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Warhammer 40,000: SPACE MARINE 2 by Saber Interactive - Titus takes on the Tyranids

Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Game jumped from Mixed to Positive by suddenly getting 5000 reviews. Curious.

Might be just ppl getting to actually play the game instead of being stuck at the loading screen.

Anyway, my impressions after playing for 7 hours:

- gaym is horendously unoptimised, the technical state is p. bad (it literally takes like 10 minutes to boot up, then once you click New Game or Continue it takes another 10 minutes of black screen, yesterday I legit thought it doesnt even work)
- once the game gets going I had horrible performance during the intro (the game freezing while the sound kept playing)
- once you actually start playing though it runs smoothly on my rig on the highest settings, so there is that at least
- there is a stronk female Cadian colonel and a nigga Ultrasmurf
- playing the campaign on the highest difficulty is actually p. rad, before I got into the control scheme I literally had to fight for my life whenever I ran into a Tyranid Warrior, there are some p. crazy fights (the end of the mission on the jungle world where you activate the orbital defense guns against a Tyranid hive ship took me like 10 attempts, very intense shit tbh fam), like the gameplay more than the first Space Marine game
- PvP MP is decent though feels somewhat clunky, the Mass Effect 3 MP IMO still remains unmatched when it comes to TPS popamole MP action (there are three game modes, the number of maps seems p. small right now)
- PvE MP likewise decent though nothing to write home about
- graphics is really nice and whatever they did to allow these massive hordes of gaunts and gargoyls is p. fucking ace, the scenes when you see a wave of bugs coming at you over the horizon are great


A few screenshots:
Space Muhreen 2.jpg



Space Muhreen 2 f.jpg


Space Muhreen 2 g.jpg


P. sure the game will end up with Highly Positive rating on Steam as it is actually p. gud as far as TP shooters/slashers go. The devs will have to fucking fix it and make it run normally before that happens though. I would say that the vast majority of the negative reviews at the moment are of the "OMG black screen at launch" variety.

As for the Epic, you dont need an acount for MP, the gaym wants to install some stuff to allow cross play with Epic owners, but you dont have to install it.
 

VonMiskov

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You need Epic account if you have crossplay enabled in SM2. It's installs before you can play without asking because crossplay is enabled by default.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Nigga I literally dont have Epic account and I play just fine. It installs something called Epic Online Services, which is suppossed to enable crossplay, I literally clicked "cancel" when it tried to install the game runs without it (including MP).
 

DJOGamer PT

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What I mean is, when you're swarmed by everthing on the screen it's hard to notice with the 40 degree FOV if I parried the regular attack or not while fighting 20 homogaunts and three Trannie Warriors.
And again I had no such problems with playing at choppy 30fps
In fact a big issue I had with the game was the fact that I couldn't turn off the Parry HUD Indicator, which made parrying way too easy

The danger of the little bugs is that they nibble Titus armor, which makes life easier for the Warrior bugs
That's the challenge
Use grenades they are plentiful and clear out swarms ; use the chain sword in melee because it's moveset is mostly very wide swings and has some AoE combo finishers (the knife is more oriented to 1v1) ; I think Titus has i-frames during executions and successful parries ; the heavy bolter and the melta gun are excellent swarm cleaners (the former for medium to long range, the latter for close range)
 

Israfael

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Joined
Sep 21, 2012
Messages
3,687
- gaym is horendously unoptimised, the technical state is p. bad (it literally takes like 10 minutes to boot up, then once you click New Game or Continue it takes another 10 minutes of black screen, yesterday I legit thought it doesnt even work)
- once the game gets going I had horrible performance during the intro (the game freezing while the sound kept playing)
Probably your CPU does not have enough cores or IPC, it initially compiles shaders on start (loads all 16 cores of my 7950x3d, actually decent load, 150W or so, never seen this in game), start was fine for me (it stutters on loading new areas but combat was generally fine). Although maybe it's different for legit online play, I'm perusing the 'demo' version from the scene. Some reviewers complained about dumb AI companions, I didn't encounter that at hard difficulty, they res me, shoot the 'nids, haven't seen them getting stuck or w/e.
 

dukeofwoodberry

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Nov 21, 2021
Messages
514
PCGamer gives it a lukewarm 60%, confirming my suspicions.

Warhammer 40,000: Space Marine 2 review

After a rip-roaring first impression, the long-awaited sequel quickly runs out of steam.

Reviews
By Robin Valentine
published 14 hours ago

Over the course of its roughly eight-hour singleplayer campaign, Space Marine 2 presents the Warhammer 40,000 setting at a whole new level of spectacle. It feels huge, authentic, and visually sumptuous. But the sad truth is that I was tired of actually playing it before those eight hours were even up.

It's disappointing, because the game does make a fantastic first impression. As space marine warrior Lieutenant Titus, returning from the first game, you're dropped straight into a war against the insectile tyranids, and it's simply awe-inspiring looking out at the horizon and seeing their forces crawling over an entire mega-city. Developer Saber Interactive's swarm tech, already perfected in otherwise limp co-op shooter World War Z, is used to wonderful effect to sell the vast scale of war in the setting.

Hyper-gothic architecture towers over you, and as a genetically-modified, power-armoured super-soldier, you tower over the normal humans who scurry around your feet. Like the first game, Space Marine 2 understands that these warriors of the Imperium need to feel massive, weighty, and powerful, far beyond your usual bulky sci-fi protagonist.

In combat you're a force of nature, raining down explosive hell on tides of enemies before drawing a combat knife as long as a man and crashing into melee like a furious steam train. Larger elite enemies striding through the flood, such as grinning, chitinous tyranids warriors, are your priority targets. You ram through the crowd to reach them for melee duels, parrying their blows and smashing at their defences until they stand woozy and stunned, ready for an execution animation that restores your shield bar and sees them ripped to gory pieces and frequently stabbed to death with their own appendages.

For your first couple of hours of fights, it looks and feels awesome, but unfortunately it's not long before cracks start to show. The biggest problem is those executions which at first feel so cool. Other than the swarming minions, every enemy will enter that stunned state once they're at low enough health, and because executions are one of your only ways to mitigate damage, it's always to your advantage to perform them. The result is that you're constantly sprinting between flashing red foes to watch the same canned animations over and over, a problem that only escalates as the game sends increasing numbers of elite troops at you in its later stages.

Your two AI companions—fellow Space Marines Gadriel and Chairon—will even stun enemies for you and politely leave them for you to finish off while foes around you stand awkwardly waiting for their turn. At first I found the absurdity funny, but even that wore thin before long.
Only war

The whole system of combat is warped around this one mechanic. For example, because executions have to be performed at melee range, and are so vital for staying alive, long-range combat is largely pointless, despite the array of scoped weapons that cater for it. But equally the various close-range guns have little use either, because at that range you might as well just draw your melee weapon, and their lack of versatility will leave you caught out against certain enemy types. The sensible choice is always just your standard, mid-range boltgun. That's thematically appropriate, perhaps, but not ideal in a game that already struggles to offer variety in its repetitive combat encounters that far too often simply see you fighting the same small number of enemy types over and over.

Beyond that, fights simply feel rough around the edges. Parries are oddly inconsistent—some attacks come with a huge, flashing indicator and a giant timing window, while others aren't telegraphed at all and are easily missed in the crush. Against some attacks, parries will automatically kill or stagger the foe, but for others they don't—instead, you want to try and parry or dodge with perfect timing (a window that itself feels inconsistent) in order to be able to perform a bolt pistol counter-shot and recover some shield. But then sometimes simply a charged melee attack will get you that counter-shot instead. None of it quite clicks together.

The whole combat system is simply messy in this way—it feels like the developer iterated on it several times but forgot to go back and delete their old work, so multiple clashing ideas sit jumbled together. There are individual elements that work well—Titus feels huge without being slow or unresponsive, iconic Warhammer 40,000 weapons such as the thunder hammer are as impactful and empowering as they should be, and there's a great gory sense of humour to the animations. But it doesn't add up to a coherent vision, and over the course of the campaign the charm of the parts that do work is tarnished more and more by the repetition and frustration of the ones that don't.

In some ways, the campaign is refreshingly focused—with no levelling system, unlocks, or side missions, and only a tiny smattering of collectibles, it's an antidote to the cluttered and bloated worlds of modern action games. For the most part it's just you and the combat setpieces, and when the game's firing on all cylinders, especially early on, that works. There's a real ambition and imagination to its spectacle, and the short campaign is full of sights to delight Warhammer 40,000 fans in particular.

But again it's undermined by what you're actually doing. Much of the encounter design feels overly inspired by the game's co-op mode (more on that later)—you're constantly standing in a circle until a bar fills up, or defending a big inanimate object, or running between computer consoles pressing buttons, while arbitrary waves of enemies spawn at you. (You even have to wait for your two allies to "assemble" with you at the end of every area before you can push a button to move into the next one.)

There's a mid-game sequence, for example, where an enormous swarm of tyranids attempt to hurl themselves bodily into a colossal power generator to try and destablise it. It's a wonderful visual—that perfect Warhammer mix of cool, scary, and completely absurd—but it's essentially a cross between wave-based survival and an escort mission, and the actual process of trying to keep the generator's health from ticking down while countless creatures much smaller and faster than you sprint at it is more tedious than epic.
The Imperial Truth

What does shine through is how passionate and knowledgeable about this setting Saber Interactive is. Though the story is fairly thin (essentially Titus is just in the middle of a big war trying to prevent the use of a dangerous macguffin) it nails both the broad strokes of how Warhammer 40,000 should feel, and its quieter, more nuanced elements.

More often than not, videogames in this setting simply tell stories of heroic Imperials fighting against the forces of pure evil. So it was a pleasant surprise to see this game incorporate themes such as the simmering tension between the space marines and the Adeptus Mechanicus, a divergent cult needed for their engineering prowess but with their own inscrutable ambitions. Or the low-level internal politics within Titus' chapter, around questions of faith, corruption, and his own murky past. Or the strange layers of superstition and ignorance that hamper the Imperium's relationship with its own technology—there's something both poignant and funny about such powerful warriors having to follow awkward automated bureaucratic processes to get a machine started in the middle of a warzone, or offer some burnt incense and a prayer before accessing classified computer files.

In some ways it's authentic to a fault, even—it's likely to be too in-depth for those unfamiliar with the universe, or even just more casual Warhammer fans. The game spends almost no time on exposition about the setting, trusting players to have done their homework, and it doesn't shy away from more obscure or complex reference points. If you don't know how the Deathwatch works and why being a Blackshield in it would be shameful, or the function of a Neurothrope in the synaptic network of the Tyranids, or the reason that a soldier of the Thousand Sons would have no corporeal body inside their armour… then you're likely to find yourself confused not just by the details of the plot but by what you see in fights, too.

For those who are dedicated Warhammer 40,000 aficionados, however, there's a real thrill in such a major game not only representing the setting so well but refusing to compromise on it for a mainstream audience. Space Marine 2 revels in the specifics of Games Workshop's universe in a way I think very few games ever have, and that's something the community is sure to take to heart even if the overall experience is flawed.

But while that atmosphere and authenticity never breaks, like the combat the story increasingly loses its way as the game goes on. It has an odd structure—by the end of the second act, any intrigue and mystery in the plot has been fully resolved already, and the character arcs of your companions have concluded. (Titus himself doesn't have an arc—he's just always right, and spends the game stoically waiting for everyone else to realise.) That leaves the third act with nothing to do but try and escalate all the fighting and shouting and apocalyptic threats ever higher and higher, and though the visuals are mostly impressive enough to back it up, it does all start to feel like so much noise.

It's not helped by an increasing shift in focus over the course of the game from the tyranids to the forces of Chaos—specifically the Thousand Sons, worshippers of the god of magic and scheming, Tzeentch. Compared to the utterly alien tyranids, this dark cult offers a more understandable foe, but their plans are frustratingly underbaked, and in a game with so many surprisingly nuanced details, its key villains are oddly two-dimensional.

Worse, they're simply a lot less fun to fight than the bugs. Chaos space marines, your evil counterparts, are unflinching damage sponges that put out heaps of near-unavoidable ranged damage—they're sent at you in increasingly large waves, and of course you'll need to perform a lengthy execution on every single one of them to stay alive. The point at which the combat is most wearing out its welcome is the point where the game goes all-in on its least satisfying enemies.
Squad game


The game also has a PvP multiplayer mode, pitting loyalist space marines against chaos space marines of various legions. Unfortunately I wasn't able to test this at all as part of my review, because the playerbase was too small in the pre-launch period. This score therefore doesn't account for PvP. To be honest I will be very surprised if these combat mechanics translate into a satisfying competitive experience, but I'll be giving the mode a go later this week and posting my impressions soon.

Throughout the campaign, Titus sends another small team out to complete vital objectives that intersect with his own. This is your cue to hop over into the separate but narratively interwoven co-op mode, where you can play out these missions with up to two friends as one of six different Space Marine classes. While in the story Titus is battling to reach the astropaths to send a message off-world, for example, you can play out the effort to destroy signal jammers around the area, or perform the assassination of a Hive Tyrant that clears the way for him to get there.

It's an interesting idea, and does add some extra drama to the six co-op missions. There is fun to be had, too, in the sheer chaos of three player-controlled marines crashing around taking on even greater numbers of foes, and at least the mission objectives that feel contrived in the singleplayer fit more neatly in multiplayer. There's no less attention to detail in the visuals and setpieces, either—there are moments in the co-op that feel just as spectacular and must-see as anything in the campaign.

It's clear Saber Interactive's hope is that this is where players will end up sinking a lot of time into the game. Unlike the singleplayer, co-op has currencies to earn, weapons to unlock, and other forms of progression to keep you coming back—and there's more content planned for release post-launch.

After playing each of the six missions for the first time, however, I already felt I'd essentially seen everything co-op has to offer. Those problems with the combat system are even more pronounced in a mode that pushes you to test your skills (and includes two people ready to steal your executions), and compared to the Warhammer co-op elephant-in-the-room Darktide there just isn't the depth here to dig into over a long period of time, either in the action or in the very linear levelling.

Though the missions are very cinematic, one of the consequences of that is they don't really have the variability to stand up to repeated replaying—once you've seen the cool things once, they'll be the same again next time you see them. But even on your first play you'll notice serious problems with how each mission is paced. Where Darktide has a natural ebb and flow, interspersing intense fights with moments of eerie quiet, Space Marine 2 feels like it's spawning enemies haphazardly just to try and keep you busy.

The result is that missions feel oddly flat, existing at much the same level of action throughout and inevitably ending with the three players present saying "Oh, I guess that was the end?" when it suddenly cuts to the outro cinematic.

Following the fairly short singleplayer campaign, I was hoping the co-op would make Space Marine 2 a more complete package, but it feels just as fire-and-forget—worth trying for its cool, cinematic moments and the initial rush of the action, but wearing out its welcome a while before its roughly five hours of content is up. Future updates will add more to do and may smooth off some of the rough edges, but I'll be surprised if they can improve the core systems and mission design enough to give the mode the depth it would need for long term play.
Old soldiers

Though the original Space Marine, from developer Relic Entertainment, is remembered fondly, it too certainly had its flaws. So I decided I'd finish off my review by going back to the now 13-year-old game and seeing how they compare. What I discovered is that, though its sequel easily beats it for visual splendour, ambition, and authenticity to the setting, the original is simply far more fun to play. Combat has a clearer rhythm that feels far more under the player's control, and though it's shallower, it benefits from being less cluttered with overlapping systems. That's damning—after more than a decade of advancements in gaming design and technology, I'd still rather fight orks on Graia than tyranids on Kadaku.

And yet there are moments in Space Marine 2 that I think every fan of Warhammer 40,000 owes it to themselves to see. It's rough and uneven, but still operating on a grander scale and level of production value than we've ever seen from the setting before. It puts me in the odd position of feeling that this is fundamentally not a good game, but one that I think will still be a great source of joy for its intended audience.

As a few hours of seeing cool stuff, feeling big, and nerding out before it runs out of steam, Space Marine 2 is a decent bit of fun. But at full price, and after 13 years since the original, I think you'd expect a bit more than that. I commend Saber Interactive for its clearly genuine and deep love for Warhammer 40,000, but though it's done right by the venerable setting, I wish as much care had been put into the parts I actually get to control.



60

Warhammer 40000: Space Marine 2
Fans of Warhammer 40,000 will be delighted by the spectacle and authenticity—but ultimately disappointed by messy action and unengaging multiplayer.

On the other hand:



Sounds about right imo.

The former has broken gameplay mechanics that can possibly be patched (AI, difficulty), the latter however is a dull bug romp. It can't be fixed.

The former is complete dog shit lol. The entire gameplay is trash and the story is embarrassingly bad (can that be patched too?) It's an objectively horrible game.
 

VonMiskov

Educated
Joined
Feb 20, 2021
Messages
243
What I mean is, when you're swarmed by everthing on the screen it's hard to notice with the 40 degree FOV if I parried the regular attack or not while fighting 20 homogaunts and three Trannie Warriors.
And again I had no such problems with playing at choppy 30fps
In fact a big issue I had with the game was the fact that I couldn't turn off the Parry HUD Indicator, which made parrying way too easy

The danger of the little bugs is that they nibble Titus armor, which makes life easier for the Warrior bugs
That's the challenge
Use grenades they are plentiful and clear out swarms ; use the chain sword in melee because it's moveset is mostly very wide swings and has some AoE combo finishers (the knife is more oriented to 1v1) ; I think Titus has i-frames during executions and successful parries ; the heavy bolter and the melta gun are excellent swarm cleaners (the former for medium to long range, the latter for close range)
What difficulty?
 

Fedora Master

STOP POSTING
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Just from reading the reactions of other people the game seems to...
-Be buggy
-Feature a braindead AI
-have only three or so maps for PvP
-have a Solo campaign designed around coop
-run badly

Infinitrons Touch of Death strikes again.
 

Fedora Master

STOP POSTING
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Pirated. Played half of the Tutorial or whatever. This is consolized garbage. Tube levels, "Hold E", combat is shit, movement is clunky and slow.

Basically, Gears of War with a 40K coat of paint as a PC port.
There is a huge discrepancy between what they wanted the combat to look like and what it actually looks like. You can tell by the cutscene when you launch the virus bomb - Methodically eradicating incoming bugs. But what it ends up like is erratic swinging and parrying and dodging. Guns seem almost pointless since you're gonna be in melee no matter what.

They clearly wanted to show off the spectacle of a Tyranid invasion, which is a fine goal, but they ruined it with the shit FOV so you can't really see the "big picture" most of the time.
 
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Ibn Sina

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Strap Yourselves In
warhammer 40k is peak goyslop.

the entire setting was created by edomite kikes as a way to control easily distracted man children. its metamorphosis into a globohomo setting is not an accident or the consequences of todays age but its intended destination all along. This is what its jewish creators planned for the setting after it ensnared enough easily distracted and weak willed men.

Don't believe me? Here is your "based" setting

female-custode-.png
 

PanDupa

Educated
Joined
Apr 5, 2021
Messages
74
Combat is terrible and clunky as fuck, ai is retarded so good luck playing solo in higher difficulties. SM1 is way batter game that makes you feel like space marine; here you just look like one, getting shredded by everything that even imperial guard seems to withstand. Weapons have no punch at all and our genetically improved supersoldiers with heightened senses cant fucking aim at anything 4 meters away from them unless they stop moving and zoom on the target. Had high hopes with SM2 but its another modern shit game, fucking disappointment, I hope saber interactive will be closed. Why it's so difficult for devs to do good w40k game
 
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Reever

Scholar
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Jul 4, 2018
Messages
574
I wish the fucking AI would do something useful. That missions where you have to defend the chains is fucking mental. They run around like headless chicken while you get swarmed by every type of xenos known to imperium while also having to focus your fire on the fuckers on the chain. Why do all the chains have a shared healthbar is beyond me.
 

TheKing01

Novice
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Jan 18, 2024
Messages
82
warhammer 40k is peak goyslop.

the entire setting was created by edomite kikes as a way to control easily distracted man children. its metamorphosis into a globohomo setting is not an accident or the consequences of todays age but its intended destination all along. This is what its jewish creators planned for the setting after it ensnared enough easily distracted and weak willed men.

Don't believe me? Here is your "based" setting

View attachment 54639

Outside of dubiously-based emperor, this setting has always been middling at best.

It perhaps would be more pertinent to say, it's a setting that has been exceptionally portrayed as middling at best. A world that's viewed more for myths and legends perpetuated by fans than actually what anyone can experience personally for themselves.

I suppose the same could be said for many tabletop settings. But then again, therein lies the issue with adapting imagination to reality, especially when it relates to tabletop. Your subjective imagination has no objective limit, in your own limited purview. However, when you end up with as much slop as WH40k has (I challenge any hardcore fan to name on one hand the amount of objectively 'good' 40k games) it meanders into a department of what is woke and what is not. Not dissimilar to the sad state Star Wars has been reduced to after Lucas and his many non-involved EU ventures and then Disney escapades.

In reality, it doesn't matter. It's always been a setting mired in mediocrity. A grim-dark space epic of unlimited proportions reduced to lesser Gears of War/Starcraft copy-cats by limited production and writers.
 
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Messages
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Warhaemorrhoids are truly the worst. They can be the most 'monocled individual' with high standard for vidya games, but when it comes to their edgy grimdark funko pops toy collection of hyper masculine toy soldiers, their standards drop through the fucking floor. Everything about this game screams mediocre. Combat, story, graphics, everything. What the fuck is wrong with you people.
 
Glory to Ukraine
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Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Nah, its actually p. decent. Also its 40K. 40K makes everything much better. 40K is love, 40K is life.

Played some more PvP MP and am enjoying it, there are two issues I see at the moment:

1) the amount of maps really needs to grow ASAP
2) I wish that melee attacks would stop you from shooting or at least throw off your aim (I mostly play as a sniper/recon marine and end up ambushing people a lot with melee attacks, people often just keep shooting, which seems to be on par with switching too melee right now)

(I challenge any hardcore fan to name on one hand the amount of objectively 'good' 40k games)

LMAO nigger, how about Chaos Gate (the OG one), Rites of War, DoW1, DoW2, BFG1, BFG2, Armageddon, Rogue Trader, Sanctus Reach, Mechanicus.

Is this made by the same people who made E.Y.E. ?

No, that was Necromunda: Hired Gun
 

Fedora Master

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Whose idea was it to make armor regenerate but not health? That's completely retarded.
Also, why can't I, as the ranking officer in my squad, GIVE THEM SIMPLE COMMANDS?!

Oh right, because they decided they wanted a piece of the live service multiplayer slop market and switched directions mid-development.
 

VonMiskov

Educated
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Feb 20, 2021
Messages
243
Single player campaign and gameplay is mid at it's best. The first Space Marine was a masterpiece compared to this.
 
Joined
Jul 7, 2017
Messages
21
The focus on coop was clearly a crutch to use "fun with friends" to attempt to hide the uninspired game at its core. American game industry is so hopeless now they can't even match a mindless mid budget action game from 2011.
 

Retardo

Learned
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Jun 26, 2020
Messages
281
warhammer 40k is peak goyslop.

the entire setting was created by edomite kikes as a way to control easily distracted man children. its metamorphosis into a globohomo setting is not an accident or the consequences of todays age but its intended destination all along. This is what its jewish creators planned for the setting after it ensnared enough easily distracted and weak willed men.

Don't believe me? Here is your "based" setting

View attachment 54639
 

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