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I thought orks were the biggest and strongest.

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Thread replies: 272
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I thought orks were the biggest and strongest.
>>
You've been punked. Just like Justin Timberlake.
>>
>>52436138

Orks really are physically weak arent they?
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>>52436122
Not against the breath of Sanguinius!.
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>>52436466
This.
/thread
>>
>>52436122
>S3
>I2
>>
>>52436449
they're on par with a current day MMA fighter
>>
>>52436122
I mean, they kinda are, at least in comparison to Marines. A 10 month old Ork is stronger than a 10 month old Human, a 14 year old Ork is stronger than a 14 year old Marine-Neophyte and a 100 year old Ork is stronger than a Tactical Marine in Power Armour.
>>
>>52436122
The 3rd Ed. Ork stat-line is quite formidable in 2nd Ed./Necromunda/Armageddon melee combat. Most notably I2 means almost nothing. They have a hard time hitting things in cover/at long range with shooting though. They aren't great with or against overwatch either.
>>
>>52436541
>I2
Irrelevant.
>>
>>52436541
>aeldari are a shooty race!
>I5
>>
>>52436553
They're much, much stronger than that, they're basically guerrillas in terms of pure muscle power and can rip a Human's limb off with a good one-handed pull. The issue is the difference between S3 and S4 can be 'average Human civilian' to 'bench-pressing a ton and a half.'
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>>52436541
>Not knowing the WAAAGh rule.
They had a very good chance on doubled I on charge and lowered armor saves down to 4+.
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>>52436122
There's a dead scout in this pic.
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>>52436588
>The 3rd Ed. Ork stat-line is quite formidable in 2nd Ed./Necromunda/Armageddon melee combat.

How good were orks in 3rd ed.
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>>52437257

He looks like he was killed by falling masonry, not the Orks though...
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>>52437939
Industrial accidents are the leading cause of human death in the 41st millennium barring death by creatures the wonderful Inquisition says I can't speak of, if you see any signs of worn or failing architecture, make sure to report it to your local Tech-Priest immediately, so we may delegate the task down to menial slave labor.
>>
>>52438002
lul
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>>52438002

Didn't we work out from the Deathwatch RPG that falls were the #1 most effective way of killing a Space Marine?
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>>52438002
>>52437939
Codex Astarters says always wear helmet, fucking follow it
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>>52438247
Based off my experience with Dark Heresy, I wouldn't doubt it. Just like how all combat injuries will be to the legs.
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>>52436541
turn two, waaggh
20 boys in a wagon
move 6'', boys jump out within 6'' in front of wagon, roll 5'' to run. within charge range. roll 4 on charge, re roll a 10''. My boys made a 23'' charge

we'z iz a melee race boyz
>>
>>52437881
The 3rd ed. rules are basically current 40k. Orks had a completely different statline in 2nd ed. Much closer to humans.
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>>52438247
>>52438394

How hard is it to kill a Space Marine in those games?
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>>52438582
Depends on what your hitting him with.

Without taking armor penetration into consideration, a Marine can soak 16-18 points of damage, per hit, before losing any health. A lasgun does 1d10+3 damage. So, rules as written, a lasgun cannot hurt a Marine even if it rolls max damage (without taking into account crits, which either let you roll an additional damage die or do a minor critical effect, depending on which version of the rules you are using).

However, against things that have good armor penetration (meltas and such) the Marine is only soaking 8 points of damage, which means he will take much more damage. Marines have around 20 Wounds, IIRC.

So you have to use the right weapon, other wise the hit will bounce right off.
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>>52438002
> The Inquisition has banned mention of stairs.
>>
>>52438686
So basically space marines wont be fighting anything less than a CSM then, right?
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>>52439073
The game has mechanics to somewhat get around it. The GM can form groups of weaker enemies into "hordes" which are represented as a single, abstracted entity (think an entire squad of guardsmen). The horde gets to roll additional damage dice based on its size to represent sheer weight of fire.

So, a single guardsmen is never going to beat a Marine but a squad of them has a chance.

Deathwatch and Black Crusade (the two games with Marines as PCs) categorize enemies into one of three categories:
1) minions(?) (guardsmen, Ork boyz, etc) which are designed to be fielded as hordes
2) elites (CSM, Nobz, Tyranid warrior) which are intended to be capable of fighting a Marine 1v1
3) Masters (daemon prince, hive tyrant) which should require the entire party to deal with.
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>>52439073
>>52439170

Note that these rules don't apply quite as much with NPC Marines. Player characters (particularly in Rogue Trader and Black Crusade) can get access to very powerful weapons that can allow them to solo Marine NPCs.
>>
Has the situation gone to shit so bad that the BA Scouts are fighting Orks in an environment not suited for Scouts?
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>>52439312
That pic makes me think Scouts are alot stronger than what let on.
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>>52437939
You can clearly see a bullet hole.
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>>52437257
Two actually.
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>>52436541
>S5
>Iwhocares
Necromunda fixes orks.
>>
>>52436449

An Ork Nob can rip a man in half and a pull a space marines arm off.

Eh, I love orks for fluff, but table top they have so much going against them.
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>>52439170
Unless you're in a Black Library novel, in which case a gang of plucky guardsmen can off a trio of Chaos Space Marines without losing a single man.

I love Abnett and I love Gaunt, but good lord do I roll my eyes at times.
>>
>>52443301

Traitor General really was where the Ghosts series CQC-diveslammed the Blood Pact over the Carachadon. Past a point, you know a Ghost casualty by their status as named and their lack of presence in the prior 3 books.
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>>52443451
Wait what?
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>>52436541
>I2

So? When will this meme die?
>>
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Lemme post the leaks. Shadow Wars makes Boyz pretty damn killy.
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>>52444308
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>>52444308
Yeah but they can apparently only see up to double their initiative so they're almost completely blind.
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>>52444315
>>
>>52444308
>>52444315
>>52444328
This gives me warm fuzzy feelings. I missed 2nd ed. so much.
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>>52444321
Chances are their stats won't be the exact same. Although technically, orks are renowned for having pretty fucking terrible eyes.

>>52444328
And the last one.
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>>52438686
>>52439170

Compare that with falling damage, which ignores armour, and does 1 damage per meter fallen + 1d10 impact damage, but ignores armour.

So you'd need to push him down 4 meters before you'd probably even damage him. 20 meters on the other hand might kill him. 40 and he'll go kersplat.

So, basically, the best way for a guardsman to kill a marine is to fight them next to a slippery cliff or in a high-rise or ruined skyscraper.

At least, that's how it works in Only War.
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>>52444380
We have the Ork stats from GAMA.
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>>52437257
>getting killed by orks
lol noob
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>>52437257
>I seriously hope ya gitz don't do dis.
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>>52444422
Well damn. I guess grots will be used to scout then.
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>>52444238
It'll die after the orks do
Because it strikes first due to better initiative
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>>52444321
Orks don't need to see to shoot, they don't care what they hit most of the time.

Wonder if they'll let you spray and... not pray, spray and yell, maybe?

Actually, looking at >>52437257, there's a boy near the back who's quite clearly not aiming, or even looking.
And I can't actually see any ork casualties (maybe clawboy, right at the back?)
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>>52444422
So boys are kinda like... Current boys, but they gained +1 STR and lost furious charge.

Powerklaw is incapable of punching through terminator armor if I understand it correctly. How the hell do you kill a terminator in this game then...
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>>52444932
>How the hell do you kill a terminator in this game
Can Stealers do it?

Can't see if it's 3+ on 2d6, or 5+ on 2d6

By my count Power klaw is -3 Sv, and then assuming it's a Boss Nob using it gives another -4 (or do they not stack?) - even if it's a 3+ on 2d6 and you only get to use one save modifier, you've still gone from rolling over 3 to rolling over 7, which isn't nothing. But Termie armour will save ~50% of the time

Terminator Armour used to be a Big Deal - looks like this will hearken back to that.
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>>52438430
What's this about charging after running?
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>>52444932
>How the hell do you kill a terminator
shoot them with anti tank weapons
>>
>>52444308
>>52444315
>>52444328
>>52444380


Someone can take picts of Tau Pathfinder rules from retailers Shadow Wars Activity Pack?
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>>52444308
>>52444328
>>52444315
>>52444422
What sort of sized games are Shadow Wars designed to be played at, compared to say, Kill Team?
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>>52445489
it's necromunda

probably 5-10 models a side, like the starter, with the number varying depending on how many expensive specialists you decide to bring
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>>52436122
I2, that Ork will punch that scout's head off after he finishes getting slapped.
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>>52445563

Initiative doesn't seem to actually do much in close combat anymore. CC is now "Roll higher than your opponent with at least 1 dice, apply the difference in number of hits."
Initiative is literally only used in draws now.

All Orks also get +1 Attack on the Charge, and start with 2 attacks native. Oh, and the guy who charges get's to add 1 to his highest score as well.
I can't say I mind that GW are basically bringing back 2nd Edition 40k at all right now.
Although I do wonder what New-Crons are going to make of it.
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>>52439424
Scouts are still Space Marines. While they lack the assistance of the Power Armour's servos, they can still punch most living creatures into next week.
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>>52445273
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>>52446096
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>>52446096
>>52446106
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>>52446096
>>52446106
>>52446113
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>>52446096
>>52446106
>>52446113
>>52446121
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>>52446096
>>52446106
>>52446113
>>52446121
>>52446130
/end
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>>52436630
>Guerilla
>Gorilla
>>
>>52446140
those your images, or are they posted somewhere else? kinda interested in all the other factions as well.

>taking an ethereal in on a sneaky clandestine operation
oh shit tau what are you doing
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>>52446209

Maybe it's the Ethereals sneaky clandestine operation? Maybe he's a maverick, and the only one who beleives that the Orks are smart enough to stockpile vague-bullshittium and he's taking a loyal troop of crack pathfinders with him for the Greater Good?
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>>52436122
I think mundageddon is the best thing that happened to 40k ruleswise
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>>52446209
simultaneous sources from reddit, bolter and chainsword, twiiter and facebook
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>>52445105
you can do that if you waaaagh
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>>52446209
12 factions:
Tau, space marines, chaos space marine, astra militarum, Nids, Genestealer cult, Orks, Cult mechanicum/skittari, Imperial agents, Eldar, dark eldar, necrons
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>>52446359
all factions are in rulebook?
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>>52446440
nope, only space marine (vanilla, blood angels, dark angels and space wolves) and orks (all clans)

Tau, chaos space marine, astra militarum, Nids, Genestealer cult, Cult mechanicum/skittari, Imperial agents, Eldar, dark eldar, necrons with downloable rules from gw website.
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>>52446478
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special operatives models in factions rules have promo cards in retailers activity pack.
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>>52437881
Point cost per model did them no favors. 9 a piece, I think. There was a reason why everyone used Kult of Speed.
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>>52446478
>Imperial agents,
what's in these? acolytes and shit?
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>>52446732

Assassins as well maybe?
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>>52446742
I'd expect deathwatch and inquisitors before assassins, really.
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>>52446503
The extra Movement is kinda weird to me
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>>52447003
you'll get used to it

t.fantasyfag
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>>52444932
as I understand it Powerclaw itself modifies the save with -3. Additional to that, the strength 7 will be additional -4. But I'm not 100% sure.
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>>52446478
Shootas or Sluggas on Blood Axes?
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>>52447110
No, that scouts have 5 to everyone else's 4, not the thing in general
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>>52447192
they probably wanted to give scouts a reason to exist over full marines, without going back to the BS3 T3 they had in 2e
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>>52436630
A gorilla is about 20 times as strong as an average dude, so I'm gonna say no to that.
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>>52446732
Inquisition, gk, Lotd, assasins
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>>52439201
>Player characters (particularly in Rogue Trader and Black Crusade) can get access to very powerful weapons that can allow them to solo Marine NPCs.

This, and with the hideously unbalanced rules in Only War, I imagine you can get an Enginseer up to 40-something damage reduction without too much trouble.
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>>52446478
Please, show us ork tables and rules. Im especially interested in nobs and flashgits.
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>>52447397

If the GM let's you. The GM's got just as much scope to fuck you over in that game as you have to fuck with him.

40 something damage reduction? That's impressive, time to give you a Daemon possessed Renegade Warhound as a recurring villain then.

You can solo a Marine because everybody has Melta and Plasma guns? Time to take those away in a logistics snafu.
Or just make it so your on the front for so long that your ammo runs out.

Good thing you have a gun with that you can recharge by plugging them, or just heating them over the fire isn't it?

>Doesn't that drastically reduce the packs life expectancy?

Not as much as not having a loaded gun will reduce yours.
>>
>>52447583
>The rules are fine because the GM can change them.
ok
>>
>>52447864

Those aren't changes in the rules. These are things the GM can do within them just fine. If power creep is a problem there are bigger and badder things you can throw at them, including the Imperial Beauracracy if this is Only War.

Rogue Traders though, there's not much the GM can do to slow them down, as Power Creep is pretty much the name of that game.
>>
>>52436122
Dose humies iz dead fasta.
>>
>>52447864
He's right though, the books actually set a whole system that can fuck you over or be a bonus with requisitions, and does tell the GM to do whatever is fitting.

Easy and fluffy way to make it a wee bit harder/easier, without having to resort to "rock falls, everyone dies" level of bullshit.
>>
>>52446532
Seeing as MT Scion is one of these special operatives, there's no MT team?
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>>52448872
>>52448889
>>52448905

Doing gods work here anon. Is there anything on Crons or Nids floating about already?
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>>52448926
bad pic and only in french
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>>52448926
>>
>>52446359
Sister of Battle confirmed to be Squat
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>>52446478

Are Sisters of Battle part of Imperial Agents? They most recently turned up in that codex.
>>
>>52449028
no rules for sister of battle
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>>52448671
>Penalize requisition so nobody has any gear
>I'm still standing here with my 40 damage reduction
>Everybody else spends all their time cowering and hiding while I'm slowly grinding increasingly ridiculous enemies to death via fire damage and fatigue over the course of hundreds of rounds
Sounds like a great campaign.
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>>52449109
No, Sisters are getting axed. On the good side we might get a SoB army in AoS, Squat show up there.
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>>52449012
>>52449116
Can you hook a guard up with Militarum Rules? I need my dose of bodycount
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>>52444471
You made me spit out my Dr. Pepper.
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>>52449160
>>52449192

special ops (not all)
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>>52449116

Well...shit. I was rather enthusiastic about playing with my Seraphim when I saw bolt pistols being +2 at 0-8.
>>
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No Sisters of Battle.

Fucking why? Also motherfucking Grey Knights and no Inquisitors?
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>>52449235
gk is hihgly cost warband
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>>52449364
Could you post Skitarii and Stealer Cults?
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>>52449364
Do Inquisitor have rules? I can live without SoB, but using IG as count as Inquisitor is going to sucks.

Specially in a game called Shadow war.
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>>52448987
>>52449012
>>52449364
>>52449547
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>>52437257
>Using night vision in the middle of the day
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>>52449644
MIMES ARE BACK
*silence*
>>
>>52448987
>>52449012
>>52449364
>>52449547
>>52449562
>>52449587
>>52449604
>>52449622
>>52449644
>>52449661
and space marine scouts, ork boyz and Imperial guard (from rulebook) comes in this retailer kit.
>>
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>>52449752
>>
>>52449752
maybe more units comes later.
>>
>>52449787
maybe? xD
>>
>>52449771
No Sisters of Battle or Inquisitor makes it automatically trash.

I wanted to love you! Why do you hate me?!
>>
>>52449854
You do not understand the joys of pain, blood and suffering.
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>>52436122
Being large and strong is not a magic shield against being punched in the face. Orh 'avin a glass jaw ya pansy git.
>>
>>
I never got into 40K because I didn't want to drop $2000 on paints and like 300 fucking models.

I'm REALLY interested in Shadow War Armageddon. Will people actually play it? In your experience, is this just going to be a little wonky flavor of the month side release from GW that'll fade into obscurity like the shitty meme formats of MtG (Archenemy, what a waste of money)?
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>>52436122
S4 > S3 my green friend.
>>
>>52444932
They dont have furious charge anymore but choppas are +1 strength.

>>52447132
They don't stack, you choose the -3 or the -4.
-4 means they have to roll under 7 on two dice to save.
>>
>>52450294
Shadow wars is basically necromunda from rules perpective.
>>
>>52450358
So you're basically telling him that no one's going to play it.
>>
>>52450294
Honestly if people bring specialty games to the store and crack them open in my experience people tend to be more than happy to play it. I've played Lost Patrol a fair bit and brought Deathwatch Overkill and could almost always get games. The rules for different factions would only make it easier, I'd imagine. I think it'd be about as popular as Kill Team.
>>
>>52450304
Strength actually matters very little it seems.
You roll X dice, X being the number of attacks you have, and add your weapon skill to your highest roll.
The player who wins gets roll to wound while the other player gets nothing, initiative is only used to break ties.
SM scout vs an Ork boy would be
D6+4 vs 3D6(pick the highest)+4, scout wins in the event of a tie.

I'm not sure what the probability of Orks winning is but it seems to be they would have a clear advantage, at the very least the scout is putting a lot of faith in a single dice roll.

Futhermore, the number of hits you get is how much higher your roll is compared to theirs, three dice means the Ork should roll consistently high so the scout may only get 1 or so hits even when winning but if the scout rolls a 1 the Ork will pound him with a shit load of attacks.
>>
>>52450396
look this

http://imgur.com/a/7FVNg

and vids on twitch thedroppodcast
>>
>>52450472
Don't forget that every 1 is -1 to you and every 6 is +1 to you.

Rolling 3d6 means you're more likely to get those outliers, but since they both have the same probability of appearing (1/6) chance, they statistically cancel one another.
>>
>>52450472
Strength has a little bit for wounding, and also for armour modifiers - see >>52444308, anyone above 3 will be affecting armour

Bad news for the Boyz that, but not like they had armour anyway (I thought most orks were S4, but apparently not)
>>
>>52436541
Well, both pasty conscripts fresh out of civilan life and deathworlder veterans like Catachans thar can bend steel bars with bare hands are S3, so that does not say anything
>>
>>52450729
Choppas now give +1 strength so slugga boyz are S4 giving -1 rend.

Even so, extra attacks and ws4 means that they are more likely to win combat so even if they don't wound, as long as they win combat they dont get hit.

I should point out this gives nobz with choppas 4 attacks, s5 with -2 rend. They're going to kick the shit out of space marines in close combat.
>>
Are we actually sure the save modifiers don't stack for having a weapon with a Rend value and a high strength?

Because if they don't Genestealer Claws got nerfed, which doesn't make any sense.
>>
>>52451403
It's 2E rules and people said that in 2E rending doesn't stack.
>>
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>Dumb the shit out of the main game

>bring back complicated as fuck old rules for an offshoot game
>>
>>52451403

Strength modifying rend is a fantasy thing, 2nd ed had flat armor modifiers

So they don't stack
>>
>>52451403
>>52451503
So far no but the rules could be incomplete, just wait until the whole thing is out.

>>52451609
Next edition will probably be a mix of Sigmar and 2E.
>>
I'm using my 30k Luna Wolves as a CSM kill team, and I was wondering: does anyone make a model similar to the Fury Road boys? My team would be one or two marines surrounded by cultists who spray themselves white and are promised that they will be born again as true marines if they die honorably. In reality it's like 12 burnt-out Sons of Horus drifting from system to system picking up morons.
>>
>>52451644
But this isn't exactly 2e.

In 2e Genestealers were S6 so they had a -3 save mod. Now Rending Claws are a weapon with a -2 save mod and Genestealers are S4 which is a -1, so taken together they get the original modifier. This makes more sense than that they nerfed it for no reason.
>>
TYRANID
RULES
WHEN

IF WE GET A REAL FUNCTIONAL LICTOR I WILL ORGASM FOR DAYS
>>
>>52448872
>>52448889
>>52448905
>>52448928
>>52448948

Holy fuck. Am I wrong, or are wyches really fucking good?
>>
>>52452029
Mediocre weapon skill and ballistic skill.
Only one attack.
Shit strength.
Good movement.
Terrible armour save but good invulnerable in close combat.
Initiative only really counts for ties in combat and detection range.

They're going to be able to to rush down snipers and heavy weapons sanic fast but they don't seem to be very good in combat.
>>
>>52452116
>one attack
They can easily get 2 and their wargear is pretty good. Awareness is based on initiative
>>
>>52452154
Yeah, detection range.
They can get two attacks with wargear but so can every other close combat model with two CCWs in the game and with only ws4/3 they're going to get beaten in combat by real close combat troops.
>>
>>52449771
Why did they put Lemartes on the cover of the managers' guide?
>>
>>52451033
Each attack die makes fumbling more likely.
>>
>>52452029
they're weak
fairly inexpensive because of it, too

The squad leader's got the wargear and attack dice to be a proper threat despite the whole S3 thing, but the line wyches are going to be doing more eating hits with their unmodifiable saves than they are actually killing stuff.
>>
>>52452349
It also makes critical hits more likely.
>>
>>52452411
High movement means they're more likely to be able to pick their fights and make up for their poor number of attacks by being able to gang up on enemy models.
>>
>>52443301
To be fair, they weren't fighting that trio alone in Traitor General, but were surrounded by an entire tribe of Nihtgane. It's still a bit silly, but not as bad as the some other examples, like Gaunt vs. Asphodel.
>>
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to miniwars jejeje
>>
>>52452497
actually have to get there first, and running the gauntlet isn't exactly a great prospect when break tests are a thing. Like, even plain jane ork boyz are more able combatants than wyches.

I guess they didn't want to step on craftworlder toes, but you'd think they'd mix in some warriors for a bit of cover fire.
>>
Can someone explain what the special operatives are, and why they don't have a points cost?
>>
>>52453069
Campaign bonuses you add to your Kill Team for flavor.
>>
>>52453202
Oh interesting. So, you don't start with them, you get them later. Cool.
>>
>>52453069
cost promethium caches. You earn promethium cache throughout the campaign. Between games you can pay promethium cost for use an special operative (fixed cost in rulebook) + additional equipment for special op.
>>
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>>52451759
The obvious answer dor War Boys are Immorkan Joe and his WaaghBoyz I'm afraid.
>>
>>52453296
Do you pay the cost to use them per mission? Or just pay once and you have them forever? Until they die?
>>
>>52453296
seems like special characters from outlander supplement of necromunda?
>>
>>52453351
Per mission, is basically same as an special character of necromunda.

>>52453353
yes
>>
>>52453505
I never got to play necromunda, hence why I'm so excited to get my hands on this.
>>
>>52452272
Looking at wych weapons, Shardnets take out special weapons and razorflails can't be parried and have shred. They also can take chainhooks with -3 armor.

>>52452695
They have rules for shit without points costs, though. Like heat lances, archite glaives, and even a humunculus weapon, which is odd.
>>
>>52453927
>They have rules for shit without points costs, though.
see >>52453296

succubus/scourge/haemonculus are the DE hired guns
>>
I'm just buying 2 sets of Shadow War for the sweet sweet modular terrain to add to my urban board.

The game is merely a perk.
>>
>>52454040

Aaahhh ok that makes sense.

Actually, that kind of dots the fluff of my cult in proper 40k. The cult uses a Kabal as a front for its dealings, and the Succubus is the true Archon. Having SW cult be the primary units with hired guns being kabal members.
>>
>>52453927
Other factions have special weapons too, we've yet to see what they could bring to counter this.
>>
This is probably a stupid question, but pistols are still an extra CCW, right?

>>52454289

Were the tau weapons spoiled? Also, tau have me fucking worried.
>>
>>52454358
Yes and yes.
>>
Did we get an explanation of what "awareness" is?

The way it's word is really weird... what if it's non-visual detection? Like, any model can see another model it has direct line of sight to but if it's within double your initiative they count as being aware of it.

That would mean wytches would be able to charge 12" at a unit they dont have direct line of sight to, pretty nasty ambush ability.
>>
>>52454533
Basically, if you're in cover and didn't Run or Shoot, then you're Hidden. Can't be attacked or attack if you're Hidden unless someone is Aware of you, so at a range of twice your I, so Orks will detect you when they come within 4", or 2" if in 'Eavy Armor.
>>
So, assuming I did this right, here's a wych cult I threw together also assuming Shardnets are 35. It's hard to read.

Siren with Agonizer and Splinter pistol

Wych x3 with Chainhook, Blade Venom, and Pistol

Wych x3 with Shardnet and Impailer

I have 80pts left, so I was thinking about either plasma grenades or maybe upgrading to bloodbrides. I could also drop the pistols and take another body or something. Maybe a pair of recruits.

Honestly, I think poisoned chain hooks are going to be the go-to weapon of choice for wyches. They come to 20pts, can't be parried, give -3 armor, and have shred from poison, which is strictly better than 2/3 gladiator weapons. On top of that, they can also buy splinter pistols.
>>
>>52448769
>
Feels bad man :(
>>
>>52454358

Why? Tau being BS 3 is their biggest weakness and this strips any ability for them to improve it with markerlight out completely.

Not to mention they're basically blind due to piss poor I and combats being much easier to get into due to terrain.
>>
>>52454577
So what you're saying in wytches can quickly creep up on an enemy team with their movement of 6", detecting and assaulting them from places they can't "see"?

I suppose this would force enemy teams to end suicide scouts forward so they can shoot you (it would be too late for assault moves).
>>
>>52449591
Nah, the lenses are green. It's Ork vision, he can see only Orks now.
>>
>>52451662
What's was 2e like? I was one when it came out.
>>
>>52454997
Yeah, pretty much. Anything past 12" a Wych isn't Aware of if they're in cover though. I assume being skilled in a trait like Stealth makes it harder to detect the model, since I don't know much other than a few things, but if so then Blood Axes will be hard to detect.
>>
>>52454997
cover's not going to be obliging enough to give you hiding spots every 6" down the line
>>
>>52452626
Where?

You got more info? A link?
>>
>>52454358

Honestly from what little I remember of 2nd Ed/Necromunda shooting was kind of a crapshoot unless you were spamming elite shit like Storm bolters and Assault cannons.
It was far, far easier to deal damage in close combat.

Not to mention that if they bring back the old "can only target the closet enemy model unless model passes Leadership" Tau are really hosed on the more dense maps that are being pushed.
>>
>>52443269
GW can't challenge the SPEESH MHURAINES supremacy on the tabletop. All of the obsessive, emotionally unstable Warhams will lose their shit if the S4 T4 3+ Save changed.
>>
>>52455414
>shooting was kind of a crapshoot unless you were spamming elite shit
it'll be a crapshoot in this, too

No rapid fire to crutch on, and cover will make pathfinders effectively BS2. The stealth suit's quite good, otherwise there's not much to be super afraid of.
>>52455485
>SPEESH MHURAINES supremacy on the tabletop
u wot
>>
>>52455574
>and cover will make pathfinders effectively BS2
Markerlights.

Their problem isn't cover, their problem is getting charged and ripped up in CC with nerfed overwatch.
>>
>>52455574

har har har now my boyz'll finally be able ta krump doez stoopid bloo fish-faced gitz wiff eazy

...but why doez viktory feel zo hollow
>>
>>52454908
What's the hit mod on pulse carbines? Nil?
>>
>>52454577
No, hidden is not the same as out of LoS. When you're hidden they can only detect you within their Initiative in inches. Otherwise it's double. They also can't draw line of sight to you at all for shooting even if you're actually in LoS.
>>
So, does this mean I'm going to have to extra magnetize everything?
>>
>>52455941
not really

maybe for heavies and leaders, but each one's only really going to have one or two options
>>
>>52455968

Judging by wyches, that's not the case. They start with knives, and have to buy pistols and can also buy other melee weapons.
>>
>>52456015
>They start with knives, and have to buy pistols and can also buy other melee weapons.
which turns them into the standard wyches you'd have in any dark eldar army

You could magnetize them all so you have every possible loadout on every model covered, but there's not much point when you aren't going to be swapping weapons out all that often, if ever. It's like necromunda/mordheim, but even more limited.
>>
They forgot to add rules for daemons!

Do you think I could make a chaos team out of the four marines and however many cultists in the assassinorum kit?
>>
>>52455941

What? God no.

Don't go into Necromunda with the notion of playing competitively as half of the fun is making a new model every time one of Your Dudes does something/gains an upgrade enough to deserve it.
In my group at least every time a juve got enough upgrades and skills for us to deem him a proper ganger it was met with some applause and celebration as it just meant everyone was going to be gunning for them next game.
Not to mention how bogged down the rules and random rollings can get for any kind of real competitiveness.

But if you really want to just get 5 terminators or something.
Shoot anything that looks like it's holding melta or plasma and charge everything else.
>>
>>52456113

Yes, the basic loadout in 40k is pistol+knife, but are they even worth the 20 points on a melee unit that will likely be running constantly?
>>
>>52456246
>running constantly
>no ranged weapons
I mean, you can definitely do those things, but I wouldn't recommend it.
>>
>>52455941
No. But the modeling can be super fun. I once used a old plastic lizardman skink as an emergency proxy for a new throwaway dude in my Scavvy gang. He proceeded to immediately be both unlucky and lucky and get a leg injury and the ability to wield a special weapon. So I modeled and painted him with a flamer and a peg leg and had a one-legged pyromaniac lizard mutant in my gang for the rest of the campaign.

You don't need that many dudes total so it's fun to do one off conversions and special guys. Plus there's less expectation of WYSIWYG in the game. As long as it's not deliberately confusing you're fine.
>>
>>52456190
>four marines
Shit man with a heavy weapon as well you might not even afford cultists.
>>
>>52456427

Is a 4 man team really the peak of SW space Marines?
>>
>>52456427

Eh, it looks like you could take 4 Marines (if you include the leader) and about 4 or 5 Cultists. But you'd have shit for points to equip them with.

I mean even the Pistols seem to cost at least 20pts each. So I'm thinking you want to bracket at least 30 to 50 points for each model in the Kill Team for equipment.

So, if you want 4 CSM's and 4 Cultists, you'd have 255pts left to spend. Which is probably going to be skimping a bit. Remove a CSM and it comes up to 375, which might be a bit more than you'd need (depending on how much their stuff costs). Of course you could then toss in another cultist, which would probably work.
>>
I'm all antsy for the rest of the rules and want to theory craft shit
>>
>>52458186
Me as well.
>>
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So this is basically hero clicks 40k
>>
They brought back 3+ on 2d6 terminator armor, the madmen...
>>
>>52459571

Where is the mega armor...?
>>
>>52459793
I guess orks are not allowed OP things.

I wonder, were there 3+ 2d6 saves in necromunda?I remember reading that good armor saves there were rare as shit.

3+ 2D6 is extremely tough to kill though. I see no tools to defeat termie as orks though so the only way to "defeat" it is to tie termie up with 3-4 boys, so he never wins combat for the entire game (and thus just stands there for the entire game)
>>
So many pictures of tau, DE equipment, could we get the same for orks? I how viable shootas are.
>>
Now here is a question... will they bring back the Sustained Fire dice? And will Assault Cannons still fire up to 9 Krak Missiles a shot?
>>
>>52460711

Yes. Splinter Cannons have 2d6 sustained

See >>52448928
>>
>>52460711
What is sustained fire?
>>
>>52445563
Not with S3, he wont!
>>
>>52460812
Choppa gives +1 A, and winning in a roll off (pick highest die that your rolled out of your attack dice and add WS and +1 for every 6 and -1 for every 1) means that scout does not get to punch back at all.

Its funny how boys are practically the same, but are looking much more valuable now in melee. I hope making decent shooty ork list will be a possibility.
>>
>>52460918
>>52460812
Woops, meant +1STR
>>
>>52460739
A d6 with sides of 1,1,2,2,3,Jam. You roll it to determine how many shots you get. Jam is fairly self explanatory.
>>
>>52460739
It's a die that 'multi-shot' weapons had before in 2nd ed. You'd roll the special d6 to get between 0-3 added shots. Many weapons had multiple (heavy bolters had 2 for example). So for example, Stormbolters had 1 sustained fire dice, assault cannons had 3. And fired shots identical to krak missiles for some reason.
>>
>>52460169
You totally couldn't get 2nd Ed Terminator Armor in Necromunda. But if the leak is right, a terminator is like 250 points, which is equal to half an enemy warband.

Back then, a guardsmen killing a terminator in hand to hand or with lasguns was pretty much unheard of. So it was legenday when it happened.

Mind you, this also means the most common Space Marine Power Armor save is 4+, since common bolters had -1 mod.

Good god, does this also mean we may see Old Shuriken catapults, which could outgun five bolter marines each?
>>
>>52436122
They are.

They're also the slowest and least accurate there is. Not sure if they or the Tyranids are more primitive, though.
>>
>>52454358
Pistols use their strength in close combat. Get those plasma pistols.
>>
>>52461001
>assault cannons had 3. And fired shots identical to krak missiles for some reason.

Because the other option was a cyclone missile launcher which could alpha strike to do a krak missile with a 12" blast.
>>
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>>52461001
100 wounds a turn with perfect dice rolling.
>>
Are there rules for Canoptek Scarabs? I don't really like Immortals, but Warriors and Scarabs might make for a decently sized warband.
>>
Are we getting all PDF for rules in digital form tomorrow?
>>
>>52462764
from rep
- only free download for killteams rules.
>>
>>52446096
>Pathfinders
>I2
No wonder the tau empire is so small, they have fucking blind guys charting the maps
>>
>>52462764
>tomorrow
>still have to wait another day to see the lictor rules and decide if this is saved or in the trash
>>
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>>52446440
>>52446359
Is this the new skirmish game or the new edition?
Sorry if the question is seemingly obvious.
>>
>>52464093
New Necromunda.
>>
>>52464105
I can't find the Necron rules.
Are they posted on the GW site yet?
>>
>>52464093
>>52464105
>>52464463
Basically this.

>>52458961
>>
>>52447365
>A gorilla is about 20 times as strong as an average dude, so I'm gonna say no to that.
Wrong. The studies carried out to test this stuff are incredibly flawed. Apes seem to be a great deal stronger than humans, but not to these silly extremes.

Seriously, that number keeps rising. It used to be 4, then 8, now it's 20. Just jump straight to "a bajillion!" while you're at it.
>>
>>52464093
New skirmish game but the new edition will not be that different as 40k will go back to modifiers instead of AP.
>>
>>52443301

Traitor General is where the series jumped the shark.

In general, once the story started turning more personal and focused less on the Regiment as a whole, the quality began to dip.
>>
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>>52468679
>Orks are a bajillion times stronger then humans
sounds about roight ta me, dat sounds

I just hope I don't need Immortals for the game, and that my LGS will play it. Guess I wouldn't need that many miniatures, and I really can't be assed to paint
>>
>>52449854

Why would you even want to play the two least competent imperial factions?
>>
I told my friend about this, and we discovered that he'd managed to hold on to about 6 unpainted and unbased vintage 1986 Eldar Harlequins.

You think this would be enough for a gang, or whatever it is you call them in this?

I'll be borrowing his Gorkamorka Orks probably.
>>
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>download army stats from NZ site
>compare CWE to Wyches
>CWE are better in every single way
>mfw
>>
>>52471556

Well christ. If you feel that way about CWE do NOT look at the Harlequin list.
>>
>>52471793

I already did. HQs are significantly more expensive than CWE/Wyches. A DA exarch will beat a Siren every time. It has WS/BS5 while the siren has 4 AND it gets better shooting and melee options.

Regardless, I think the real. Winner here are fucking tau.
>cheap as fuck
>get multiple overwatches
>can reduce charge distance
>markerlights are 15pts, pick a unit in and remove the cover
>>
>>52439170
I took my helmet off just one time and the very first action of of the very first encounter after I had to burn fate to save myself from a completely fatal headshot from a single guardsman manning a heavy stubber. That was humbling. Even a single guardsman can be a threat under the right circumstances.
>>
>>52461018
>But if the leak is right, a terminator is like 250 points
You can't just buy terminators, they can be unlocked for a game with promethium points earned by playing.
>>
>>52472236

Do we have a full rules leak yet, or just the quick reference?
>>
Anyone have a full leak of the rulesbook yet?
I wonder what the 'Damage' stat of the weapon does, as the spoiled sections make no mention of it.
>>
>>52477502

If I had to guess, it's really only for multi-wound models, but I am probably wrong. It could also mean that you have to save against each point of damage.
>>
>>52477512

I think you'll need to roll on the damage chart for each point. So if you have 2 wounds and take 3, that's 2 rolls on the chart to see if you are just bloodied or actually out.
>>
Rules in PDF, from GW's website:

https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
>>
>>52455485
Because Space Marines need to be MORE POWERFUL you retard. They're supposed to be the single most powerful unit of infantry on the tabletop (at least after Custodes, although they're elite slots technically), and should be fielded in very small armies with ludicrous unit durability. Give power armor a 3+ 2d6 instead of termiantor armor, and terminator a 2+ 2d6.
>>
>>52477762

>Give power armor a 3+ 2d6 instead of termiantor armor, and terminator a 2+ 2d6.

My SOB would appreciate that.
>>
>>52477719
>rules

Close. It's the faction rules for everyone but Orks, Marines, and IG, which are included in the boxed set. The actual rules for the game are not available yet.
>>
>>52477669
>>52477512

If it's like old Necromunda, then you only roll on the injury chart after the model has lost it's last wound.

As for the Damage stat, I can't recall if it did that many wound per unsaved wound, or if you rolled first and then applied armour saves to each one.

I mean, I literally haven't looked at 2nd Edition rules for over 20 years here.
>>
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>>52477779
>Give tactucal dreadnaught armor a 3+ 3d6 instead.
>Get hit by Super Krak Missile
>Still 60% chance of living.
Sounds about fluffy enough.
>>
>>52455000

>Let me put on the ork-vision goggles
>Everything looks the same.
>>
>>52436553
They are a lot stronger than that, dependant on how much killing they've done. Fuck, The Beast went toe to toe with the Emperor himself, and almost won.
>>
>>52455000
>Ork puts on looted Ork goggles
>Head explodes
>>
>>52449136
If the Enginseer has this ridiculous amount of damage reduction, other people can probably do lots by themselves. High EXP psykers can be also broken. And designated shooters can be effective even with shitty weapons through talents, but yes, they will get shafted hardest.
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