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		<id>http://2d4chan.org/mediawiki/index.php?title=Deathwatch_(RPG)&amp;diff=171847</id>
		<title>Deathwatch (RPG)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Deathwatch_(RPG)&amp;diff=171847"/>
		<updated>2015-01-02T10:34:48Z</updated>

		<summary type="html">&lt;p&gt;121.220.38.34: /* List of Specialties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Deathwatch&lt;br /&gt;
|picture = [[Image:Deathwatch_Cover.jpeg|200px]]&lt;br /&gt;
|type = RPG&lt;br /&gt;
|system = d%&lt;br /&gt;
|playno = 3+&lt;br /&gt;
|time = 10+ minutes&lt;br /&gt;
|publisher = Fantasy Flight Games&lt;br /&gt;
|authors = Ross Watson, Jay Little, Sam Stewart&lt;br /&gt;
|year = 2010&lt;br /&gt;
|books = &#039;&#039;Deathwatch Core Rulebook&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:175px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;The Game Master&#039;s Kit&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Emperor Protects&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rites of Battle&#039;&#039;&lt;br /&gt;
*&#039;&#039;Mark of the Xenos&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Achilus Assault&#039;&#039;&lt;br /&gt;
*&#039;&#039;First Founding&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Jericho Reach&#039;&#039;&lt;br /&gt;
*&#039;&#039;Rising Tempest&#039;&#039;&lt;br /&gt;
*&#039;&#039;Honour the Chapter&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Outer Reach&#039;&#039;&lt;br /&gt;
*&#039;&#039;Ark of Lost Souls&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Emperor&#039;s Chosen&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;Not to be confused with the titular [[Deathwatch]] organization, though it is about them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deathwatch&#039;&#039;&#039; is the third [[Fantasy Flight Games]] [[Warhammer 40,000]] Role-Playing Game, and the first to focus on [[Space Marines]] - specifically, the [[Alienhunters|alien-hunting]] [[Deathwatch]] stationed in the Jericho Reach. It&#039;s pretty cool; /tg/ uses it to make [[/tg/ 40,000|custom chapters]].&lt;br /&gt;
&lt;br /&gt;
==System==&lt;br /&gt;
Identical to the companion games published by Fantasy Flight Games (see below under See Also), Deathwatch uses a roll-under-or-equal 1d100 system. Also unchanged are the 9 primary stats, similar in range to those in [[Warhammer 40,000]], which you roll against when making tests. The lethal combat of the other 40K RPGs is preserved, but at a much higher scale; players may pick weapons that deal far more damage than human-standard ones, but enemies are now more powerful, cunning, and can come in a Horde variety that is capable of pulling down a Space Marine through sheer numbers.&lt;br /&gt;
&lt;br /&gt;
The core rulebook states that Dark Heresy characters with 12000 XP are roughly equal to starting-level Deathwatch characters, but despite what the rulebooks say while this is &#039;&#039;fair&#039;&#039; based on the value of the Astartes inherent abilities granted from their gene-seed organs and power armour traits it is not necessarily equal, as such high-level human characters will have highly increased stats, talents and skills far outside of the reach of many Astartes players as well as gear appropriate to their level, so a human character at equal XP could essentially run rings around a Space Marine.&lt;br /&gt;
&lt;br /&gt;
Weapons and gear are requisitioned in Deathwatch, rather than bought. Each mission assigned to the kill-team comes with a certain number of points for each marine, and each piece of the Deathwatch&#039;s armory (apart from the usual standard issue boltgun etc.) comes with a points cost. At the end of the mission the requisitioned equipment is returned to the armory, and the players requisition new gear at the start of the next one. This is extremely helpful to the [[GM]] as he has less need to worry about players looting everything in sight either to [[munchkin|keep for themselves]] or sell to [[15,000,000 Gold a Day|break in-game economies]] as in most cases each player will have exactly the equipment they need to do their jobs which is better than their opponents and will also get a different loadout next mission.&lt;br /&gt;
&lt;br /&gt;
The game also promotes good team co-operation with the unique addition of Solo/Squad modes. Players in solo mode get a nice bonus as they can focus doing their jobs, but if they join squad mode they can learn and use a range of tactical abilities that benefit the entire group, often in a much bigger way than solo mode does. As characters progress they can learn the unique tactical abilities of members of other chapters and benefit from them too, which is very much in the flufy spirit of the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
==Playable Chapters==&lt;br /&gt;
The Chapters found in the [[PHB]] are:&lt;br /&gt;
* The [[Ultramarines]]&lt;br /&gt;
* The [[Blood Angels]]&lt;br /&gt;
* The [[Dark Angels]]&lt;br /&gt;
* The [[Space Wolves]]&lt;br /&gt;
* The [[Black Templars]]&lt;br /&gt;
* And Fantasy Flight&#039;s own chapter, the [[Storm Wardens]]&lt;br /&gt;
Rites of Battle added:&lt;br /&gt;
* The [[Imperial Fists]]&lt;br /&gt;
First Founding brought in:&lt;br /&gt;
* The [[Salamanders]]&lt;br /&gt;
* The [[Iron Hands]]&lt;br /&gt;
* The [[White Scars]]&lt;br /&gt;
* The [[Raven Guard]]&lt;br /&gt;
Honour the Chapter added a shitton of Chapters in the form of:&lt;br /&gt;
* The [[Blood Ravens]]&lt;br /&gt;
* The [[Red Scorpions]]&lt;br /&gt;
* The [[Marines Errant]]&lt;br /&gt;
* The [[Flesh Tearers]]&lt;br /&gt;
* The [[Crimson Fists]]&lt;br /&gt;
* The [[Howling Griffons]]&lt;br /&gt;
* The [[Novamarines]]&lt;br /&gt;
* The [[Raptors]]&lt;br /&gt;
* The [[Carcharodons]]&lt;br /&gt;
&lt;br /&gt;
Of course, you can play as any chapter you like or even make your own, thanks to the [[Space Marine Chapter Creation Tables]] from Rites of Battle.&lt;br /&gt;
&lt;br /&gt;
==List of Specialties==&lt;br /&gt;
Deathwatch uses the term &amp;quot;specialty&amp;quot; to refer to what other games call &amp;quot;[[class]]es.&amp;quot; The specialties available in the main rulebook are: &lt;br /&gt;
*&#039;&#039;&#039;[[Tactical Squad|Tactical Marine]]&#039;&#039;&#039; - all-rounder/command&lt;br /&gt;
*&#039;&#039;&#039;[[Assault Squad|Assault Marine]]&#039;&#039;&#039; - close combat jump troop&lt;br /&gt;
*&#039;&#039;&#039;[[Devastator Squad|Devastator Marine]]&#039;&#039;&#039; - heavy weapons specialist&lt;br /&gt;
*&#039;&#039;&#039;[[Techmarine]]&#039;&#039;&#039; - engineer/scientist &lt;br /&gt;
*&#039;&#039;&#039;[[Librarian]]&#039;&#039;&#039; - [[psyker|psychic powers]]&lt;br /&gt;
*&#039;&#039;&#039;[[Apothecary]]&#039;&#039;&#039; - medic/scientist&lt;br /&gt;
&lt;br /&gt;
Rites of Battle, First Founding and Honour the Chapter contain &amp;quot;advanced specialties&amp;quot; that can be taken in addition to the normal ones: &lt;br /&gt;
*&#039;&#039;&#039;[[Blackshield]]&#039;&#039;&#039; - effectively a Chapter rather than a Specialty; makes your chapter a seeeecret!&lt;br /&gt;
*&#039;&#039;&#039;Champion&#039;&#039;&#039; - a hero-hunter&lt;br /&gt;
*&#039;&#039;&#039;[[Chaplain]]&#039;&#039;&#039; - buffing &amp;amp; &amp;quot;spiritual guidance&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;[[Dreadnought]]&#039;&#039;&#039; - walking rape-machine&lt;br /&gt;
*&#039;&#039;&#039;Epistolary&#039;&#039;&#039; - super-[[Librarian]]&lt;br /&gt;
*&#039;&#039;&#039;Forge Master&#039;&#039;&#039; - super-[[Techmarine]]&lt;br /&gt;
*&#039;&#039;&#039;Keeper&#039;&#039;&#039; - one part emissary, one part kill machine&lt;br /&gt;
*&#039;&#039;&#039;Kill-marine&#039;&#039;&#039; - solo operator, can [[derp|squad mode with himself]] - This speciality is actually designed for use in Dark Heresy/Rogue Trader in the event your cell of Acolytes/crew of Space Bums don&#039;t want a Grey Knight Mary-Sue, but still want to have that one guy who makes all the GM&#039;s combat encounters into a lame joke.&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain&#039;&#039;&#039; - The Hero, and the guy who gets all the bitches&lt;br /&gt;
*&#039;&#039;&#039;First Company Veteran&#039;&#039;&#039; - All round badass who&#039;s seen it all and done it all&lt;br /&gt;
&lt;br /&gt;
First Founding provides Chapter-specific Specialties: &lt;br /&gt;
*&#039;&#039;&#039;[[Deathwing]] Veteran&#039;&#039;&#039; - free Terminator Armour&lt;br /&gt;
*&#039;&#039;&#039;[[Ravenwing]] Veteran&#039;&#039;&#039; - free bike&lt;br /&gt;
*&#039;&#039;&#039;Sanguinary Priest&#039;&#039;&#039; - super apothecary, also buffs Blood Angels &amp;amp; Successors&lt;br /&gt;
*&#039;&#039;&#039;Librarian Dreadnought&#039;&#039;&#039; - fuck-yeah&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scout&#039;&#039;&#039; - recon tactical specialist&lt;br /&gt;
*&#039;&#039;&#039;Wolf Priest&#039;&#039;&#039; - cross between a Chaplain &amp;amp; Apothecary... broken as fuck in-game&lt;br /&gt;
*&#039;&#039;&#039;[[Veteran Squad#Tyrannic War Veterans|Tyrannic War Veteran]]&#039;&#039;&#039; - Nid-killer&lt;br /&gt;
*&#039;&#039;&#039;[[Honour Guard]]&#039;&#039;&#039; - EPIC [[Mary-Sue]] &#039;&#039;(though the book attaches them to the Ultramarines, it does say any &amp;quot;codex&amp;quot; space marine should also have access to this speciality)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Honour the Chapter describes:&lt;br /&gt;
*&#039;&#039;&#039;[[Veteran Squad|Sword Brethren]]&#039;&#039;&#039; - Black Templar version of the First Company Veteran, more close combat focussed&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Champion&#039;&#039;&#039; - A tougher [[Black Templar]] with a selection of mission-long buffs and a one-time upgrade that turns you into the toughest motherfucker on the Kill Team but it lasts only one mission and costs 500 xp that you are not getting back. &lt;br /&gt;
*&#039;&#039;&#039;Tempest Blades&#039;&#039;&#039; - A special class exclusive to the [[Storm Wardens]], who wield massive two-handed [[Power weapon|Power]] [[sword]]s around on the battlefield duelling worthy enemies, which will eventually end in their deaths.&lt;br /&gt;
&lt;br /&gt;
==[[Splatbook]]s==&lt;br /&gt;
*&#039;&#039;Core Rulebook&#039;&#039; - The [[Player&#039;s Handbook]], which also contains everything that the DM will need.&lt;br /&gt;
*&#039;&#039;The Game Master&#039;s Kit&#039;&#039; - Not the [[Dungeon Master&#039;s Guide]], despite the name. Contains a prewritten adventure and a DM&#039;s screen.&lt;br /&gt;
*&#039;&#039;Final Sanction/Oblivion&#039;s Edge]]&#039;&#039; - Free downloadable adventures with pre-made characters to immerse first-time players into what this game&#039;s all about.&lt;br /&gt;
*&#039;&#039;The Emperor Protects&#039;&#039;- Pre-written adventure about Rogue Traders, traitors, and missing Inquisitors.  Generally everything you&#039;d expect.&lt;br /&gt;
*&#039;&#039;Rites of Battle&#039;&#039; - /tg/&#039;s favourite supplement, Rites of Battle is the biggest expansion to date, containing not only [[Space Marine Chapter Creation Tables|rules for creating your own chapter]], the [[Imperial Fists]], and advanced character creation, but also advanced Specialties.&lt;br /&gt;
*&#039;&#039;Mark of the [[Xenos]]&#039;&#039; - Extra content on enemies and aliens.&lt;br /&gt;
*&#039;&#039;The Achilus Assualt&#039;&#039; - Gives a bunch of background fluff on the setting, Jericho Reach.&lt;br /&gt;
*&#039;&#039;[[First Founding]]&#039;&#039; - Finally getting around to adding the remaining four [[First Founding]] Chapters and gives additional information about the other First Founding Chapters along with the Traitor Legions, along with ways to use the latter as antagonists.&lt;br /&gt;
*&#039;&#039;The Jericho Reach&#039;&#039; - Another fluff book, this one focuses on notable kill-teams and their locations in the Reach. Also comes with a pre-written adventure as well.&lt;br /&gt;
*&#039;&#039;Know No Fear - A History of the Jericho Reach&#039;&#039; - A free download that explains the history of the Jericho Reach in the context of the Imperium.&lt;br /&gt;
*&#039;&#039;The Nemesis Incident&#039;&#039; - A free download that explains a critical part of the history of the [[Storm Wardens]].&lt;br /&gt;
*&#039;&#039;Rising Tempest&#039;&#039; - Interesting adventure book focusing on the [[Tau]] trying to weasel their way into Imperial space, and what will happen if the naive blueberry cunts do it.&lt;br /&gt;
*&#039;&#039;Honour the Chapter&#039;&#039; - A shitton of new Successor Chapters from the later Foundings for players to use (such as the [[Blood Ravens]]), as well as rules for Successors that don&#039;t know their parent chapter or aren&#039;t closely linked to them.&lt;br /&gt;
*&#039;&#039;The Outer Reaches&#039;&#039;- Extra content introducing the [[Eldar]] (Craftworld, [[Dark Eldar]], and Harlequins), as well as the local [[Necron]] dynasty.&lt;br /&gt;
*&#039;&#039;Ark of Lost Souls&#039;&#039; - Pre-written adventure book that takes place in a [[Space Hulk]]. Provides rules for generating your very own space hulk!&lt;br /&gt;
*&#039;&#039;The Emperor&#039;s Chosen&#039;&#039; - Pretty much another Rites of Battle, with the first half being fluff on legendary missions and the latter half on playing and equiping &#039;inheritors&#039; to those legends.  Adds squad-level prestige classes/doctrines, allowing even more coordinated rape of the GM&#039;s plotline, and an adventure to try out said crunchy bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Things that rock==&lt;br /&gt;
*Contains rules that actually encourage roleplaying.&lt;br /&gt;
*Lets you play as whatever Chapter you want.&lt;br /&gt;
*The game can be exploited to do hilarious things, like [[Dougie McIsaac|caber-tossing]] [[Chaos Lord]]s in [[Terminator]] armor almost 200 meters, or [[Assault Squad|Assault Marines]] running at 276 km/h.&lt;br /&gt;
*You can play as a Dreadnought!&lt;br /&gt;
&lt;br /&gt;
==Things that suck==&lt;br /&gt;
*[[Matthew Ward|The Ultramarines are once again shown to be the best Chapter ever at everything]]... sorta. Crunchwise, they&#039;re only really good as support, team leader, and &amp;quot;diplomat&amp;quot; characters--other Chapters are much, &#039;&#039;much&#039;&#039; better at combat, technology, and other roles. However, in the fluff, there&#039;s still a strong emphasis on how great the Codex Astartes is and how all &#039;&#039;real&#039;&#039; Chapters follow it to the letter (although, to be fair, that &#039;&#039;is&#039;&#039; what many Imperials actually believe).&lt;br /&gt;
**For example: The Ultramarine sustained squad mode ability grants each member a flat bonus on ALL tests equal to his fellowship bonus and also grants one floating re-roll to the team ever turn, which so unbelievably handy it&#039;s almost broken. While this is normally only available to those who have learned the Ultramarines tactic, a Tactical Marine can attempt to confer his chapter squad mode ability onto the non-chapter members of the rest of his squad by passing a command test, which an Ultramarine Tactical Marine is just built for so that the squad should just have the ability switched on all the time.&lt;br /&gt;
*Characters are overpowered compared to normal humans, making it very hard to use characters in the other 40k RPGs (But what did you expect from Space Marines?)&lt;br /&gt;
*Critical Damage tables remain unchanged from the other 40k RPGs because FFG copypasted them, so take enough damage and you&#039;ll see your badass Space Marine start whimpering and acting in a very non-Space-Mariney way. E.G.- &amp;quot;...gasping in wretched pain.&amp;quot; &amp;quot;Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying.&amp;quot; etcetera.&lt;br /&gt;
**&amp;quot;&#039;&#039;A blast of energy envelopes the target’s head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair...&#039;&#039;&amp;quot; Very much copypasted, because everyone knows being bald is a requirement to be a space marine, &#039;&#039;[[Blood Ravens Force Commander|hair-esy]]&#039;&#039; aside.&lt;br /&gt;
*A fanmade Salamanders codex that hews &#039;&#039;closer&#039;&#039; to the spirit of the chapter than the FFG version.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
*[http://www.darkreign.org Dark Reign] - A W40kRPG fansite, it has additional fan-made materials for all the W40kRPG line.&lt;br /&gt;
*[http://goo.gl/arXPsW Character Folio] - Yet another huge character sheet, now Deathwatch flavored.&lt;br /&gt;
*[http://www.fantasyflightgames.com/ffg_content/deathwatch/minisite/support/ultramarines/Deathwatch_Ultramarines_promo.pdf A free PDF] made by FFG that gives free [[NPC]]s based on &#039;&#039;[[Ultramarines: The Movie]], as well as a relic from there.&lt;br /&gt;
{{Template:40k-FFG}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]][[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>121.220.38.34</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Navigator&amp;diff=351663</id>
		<title>Navigator</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Navigator&amp;diff=351663"/>
		<updated>2015-01-02T10:28:54Z</updated>

		<summary type="html">&lt;p&gt;121.220.38.34: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Navigators&#039;&#039;&#039; (&#039;&#039;Homo navigo&#039;&#039;) are &amp;lt;s&amp;gt;Warp tainted freaks&amp;lt;/s&amp;gt; 3-eyed [[psyker]]s that are responsible for keeping [[Imperial Navy|your sorry-ass ship]] from getting lost in the [[warp]] and stop the [[Daemon|evil little critters]] from attacking. Well-known as arrogant cock-suckers [[Jews|who have families richer than Bill Gates and twice as corrupt as any 3rd world country&#039;s government.]][[File:Navigator.jpg|270px|thumb|right|For when you have too much money and mutations...]]&lt;br /&gt;
&lt;br /&gt;
Also, one of those parts of the [[Imperium of Man]] blatantly stolen from &#039;&#039;[[Dune]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==In the beginning==&lt;br /&gt;
Navigators were created through genetic engineering during the [[Dark Age of Technology]] when humanity realized that a special kind of psyker could find his way through the Warp better than any piece of technology.  Navigators, with the third eye in the middle of their forehead, can look directly upon the Warp and perceive its currents, allowing longer and safer journeys through the very heart of the Warp.  It&#039;s somewhat analogous to a sailing ship cutting right across the sea rather than hugging the coastline (although when you read the fluff on [[Tau]] ships it gets more confusing).  Since the Astronomican didn&#039;t exist at the time, we can only assume the humans of the dark Age of Technology had invented artificial warp beacons and didn&#039;t need such a big lighthouse.  After the Age of Strife the beacon network was destroyed until Big E managed to construct his own on Terra.&lt;br /&gt;
&lt;br /&gt;
The genes that make a Navigator are recessive.  If a Navigator mates with a regular human, all their kids will be normal.  They thus had to form an endogamous caste.&lt;br /&gt;
&lt;br /&gt;
==The Imperium==&lt;br /&gt;
When the [[God-Emperor of Mankind|Emperor]] set about uniting [[Terra]] and preparing to go to the stars, he was presented with a bit of a problem. Part of the [[Imperial Truth]] he was sprouting maintained that humans were destined to rule the stars, and he was still centuries away from getting the [[Webway]] project up and running. Simply put, the Emperor needed the Navigators, even if he was fully aware of how &amp;quot;age before beauty&amp;quot; was a horrible lie to the Navigators. Deciding &amp;quot;fuck it, we need space travel&amp;quot;, the Big E went to the Paternova (the leader of the Navis Nobilite) and made an agreement: &amp;quot;Keep to yourselves in your part of Terra and your mutant Elders out of sight, and we&#039;ll pay you to fly our starships and protect you from some of the more zealous anti-mutant groups&amp;quot;. The Paternova agreed, and thus humans can fly through the Warp, using the [[Astronomican]] to navigate.&lt;br /&gt;
&lt;br /&gt;
Who knows what the Emperor would have done with them had he completed his secret Webway project.  It was pretty clear that he hated any psyker who wasn&#039;t absolutely necessary. &amp;lt;s&amp;gt;One time he even told his Space Marines to get rid of their Librarians.&amp;lt;/s&amp;gt; That was only to put a leash on [[Magnus]] before he or [[Thousand Sons|his ilk]] would befriend some warplings during their [[magic]]-research. [[Not as planned|Too bad it backfired]] [[Prospero|spectacularly]].&lt;br /&gt;
&lt;br /&gt;
In the 41st millennium, the Navigators are part of the [[High Lords of Terra]], represented by the Paternoval Envoy. A lot of people in the [[Administratum]], the [[Ecclesiarchy]], and the [[Inquisition]] aren&#039;t too thrilled with this, but they can&#039;t really do anything to the Navigators without irreparably crippling the Imperium. The more extreme ones &#039;&#039;still&#039;&#039; try to do something about it. Imperial dogma is frequently contradictory. Pointing this out is &amp;lt;s&amp;gt;[[Paranoia|treason]]&amp;lt;/s&amp;gt; [[heresy]].&lt;br /&gt;
&lt;br /&gt;
Being psykers, Navigators are vulnerable to madness and daemonic possession.  The Inquisition (about the only people who can really touch them) keeps a close eye on the Navigator Families and has destroyed more than a few who became corrupted.  The Navigators try to resolve such problems internally, knowing how overboard the Inquisition likes to go. Wars between Navigator Houses are not uncommon, but are frequently done on the down low. Its a mutually agreed rule that you can wipe a rival House out and no one bats a third eye, but so much as leak one photograph of their Elders and pretty much every single Navigator in the Imperium will turn on the transgressor ASAP. From birth the Navigators are told just how fragile the whole charade about their mutation is about becoming frog-fish hybrid and its very much drilled into them not to tell anyone about their visit to Granny in the basement. &lt;br /&gt;
&lt;br /&gt;
{{Template:Imperium}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]]&lt;/div&gt;</summary>
		<author><name>121.220.38.34</name></author>
	</entry>
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