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Shadow War Armageddon General /swag/

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Melee strength and weapon armour modifiers stack edition

Previous Thread
>>52523952

>Shadow War: Armageddon Free Faction Rules::
>https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
>>
How's this look for a wych cult starting list?

Syren, Blast Pistol, Power Sword, Mirrorhelm

Bloodbride, Shardnet & Impaler, Mirrorhelm, Plasma Grenades

Wych, Splinter Pistol, Mirrorhelm

Wych, Splinter Pistol, Mirrorhelm

Wych, Splinter Pistol

Wych, Splinter Pistol

Wych, Splinter Pistol
>>
>>52537144
Why are there no Kombi-Rokkit stats?
>>
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Bumping in hopes a scanon will post the rules
>>
My wych list. I liked the Shard net Impaler, it might not be useful against models with just shooting but it has good appreciate, +1 Str, and works on Pistols and crazy shut. Wanted lots of Pistols for more attacks and shooting if I need. Plus when objectives have toughness, aren't poison guns Good?
Syren 150
Shard net Impaler 35
Mirrorhelm
205

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
110

Debutante 70
Knife 5
Blade Venom 10
85
>>
Boggles my mind a bit that Spannas cannot take kombi weapons
>>
WHERE ARE THE MAIN RULES?! I JUST WANT TO PLAY NOTCRAMUNDA.
>>
>>52537144
>Acolyte Hybrids are a Specialist choice

Fucking dropped.
>>
>>52537881
what does Specialist choice mean?
>>
>>52537971
They're special operatives that you bring in for a single game by spending a Promethium Cache. It kind of sucks that you can't field a mixed squad of Acolytes and Neophytes for a bit more variety.
>>
>>52538062
But nobody can bring any kind of variety.
What's there, Chaos and Necrons with access to 2 different troopers, and Tau with drones?
>>
>>52538152
>But nobody can bring any kind of variety.

Yep, it's a problem not just restricted to Genestealer Cult teams.
>>
>>52538200
Absolutely, and it's part of why the system will get the HoR treatment (or fuck it, we'll just use the Necromunda lists), unless GW fixes it.
>>
>>52537971
>>52538062
No, that's not right.

You're thinking of special operatives. Specialists are a different thing.
>>
>>52538283
Specialist are the 'gunner' special/heavy weapons types.
Limited to 1-3, usually to 2.
>>
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Core rules plox
>>
I'm worried dark eldar will have a cap on late game since the basic wych options are chains hook, Venom, Pistol and bloodbride don't have much to go with either except what mirror helms and plasma grenades on Everyone? Not having big guns to buy limits the total cost big time and I wish they gave end game options like phantasm grenade launcher offering shooting defense to protect them from the guns other teams have later on. Anyone else thonking This?
>>
wait, they stack? so if I have 4 str with a choppa thats -1, its -2?
>>
I never played Necromunda; but I don't understand.

I get to make a list of 6-10 models, in which I have basically no decisions to make. My list will be identical to every other list of the same faction.

Then I play games over and over with that same list? For what purpose? How does that not get boring after the third game?
>>
Are necrons fun to play in this? Whenever I throw together a starter list for them it just seems so dull. Dudes with basic guns, or other dudes with basic guns, and the specialist (deathmark) has a...basic gun (worse than what immortals can bring). I feel like you'd want to bring a triarch praetorian every game purely to add some variety. Oh, and low initiative sounds like a motherfucker in Shadow Wars.
>>
>>52538475
>Necrons
>Warriors with Gauss
>Immortals with Gauss or Tesla, except Tesla is shit
>specialist is *teleports behind u*, except without the stats or weapons to do anything with that ability
>leader is just an immortal
>none of the wargear does anything worthwhile
>>
>>52538492
Your dudes develop and you add stuff to the team.

The idea is you develop a bond with your guys and their stories. Sometimes it works gloriously, most the time it doesn't.

Any necromunda player who loves the game has a 'that moment' that when they describe it to you is incredibly boring because you weren't there. But to them it's golden.
>>
People seem to worried about starting equipment. I think a viable campaign list is to max ur specials with guns or get them startdd and get cheap bodies if you can. You only have to survive one game in which case spend your promethium cache to rear. While everyone else is adding one guy, you had all the guys and armed most of them in one go for the second game. Am I smart or more likely what did I fuck up with this Logic?
>>
>>52538557
>>52538554
>>52538475
>>52538200
>>52538152

Do Scouts and Orks get more options by virtue of being "core" choices?

Or is the whole game this "streamlined"?
>>
>>52538242
GW will not fix it. They'll just tell you to forge the narrative and pump out a different boxed game.
>>
>>52538557
>>52538554
CSM equipment list
>1 Ammunition
>4 grenades
>4 miscellaneous (plus photovisor and reload)
>8 close combat weapons
>3 pistols
>3 basic weapons
>4 heavy weapons (plus frag/super krak options)
>3 special weapons

Necrons equipment list
>3 basic weapons
>1 special weapon
>3 miscellaneous (plus photovisor and reload)

Fuck this gay robot Earth
>>
>>52538735
Scouts get their standard weapons choices - Sniper Rifles, Shotguns, Bolters and Bolt Pistols, Missile Launchers and Heavy Bolters.

Orks also get all of their standard options. I just think that's how it works: what comes in the box? That's what they get.
>>
>have a shitload of metal 2nd edition tyranid warriors
>they can't be WYSIWYG because tyranid warriors can't actually buy devourers
>>
>>52538671

I can only go off my own experiences but:

Early Necromunda is all about bodies on the table in the first couple of games, numbers tended to give you endurance in scenarios especially as early on it's better to focus targets and remove them quickly. You use to get very cookie-cutter starting lists for most gangs which from my experience were crappy geared leaders, a couple meat slabs and a stack of juve's that you used in the first game to wear people down and camp objectives.

Whoever survived you would upgrade later but there was loads of theories about the best course of action which were basically 1) spread around the wealth, 2) gamble the wealth into your guys with potential and hope they survive or 3) try make a kill-machine game winner. Each had its pro and con.

Early on kill machine heroes could win games for you by taking out lesser foes (and shifting the numbers game to your favour) but when people did get kit they become weak points. Focusing on developmental guys in the long run gave you a troupe of badasses who were role focused but damn good at it, the downside was the frustration of a guy nearing full development and then just getting taken out of nowhere by a lucky shot or bullshit dice roll. All-round teams with a but here and there gave you plenty of options but if someone had hyper specialised (for example nothing but meatslab pit gladiators) you could have problems because you couldn't outright negate their advantages.
>>
>>52538612
for me it was mordhime, had a solder that would never die, no eyes, no hands, and one foot, but thanks to frenzy, climber, sprint and a few other skills, he could go anywhere and would fight anyone, we called him millhouse, millhouse the mad
>>
Is there anything in rules for keeping track of your dudes? Rosters essentially?
>>
>>52539237
what do you mean? are you asking if you keep the same guys from mission to mission? Cus that's kind of the core idea
>>
How to play genestealer cults in Shadow Wars:

Step 1: Put your models back into their case
Step 2: Bring out an Eldar, Tyranid, Harlequin or CSM Nurgle army instead, because you aren't beating them otherwise.

Fun for all ages.
>>
>>52539538

No. I mean is there a sheet you can print out that will help you keep track of that stuff. This is more of a book keeping question.
>>
>>52539673
I'm almost 100% sure its in the box
>>
>>52539673
It's in the back of the book.
>>
>20 models nobody needs
>single piece of terrain, consisting on a single linear elevated path
>dusted off Necromunda rulebook but with zero list variety
>$130

>instantly sold out
>>
>>52540303
Basically tells you how unbelievably shit the current 40k rules are, that people were willing to shell out the cash for this almost entirely just for a somewhat functional core ruleset.
>>
>>52538975
Orks don't get burnas.

Space Wolf Scouts have special rules because they aren't newbies. They can't have Recruits but their Troops get access to cooler shit.
>>
>>52538671
Personally I'm going for one Arquebus round 1, then fill out the ranks to 8 guys and gear the shit out of them ASAP with Red Dot and Photovisors, plus maybe one more Omnispex and an EDT, and picking up another SpecWeps and arming him where possible. I need the can-opening potential thanks to all the missions where you need to kill T6 terrain, and my point-dump heroes have the longest range in the game, so I don't have to worry much about them being sniped. Numbers are really important, though, so I'm going to want SpecWeps #2 ASAP after arming up (probably done after mission 3 or 4) to get to 9 guys for +1 to Bottle Test Threshold.
>>
>>52538444
https://drive.google.com/file/d/0B85bX2eTNABScTRFYkNZWFZ4NXc/view
>>
>>52540475
This. I bought a pathfinder box for $30 today and that's the extent of what I'll spend on 40k anymore. I'll pirate the rulebook when it comes out.
>>
I'm so hyped for this game. Just dropped off the store credit to grab a spare sprue of 6 Harlequins to use for my team, and I've convinced two non-40k friends to also get in (One wants either Tyrannids, Genestealers, or Necrons, and the other is planning to do CSM but with those gorgeous Thousand Suns models.

I hate that I'm graduating before my local store begins their league, but I'm gonna play a ton of casual games until then.
>>
>>52540501
Neither do Ork Boyz in 40k. So it's just what they get in the standard kit. Like I said. They can get kombi-skorchas on their Nob though.
>>
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>>52540303
>>52540475
Oh lighten the fuck up. It's a nice, updated ruleset that lets everyone bring their models in to play or have an excuse to start a small force for something they've always wanted to try. I've usually not got an interest in 40k, the difference being I don't spend my time shitting up forums about how people are playing something I don't like. I see something I'll likely enjoy like this and decide I'll vote with my wallet and buy it.
>>
>>52540665
Oh wait shit, you're right. I only have about eight thousand ork kits kicking around and for some reason I forgot they only come with a Big Shoota and a Rokkit Launcha.

I hope they expand wargear and characters through White Dwarf though. They likely will.
>>
List Question:
Is there a limit to Specialist to Troops? Ex. Can I make a GK list of one Leader, two Specialists, and one Trooper?

Also, how does this look for 1000pt starting:
>Justicar with Falchions
>Grey Knight with Falchions & Photo-Visor
>Grey Knight with Falchions & Photo-Visor
>Grey Knight Gunner with Falchions & Psybolt Ammo

Might drop the visors and a Grey Knight if I can start with two Gunners (specialists).
>>
>>52537144
Can anyone else take a moment to appreciate that lovely looted bolter in that artwork?
>>
>>52540795
I also wondered this. The GSC says they can have 3 specialists in their SRs, so I assumed it was 1 per kill team.
>>
>>52540984
Think that it is 2 base, and some factions like Pantstealer cultists and Skitarii can take an additional one. Heard something about Guards being able to take 3 specialists, but I haven't seen it confirmed.
>>
>>52538492

In the beginning everything is the same. But if it's like Mordheim and Necromunda, eventually people start losing limbs, gaining cool traits and weapons, and developing into very unique individuals unlike any other band you'll come across. It's about the story of that journey from nobody into the one armed, peg legged sniper that took out nearly a whole gang before tripping, falling off a tower, and snapping his neck.
>>
useful http://imgur.com/a/v8qF4
>>
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>>52541129
>toxic rounds
>Skip rolling To Wound
>Autowound

What the fuck? What poison are they putting in those things? Liquid Vodian Sceptre? How is that more effective at wounding a Guardsman than a meltagun?
>>
>>52541258
Can you even save out of it?
>>
Is there any advantage to giving units a second combat blade? All my guys come with them default, but all have the option to buy another??
>>
>>52541368
Extra attack. For two knifing
>>
>>52541296
Well, it's using the profile of whatever weapon it's in, which IIRC is a Sniper Rifle, so Scouts can all be armed with weapons more lethal than a Transuranic Arquebus against the plethora of 1W Sv 5+/6+ models out there.
Did I mention that it has it's own downed table that inflicts OOA on a 5/6 and disables the crawl move, and that applies to all the recovery rolls as well? DAMN, that's good. It better be like 60 points.
>>
>>52541403
Ooh. I missed the line: if the model loses its last Wound to this weapon.

Thought it went straight up. Don't roll to Wound, instead roll on this table of fuck you.
>>
>>52541403
Toxic Rounds are 20pts and Sniper Rifles are 40pts for IG, not sure if its different for Scouts.
>>
>>52541258
>>52541129
It's especially silly in a game also containing dark eldar who are kind of known for being the best at this whole poison malarkey, but who get nothing that potent in their rules, not even for the haemonculus.
>>
>>52540564
Says that the file's been deleted.
>>
https://drive.google.com/file/d/0B85bX2eTNABSOGtfeU85VC14WkE/view

Here be rules, not my scan though and a few pages are cut up a little
>>
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Some pics for you all :)
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12 images total, inc Ork list and skills are coming :)
>>
>>52541595
wicked
>>
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>>52541595
Do you have a picture of page 39?
>>
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Some are a bit blurry but they were taken in a rush
>>
So is this game set in the third war, or is it in 'current' 40k?

Either way, where the hell is the inquisition list? this size game is absolutely perfect for them.

Likewise, where the hell are the sisters lists? Order of the martyred lady were pretty heavily involved on Armageddon weren't they?
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>>52541619
>>52541651

Based Anon.
>>
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>>52541641
Afraid not, sorry
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>>52541671

The box is set on Armageddon.
Inquisition/SoB are either resin or Finecast. Either way it would be difficult to model weapons/parts onto a model, where plastic kits have an abundance of parts to choose from.
>>
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Last one from me
>>
>>52541828
Fantastic work bud.
>>
Holy shit Infiltration on Harlies. 24 inch free move before the game begins
>>
Priority skills on Harlies is clearly Sprint and Infiltrate. Free 36" move before the game begins.
>>
>>52540303
Nigga that's three different modular terrain pieces.
>>
>>52541809
Mostly metal actually, when they actually have models.

I know where it's set, question is when. I know sisters are going to be squatted soon, but do they have to be so fucking blatant about it?
>>
>>52541549
Works fine for me.
>>
>>52538557
>Boo hoo my army of carbon copy factory assembled robots lacks variety
>>
>>52541549
you on mobile?
>>
Can we get good photos of the guard and marine sections?
>>
>>52538557
>Pick the two mass produce units that flat out don't have any personality in lore
>whining about not having any custom shit
>>
>>52540303
>Nostalgia isn't a sales factor.

Kids who played necromunda were probably about 8-12 years old in 1995. 22 years later these are the 30-34 market with disposable income and their own 8-12 year olds now. It's not surprising in the least.

What would surprise me is if they release Dreadfleet again.
>>
>>52541494
Still pretty damn bad, though. Can anyone check the Scout Wargear page and see what can take it and for how much? If I'm fighting a whole team of those it's going to be a very short fight, that may have just made them the best shooting team.

>>52541510

Thank god they're special weapons, though. At least I'm better off than most, because T3 anyway. The To Wound roll wasn't saving me much as is.

Also, Crons! Look on the bright side, it never specifies what counts as an "unliving target" so you can now gain immunity to them for ten minutes arguing time.
Skits should probably be at least a bit resistant too, but whatever. Shame we lost all our innate faction stuff, no 6+ FnP or Imperatives. We're just better dressed Scions with built in ammo.

>>52541526

Yeah, I momentarily thought I was looking at a Deldar Special Operative weapon, but NOPE.
>>
>>52541368
Runs off the old "extra cc weapon - extra attack"

I miss Pistol Grips on bolters desu. Plague Marines were some reason incredibly well trained to use the bolter as a melee weapon.
>>
>>52542569
>Plague Marines were some reason incredibly well trained to use the bolter as a melee weapon.
Probably stuck to their disgusting hands.
>>
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Would someone mind explaining what benefits photo-visors and clip harnesses give?
>>
>>52542711
Photo-visors negate -1 from cover. clip Harnesses stop a soldier from falling, if used, but they cannot move next turn.
>>
>>52539668
lol really? Fooking gw
>>
>>52538488
That's right, except that a normal choppa doesn't give a save modifier, so you would only get -1 total. The buzz choppa doesn't use the wielder's S, so that only gets it's standard -2 save modifier.

The power klaw and killsaw, on the other hand do get both a S bonus and an additional armour save modifier. A nob with a power klaw is S 7 (-4 saves) and gets the -3 save mod on top of that, for a total of -7.

Sadly, I think anything above -4 is a waste, assuming invulnerables work like current 40k.
>>
>>52542805
>Trusting kneejerk /tg/ reactions
>>
>>52542851
>having faith in gw
You poor fool
>>
>>52542851
>>52542864

Aren't both retarded?
>>
>>52542851
True, it was a kneejerk, but GSC are pretty bad compared to, well, just about every other army. The webber is 100 points and it's less likely to wound than an autogun in most cases. Lasguns cost 10 points more for them than for IG for no apparent reason. Just generally, they're pretty bad compared to Eldar's "I take 5 operatives, 4 have sustained fire bolters and 1 has a sustained fire bolt pistol", and I don't even know what they're meant to do VS 3 Tyranid warriors other than pray for 6's.
>>
>>52542890
And u
>>
>>52537517
Game doesn't release until saturday so you'll have to make do with all the photos of the rules like the rest of us.
>>
>>52538152
>>52538200
The variety comes with different loadouts and skill advancements. Did you never play Necromunda? Gangs were fairly bland to begin with but started to become interesting as a campain moved on.
>>
>>52542782
photo visors negate -1 from cover if you didn't move, clip harness means if you didn't move you're safe from faling because you anchored yourself
>>
>>52541022
>Pantstealer

My fucking sides
>>
Can you hide AND overwatch or is it hide and then overwatch next turn?.
>>
>>52542041
Third war I think
>>
>>52542989
guard lasguns are bought at a discount because it's their signature thing and also their only non close range basic weapon. lasguns were 35p in necromunda and i expect anyone else getting lasguns has to pay 35p
>>
>>52542989
well the up to 15 models, and can start in hiding are things not to be judged before more play.

and CW eldar only have the sustained fire bolter and one heavy weapon outside of special. there are no other options outside of special operatives.
>what do vs 3 tyranid warriors
start hiding and swarm in melee.
also, you wound on 5s with s3 vs t4. so weight of fire.
>>
>>52542306
Guard pics already exist. Check the older threads.
>>
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>>52543358
>Third war
>No Black Templars or even Imperial Fists specializations.
>>
>>52543124
some factions are kinda gimped in loadout options.
necrons and cw eldar are both pretty limited.
but for most you are correct.
>>
>>52543443
Well, from what is in the rules I don't think crons look too bad. Sure they lack variety compared to other factions, but isn't that part of their charm tho?
>>
>>52543402
>I think

Or "don't know". Take my "fact" with a grain of salt.
>>
Does anyone know what "Ripper Blade" does on Ripper Gun? I'm assuming doesn't count as encumbered.
>>
>>52543552
it kinda is.
it's the CW eldar that personally annoy me, because for some reason (availability of plastic kits likely), they basically cut all the options eldar normally have. no storm guardian options.
Only one weapon platform, which makes sense for balance but means that's you're only option.

but I've been thinking about getting deldar, and the wyches look cool so whatever.
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>>52542450
Can confirm, was a child/young teenager when Necromunda came out. Played the shit out of it. Am now in my 30s, planning on playing the shit out of this game too.
>>
>>52543624
It's designed so that you can pick up a box and play with what's in it, yes. Sure that limits the options for some factions. But I fully expect there to come rules for variations sooner or later. Either official or fan made.
>>
OK, ork yoofs are only 30 points each. That's fucking awesome!

Thinking of something like this...

Boss Nob, Big Choppa - 175 points.
>No point in taking a shooting weapon on someone who needs to run towards the enemy as fast as possible if he's going to be effective. Big Choppa is more than adequate for dealing with most targets.

1 Boy, Buzz Choppa - 75 points.
>Some back-up for the Boss. Again, no need for a shooting weapon and the default knife counts as a second CC weapon, I believe. Even if not, 2 attacks is adequate. Not sure what 'noisy' does on the buzz choppa, so might swap it for a normal choppa.

2 x Spanna, Big Shoota, Red-Dot Sight - 470 points.
>Only thing capable of reaching distant targets and difficult to get after the start of a campaign. Eavy Armour is tempting to keep them alive, but reducing I to 1 seems likely to cause issues and too much stuff just goes through it anyway.

4 x Yoof, Shoota, Red-Dot Sight - 280 points.
>The basic cheap dakka ladz.

Eight models, eight dice of sustained fire. Three models capable of dealing with tough targets. Red-dot sights mean I don't have to worry so much about cover and the shootas should actually be pretty reliable at close range.

Alternative option might be to drop the RDS on all the yoofs, give the boy a normal choppa and recruit another boy with two knives (I could get him a choppa if I gave the Boss a standard choppa too, but I like that nob model with the big choppa resting on his shoulder).

Probably going to do Deathskulls, because most of my orks are painted that way already and Guerilla seems like the best skill-set for this set-up.
>>
>>52543320
Hide, then overwatch next turn unless you've got the Ambush skill.
>>
>>52543753
Noisy means if you roll the Raid mission, you have to roll to see if the alarm's sounded whenever you use it. And if an enemy passes on their 6++ from the Red Dot, they sound the alarm as well. Or something like that.
>>
What are the rules to rearm?

I spend a cache for 100 points but is that limited to rearming one model or can I just buy a shit load of red dot sights to give to my ladz?
>>
Ok couple of things
1 - does anyone have a scan yet of the equipment rules. Clip harness, hotshot Las pack, etc.
2 - is there a scan of the how to build a Kill team...not the 1st page but some people are saying only 2 specialists and can't have more than half your team in new recruits. I'd like to see it to believe it because I think I can take 1 Nob and 19 yoofs until proven otherwise.
>>
>>52543947
you get the equipment and can share it freely, it's pretty clear.
the only restriction is if you hire a new fighter they only have the equipment you bought with them for that one mission.
>>
>>52543850
it's 2d6+the str of the weapon, 10 or more means alarms go off. normally close combat weapons don't count in that but noisy ones do.

the red dot has no real bearing on the alarm. but shooting at a dude and not killing him can mean an alarm goes up.
>>
>>52543947
Rearming lets you put equipment on any model and redistribute existing equipment.

Recruiting only lets you buy equipment for the new guys and they have to keep what they are issued.
>>
>>52543947
100 pts plus you can cash in 1 PC for 100 more...200 total. You can do only 1..either recruit or rearm. Rearm you by as much weapon and equipment as you want anything not on a dude is lost
Recruit you can get any number of new fighters WITH gear as points permit

At this point you can also swap gear between members excluding new recruits. So hire a guy with gun and red dot then trade the red dot to someone else for example.
>>
>>52543979
look here >>52541129
>>
>>52537881
The thing I like about the Genestealer Cult is I CAN make a mixed unit.
Personally I have a Catachan Leader, 2 Cadians, 3 1st Gen Neophytes, 2 2nd Gen Specialist.....its all in how you model your dudes.
>>
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>>52537144
Anyone else planning on cribbing the Necromunda injury table instead of the one used in this game? It's horrifically boring by comparison...
>>
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'Ey all you ladz, wots a good balance between Gubbinz an' Gits? Shootas or Sluggas an' Choppas?

Dis Blood Axe Nob wants ta know.
>>
Anyone have the Space Marine list?
>>
>>52544695
Shootas for Yoofs, as they have a lower BS.
>>
>>52544668

My concern with the necromunda injury table is while it works fine for gangers with little resources, it makes a lot less sense for factions like Space Marines or Imperial Guard where they are easily able to get a lot of medical support and augmentations to replace any lost functionality.
>>
>>52544747
WS, not BS. Sorry boss.
>>
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>>52544700
Here mate
>>
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>>52544786
And weapons/wargear
>>
Did a test game on Vassal. Nids vs Tau in a Raid mission.

The Tyranids won pretty much one sidedly, although Stealth is a pretty foreign concept to them (Note: The Barbed Strangler is NOT a weapon that is likely to make a silent takedown) after splattering the guy with the Ion Rifle, his Markerlight companion, nobody being able to hit anything on the Tau side, and the Recon Drone's Burst Cannon running out of ammo on the first and THEN getting splattered by the Gunbeast* I decided to call it.

Then came the postgame. I didn't work out the Nids, but they took 2 Promethium Caches whilst the Tau had none.
Tau meanwhile, the leader took Scavenger as the skill-up right off the bat.
I then proceeded to roll 6's for the Specialist and both downed Pathfinders. Only the drone rolled anything less, and even that was a fine.
So, after getting absolutely spanked, a Tau team ended up with Scavenger on the Leader, Fast Shot on a guy with an Ion Rifle and a Reload. Dive on the Markerlight guy, and +1 BS on a rando Pathfinder.

Statistically unlikely, but the mere fact that losing badly is sometimes MORE advantageous than winning flawlessly seems like a mistake.

How would people feel about a houserule where if a model that causes another to go out of action survives the game, he rolls a number of dice equal to the amount he took out and on any 6, he gains an advance?
You can only advance once per postgame though, no matter how many you take out.

*Although a Lucky 6 by the Drone in the first round of combat very very nearly took off his last wound. Only his armour roll saved it.
>>
>>52544786
>>52544798

Thanks a lot. They look god damn nasty with all that access to toxic weapons.

I wonder which faction gets the Heavy Flamer that shows up in the weapon listings.
>>
>>52544869
guard
>>
>>52544853

>Statistically unlikely, but the mere fact that losing badly is sometimes MORE advantageous than winning flawlessly seems like a mistake.

Eh, both sides making out of it with an advantage seems fine. Especially when the losing side also risks losing guys.

A team that's been taking a beating and is still there may be more elite but the winning team has a heap more resources to play with.

>>52544887

Ah, that would do it.
>>
>>52544853
Remember that the losing team also gets 1 Cache. So both sides will always get at least 1.
>>
>>52544953

Not if you bottle it voluntarily from a Raid mission as the defenders you don't. The attacker get's yours.

>>52544908
>Eh, both sides making out of it with an advantage seems fine. Especially when the losing side also risks losing guys.

Problem there is, all the winner gets is Promethium caches, maybe only as many as the loser in some missions. If there was a way of taking advances instead of Caches or converting one into the other I'd agree with you. But you can either spend one for 100pts but no more on Recruits or Gear (a drop in the ocean for some armies) or hire a one-shot guy, who may even give a bonus cache to your opponent if he get's killed, or you hold onto it as VP.

I dunno. I guess it depends on how you "win" the campaign. Plus I still feel as a houserule it wouldn't be that disruptive. The guy has to survive the whole game, and he can only advance up the one time per game.
>>
>>52545030
You win the campaign by collecting 15 caches and then winning a mission
>>
>>52544786
> Scout Sergeant: 260 points
- Sniper Rifle
- Toxic Rounds
> Noviciate: 650
- 6 Members
- Bolters
- 4 Telescopic Sights

Dang, 7-man kill team for Space Marines, But 36" bolters is hella cool. I guess in campaigns my first priority is to get everyone Camo-cloaks, and try to skill up everyone to getting Rapid Fire, then Hellfire Rounds. To make all my scout marksmen hella deadly.

Can Laser Sights be stacked with Scopes? What if I have
>>
>>52545144
Stop me if I'm wrong but you must have 50 percent or less new recruits, so to get 4 recruits you'd need to have 3 regulars/specialists and one leader.
>>
>>52545186
I didn't see anything of the sort on the section for assembling teams. I'm assuming I can take a shitload of Noviciates, with the hope that over the course of the campaign they get better.
>>
https://docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing

Tinkering with an Adepta Sororitas kill team set of rules for Shadow War. This is still very much in Alpha, so feedback about anything too powerful/too weak is appreciated.
>>
How does the game handle more than 2 people? Like, how does it work?
>>
>>52545268
divine guidance: jesus what the fuck. that's really strong.

Blessed ammo ignoring the overwatch and charge penalty to shooting makes them absurdly hard to assault, i suggest finding another bonus for blessed ammo

Probably dump the elohim name for troopers for "Battle Sister"

i still say the eviscerator should be copied as much as possible from the outlanders community edition version.
>>
>>52545332
idk the rules, but my LGS has been doing some 4 player free-for-all recently and they said it's fantastically fun.
>>
>>52544747
Yoof's are supposed to have shit for equipment since they haven't earned any yet, giving them shootas seems unfluffy to me. I know it's objectively a good idea but I'm too autistic to do it
>>
>>52542190

Didn't work for me either on mobile or tablet
>>
>>52545497

My issue with 'Copy the outlanders community edition' is that we already HAVE stats for Chainfists. And Evicerators are 'Two handed chainfists'.

And yeah, I was very uncertain about divine guidance. The tricky thing is 'Finding stuff unique to the SOB without adding a heap of extra complexity'. As Shield of Faith is a worse Mark of Tzeench in a game with so little Psyker Powers. I was tempted to make the other special rule 'Hospitaler Support' and give them a reroll to use as they will on injury tables but that doesn't work very well in a one off game.

Blessed Ammo (On the TT) used to be 'Ignores Cover' but we already have an upgrade for reducing cover saves so I was trying to find a similar thing to have it replace.
>>
>>52545584
Could be that the Blood Axes might outfit them with Shootas, since they like to copy militaries and military tactics, so having a stamdard armor filled with Shootas for everyone might be spmething? Y'know, standard issue gear or summat like that.
>>
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Im not sure if this is too much gear for guardsmen but considering the max number of models is 10 then I dont think 7 is that few models, or is it?.

Stormtrooper Kill Team.

Veteran Sergeant 195
-Camo Gear
-Plasma Pistol+Telescopic Sight

4xVeteran Guardsmen 420
-Hot Shot Ammo
-Camo Gear
-Lasgun

Special Weapons Operator 170
-Camo Gear
-Meltagun

Special Weapons Operator 195
-Camo Gear
-Grenade Launcher (krak+frag)
>>
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>>52545584
Fair enough. I'm fluffing it as: the Boyz want to get in and get choppy. They don't want the young fellas to have any of that glory, so they give 'em the dakka sticks and tell 'em to stand back over there while the big lads sort it out.
>>
Are bikes allowed in any of the armies? I'm hoping not.
>>
>>52545584
>>52545942
Well you gits, I'm going to do all Shootas! Every Ork, Yoof or Boy, ought to 'ave himself a good bit 'o dakka, and every good Blood Axe ought to know wot itz like being in a roight proppa Orky army!

Question! Can ye assault after shooting for a right proppa scrap, or nah?
>>
>>52546017
Nope
Thank fuck
>>
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>>52546036
Thank god. For once I might actually get to have fun when playing.
>>
>>52546031
Pretty sure assault happens in the movement phase, could be wrong tho
>>
>>52546031
>Can ye assault after shooting for a right proppa scrap, or nah?
No, you Charge in the Movement Phase instead of moving normally.
>>
>>52545497
>>52545268

Alright.

Scrapped a second special rule for the faction and made the Celestian more inspiring. SOB squads have always had that 'Automatically regroup' faith power so this is a more passive version of that.

Blessed Ammo also was heavily rewritten. It's now less good at close range but really helps bolt pistols while keeping the 'Very accurate' theme of it.

>>52546017

None can, no.
>>
>>52543058

Will they release a PDF along side it?

I don't mind paying for a good version.
>>
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>>52546090
>>52546125
…so you have to choose between shootin' or choppin'?
>>
>>52546166
Sadly, yes
>>
>>52546166
Bring ya slugga int da foight, ya git! Denz ya don't haf ta chooze nuffin!
>>
>>52546061
Go play Gorkamorka. Then come tell us how fun it is.
>>
>>52546220
GW games are never fun.
>>
>>52546237
>GW games made after Chambers left the company are never fun

FTFY
>>
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>>52546180
Dat's just not roight. Not proppa Orky at all! How'z one a me ladz supposed to dakka then chop a git if 'e's got ta choose between them? Madness, I tell ya!

>>52546216
Wot? You'z supposed to chop wit a choppa and dakka wit ya shoota! You git!

Dis is 'ard thinking I gotz ta do now, you gits! When's a boy got ta dakka and when's he supposed to chop up inna foight?
>>
I've almost got my wych cult converted, time to build more orks
>>
>>52546265
It's easy, ya git! Wen deyz too far away to chop, ya shoot em. Wen deyz close enuff to charge, ya chop em!
>>
>>52546220
I thought about playing it, but no one in my area would. What do you mean by this?
>>
>>52546327
Vehicle hit location tables.
>>
>>52546260
>games are never fun
FTFY
>>
>>52546517
Bikes aren't vehicles, though.
>>
>>52546549
HAHA HAHA
They're are in Gorkamorka baby bitch. There are 26 - count 'em, 26, different results, each of which often requires further rolling. You have yet to know suffering until you've run an all biker gang in Gorkamorka against a shooty gang.
>>
>>52546631
Did I mention each location has a different armor value?
>>
>>52546631
>>52546664
and those hits can lead to skidding, which if you skid into another vehicle can start chain reacting.
>>
>>52546631
>>52546664
If you were running all bikes and actually ending up in the fire arcs of vehicle weapons, you have only yourself to blame.
>>
>>52541974
Depend on the army you're facing.

Against gunline army the stealth table are good :
Run and hide allow you to aproach enemies safely Skiitari sniper team can pin and shot down everyone in the team with the Arquebus if they don't hide.
Hide and overwatch : being safe and can shot back at the same time, good for holding position.

Against melee army, you need to make sure you win or tie in every cc round :
Jump back is good, avoid the charge (which could be very nasty if they have skill (like Berserker charge)
Most of the combat skill are good (except disarm against Nid).

Also ultility skill table like Ferocity and Guerilla are extremely helpful too : recovery from pin (Harlie are hard to pin but when they do, they're mostly fucked because they run alone most of the time), never go OOA from shooting (True Grit), +50 supply, re-roll serious injury (Harlie heavily rely on the Master and the Virtuoso to do the work, so you will not want any of them to sit out of a mission from injury.
>>
Grey Knights have to pay for their melee weapon? These models are gonna be insanely expensive, I guess I see why their kill teams can be 3-5 because holy shit. They're gonna get crunched by my Tempestus if rules for them ever come out.
>>
>>52547087
Good thing they have Storm bolter default so they can pin horde army with no problem.

You can easily made a 4 dude team (2 gunner) with Warding stave and falchion.
>>
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>>52539673
I made this if that helps.
>>
So are there rules Kabalite warriors or is it only wyches
>>
>>52547315
only wyches atm.
with scourge, haemonculus, and succubus as special ops.
they look pretty good, going to build some soon.
>>
Alright, updated the Adepta Sororitas with Special Operatives.

Hospitaler: A purely support sister who makes the others a fair bit more survivable.
Seraphim: High mobility assassin.
Repentia: Mutual kill melee fighter. Won't win as much as some melee monsters but won't die alone.
Callidus Assassin: Your single model kill team option.

Feedback is highly appreciated, especially with the Callidus assassin. I tried to make her play differently to the Solitare. She's less survivable if she takes hits (2 wounds rather than 3 and a 4++ rather than 3++) and less mobile (Doesn't ignore terrain) but she's a lot more disruptive (Being able to break models at long range and being hard to target)
>>
>>52547466
That's a bit disappointing, but at deldar don't suck here
>>
>>52547577
>Repentia
>Callidus Assassin

I dont think these fit, the assassin isnt going to go on a random guerilla mission and the repentia is better off as a trooper, like have your troops have the option to get Eviscerators and drop their armor.

To replace those operatives I'd add a Priest to buff the Sisters and a Mistress with Neural-whips to make them more aggressive.
>>
>>52547638
You can homebrew your own Kabalite list easily.
>>
>>52547640

>I dont think these fit, the assassin isnt going to go on a random guerilla mission

Well, about as much as a Solitaire is.
>>
>>52547853
>Well, about as much as a Solitaire is.
sisters don't have any connection with the assassinorum, nor do they really have any authority to order them around

if assassins were ever going to be a thing, they'd be for the hypothetical inquisition band that will never exist
>>
Ive played one game of it and have read all of the basic rules but I'm gonna have to hit up my lgs to read more tomorrow. anyone know what all the tokens are? I know there's pinned, -1bs/ws, ran, and charged. Wanna make some of my own markers so not stick with the shops cardboard ones.

>>52537389 #
Cus there's nothing but a double shoota or a kombiflamer

>>52537770 #
They really shouldn't be spanna boys, oddboy sure but not spanna with the lack of tech/gubbins

>>52543753 #
More models sir. Kinda need the +2 leadership from having double the models than your opponent.
Otherwise two of your models even fall down, jumping off terrain or slipping of mission rules you have to start rolling leadership tests every turn
>>
>>52547640

My issue there is that the Repentia are a rather specific group. You can't just swap in and out of them, so making them gear based is tricky.

That and Repentia have rather a few special rules associated with them (A rather hefty feel no pain, different stats to base SOB.)

I did, however, make it possible to play Repentia-light with them by picking one of the subfactions. Valorous Heart (Aka: The Sisters everyone thinks Sisters act like, a very strong repentance theme) get to take power swords and eviscerators on Specialists too, not just the leader. A little worried that at WS 4, I3, A1 they'll not win much melee but hey, it's there if people want to charge at the heretics with flamers and chainswords.

In other news: Skill choices are now available. SOB have pretty good guerrilla access because it's most of the 'You are smart' skills and lots of access to medics fits them.
>>
>>52547897

It's likely there due to the Witchhunters codex.
>>
>>52545847
Great list imo
>>
>>52547928
>>52547942
look at the kombi text in >>52541129
kombi rockets are a thing, just they don't have their own profile because rockets are a weapon on their own.
>>
>>52547315
Someone did make some decent houserules for them
>>52531741
>>
>>52548014
It's there sure but after reading the first time it only shows the kombiflamer and not the others because the others aren't meant to be there yet. Just like chaos can technically take as many models as they want because it says they follow the normal rules, the core rules only give the max/min for sm, ig, and orks. The book is a mess having a universal rules section but has several things missing from it and only under the unit or weapon entry. Or how the have rules of models Going Down, specifically with capitalization but then other parts without the capitalization like they're different without stating one way or another. That's why stubbing your toe is just as bad as getting shot or falling off a tower.
>>
>>52548155
yeah. the text clearly states that a kombi weapon is either kombi-rockit or kombi-scorcha and that when you shoot the secondary rockit, it uses the rules for the rockit launcher. kombi rockits work just fine.
>>
>>52547087
They won't get rules, mate. They're an ally codex that really shouldn't have gotten their own in the first place.
>>
>>52548223

What? Why would SW:A kill team lists map to 40k codexes 1:1? You could make a half-dozen kill team lists for Imperial Guard alone (God I hope nuGW quits the "Astra Militarum" stupidity).
>>
>>52548289
Because Guard gets a Scion as a Special Operative.
>>
>>52548210
Was that under the wargear description? Cus if it didn't have the bit about the ammoroll for the rokkit some people will try using it more than once a game.
>>
>>52548300

And? I really don't see why one unit type being a special operative for one list precludes there being another list composed of that unit type.
>>
>>52548334
No Deathwatch list, as well as no Scion list in the expanded list roster on the GW site.
>>
>>52547087
they'll be fine, I have vauge and hazy memories of 2nd ed with GKs because that's what my uncle played, and they did fine back then.
>>
>>52548345

No shit. But the argument wasn't about whether they have rules but whether they could have rules because apparently Scions don't deserve a separate Codex.

The free to download lists are pretty obviously quickly thrown together with many of the teams not even fitting thematically (eg Grey Knights with no demons to fight).

GW could easily release expansion books ala Blood Bowl with new more fleshed out lists.
>>
>>52542805
Nope - GSC are one of the best lists out there - if not the best
>>
>>52548328
it's in the description, the description also states the secondary component is one use and autofails ammo roll that it must take. you can't reroll or change it, and weapon reloads can't be bought for the secondary componen-

fuck it i transcribed the text.
>a kombi-weapon consists of a main shoota and a secondary weapon, which will either be a rokkit launcher or a skorcha. a model armed with a kombi-weapon can choose to fire either the main shoota using the normal rules for a shoota, or the secondary weapon, using the rules for a rokkit launcher or kombi-weapon skorcha as appropriate. the shoot acan be fired every turn, but the secondary weapon can only be fired once per battle and then automatically runs out of ammunition. you cannot fire both weapons in the same turn. if an ammo roll is failed for a kombi-weapon before the secondary weapon is fired, then the secondary weapon can be used once (assuming the weapon doesn't explode, of course!), but the shoota can no longer be fired. Weapon reloads only apply to the main shoota, and cannot be purchased for the secondary weapon
>>
>>52537175
like a bunch of wyches
>>
>>52548477
Ok, looks like they thought through something for once. It wouldn't have hurt them to toss an entry into the profiles list.
>>
Tried my best at jpgtopdf and made some pdfs. also first time using mega but anyways.
Might want to add this mega link until an official full scan becomes available.

https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A
>>
>>52542989
>Look at special weapon.

> Mining laser are high-pact and completely shit on 3 guy nid team, they pin and one shot any Nid, not to mention Nid are large creature which give them +1 to hit"

>"gawk no muh tim is bed, fooking Geedub REEEEE"
>>
>>52548693
Correction : it was Heavy Weapon
>>
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Guard vs Nids.....doable?
>>
>>52548847
Use Krak grenade or anything that can deal more than 1 wound. Send trash unit to slow them down if needed.
>>
>>52542407
Immortals retain their martial pride and skill. That's the only thing that wasn't erased during their Bio-T.
>>
>>52546156
They're releasing an ebook of the rules later, yes.
>>
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>>52548847
the warrior list? D3 wounds weapons will win the day, so push conscript assholes in front, and hope you land krak granades.
>>
I'm glad necrons are in, I wish I could have a cryptek or a preatorian as a leader though. Its weird that an Immortal is in charge
>>
>>52547942
>+2 leadership from having double

Where does it say that?
>>
>>52549074
Ork Mob Rule.
>>
>>52549087
Yes I get that. What page?
>>
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>>52549118
>>
>>52549124
Someone said you can field a Nob and then all Yoofs...but then others say you can't have more than 50% new recruits...is their a scan to back these claims up?
>>
>>52549124
Ooo I missed those the first time. I really should get myself an ork team as well
>>
>>52549205
Yes
>>
>>52549205
It's back in the core list construction rules, building a kill team
>>
>>52549220
>>52549223
I don't have a book and if you're talking about this pic (>>52541564 ) then no it does not specify either of those claims.
Also how far can you throw grenades, I haven't seen the shooting scan either (not the quick reference shooting the actual shooting)
>>
>>52549409
There are a tonne of pages in the Mega further upthread. I don't know if it's in there, too tired to look now.
>>
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IG Spec ops PROPER !!

From deathjungle.blogspot
>>
>>52545654
Necromunda eviscerators were not chainfists though.
>>
>>52549570
that's a nice transcription of things, though their first guard page amused me with it's accents and typos
>>
>>52549570
>deathjungle.blogspot
Spilled my coffee after reading the (4chan scan) part.Nice shop work tho.
>>
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So what should my list build philosophy for Tau be?

Should I have back up pistols in case my carbines fuck up?
>>
>>52549594
>>52549570
that said, i applaud this french speaker for doing this.
>>
>>52549611
Greetings !!! Next Mission template
>>
>>52549602
Pistol are taken mostly for the melee, you can take them during resupply if you want but it's a waste of point for starting team. 4+ ammo roll on 2d6, you're not gonna fail.
>>
>>52549205
The base build restrictions are.
1 leader.
2 specialist
1\2 of models can be new recruits

Everyone has a min of 3 models, most people get a max of 10 and orks get a max of 20.
>>
>>52549570
And the winer is Tempestus Scion - give him plasma and go to town - high impact weapon (so 5-6 is OoA and you get to reroll that - pro)
>>
>>52549409
I believe grenades are 12in range with 2d6 scatter
>>
>>52549641
Would this be fine then? I get the feeling that I might want to drop something for marker lights. I also have no idea what clip harness or photovisor does

1000/1000
Pathfinder Shas'ui 140pts
Pulse Carbine 30pts

Pathfinder Specialist 60pts
Rail Rifle 120pts

Pathfinder Specialist 60pts
Rail Rifle 120pts

MB3 Recon Drone 110pts

MV33 Grav-Inhibitor Drone 50pts

MV31 Pulse Accelerator Drone 50pts

Pathfinder Cadet 50pts
Pulse Carbine 30pts

Pathfinder 60pts
Pulse Carbine 30pts

Pathfinder 60pts
Pulse Carbine 30pts
>>
>>52549409
Grenades can be thrown 3 times your strength in inches
>>
>>52549682
>>52549702

pho-to visor give +1 to hit against unit in cover and clip harness will help your guy now falling off cliff.
>>
>>52549762
reminder, photo-visor only does it's thing if you don't move.
>>
>>52549592

Yes, that's true. However, TT evicerators are two handed chainfists and while this IS a successor to necromunda, it's based on the TT.

That, and to be honest, it's rather a step down from the TT version (Which makes sense when it's about people in the underhive). Lower Strength, Lower penetration and you lose draws.
>>
>>52549702
Look alright, remember you can just take cadet instead of pathfinder since they have the same stat anyway, and you won't be upgrading them either.

Only good thing about normal trooper is that when they go down, they can have an advance roll on the injury table while the recruit only get a "mission complete mark". And that's the only time that they will have any type of upgrade desu, cause you will be upgrading specialist and leader for the most part. (unless you're playing the Guerilla skill money tactic)

>>52549811
Nice catch, i play 'quin so i never really notice that.
>>
Anyone have the imperial guard list?
>>
>>52549892
It's in the Mega.
>>
>>52549920
>>52549892
https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A
>>
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>>52547315
Latest version of the fan version I've made.

Should be nearly complete, but please /swag/ gimme your feedback.

Any statlines that are different from the codex, please let me know.
>>
>>52549920
>>52549932

Thanks a lot.
>>
>>52549943

Am I reading it right in that Vat-Born eventually become Trueborn? That's a bit odd.

Or do you plan to include a rule like with Chaos Cultists where they become troopers but don't change in stats?
>>
>>52549943
i'll echo what i said about the mirror helms and other stuff last time.

Also: Archon definitely needs at least premium bounty on him.

Hmm. why is ghostplate armor an option?

>>52549962
trueborn are specialists. troopers don't become specialist.
>>
>>52544668
yep. my thoughts exactly. Plus maybe the rare trade tables
>>
>>52549972

>trueborn are specialists. troopers don't become specialist.

You are correct! I am an idiot. They become Kabalites, that makes a lot more sense. For some reason I thought Trueborn were the troopers.
>>
>Sorry in advance for the mini rant...

I just hate that the Appointed Immortal is 90 points more and no different that the standard Immortal. It has the 4th highest price hike over the factions standard trooper and nothing to show for it save the extra skills that all leaders have most of which are useless to it.
>>
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My necron list for friday ^^
>>
>>52549943

It seems hard to justify going with the Incubus over the Archon. It takes 4 people in melee with the Archon for him to be worse than the incubus and those 4 people need to somehow manage to charge him despite the fact he causes fear.

He's also got a better save, 3 wounds and a ranged weapon.
>>
>>52550031
What the fuck are you smoking
>>
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>>52549762
>>52549811
So can you combine photo visor and marker light together or is it one or the other? I kinda just got suckered into this today, so I'm really unsure about a lot of things.
>>
Alright. Adepta Soroitas list is done, just pending people's feedback on balance.

I'm a bit iffy on the Valorous Heart. On one hand: They really, really needed that WS 4 to do melee of worth and losing Shooting on everyone but your leader is a serious loss. On the other: The solution was a bit fiddly.

https://docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing
>>
>>52550002
Combat help when Leader get Charged, disarm is fucking good, Step aside give 4++ is extremely good

Guerilla is good.

Muscle have a 1/3 change to get a 50/50 FNP

Ferocity, Stealth : some good, some meh.

Yeah most of them are useless.

>>52550067
Marketlight override photo visor (because it already ignore the penalty) but you waste a shot to mark a target with marketlight, while with PV you didn't
>>
>>52550085
>Muscle have a 1/3 change to get a 50/50 FNP
I'm an idiot, it's actually not 1/3 but you can roll multiple to to have a higher chance to get it anyway.
>>
>in hand to hand both sides add a d6 to their WS and whoever gets the higher number gets to actually hit their opponent


not really a fan of this, given it'll make fights too one sides, not to mention if any of those high WS units get into combat


also lol at the tau taking pistols like they'll ever get to use em
>>
>>52550065
Why ? ^^
>>
>>52549972
>I'll echo what I said about the mirror helms and other stuff last time.
While I understood your point, I'd rather have more options then remove options, since they don't have access to most of the other stuff like scopes and stuff. Should I add photo-visors? Craftworld can use them and I think they are quite essential for shooting gangs.
>Also: Archon definitely needs at least premium bounty on him.
Good point, added
>Hmm. why is ghostplate armor an option?
It used to be an option in the old dex for trueborn and I think it makes sense as an upgrade for Kabalites in the same way Guard have access to Carapace armor.

>>52550032
I've added premium bounty to him, and tried to follow the formula GW has set, that means same equipment as the plastic miniature and I think causing fear is a good way to reflect his trophies and cloak. An Archon is supposed to be one of most feared criminals in the galaxy after all.
>>
>>52549877
After three wins your recruit becomes a trooper though, and can start earning skills.
>>
>>52550153
>also lol at the tau taking pistols like they'll ever get to use em

Pistol can be used in combat and they have S5.

> it'll make fights too one sides, not to mention if any of those high WS units get into combat

You forgot about the modifier, parry, block,... They can fumble a few time and you could crit 1 time to win.

There're skill that help you win/tie CC, or you could just btfo with Jump back Agility skill
>>52550172
"mission complete mark"
>>
>>52550164
You haven't looked into how you go about building a list, have you?
>>
>>52549986
The reason the rare trade tables aren't in is because you don't trade. Each team gets a supply drop between missions which is symbolized by the rearm/recruit actions.
>>
>>52550172
>>52550176
I also forgot, you don't need to win, you just need to survive.
>>
>>52550153

It does make me a bit concerned with Harlequins. Everyone else is mostly within the 3-4 range but Harlequins have WS 6 available at chargen.

Nid Warriors are WS 5 like Players are but they are also 200 points base so they are more likely to get outnumbered in melee as getting more of them is hard. Harlequins are really high WS, ignore terrain of all sorts, 4++ and cause fear.

>>52550169

Premium Bounty makes it a lot more fitting. So he becomes the much better model but also a MUCH bigger risk than he was before.
>>
>>52548639
I think I love you
>>
>>52550176
The first three times, yes. Then recruit becomes trooper.
>>
I'll write up a better SoB list when I get back, this one is busted.
>>
>>52550196
Right. My mistake.
>>
>>52550224

How would you improve it?

It's very much still in Alpha. I have no illusions it's finished yet. Hence 'Pending people's feedback on balance'.
>>
>>52550189
I have, mystake? I'm not EN so maybe i didnt understand all.
>>
>>52550078
Might it be an idea to make phase swords have the same rule as transonic weapons from the Skitarii list?

Why do poisoned blades have the silent rule? Does the normal wargear list set a precedent for silent melee weapons?

Eviscerator is a bit overdone with STR 8 and armor -7, according to last thread, those bonuses stack. It's just a 2-handed chain sword, right? It now have the same safe modifier as a gun that makes literal black holes and is only available on a spec op.

Not to sure about the separate skills tables for the various orders. Are the orders really that different from each other (compared to craftworlds, forge worlds, Ork clans, Chapters etc.)

Also, I think all the other teams only have 3 spec ops, so I'd stick to that.

Regardless, cool that you made the effort.
>>
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>>52550260
Show me where Flayed Ones are listed as an option. https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
>>
>>52550314
Oh this, just for test, i don't have immortals painted :), for unit cost you take the WH40K profil and you x by 6,35 or 6,15 and it will give you a logic cost.
>>
>>52550274

>Why do poisoned blades have the silent rule? Does the normal wargear list set a precedent for silent melee weapons?

Because they are a very short ranged ranged weapon. It's a replacement for the whole 'Can actually engage a whole squad of people'. Also because poisoned blades are kinda a dull melee weapon that is almost never used normally because you also have a phase sword.

>Eviscerator is a bit overdone with STR 8 and armor -7, according to last thread, those bonuses stack. It's just a 2-handed chain sword, right? It now have the same safe modifier as a gun that makes literal black holes and is only available on a spec op.

That's actually a direct translation of the TT stats. They are two handed chainfists, so I went with the same statline as a chainfist.

>Not to sure about the separate skills tables for the various orders. Are the orders really that different from each other (compared to craftworlds, forge worlds, Ork clans, Chapters etc.)

About as much as Imperial Guard armies are. Aka: They don't get separate TT rules but do theoretically vary. All three of the corebook armies (Guard, Marines and Orks) got seperate skill tables so I kinda judged only a single one for the extra PDF ones to be a case of lazy work than those groups not actually being able to be seperated.

>Also, I think all the other teams only have 3 spec ops, so I'd stick to that.

They vary between 4 (Hello corebook again) and 2 (Poor, poor necrons). Still, you do make a good point. Thanks a lot for the feedback and I'll need to ponder some of this.
>>
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So my Nob can run 8' but can charge only 6', coz have I 3? Thats a bad news.
But combat is git gud, I roll 4D6 on charge, take highest, add WS 4 and +1 for charge (+ for 6's and + for enemy 1's), then i substract enemy Combat Score from my and hit the difference. Kinda scarry.
>>
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>>52543402
There are these dudes. Executioners successors.
http://wh40k.lexicanum.com/wiki/Iron_Champions
>>
>>52550378
I thought the double I value thing only applied to charging shit outside your los?
>>
>>52550378

if you can see em you use your move value
>>
played 2 games guard vs nids, without the post game fun of necromunda the game just seems boring. The character building aspect of the gangs caps out pretty low compared to necro or mordheim.
>>
Is it true that guard and orks and any other army only gets 2 specialist while GSC get 3 ?
>>
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For new recruit Repentia, would it be a better idea to let them be redeemed and take up power armor after 3 games but with the caveat that they can't use their eviscerators anymore, or just leave them as Repentia forever? With the latter option there would be no way of getting new PA sisters after a campaign has started. By the way, these are eviscerator's actual rules.
>>
>>52550458

That seems like the wrong order. SOB become repentia. Repentia don't become SOB.

You'd also need them to somehow lose WS 4

Aren't those the necromunda rules for them? That seems a bit weak for an anti-tank weapon.
>>
Do guard not get any extra models in random number of dudes missions? Seems harsh.
>>
>>52550483
There're 2 type of eviscrerator in fluff : the crudely made one, and the good one (with a power field generator). This is probably the crudely made one.
>>
>>52550483
Repentia are welcomed back after they redeem themselves.
>>
>>52550491

are there rules for consolidating after defeating someone in melee?
>>
>>52550504
>the good one (with a power field generator).

That only ever existed in Fantasy Flight Games fluff, eviscerator in 40k has never been anything but a big chainsword. GW was lazy with the rules, but seeing as how everything else uses Necromunda rules in Shadow War (hot-shot lasguns for example), eviscerators should too.
>>
>>52550508

Generally in death. SOB don't really start as them though so they don't make sense as the basic recruits.
>>
>>52550356
Because they are a very short ranged ranged weapon. It's a replacement for the whole 'Can actually engage a whole squad of people'. Also because poisoned blades are kinda a dull melee weapon that is almost never used normally because you also have a phase sword.
Ah right, wouldn't give them sustained fire though. Since that seems to be reserved for actual automatic weapons.

>That's actually a direct translation of the TT stats. They are two handed chainfists, so I went with the same statline as a chainfist.
Yeah did some googling and apparently it's a semi-power weapon. Still, I think the high save+mod is a bit absurd.
>>52550458
This one looks way better for the Eviscerator, with the current stats is the best melee weapon in the game and that doesn't feel right to me.

>(Hello corebook again)
Without the corebook it's kinda difficult to give feedback and make stuff ourselves.

>About as much as Imperial Guard armies are. Aka: They don't get separate TT rules but do theoretically vary. All three of the corebook armies (Guard, Marines and Orks) got seperate skill tables so I kinda judged only a single one for the extra PDF ones to be a case of lazy work than those groups not actually being able to be seperated.
Fair enough, still don't think SoB really need it, in comparison to the other 'PDF factions'. Creating a strong core identity is more important than the extra skills tables, but on the other hand it's not that much work.
>>
>>52550514

>but seeing as how everything else uses Necromunda rules in Shadow War (hot-shot lasguns for example), eviscerators should too.

The issue there is that it doesn't really give them a place (and it doesn't line up with how chainswords are statted.). Chainswords have a static strength, rather than a strength bonus.

Big anti-tank chainsword should have static too.
>>
>>52550525
Makes more sense than novices that have never appeared on table top.
>>
Hey if you use a cache to buy a specialist, is it for one mission only?
>>
>>52550537
Not really. The official factions have invented novices. Like the novice scouts.
>>
>>52550537

Like how the raw recruits for almost every single one of the other factions hasn't turned up either? Fresh-forged, Mimes, Debutantes Most of the raw recruits haven't turned up on the TT before.

Repentia would also be the only raw recruit to have higher stats than the trooper they become.
>>
>>52550555
Spec-op, not specialist. One mission only.
>>
>>52550563
Repentia would have ws3 and bs3, ws4 never made sense for them anyway.
>>
>>52550573

They'll be pretty worthless raw recruits in that case. No save, WS 3 and melee only. They'd be a worse raw recruit than Yooths, who at least have 'Ere we Go to help them in melee.

They'd be very unbalanced as you'd get way too much of a net boost in cost when they upgrade. It's like how they don't allow cultists to upgrade into chaos space marines.
>>
>>52550527

>with the current stats is the best melee weapon in the game

Technically tied with the chainfist. Mostly because it is a chainfist stat-wise.
>>
>>52550573

Why not? They are melee specialists and many of them are veteran SOB.
>>
>>52550565
Damn was hoping to eventually flood the board in termies.
>>
>>52550563
Mimes had rules in Rogue Trader.

>>52550594
New recruits are supposed to be worthless, but getting a free power armor after a level up is a good point about game balance, unless losing the eviscerator makes up for it.
>>
>>52550594
Yoof are one of the best recruit in the game.
>>
>>52550573

They'd also lose the second base attack. Repentia are 2 base attacks. Charge + Rage means 4 attacks on the charge.
>>
>>52550619

>Yoof are one of the best recruit in the game.

I might have mispoken but I stand by my overall point: Repentia would be pretty damn worthless as a WS 3, no save melee specialist and wouldn't actually line up with how the rest of the kill team works.
>>
>>52550617

>New recruits are supposed to be worthless

They really are not. They are supposed to be a cheaper but still good for the points option. That's why they limit how many of them you can take, to prevent you flooding the board with cheap, decent infantry.
>>
>>52550636
New recruit repentia would have the same stats as battle sisters, except with bs3.
>>
>>52550651

So they wouldn't resemble TT Repentia at all? As those guys have a host of special rules and higher than normal stats.
>>
>>52550644
Armor is a detriment in Necromunda because everything modifies it so much.
>>
>>52550260

Flayed Ones are Special Operatives. You can't take them unless playing a campaign, where you spend Promethium caches, that you've won in previous games.
>>
>>52550453
Do you mean weapon specialists or the spec ops that you hire for promethium caches?
>>
>>52550458
Repentia as recruits is a terrible idea. Statswise they are special infantry in the TT and in the fluff it's always the other way round like >>52550483 said
>>
>>52550657
I'm thinking game balance foremost, because there are only two other power armor killteams and I think it's better to make SoB function more like Chaos than Grey Knights. There's nothing wrong with giving Repentia lower stats in a completely different system, especially since being a Repentia has nothing to do with experience fluffwise.
>>
>>52550661


>>52550314

>Resin in a full plastic roster.

Seemlegit.jpg.
>>
>>52550002

You think that's bad, look at the difference in the Tau list between Pathfinders and Cadets. A 10pt price drop just because they can't take pistols, which you wouldn't give them anyway...
>>
>>52550681

Technically grey knights don't HAVE a raw recruit option.

The main thing though is that the forces with power armoured troopers (Necrons are also there) and non-power armour raw recruits is that they don't upgrade armour/gear when they become a trooper. Mostly because you keep your gear, you just change stats when you promote.
>>
>>52550453
Guard and ork have three options each for hireable spec ops. Guard can have a max of three specialists (70 points each), and orks can have two, but don't quote me on the orks.
>>
>>52550710
I just decided that I should look at the Eldar list instead. Guardians have the same stats as Avengers and different rules for leveling up. Repentia should keep their BS4 and miss a game after 3 games, returning with the new gear.
>>
>>52550661
Where you saw this? On PDF there are only Lych and Praetorians.
>>
>>52550733

You are still turning an elite slot unit into the raw recruit when they are not remotely raw recruits in fluff and don't remotely act like the unit they are supposed to turn into later.
>>
>>52550778
>>52550733
Just scrap the idea of having recruits turn into full SoB and just go the CSM route with Frateris Militia or go the Grey Knight route with no Recruits at all.
>>
>>52550778
Elite slot doesn't mean elite role. Scouts used to be elites too.
>>
Did some very slight tinkering with the SOB homebrew.

The Repentia Special Operative is now a Sister Oblatia and can now be pinned by high impact weapons. It's more fitting fluffwise (As they are solo operatives rather than part of a squad led by a mistress) while still letting you use the same model. The Seraphim also now lines up with the skills more than she did before as I brought the wording into line with them.
>>
>>52537175
I've played a few games with them and I don't think mirrorhelms are worth 20 points.

Also why the fuck don't you have any chainhooks? 10 points for an unparryable weapon with a -3 save modifier? You should have as many as you can.
>>
>>52550787

Mind you, Repentia are elites ruleswise. 2 attacks, WS 4, feel no pain, fleet, fearless and rage.
>>
So if I'm playing a long campaign - ~6 weeks, no cap on cache limits, how should I do my Special Weapons? I'm kind of tempted to buy two to start with, arm one and make the other one the Omnispex slut for a while, just so I can dump a cache to get Arquebus #2 ASAP and trade the Omnispex to one of my other guys. Maybe go full Magikarp Power and start with all 3, given that unarmed they're hardly more expensive than Rangers. Start them with Galvanics, then hire some Fresh-Forged the game after each of them gets their long guns and hand the rifles to them?

It's fairly obvious that Skitarii need those Arquebi, just because firing whats basically a BS5 Ignore Cover long-range Plasma Rifle without all the ammo problems into someone's leader or expensive Power Armour SpecWep or Specialist is a hell of a way to start a match.
>>
>>52550818
Repentia used to be solo operatives as well.
>>
>>52550856

Yeah, that sorta got folded into the (Very rarely mentioned) Oblatia. Which are more or less 'Repentia 2: Repentia harder'.
>>
>>52550838
you should not play without catche limits - the catche limit is there as balancing mechanism - this design of no limit will seriously favour some armies over other ...
>>
>>52550876
No, as in no "win point" for number of caches - just get as many as possible over 6 wks.
>>
>>52550876
>>52550915

If it's only 1 game per week for 6 weeks then I actually think you might not even reach the 15 cache win point anyway. But, with the format the way it is, you don't need to anyway.

The only problem here I can see is that if you know where everyone else is at then it encourages the leader to spend Caches more than he would normally, especially if he's playing the guy in 2nd place next.

It could make things interesting.

Maybe not more than 6 games though.
>>
>>52551071
Yeah, which is why I'm prioritizing special weapons - should have two quickly and then I can avoid trading caches.
>>
how would you rate the threat level of a csm kill team? i really cant decide between orks and csm.
>>
>>52551523
Maybe wait until the game is actually out and being played?
>>
>>52551523

From what can be guessed so far, they are highly variable depending on what you are facing. The armour they have will keep them pretty safe from low power shots but heavy weapons will evaporate them pretty fast so the cultists are good meat shields for bulking out the numbers.

It honestly seems like Nurgle is overwhelmingly the best choice for marines (Save your leader, as there is justification for that guy as Undivided) as they all come with power armour.
>>
Can you disarm power klaw or lightning claw?
>>
>>52551736
You can disarm everything that is not Nid. That skill was overpower as fuck.
>>
>>52551773
That rule needs changing though
>>
Do we have the point costs for the imperial weapons?
>>
>>52551951
Why? They are attached to 200+ pt fighters...
>>
>>52551960
See
>>52548639
>>
I Have the game !!! Tonight i will put pics you want and need, i sell scenery if people are looking for :)
>>
>>52551971
Wat
I'm saying you should not be able to disarm lightning claws and such.
>>
>>52552003
Can we get pics of the two last missions? We have the raid, hit and run, scavenger, and kill team fight.

Also a pic of exploding rules, for ORKS.
>>
>>52552131
All missions have been posted. Check the mega and/or older threads
>>
https://imgur.com/a/v8qF4#DSfgSc8
>>
https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A
>>
What's a good idea for a scout team? Thinking of a mix of Snipers and Shotguns.

Sergeant - Boltgun
Novice - Shotgun
Novice - Shotgun
Scout - Sniper + Camo
Scout - Sniper + Camo
Gunner - Heavy Bolter

1005, so I think I should drop a Camo so you can field a varied 6 scout team.
>>
>>52552170
There's only 4 of the 5 missions tho. We still need Ambush.
>>
New thread
>>52552324
Nothing Better
>>52552324
Everything's worse
>>52552324
Get in here anyways
>>
>>52552328
I will put tonight
>>
>>52552328
Thought I saw that yesterday. Maybe not then.
>>
https://www.warhammer-community.com/2017/04/05/shadow-war-armageddon-rules-support/
>>
Gun sights. Say I have a guy with two ranged weapons and one sight. Is the sight perma-attached to one weapon or does it have a quick release so he can fit it onto his side arm when neccessary?
>>
>>52550078
>https://docs.google.com/document/d/1R4E8OpylaBywRCICSUYctohNAwmySD2ZJ_B1hhgVnPU/edit?usp=sharing

Pretty reasonably balanced. I really like the leader ability. Very cool. They also seem to be a very equipment oriented team, with lower stat lines and high powered guns, which makes sense.

The only thing that stands out balance-wise is that SoBs are the only faction that has access to storm bolters besides GK. That can be all right, I guess, but the storm bolter should definitely be more expensive. Compare it to the built in cost on GKs to see what it should be worth. I'd estimate around 70 points.

A better option, i think, would be to remove their access to storm bolters entirely, since they already have special ammo to make their weapons unique.
>>
I have book what you need guys
>>
52553805

"As alternative ammo and sights are specific to individual guns you must note down which weapon they are for."
>>
>>52554332

Special operatives. *when* do you choose to include them (before the game, right? before or after you know what the mission is?), and what limits are there? (can you bring as many as you can afford, or is there a maximum number?)
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