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60784 No.4   [Reply]

original Falcon models, Nyoro~n!

>> No.29  

Nope, Armourcast Wave Serpents, Desu!

>> No.30  
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70335

Original Epic Falcon models kashira?

>> No.334  

Except that those are epic scale, so it doesn't count.



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57298 No.333   [Reply]

HOW DOES I MAKE A CRAPPY CARD GAME?

>> No.335  
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34663

What? This is the greatest card game ever! In America!



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36379 No.307   [Reply]

It is the moment of discovery, the triumph of the mind, the reimagining of past glory.

>> No.308  
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38310

If I'd wanted your opinion, I would have told you what it was.

>> No.315  
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41094

o_0

>> No.329  
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131754


No.264   [Reply]

I know SOMEBODY has to have the game. Would anyone care scanning the pages of the rulebook and uploading said scans here? Other visible means are fine too, such as PDF and RapidShit.

>> No.265  

That would not be a good idea.

>> No.267  

Elaborate please.

>> No.269  

Because they're still selling it? Because it's copyrighted?

Because I could get sued?

>> No.270  

They're still selling that? I thought FASA was dead.

>> No.271  

>>270
WizKids owns it now.

Though according to this, Some other company is trying to get it:
http://www.dumpshock.com/wordpress/archives/2007/04/20/inmediares-productions-llc-enters-negotiations-for-the-classic-battletech-and-shadowrun-licenses-from-wizkids-inc/

Free stuff:
http://www.battlecorps.com/catalog/index.php?cPath=165

>> No.306  

FASA is dead, Wizkids owns the Battletech license which they allow through an agreement for Iron Wind Metals to release the rules and miniatures for Classic Battletech which is just the original rules.

I'd sell you my old rules if I still had them. I sold them as I've grown more favorably of Heavy Gear for my mech games.

That is how it's still being sold.

>> No.317  

I liked the game... until I realized it was just all about hit point attrition.

Shoot anything often enough and it will die. You could kill an assault mech with an assault rifle given enough time.



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34596 No.281   [Reply]

We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile

19 posts and 3 images omitted. Click Reply to view.
>> No.310  

As I recall, though this may be from expanded universe material, which for star trek isn't technically canon, Borg assimilation tubiles are designed to pierce through most kind of defensive alloys and armoring, not to mention energy fields.

And it wasn't just their hyper evolved immune systems that prevented them from being assimilated, it was also their extremely dense and complex genetic structure. After reviewing the wikipedia entry on gene-seed organs http://en.wikipedia.org/wiki/Gene-seed , I question whether it can effectively resist assimilation by their desciptions. As far as I can tell, Space Marines are normal humans, with a series of organs designed to make their bodies more resistant to physical punishment and more capable of surviving in dangerous environments. The human body just doesn't have any way to effectively destroy nanomachinery. Our defenses are are chemically based, which is great for toxins and diseases, but not so much for metal.

>> No.311  

Frelling Win! Somebody needs to screencap this!

>> No.314  

A puny Imperial frigate or destroyer is 1.5 - 2km in length. Their cruisers are 4km+ in length and these are the mainstay of the fleet. Battleships can be up to 8km in length.

It's safe to say the Borg will be outgunned and outmassed...

>> No.337  

As far as close combat goes, the borg will be able to swiftly outnumber the spacemarines using teleportation, however the borg will die really easily due to their slowness, and energy sheilds not helping against bolters. The Marine's armour will provide some level of defense against assimilation, and even if one gets assilimated he will just be decapitated by the next one. As far as ship to ship goes, the borg may be able to fire in warp, and strafe them out. someone who knows more about this than me, explain how spacemarine tactics and warp tech works, could they escape destruction in this case by going into the warp?

>> No.355  

Uh, I think the Borg would probably get their asses handed to them. If not by humans, then by orks calling a Waaagh when they see his new opponent.

In the W40k universe, no race is as good with tractor beams and energy shields as the orks-- so they'd easilly be able to board in ship to spacehulk battles, which means lots and lots of torn apart borgs. The best kind, ya know?

I think the Borg would probably suffer the same fate as the Necrons if they tried to enter the warp-- they'd fail. If I remember correctly, it requires a strong psychic presence to do so, and the borg's systems are purely technological in nature. The Tau, can't enter the warp by themselves, for example-- their faster than light travel is purely technological in nature.

>> No.366  

>>355

If I remember correctly, Tau/Dark Age of Technology Mankind travelled by basically getting close to the warp, dimensionally speaking, and being shoved back out. It's slow, but it worked.

The Imperium's warp travel is faster, but much more dangerous.

And we still have no fucking clue how the Necrons do it. My theory is gravity manipulation to the point that physical laws are bent in such a manner as to make intertia-less travel possible.

>> No.410  
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6834

>>355

My favorite thread revived?! YAY!

Yes, as I recall, travel through the warp itself does require an actual psychic presense, so that could be a way for them to escape.

However, the Borg themselves aren't completely without "psykers" of a sort. There are many races in Star Trek with telepathic and telekinetic abilites. Admitedly, with the likes of the Vulcans it can take a lifetime of experiance, training and discipline to even begin to approach the kind of power 40K psykers have, but for some other races, such as the Betazoids or the Okampans, Psychic powers can manifest into abilities that dwarf those of even the Eldar Farseers (pic related).

The hiccup then is 1) If the borg's psykers can provide the collective with the means to navigate the warp and 2) How they would figure out how to do it. 2 is easy, it just requires assimilating the right person. 1 is trickier, and depends a lot on exactly how warp navigation is performed and if Star Trek psychic abilites are "compatible"

>> No.490  

I'd think if the Borg assimilated psykers, then the hive mind would have pysker abilities, and daemons would see it as an all-you-can-eat buffet.

The only other hive minds are the Tyranids, and they cause a shadow in the Warp. Maybe the Borg would do the same, esp. since the Warp is emotions made manifest and the Borg have excised emotion from themselves?

I can see Bord assimilating wyrdboyz orkz, to try to learn psyker abilities, and never quite learning it once that first pysker explodes his head and every head in the same hivemind.

>> No.580  

An alpha level psyker would tear a borg cube apart in seconds.

>> No.740  
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80959

The borg are in the wrong universe.

Time travel is out. By nature it screws causality to hell and that can be predicted and counterd. Eldrad alone would have atleast three different contingencies in the works.

The ork waaahg would make assimilation suicidal.
Eldar are a psychic race and have much experience in battles of wills.
The tyranids would just EAT the borg.
The Necrons wouldn't give them the time of day, The borg would take decades trying to figure out how to assimilate necrodermis.
Chaos daemons would pwn them due to their illogical nature.
Spacemarines wouldn't let themselves be assimilated, they'd just beat the shit out of any drone that tried.
The tau and Imperial guard would simply overwhelm borg shields.



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91871 No.274   [Reply]

who played?

thoughts? fav personal chars? and is krang sexy in a thong?

>> No.305  

It has all the same hang ups as Palladium's other games. Well not completely, it's not as prone to power gaming as Rifts is.

When playing TMNT RPG we didn't use any of the characters, we created out own mutant animals. And our games ended up being more humor than serious mutant fights. The "I serve Justice" instance was just to silly to begin with.



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153200 No.244   [Reply]

Still working on the title deeds and chance and community chest card. Might wanna print it out and play yourselves

>> No.253  

ok

>> No.255  

Monopoly is gay.

>> No.256  

>>255
MtG, on the other hand, is GUT-BURSTINGLY HETEROSEXUAL!

>> No.258  

>>256

>MtG, on the other hand, is FAT/SMELLY 14 YEAR OLDS!

Fixed.

>> No.273  

>>258
We've been hit, Captain! Irony sensors are offline!

>> No.275  

Goblin War Wagon? Lay Waste? Elfhame Palace? Looks like somebody just picked cards at random.



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92392 No.249   [Reply]

I never had much luck using those erasable pads.

Our current GM has been using Post-it® Easel Pads
the gridded variety works perfect for D20 based games.



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168130 No.248   [Reply]

New release of Savage Worlds rulebook, Its going to cost around $10 and is 160 pages long, The Str+Number damage system has been replaced with the "Way of the Brave" rules from Deadlands: Reloaded and they have new chase rules.

I think I'm going to get a couple copies of it, $10 for a full rulebook is a good deal.



No.237   [Reply]

Ive been thinking about playing gurps. Opinions?



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