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The Demiurg, a second installment

 Post subject: The Demiurg, a second installment
PostPosted: Sun Feb 12, 2006 11:46 pm 
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Please elaborate? You didn't really say anything! :;):

Cheers,

RayB

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 Post subject: The Demiurg, a second installment
PostPosted: Mon Feb 13, 2006 2:50 pm 
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Ah, then the ideas I'd considered were:


No prediliction for axes, beards or ancestors
No silly grumpy-ness
Lots of automation, with only a handful of Demiurg in any given place(so on a starship, little more than 200 for a 'jam-packed' ship!)
A bit like a cross between excellent merchants, wizened old men(grandfatherly, in a sense) and mad scientists.
Responsible for a fair few of the 'Edward Scissor-Hands', Dr Jekyll and Mr Hyde, Frankenstein and similar incidents across the galaxy.
Ancient, in that they could be amongst the 'first' of the new races to rise in the Galaxy, a non-old one/c'tan engineered race.
(Alternatively there was a nice proposal that the Demiurg were in fact some of the Old Ones original creations and that they crafted the webway amongst other things)
They served alongside the Eldar Empire, one of the few(if only) races tolerated by the Eldar to do this. They acted as intermediaries between the Eldar Empire and the rest of the Galaxy, never really settling an 'empire' or anything for themselves. In this way, when the Eldar empire fell, they would have been left 'without a leg to stand on'.

Things 'like' that, hence why most of my things never actually deal with it, but many use those kind of things as 'backdrops' for the main idea I present.

Also, the idea for an Epic 'merc' detatchment of them was that an entire formation was only likely to commanded by at most 1 Demiurg.

That 'sort' of thing. I don't suppose you could elaborate?  :p

Xisor

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 Post subject: The Demiurg, a second installment
PostPosted: Tue Feb 14, 2006 12:16 am 
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Not really, I guess I can talk a little about thier apperance....
They look 'roughly' like dwarves, but have a sort of 'elaphant-type' leathery skin, it's not blue/grey but a sort of warm bronze colour. There was no evidence of hair (but I guess they could shave!). Some wear all sorts of gizmos and doo-hickies and 'monicals' of some sort for resource scanning.

Basic Facts (but everybody knows these!):
They Hate Orks!
Technologically advanced (beyond human ability to replicate)
High use of Automation, including loads of minning pods housed aboard Demiurg ships.
A race of 'miners'!
Thier ships have no central command such as a bridge.
They work as mercs for almost anyone!
They work for the Tau often (in comparison to not).
They 'gave' the Tau Ion cannon technology.

If anything we should work from these few facts and try not to delve any deeper than that!

Cheers,

RayB

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 Post subject: The Demiurg, a second installment
PostPosted: Tue Feb 14, 2006 1:47 am 
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Excuse me whilst I tootle off and explode for a moment.  :D

That description sounds largely brilliant IMO. The Techneurites and stuff can be swiftly removed from things as it stands and simply replaced with a passing mention and allusion to something similar to mechadendrites, but otherwise 'Yeah!'

So far so good otherwise. All those basic facts fit almost exactly nicely alongside my current thinking, and the appearance is quite favourable, if not quite enough of a step away from Dwarfs as I'd like to see(but I guess the lack of beards is fairly significant enough for anyone!)

Anything more advanced from a 'speculation' point of view rather than a basic fact? Also, presumably no 'advanced facts' either? I'm always happy to speculate and wax lyrical on this topic for days, but I'm happy to simply try and accomodate it within the 'fleet list' we're working on.

As I proposed earlier in the discussion, the lack of any central command bridge seems a good reason to go in the direction of another 'quirk' of Demiurg 'ways' that their Capital ships simply do not squadron. The closest you get with that is having more than one brotherhood on one ship(like the Stronghold).

I seriously think the 'no squadronning CS' is a good idea, as well as 'dispersing' re-rolls across the fleet. It's not quite a niche but adequately sets them up as distinct and quite specifically not quite as united as a military machine as say...well...anything.

The fleet itself, in a sense, is a kind of squadron.

Or should I really let this one(squadronning) drop... :/

Now, last but not least(nor for the first time): Any advanced facts or speculatives or even just 'ideas that were floated'?

Xisor

PS If I've to sign a silence agreement have GW send me the forms!  :p

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 Post subject: The Demiurg, a second installment
PostPosted: Tue Feb 14, 2006 11:41 am 
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As I said before I'm all for no Stronghold squadrons, but I think a max squadron limit of 2 for cruisers (or just bastions...) is necessary and plausable. (would special rules have to be introduced for this though, like for when one ship becomes crippled? e.g. when a ship becomes crippled it leaves the squadron and will attempt to disengage until it does!) Escort squadrons aren't as important to limit, but it could be done, say a max of 4 or 5 (just to keep the flavour across the fleet).

Cheers,

RayB

Ps: Sorrry, I can't give anything else out, actually even I'm not supposed to know anything beyond the above!

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 Post subject: The Demiurg, a second installment
PostPosted: Tue Feb 14, 2006 11:48 am 
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Ps: Sorrry, I can't give anything else out, actually even I'm not supposed to know anything beyond the above

Darn those agreements! :D  

Squadroning cruisers isn't a big issue to me. Surely as long as the offical squadroning rules apply.

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 Post subject: The Demiurg, a second installment
PostPosted: Tue Feb 14, 2006 2:20 pm 
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Ah, but if he's not *supposed* to know, then he hasn't sign one of those agreements for that info. I'm sure a PM or two would be welcomed(and helpful so we'd know if we're going in the right direction... :;): )

No Squadroning Strongholds is a pretty good idea. The disengagement rules could simply be fleshed out to accomodate the Bastions(by saying if a cruiser in a squadron becomes crippled it automatically leaves the squadron, even if it doesn't disengage, or your fighting orks...It's Demiurg efficiency y'see...).

Squadron limits of five doesn't seem too bad for escorts. Means you can't have full sized squadrons, but nothing too inhibiting.

Xisor

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 Post subject: The Demiurg, a second installment
PostPosted: Wed Feb 15, 2006 12:30 am 
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This all sounds good, do you want to compile a fleet list, or should I do it?

Cheers,

RayB

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 Post subject: The Demiurg, a second installment
PostPosted: Wed Feb 15, 2006 12:48 am 
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I've got a couple to hand. I've a fully done(well, it was over christmas) at home on my PC with my Dad. I'll have him send that up to me tommorow, and link it up here.

My main 'point' is what the 'fleet allowance' should be(it also doesn't take much to adjust). I'm think 0-3 Battleships(including the 0-1 Citadel counting towards this limit if taken), 0-6 Bastion and 0-2 Squadrons of escorts per capital ship. Each cruiser squadron would be capped at 2, and escorts at 4(we'll be conservative...)

If I have it sent across to you we can probably come to a swift agreement on things like on that Battlefleet Pech from a couple of months back.

I've also got the Epic and Inquisitor components about somewhere too.

Xisor

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 Post subject: The Demiurg, a second installment
PostPosted: Wed Feb 15, 2006 6:10 pm 
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That sounds great!

What happened about Battlefleet Pech? Was it finished and ready to be released in WR?

Cheers,

RayB

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