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In Warmaster, should I take the rulebook rules or the army book rules? For instance, the Empire Hellblaster Volley Gun has different rules in the main Living Rulebook (6-3-1 firing, a different misfire table) than in the Army List section (8-4-2, different misfire table). On a different note, is the Hail of Stones spell from the High Elves just awful? 6+ to cast and causes 1d3 attacks, so probably 1 hit per enemy unit and doesn't drive back
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# ¿ Jan 12, 2017 18:44 |
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# ¿ May 2, 2024 22:45 |
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Played my first game of Warmaster. High Elf vs Dwarf, 1500 points during the War of the Beard. We had a village worth 100VPs, otherwise just a regular fight. My List: 245 - 4 Spearmen - 1 Sword of Fate (5) 300 - 4 Archers 350 - 3 Silver Helms - 1 Banner of Fortune (20) 70 - 1 Giant Eagles 310 - 1 General - 1 Dragon (100) - 1 Orb of Majesty (30) 100 - 1 Hero - 1 Chariot (10) - 1 Sword of Cleaving (10) 120 - 1 Wizard - 1 Giant Eagle (20) - 1 Sword of Might (10) ---------------------------------------------------------------- 1495 - 12/6 His list was something like: 2 Slayers Flame Cannon General Hero Rune on Anvil 4 warriors, one of which had the Shield banner 2 Ranger 2 Thunderer A few magic weapons spread throughout too After some early maneuvering, my Silverhelms, Eagles and General charged into the Slayers and Flame Cannon. I lose a few silverhelms but wiped out that entire battery. Unfortunately, this made then too vulnerable and my Helms had to start falling back from losing battles against full strength Warriors. My Eagle charged some out of position Rangers from behind, but did jack poo poo and got nearly killed. The Eagles would survive another 3 rounds somehow, playing havoc with his Order rolls. While I fell back with the Helms on the right flank, he was pushing up hard down the middle. I managed to set up a line of archers with a Mage to support them, and got lucky enough to Drive Back his Shielded warriors. Then another unit advanced a bit further, only to take a whopping 18 shots of fire (literally in some cases, I had the dragon general supporting here) and be forced to Rout off the board. This delayed him long enough for my spears lead by the hero to charge in on the left. They did some damage, but got beaten back after destroying some Thunderers. Meanwhile the units he had chasing my cavalry clashed with my line on the right flank. I had some archers get super lucky shooting at charging rangers, and nearly destroyed the entire unit while being reduced to one stand as well. In the end, a final push on the left brought him below breaking, and the game came down to me having 415 points from kills and him scoring 405. I got +100vp from holding the village, but it was incredibly close. All in all, really fun and we'll definitely be trying it some more in the future. My main takeaway is that Dwarf Warriors are a BITCH to kill, especially with that drat shield banner.
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# ¿ Jan 14, 2017 04:43 |
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Does anyone have any experience with the Siege rules in Warmaster? My friend and I have been trying out scenarios to learn the game, and we're planning to give sieges a try later this week and I was wondering if there are any common flaws or pitfalls to be aware of when designing the scenario. The current idea is for there to be a mountain fort defended by the Empire (2000 points). In the valley in front of the fort, there's an outpost or village or some defensible-but-not-too-much point that the Empire needs to defend as well. The Chaos Dwarfs (3000 points) are attacking through the valley, and have to take the fort to win. If they take the outpost/village/whatever, they get 1000 points of reinforcements coming from the other side - behind the fortress wall. This is to represent the dwarfs finding some secret Underway or goat path or something and sneaking in a strike force. If the Chaos Dwarfs take the keep, they win. If the Empire holds the keep at the end of turn 8, they win. The Empire cannot break, and the Chaos Dwarfs only break after losing 75% rather than 50%. I'll be playing the Empire and designing the scenario, so I'm trying to avoid favoring myself.
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# ¿ Jan 17, 2017 17:41 |
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Mordheim suffers (or at least did, when I played it) from three big flaws: First, the differences in weapons and the various upgrades were tiny. Like you finally get a skill rank increase and it's a 3% boost to your ability to parry, or you can pick between two weapons that deal either 5-9 damage or 6-8 damage. It's meaningless and not very exciting. Second, some maps just gently caress you over and there's not much you can do about it. I remember an "ambush" map, where the ambushing team is so spread out and the ambushed team so concentrated that it gave a huge advantage to the ambushed team! That's literally the opposite of how that map is described Third, your team is tracking persistent injuries and has to be cautious or get hosed over, but the enemy teams do not. Despite this, you're pretty evenly matched in each battle, so it feels like a long slow grind to defeat rather than building up to be bigger and bigger badasses. Hopefully, a Necromunda game will recognize these problems and do something to fix them. Necromunda's way cooler than Mordheim, and it deserves a great video game. Like XCOM. Get the guys who made XCOM.
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# ¿ Jan 19, 2017 20:03 |
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SteelMentor posted:https://www.warhammer-community.com/2017/03/23/warhammer-40000-news-from-adepticon/ Literally every single thing they listed there made me go "No, that is a terrible idea stop". You don't need rules to tell people how to play without points, people can already do that. Your rules should be based around the points system and making a balanced, rigorous rulesystem for that. Command points sound like they're making Formations even more common. Formations are bad, so more formations=more bad. Every model has bespoke rules doesn't mean you have to learn fewer rules in order to only cover your models, it means you have to learn WAY MORE rules because you also need to learn the rules for the models your opponents could be bringing. Save Modifiers COULD work, but will probably end up just making the current armor system worse. Charge hits first means that initiative is nearly useless, when it was already not a great stat. And giving every army Unstable just makes no sense, and seems like it would punish low Ld armies way more than is necessary.
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# ¿ Mar 23, 2017 15:32 |
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glitchkrieg posted:Reading that, it really rams home that GW doesn't look to the competition at all. So many other games are ditching USR-per-unit and they've decided to go in the other direction? Having Universal Special Rules is a good thing (although there are many great wargames with few to no special rules), and having lots of units with them is also fine. This is because they are Universal. Stealth is Stealth, it doesn't matter who gets it or how it's worded on this specific unit, it's just a +1 cover modifier. This is the right way to handle units having special abilities, so that you can understand what your opponent is bringing with just a few key words rather than having to study their entire armybook. The wrong way to do it is the Age of Sigmar madness where every unit with a shield had a slightly different special rule to represent it, or to go back to the bad old days where every "ignore X penalty" or "gain Y bonus" rules had different names and slightly different wordings. Even stuff like Kings of War has USR, and they have almost no unique per-army rules. This lets them differentiate an Elf from a Human by just saying "The elves all have Elite, the humans don't. Here's the point difference" and having that A)be a meaningful difference you can plan your army and tactics around and B)Have everyone understand exactly what that means without referencing the army list.
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# ¿ Mar 23, 2017 16:13 |
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Are there any modern skirmish games that have a campaign structure kinda like Necromunda? I.E. persistent roster, customizable equipment, skills, optionally injuries and territory. I know of Frostgrave, but if there are any others I'd love to hear about them
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# ¿ Mar 29, 2017 22:25 |
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So, in most cases it looks like an Avenger Shuriken Catapult, a "masterwork example" is just worse than a regular catapult. Same stats, except that the Avenger variant has +2"range, but no accuracy bonus for close range.
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# ¿ Apr 3, 2017 16:40 |
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berzerkmonkey posted:You've got your +1 - Eldar have already have a BS of 4 as base, which is higher than most basic troopers in the game. The weapon description states that the extended barrel is for range, not improved accuracy. An Eldar firing a Masterwork Example of a Shuriken Catapult hits on a 3+ at close range. An Eldar firing a regular Shurken Catapult hits on a 2+ at close range, but has a 2" shorter maximum range
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# ¿ Apr 3, 2017 17:23 |
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Camo is also good against short-ranged enemies. Tau Pathfinders have an 18" maximum range, which is reduced to 14" by camo. If you have a typical 24" range basic weapon, that gives you a 10" dead zone where you can fire but they can't
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# ¿ Apr 11, 2017 19:44 |
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I'm putting together a Shadow Wars list as the Space Marine scouts, and can't decide between starting with two Heavies (to make it easier to grow) and starting with more bodies (to make it easier to survive). My 2 Heavy list is: Sarge with Sword+Bolt Pistol+Frag Scout with Bolter Gunner with Heavy Bolter Gunner with Heavy Bolter Everyone has Camo But is that even viable with so few people? Would it be better to trade one of the gunners for a handful of Novices?
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# ¿ Apr 14, 2017 20:44 |
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RocknRollaAyatollah posted:How is the Hobbit game? That whole Dwarf range looks amazing but it's Forgeworld so it'll cost a small fortune and I remember when they announced Smaug, the most dazzling and "valuable" of jewel like objects that GW makes to my knowledge. I like it, although it's not without flaws. It's basically the exact same as the LotR wargame, basically serving as another edition. Most of my experience comes from the LotR game, but from the handful of Hobbit games I played it all still holds true. Pros: Pretty well balanced, especially for a GW game. There's an actual formula of what various stats are worth, so most rank-and-file troops are priced correctly. Has a very wide range of stuff, including things not covered in the movies, so you can play as basically anything from lotr post-silmarillion Rules are straightforward enough that it's easy to learn Covers everything from heroes to hordes, and doesn't break Cons: Things can be really hard to kill. Defense tends to be significantly higher than offense. Good for having a hero face down a horde of goblins, bad when you have 20 guys fighting and one dies per turn. Shooting is... not very good. Bow shots are weak, and the order of actions means that it's super hard to get off more than maybe one shot, and the way the cover system works means that you're not likely to hit much either Fight skill is next to useless, Attacks stat is king. The pairing-off system for close combat also means that large fights can take a while Huge centerpiece models are not good enough to justify the cost, so you'll rarely see Sauron or Smaug pull their weight They updated Radagast's model to look like the movie. His old model is my favorite representation of him, and the new model has bird poo in its hair
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# ¿ Apr 27, 2017 20:35 |
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Schadenboner posted:From my experience probably 70% of all Historicals players who play a German/Austrian/Prussian (Napoleonic or later) army are, if not Nazis, are Nazi-adjacent or -curious. I used to play Flames of War a lot (Note: I played Germans and am not a Nazi), and my store had a decent sized group of people. About half of them played the Germans, either as a dedicated player or just in the "I have a bunch of armies and can play germans in events so we have balanced teams". None of them were nazis, nazi-adjacent or even nazi-vaguely-sympathetic. While there was one guy who really liked German tanks, it was purely an aesthetic thing rather than a wehraboo or "german tanks were super powerful" thing. Most of the people who played Germans just liked their in-game role and rules. That's why I played them, I really liked Mounted Assault as a rule letting you assault with halftracks and Stormtrooper letting you pull of complex movement tricks other factions couldn't.
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# ¿ Nov 1, 2017 18:08 |
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moths posted:I've run into enough "clean wehrmacht," "Stalin was worse," and "both sides had heroes" creeps to be wary. The biggest clue is the swastikas. Most historical nazi soldiers and tanks didn't have swastikas painted everywhere, so if you run into someone with a swastika-laden army they are much more likely to be actual nazis. Of the german armies I saw at my store, the closest thing to a swastika I saw were HJ (I think) units with little red and white paint dots where the swastika armband should be
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# ¿ Nov 1, 2017 20:39 |
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moths posted:That's a really good tip! The only swastikas you should expect to see are on DAK trees, Luftwaffe tails, or armbands like the HJ. Hell, I don't even do it there. I'm not a big historical stickler, so any time I look up what the thing I'm painting is supposed to look like and see it has a swastika, I just replace it with the iron cross. I just don't want any of that baggage
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# ¿ Nov 1, 2017 21:04 |
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Wait they kept the stupid no pre-measuring rule? I mean, of course they kept TLOS, that's kinda GWs thing at this point, but no pre-measuring? That seems like a super obvious easy improvement
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# ¿ Dec 21, 2017 01:23 |
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Zasze posted:Even so id rather see them branch out into something different for the next faction, id really like to see some lizard man space pirates They already had space lizardmen, but they lasted even less time than the squats IIRC. They were called the Slann, because everything in fantasy ported directly into 40k
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# ¿ Feb 5, 2018 04:52 |
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hooman posted:You're right, I missed this in the save section: It is always weird to me that warhammer systems go hit-wound-armor rather than the obviously more sensible hit-armor-wound. Armor should be coming between your fleshy bits and the attack, not being some back up after your skin has failed to tank the bullet
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# ¿ Mar 9, 2018 17:26 |
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moths posted:It's kind of cool that the Van Saar men are also wearing boob plate. (Pec plate?) One big difference is that the men are wearing partially-segmented solid armor over their chest. It's a stylized take on a real form of protection. She is wearing two separate curved sections over her breasts. They are not connected, and leave the center completely unguarded. It is way worse, although not as bad as some other boobplates. That is a really low bar though, and not an excuse
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# ¿ Mar 16, 2018 16:45 |
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SpikeMcclane posted:Did he even see that movie? Holdo was the most competent person in the movie. A) Really, really, staggeringly low bar B) I will defend grumpy Luke to my dying breath
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# ¿ Mar 16, 2018 17:25 |
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Pendent posted:Everything involving Luke in that movie basically owned but the scene where he milked the aliens and then when Yoda burned the tree down were particularly excellent, albeit for very different reasons. That's a problem I have with judging the movie. Every moment when Luke and/or Yoda was there was fantastic. Almost every other moment was awful.
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# ¿ Mar 16, 2018 17:49 |
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I really hope there is something that stands out as a weakness for the Van Saar. They're my favorite gang to play, and I'd rather not feel bad about using them
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# ¿ May 3, 2018 16:54 |
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JcDent posted:Chuck grenades everywhere and at everything, because rolling for ammo and maybe for random deviaton on every shot is fun and amazing. In old necromunda I made an Orlock gang that was 100% explosives. Every unit had at least a grenade, heavies were rocking grenade launchers and missiles. Some guys only had grenades. That was a very fun gang to play, but suuuuper unreliable.
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# ¿ May 8, 2018 16:26 |
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I've been reading the rules, and am confused with a point on the Tactics Cards. People keep saying that Click and Lucky Find are counters to each other and balance out, but you don't seem to have significant control over your hand in a lot of missions, with the defender almost never being able to choose their cards. Are people house ruling tactics cards to give more choice, or are they just hoping to draw a Lucky Find if their opponent drew Click? Or am I just completely missing something?
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# ¿ May 9, 2018 16:06 |
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berzerkmonkey posted:At least Kill team will (should) be just a book. The door/terminal combination for the terrain is very similar to how N17 does it, so probably at least superficially similar
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# ¿ May 10, 2018 20:35 |
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Why is the spaceship assassin based with grass?
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# ¿ May 11, 2018 00:45 |
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berzerkmonkey posted:How weird that a game with very little shooting and a lot of H2H would end up with most of the models ending up in the middle of the table in a scrum... Oh wait - WFB was the exact same way, except everyone was in neat blocks, rather than piled in, 40K style. Yeah no. WFB would usually feature a battle in the middle, sure, but would also feature more than one focal point as blocks maneuvered for flank charges or break through to fragile ranged units. I played WFB a lot, and I don't remember a single battle where more than half of the action was just a melee in the middle. AoS sucks
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# ¿ Jun 6, 2018 14:46 |
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Safety Factor posted:Someone snagged some pictures of the Cawdor sprue at the recent Open Day. Does the Cawdor book have a release date yet? I'm looking to start a Necromunda league, and am wondering if it's worth waiting for that
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# ¿ Jul 16, 2018 22:17 |
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So I'm going to be running an arbitrated campaign of the new Necromunda soon. A few of the players played old necromunda a couple times, and I've played it a lot, but none of us have any experience with the new system. Any advice or house rules you'd suggest? Also, do you know of anywhere with additional scenarios beyond what's in the compiled pdf?
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# ¿ Jul 27, 2018 17:04 |
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Shadin posted:It absolutely doesn't. Since they're British it's obvious that they were going for a medieval executioner. Actually it's the capirote, especially the kind worn during the spanish inquisition by various holy orders and groups. While that model specifically also draws on a lot of executioner trappings - the axe and the studded leather specifically - Cawdor as a whole are based on the capirote. During the second wave of the KKK, the organization adopted a uniform based on the capirote and made their money selling uniforms to members. So the Cawdor gang uniform and the KKK uniform are based on the same origin, but the Cawdor aren't directly traced back to the KKK. White+Red capirotes aren't even exclusive to the KKK, but you are totally justified in assuming anyone who brings a white and red Cawdor gang to be a racist rear end in a top hat. I'm very fine with the Cawdor resembling the KKK like this, because it makes it super easy to tell who the assholes I should refused to play with are.
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# ¿ Aug 18, 2018 17:34 |
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Schadenboner posted:How would their hobbits look as ratlings in 40k? Not great, honestly. I was never a fan of the SB hobbits Especially since they're all wearing rustic clothes and holding farm equipment, other than the Big Four Hobbits, which doesn't mesh well with 40k's look
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# ¿ Aug 24, 2018 17:06 |
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TheBigAristotle posted:Do people post in here about the Middle Earth game, or does it have a thread? Pretty sure it counts, so you can discuss it here. I played a bit a couple years ago, really liked the White Council hero faction
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# ¿ Oct 22, 2018 21:55 |
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Hedningen posted:Looking into Warmaster, and I thought I’d ask my dumb questions here because there seems to be a few goons who know their poo poo. 1) 6mm or 15mm are the most common. As long as you use consistent bases, the mini scale doesn't matter much 2) Warmaster is a dying/dead game for the most part. Almost nobody should care if you use proxies or third party 3) I don't know about official, but there's the Trial Armies 2009 document which is what I've used a few times in the past. It works fine
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# ¿ Dec 20, 2018 22:00 |
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Springfield Fatts posted:This might not be the right thread, but does anyone have any idea how Warmaster stacks up against Kings of War? Weird question, I know, but I did a 10mm KoW army a while back and I'm trying to recruit some people in my area and wondering which will be easier for a group that's never gamed at all. I think KoW would be easier to get into for complete novices, but that Warmaster is the better game overall. Specifically, Warmaster suffers from a "problem" where it's possible to get really unlucky and just not be able to do things (rather than just missing or failing to wound or whatnot). For new players who aren't used to managing risk and planning ahead such that missing a move isn't a big deal, this can feel very bad. Once you get the hang of it, it's not so bad, but I'd be worried about new players bouncing off the order system.
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# ¿ Jan 29, 2019 17:42 |
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What's the issue with overseer? Haven't managed to get a game going more than one session so far. And what's your house ruled replacement?
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# ¿ Sep 2, 2019 19:35 |
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I'm starting a Book of Judgement Law and Misrule campaign soon, with six gangs. Does anyone have any advice regarding the campaign, or problems they've run into with it?
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# ¿ Sep 12, 2019 19:20 |
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Xenomrph posted:What’s that in American funbux moondollars? About $120
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# ¿ Feb 3, 2020 19:24 |
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# ¿ May 2, 2024 22:45 |
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with a rebel yell she QQd posted:Actually that's one thing these guys brought up, that SoB are the female marines, and if we so much want female Space Marines, then we should have male Sisters of Battle as well. Sisters of Battle aren't Marines though. They're normal humans in power armor, which is very different from genetic supersoldiers. Also, the lore reason why the Sisters of Battle exist as an all-female military branch is great and worth keeping. We should get female Marines and no male Sisters
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# ¿ May 27, 2021 01:57 |