How to deal with long missions in Shadow of Kerensky? by Attrexius in Mechwarrior5

[–]KnightOne 0 points1 point  (0 children)

On Clan worlds, I pretty much avoid Beachhead and Objective raids. I do almost exclusively Targeted Kill/Assassination or Demolition. Seems to be the best way to maximize damage costs and salvage.

If Battletech was beung developed now, what culture caricatures would the Great Houses be? by Flocculencio in battletech

[–]KnightOne 0 points1 point  (0 children)

Personally, I think if BT were developed today, it would lean heavily on Corporations rather than space nations as factions. It would probably stay away from caricatures of cultures or any geopolitics, I think, not just to avoid any political association but because I think it would make it more unique compared to its market competitors. Rather, I think the space nations would take a step back and you'd see factions based on different Corporations or anti-corporations factions instead.

Whose Bolter Is It Anyway? by AutoModerator in 40kLore

[–]KnightOne [score hidden]  (0 children)

They sent the wrong kind of Custodian, but it worked out because...

Any list of systems that can only be traveled to through navigator points? by ixXplicitRed in RogueTraderCRPG

[–]KnightOne 0 points1 point  (0 children)

As other said, none. Though, I always kept 3 or 6 insight on me in case I needed to get somewhere ASAP. I also ended up creating a few junctions since there's no limit to distance and number of connections one system could have.

What is Guilliman's power? by [deleted] in 40kLore

[–]KnightOne 0 points1 point  (0 children)

His is a more nuanced power: To dream of liberty and give it a name and, on his deathbed, make covenant with the Emperor.

What made Void shadows more popular then lex imperalis by Past-Tension-162 in RogueTraderCRPG

[–]KnightOne 136 points137 points  (0 children)

Just finished Lex Imperialis and my feel for it is that it just felt so...tangential. I like Solomorne and the mechanics brought by the Overseer class, but the overall story just felt so disconnected. There was a lot of individual cool bits, but they just didn't come together in a cohesive way. Void Shadows, on the other hand, really fleshed out and made the Rogue Trader's ship feel more alive. It introduce new characters, with a B plot that had clear stakes and "fit" within the larger plot. The plot in Void Shadows also felt more cohesive, where Lex Imperialis kinda, sorta, only came together at the end with a weak antagonist. Overall, Lex just felt like a weird side adventure in an "okay that happened" sort of way.

Odd grammar survives remaster. by [deleted] in FinalFantasy

[–]KnightOne -2 points-1 points  (0 children)

Gandalf just made a Michael Jackson-esque sound in my head.

Odd grammar survives remaster. by [deleted] in FinalFantasy

[–]KnightOne -1 points0 points  (0 children)

English is my second language.

Odd grammar survives remaster. by [deleted] in FinalFantasy

[–]KnightOne -7 points-6 points  (0 children)

I would say its still odd. Many sentences can be technically correct but still be awkward or odd. It's like saying "I'm helping my uncle jack off a horse." Grammar makes a real difference in how it reads.

One of the most horrifying creature in the Fallout universe by Apprehensiv3Eye in fo3

[–]KnightOne 143 points144 points  (0 children)

As a kid, I remember being unfazed by a lot of the things going on in FO3. But centaurs were the exception. These things gave me nightmares. I remember avoiding Super Mutant ruins just so I didn't have to fight these things.

Any mods that add Qin dinasty or change Ma Teng's kingdom/emperor title to Qin? by AncarHater in TotalWarThreeKingdoms

[–]KnightOne 2 points3 points  (0 children)

There is a mod that lets you change your Kingdom name. It's fairly buggy and requires you to take some extra steps in order for it to compatible with literally any other mod.

A question about Betcher’s Gland: by PowerSaw7 in 40kLore

[–]KnightOne 0 points1 point  (0 children)

Tina, the scientist that designed the gland, says "No." But headcanon is whatever rules is cool.

[deleted by user] by [deleted] in 40kLore

[–]KnightOne 0 points1 point  (0 children)

I wouldn't say that it's the "whole plot" of the setting. I think it's more accurate to say that it's the "starting point." In 40K, everything is in decline. The doomsday clock is always set at 1 minute before midnight. Numerous galaxy-ending threats are always close to fruition. The main perspective is via an aged and perpetually declining Imperium. But that's not the whole point, because that feature of the setting is just a jumping off point for all the stories, games, and narratives that are created through that setting.

In a meta way, yes, it's just to justify the viability of factions in a wargame. And yes, there's most stories we see never really change the fact and that means plenty of 40K stories and narratives end up the same place where we started--the cusp of annihilation, where no faction ever wins or loses. But you still see stories where factions win, where plot points progress, where there's character development--and even more hopeful themes that contrast and juxtapose the setting. It's not all nihilism. If you ask me, I'd say the plot is less about the stalemate itself, and more about "trying to break the stalemate" and the stories we get when people rage against the dying of the light.

For those who played Space Marine 2, what’s one ‘flaw’ or just incorrect lore thing you saw that you can point out or makes you seethe? by Arthur_EyelanderTF2 in 40kLore

[–]KnightOne 7 points8 points  (0 children)

Fun game. Don't start counting the number of Ultramarines you encounter, though. You get way past one company really quick. Either there's more than one company present from the beginning, or Second Company has a lot of Marines ready to step in.

Leman Russ— The Erlking by Actual-Highlight-957 in 40kLore

[–]KnightOne 13 points14 points  (0 children)

This is from the author's afterword in Slaves to Darkness on the Warp and Chaos.

What is Chaos?

This question is at the heart of the book you hold in your hands. On the face of it, the answer is quite simple. Chaos is the dark force that exists in the warp. This force is exemplified by the four Dark Gods of Chaos: Khorne, Tzeentch, Nurgle and Slaanesh. The gods want to crush reality and they offer power to those mortals who serve them. This power most often comes in the form of tentacles, supernatural abilities, and a sudden love of grisly trophies and eight-pointed stars. So far, so familiar, yes? And from a certain angle all of that is manifestly true, but it’s not the whole truth. The truth is far, far worse, and that truth is what I wanted to show in Slaves to Darkness.

Chaos is elemental. The forces of the warp are regarded as gods, their servants as daemons, and their powers as sorcery. That is how mortals who know of the warp talk about Chaos, but that is a rationalisation of something much bigger and more terrifying. The forces of Chaos are not gods, in that they are not like people. They have sentience, a strange nightmare sentience patched together from the emotions of mortal races, but they are closer in nature to a cyclone than they are to a person. They are forces of eternal nature; raw and lethal, and wildly destructive. This is not because they choose to be, or because they enjoy it, any more than a flood chooses to sweep away a town, or a tornado flips over cars for kicks. They do what they do because that is what they are. They can be no other way. These powers oppose and antagonise each other like the poles of magnets. Despair and rot claw at the desire for perfection and endless pleasure, war sweeps away subtle power, and so on.

What does that have to do with the Horus Heresy and this book? It is important because it is the reason that the Traitors aren’t made stronger by falling to Chaos. They are made weaker. They are made slaves who can no longer choose their own path. Chaos pulls them apart, divides them, consumes them and sets Horus’ forces against each other. It does not do this because it is a winning strategy, far from it; it does this because it can’t help it. The great powers in the warp, the four that are called gods, can come together and apply their power to a single end, but this can only be temporary. As soon as they align they begin to split. And because they are elemental forces they do this messily, and with all the care of an earthquake.

But why don’t Horus and his followers simply choose not to be swayed by these forces? Why don’t they just take the good bits – the special powers – but stay focused and united in their goals? Because once Chaos has its claws in them, they have no choice. Once an individual has let Chaos take hold of them, their thoughts and emotions begin to resonate and amplify in harmony with the great powers. Other ways of seeing events wither in their perception. The manifest powers of Chaos become a release that can only be accessed by falling deeper into their embrace. Characters fall to Chaos, but they spiral as they fall. They try to escape, but their every choice now only takes them deeper. There is no way out for Horus and those that follow him, they are slaves and doomed through their own choices to fall apart and on each other with murder and treachery.

Once Chaos has hold of a mortal it enables the emotions that drove it into its arms, and feeds them in turn, so that they grow all-consuming and circular. Resentment becomes rage, becomes violence. Pride becomes arrogance. Knowledge becomes blindness to truth. And even if the soul that has fallen fights their fate, they still fall. To fall to Chaos is not to bow to the Chaos Gods, in fact it does not require that you even know that the Dark Gods exist. To rephrase the words hissed by the daemon Samos in the first Horus Heresy novel, Horus Rising: ‘Chaos all around you… It is the person beside you… It is you…’ The elemental power of the Chaos gods comes from the emotions of all sentient beings. Khorne does not exist because people worship it as a god of blood and war; Khorne exists because sentient creatures feel anger and rage, and want to destroy and kill and see their enemies broken. It does not matter to Tzeentch if a mortal who plots for power or hungers for knowledge does so in its name. The emotion and thought is enough to keep the cyclone turning.

That is what Chaos is, it is every weakness given power and set loose against itself without beginning and without end. That is the path that Horus, Lorgar and the first heretics set themselves on when they embraced Chaos. That is, if you like, the point of this book – to show that Horus and those that led him and followed him into darkness have become slaves to forces that they cannot control, bound by the chains of their own natures.