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/40krpg/ 40k RPG General

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Did the general just fucking die while I was asleep? 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. Or Space Hulk.

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 formerly listed individually on this post.

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 (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
http://www.mediafire.com/folder/i3akv9qx9q05z

Fear and Loathing (Ver 1.5.2) and The Fringe is Yours (Ver 1.6.0), /tg/ made Rogue Trader homebrew supplements for playable xenos, Knights, Horus Heresy gear, and other things. Now found in the Homebrew Megafolder.

Additional Resources:
Now found in the Homebrew Megafolder.

Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee 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.
>>
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>>50357201
What's the most memorable game you've been a part of, /40krpg/?
>>
>>50357201
Previous thread: 50308014
>>
>>50357244
>>50308014
I'm a fucking shit-show, I swear to God.
>>
>>50357201

Fucked up the copypasta again.
>>
>>50357288
Again, someone has to update the one in the mega.
>>
>>50357332

The only guy with access to the mega disappeared. It's not getting updated anytime soon.
>>
>>50357437
Well then I predict we'll have these threads getting messed up from now until the end of time.
>>
>>50357546

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.

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

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! (v1.2.10) (Mechanicus Skitarii and Taghmata for Only War)
http://www.mediafire.com/file/lfbawnl8buxaoc3

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! (v1.8.4) (More Xenos, Knights, and Horus Heresy gear for Rogue Trader)
http://www.mediafire.com/file/vyv56zze9m828d2

This is the most recent one from the archives.
>>
>>50357720
I'd add the

>Why did FFG lose the 40k RPG License?
Because they were bought by Asmodee 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.
>>
Asking form last thread.
>what is the typical life cycle of a regiment, I know the number in front of a regiment is usually its founding, but do regiments ever retire or are they constantly kept going with fresh recruits?
>>
>>50358831
It's really not well touched upon. Foundings are mentioned, and sometimes regiments that get wiped out get reactivated with a new founding, but given 40k is about war peace and retirement isnt touch on. Feel free to go crazy with what you want because we don't really get much to go on beyond old canon in passing note.
>>
>>50358831
See >>50356649
>>
I've been thinking of doing a DW mission where the killteam assaults a Tau space station for info. Any thoughts?
>>
>>50358831
I just finished the Ciaphas Caine first novel and it does mention in there that the two initial regiments that were combined before he joined both had "Long standing traditions stretching back centuries".

So rough guess regiments exist continuously with new recruits replacing casualties on a fairly standard basis, with regiments only ceasing to exist in one of three circumstances.

1) The regiment's operational strength is reduced so low (potentially even to 0) that any attempt to reinforce it would require as much work as making a brand new regiment, or potentially even more as they bring the fresh recruits and the (very few) vets together. So its just disbanded for ease.

2) The regiment is part of a regimental joining. This is where one severely depleted regiment is merged into another existant (and weakened) regiment, in which case the smaller regiment is officially disbanded.

3) The regiment is 'retired'. I recall years ago there was a guide on making a PDF army in a white Dwarf that talked about how often when a planet was conquered IG regiments would be left behind to form the basis of the new planet's PDF and settlers, in this case the regiment is listed as no longer active.

So outside of those three circumstances, regiments could continue indefinitely. Indeed many regiments are listed as having centuries old traditions, despite the incredibly high attrition rate of the IG.
>>
>>50358831
A lot of regiments just gather up new recruits as they go. For example the Tanith took on multiple "waves," of recruits from their campaigns, and it resulted in three different cultures mingling about in this one regiment; eventually they all reached a sort of equilibrium, though each person retained at least some of their individual cultural aspects. This was seen as something of a boon to the Ghosts after a while, as they were afraid that memories of what it was to be Tanith would die with them; while these newcomers weren't Tanith and never truly could be, their adoption of some of the culture eased the pain a bit.
>>
>>50359074
>the Tanith
Are not a good example, since it was utterly impossible for them to get new recruits any other way. Most regiments aren't going to be as enthusiastic about mixing unless they, too, have Lost Home World.
>>
>>50358993
>assault for info
Seems like a bit of an oxymoron. But it could be fun to let the players plan a major assault including feints and what not to try to obfuscate their actual intent. Like plan the attack when an Ethereal was onboard so the Tau focus most of their effort defending it rather than the computer core.

Would the imperials even be able to interface properly with Tau computer systems? You could have the something like the AdMech give the killteam an ancient and malevolent machine spirit that can crack open any computer security system, only to find out its scrap code and it infects the entire station.
>>
>>50359074
>>50359014
>>50358920
Thanks Anons this helps alot.
>>
>>50359169
The situation could be used to encourage social conflicts with the defenders. Like they need to interrogate Tau just to figure out the layout of the station; or they broadcast misinformation to confuse the enemy; or they discover loyalist prisoners and have to decide whether to rescue them, or blam them for suspicion of collusion.
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>>50359382
No problem. Have fun.
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>>50357233
I tell this one on here a lot, but it really was the most memorable.
We were an elite Schola Progena tank regiment, very WW2 Germany with snappy uniforms and a firm regard for discipline and belief in our own superiority.
We specialized in knife fighting. To the extent that we took skills to make ourselves better knife-fighters, and spent points to ensure we had cool high quality knives in everyone's kit. In a Tank Regiment.
Anyway, we didn't make it past the LZ. We encountered some Orks and light vehicles and made short work of them, but quickly realized that the rules for firing full auto were different and the only person who could shoot straight was also the driver, who we needed to take evasive action.
We wound up in a duel with a War Wagon, blasted away at each other, and eventually it rammed us and blew our tank sky high. While we could have all burned fate points to survive, we thought being blown up in the LZ was just too perfect a way to finish the game, and so our illustrious tank crew joined all the other noble martyrs of the Imperium.
>>
gonna start running a black crusade campaign for my group, dont have any experience with the system, any issues or broken bullshit i should now about beforehand?
>>
>>50360262
>black crusade
>any issues or broken bullshit
Bwahaha. Yes.
>>
>>50360347
care to elaborate? or do u enjoy being useless?
>>
>>50359014
re: point 3... IIRC Gaunt's Ghosts were threatened with point 1, experienced point 2, and were offered point 3 in recognition for their actions in the Sabbatine Crusades... the kicker being the bittersweet (or bitterly ironic) fact that as a regiment specialising in stealth and scouting, they'd never have the numbers or equipment to conquer a planet.

guess I'm just mentioning this to point out that it seems ill defined within the Imperium itself.
>>
>>50360347
Not that anon, but in general BC has problems with its alignment system. Being a Nurgle psyker is almost impossible, almost all Tzeentch can do is psychic bullshit, playing a Slaaneshi swordmaster is way too hard. In short, the alignments pigeonhole you into the most stereotypical expression of your god and nothing else. This also leaved Unaligned seriously shafted.

Also, psykers are still stupidly powerful and never mix Legionnaires and human heretics.

And that's just some of the mechanics, not to mention the role-playing issues that tend to pop up.
>>
>>50360421
You are on the internet, anon. Not hard to type in "Black Crusade" rpg balance issues.

>or do u enjoy being useless?
>>
Never saw if anyone answered, but is there any extra psyker support for Only War?
>>
>>50360572
How would it work if you imported the DH2 advancement system into the game?

You'd give players 4 Aptitude choices they could make to define their character, then their career gives them an additional 2, and finally their alignment grants them 1 more. If their alignment aptitude gives them one they already have, they may swap it for an alternative characteristic based one.

So for example:
Champion - Leadership and Defence
Chosen - Offence and Defence
Forsaken - Fieldcraft and Finesse
Sorceror - Psyker and Defence
Apostate - Social and Leadership
Heretec - Tech and Knowledge
Renegade - Finesse and Offence
Psyker - Psyker and Knowledge

Then:
Khorne - Strength
Nurgle - Toughness
Tzeentch - Willpower
Slaanesh - Fellowship

Some talents aren't in BC that are in DH2, but it'd be easy enough to come up with a answer.
>>
>>50361673
You'd be better off exporting the few parts you want to use to DH2e.
>>
>>50360572
This is all pretty good advise, but I disagree that there are roleplaying issues.

>>50360778
Don't be a shit.
>>
>>50362736
>Don't be a shit.
Just because it's not spoon-feeding doesn't mean it's not good advice. There's a lot worth reading through, it's already out there to find, and anon could come back with more in-depth questions if he bothered to start with a modicum of effort.
>>
Are these the best sourcebooks for the 40k setting or what? You don't even need the wargame books anymore. GW should steal all their writers.
>>
>>50362889

GW only cares about Nu-canon now. They tossed out all their good fluff to sell toys for children. They don't care about FFG'S work beyond odd references in timelines.
>>
>>50362981
And they have a regular boatload of autists who hiss and boo at every bit of FFG lore as "not muh grimdark"
>>
>>50362736
>that there are roleplaying issues.
It's tricky. Honestly, I kind of like Black Crusade despite its numerous faults and I've never had much of a trouble with the roleplaying angle, but I'm fairly certain it's because my group is really good and into it. I'm afraid it'll be too easy to either slip into chronic backstabbing disorder or grimdark edgemaster should you either be new to roleplaying or just not cut out for it. It demands a certain level of players to not cause it to spiral out of control, I fear.
Either way, if you think your group could handle it, bring it up. It IS fun.
Although in our group it tends to devolve into Shadowrun 40k - Chaos Edition, especially at lower levels.
>>
>>50364151
Yeah, autists like that are total potatoes.

Turns out Calixis is plenty grimdark without being grimderp.

Askellon, I can't say that for. It's pretty awful.
>>
>>50365118
What's so bad about Askellon?
>>
A GM friend asked me for help. He's gonna run a game where the players are resistance fighters against imperial forces in a system that as just been rediscovered by the Imperium.
The setting will be a contemporary world with limited interplanetary traffic and orbital industries.

Any idea on how imperial colonization would run, and which factions would be part of it? I'm guessing navy, guard, arbites, missionaries, admech, administratum... Any other I've missed?

>>50359131
With warp travel, being deployed half a galaxy away and imperial bureaucracy mixing things up, I could see a commander recruiting locals.
After all, the IN main recruitment method seems to be press-ganging the nearest habitated world, and they still seem to have decent cohesion.

We once played a OW regiment that was basically the french foreign legion, absorbing the remnants of regiments fallen below fighting strenght into a single unit. The campaign never made it past the third session, but I liked the idea.

>>50359014
IRL, it's fairly common for some militaries to disband a regiment and reassemble a new one with the name, flag and traditions of the old one when the need arise.
So you can have traditions stretching back centuries even if your unit was created two years ago.

It could make for a fun plothook: A regiment was erroneously mmarked as "disbanded", and the guard raised a new one as a result.
>the two iteration of the 663th Poikan infantry see the other as stealing their name and can't stand being mixed up.
>>
>>50365357
It's way less developed, and far more 'vanilla' 40k. Too much of the lore and published adventure material centers primarily on Hive Desoleum, with Forgotten Gods veering off into some adventures in other locales that, admittedly, turned out fairly interesting even if the Forgotten Gods trilogy ends with Chaos hijacking the plot rather than being something original or cool.

Calixis took a lot of material from a lot of sources in 40k lore, and worked it into a cohesive region with a lot of plot hooks WITHOUT making it 'so developed and with so many characters the PCs can't afford to do jack shit' like in, say, Forgotten Realms. Askellon simply didn't do it anywhere near as well, in my opinion.

Plus, rampant grimderp in a lot of the Askellon sector's backstory and other material, like the Vaxi Atrocity (which was kind of retarded in my opinion).
>>
Ever get the problem of players wanting to stray from canon? Like someone wanting to go Kerrigan of the Tyranids and shit? God that pisses me off so much.
>>
>>50365695
Yes.

It's fucking retarded.

It's one thing to go Your Dudes and add to the canon, it's another entirely to start actively fucking with the lore in certain fundamental ways.
>>
Alright, I have a bit of a weird request. I'm playing a fallen Factor of the Lathes in my BC game. While being all negotiating is fun, I want to go one step further and rule from the shadows with political misdirection, planting evidence, assassinating key targets all to destabilize governments for his own goals.
Essentially, I want to run the conspiracy-version of a CIA spook.

Has anybody got some reading or podcasts on the subject? I know you know a bunch of weird shit, and odds are a bunch of you are from /x/.
>>
>>50365994

No podcasts I know, but what I do:

>Degrees of separation from any field ops - If you need a motherfucker murdered, or framed, or hire a guy to hire a guy who can in turn hire a third guy to hire an assassin or someone who can plant shit for you. Then have someone else, hired the same way, quietly disappear the guy who did the job and the person you hired to hire him, so nothing leads back to you. Have party members cut out the same links in THAT chain for you so your support network is totally shielded - someone good at never getting caught would do the job, so high-Agility, high-Stealth PCs would be ideal.

>If there isn't an insurgency ongoing, find ways to start one 'naturally' without any kind of direct involvement. Hitting food supplies and generally trying to make it look like the planetary government has completely gone off the rails and is actively pushing the citizenry past its usual amount of oppression would help with this. If you have a telepath in the party, this would help too.

>Lots and lots of shell companies owned by shell companies, which in turn own more shell companies. These shell companies will provide the necessary financing for insurgent operations through various back-channels. Co-opt local mafias, crime syndicates, underhive gangs, and narco-guerrilla movements. Avenues of dirty money are almost as good as the real thing.

>Co-opt insurgencies and resistance movements. Find ways to make contact, offer to prop them up, corrupt them to Chaos if at all possible, and then find ways to spark that into a full-on civil war where groups you control or have the support of make up one side, and at least part of the other.

>Provide active support to both sides to make it look like you're the last person in the world who might be behind the whole thing, then position yourself JUST such a position to conveniently survive when one side's leadership gets wiped out by a terror strike or something as things escalate.

It's tricky but doable.
>>
Any advice for a first time Astropath Transcendant? Specifically about the starter powers near the beginning?
>>
>>50366355
Hold the phone
>>
>>50365695
>Like someone wanting to go Kerrigan of the Tyranids and shit?
That would be impossible. There's no "Overmind" of the Tyranids, there's no top of the synapse occupied by a single mind. The Hive Mind is just the sum total will of the race, acting in concert from the hive fleet down to the level of the individual warriors. At most, you could have an alpha level psyker temporarily shouting out the hive mind and taking over the synapse net of a single hive ship, but good luck with that, and it's extremely likely to drive you insane and/or cause an exploding head. It's also orders of magnitude less than what Kerrigan has.
>>
>>50366393
>Hold the phone
But they are the phone
>>
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How fucked would your party be if he showed up?
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>>50368329
It depends on how fast Lord-Captain Archibald Turnpenny could call down an orbital strike.
>>
>>50366355
I recommend going the party buffing route. Remember that there are more powers in Navis Primer.
>>
>>50368329
Beyond fucked.
>>
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Post your regiments /40krpg/.

131st Royal Vestan Dragoons “The Deadly Dandies”
Characteristic Modifiers: +3 to two of the following characteristics Fellowship, Intelligence, or Weapon Skill. +3 Weapon Skill, -3 Intelligence.
Starting Skills: Common Lore (Administratum), Inquiry, Linguistics (High Gothic), Parry or Dodge
Starting Aptitudes: Toughness
Staring Talents: Air of Authority or Peer (Nobility), Die Hard, Lightning Reflexes
Fluency: Do not start with Linguistics (Low Gothic), but capable of verbal communication if it does not require a skill test.
Duty and Honour: -10 to all Charm, Inquiry and Deceive Tests when interacting with non-Highborn.
+10 to all Charm, Inquiry and Deceive Tests made to interact with other Highborn.
Abundant Resources: +10 to Squad Starting Logistics Rating.
Well-Provisioned: +10 to Logistics tests for Vehicle parts for maintenance.
Honour Bound: Members of the Regiment must pass a Difficult (-10) Willpower Test to ignore a formal challenge or insult to their honour.
Wounds: Characters from this regiment begin play with –1 starting wound.
Standard Regimental Kit: Each player character starts with the following.
1 Combat Shotgun and 6 reloads (Main Weapon)
1 Suit of Best Quality Imperial Guard Flak Armour
1 Chainsword and 1 Knife
4 Frag and 3 Krak Grenades
1 Chrono
1 Uniform
1 Dress Uniform
1 Set of field gear (rucksack, mess kit and water canteen, poor weather gear, blanket and sleep bag, set of basic tools, rechargeable lamp pack, grooming kit, set of cogtags, Imperial Infantryman’s Uplifting Primer, and 2 weeks good quality rations)
1 Chimera Armoured Fighting Vehicle per Squad
Favoured Weapons: Plasma Gun and Autocannon

Home World: The Highborn of Vesta (3)
Commanding Officer: Colonel Boarwood (Sanguine) (2)
Regiment Type: Armoured Close Assault (5)
Doctrines: Die Hard (3), Well-Provisioned (3)
Drawbacks: Honour Bound (-4)
Total Cost: 12 points
>>
>>50369789
Cascadianfag, I finally made a document that has a minor section for each of my many regiments. There's one listed in the Table of Contents that's not on there yet, but that's because I'm still working on it and don't feel comfortable putting them in yet.
>>
What do you prefer for your Ordo Malleus games:

>Warriors in golden armor blazing away at the darkness puritans

or

>Binding Daemonhosts and using whatever is available to save the world for one more day.
>>
>>50370095
Personally, I prefer
>Sneak in silently, murder everyone, burn all the evidence, make sure everyone who died is deleted from all Imperial records forever, vanish again
>>
>>50370095
>Warriors in golden armor blazing away at the darkness puritans
to
>Desperate heroes scrambling against forces that completely outmatch
and then
>Binding Daemonhosts and using whatever is available to save the world for one more day.
>>
>>50368329

>T7

He's only as tough as my explorator's castellax. We have felling weapons. We can take him.
>>
>>50357201
Feudal World-style armor bump.
>>
What item would you not let your players put in their IG Standard Regiment kit?

My players all wanted powerswords, which I was reluctant to allow. That said getting monoswords is surprisingly expensive.
>>
>>50357233
Our DH 2e party hog tied a necron warrior.

This was on our second combat encounter of the entire campaign.
>>
>>50371987
that doesn't make any sense.
Necrons travel in groups, and can obliterate tanks with their gauss rifles.

Furthermore, they can phase through walls, how can ropes hold them?
>>
>>50371987
This implies your GM doesn't understand either the setting or the Necrons.
>>
>>50371987
>Hog tied a necron warrior
>Strength 45
>Unnatural Strength 4
>>
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>>50370247
This. This is how you do it.

The players should never be able to point to exactly when they crossed the line, but given enough time, it should be clear that their past selves would probably burn their present incarnations.
>>
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>>50373011
Anyone have any examples of this in action?
>>
>>50372192

Well, wraiths can phase. Warriors don't tend to do that.
>>
>>50374124
Go read the Eisenhorn trilogy.
>>
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>>50369789

39th "Shivborn" Savlar Chem Dogs


The Shivborn are close quarters specialists of the Chem Dogs. Pulled from the cell block known as Cutthroat Country, where exceptionally violent prisoners and those that have drawn the ire of the guards are kept. Vicious attacks are commonplace and most of the time are unwarranted. Members of the regiment are paranoid and capable knife fighters by necessity. Due to their status as a penal legion not enough shotguns are available for everyone to have one. As such a number of recruits have taken to appropriating rescue axes to use as main weapons.

Characteristic Modifiers: +3 Agility, -3 Intelligence, +3 Toughness, +5 Weapon Skill
Starting Aptitudes:
Starting Skills: Dodge OR Parry, Intimidate, Linguistics (Low Gothic)
Starting Talents: Enemy (Adeptus Arbites), Lightning Reflexes, Paranoia, Peer (Underworld), Rapid Reaction, Street Fighting

Wounds: +1

Favoured Weapons: Flamer, Heavy Bolter

Standard Regimental Kit:

Per Character: Combat Shotgun and 4 reloads OR Mono Great Weapon, 2 Knives, Mono War Knife, Stub Revolver and 12 bullets, Imperial Guard Flak Armor, 3 Frag Grenades, 2 Krak Grenades, 2 Smoke Grenades, Inhaler, 3 doses of Frenzon OR 5 doses of Stimm

Per Squad:

Larcenous: Members from penal colonies have an inherent understanding on using the black market. Gain a +10 to acquiring illegal/contraband items via logistics

Scum And Villainy: The regiment only has 15 points worth of equipment when determining standard kit.


Untimely Inquiries: Whenever the regiment fails an operation, the squad fails to complete a mission/achieve a critical objective or everyone gets caught in a scandal the local arbites come down hard. Every member of the regiment takes a -5 to willpower tests until the interference concludes due to the stress that they cause.
>>
>>50374216
Thanks anon!
>>
>>50368329
Considering I'm a Thousand Son Sorcerer, not very.
>>
>>50368329
Beyond belief.
Inquisition didn't teach us to die for nothing though, so we run, as far and as fast as we can.
>>
>>50371342
He has more wounds, is faster and has psychic powers coming out the arse. I don't think that's a fair comparison.
>>
>>50375354
I mean, stats aren't entirely comparable, tabletop to RPG. In the RPG, he'd have not merely Unnatural Toughness on top of a lot of it, he'd have Daemonic too, which is not reduced by Felling, and not to mention, you know, all the other Daemon Prince on top of Primarch shit.
>>
>>50357201
Bumping.

What are some good Only War plots you've seen
>>
>>50376821
ogryn sniper? fo' shizzle.
>>
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If I wanted to run an all-dreadnought deathwatch game, what kind of missions would they go on? Is there enough room for variation to avoid doing basically the same thing over and over?
>>
>>50378462

Depends. Are you allowing contemptor, dorito, and leviathan patterns?
>>
>>50378497
Would the average watch fortress have access to those?
>>
>>50378505

Forge world said that they did on facebook. No real word via errata yet.
>>
>>50378733
Then yes.
>>
>>50378755

Deredeo ranged specialists. Contemptor combat monsters. Leviathan tanks. Castaferrum generalists.

it can work
>>
>>50378878
But what kind of missions would warrant a team of dreadnoughts?
>>
>>50378962
A team of helbrutes.
A team of riptides.
>>
>>50378986
That doesn't really seem like it would make for a fun game.
>>
>>50379285
Agreed. At a certain point, you're beyond anything the rules were meant to simulate, and just blocky walls of ceramite rubbing against each other. Boring.
>>
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How exactly do reinforcement characters work in the warband of an inqusitor? I get that you can only directly use them after using your influence, especially autonomus powers like a hive noble or a rogue trader, but what about long term companions of the inquisitor?

For example, if an ordo malleus inquisitor has a grey knight in his warband, how does he interact with the rest and how is he used as an RC?
>>
Alright /40krpg/, newcomer here. You know any good places online to find an Only War game to join?
>>
>>50382047
Browse roll20 regularly.
>>
>>50381968
I don't think any solid rules ever got laid down. Personally, if the players know a character and have interacted with him and forged a relationship with them (Maybe they've given mission reports to a member of their Inquisitor's Deathwatch retinue, for example), I'd discount the costs compared to calling in a stranger using Inquisition resources.

The tradeoff is that the players have less control of that character. If they call in Generic McSpacemarine of the Deathwatch, they have a lot more freedom and control of McSpacemarine than they do of Aurelius Florentine the Charming Ultramarine Sergeant, who they've interacted with before.
>>
>>50372595
>>50372259
>>50372192
no fun faggots
>>
>>50381475
So there's literally no way to make this fun?
>>
>>50382295
Well, they fight and sleep. Do with that what you will.
>>
Are there rules for jumping out of a moving vehicle?
>>
>>50382130
Thanks, I can work with this.

Time to get this inquisitorial party started.
>>
So, longstanding question for sidearms: bolt, or plasma?
>>
>>50382295

Not unless you want to damage the integrity of the setting.
>>
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>>50382364
So you're telling me that you can't think of any possible way to make a party of dreadnoughts fun.
>>
>>50382846
Bolt or best-quality plasma
>>
>>50382860
How about you go have fun and prove him wrong.
>>
>>50382295
Think of a standard mission where you'd send "Stealth optional" marines. Replace with dreadnoughts.
>>
>>50382926
I'd like to, but I'd like some advice on what kind of missions they'd send a group of Dreads on.

Perhaps they're disavowed by the imperium and want to get revenge on whatever force caused them such a fate before they die?
>>
Am I crazy or are there no Ubiquitous items in the OW core book?
>>
>>50383047
>Find target in need of a stompy, walking box delivered ass kicking.
>Send in PC Dreadnought party.
>Even in death, you still stomp.
>Go home.
>Take nap.
>Infinite loop.
>>
>>50383047

Dreadnought talons are usually used as linebreakers and special character hunters. There will be a lot of assassination and wrecking ball missions.
>>
>>50359014
Just on regimental joining. it usually results in joint regimental numbers ie; 11/28th or 5/16th and so on. That's how these numbers pop up from time to time. It's often done during a long deployment as a result of reinforcements being unavailable so it's easier to amalgamate.
>>
>>50383047
Long term campaign is not going to work.

But a narrative I like is; Deathwatch are attached to a massive wide scale assault against against a Rak'gol nest world. Dozens of Killteams are deployed to assist the guard as breakthrough assault units. As the tide begins to turn the Rak'Gol detonate their reactors across the planet, making it unbelievably inhospitable to everyone including the space marines. The killteams (not to mention all the Guard) all succumb to radiation, leaving the various dreadnoughts deployed in the theatre as the sole survivors.

Vox communication is completely fucked, but the dreadnoughts are able to link up since SM battle frequencies are higher amplitude or some shit. Now the group of dreads have to trek across this horrible poisoned world to the orbital command FB that will have a transmitter that can vox to the strike cruisers in orbit and let them know there were some survivors.

Now along the way they can encounter some particularly vicious Rak'Ghol monsters that managed to not die. Not to mention guard forces that, due to geography and shit, didn't instantly die but are slowly dying. Once the dreads reach the FB they realize that the radiation has completely fucked their linkage ports so one of them will need to make the ultimate sacrifice, leave their armoured womb,direct neural interface with the comms, send the distress signal, and die.

Or whatever, do what you want.
>>
>>50384282
>Leave the sarcophagus
Pretty sure they don't have limbs in there.
>>
>>50384336
Have the librarian use tk to move the wires then, I dunno figure it out.
>>
>>50382961
lel
>>
>>50384336
I think it varies dread to dread.
>>
>>50357201
Does anyone have any suggestions for making armored combat feel a bit more lethal?
>>
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>>50385875
Surprise meltagun to the ass
>>
>>50385875
Maybe try to isolate them. At the start they are part of a large armored push, which is successful. Too successful. Now they have been enveloped behind enemy lines and have to either regroup with friendly forces, or try to wreak havoc behind enemy lines. When they realize they've gone too far they should maybe have four or five other tanks and a number of mechanized infantry riding chimeras with them. As the campaign goes on slowly lower that amount, until they are all alone with maybe a single fireteam of accompanying infantry, with a thirty minutes of fuel, five tank shells, and three seconds of automatic fire for their pintle stubber. With that they have to take down a chaos dreadnaught, destroy a massive siege gun, or break though to their own forces.
The general idea is that you want to keep your players from being able to just throw bodies and tank shells at a problem until it goes away. Make your players overconfident so that they slip up, and then punish them hard for it. They rush forward to pursue an enemy vehicle, ambush them. They sit back and camp to prevent enemies from sneaking up on them, bombard their position with artillery. They hide behind a wall of guardsmen? Sneak attack from a group of ork kommandos.
>>
Sup /tg/, I was curious. I had an idea for an OW campaign set on an imperial pleasure world. Plot twist being it's actually a massive not-Disney World resort deal.

Would this work setting wise? I know pleasure worlds are a thing and propaganda is also massive, so it doesn't seem like such a big leap to me. Nobles across the galaxy dragging their family over to distract and educate them, scions of wealthy families strolling around in tacky out of place clothes, putting the fear of the Emperor into your spawn. All that good stuff.

Admittedly it's also cause I'd love to have grizzled soldiers fighting armed mascots.
>>
>>50385875
I take a bit of inspiration from BattleTech.

In brief: any time an attack does well enough to take away structure, half that weapon's Pen is taken from the armor side that it struck, representing serious damage either sloughing the armor away, or damaging the strength that comes from its integrity.

This makes armor endurance something that needs to be considered, but the prerequisite of needing to actually do well enough to harm structure stops people from doing stupid shit like trying to lasgun a tank to death.
>>
>>50386426
It's... doable but tricky. It would have to be in the middle of a very populated and incredibly wealthy sector with a high density of planets. You'd have to be an incredibly stupid noble to pay to take people through the warp just to have a holiday.

Your best bet would probably to say it's a 'pleasure asteroid base' rather than a whole world. Just have it be a small (and I mean 40K small, so it's probably capable of housing one hundred thousand people very comfortably) facility.

And in a place like that, you'd get the fun of nobles from competing houses/planets showing up with their retinue and bodyguards and causing a brawl, which draws in more nobles and their retinues, which causes the brawl to expand...

You get to expose your players to what is basically an unintended planetary insurrection with twelve different sides each screaming that the other is a knave who deserves to be shot and how dare you kill my soldiers they were being perfectly reasonable as they butchered my rivals children.
>>
>>50357201
Fuck it, bump.
>>
Ok so how does handedness work for two handed weapons like rifles?
Lets say I broke my trigger finger on my main hand and want to switch stances so I can pull the trigger with my off hand.

Does it still count as an off hand attack?
>>
>>50387545
According to the rules of the game, yes.
>>
>>50387545
>Handedness
That is a blast from the past.
>>
How do you guys handle shooting guns while engaged in melee in DH2e? The book seems to only specify shooting at enemies locked in melee with allies.
>>
>>50387786
>Is gun pistol?
>If yes, you can shoot
>If no, you cannot

This is at the start of every armory section when it talks about weapon classes.
>>
>>50386321
Excellent advice. Also, if it's anything like urban warfare you can take inspiration from the first Battle of Grozny in which the Russians lost about 200 armored vehicles to urban guerrillas.
>>
gonna join a black crusade game soon
any advice for building a plague miester?
suggested weapons? pistol, shotgun, melee?
should i get mechanicus implants?
should i get a bodyguard or servant or just rely on my team?
>>
>>50389536
>gonna join a black crusade game soon
any advice for building a plague miester?
Assuming human, probably demagogue or witch background. First will help you establish plague cults, the second is more difficult with all the psyker advances but will help you curse people with nurgle rot

>suggested weapons? pistol, shotgun, melee?
That's gonna depend on what route you take of subtle vs obvious heretic

should i get mechanicus implants?
Only if you're a heretek. Otherwise you're denying the plagues a place to contaminate.

should i get a bodyguard or servant or just rely on my team?
Is your team mono-nurgle? Of not, don't fucking trust those fuckers.
>>
>>50389536
Are you using the archtypes in the splat books?
>>
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>>50386321
>>50388959
Appreciate the advice, but I was thinking more mechanically as opposed to how to make it more lethal as a GM.

I'm tempted to give this (>>50386467) a try. Gives the vehicles the sense of hardness they should have, but makes fighting them feel like less of a mechanical slog. I'm also a fan of BT, so there's that. Any other mechanical suggestions?
>>
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>>50390176
yes plague miester is an archetype from the tome of decay
he's essentially a nurgle medic
and yes he's human and my team is so far
>2 chosen of khorne
>1 undivided apostle
>one CSM sorc of tzeench
>me
>>
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>>50369789

The 633rd Stormtrooper Strike Company, aka "The Worst of the Best"

Rules-wise, a drop-troop regiment kitted out with carapace armor and comm-beads.

The 633rd was created as a company-sized force of Inquisitorial stormtrooper. Trained for drop-insertion assaults, it was rumored that the 633rd was drawn from the bottom percentile of Schola Progenium graduates. They were inserted into a invasion force (as a "totally not Inquisition, guys" element) to be tasked with special missions (that totally weren't handed down from Inquisition agents). Standard mission profile was for the 633rd to be grav-chuted directly onto a critical target, fuck shit up, and then scream at their psyker to Warp Gate them out of there before the inevitable wave of enemy reinforcements showed up.

They were listed as being killed to the last man in combat, so that they could be taken off the books and used on a black-bag operation. During which they actually were killed to the last man.
>>
>>50391863
>that self-fulfilling prophecy
I laughed.
>>
Ok so in only war techpriests and some of their advances come with a free ballistic mechadendrite. Do I get to choose any kind of weapon and it comes free with the cybernetic or do I have to provide my own?
>>
do i still get an archetypes starting talent if i lack the prerequisite?
ex: furious assault needs 35 weapon skill but it's listed as a starting talent
>>
>>50393511

yes
>>
>>50393511
Yes.
>>
>>50381475
I feel like for situations like these it the GM and players would have to be very open to trying "different" styles of plots since they are playing such powerful characters. Maybe the starting mission could be the Dreadnought squad is deployed to counter a surprise Xenos invasion on a world being fought over by the Severan Dominate and the IG. Perhaps the Dreadnoughts were meant to be the big guns, but the scouting and recon force were obliterated on entry in their drop pods so now the Dreadnoughts have to not only end the xenos but figure out the connection and if the Xenos were hired by the Severan Dominate. Make a situation where the players are somewhat playing as fish out of water. Sure they have immense durability and firepower but they have limited amounts of supplies due to perhaps logistical screw up and they need to be sneaky or wily, and fall back on their cunning and wit they accrued from the earlier years as more lithe and supple Space Marines.
>>
>>50382295>>50382961
>>50383047
>>50382926

It can definitely be fun but there needs to be more twists to the campaign. The players should be fish out of water. Perhaps the squad of dreadnoughts were deployed due to urgent and dire calls by a local planet claiming yuge xenos threat and when the elite squad of dreadheads land, surprise it turned out the Planetary Governor was lying in order to use the Dreadnoughts/Deathwatch to sure up his position. Or maybe the Dreadnoughts get deployed to an inquisition conclave as a simple of partnership at the request of a lead inquisitor. While the conference is going on suddenly the host inquisitor is murdered and it becomes a case of who done it? with the dreadnoughts playing the investigators invesitagating professional and exceptionally well armed professional investigators.
>>
>>50395279
>Sneaky dreadnoughts
Nigga wat. The plot should suit the 'team of murderous Kool-Aid Men' concept. Your idea is just a DH/OW game, but with a hamfisted and vastly under qualified team of refrigerators instead of operators.
>>
>>50395420

Let me guess. The next thing you'll say is "A team of ninja-noughts damages the integrity of the deep and serious setting that is Warhammer 40,000."
>>
>>50395420
Thats a fair point, but it makes the game super fucking repetitive if they just do the same thing over and over and over again.

If players want to play a full campaign as a dreadnought squad they will need to play in odd and outright strange circumstances to keep playing actually interesting. Imagine being crazy strong armored monsters with limited supplies and so outnumbered that they need to try and make the most decisive strikes to make sure they don't fail their mission.

Dreadnoughts have very limited versatility when it comes to normal plots for them. So new and weird plots will be the only way for the players to try something new.
>>
>>50395586
No, I'm saying the idea isn't dramatic enough for them. If you want intrigue, have their chapter go rogue without telling them. Let them piece it together from sketchy ops carried out against 'traitor' guard between those long naps, and decide how to punish their traitorous brothers and escape back to Imperial space.
>>
HEY FUCKERS HOW MANY WOULD BE INTERESTED IN PLAY A GAME OF 40K RPGS?

WITH VOICE AND STUFF? I'M THINKING DEATHWATCH OR DARK HERESY A GOING A PURGING.
>>
>>50396495
I'd be down. You OK with me Twitch streaming it.
>>
>>50391856
>mixing CSM and humans
>ever
>not only breaking that cardinal rule, but then going so far as to mix core and splat archetypes as well
>>
>>50397045
>mixing CSM and humans
like we heretics have no regards for rules or something
>not only breaking that cardinal rule, but then going so far as to mix core and splat archetypes as well
does your autism not let you play with people who pick different characters than you?
>>
>>50397132
Get ready for a game where you'll be sitting on your ass while the apostle does all the work, doubly so since you're the only humie in a CSM party.
>>
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>>50397132
>like we heretics have no regards for rules or something
Better hope you have no regard for party balance, either.
>>
>>50397132
Did you at least account for the XP difference between splat and core archetypes?
>>
>>50397045
>>50397132
>>50397250
>>50397511
Having played BC, this is all pretty correct. Mixing CSM and humans is generally a bad idea and the power difference between core and splat books is pretty damned high.
>>
>>50396986
I'd be up for that in a heartbeat
>>
>>50396495
I'd be up for a game
>>
>>50396495
I'd be interested but your all caps and general weirdness is off putting.
>>
>>50396495
If you said text & DH2, I'd be down AF.
>>
>>50398050
Pretty much this- text and any of the 40k rpgs and i'd be down.
>>
I'm going to DM a game of Black Crusade sometime, and I was wondering what kind of soundtrack I should use.

I already have an *idea* of what I want to use, which is very electronic music, but there's not very much I can find that's "dark" enough.
>>
>>50391863
legit kek
>>
>>50398050
>>50399092
No way dude, text games are slow as fuck online.
>>
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>>50369789
Leda's 1st Nocturnal Droptroops "The Black Swans"

Leda is a mining world rich in mineral wealth, her people toil endlessly below the surface all the while great terraforming factories work endlessly on the surface. While her people may toil, the citizens of Leda know that once the terraforming is complete, either their children, their children's children will live in the sun and never have to work and die in the darkness of the tunnels. The Adeptus Mechanicus promises in just a century the world will be habitable and they have been promising this for roughly 800 years.

The Black Swans were formed as an specialty regiment by Colonel Yoro Blackacre for covert deep strike operations on Gypsos II a planet riddled with extensive subterranean cavern systems. During their first deployment the Black Swans would encounter heavy resistance elements and, due to the nature of the battlefield, could not be reinforced or extracted. Rather than be captured the Swans detonated the supports of their tunnel section, killing themselves and a large portion of enemy forces.

After this "defeat" the Black Swans were relegated to nocturnal drop operations where they shone (no pun intended) suffering a 55% fewer casualties than a standard drop troop regiment during a night drop. The regiment remained perpetually understrength as they were considered a "specialty" regiment and thus were a low priority for recruits. Unfortunately a situation similar to the one on Gypsos II occurred and the Black Swans were quickly brought up to capacity. Only for the situation to play out again much in the same way.

This has followed a pattern for the last 70 years. Veterans of the regiment live in dread of a large influx of new recruits as it usually heralds a "Tomb Job" and the regiment is due overdue for one.
>>
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>>50400550
>that reference
Fuck you Anon.

Also it took forever to find an SFW picture.
>>
Gonna play a campaign of RT soonish, first time player. Due to low rolls, being a mutant and other things my starting intelligence is a meager 18. How will that affect me? I atleast have a strength of 50 but all my other stats are painfully average. So I am retard strong.
>>
>>50402070
Congrats, you're a knock-off ogryn.
>>
>>50402175
Yeah, I'm mostly curious what int is used for besides lore checks. I'm an Arch-Militant so I might get away with just killing stuff.
>>
>>50357201
What was the changelog for the latest edition of Mars Needs Women?
>>
So, can anyone give me an of the more obscure cybernetics I may have missed for a tech-priest that is going the route of a Tech-Assassin sort of thing, in DH2nd. Stuff from other lines is ok.
>>
I've a new player that struggles with making his Adept useful in investigation. He doesn't know the lore, and is pretty passive.

What are some hooks I can throw at him to keep him engaged and be useful to the plot?
>>
>>50402874
Sort the paperwork and the red tape.
>>
>>50360509
I'd like to point out though that Gaunt's Ghosts weren't offered that - Gaunt himself was. Slaydo gave him a colonelship and settlement rights to the first planet he conquered on his deathbed. When the books touch on the part where Gaunt actually visited Tanith and met the regiment he chose to found, he saw a 'scruffy bunch of soft-voiced woodsmen' and couldn't help feeling that he'd 'landed a weak command'. He was probably hoping for something more like the Hyrkans... with whom he'd actually have been able to conclusively take credit for assaulting a whole planet, probably.
>>
>>50402604

Fucking around with the reductor artillery tank I think
>>
>>50404014

Wait, no. The archive says the most recent change was fixing some weapon penetration values.
>>
>>50404037
It would be nice to have the exact log
>>
Have you ever used the deathwatch system without having your characters as part of the deathwatch? How did it work?
>>
>>50406900
wouldn't that end up with PCs getting gibbed quicker?
>>
>>50406900
>Use Deathwatch
>Without being Deathwatch
Wot?
>>
>>50406997

Presumably "A squad of astartes from a single chapter" or "Space Marine Legionaries" sort of thing.
>>
>>50405121

Mars Needs Women! (v1.2.10) Changelog
-Galvanic Caster Kinetic Hammershot round penetration improved from 3 to 8. This is an AP3 weapon on tabletop. Instead of properly converting AP3 to Pen 8, I caught the downs and just copied 3 in.

Mars Needs Women! (v1.2.9) Changelog
-Heavy Chainblade now specifies it requires Weapon Training (Chain) to use.
-Lightning Claws now specifies it requires Weapon Training (Power) to use.
-Thallax Shock Trooper now starts with Exotic Weapon Training (Lightning Gun) as well as Integrated.
-The Minotaur's Dual Earthshaker Cannon blast size has been corrected to Blast (20)
-ORAT Hull Integrity increased from 30 to 40 to bring it in line with the Basilisk's 40.
-Minotaur Hull Integrity increased from 50 to 65 to make it beefier than a Leman Russ.
-The Minotaur and ORAT can now add and remove the Indirect Quality with a full action from the crew, just like the Basilisk can.
>>
>>50406900
What, like, playing regular Space Marines or Legionaries? There's nothing saying it won't work, it just seems kind of dull.
>>
>>50407223
no, probably means as guardsmen or something.
>>
>>50407165
This is what I meant, yes.
>>
>>50407223
>>50407165

My group is thinking of starting up a Great Crusade game on the side. We're all in the mood for something exotic. We have high hopes for it.
>>
>>50400688
Jesus - classical religion is more than just lurid porn for plebs, anon. Do try to understand before you get all titillated.
>>
>>50397511
>>50397687
It's the party balance police! No fun allowed, everyone's gotta play the most tuffest character type in the game or you suck.
Children never change. When you turn 13, let us know, and we'll show you a whole world of non-spergyedgelord stuff!
>>
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>>50395721
>>50395793
Or the dreads wake up on a bb/cruiser that is empty and adrift. wat do?
PIRATE DREDS!!!!!! HA-HAAAAA!
>>
>>50386540
Anon, pleasure worlds are a thing.
>>
>>50409361
I wouldn't marginalize what is actually a big problem with BC. As a CSM you will spend entire sessions with you hands in your pockets while your apostle is making deals and talking to people.

And don't be a shit and complain people are sperging out as you sperg out. You look like an asshole.
>>
>>50386426
It's hard to imagine what a pleasure world would be like other than a big theme park really.
>>
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>>50409696
>than a big theme park really
>theme park
>theme
>park

*CRICHTON INTENSIFIES*
>>
>>50400386
I feel that's kind of the appeal.
>>
>>50407191
thanks, anon.
>>
>>50409608
>bc imbalance - csm too op?
>no! regular humies btfo csm in social combat!
T-that's not what I was expecting, anon. That's...that's awesome! How is that not awesome?
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