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We rolled Imperial Guard Regiments, Space Marine Chapters and
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We rolled Imperial Guard Regiments, Space Marine Chapters and Eldar Craftworlds...

But now let focus our attention on the street scum that infest the Imperial Planets.

(We are using the Gang Creation Tables of Hua Yuan, but the gang can be placed on a different world)

Now, let's roll a d100 for our Gang Society Background!
>>
Rolled 24 (1d100)

>>46442485

Fuck yeah scum!
>>
>>46442617
Communal: Naturally occuring gangs that come from a sense of community, desire for prosperity, or simply as a way of life.

We are family.

Roll a d100 for our territory!
>>
Rolled 24 (1d100)

>>46442671
>>
>>46442687
We are Tiny, but Fierce.

Roll 10d10 - 30 for our territory.
>>
Rolled 4, 1, 4, 8, 4, 5, 10, 5, 2, 4 - 30 = 17 (10d10 - 30)

>>46442738
>>
>>46442923
No a large territory, but it satisfies our needs. For now.

Now let roll to see how much we follow the rules. Roll a d100.
>>
Rolled 38 (1d100)

>>46443001
>>
>>46443035
Neutral

We try to follow the rules, but we don't sweat if we broke some now and then.

How well known we are? Roll a d100 for Secrecy.
>>
Rolled 23 (1d100)

>>46443084
>>
>>46443123
>>46443123
We mexican cartels naw boyah
>>
>>46443123

Obvious

We are known. People whisper our name, with respect or fear.

Now let's talk about our dedication. Roll a d100!
>>
Rolled 68 (1d100)

>>46443198
>>
>>46443210
Full Time Commitment

The Family can ask a lot from it's members, but It give so much to them.

Now, Gentlemen and Gentlewomen, how we roll? Roll a d10 for our Demeanor.
>>
Rolled 8 (1d10)

>>46443293
>>
>>46443313
sheeeiit, we random acts of violence
>>
>>46443313

Bloodthirsty: They commit seemingly random acts of senseless violence, often without a worthwhile goal. They leave the streets red with blood whenever they roll through.

Well, Brother of mine...Let just say sometimes we want to paint the Underhive red.

Roll a d100 for our Boss.
>>
Rolled 7 (1d100)

>>46443370
So, a spot of the 'ol ultraviolence?
>>
Rolled 86 (1d100)

>>46443370
>>46443370
>>
>>46443382
>>46443391
you must choose between the smurf and I essay, choose wisely
>>
>>46443382
>>46443391

Vote

>>Central Figure

>>Anarchic

>>Both

>>46443408

Oh, Brother of mine. I'm just a lowly member. Let the people decide, while we help that old lady cross the road. Al least part of her.
>>
>>46443459
I say both, the grandfather holds authority, but below him and his aides, there is anarchy, with all forms of organization.
>>
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>>46443459
>>46443498
We foot clan now?
>>
>>46443459
so what is out culture? who are we, our figures, our methods, our motives and mode of operation?
For figures, I suggest one Godfather esque figure
Alonzo Papineua
Once a Gaurdsmen recruit, he escaped with nothing but his cardboard and flashlight, and fell in with some undesirables, before establishing order in an event where he literally and figuratively raped several members as an example. Known for his use of sorcery, and aligence with slanesh after that incedent, he has been known to keep deamonettes for, "company".
on another note, I would like to say that this gang should change aligences betwix the dark gods, going from tzench to Khorne to slaanesh, though never to nurgle as they despise him for the fact that he stands for stagnation
>>
>>46443615
I AM YOUR FATHER, YOU OBEY ME! TONIGHT I DINE ON TURTLE SOUP
>>
>>46443717
>>46443615
>>46443498

Communal
Tiny
Neutral
Obvious
Full Time Commitment
Bloodthirsty

- Grandfather (1 Vote)
- Sweet Anarchy
- A bit of both (1 Vote)

The thing is that we revel in violence, but we abide by the rules. Or at least we were never caught by the arbiters.

Maybe we concentrate our bloodlust on the lowest classes (beggars and mutants) or we are just very good at hiding our crimes.
>>
>>46443717
>>46443717
>>46443717
Actualy, this gang could be devoted to simply the highest bidder, whoever is willing to help them, occasionally being used by the arbites as informants. Due to their generally buyable loyalty, they have no agenda besides profits and generally are seen as a necesary evil, and a monkeys fist to the desperate.
>>
>>46443856
I say that the random violence is against the lowest of the low, beggars and abominations, as long as they dont belong to whoever we sell allegiance to
>>
>>46443942
thread theme
https://www.youtube.com/watch?v=orTi-PUXXy4[Embed]
>>
>>46443901

The Grandfather can be the Frontperson of our gang. When someone need something done, they leave a "present" for Grandfather. And then Grandfather gives the order to one of the brothers. Meanwhile the others just bully everyone into submission.

I'm the only one that gets Bunraku vibes from this gang?
>>
>>46444024
feels like a mexican cartel, obvious, small, family at the top, but anarchy below them, known for lashing out, and noticed by he public .
>>
>>46444024
>>46444024
>>46444024
Question, what do we do.
>>
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>>46443755
>>46443901
>>46443942

"You are here because the outside world rejects you. THIS is your family. I am your father. I want you all to become full members of the [Insert Name Here]. There is a new enemy: freaks of nature who interfere with our business. You are my eyes and ears. Find them! Together we will punish these creatures, these... mutants."
>>
Do you fuckers help old women across the street?
>>
>>46444242
yeah, sure man, whatever you say.>>46444118 I get a nice pure humanist vibe, kinda like a racial supremacy kinda thing, only this time it look legitamite to every one.
>>
>>46444118
Name shoud be The open hands, as we help those who need it, in return for something.
>>
>>46444118
>>46444334
>>46444378

This.
Our Grandfather accepted us while the world rejected what we were. He puts our instict to violence to use. When he disapperead, our family became just a bit...unruly. But we never forgot his teachings. Or His love.
>>
>>46444433
our original grandfather was>>46443717
and as he was a psyker, he favored those with such abilities, often harboring them from the arbiters. As such, we favor psykers, and actually posses a significant amount on how to train them, though this was gained from trial and error. This is where the generosity comes in. We are a haven for the attuned, the sensitive to the mellifluousness . Such is our composition that our acts of violence are blamed on perils of the warp, regardless of the truth of this statement.
>>
>>46443856
Anarchy!
>>
>>46442485
>Hua Yuan table
I feel so validated
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>>46444589
nyet, the vote is already cast and decided.
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>>46443717
>>46444565
>>
>>46443370
>Roll a d100 for our Boss.
Shit, did stuff get added to the table?
>>
>>46444651
what m8
>>
Hey guys, I feel like procrastinating. I know it's off topic, but you guys think of anything that could be added to the table?
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>>46444710
>>
>>46444762

I was thinking the same thing.
May i suggest a table for Distinctive Signs?
Something akin to the Special Equipment table of the Imperial Regiment like tattoos or gang weapons.
A table for gang activities would be good (drug trafficking, Racketeering=
>>
>>46444762
>
goals, composition, enemies, methods of opertaiton, and the level of control we have on the general populace and local government.
heres a quick table
Goals
d100
1-25
Money, your driven by greed, amassing wealth
26-40
Protection of the community. you keep those close to the family safe, and ensuing their well being.
41-55
devotion to a faith
56-70
blood feud
71-90
Influence everything and every one
91-100
Fuck the law
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>>46444830
spit it out boy
>>
>>46444913
Could just also have special equipment too

I want to play Necromunda set in Hua Yuan
>>
>>46444916
>91-99 fuck the law
>100 roll twice
>>
>>46444998
k den
>>46444967
trial table fo ya
d100
Special equipment
1-35
Stubbers and choppas
36-50
flash lights and lower
51-65
power weapons, explosives and lower
66-80
bolters and and force weapons
81-90
plasma, lascannons, and lower
91-99
Meltas, and an abundance of hotshot lasguns
100
power armor and Lemans
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>>46444951
>>
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>>46445285
Whaut is it boyah
>>
>>46444916
I just tried my hand and writting these out, but deleted it all. I'll be back with it in a sec
>>
>>46445334
remember
>>46444998
>>
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>>46445311
It's shit.
>>
>>46444967
Me too, dude.

It can be something like this

>Special Equipment 1d100

>Traditional Weapon 1-10
>War Trophies 11-20
>Defined Uniform 21-30
> Gang Pets 31-40
>Rare Heavy Weapon 41-50
>Tattoos 51-60
> Augmented Gangers 61-70
> Special Vehicle/Sweet Ride 71-80
> Ritual Scars/Mutilations 81-90
> Ritual Drugs 91-99
> Roll twice 100
>>
>>46445430
was that so hard
also its a first draft
>>
>>46445444
better than mine, just define tradititiona weapons/
>>
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>>46445479
Wouldn't want to be downwind of that draft.
>>
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>>46445556
ok, thats funny
>>
>>46444998
>>46444916
Goals
d100
1-25
Riches - A desire for wealth and splendor motivates these gangers to amass huge hordes of money and capital. If only someday
26-40
Protection of the Community - However skewed their methods, at the root of the organization is to protect and provide for their home, expanding it or isolating it.
41-55
Religious Fervor - Devotion to a religion and everything it is compels this gang to enact their Faith's creeds and demands.
56-70
Blood Rivalries - Ancient family feuds give way to full fledged factions, hellbent on destroying their sworn enemies.
71-90
Influence and Manipulation - Complete control and influence over the Hive's population is this group's end goal. Everyone and everything should do their bidding, whether they know they are or not!
91-99
Fuck the Law - Hatred for authority, dismantlement of the government, love of anarchy, or for whatever reason, a destruction of the law and it's constructs drives these gangers
100
Multifaceted - Their ambition knows no bounds. Roll Twice or come up with something appropriate.
>>
>>46445686
Thank kindly laddy
>>
>>46445704
I think it should go after the publicity table, maybe?
>>
Level of influence
d100
1-25
homeless network
26-40
blue collar workers
41-55
Fronts
56-70
Control of the masses
71-90
Local governmental influence
91-99
Insiders in Everything
100
Roll twice
>>
>>46445750
Sure, Ive a headache lad, so despite my ability, however poor, for writing, i wont be doing it now.
>>
>>46445810
>I lied
Level of influence
d100
1-25
homeless network
For a ration or two, these guys will tell you news form across several hab blocks, just watch you wallet, shoes, and anything else they could steal.
26-40
blue collar workers
The blue collar and underfoot value your help and will turn to you in times of need. In exchange, they can help in a pinch
41-55
Fronts
You run several sucessful fronts, in both sides of the law
56-70
Control of the masses
The people obey you, out of fear or love, and sometimes both.
71-90
Local governmental influence
You either control or have plants in local public offices, ranking you some legal immunity
91-99
Insiders in Everything
Your gangs agents are everywhere, from the enforcers, the local beuracrats, the admistratum and manufactorum, to the rare inquisitor
100
Roll twice
>>
>>46445829
I have that one up, but it's a hassle on mobile
>>
>>46445981
>>46445973
Also, What should i do next, write history of the one we generated, or just write more tables?
>>
Man, this is a pretty sweet thread. So, what's going on in here so far?

I wish my creation thread got as many Anons as this.
>>
>>46446059
I'd say the gang we made, we can throw it up as a notable gang. Always need more of those
>>
>>46446083
We created the foot clan, got sidetracked, OP got called a faggot like usual, and we created additional tables to be added to the 1d4chan page.
>>
>>46446083
What is it
>>
>>46446128
Nice!

Perhaps we're opposed by some sort of Adolscent Testudine-like Xenos or Mutants, fighting for Vigilante justice?

>>46439814
>>
>>46446198
Could be turtle beatmen
>>
>>46446115
K
So we are the Open Palms, who generally help those who need it, in exchange for loyalty. The Grandfather rules, but below him there is anarchy that only follows him or his messengers. We have a huge hate boner for mutants, and have a favoring for psykers, and have some idea of how to train them, though this came about through many perils of the warp. We are randomly violent, often blaming it on our psyker regardless of whether its true. I will assume that we have the blue collar worker trait from>>46445973 and for special weapons, I will say that we have rare heavy weapons.
For goals Id say we have protection of the community.
History
We were founded by a man known as Alonzo Papineu, a man characterized by the fact that he survived deserting the guard, and was a psyker.
Current figures of note are imoda cenas, a street level dealer who has charmed his way out of everything from mob lynch to an arbite judgement
>>
>>46446198
Nah, were just trying to survive and thrive, and we seen the mutants,and like any sane citezen of the Imperium, dislike xenos, though not with the fervor of the inquisition
>>
>>46446483
Mate, I'm unsure if you got the joke or not.

Teenage Mutant Ninja Turtles in 40k.
>>
>>46446483
>>46446331
Sorry misread, but i dont think wed be opposed specifically by a vigilante group, as xenos would already be too busy fighting every enforcement agency and angry citizen.
We WOULD be very dangerous to other gangs as we would control their markets and access to trained psykers.
On a side note, how do people feel about the psyker bit, I feel it could be a bit mary sue esque.
>>
>>46446526
nah I get it, I actually made the second shredder reference
>>46446128
>We foot clan
>>
How do you guys feel about the psyker bit, where we favor and seek them out, and trian them.
I dont know about it,and I also want to get your guys opinion.
We could spin it as the current leaders want to control the access to psychic ability, and as a result of trial and error, have found a good idea of how to train them to control their powers and contain them. This has lead to the inqisition seeing them as a necessary evil, keeping psykers from summoning deamons everywhere in a hive world.
>>
Somebody archive this pls or add it to the page
>>
>>46447105
What page?
>>
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Where can I find the page for generating a gang? Can someone post the link?
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>>46447279
1d4chan Hua Yuan thread at the bottom
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>>46445533
>define traditional weapons
Civilian grade weapons? Should there be Military grade?
>>
>>46447548
Thanks m8

So what's the deal with Hua Yuan? A /tg/-made hive city with a Hong Kong theme?
>>
>>46445444
This one's down
>>
>>46447810
Started off as a regiment thread, 14 threads later we had a setting and rich history that I'm still working on getting up on the wiki. The job will never end
>>
>>46447900
Reading the page now, it looks really cool so far. Give yourself a pat on the back for such dedication.
>>
>>46447913
Shucks. It wasn't all me, but I think I'm the only one left working on it
>>
>>46447183
notable gangs on 1d4chan hau yang
>>
>>46445973
This one's up too
>>
is there a document with the gang role list or is this being created? It's good stuff for an actual necromunda or inquisitor campaign
>>
>>46448284
https://1d4chan.org/wiki/Hua_Yuan#Gang_Creation_Table
>>
>>46448238
thank ya m8
>>
Dusted off Necromunda and is running a campaign using a custom territory list and actual territory map. Gonna dump, feel free to tear it apart or ignore it:
11 Book Store 5 Your gang runs a small book store and built-in caffinaeum stand. While your attempt at culture is refreshing and admirable, almost no one cares about Rogal Dorn's thoughts on governmental organization and philosophy. Your ganger collects 5 credits from the very bored juve running it.
12 Small Market Stall 5 No one in the underhive has ever thought to sell rusty metal components and fungi before. Your braniac ganger nets 6 credits from his entrepreneurial endeavor.
13 Small Ammo Press 10 Your gang has a small casing pressing machine. While ammo is cheap in the underhive, it nets a small income. The ganger can collect 10 credits or alternatively the gang can ignore the first ammo role in the next battle, not including automatic ammo roles.
14 Slag 15 Near your settlement there is an extensive network of tunnels and crawl holes full of iron slag and other solidified chemicals, or an ancient collapse/ trash heap that can be scavenged for bits of value. A ganger can work the slag by breaking it up or searching it for bits ready to sell to the local Guilders for 15 credits.
15 Adult Entertainment 3D6 Yep, even in the grim darkness of eternal war people like watching others rutting like there's no tomorrow. Your gang aids in the upkeep and protection of a local purveyor and gains 3D6 credits. On a roll of 5 or less, these credits are gained directly from another gang of the player's choosing as even they give in to their more carnal needs and fetish for xenos being dominated by high heel wearing 'sexy marines'...
16 Hunter Trading Post 3D6 Your gang runs an outpost dealing in pelts, claws, poison sacks, jewel eyes, etc of strange local beasts. The ganger collects 3D6 +1 credits cleaning and finding markets for these goods.
>>
>>46448394
21 Scrap Yard 3D6 You set up a scrap yard in a debris strewn dome, scrounging raw materials and stripping machinery to be sold as parts or for repair jobs. A gang fighter can work the scrap earning 3D6 credits. In addition, each loot counter the gang collects is worth an extra 5 credits each.
22 Scavvy Contact D3x5 Your gang makes a small secretive income supplying goods to those not welcomed within the confines of decent scum society. The ganger collects D3x5 credits in trade. Unfortunately this is frowned upon by guilders, and every turn this territory is worked, you suffer a -1 in addition to any other modifiers on the Outlaw roles.
23 Mercenary Hub D3x5 Your gang collects a steady income from a wretched hub where villainous scum sell their skills. Roll an additional D6, on a 6 your ganger misses the next game as he recovers from a wound inflicted by a tow-headed backwater juve with a power weapon and way too much enthusiasm.
24 Chem Pit D3x5 One of your gangers has been offered a job to work a chem pit for the owner. If you wish to take him up on the offer your ganger can visit the chem pit and receive his share of the yield, equaling D3x5 credits. However, the work is extremely hazardous. If you roll a 6 when working out your credits then the ganger falls into the pit but manages to haul himself free. He is now horrifically scarred, and causes fear as a result. No income is collected.
>>
>>46448413
25 Arms Dealer D6x5 You get involved with gun runners working for themselves and not the Guild. Because of this they do not have their own regular bodyguards and mainly rely on shadowy protection from discreet gangs. A ganger can accompany an arms dealer in exchange for D6x5 credits. In addition, your gang can have the arms dealer help them sell any unwanted weapons they have for their full price rather than half. This applies only to weapons and not to other equipment. Each turn you work this territory, you will have an additional +1 to the Outlaw roll.
26 Workshop D6x5 Your gang has managed to get part ownership of a workshop, getting you a cut of the proceeds. You can visit the shop to pick up your share of the income. In addition, thanks to your workshop's meticulous care, you always ignore the first Ammo test during a battle. It is assumed you pass the test instead and no dice are rolled. Note that this only applies to the first test.
31 Tunnels 10 Your gang has found a secret entrance to a labyrinth of service ducts beneath the city floor. When the gang fights a battle it can use these ducts to position up to three fighters anywhere on the battlefield at ground level. Models are set up at the end of the player's first turn and cannot be placed within 8” of enemy models. This represents the fighters working their way behind the enemy using their secret tunnels.
>>
>>46448435
32 Vents 10 The gang has found a concealed entrance into a network of ventilation shafts. When the gang fights a battle it can use these vents to position up to three fighters anywhere on the battlefield above ground level. Models are set up at the end of the player's first turn and cannot be placed within 8” of enemy models. This represents the fighters working their way over and around the enemy using their secret air shafts.
33 Street Urchin Gang D3x10 One of your gang members has befriended several of the local ragamuffins that are inevitably present in slums and organized them into a crew. With the promise of food and shelter, costing you practically nothing, these street urchins will work in pairs and groups to rob, swindle and steal from hivers. Roll a D6 after each game if this territory is worked. On the roll of a 6 you may recruit a juve for free. You will have to pay for his weapons as normal though.
34 Housing D3x10 Even in the densest hive ruin or most barren sump cavern, people need a place to live. Your gang rents out one of the rusty tenement blocks / overnight rest-holes / ramshackle stockades that house the fluxuating and often overpopulated citizenry. By collecting the rent, a ganger can earn D3x10 credits. In addition, when this territory is collected from, there is a chance of a young punk leaving the ghetto to join your gang. Roll a D6, on a roll of 6 you may recruit a juve for free. You will have to pay for his weapons though.
35 Press Gang Service D6x10 Your gang has a job through the local recruiting office showing hivers their true calling as devout servants to the Emperor in His many just wars. The ganger collects D6x10 credits for his/her work but rolls another 3D6. On any triple, s/he is taken to feed the meat grinder instead! Pay their gang rating to bail them out, or cross him/her off the roster and all equipment is lost.
>>
>>46448452
36 Strip Joint D6x10 Your gang is invested in a popular strip joint, which is a favorite gathering place, and many nefarious deals are sealed within the noisy and smoky atmosphere. One of your gangers can visit the strip club to collect D6x10 credits. On a roll of 6, income is collected as normal, but the ganger will suffer -1 I next game due to their particularly 'good' visit.
41 Legitimate Work D6x10 One of your gangers actually does some meaningful work that aids the Segmentum Solar. Prematurely aged by endless piles of vellumtask and voxcomm tag with adepts of the Administratum, you earn D6x10 credits each time you commit; and wonder what the big deal is with this planet Armageddon and its expenditures sheets...
42 Drinking Hole D6x10 Your gang leader has received an old drinking hole in payment for an outstanding gambling debt. It earns a small sum, which you can collect every time you visit it for D6x10 credits. On a roll of 6, business is slow and no income is gained, but a bottle of Wild Snake is collected.
43 Trawler D6x10 Your gang has contacts aboard one of the many trawlers out in the sump wastes, ash dunes, pipe mazes, or runoff harbors. These trawlers go out on regular expeditions to hunt down and bring back the edible parts of local horrors that dwell there, in order to trade with the restaurants who will then butcher, treat, and serve them at a delicacy's price. By participating in one of these expeditions, a ganger can earn D6x10 credits.
44 Water Still D6x10 The gang has discovered and renovated an old water still out in the wastes. The still is worked by the family or friends of one of the gangers. Guilder slave trains carry the water to local settlers making the gang a share of the proceeds amounting to D6x10 credits.
>>
>>46448394
this is sort of a day to day version of a mo chart, I like it, we snould expand it
Manufactorum dumping ground
The local Manufactorum dumps their failed product here, and with a bit of jury rigging, this can lead to improve arming of your gang (I am unfamiliar with the rules pls insert appropriate bonus)
>>
>>46448473
45 Friendly Doc D6x10 One of the local medical practitioners has offered to patch up your wounded fighters at a favorable rate in return for blood and tissue donations from your gangers. If a ganger wants to part with a few pints of blood or some other renewable tissue you gain D6x10 credits. The Doc will also give you D6x5 credits for the body of any of your fighters who dies in combat, providing him with a useful supply of organs and limbs for transplant.
46 Mark Street Shop D6x10 Either by muscling in on a smaller shop or by partially owning a larger one, you have gotten a store off of Mark Street, bringing it in a tidy income. You can collect your share of the loot by visiting the store with one of your gangers and leaning on the proprietor, netting you D6x10 credits. If you recover any loot during a fight, you can trade it to your guilder for an extra +5 credits income for each item.
51 Transportation D6x10 You (protect/ lean on/ run) a (taxi/ boat/ lift/ etc.) operation, crucial to movement within the area. A ganger doing this earns D6x10 credits. A 6 nets half income, but allows the gang to add or subtract 1 from the next scenario due to acquired inside information and the quick ability to move on it.
52 Inside Man D6x10 Your gang is leaning on an employee in a rival gang's territory for information. Information can lead to opportunities to rob and skim, and working this territory a ganger can earn the gang D6x10 credits. In addition, on a roll of 6, instead of gaining income, your informant offers to sell you some vital information for 20 credits. If you pay the man his credits the next time you play a game you may choose the scenario instead of rolling on the Scenario Table.
>>
>>46448492
53 Protection Racket 2D6x10 One of your gang members leans on local businesses, netting the gang some good money. However, it's a dangerous business, and should you roll a double 1 than the ganger working this territory takes an automatic hit from a stub gun. Work out the damage on him/her immediately, rolling for saves and injuries as normal. No income is collected.
54 Con Associate 2D6x10 A friend of yours is one of the many con-men that fill up the local barter street. Should one of your gangers help him out, you gain 2D6x10 credits. Nobody likes a con-man however, so should you roll a double 1 than the ganger working this territory takes an automatic hit from a stub gun. Work out the damage on him immediately, rolling for saves and injuries as normal. No income is collected.
55 Spore Grow-Op 2D6x10 Your gang has taken over control of a mold growing operation, which you can harvest and sell to local businesses for 2D6x10 credits. If you roll a double 1 when harvesting though, the collecting ganger has contracted spore sickness. He may not participate in the next battle.
56 Club/Entertainment Hub 2D6x10 Your gang has a stake in or debt owed by a local juve hang out. One of your gangers can collect 2d6x10 credits from events, but a double 1 requires the gang to pay that amount for general upkeep or a disastrous event. On a double 6 the ganger suffers Shell Shock next game as the result of a spectacular show / night out.
61 'Respectable Establishment' 2D6x10 Your gang runs one of the popular restaurants within the city. Meals made from some local horrible beast, fauna, or even chemical is a delicacy found nowhere else in the Underhive. By visiting this restaurant, a ganger can collect 2D6x10 credits. A double 1 or 6 requires the gang to pay that amount for general upkeep/ disastrous event.
>>
>>46448511
62 Fight Club 2D6x10 Your gang owns an underground fight club. Here you can bet on a live match between gang members, professional pit fighters, and even volunteers from the audience. The revenue from running a fight is 2D6x10 credits, but if you roll a double, roll another D6: 1-3 the place is raided by the authorities as it descends into chaos and no income can be collected this time. 4-6 your ganger gets a little 'too' involved. The income is halved and the ganger suffers -1T next battle, but gains D6 experience.
63 Gambling Den 2D6x10 Your gang runs a gambling den somewhere in the heart of the city. Although the income from running a game is good, it is a risky business because Underhivers are notorious cheats and bad losers too. If you decide to run a gambling session you receive 2D6x10 credits. However, if you roll a double you lose that number of credits from that turn's income instead - e.g., on a double 4 you lose 80 credits. Note that losses are deducted from your income before making reductions for basic running costs. Alternatively, the gang can avoid the loss, but the ganger working this territory takes an automatic hit from a stub gun defending the establishments honor. Work out the damage on him immediately, rolling for saves and injuries as normal. No income is collected.
64 Drug Trafficking 2D6x10 As it has always been, under tight regulation drug dealing is a lucrative but violent business. One of your gangers can push drugs on this turf for 2D6x10 credits. On a double 1, the ganger suffers an automatic stub gun hit (saves and injuries worked out as normal) and no income is collected. On a double 6, income is halved, but one drug of the player's choice is available as a common item this turn.
>>
>>46448532
65 Brothel 2D6x10 Your gang owns one of the many sleazy / classy(?) brothels to be found in any settlement's back streets. By visiting the brothel, a ganger can claim revenue of 2D6x10 credits. On a double 1 or 6 the ganger suffers an automatic stub gun hit (saves and injuries worked out as normal) protecting the establishment or suffers -1T next battle due to sampling the merchandise a little too heavily. The player chooses. Revenue is not collected.
66 Supply Source 2D6x10 Your gang controls the local conduit of water/ventilation/energy and collects a fee for its reliability. This resource requires two gangers to collect, but can re-roll the credit result. The second result will always stand.
>>
>>46448551
>>46448532
>>46448511
>>46448492
>>46448473
>>46448452
>>46448435
>>46448413
>>46448394
Jesus H Christ GW

I think we the best bits we think and make them more digestible, fitting them into the already existing table
>>
>>46448551
...anyway I like the Hua Yuan project and thought this might help in some way. We've done a great campaign with Necromunda fighting over street markets and noodle shops and it might make for good background for a hong kong ganger regiment.
>>
>>46448588
It did man, I think we should do as >>46448570 said, and I will, as soon as I'm done writing this paper.Always wanted to play Necromunda. Is it good/fun/easy?
>>
>>46448663
It's fun, but not user friendly and needs tons of house rules. But a fun 90's created cyber-distopia. Also I like the ratskins as Indian cyber barbarians, and there is an old bounty hunter model with bolt gun and pistol my group went /pol/ and decided is always named 'Mel Gibson, the Jeau Hunter.'
>>
>>46448979
I'll probably pass then. Just try and get a Dark Heresy or Rouge Trader game going. Maybe something where you play as Arbites or Enforcers
>>
thread theme:
https://www.youtube.com/watch?v=k4KgdiaC8ug
>>
>>46449318
How about this?
https://www.youtube.com/watch?v=qFfybn_W8Ak

or maybe this
https://www.youtube.com/watch?v=oe1wA1hAdd0
>>
>>46448551
So you're meant to roll a d66 for what sort of territory you run? Surely we could make this more streamlined
>>
>>46449351
THIS is a hive world theme:
https://www.youtube.com/watch?v=Oeb9UWGSVM0
>>
>>46449542
Fuck, yeah, you're right. New thread theme
>>
>>46449534
we rolled initially, then had a map of everything else to fight over. Arbites came in as a third party for anyone who claimed too much, other factions came in to add to the story.
>>
>>46449600
It'd be hard to adapt 66 options to our rinky dink table. I'd say max 15, but that still seems like a lot.
>>
Rolled 42, 10, 56, 10, 51, 58, 4, 17, 66, 31, 28, 60, 53, 65, 36 = 587 (15d66)

>>46449617
I'm gonna roll for it
>>
>>46449713
There's not actually 66 there though. There's about 36 if you still want to roll
>>
Rolled 8, 34, 2, 30, 17, 28, 23, 5, 25, 26 = 198 (10d36)

>>46449776
How's this then
>>
This is getting off topic, but we did a dark heresy campaign on a world that had an 80's theme, but violent, like Grand Theft Auto Vice City. It was great and would make for a great alternate setting for Necromunda. (Ours honestly had rookie inquisitor and initiate tech priest stopping a plot by coke head gene stealer cultists)
https://www.youtube.com/watch?v=KFllKohZHaw&list=PLaYyfs61h9jYwkyR-cIz6J323HvaPCJlN
>>
>>46448551
Gangs don't get much income from this list, but that means when someone actually gets a lascannon or whatever, it's an achievement. It also leads to lots of blasting away with auto guns to little effect then charging in with chains and clubs. Good underworld gang stuff.
>>
>>46449816

>Scavvy Contact
>Drug Trafficking
>Small Market Stall
>Club/Entertainment Hub
>Press Gang Service
>Spore Grow-Op
>Friendly Doc
> Adult Entertainment
> Mercenary Hub
>Trawler

I took some liberties with what the rolls came up with. Look good?
>>
>>46449837
>another one
Fuck you, I was gonna go for it
Here's the original
https://www.youtube.com/watch?v=d-TyTsdQLsw
>>
>>46447871
Edited in to wiki. Awesome to my crappy table being used.
>>
>>46449966
Shit dawg, now its on there twice
>>
>>46444916
>goals, composition, enemies, methods of operation, and the level of control
Is enemies the only one left? Are we going for types of businesses using the Necromunda rolls as inspiration?
>>
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So is this what the regiment looks like, made up of Triad members?
>>
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>>46450137
This, actually
>>
>>46449912
That's a decent portfolio. That's a house that can ship political prisoners the Imperial Guard as meat and keep the better scum as enforcers.
>>
>>46450004
Yah, realised, deleted my entry.
>>
>>46450211
Neon Kasrkin. Good enough.
>>
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>>46450137
>>46450211
they look closer to the grenadiers, which, as the person who did the uncolored drawing, I am cool with drawing a variant that looks like that. Maybe a look like that could be used by a specific regiment within the Yuanese guard forces that we could come up with
>>
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>>46450262
come to think of it, we have enforcers, but no art of the average cyberpunk ganger, or even some of the specific ones listed in the wiki
>>
>>46449617
We could do all 36, I'm digesting it at present.
Shall we label them as assts? They're not all territory related.
For every size tier they should get another asset as well (1 for tiny-7 for massive), it'd be weird for a massive gang to own nothing but a book shop.
>>
>>46450359
>For every size tier they should get another asset as well (1 for tiny-7 for massive), it'd be weird for a massive gang to own nothing but a book shop.
shounds good to me, but that table is getting a little bloated now, I think
>>
>>46450392
>>46447900
Just rewatched Blade Runner.

Currently working on writefaggotry of an Enforcer unit attached to the 1st, allowing them the use of Xenon. Dust Chasers, enforcers of peerless skill and talent that rail Xenon in order to root out Nids, suspected Hybrids are apprehended and given a psychological exam meant to test the faith of the subject and trigger any defensive response on the topic of the Brood.

Also going to whip up a Company composition for Exterminator Units.

Should I resuscitate Sanguine Shields while I'm at it?
>>
So are these guys Hua Yuanese?
>>
>>46450576
>Should I resuscitate Sanguine Shields while I'm at it?
please

I was the one who brought it back, and I would very much like that shit to be finished roight proppa
>>
>>46450599
I'd love for them to be brought back too! I've been with them since the 1st thread. Have all the pics saved.
I was the guy who reposted the color scheme hex codes in the last thread.

Wasn't there an anon who said that he'd paint his marines their colors?

I'd love to help, but my Necrons thread keeps getting kill.

Only I and two other Anons have posted on it since 12.
>>
>>46450392
We've got 11 tables at present, compared to the Imperial guards 13. I'd say it's nearly finished.
>>
>>46450650
>I'd love to help, but my Necrons thread keeps getting kill.
I know you tried to take it to the sector thread for help, and I've posted some in your thread, but I'm no necrofag, and I don't think theyre all that popular, unfortunately
>>
>>46450688
Aye, but I refuse to let them die.
But I know they will.
I'm coming to terms with that.
>>
>>46450599
Shiney and Chrome, brother. I'll do it in the morning.

Also you cool with me throwing that stuff up there? Thinking about making a distinction between Armoured and Siege regiments, or should we just have Siege Regiments and Armoured/Mechanized companies?
>>
>>46450725
Please do, man. I'm so busy with school shit that I haven't been able to work on the 5 fucking homebrews I was so smart as to work on.
>>
>>46450725
Nice, glad you'll bring it back Arbites.
>>
>>46450735
Dude same.

But I'll revive the Sector and the Shields and make slow work on Hua Yuan.
>>
>>46450776
>slow work on Hua Yuan.
glad I'm not the only one. I got your history up there underneath the exterminator regiment, and "started" a proper write up for the color and mayhem stuff. Outside of that, I've really been meaning to get shit up for the shields, but stuff keeps getting in the way. The only reason I'm even up for this thread is because I'm working on two papers due tomorrow

/end blog
>>
>>46450766
I've been getting dubs all day. Has the Omnissiah blessed upon this day?

Keep forgetting to namefag.

I'll probably bump my Necrons one last time, then go to sleep and see it die.

>>46450735
Mate, I feel you on the multiple homebrew thing.

I've started a lot and saw almost all of them crash within the first thread.
>>
>>46450837
why notr bring back the death consuls? I was into them, sorta. Only issue was there wasn't much discussion about the chapter itself in the last thread, almost entirely its relations with other factions
>>
>>46450875
because the chapter was largely fluffed out for the most part.
>>
>>46450884
Needs to be put on the wiki before that can be said. Never know what's missing until you examine all of it
>>
>>46450875
Really, they were mostly fluffed out, thanks to tankbuster, mostly for his awesome writefaggotry.

The only problems I had were that at the very end of the second thread was when people wanted to change the color scheme, which I was fine with, but I just couldn't try to make one that worked myself. I did sort of like the green eyed one that one guy made, but I still felt iffy about it, but I will admit that I'm biased because I made the orginal color schemes.

But yeah, there wasn't a whole lot of actual discussion going on, sadly. If someone wants to bring them back, go ahead, and I'll try to help.

>>46450904
True enough.
>>
>>46450940
>But yeah, there wasn't a whole lot of actual discussion going on, sadly. If someone wants to bring them back, go ahead, and I'll try to help.
I just REALLY hate to see these homebrews go unfinished because people don't update the wiki accordingly. I can't speak that much, because I'm shit at it, but still, many hands make light and quality work. Doesn't have to be the most fleshed out like the Goddamn conservators, god bless their souls, but it just needs to be all there, I guess.
>>
>>46450978
I have no wiki know-how, and I fear that I would screw it up if I tried to do it, as well as me being on mobile, but if I could, I would.

At least I remembered to archive those threads!
>>
>>46451020
>At least I remembered to archive those threads!
That's more than the Sanguine shields can say. If you just consolidate your shit, I could throw it up there for you, its not hard stuff, really
>>
>>46451049
That's true, sadly. All that knowledge, lost.

The Omnissiah would disapprove greatly of them. Which is already in their fluff, as the AdMech don't like them.
>>
>>46450359
>I'm digesting it at present.
how's that coming along?
>>
>>46450137
If these guys were a hua yuan regiment, what trophies would they have, who would their enemies be, what would their specialization be?
>>
>>46451109
Hows this?
>11 Book Store
Your gang runs a small book store.

>12 Small Market Stall
Your Gang sells scrap parts boot-legged commodities.

>13 Small Ammo Press
Your gang has a small casing pressing machine.

>14 Slag Heaps
Your Gang scavenges from a local slag heap or abandoned mine.

>15 Adult Entertainment
Your gang aids in the upkeep and protection of a local purveyor of "Xeno Smut" "Sexy Marine Magazine"

>16 Hunter Trading Post
Your gang runs an outpost dealing in pelts, claws, poison sacks, jewel eyes, etc of strange local beasts.

>21 Scrap Yard
You set up a scrap yard in a debris strewn dome, scrounging raw materials and stripping machinery to be sold as parts or for repair jobs.

>22 Scavvy Contact
Your gang makes a small secretive income supplying goods to those beneath decent scum society. Unfortunately this is frowned upon by guilders.

>23 Mercenary Hub
Your gang collects a steady income from a wretched hub where villainous scum sell their skills.

>24 Chem Pit
Your gangers for a Chempit owner. Very Hazardous work.

>25 Arms Dealer
Youyr Gang provides discreet protection to gun runners working for themselves and not the Guild.

>26 Workshop
Your gang has managed to get part ownership of a workshop, getting you a cut of the proceeds.
>>
>>46451271
>31 Tunnels
Your gang has found a secret entrance to a labyrinth of service ducts beneath the city floor.

>32 Vents
The gang has found a concealed entrance into a network of ventilation shafts.

>33 Street Urchin Gang
Your gang has organized the local ragamuffins into a crew. Promised food and shelter, they'll happily swindle and steal for you.

>34 Housing
Your gang rents out a rusty tenement/rest-hole/ramshackle stockade that houses the overpopulated citizenry. On occasion you can recruit here.

>35 Press Gang Service
Your gang has a job through the local recruiting office showing hivers their true calling as devout servants to the Emperor in His many just wars.

>36 Strip Joint
Your gang is invested in a popular strip joint, a gathering place for many nefarious deals that are sealed within the noisy and smoky atmosphere.

>41 Legitimate Work
One of your gangers actually does some meaningful work for the administratum that aids the Segmentum Solar.

>42 Drinking Hole
Your gang leadership has received an old drinking hole in payment for an outstanding gambling debt.

>43 Trawler
Your gang has contacts aboard one of the trawlers outside the Hive. These trawlers hunt and butcher the local fauna to trade with the Hives "Exotic" restaurants.

>44 Water Still
The gang has Renovated an old water still out in the wastes. Worked by the family or friends of one of the gangers, they sell water to nearby settlers.

>45 Friendly Doc
A local medical practitioner has offered to patch up your gangers cheaply in return for tissue donations from your gangers and the occasional fresh corpse.

>46 Mark Street Shop
Either by muscling in on a smaller shop or by partially owning a larger one, you own a "almost mid-hive" store, bringing in a tidy income.
>>
>>46451282
>51 Transportation
You (protect/ lean on/ run) a (taxi/ boat/ lift/ etc.) operation, crucial to movement within the area.

>52 Inside Man
Your gang is leaning on an employee in a rival gang's territory, providing information that lets rob and skim from the other gang.

>53 Protection Racket
Your gang leans on local businesses, netting the gang some good money. They occasionally call the enforcers.

>54 Con Associate
A ganger knows one of the many con-men that fill up the local barter street. Although risky, your gang can profit from helping him.

>55 Spore Grow-Op
Your gang has control over a mold growing operation, which you can harvest and sell to local businesses. The Gangers working here are disease prone.

>56 Club/Entertainment Hub
Your gang has a stake in or debt owed by a local juve hang out which you can collect from, maintenance can be expensive though.

>61 'Respectable Establishment'
Your gang runs one of the underhives popular restaurants. Selling bizarre "delicacies", your gang makes a tidy profit, occasionally paying mainteneance.

>62 Fight Club
Your gang owns an underground fight club, betting on gang members, professional pit fighters, and even volunteers from the audience. Authorities raid you occasionally

>63 Gambling Den
Your gang runs a gambling den in the underhive. The income is good but risky, Underhivers are notorious cheats and bad losers who'd rather pull a knife than pay up.

>64 Drug Trafficking
As it has always been, under tight regulation drug dealing is a lucrative but violent business.

>65 Brothel
Your gang owns one of the many sleazy / classy(?) brothels to be found in any settlement's back streets. Requires security.

>66 Supply Source
Your gang controls the local conduit of water/ventilation/energy and collects a fee for its "reliability".
>>
>>46451292
A few need editing, now I just need to find a neat way to format the table on the wiki so it doesn't stretch for ages.
>>
>>46451303
{| class="wikitable"
|+Food complements
|-
|Orange
|Apple
|-
|Bread
|Pie
|-
|Butter
|Ice cream
|}

?
>>
>>46451360
{| class="wikitable"
|+Example
|-
|55 Spore Grow-OP
|Your gang has control over a mold growing operation, which you can harvest and sell to local businesses. The Gangers working here are disease prone.
|-
|62 Fight Club
|Your gang owns an underground fight club, betting on gang members, professional pit fighters, and even volunteers from the audience. Authorities raid you occasionally

|-
|63 Gambling Den
|Your gang runs a gambling den in the underhive. The income is good but risky, Underhivers are notorious cheats and bad losers who'd rather pull a knife than pay up.
|}
>>
>>46451389
>>46451360
Actually, don't think that works
>>
>>46450725
It was siege regiments and armoured/mechanized companies, we discussed that and reasoned they wouldn't need straight vehicle regiments, but every regiment needs vehicles to some degree.
>>
>>46451408
Are we talking Hua yuan or Shields, here
>>
>>46451553
I was talking Hua Yuan, thought you were responding to a different post.
>>
>>46451606
Oh no, I wasn't the anon you were responding too. Its 3 am and I was confused, is all
>>
>>46451303
I wish there was a way to make things collapsible
>>
Put the new table up on wiki, any problems with it?
>>
random question, but does anyone know if there is a good forum for A Song of Ice and Fire stuff, like fan-made Houses?
>>
>>46451839
/tg/ is pretty good for this stuff, but there's http://asoiaf.westeros.org/ and reddit if you don't mind things being faggy
>>
Rolled 2, 5 = 7 (2d6)

>>46451835
so you roll a 2d6 for it?
>>
Rolled 58 (1d100)

>>46451839
Rolling
>>
>>46451881
Yes...
And now I need to re-edit it, need to indicate which dice is column and which is row.
>>
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>>46451910
I made all the things bold, really good work you did. I probably would have done some shitty table like the normal rolling one. Thanks, guy
>>
>>46451910
fixed
>>46451881
So that's Arms dealer
Roll once more because we're tiny and get two rolls.
>>46451963
You're welcome guy.
>>
>>46442738
>We are Tiny, but Fierce.
Describes my penis perfectly
>>
>>46451984
>>Tiny, but docile.
fucking erectile dysfunction
>>
Is it cool if we roll again, just to test out the process in a smooth, uninterrupted fashion?
>>
Rolled 45 (1d100)

>>46452121
sure, I gues
>>
>>46452209
>Criminal: The scum of the hive band together for various nefarious reasons.

d100 for gang size
>>
Rolled 73 (1d100)

>>46452257
>>
>>46452270
>Large
Roll 10 d10s for number of gang members
>>
Rolled 4, 7, 1, 9, 8, 7, 2, 9, 4, 6 = 57 (10d10)

>>46452284
>>
>>46452293
>57,000 members.
1d100 +10 for Territory size
>>
Rolled 36 (1d100)

>>46452345
>>
>>46452356
>36+10=46,1d6 Hab Blocks

Roll 1d6, then 1d100 for special equipment.
>>
Op here, nice to see that my thread bought something good!

Good job everyone!
>>
>>46453222
Nice!
>>
Rolled 3 (1d6)

>>46452399
Late to the party, but still at iy
>>
Rolled 72 (1d100)

>>46455262
>>
>>46455602
Special vehicle/sweet ride

d100 for legality
>>
Rolled 45 (1d100)

>>46455973
>>
Ump
>>
Should these guys be added to the Hua Yuan page?
>>
>>46460033
Yeah sure
>>
Thread's up

>>46460980
>>
>>46461179
Under the notable gangs section
>>
>>46457044
Local pest

D100 for secrecy
>>
Rolled 73 (1d100)

>>46463023
>>
>>46465821
Secretive

D100 for influence/demographics
>>
Rolled 67 (1d100)

>>46467481
>>
>>46467629
>The Masses: The people obey you, out of fear or love, and sometimes both

1d100 for ambition
>>
Rolled 14 (1d100)

>>46467734
>>
Bump of life.
>>
>>46468686
Protection of the Community: However skewed their methods, at the root of the organization is to protect and provide for their home, expanding it or isolating it.

1d100 for dedication
>>
Rolled 8 (1d100)

>>46472628
bumping of resurrection.
>>
>>46473894
Transient membership
>>
Rolled 7 (1d10)

Rolling for demeanor
>>
>>46476423
Aggressive: Members destroy property and rob unsuspecting citizens, leaving them

D100 for gang leadership
>>
Rolled 75 (1d100)

>>46478382
>>
>>46479689
Cell structure

6 2d6 for assets
>>
Rolled 5, 4, 6, 5, 2, 5, 5, 6, 3, 2, 6, 3 = 52 (12d6)

>>46480510
>>
>>46482331
Well shit, I'm to lazy for that right now. Gimme a few
>>
>>46483797
>>
>>46485524
>>
>>46482331
It's 5 rolls, we're large not huge.

Assets:
5,4=Con Associate
6,5=Brothel
2,5=Arms Dealer
5,6=Club/Entertainment Hub
3,2=Vents
>>
>>46487760
Seems pretty good. Looks like it all works
>>
Summary:
>Criminal: The scum of the hive band together for various nefarious reasons.
>Large
>57,000 members.
>3 Hab Blocks
>Special vehicle/sweet ride
>Local pest
>Secretive
>The Masses: The people obey you, out of fear or love, and sometimes both
>Protection of the Community: However skewed their methods, at the root of the organization is to protect and provide for their home, expanding it or isolating it.
>Transient membership
>Aggressive: Members destroy property and rob unsuspecting citizens, leaving them
>Cell structure
>Assets:Con Associate, Brothel, Arms Dealer, Club/Entertainment Hub, Vents
>>
>>46488465
Alright seems like it runs smoothly. Thread done then?
Thread replies: 225
Thread images: 18

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