[Podcast] One Xenos Revealed by Stewart on D6 Generation!

By 6Kilgs, in Rogue Trader

I agree that Eldar seem to be the most likely candidate (though my money is on a Ranger rather than a Corsiar), but there are a few staple canon races that have no dedicated army (the Hrud and Dark Eldar come to mind). Then again, I'm probably the only person who even remembers that lovely bit of Hrud artwork back in the 3rd edition 40K rulebook...

You will also note the Kroot on the left of that same picture :P

Although they are by no means as big a part of the cannon as the Eldar, Kroot are at least large enough to be a known quantity. Although Eldar does seem to be the most likely at this time, I'd still consider our avian friends to be a contender - particularly given their presence in the main rule book, and more importantly their role in Lure of the Expance - where they are hired by Rogue Traders.

I suspect it's the Eldar as not doing Eldar will upset the eldar fan boys. (Who have been whining from the day DH can out.) The Tau would be a a better option IMNSHO, but for the fact that they are on the other side of the galaxy. (Of course there are the hints in DW that there is a warp gate thingy...) That said they've said well known. Not you should note a major race. The kroot are fairly well known. The hurd aren't exactly unknown. Personally I'm hoping (not expecting) for the Demiurg or Zoats;-) But they are obscure, and I'm not sure GW would let FFG run with either of those races.

PS- The one thing people are over looking is Gretchin/Grot.. Which would be great if they bring back the "Da Kommitte".

bummer... i was hoping for skaven

Dalnor Surloc said:

PS- The one thing people are over looking is Gretchin/Grot.. Which would be great if they bring back the "Da Kommitte".

I know, I loved the Gorkamorka Gretchin/Grots! Da Red Gobbo was da bestist! Down wiv da Orks, up wiv da Kommitte. For Da Revulushun!

Ahem...

@bobh - Why the hell would it be Skaven? Skaven aren't in 40k.

@Cifer - As Surloc said, my first instinct would be Eldar, but there are a long list of xenos that have been in the background for a fairly long time that would be contenders. Demiurg would be awesome, as they'd be "proper Space Dwarfs", rather than Squats. Zoats have since been killed off, so it wouldn't be them. But yea, if you actually stop to think, there are a lot of possibilities.

Hrud. Pics of one in the 40k book 3rd edition? With Black templar on the cover - page 116. Thar be rats with guns! O i'm so disappointed. Demiurg would be fun.

Bote: more recent canon is depicting Hrud as insectile....i'm not a fan of that but it is what it is.

MILLANDSON said:

@Cifer - As Surloc said, my first instinct would be Eldar, but there are a long list of xenos that have been in the background for a fairly long time that would be contenders. Demiurg would be awesome, as they'd be "proper Space Dwarfs", rather than Squats. Zoats have since been killed off, so it wouldn't be them. But yea, if you actually stop to think, there are a lot of possibilities.

Not if it's "well-known" and "a large part of the WH40k canon". Sure, it can be interpreted differently, but the most well-known xenos army who had the biggest impact on 40k are the Eldar. You could also argue Kroot, even though they are mostly the sidekicks of the Tau, but after that? Demiurg were mentioned in passing somewhere and I believe I once saw Battlefleet Gothic ships for them, but that's neither "well-known" nor a "large part of the WH40k canon" . And maybe I'm losing 40k fan-credit here but I have no idea what a Zoat is....gran_risa.gif

Can it just be me and my group who are disappointed and baffled by the choice of Orks? How in the Emperor's name would that work, unless you have an all-Ork crew (in which case you would require more than one career)?

Orks hardly ever work with humans - even Freebooterz are rarely seen in their employ - and if they did, would they not just want to get into fights? Unless your game is very combat-heavy, I can't see them being that interested in a long term tenure with a Rogue Trader. Playing an Ork would also massively cut down on your RP opportunities as, when it comes to leaving the ship and doing anything other than fighting, you're unlikely to have very much to do.

Would Kroot not be a more natural and flexible choice?

Niqvah said:

Orks hardly ever work with humans - even Freebooterz are rarely seen in their employ

Bear in mind that most of the background published is from the perspective of warfare, or otherwise places where Imperial scrutiny is high... situations where xenos mercenaries aren't particularly common in the first place.

Out in the unexplored, untamed regions like the Koronus Expanse, the matters of Imperial Law are largely irrelevant, which means that hiring Xenos mercenaries is significantly more viable.

Ork Freebooterz live to fight and loot, true, but they're hardly adverse to working alongside humans if it means they get to fight things and loot things... but the Orks have a society, a civilisation... and while violence is their greatest passion, it isn't all they do... it simply can't be.

N0-1_H3r3 said:

Ork Freebooterz live to fight and loot, true, but they're hardly adverse to working alongside humans if it means they get to fight things and loot things... but the Orks have a society, a civilisation... and while violence is their greatest passion, it isn't all they do... it simply can't be.

I wouldn't dispute that a Rogue Trader may see advantages in hiring such potent warriors. As to Orks having society and civilisation, I would say they are positively anarchic and only really united by a desire to inflict violence upon anyone and everyone. Those Orks who do try to organise themselves (and emulate Imperial Guard) are actively rebelling against the norms of their people.

What I fail to see is how a Rogue Trader can provide sufficient combat to retain an Ork as a permanent crew member. I can see Freebooterz being hired for one particular action, but to have them with you at all times, when conducting other business, doesn't make sense to me. This being the case, I'm not sure an Ork PC would prove very fulfilling for a player in the long term.

Niqvah said:

As to Orks having society and civilisation, I would say they are positively anarchic and only really united by a desire to inflict violence upon anyone and everyone. Those Orks who do try to organise themselves (and emulate Imperial Guard) are actively rebelling against the norms of their people.

Trust me on this; I researched the matter extensively, using both recent material, and background dating back to the original Rogue Trader era; Orks have a society. If they didn't, then they wouldn't have technology to the extent they do (Mekboyz don't mass-produce, so some method of producing large quantities of common items is required), for one thing. While a significant portion of their menial tasks (including agriculture and raising livestock) are performed by slave labour (predominantly gretchin, but also captured slaves of other species), the fact that they have an infrastructure for such things demonstrates far greater sophistication of culture than many people give them credit for. A lot of that structure is built into their genetics, admittedly, but that doesn't devalue its existence.

If you can find a copy, the old sourcebook "WAAAGH: The Orks" for the original Rogue Trader contains a lot of information about the subject, which gave me no end of inspiration.

The Imperium frequently perceives Orks as being little more than violent animals, but they're an intelligent, sapient species in their own right. That they're disinclined towards philosophical musings and primarily resolve disputes through violence is mainly a demonstration of their straightforward approach, not any inherent lack of sophistication.

Niqvah said:

What I fail to see is how a Rogue Trader can provide sufficient combat to retain an Ork as a permanent crew member. I can see Freebooterz being hired for one particular action, but to have them with you at all times, when conducting other business, doesn't make sense to me. This being the case, I'm not sure an Ork PC would prove very fulfilling for a player in the long term.

Again, Orks aren't the mindless animals many people (in setting and out) assume them to be. While they lack the capability for social niceties, Orks understand and engage in trade and barter (their society has an inbuilt currency system, afterall), and are entirely adept at intimidation without resorting to actual physical violence.

I respect the care that has gone into research. Perhaps it is a matter of newer fluff versus the old, or the redoubtable contention over codices being the only truth. For me, the Orks remain an unappealing and unfeasible addition to a crew, even if described as merely lacking social niceties and the mores of humanity. Nonetheless, I look forward to the other xenos race, which may well fit better with my local view of the 40k universe.

In my mind, the Orks are, in a sense, kind of like the Native American Indians. The "white man", Europeans, had a set definition of civilisation and culture, and believed them to be savages, little more than beasts emulating the "white man", which couldn't have been further from the truth. They had technology, their own society and culture, and an entire civilisation to call their own.

Basically, it's all a matter of perception. 90% of the fluff is written from the perspective of humanity, so don't be surprised when it turns out to be wrong.

Also, logicaly, FFG would have to use the fluff for Orks that would make them work, otherwise they wouldn't be in the book. As one of GW's designers once said, all the fluff is lies, **** lies and heresy. As makes sense, FFG is working with a version of the fluff that allows for effective integration of an Ork into the crew so people can play this popular Xenos. To do this reqires using older fluff, when the Orks were presented as more human-like (and shorter) then they are now.

Is this fluff any more true then other fluff, well, if you use it, then yes, if not, then no.

As a semi-relivent FYI, Mechboys do run factories and mass production lines, usualy using grots as labor. They've also been known to loot human Magnifactoriums. See the Stompa Factory in the Apocolypse book, for example.

Quicksilver said:

As a semi-relivent FYI, Mechboys do run factories and mass production lines

The point was that Mekboyz don't make all Ork technology - the 'boring stuff' gets delegated to slave labour like gretchin (which is in turn overseen by Runtherdz).

the question of how to work an ork into the crew instantly reminds me of the character Fawkes from Fallout 3. I just dont know why, maybe because supermutants look like orks

MILLANDSON said:

In my mind, the Orks are, in a sense, kind of like the Native American Indians. The "white man", Europeans, had a set definition of civilisation and culture, and believed them to be savages, little more than beasts emulating the "white man", which couldn't have been further from the truth. They had technology, their own society and culture, and an entire civilisation to call their own.

Basically, it's all a matter of perception. 90% of the fluff is written from the perspective of humanity, so don't be surprised when it turns out to be wrong.

I hope that, then, this book gives to us a little of this "not yet understood by humanity" culture. Otherwise, I am kinde sure what kind of players will be attracted to the Ork Freebooter Carrier...

Well, at least it will reduce the amount on mutated Archmilitants across the universe.

Gregorius21778 said:

Well, at least it will reduce the amount on mutated Archmilitants across the universe.

Between new weapons, new an expanded origin path, and a load of alternate ranks, there's a lot in Into the Storm to reduce the number of mutant Arch-Militants.

The Boy Named Crow said:

Alternate Careers:

-There are, though he said he might have miscounted, 14 alternate careers.

-Some are career specific, others are general.

-One alternate career: Seneschal, Rank 3, Acquisitionist

-One general one, high level, called Legend of the Expanse

The other stuff is intriguing but the Alternate Careers really got my interest now. Mostly due to the suggestion that the Senschal sounds like he will be able to fulfill my inner tycoon more so then he already did. I wonder if the Rogue Trader has some "Merchant Prince" alternate career available to him as well. If not, it probably wouldn't be much of a stretch to make one up. =P

This is what I'm waiting for, too. In particular, I'm excited to see what they have for the Missionary and whether it will work with my somewhat unconventional character concept.

(Non-Ecclesiarchy individual who may or may not receive messages from saints.)

That, and the gear, of course. I have need for stats for a shuriken cannon.

After reading through the thread I just have two words for all the people who think an Ork Freeboota can't work as part of a Rouge Trader Crew:

Jayne Cobb

@Wookiee

So... they'll be in charge of public relations?

Yep. Let's just hope the Storm Wardens don't paint their gauntlets blue. happy.gif

WookieeGunner said:

Yep. Let's just hope the Storm Wardens don't paint their gauntlets blue. happy.gif

LOL

I didn't have time to read the topic entirely, but is it true that there are only stats for 3 vehicles, no kroot career and no fighter/bomber attack run stats for space combat?

If that's true, bummer, but I'll buy it anyway. Cause' it's got stuff and I don't give a ****.

Anybody know if this is true?