/40krpg/ 40K Roleplay General

For all your questions on Dark Heresy (1st and 2nd Editions), Rogue Trader, Deathwatch, Black Crusade, and Only War.
Not the wargame. Not Chapter Master. Or Space Hulk.

Book Repositories (If you're planning to download any Rogue Trader materials, read the .txt file in the RT directory)
mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg

There is a new Homebrew Megafolder option in above MEGA directory containing several things formerly listed individually on this post.

40K RPG tools, a site that contains stats or references for almost all weapons, armor and NPCs/adversaries. Not updated past DH2 core.
40krpgtools.com/

40k RPG Combined Armory (v6.45.160417), containing every piece of gear in all five lines. Now containing some of the DH2 content up to the first supplement.
mediafire.com/folder/i3akv9qx9q05z

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

Additional Resources:
Now found in the Homebrew Megafolder.

Old Thread:

Other urls found in this thread:

youtu.be/0BRCkFM2TaY
youtu.be/uNLMW-B7fus
youtube.com/watch?v=wy-sVTaZRPk
youtu.be/gJ6c8z3R4ek
youtu.be/gwMYLzePzgk
twitter.com/SFWRedditGifs

What is it like to wield a power fist?

Like getting the Berserk powerup in Doom.

youtu.be/0BRCkFM2TaY

MEGA guy here. I threw a little text file in the root directory for the next time the thread dies early.

Can't miss it.

Also, I got distracted by a wiki walk that ended up with me reading the Emperasque stuff. I've been so absorbed in 40k lately, I completely missed the launch of Shen's Last Gift for XCOM 2.

As always, lemme know if shit needs updating.

Siege infantry from the regiment creation pdf is missing half of the stats it gives.

So I'm prepping to run Purge the Unclean with my group, and I just finished reading all the adventures. The first two missions seem pretty tight, but the third one, Baron Hopes, looks really... meh. It's described as a horror mission, and while it has some horror elements, the overall theme seems to be more investigative, with a zombie-survival climax (which I don't think anyone would classify as horror, even at the time this was published). Does anyone have any advice on spicing this mission up and/or making it an actual horror mission?

Add a chaos space marine or 3.

I haven't read the mission so I can't give detailed advice, but I've run dozens of horror themed games and know a lot about horror writing, so I could offer something.

It's hard to create horror when the PC's are a bunch of superhumans. You need to find a way to depower them somehow, either by presenting a situation where their weapons and powers are near-useless, or by presenting something the PC's have no idea how to deal with, but remains an evergrowing threat unless they find out soon, what's important for the latter though is to make them feel like they're only at the tip of the iceburg.

Providing that these scenarios (Whichever one you choose or both) are setup in such a way to create growing tension (e.g Disturbing visions which grow worse and worse as they reach the climax) it's all good, failing to do it and nothing's scary. I find that mystery, tension and vulnerability are the three corners of proper horror.

So, MEGA guy again, and I have a solution to the whole issue where I occasionally drop off the face of the Earth every so often.

I whipped up a user page on 1d4chan. ZeroSumGame. Use that if I'm AWOL and shit needs fixing or updating.

Right, I suck at wiki markup, and can't firgure out how to get the email thing working, just post on the talk page if shit breaks, I'll get an email alert.

Can wraithbone mutate?
I'm writing down some ideas for DH camaping and it'll focus on a world that was once inhabited by long lost xeno species.
Said species used unknown material that grows by itself to build their cities. You just plant it down and it grows like a living thing, you just need to shape it in the right way. Turns out that the materiali is another, non-sentient, parasitic species that turns entire plaet atmosphere to suit its growth(think Beksinsky: the landscape). Then all sorts of strange shenenighans happen, like inquistor wanting to weaponize it, rogue trader bringing it to hive city, ork spores fighting with parasitic spores for dominance, etc.
I just don't know if I should include eldars into it's origins.

No.

Sure, why not? It's your game. Your canon.

>It's your game. Your canon

You can't make up canon in an established universe.

Despite this, wraith bone can mutate, especially in the eye of terror. See the image of that rainbow inquisition fighting a chaos eldar.

>tfw I accidentaly ctrl W my entire post.
Condensed version, then.

>1
Have the zombies be less mundane. Serrated Query means you can use all sorts of fun stuff, so I'd infect the mutants/zombies with xenos parasites.
>more consistency and body horror
>allows for small creatures existing the destroyed corpes and attacking you
>small creatures attaking for the ceilling, fissures in the walls, ventilation shafts,...
>separated body parts with the parasites inside still moving and attacking
>possible contamination of a miner/arbites friend; provides moral choice: give immediate Emprah's mercy or keep a valuable asset (until they turn)
>A Shoggoth/the Thing-like abomination is also possible. And if you make it vulnerable to only one thing you can use it as a hint on how to destroy Morirr, the other unkillable opponent of this scenario.

>2
Have the Royal Scourges as a third party coming in the mines to clean this whole mess with holy promethium (including the acolytes).
>different challenge that adds up with the mutant and zombie threats.
>can provide horrific exposition without putting your players in danger, by having some scourges killed and/or turned.

>3
Make the final confrontation take place somewhere else
>Hunt Morrir in his lair. It makes no sense that he would expose himself instead of sending all his minions to kill you, and exploring a maze of tunnel while repelling waves of zombies makes for a better challenge.
>A cave-in isolating some members of the party can also be a good idea.

>4
Use the miners that merged with the stone
>semi-biological corridors (shifting, weeping blood,...)
>«statues» that want to help you but slowly descend into madness and corruption
>faces appearing in the wall and crying for help

Ps: The blood weakness is bullshit, and I don't see how players are supposed to understand that major plotpoint unless the baron gives them the answer or a silver platter.

Someone never heard of Souriau's diegesis.

Any cultural work rely on the observer to fill the blanks. No work is complete by itself. If I were to push a bit too far, I'd say that it's only ink on paper, and all the story only exist in your head. You've got to take into account the author's intent, your own cultural interpretations, the limitations of the medium, the internal viewpoint of the story.
And that's for simple settings, not things like 40k that are contradictory messes spanning decades.

Not two persons will absorb exactly the same thing, even if they read the same text.
It's the main reason nerd debates are so intense and usually go nowhere. The real world ≠ user's #1 reality ≠ user's #2 reality.

Like Rashomon. Which version is canon?

I'm thinking about GMing a 40K game but I've never actually played it before and know next to nothing about the crunch (I've spent countless hours reading about the fluff which is how I go this bright idea). How different is it versus something like Pathfinder? Particularly,
>is it possible to have multiple players acting cooperatively
>is it possible to have "normal" humans in an army without actually being Imperial Guard, and if so what are the different roles they might play (sniper, infiltrator/rogue, Heavy, etc.)
>how much do the game mechanics include gameplay-based RPing (like making a Charisma roll as part of getting someone to do something for you)
>how big should a rogue trader entourage be
>how plausible would it be to play 40K on Tabletop Simulator
>am I a fucking moron
>if so, how

Yes unless if you're plying Black Crusade
Adepta Sororitas? PDF?
Frequently
Really depends on how much resources said Rogue Trader has at his/her/its disposal
Should be fine?
Yes
Not reading at least one RPG books before making that post

1. Uhm... is the question in the line of "players should act like a party?" then yes. Possibly mentioned above Black Crusade may be the exception.

2. Normal as in civilian would be a hard stretch. Not Imperial Guard would be other military assets as Space Marines, Planetary Defence Forces, Adepta Soritas.

3. Enough support for what I've played.

4. Commanding a ship with tens of thousands of crew it may range from his personal advisers (usually PCs), platoon of bodyguards or company of guardsmen to "secure profits".

5. Sounds impractical to me but I don't have any experience with that.

6. You did ask so probably not a complete moron.

7, Only War is usually recommended for beginners. Second I often see Dark Heresy (either edition though I prefer first) as both DH and OW lets the GM set the scenario and funnel the players through a learning experience of the grim future of the 41st millennia.

Just use roll20 if you wanna play online. Last I checked, more and more character sheets and resources were being added every few weeks, and that was about a year and a half to two years ago. Tabletop simulator can be a pain in the ass if the system in question isn't on the Workshop.

So I started an Only War game with some friends. Yanked the setting from His Last Command, since it's a wonderful combination of despair, weirdness and horror, but using a different story naturally. Only two players, but with comrades it fills out their Salamander nicely. New players, too, so I wanted to make this one simple.

>Players arrive in step-city, one nearly goes blind thanks to not heeding the 6 signs saying "PUT ON GLARE SHADES"
>Given mission to find out where missing convoy of wounded went
>Totally ignore Base Commander saying "Going late in the day is dumb, shit comes out at night and will eat you."
>I warned you fuckers
>They leave in Salamander with other Company Salamander tagging along as backup
>Deliberately make the game as uneventful as possible, spending my time instead describing the gloom, the odd noises, and how it's slowly getting darker outside, building tension
>Players drive on to narrow road flanked by trees, their Salamander in the lead
>Totally fuck up Awareness rolls - 4+ degrees of failure
>Surprised as fuck when the thing they were warned about, a Stalker, a 900lb meat golem made of anger and sharp bits, comes barreling out of the woods and slams into their other Salamander, flipping it on to the side
>pic related, my players
>They swing the Salamander around, line up a shot
>Meanwhile, stalker is busy messily devouring the crew of the other tank who didn't even manage to scratch the thing
>Players fire Autocannon at Stalker, manage to make it even angrier
>Stalker charges at them
>Firing still
>Almost on them, the thing is roaring and preparing to leap
>FIREEVERYTHING.FUCK
>Autocannon round manages to crit the stalker in mid leap, tearing it to pieces
>Showers everyone with bits of bone, blood, and their partially-chewed friends from the other tank

I gave them 3 separate chances to detect that thing coming, but RNG was against them and so was their experience. Gonna be finishing the rest of the game tonight.

But this work has an army of lawyers behind it, so to avoid trouble canon is now explicit.

And in Rashomon, the woodcutter story was obviously the correct one because of the artistic methods used to showcase him (weather, environment, etc) and how he received the child from high authority (in this case, synonymous with GW)

How do I decide enemy HP in Only War? I went over the Enemies of the Imperium rulebook a little but that really only covers elite enemies.

the NPC chapter in the corebook itself has some stats for more regular mooks.

It's so bad.

So it does! Thank you.

This, if SB is above average.
youtu.be/uNLMW-B7fus

I think main part of horror is up to players. My group refuses to even think of that and turning everything into "ima superhero, I'm not afraid of anything, I died I don't care, rolling new one". So, they must be interested in it, at first place.

>See the image of that rainbow inquisition fighting a chaos eldar.

>"Did I leave the gas on?"

Is it special snokeflakey to create a custom chapter in DeathWatch whose geneseed was an experiment of hybridising White scars and raven guard.

Also, what kind of flaws would the chapter geneseed inevitably have.

They would most likely be Cursed Founding, where the Imperium was trying shit like that. The appropriate drawbacks would be "Literally anything you and your GM can throw out, the more drastic and horrible the better".

Sounds about right.

Different guy here. What about a chapter descended from blackshields during the horus heresy?

Carcharadons would be close enough

Carcharadons are descendants of the Terran Raven Guard, though.
And yes, that would be, since blackshields are individuals.

There were entire warbands of Blackshields wandering around during the Heresy. Sure, if you killed the reaver lord, they would probably fall apart, but those warbands could get pretty big.

It's quite reasonable to consider modern chapters descending from such warbands.

Silent emotionless killers from the depths of space works pretty well for blackshields.

The hours heresy books were a goddamn mistake.

>hours heresy
>the terrifying war in the Imperium sparked by somebody trying to get the Administratum to switch over to daylight savings time

How would 40k rpg stat the 40k equivalent of AGM 114s and AGM 65s and other things of that nature? Mind you, I mean as powerful to 40k tier things as those weapons are to modern things.

Hello, I'm hoping to run a Dark Heresy II campaing with some friends; they are pretty new to tabletop RPGs. This will be my first attempt.

Making them investigate a mysterious space wreckage containing important relics, while fighting a warband of stranded pirates, sound like a good idea for starters?

>OW is $99.99 on amazon
>sold by: Fantasy Flight Games

woah

>space wreckage
Pressurized or no?
>containing important relics
Rumors of important relics
>while fighting
While evading and sometimes fighting

Otherwise yeah, that will work.

Mostly pressurized.

Thanks for the advice :)

Only War: Shield of Humanity has the Sky Eagle Rocket in the Expanded Wargear section. It is described as anti-aircraft missile, but some minor tweaks to its rules should enable it to be used as a general vehicle-based single-target-missile.

All ATGMs in 40k are Hunter-Killer missiles. 350m 3d10+6X pen6 +20 to BS.


I've caressed the idea of homebrewing some rules for warhead diameter in the rpg. Because every launcher doing the same damage, from a LAW to a Hellfire, is completely ridiculous.

That sounds like a fun start. They'll soon learn to pay attention to what people are saying

This.

When playing Only War, do the people you play with remember that comrades exist?

Fear and Loathing has some missile weapons ripped out of ace combat. They all have similar damage but different abilities based on targets.

Ebin, well meme'd.

You know damn well what I meant. Blackshields were individuals who gave up everything to pursue penance in nameless death. There was a tragedy about them, for they were already doomed, but only in death does duty end, so their loyalty carried them through.

Now it's just one more formerly good thing shoehorned into the abortion that is the heresy with UH OH SPAGHETTIOS.

For buffs, they do. Otherwise they're forgotten.

Why would GW's lawyers get involved in attacking an unpublished adventure by some GM?

Do you guys agree with Ravenor in that Radicalism is ultimately inevitable for Inquisitors, and the best case scenario for them is to do as much good as possible and hope they die before they fall? Or do you feel that this is overly cynical?

>Do you guys agree with Ravenor in that Radicalism is ultimately inevitable for Inquisitors
It depends on the Inquisitor but I want to say no.

You know everything went downhill after Chapterhouse, right?

I believe that every Inquisitor will eventually do something they once thought abhorent. What that is is contextual however. Some may become Xanthites while others may utilise spies within Cults instead of crushing the cult outright. Whatever they end up doing, it's something they never would have dreamed of doing when they took the badge.

Well, since Inquisitors have no retirement plans and have access to rejuvenating treatments and bionics, your carreer either ends with death of with corruption.

But in the end I'm gonna say no. Puritans inquisitors can die when they're still uncorrupted, and saying to a non-radical inquisitior that it's only a matter of time is too easy.

It's like probabilities with infinite numbers: When will you roll the 1 that leads to radicalism? Statistically, you will, at one point or another. But you still can roll an infinite amount of times without rolling a one.
and with that shitty metaphor, user sees that it's time for him to go to sleep

I'd like a small chance to put a Leman Russ into criticals if I roll max damage, and unless I'm rather misunderstanding the way vehicle damage works, that doesn't seem possible with any of the stuff that's in the book, otherwise I'd use it.

Hmm, I'll look into them. Thank you.

RF works the same with vehicles, just that they roll on the vehicle crit table and can have traits and special abilities that reduce the effect of crits.

The inability to one shot vehicles is a design choice, not a flaw. Fights wouldn't be fun if they were over in one hit.

So, my Only War Party got quite badly fucked up on their last outing. They managed to (mostly) last an entire day assaulting an enemy held city, but most of them had to burn fate to survive, as I showed them just how dangerous city fighting, and a forlorn hope assault are.

I was expecting them to come out of it a hell of a lot better than they did, and I've had to quietly put the next stage of the assault back in my folder for use later. My big problem is trying to decide what to do with them while they're recuperating.

Light (hahah) Duty in the Imperial Camp?
Behind the Lines shenanigans?
Non-Combat duty on (or just behind) the front lines?

I can't decide, and I want to know what sounds best to you lot.

A - Being attached to Command (probably their own CO, but possibly higher
B - M*A*S*H/Ain't Half Hot Mum/General crap in the Imperial Camp (Maybe dealing with Medics, Quartermasters, maybe a Smuggling Ring?)
C - So, we have an Imagist and a Propaganda Team who need escorting somewhere they can see fighting, but we want you to bring them back alive...

What do you reckon /40krpg/?

Genestealers

Necrons

That was never my intent. On great rolls, a lasgun can put a character into low criticals, and I want the same out of my anti-armor weapons. The ones in the book aren't satisfactory in that regard. OHKing a Leman Russ isn't what I want, even if it would accurately reflect my conclusions, it wouldn't be fun and therefore I'm dialing back.

A friend of mine wrote a kickass AdMech song a few weeks back for our hybrid Rogue Trader/Grey Knight game, and we just finished putting it to music. Gothic enough?

youtube.com/watch?v=wy-sVTaZRPk

I still think he should write one based off a Bowie song to fit his David-Bowie-in-space Techpriest,

>Skitarii blood on the rafters

I'm shamelessly going to use this in my own games. That was great.

>I still think he should write one based off a Bowie song to fit his David-Bowie-in-space Techpriest,
And yes, yes he definitely should.

I actually completely dropped Baron Hope for my group's current "play through all the published missions" run, and moved straight from Shades on Twilight to the House of Dust and Ashes.

If you think it's a weakly written mission don't be afraid to skim over it. If your players are into the first two they should be ranked enough for HoDaA.

Hey anons, I've got this idea for a DH 2.0 campaign: In the Askellion sector, the frontier planet Temperance comes under attack by Orks, and the Inquisition is unusually interested in stopping the invaders. So, I need fun histories/names for two warp-capable voidcraft featured in the first session:
>"Retired" battleship turned troop transport
Players and 4 imperial guard companies arrive in system on this ship. It still has a few operational cannons but the rest have been ruined or are too exotic to repair. Washed up in the Askellion sector after being lost somewhere else.
>Smuggling vessel that specializes in forbidden relics but looks prestigious rather than sketchy
It's the kind of vessel that an Indiana Jones villain would operate. Shiny, but with secret passages.

When the IG and Acolytes arrive, the smuggling vessel has been partially hijacked by the Orks. The Navigator is still alive and leading the human resistance of the surviving crew, sort of. An IG regiment and the Acolytes board the ship. While the guard battle the Orks, the Acolytes are collecting information, VIPs, or survivors.

Astounding.

Crunchwise, the FFG 40kRPG are very, very different from Pathfinder. As someone who plays plenty of Pathfinder, I prefer the d% system way more.

Based on your questions the first thing you might want to ask yourself is: What type of game do I want to run?

> Investigation, intrigue, horror and violence?

Dark Heresy. My favorite of the systems, due to it's smaller scope and much closer focus on the "common people" of the universe. Crunchwise I prefer 1e to 2e.

> Grand adventures, profit and violence?

Rogue Trader. The character's are the most powerful starting characters you will get: both in terms of personal power and what they have at their disposals.

> Action and violence?

Deathwatch. Players are all Space Marines. Means it heavily limits how the game

> Freedom, evil and violence?

Black Crusade. My least favorite of the systems so I don't have much to say.

> Action, tactics and violence?

Only War. Play as a squad of Guardsmen off in some crusade. You get a companion who gets to do the messy dying stuff for you to.

Choose which sounds best for you, get the PDF of the book and get reading would be the best place to go.

Oh and I run these games in roll20 and Maptools no problem. Would be the best option IMO.

10/10, would want entire album

Haha Frontier World IG Ace Aeuronotica with Psychic Powers is pretty good. Hotshot Pilot, Push the Limit and Hull down work well with Invigourate. Foreboding and Prescience help too.

Not having an Astropath Waifu buff you instead of being a filthy mutant.

youtu.be/gJ6c8z3R4ek

More Psyker waifus

youtu.be/gwMYLzePzgk

I'm DMing and I need help making a good villain.

Here is the gist so far:
>Deathwatch
>Team has been sent to a planet untouched by war
>Planet has also been untouched by technology. The Imperium keeps an eye on it, but there are too few people to bother colonizing it. So the peopel on this planet are stuck in the middle ages. Think medeival europe, but less war.
>The Imperium's contact, who serves as the high priest for the planet's people, informs the imperium that a black stone gate has been found behind a giant waterfall
>Deathwatch team sent in. Humans on the villages think of them as monsters first, but the clergy clears it out and the people see them as literal angels.
>They do some missions to gather some stone keys, and are now ready to open the gate that leads to a Necron lair.

This is where the story is right now.
What I have in plan is this:
>Team defeats a necron robot guardian thing to get into the lair
>They do some recon. Find out that the necrons are awakening.
>First contact with the Necron lord. I want this to be memorable
>Command orders the Deatwatch team to pull out.
>Team must secure a landing site for a friendly Space Marine chapter to land in and defeat the necrons just outside their gate.
>I want this to be a large battle where the Necron lord is taken out. Bonus points if I can get some of that beautiful European architecture to be destroyed in the process.

The difficultly comes in with the Necron lord. I want to give him character, but I don't know how to carry this out. Furthermore, I would like the Necron lord to be interested in human psychology in some way.

See... I want to run the "betrayal game" on my players. It's a game where each person is paired with another, and each person must choose to ally or betray their partner. It works out such that choosing betray is the most logical answer, unless you know your partner will also ally. I want to run this on my players somehow. But I don't know how.

Do Hateful Eight and say "one of you hear is not who he says he is" and have them role dice. Whoever comes closest to your number is an alpha legion (or hopefully something more clever). Tell the player in private after the game but float the idea around with all of them.

DEATHWATCH BITCHES

I kind of want to run this almost space hulk style of dungeons crawls where marines fight Tryanids campaign, but fuck is it hard to find good dungeon maps for online play. Any ideas?

How do I know if a certain Talent procs with Vehicle weapons? Stuff like Deathdealer or Mighty Shot

Got a couple from Navigator Quest.

>Party needs place to stay in the Hive
>Head to residential district for a bunkhouse
>Techpriest hits up local database to find well reviewed bunkhouses in the area
>Have the first five all planned out, different names, backgrounds, NPCs but all related to the plot
>Explain names and bit of info about each one to Techpriest
>He says he wants to find the worst one in the hive in order to keep their cover
>Panic
>Didn't think my players would do something smart for once
>Have to come up with names for the bunkhouses
>Super ill, have a bunch of medicine on the desk
>Lemsipon, Mug's House, and Strepsilon Place are the names I come up with
>Players don't even realise where I got names from, tell me I'm good at coming up with names

B sounds good. Non-combat, smuggling ring would be a good chance for them to recover and gain allies.

This.

I'm guessing your players are dumb?

Mega guy on phone, I will be unavailable for the day. Will check thread later for needed updates, feel free to post them whenever.

Make them yourself, there's a whole load of tilable textures online that you can stitch together to make dungeon maps.

Veeky Forums, I come to you seeking your sage advice. Please don't be concerned, I'm not insane.

>What would be d10 damage of a tactical nuke? Let's assume yield of 50-60 kt TNT. Should I even bother with estimating damage or just take radius of total destruction into account?
>Power fields / Terminator armour
It says you have approx. 30% chance of shrugging attack. Would multiple tests be required for blast wave / change of pressure and fireball damage?

Sorry if I'm being autistic, but someone should understand they shouldn't fuck with archeotech they don't understand.

They usually are. This was all in the first session, they had to get planetside from an orbiting spaceport. Their Inquisitor is a flashy prick who cares little for his own subtlety but expects it from his Acolytes, he said that they were permitted to use his Aquila Lander (COVERED in Inquisitorial symbols) to go to a local hive. I made it perfectly clear that they didn't have to take it and there were a bunch of planet bound cargo vessels they could smuggle or bribe their way onto but they decided to get in the Inquisitorial shuttle, even asking a dockhand if he had any paint to cover up the seals with. I'm not railroading them, but they do choose the harder path a lot of the time.

Checked. Also, make it as high as you like. Your players shouldn't survive that.

Lance strikes from orbit are 5d10+10 E 10 Pen in Deathwatch, for those who are beyond 500 meters away from its center. Within 500 meters it assumed death.
Seconding how puts it.

I'd have the power fields should fail in the death radius. Outside of it one test with a -10 maybe, terminator armour is quite good protection.

An atomic is an instant kill on a starship. They shouldn't be able to survive that unless they have a refractor or something. Literally save or die.

Because they're weapons like any other.

The talent may say. Storm of iron, for example, does not work on vehicles because the talent denies it.

heretical

Dark Heresy original; what does the 'fast' trait mean on a melee weapon?

and can penetration penetrate toughness bonus? At all? are high-pen weapons useless vs daemons?

Target takes -20 to parry tests tests against attacks made with the weapon.

No. Yes. Get sanctified.

RATE MY CHARICTER

Name: Fish nastie

Class: im not a rasist i just want them out (Brexit)

Age: 33

Back story: fish, grew up in the sleepy village of quarm, he was abducted by a rape dwarf, and he leared too fight with them. he escaped at age 12 and followed a merchant
by the name of Wham. When wham was brutally killed by a mercanary paided by the Rape Dwarf cult; Fish swore too get justace any way possible.

Likes: Big bonus, and bigger Boners. lard. Britain first.

Dislikes: bayonette polish, the polish. soft cheese.

**STATS**

Racial tolerance: -100
polish speaking skills: -50
farage: +100
Burqa banning +50

Special abilitys: when he sees a polish (sklep), the can activate Farage barrage.