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/40krpg/ 40k Roleplay General

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Untouchable edition

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame, not Chapter Master, not Space Hulk. Inquisitor is okay, but not many people know about it.

Not sure between starting Dark Heresy 1e and 2e? Pick 2e.

>Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee and that caused some sort of licensing conflict.

>Will GW make their own 40k RPGs now?
Probably not. But if they do it will likely be worse than you could possibly imagine.

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)
https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg

There is a new Homebrew Megafolder option in above MEGA directory containing several things.

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
http://www.40krpgtools.com/

40k RPG Combined Armory (v6.48.161023), containing every piece of gear in all five lines. Now includes all DH2e books.
http://www.mediafire.com/folder/i3akv9qx9q05z

Mars Needs Women! (v1.2.15) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/w1d6aq5cdr6anmh

Fear and Loathing in the Eastern Fringe (V1.6.4) (Playable Xenos for Rogue Trader)
http://www.mediafire.com/download/fjhddohpscx1d7x

The Fringe is Yours! (v1.8.13) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/d28i243u2k7di3z

Prev: >>52532386

With Shadow War Armageddon out in full swing, and focusing on small scale unit actions, do you think it's possible to tie such games to your own campaigns? Maybe you can get new ideas for campaigns or combat encounters from it? I mean, it is cool to have uncovered a genestealer cell in your campaign, then play a quick SW:A game of higher powered troops against it without disrupting your own campaign.
>>
How would you make an Only War regiment based on /k/?
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>>52613599

No weapons, for starters.
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>>52610610
"Just" as in "inferior to a legitimate Warrant of Trade." It was heretical as fuck, but less heretical than letting the filthy abomination find someone else to take command. At least this way people we trusted were in charge, though trusting oneself is probably heretical too.
>>52613599
I don't have OW crunch memorized, but fluffwise going off of https://1d4chan.org/wiki/Only_War#Regiment_Creation:
Imperial Homeworld, Choleric Commander, Guerilla Regiment, Skirmishers, Survivalists; Drawback: Iconoclasts
>>
>>52613599
Probably some kinda militia with single shot hunting rifles and bayonets.
>>
>>52613343
Anyone have the oef version of Faith and Coin? I know someone posted it a while back ago but the link is dead. :(
>>
As one of our group pointed out, today we've finally gone all the way from fighting lower than troop choices to destroying a HQ. Killed some form of Eldar seer and 4 Wraithguard, the only damage I personally received was self inflicted.

>other psyker (our Interrogator) has been rolling phenomena a bunch
>threw himself into a ceiling
>almost summoned a daemon
>I put myself over a Corruption threshold with Tainted Psyker and am perfectly fine
>>
What happens to blanks born on forge worlds?
>>
>>52616718
Mostly misery from lack of human interaction.
However, this isn't much of a concern on forge worlds.
>>
>>52616731
I'd think the lack of emotions would make them good tech priests, and those that have undergone the rite of pure thought wouldn't have a problem with the irrational dislike thing most people have with blanks.
>>
>>52616731
You'd think a forge world, by its nature, would be close enough to the main Imperial hierarchy to known that there are several institutions in the Imperium extremely interested in having blanks around, including the Mechanicus.
Assuming the person is correctly identified as a blank of course.
>>
>>52617003
I'd say, due to the severe evaluation everyone on a Forge world goes through, Blanks are probably discovered and subsequently used as bargaining chips in negotiations with the Imperial institutions that want them.
>>
>>52616718
On a similar note, do they have psychic tech priests?
>>
>>52617055
http://wh40k.lexicanum.com/wiki/Acolyte_of_Abraxas
>>
How big of a mistake would it be to give players loot that reduces experience cost up advancements for a specific advance. For example, I'm planning on having the tech priest find a consecrated servo arm left during a raid and if he takes it he can halve the exp required for servo arm upgrade.

I'm not going to do this a ton, maybe once per PC, if that. But I thought it might be something neat to sprinkle in.

Playing only war btw.
>>
>>52617055
I imagine they'd just turn over members to the black ships
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>>52618760

Speaking of black ships, isn't it a bit dangerous to bring every single psyker ever straight to Terra?
>>
>>52618773
Could one do a game of DH on board a black ship?
>>
>>52619107
I don't see why not. Keep in mind though that black ships are specifically made to prevent fuckery of all types so you'd need some serious logic behind something shady happening.
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>>52619198
What if the players are the psykers?
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>>52613343
Do any of you have any lore-houserules? Any particular lore portions of 40k that you use for your games and don't give a fuck what anyone else thinks?

Some that I came up with and snagged from some of you include, but aren't limited to:
>Imperial conflicts do not always end because the Imperium threw more bodies into it. There are plenty of competent people in Imperium.
>Kriegers have faces. To civilians and ground-pounders, they're all masks. But they get invited to events where they have to eat in the presence of others the higher up they go in the chain, so many people are exposed to just how young and dead these men look.
>I downplay how often Astartes are deployed in large numbers, making it so a platoon or two are often considered quite a devotion to a task.
>Serfs fight alongside Astartes more often as an auxiliary pseudo-Guard force.
>Oldcrons and Newcrons co-exist. Several shards of the Deceiver are free and have some tomb worlds enslaved to its will. It is slowly subjugating the Necron worlds again; on a perpetual quest to reunite its whole form. The Nightbringer is still whole and in stasis, as even the most arrogant Necron Lord is reluctant to release it again on any grounds. Necrons that fall in the Newcron category range from superiority complexes to friendly and pleasant, depending on many factors.
>While Orks still have enough variety between worlds and Waaaghs that new Orks can be found, most common Orks will still have the Rogue Trader feel: more blatantly Great War and Second World War German in aesthetic, with darker tones and more aggressive and dangerous demeanors. A bit less "'ere we go, 'ere we go, 'ere we go!" with spergs screaming everywhere and a bit more "We kill these 'umies, and we can have all the slaves we want!" with a blend of Tolkien Orc feel to them. Actual bloodthirstiness and danger as opposed to silly danger. This changes little to nothing about their lore, it's just a matter of how I portray them.
>>
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>>52619277
>Do any of you have any lore-houserules?

You mean homebrew and personal interpretations for my group? Lots. I run all my games in my own homebrew sector in the pimply blackened ass end of the Eastern Fringe with a shitload of fluff written for it in various documents. But for more general stuff with the setting and tone at large, I run with these changes.

>The grimderp is toned down to the level it is in Eisenhorn & Shira Calpurnia series to make it fun as an RPG setting. And because grimdark needs some form of bright contrast for the grimdark to actually become noticable.
>War is unending, but not universal. Peaceful contact between humans and xenos is a lot more common than canon fluff. Particularly on the fringes of Imperial rule. However, it always fraught with risk and danger.
>People are still people in the 41st millennium. Even the most augmented Archmagos, veteran Space Marine and ruthless Inquisitor share some common thread of humanity. Even if it is tiny and shriveled.
>Imperial culture is largely what would be considered "religiously conservative", much like medieval/renaissance Europe. Sex out of wedlock is considered sinful, homosexuality is viewed rather dimly and etc. Local planetary culture is varied as hell still.
>Hypocrisy is everyones favorite past time.
>40k is weird and fantastical, that part is very much emphasized with a space opera tone.
>>
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>>52619277
Mine are:
>The Imperial guard isn't entirely trench warfare and massed infantry charges, though some do(Death Korps of Krieg)
>Cadians employ modern day tactics of maneuver warfare, air superiority, Combined arms (as do to being so close to the Eye of Terror and being a bit resistant to chaos). They also have really stereotypical Canadian accent.
>Catachan are masters in Death World Warfare, expert infiltrators in deadly environments
>Valhallan Ice Warriors sometimes either do stereotypical Enemy at the Gates conscript spam or Deep Battle Operations
>Worlds that were recently liberated by whatever Imperial force(Guard, Sisters, Skitarii, or Space Marines) model their clothes around the liberating force
>>
>>52620047
So what would there clothes be like of they were liberated by an RT house that uses Freebooterz as its main assualt force? Is that how you get diggaz?
>>
>>52619277
Well aside from the group getting together when new fluff comes out and deciding what should or should not be used (Which on /tg/ is grounds for fights if that's even houseruling or fluff as intended with quotes and interviews from authors flying every which way.),

The things we do tend to take liberties on is:
>Adjusting the grimdark levels. Most Imperial citizens don't work fucking 20 hour shifts and spend 2 hours at mandatory prayer before their 2 hours of sleep or whatever the fuck ridiculously impractical grimderp bullshit came out of 3rd to 5th edition fluff. But on the other hand, chaos is incredibly infectious of an idea and exterminatus and other such measures are 100% justified.
>We rarely go to existing planets or areas of space.
That's all that comes to me off the top of my head.

>>52620047
I don't think those first three, possibly four, are homebrew houserules for lore. I'm pretty sure in the "current" canon, they're, well, canon.
>>
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>>52613343
>tfw want to pilot a Knight reference of BT-7274 but can't think of a good name
>>
>>52617378
Huh. Is that where Psybernetics came from?
>>52618773
We've discussed this here before - Astropaths are bound and sanctioned on Terra, but regular sanctionites can be Sanctioned aboard the Black Ships and sent right back out to serve various Imperial institutions.
>>52619277
I actually do most of that, though I have use of serfs as auxilaries vary by Chapter, and often it's mainly aboard voidships. As for the Orks, I keep the sillness but play it up for horror - unrelenting bloody-minded aggression and a sadistic sense of fun, but they just can't take Guardsmen seriously and aren't afraid to die.
I mentioned a thread or two ago that I keep space-Skaven and bendies both around as Hrud, justifying it as a pompous =][= labelling the bendies as Hrud and discarding evidence of spacerats.
>>52620047
>The Imperial guard isn't entirely trench warfare and massed infantry charges
There are canonical guerilla fighters and paratroopers. The Tanith 1st and Only, the Drookian Fen Guard, the fucking Catachans... And Elysian Drop Troops are teched up paratroopers, while Harakoni Warhawks are the same thing only with carapace armor and a more gung-ho attitude.
>>52620450
>We rarely go to existing planets or areas of space
I like your group already. Using established stuff (and probably fucking it up) is boring when you can explore strange new worlds, forge the narrative, and boldly go where no Imperial citizen has gone before.
>>52621597
Knight names are often rather pompous and generic. Unerring Retribution?
>>
>>52623519
I meant a rather Knight sounding name that is explicitly a BT reference. Your suggested name is a good one for a Knight, and I may well use it. But it's not quite what I'm looking for for this Knight.
>>
>>52613343
has anyone played as an arms dealer in Rogue Trader? any tips/advice?
>>
>>52624077

Sell to both sides, but don't get caught.

Ideally, you never sell anything that can be used against you.

Most ideally, you sell bad weapons to both sides in a primitive war, then mop up the winner with your superior armaments and annex the whole planet.
>>
>>52623782
I'm afraid I'm not familiar with Titfall, so I won't be of much help with that.
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>>52613599
fat vostroyans?
>>
True Grit or Hardy and a wound? Only War Heavy, for reference.

Former seems better for making sure I survive, latter seems better for keeping my character ready to go in the long slugfests the campaign is shaping up to be.
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>>52625867
The latter then the former.
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>>52625882
Way I'm taking the character, can't do both.

Which is sad, but oh well.
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>>52625918
What circumstances prevent you from taking hardy and sound constitution now and true grit later?
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What DH1e career would this guy be?
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>>52625939
Nothing specific, but I'm going for Brawler. So between picking up the stuff related to being better at fighting close, True Grit goes from 400 to 600 xp.
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>>52625959
Scum.
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>>52626015
Toughness 50, Blather +20.
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>>52624130
Why not something like having the name be Ruina Titanica (Fall titan in latin) then paint on BT as a hidden model number somewhere?
>>
>>52626193
Could work. I'd go with a different translation of 'fall' that has more to do with an actual physical plummet or descent, but 'ruina' adds in the nifty implication that the Knight has previously destroyed an enemy Titan, which is damned impressive even for a Knight.
>>
So I've made a few DH2 characters, and I'm trying to play around with some interesting concepts in my free time. Do you all have any pointers for making a psyker that is a complete brute in close quarters? Part of me is thinking Daemon World Planet, then Adeptus Astra Telepathica background.

On the other hand, I could go unbound psyker to free up my background to go more combat oriented.

Any suggestions?
>>
>>52626768
Astra Telepathica is a solid take. It nets you an Aptitude you need and it gives you insurance against Phenomena, on top of boosting your psy rating.
Focus on picking up Offence, Weapon Skill, and Willpower, though Finesse could also come in handy if you've got room.
>>
>>52626768
Remember that the bonus from telepathica only requires you get the psyker elite advance in character creation.

Mystic is just the guaranteed way of getting it, but if you have the willpower to just buy it, you can go with Crusader, Assassin, or Warrior.
>>
>>52626768
>>52626916
Buying Psyker as an elite advance will be better since it gives you an extra Aptitude.
>>
What would happen if someone played a blank in BC?
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>>52627216
They get killed by the guy(s) aligned to Tzeench.
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>>52627256
Does Tzeentch particularly hate blanks?
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>>52627357
They're Anathema to psykers. They are on the opposite end of the spectrum he inhabits.
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>>52627380
And to daemons and warp entities in general.
>>
>>52613599

/k/ ain't IG, they're PDF.
>>
Does Only War have an introductory scenario like DH and RT?
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>>52628461
Durr, never mind, I just found it.
>>
>>52628466
Now I'm curious. What is it?
>>
With Fantasy dead, can WFRP2e folk hang out here?
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>>52628739
Eleventh Hour
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>>52628870
Probably. Anyone who minds can just pretend you're talking about Feudal Worlds or Daemon Worlds. Or a Feudal Daemon World.
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>made a techpriest
>go to read up on cult mechanicus etc
>tfw sleeping void dragon
>tfw mars interior clusterfuck
>tfw rogue "machine spirits"

I immediately regret this decision and I want to get rid of all technology.
>>
>>52629678
You are lucky. Nobody really knows about the Void Dragon, from outside Mars is running smoothly and rogue "machine spirits" is secret. :V
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>>52629678
Check out the Cult of the Pure Form in DH1e "The Lathe Worlds." They want to get rid of a lot of tech too, and people like them are one of the reasons the Mechanicus so strictly control the distribution of Haywire weapons.
But yeah, the scrapcode and general clusterfuck on the lower levels of Mars are some heavy shit.
>>
>>52629700
>>52629841
Ignorance really is a blessing in 40k.

My only relief is knowing the Tau will probably end up living in the same nightmare.
>>
>>52629841
Are haywire weapons just EMPs?
>>
>>52628870
Sure, be our guests. It's a similar system anyway. Hell I'd bring up some WFRP1e stuff if people gave a shit.
>>
>>52628870
Absolutely.
>>
>>52628870
AoS RPG when?
>>
Are the Black Crusade modules in the rulebooks balanced for an Astartes party? What about the Astartes archetypes in the different tomes? Also, I've been told that it's a bad idea to have mixed parties but that sounds kind of limiting, is there anything I can do about that?
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>>52633042
bump
>>
>>52633042

mixed parties will work if your group is not manchildren. Astartes are flat out superior unless you fiat them down.
>>
>>52633042
Yeah, don't be the type of blithering idiot who thinks it's bad to have a mixed party.

Don't mean to be rude, but it really is just common sense to not throw the same challenges at both the marine and human members of your party. Don't be afraid to split the party outside of combat, have the humans go do more socialising stuff whilst the marines have to work in greater secrecy, or just y'know have them dealing in different circles...

As for combat, of course enemies are going to prioritise the hulking marines, and just make sure to give stuff for the humans to do kinda on the sidelines like stuff involving tech-use etc, or even just clearing out mooks.
>>
>>52634944
>>52635016
It's not that you can't do it, it's that there are pitfalls to doing it - like having to split the party, obvious characteristic imbalances, CSMs not having much skill variety to start off (and likely wanting to improve their killyness), and the problem that if a threat for the marines happens to finish with them & go after a human, that human is probably going to be paste very soon.
>>
>>
>>52635229
The first Eisenhorn novel has a good example as to how a mixed party would work - the villains have a rich evil dude, a psyker, and a chaos marine as the main triuumvirate. The chaos marine mostly stands around going MY MASTERS WILL NOT STAND FOR THIS until it's time to kill people, the rich dude is the face & also decodes the ancient xenos books and the psyker is a psyker.
>>
What system would work best for a game where the players are genestealer cultists? Also, could a genestealer cult operate inside the Screaming Vortex or a similar warp rift?
>>
>>52637230
Modified Dark Heresy 2e, I'd say. No idea about the second question.
>>
>>52637230
DH2 or Black Crusade.
>>
>>52637318
>>52637289
I was thinking about having Black Crusade characters have a run-in with a genestealer cult. What wacky hijinks might ensue?
>>
>>52638837
Killings and sacrifices.
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>>52638942
That's boring. What would happen if they tried to corrupt the cultists?
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>>52639653
The cultists would kill the genestealers.
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>>52639734
In this case, cultists was referring to the genestealers.
>>
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Alright /40krpg/, time to share some homebrew. This is a conclave I've used for my DH games in a homebrew sector I run and which I've finally expanded beyond three line concepts. Lots of context is lost on you because it refers to other material I've written, I know. But since I intend for these write ups to be able to be taken as written and any references to be like the obscure references in the 40k rulebooks and codexes.

Either way, thoughts? Criticism? Autistic screeching? I'd love to hear it because I've been staring at it so much I'm probably not seeing the flaws.
>>
>>52640173

I was going to say there was nothing original or groundbreaking in here, just a rehash of expected tropes, but it really got me thinking - isn't that a good thing? Just look at what GW did to the AoS Squats. Sure, they're dwarves, but they don't worship ancestors, fly sky frigates, and wear all-encompassing armor. At what point does it cease being a recognizable dwarf? Is an Eldar who follows chaos still an Eldar? Is a Tau who doesn't follow the Greater Good still a Tau? I'm torn - you can't make something new because you're just making an OC snowflake, yet something familiar is boring and uninteresting.
>>
Since this is a Warhammer 40K thread would someone mind telling me what crosses in 40K symbolize/what their meaning is?

Like what is the in-character reason for the Black Templars having a cross symbol?

Is there any acknowledgment of Christinanity in the setting? Like are there any ancient fragmented records of it?

I just really want to know if crosses have a thought out setting explanation for their use as sometimes you see them a lot.

I get them making you think of real life historical knights and crusaders but what are they supposed to make characters think of in the setting? How do crosses get used by a space marine chapter all about crusading when Christianity doesn't exist?
>>
>>52635229
But splitting the party in BC isn't bad, the power levels are such that the humans and the marines can easily work as independent sections roughly working to the one goal.

>the problem that if a threat for the marines happens to finish with them & go after a human
This is no different to the tank/s dying in any regular party. If the frontline dies in most RPGs then yes, it is almost assuredly going to be a TPK.
>>
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>>52639653
In Oldhammer, it was actually pretty common for Genestealer Cults to turn to the Dark Powers if cut off from the Hive Mind.
>>
>>52641122
Don't suppose you know if there are any oldhammer pdfs or scans? Tried finding the (non-FFG) Rogue Trader stuff awhile back, with no luck.
>>
>>52641361
I think the 40K general has 2e and 5e. Dunno about RT and 3/4.
>>
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>>52642695
I started with pic related, so I'm looking for anything earlier than that.
>>
>>52629841
>Unironically reccomending anything from lathe worlds

Wtf dude.
>>
How much heresy is too little heresy?
>>
>>52644722
No amount of heresy is too little heresy.
>>
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>>52642843
It's fluff on an Ecclesiarchy cult that takes their hatred of the Mechanicus a step farther. They consider cybernetics to be the height of heresy, and want to outright eradicate the Cult Mechanicus and put control of technology in the hands of 'pure' mortals, unsullied by cybernetics.
Yeah, I recommend stuff out of Lathe Worlds: fluff.
>>
>>52613343
Hey anons, I've been invited to a game of Rogue Trader and am thinking of either playing an Ork or something more regular. Any idea which books I'll need? Never played the RPGs, but I know a decent amount of 40k lore.

Also, is it just me or has the MEGA reduced the size you can download on mobile? It won't let me download any of them.
>>
>>52644883
RT core, Into the Storm (for ork freebooter career), Hostile Acquisitions (for more orky upgrades) and anything else you want.
>>
>>52644883
Take a look at Fear and Loathing on the Eastern Fringe. It's homebrew, but it's worth looking to see if there's anything you'd want to ask your GM for.
>>
>>52644903
Hey, thanks anon!

>>52645016
Nah, no homebrew, sorry m8.
>>
just getting back in

can I use old chaos dreadnoughts as helbrutes? Because I have 2 dreadnoughts that are useless otherwise
>>
>>52645064
Wrong thread, m8.
>>
>>52645076
shit my bad
>>
Only War question

Since the PCs are all in a squad, how do I keep all the players engaged in the game? Last session it was mostly just the sergeant and the corporal talking and making decisions for the group. I mean, they have to obey orders more or less, so how do I keep everyone engaged?
>>
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>>52645064
>>52645154
Since I don't feel like hunting down the proper thread - I'd certainly be fine with Counts-Asing it, but the Ferrus Infernum Dreadnought from Forge World is literally just the Castaferrum-pattern boxnought that's standard for Loyalists kayoss'd up. As a fan of its aesthetic and someone very unfond of Helbrutes, I suggest using its rules, since it's literally a Chaos Dreadnought, but if your opponents dislike Forge World for some reason then they shouldn't have any problems with counting the models as Helbrutes.
>>52645416
Try throwing in some stuff for the others during noncombat. The Operator might need some parts to repair a vehicle, so they might need to go requisition those, likely with help from someone more personable. Someone scummy would be very helpful at that, but might be more interested in eavesdropping to get early information on how they'll likely be deployed, or scrounging for gear. A lot of it is on your players to interact beyond "I shoot the heretics" but if you give them some opportunities and encourage them you should be able to coax them into participating.
>>
>>52645416
Have them play cards against each other.
>>
Anons, I can get a Best Choppa, Good Big Choppa, or Common Power Klaw.

Which do I take? Leaning towards the Klaw, but I'm not 100% on this.

This will be for my stealth build Ork Blood Axe.
>>
>>52645864
If you go melee mainly, go with the Power Klaw.
>>
DM here, my group plays a lot of WFRP and wanted to try 40k rpgs.

Could anyone break down the basic advantages/ differences of Dark Heresy vs Only War vs Rogue Trader?

Any help would be awesome
>>
>>52645884
Boils down to:
Mainly Investigation Games Vs Combat/Tactics Games Vs Exploration Games
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>>52645880
Yep.

Just got told I can maybe have a Best Kraftsmanship Klaw.

Happy day. Happy day indeed!
>>
>>52645892
If you suck at melee, it would be better to get the other Best Quality, since you can't parry with the KLAW.
>>
>>52645917
With a Best Klaw, my unmodified WS is 47.
>>
>>52640598
>you can't make something new because you're just making an OC snowflake,
It's funny, because that's the kind of criticism I expected I'd get.

But personally, something familiar is only boring and uninteresting if the execution is lacking, and that's exactly the same with something new. If the execution is poor, it's not interesting.

But on a more general storytelling thread.
>Is an Eldar who follows chaos still an Eldar? Is a Tau who doesn't follow the Greater Good still a Tau?
Maybe, maybe not. Again, execution is key. Personally, I'd say a good execution of those ideas is by highlighting both their similarities to the norm of their people and the differences they have with them. Particularly if these are the things that made them outsiders in the world place.
>>
What's a good amount of Wounds to have when making a melee character?
>>
>>52645999
Yeah, but Klaw is Unwieldy. If you feel that you will have problems in close combat, it's better to get something you can parry with - like a Choppa. It's unbalanced, but with Best quality it's negated.
>>
>>52646126
The most. The highest AP armor. High Dodge and Parry. Also all talents that are melee oriented.
>>
>>52646140
Ork Best quality does not negate Unbalanced though.

>>52646145
I rolled a 10 out of 14 possible.
>>
>>52646155
But it does give +10 to use (Attack and Parry) right? Or not?

Then it's not bad, just buy a lot of Wound talents.
>>
>>52646178
Nope, Best Kraftsmanship is +5 WS, +1 Damage, +1kg, and Shocking or +1 Damage. Can't Parry since Klaws are Unwieldy.

But the statline would be 2d10+1 E Pen 10 Power Field Shocking Tearing Unwieldy. Or instead of Shocking add another point of damage.
>>
>>52646195
Then it's -5 to Parry. Not that bad, but still. Oh well, just invest all in Agility + Dodge.

Also, you have other custom bits/upgrades in Hostile Acquisitions.
>>
>>52646229
>Then it's -5 to Parry.
No ...

>Unwieldy
>Huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively.
>Unwieldy weapons cannot be used to Parry.
>>
>>52646247
I was talking about Unbalanced in Choppa.

Ask your DM if you can the upgrade from HA:
Zappy Gubbinz.
Power Field, DMG and Pen +2
>>
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I'm thinking about running a space battle in Dark Heresy, where the party need to teleport aboard the ship during the fight and recover something.

Can an untouchable use a teleportarium and deep strike into another ship? Or would they have to use a boarding action on one of those boarding ships?
>>
>>52646498
Untouchables can travel through warp. Why not use the teleport?
>>
>>52642821

The ship that launched a thousand 'shit and grin" Ork boyz!
>>
>>52642843

There is nothing wrong with lathe worlds.
>>
>>52645888
>DH
>mainly investigative
Lel
That's one way to play it but the Inquisition works in many ways. It's not uncommon to have Only War games with more subtlety as Guardsmen sit around and grumble about their recaf shipments running out, while the Inquisitorial Acolytes gun down everything that charges mindlessly at them like it's a Bioware game, or kick in doors and fill dens of heresy with flashbangs and fire.

>>52645884
Play Dark Heresy 1e if you want to be shitbag nobodies with no supply lines recruited as expendable assets by the Inquisition.
Play Rogue Trader if you want to be comically overpowered mortals gallivanting around the galaxy in your own ship, doing whatever you want with license to ignore most of the Imperium's rules.
Play Only War if you want to be Guardsmen, whether those Guardsmen are fighting, anxiously waiting for a fight, or sitting around grumbling.
Play Dark Heresy 2e if you want to play puny mortals who can be built into whatever you want instead of having tables of stuff you can spend your XP on like 1e and RT.
I like both Dark Heresy games, and if you're coming from WHFRP then odds are you will too. For easing into the systems, I'd start with 1e just because chargen is more straightforward since you only need to look at two tables for spending your XP instead of cross-referencing half a dozen of them.
>>52645864
For stelfy kill, may as well take a Klaw to alphastrike.
>>52646247
He was talking about the WS bonus. +5 WS for Best Kraftsmanship on a non-Unwieldy weapon, AKA not the klaw, would be enough to negate half of an Unbalanced penalty or stack with a Balanced bonus. I'd look into looting something Balanced to parry and counter with.
>>
Alright, just woke up! GM let me reroll my wounds and I got 13, going to check out Hostile Aquisitions, thanks anons! Any orher Ork books?

But yeah, is parrying that important? I dunno much about melee, but a Power Klaw seems worth it though.
>>
>>52651473
There is an ork weridboy career in Navis Primer, but otherwise that book is not of much use for non-psychic orks.
>>
>>52651473
>But yeah, is parrying that important?
If you want to survive the longest, then yeah.

You could get a balanced weapon (or at least a Best Craft Choppa) in your other hand or even a shield. Use that to parry, you don't get -20 to parry with your other hand.
>>
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>>52651473
>>52651666
You could ask the GM if you can get a shield that looks like door. Orky 'hield! You would get 2/3 to body and arm, but more importantly - use it to parry blows and survive longer.
If he will be unwilling, he could at least give you one without Balanced - "because it's Orky"
>>
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>>52651473
>>52651722
I think this is a good idea. Also, Orks are pretty down to copy styles of warfare that they think are effective, maybe your Boy has heard about Terminator Assault Squads and thinks he can improve on the concept of "Shield +Big Hitty Thing". Have him add spikes to his shield so he can bash people with that when he's feeling kunnin'.
>>
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>>52651473
Parrying is important, yes. You can negate incoming attacks with a Reaction by spending it to Dodge or Parry, and since you're investing in choppy, odds are you'll have better chances of succeeding at a WS test to Parry than an Ag test to Dodge. On top of that, if Orks ever get access to the Wall of Steel talent then you get an extra Parry-only Reaction per round, and if you can pick up Counter Attack then whenever you successfully parry something you can make a swing with the same weapon you used to parry - thus, swords' Balanced has a viable use as an alternative to shields' Defensive.
Not Parrying or Dodging means just eating any successful hits. With Orks' Unnatural Toughness you're better equipped to do that than most, but since you're going sneek you won't be wearing armour with more than six or seven points of AP, so it's good to have a way to avoid heavy hits. Evasion is the way to make characters survive in these systems; soak is great but you can't rely on it.
>>
>>52651666
>>52651722
>>52651849
>>52652698
Dang, that important then? That's no good, I rather liked having a Best Kraftsmanship Klaw in one arm and a Kustomised Slugga in the other.
>>
>>52652754
You can still go with that. Just having an option to have something different than a Slugga in the other hand. Remember that in close combat (next to each other) you are counted as Engaged in Melee, so you can't use Basic and Heavy weapons.
>>
>>52652858
Sluggas are Pistols though.
>>
>>52652898
Yeah, I forgot. Still, being in melee you don't get the +30% for Point Blank Range.
>>
>>52652754
You can certainly do that, but unless you invest in Dodge you'll be eating some hits. You might be able to bayonet the slugga for parrying; one of the players in my first game used his shotgun's bayonet to parry and counter while he swung a power fist on his own turn. There's also an Imperial cybernetic called the Weapon MIU that's pretty Orky - it links up a weapon straight to your brain, letting you fire it as a Free Action on turns where you make no other attacks, and also lets you mount the weapon on your shoulder so you're free to dual-wield other things. I like pairing it with grenade launchers, but a slugga is a solid choice too.
>>52652898
If you have Quick Draw, you might choose to holster or drop the slugga and whip out a sword when you get in close. Pistols can be used in melee, but only on singleshot mode, and they still fire using BS - you want to avoid depending heavily on too many characteristics. WS, S, and T is already a good mix, but Ag for dodge and BS for offhand is pushing it slightly, depending on your advancement costs.
>>
Tell me about your Black Crusade games, /40krpg/
>>
>>52652977
I could put Spiky Bitz on my Slugga to have it count as an Unbalanced Sword? But would that incur penalties to usig two melee weapons or no?

My statline is this:

WS: 42 BS: 20 S: 42 T: 42 Ag: 36 Int: 24 Per: 33 WP: 29 Fel: 20
>>
>>52653187
Parrying with your other hand doesn't give you a penalty. Fighting with it, yes.
>>
>>52653265
Heck yeah. If my Slugga is Good quality, would it counting as an Unbalanced Sword also make the Sword count as Good? Because a +5 WS might help pffset the Unbalanced quality, though it'll do nothing against power weapons.
>>
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>>52653187
That'd work nicely - you don't incur dual wielding penalties unless you swing with both on your own turn. Your ballistic skill is garbage, though, and even if you get a targeter, a motion predictor, and all manner of other upgrades and gubbins, you'll get mixed results from it. I'd definitely keep some kind of ranged weapon around, preferably fullauto so you can Suppress and not have to worry about hit chance, but for actual reliance I'd use a melee weapon.
>>52653312
That's a grey area and up to your GM. Given the 'counts as an Unbalanced sword' wording I'd allow it, but a lot of the time a bayonet is classed as a "melee attachment" and I consider it to be a separate weapon.
>>
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>>52653045
Third session is tomorrow, since the second had to end early.
The captain of the voidship we were imprisoned on decided to, in a stroke of genius, lower the gellar fields to spite the Chaos Marine warband controlling his ship. The enemy of my enemy is the enemy of my enemy, because holy shit man we don't want to be faceraped by unmentionable horrors. We slaughtered a handful of the CSM on our way up to the bridge to have a little chat with him, and have been sneaking past fights where we could. Last session was great - the fallen Scout Marine and the spessrat Hrud had no issues sneaking through the dark a few stories below the catwalk being fought on, but the two hereteks were a bit clangy even before a Havoc up above did something with his plasma cannon to make a photon flash (conveniently catching the one cultist who'd miraculously spotted the Scout below despite the shade and the frenzy of battle). Fortunately one of them had Total Recall and was able to fumble his way over to the sneaky pair blindly by reviewing his databanks and acessing footage of his vision from seconds prior, but the rat's Overwatch was broken by blindness. While the Scout Marine kept an eye out for anyone pointing their weapons down, the other heretek clanged his way across, and a cultist... rolled a 1 to notice. Unfortunately for him, he was standing next to the same Plasma Havoc, and when he tried to get the Astartes' attention to point out the techpriest below, he got backhanded by the Havoc as he set to reloading his Plasma Cannon - the Chaos Marine had rolled a 99 to notice, and didn't really give a fuck what the cultist wanted to say to him.
>>
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Why are combat shields so shittly done?

A base shield gives 2AP to body and arm and teh defensive quality.
A specially made shield gives 4AP and either has a shocking effect or has a forcefield.

A wooden door being used as a shield gives 4 AP.
A metal one gives even more.

Why use a fucking shield when I can just grab a door, wrap some rope around it, and use it as a shield?
>>
>>52653351
True enough! I'm going for a stealthy Kommando with a Klaw and Slugga, and the starting Slugga is Good quality, so +5 BS, which is still meh, I can fire it semi auto for another +10.
>>
>>52653412
Because a combat shield is basically a buckler - light, easy to carry, and fantastic for parrying but not the best for covering behind. It's also not going to have its AP eroded away by every penetrating hit it takes like the door would.
>>52653473
Pretty sure craftsmanship only boosts accuracy in melee - at range it just reduces jam chance and adds damage. I dunno how dem orky boyz handle it though.
>>
>>52653550
Most shields are made of wood my dude.
>>
>>52653550
Poor is the same as Common except it breaks if a non-Ork uses it, Good gives +5 BS or WS, and Best gives +1 Damage, +5 BS or WS, and one Kustom Bit.
>>
>>52653564
Irrelevant - cover is deteriorated by penetrating hits, but armour and shiekds aren't.
>>
>>52653705
If you turn a piece of cover into a shield, it's no longer cover.

Alternatively, make cover out of piles of flak armor.
>>
>>52613343
Alright, I have a semi-fluffy question.

Eldar soulstones, especially when inhabited, are psychically active, and could be detected with Psyniscience. Is the soul in them conscious and aware? Could you, theoretically, talk to them via telepathy given you'd both share a language?
>>
>>52652754
Put a gun inside a shield
>>
>>52655197
Cover a shield in spikes, but the spikes are actually rockets. Push a button and your shield is turns into a rocket spike shotgun for a turn. Now that's right proppa' Orky
>>
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>>52655311
Always a classic.
>>
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Anons, Arch-militant, or Rogue Trader if I wanted to play as an Eccentric BIG Game Hunter In Spess?
>>
>>52656131
Actually wait, where IS the Hunting Rifle?
>>
>>52656401
Errata
>>
>>52653412
Have fun trying to use your unwieldy, improvised shield to parry.
>>
>>52657070
It's a tower shield.

Don't need to wield a tower shield to parry, you just hide behind it
>>
I have a group of players who love the 40k milieu, and want to play an Only War game...

Unfortunately, they took one look at the game's combat system and noped the fuck out. They are /k/ tier types. (Why does the rifle only do 1 pt more damage than a pistol? Why is Ballistic and Weapon Skill a stat and not a skill? I can raise Int +20 and Medicine +30 for total of +50 from beginning stat, but can only raise weapon or ballistic skill +20? so on and so forth...)

Does anyone have any serous reboot of the combat system?

If not, has anyone tried porting the game to another system? I've been thinking that with a little modification, 2nd ed Twilight 2000 could work really well.

Ideas?
>>
>>52657803
Have you tried getting them to stop being little bitches?
>>
>>52657803
I hate the 40k combat system, but you can easily get +30 to hit with a lasgun on single shot with a half aim and red scope. Or just say all lasguns count as red dot scopes. I don't know why they don't

Seriously though, it's a setting where fucking Green Space Men fly through space on rocks powered by desired to fight and be choppy.
>>
>>52657885

Well, frankly I don't disagree with their problems with the system. The scaling of the weapons, armor, and wounds is all kinds of wonky. The rest of the system I can work with, but I'd like to revamp the combat system. Thus why I was wondering if anyone had homebrewed up an alternate I could look at for ideas.
>>
>>52657803
>Why does the rifle only do 1 pt more damage than a pistol?
Tell them it's 38,000 years into the future, and technology has had so many major advances & been lost/recovered to such a degree that 21st century understanding of technology is quaint at best, and they should just try to roll with it.

>Why is Ballistic and Weapon Skill a stat and not a skill? I can raise Int +20 and Medicine +30 for total of +50 from beginning stat, but can only raise weapon or ballistic skill +20?
There are talents (like Field Vivisection in DH2e) that allow the use of particular skills with BS or WS in combat. Then there's the extensive list that just add to BS or WS. I think >>52657885 is right that they're being little bitches, though.
>>
Hey anons, what's a good Career Path to play as in Rogue Trader with this statline?

WS: 42 BS: 32 S: 42 T: 43 Ag: 44 Int: 32 Per: 39 WP: 33 Fel: 35
>>
>>52658241
Something choppy.
>>
>>52658241

Melee-based Rogue Trader or Arch-militant. You can also make a good ork or kroot with that.
>>
>>52658249
>>52658261
Rogue Trader or Arch-militant sounds about right! Can't go Ork or Kroot, would have to reroll stats since they use different statlines, iirc.

Hilariously, I think I have the highest Fellowship in the party. And no one is skilled at shooting.
>>
>>52658277
>would have to reroll stats since they use different statlines
They still have the same characteristics calculated as 2d10 plus X. You could just adjust the rolls you've already made.
>>
>>52658614
Oh, true enough. I think I'll be a human though.

This is my current character stats so far, still trying to decide on things. Apparently our group still needs a face though, since the highest Fellowship we have is a Tau with 47, but no one's going to like him, so eh.

Career Path: ?

10 Wounds

WS: 42 BS: 32 S: 42 T: 43 Ag: 44 Int: 32 Per: 39 WP: 28 Fel: 43

Noble Born
Savant
>>
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>>52619277

I assume you mean deviations from official party line.

>The Squats, after the loss of the Homeworlds as stated in previous material, have established themselves on the fringes of the Imperium. These New Homeworlds struggle for acceptance due to the Squats' previous position as an "allied empire." They've taken to Jetbikes with aplomb, adapting their trike combat tactics to the sturdier and faster platforms.
>Yes, Jetbikes, Sicarans, all the weapons and gear of the Great Crusade are being produced once more, now that the ones who had a hand in inventing them are returning after a 10,000 year vacation.
>In addition, some chapters, while still remaining at 1,000 troops (give or take), are abandoning the Codex Astartes and reorganizing in the style of the Legiones Astartes. A new Crusade requires new Legiones, after all.
>The Ordo Chronos can travel through time. The reason they disappeared was because they went back and killed each other in their cradles as part of interfactional politics.
>Necrons that fall in the Newcron category range from superiority complexes to friendly and pleasant, depending on how much brain damage they suffered over the great sleep.
>A few forge worlds of the Mechanicum in the modern day still produce stuff like Volkite and Battle Automata, which leads to real issues when more orthodox Magi come to visit. While this is true in canon according to what we know of Cyraxus, the spread is still unknown.
>The War in Heaven still rages, 65 million years on, between the immortal Necron Decurions and their superweapons, the debased lizardlike remnants of the Old Slann, and the hardlight wielding Wraith-construct Armigers which hold durances of the Old Ones. It is a war that will last another 65 million and beyond.
>Retcon by omission is not a retcon. Something exists until explicitly stated not to anymore.
>Squats display high levels of sexual dimorphism. This is a joke.
>>
>>52658686
What should I play for my next DH 2e character:

1) An Administratum scribe (sage class) who goes into battle with a typewriter so he can meticulously record everything the party does so he can be obnoxious about requisition (but contributes less obnoxiously to the party by being the non-combat problem solving loremaster.)

or

2) A untouchable Penal Legionaire who's found religion and seeks to redeem himself in the eyes of the Emperor and find peace in martyrdom, made depressing and grimdark by the fact that even if you cling on the few pieces of fluff that implies an afterlife for the Imperial faithful in the Emperor's embrace, he'll never have it because he's an untouchable.
>>
>>52658788
1.
>>
>>52658788
Didn't mean to link a post, it's just easy to open up a reply menu that way.
>>
>>52656401
If you're playing Rogue Trader, ignore that sissy hunting rifle and get yourself a Nomad Hunting Apparatus out of the Dark Heresy 1e Inquisitor's Handbook. It's basically the same thing but slightly better and heinously expensive, with only a handful manufactured per year and eagerly snapped up by wealthy buyers - mostly for hunting, but some for dirtier work.
>>52657731
At that point you might as well get an actual tower shield - combat shields are for parrying, but if you prefer to just cower behind a slab and hope not too much punches through, then there are Arbites riot shields and Navy boarding shields for that. Try not to pick a fight with anyone wielding a power weapon.
>>52657803
>I can raise Int +20 and Medicine +30 for total of +50 from beginning stat, but can only raise weapon or ballistic skill +20? so on and so forth
They seem to be missing that there are bonuses to ballistic skill tests from range, firing mode, aim, target size, and customizations. As for rifles doing only slightly more damage than pistols, consider the meaning of a single point of damage - a lasgun does what, 1d10+3 damage? When the typical human has 8-12 wounds at most and a Toughness bonus of 2 or 3? In fluff and in the RPGs, lasguns routinely shear off unarmoured targets' limbs. One point of damage is significant there, especially for poorly understood technology where pistols and rifles are functionally very similar.
>>52658241
>no stat below 32 at gen
>mortal, not Astartes
This is why I hate Rogue Trader.
That spread is honestly solid for anything, but something choppy is likely ideal.
>>52658764
Fucking Squats. This explains Velm.
>>
>>52613343
I made a guerilla dragoon regiment.

>Home World
Frontier
>CO
Phlegmatic
>Doctrines
Guerilla
Cavalry Mounts
Snipers
>Drawback
Honor-Bound
>Additional Kit
2 Krak Grenades
>Favored Basic Weapon
Grenade Launcher
>Favored Heavy Weapon
Tread Feather

Now, for the lovely mount I cooked up for them.

>Characteristics
WS 40 BS 1 S 40 T 30 Ag 40 Int 15 Per 40 WP 20 Fel 10
>Movement:
8/16/24/48
>Wounds:
16
>Armor:
None
>Skills:
Survival, Awareness, Athletics, Dodge, Stealth
>Talents:
Catfall, Sprint
>Traits:
Dark-Sight, Deadly Natural Weapons, Loyal, Quadruped, Terrain Master

Criticism is welcome.
>>
>>52658851

>>They seem to be missing that there are bonuses to ballistic skill tests from range, firing mode, aim, target size, and customizations.

They aren't missing that at all. They are remarking on the fact the Ballistic and Weapon Sklls are SKILLS not ATTRIBUTES and should be treated as such.

>>As for rifles doing only slightly more damage than pistols, consider the meaning of a single point of damage - a lasgun does what, 1d10+3 damage?

A 20th century styled handgun does 3-12pts of damage, with an assault rifle does 4-13pts. 1pt of difference. But an assault rifle has 5 or 6 times the amount of muzzle energy. Even if using a logarithmic damage scale, we should be talking about a significant difference as opposed to 1 pt.
>>
>>52658851
I've adjusted my stats for my choices and decided to go with being a Missionary who'd ended up imprisoned amongst Heretics somehow. Perhaps he'd been captured and only his faith and Unnerving Clarity kept him together, earning a Hatred against Heretics.

Lucius
Career Path: Missionary

10 Wounds
7 Insanity Points

WS: 42 BS: 32 S: 42 T: 43 Ag: 44 Int: 32 Per: 39 WP: 33 Fel: 43

Noble Born
Savant: Peer (Academic)
Zealot: Unnerving Clarity
Dark Voyage: Resistance (Fear)
Vengeance: Hatred (Heretics)

What I have so far
>>
>>52659369
I dunno if this is good or not, sorry.
>>
>>52620047
>Cadians have Canadian accent
kek. Stealing this.
>>
>>52659041
>They are remarking on the fact the Ballistic and Weapon Sklls are SKILLS not ATTRIBUTES and should be treated as such.
Try Stars Without Number then, it works okay for the setting.
>>
What would I have to change to make a game where the players are genestealer cultists?
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