RTD and you!

## What is RTD?

When you die, you might see a little option called, RTD. This little thing is a player's second chance at getting to play in the round. By default, you're in a faction called the, 'Imperial Guard'. This means you spawn as a member of the Krieg Death Corps. and have nothing that makes you particularly special. On the forums, you can apply for a whitelist to join a certain faction when you decide to use the RTD button. However, it is often frowned upon to respawn multiple times using RTD, regardless of the circumstances of your death.

## RTD Factions

Every faction is different, and I recommend that you read about each and everyone to decide which one fits you best.

## **Inquisition, Ordo Hereticus**

These guys are the real deal, the big fish. The **Inquisitors** aren't those acolytes you normally find aboard Archangel. The Inquisition has Inquisitorial Stormtroopers at their disposal, and can gladly take you aboard the stargazer to find out every little secret you have if they smell even a little bit of heresy on you.

**The Holy Orders of the Emperor's Inquisition, Ordo Hereticus**

* High Inquisitor Rick Kowalski - EastGermanStasi

**Inquisitorial Stormtroopers**

## **Orks**

Nicknamed, 'greenskins' by most citizens of the Imperium, **Orks** run around planting spores and killing anything in sight. They are particularly robust, one Warboss can take down an entire squad of Space Marines single-handedly. Most Orks around Archangel are Freebooters. Freebooters are a combination of Orks and Pirates.

**Members:**

* TheGentGamer - Kaptin Ironteef - Warboss
* HVS - Pretti Boi Floyd - Kommando
* MagicalShotgun - Slackjaw - Nob
* Dinomice - Pork'N Guff - Nob
* Joe4444- Gurmak Gobong - Kommando
* Dapperus - GROTKICKA - Oddboy
* Deremotive - Blitzgob - Kommando
* Jwitzz - MAZTA KRUMPA - Nob
* Andre1999 - Deffklaw - Nob

## **Imperial Guard**

By default, everyone is a part of the **Imperial Guard**. However, applying for an RTD whitelist allows you to recieve special equipment, and be directly involved with custom events. All Imperial Guards spawned with RTD show up aboard the Regentrophen. Their role is to assist the station to the best of their ability. Imperial Guards can recieve gear like Flamers and Plasma guns from administrators. ~~They're also the most robust faction.~~

 Headquarters
 Government
 Leader
 Military Forces
 Establishment

**RTD Event Characters:**

* Hivefleetchicken - Malcolm O'Connor - Brigadier.
* Hivefleetchicken - Ruben Milne - Communications Operator.

**Members:**

* Unclesamhalo - Sara Navappo - Grenadier Lieutenant.
* MrGabol100 - Yuri Záitsev - Grenadier Lieutenant.
* Wizardjenkins66 - Viktoryn Jarkin - Grenadier Lieutenant.
* TheTrueDisciple - Andrak Marius - Grenadier Lieutenant.
* Canon35 - Thaddeus Maxiumus - Grenadier Lieutenant.
* 5crownik007 - Arelious Derogatar - Grenadier Lieutenant.
* Andrewserafini - Serena Logue - Grenadier Lieutenant.
* The gentleman of Science - Cazarus Curze - Grenadier Lieutenant.
* LocatingGoku - Uriah Cromwell - Grenadier Lieutenant.
* Jack354yo - Sean Miles - Grenadier Lieutenant.

## **Sisters of Battle**

Nicknamed Nuns with Guns and Bolter Bitches, this is the personal army of the Ordo Hereticus. The **Sisters of Battle** have a real thing for fire, and often run about spewing it everywhere. Often times, they'll kill as many allies as opponents in their holy purging of Archangel. Most of the time, it's a better idea to avoid them than take them out head on.

 Headquarters
 Government
 Leader
 Military Forces
 Establishment

**Members:**

* Thewaffelz - Vyla Ionael - Sister Superior Hospitaller
* MechaMaestro - Athena Emsery - Retributor Battle Sister

## **Tau**

The **Tau** are blue aliens with a pseudo-Asian theme. All of the Tau are devout believers of the Greater Good, a philosphy adopted by the Tau. Nearly every race is allowed to join them, and work to further the goals of their race. Armed with cutting edge armor and weapons, the Tau will assimilate Archangel for the Greater Good. Majority of the Tau encountered on Archangel will be of the Fire Caste (Shas). In the past, Tau were known for completely killing all life on station, giving them the nickname, 'Rabid Tau'.

**Members:**

* Shas'O/Shas'Ui Fal'Shia Gra'Sha - Matyi
* Shas'La Dal'yth Resh'hos - GnuGnu12
* Shas'La Vor'La Vral - CoolFoolFTW
* Shas'La Au'taal Xral'en -Allohsnackbar

## **Salamander Marines**

The **Salamanders** are one of the First Founding Space Marine Chapters in Warhammer 40,000. They are known for their love of flamer and meltaweapons, preference for close-quarters combat, complete unwillingness to retreat or surrender and being fairly nice guys by space marine standards. The Salamanders themselves are perhaps the most bro-tier of all Space Marine chapters, the Space Wolves coming in a close second. They regularly act in thankless rearguard or civilian defense actions, as seen on Armageddon, and rather than spend their free time in their super-awesome orbital fortress monastery, they hang out on the planet's surface chilling with the locals, many actually living normal lives among the people or wandering the planet as hermits when not on active combat duty. However, in-game their reputation has been sullied, as certain members have been found beating up civillians and drinking alcohol in the bar.

 Founding
 Successors of
 Successor Chapters
 Number
 Primarch
 Chapter Master
 Homeworld
 Allegiance
 Colours

**Members:**

* austinwelser - Brother Captain - Valius
* General Cole - Brother Librarian - Chauros Finlako
* PapaJammie - Battle Brother - Dak’ir
* Deremotive - Battle Brother - Akua

## **Raven Guard**

The **Raven Guard** are a Space Marine chapter which actually eschews the usual Space Marine tactic of charging recklessly into the enemy ranks. Instead, they target weak points in enemy defenses and launch lightning strikes deep into the enemy's rear and penetrate through holes in the enemies defense. They aim to hit critical locations, usually using Scouts to move ahead and mark good drop-sites after eliminating specific threats such as anti-air weaponry. Because of their distinctive hit-and-run combat style, they also make a large of use of fast-moving units like Assault Marines, Landspeeders, and Bikes, often dropped from Thunderhawks or Drop Pods. The Raven Guard suffered low-level gene-seed deterioration which means that several of the unique organs of the Space Marines no longer work properly. Raven Guard Marines do not have functional Mucranoids (glands that helps them survive space vacuum without protection) or Betcher's Glands (which allows them to spit acid). Additionally, the Melanchromic Organ has a unique mutation that causes the skin of the Space Marine to grow paler with age. This imbalance eventually causes each Raven Guard Marine's skin to become bone-white while their hair and eyes darken, becoming pitch black. They have the largest amount Mark Four Power Armor, and most Marines have beaked helmets.

 Founding
 Successors of
 Successor Chapters
 Number
 Primarch
 Chapter Master
 Homeworld
 Allegiance
 Colours

**Members:**

* Hero1001 - Brother Captain - Valocius Kyublai
* SgtDimitri - Brother Sergeant - Rhine Akula
* Jamklanson - Chaplain - Signus Uricus
* Kyrac - Battle Brother - Sheridan Macarthur
* Rossek - Battle Brother - Deyth Kyraneus
* Boltersam - Battle Brother - Davius Alcaronus
* Elijahwatt - Battle Brother - Marcus Aurelius
* linukas - Battle Brother - Daraton Phanton

## **Tyranids**

The **Tyranids** (often shortened to simply **'nids**) are a race of extragalactic Xenos in *Warhammer 40k* that seemingly exist only to devour biomass and grow their numbers. They are extremely adaptable, and frequently genetically engineer traits and characteristics from the unfortunates they devour into their own species in order to improve their combat effectiveness; as a result, they are constantly evolving and becoming more dangerous. The Tyranids are most commonly seen in the galaxy in the form of Hive Fleets, large collections of spacefaring organisms that are capable of transporting and growing the smaller strains of the species, as they travel from world to world, attacking them and consuming all the available resources of the planet. The Tyranids are connected and controlled by the extremely powerful and near godlike hive mind. The hive mind is the gestalt collective consciousness of the entire Tyranid race, a psychic embodiment of the Tyranid instincts and racial imperatives to devour and destroy.

**Members:**

* DrakeMarshall - Lictor
* Shadowkiller105 - Lictor
* Jwitzz - Venomthropes
* Hivefleetchicken - Lictor
* Solovale - Warrior
* Mrmaster21 - Ravener

**How to deal with these heroes and monsters.**

Each faction reacts differently to the outpost's inhabitants, and from my experience, I will list how you should try to survive these factions.

Inquisition: Ordo Herectus: Be calm, don't stress, and follow their orders. if you don't follow their orders, or show signs of heresy, they WILL kill you. if you ARE a heretic, you'll want to kill them. inquisitors and stormtroopers are just regular people with fancy titles and weapons, so if you can ambush them and knock them down, they'll be at your mercy, if any.

Orks: these big, green, hairy brutes have a rule that states they have to roleplay, and as such will not normally shoot at you on sight. they'll probably ask for a drinking contest or for your stuff, however, so be prepared. the only ork I believe can be killed by a regular person without a rocket launcher is the oddboy, the Kommando and gretchin. the gretchin can't heal himself instantly,but if not killed will grow into an ork. the other two have less health than other orks, so as long as you manage to deal damage to them quickly, they won't be a problem. The rest of the orks, however, the Nobs and Warboss, are nigh-unstoppable if you don't have a Chimera or a rocket launcher, as they spam their WAAAAGH! ability to instantly heal health. in my opinion, try to avoid orks unless you have a chimera, or a rocket launcher, as one ork, as said very far above, is equal to a squad of space marines.

Imperial Guard: regular soldiers of the Imperium, not as strong individually as the other factions, they can take down many powerful things if they work together. if you want to kill them, same as the inquisition, ambush and stun them, then set about your work. or however you deal with people with guns will work too, these are regular people.

sisters of battle: They currently don't have a leader and I have not seen them for a while, but they are deadly. they used to be the death squad for Archangel, you know, that's how badass they are. flamers and bolters make up their weapons arsenal, but beware the incendiary grenades. just avoid them, do not fight them, if you manage to surround, disarm, and cuff a sister of battle, you instantly become a badass. This is a work in progress, and will change when they come back to archangel with guns blazing.

Tau: extremely weak armour. right now all they have going for them are powerful guns and a big mech that only a dreadnought, a meltagun, or a handy rocket launcher can take care of, but soon they will have vespids and kroot, which will get up close and dirty, so watch out. again, they are basically regular people despite blue skin and their facial features, but be careful because their guns will tear you to shreds in...what? two shots?
so stun them if you want a chance. if there's a group of them, beware, because nobody. and I mean nobody, can survive that much firepower unless they're in a mech.

Salamanders: the nice guys. if you want to survive them, make sure they're never certain if you're a bad guy or not, because the Will Not. and I mean Will Not, allow innocents to be killed. if you're an alien, or you're a confirmed heretic, the salamanders will burn you to a crisp with their flamethrowers, and if you're fighting Brother Captain Valius, don't let him hit you with his hammer, because it will knock you back, stun you, and electrocute you. they're coded to be immune to venomthrope stings stunning them, so don't try it \*points at the venomthrope hovering over a Salamander's shoulder\*

Raven Guard: This chapter that I am in, doesn't have much special things besides a storm shield that can block bullets, fire, and in one case: rockets (but I still died.) and a meltagun heavy weapon. just one, unlike the other two chapters. we try to be stealthy, so beware lockers. with the fact we only have one heavy weapon in our arsenal, we'll usually use rocket launchers on the outpost, at least in my case. we're also immune to venomthrope stings stunning us, and I'll use this as a chance to explain that space marines are coded to be resistant to poison, and we recover from it quickly. so venomthrope gas will only melt our helmets and HUDs. however, we can suffer if we breathe in too much gas.

Tyranids: there are many types of tyranids that I won't go into detail about, but I will touch on one or two. the tyranids that I commonly see on the outpost are raveners, and don't fight them alone, because they have a tail whip ability that can throw you halfway across the outpost and knock you out, if you're in a group and you all have guns, the ravener won't be able to deal with you. there are two other types I've seen commonly, genestealers, and lictors. genestealers will sting you, which will knock you down and make you loyal to the tyranids, and make you capable of talking in hivemind. space marines are immune to this. lictors: semi-invisible, they will sneak-attack you and when you're in crit or you die, will eat your brains and will get your memories, so they know everything you know. and, for the last, venomthropes: they can release a green poisonous gas which instantly melts everything on your head, eyes, and mouth, and if you breathe in even a tiny bit of it, you're doomed because there will simply be too many toxins for you to survive. if they sting you, you are also dead. space marines are resistant against both, however ultramarines can be stunned by the sting.

Ultramarines: AKA: ultrasmurfs. I didn't see them above so I decided to put them in, they're proud, they have a big armoury, and their most deadly weapon: a dreadnought. rocket launchers and several meltaguns are in their armoury, and their brother-captain has a power sword and a storm bolter. they're currently the biggest chapter in-game, so you'll probably see them often storming the outpost. they have no mercy, and if they think the outpost is corrupted, Nobody. and I mean nobody, is getting out alive.

Eldar: I also didn't see these above, they can go invisible at will and have a teleport that they can use in line of sight, however, if they use meson scanners, they can teleport anywhere on the screen, which I think is kind of cheating. they'll have a shuriken pistol, which will knock you down and deal some brute damage, a shuriken catapult, which is a rifle that fires shurikens that will also knock you down and deal brute damage, they will probably not use the catapult, however, as they aren't allowed to kill non-heretic and non-cultist humans. orks,tau, and tyranids are fair game,however. their leader will usually have a power sword and a shuriken pistol. they have armour, which isn't half bad, but I'm not entirely sure how good it is. as a regular person on the outpost, if you manage to kill an Eldar, it will be amazing as they're invisible most of the time, unless you ambush them when the turn visible again,tasers and such work on them, and they're like the tau, basically a regular person. so if you shoot them some times with good weapons,they're sure to die.

How to Kill Space marines: Hard to kill. tasers and any other ranged stun weaponry will not work on them, I suggest a rocket launcher if you want them dead. they come with very good armour that can not be taken off, but their helmet can. they have powerful weapons, not as good as the Tau's, but they hurt. and if they hit you with a chainsword, you are doomed. they cam always use their shuttle to get heavy weapons, so if you let them escape after you kill them with a mech, they'll probably come back in a few minutes and blow you up with a meltagun.