Flagship Name

  • Spirit of Fire

    Votes: 21 47.7%
  • Vigilance

    Votes: 23 52.3%

  • Total voters
    44
  • Poll closed .
We're... positive with Perturabo. Perturabo, the Invention and mass-production Primarch. The Invention and mass-production Primarch that wants recognition... Can we ask him to uplift some worlds for us? In exchange for teaching him of our runes? Also, can't wait to meet Fulgrim and Mortarion. The former will be interesting since Ferrus likes us and the latter will be interesting since our runes are a brilliant weapon against the warp-spawn he hates so much.
 
Last edited:
We're... positive with Perturabo. Perturabo, the Invention and mass-production Primarch. The Invention and mass-production Primarch that wants recognition... Can we ask him to uplift some worlds for us? In exchange for teaching him of our runes?

You can try. If the roll succeeds or if you make a decent argument for it then it'll happen. Otherwise he'll say no. It does require a social action though.
 
The End of a Fallen Daemon Hunter
+250. Also, marking that reward now.

We'll get it. Trust me :V


Hektor hissed as he fell to his knees, his right hand rising up to grab at what remained of his severed left arm. The inability to see out his left eye let him know that the Lost had taken part of his sight from him. Limited in sight and mobility he may be, but Hektor still carried within him the indomitable will Astartes were known for. Even with the moral crippling event that was fighting against his own Brother, his brother who had been Lost to him, humanity, and the Primarch - Hektor found strength to rise.

"Why do you persist, brother?" The being that had once been Malachiel sneared at him. "You are weak, just like the rest of our brothers. Give in and die like them!"

"Foul Daemon," Cried Hektor. "You are the weak one, borne of petty thoughts and tiny doomed souls, merely echoed remnants floating through the Warp."

"And yet, we hold powers you could never touch, unless you where willing to join us..." Responded the moving corpse.

Glaring into it's eyes, Hektor spit at the being. Who did nothing to dodge it, taking the spit to the face.

"And yet you still..." It began only to stop as it felt it's face melting.

Smiling at the simplicity in the attack, Hektor pushed off the ground - charging forward at full speed. His body rammed into the midsection what had been his brother. Together they tumbled to the ground, with the creature bearing the worst of the impact. Scrambling to grab the bolter at it's waist, Hektor soon found himself flying through the air until the ground came rushing up and hit him, knocking the air out of him and granting him more pain.

"I had thought you harmless in your current state... I was wrong." Stated the Lost, it's voice full of anger and amusement. "For that, I thank you. For that, I shall grant you an even more painful death."

"I will stand tall..." Hektor whispered as he stared death in the eyes.

Grinning the Lost looked down upon the ragged and wounded form that was Hektor. "Hm... What was that brother? I couldn't quite hear you?"

Hektor could hear the grin in its words, yet none-the-less he answered. "I will stand tall!" He roared, surprising the daemon once more by rising up off the the ground and to full height. In his remaining hand was a power spear taken from one of the fallen Imperial corpses he had landed near.

"Still you persist," The Lost said as Hektor charged him once more. "Still you fight on! Why? What is there to fight for?"

"Because brother," Roared Hektor. The scavenged spear singing in his hands as he rushed at his brother. "I shall stand tall! For those we Cherish!"

The Lost made no attempts to move, so confident in the abilities granted by the Warp and it's foul denizens that it merely stood looking on as the wounded Astartes ran at it. A slight grunt was all that it made as the spear pierced its breast and ran it through.

Peals of laughter rang out as the Lost looked down at the weapon stuck through it's chest. "Is this all you can do? What little your will represents?" it called out as it grabbed a hold of Hektor who remained holding the spear. "Pathetic. You should have just given in. But you didn't... and now you die."

Yet as the Lost's hands moved from his arm to gripping and applying pressure to his head, Hektor smiled. Looking up at what had been Malachiel, he had one last thing to say. "Don't you remember how I wanted to die, brother?" All life ends, especially that of stars. But some are unwilling to go quietly into the night. They die with raging infernos and lights, exploding and consuming all around it.
"Huh?" Was all it had time for before an explosion consumed both of them. Incinerating and tearing apart the two, ending what had once been a good man and brother, slaying the daemon that he had become.

So ended the tale of a Fallen Daemon Hunter - not with a whisper, but with a big bang.
 
I wanted to contrubute real quick and point out to @Daemon Hunter

that you can strongly increase your ablity to balance the quest/game by making characters stat-line work not by points and directly compare character stat-lines. Instead, have some function that takes whatever roll (if valid for the desired behavior of the function) and their stats and outputs some value.

This metric (I'm learning about those in my math class right now...proving some heafty stuff about them too) will be significantly more flexible since it gives you a entire extra infinity's worth of dimensions to change things around for balancing. Furthermore, it could act as another way of increasing the complexity that you can make characters have especally unique traits as well as make SM's and primarchs more unique by giving them unique function-behavior.

So my just-now made up combat model that I am trying to make work by making their strength the main comparison but their numbers act as a multiplier.
They then deal damage to each other based off S*N, but that N is restricted to whatever value their combat-flexiblity is. (so if your units are clumsy, then they can't fight with their full numerical power).
They then lose numbers equal to damage-armor*positioning. (with positioning reflecting if they are flanked or exposed)
This would lead to them fighting it out. SM's, vehicals, hero units and other such things however might have a different combat model or alternatively just a higher base combat-flexiblity.

The goal of this suggestion mind you is not to get you to switch to my particular combat-model, but to show you that by doing this it allows you to give unique units more unique traits by having them have something like :
Space marines have : "this unit loses half as much combat flexiblity due to highly enclosed areas" to reflect that space marines can fight effectively and work together even in small caves and such. (and to make them truly terrifying to fight in enclosed areas). They could also so they can get positoning bonus's from bush's despite having the stat-lines of small vehicles.
Riflemen might have: "This unit has increased combat flexiblity at long range due to small unit-size".
An Khornite berserker could have: "When this unit enters melee with another unit, cut its combat flexiblity to one-fourth rounded down if it attempts to fight any other unit." to reflect the fact that there is SOMEONE SCREAMING IN YOUR FACE.

again, the idea is not "combat flexibility" or whatever, the idea is that by removing character stat-lines from direct combat performance and instead placing a layer (or two) between the two things gives you much more flexibility in creating unique traits for characters

FURTHERMORE, this gives you the ability to balance more in the future without going through and having to modify EVERY units stat-line that needs changes. instead you simply decrease/increase some flat modifier that combat in your AU of wh40k applies to general combat.

In other words, even tho it seems like it would be more complex to add a mechanic to the game. It will actually simplify things in the long run by making it easier
 
Last edited:
sorry for the long post.

You could spoil it, that said. It's cool.

Edit: For those that don't get the last second explosion...

There exist Power Spears in 40k, and some have explosive tipped lances. Not to mention, Hektor here was the explosives guy. Like he likes them, if you couldn't tell by the little bit of invisible text that existed. So, while he laying on the ground he kinda messed with it a little bit. Also, Power Weapons do kinda have to have something to have them be Powered... so, more fuel for the explosion.
 
Last edited:
I wanted to contrubute real quick and point out to @Daemon Hunter

that you can strongly increase your ablity to balance the quest/game by making characters stat-line work not by points and directly compare character stat-lines. Instead, have some function that takes whatever roll (if valid for the desired behavior of the function) and their stats and outputs some value.

This metric (I'm learning about those in my math class right now...proving some heafty stuff about them too) will be significantly more flexible since it gives you a entire extra infinity's worth of dimensions to change things around for balancing. Furthermore, it could act as another way of increasing the complexity that you can make characters have especally unique traits as well as make SM's and primarchs more unique by giving them unique function-behavior.

So my just-now made up combat model that I am trying to make work by making their strength the main comparison but their numbers act as a multiplier.
They then deal damage to each other based off S*N, but that N is restricted to whatever value their combat-flexiblity is. (so if your units are clumsy, then they can't fight with their full numerical power).
They then lose numbers equal to damage-armor*positioning. (with positioning reflecting if they are flanked or exposed)
This would lead to them fighting it out. SM's, vehicals, hero units and other such things however might have a different combat model or alternatively just a higher base combat-flexiblity.

The goal of this suggestion mind you is not to get you to switch to my particular combat-model, but to show you that by doing this it allows you to give unique units more unique traits by having them have something like :
Space marines have : "this unit loses half as much combat flexiblity due to highly enclosed areas" to reflect that space marines can fight effectively and work together even in small caves and such. (and to make them truly terrifying to fight in enclosed areas). They could also so they can get positoning bonus's from bush's despite having the stat-lines of small vehicles.
Riflemen might have: "This unit has increased combat flexiblity at long range due to small unit-size".
An Khornite berserker could have: "When this unit enters melee with another unit, cut its combat flexiblity to one-fourth rounded down if it attempts to fight any other unit." to reflect the fact that there is SOMEONE SCREAMING IN YOUR FACE.

again, the idea is not "combat flexibility" or whatever, the idea is that by removing character stat-lines from direct combat performance and instead placing a layer (or two) between the two things gives you much more flexibility in creating unique traits for characters

FURTHERMORE, this gives you the ability to balance more in the future without going through and having to modify EVERY units stat-line that needs changes. instead you simply decrease/increase some flat modifier that combat in your AU of wh40k applies to general combat.

In other words, even tho it seems like it would be more complex to add a mechanic to the game. It will actually simplify things in the long run by making it easier

That's actually a pretty interesting idea. I have some stuff similar for skirmishing, but it makes sense to have it for flanking assaults, terrain bonuses, etc. I'll incorporate some ideas.
 
That's actually a pretty interesting idea. I have some stuff similar for skirmishing, but it makes sense to have it for flanking assaults, terrain bonuses, etc. I'll incorporate some ideas.
so...I DO know what the technical meaning of "skirmishing" is....but I have found that that definition is not always what people use it as.

could you please clarify what "skirmishing" means here?

also, I'm realizing after the fact that another analogy for why its better to put a layer between the inputs and outputs is:
In computer science/programming, I have been learning (yes I'm a double major) that good programmers should not define constants explictly 99% of the time. Instead they should "extract" the constant and make it a variable that is defined at the beginning of the program. it seems like unneeded complexity at first, but it has numerous advantages.
(1): you can edit the constants more easily when it is used over and over. you might for example decide your program needs to calculate something using the radius of the earth (or some other constant) multiple times. But by defining it at the top you can easily change it if you decide you want to switch to another planet.
(2): your less likely to mis-type when writing 10-50k word-long programs. Most programming enviroments can tell that you mis-typed a constant like "EarthRad" instead of "earhRad" and thus warn you. They cannot tell the difference between "5" and "6" however.....this isbasically having the IDE remember what you mean by "5" basically.
(3): Readability, other programmers (or yourself after coming back to a 3-year old program) can see the constant variable and immediately know what you intend for it. really long equations become significantly easier to read when the numbers straight up tell you what they mean after all.
This quest will have similar property's for you as the DM since quest-writing is analogous to program-writing.

(just throwing this down to add additional idea-clarifcation.)
 
Last edited:
We'll get it. Trust me :V

I see you that you created a happy-ish ending. A good story that ended with a bang.*I regret nothing*​ Hektor is the real hero here. Rewards are of these options:

[] A Final Mercy - Facing corrupted brothers is a difficult task. Merely seeing their faces has been known to make Astartes fight at less than their full strength. Nevertheless, they still try to persevere. The Wardens on Valhalla and Sakini have spread an important belief. The only thing they can give the Lost that used to be there brothers, is a final mercy. One last boelter shell fired in their honor, one last sword strike in their honor, one final grand explosion to cremate their corpse. *No Morale Penalty for Fighting Corrupted Astartes*
[] Do Not Go Gently into that Good Night - Falling is the worst thing that can happen to a Warden. With death, they know that they have served the Imperium to the fullest extent of their ability. Turning into a Lost One is infinitely worse. All Warden's fear it. Will they still be alive at that point? Will they beg for death? Who knows? Nevertheless, the Wardens rage against this to the full extent of their abilities. *+10 to corruption resistance*
[] One Last Farewell - The hardest thing to do, is saying goodbye. No one wants to lose family. It's even worse when a Lost with their face tries killing you. In this scenarios, there is only one option. Say farewell, not to what's in front of you, but to who they once were. *+10 to fighting Chaos Astartes*

Also, @Dragon_352 , for skirmishing, I meant harassment combat, where the goal is to minimize casualties.
 
I see you that you created a happy-ish ending. A good story that ended with a bang.*I regret nothing* Hektor is the real hero here. Rewards are of these options:

[] A Final Mercy - Facing corrupted brothers is a difficult task. Merely seeing their faces has been known to make Astartes fight at less than their full strength. Nevertheless, they still try to persevere. The Wardens on Valhalla and Sakini have spread an important belief. The only thing they can give the Lost that used to be there brothers, is a final mercy. One last boelter shell fired in their honor, one last sword strike in their honor, one final grand explosion to cremate their corpse. *No Morale Penalty for Fighting Corrupted Astartes*
[] Do Not Go Gently into that Good Night - Falling is the worst thing that can happen to a Warden. With death, they know that they have served the Imperium to the fullest extent of their ability. Turning into a Lost One is infinitely worse. All Warden's fear it. Will they still be alive at that point? Will they beg for death? Who knows? Nevertheless, the Wardens rage against this to the full extent of their abilities. *+10 to corruption resistance*
[] One Last Farewell - The hardest thing to do, is saying goodbye. No one wants to lose family. It's even worse when a Lost with their face tries killing you. In this scenarios, there is only one option. Say farewell, not to what's in front of you, but to who they once were. *+10 to fighting Chaos Astartes*

*sobs* Hektor always wanted to be a star. :V

By the way, I love the flavor text for all of these.

In the end though, for it's usefulness I must choose:

[X] A Final Mercy For We Shall Stand Tall!
 
*sobs* Hektor always wanted to be a star. :V

By the way, I love the flavor text for all of these.

In the end though, for it's usefulness I must choose:

[X] A Final Mercy For We Shall Stand Tall!

That invisitext though. Nice touch. I approve. Thanks for letting me know about the flavor text, a lot of that was inspired by Omakes. Also, I have added the reward.
 
@Daemon Hunter could you combined Legion , Primarch and other bonuses together .

Somethini similiar like that :
+XX to ... (bonus name , bonus name)
 
So ended the tale of a Fallen Daemon Hunter - not with a whisper, but with a big bang.

All life ends, especially that of stars. But some are unwilling to go quietly into the night. They die with raging infernos and lights, exploding and consuming all around it.

For We Shall Stand Tall!

I like all of the invisitext, but in particular, I like that last one since it fit well with the perk. I was tempted to add that to the name.
 
You do use it in some very nice places.

I generally try to put decent stuff in there, and have it be meaningful. Now obviously, certain things need to be invisitext for some panache, but yeah.

Edit: How do you feel about Omake Idea, Eternal Warden trying to survive while stuck in a Chaos Cultist overrun City while running into survivors and trying to save them and rally people forth to fight?
 
Last edited:
Edit: How do you feel about Omake Idea, Eternal Warden trying to survive while stuck in a Chaos Cultist overrun City while running into survivors and trying to save them and rally people forth to fight?
Don't mind me, currently sketching an Remembrancer Bust pic of our XI Primarch...

Both of these sound amazing. I still can't believe how many Omakes have been posted in the last 4 days. It's overwhelming and wonderful. Now I want to keep a tracker of how many times I comment on it. Still doesn't feel real.
 
Well, I have only seen this in one other quest, and in that quest, we made a small time crook, into a Lady who could contend with owning the Galaxy.
 
Back
Top