Alrighty, some questions I will no doubt be asked by people looking in on this idea. Hopefully they read this post [b]What chapter are we Playing as?[/b] - Due to popular demand/popular ambivalence we can confirmed the choice of chapter to be (Drummmmm rolllllll pllllleeeeeaaaassssse) Salamanders! Hail to the children of Nocturne and the sons of Vulkan. [b]The Salamanders aren't my favourite chapter, can I be a snowflake and be from a different chapter?[/b] -In short, No. This isn't deathwatch. [b]What weapons can I have?[/b] - well you are playing scouts. So equipment will be kept to the simpler end of the astartes armoury but that still leaves alot of options. Shotguns, sniper rifles, bolters, bolt pistols, heavy bolters, missile launchers to name a few. I'll even allow certain special weapons like flamers, meltas and perhaps even storm bolter and grenade launchers are valid options as far as lore is concerned. But not everyone in the squad gets a special weapon unless the mission parameters specifically call for it. [b]Can I play a (Insert anything that isn't a scout marine here) instead of a scout marine?[/b] - No, that kind of defeats the point of this idea. [b]Will this character I make eventually become a company captain or an apothecary or chaplain?[/b] - I mean.... Maybe? but not in this rp. This rp hopes to end with your characters simply graduating from the 10th company and earning your first suit of power armour. [b]Can I have psykic powers?[/b] - I'm really iffy on this one for obvious reasons and want to default to saying no. Any psykic powers a character develops would immediately disqualify them from being in the squad as they would be taken for different training. [b]So like.... what's the plot exactly?[/b] - Great question. In short this wont really be a grand continuous epic, but My plan is to break the game into smaller missions and deployments. This allows better opportunity for variety of enemies to face, venues to explore, stories to play out and loadouts for you all to mix and match. This also allows players to come and go more easily as 'reinforcements' can be more easily justified and shoehorned in. The main 'hub' of the game will be a Strike Cruiser that that your characters are serving on board being attached to a battle company. [b]What year is this game set in?[/b] - I'm going to set this roughly a hundred or more years before the end of the 41st millennium as primaris marines don't seem to make great use of scout marines. Plus i'm still reading up on the current lore and don't know 100% everything about what's going on in the galaxy to date. [b]Do I need to be super well versed in 40k lore to play?[/b] - Hell no, the great thing about playing scouts is that we are starting small so to speak, and scouts are learning about the horrors and wonders of the 41st millenium just as you are. So in a way it's actually quite fitting. If anyone tries to be a dink and make you feel bad for not knowing something just let me know.