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#98 From: "valgarius" <valgar@...>
Date: Mon Dec 25, 2006 1:35 pm
Subject: Merry Christmas.
valgarius
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All the best to everyone throughout 2007.

*To my gaming group: Lets try make characters last longer than a week.*

#97 From: "Edward Fortune" <edwardfortune@...>
Date: Tue Dec 19, 2006 10:59 pm
Subject: RE: Awesome game - Fallensword
oathcircle
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If I click on that link, does it take me to a page that gives you bonuses?
Becase there's a word for posts like that. Spam.
>Fallensword is a free massively multiplayer game set in medieval times,
>kill things, level up, become the best.
>
>http://www.fallensword.com/?ref=33
>
>-Turd

Going back on topic, anyone done Imperium stats for Gaunts Ghosts? For
example, does Brin just have the Sixth Sense skill, or what?

_________________________________________________________________
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prizes!  http://www.msnmoviemogul.com

#96 From: "turdymonkey" <turdymonkey@...>
Date: Tue Dec 19, 2006 8:06 pm
Subject: Awesome game - Fallensword
turdymonkey
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Fallensword is a free massively multiplayer game set in medieval times,
kill things, level up, become the best.

http://www.fallensword.com/?ref=33

-Turd

#95 From: "valgarius" <valgar@...>
Date: Fri Dec 8, 2006 10:47 pm
Subject: Re: Valgarius's *entirely unofficial* website
valgarius
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Re-sized the main GIF on the frontpage so its not so overwhelming.
Added the disclaimer to the base of the front page too.

Going to try fill the Imperial Studies section with useful back
history from 40k from First edition right the way through to current day.

Btw, for anyone who is interested. Here is probably the best map of
the Imperium:

http://www.joachim-adomeit.de/wh40k/spacemap/map.html

An amazing image. I can already see the disclaimers page being padded
out....

#94 From: "richardjcowen" <richardjcowen@...>
Date: Fri Dec 8, 2006 7:12 pm
Subject: Valgarius's *entirely unofficial* website
richardjcowen
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Wow, looking cool so far.

One request: Maybe mention that it's an unofficial site for the game,
on the front page?

I'm only asking due to the artwork there.

(And feeling like a complete hypocrite for dragging WFRP1 and
Inquisitor down a dark alley, beating them up and stealing their best
bits to write the game...)

#93 From: "valgarius" <valgar@...>
Date: Wed Dec 6, 2006 3:13 pm
Subject: Re: Imperium Site
valgarius
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--- In imperium_40k@..., "richardjcowen"
<richardjcowen@...> wrote:
>
> --- In imperium_40k@..., "valgarius" <valgar@> wrote:
> >
> > Hello,
> >
> > My group is considering creating a site. Since the main game we
> > currently use is Imperium would you have any problems with us linking
> > to this Group and designing some webpages around the game?
> >
> > Of course, full credit would be given.
> >
>
> Sure, go right ahead. I'm looking forward to seeing it.
>

2 days in the making, have a gander...

http://www.valgar.plus.com/Imperium/Galactic%20Tear%20Campaign/ImperiumMainPageS\
et.html

Beware of the 1.7 meg GIF download lurking on the mainpage though, its
  been known to eat unwary visitors.

As soon as i have finished updating pictures and the like, i will fill
in the Disclaimers' section.

#92 From: "richardjcowen" <richardjcowen@...>
Date: Mon Dec 4, 2006 4:48 pm
Subject: Re: Imperium Site
richardjcowen
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--- In imperium_40k@..., "valgarius" <valgar@...> wrote:
>
> Hello,
>
> My group is considering creating a site. Since the main game we
> currently use is Imperium would you have any problems with us linking
> to this Group and designing some webpages around the game?
>
> Of course, full credit would be given.
>

Sure, go right ahead. I'm looking forward to seeing it.

#91 From: "valgarius" <valgar@...>
Date: Sun Dec 3, 2006 9:45 pm
Subject: Imperium Site
valgarius
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Hello,

My group is considering creating a site. Since the main game we
currently use is Imperium would you have any problems with us linking
to this Group and designing some webpages around the game?

Of course, full credit would be given.

#90 From: "Phil" <patho3@...>
Date: Wed Sep 27, 2006 1:21 am
Subject: Re: Online Imperium game on RPG.net
philthy79
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--- In imperium_40k@..., "richardjcowen"
<richardjcowen@h...> wrote:
>
> It's been a while since I've given Imperium a spin, and I fancy trying
> a bit of online GMing, so I've decided to run a game set in the
> Logan's World setting (in the Additional Files folder of the Files
> section).
>
> I'll be running this on RPG.net, which you'll need to join if you
> haven't already: http://forum.rpg.net/showthread.php?t=286985
>

:o
Steal my idea!

Well, you did write the thing, so I guess you have perogative ;)


Anyways, I just finished setting up the rpol game. This will be a
totally different setting to the RPG.net game (I'm still sorting out
the setting), and will likely involve much jaunting around the galaxy.
If you want to have a look, go to;
http://rpol.net/game.cgi?gi=19772&gn=Imperium+40K+-+Foothold


Hell, why not join both games?
I think I might even go join Richard's...

#89 From: "richardjcowen" <richardjcowen@...>
Date: Fri Sep 22, 2006 9:27 pm
Subject: Online Imperium game on RPG.net
richardjcowen
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It's been a while since I've given Imperium a spin, and I fancy trying
a bit of online GMing, so I've decided to run a game set in the
Logan's World setting (in the Additional Files folder of the Files
section).

I'll be running this on RPG.net, which you'll need to join if you
haven't already: http://forum.rpg.net/showthread.php?t=286985

#88 From: "Phil" <patho3@...>
Date: Mon Sep 18, 2006 6:12 am
Subject: Imperium 40K on rpol
philthy79
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Been lurking for a looong time, and been keeping up with developments.
Had the files and things sitting on my HDD for ages, and despite
wanting to, I never really had the chance to use them.

Now, having been playing on rpol for a bit, I've been meaning to start
my own game - I just couldn't decide what to run.

Then, like a lightning bolt sent by the Dark Gods themselves, the idea
hit me.
I thought I'd let everyone know that soon there will be an Imperium
40K game running on rpol (http://rpol.net)

There is much setting up to do, of course (not to mention
re-acquainting myself with the docs), but for those like me who
haven't had a chance to try the rules out, but want to, or even for
those who want to try it in a different format, this could make for a
very interesting experiment :)

Stay tuned for more info!

Cheers,
Phil Thomas

#87 From: imperium_40k@...
Date: Wed Aug 2, 2006 9:29 pm
Subject: New file uploaded to imperium_40k
imperium_40k@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the imperium_40k
group.

   File        : /Characters/Kawben Reinhart.doc
   Uploaded by : valgarius <valgar@...>
   Description : Fang Based Forge Team Welder.

You can access this file at the URL

http://uk.groups.yahoo.com/group/imperium_40k/files/Characters/Kawben%20Reinhart\
.doc

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/uk/groups/files

Regards,

valgarius <valgar@...>

#86 From: imperium_40k@...
Date: Wed Aug 2, 2006 9:26 pm
Subject: New file uploaded to imperium_40k
imperium_40k@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the imperium_40k
group.

   File        : /Miscellaneous files/Armour Types.doc
   Uploaded by : valgarius <valgar@...>
   Description : Expanded Flak And Carapace Armour.

You can access this file at the URL

http://uk.groups.yahoo.com/group/imperium_40k/files/Miscellaneous%20files/Armour\
%20Types.doc

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/uk/groups/files

Regards,

valgarius <valgar@...>

#85 From: imperium_40k@...
Date: Wed Aug 2, 2006 9:19 pm
Subject: New file uploaded to imperium_40k
imperium_40k@...
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Hello,

This email message is a notification to let you know that
a file has been uploaded to the Files area of the imperium_40k
group.

   File        : /Miscellaneous files/Placed Shots.doc
   Uploaded by : valgarius <valgar@...>
   Description : Expanded Placed Shot Rule.

You can access this file at the URL

http://uk.groups.yahoo.com/group/imperium_40k/files/Miscellaneous%20files/Placed\
%20Shots.doc

To learn more about file sharing for your group, please visit

http://help.yahoo.com/help/uk/groups/files

Regards,

valgarius <valgar@...>

#84 From: "wayne summers" <hondocit@...>
Date: Fri Jul 21, 2006 1:44 pm
Subject: Re Eldar in imperium and career path creation
hondocit
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Hello as i said earlier on thanks very much for the advice you gave
regarding eldar in imperium.  Now if i may be so bold do you have any
advice or a method by which you go about creating the various careers
that you developed in imperium

many thanks

#83 From: wayne summers <hondocit@...>
Date: Fri Jul 21, 2006 10:58 am
Subject: Re: Re: Eldar in Imperium
hondocit
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Hello thanks for your continuing input and ideas they help out a lot a mixed race gaming group has always been of interest to me as it would introduce some interesting roleplaying concepts and your ideas in regards to the paths an eldar in imperium would take give me a jump start in developing those ideas and paths and you are correct in inquisitor there is an article called the sons of khaine that deal with eldar in regards to pirates and rangers
 
many thanks

richardjcowen <richardjcowen@...> wrote:
--- In imperium_40k@..., "wayne summers" <hondocit@y...>
wrote:
>
> Hello and thanks for the reply, thats some interesting suggestions
> that i`ll pass on to the rest of my gaming group for digestion and for
> playtesting. In terms of careers would you say that a good portion of
> the ones you`ve included in the game would work for an eldar with some
> modifications to represent the eldar paths or would it be prudent to
> come up with totally new careers for the eldar and the paths they take
> in their very long lifespans
>
> regards
>

For NPCs, I'd say they might well work for eldar, but I'd come up with
new ones for PC eldar - the reason being that players never find out
what's on an NPC's character sheet.

Modify mentions of flak or carapace armour to become mesh armour.
Basic weapons are limited to shuriken catapults and (for the old-style
gamers) a new model of lasgun - probably better ranged, with greater
ammo capacity than the Imperial models as the eldar have the best
grasp of las technology in the galaxy. Pistols are similarly
restricted. Eldar seem to prefer plasma grenades to frag, if I recall.

You'll need new weapon stats (or re-use Imperial ones) for eldar
weaponry, particularly some of the aspect warrior stuff.

What might be good is if eldar careers were divided as a series of
paths, rather than an interconnected 'web' in the way that the
Imperial ones are. In other words, rather than having exits to various
related careers at similar ranks, an eldar career has either the next
step on that path, or a few basic careers that might appeal to an
eldar of that path (and therefore start him on a new path). At the top
of each path (warrior, artist, warlock, farmer, whatever) is an
Exarch-style career, from which there are no exits other than death,
but which have a large number of additional abilities and
characteristic advances.

The difficulty with writing careers for the eldar is that it's hard to
simultaneously come up with characterful careers that cover every
aspect of eldar culture while keeping them alien enough (which is one
reason I didn't touch alien PCs - besides the obvious issue of mixed
parties). The eldar are probably the most difficult canon species to
roleplay (excluding the necrons and the tyranids, as neither are
autonomous races).


Thinking about it, on the subject of racial modifiers, there's
probably an Inquisitor article available somewhere that has rules for
eldar - there's at least one Inquisitor-scale model available.






Try the all-new Yahoo! Mail . "The New Version is radically easier to use" – The Wall Street Journal

#82 From: "richardjcowen" <richardjcowen@...>
Date: Fri Jul 21, 2006 7:51 am
Subject: Re: Eldar in Imperium
richardjcowen
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--- In imperium_40k@..., "wayne summers" <hondocit@y...>
wrote:
>
> Hello and thanks for the reply, thats some interesting suggestions
> that i`ll pass on to the rest of my gaming group for digestion and for
> playtesting. In terms of careers would you say that a good portion of
> the ones you`ve included in the game would work for an eldar with some
> modifications to represent the eldar paths or would it be prudent to
> come up with totally new careers for the eldar and the paths they take
> in their very long lifespans
>
> regards
>

For NPCs, I'd say they might well work for eldar, but I'd come up with
new ones for PC eldar - the reason being that players never find out
what's on an NPC's character sheet.

Modify mentions of flak or carapace armour to become mesh armour.
Basic weapons are limited to shuriken catapults and (for the old-style
gamers) a new model of lasgun - probably better ranged, with greater
ammo capacity than the Imperial models as the eldar have the best
grasp of las technology in the galaxy. Pistols are similarly
restricted. Eldar seem to prefer plasma grenades to frag, if I recall.

You'll need new weapon stats (or re-use Imperial ones) for eldar
weaponry, particularly some of the aspect warrior stuff.

What might be good is if eldar careers were divided as a series of
paths, rather than an interconnected 'web' in the way that the
Imperial ones are. In other words, rather than having exits to various
related careers at similar ranks, an eldar career has either the next
step on that path, or a few basic careers that might appeal to an
eldar of that path (and therefore start him on a new path). At the top
of each path (warrior, artist, warlock, farmer, whatever) is an
Exarch-style career, from which there are no exits other than death,
but which have a large number of additional abilities and
characteristic advances.

The difficulty with writing careers for the eldar is that it's hard to
simultaneously come up with characterful careers that cover every
aspect of eldar culture while keeping them alien enough (which is one
reason I didn't touch alien PCs - besides the obvious issue of mixed
parties). The eldar are probably the most difficult canon species to
roleplay (excluding the necrons and the tyranids, as neither are
autonomous races).


Thinking about it, on the subject of racial modifiers, there's
probably an Inquisitor article available somewhere that has rules for
eldar - there's at least one Inquisitor-scale model available.

#81 From: "wayne summers" <hondocit@...>
Date: Thu Jul 20, 2006 10:40 pm
Subject: Re: Eldar in Imperium
hondocit
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Hello and thanks for the reply, thats some interesting suggestions
that i`ll pass on to the rest of my gaming group for digestion and for
playtesting. In terms of careers would you say that a good portion of
the ones you`ve included in the game would work for an eldar with some
modifications to represent the eldar paths or would it be prudent to
come up with totally new careers for the eldar and the paths they take
in their very long lifespans

regards

#80 From: "richardjcowen" <richardjcowen@...>
Date: Thu Jul 20, 2006 10:09 pm
Subject: Eldar in Imperium
richardjcowen
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I'd probably give eldar slightly above-average WS and BS as a baseline
(Guardians are civilian militiamen, yet are on a par with Imperial
Guard, the Imperium's professional military).

Strength and Toughness are round about human, although I'd be tempted
to drop Toughness down to 45 as an average, to emphasise the physical
fragility of the eldar. Alternatively, Toughness advances are hard to
come by in eldar careers.

Initiative should be pretty high. I'd suggest 70 as an average, or
maybe 60-65. Certainly well above humans.

Sagacity might start out at the human average of 50, but because eldar
culture is more open, intellectually-speaking, than the repressive
Imperium, I'd allow for more career advances in Sagacity.

Willpower should be reasonably high - the eldar are a powerfully
psychic race, and the warlock/farseer career path should amp this up
even further.

Nerve... Guardians are Leadership 8 in the wargame, aren't they? Eldar
are pretty level-headed creatures. Somewhere in the region of 60ish as
a base, perhaps.


As for abilities, I'd suggest Ambidextrous, as it's suggested on
several of the old models (particularly the aspect warriors and the
old plastic-armed guardians) that they don't mind which hand they hold
their weapons in.

Obviously they'd have the ability to use Eldar and shuriken weapons as
standard. Literacy (Advanced) should be the norm, I expect.

#79 From: "wayne summers" <hondocit@...>
Date: Wed Jul 19, 2006 8:27 pm
Subject: Eldar in Imperium
hondocit
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Howdy to the group i`m after some help and advice if possible has any
of you other players of imperium out there used or are using eldar or
any other xenos species in your games. And if so how do you go about
generating a an eldar for use in your games and then deal with things
such as career racial traits and abilities and also how do you deal
with xenos based equipment

any advice would be greatly appreciated

many thanks in advance

#78 From: "Eric W" <theerwproject@...>
Date: Mon Jun 12, 2006 11:43 pm
Subject: Yahoo Groups Virus Warning
steelcaress
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This is real.  Apparently there's an email going around with the
subject "New Graphic Site" and it's a worm.  It only affects YahooMail
and Yahoo Groups, apparently.

http://www.theregister.co.uk/2006/06/12/javscript_worm_targets_yahoo/

#77 From: "h.peitz" <h.peitz@...>
Date: Sun Jun 11, 2006 11:44 pm
Subject: Re: Question about learning new psychik powers
h.peitz
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Hi,

Thanks for the answers, now I found it :)

With the chaos stuff: I think I will be a bit creative and nasty :))

Greets

Hansrainer




--- In imperium_40k@..., "richardjcowen"
<richardjcowen@h...> wrote:
>
> Thanks!
>
>
> Psychic powers: At the top of page 419 (Jesus, that's a lot of
> pages!), where it explains how to get new psychic powers, it says that
> Difficulty 0 powers cost 50 experience points and variable Difficulty
> ones are 500 experience points.
>
> Chaos Bestiary: *shuffles feet awkwardly* No, Chaos mutations haven't
> been done. For now, I'd use the normal mutations, plus anything sick
> and twisted you can think of, as the mutations charts in the game are
> intended primarily for non-Chaotic mutants. During playtesting, I
> actually used the old, old, old Slaves to Darkness book when I had to
> come up with Chaos attributes for daemons and an unfortunate PC who
> murdered someone, with an axe, in a temple of Khorne...
>
>
> --- In imperium_40k@..., "h.peitz" <h.peitz@y...> wrote:
> >
> > Hi,
> >
> > First: Great work! It is exactly what I was looking for for years now.
> > I will start my first minicampaign with it soon.
> >
> > One question came up, when I read the rules for Character advancement:
> >
> > Using the rule that a new psychic power costs 20xDifficulty to learn,
> > what about difficulty 0 spells?
> >
> > My workaround suggestion would be: Increase costs to
20x(Difficulty+5).
> >
> > Another question is about chaos mutations:
> >
> > You refer a number of times to a chaos bestiary, but I couldn't find
> > it. Is it available somehow?
> >
> > Thanks,
> >
> > Hansrainer Peitz
> >
>

#76 From: "richardjcowen" <richardjcowen@...>
Date: Sat Jun 10, 2006 10:15 am
Subject: Re: Question about learning new psychik powers
richardjcowen
Offline Offline
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Thanks!


Psychic powers: At the top of page 419 (Jesus, that's a lot of
pages!), where it explains how to get new psychic powers, it says that
Difficulty 0 powers cost 50 experience points and variable Difficulty
ones are 500 experience points.

Chaos Bestiary: *shuffles feet awkwardly* No, Chaos mutations haven't
been done. For now, I'd use the normal mutations, plus anything sick
and twisted you can think of, as the mutations charts in the game are
intended primarily for non-Chaotic mutants. During playtesting, I
actually used the old, old, old Slaves to Darkness book when I had to
come up with Chaos attributes for daemons and an unfortunate PC who
murdered someone, with an axe, in a temple of Khorne...


--- In imperium_40k@..., "h.peitz" <h.peitz@y...> wrote:
>
> Hi,
>
> First: Great work! It is exactly what I was looking for for years now.
> I will start my first minicampaign with it soon.
>
> One question came up, when I read the rules for Character advancement:
>
> Using the rule that a new psychic power costs 20xDifficulty to learn,
> what about difficulty 0 spells?
>
> My workaround suggestion would be: Increase costs to 20x(Difficulty+5).
>
> Another question is about chaos mutations:
>
> You refer a number of times to a chaos bestiary, but I couldn't find
> it. Is it available somehow?
>
> Thanks,
>
> Hansrainer Peitz
>

#75 From: "h.peitz" <h.peitz@...>
Date: Wed Jun 7, 2006 9:35 pm
Subject: Question about learning new psychik powers
h.peitz
Offline Offline
Send Email Send Email
 
Hi,

First: Great work! It is exactly what I was looking for for years now.
I will start my first minicampaign with it soon.

One question came up, when I read the rules for Character advancement:

Using the rule that a new psychic power costs 20xDifficulty to learn,
what about difficulty 0 spells?

My workaround suggestion would be: Increase costs to 20x(Difficulty+5).

Another question is about chaos mutations:

You refer a number of times to a chaos bestiary, but I couldn't find
it. Is it available somehow?

Thanks,

Hansrainer Peitz

#74 From: "Pierre Wannijn" <samael13de@...>
Date: Fri May 12, 2006 7:11 am
Subject: RE: Re: Imperial Navy
samael_13de
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Thanks for the answers. Now I won't have to change my overlook file,
hopefully it will come in handy.


>From: "richardjcowen" <richardjcowen@...>
>Reply-To: imperium_40k@...
>To: imperium_40k@...
>Subject: [imperium_40k] Re: Imperial Navy
>Date: Fri, 12 May 2006 00:37:37 -0000
>
>--- In imperium_40k@..., "samael_13de" <samael13de@h...>
>wrote:
> >
> > Is it normal that as Imperial Navy Petty officer you can't get the
> > promotion (Carreer exit) to Bridge officer or is it just a little
> > mistake made in the rules?
> >
>
>Actually, I think that -was- just a mistake...
>
>
>
>

#73 From: "richardjcowen" <richardjcowen@...>
Date: Fri May 12, 2006 12:37 am
Subject: Re: Imperial Navy
richardjcowen
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--- In imperium_40k@..., "samael_13de" <samael13de@h...>
wrote:
>
> Is it normal that as Imperial Navy Petty officer you can't get the
> promotion (Carreer exit) to Bridge officer or is it just a little
> mistake made in the rules?
>

Actually, I think that -was- just a mistake...

#72 From: "Thomas J. Ladegard" <ladegard@...>
Date: Wed May 10, 2006 12:25 pm
Subject: Re: Imperial Navy
ladegard
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And if I remember correctly, don't have the rules here at work, you can
exit to one of the noble ranks and then come back to bridge crew.
Myself, I'd run this not as leaving the Navy but rather as doing
something sufficiently spiffy as to be elevated to the peerage and then
gaining a commission.

- Tom

Edward Fortune wrote:

> I think it's meant to represent the class divide.

#71 From: "Edward Fortune" <edwardfortune@...>
Date: Wed May 10, 2006 12:08 pm
Subject: RE: Imperial Navy
oathcircle
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I think it's meant to represent the class divide.

#70 From: "samael_13de" <samael13de@...>
Date: Wed May 10, 2006 12:00 pm
Subject: Imperial Navy
samael_13de
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Is it normal that as Imperial Navy Petty officer you can't get the
promotion (Carreer exit) to Bridge officer or is it just a little
mistake made in the rules?

#69 From: "richardjcowen" <richardjcowen@...>
Date: Sun Mar 19, 2006 11:19 pm
Subject: Re: Signing in to receive files
richardjcowen
Offline Offline
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--- In imperium_40k@..., "corran_idaan" <corrank@o...>
wrote:
>
> Would it be something wrong if I mailed the rulebook to someone not
> from this group? He really doesn't like yahoo, but wants to play
> Imperium 40k.
> BTW: Excellent job with this system. I've been looking for something
> like that for a long time, and finally I found it. That official 40k
> RPG won't be half as good as this.
>

Feel free. I really don't mind.

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