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40K - Should I .... or not? Where to start?

Discussion in 'General Hobby/Tabletop Chat' started by Aginor, Oct 11, 2017.

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  1. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    What @Captaniser has missed out here is that the Necrontyr were fighting amongst themselves and it was the plan of the Silent King to declare war upon the Old Ones to get all the warring Necrontyr Dynasties to unite against a common enemy, not just because the Necrontyr disliked them. This worked until the Old Ones began to win the war, and then the Necrontyr started to fight amongst themselves again. The C'Tan then proposed a deal that if they gave the Necrontyr new power beyond their previous understanding, the Necrontyr would help them to destroy the Old Ones. The Necrontyr accepted not knowing that they would be enslaved by the C'Tan as soon as they went under biotransferance. As soon as they became Necrons the Necrontyr then rebelled against the C'Tan and broke many of them into Shards and destroying one of them entirely (I forget his name), before retreating into their Tomb Worlds and beginning the Great Sleep.

    Even though I prefer the new Necron fluff, I don't see why there couldn't still be Necrons that are still under the command of the C'Tan and still remain loyal servants to them, perhaps the Necron Enslaved or a similar army like that, who hate the Necron Dynasties who mutinied against their masters and aspire to claim all the C'Tan shards and reform them into the original Star Gods. Just because someone at GW decides to change everything, doesn't mean that you need to follow them. I ignore the bollocks GW introduced in 8th Edition 40K about Hive Fleet Leviathan failing to devour Baal - I think the Tyranids would have slaughtered the pathetic Blood Angels, stripped their measly planet of biomass and sent the few survivors packing any day of the week, and as far as I am concerned, that is what happened - Tyranids win, Blood Angels lose. I still play Fantasy whenever I get a chance, regardless of any temptations towards AoS. Resist the darkness of GW's lore and make up your own! You could make an unofficial army book or something that's more similar to 3rd Edition Necrons and say that these Necrons are out to enforce the will of the NIGHTBRINGER!
     
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  2. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Nice picture!
    Who are the spider dudes?
     
  3. Killer Angel
    Slann

    Killer Angel Prophet of the Stars Staff Member

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    Old B&W pictures still mantain a fascinating style...
     
  4. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    Canoptek Spyders - Used to spawn Scarabs constantly and fix Necron Vehicles.
     
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  5. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    I agree with you. You know me, I am definitely not afraid of abandoning GW's path and going my own way. Heck, I have a bunch of characters in my own personal lore that prevent the end times and kill the deity that is essentially GW.

    As for Necrons, I hadn't played them in a long time because I transitioned into Fantasy. When I heard they were finally getting a new book, I was pretty excited and was contemplating getting back into them. When I saw the lore shift, I lost interest and just stuck with Fantasy. The lore shift would not have been enough to make me quit 40k, but it was enough to persuade me not to get back into it. Truth be told, I've always felt Fantasy to be the better game. That and I was really getting sick of all the Space Marine overload. All the other races just started to feel like minor characters.
     
  6. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Actually back in that codex from which the picture is taken from they were still under their old name: Tomb Spyders.
     
  7. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    So the Necrons are Tomb Kings in space? That's..... brilliant but kinda lame at the same time. :D
     
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  8. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Pretty much! A Tomb King + Terminator hybrid.
     
  9. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    True, but the picture also appears in the 5th Edition codex I have and I use my Tomb Spyder models as Canoptek Spyders.

    At least gameplay wise your army can't phase out anymore...

    Indeed they are, especially with the new lore.
     
  10. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Not surprising, GW reuses most of its artwork. I don't play 40k anymore, do Tomb Spyders even exist anymore (as a separate unit) or were they simply name changed to Canoptek Spyders?
     
  11. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    The latter, and the fact that they can now spawn a Scarab Swarm every turn to add to an existing unit of Scarabs. I'm not sure if it is one Swarm per unit or one Swarm per Spyder in the unit, but these swarms are automatically produced at the start of each turn in the nominated unit. The only drawback is that you have to roll a dice for each Swarm spawned and on a 1 the Spyder that spawned it suffers a wound as its power is drained. They can also attempt to fix damaged Necron vehicles they are in base contact with. I don't know if the original Tomb Spyders could do any of this.

    I used this once to get my Scarab Swarm unit to beat a unit of 20 Ork Boyz even though they charged by sitting the Spyders behind the Scarabs and out of the combat, so that each turn they could add a new base to the Scarab unit to replace Scarabs that had been destroyed by the boyz in combat.
     
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  12. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Ah, so many 40K facts in this thread, thanks to y'all!

    Now that we talked a bit about Necrons I'd like to talk about space Orks.
    Anyone who wants to recap their story? Especially those bits that might be interesting but not canon anymore. The stuff that is not in the wiki that I am reading now. :D
     
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  13. Captaniser
    Carnasaur

    Captaniser Well-Known Member

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    Ahh, the Orkz. How about we start from the very beginning.

    The Orkz are a biological fungus people/weapon that were genetically created by the Old Ones to fight...and win. Before the Orks became the orkz, they were the Krorks. The Krorks were original creations of the Old ones, but without the Old Ones the Krorks devolved into these feral creatures that spread like a plague throughout the Galaxy.

    Orkz aren't the smartest bunch, but they still manage to mass produce assault rifles, rocket launchers and vehicles too no end, but how do they do that?
    Orkz live only too fight, and nothing more. the more an Ork fights, and wins, the larger it grows and the smarter it becomes, the Ork will also start attracting other Orkz. So an Ork who has seen plenty of battle, is nothing short of a force to be reckoned with. There is no feasible end to how large an Ork can grow through fighting, the largest known Ork was just a little taller than a Knight Titan and almost killed a Primarch. Orkz can't live without fighting. Even if an Ork has all the necessary things for living healthy, it will naturaly become bloated and die of organ failure.

    Then there is the ´Power of the WAAAAAAAAGGGGHHHH´(POTW). POTW is the Orkz way of manipulating the material universe. POTW gives the Orkz their ability to use Psychic powers, create their machines and make the red ones go faster. When an Ork belives in something, it partially becomes true, if more Orkz believe the same thing, that thing becomes more true. Example: If an ork believes his rocket will cause a bigger explosive because it is painted yellow, it will make the explosion a tiny bit bigger. If 1000 Orks belive that a rocket will make a bigger boom because it is painted yellow, it will cause the boom to become quite a bit bigger. That is also how their weapons work, not because they functions properly, but because every ork in the galaxy believes that that their weapons work.
    POTW is also how orkz traverse through the Warp. Orkz concentrate a large influx of POTW onto their ship and enter the warp. You remember when i mentioned how the Emporiums ships travel through the warp, they try too stay quiet and not get spotted, for Orkz it's quite the opposite. An Ork ship is like a huge bear running through a galla party level obnoxious, and their ships usually get swarmed by demons, but Orks kinda like it when the demons come, cause then they can have a little fun while they wait.
     
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  14. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Thanks!
    So do I understand that correctly:
    A single Ork normally has next to no psykic powers, but many of them together can do some mighty psyking? I mean: traveling through the warp and creating guns and ammo is no small feat I guess.
    Impressive. Weird but interesting.

    Or are there single Psykers as well (like the Weirdnob guys in AoS for example)?
     
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  15. NIGHTBRINGER
    Slann

    NIGHTBRINGER Second Spawning

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    Tomb Spyders back in the day could spawn scarabs as well, as long as they weren't in combat. Also on a d6 roll of 1 they would take a wound. Scarabs created would forum a unit with the Sypder.

    However, they were not able to fix damaged Necron vehicles. Speaking of vehicles, only the Monolith existed at the time.
     
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  16. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Oh and one more thing about the Orks:
    They kill demons because, yeah, they kill everything.
    But wouldn't those guys basically be Khorne's wet dream? If they die (and if they have souls which I kinda assume) I am sure Khorne would love to claim those doesn't he? Would they become demons and fight for him then?
     
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  17. Lord Agragax of Lunaxoatl
    Slann

    Lord Agragax of Lunaxoatl Eleventh Spawning

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    Wasn't it one of the most powerful tanks in the game originally?

    Orks are very difficult to mutate unlike Humans, and they don't cover wealth or anything like that either. Also Orks would probably beat up any weird-looking Chaos Orks before long and end up killing them. That's certainly why Genestealer Cults don't do very well when attempting to infest Orks.
     
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  18. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Ah ok that makes sense. Thanks!
     
  19. Captaniser
    Carnasaur

    Captaniser Well-Known Member

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    Yes, they are called Weird boyz. Weird boyz are insane, even by Ork standards.

    [​IMG]

    Weird boyz use powerful, and higly unsubtle, psychic powers, these powers get amplified the more Orkz are in close proximity to the Weird boy. Weird boys are as unpredictable as they're deadly and their powers are as volatile as they're dangerous, a Weird boy is as likely to blow his own brains out as he is to blow the enemy's.
     
  20. Aginor
    Slann

    Aginor Fifth Spawning Staff Member

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    Even more than a regular Psyker?
    Wow that's pretty dangerous I guess.
    But then Orks pribably are thrilled by that... :D

    Thanks!
     
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