A Thousand Words: Lex Imperialis

The second major DLC for the Rogue Trader RPG, Lex Imperialis brings in the galactic police, the Arbites, as well as pets (ok, “familiars”). The pets are the most fun part of the DLC. But for some reason, I considered this worse than the previous one, Void Shadows. Not unplayable or not worth it, but not as good. Maybe it’s just I wasn’t the fondest of the ingame stuff, but I think the biggest reason is the plot.

Void Shadows centered around a horrific cosmic nightmare (genestealers). This centers around…. tax evasion. Everything involves an investigation for unpaid or stolen Imperial Tithes. I don’t mind lower-stakes stories, but this is just too mundane. It’s almost Postal 2-esque.

That said, many set pieces are good and the music is probably the best I’ve heard in the game.

Review: The Shot That Kills You

The Shot That Kills You

A short story centered around one of the most realistic and sensible Warhammer Astartes chapters, The Shot That Kills You is about the Raptors. As it’s short and explody, one shouldn’t expect it to be anything except short and explody. Which it succeeds massively at.

It’s good enough to wash away the internet cruft surrounding the Raptors, who are the poster child for what I like to call the “Gothic-style Halo” ‘fans’ of Warhammer 40k, where the setting is tried to be made respectable and its exaggerated elements downplayed in a manner that annoys me. Thankfully it’s not the case here-an Astartes seemingly flees and lures the overconfident xenos into a trap, not uplinking to his servo-skull drone and calling down a Whirlwind missile strike that obliterates the melee duelists.

The Cosmic Angels

When it comes to Warhammer 40k, I do not have the highest opinion of or interest in the setting’s mascots. I’ve been an Imperial Guard fanatic (no not that kind) since day one of my interest in the setting, and this also applies to their spacefaring counterparts in their humongous flying cathedrals. However, I have made several fan Space Marine chapters (as every 40k fan is obligated to do), and the one with the most detail is the Cosmic Angels. With the aid of Stable Diffusion and some online “marine coloring tools” I made this infographic on them.

(And yes, it is definitely, totally a coincidence that my interest in Starmada and constant setting crossover battles coincides with me elevating an extreme fleet based chapter. Totally. A. Coincidence.)

Weird Wargaming: The SW40k Project

I’m delighted to announce the initial release of a Starmada project of mine: The Star Wars vs. 40k fleet lists. Based on the fanfic, it aims to bring the battles from said fic to the generalist wargame. So far initial Imperial Navy and Republic fleets have been made. More, including Astartes, Separatists, and whatever else my brain thinks up, is planned.

Notes:

  • Ships are judged based on absolute and not relative size. This means the 40k ships are usually gigantic with the HP to match.
  • The Republic is a swarm fleet whose ships are almost always pound for pound inferior, just like in the fic itself.

Weird Wargaming AAR: Starmada Star Wars/40k

So inspired by the Star Wars vs. Warhammer 40k web serial, I made crossover fleet lists for Starmada. Then using Tabletop Simulator for a convenient hex map and making some quick counters in its editor, I ran a small fleet engagement of four Imperial frigates vs. five Republic ones.

The fleet lists are still subject to major revision but suffice to say the Star Wars side is about accuracy and fighters and the 40k one about brute power and durability. In this case brute force won out as the Imperium destroyed four Republic vessels for the loss of only one of their own.

The Imperium Vs. The Death Star

So the question has to be asked: What about this?

Original source

A Star Wars/Warhammer 40k crossover has to include the battles of evil vs. slightly more justified evil and feature a large Imperial Navy cathedral armada going up against the Death Star (presumably with its own array of Star Destroyers). Now I have put some actual thought into this.

  • The Imperium is not likely to be terribly fazed by the Death Star, thanks to confrontations with giant horrific superweapons being known as “Wednesday” over there.
  • If they cannot overpower it via masses of lances, nova cannons, and whatever other exotic tricks they’d undoubtedly pull out (ie psychic lashes, vortex torpedoes to just shunt it into the warp, etc…), for the main Imperial Navy it would be difficult to duplicate what the Rebel Alliance did. The reason simply is because Warhammer 40k space fighters are substantially larger than their Star Wars counterparts, and their ordnance is the same.
  • However, moving in for a pinpoint strike on a difficult but decisive target is the exact thing that Astartes were made for. So trench runs of Thunderhawks, vacuum chainsword fights, and tossing a melta bomb down the port would make for a fitting story.

My Take On The Female Astartes

So time for one of the biggest internet controversies surrounding the Warhammer 40k fandom. Note that I said “internet controversies”, not “controversies”. This post therefore might be controversial itself. Oh well.

This has to do with Female Space Marines. In-game, for basically all of 40ks solidified existence, the gene-seed that produces the super-space-knights who serve as the mascots of the setting only works with men. Games Workshop has been extremely strict and clear with this. Some online advocates have opposed this and wanted a change.

I’m pretty firmly in the the “no female space marines” category, and not just because my Imperial Guard doesn’t have this problem in the slightest.

“No female repre”-I’m sorry, she can’t hear you over the sound of her supertank’s engine.

I think one of my reasons is because a Space Marine has become a very specific thing. I would even argue that if you asked a layperson unfamiliar with the setting to describe one, you’d end up with either a Sister of Battle or a female Tempestus Scion (neither of which has any issue). Those can and do exist without any issue. Female techpriestesses can and do exist without issue, if you like someone so covered in augumentations that their initial number of chromosomes becomes irrelevant. Female Eldar and Tau can and do exist…

In fact, this is the diversity argument I have. If female space marines were adopted, they’d actually make the setting significantly less diverse. It means (even) more of the already pushed setting mascots and (even) less of the factions where this isn’t an issue.

(As for diversity in the setting overall, I have three big takes:

  • It’s still a pulpy sci-fantasy kitchen sink. Like Catachans are not anthropologist-approved examples of life in an inhumanly harsh jungle, they’re 80s action stars en masse. This is the least hard sci-fi setting imaginable.
  • Diversity means something a lot different in 41st millennium terms than it does in 2nd millennium ones.
  • SISTERS DO NOT JUST HAVE WHITE HAIR AND BLACK ARMOR, THEY HAVE AN ENTIRE RAINBOW OF COLORS IN THEIR MANY ORDERS, GW PLEASE REMEMBER THIS. )

Review: Bloodlines (Warhammer Crime)

Bloodlines (Warhammer Crime)

I love Warhammer 40k and have some connection to mysteries, so getting Chris Wraight’s Warhammer Crime novel Bloodlines was obvious. Then I started reading it and felt disappointed. Now as a mystery novel, it’s 51% all right. If this was a contemporary or original sci-fi mystery, I wouldn’t think much more of it.

The problem is that it doesn’t take advantage of its setting. Now I’m not expecting or demanding an Ultramarine and an Ork on every corner, but this just never felt like a Warhammer 40k novel. It felt like a basic post-Blade Runner dark sci-fi city mystery only with more skulls and 40k terminology. Which didn’t make the book bad but did feel it wasted its potential.

Review: Only War Core

Only War Core Rulebook

Deciding to look back at the Warhammer 40k tabletop RPGs whose mechanics ended up adapted to Rogue Trader, the choice of Imperial Guard RPG Only War was not exactly a hard decision. Since that army has been my absolute favorite faction by a parsec from the moment I found out about the franchise, I was eager to see how playing them in a character game as opposed to a wargame worked out.

You can practically see the writers trying desperately to make the experience both true to the Guard’s limitations and playable/fun. I trust I don’t need to go into that much detail that an individual guardsman, even an elite one, is at or near the absolute bottom of the galactic food chain. There’s also the reason why Twilight 2000 was set in a scramble rather than in a war-their life is a very regimented existence with little chance for straying beyond orders.

Thankfully, the solutions are fun and interesting. Characters are part of a beginning chosen/created regiment that has set base gear and characteristics. NPC “comrades” are present to act as additional laser sponges-I mean, partners in war. More can be achieved, but only at the cost of chancing the logistics system (as unreliable and risky as it sounds). The regimental system itself allows for everyone from Tempestus Scion commandos to primitive worlders with swords and animal hides.

So yes, I recommend Only War to anyone who wants to be real serious and face the grim darkness of the far future without the need for power armor or super-enhancements.

A Thousand Words: Rogue Trader

Rogue Trader

I figured I’d beat all three main paths with the new Warhammer 40k Rogue Trader computer game before I formally reviewed it. Well, now all three are beaten and I can write this.

In short: Rogue Trader is the best and most fun I’ve had with an RPG since Fallout New Vegas. The grid RPG gameplay is good enough, the game does 40k’s setting justice, and the characters are incredibly memorable, from three-eyed princess Cassia to “Team Fortress 2 Heavy Weapons Guy only Scandinavian” Space Marine Ulfar.

So what’s bad besides bugs that have been (generally) fixed by the time of this review? First, one third of the route is tacked on. I refer of course to the Heretic route, which is a shoved-in mess that tries to either ignore or tiptoe around that zero of your characters would follow an obvious Chaos worshiper and where you do 97% of the same things as more heroic Imperial or independent characters without incident. Second, the endgame is a little worse in terms of plot and (more importantly) level design than the first act.

Still, this is an amazing game for those who want to be either uncharacteristically good for 40k or just want to boltgun down everything in their path. Either is possible.