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Shadow War: Armageddon

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Big Shootas are really good edition

Why is Plasma Caliver worse than Plasmagun sub-edition

previous thread
>>52503359

>Shadow War: Armageddon rules:
https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
>>
>>52514471

>have great Deldar kill team
>can't use it because Warriors arnt playable for some reason
>>
>>52514501
Just wait, I'm sure GW will keep supporting this game. This is the first minigame they have sold out so fast and nuGW isnt retarded. No point of not milking the cow when there is clearly milk to be had from the playerbase.
>>
>>52514267

Blood Axes can't get camo, but they do all get Stealth skills, so maybe there's something similar to it in there?
>>
Can somebody please post the skills please?
>>
What's the difference between the Plascal and the plasma gun? I can get a kitted Plasma specialist in one cache trade rather than an Arquebus for the same over two missions, so I was considering one.
>>
>>52514471
I plan on getting into this with my friends over the summer. I currently have Tyranids and GSC and was wondering which did better in SWA?

Or at the very least, is either irredeemably shit?
>>
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I shitpost of the old ones.

List goes as following.

Immortal leader w/Blaster and Photo-visor (275)
Immortal w/Blaster and Photo-visor (185)
Immortal w/Blaster and Photo-visor (185)
Immortal w/Blaster and Photo-visor (185)
Warrior w/ Flayer, Photo-visor and Mindshackle (155)

An even 1000 points, as it should be.
>>
I also find it disconcerting that the Necron leader and the Necron Trooper has identical stats, loadouts and equipment selection, yet costs 90pts more.
>>
>>52514709

The difference as best I can see is that the Plascal has less range (0-6 6-18) compared to the Plasma Gun, get's no +1 for short range like the Plasma gun, and can ONLY fire in the Plasma Guns equivalent of maximal mode.

The Caliver costs 75pts, and the Plasma Gun costs 80. So, for 5pts more you get more range, more reliability and better close range accuracy.

Thing is, Skittles don't GET Plasma Gun access, the PlasCal is as good as it gets for them. The Plascal isn't bad per-se, it's a rapid fire Str 7 -3 Armour Tyranid Warrior Deleter. It's just not AS good as a CSM or Scout with a Plasma Gun, which you can't take.
>>
>>52514709
Like >>52514854 said. In normal 40k, Plasmagun is 24" rapidfire. Caliver is 18" Assault 3. Caliver is also twice as expensive as Plasmagun. So according to fluff Plasma Caliver should be sustained fire 2 and cost way more.
>>
>>52514854
Yeah, the Skitarii stuff was clearly just phoned in. Radium Carbines are so much worse it's not funny - SF1 and a slash to 12/18 over 12/24 would actually make them good, Plascals are shittier plasma guns for hardly a discount, Arc Weapons are just S5 versions of the Radium Weapons and the Arquebus is a third more than a Tau Rail Rifle for extra long range which won't help at all and extra short range which is an actual detriment. Omnispex is a worse Markerlight, straight up.
Re. the actual guys, they're all pretty damn balanced.
>>
>>52514501
I'm working on a fan-list. Already got the basics just need to add in the final close combat weapons and finalise the formatting. Using word for this is however a massive pain.
>>
>>52514938

ALL of the lists outside of the core rulebook ones were phoned in.

Except MAAAYBE the Genestealer Cult one. That seems pretty cool.
>>
>>52515017
Hey Harlies are pretty good. Caress is worse by a fucking long way, but everything else is cool. Fusion pistols now have a purpose! Death jester got overshadowed by the Solitaire, but the shrieker cannon is awesome.
>>
>>52515067
>implying that the Solitaire can overshadow anything while facing the "the optimal play is to not play" stratagem.
But hey you just won, so congratz on that I guess.
Just take the Solitaire every match from now on untill you win the campaign.
>>
>>52514471
How to break shadow war
>play harlequin trope
>get 3 units.
>get ass load of CC attacks
>ignore all terrain when moving for free
>get a 4++ for free
> if you run enemy has a -2 modifier to hit in the open
>space marines will need a 6 to hit you if you are In cover
>anything with a BS of 3 or below can't even hit you if you are in any form of cover

Seriously harlequins are broken as hell in Armageddon, the only thing I think that can go toe to toe with them is a terminator.
>>
>>52515140
>Just take the Solitaire every match from now on untill you win the campaign.

oh god.
hired dudes need to have a one game cooldown or something.

good thing my chances of facing harlequins is slim to siltch

what do orks have?
all i've seen is flashgitz.
>>
>>52515262
HAH! Terminators are the worst response to Harlies. They loose one v one by a long way, and ain't got the dakka. Any harlewuin player will have at least 1 neuro, which will wound basically every turn if the harly player is a tiny bit lucky.
>>
>>52515262
>>anything with a BS of 3 or below can't even hit you if you are in any form of cover

SWA is like fantasy in the sense that you can have 7+ and even 8+ to hit.

chanses are slim, but dont band on not getting hit on 7+ if you are runnish straight at a whole squad of dudes. especially if they have sustained fire.
>>
So how does Spec-Ops recruiting work?
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>>52515262
whoops meant to ad this for tone.
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>>52515313
Exactly, nothing can really stand up to harlequins in the game.

Maybe tau if you just sit in the back and wait and hope to god you can shoot them.
>>
>>52515343
The way you beat them is you mob them in close combat to overwhelm their dice and WS advantage. 3 Guardsmen are about the equal of a Troupe Master on combat res
>>
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>>52515343
Admech stand a decent chance with long range accurate fire out the ass on every model and not paying for useless armour and CC stats. If you down one or two on the way in, you can reasonably get two or three guys beating up on each Harlequin without difficulty, and he won't knock you OOA just down. Tau have low range, they'll get two turns of fire max until the Harlequins are on them, and at BS3 they pay for save mods that do nothing. Burst cannons can do work, though.
>>
>>52515365
How do you figure? Assuming the same role, of x, the guards men gets a +3 for their WS, and +2 for each guards men, so +5

The harlequin will get its WS, a +6 +1 for the charge, ontop of the fact they have parry so they can force your highest dice to reroll if the beat you.

It's possible but even throwing 3 guard at them it's not in your advantage.
>>
>>52515430
Burst cannons I can see being useful and the admech guy that just says ignore cover on you.
>>
Harlequins are squishy enough that templates can wreck their face. I'm curious how the solitaire will do against GSC, if he gets hit with a webber or a web pistol he's pretty much done.
>>
>>52515486
They still get a 4++ no matter what. Haveing a 4++ that can't be changed in a game where the average save is a 5+ before modifies is a pretty big deal.
>>
>>52515486
3+ invuln. Nuff said.
>>52515459
I might have mathed it a bit wrong. And they only have parry if they took swords, and not embraces for quick kills, or caresses for easy damage.
>>
So, are Transuranice Arquebi good in this? How good are they?

Always loved the look of them but they're just so useless in core-40k. Generally, is there something in the AdMech team that should be avoided like the plague or can I normally do mediocre-ly fine if I go with rule-of-cool and give my dudes what I think sounds alright?
>>
>>52515484
Omnispex is a tad useless most times since a Photovisor does the job almost as well while still allowing the Omniguy to shoot. Although if you're blobbed up raining fire on one Solitare or something I can see it being helpful. With photo-visors and everything math it as adding 16.66% to your rolls - probably getting you an effective +1 To Hit, so if you're firing seven other shots at him it's worth over just shooting Omnigoon, if they're all the same BS. So yeah, not normally worth in any way.
>>
yeah yeah, harlequins are OP.

can we get back to discussing the real teams?
>>
>>52515559
All of these are assuming clear visibility. Any harly player worth their salt can hide a solitaire behind something so that only a handful of shots can get a good chance to hit. Also, default -2 modifier at all times to hit him, unless he charges.
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>>52514471
Does someone that has the book want to grace us with some scans?
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>>52515574
The real team is picking harlequins lol
>>52515559
Your forgetting the real power for that tool though.

Rules state you must fire at the easiest to hit target, generally meaning the closest one or most visible. Which means your oponant could be hiding their sgt in the back. But with that, you can remove his cover now making him the most visible target meaning you can now start pumping shots into him making your opponents bubble wrap useless.
>>
>>52515558
They're certainly the best special weapon the Mech have, but they're so expensive they need to be bought over two missions with one cache trade, or two to rearm everyone. Start with one, probably, and speedily recruit a couple 100pt goons after mission 1 to bolster numbers.
A fully upgraded team would probably have 3 of them, and then everyone else Rangers with Galvanics, Harnesses, Photo-visors and Red Dot, plus Kraks.

>>52515598
No I wasn't. You're probably going to have visors anyway, so that's -1 cover. I realised I fucked up with my maths, on a fully obscured target it's adding half again, so it's worth if shooting more than 2 weapons.

Either way, he's got to charge to do any damage at all. He won't have that modifier past T2 or 3 if Skits are turtling, at which point he's in the middle of a line of guys with full visibility on him.
In fact probably better to wait for the Overwatch round 2.

>>52515647

Oh snap, I completely missed that. It even says - Designate as Priority Target. May be worth now, although that encourages forming a firebase with the leader carrying that and the Arquebus Dude, with another vet for guard purposes and then sending all the expendable New Recruits out for objectives. I may include one now, since then I can put BS5, cover-ignoring fire at S7 D3 wound -3 saves on whoever the hell comes into LoS.
>>
>>52515536
Webber KINDA ignores that 3++. The initial effect doesnt ask any questions, into the cocoon you go. But when failing the strenght roll he gets his ++.
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>>52515287
painboy, mek, runtherd (presumably with attendant runts)
>>
Can anyone confirm if you can still use shoot with pistols in close combat? I'm looking forward to dropping a terminator with a web pistol/power weapon combo in close combat. Who cares if he's got a 3+ on 2d6 if he can't move or shoot most of the time?
>>
>>52515707
Yeah. It's a really good thing to take because of that. Most people forget the rule that says you are forced to shoot the easiest target.
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>>52515707
The -2 is from running. If he isn't charging, hes running. And with a 24" move each turn, either from charging or running, you think you got 3 turns of shooting, before he hits your gunline?
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Updated my Kabalite kill-team from last thread. Any truely retarded ideas are probably just oversights or typos.

Lemme know what you think

>>52514501
>>
>>52515761
I get one, then Overwatch, then one more -1 guy if I assembled the formation right so he can't scare my dudes off and still can't move through them to the Arquebus. Two of those are at -2, but the last one is at full and probably out of cover.

Anyway, because he's horrible cheese I'll just leave if there's nowhere on the board I can get proper angles of fire. I'm not obligated to get half my guys killed because you turned oil into stilton.
>>
Really hope we get a full scan of the entire book soon with all the campaign and recruitment rules and all that.

Wanna start building some Teams to decide on what to go with and what I'd need to have everything available to me.
>>
>>52515723
dont think so.

if so my boys are in serious trouble against bs4 and bolters all the fucking time.

you cant shoot at characters thatare in cc. so i would assume you cant fire out of cc either.

whats with all the eldar power fantasies here?
are you all cheeselords or are there players here who actually want a fun and balanced campaign?

looks like you all just want a stompfest.
>>
>>52515883
No you can shoot into cc in Armageddon, thing is you need to randomize your shots if you hit, might shoot your own guy.
>>
>>52515883
Fun and balanced what, right now the teams don't have enough variety to have a strategy.
You try to do your thing, and that's it. Each team has a single thing to do.
>>
>>52515722
ok kool.

painboy could be cool if you know you are in for a heavy match.
i assume he helps out with injuries and such?

grots could be fun to flush out dudes and screen for da boys.
no trouble losing them either since they are hired anyway.

there are no vehicles, so i guess the mek has access to dangerous stuff like kustom mega blasta and such.
>>
>>52515883
Its a combo of Harly players realising that they get to be more than allies and people not realsing that Harlies suck at the objective game. If there is anything requiring the Harlies to move to multiple points they loose hard, cause they can't mug specialists then.
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>>52515262

They're good, but they are still T3 with 1 wound and ANY casualties have to have a Cache spent to replace them.

Eventually weight of fire will out.

>>52515313
Best response to Harlies are massed shoota boyz.
Best response to a lot of things is massed shoota boys come to think of it.

Harleys would be completely ridiculous if they didn't cost quite as much as they did. You will never start with more than 3 or 4 in a starting team, and if you ever want to expand that, you will HAVE to spend a promethium cache, and if you do, you won't have much left over to arm him pointswise. So realistically it's hire after one battle, arm him in the next battle.
>>
>>52515965
I get they are low count but as I have said the issue is not that, is that they are getting a -2 hit modifier in the open, and in cover at BS you need a 6 to hit, and weapon str does not matter as they all get their 4++.

They can be beat of course throw enough of anything and eventually they roll ones but the amount you need to throw at one unit is way unbalanced
>>
to all niggas that say that solitare will wrack face - you are week minded - any decent player will pull out as soon as he takes a few pot shots at him - then he wil ADVANCE their whole gropu and you dont get ADVANCEMENT - you dont see this niggas ?
>>
>>52516060
They take two full games to get a new trooper equipped well. That is balanced in the long run.
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>>52515963
also, if you rely too hard on specialists, you will lose the campaign. its about amassing the most promethium, right?
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>>52515924
judging purely from the leaked weapon ref sheet, he has a plasma-pistol-like weapon and a spanner (+1 S weapon, I recall).

Some leak mentioned that the Enginseer helps teams with their Ammo rolls, so I suspect that the Mek does the same. Whatever that is.
>>
>>52516060

They don't get the -2 if they charge, only if they run though.
Also Strength of weapons wouldn't matter with regards to armour anyway. You want something Str4 with at least 1 sustained fire dice.
Remember the old Imperial Guard Adage!

>1 Lasgun does diddly
>20 Lasguns however is a whole lot of diddlin.

Weight of fire and overwatch is the key. Don't worry about armour penetration, don't even worry about range, they'll come to you soon enough, the key thing to dealing with Harleys is 1+ Sustained Fire dice on something that's Str4, maybe Str3 in a pinch.
>>
All these anon talk about Solitaire like he is the winning ticket while he's only every useful if your leader and specialists can't take mission.

Look at Death Jester: large blast pinning machine that can disrupt formation, especially Ork who like to bundle up together for the pinning test, off the cliff you go.

Shadowseer : Large Blast pinning machine that cause Necron to forever stuck in Pinning without escape. Also Bubble that -8' for any range weapon
>>
Just making sure, no one has scans for building an orks list?

Or, you know, the whole thing?
>>
Can somebody please post the skills please?
>>
>>52516179
How many times are people going to ask the same retarded questions? Books not going to get scanned till Saturday at least unless somebody is willing to steal a copy from their FLGS
>>
So how does replenishing your guys work between games?
Also, how many guys are you allowed to deploy in a game? Is there a limit?
>>
>>52516104
How so? You can convert 1 promethium to 100 points even if you loose.

>>52516164
>limited to 10 models
>you were already in over watch
>charging into a gun line rather then running around the side then charging forcing them to roll to see if they shoot their buddy in the head.

Anyone charging into a gunline like that is a moron from the get go, again you can run up the flank and still. Lets say they have 5 guys in a line ready to over watch, ok, I'll run again to the side, they are all hitting on 6's they now have 2 options either reposition and shoot me, still needing 6's and then get charged with out an over watch, or stay in a line and over watch my charge but, every model except for the first one is going to need to roll to see if they shoot their buddy in the head, which each further model haveing a higher chance to do that.
>>
>>52516179

>>52513178
>>52513192
>>52513217
>>52513232
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>>52516264
Only sustained fire weapons can shoot their buddies. And that happens 2.7% time anyway.
>>
Whatever, Aeldari Grey Knights aside, who else are good? Orks seem good from weight of fire and Skitarii seem like the normal midpoint, with little heavy firepower but excellent medium infantry and good staying power due to basically not worrying about Ammo Rolls ever.
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>>52516264
Or thay can bait with 1 model and charge solitare with 6 guys taking theirs ws to 10 and attacks to 7 EACH ffs why you cant understand that he is not op ... fagot amuricans
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>>52516263
10 Guys : no more than half is recruit, 2 specialist unless state otherwise in their own rule.
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>>52516301
No, any weaponyhat you over watch with who's line of fire is within, I believe half an inch you take the test for. >>52516326
I'm not arguing about him, im talking harlequins overall. No one model is over powered, but a group of them is what's broken.
>>
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Chaos gets terminators.
Do orks get meganobs? FUCK NO!
Gotta leave enough room for that grot herder.
FUCK
YOU
G
W
U!
>>
>>52516344

Awesome thanks. So does that mean that you're always deploying all of your team in a mission?
>>
>>52516356
They don't even get kommandos.
>>
Are regular space marines verboten in SW for some reason, or an I missing something obvious? It looks like scouts are in, and GK are in the army list in OP.
>>
>>52516356
> TFW not wanting tarpit.

>Terminator.
Die to Rokkit launcha.

Promethium Cache well spent.
>>
>>52516519
You can bring a space marine veteran as a special operative at a cost of one Promethim Cache per mission
>>
Side note tempted to look at doing a cultist army, troops with a stat line of 4 with a 4+ is pretty saucy
>>
Wayland games told me that more boxes are expected in next few weeks.
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>>52516564
i was thinking that too, bur as far as im aware the cultists are all recruits and you can only have up to 50% recruits.

or do you mean genestealer cult and not chaos?
>>
Can somebody post a pic of the skills please?
>>
fuuuuuck, i cant find my kommandos nob.
>>
>>52516564
Chaos Cultist or GSC? Chaos cultist focus list are pretty bad because you can't upgrade them unless you go through 3 mission to promote them.
>>
What do Clip-harnesses do?
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>>52516586
Nah I'm talking chaos for flavor if you wanted you could run all marine models and just say these guys only have a 4++
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>>52516620
True, but at the same time, cultists so who cares if they die.
>>52516625
Prevents you from falling out of a building which can happen.
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>>52516571
could be
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>>52516625
prevents falling from buildings.
i think you need to spend some sort of action to attach it though.

on the falling rules, do railings/handrails do anything at all?
i saw a game on youtube and it seems that railings are as good as nothing.

i would have thought they would let you reroll the initiative or something..

still got no rules, so i dont know.
>>
>>52516641
If they die and you need to get new ones, you need to keep them alive for longer until you can upgrade them. Unless your battle plan consists of mobbing the enemy with the new recruits in a desperate attempt to keep the experienced ones alive until they can be upgraded, there's a problem.
>>
>>52516681
How muh are they per cultist?
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MY GSC will be like this 5 guys with autoguns, 2 heavies 1 with flamer other one with heavy stubber and chief with blade and web pistol - OP as shit - harlequins dont stand a chance - cant charge because hidden - death masked fools
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>>52516571
the stock was ridiculous, my flgs usually order around 20-30 units of all games that have released, but with shadow war only could order 5 box.
>>
>>52516729
You know not everyone is an elite melee team? Something like Skitarii will gun you down fairly easily once you reveal yourselves, no save and T3.
>>
>>52516729
I think I'm gonna start mine like as leader with web pistol and power maul, heavy with seismic cannon, 4 troops with shotguns and one troops with a hotshot lasgun. Gotta grab the seismic cannon at the start if you want it at all, only other way to get it is to win a mission where you rolled the bonus cache and spend a promethium cache.
>>
>>52516546
with ork ballistic skill?
I'd think big shoota and mass shoota fire would be better and wait for snakeeyes.

do termies still get pinned just by being hit?
>>
>>52516673
>tfw snapped up one of the last boxes they had in stock at 2am GMT last night
>>
>>52516681
wait, when cultists get promoted, what stats do they get?

is there some non recruit cultist entry?
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>>52516707
Each cultist is 40 points.
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>>52516955
Post pic of the skills please?
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>>52516968
No. Chaos Space Marine faction rule. Cultists never upgrade, they just get access to skills.
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>>52516968
i need to stop asking questions and just read the pdf.
>>
>>52516968
Their stats don't change, they can just accrue skills as normal. You are gimping yourself if you want to run all-cultists. Just use GSC or Astra Militarum rules if you want to run a baseline human killteam.
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>>52516968
It says right in the CSM list that non-recruit Cultists get no stat or equipment alterations upon reaching that point, but can take skills.
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>>52516985
Yes. Anon will post pictures from the book inside a sealed box, inside a storage in one of Waylands many storage facilities.
>>
>>52516985
Mate, it doesn't ship til the end of the week, calm down

The reason the board isn't flooding with comprehensive scans and pics is because the only people with access to the game are those with advance copies, so your LGS and the like
>>
>>52516822
Skitari are pointless - tables are to cluttered - look at WD report. There should bot be any point where there is a clear line 18" in terrain. Skitari are shit.
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>>52517121
Nah, being good shots is always helpful and at worst they've got boltguns, better carapace armour, free reloads and good BS. Overwatch is a thing, too. Also at least add the second I.

I only need to find one good LoS point and I can park an Arquebus there and shoot down anything that comes near unless they want to sprint all the way up and not shoot me at all.
>>
Can chaos ever take the mark specific items, blight grenades, inferno bolts ect... ?
The only units that can have marks are the Special Operatives and they don't have the option to take them. Whats the deal?
>>
>>52517296
Oh god, not this again.
Everyone that isn't a Cultist gets a mark, they're just showing that that includes the special dudes not normally on the roster.
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>>52516571

I wouldn't beleive Weyland Games if they told me the sun was going to rise in the morning.
The only time I ever buy from them is at SALUTE where I walk into their storefront and physically pick up the item I want.
>>
>>52517330
>t5 and power armor basic troops.

do they get to roll to pass pinning at the start instead of the end like scouts?
>>
>>52517378
Nope, because they have Marks of Chaos not ATSKNF as their faction special. Yes, T5 is a pain. The time I fought them the Skitarii Galvanics cut through them easily enough, though. In this 3+ is just 16% better than 4+, no some epic paradigm shift in capability like 40k. T5 did mean it took a fair bit of dakka, though.
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>>52517432
ok, still not that bad, if i atleast have the chance to pin them.

smaller forces seem vulnerable to that.

i see that grey knights have that rule though,
ugh. *shiver*
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>>52517330
Oh cool! Where does it say that?
>>
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>>52514550

> I'm sure GW will keep supporting this game...
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Getting terrain ready for fun times.
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So, campaign rules... Every battle you get 100 points to buy a new model or upgrade gear... You can spend 1 Promethium to add 100 points.

Grey Knights can literally never add another member to their team, as the cheapest option is 105 points (grey knight with two swords).

Can I just never get new guys?
>>
>>52517558
It's not like it'll take much, just make the rulebook available for sale, keep pumping out new terrain kits and throw us an occasional WD article with rules for new missions or kill teams. Lost Patrol has had like three separate articles so far
>>
>>52517591
you can, but you need to spend promethium to do it.
>>
>>52517480
GK are way more elite than CSM, though. Even with I4 Depin they're likely to be taking two or three guys firing at them per turn, so it's still fairly likely one will be down.

>>52517529

CHAOS SPACE MARINES SPECIAL RULES
The following special rule applies to all
members of a Chaos Space Marines kill
team, other than Chaos Cultists.

Marks of Chaos: When you recruit a
model with this ability, pick a Mark
of Chaos to give them and modify
your roster accordingly:
– Khorne: Add 1 to the fighter’s
Attacks characteristic.
– Tzeentch: The fighter has a 5+
invulnerable save.
– Nurgle: Add 1 to the fighter’s
Toughness characteristic.
– Slaanesh: Add 1 to the fighter’s
Initiative characteristic.
– Undivided: Add 1 to the fighter’s
Leadership characteristic.
>>
>>52517640
No. You can spend exactly one promethium for an extra hundred points. Your knight comes in at 205, making it literally impossible.
>>
>>52517591
There's a random mission result that gives the victor an additional 50 points to spend, or 100 if both players roll it before the mission. You'll just do that and/or spend promethium chaces.
>>
>>52517676
So the only way to buy a new model is random chance combined with winning a game against opponents who can both add more members AND replenish losses while you can do neither?
>>
>>52517674
Basic GK with stave is 200pts exactly as far as I can see. You can recruit, slowly.
>>
>>52517705
Like anon said, you can get a knight with a stave for 200 points. That's the trade-off for being arguably the most elite and well-armed force, except maybe harlequins.
>>
>>52517731
Ah, I missed that t was 25.

That's going to be pretty awful, though, needing to keep a random staff joe on hand to act as a place holder until air give them a melted weapon.

And you can never replace a specialist, so you better cross your fingers and hope.

There should be some kind of rule for GK enabling them to spend multiples or something, as they're pretty fucked by these rules.
>>
>>52517582
bootyful mang
>>
Thoughts on my Necron gang?

Appointed Immortal 200
Gauss Blaster 60
Phase shifter 15

275

Immortal 110
Gauss Blaster 60

170

Immortal 110
Gauss Blaster 60

170

Immortal 110
Tesla Carbine 65

175

Deathmark 120
Synaptic Disentegrator 40
Shadowloom 30
Phase Shifter 15

205

Total 995
>>
>>52517805
There should be a Guerilla skill that gives you +50pts. Bringing you up to 250. Enough to recruit Gunners
>>
>>52517805
You can still replace the specialist, you'll just have to win a mission with the additional points I mentioned or pray that one of the missions offers additional points for victory, I haven't looked at them yet
>>
>>52517805

Don't GK's start with a Stormbolter each though? They're the only troop in the game that get's a ranged weapon on recruitment I think.
>>
>>52517861
True, but every GK must buy a melee weapon.

The Stormbolter is probably included base as it's literally attached to their arm (model wise)
>>
>>52517805
Hey, lots of other people have to keep some weaponless chump around for a game. Skit specweps, for instance. Buy for 90 + give clip harness, next match trade cache, give Arquebus and Reddot, then a photovisor at some point (not 1st priority because Omnispex sniping is a thing).

You really struggle with having enough specials, though. Can you work out a starting build that gets you 2?
>>
>>52517861
RAW I don't think they pay for the initial storm bolter, as nobody pays for their base armor or their combat knife, or any other equipment for that matter
>>
>>52517582
>that crane-looking thang

Is that a vehicle you use while playing or are you just using it as part of the terrain? Because damn, you just gave me an idea for how to use all these old ork vehicle bitz.
>>
>>52517896
>>52517859
You might also be able to turn a trooper into a specialist via skills, that existed in Necromunda, but without seeing the new tables I can't confirm. There's definitely changes, as Berserk charge switched from doubling attacks to a +2 charge modifier, and the Techno skill straight isn't a thing anymore, unless they just renamed it.
>>
>>52517854
>>52517859
So the ability to function normally and replenish losses is gated behind random luck? Bad design.

>>52517803
Boys before toys, no? The price you're paying for playing the faction that is mechanically the least effective is that you can't even keep your low numbers stable unless you get lucky on random rolls? Two bad dice rolls in your first match costs you 300 points which you can't make up unless you get the right random rolls while playing at a handicap... and unlike Mordheim, there isn't even an equalizing bonus for playing down.
>>
>>52517833
You lost 5pts there chump.
>Trashtier
>>
>>52517896
GK don't have that option. Specialists cost a minimum of 225, which is unbuyable without either rolling the right pregame scenario or having the exact skill you need, which you can only earn on a specialist or leader.
>>
>>52518003

You keep acting like the fact the free lists are badly thrown together isn't known.
>>
>>52518065
for fooks sake you just pay 2 PC extra - why is t his so hard to understand ? cant amuricans count ?
>>
>>52517896
Also, you can choose to spend a promethium to get points to gear your guy.

We are talking about spending a promethium just to be able to afford the minimum points to purchase.
>>
Hello, on ork scan we cannot see the price of boss, someone could told me what is his price, Thx.
>>
>>52518003
I think it's important to remember that the chances of a model dying are quite slim (1 on a d6, followed by a 1-3 on another d6). Also, I lied, the random mission effect was an additional 100 points, or an additional 150 if both players roll it, my bad
>>
>>52518127

In all fairness the rules are pretty vague on whether you can spend more than one Cache like that every postbattle phase.

At this point RAW strongly seems to say that you can't.
>>
>>52517936
Thanks man, it's scenery, but planning on making some scenarios around it. Ork vehicles make perfect necromunda scenery.
>>
>>52518127
You can't, dickmitten. You can spend EXACTLY ONE to increase your points available by 100. Which has already been stated in this thread, you retard.
>>
>>52517582
Awesome, love that walkway.
>>
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>>52518195
>>
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>>52518127
It says you can trade a single cache.
As in specified one.
>Not "you can trade a cache for 100 points."
>Not "You can trade chaces to get 100 points for each."
>Singular cache can be traded for points.

So the winner doesn't spirat out of controll, everyone can set aside a single PC to increase their toys for the next game.
>>
>>52518254
Is that you or somebody else anon? If it's you, we'd really appreciate the skill tables
>>
>>52518127
You can only spend 1 PC on a Recruit or Rearm action you dumb cunt
>>
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>>52518254
Picture of skills, NOW.
>>
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>>52518288
>>
>>52518254

Yeah. I mean it's a little vague.
If it said "you can trade a promethium cache to increase..." then I'd say you can do it as many times as you like.
But they've deliberately added the word "single" in there which seems to imply that you can only do it the once.

On the other hand however, a rules laywer could say that they don't outright state that you may trade a single promethium cache ONLY either.

I think it might do with an FAQ or clarification from GW. But failing that I'd say houserule it so you can blow as many of them as you like.
>>
>>52518153
Ah, OK. Remind me to shoot anyone not carrying a stave when I fight GK.
Seems like the optimal Skitarii build is just an Arquebus, a leader with an Omnispex and then as many Rangers and Fresh-forged with Galvanics as you can fit,

Can someone carry multiple weapons, so I can have a spare Galvanic I can give it to the newly recruited Spec weps guys to give them something to do?
>>
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>>52518331
>>
>>52518331
>>52518375
^ This Guy
MVP of the day
>>
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>>52518375
>>
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Rotated for posterity.
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>>52518418
Thanks. I'm terrible at this photo thing, but since I'm holding the book I thought I'd do something to help
>>
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>>52518442
No man. Thank you.
>>
>>52518331
Anon, I love you
>>
So far, The Iron jaw muscle talent looks like an absolute BEAST.
>>
Greetings !!!!!!!!
>>
>>52518284
>So the winner doesn't spirat out of controll, everyone can set aside a single PC to increase their toys for the next game.
that makes sense.

are there rules for dismissing fighters?
lets say you have a yuve taking up space, can you boot him to recruit someone better.
could be useful towards the end of a campaign where he wont get to rank up and be useful.
>>
>>52518335
Nothing so far says you can't carry loads of crap, but anything not actively equipped is lost, and technically everything is supposed to be represented on the model, so it comes down to how much of a dick your opponent is
>>
>>52518442
Would you be so kind as to post the special rules?
Like Frenzy, Fear, etc.

Also
>Expect a LOT of begging from us. We need you in our hour of need.
>>
anon post skills for IG pleaseee !
>>
>>52518396
This right here is why it's important that pathfinder troopers can take pistols, the ability to get skill that let them make two shooting attacks as well as the default ability to fire them in close combat instead of their crappy base strength
>>
>>52518467

>Stealth Skills mean that Blood Axes can be the Kommando's we've been asking for
>>
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>>52518442
Also. We need to have pictures of the Stealth/Hiding rules!
>>
Can someone point me to the core rules? I don't want to buy the box set when i've got a shit ton of orks and scouts
>>
>>52518418
>>52518438
>>52518467
Thanks for the share.

Looking at the skills is there any reason not to roll on Guerilla for GK Gunners / Justicars?

>I'm assuming Scavenger stacks.

And gives you rerolls on injury tables, which for a small force, one bad roll can set you back 200+

>Since Shooting seems shit for GKs as a couple rely on pistols. Something we don't get.
>>
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>>52518254
>>52518331
>>52518375

Praise the Scanon!

>>52518331

>Skitarii can all take Guerilla Skills.
Time to go meta as FUCK. Seems to be the best table to me, just for persistent bonuses and a chance for that superb +50pts.
Stealth runs a close second, since free XP instead of being fucked over is awesome, and sneaky overwatch would be badass for raid and rescue missions.
Crack Shot seems good on a heavy weapon, because High Impact probably knocks out on a 5/6, so slightly over a 55% chance to outright kill, as does Marksman, but that means risking rolling all the traits that don't apply to heavy weapons, so half the table, and Ammo Hound is a tad useless with Artificer Weapons.

Ferocity table doesn't offer much to any shooty team, but Nerves of Steel is so damn good it's silly. 9.29% faliure odds, anyone?

Alpha is probably going to be hauling the Omnispex for a while, but when I get a Vet that can do that, he's totally (hopefully) becoming a dual pistols, sneaky gunslinging motherfucker. Haldron Stroika, meet your lost brother.
>>
>>52515883
>/tg/ is full of WAACfag that don't even play the game and whose sole pleasure in life is telling someone that their netlist will stomp every other because "muh Mathhammer"

Colour me surprised.
>>
>>52518713
Please don't assume that scavanger stack.
>I might have lost the round, but I have 450pt to spend on new troops.
>No I don't see the problem here.
>GK could suddenly be really viable.
>>
>>52518713
In general Guerrilla looks like a great skill table, lets your guys do their thing more often, with more numbers, instead of just making 1 figure do it better.
>>
>>52518332
>>52518254
I think what it's saying is it increases the limit in that phase so you don't just want to recruit a guy but wait until you can splurge on tons of them.

Remember that you only need 15 to win so spending one on extra points and then two on recruiting two 200 point guys is a BIG investment.
>>
>>52518713
None of the skills stack. It says to reroll if you get the same skill in advancement.
>>
>>52518787
Remember that you only get to advance 1 model every game.
Are you going to advance your specialist untill he eventually get's the scavanger one?
>>
>>52518771
If it wasn't going to stack, shouldn't it say 'you have 150 points to rearm' or something like that?
Saying explicitely 150 points, and not +50?
>>
>>52516344

Ok so looking at #6 on the "Before Mission" roll
The player who wins gets an additional 100pts to spend on their Recruit or Rearm action.
If both players roll a 6 the player who wins gets 150pts.
>>
>>52518396
Glorious scannon, you've already helped us so much today, but would it be possible for you to post the mission rules?
>>
>>52518810
Stacks across multiple models, anon.
>>
>>52518819
It's not THAT strong an argument, but look at >>52518822
With that wording, that scavanging mission would be invalidated by the talent.
>>
>>52518771
I'm still going by in general
>1 Reroll first ammo test, not terrible.
>2 +50 pts. This is HUGE. I'd say a must have.
>3 Hunter. Unsure
>4 Reroll a Fighter's serious injury. Good to keep a 200+ pt Fighter from dying.
>5 reroll any Advance roll. Unsure exactly how useful
>6 reroll own Serious injury table. Good to keep a 200+ pt from dying.

While Shooting half don't help us. (Pistols and basic get Sustained Fire. Stormbolters have SF1), hip fire heavies (no heavies), shoot two pistols (no pistols)
>>
>>52518661
they first need to get a skill, then roll it.
seems unlikely on more than one or two.
you roll for skills right?

imho the very fact that orks are sneaking around in a hivecity and trying to steal strategic promethium is reason enough to theme them as blood axe kommando dudes.

not sure if im gonna go with berrets on them.
maybe just the boyz and the nob.
>>
>>52518819
>>52518830
Makes sense to me, great for horde armies like GSC, although the stealth tree is probably much better for them once they have their heavies and leader kitted out
>>
>>52518822
So theoretically you could have between 300-350 points to recruit/rearm....WOW!!
and that's not including the scavenger skill
>>
>>52518813
But only Destined for Greatness looks like a weak pick, because it does nothing until your next advancement.
Scavanger is great, but the others aren't half bad either!
>>
>>52518855
You roll 2 d6 and pick one, rerolling if you already have both.
>>
>>52518877
It seems best suited for longer campaigns, as you can always adjust the PC's required to win
>>
So, does anyone have a pic of the different skill trees available for the different IG factions?
>>
>>52518813
Considering GK Gunners only get Muscle, Combat, Guerilla, and Shooting.

Muscle and Combat are melee specific. Which ideally my Gunner never gets to.

Shooting has 3/6 trash skills.

All of Guerilla can be useful. With Hunter being my only questionable one.

Especially if you do get Destined for Greatness you can try to fish for the 3 shooting traits that actually matter. But for how expensive GKs are you need Scavenger.
>>
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>>52518939
I think Hunter can be really good.
Fishing for the Vital Information sub-plot that nets you additional money if you win, or re-roll something like monster attacks.

In my case I play Necrons, my snipers get access to Guerilla, muscle shooting and stealth, but it's the only non-leader model that gets access to Guerilla, but the sniper seems suboptimal as a choice.

>Not sure what to do anymore.
>>
Looking at the shooting table makes me even more frustrated the GSC heavies can't take basic weapons
>>
>>52518822
>>52516344
So to the anon talking about taking and failing a bottle test intentionally to avoid the Solitaire...that is only possible if you roll a 4 on the Before Mission roll, Read through them, they are pretty neat.
>>
>>52518879
bur first you need to roll the stealth category te begin with, dont you?
>>
>>52519007
No. When you get a skill advance, you pick which tree you want to roll for.
>>
>>52518999
Yeah, I just realized that. OK then, I guess I can group up and put the useless sods at the front, I feel better if there's actually a fight anyway. If he takes a couple of them down it's not the end of the world, and who knows, I may manage to Zulu the shit out of him with my little redcoats (well, bonecoats because Malinax, but whatever). Probably going to be rolling everything on the Guerrilla tree anyway, since everyone can have it and some of them look superb.
>>
>>52519060
oh, ok.
thanks for clearing that up.

so you get to pick a category that the dude has access to, then roll 2d6 and pick the one you want.

i like it.
semi random.

you can aim for skills you want, but you cant reliably pick the uber cheese combos every time.

myhypecanonlygetsoerect.jpg
>>
Can orks take grots?
>>
Is Shadow War a preview for the overall direction of 8th?
>>
>>52515723
Yes you can shoot a pistol in melee still.
>>
>>52519153
shadow war is literally necromunda, which was an altered version of 2nd ed

8th is going to be more like AoS, with fixed hit and wound rolls, warscrolls, and battleshock tests
>>
>>52519153
shadow war is literally 2nd edition 40k

8th may borrow some elements from 2nd edition
it may also borrow from age of sigmar
or 3rd-7th editions 40k
or warhammer fantasy

but a game that was advertised as and is literally just necromunda with new gangs is probably not going to preview the overall direction of 8th edition
>>
If I buy my Aspiring Champion a Power Sword, does he receive an extra attack? He starts off with a combat blade after all.
>>
>>52519241
Yes, but then you'll have to use the combat blade for half the hits.
Why would you do that?
>>
So

Does a weapon's save modifier stack with the save modifier from strength?
>>
>>52519147

Only as a special operative. iirc it was a Runtherd + 1D6 gretchin.
>>
>>52519082
>manage to Zulu the shit out of him
what does zulu mean?

is it a star trek reference?
>>
>>52518467
>Can't use fast shot and gunfighter at the same time
Why does gw hate fun?
>>
>>52519321
Might have already been asked, but how do you recruit Special Operatives? I didn't see a pricetag next to one, do they last, (or lasts until the end of the game), also can they level up?

>I was assuming they were basically Mercenaries from Necromunda. Good for their price, but can never level up. So they'd eventually get outshined by Gangers.
>>
>>52519343
I think he refers to the Anglo-Zulu war.
When, armed with very sharp bananas and mangos, the brave Zulu held their own against some of the first machine guns.
>>
Someone wanna shed some light on pathfinders ion rifle vs rail rifle? Rail rifle costs 20p more, has 6'' longer range but prevents move&shoot and has -1 on short range. Otherwise they are identical. Is that 6'' really worth that drawbacks and higher point cost? Never played necromunda so there is bound to be something I miss
>>
>>52519420
haha.
>>
>>52518438
Backflipping! Shame can't have it on a terminator. C.S.Goto would've been proud.
>>
>>52516179

Pictures of the ork list have been posted in the older threads. Look there.
>>
>>52518438
Muscle 5
>Imma beat a motherfucker with another motherfucker.
>>
>>52515722
>>52515924
Runtherd gets to roll a d6 and gets that many grots for the match. If he only rolls a 1, he gets a particularly mean grot with 2 attacks rather than 1. If there are any alive after the match, I think they have the Scavenger rule and get you 50 points. Runtherd's weapons are fairly cool too. The whip helps with grot leadership, and the squighound was pretty dangerous, if I remember.

Mekboy gets ammo reroll shenanigans for nearby allies, also the Kustom Mega Blasta is pretty meaty in this. Wrench just counts as a choppa.
>>
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>>52519390
At the end of a mission, you can trade a promethium cache for a SpecOps dude, who comes on the next mission and then fucks off again and takes another cache to bring on another.
Careful, some give bounties and when it's like a Genestealer where it snipes one guy and goes down it'll be expensive, so save your charge for when the enemy are pinned down for the most part and you may survive the return volley.

>>52519343

Pretty much >>52519420
but I was referring to the film Zulu, which is set there. The British Redcoats get caught in a little fort in the middle of nowhere, surrounded by thousands of Zulus, and put up an excellent Imperial Guard defence until the Zulus backed off. Was an actual battle, too. Rorke's Drift. There's a bit near the end where the redcoats line up and volley fire, to "First Rank, FIRE, Second Rank, FIRE" which is what I meant.
>>
>>52519429
Ions get -1 in Long.
Rail get -1 in Short and cannot move and shoot. May get some bonuses for being a Sniper.

But Ions suffer from double distance where you're effectively BS2
>>
>>52519559
Cool. Thanks dude. A little disappointed they fuck off after the misson. But probably for the best.
>>
>>52516571
>Wayland games
lul
>>
>>52519303
I am not familiar with the Necromunda rules.

So an Aspiring Champion has two attacks normally. I buy myself only a power sword. That means I do get one extra attack because of the combat knife, to a total of 3, but I have to split the attacks 50/50, using two for the power sword, and one for the knife (assuming I can choose which one I want).
If I instead buy a power sword and a bolt pistol, I will receive an extra attack, and I have to split it 50/50 between the power sword and bolt pistol.

Correct?
>>
>>52519420
Probably referring to the Defence of Rorke's Drift where 150 British troops successfully defended against 4,000 Zulus.
>>
>>52519571
Damn, I missed that -1 on long for ion rifle. Now this stuff makes sense.
>>
>>52519557
>Mekboy gets ammo reroll shenanigans for nearby allies, also the Kustom Mega Blasta
yep, mekby it is.

i just love the idea of a shitload of orks blasing down an alley, hitting only through massive amounts of firepower.

could be fun for missions where i need to hunker down and hold.
>>
>>52519546
Throw that motherfucker off the 3 story building, watch him die on the pavement below.
>>
>>52519786
Man, I'm gonna need a lot more terrain.
>>
>>52519643
yes, afaik
>>
How does Camo Gear work?
>>
>>52519524
BUt without visible/legible points costs
>>
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ok. I have a question.

The Stealth skill: Evade is only active as long as you're in the open and not benefitting from cover.

Shadowloom Necron Item makes it so you are treated as in partial cover, even wile in the open.

If the enemy uses photo-visors; which negates the effects of partial cover; are you stil benefitting from the partial cover?

How would everything here interact?
>Free armies lists were a hackjob.
>>
>>52519882
Re. the latter, you're still in cover, the bonus is just reduced by one which means you're not getting anything from it, so no Evade.
Same for the Shadowloom, because rules are silly like that. RIP Crons. I'm just glad I get meta skills on everyone, a sneaky leader and shooty specialists.
>>
>>52518375
Do you have access to the list of which skill trees each faction of IG can take?
>>
>>52518706
They're not available as a whole yet since the game doesn't release 'til saturday. GW has stated they'll release an ebook later, so you'll have to make do with the random photos that circulate.
>>
>>52514550
>GW will continue to support a one-run, limited edition boxed game half of which was totally phoned in.
>>
>>52519871
I lowers the max range of the weapon of a unit that fires on the camoflaged unit by 4"
>>
Ok anons. I'd like some feedback on my cadian list before I start building and painting and shit.

Veteran Sergeant (120), Lasgun (25), Camo gear (5),

Veteran Guardsman (60), Lasgun (25), Frag grenades (25),

Veteran Guardsman (60), Lasgun (25), Frag grenades (25),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Special Weapons Operative (70), Demolition charge (50), Lasgun (25), Camo gear (5),

Special Weapons Operative (70), Sniper rifle (40), Telescopic sight (20),
Camo gear (5), Laspistol (15), Clip harness (10),

Total: 1000
>>
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How is this for my starting Chaos Warband Team?
>>
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So I'm going to be new to the 40K world and I'm gonna get into Shadow War. Recently got into AOS and play Chaos Daemons. I've read up a bit and it seems like it'd be fun to play Grey Knights as they're the opposite to what I'm used to fluff and gameplay wise. Am I gonna get shat on, or looked at like ''THAT GUY'' called a power gamer ect. Because I really just want to have to only paint a few models that can be carried around easily.

So what are the most thematic/modest GK lists that I could run so people don't hate me or think I'm a knob, I just want to play GK so I can get into some fluff at the opposite end of the spectrum
>>
>>52520246
You can kit out a few models with other factions as well if you like. So unless you're set on GK and your primary preference is just "fewer models" you have several other options.
>>
>>52520348
I was referring to lists for GK in Shadow War, and peoples thoughts on them, and how not to look like a dick. As for a 40k list, I'd certainly use other factions that I look the like of and add them in similar to AOS, as I'm a hobby hero first and a gamer second.
>>
>>52520246
Super expensive. Low count.
I wouldn't say you'll be that guy. As a couple bad rolls can make you lose 200pt+ guys. (Since you start with 1000 pts... that hurts).
>>
>>52520246
GK is the elite of the elite units.
Their special abillity is that they have no cheap units.
Some people phrophecise that GK will be garbo tier if you're a bit unlucky.
Others think they'll be pretty good once they start rolling.

It's hard to gauge power-levels of an unreleased game.
>Unless it's Deldars. Harlequins are broken as fuuuuuuuuck.
>>
Anyone have the guard rules? I was reading the book at my game store, but all I can recall is a guardsman is 60 points
>>
>>52520219
Ciro is a cool name, as for the list, it seems fine.
>>
Is there a limit to how many weapons a model can carry?
>>
>>52517343
Eh, I order from them because I just don't have a choice. I've looked through all the alternative and with shipping and shit, it's still the cheapest for most thing. And I'm not in a hurry, so I can wait a month of two for my shit to arrive.
>>
>>52520471

You can't for a example carry pair of basic weapons and/or heavy weapons
>>
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>>52520460
>>
>>52520545
wargear list?
>>
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AM_killteam2.jpg
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>>52520545
And there you go.
>>
>>52517343
Fucking lol, Wayland games are lovely and cheap but expect 3-6 weeks until delivery.
>>
>>52520567
I don't have the list of what skill trees are available to the different guard factions (cadian, catachan and steel legion) yet, unfortunately.
>>
>>52520574
Wayland too more than half a year to send me two fucking minis, repeatedly asking if I wanted to spend the money I paid them on other stuff instead lul
>>
>>52520545
>>52520569
FINALLY!!!!
Thanks, Anon!
>>
>>52520610
Something odd must be going on there, as with me I ordered a fuck ton of AOS stuff, and kept calling up when it was late and told me they order on Monday and GW deliver on Thursday, but I was getting GW stuff in dribs and drabs. So either GW are incredibly slow suppliers to Wayland or Wayland have a ton of unreliable cheap sources and never get anything to you unless they can get it themselves at 50% off
>>
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>>52520569
>clip harness
>>
>>52520673
yw

>>52520674
My guess is that since the minis I ordered was on sale, they didn't have them in stock but couldn't go back on the offer by law so they had to get the minis and sell them at a discount resulting in a loss for them. So they were probably hoping that I'd take my order back and buy something else if they delayed it enough. Fortunately for me I'm a patient motherfucker.
>>
>>52520721
Lul

Is that from nam or kongo?
>>
>>52520721
It's a climbing harness, not anything to do with ammo. They're "Weapon Reloads", which makes me wonder if everyone just has one magazine for their gun at all times, and how a few Transuranic Arquebus rounds cost more than an entire plasma gun.
>>
>>52520569
>>52520545
Gud man, thank you, my box get's here in 5 days
>>
>>52520771
Well it was funny nevertheless.

The difference between a clip and a magazine tho...
>>
>>52520764
Nam. It's actually pretty accurate, the military provided clips in boxes of 20 (10 per clip) all packed in neat canvas bandoleers for convenience. Troops would use these to hold extra magazines.
>>
So.. there are like four or five anons here atm?

>tfw I'm never going to get pics of what skill trees are available to each of the guard factions
>>
>>52520849
Oh, so they actually contained clips to begin with but was repurposed? That's cool. Did not know.
>>
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bandoleer.png
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>>52520874
>>
So who is Matt Ward?
>>
>>52520924
Well.. if it works and so on..
>>
>>52520970
wait what

you're not saying he was involved in SW:A, right?
>>
>>52520721
I don't get it.
>>
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>>52520219
I-is there a listbuilder for the game already, or did you make this yourself?

Also, how should one go about building a Necron team? The lists I've seen here while scrolling had pretty much only Immortals, with just one or two Warriors. But I don't really like Immortals, and would rather like to go with a Warrior heavy list
>>
>>52521020
Haha, in the guard equipment list there is an item called clip harness which is basically a harness for climbing that you can clip to stuff to avoid your unit falling off tall terrain.

Anon with the nam pics made a joke.
>>
>>52521070
What info is it that you're missing? Mebe I can help
>>
Rate my cult:

Shotguns seem insanely good

Neophyte Leader 120
Power Pick 50
Web Pistol 75
Photo-visor 15
260

Neophyte Heavy 70
Photo-Visor 15
Mining Laser 200
285

Neophyte Heavy 70
Flamer 40
110

Neophyte Initiate 50
Shotgun 20
70

Neophyte Initiate 50
Shotgun 20
70

Neophyte Hybrid 60
Autogun 20
80


Neophyte Hybrid 60
Power Maul 50
Las-Pistol 15
125

1000 even
>>
>>52521070
You're gonna have to take at least some immortals anon. The leader immortal is mandatory, and warriors can only be half your total model count. Without accounting for points and assuming no casualties, the best you could do is 3 immortals, 2 deathmarks and 5 warriors, but that's way over starting points I believe
>>
>>52521131
Illegal, only leaders get the power weapons
>>
>>52520545
A true hero.
>>
>>52518418
I literally just read them all sideways before getting to your post, Goddamnit
>>
>>52521173
Nah I just ripped them from earlier threads. The true hero is another anon. But at least I'm glad I could help.
>>
Chaos pdf's have stuff missing

What does a chainsword actually do?

Why are Autoguns cheaper than Lasguns if they're the same in 40k?
>>
>>52521094
Well, I have the rules for Necrons, obviously. I was thinking about taking mostly Warriors with some points for upgrades, and an Overlord to count as leader and a Deathmark, probably. I'm not really fond of Immortals, modelwise, I don't even have them.
>>
>>52521252
Chainsword gives parry, which forces a refill on an opponent's attack dice unless they also have parry. The difference between the two is that a lasgun has a better ammo roll (3+ vs 4+) and can use a hotshot laser pack, but I think the autogun might get a hit bonus at close range that a lasgun doesnt
>>
>>52521252
>Why are Autoguns cheaper than Lasguns if they're the same in 40k?

Maybe we go back to when lasguns had a -1 ASM?
>>
>>52521252
Lasguns are more reliable

Here are stats for some of the weapons (scroll down): http://imgur.com/a/7FVNg
>>
>>52521147
Yeah, that's 1060 points worth of troops.
>>
>>52521299
>think the autogun might get a hit bonus at close range that a lasgun doesnt
It does, i understand now why they cost more. but i'll stick with autoguns because Chaos and models
>>
>>52521257
So.. your question is?
>>
>>52521171

Oh shit good catch, I reworked it.

Neophyte Leader 120
Power Pick 50
Web Pistol 75
245

Neophyte Heavy 70
Mining Laser 200
270

Neophyte Heavy 70
Frag launcher 85
155

Neophyte Heavy 70
Flamer 40
110

Neophyte Initiate 50
Shotgun 20
70

Neophyte Initiate 50
Shotgun 20
70

Neophyte Hybrid 60
Autogun 20
80

1000
>>
Can I get some feedback on my cadians?

Veteran Sergeant (120), Lasgun (25), Camo gear (5),

Veteran Guardsman (60), Lasgun (25), Frag grenades (25),

Veteran Guardsman (60), Lasgun (25), Frag grenades (25),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Guardsman (50), Lasgun (25), Camo gear (5),

Special Weapons Operative (70), Demolition charge (50), Lasgun (25), Camo gear (5),

Special Weapons Operative (70), Sniper rifle (40), Telescopic sight (20),
Camo gear (5), Laspistol (15), Clip harness (10),

Total: 1000
>>
>>52521388
Id recommend putting an autopistol on the flamer, you're going to do an ammo roll every time you fire, and as I recall it's a relatively difficult roll, something like a 6+ or 7+? It was at least a 5+
>>
>>52521435
It's a 5+ on the regular flamer. After every shot.
>>
File: SWA Kill Team Roster.pdf (315KB, 1x1px) Image search: [Google]
SWA Kill Team Roster.pdf
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>>52521070
I made it myself, Here's the blank one
I did it in excel
>>
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Here's a quick idea as to a Grey Knights list, what do you all think?

Mother Superior - 330
Justicar (250)
Force Sword (60)
Red Dot Laser Sight (20)

Brother Renton 225
Knight (175)
Pair of Flachions (30)
Red Dot Laser Sight (20)

Brother Franco 245
Knight (175)
Pair of Falchions (30)
Krak Grenades (40)

Brother Williamson 200
Knight (175)
Warding Stave (25)

I've tried to just get bodies on the field as that'll be tricky bit with GK, as for the weapons owing to lack of bodies I thought the Falchions re-rolls will be valuable as I won't have too many chances, also they're cheap. I'm thinking of getting a Gunner instead of somebody with a Ward Stave, delete the sights and grenades and just give him cheap Hand to Hand weapons until I can afford a decent specialist weapon.
PS, yes the names are Trainspotting inspired.
>>
anyone know what unreliable does?
seems all orks shooting has it.
>>
>>52521605
I believe if you fail an ammo roll, you still another d6, if you roll a 1 your gun explodes, dealing a hit to your model at regular strength-1
>>
>>52521299
>forces a refill on an opponent's attack dice
Wut??
>>
>>52521642
Sorry, it forces a reroll of a single attack die, stupid autocorrect
>>
>>52521604
You really need a Specialist or even two if at all possible to start with, since otherwise you'll need to roll up and win that extra points mission or get the Scavenger skill just to recruit more. Otherwise, GK list. They're all kind of similar through sheer expense.
>>
>>52521642
Re-roll you nonce.
>>
>>52521629
I think it only explodes if you roll double 1s on your ammo roll.
>>
>>52521429
Solid list, what faction are you running, SL, Cadian, or Catachan?
>>
How does Parry work?
>>
>>52521684
If one fighter has parry, they can force their opponent to reroll a single attack die, unless the opponent also has parry
>>
>>52521684
If you have 1 parry you can reroll one enemy attack die.
>>
>>52521299
> which forces a refill on an opponent's attack dice
what?
>>
>>52521676
>>52521629

huh, well that seems funny enough to deal with i suppose.

pretty slim chance and orks all have t4.
do you still get armorsave? in case of heavy armor.

a rokkit boy or mek with kmb wont have much of a chance though^^
>>
>>52521662
>>52521671
oh..duh...that makes sense. I'm slipping
>>
>>52521677
>Can I get some feedback on my cadians?
>feedback on my cadians?
>cadians?
>>
>>52521707
>>52521710
do Wyches with Wych knives have parry? I don't really understand Chainhook.
>>
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>>52521599
Thanks anon. Have a picture for your efforts!
>>
>>52521730
see ----> >>52521662
>>52521671
>>
>>52521707
>>52521710
Force the opponent to reroll their highest attack die even, if I'm not mistaken.
>>
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some skitarii bits left in the bits box so threw this together; all Galvanic Rifles and two Arc Rifles, waiting for the ork list to cost up the TF2 mob!
>>
>>52521749
>>
>>52521775
are those high elf archer legs xD
>>
>>52521817
yup; didn't have enough guys so helps pick out the leader / specialist!
>>
>>52521749
Nobody cares about Cadians :P
>>
>>52521677
Thanks. They're cadians. Tried to get some versatility in there. I'll be rearming the veterans with shotguns and camo gear later I guess. Maybe get another specialist and maybe a plasma gun if the starting squad rolls well.

I would really like to see what skill trees the different guard factions get access to though.
>>
>>52521828
They work well! Though I'd square off the toes personally
>>
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>>52521838
b-but..
>>
>>52521753
knives are knives no parry.
Chainhook prevent opponent parry but don't have it themselves. So no rerolls happen.

I'm actually tempted to buy and build a group of wyches now.
>>
>>52521874
>>52521874

all the kool kids are doing nids
>>
>>52521888
Wyches seem awesome. I have ten unpainted ones I want to finish right now.
>>
Anyone have the ork rules? Thnak you
>>
>>52521888
If you do, will you sell me a couple of heads?
>>
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>>52521943
you'll want the mirror mask heads. So no, because those are the cool heads and have rules now.

Also I'll still use any extra bits for my Deldar into aspect warrior kitbashes. I don't play much 40k anymore, but I still like my kitbashes
>>
>>52521943
Trying to buy head on the internet.
>but a-anon. Prostitution is illegal.
>>
ok, so I'm trying to piece together what models i need to assemble and in what config to have what i need for a campaign


thinking so far:

7 shootas for yoofs, as no more than half can be yoofs.

6-7 slugga boys, to fill out the squad

1 nob, possibly with Power Klaw, not sure.

big shoota boy, maybe two.
also maybe rokkitboy if i feel i need one as the campaign progresses.

I'm thinking I'll make a mek with KMB and a painboy after the other stuff is done. nice to have specialists options.
i wont bother with runtherd as i dont have nice grots, only shitty goblins.

think this would last me a casual campaign, assuming i recycle dead gits?


i find the ork pants way to 'spandex' looking, so I'm experimenting with greenstuffing more cloth as well as pockets for more of a cargo pants look.
I might try sleeves too.
any tips?
>>
>>52521975
Are those the ones with a mask over the mouth? No, I actually want regular heads. Oh well, scalpers on ebay it is then.
>>
>>52522022
Well, maybe selling bitz isn't scalping per se..
nvm
>>
are the skills identical to necromunda?
if not does someone have the new tables.
>>
What point value is this played at?

our local store got allocated french copys by accident, so we wont get the rules for a couple of weeks
>>
>>52522058
see here
>>52518418
>>52518438
>>52518467
>>
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How the fuck has the main rules (mechanics and system) not been posted yet
>>
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What table should I roll on for Blood Axes? Shooting or Stealth? Or should I just go for maximum melee boyz and just give everyone a Slugga?

>>52522088
1,000
>>
>>52521888
Basic weapons also don't count for the two close combat weapon bonus.
>>
>>52522102
I'm not sure but it can be due to the fact that the game doesn't release until saturday.
>>
>>52522121
Do you have the book? Can you get pics of what skill trees the different guard factions have access to? (cadians, catachan and steel legion)
>>
>>52522121
afaik after the discussions in these threads, when you give a guy a skill, you select a category you want, then roll 2d6 and pick one of the results
>>
>>52522121
No one knows because no one can get their hands on the full rules.
>>
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>>52522121
ork crew list please!
>>
>>52521938
see -----> >>52518418
>>52518438
>>52518467
>>
>>52522305
not him, but those are skills though.
>>
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1491226225411.jpg
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>>52522305
>>52522349
yeah my bad they were in previous thread
>>
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>>52522409
>>
Thnak you !! Can you see the boss's cost? I cannot read
>>
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>>52522183
Nah I just saved this pic from the original thread.

>>52522219
Yeah, I'm just wondering what tree to roll on.

>>52522256
Someone posted them earlier.

>>52522282
Apologies if illegible, anon didn't take very good pics.
>>
>>52520219

I will probably be running something similar.

Let's be honest, you're pretty limited in what you can start with.
>>
>>52522121

Stealth for the slugga boyz, shooting for the guy with the big shootah and other shoota boyz.

Maybe alternate between the two afterwards?
>>
>>52522462
yup!
seems like most starting armies are very similiar due to expense
>>
>>52519319
No.

If none is listed then you use the strength implied modifier. If one is listed, that is its modifier.
>>
>>52522409
>
>>52522425
>>52522461

shame about the missing pointcosts, but still useful.
thanks M80
>>
>>52522437
can't make it out...looks like 140/160
>>
>>52522461
>Yeah, I'm just wondering what tree to roll on.
i was told you pick the tree you want so long as its available for the model.

>>52519060
>No. When you get a skill advance, you pick which tree you want to roll for.
>>
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>>52522505
>>
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>>52522539
>>52522437
This is a good base list
>>
the skill trees look cool, but isn't there also stat advances?

anyone know how that works.
upping the big shoota to bs with dot would make him pretty accurate.
>>
>>52522581
>>
>>52522639
thanks.
>>
>>52522581

It's random. You choose a guy to skill up, and roll 2D6. 5-9 is a skill up, the other results are stat increases. Basically you get a choice of two stats to increase by 1, but you can only increase a stat once.

Personally, I see no real probably with houseruling to a +3 max since that's what every other game of this type GW has ever made does and I've never heard anybody complain about that.

Then again, this is the first one where you just straight up choose a guy to improve and do it.
>>
Still hoping for pictures of which skill trees each of the imperial guard factions get access to.
>>
>>52522554
Really hoping for kommandos and mega armor.

Oh well.
>>
How useful do you think Enhanced Data Tethers will be for Skitarii? Leader already projects a 6" ATSKNF bubble, this allows another one. Seems like two in a decently upgraded team wouldn't be a terrible idea, it basically gives almost everyone that buff and makes us extremely well-equipped and much more stylish Scouts. I'll just have to see if I have another one spare, since I know I cut one up for parts once.
>>
>>52522121
No reason to restrict yourself to just one. Pick whichever is suitable for the character in question.

That said, half the shooting skills seem to have limited use for orks. Fast Shot is only useful for sluggas as is Gunfighter, which is problematic because sluggas are terrible. Hip shooting seems like a bad idea if you already struggle with low BS.

Stealth skills are all useable by any ork and seem fairly good too.
>>
>>52522572
We should be able to deduce the Boss' cost from that list...

9 Boyz is 540
9 choppas is 90
10 sluggas is 100
1 power klaw is 85

So the boss is... 185 points? That doesn't seem right.
>>
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>>52522867
>>
>>52522639
I like this level up list a lot better than the standard necromunda one.
7 is the most common result, and the worst in necro. Now skills are the main advancement by far.
>>
>>52522772
Don't shootas work with Fast Shot?
>>
>>52523034
shootas already have sustained fire if i remember correctly.

Glorious scannons, we'd really appreciate the mission descriptions, I'm particularly interested in how Hit & Run has been ported
>>
>>52521920
hmm, interesting bit will be modeling some of them with 2 ccws.
because pistols are kinda expensive, and new recruits with either 2 knives or knife+chainhook seem decent cheep bodies to be useful.
>>
Are there no regular marines yet?
>>
>>52523137
Nope, but you could just use the rules for CSM and hope the Chaplain doesn't notice...
>>
>>52523071
>52503549
>>
>>52523094
Since the extra attack gives barely any benefit in close combat, I'd just stick with the basic knife if you're looking to save points. I'm probably going to run an ork or two with just a knife and maybe some stikkbombs.
>>
>>52523176
dang it

>>52503549
>>
>>52523194
I'm the anon who posted that, I was going for the details of the scenario, those are just the post-game and the random events that happen before or during the mission
>>
>>52523226
thanks for that
>>
>>52523184
2 dice pick the highest noticeably better than 1 die, iirc your expected value is like one higher.
and was more thinking 80pts for chainhook version. 2 weapon benefit, and -3 to save, no parry.

also like that a starter list can get a lot of benefit from the standard 100pt of gear.

very different from the CW eldar which was my existing army. also feels more sprawl runnery.
>>
>>52523285
You're welcome, I got it from miniwars, who in turn got it from another anon here
>>
Crunched the numbers for multiple attack dice to see what difference they made.

If I've got it right, the average scores are:

1 Dice: 3.5
2 Dice: 4.17
3 Dice: 4.65

So +1 WS is generally better than +1 A in this system.
>>
>>52523440
Did you account for the effects of crits and fumbles?
>>
>>52520574

Fuck i knew i should have trusted my gut and not ordered from these people, i'd heard bad things about them before but since they were the only place that still were taking orders i thought fuck it. Might just try get my money back through paypal and see if i can get the game at GW on saturday :/
>>
>>52523311
>2 dice pick the highest noticeably better than 1 die, iirc your expected value is like one higher.

That's right, but you also need to account for the odds that the second dice will roll 1, which gives you -1 to your total score and a double six will actually score 7. Overall, it's better to have more dice, but not much better.
>>
>>52522682
Rules say each stat bonus can only be taken once
>>
>>52523467

Yes, which was quite a pain and the reason why I only went up to three dice.
>>
File: SWA guard.jpg (2MB, 2362x3248px) Image search: [Google]
SWA guard.jpg
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IG rules proper ^^
>>
>>52523579
Where did you get this
>>
Veteran Sergeant 120
-Carapace 20
-Plasma Pistol 50
-Camo Gear 5

Special Weapons Operative 70
-Carapace 20
-Plasma Gun 80

Special Weapons Operative 70
-Carapace 20
-Heavy Flamer 100
-Laspistol 15

Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15


Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15


Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15

Guardsman 50
-Shotgun 20

What do people think of this Stormtrooper team? Thinking of cutting the Guardsman with the shotgun and just giving everyone camo gear and maybe some grenades to go around... How much is a BS 3 shotgun worth in Necromunda?
>>
new thread when
>>
>>52523594
Here : thedeathjungle.blogspot
>>
>>52523601
It'll be hitting on a 5+ with no cover if they arent within 4", so...
>>
>>52523601

If you're going to tool up like that, I think skitarii are a better choice than guard. The benefit of guard is the ability to have plenty of cheap bodies and only have to buy extra gear for the ones you really care about (i.e. specialists).

If I was you, I'd probably drop two stormtroopers for a few more basic guardsmen with shotties or lasguns.

Camo gear on your plasma dude might be wise. Not sure if the new rules require you to always shoot at the closest target, but if not he's going to be a high priority for enemy shooting.
>>
New thread

>>52523952
>>52523952
>>52523952
>>
>>52523516

Yes I know. I'm just saying that in Necro, Gorkamorka and Mordheim, hell even Blood Bowl, the limit is usually 3, and I'd understand some people deciding to house-rule that into this.
Thread posts: 397
Thread images: 50


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