A future where there is only war is where Fandible got its start. Listen to some vintage Fandible as we establish our very own heresies, trade roguely throughout the universe, and upset the very fabric of the universe with an unorthodox take on space marines. Please note, all of these episodes were made on imperfect equipment, but hold a special place in our nostalgic hearts. Part of the Fandible Actual Play Podcast.
After surviving a battle with possessed Eldar, the rogue trader crew heads deeper into the hive to search for their prize.
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Repaying a favor, the rogue trader crew head towards the planet Trollius to make a deal with the mysterious Eldar.
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In a part of the galaxy closed off from the rest of the imperium, the crew of the Shadow Labyrinth must make ends meet in a system full of enemies.
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After a temporal vacation, the crew head to the remnants of a dead civilization to meet with an old friend. Intro Music: Summon the Rawk by Kevin Macleod Rogue Trader Episodes Other Games
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Its been a year since the Barsher Ascension and the Rogue Trader Crew has worked to overcome the violent hole left in their lives. Thankfully, an old ally has brought some interesting and possibly life-threatening news.
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The acolytes of evil head to the imperial world of Corona and find that creating chaos may be a bitter harder then they thought. Rogue Trader Episodes Other Games
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4 agents of chaos must enter a inquisitorial tower and grab an alien artifact. Thankfully, like all heist films, everything goes according to plan.
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A minor threat has appeared in the depths of the ship and its up to the littlest traders to put a stop to it.
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Escaping from a ork ship and headed to a planet of horrors, the crew must do all they can to survive. But what will they do when one of their own undergoes a rather violent and permanent change.
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Searching for his kind, Barsher leads the crew to a captive Weird boy who has an interesting proposition.
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Daniel Kunan, expecting to trap his new prey, Renaldo Macharius, instead finds a probe with a strange message.
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Deep within an hostile nebula, the crew of the Shadow Labyrinth comes upon an ancient structure. Will the crew find profit, or will its inhabitants make short work of the invaders?
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A few months after breaking off from whats left of the Imperium, the shadow labyrinth shuttles between a dwindling list of potential clients. Luckily, a certain object is more then willing to show them a new path.
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Two members of the shadow labyrinth crew find themselves stuck on a Dark Eldar world. Will they die a horrible death like so many others or will an unlikely ally lead them to freedom.
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Stuck on a jungle moon, what’s left of the 14th catachans unit must go through hostile territory to escape a possible bombardment. To do this, they must fight rampaging orks, a new ravenous enemy, and dice that apparently want to kill them. Other Games
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After a fairly eventful trip through the warp, the crew initiates its plans to enter the facility thought to contain potential space marines.
What they find inside will show them the depths of Daniel Kunan's depravity and makes the crew realize that the fight against Daniel Kunan may not have a happy ending.
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For the first time, the crew goes on a mission not for profit or adventure, but an end to a potential threat. The crew of Shadow Labyrinth begin their journey to the point of no return, where they have to finally decide who they are, who they want to be, and what they really believe in.
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Till now, Renaldo has been a master warrior, a master diplomat, and a master trader. But now, with his plans coming into fruition, he is ready to show friend and foe alike that a true Rogue Trader must also be a master manipulator.
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On a mission for a Space Marine with recovered memories, the crew heads off to a auction to make thier bid. What they find instead are potential buyers willing to do anything to win.
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Proving themselves to Pirate Lord Drekker, the crew sets off to a space hulk to find mysteries, riches, and horrible horrible monsters.
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Looking for work, the crews favorite informant Ding provides them with some juicy info. A pirate of some fame is looking to enter a space hulk and might be interested in a extra hand. Of course, they will have to prove themselves first.
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From the beginning, Boudiccia has been a pariah. A freak of nature in the eyes of those who would use her for their own ends. Chasing her creators, she might finally understand who she is and what she needs to be free. On the other hand, she might find that death might be a simple mercy compared to what the universe has planned for her.
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The saga comes to a close as the three marines head to the forge world of Samech.
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The group rushes to the bridge hoping to warn the captain of the extent of the mutiny. When they finally reach it, two of the wannabee saviors begin to realize how out of their league they really are.
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Can a perverted janitor, a lowly tech with a hidden secret, and a guardsman who really just wants to get back to her job have a chance when mutiny threatens the ship? Short answer: no. Long answer: NOOOOOOOOOOOOOOOO!!!!!
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As a way to appease those who would question Boudicca's loyalty, the marines head to a Shrine-world to undergo a test of purity. Sadly, even this planet of imperial worship is not free from the dark whispers of chaos.
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Called by promises of unknown xenos artifacts, the explorers begin a journey that will send them from the depths of a starving hive to the planet of a dead race above a captured star.
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There plan set, the marines head off to the main city to try to gain knowledge of their enemy and show him the consequence of heresy.
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On a forgotten human colony, the marines begin their search for a dangerous Heretek with a link to Boudicca's creation. Will they find answers, or will they find something far worse?
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Spit out of the warp, the crew discovers a forge world deep in Denati space. What should be a search for profit and knowledge quickly turns into something altogether different when some unwelcome guests arrive.
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A hidden room in their new asteroid base leads to a dangerous but possibly profitable prize. For the crew, its a chance for adventure and an end of 2 years of boredom. For TechPriest Quantus, it may be the start of a change that not even the Machine God itself could stop.
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Theodorus rescued, the acolytes must do whatever they can to prevent Ranan's plan from coming into fruition. Of course, they have to figure out what he is planning first.
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With their leader Theodorus captured, the acolytes must figure out a way to save him while not getting themselves shot in the process.
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Heading back to the Inquisitorial research base, the space marines search for answers and find harsh reminders why the deathwatch is necessary.
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On a world of towering fungus and toxic fog, the marines arrive for what is supposedly a simple mission. Simple turns complicated as they will not only have to contend with the worst a death-world has to offer, but possibly the iron hand of the Imperium itself.
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The redemptionists taken care of with the help of... an out of town guest, the acolytes begin their plan to find out just what Ranan is doing. Here is a hint, it doesn't involve puppies.
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Without their Arbitrator leader in tow, Ratt and Ramirez head into a desolate hive looking for answers. Luckily, they find a small and weaselly frie..... colleag....associa..... future target practice dummy.
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Barely escaping from a ship full of orks, the crew of the shadow labyrinth decide the best way to celebrate is to go to an ork occupied planet. Who knew masochism was a Rogue Trader trait.
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A year after their hellish adventure within a chaos infused ship, the crew of the shadow labyrinth gets a message. Someone has found their warrant of trade and is more than willing to return it, for a price.
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Thier trials in Infernus come to a close as the Acolytes head into Kaltos Compound. Will they discover clues to Ranan's plans or will Kaltos use his gifts to turn them into Mawfluke dinner.
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Forcing her into a tournament, the denizens of gun metal learn a terrible truth. Good, Bad, Ratt's the one with the LAS!!!
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The problems with the noble families dealt with, the acolytes head down to the lower levels on the path towards Ranan. Searching for a path to infernus, one of them discovers the advantages of a fearsome reputation.
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On a ship visibly mutating with chaotic energy, the crew realize that nothing is scarier than a noble who has reached an epiphany.
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With a major chaotic incursion in their midst, the crew discover that not even eternal damnation can get in the way of profit.
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On a quest to save their captain, the crew discover why a imperial ship is almost impossible to insure.
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With the Source of the Poison discovered, the group prepares an assault on the former great house. Luckily, they find out that things are always simpler with an army at your back.
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The real danger of the poison is discovered as the group fights against time, and digestion, to discover the true face of the enemy.
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The group continues its investigation, learning more about the poison that ravaged the noble house. They soon discover that a armed society is a polite society mainly because the impolite tend not to live very long.
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Investigating the poisoning of his father, Theodorus heads to gunmetal city on Scintilla and begins to ingratiate himself into the Noble families. He also begins to learn that messing with a demon possessed assassin can lead to some unexpected and awkward circumstances.
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After several weeks acclimating to the primitive tribe of King Skull, the group finally gains the knowledge they need to finally attack the Psyker Gregoran. Will they stand victorious or will a sudden wave of bad rolls have them fail miserably.
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Our heroes decide that the sacrilege of a temple of the emperor is a small price to pay for violence. Sweet, sweet violence.
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Escaping from the depths of ship, the crew of the Shadow labyrinth decide that taking the ship back is going to take some extreme measures.
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With the Capt and Void Master busy with other matters on a neighboring ship, the xenos crew members find themselves bored with nothing to do. Thankfully, a strange signal from the cargo hold will present them with a interesting, and somewhat snarky, package.
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The group stumbles upon the camp of Seth the voice and discover that initiation into a group of crazy fanatics requires more than a silly handshake.
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Getting ready to sleep off the days events, the group finds itself woken up by the sound of combat. Will these change of events help them reach their goals or will it set them on a new path entirely.
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The acolytes of inquisitor Ahmazzi begin there search for a Rogue Psyker in the world of Iocanthas. Will Port Suffering, the only hub civilization on this savage planet, lead them towards there goals or will they be distracted by the attentions of its residents.
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In the final part of this session, the crew discovers that Orks can be reasoned with, as long as you speak softly and carry a big stick. If, of course, softly means with massive cannons and big stick means nuclear explosion.
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The search for Sanchan continues for the crew of the Shadow Labyrinth. Will they find there way or will some hostile force try to stop them. Considering this is the Warhammer 40k universe, the latter is more than likely.
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Part 1 of our first Rogue Trader campaign. A imperial crusade is stuck in an unknown sector of space and the only people who have a chance of surviving are those who try to take what they can. Will this crew find themselves with power beyond their wildest dreams or just find themselves dying horribly. Either way, it will be a fun ride.
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The acolytes learn of a plan that could help bring the Imperium into true dominance across the galaxy. All it would take is just the tiniest bit of heresy. What could go wrong with that?
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Our session continues as the acolytes separate and learn important things about their values, morals, and dietary habits.
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Through determination, mass combat, and cross dressing, the acolytes of Inquisitor Ahmazzi push on towards finding Techpriest Findin and ending his vile Tech heresy.
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Part 1 of our second session of Dark Heresy. Diving into Ambulon, our acolytes discover more about the conspiracy within its depths and meet with an old five fingered friend.
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The end of our first session of Dark Heresy. Listen as the acolytes learn that through understanding, calm assertive energy, and the healing power of violence, even the toughest gangsters can be swayed to your side.
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*Warning* These games are some of the first games we ever ran and as such, the audio quality isn’t great.* Part 2 of our Dark Heresy Campaign. Listen as this group of acolytes learn how deep the corruption goes and how annoying servitors can really be. Dark Heresy Episodes Other Games
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After to much time, we finally have our first episode up. Listen as four servants of the inquisition journey into the dark world of Warhammer 40k while completely messing up the rules in our ignorance. We get better later on we promise.
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Welcome to the Fandible Podcast Warhammer Feed. After nine years of weekly actual play podcasts, the primary Fandible Actual Play feed is overflowing. Literally. Most podcatchers can’t display all of our episodes anymore! But because our Warhammer adventures are ongoing, we want to be sure you can easily find the complete story. A future where...
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Podcasten Fandible: Warhammer 40k Actual Play är skapad av Fandible Podcast Network. Podcastens innehåll och bilderna på den här sidan hämtas med hjälp av det offentliga podcastflödet (RSS).
En liten tjänst av I'm With Friends. Finns även på engelska.