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Warhammer 40k General

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Chaos Cults when?
Edition

>Rules databases
https://mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

>FAQ’s and Errata (outdated but official)
https://www.games-workshop.com/en-GB/Rules-Errata

>40k 7th edition quick reference sheet(s).
https://dl.dropboxusercontent.com/u/4104995/Games/7edRef.pdf

>Forgeworld Book index
http://www.dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library
https://mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb
>>
Just a reminder that the Emperor is black.
>>
Xth for no special rules in core or codex prevent Inquisition from rolling on Malefic Daemonology, where as Grey Knight specifically have a core rule and the Purity of Spirit codex special rule.

Radicals remain free!
>>
Does anyone play 40k without Formations? Is it even viable or is it basically a handicap?
>>
>>49532068
Handicap for all others that arent eldar. Everything else gets nerfed but them.
>>
>>49532078
So if my group is non-competitive and I hate using Formations, I should go Eldar?
>>
Hey everybody, with the advent of Genestealer Cults as an actual army again and in the grand spirit of /tg/ Getting Shit Done, shouldn't we get to creating a Cult Creation Table for them?

There could be Cults that emerge from standard Imperial worlds, but break that down into Hives, Agri-worlds, Feudal worlds (Empire models combined with GSC upgrade sprues anyone?), and Forgeworlds.

On the rarer end of the spectrum, there'd be Cults that propagate from Ork or Tau populations. Eldar too, maybe, but I think that'd be too sparse and unlikely.

What do you think?
>>
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>>49532115
I'd love to get to roll on one of those. Do it.
>>
>>49532006
You should actually read the codex.
>generating powers from the Daemonology
(Sanctic)
Its pretty damn clear that they don't get malefic.
>>
What daemons are better to pick when Summoning, Bloodletters or Daemonettes?
>>
>>49532115
I figure at somestage the table will send you too other races tables too generate characteristics of the host planet/craftworld.
>>
>>49532183
Depends on the situation. They're equally as tough so that doesn't factor into things. Generally I go for Bloodletters, as they can put out a very strong charge, but Daemonettes have their place if you need the AP2 rending, higher initiative, or Fleet to make a long distance assauly.
>>
Are Ghostkeels fun? Or should I just shoot more shit with a Riptide? I need some bigger firepower than my Crisis Suits
>>
>>49532068
My local meta is almost all CAD. And when someone wants to use a formation they say that in advance.
>>
>>49532296
Wait, are formations normal outside of tourneys? wtf?
>>
>>49532288
Do you own any tanks. Because an ion hammerhead is very good at shooting at large units. And that can make your suits more focused on anti tank.
>>
>>49532085
Space marines, daemons and tau generally don't need formations to be strong. Generally the strong armies remain strong and the weaker armies become much weaker without formations.

>>49532183
Bloodletters specialize in wrecking t4-5 3+ units and av10 rear armour vehicles, provided they're not I5 or above as they crumble like paper.

Any space marine unit, crysis suits, orgryns, sentinels, most Ork units, tyranid warriors etc.
Daemonettes are better in every other situation, any 2+ saves, t6 units or even just hordes of t3 units.
>>
>>49532306
Yeah, they're a standard part of the game.
Its unusual not too see them used by at least some of a gaming group.
>>
>>49532306
I don't remember the last time I unironically used a CAD.
>>
>>49532346
When playing tyranids?
>>
>>49532068
I usually run my Dark Eldar without a Formation, but sometimes I'll bring along one of the Haemonculus Coven ones if I want to use my Pain Engines.
>>
>>49532115
>>49532133
>>49532191
WELL THEN LET'S FUCKING DO THIS

CULT PLANET OF ORIGIN - d100

1-25: Hive World - This cult's seed was planted in the midst of a massive urban sprawl, providing all the nooks and crannies needed to spread its influence. These Cults are characterised by their sheer numbers.

26-40: Forge World - Heavy industry, mining, and more than a bit of tech heresy, Cults that develop within Forge Worlds have a natural predilection for heavy machinery of all kinds.

41-55: Agri-world - Everyone and their mums are part of a Cult round 'ere! For example: farmers. Farmers' mums. Try converting Goliath trucks out of tractors and backhoes.

56-60: Civilized World - The rich elite call this planet home, always looking for a new thrill makes them perfect targets for the Cult's perversion. Cults from these worlds often have better and more sophisticated equipment as a result of the vast funds they gain access to.

61-70: Imperial Guard Tithe World - The only thing this planet provides to the Imperium is warm bodies, which Cults are more than happy to re-appropriate. These Cults often have large amounts of Brood Brothers and other war materiel typically found supporting the ranks of the Imperial Guard.

71-80: Shrine World - In a cruel irony, this Cult has taken hold within the very heart of the Imperial Faith. Maybe the planet worships a particular 4-armed aspect of the Emperor? In any case, Cults from these planets often have a higher preponderance of Magi and other influential individuals.

81-90: Death World - Living on a death world can push the desperate to seek aid and succor from someone closer to home than Him on Earth. Flourishing under the harshest conditions imaginable, these Cults have some of the most disciplined troops.

95-96: Ork-held Planet - Dese purpley gits ain't got nuffin' on us Boyz! Dey do have some right propa gubbinz though, an' sparkly bits...

CONT.
>>
>>49532476
CONT.

97-99: Tau-held Planet - Cults on these planets must grow even more slowly than usual, however when they finally erupt in glorious revolution the firepower they bring is truly frightening.

100: Eldar Craftworld - How the fuck does this even happen? I mean for all the Eldar go on about being the apex species, they can still fall to some bug-headed bastards!
>>
>>49532511
>Eldar Craftworld - How the fuck does this even happen?

It probably doesn't. I can imagine a few Genestealer Cults existing within Commoragh though.
>>
>>49532476
What about space hulks? Maybe we can cram space hulks in as an option in between 1-10
>>
GW here, we fixed your genestealers
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>>49532524
Eldar like all organic sentients are vulnerable to genestealer infection.
The cults just have a harder time because theres more generations before you get Purestrains and each generation takes longer.
>>
>>49532548
Cults don't really form on Space Hulks, they're just what Genestealers use to hop between planets. Though a 'rolling' Cult which has secured a Space Hulk that it uses to move from world to world, leaving each as the Tyranids arrive, might be quite cool.
>>
>>49532548
A cult wouldn't be from a spacehulk.
While the patriarch probably is, the cult only forms in places with a large non genestealer population.
>>
>>49532511
Origin Planet Terrain - d100

1-25: Urban - Street gangs and urchins are the first to fall to the Cult's influence.

26-50: Jungle - How do you eradicate a force that can fade into the shadows of the canopy above?

51-60: Desert - The Cult probably got its start hoarding moisture accumulators and power converters.

61-70: Underground - Some cataclysm on the surface forced the population below the surface. All those extra arms can only help in navigating the tight, vent-like confines...

71-80: Wasteland - scavenging is a must, something that this Cult learned how to do with aplomb.

81-90: Ice - fighting a Cult accustomed to this terrain is likely to leave you...cold.

91-100: Space Station - A huge, satellite metropolis or maybe an enormous garden sphere. The Cult has no trouble traversing the void.
>>
>>49532346
>unironically
Do you often make whimsical lists or what?
>>
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Cult ambush
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>>49532562
all they lack is an assault grenade equivalent, but they're otherwise perfect
>>
>>49532572
It's not that simple. All Eldar are low-level telepaths. They can't read one another's mind, but they can pick up on emotions and simple thoughts, which is going to make concealing the Cult a lot harder. Each Craftworld's society is also pretty tight-knit, without the vast throngs of ignored underclass that define Imperial worlds. And the Craftworld itself is sapient - much of its technology involves contacting the Eternity Circuit and asking the souls within to open doors or access systems. I doubt a Cultist could do that without the spirits realising something was up.

Commoragh on the other hand doesn't have those problems. It's far more like a gigantic Imperial hive world than a Craftworld. No psykers, conventional technology, and vast underclasses to spread through.
>>
>>49532588
>Free bonus shooting
>Free charges

It's beautiful. I dropped 40k for Warmachine about a year ago and this is dragging me right back in again.
>>
Do Grey Knights get inducted into the Deathwatch?
>>
>>49532634
no
>>
>>49532590
They can get access to them in two different ways.
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>>49532601
eldar cults have been explictly mentioned as possible as well as tau.
But yeah commaragh would be a lot easier place for one to form than a craftworld or exodite world
>>
>>49532634
No.
Deathwatch is the Chamber Militant of the Ordo Xenos where as Grey Knights are the Chamber Militant of the Ordo Malleus.
>>
>>49532653
Not anymore they're not.
>>
How would you guys recommend running traitors hate, are there any must take formations, any worth skipping?
>>
>>49532648
there's the formation with a 2/6 chance, but what's the other way?
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>>49532648
How? Did I miss their relics or something like that?
>>
>>49532634
There's way too few Grey Knights to ever warrant doing it, they're always out purging daemons or learning how to purge the newest daemons they found.
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>>49532663
2/6 chance, one way, then the other.
>>
>>49532585
SPECIALISATION - d10

1 - Strike from the Shadows

2 - Swarm the Enemy

3 - Armoured assault

4 - Shock and Awe

5 - Sabotage and Subterfuge

6 - Urban combat

7 - Ranged combat

8 - Close quarters fighting

9 - Assassination/Cutting the head off the snake

10 - Iron Discipline
>>
>>49532562
>sound of crying possessed marines intensifies
>>
>>49532664
Warlord trait
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>>49532663
>>49532664
Warlord Trait
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>>49532590
My meta keeps insisting move through cover grants immunity to the -I penalty
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>>49532663
warlord trait.
>>
>>49532683
they're wrong. it just means you're not slowed.
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>>49532682
>>49532684
oh, right on

Still not super reliable. I'd rather just pay a couple extra points a model for assault grenades.
>>
If the rumor mill I got is correct from the GW staff I talked to Expect IG to get a lot of attention mid next year
Possibly Chaos equivalent to Guardsmen
Expect 13th Black Crusade again
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>>49532703
>Expect 13th Black Crusade again

Cadia confirmed falling.

Cadians gonna get squatted.
>>
>>49532634
Nah if you even accidentally encounter a GK, the memory is deleted.
>>
>>49532562
Why is the cult uprising made when there are thousands of 4th generation hybrids but they don't wait to have a ton of pure genestealer 5th-gen breed?

In other words, why are the genestealers you play the brethen of the Patriarch but not planet-born genestealers?
>>
>>49532673
Cult's Sphere of Influence - d10

1-2: Almost insignificant

3-4: Small, a thorn in the population's side

5-7: Medium, a legitimate threat, though maybe not the most pressing.

8-9: Large, the planet is in dire straits.

10: Enormous, the planet has for all intents and purposes been entirely taken over by the Cult, now all they have to do is await their Deliverance...
>>
>>49532708
As a Cadian fanboi through and through, mixed feelings
one hand NEW PLASTIC IG WOOOOO
on the otherhand, Cadia can't fall or the Galaxy gets FUUUUUUUUCKED
>>
>>49532694
I know.

They also get a field day out of cavalry "not being slowed by cover"...
>>
Out of the loop for GSC what are broodcovern and iconwards(?) guys
>>
>>49532715
Probably because it would be hard to keep all of those genestealers hidden.

Also by the time there are that many genestealers the Tyranids have probably sent their hive fleet in to consume the planet.
>>
>>49532715
They do. Remember that a Cult starts with nothing more than one Genestealer and its infected victim. The generational cycle needs to play through several times before the Cult grows large enough to launch it's uprising.
>>
Who can share Genestealer cults novel and short story?
>>
>>49532730
>broodcovern

A formation comprised of the Patriarch, Magos, and Primus.

>iconwards
Icon bearers, I assume. Like if the Marine with the Chapter Banner in a command squad was a seperate IC.
>>
Fucking Nidfag have been lying to us for years. They said the genesetaler kiss/infection cannot be cured or broken.

In the latest genestealer, Chaos corruption purged the humans from the genestealer infection and converted them to Chaos.

A daemon shreded a Patriarch control over a chief cult acolyte and then possessed her.
>>
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>>49532476
>>49532511
>>49532585
>>49532673
>>49532717
So that's sort of the basics covered, what else should be included? What'd be cool?
>>
>>49532744
But the mentions to purestrain genestealers in the army do not talk about being born from the hybrids in the planet but coming as the court of the Patriarch.

Has the hybrid cycle being retconned? Does the first-born rule still apply or are all the offspring of infected humans hybrids?
>>
>>49532752
>cannot be cured or broken

Normally it can't, not through medical means. But warp shennanigans completely break all the rules. Daemons can basically do whatever the hell they like if they're powerful enough.
>>
>>49532761
No, it just says the oldest of them are the same Genestealers that accompanied the Patriarch to the planet. Given it specifically calls these out as different from the rest, we can assume the others are born planetside. You're reading too much into GW's flowery writing.
>>
>>49532750
No, a squad can have an icon banner AND the Iconward can join them. it's a special, larger icon that does it's own thing.
>>
>>49532752
There's a fucking reason why the Hivemind considers Chaos a rival predator for the Galaxy, anon.
>>
>>49531982
*beige

If he was black then they really wuz kangs.
>>
>>49532752
Nurgle is love, Nurgle is life
>>
>>49532413
Dark eldar/harlies, real space raiders WWE?

>>49532586
I sometimes do unbound death jester/shadow seer/solitaire + 2 troops and call it a CAD.
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>>49532752
No they havent, the kiss has always been removable with medical attention, its just tricky.
>>
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GW you whore. I've been waiting for a Genestealer army sincere third. Due to them not making it from second.

Play BT got bored. So I started with SoB. Almost done with them as "finish" model wise only lacking 2 rhino chassis and you bastards release GC
>>
>>49532662
Why do you want to run CSM?
>inb4 shitposters
No, seriously, why do you want to play Chaos Space Marines? What about the faction grabs you by the nuts and says "play these niggas!" Traitor's Hate does nothing to fix the core issues of the codex, and none of the formations are really stand-out great. Most of the auxiliary formations have prohibitive tax (lol three different Warpsmith formations that could have been rolled into one) or prohibitive restrictions (disordered charge out of deep strike when you have no means of reducing scatter or manipulating reserves does not a competitive formation make). The Lost and the Damned formation is cute, but the Cultists are still insanely overpriced and the odds of them actually returning and coming in a place to do something are less than marginal. The Warband formation is full of tax, and people are massively overestimating the value of ObSec Bikers or Terminators. The bulk of the formation is ObSec Rhinos, and we've had those since 7th hit.
>>
>>49532976
Mainly I'm hopelessly in love with Chaos fluff and models and my meta is pretty friendly (besides my brother getting genestealer cuts)
>>
>>49532991
Just run the Warband and whatever else you want then. A bunch of ObSec Rhinos are always helpful, and the new Psychic Powers are pretty nifty. Have a discussion with them about how you want to handle the more extreme powers (Electrodisplacement and Writhing Worldscape being the big two). Maybe try to swing disallowing charges after using them in return for not being forced to roll on cult disciplines.
>>
>>49532720
The galaxy will get fucked. Time for the Age of Emperor, you of all people should know this.
>>
>>49532183
>If you want to kill Power Armoured Marines or anything with a 3+?
Bloodletters
>Any other time?
Daemonettes
>>
CHAOS CULTS WHEN
H
A
O
S

C
U
L
T
S

W
H
E
N
>>
>>49533313
AFTER SOB
F
T
E
R

S
O
B

FIRST QUARTER '17
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>>49533313
Fuck Chaos Cults, fuck Traitor's Hate, fuck Wulfen 2, fuck Black Legion, fuck Crimson Slaughter. We need a new core Chaos Space Marine codex.
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>>49532968

>Cannot wait for SoB re-release now.
>>
>>49533411
This, so much this. I couldn't give a shit about another supplement that tries too hard to make a shit 'Dex workable while still focused on "balancing," itself with the core themes of the afore mentioned shit Codex.
>>
>>49533350
>After sisters
Ah so never
>>
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>tfw you've got so many ideas that you just keep piling up the purchases
Fuck me, I haven't even assembled anything yet.
This Dark Mechanicum thing is gonna be sweet.
(this is just for fun, I don't play 40K so don't worry)
Once again, thanks to whomever drew this.
>>
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>>49533512
>Dark Mechanicus

My enlightened brethren of fleshy origin.

What exactly are you going for? Skitarii, CultMech, Taghmata or are you just planning on going full Heretek and converting a bunch of horrific techno-arcane constructs?
>>
so where is the genestealer leaks
>>
>>49533433
Letterkenny is comedy gold.
>>
>>49533563
In your syphillitic slut mothers gaping cunt.
>>
>>49532588
So where does it say GCS can charge the turn they infiltrate? i assumed they all could do this, but that last bit says otherwise. Can they only do so if the unit roll's a 6 on ambush?

So anyone who rolls a 2,3,4 or 5 is just the normal sitting duck?

What if your Patriarch's unit roll's a 1? he's fucked for the whole game running across the board. Honestly this table seems way less threatening, the rumour bullshitters overhyped it
>>
>>49533617
Yeah you need the 6 too do it, though one of the formation taht kets you roll 2 dice and pick.
Plus theres a warlord trait that just lets you pick.

As for 1s it'd just be a temporary setback, from what we've seen all the units with ambush also have return too the shadows and so can just go back into reserve the following turn instead of having too footslog across the table.
>>
>>49532757
-Access to technology (keep in mind state and quality depends on world)

0-20 whatever they have you, you ain't
20-50 makeshiftweapons hunting tools and work equipment
50-75 law enforcement equipment, light body armor
75-95 access to military stuff
96-100 Access to high grade military stuff including weapons of mass destruction

-size relative to population
0-50 minor, just starting out
50-75 medium
75-95 biggest player in town
95-100 papa patriach is *the* man

-foes (no friends, we have no friends) make similar stuff for ork/eldar
0-30 local church-> priests have an eye on you for heresy
30-50 local medical staff finds you strange
stepped on toes of local gang/mob of some importance
50-60 stepped on toes of local gang/mob of great importance
60 - 70 stepped on toes of local law enforcement of some importance
70-90 came inbetween some nobility/politician feud
90-95 Came in conflict with other weird cult (Ynnead followers, local death cult, chaos cult...)
96-99 no foes currently
100 biggest problem is the remains of the last nid infection of your place

-Chance of detection in the next 12 months(d100 obviously is the percentage)
>>
>>49533617
5's two shooting phases is hardly normal sitting duck.

Hell 3/4 can be within 6/9" of an enemy as opposed to regular infiltrates' 12/18"
>>
>>49533663
oh fuck

30-40 local medical staff finds you strange
40-50 stepped on toes of local gang/mob of some importance
>>
>>49533617

There is a formation that lets you roll 2d6 and pick the one you want, its one of the core formations

if the primus is in a unit it can roll 3d6 and pick the result it wants

one of the warlord traits allows you to decide which result is rolled for one unit per turn

the patriarch gets rerolls on warlord traits

its nothing definite certainly, but you can hedge your bets, and because the units are so sodding cheap its rather easy to run a large number of units to guarentee at least some will be in combat turn one

and of course, every time you go back into oncoming reserve D6 models lost earlier in the game are resurrected

its stronk but not a certainty, like daemons
>>
>>49533686
Could you link where you're getting this information from? Do you have a download link for a leaked GSC codex?
>>
>>49533498
>that tries too hard to make a shit 'Dex workable
They don't even try. The Black Legion reprint and Crimson Slaugher reprints didn't update any of their relics and the Crimson Slaughter reprints straight up removed options. Traitor's Hate didn't actually add anything new. The formations were almost entirely spikey versions of loyalist formations or effective reprints of Black Legion and Crimson Slaughter formations. They still haven't bothered giving us support for any CHAOS stuff other than Khorne, and this was the shittiest offering yet (8 Khorne Berzerker squads and three fucking Khornetaurs? fucking seriously? who the fuck owns three Khornetaurs?). The psychic powers were just reprints of the loyalist powers, which, granted, are nice powers, but we already had three disciplines of our own in desperate need of update. No new relics, no new warlord traits.

Why the fuck is the Black Crusade detachment not in the Black Legion supplement? Why are none of the Black Legion formations in the Black Legion detachment? Out of the last three books, there's maybe 1.5 books worth of content. Fuck that shit.

Oh, and why the flying fuck does our Knight detachment bonus help the Imperials as much as it helps us? If I actually owned a Knight I'd be fucking frothing at the mouth with rage.
>>
>>49533697
Last thread had a lot
>>
>>49533686
Do you mean deamons are strong as a certainty or that GSV are like daemons in being uncertain?
>>
its funny, i was just looking in my logs folder for some erotica to read and jerk off to when i found this story i wrote for /r/hfy like 2 years ago but never posted. might as well post it here.

Out from the wreck of an armoured transport the Man crawled, the lone survivor after the vehicle suffered the merest brush with Death. This Man, this lone Guardsman stood amidst the chaos of battle scored with bleeding and cauterized wounds, bereft of his lasgun and his left arm a ruined, smoking stump stumbled towards and armed himself with the only weapon he could see, a fallen crozius of some unknown Chaplain. The Man hefted the crozius, the effort of doing so strained him to his absolute limit for the weapon was a Marine weapon, its size and weight such that mortal men could hardly bear it.

A short distance away the Man spied that creature, that being of Death incarnate as it reaped lives, armored vehicles and post-human super soldiers with every swing of its dread scythe; men parted before the blade even touched them and vehicles were flung like toys from the mere passing.

And then Man took weary steps towards that Reaper. The Man steeled himself and strode forth despite the soul rending fear in his heart. He made his way towards a building sized gutted wreck of a tank near Death and awkwardly clambered up to the turret of the once mighty vehicle. As he stood on the turret overlooking the Reaper he paused for but a moment before throwing himself with all his worth towards Death, crozius raised high above his head.

The Man acted not out of rage, or fear, or madness or fatalistic acceptance; it was naught but defiance and determination. For despite the Reaper's unimaginable power, he chose to reject the thing completely for life would not go quietly into the night.
>>
>>49531315
Opinions on a Renegade warband that has set up permanent mining operations, colonies and trading stations. They rule these outposts and planets with an iron fist and they collect resources and tithes from them to fund their hate fueled war against the imperium.
>>
The Man’s effort was utterly impotent. It neither harmed, distracted nor even caught the attention of the God-like thing before him. As he neared Death his body came apart, flesh, muscle and bone rapidly flensed away, the very molecules of his body came apart before finally the laws of thermodynamics themselves were broken and the very energy of his being dashed from existence.

Man’s efforts meant nothing.

...And yet Man’s effort meant everything.

For the Warp was a reality fuelled and given form by emotion. The Chaos Gods themselves were nothing but the amalgamations of emotions, albeit the colossal cumulative emotions of quadrillions given form; yet that form still required a spark to ignite its birth. For Khorne it was an anonymous murder done in rage; for Tzeentch, none can say for who could know if that nameless plan gave way to action or if it died on a whim of fancy, it matters not for Tzeentch only requires for the thought to have formed; for Nurgle it was the despair of some unknowable creature in the face of disease; for Slaanesh it was both the death cry of a pregnant tribal xenos woman and shuddering release of a lowly Eldar slave. Man’s act, his defiance in the face of Death was the spark that birthed a new Chaos God into being, Anima, the Chaos God of willpower, of determination, of Life.

Man was not the first to defy Death, before him there were others that raged against the Reaper, but they did exactly that, they raged. They fought against Death in anger, fear, madness or hopeless acceptance and died uselessly, less than useless, they died feeding the warp. Man was the first to defy without burden and so created Life.

Life looked upon Death and said "no" and death was no more.
>>
>>49533556
It's just a bunch of dead' ard stuff tossed together.
So far I've got two squads of Skitarii, Ruststalkers, a Ballistarus, two Onager Dunecrawlers, Kastelan Robots, two Dominus Tech-Priests, two Enginseers, Kataphron,
Devastators, Bullgryns, a Dark Eldar Grotesque, a Helbrute, a Forgefiend, some CSM with Iron Hands and Iron Warriors bits added, FW Renegade Ogryns, Chaos Cultists, FW Dominus, bits from Tyranids (Zoanthrope Brains, Maleceptor brain carapace) and Pain Engines, a Warpsmith, a Sentinel, two FW Apothecaries, a Hell Pit Abomination, some Servitors, a Techmarine + Servitors, CSM Chosen and a Helbrute from Dark Vengeance,
and finally two Techmarines from FW.

What I'm getting: Neophyte Hybrids for conversion work, a bunch of Taghmata stuff from FW, Scions, Electro-Priests for making my hybridized three-legged walking Nikolander Tesla-coil, and some heavy artillery as well as a repurposed Void Shield Generator that will be a Chaos Gate setpiece, Tervigon birthing sac, Mucolid Spore.
Looks like I've got my work cut out for me, eh?
>>
>>49533732
Ok/10
>>
Why aren't the CSM armed to the teeth with Hellblades? Screw the Bloodletters as they're limped wristed manlets anyway, and there's so many of them. Screw rusty chainswords, and screw Khorne. If he gets mad when billions of Bloodletters are mugged for their Hellblades the CSM can say "maybe if they were strong enough to stop us they could kept these bad boys". Rise up against the Blood God's children, you miserable piles of treason!
>>
>>49533668
>5's two shooting phases is hardly normal sitting duck.
Eh, a couple autoguns shooting twice? that's akin to just rapid firing, which they can't do being 18' away. same with the mining lasers, you don't get many and the poor BS + short range isn't scaring me.

As for the rest, bring it on i say. I always play melee focused armies, so if a bunch of T3 shit save cultists want to stand 6/9" inches away on turn one, i welcome that.

Tau players must be shitting themselves though, so that's good.

>>49533686
Yeah, good points i see it's potential, especially in spamming small units. Sounds like it will be fun to fight against
>>
>>49533754
Because the swords are the daemons and the daemons the sword.
>>
>>49533732
How do they avoid detection and retaliatory obliteration? Are they really far out of the way? Are they really sneaky? Are they located in a warp storm?

What forms the core the warband? Are they devoted to a single Power, or do they worship glory of the Chaos Undivided?
>>
>>49531315
>https://mega.nz/#F!Wl5DAbCb!TYxZG4CgX_x-NJu7JBwbZQ!2tgBUTYI

Why the fuck are all the codices in epub format now? Who the fuck would ever want that?
>>
>>49533713

GSC have daemon uncertainty built into their rules, with devastating close combat weapons and units on the cheap hampered by being squishy and with shit saves.

of course daemons have MC's and GSC have... the tyranids so Daemons are probably the stronger assault army in a fight against each-other but genestealers are probably gonna be more effective against gunlines because of the possibility of turn one assaults from infiltration.

genestealers are also pretty much immune to deathstars because of the return to the shadows rule, don't try and bring smashfucker against them.
>>
>>49533768
squad of chosen each equipped with a daemon weapon and jumppacks to use the disordered charge on deepstrike formation. YES
>>
>>49533768
But doesn't Khorne occasionally give Hellblades out to niggas who deserve it? Also, in Retribution Eliphas, Neroth, and Kain could use a Hellblade a LoC looted.
>>
>>49533781
>Why the fuck are all the codices updated to a superior format as long as a non-retarded reader is used?
Hint: use Readium, you twit
>>
>>49533792
the worst thing about the genestealer codex is that it forces their opponents to castle up first turns, making it rather boring to play against it.
>>
>>49533772
>>49533732
They've set up their kingdom in the midst of a warp storm, bordering tau space. They rule their systems through a series of proxy governments. They worship chaos undivided as they want to be as strong as they can for their crusade against the imperium that betrayed them
>>
>>49533823
I really hope they don't change Korsarro in 8th Ed. Always nice to null deploy with a single drop pod and a horde of outflanking rhinos.
>>
>>49533806
Short answer: Vidya a shit
Long answer: the blades may be given out with a bloodletter bound to them, not a true Daemon weapon though, still its a mighty boon to wield a living fragment of a god.
>>
>>49533781
I can't find the old editions ;_;
>>
>>49531982
He is whatever colour he wants to be. Just like all Space Marines are black or white, only quirky chapters like Raven Guard or Salamanders don't change.

Only Sigmarines are varying colours.
>>
>>49533850
>null deploy cancer to counter mass first turn assault cancer
I'm glad to see Genestealers getting some love, but holy shit is this release a massive indication that GW's rules writing and attempts at balance are as shitty and nonexistent as ever.
>>
>>49533872
You didn't bookmark the old mega link?
https://mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ
>>
>>49533792
Due to people refusing to link the codex, could you enlighten me as to what "Return to the Shadows" does?
>>
>got my new WD today
>2nd one
>it's fucking amazing
>Goalith Truck is awesome old school 40k
>covers old art, new art, models, fluff, battle reports
>came with a free comic extract (yes, GW are making monthly comics of 40k now)

Hopefully they reply to my email.
>>
>>49533872
>>49533781

Choose.

Old mega with Pdf and old shit but nothing uploaded since may.

Other mega with both old and new, mix of epub and pdf but can only be acessed with a Mega account

New mwga with only the newest only in epub.
>>
>>49533810
This is Apple Airpod logic. These idiot ePubs don't work with conventional PDF readers, the infrastructure of this day and age. You shouldn't have to use a Chrome addon. You should be able to open with whatever you have on-hand.
>>
>>49533902
Theres no codex to link dammit.
Just a dozen blurry photos.
WHICH IS IN THE LAST THREAD.
>>
>reading "The Last Son of Dorn"
>half way through
>Koorland does Okay, Inquisitor, I'll hand over control of DW to you. However, my demands. 1000 strength, Space Marines manager them and when the current crisis is over, I alone will disband them

It's shit like that which completely cements what's going to happen. Yes, the book is called what it is, but fuck me. I hate shit which basically confirms what's going to happen.
>>
>>49533889
The High Lords decree a new chimeric chapter must be founded using the gene-seeds of both Salamanders and Raven Guard.
>What happens?
>>
>>49533902
REEEEEEEE THERE IS NO CODEX YET.

GO TO >>>/wsr/ AND BEG THERE. WAIT UNTIL LATER.
>>
>>49533951
They arent pdf's.

The reason they can't be opened with most freeware shit is epub3 doesnt have a open source reader they can steal the code from.
>>
Serious question:

After the Cults come out and later the Tyranids are probably improved, what do Orks have?

What is the Ork army about? What is their reason for existing as a faction? They're literally worse in all aspects to other factions, they're useless.

Do they even have an identity anymore? Can anyone say what the ork army "is about"?
>>
>>49533947
Red Eyed Albinos. Not that Albino's in RL aren't red eyed, but RG are black eyed. So basically a Chapter of Albinos who make amazing functional weapons used for silent slaying, so swords and snipers, rather than flamers and bolters.
>>
>>49533962
It's mainly just asking for a source because people are spitting out GSC mechanical knowledge like it's common and easily accessible. If people know the mechanics of the army, they're either getting their info from somewhere or lying.
>>
>>49533967
>it's an Orkfag moans about being hard done by episode

fed up of these re-runs desu. need new writers.
>>
>>49533985
BECAUSE -> >>49533932
>>
>>49533967
Orks.
Its what it has, whats it's about.
Don,t like it? sell your shit.
>>
>>49532720
If Cadia falls, it would be a great opportunity to explore what a highly-regimented traditional military force would do when forced to operate clandestinely, via guerilla warfare.

FORGE DAT NARRATIVE
>>
>>49533754

because bloodletters would beat the everloving shit out of any chaos space marine lower than a chaos lord

and I'm pretty sure lords can get daemon weapons
>>
>>49533985
There is no codex out yet. There is no illegal copy yet. There is nothing bar the shit we've seen already. Wait until somebody buys the fucking codex and uploads it. Physical earliest is Saturday in UK. Wait.

Seriously, 40kg is just begging for illegal copies of work and shitposting.

Why is it so hard to wait? I ordered the book, you know, supporting the hobby and all, I won't get it till Monday in the post.
>>
>>49533967
They are the most fun army with the best opportunity for conversions and pop culture references.

Are you are tryhard WAACfag?

Then good riddance, Orks don't need or want you.
>>
>>49534022
I have look at the old thread. There is merely discussion there and no "blurry photos." Besides, I only originally asked for like a one sentence overview of what "Return to the Shadows" does. Why has that incited so much anger in you?
>>
>>49533663
I appreciate your contribution, I might need to refine it a bit if that's alright:

Access to Technology - d100

0-20: Barely anything, maybe some improvised weapons from discarded machinery

21-50: Makeshift weaponry, hunting tools, and repurposed industrial equipment

51-75: Proper weapons, akin to that used by local law enforcement groups such as Arbites, light body armour

76-95: Military-grade weaponry, vehicles, and long range scanning equipment.

96-100: High-end military materiel, including some WMDs and/or planet-threatening weaponry.

Size Relative to Population is essentially the same as Sphere of Influence, see above.

Nemesis - d 100
0-30: Local church or religious group, the priests suspect heresy but have no proof

31-50: The medicae facilities and other providers of medical assistance, perhaps some of your throng have attended too often, showing slightly off-colour skin or ridged brows.

51-60: A local gang or mob of some importance in the area, they believe you're just another group of weirdos stepping on their turf. They'll be proven wrong soon enough.

61-70: Local law enforcement agencies/Arbites, although most of your flock have been nothing but perfect workers, there's something just wrong with the way they behave, and the local police have noticed.

71-90: Significant Noble/Politician/Public Figure. A failed attempt at bringing this individual under your Cult's thrall has led them to become highly suspicious of you and your motives.

91-95: Another cult, either Genestealer or otherwise. Roll a d6:
1-2: Chaos Cult
3-4: Bizarre Offshoot of the Imperial Faith Cult
5: Cult of Ynnead
6: Genestealer Cult

96-100: No single enemy, either because you've eliminated them all or you're not big enough to have caused alarm.

Chance of Detection by Host Population - roll a d100, this is your percentage of detection within the next 10 years.
>>
>>49534055
nobody's asking for the codex, they're asking for one single rule that was dropped as if it were common knowledge
>>
>>49534049
In the grim durpness of /40kg/ there is only BEGGING, WHINING, COMPLAINING and THICK PAINT.
>>
>>49533967
Honestly to me Orks are all about unreliable and hordes.

A couple things I'd like to see for Orks:
>Always falls back towards the nearest friendly Ork unit. Once within 2" the units join and may act as normal.

>If Orks are swept the Ork unit takes Wounds equal to the difference between the values (Marines and Orks both roll a 3 = Marines = 4I+3 for 7, Orks = 3I (Nobs are I3)+3 for 6) the Orks take 1 Wound and start falling back towards the nearest friendly Ork unit.

>Shokk Attack Gun becomes Strength XD6. Where you roll 1d6 at a time. After each d6 you can stop and the attack is that strong. Or you can continue. The more dice the stronger it gets. But get over 12 (13+) the gun misfires.

Got more, but stuff along those lines. Don't just give Fearless, that's boring
>>
>>49534079
You want 3d edition orks that could "mob up"

Fleeing boys could be absorbed by ones that weren't.
>>
>>49533985
The best source of this information at the moment is the BOLS video on youtube where they flip through some of the book.

If you pause at the right places you can read most of the stuff even if they don't explicitly pause on it. If you want to know more about the army's mechanics I suggest you look there.
>>
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>>49534055
This. I've always wanted to do Orks because their kitbashing potential is so great. You can grab a, say, Taurox, Chimera and Leman Russ, bung it together, then call it anything from a Battle Wagon to Looted Tank. Nobody gives a fucking shit.

If I tried to say my Space Marine Captain has a sword + shield this match, but it isn't modelled, they'll call me a WAACfag. Orks get a free pass because they're so shit, but even if they were good, people love loving builds. As long as you explain what is what, nobody gives a shit.

Orks are for fun and if I had time, effort and money, I'd have an army of them. I plan, at some point, to get lots of Flash Gitz and making some Trukks for them to shoot out of. It's s hit, but who cares.

>>49534072
Thick paint, you say?
>>
>>49534056
Maybe you look the wrong thread? Because all the blurry ws there.
>>
>>49533902

lets you go back into oncoming reserves swooping hawk style

its an army wide special rule too

allegedly
>>
>>49534101
God-emperor, what have they done to my Warmaster? Is that a hair on Worldbreaker?
>>
>>49533967
Orks are the best punching bags. Every game needs one.
>>
>>49534097
>>49534110

Thanks for the polite responses both. All I wanted was clarification on what a rule did and then I got bombarded with accusations that I was whining for the codex.

>>49534121
Thanks mate.
>>
>>49534079
Don't you mean over 10?
>>
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>>49534124
>he doesn't paint in a woolly jumper

Pleb. I bet you buy hobby tools as well.
>>
>>49534048
They can't kill all of you if you band together.
>>
need some advice on which Chapter Tactic to give my allied marine force.

Fluff-wise they're a chapter called Rage Thirsters. Probably Angry Marine successors.

Force-wise I've got a contemptor dreadnought, a couple of drop pods, some terminators, some tactical marines and some charcaradon tacticals/assault marines/vanguard veterans without jump-packs

if I'm allying a small force of space marines onto an Astra Militarum army (got them off ebay). 1 captain, 1 contemptor dreadnought, 1 tactical squad, optionally some terminators, all deploying by drop pod.
>>
>>49534125
This, it's so much fun to cut through hordes of boys and watch my opponent remove all his models from the table.

It makes me feel like my army is super powerful.
>>
>>49534197
Flesh Tearers, BA or Carachadons. Though the latter will make the AM AoC.

Apart from that, need to know more about what they're like bar RAEG.
>>
What would people think of a IW warband who's homeworld was previously raided by DARK Eldar and produced little income and so was neglected by the imperium, or simply lost in the bureaucracy. And so although enslaved to work in the factories they see the iron warriors as their saviours, but has become a fortress world so raided only by the strong cabals raid now, not just the weaklings

basically excuse to run not SUPER SPIKY mk4, so my 30k IW can be fluffily run in both settings
>>
>>49534206

Hierophants put out 6 hits at 10/3 per turn, which is pathetic for a Titan at 1000 points.

It takes two of them to even take out a Warlord's void shields, then you need to assign a dedicated Hierophant to keeping the shields down on all later turns.

And then you're trying to glance AV15 with a 4++.
>>
>>49534197
Carcharadons seem like the best fit for you.
>>
>>49534131
You're welcome you sad sack.
>>
Could Abaddon kill a Primark?
>>
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>>49534189

yes, yes they can
>>
>>49533967
I always imagined 40k Orks should be the "Risk versus Reward" faction, with lots of cheap, hi-power weapons that are arguably as big of a risk to you as they are to your opponent. That and numbers. They're 40k's Skaven-equivalent, minus the "magitek" vibe.

On another note, would you play against this?

Mekboy Speedsta: 65 points base.
Profile: BS 3, AV 13, 12, 10, HP 3, Type: Chariot, Fast, Open-Topped
Equipment: 2 Kannons. May upgrade them to different Mek Gunz at appropriate cost.
Special Rule: Mobile Mekshop: Treat the Mek and Speedsta as one model for combined bonuses. For example, a Mek with a Burna can use a nearby Fuel Relay if the Speedsta is within 2" of the Relay. Likewise, the Speedsta can use any non-weapon/non-armor Wargear the Big Mek has (so it can emanate the KFF Field, use Ammo Runts, etc).

The Speedsta is crewed by a bunch of Grot underlings, so is BS 3 but doesn't grant extra melee. The Speedsta is taken for a Big Mek, so it's effectively 100 points base for a BS 3 S8 AP 3 Predator. With some investments, you could either turn it into a poor Ork's Command Barge (by giving said Big Mek Mega-Armour), or an MBT-equivalent (A relentless Shock Attack Gun).

2nd item: A Big Mek may take a Power Boosta for 25 points. When a unit with "Variable Strength" weapons rolls to determine the strength of its firing weapons, the Big Mek may elect to activate the Power Boosta so the weapons of that class roll an extra die and drop one. Should *any* double result before dropping the extra die, the Big Mek takes a S4 AP 4 hit.

(Example: A Big Mek buys a Shokk Attack Gun and a Power Boosta. It rolls a 1, 1, and 6. The Big Mek takes a S4 AP 4 hit, but may then discard a 1 so he's not removed from play).
>>
Do you have to be a Tau Pathfinder before becoming part of a Stealth Team, and Firewarrior before getting a Crisis Battlesuit, or do you have a choice?
>>
It's kind of a shame that it's hard to write uprising lore for Genestealer Cults. I mean, win or lose Your Dudes still die.
>>
>>49534289
Do they die? Or do they ascend to become one with the Great Unity of the Hive Fleet?

Whether or not it actually happens, them believing that the process of being devoured brings them into direct contact with the object of their worship is pretty fulfilling.
>>
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>>49534273

No. Primark is simply too powerful.
>>
>>49534276
In that case, you must out smart the Bloodletters. Make them turn on themselves, and then mug them for their Hellblades once they're worn out.
>>
>>49534308

Genestealers cults don't want to be eaten, at least in the old fluff. That's why they were allies of convenience. Not sure if that has changed now.
>>
>>49534273
Considering some of the top-tier individuals like Marneus Calgar and Kaldor Draigo are almost if not Primarch-tier in combat, and Abbaddon is being hyped up as the worst individual threat to the entire galaxy ever, I wouldn't be surprised if the modern writers didn't have him fight and kill three at once.
>>
>>49534308

I'm totally down for that, and there's plenty to be said about the foundation and expansion of the doomsday cult. There's just not a "the continuing adventures of..." like with other armies. Maybe I just need to change my expectations.
>>
>>49533925
You just sound like a lazy faggot. Can't be arsed to load a program that works perfectly well in reading ePub? Then fuck off cunt.
>>
>>49534273

he kinda killed horus once, well a clone of horus with all of his strength but a fraction of his mental capacity

so he could kill someone as strong as a primarch, but I'm not sure he could kill a primarch
>>
>>49534332

Orimarchs are treated as ridiculously hyped though. I mean, take the first heretic for an example. It is physically painful to be near Lorgar, and a blind girl can see him perfectly just because Primarchs are so special.

Same book, the Emperor is described as having a thousand faces and never moving any of his lips when he speaks.
>>
>>49534239
Heirophant does have 2 of those 6 shot guns at least.

But yeah for 1000 points its crap, FW have just been too afraid too cheapen it significantly since 4e for some reason.
>>
>>49534341
I think switching your focus from the 'final battle', so to speak, and more onto the foundation and expansion you referred to would help with the continuance of the narrative you're looking for.

Who says the Cult needs to stop with just one planet? Build them up, fight battles, conquer countries and continents and eventually the planet, then extend control over the local solar system, hopping from one planet to the next, snowballing in potency and influence.

That's a good...200-300 years worth of narrative right there.
>>
>>49534358

Primarchs seem to be mostly defined by vague but ridiculously hyped up soul-presences, and clones have no souls.
>>
>>49534332
abba's armless, and not really on the same level as smurf king and the gay knight
>>
>>49534376
>Heirophant does have 2 of those 6 shot guns at least

Yes, that's why it's able to score 6 hits.

With it's bs3.
>>
>>49534273
Depends. Preheresy Lorgar? Absolutely. Alpharius? Probably, he dies like a chump constantly. Sanguinius fully rested and in full rage mode? RIP Abby
>>
>>49534363
I am aware, and personally I feel as if the character-wank in 40k has reached ridiculous levels to a point where GW are ruining their own characters, even the good ones.

That being said, from comparison to comparison, Abbaddon in modern canon stands a good chance of killing some of the Primarchs.
>>
>>49534332
Both in fluff and crunch, even Lorgar who was the runt of the litter could spank all three of your examples without even using his powers.
>>
>>49534060
>I appreciate your contribution, I might need to refine it a bit if that's alright:

Sure go ahead.
>>
>>49534331
They still wanted to be eaten even in the old fluff. It is their rapture.

The 3e codex mentions a feral world whos entire population was taken over by a cult and when the tyranids arrived they all marched willingly into the digestion pools.
>>
>>49534380

That's certainly fair.
>>
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>>49534060
1d4chan page when??
>>
>>49534341
Well they do infiltrate the guard, the continuation can be a large cult within a regiment spreading the infection in secret too the worlds its sent too defend.
>>
>>49534401
Wasn't A/O the runt(s)
>>
>>49534434
I...uhh...don't know how to do the table things that the other faction generators have.

I'll give it the good ol' college try though, but don't blame me if the site catches on fire.
>>
>>49534441

In height? Sure. But Lorgar was, in the emperor's own words, the only son to ever dissapoint him.

Given by the point he said that he'd had two sons executed, that's pretty fuckin' harsh.
>>
>>49534353
I use ePub readers. Everyone else uses Adobe. Hence my argument. As for the "faggot" part of your witty insult, I'm not gay, but is there really anything wrong with being gay? I mean really, are we on a middle school playground in the 90s? I honestly think you can do better with your insults. You're on /tg/, so there's a good chance you're into cool stuff and have some creativity. Call me a "shit-slurping pube monster." Call me a "cunt-eyed matterwaste." There are so many wonderful things to call people, so honestly, why go with the generic "Cunt" and "Faggot?" I really believe you can do better.
>>
>>49534401
And yet Draigo beat ascended Mortarion (with help, admittedly) in a far weaker state than he was now.

It's all a case of comparison and a good insight into the fundamental flaws of modern 40k fluff. By sheer existance as perhaps the most powerful 'mortal' in the galaxy, Abbadon proves superior to other stupidly overhyped characters who are Primarch-tier.

It's like some 'my character is better than your character' race that got so out of hand somebody had to pull out the 'my character can kill Primarchs' card. Depressing and hilarious in equal parts.
>>
>>49534401
>lorgar
>capable of beating an ultramarine
haha
>>
>>49534475

Honestly they never even should have had Primarchs be this powerful in the first place: Pre-heresy books, their stories sounded like legends told ten thousand years after their deaths by a religious police state.
>>
>>49534441
I was speaking more power wise. In terms of size, Ange and lemon ruff were the shortest, but no-one was a bigger wimp than Lorgar, who still killed a bloodthirster by himself no sweat even before he got high on chaos juice. Alphariuses were short, but not full manlets
>>
>>49534500

More like Lorgar of Cockless, amirite?
>>
>>49534329

>bloodletters

>getting worn out

I mean, you may be able to ambush one while its alone without any of its m8's and mug it for a hellblade but it'll keep coming back to fuck you and get its sword back every time you step near a warp rift so your're gonna have to defend your right to bear it every time you go to the eye
>>
>>49534523
I don't think Khorne would not mind. He might find the whole thing amusing.
>>
>>49534508

Mario Alpharius is the manlet. Luigi Alpharius is taller tho.
>>
>>49534401
Depends on the Lorgar. Sorceror powerhouse demonprince Lorgar is a far sight stronger than the candy ass he was during the crusade
>>
>>49534463
fuck off fag
>>
>>49534136
Current Shokk Attack is 2d6 with bonuses on 11 and 12. So I'd like to keep the basic style.
>>
>>49534475
Because becoming a Daemon makes you massively vulnerable to Trye Names since that's how the chaos 4 make you their bitch
>>
>>49534089
Kinda, never played vs 3e Orks. But ya.
>>
>>49534551
becoming a daemon is the ultimate form of giving up

he is doomed to job to heroes until the end of time
>>
>>49534551
Even before he went daemon he spent a period of being the third or fourth strongest human psyker ever, behind daddy and Magnus and maybe malcador, after learning the primordial truth
>>
>>49534553
Nah. Think I'll continue to fuck on.
>>
>>49534600
This. Being a daemon means you're only good for being a stepping stone for the hero of the week to walk over, or being trapped in a weapon for a CSM to use. No future for daemons as it should be.
>>
>>49534537

he's all about might makes right so if you can keep on beating the bloodletter then he'll let you keep it, really you'd only lose it if the bloodletter ever beat you and you'd be to dead to give a shit by that point
>>
>>49534649

so what you're saying is that abaddon and kharn refuse to ascend because they're genre savvy enough to realise its a downgrade?

thats kinda cool actually
>>
>>49534233

Carcharadons can only ever have Desperate Allies. NONE PURER
>>
Are Sternguard actually any good?

I picked up a box yesterday because they look great and seem fun for kill team, but outside of that I don't get why people talk about them; the special ammunition is nice, but if you're going for Grav-spam then a Dev squad will just do it better, right?

What's the big tabletop allure?
>>
>>49534668
Reminds me of a BC campaign where our Bereserker cut the hand off a 'letter to steal his blade
>>
>>49534703
Khârn's space Russian mind is too addled by the Nails to care about daemonhood but he's smart enough to know why it's bad. Abby's tired of daemons being shoved into everything which adds to his reasoning of not being a daemon.
>>
>>49534735
>What's the big tabletop allure?
None. They are nice models if you like the aesthetic.
>>
>>49534735

sternguardicide

5 sternguard with combi melta in a pod can total most vehicles turn one for pennies
>>
>>49534803
>pennies
>160 pts plus drop pod
>>
>>49534841

depends on what you throw it at I guess, 195 points to pop a land raider and strand the superfriend deathstar in its deployment zone or to potentially blow up a knight before it gets to shoot is worth it
>>
>>49534735
>What's the big tabletop allure?

Special ammo makes them excellent at clearing pretty much any kind of Infantry you care to name, two base attacks means they aren't completely boned if something gets into combat with them, and Combi-Weapons add versatility if you're lacking elsewhere in your list. Basically they're what Tactical Marines should have been from the start.

Of course they don't do grav-spam better than Devastators. That's what Devastators are for. They're different units for different roles.
>>
>>49533947
>mixing the chapter that likes to fly with the one that's scared to

Terra is a cruel mistress
>>
is anyone familiar with ITC tournaments?

I've read through the scoring rules and it only really deals with scoring all players at the end of the event, but it doesnt say how it places people before scoring

is it entirely based off W/D/L? it also doesnt specifiy if its elimination brackets or not, im assuming every player plays every round
>>
>>49534916

It's based on your mission scores
>>
>>49534946
ah so its just a sum/average of each match you play?

cheers
>>
>>49534901
Most deathstars worth their salt bring their own mobility instead of relying on a transport. The big one for Space Wolves nowadays is the Fenrisian Hunting Pack with Azrael.
>>
>>49534233
a failed attempt by the Administratum to make another pet chapter like the Minotaurs. Boltgun using marines usually have their bolters chained to their armour or else they have a habit of casting them aside mid-battle.

They've been thrown into suicide mission after suicide mission. The last remnant of the chapter have been given to a Rogue Trader captain to "seek their glorious demise against the foes of the Imperium"
>>
So the Goliath is an open-topped Taurox able to fit 3 bullgryns and a priest?

Great job, imperial guard.
Construction workers do it better than you.
>>
>>49534602
That cunt's got a point. Your rhetoric is unnecessarily verbose.
Which makes you a fag.
>>
Trying to move over to Epub from PDF, is there something for the Shield of Baal or Leviathan Rising supplements? I didn't see them in the campaign list.
>>
>>49534475
That's only a Wardfap fluff. Irrelevant.
>>
So if a T'aunar is 600 points, does that mean a Hierophant should be 500 points?
>>
>>49535265

Tyranid GMCs should be

Scythed Dule: 300
Barbed Dule: 320-350
Harridan: 400
Heirophant: 450-500.

It'll never happen though.
>>
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Genestealer Cult creation tables are up:

https://1d4chan.org/wiki/Genestealer_cult_generator

Enjoy and such.
>>
>>49535303

The Agile rule should be changed to:

Model can either:

Shoot all weapons,

Shoot one weapon, run and charge,

Run 2d6 and charge.
>>
>>49534393
>Sanguinius fully rested and in full rage mode?
He would have beaten fucking Horus in those conditions.

He lost because he fought Horus directly following multiple straight days of holding the wall practically by himself, soloing groups of Bloodthirsters at a time.
>>
>>49535317
nice, might use these for dark heresy
>>
>>49534463
Christ, you are a bit of a pompous cunt aren't you.
>>
>>49535317
Obviously feel free to add to it, it has a few tables but it can always do with more.

Maybe something to do with the disposition/nature of the Cult's Patriarch? What were its origins, etc.
>>
>>49535350
powered by all 4 gods is a might better then a couple of bloodthristers, but i always felt that sangy's death to horus is rather quick
>>
>>49534735

Special Ammunition covers a lot of weaknesses and is cheaper in points than grav weapons. It's also more versatile. Don't underestimate it.

Also,
>double melta/plasma/flamer/heavy flamer/grav
>combi-weapons
>2 attacks each so they can't just tarpit you

The one thing about Sternguard is you need to take a dedicated transport, unless you feel like getting shot to death before you get in range.
>>
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>get tactical squad
>make two marines wield chainswords because it looks cool
>friend tells me i cant do that
>>
>>49535090
>raw materials deserve better transports than people
Yep, sounds like the imperium all right.
>>
>>49535495

Bloodthirsters seem to be real pussies a lot of the time for some reason.
>>
>>49535524
Punch your friend in the balls
>>
>>49535545
it's a power scaling thing. one greater daemon can cause the end of a planet (fluff wise) while a dozen or so are cannon fodder. not to mention the primarchs can easily beat up a few
>>
>>49535652
isn't that the Inverse Ninja Law or something?
>>
>>49531315
>Chaos Cults when?
Right about never, unless maybe if GW ups the ante-derp and Age of Sigmaring the whole shebang next year
>>
>>49535524

Anything with a bolt pistol and chainswords can use that setup as they don't get a bonus for having three melee weapons is the second chainsword is just for show. Assault marines without jump packs, Carcharodons, Space Wolves, etc can have two chainswords on their models.
>>
>>49535729
Conservation of ninjitsu yes.
>>
>>49535765
two bolt pistols are kinda useful too, since you get an extra shot without loosing CQC power
>>
I'm a bit confused with the wording for the infernal relic rule. Do I need one technomancer for every infernal relic in the primary detachment after the first or can I take as many infernal relics as I want as long as I have a technomancer?
>>
>>49535851
In your primary detachment, you can take a single model with the infernal relic rule no matter what.
If you take more than one, you must have a technomancer. As long as you have a technomancer, you can take as many infernal relics as you want.

If its an allied detachment, you can only take an infernal relic if the HQ choice for that detachment is a technomancer.

Hope this helps m8.
>>
>>49535949
Thanks amigo.
>>
>>49533764

A squad of 10 will drop 40 shots on their target, or a little bit less than that but will be firing specialist weapons as well. That's going to do some hurt just through sheer dice rolling.

And if you get to charge and kill them all afterwards, well you've probably only taken out a 100 point unit.
>>
>>49534735
For a while, five (or more) Sternguard with combi-weapons in a Drop Pod was a scary unit. It could drop in and mangle damn near any unit it wanted to. The meta has shifted however, and now everything is either too cheap to be worth suiciding 200 points too kill or way too durable for Combi-guard to really dent; Sternguard (and pretty much all elite MEQ) will struggle to make their points back.

>>49534901
Land Raiders haven't been a component of any viable list in ages, largely thanks to units like Sternguard guaranteeing that they die a useless death in their opponent's table half. The current deathstars are either mounted, flying, or teleporting around. Most of them are also durable enough to not mind a squad or two of Sternguard dropping in to blow their loads and then get wiped out.

>>49535265
No, that means the T'aunar (and the Riptide, the Stormsurge, and the Wraithknight) are severely undercosted. The Hierophant is overcosted to be sure, but it should probably be somewhere in the 600-800 point range.
>>
>>49536050
Dont forget the heavy weapons as well: the sismic blaster for example, get 2 rending missile launcher shots at 12 inces (or 4 rending heavy bolter shots at further
>>
>>49536050
Less than that unless they're packing numerous special weapons. Neophytes are only 5ppm.
>>
>>49534055

>pop culture references

I think you're the one who needs to leave.
>>
Is the blue stealer cult balle bros with Niddy?
>>
Ok, so I bought a box of plague bearers last night... what now. Built the Champion already. Thinking:
-Death world base
-dry brush with straken
-Otha of shades in different parts ie violet intestines, way watcher, earthshade, flesh shade on pink parts.
>>
How have people found Malanthropes fare?

I'm considering getting 2 - they look fantastic and seem really strong, but I want to know anyone's personal experience with them.
>>
>>49536096
>10 auto guns *2 for rapid fire *2 for 2 shooting phase
>10*4=?
>>
>>49536142
can you speak like a human being
>>
>>49534602

GURREN LAGANN!!! FUCK ON!!!
>>
>>49536162
I think he's saying they're less than 100 pts, not that they'll shoot less than 40 shots.
>>
>>49536082

I didn't want to mention heavy weapons as those would be snap firing because the unit has entered from reserves.

Though I don't know if that applies to the initial deployment. Maybe it doesn't, but that's a one-off, any subsequent cult ambushes would be snapfiring their heavy weapons.
>>
>>49535265

It means the Ta'unar should cost more points.
>>
>>49534463
my god you sound like a gigantic faggot
>>
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>>49536175
Is the new Genestealer Cult battle brothers with Tyranids?

What do their allied matrix look like?
>>
>>49536189
Yeah, sorry, that's what I meant.

10 neophytes with only autoguns is 50 pts. You can fit a couple mining lasers in there and still be under 80.

Also, having double checked all the rules for Reserves and Cult Ambush, I can now say that the people in the threads yesterday saying you're only snap-shotting heavy weapons when arriving by Ambush are wrong. There's nothing in the rules that says they count as having moved when you set them up. If you roll a 3 or higher, you're shooting as stationary unless you actually move.
>>
>>49536211
>Though I don't know if that applies to the initial deployment

They'd be ambushing during deployment. So so long as they don't move in the movement phase... they should be good.

>I see you're point.
>>
>>49536262
Allies of convenience.
>>
>>49536211
See >>49536271

Nothing in RAW anywhere (including under Reserve rules in the main rulebook) says they count as having moved if they are set up as part of an Ambush roll of 3+.
>>
>>49536159
Excellent units. Generally only okay from a competitive standpoint because most things are flying but they help a lot of the funner monstrous creatures and blobs get both cover save and synapse at the same time, while being sturdier to ID than Venomthropes.
>>
>>49536262
>>49536279

AoC with Tyranids and Astra Militarum.
>>
>>49536279
>>49536353

Thank you guys, asking for a friend
>>
>>49536225

Isn't the Taunar prolly the weakest point for point of the three things people whine about tau players fielding?

Riptide wing stronk. Stormsurge mostly stronk unless you can deal with it at which point it's kinda a joke.
>>
>>49536159
If you want to play moderately competitive Tyranids without spamming flyrants they are a must-take.
>>
>>49536353
Comedy will be allying in an Emperor's Wrath artillery company with Genestealer Cultists. Since the normal defenses against assault armies will be to screen/castle/bring bubblewrap/etc, your opponent will be clustered up.
>>
>>49536391
the real defense against assault armies is drop pods and units that can also assault out of deepstrike

better learn to love ongoing reserves and praying skyhammer doesn't kill everything on the table
>>
>>49536372
>>49536327

I don't plan on spamming flyrants (2 at most), so they sound perfect, thank you.
>>
>>49532562
Gained 1 more attack, Stealth, a fucking 5++ save, Return to the Shadows, Cult Ambush (a turn 1 charge), and the option for Furious Charge for having a character with them.
I can only imagine Return to the Shadows places the unit back in reserves.

I know Genestealers were hurting before and needed a buff, but that's 23 points worth of shit in a 14 point model.
>>
>>49536500

The 5++ is silly. Between this and being summonable, are Genestealers just bigger Daemonettes now?
>>
>>49536453
Same guy. Warp Spiders in particular are going to be an interesting counter-fight too.
>>
>>49536366

We are comparing the Ta'unar with Tyranid super heavies. Those other units are irrelevant. In this given comparison, the Taunar is far better point for point compared to the Tyranid units. Making other things cheaper is a shit solution and is why we're at this point to begin with. Making shit units cheaper also don't solve the problems you named like Riptides and formations being undercosted. Nerfing one OP thing that stomps a hundred other bad units solves 100 problems. Buffing one bad unit to be as good as the original OP problem only solves 1 problem.
>>
>>49536518
Pretty much, but they have assault grenades too.

At least the chance for assault grenades.
>>
>>49536535
TL;DR: WKs, SS, and Riptides also should cost more.
>>
>>49536391
omg...I hadn't thought of that...that is truly awful.
>>
Lucky stick needs to be nerfed. A rerollable 2+ save is fucking retarded. A single warboss shouldnt be able to soak fire from 2 entire fire warrior squads
>>
>>49536535
How would this Viciator perform in Tyranids right now if it was real?

http://www.warpshadow.com/forum/viewtopic.php?t=12972
>>
The fuck happened to all the imperial armor books in the rules database?
>>
>>49536577
Actually I feel that a warboss with a 2+ save SHOULD be able to tank 2 squads of fire warriors with the right setup. That's what the greater good created plasma rifles for.
>>
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I am curious.
How well is a Skitarii/Cult Mechanicus force being able to handle Genestealer Cults ?

Haven´t looked into the game for quite a while... are Skitarii with Mecha Cult allies "ok" or horrible ? Not talking about Eldar levels of "ok" just ok.
>>
>>49536577
>fire warriors
Nice touch. 7/10.
>>
>>49536577
Just use ignores cover, it removes their only defense.
>>
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>>49536577
Fire warriors are retarded, their weapons should be s2 ap-.
>>
>>49536518
Genestealers are now the prime melee unit in the game, I bet.

They cost 5 points more than a daemonette, have more weapon skill, strength, toughness, attacks, and leadership, can infiltrate, outflank, sometimes charge on the turn they infiltrate 3 inches from a unit of their choice, gain furious charge, gain ANOTHER attack, stealth, move through cover, and don't deal with demonic instability.
Every melee unit just got blown the fuck out.
>>
>>49536532
Completely shut down by servo skulls as well. Not to mention the fact that the whole ambush is completely luck based and entirely reliant on your opponent not getting the first turn.

It's super gimmicky. Should be a ton of fun casually, but I can already smell the one-note fag lists popping up on the horizon and will be sure to pack the inquisitor just in case.
>>
I'm kind of interested in GSC for the fact it basically lets me seamlessly slide into IG as well for variety.
>>
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>>49536596
>Mfw erasing the few meganobz who managed to make it to my gunline with bs4 overwatch instant death plasmaguns
>>
>>49531315
Okay, by all appearances Genestealer Cults look like they'll be pretty fun to play.

But how much will they suck to play against? I don't necessarily mean power, but units coming in and out of Reserves constantly and shitloads of "hah-hah, you can't shoot us!" stuff looks pretty unenjoyable.

However, playing GsC vs Admech sounds like a really fun time.
>>
How did the new formations and such work out for the Blood Angels?
>>
>>49536598
well, skitarii can all scout and radium can murder anything. i'm not even sure how my chaos daemons would handle them
>>
>>49531982
no, the emperor is intelligent.
>>
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So let's talk Cult Ambush. You decide to Cult Ambush when deploying or when arriving from ongoing reserves, correct?

Ideally you want a 5 for a shooty unit so you can double tap or battle focus, and a 6 for a melee unit so you can charge without giving them a turn of shooting first.

If you get a 3 or 4, it's manageable. If you get a 2, it all depends on which side you come in on, but a 1 is a dud.

Standard Infiltrate is therefore more "consistent" than Cult Ambush, but Cult Ambush has better results more often than not.

I think the real selling point on Cult Ambush is that if you get a dud roll, that means you aren't close enough to the enemy, which means you can use Return to the Shadows immediately and try again the next turn. So if you get a 1 the first turn, Return to the Shadows and get a 5 or 6 the second turn, you literally footslogged your unit from your deployment zone right into the enemy's face without having to get shot at the whole time: you basically denied them a turn or two of shooting at no additional cost. These two special rules combined guarantee that if you want your guys to get close, you'll be able to do it.
>>
>>49536680

Yeah does kinda seem that way. It's actually a bit offputting, as is the fact that it can pretty much only be played horde-style. Big, big buy in, then annoy all my opponents.

On the other hand, building a fairly small points game force could be a lotta fun done right?
>>
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>>49536619

>Genestealers are now the prime melee unit in the game

As they should be. I'm sure some people in this thread are still waiting on Khorne Berzerkers, Possessed and Warp Talons that are actually reasonable costed for what they do, though.
>>
>>49536680
>I can't shoot so it won't be enjoyable

News flash, your army is already unfun to play against. Fuck shooting.
>>
>>49536786
I think it would do well for GW to separate "Dodges" from Invulnerable Saves though. Just because it's still really weird that you can slow enemies down by casting Null Zone or using a Xenophase blade.
>>
>>49535528
Rocks cost money!
>>
>>49536634
Servo skulls have no effect. Cult Ambush is not Infiltrate.
>>
>>49536500
>>49536619
With how weak CQC is in 7th, maybe this is a step in the right direction?
>>
I swear to god if Fenris 2 sucks as hard as Traitor's Hate for Thousand Sons I'm going to fucking skin someone alive! RARRGGHHHHH!
>>
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>>49536619
>every melee unit

so they can outfight wulfen and flesh hounds? color me impressed. i wonder if this would please khorne
>>
>>49536823

Jinking and melee invuln from dodging should be penalties to opponents to hit. It's the same logic as invisibility
>>
>>49536680

Having an army that is hard to shoot at and is good in melee is a relief. Genestealer Cults existing is an indirect buff to struggling melee units. Fear might actually be a relevant ability against GSC.

Of course it is possible to play GSC as an IG gunline, the options are there, but the codex is overall geared towards the ambushing. Also, Genestealers getting fire support from lascannon sentinels and TANKS WITH BATTLE CANNONS is absolutely gnarly. As are the Acolyte Hybrids, since they're basically Slugga Boyz with Rending and they drive up, pop out of the limos and charge.
>>
Who's your favorite IG regiment?

I like Elysians a lot.
>>
>>49536734
You can't return on the same turn you arrive.
>>
>>49536823
DE "superiah reFlexes" have always been invulns.
>>
Anyone decided to dive headfirst into Genestealers? If so, what have you got on pre-order?
>>
>>49536895

You can't? Well, rolling a 1 on turn 1, hiding, returning to reserve turn 2 and infiltrating turn 3, is still better than footslogging all the way across the table.
>>
>>49536892
DKoK

if they made them in plastic id probably buy 200 of them
>>
>>49536922
Yeah. It would honestly be a little broken if you could.
>>
>>49536884
>mfw play Carcharodons
>mfw nobody cares about ObjSec on a bunch of LC Terminators because they can just shoot them off objectives
>mfw paying points for chainswords that never make it into combat, Rage and Preferred Enemy abilities that will never trigger, and Fear that doesn't affect the majority if opponents

I, for one, welcome our new four-armed overlords. Now my army can actually use all it's fucking bonuses instead of dealing with the huge negatives for zero gain.
>>
How should I kit out a squad of Chosen for my chaos warband?
>>
>>49536598
Could try fighting fire with fire: bring some sicarian infiltrators and brawl it out. Their 5 shot pistols will hurt in overwatch, their aura means you'll be striking first, and their taser goads are made for smacking big groups of models around. I mean, it may well not work, but it'll be pretty spectacular.
>>
>>49536957
>space sharks complaining about not getting into melee
what, the 13 free drop pods arent enough?
>>
>>49536892

EDT and DKoK. Harakoni Warhawks are my top pick but they don't have models. Hazardous environment Cadians are also cool.
>>
>>49536976

Battle Company can't take any of the Carcharodon specific things other than Chapter Tactics. I also don't want to assemble and paint my two pods let alone 6+. I've never met a single person whose enjoyed making that model.
>>
>>49536988
>Hazardous environment Cadians are also cool
These are what I'm collecting for my first IG.
>>
So I'm just getting into tabletop (running guard) and the first local game I go check out has a guy stomping the shit out of somebody with a Lion's Blade Detachment and a Ravenwing detachment, basically assfucking his opponent in two turns.

Now he wasn't being a dick or anything they were testing a tourney list so both parties knew what they were getting into, but it got me thinking.

How can you counter tons of drop pods? It doesn't matter if you shoot them down since they shit their melta and flamers out anyhow, do you just have to spread out your force and clench your asshole? The fewer numbers don't seem too relevant when the opponent can pick and choose to buttfuck, say, my Pask on turn 1.

I've seen suggestions to keep important shit in reserve but that really doesn't seem ideal at all.
>>
>>49536976
Pod BC for assault isn't as good as shooting BC or just using RG reserve assault formations
>>
>>49537023
Clench unless you have easy access to Interceptor.
>>
>>49536976
>implying cheeselords would pick such a garbage chapter

Laughing Mongolians.jpg
>>
>>49537023
Build some custom terrain for your table, like pic related. Insist his drop pods can only land on top of it.
>>
>>49537023

Inquisitor Coteaz, Interceptor, your own pods, going second, reserving most of your army and getting to turn 2, fill the board with men and leave no gap large enough to place a pod, have more pod blocking terrain, having extremely durable units that will survive the initial attack, plenty of ways.

If you play on an empty table with an army weak to pods you're obviously going to lose to pods.
>>
>>49536851
>Cult Ambush is not
We're still missing (clear) images of the page to the left of >>49532588, which has more specifics on how cult ambush works.
>>
>>49537081
Not him but we have a couple Highway pieces like that which mess with people.
>>
>>49536892
Vostroyan Firstborns are quite nice. Dkok are great as well.
>>
>>49537043
I was told interceptor doesn't matter, since even if you blow the pod out of the sky the marines still drop in ready to rape

I do have easy access to it, Skitarii allies with the Onager Fuckmaster Array.
>>
>>49537014

I enjoyed making a drop pod.

Second was okay, because I put some conversion effort in.

Can't rilly be arsed with the third.
>>
>>49537319

You intercept at the end of your opponent's movement phase, so after they leave the pod.
>>
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Renegades and heretics, Genestealer cults...
with all these IG spinoffs, gue'vesa have a chance.
>>
>>49536957

I mean I don't want to ruin your anticipation, but GSC is just as likely to shoot the ever-loving shit out of your units as it is to charge them.

The beauty of this codex is that the cult ambush favors pinpoint assaults AND pinpoint shooting.
>>
>>49537176
Cult Ambush affects all units that arrive or deploy from any sort of Reserves. It does not affect Infiltrate as such.
>>
>>49537399
Yes I can read the page I linked in my post, mate.

We're still missing an image of the page with the actual special rule on it. That's the important part for determining what kind of deployment cult ambush is, by RAW.
>>
>>49537399
Not quite.

Any unit with this special rule can roll on the Cult Ambush table when it deploys at the start of the game or when it arrives from ONGOING Reserves.

The benefit of infiltrate is that, if you choose to deploy first, you can just say you're infiltrating all your dudes, forcing the opponent to deploy first even though you're now getting the first turn. Then when you go to deploy via Infiltrate, you can deploy using Cult Ambush instead, which is a different special rule and is unaffected by servo-skulls.
>>
New to 40k, can someone explain Dtachments to me? Can they only be composed of formations? Or can I still add individual battlefield role units?
>>
>>49537463
Never mind, just read the example in the codex. Makes perfect sense now.
>>
>>49537449
Trust me when I say servo skulls don't work. The designers weren't going to let a cheap piece of wargear shut down an entire factions unique armywide special rule.
>>
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>>49537463
>>
>>49536500
And the only "downside" is that they are Elites now.
>>
>>49537489
Hm so if I were to run a Tau Hunter Cadre formation, none of the units would have ObSec right?
>>
oh actually never mind I found it

I'm pretty sure it's still infiltrating because of the wording, just in a strange way. There's a reason they specified "Unlike other units that Infiltrate or arrive from Reserves..." in >>49532588

>>49537486
>The designers weren't going to let a cheap piece of wargear shut down an entire factions unique armywide special rule.
Except they've done that several times in the past. This is the sort of thing I'd actually like to see answered in a FAQ now that they've started doing those again.
>>
>>49537548
The only times something is Obsec is

>Troops in a cad or allied detachment
>when the formation specifically says certain parts of it are Obsec
>If the model itself has a rule that confers obsec
>>
>>49536500
This is all stuff they always should have had.

Genestealers were intended to be the best melee unit in the entire 40k universe point for point.

They just got fucked over the last 8 years because bitter, vindictive Imperial fanboys were put in charge of doing Tyranid codexes and intentionally fucked all their shit out of spite for personal issues with people in the hobby community.

No I'm not kidding.
>>
>>49534288
You have to, because before being a pathfinder/firewarrior you haven't even been in the field. Also, to have the honor of piloting a Crisis, you must do something heroic. Many Tau never rise above Shas'ui, but still a firewarrior.
>>
>>49537486
The first sentence of Cult Ambush says Infiltrating Units, how would servitor skulls not work?
>>
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>Orks will never get a release this good
>>
>>49537572
And for the record, if my interpretation is accurate servo-skulls will ONLY stop the pre-game infiltrate. They can't do shit to units arriving from ongoing reserves.

hardly crippling, just prevents potential turn 1 rapes
>>
So what, are you just supposed to bring an inquisitor with skulls every game on te chance youll fight gsc?

Or are you a list tailoring faggot who just beings them if you know ahead of time
>>
>>49535317
not bad but this needs to be more open as most are race specific


91-95: Another Cult, roll a d6: 1-2 Chaos Cult, 3-4 Bizarre offshoot of the Imperial Faith, 5 Cult of Ynnead, 6 Genestealer Cult
>>
>>49536988

Don't recognize EDT.
>>
>>49537660
Actually I believe you're correct now, yeah. Servo-skulls prevent the turn 1 ambushes, but not subsequent ones.
>>
>>49537677
Just discussing the rules because that's what you do with a game, don't get your panties in a bunch faggot.
>>
>>49537691
> Cult of Ynnead
the hivemind will transform into Ynnead once it has absorbed/eaten all the eldar souls
>>
>>49537677
Servo skulls and cheap dispel dice are pretty much universally handy. And it gives you an opportunity to convert some henchmen.

>>49537705
Yeah, I wasn't sure until I saw the missing page. That's why I was so keen on finding it.

Pretty fluffy to have an inquisitor sniffing out the cults, to be honest. Even if probably unintentional.
>>
Which armies don't have units with +3 saves?
>>
>>49537548
Nope, iirc it fits into some Tau philosophy that holding ground is less important when you could give up objectives to maintain distance and just take it after the enemy is dead.
>>
>>49537740
but it will only exist on an eldar world, just like the imperial faith is rare on non-human worlds
>>
>>49537760
imperial guard
>>
>>49537760
Like, any at all?

Imperial Guard is the only one that comes to mind.
>>
>>49537760
guard? think thats it really
>>
>>49537760
astra militarum
genestealer cult?

DE have only their monstrous creatures and incubbi so they might count as well
>>
>>49537784
>>49537787
>>49537791
are engineseers not 3+?
>>
>>49537787
Militarum tempestus doesnt have them either, but they arent a real faction either, too
>>
>>49537677
Servo-Skulls are also usable for:
-Screening against Scouting Bikers (meaning White Scars/Dark Angels)
-Denying infiltration in general (So if you opt to deploy second against a Tau player, you have some insurance against him infiltrating his Broadsides for the best turn 1 shots).
-Playing with blast weapons. Seriously, "Scatter 1d6 less" can practically guarantee auto-hits for any direct-fire blast weapons (Thunderfires, or any "Direct Fire" artillery in Emperor's Wrath).

Plus Inquistion gives you cheapish Warp Charge caddies.

Saying "Servo Skulls just to defend vs Stealers" is not looking at the complete picture.
>>
>>49537787
Harlequins, Militarum Tempestus, Skitarii (im pretty sure anyway)
>>
>>49537777
nice quads you got there m8, all hail the 4 armed death god
anyway, yeah, of course it wouldn't exist outside of eldar society
>>
>>49537806
oh yes, forgot.

Then its down to militarum tempestos and harlequins?
>>
>>49537833
I believe skitarii don't have 3+ saves either
>>
>>49537826
Oh yeah, forgot about the skits and harlys.
>>
>>49537787
Imperial Knights
>>
>>49537695

Elysian Drop Troops
>>
>>49537859
Lol.
>>
>>49537659

Orruks did though.
>>
>>49537760
Any Death Korps or Elysian army, I don't think they can take engineseers.
>>
>>49537826
Solitaire has a 3++ invulnerable.

>>49537884
Technically correct is the best kind of correct.
>>
>>49537888
who?
>>
>>49537859

thebestkindofcorrect.gif
>>
>>49537907
Age of Sigmar Orks(Copyright Citadel Ltd. All Rights Reserved My Balls Sit In A Jar On My Lawyers Desk)
>>
>>49537888
>Shitmar

Oh boy cant wait to blow hundreds of dollars on an army for a game ill get bored of playing in a few months because it has all the depth of a kiddie pool
>>
>>49537941
>Age of Sigmar
whao?
>>
>>49537760
I dont think renegades and heretics have any
>>
>>49537907
Sigmar orcs with a new name for legal reasons. They apparently win tournaments, so GW knows how to make orcs decently well they just don't in 40k.
>>
>>49537955
>Sigmar
>tournaments
kek
>>
>>49537955
Thing is anything can win a tournament in AoS because it's all equally stupid and diluted into tasteless RNG.
>>
>>49537954
heretek has a 3+ armor
it is an option for your warlord
also they get some space marines and artillery
>>
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>>49532562
It's kinda strange that the Purestrains have a 5++ while the Patriarch doesn't. I mean, it hardly matters since he can just Look Out, Sir! all day, but it still feels like an oversight.
>>
Looking to start IG at 1500. I'm thinking mechguard, is this still viable? Any advice on starting? I definitely like the look of Pask.
>>
>>49538023
Not really strange. He's old and fat. That's why he has to have bullet catchers.
>>
I'm going to start a harlies army but the idea of painting such intricate designs is intimidating. I do want to do Midnight Sorrow but maybe I should just coward out and do Frozen Stars, I like their colour scheme.

Does anyone have any nice pictures of easy harlequin schemes?
>>
>>49538067
>old and fat
>S6 I7

Welcome to the next fucking cheese codex. Based on what we've seen so far, how are we going to counter this? (Assuming servo-skulls don't stop their shenanigans)
>>
>>49537974
>>49537986
The best part of the joke is it was archer spam, so they just shot up anything they wanted before it could get to melee. The shooting phase reigns supreme.
>>
>>49538106
>Everything you fight has to be "countered"

Taufag detected
>>
>>49538067
He's got I7, WS7, A4, Inflitrate, MtC, Fleet, Ambush and RttS. None of those point towards someone immobile and slow.
>>
>>49538026
if you do not play in a cutthroat environment, yes.
start with one or two start-collecting boxes as they are cheap.

also you might want veterans with melta or plasma. Unfortunatly these guns are rare, but there is a unfortunatly somewhat expensive 2metal-model set still available.
>>
>>49538138
>Just let run a train over you, don't even try to fight it, you can't win
Sorry but I agree with this mind set, I don't play Orks.
>>
>>49538144
>>49538106
it says right there he's bulky

maybe the patriarch should lay off the big macs and chocolate sundaes if he wants to get the hyper-reflexes of his youth back
>>
>>49538160
Id rather go in and get a bloody nose and squeak out a victory than countering my enemy and tabling them like a fag

God forbid your enemy is an actual threat
>>
>>49538106
Does someone have the Servo Skull rule on hand? I can't look it up right now, but I wonder if it specifies Infiltrate.
>>
>>49538189
What are you even talking about?
Didn't I just say I agree?
>>
>>49538197
>Servo-skulls are treated as counters, rather than units, for all intents and purposes. They
are placed on the battlefield after deployment areas have been determined, but before any
forces are deployed. Each Servo-skull can be placed anywhere on the battlefield outside
the enemy’s deployment zone. Once deployed, Servo-skulls do not move.
Enemy infiltrators cannot set up within 12" of a Servo-skull. Similarly, enemy scouts
cannot use their pre-game move to approach to within 12" of a Servo-skull. A friendly unit
arriving by Deep Strike rolls one D6 less for scatter if it aims to arrive within 12" of a
Servo-skull. Likewise, friendly blast templates placed within 12" of a Servo-skull roll one
D6 less for scatter.
Servo-skulls are considered too small and agile to be attacked and cannot be harmed in
any way. However, should an enemy unit move within 6" of a Servo-skull, then the Servo-
skull will self-destruct or flee the battlefield – remove it from play.
>>
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>that one lore element that will never be mentioned again

What is it /tg/?
>>
>>49538242
Sensei/Illuminati
>>
>>49538189
If you get raped you're the fag. A black friend of mine told me that's how it works in prison, the rapists are straight and the raped are the gay ones.
>>
>>49538242

The Ork/Tyranid stalemate's consequences will never actually be seen.
>>
>>49538242
Helbrecht/Yarrick/ghazghkull's love trio.
>>
>>49538221
not sure servo skulls stop cult ambush, as you're using cult ambush instead of infiltrating at the start of the game.
>>
>>49538308
I agree, that's why I said we should ignore the servo skulls when thinking about how to counter the gcult.
>>
>>49538308
units that are infiltrators can deploy via cult ambush instead of normally
servo skulls say "infiltrators cannot deploy within 12"
even if your deploying via cult ambush, your still an infiltrator
>>
>>49538221
>>49538308
I agree, Infiltrate enables Cult Ambush, but has nothing to do with the actual setup.
>>
>>49538242
Wasnt there once this one thing about how a strange portal opened in space and started spewing out lovecraftian horrors that were not of the warp and spread madness and physical anomalies wherever they went? It was something that seemed kind of neat but I cant find anything on it anywhere
>>
>>49538023
>patriarch cant take scything talons
awww, i have an old broodlord models with RC/ST
oh well, guess i will have to be satisfied with having ONLY 4 str 6 ap 3 rending.shread, +4str 4 rending attacks, and a lvl 2 psykler for 125 points
real shame
>>
>>49538341
Hrmm, I see where you are coming from and it's a valid point. If I were to Deep Strike a unit with Infiltrate, would they also not be able to deploy within 12" of a servo skull?
>>
orks ofc
>>
>>49538341
But you are not infiltrating, which is what servo skulls stop
>>
>>49538258
Eh, it's making headway.

Ghazghkull arrived. So I'm guessing that Orks will either leave or win
>>
>>49538395
Don't forget his 20 ablative wounds that he can use even in a challenge.
>>
>>49538406
No, because they are deep striking on from reserves, not infiltrating.

>>49538431
You're quite explicitly infiltrating, just in a non-standard way. That's why they have to reiterate in They Came From Below that the unit can, unlike normal infiltrators/reserve units, charge on the first turn/the same turn they arrive.

It's a rule interaction worthy of FAQing for clarity, but read >>49532588 and >>49537572 carefully.

It's also only useful on the first turn, since servo skulls have zero effect on ongoing reserves.
>>
>>49537824
>Infiltrating his Broadsides
What.
>>
New SoB models when?
>>
>>49538468
>No, because they are deep striking on from reserves, not infiltrating.
Then it wouldn't affect Cult Ambush, either. Because they aren't infiltrating, but rather are "set up anywhere on the table that is more than X away from the enemy". (>>49532588) Infiltrate (or Scout) is never mentioned anywhere.
>>
>>49536500
Explain why the xenophase blade fucks that 5++.
>>
>>49538500
Theyre right after the squat/hrud release
>>
>>49538515
Forces reroll on successful invuln saves.
>>
>>49538381
I'd like to know more,if there is more
>>
>>49538532
Why the fuck do they keep taking shit away from other factions and giving it to marines?

I would kill for my swarmlord to stoll have this ability
>>
What do soldiers use in close combat (those without swords and other fancy toys)? Do marines use knives or their fist for close combat? What about the rest of the armies?
>>
>>49538514
>Infiltrate (or Scout) is never mentioned anywhere.
"Units with this special rule that Infiltrate can choose to roll on the Cult Ambush table, opposite, instead of deploying normally"
"Unlike other units that Infiltrate, the ambushing unit can charge on the first turn"

it seems pretty clear cut to me, man
>>
>>49538602
They unlock the ambush table by havng infiltrate, they dont deploy using infiltrate, they deploy using the ambush table, which is not infiltrating nor does it refer to itself as deploying by infiltrate.
>>
>>49538623
Fuck off, rules lawyer cunt.
>>
>>49538550
Because anyone who isn't 7ft tall and wearing power armor is completely irrelevant as soon as one spess muhreen appears? And if no space marines are there give the toys to the Tau?
Still slightly salty over the Stormsurges killing 13 times their number of knights in a knock-down fight from 3' away in the Mont'Ka book because plot armor is apparently literal.
OK, monthly grouch over lack of Admech variety or wins done. Sorry to moan.
>>
>>49538623
If that were the case, they would not need to specify "unlike other units that infiltrate".
>>
>>49538648
Yeah, theyre unlike other units that infiltrate because they arent infiltrating
>>
>>49538541
Well besides what I said I do recall that this event swepped across a sector killing, mutating, and driving insane all in their way until being solved when ordo xenos inquisitors took command of an imperial navy fleet and bombed the shit out of the portal with missiles until it went away but a navy is still left guarding the area in case that shit happens again
>>
>>49538656
So I'm guessing you think results 1-5 can also charge on the first turn? Because if they aren't infiltrating, the no-first-turn-charge thing doesn't apply to them period.
>>
>>49538623
they deploy using the ambush chart, instead of normally, but are still infiltrators
(note that its infiltrators, not infiltrating, and skulls work on infiltrators) i know its a bit nit-picky, but deploying by ambush is an alternate infiltration
>>
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>>49538696
RAW, yes

Dont blame me, blame the writers.
>>
>>49538696
Not him, but I'm fairly sure units arriving from Reserves cannot charge unless explicitly stated otherwise.
>>
>>49538541
>>49538681
Oh yeah and I think it was called the forgotten apocalypse or something like that
>>
>>49538708
NO

>>49538738
This is correct

RAW, ambush table counts as its own special deployment, not infiltrate.
>>
>>49538738
Correct. But remember that deploying your army, your infiltrators, and moving your scouts happens before the game starts and does not involve reserves at all.

This smart guy thinks that "Cult Ambush" is a new out-of-sequence deployment separate from infiltration, "unlocked" by the act of infiltrating.
>>
>>49538705
I agree with you on the servo skulls blocking the Cult Ambush thing, but I like how that rule specifying "Infiltrators" has technically blocked my Skitarii Infiltrators from deployment there as well :) I don't even mind, it's just funny.
>>
>>49538705
but you can also deploy using the ambush table, and contrary to popular belief, there is no actual rule against assaulting on the first turn
>>
Arguing RAW vs RAI is pointless

Just don't be an asshole
>>
>>49538532
How does that even make sense? They just dodge.
>>
>>49538818
meant to quote >>49538738
>>
>>49538841
it's got a magnetic attraction to fag-ass dodging because xenotechnological magic
>>
>>49538789
Just going by RAW it does seem like it'd be a seperate thing from Infiltrate, I'm kinda forced to agree.
That said, this is in dire need of an explanation via FAQ.
>>
>>49538886
I mean, decide for yourself. I already posted the RAW here >>49538602

Specifically mentioning the exceptions to the normal reserve/infiltrate rules in the Cult Ambush table isn't something done on a whim, but I'm sure people will argue until they're blue in the face about it so they can charge on the first turn with all of their units regardless of ambush roll.
>>
If Cult Ambush table doesn't count as infiltrating then neither does Polymorphine, so enjoy sticking a dozen Calliduses into combat on turn one.
>>
>>49539070
m8, callidus are so shit, you can go for it
>>
>>49539070
Except that Polymorphine explicitly states that she is using her infiltrate rule to deploy, were as the Ambush table does not
>>
>>49539161
The cult ambush specifically specifies "units that infiltrate." At what point do these units stop being units that infiltrate?
>>
https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Genestealer_Cults_(7E)

Article already getting updated for the codex, for those that care to browse.
>>
>>49538961
Better question is that do the counts that count deploying via cult ambush as infiltrating. As in, can't be placed within 18 inches of enemies. The three obligatory scout squads in every gladius who infiltrate could block most of the table from cult units.

And if you try to argue that cult ambush doesn't count as infiltrating, then someone else can start saying that you can assault since technically there is nothing that says you can't.
>>
>>49539182
power pick is just s+2 ap3 melee unwieldy, not rend+shred.
>>
>>49539176
NO, it says that units that can infiltrate may instead arrive using the Cult Ambush table

Nowhere does it say the unit is USING the infiltrate rule to deploy, unlike the callidus where this is explicitly stated
>>
>>49539206
>Nowhere does it say the unit is USING the infiltrate rule to deploy
If it isn't using the infiltrate rule to deploy it isn't infiltrating. It therefore is not a unit that infiltrates, and therefore cannot roll on the cult ambush table.
>>
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>>
I finally managed to convert that fuckin piece of scrap-code. GW's styles and formatting is atrocious in their latest EPUBs. Had to manually clean it up.

PDF of Kill Team: http://www36.zippyshare.com/v/2awAO0Wr/file.html
>>
Pretty early, but do you guys think it'll be worth bringing Nid or IG allies for a GSC? Not sure if they specialties will be worth more than just going deeper into what GSC already does.
>>
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>>
>>49539206
>Nowhere does it say the unit is USING the infiltrate rule to deploy
"units with this special rule THAT INFILTRATE"

Yeah it does
>>
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Is this the power of not having someone who hates your army write a codex
>>
>>49539199
cult ambush changes the distance you are forced to deploy (to 9", 6", or 3"), or let you walk on from a board edge. That won't work
>>
>>49539206
>may instead arrive using the
look if you're getting into a RAW discussion, you can't mangle the RAW

>Units with this special rule that Infiltrate can choose to roll on the Cult Ambush table, instead of deploying normally.
key words here
>Units / - / that Infiltrate
They are infiltrating (as in, deployed as infiltrators after deployment). They are just deployed in a non-standard way, as described via their roll on the Cult Ambush table. Unless specifically mentioned on the Cult Ambush roll, they still follow the standard rules for Reserves and Infiltrate.

Otherwise some tosspot could theoretically argue that you CAN'T deploy any models via Cult Ambush before the game starts, because only infiltrating units can do that, and all your units would go into Ongoing Reserves as per the Cult Ambush RAW.
>>
Fucking fine

You can use your imperial superfriends bullshit to counter an entire armies special rule

happy?
>>
>>49539303
RAW is not always pleasant or kind. I'm sure you'll find some consolation in what looks like an excellent book with fantastic miniatures and rules.
>>
>>49538841
Why do reflexes give an invulnerable save?
>>
>>49539303
it would only work on the first turn anyway. Coming in from ongoing reserves wouldn't be affected by servo skulls.

(and only like what, one? unit in the book has infiltrate natively?)
>>
>>49539266

Remember when Genestealers didn't NEED a bonus attack, a 5++ or stealth, because they could charge immediately after outflanking or infiltrating, every time?
>>
>>49538835
You're on /tg/ you should know how hard that is for some of the autists that frequent this board.
>>
>>49539348
>remember when Genestealers

oh i used to run 'steler shock all the time, with 4+ str 5 lads, and AP 2 broodlords, it was disgustingly broken. good times
>>
>>49532747
Bump this.
>>
>>49539329
because AP cant penetrate moving quickly
>>
>>49539348
now they have both!
>>
>>49539348
assaulting on outflanks should come back, considering it's arguably less reliable than deep striking and blowing shit up with guns
>>
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>>49539266
Christ. They get Stealth, +1 Attack, 5+ Invuln, possible Furious Charge AND Cult Ambush/Return to Shadows... For no additional cost! Fucking hell... At this point, I think the pendulum may have swung too far the other way and they might be overpowered.
>>
>>49539411
So they're so good at dodging they can avoid weapons that bombard a whole area, such as ignores cover blasts?
>>
>>49539424
Says the Ork poster.

It's ok, I don't blame you if you don't have a clue what a good unit looks like. I wouldn't expect you to have ever seen one.
>>
>>49539424
Naa, they still die to fucking bolters, and they are more costly than marines. they are good, but far from OP.
>>49539439
yes, hence why you only get a 5++ and only if you are REALLY fast, like beyond human fast
>>
>>49539439
if they can dodge/survive heavy flamer blasts in space hulk, anything's possible

Don't expect a 5++ to give you much, though. Anyone who plays terminators can tell you that.
>>
>>49534042
I always figured that the Cadian doctrine in the event that Cadia falls is that EVERY LAST Cadian Regiment operating in the Anterior Guard is recalled immediately, despite the wartime conditions.
>>
>>49539424
>they might be overpowered.
>might be
They are. No wonder GW pushed the Traitor's Hate formations so hard, no one will want to buy possessed or berzerkers now, seeing what these mofos can do.
>>
>>49539451

SAVAGE

Are you an aussie by any chance?
>>
>>49536905
Yep, dice, cards, codex, how to paint, that Legends of the Dark Millenium: Genestealers book and a squad of neophytes and acolytes.
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