do what you want.
Much like your dice. You must always care for your dice or they will get angry and roll all snakeyes untill you are making a Phycology test in which case they will roll all 6.

I personally do not like 3rd Ed rules. But that is what most people play now. I just feel it lacks the detail of 2nd Edition. Both version do a good job of keeping things balanced as long as people don't try to expolit the rules. Eldar anyone?

"Pacifism is a privilege of the protected"
Alt-F4
Pancake
posted 04-16-2003 11:21:28 AM
quote:
This insanity brought to you by Azizza:

40K is whatever you put into it Sage. You can put as much or as little effort into your miniatures as you want. Although there is nothing like a nicely pained army on the board The painted ones play better. The unpainted or badly painted ones get mad at you and tend to not do what you want.
Much like your dice. You must always care for your dice or they will get angry and roll all snakeyes untill you are making a Phycology test in which case they will roll all 6.

I agree. It all depends on how much time and effort that you want to put in.

The rules though are quite simple to get. Move, shoot, assault. Realy short version, but it works

"Well that still only counts as one."
-Gimli
Peter
Pancake
posted 04-16-2003 01:31:21 PM
From a modeling point of view.. They are pretty danm easy to build, I have only had to pin one part, and my biggest gripe could be the soft plastic GW uses (I think it's a thermoplastic) it tends to warp a little and can cause annoying gaps..biggest is the gap on the top plate of the landraiders, but most of the people I have seen actually play don't even bother with filling the gap-- most of them can be constructed with in a span of a weeknight or two depending on how many you have to make. As for painting ehh I dunno how much time Ukko invests, but so far I haven't spent much time aside from maybe a general base coat or primer one and going in detail a little on two figures I painted to see what to do, plus I had/have other models i was busy with as well as school and work. My motivation for buying them is based one how cool I think they look..Gratuitous pictures ahoy:

The first three are a simple line up of built ones, rangeing from Bare metal, primed and then the few I have painted to any point of detail

The next ones are the Tank I am currently paining, right now I am waffling on what paint job I want to give them, either the Weather/Drybrush Blue gray or the Desert yellow/tan

I have left them partially un-finished(on reason why I haven't go into heavy detail with them) cause they do have a nice interior detail too an i will go back and prbally paint it in, possibly light it up

They also customize pretty easy

[ 04-16-2003: Message edited by: Peter ]

Delphi Aegis
Delphi. That's right. The oracle. Ask me anything. Anything about your underwear.
posted 04-16-2003 01:36:41 PM
I've always admired the work put into Warhammer figures, but wondered how people could lug around the figures and as many books/sheets/calculators it takes to figure out damage and stuff.

I think MageKnight solved some of that by putting all attack/move/defense/etc. values on the base itself, but that's just me.

Peter
Pancake
posted 04-16-2003 01:39:40 PM
quote:
Delphi Aegis's account was hax0red to write:
I've always admired the work put into Warhammer figures, but wondered how people could lug around the figures and as many books/sheets/calculators it takes to figure out damage and stuff.

I think MageKnight solved some of that by putting all attack/move/defense/etc. values on the base itself, but that's just me.


AS far as I know There is only one or two book you need to play the game, and I imagine after a few games you rember the rules

Azizza
VANDERSHANKED
posted 04-16-2003 01:41:59 PM
I can pretty much quote the 2nd Ed rulebook

Scares the hell out of new players.

"Pacifism is a privilege of the protected"
Delphi Aegis
Delphi. That's right. The oracle. Ask me anything. Anything about your underwear.
posted 04-16-2003 01:42:58 PM
quote:
Peter had this to say about Tron:
AS far as I know There is only one or two book you need to play the game, and I imagine after a few games you rember the rules

Keep in mind I haven't actually played Warhammer, but I have watched many a match.

I thought you had to carry around unit statistics or something? I mean, yeah, rules you can memorize, but a giant army would be hard to remember.

Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-16-2003 01:46:21 PM
quote:
Delphi Aegis had this to say about Jimmy Carter:
I've always admired the work put into Warhammer figures, but wondered how people could lug around the figures and as many books/sheets/calculators it takes to figure out damage and stuff.

You sir, have no clue what you're talking about.
But that's just you.

~Never underestimate the power of a Dark Clown.
Skaw
posted 04-16-2003 01:46:57 PM
3rd Edition sucks.

2nd all the way

Theres really no calculating involved, you declare(moving), you measure, you declare(attacking), you measure(ranged and artillery to check if your in range if your not sure), you roll. Thats basically the jist of turns in the average turn move.

Only really need 1 rule book. Your armies Codex, if theres something thats in the large book thats used by one of your units, its usually in the Codex. Only thing I can't think of thats in a codex is Psionics.

[ 04-16-2003: Message edited by: Skaw ]

Azizza
VANDERSHANKED
posted 04-16-2003 01:48:14 PM
quote:
Delphi Aegis probably says this to all the girls:
Keep in mind I haven't actually played Warhammer, but I have watched many a match.

I thought you had to carry around unit statistics or something? I mean, yeah, rules you can memorize, but a giant army would be hard to remember.


It isn't that hard. Each unit only has
Movement,
Weapons skill,
Balistic skill,
Strength,
Toughness,
Initiative,
Wounds,
Leadership.

Average army only has about a dozen different unit types on the field. Most good player can rattle off the stats of a given unit on command.

"Pacifism is a privilege of the protected"
Tegadil
Queen of the Smoofs
posted 04-16-2003 02:07:17 PM
quote:
Verily, Delphi Aegis doth proclaim:
Keep in mind I haven't actually played Warhammer, but I have watched many a match.

I thought you had to carry around unit statistics or something? I mean, yeah, rules you can memorize, but a giant army would be hard to remember.


I've always disliked the mageknight type stats on the base. I've always thought it looks tacky...

But stats go off the fact that if you use it enough, the stats just remain in your head, not to mention that most stats are similar. For example, all but a few of my DE guys have very similar stats.

And Azizza, you forgot saving throw

I honestly don't know what second is like, but why does third edition suck? Works just fine for me.

[ 04-16-2003: Message edited by: Tegadil ]

Peter
Pancake
posted 04-16-2003 02:15:23 PM
BTW...If I ever wanted to play...Is there any one of the books that would handle Vehicle Customization? Cause I would want to try to play with the Landraider I have pictured if possible.
Tegadil
Queen of the Smoofs
posted 04-16-2003 02:16:27 PM
quote:
And I was all like 'Oh yeah?' and Peter was all like:
BTW...If I ever wanted to play...Is there any one of the books that would handle Vehicle Customization? Cause I would want to try to play with the Landraider I have pictured if possible.

Yeah, GW released some vehicle design rules in White Dwarf.

Bam.

[ 04-16-2003: Message edited by: Tegadil ]

Peter
Pancake
posted 04-16-2003 02:33:28 PM
quote:
How.... Tegadil.... uughhhhhh:
Yeah, GW released some vehicle design rules in White Dwarf.

Bam.


Thankee very much....lookign it over I should have no problamo, Just the incresed point cost of the added turret/twinlink autocannons and rear facing bolters..Probally should reduce the transport size to that a rhino to reflect the added ordanace

Azizza
VANDERSHANKED
posted 04-16-2003 02:48:29 PM
So you want a modified Razorback
"Pacifism is a privilege of the protected"
Alt-F4
Pancake
posted 04-16-2003 03:01:33 PM
quote:
Delphi Aegis attempted to be funny by writing:
I've always admired the work put into Warhammer figures, but wondered how people could lug around the figures and as many books/sheets/calculators it takes to figure out damage and stuff.

I think MageKnight solved some of that by putting all attack/move/defense/etc. values on the base itself, but that's just me.


I need 2 books, the rule book(just in case), and the Space marine codex. Other than that a small bag with dice, a tape measure, and my models

"Well that still only counts as one."
-Gimli
Alt-F4
Pancake
posted 04-16-2003 03:05:29 PM
quote:
Azizza had this to say about pies:
It isn't that hard. Each unit only has
Movement,
Weapons skill,
Balistic skill,
Strength,
Toughness,
Initiative,
Wounds,
Leadership.

Average army only has about a dozen different unit types on the field. Most good player can rattle off the stats of a given unit on command.


Warhammer 40K does not have movement, they either move 6 inches, or 12 inches

"Well that still only counts as one."
-Gimli
Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-16-2003 03:42:30 PM
quote:
How.... Alt-F4.... uughhhhhh:
Warhammer 40K does not have movement, they either move 6 inches, or 12 inches

1st and 2nd edition, n00b.

~Never underestimate the power of a Dark Clown.
Peter
Pancake
posted 04-16-2003 03:47:32 PM
quote:
Azizza wrote this then went back to looking for porn:
So you want a modified Razorback

A RazorBack has 3 sets of Twinlinked Lasercannons, a Twinlink Autocannon turret and 2 rear faceing bolters(I think heavy bolters, normally side sponsons on the preds) and those frag thiningambobs from a Crusader? and the same armor as a Landraider?

I figured since the added armament should take up room you couldn't fit as many people inside as you could a normal landraider..I mean I could add more guns..but then I thought it might be a bit to much..the loadout could change if you swap on a different turret--It can have any of the Predator turrets on the top, I put a collar on to fit them-- and put in the original Landraider's heavy bolters or assault cannons From the crusader...and I gave thought to mounting flamers to the laser sponsons but again I deemed it a bit excessive..I am seeing it more as a large tank rather than a transport

[ 04-16-2003: Message edited by: Peter ]

Skaw
posted 04-16-2003 05:09:51 PM
quote:
Tegadil's account was hax0red to write:
I honestly don't know what second is like, but why does third edition suck? Works just fine for me.

Genestealers were overly useful.

What they did to them really makes them useless..

There was a REASON they were so powerful in 2nd, cause ALL they can do is melee, which translates to "They have to get to you to attack, while you can shoot at them"

Woe for all Tyranid players

[ 04-16-2003: Message edited by: Skaw ]

Abbikat
Tastes best with pudding
posted 04-16-2003 05:54:39 PM
I note that Peter is either:


  1. Collecting multiple armies, or
  2. Assembling and painting minatures for other people in addition to himself, or
  3. Going to have one very, very bizarre force at his command.


Got Marines, Tyrranids, and Tau pieces in there..


Personally I like the Tau.... although the new race (whose name escapes me, but look like a bunch of Mort clones) look very nice too..

Just wish I was half-way decent at assembling, painting the things....

... and that there was a group I could join in the area to fight against.




Were-Tigress Disciple of Lycanthropy
Perma-lowbie, addicted to MMORPGs
My LiveJournal

Tegadil
Queen of the Smoofs
posted 04-16-2003 05:56:00 PM
quote:
Abbikat painfully thought these words up:
Personally I like the Tau.... although the new race (whose name escapes me, but look like a bunch of Mort clones) look very nice too..

Necrons?

Mortious
Gluttonous Overlard
posted 04-16-2003 05:57:57 PM
As previously stated, 3rd eition sucks. Hell, second edition wasn't much better. It's been "kiddified", meaning a general dumbing down so that a larger portion of people can understand the rules.

If you want to play a true tabletop game of tactical combat, find someone willing to sell a first edition rulebook.

By the gods, those were the days.

Abbikat
Tastes best with pudding
posted 04-16-2003 06:01:42 PM
quote:
Tegadil's fortune cookie read:
Necrons?

THAT'S THE ONES!!

Am I the only one that think they look like Mort has got hold of Ja`Deth's cloning machine and decided to make an army of conquest???




Were-Tigress Disciple of Lycanthropy
Perma-lowbie, addicted to MMORPGs
My LiveJournal

Peter
Pancake
posted 04-16-2003 07:19:23 PM
quote:
Abbikat wrote this then went back to looking for porn:
I note that Peter is either:


  1. Collecting multiple armies, or
  2. Assembling and painting minatures for other people in addition to himself, or
  3. Going to have one very, very bizarre force at his command.


Got Marines, Tyrranids, and Tau pieces in there..


For an army it would be marines, but I have bought some of the other models to build and paint for reason of them looking spiffy..Even the Space marines I have little intention to play, got them mostly cause they look spiffy, but the marine I have enough of them to play with. Current army list would be:

1 Landraider Crusader
1 Modified Landraider, pending designation
4 Rhino chassises, with addtional parts to upgrade two of them to a Predators, and one to a Razorback
1 Oldstyle Razorback
1 landspeeder
1 Dreadnought
1 Marine Bike
1 Commander unit
5 Terminators
4 Scouts
About 30-35 assorted Tactical Marines
1 marine with heavy bolter
1 marine with Plasma cannon.


For the other GW models I have:
1 Greynight terminator cause it looks so cool
1 Tyrannid thingie with many BFC's
2 Tau battle suits
1 Tau Hover tank thing-- dog got to that one and munched on it a bit, totally killed the bigass gun on it
2 Inquisition Models, on space marine the other a guy in big armor.
1 Necron Destroyer
1 Leman Russ Tank--this one because I like the WW1 styling the tank has


Someday when I get all my shit in order I should grab a pic of my full model collection, The GW, Gundam Starwars and assorted ones I have, I bet I could fill up a wall of shelving with them

[ 04-16-2003: Message edited by: Peter ]

Kekvit Irae
Pancake
posted 04-16-2003 07:32:26 PM
Just remember that the 'rulebook' is only 15% rules, and the rest is just filler and army lists. Dont be daunted by the size of the rulebook
Naimah
In a Fire
posted 04-16-2003 08:41:19 PM
If you decide to play, don't be Tyrinids. They got freaking fuxored then they didn't get anything worth a damn in their codex. Play Tau or one of the 50 billion Space Marine divisions. That is why I quit, it was like oh my melee guys can't get close to your base troop because you rapid fire as soon as I move to charge. Then my range guys suck because I'm a melee race.

Yea going up against an Imperial Guard army sucks having over 100 guys on the table, every one with a god damned bolter or heavy weapon then still having another 50 off the table is retarted. You may think I'm exagerating but I'm not, it's been done.

Skaw
posted 04-16-2003 08:47:11 PM
quote:
Naimah impressed everyone with:
Yea going up against an Imperial Guard army sucks having over 100 guys on the table, every one with a god damned bolter or heavy weapon then still having another 50 off the table is retarted. You may think I'm exagerating but I'm not, it's been done.

Barrage owns j00.

Imp Guard are so good now, thank god only ONE of my armies got gimped in 3rd.

Lalamile
My title doesn't even make sense any more
posted 04-16-2003 10:01:31 PM
Ah yes, Imperial Guard, I love fielding three times the forces of my opponent, what sucks is 30 lasgun shots bouncing of Marine Power Armor, then the Marines Ripping one of my squads to shreads, then it falling back of the table. Imp Guard may field the most men, but they have by far the weakest standard trooper in the game.
Naimah
In a Fire
posted 04-16-2003 11:06:06 PM
Terminators are not very quick. If you are going up against Space Marines you field a few Plasma Guns(24",str 7,ap 2, Rapid Fire), Demolishers(24",str 10, ap 2), or the always funny Lascannon(48",str 9,ap 2). I just find it annoying that you have to include special stuff just to counter the gay amount of armor they have.
Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-17-2003 01:09:49 PM
In related news...

Space Marines look silly as soon as they move

~Never underestimate the power of a Dark Clown.
Peter
Pancake
posted 04-17-2003 01:30:08 PM
quote:
There was much rejoicing when Tarquinn said this:
In related news...

Space Marines look silly as soon as they move


Spiffy looking...And they didn't seem so silly, besides aren't Spacemarines supposed to be fricking huge? like 8 feet tall or something?

Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-17-2003 01:32:18 PM
Well, how do you know they weren't 8 feet tall?
~Never underestimate the power of a Dark Clown.
Mortious
Gluttonous Overlard
posted 04-17-2003 01:34:00 PM
quote:
This insanity brought to you by Peter:
besides aren't Spacemarines supposed to be fricking huge? like 8 feet tall or something?

Aye.

They're the "cream of the crop" when it comes to the human race, plus the fact that they're genetically augmented with the Primarch's gene-seed and extra organs.

The weak ones are weeded out before becoming Space Marines. They're called Scouts, and are only slightly better than an average Imperial Guard.

Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-17-2003 01:43:26 PM
Allow me to elaborate:

quote:
+++History of the Space Marines+++

INTRODUCTION

The Legiones Astartes is known always as the Space Marine, it comprises 1000 independent fighting units called Chapters, each of roughly 1000 fighting troops. Each Chapter has its own Commander, one of whom holds the title of Master of Marines. Each Commander is subject to the orders of top-ranking members of the priesthood - but only in a general, non-military sense. So, whilst a Commander may receive orders to destroy a target, the means to be employed are left to the Commander - his only duty is to succeed! The Space Marines represent the Imperium's main strike-force of mobile warriors, ready to travel anywhere at any time. Amongst men and aliens alike they are popularly called Angels of Death.


THE ORIGIN OF THE LEGIONES ASTARTES

The Legiones Astartes (Space Marines) were instrumental in the early wars that put the Imperium on the galactic map. At the end of the Age of Strife, Earth was a single sovereign planet which had only recently become free of volatile warp-storms. With the sudden dispersal of these storms, it became possible once again for spacecraft to travel to and from Earth. Earth's forces had carved out an Empire that stretched almost half-way across the galaxy within two hundred years. This was the First Crusade.
Research and development leading to the creation of the Space Marines was undertaken in the thirtieth millennium immediately prior to the beginning of the First Crusade. This work was conducted in the superbly equipped laboratories built deep inside the planet Earth. The objective of the program was to create a caste of warrior elites, characterised by super-human strength and unflinching loyalty.
These new warriors were organised into their own special units called 'chapters'. Those chapters created at the time of the First Crusade are known as Chapters of the First Founding. There were originally 20 of these, but only 7 survive in forty first millennium. Since the First Founding there have been twenty five other occasions when the Emperor has felt it necessary to create new chapters. The most recent Twenty Sixth Founding was in the year 738 of the current millennium.


GENE-SEED AND ZYGOTES

There are nineteen varieties of gene-seed corresponding to the nineteen different super-human organs which are surgically implanted into the Space Marine.
Most chapters have existed for thousands of years. During that time, gene-seed belonging to some chapters has mutated. This has resulted in changes in tlhe exact nature of the artificially cultured organs. Such changes, may sometimes make an implant useless. In other circumstances changes in an organ might reduce its effectiveness, or cause new and strange effects. Whatever the result, it will affect the entire chapter - all Space Marines belonging to a chapter share implants cultured from the same original gene-seed.
As well as mutant implants, many chapters have lost one or more types of gene-seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. All possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is - irrespective of other implants, training or psycho-surgery.


VARIATIONS BETWEEN CHAPTERS

Each organ serves a specific function as outlined above. Although a chapter's Apothacaries and surgeons are able to perform the necessary implant operations, they do not necessarily understand the exact functioning of each organ. The processes involved are incredibly ancient. Procedures are handed down from generation to generation, becoming increasingly ritualised and misinterpreted. For these reasons, the efficiency of each organ differs from chapter to chapter, depending on the condition of that chapter's gene-seeds and the degree of debasement of its surgical procedures. In some chapters, mutation of gene-seed, poor surgical procedure, or inadequate post-operative conditioning, has twisted the functioning of implants. For example, the omophagea gene-seed of the Blooddrinkers has mutated so that all Blooddrinkers have an unnatural craving for blood. In some chapters individual organs are either useless or absent altogether.


REPRODUCING

Gene-seed can only be obtained by removing one or both progenoid organs from a living (or very recently deceased) Marine. The whole purpose of the progenoid organ is to provide gene-seed to enable the chapter to continue. It is not possible to create a zygote in any other way. Each chapter's stock of gene-seed is therefore unique to itself. Gene-seed has a great deal of religious significance to a chapter, representing its identity and future. Without gene-seed a chapter has no future. The extinction of a type of gene-seed means that a zygote has been lost forever. The extinction of a phase 18 or 19 gene-seed would effectively mean an end to a chapter.
As each marine has only two progenoid glands, the rate at which a chapter can create new Marines is restricted. It may take many years for a chapter to rebuild itself after heavy losses. Gene-seed is often rendered useless if a marine is exposed to high radiation levels or other forms of genetic disturbance. The efficiency of different chapters' progenoid gene-seed also varies, and some chapters are able to make up their numbers faster than others.
According to their charter, each chapter is obliged to send 5% of its genetic material to the Adeptus Mechanicus on Earth. This 'tithe' has two purposes. Firstly, it enables the Adeptus Mechanicus to monitor the health of each Marine chapter. Secondly, it enables the Adeptus mechanicus to store gene-seed with a view to founding new chapters.
A new chapter cannot be founded overnight. A single suitable gene- seed must be selected for each zygote. Zygotes are then grown in culture and implanted into human test slaves. These test slaves must be biologically compatible and free from mutation. Test-slaves spend their entire lives bound in static experimental capsides. Although conscious they are completely immobile, serving as little more than mediums within which the various zygotes can develop. From the original slave come two progenoids, which are implanted within two more slaves, from which come four progenolds and so on. it takes about 55 years of constant reproduction to produce 1000 healthy sets of organs. These must be officially sanctioned by the Master of the Adeptus Mechanicus and then by the Emperor himself. Only the Emperor can give permission for the creation of a new chapter.


RECRUITMENT AND INITIATION

The various implants cause vital changes in a Marine's physique and mental state. Many of these changes are controlled by natural hormonal secretions and growth patterns. Implants may not prove effective, or may not become fully functional, if they are carried out once the recipient has reached certain stages of natural development. It is therefore inevitable that recruits must be reasonably young. Tissue compatibility is also essential, otherwise organs may fail to develop properly.
The third consideration is mental suitability. The catalepsean node, occulobe, and sus-an membrane will only develop to a useable condition under the stimulus of hypnotic-suggestion. A recruit must therefore be susceptible to this particular treatment.
These considerations mean that only a small proportion of people can become Space Marines. They must be male because zygotes are keyed to male hormones and tissue types, hence the need for tissue compatibility tests and psychological screening. If these tests prove successful a candidate becomes a neophyte. With the completion of organ implantation and attendant chemical and hypnotic training, the subject becomes an initiate. An initiate receives training before joining the ranks as a full brother. A Marine usually joins the ranks between the ages of 16-18. Pressures during wartime may accelerate the process.


THE RISKS

Althrough the chapters are careful to select only the most suitable candidates, not all neophytes survive to become initiates. This is in part to the degeneration of knowledge amongst the individual chapters that makes screening procedures less effective than they were. Nor are operational methods entirely satisfactory in some cases. In many chapters implant surgery is heavfiy ritualised, and often accompanied by scarring, incantation, periods of prayer, and all sorts of mystical practices which compromise medical efficiency. For example, the Spacewolves, phase 17 implant is acompanied by the withdrawal of the initiate's canine teeth and their replacement with longer canines. The chapter regards the additional surgery as part of the initiation ceremony.
If an implant fails to develop properly, it is likely that a Marine's metabolism become badly out of synchronisation. He may fall into a catatonic state or suffer bouts of hyperactivity. In either event, he will probably die.
Those unfortunates that do not die almost invariably suffer mental degenerating into homicidal maniacs or gibbering idiots.
However, when a chapter is at full strength these misfits may be put out of their misery. If the chapter is short of Marines they are often allowed to live, and may be placed within their own special units. Those who display uncontrollably psychotic tendencies can be recruited into suicide assault squads, or as suicide bombers.
Some chapters deliberately foster such creatures, even going so far as to implant deformed zygotes into some initiates. This is very dangerous, and the practice is discouraged by Imperial edict. But old traditions die hard.


PSYCHO-CHEMICAL AND OTHER CONDITIONING

Implantation goes hand-in-hand with chemical treatment, psychological conditioning and subconscious hypnotherapy. All of these are essential if the Marine is to develop properly.
Chemical Treatment - Until his initiation, a Marine must submit to constant tests and examinations. The newly implanted organs must be monitored very careully, imbalances corrected, and any sign of maldevelopment treated. This chemical treatment is reduced after completion of the irritation process, but it never ends. Marines undergo periodic treatment for the rest of their lives in order to maintain a stable metabolism. This is why their power armour suits contain monitoring equipment and drug dispensers.
Hypnotherapy - As the super-enhanced body grows, the recipient must learn how to use his new skills. Some of the implants, specifically the phase 6 and 10 implants, can only function once correct hypnotherapy has been administered. Hypnotherapy is not always as effective as chemical treatment, but it can have substantial results. If a Marine can be taught how to control his own metabolism, his dependence on drugs is lessened. The process is undertaken in a machine called a hypnomat. Marines are placed in a state of hypnosis and subjected to visual and aural images in order to awaken their minds to their unconscious metabolic processes.
Training - Physical training stimulates the implants and allows them to be tested for effectiveness.
Indoctrination - a Marine is more than a human with extraordinary powers. Marines have extraordinary minds as well! Just as their bodies receive 19 separate implants, so their minds are altered to release the latent powers within. These mental powers are, if anything, more extraordinary than even the physical powers described above. For example, a Marine can control his senses and nervous sysem to a remarkable degree, and can consequently endure pain that would kill an ordinary man. A Marine can also think and react at lightning speeds. Memory training is an important part of the indoctrination too. Some Marines develop photographic memories. Obviously, Marines vary in intelligence as do other men, and their individual mental abilities vary in degree.


and

quote:
+++The Creation of a Space Marine+++

There are nineteen varieties of gene-seed corresponding to the nineteen different super-human organs which are surgically implanted into the Space Marine.
Most chapters have existed for thousands of years. During that time, gene-seed belonging to some chapters has mutated. This has resulted in changes in the exact nature of the artificially cultured organs. Such changes may sometimes make an implant useless. In other circumstances changes in an organ might reduce its effectiveness. Whatever the result, it will affect the entire chapter -- all Space Marines belonging to a chapter share implants cultured from the same original gene-seed.
As well as mutant implants, many chapters have lost one or more types of gene-seed due to accident, genetic failure, or some other cause. Very few chapters therefore possess all nineteen implants. All possess the carapace implant (phase 19). It is this implant which marks a Space Marine for what he is, irrespective of other implants, training or psycho-surgery.

Implants
The nineteen organs created by the ancient technicians of the Emperor are described below. Each of these organs is extremely complicated and because many of the organs only work properly when another organ is present, the removal or mutation of one organ may affect the functioning of the others. For these reasons, implants must be constantly monitored, and many Marines have to undergo corrective surgery or chemo-therapy to re-balance their metabolism.

Phase 1 -- Secondary Heart. The simplest and most self sufficient implant. The secondary heart is capable of boosting the blood supply or maintaining full life functions even with the destruction of the recipient's original heart. The phase 1 implant enables Marines to survive low oxygen concentrations and traumatic injury.

Phase 2 -- Ossmodula. This is a tubular shaped organ whose small size belies its complex structure. The ossmodula monitors and secretes hormones affecting epiphiseal fusion and ossification of the skeleton. At the same time, the specially engineered hormones encourage the forming bones to absorb ceramic based chemicals administered in the Marine's diet. Two years following implantation, this will have caused considerable strengthening of the long bones, extreme ossificaiton of the chest cavity (caused by growth of the ribs forming a solid mass of inter-laced bone plates) and a general increase in the size of the recipient's skeleton.

Phase 3 -- Biscopea. This organ is implanted into the chest cavity. It is small, approximately circular and, like the Ossmodula, its primary action is hormonal. The presence of the biscopea stimulates muscle growth throughout the body.

Phase 4 -- Haemastamen. This tiny organ is implanted into a main blood vessel. The haemastamen serves two purposes. It monitors and to some degree controls the phase 2 and 3 implants. The organ also alters the constituent make-up of the recipient's blood. As a result, Marine blood is considerably more efficient than ordinary human blood, as it has to be when you consider the extra biological hardware a Marine carries inside him!

Phase 5 -- Larraman's Organ. This is a liver shaped, dark, fleshy organ about the size of a golf ball. It is implanted into the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells'. If the recipient is wounded, these cells are released into the blood stream. They latch onto leucocytes in the blood and are transported to the site of a wound. Once in contact with air, the larraman cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting any exposed wound area.

Phase 6 -- Catalepsean Node. This brain implant is usually inserted into the back of the skull via a hole drilled into the occipital bone. The pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. Normally, a Marine sleeps like any normal man, but if deprived of sleep, the catalepsean node 'cuts in'. A man implanted with the node is capable of sleeping and remaining awake at the same time by 'switching off' areas of the brain sequentially. This process cannot replace normal sleep entirely, but increases a Marine's survivability by allowing perception of the environment whilst resting.

Phase 7 -- Preomnor. The preomnor is a large implant which fits into the chest cavity. It is a pre-digestive stomach which allows the Marine to eat a variety of otherwise poisonous or indigestible materials. No actual digestion takes place in the preomnor. Individual sensory tubes assess potential poisons and neutralise them or, where necessary, isolate the preomnor from the rest of the digestive tract.

Phase 8 -- Omophagea. This is a complicated implant. It really becomes part of the brain, but is actually situated within the spinal cord between the cervical and thoracic vertebrae. Four nerve sheaths called neuroclea are implanted between the spine and the preomnoral stomach wall. The omophagea is designed to absorb genetic material generated in animal tissue as a function of memory, experience or innate ability. This endows the Marine with an unusual survival trait: he can actually learn by eating. If a Marine eats part of a creature, he will absorb some of the memories of that creature. This can be very useful in an alien environment. Incidentally, it is the presence of this organ which has created the various flesh eating and blood drinking rituals for which the Marines are famous, as well as giving the names to chapters such as the Blood Drinkers, Flesh Tearers, etc.

Phase 9 -- Multi-lung. This is another large implant. The multi-lung, or 'third' lung, is a tubular grey organ. Blood is pumped through the organ via connecting vessels grafted onto the recipient's pulmonary system. Atmosphere is taken in by means of a sphincter located in the trachea. In toxic atmospheres, an associated sphincter muscle closes the trachea and restricts normal breathing, thus protecting the lungs. The multi-lung is able to absorb oxygen from poorly oxygenated or poisonous air. Most importantly, it is able to do this without suffering damage thanks to its own efficient toxin dispersal, neutralisation and regeneration systems.

Phase 10 -- Occulobe. This small slug-like organ sits at the base of the brain. It provides the hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. The occulobe does not itself improve a Marine's eyesight, buts it allows technicians to make adjustments to the growth patterns of the eye and the light-receptive retinal cells. An adult Marine has far better eyesight than a normal human, and can see in low light conditions almost as well as in daylight.

Phase 11 -- Lyman's Ear. This organ enables a Marine to consciously enhance and even filter certain types of background noise. Not only is hearing improved, but a Marine cannot become dizzy or nauseous as a result of extreme disorientation. Lyman's ear is externally indistinguishable from a normal human ear.

Phase 12 -- Sus-an Membrane. This flat, circular organ is implanted over the top of the exposed brain. It then grows into the brain tissue until completely merged. The organ is ineffective without subsequent chemical therapy and training. However, a properly tutored Marine may then enter into a state of suspended animation. This may be a conscious action, or may happen automatically in the event of extreme physical trauma. In this condition a Marine may survive for many years, even if bearing otherwise fatal injuries. Only appropriate chemical therapy and auto-suggestion can revive a Marine from this state -- a Marine cannot revive himself. The longest known period of de-animation followed by successful re-animation is 567 years in the case of brother Silas Err of the Dark Angels (d. 321 M.27).

Phase 13 -- The melanochrome, or melanochromatic organ, is hemispherical and black. It functions in an indirect and extremely complicated manner. It monitors radiation levels and types bombarding the skin, and if necessary sets off chemical reactions to darken the skin to protect is from ultraviolet exposure. It also provides limited protection from other forms of radiation.

Phase 14 -- Oolitic Kidney. This red-brown and heart shaped organ improves and modifies the Marine's circulatory system enabling other implants to function effectively. The oolitic kidney also filters blood extremely efficiently and quickly. The secondary heart and oolitic kidney are able to act together, performing an emergency detoxification program in which the Marine is rendered unconscious as his blood is circulated at high speed. This enables a Marine to survive poisons and gases which are otherwise too much for even the multi-lung to cope with.

Phase 15 -- Neuroglottis. Although the preomnor protects a Marine from digesting anything too deadly, the neuroglottis enables him to assess a potential food by taste. The organ is implanted into the back of the mouth. By chewing, or simply by tasting, a Marine can detect a wide variety of natural poisons, some chemicals and even the distinctive odours of some creatures. To some degree a Marine4 is also able to track a target by taste alone.

Phase 16 -- Mucranoid. This small organ is implanted in the lower intestine
where its hormonal secretions are absorbed by the colon. These secretions initiate a modification of the sweat glands. This modification normally makes no difference to the Marine until activated by appropriate chemo-therapy. As a result of this treatment, the Marine sweats an oily, naturally cleansing substance which coats the skin. This protects the Marine against extremes of temperature and even offers a slight degree of protection in vacuum. Mucranoid chemo-therapy is standard procedure on long space voyages and when fighting in vacuum or near-vacuum.

Phase 17 -- Betcher's Gland. Two of these identical glands are implanted, either into the lower lip, alongside the salivary glands or into the hard palette. Betcher's gland works in a similar way to the poison gland of venomous reptiles by synthesising and storing deadly poison. Marines are rendered immune to this poison by virtue of the gland's presence. The gland allows the Marine to spit a blinding contact poison. The poison is also highly acidic and corrosive. A Marine imprisoned behind iron bars could easily chew his way out given an hour or so.

Phase 18 -- Progenoids. There are two of these glands, one situated in the neck, the other deep within the chest cavity. These glands are important to the survival of the Marine's chapter. Each organ grows within the Marine, absorbing hormonal stimuli and genetic material from the other implants. After five years the neck gland is mature and ready for removal. After ten years the chest gland becomes mature and is also ready for removal. A gland may be removed any time after it has matured. These glands represent a chapter's only source of gene-seed. When mature, each gland contains a single gene-seed corresponding to each zygote implanted into the recipient Marine. Once removed by surgery, the progenoid must be carefully prepared, its individual gene-seeds checked for mutation, and sound gene-seeds stored. Gene-seeds can be stored indefinitely under suitable conditions.

Phase 19 -- Black Carapace. This is the last and the most distinctive implant. It looks like a film of black plastic when it's growing in the tanks. This is removed from its culture-solution and cut into sheets which are implanted directly beneath the skin of the Marine's torso. Within a few hours the tissue expands, hardens on the outside, and sends invasive neural bundles deep inside the Marine. After several months the carapace will have fully matured and the recipient is then fitted with neural sensors and transfusion points cut into the hardened carapace. These artificial 'plug-in' points mesh with features integral to the powered armour, such as the monitoring, medicinal and maintenance units. Without the benefit of a black carapace a Space Marine's armour is relatively useless.



indeed.

~Never underestimate the power of a Dark Clown.
Rodent King
Stabbed in the Eye
posted 04-17-2003 02:14:33 PM
So what if the 'nids are crappy to play as, I love 'em for the painting, and conversions.

Without further ado, I present to the members of EC: My Hive Tyrant. (Through a crappy webcam.)

You really can't see it too well from the crappy picture, but that's a nine inch wing span.

Here's a fuzzy look at the extra head coming out of the tail, along with the maybe twelve conversions I've got along the face and arms.

This monstrosity brought to you by a summer of too much time and 'nid parts.

My inner child is bigger than my outer adult.
Bloodsage
Heart Attack
posted 04-18-2003 04:41:43 AM
Um. . .

Is there any back-story or plot at all to the battles? Or does everyone just load up their trunk o' miniatures, place them on the battlefield, and start killing?

What intrigued me after reading a couple of the stories was the interesting universe--how much is that reflected in the gaming? So far, all I've gathered is that people spend insane amounts of time by themselves painting and customizing their armies, which holds little (actually, no) interesting for me.

But if there was a robust plot or story when actually playing, it might be fun.

To reign is worth ambition, though in Hell:
Better to reign in Hell than serve in Heaven.

--Satan, quoted by John Milton

Alt-F4
Pancake
posted 04-18-2003 06:24:01 AM
quote:
T. E. Bloodsage thought this was the Ricky Martin Fan Club Forum and wrote:
Um. . .

Is there any back-story or plot at all to the battles? Or does everyone just load up their trunk o' miniatures, place them on the battlefield, and start killing?

What intrigued me after reading a couple of the stories was the interesting universe--how much is that reflected in the gaming? So far, all I've gathered is that people spend insane amounts of time by themselves painting and customizing their armies, which holds little (actually, no) interesting for me.

But if there was a robust plot or story when actually playing, it might be fun.


It can if you want. For instance, I'm about to start a campaign with some of my friends(Teg will be playing if he ever finishes his models), that will be1. Linked, so the effect of one battle will have consequences on an other, and that they wil be al going into my novella that I have to write next year.

"Well that still only counts as one."
-Gimli
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