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Shadow War Armageddon General /swag/

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We can't be star wars general so we gotta be swag

Previous Bread
>>52514471

>Shadow War: Armageddon Free Faction Rules::
>https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf
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Weapon and strength armour modifiers stack
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Another dude with style.
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>>52523997

OI, YOOZ TOO PURPLE TAH WEAR DOZE RAD SHADEZ
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What's the best ork starting 1000 points?
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>>52524094
We don't know yet. Big shootas are dope, Yoofs with shootas, Power Klaw for busting terrain. I might do a Rokkit with a red dot, if that's legal.
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>>52524094
my guess is
5 shoota yoofs, nob with choppa and slugga, specialist and three slugga boyz.

Dont remember if you can buy a big shoota for the specialist.
>>
So ranges. Anons who've had a crack at this so far, how has the combat worked out? Could you establish crossfires and make use of those sniper rifles, was it boltgun-to-boltgun standoffs or were you right up in shotgun and shanking range?
Personally, it's been a bit varied, but there's certainly been more shooting than melee even after forgetting the Pin When Hit rule. We had about three close combats, and lots of CSM running through rifle fire to get to bolt pistol range. I had a good two turns in Galvanic Long Range (>15).

I also found it takes a lot to outright kill someone (presumably unless you're pointing a Reroll-injuries High Impact D3 weapon, anyway, where they're taking two or three rerollable 5+ to take OOA), but very little to disable, since you can't combat rez downed fighters. There were a couple Skitarii and lots of Cultists and a CSM crawling around in agony for most of the game but not dying.


You'd think the"after-battle recover or die" roll would be a little better than 50/50. Surely they're getting at least slightly better chances with medical care than being left to die in the mud/sump/whatever your boards are (my bases will be brown mud with a good few wrecked beams and crates and things - a destroyed settlement on the flats).
>>
>>52524179
>Surely they're getting at least slightly better chances with medical care

Weapons in the 41st millennium are pretty scary. Most of the injuries your Kill-Team are likely to suffer are an order of magnitudes greater than the sort real solders would endure.
>>
>>52523964
I'm pretty much locked into playing Carapace guardsmen with hotshot lasguns, seeing as I love me some Stormtroopers (I have about 50 of the fuckers already, and this is an excellent excuse to buy even more). I was thinking about using the Skitarii team to represent them, but the lack of the right special weapons rules that out.

Maybe I could squeeze in a few more guardsmen, let's see here

Veteran Sergeant 120
-Carapace 20
-Plasma Pistol 50
-Assault Blade 15
-Camo Gear 5

Special Weapons Operative 70
-Carapace 20
-Plasma Gun 80
-Camo Gear 5

Special Weapons Operative 70
-Carapace 20
-Flamer 40
-Laspistol 15
-Camo Gear 5

Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15
-Camo Gear 5

Veteran Stormtrooper 60
-Carapace 20
-Lasgun 25
-Hot-shot Laspack 15
-Camo Gear 5

Guardsman 50
-Lasgun 25

Guardsman 50
-Lasgun 25

Guardsman 50
-Lasgun 25
>>
>>52524292
You can pick up the special weapons on eBay/from a Bitz supplier. I have some Inquisitorial acolytes that I bashed together using Scion bodies and Skitarii heads for a more Medieval look, but if you're talking about Kasrkin you might be shit out of luck.
>>
>>52524179
shotgun range is 16 inches man, fire those slugs
>>
Can someone please post the differences between Regiments (Cadians/Catachan/Steel Legion)
I need to know if I should get these guys started!!
>>
>>52524179
recover-or-die isn't 50/50

on a 4+ you're fine, on a 1-3 you roll on another chart

1 is dead or captured (50/50)
2 is headwound (gain frenzy skill)
I forget 3/4, one of them is gain hatred of the enemy who downed you
5 is a full recovery
6 is full recovery and gain an advance
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>>52524326
The weapons in the list that is, not the models per se. I need hotshot lasguns, and flamers and all that. Plus the flaregunthingy that Skitarii have is a poor substitute for a plasma pistol.
>>
I've taken the liberty of consolidating our links so far.

https://drive.google.com/file/d/0B85bX2eTNABScTRFYkNZWFZ4NXc/view?usp=sharing
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>>52524405
Um, Steel Legion have the best models. That should be reason enough.
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>>52523990

>Some close combat weapons have an Armour Save Modifier of their own, which applies on top of the modifier for the wielders Strength.

So, that makes, like a Power Fist on a Str 4 guy have an armour mod of -7?
Yeah, I can see how that could peel a Terminator out of his armour.
I *think* all the CC weapons with their own listed strengths all have Armour Penetration values pre-calculated for this as well, to reduce confusion.
>>
>>52524426
Yeah, I meant take your Skitarii bodies and call them Stormtroopers. Give them IG weapons. Just make them look different enough so people can tell the difference between your dudes and Skitarii.
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>>52524446
I've been painting up a Steel Legion Sentinel, but I don't see it getting any play in this game at the moment. Plasma Cannon OP.
>>
>>52524405
The difference is purely skill-based. Guessing Catachans get access to more Ferocity/Muscle while Cadians and Steel Legion get something else. Steel Legion might get Guerilla/Stealth, seeing how they are on their home turf. Again, we don't know exactly how, but the difference is purely in the skill department.
>>
>>52524179
>>52524269
This. Let's not forget that bolters fire basically miniature rockets that are supposed to explode inside a person. Not to mention Lasguns that can cook you inside your armor or outright shoot through your body, Shuriken weapons that slice easily through your body, Orks making their choppa meet your face and Gauss flayers that rip the very atoms off your body.
>>
>>52524462

Ah, looking at the Servo Arm reveals they don't, but if I'd bothered to read properly, I'd have noticed them saying that rule only applies when its a weapon that adds to or uses the users strength.
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>>52523990

Huh...that's kinda silly. I'm not 100% sure I'm a fan of that.
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>>52524478
Ah, I don't lack the models. There was another guy suggesting I use the Skitarri rules to represent Stormies.
>>
>>52524499

And let's not even get into what the Nid weapons will do to you.

>>52524507
Old Warhammer player here, nah it's a good system. Adding armour penetration mods on TOP of that is a little weebly, in oldhammer you either had your strength based armour roll penalty or the thing just out and out ignored armour because it was that 1 magic weapon everyone has access to that does that for 50pts.
>>
>>52523990
Nice! Now that we have that answered, we need to know if a weapon that provides a Strength bonus counts towards this as well.
>>
posted in orevious thread and didn't get any replies.

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?
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Whats a good end goal for tyranid warriors with upgrades?

Alpha with scytals and boneswords, carapace + biomorphs
2x trooper warriors with 2X scytals, carapace, and biomorphs
Gunbeast with venom cannon, carapace
Gunbeast with barbed strangler and carapace

Should I take a second venom cannon for the sf2 damage? Or the large blast gun for mass force pinning? (I think this would be great against tau, orks, and skitarii)

Do the 2 biocannons need to be stationary to fire like heavy weapons? I'm not seeing anything that would point to that (just like the codex equivalents)
>>
>>52524139
>I might do a Rokkit with a red dot, if that's legal.

Looks like it is, according to this.

>>52524148
>Dont remember if you can buy a big shoota for the specialist.

Of course you can. Not cheap though.

I'm thinking that for a campaign, it might be worth taking several tooled up spannas in the initial team, because you can easily afford a shoota boy after every mission.

Probably big shoota, red-dot sight, eavy armour on each one, so 260 points each. Nob only needs 'eavy armour and a choppa to be effective, although the kombi-skorcha looks tempting.

Recruiting presents a bit of a dilemma; it seems wasteful to buy boyz just to use shootas when youfz do it just as well, but a youf with a shoota and red-dot is 90 points, which doesn't really leave you anything useful to buy with the other 10. Alternatively, you could get a shoota and eavy armour, wait until you have six and then buy a bunch of red-dot sights.

Or you could get a proper boy, with shoota and red-dot, or buzz-choppa and eavy armour.

I feel that running shooty orks might be playing to their weaknesses. Maybe melee is the way to go; just rely on the to-hit penalties for running and cover to protect you until you get close enough.
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>>52524541

>Old Warhammer player here, nah it's a good system. Adding armour penetration mods on TOP of that is a little weebly, in oldhammer you either had your strength based armour roll penalty or the thing just out and out ignored armour because it was that 1 magic weapon everyone has access to that does that for 50pts.

No, that was my point. I'm not 100% sure on 'Strength + Weapon Mods'. I'd have preferred Strength OR Weapon Mods.

Or 'Strength over Toughness' or something. As it's looking like basically anything that can wound a Nid Warrior/Nurgle Marine in combat makes the armour a complete non-issue as the armour penalty is independent of the guy you are hitting.
>>
>>52524589
I mean, can you afford it in that list.
350 for 5 yoofs with red dot.
240 for three boyz with slugga and choppa
??? Nob with slugga and choppa
235 for a spanner boy wwith big shoota and red dot

That's 175 points to spend on the nob.
>>
>>52524558
it clearly says yes otherwise thunderhammers don't do anything
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>>52524589
nice
I'm very interested in optimal recruiting setups.
so i can make models that represent that..

i want to go as WYSIWYG as i can.
>>
Starting thoughts for Wych list

Syren 150
-p-sword 50
-pistol 20

Wych+pistol x2 200

Wych+pistol+hook 110

debutante+hookx2

debutante+pistol

debutant+nothing

bloodbride+hyrda gauntlets+mirrorhelm

1000 even, 9 members, 4 new recruits.
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>>52524612

Yeah, but it's only for CC weapons where this applies. Unlike in OldHammer where it was pretty much universal across the board for ranged and spells.
Well, those spells that weren't save or die anyhow.

8th had it's problems.
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>>52524269
>>52524499

True. I guess whatever downed my Skitarii has to punch through armour that's significantly beyond anything we have today, all the augments and modded flesh beneath, then do enough damage to put down a soldier that can flat out ignore pain from any non-critical wound. That's going to be a tad hard to fix.

>>52524385
True, but you get the gist. I have 30" rifles, I want to be exploiting those BS5 at over half range boltguns with cover negation as much as possible.

>>52524584

Massed pinning may not be as good as it looks against Skittles and Tau, since we/they have wargear and specialists that put out ATSKNF. Doesn't help that much on Tau I2, but Skitarii will be shooting you in the face half the time.
>>
>>52524658

Yeah, not saying it breaks the game.

Just that I think it could have been done a bit better to make armour more useful.
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>>52524699
like, 70% of the game is still lasgun/shoota shots

so armour is still amazing
>>
>getting excited for a throwaway standalone game with no future support
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Just realised that carapace and 'eavy armour (but not scout armour) both give -1 I. I think anyone wearing that shit should pack a clip harness too.
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>>52524699

Well, consider where the game is coming from. In Necromunda and certainly Mordheim, without houserules the best anybody was generally packing was a 5+ save, and with copious -1 or -2 it usually wasn't worth the cost, so in Mordheim you'd see people without any armour at all a lot of the time.

So the fact that you have armour that does ANYTHING here is a concession.
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>>52524743
Fuck off, will ya. Let the people who want to have fun be left alone.
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>>52524661
Well I didnt mean the "pinning" special rule, I meant the fact that if you are hit by a shooting weapon you get pinned whether you're wounded or not. And with only 5 models you want to try and maximise the number of hits you can get, right? Pin half of their force to the ground and they can't run back from your 10"-12" charges that turn, and you have to opportunity to negate their shooting (unless they can get up early from an unpinned model nearby)
>>
>>52523990
>on and strength armour m

If they migrate this to 40k, characters with swords are suddenly viable again!
>>
So I see Ripper guns in the master weapon stat sheet but I dont see Ogryn rules. Only Guardsmen propper. What gives?
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>>52525107
Ogryn are going to be hired guns.
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>>52525154
Well looking at the Shadow War site it lists Guard special operatives as:

"Special Operatives:
Ogryns
Tempestus Scion
Officio Prefectus Commissar
Tech-priest Enginseer"

Somebody have those rules?
>>
>>52524656
Might need to cut some of the x2 weapon to get Blast pistol. or give that poor Debutane something, hook are only 10 pts.
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>>52524584
End game goal : You have tanky unit that will absorbed fire and attention, while your gun-beast pin them from the back-line.

That Tyranid Prime look like it could be the Ace in the hole of Nid army early. He is another gunbeast with ability to take all item from the biomorph
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>>52525535
The specialist prime? Or the leader alpha? The area of effect ws/bs buff would be interesting in a gunline nid list. 3-5 death spitter warriors, or 2 venom cannon gunbeasts are cool. And the whole force basically still has ws6 scything talons, they just lose the bonus attack and rerolling to wound.
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>>52525399
the x2 isn't weapon, it's models.
so 2 pistol wyches, and 2 hook debutants.
>>
>>52524714
A ton of basic weapons have -1 rend, that's one 4+ save your marine has to pass or he gets to eat shit.

Dark eldar are the worst with swarms of -3 rend guys, that should terrify grey knight players.
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>>52524760
4+ armour sounds completely unimpressive, if buy it for my nob maybe, when I'm upgrading his weapons.
>>
>>52524763
I was playing PC mordheim and it's pretty much the same. Even master crafted heavy armour is worthless due to negligible benefits and MASSIVE penalties.

Light armour can be ok if you don't plan to dodge anything ever.
>>
Looks like people are excited about Orks. The bundle for them sold out.
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>>52526027
I can't remember the last time Orks were actually good, I now have a chance to try the boyz!
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>>52524094
>>52524139
>>52524148

https://youtu.be/O5wTHZuk9mQ
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>>52525993
>PC mordheim
as in the video game?
heavy armor is useful if you take the skill and possible a shield and parrying.

in this game, I want to see how it plays. There is no cover saves, so even if saves go down to 5+ or 6+ they keep your guy fighting.
>>
>>52526027
>>52526064
bundles "sell out" when one thing from the bundle is missing

People bought the mek, people bought the solitaire and a few other thingsq
>>
So, the Eldar weapon platforms can't be shot but block line of sight to the gunner behind them.

This seems... good?
>>
These are the two lists I am looking at, which do you think works better?

I am thinking #1

Sergeant - 200 --- 300
Sniper Rifle - 40
Toxic Rounds - 20
Melta Bombs - 30
Photo-visor - 15
Camo Gear - 5

Scout - 100 --- 160 x2
Sniper - 40
Photo-Visor - 15
Camo Gear - 5

Scout Jr - 75 --- 140
Shotgun - 20
Krak Grenades - 40
Camo Gear - 5

Scout Jr - 75 --- 120 x2
Sniper - 40
Camo Gear - 5

--------------------------
Sergeant - 200 --- 295
Sniper Rifle - 40
Toxic Rounds - 20
Melta Bombs - 30
Camo Gear - 5

Scout Jr - 75 --- 135 x2
Boltgun - 35
Telescopic Sight- 20
Camo Gear - 5

Scout Jr - 75 --- 140
Shotgun - 20
Krak Grenades - 40
Camo Gear - 5

Scout Gunner - 110 --- 295
Heavy Bolter - 180
Camo Gear - 5
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>>52524422
3 - hatred
4-5 - full recovery
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>>52526147
going out is actually not bad

more likely to get an advance than die
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>>52524431
nice!
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>>52526118
the CW eldar seem super boring. And I say this as someone who likes eldar.

CW eldar things is each unit has basically one load out, but you can get different units for different things. This doesn't combine well with a game about taking basically 1 type of unit.
Worse they don't even include the storm guardian options which would at least allow some options.
>>
>>52524571
Big shootas are HUGE, 2D3 shots puts out some serious dakka.
Might want some Heavy armor on my Nob and the shoota/Yoof combo is great and cheap
>>
So what do Red dots and telescopics do?
>>
Should I go for max melee Blood Axes with sluggas and choppas? Or max shooting with shootas and a big shoota? I want to use these guys for my 40k army as well, so I dunno.
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>>52526274
Or a Rokkit Launcha if I decide to go with shooting dudes?
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>>52524743
>throwaway
seeing as how the tiny "Lost Patrol" game got three articles in WD supporting it and THIS game sold out in less than 10 min EVERYWHERE, I don't see nuGW not supporting this. They're too money hungry to not add more ways to buy more models and terrain.
>>
>>52526236
Red dot is +1 BS or to-hit modifier but targeted model gets a 6++ if in your front 90 degree arc and telescopic extends your long range by whatever your short range is.
>>
>>52526236
>>52526322
There's also something about sometimes being able to raise an alarm if you save on the 6++ but I didn't get to look at the missions involving that shit to know what it means.
>>
>>52526164
Yeah this is a great game as far as losing a battle doesn't equate to losing the war. You still get 1 PC and rearm/recruit AND 1 advancement AND possible advancement through Serious Injuries. Losing is Winning!
>>
>>52526354
red dot is +1 to hit, but gives everyone a 6+ invuln as they see the red dot and have a chance to get out of the way
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>>52526164

Honestly, I sorta prefer it that way.

I mean, yeah the injury tables were interesting in Mordhiem but they don't feel fitting for 40k. In 40k cybernetics are easy to get your hands on for an actual military. The sheer number of marines, guard or SOB in images with a cybernetic eye or limb and no loss of function would make it kinda silly if you could lose stats easily and not be able to fix it.
>>
>chaos cultists can't purchase a stubber
Fuck this stupid game
>>
As Skitarii, should I focus on numbers or elite troops? And is it worth giving my Alpha pistol+ccw?
>>
>>52526164
equal chances of getting an advance roll as death, but 2-3 are mainly about missing a battle.
which I kinda like as you don't have worry about getting rid of fighters that have become useless.
Having fighters build up injuries can be fun, but that's a different style game than I think this is going for.

>>52526392
it's not quite that far. The advancement from wounding is unlikely, and you can't choose to advance someone who goes ooa, and new recruits don't move forward. so there is something to keeping guys from going out, but it's not as worrying.

Also, look at the hunt table, there are several things that benefit the winner more. but you're mostly right it that the losing doesn't feel back breaking. Winning is just better.
>>
Autocannons any good?
>>
>>52525727
I think the weapons choice will change depend on who you're fighting. Deathspitter are good against armies that you can pinned down, while ScyTa are good against chargin one (that usually resistant to pinning )

Take down anyone that can deal more than 1 damage first should be absolute priority for Nid, you don't want your distraction Nid to die by just one dude.

>>52526392
No, seriously injured will very likely cause your dude(the good one) to miss the next mission. This is fucking bad because now you go to battle crippled and will have to choose to bottled out ASAP or hire a Spec-op in hope to weight the battle in your favor, or at least be a bullet-sponge for your team (yes you give them a PC if he die but it's better than having more dude crippled)
>>
What are the rules for hot-shot las pack?
>>
>>52526679
stronger las

less ammo
>>
>>52526679
+1 strength to a lasgun or pistol, but the ammo roll becomes a 6+
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>>52526672
>seriously injured will very likely cause your dude(the good one) to miss the next mission.
Only on 1-3...4+ is full recovery and they don't miss a mission so 50/50 Ser. Inj. then 50/50 Miss next Mission. I'll take those odds.
>>
>>52526700
>>52526705
So no Armor Save modifier though? Sad.
>>
>>52526730
Doesnt S4 give you a better save modifier than S3?
>>
>>52526806
that only apply to hand to hand weapon.
>>
>>52526585
no because death is only half the time when you roll a 1

therefore you're more likely to get an advance than a death
>>
>>52526715
Note that the first roll only happen to downed fighter. If they're taken out of action in the mission (down in melee mean out of action, no roll) you will roll the serious injure table. Also OOA dude can't advance.

In short, don't let your dude go down, only time this is only ever useful is if you have "100 pts dude team" that can easily be replaced.
>>
Sniper Rifle is "silent" and "Sniper Weapon" do we know what this means?
>>
>>52526941
Raid mission : noisy one will raise alarm, so i guess this is the opposite?

Idk how these "alarm" thing will work for normal weapon (one without "noisy" or "silent")
>>
>>52526941
Some missions start in stealth, lik ethe raid. Normally firing a weapon will raise the alarm, as will a noisy cc weapon like a chain sword. A silent weapon won't raise the alarm if you make a 4+, and you can stay hidden in normal missions even if you shoot on a 4+
>>
>>52526941
Sniper Weapon is "can't move and shoot"
>>
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Have we got the cost for Ork Nobz yet? Only image I've seen is skewed so that his cost is out of view. I think I've got everyone else:

Yoof: 30
Boyz: 60
Spannaz: 70

Is that right?
>>
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>>52527086
Wrong image. Although an assassin would kick ass.
>>
How's this for a Skitarii list?
RANGER ALPHA - 220pts
Galvanic Rifle - 35pts.
Photo-Visor - 15pts
Red Dot Laser Sight - 20pts
SKITARII SPECIALIST - 305pts
Transuranic Arquebus - 180pts.
Photo-Visor - 15pts.
Red Dot Laser Sight - 20pts.
SKITARII RANGER - 200pts
Galvanic Rifle - 35pts.
Red Dot Laser Sight - 20pts.
Omnispex - 40pts
Photo-Visor - 15pts
SKITARII RANGER - 135
Galvanic Rifle - 35pts
Red Dot Laser Sight - 20pts
SKITARII RANGER - 135
Galvanic Rifle - 35pts
Red Dot Laser Sight - 20pts

I feel like the model count is way too low honestly.
>>
>>52527148
get a flunky vangaurd with just basic stuff, your giving everyone addons, a cheap guy is always handy. he will either eat it early and save a nice guy or get ignored completely and get some work done.
>>
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do we have a list builder yet? who makes those sorta things anyway?

Im looking at genestealer neophytes, im thinking a few second gen guys loaded with basic melee weapons sounds like a fun thing to model.

that or commando cultists, kinda like pic related.
>>
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my Scions/Cadian mixed Team
>>
Can anyone confirm if the test to recover from pinning early is still an initiative test like it used to be? Or is it a Ld test now?
>>
>>52527459
it's an init test
>>
So, dark eldar can't use basic or special weapons ever? They're just for spec ops and later kabalite expansions?
>>
>>52527516
Excellent, thanks anon. That'll be devastating for necrons
>>
>>52527575
They will also have a hard time with unit that go in hiding, since they can only be detect within "Initiative" range, which mean 2"
>>
>>52527575
and guard in carapace
>>
>>52527337
I've never actually linked a post between threads before, so I'll also remake that post over here just in case I did it wrong.

If I wanted to run Harlequiens as a Troupe Master with Neuro Disruptor (385), 2x Players with either Kiss or Caress (170-175 each), and 2x Mimes (125 each), could I assemble that with just a single box of Players and would it work well?
>>
>>52527622
As well as a certain melee race
>>
why are people saying big shootas are good when theyre just shitter heavy bolters with worse BS
>>
>>52527680
Ork players aren't used to nice things.
>>
Do you need to follow unit size minimums for SWA?

Like, could I run 4 custodes @ 200 points?
>>
>>52527651
Each box give you.

6 Sword
1 Power Sword.
6 Kiss
6 Shuriken Pistol
2 Embrace
2 Caress
2 Fusion Pistol
2 Neuro Disruptor.

Altho if you're only play casual match you don't need to worry about that, having the correct model with correct equip will make it less confusing.
>>
>Big choppas make you lose tied combat
>Initiative tests out the ass
>Eavy armour is -1 initiative
>Ranged weapons just as expensive as other races in spite of bs2 being much MUCH worse in the system

Wow, orks are hot fucking garbage
>>
>>52527720
Oh, going through this thread it looks like SWA uses different points than 40k
>>
>>52527724
Actually the G.O.A.T.

So if I don't spend the points to buy a sword instead of a knife, how do I model that?
>>
>>52527720
There arent't rules for custodes yet, but generally it's a 3 model minimum, and they'd cost a hell of a lot more than 200 points if statted appropriately
>>
>>52527651
afaik yes, the Neuro Disrupto is super expensive but a beast in shooting also might want to magnetize the Kisses in case you want to up to Caress or start with swords
>>
>>52527409
Do we even have a full set of list building rules yet?
>>
Ive got the rulebook in hand, anything that hasnt been posted yet?
>>
>>52527742
Knife and grenade are considered conceal weapon so they don't need to present on the model.

You can leave the equip on without actually buying them. (i.e my model had a Neuro Disruptor, but i did not bought any pistol )

As i told you, don't need to worry about that for casual match, just make a note, and mark your model, give it to the opponent so he can keep track.
>>
>>52527727
Watch this guy ----> >>52526081 RAPE Space Marines with his BS2 Orks...Don't judge a book by it's cover, volume of shots will ruin your day.
>>
>>52527749
>the Neuro Disrupto is super expensive but a beast in shooting

That's basically what I figured.

I think I actually have enough points to upgrade it to a Fusion Pistol, worth it? I mainly wanted the Disruptor for range.
>>
>>52527805
To be fair though, he got some great rolls.
>>
>>52527791
Missions, overwatch, hiding, the detailed parts of the core rules in general. Any would be appreciated anon
>>
>>52527537
can anyone confirm this?
>>
>>52527791
idk if you have the ability to do it, but the whole book just scanned and uploaded would make you a god among men.
>>
>>52527791
Missions....AM Faction Skills....The beginning "create a kill team" part and special rules
>please don't be bait
>>
>>52527791
Hmm type of mission (objective and reward )

Some other ork clanz? Or SM chapter? IG regiment?

>>52527810
Neuro disruptor (and ALL harlie pistol) are a beast in melee. You get them mostly for the melee, the melee weapon you will want the sword to parry mostly.
>>
>>52527791
Ork point costs. Original pics too blurry. Nicer quality Ork rules would be nice.
>>
>>52527836
>Not taking the opportunity to say "a god emperor among men"
>>
>>52527856
Shit, I fucked up
>>
>>52527823
I'll give you that but it made me have faith in my orks as a viable threat especially in campaign where I can start adding red dots and skills.
>>
>>52527680
It's because of the 2D3 shots, and the fact that any one hit takes a pinning test - so Orks have a chance of pinning multiple chumps.
>>
>>52527791
I don't believe we've seen anything about Space marine chapters yet
>>
>>52527810
I prefer the Neuro to the fusion but you can't go wrong either way
>>
>>52527409
If you've got a full set of the list building rules (especially stuff like any limits on how much stuff a guy can carry, etc), send it to [email protected] and I'll see how hard it would be to rewire Conflict Chamber to support SWA.

It's built solely for Warmachine right now, but I don't think SWA would be *too* difficult to implement, as I think the only thing I'm missing is attachments to entries being able to have attachments themselves (that is, you buy a weapon, then you buy a red dot sight for the weapon, not for the model holding it).
>>
>>52527905
yeah because each subsequent hit can target a new model within 4" which is murder seeing as how most people run groups to help with pinning.
>>
So just to clarify, when they say skitarii rangers, do they include vanguard or is it purely rangers?
>>
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>>52527848
>>
I think I'll buy a set of pathfinders for this, the special ops dont seem mandatory, they look fun to paint, and they won't be accused of cheese! I can't wait to do some gunslinger shennanigans with stealth and agility skills
>>
>>52527834
Its pretty easy to confirm, the only basic weapon they have is the shard carbine which is the default weapon on a scourge

On a side note: Have any chaos players noticed yet that a Gunner cannot take a boltgun?
Post your face when you do.
>>
>>52527923
I would think it would be easy to convert the Herald of Ruin Battlescribe data to fit this but I've never actually modified entries.
>>
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>>52527848 and equipment
>>
Wait, am I required to take a troupe master as Harlies? Or can I go without
>>
>>52527905
Any hit cause a Pin, they can't do shit next turn unless there're a buddy nearby that can help them up (the pinning test)
>>
>>52527959
IT'S REAL!

Echoing this anon: >>52527829
>>
I have badrukk, can I proxy him as a Nob or something and make a freebooter army?
>>
>>52527959
^ this guy
MVP of the day
>>
>>52527981
You are always required to buy a leader at the start.
>>
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>>52527987
Forgot pic related
>>
>>52527978
Can you take the 2 seconds to rotate the image?
>>
>>52527981
Why did you NOT want him? he's the star of the team with 2 wound. He's stronger in the long run with upgrade. Troupe Master and 2 Specialist (limit) are the most important member of the team.
>>
>>52527998
>>
>>52527998
No reason why you couldn't, as long as you equip the same as the model
>>
>>52527987
>>52528014
I don't see why not, actually a freebooters team would be kickass. definitely take the Flash Git every now and then to fit the fluff
>>
>>52528026
>Actually being an asshole to somebody taking the time to scan things for us
>>
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hiding
>>
>>52527086
160 points
>>
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>>52528074
>>
Can someone put all the pics he takes in a PDF for me to put in my rules one for when I wake up?
>>
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overwatch complete with example
>>
>>52528072
Oh man I didn't even know they had Flash Gitz in it, I will for sure Anon!
>>
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is it just me or is a wych debutante never worth it?

for 70 points you get ws3 bs3
for 80 points you shoot up to ws4 bs4
insert ironic thinking emoji here
>>
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>>52528092
>>
>>52528093
the rest of overwatch and sustained fire
>>
>>52528113
...what was the point of that god and why do I keep watching it.
>>
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>>52528097
They're a one use special operative but on certain missions he'll be a must for tipping the balance
>>
>>52528093
Anon, I love you so very much, thank you
>>
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>>52528130
whoops
>>
>>52528138
It sounded like a lot of work on my part and that gif came to mind kek
>>
>>52528163
jpg2pdf.com
>>
>>52528032
I do want him, was just asking.

Is it worth 2 specialists? That's an extra 120 points over two Players (25 for the Virtuoso, 35 for the cheapest pistol).

I guess you could run:
Troupe Master w/ Neural Disruptor and Sword
2x Virtuoso w/ Sword and Shuriken Pistol
Mime w/ Harlequin's Kiss
>>
>>52528145
NO SIR!! Don't you apologize/whoops...you are the fucking HERO OF THE UNIVERSE, the emprah himself bows to your glory
>>
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>>52527959
Thanks Boss!
>>
>>52528188
Long run you want 2 but to start you need bodies to avoid bottle test after 1st downed guy. Shoot for minimal equipment on 5 bodies and then upgrade with PC first mission, you'll have 200pts to add equipment after 1st mission
>>
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missions
>>
>>52528139
I am super new to this game honestly, so do you think GW will make more box sets? Because I want the actual rule book.
>>
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>>52528227
>>
>>52528145
ALL GLORY TO THE SCANON
>>
>>52528110
Stop posting this picture.
>>
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>>52528244
>>
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>>52528258
>>
>>52528229
I honestly don't see why they wouldn't support this game further, it may take a slight delay but when you have a boxed game that was intended to be a one-off filler game BUT THEN it sells out in less than 10 min AND you sell out on a few bundles from people buying models for it...only a complete fucktard wouldn't realize a money making opportunity like this game.

p.s.- they have confirmed releasing a digital ebook of the rules which sucks cause I hate digital but it's better than nothing
>>
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>>52528287
>>
>>52528224
Troupe Master
Virtuoso x2
Player x2

would leave 50 points available.

Could also do:
Troupe Master w/ Neural Disruptor and Sword
Virtuoso w/ Shuriken Pistol and Sword
3x Mime

But then I don't have an easy route to a second specialist, because buying one with the 200 points from game one without being able to buy him a pistol seems bad. Unless I can upgrade a mime to a virtuoso.
>>
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>>52528303
double posted, heres the second part of the raid
>>
I have two boxes of Shadow War the way, which means I'll have 20 scouts when I don't even play Space Marines in normal 40k.

I primarily play Orks and was going to go hog-wild with them in Shadow War.

Is it worth selling the scouts, or should I hang on to them on the off-chance I'll use them eventually.
>>
where do you get dark eldar power swords from for wyches?
>>
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>sons of guilliman
>angels of redemption

intredasting
>>
>>52528307
Mime upgrades after 3 complete missions
the TM 2x Virtuoso and 2x players is a great list, stick with that then add a Mime later down the line as a bullet sponge to protect your specialists.
They have to target closest model so mime in front means they can't shoot your virtuoso until they down the mime.
>>
>>52528359
See if anyone at your LGS is planning to start Spess Macarons for Shadow War, and sell to them, otherwise you could always use them for bits for the orks or keep them, I wouldn't want to put in the work to sell 20 dudes online.
>>
>>52528378
Would it be worth dropping the 2x players to 2x mimes in order to buy the 2x Virtuosos a Shuriken Pistol and Sword each? Or should I just keep the 50 extra points and use them to grab a shuriken and sword for the TM?
>>
>>52528359
it'll probably be pretty easy to offload the scouts as popular as this game is (and it's not even technically released yet) but maybe keep 5-10 for your own team in case you change your mind.
>>
>>52528388
>I wouldn't want to put in the work to sell 20 dudes online
That's kind of what I'm thinking.

Especially since there's probably tons of people that got the box set just for the terrain and are probably going to flood the market with scouts.
>>
has there been a screenshot of generic equipment rules?

Like what the shit does a clip harness do?
>>
>>52528299
Ahh alright, it's good for me cause I have been playing GW and WHFB for years, so I can finally get around to working on my orks again I suppose.
>>
>>52528421
that's a personal choice, giving the Virtuosos pistol/sword might be worth it and use them as two teams mime/virtuoso mime/virtuoso...using the mimes as a shield to get into CC then wrecking their face with two melee.
>>
>>52528454
no screenshot yet but basically it lets you reroll Initiative for fall tests. might have to "setup" or something...don't know
>>
>>52528464
Yeah, that sounds good. Then I can use the 200 points to give the TM a Neural Disruptor + Sword, and maybe move the mimes up to SP + Sword.

Thanks much.
>>
>>52528454
clip harness lets you spend a movement action (ie you can't move) to mag-lock a safety harness to terrain

after it's mag-locked you auto-pass any falling tests

if you get shot near an edge there's an initiative check, if you fail you fall
>>
I think I'm misunderstanding something about equipment. I'll be looking at the rulebook on Thursday as our store got a store copy early, but that's not right now.

My current understanding for the Tyranid Warriors is that it says for the wargear "Wargear: A Tyranid Alpha has a pair of scything talons and a chitin carapace.
In addition, a Tyranid Alpha must be armed with one item chosen from the
Tyranid Hand-to-Hand Bio-weapons or Basic Bio-weapons list. A Tyranid Alpha
can also be armed with items chosen from the Biomorphs list." I assume I start with the Scything Talons and can take a Devourer for free, but if I take anything beyond those two, say a second set of Scything Talons, I wouldn't be able to take the first set or the Devourer, or would I suddenly have 3 pairs of weapons?

My second point of confusion is for the Gun-Beast. Do I have to pay the points for the Barbed Strangler or the Venom Cannon despite the entry saying it "must be armed with one item chosen from the Tyranid Hand-to-Hand Bio-weapons, Basic Bio-weapons or
Bio-cannons list." So not only does it cost 225 but I have to spend another 150-165 points just to have it preform it's function?
>>
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>>52528506
no problem I'm excited about running my own list as well still tweaking it.
>>
>>52528374

Does make me hopeful for all the factions eventually getting something like that.
>>
>>52528359
You could just keep them around for fun when making Shadow Wars teams.

>>52528525
If it doesn't say it's free, you have to pay for it.
>>
>>52528525
you always have to pay for gear that you don't have explicitly listed as starting with. so in the first example with the alpha? you pay for that devourer.

in the second example you pay the 225 for the base guy AND the 150-165 for the biocannon if you want it
>>
>>52528565
Devourer doesn't have a listed price.
>>
>>52528535
Don't mind me, just casually stealing your chosen name. . .

Your list also looks cool, I'll have to keep that in mind as something for me to test and see which style I prefer.

This is my first ever time using Harlies for anything, so that's exciting.
>>
>>52528583
pardon me, got the names mixed up. since it's not listed in the list of purchaseable stuff, you can't buy it for the alpha. but yeah the only free stuff you get is the scything talons and chitin carapace it lists you as having. anything beyond that you pay for.
>>
>>52528583
My bad. It looks like it's only on the Ravener.

>>52528615
That sure makes making a Tyranid kill team difficult choices, considering all the arms and legs cost an arm and a leg.

Thanks for the input!
>>
>>52528663
>all the arms and legs cost an arm and a leg
kek
>>
So how do specialists work exactly? Do you keep them till they die or do they only show up once in a while?
>>
and right now my brain is working on how to port necromunda gangs and outlanders to use in shadow war. it seems like it'll port over just fine, with any conflicts having shadow war rules and point costs take precedence. Techno becomes guerrilla. easy.

the only real issue i could see is the lack of armor baked into gangers. like it's easy to use their starting gear lists but in necromunda no gang could buy armor from the start. maybe have them start with cultist improvised armor/ork squig-hide armor for free? or have them start with no armor and let them spend points to buy armors?
>>
so who are the worst factions in shadow wars?
Tau? Guard? Skit?
Or are we not at the point that such a judgement can be made
alternatively, are the power levels so difference that some factions will be that much op over others?
>>
>>52528728
>specialists
are your special/heavy weapon team members that stay with you and gain skills, etc.
>Special Operatives
One Use 1 Promethium charge units that tip the scale in your favor for one mission, say a rescue mission to save your leader or a scavenging mission to get extra promethium, etc.
>>
>>52528757
Easily necrons so far, easily pinned, shit armor modifiers, relatively poor cqc. Tau and guard are fine, they'll just require strategy beyond: place gunline here, drive chimaera there.
>>
>>52528728
If you mean Special Operatives, they last for 1 game at the cost of a Promethium Charge to purchase before the game.

Unless it's a one off game and both you and your opponent agree to a set amount, they can only ever be used in a campaign that's already underway.
>>
>>52528757
don't think we've reached that point yet but I do feel some lists will be OP over others naturally.
>>
>>52528786
>>52528778
Thank you anons
>>
>>52528188
I'm the anon that you're replying to.

You don't need CC weapon in your starting list if you give them pistol, Shuriken pistol are already good enough for pinning and melee with their stat.

Kiss are shit unless you're fighting Nid, but then again if you fight Nid with 2 ScyTa don't expect it to do much, hell you are more likely to get kill in CC.

Also the sooner you get all the specialist the sooner you will get to buy your weapon instead of having to recruit (and spend a PC). Your goal will always be having Master and 2 specialist a Neuro Disruptor ASAP, and maybe a fusion if you're facing Nid. then you get a sword as a second CC weapon for the parry.

Harlequin are Ld 10 so you don't need to care about bottle test, what you need to care about is keeping your master and specialists uninjured. Have some Mime/Player as scapegoat/bullet-sponge.

later down the line you will have moment where your master/specialist are injured left you severely crippled. This is when you need to call in the Solitaire. Otherwise, just stick with the other specialist ( both Death Jester and Shadowseer are good as pinning large group, Shadowseer can pinned a necron forever with -2 Int penalty.)
>>
>>52528783
I was thinking of dividing my tau list into two halves, a strike team made up of a leader, 2 cadets, 1 trooper (all with pulse carbines) and a grav inhibitor/pulse accelerator drone and a fire support team with 1 specialist with rail rifle and 2 troopers with markerlights and nothing else with maybe a recon drone or something else
>>
>>52528811
My current plan is TM, 2x Virts w/ Shuriken and Sword, 2x Mime. What changes do you recommend?
>>
>>52523952
Kinda sad that you cant choose Cult Marines for CSM

Is there a core rule PDF as well or just some numbers for Units I cant use without the rules
>>
>>52528943
Having guy with no weapon running around won't be very threatening to the enemy.

I would drop one mime, give the other shuriken pistol, give TM pistol, this'll left me with 85 point to get photo-visor or some melee weapon of my choice.

OR you could give TM neuro disruptor, after first mission you buy 2 ND for your specialist and now you have your goal complete.

I'm thinking of a list with only 1 Specialist atm, since I can only get max 2 Neuro Disruptor after first mission and can only advance 1 guy at a time anyway.
>>
is there any point for having two knives?
>>
>>52529171
You can shank two niggas at once or one nigga twice.
>>
>>52528904
I'll be running mine in squads of three kept within 3 inches of each other to take advantage of supporting fire. I'll be fishing on the shooting tree for fast shot and gunfighter. Any who get gunfighter will be given a pair of pistols. Once I've got a few dudes with either fast shot or gunfighter I'll go for stealth skills. I can't see any point in bring guys with just a markerlight, at least give them the pistol.
>>
>>52529125
Everyone gets a knife
>>
>>52529171
Even better question, is there any point of taking Slugga? That's the shittiest thing in the game. And cost 10 fucking point. I'm gonna model all my Orks with Shoota in one hand.

>>52529221

And it's a shitiest CC weapon that nobody scare or care.
>>
>>52529220
I haven't seen the skills, where are they?
>>
>>52529233
slugga gives you +1 attack in CQC

with a shoota you'd have to buy two close combat weapons
>>
>>52529241
Previous thread, a glorious scanon provided them
>>
>>52529233
but if they run in front of the virtuoso they act as a meat shield, a 4++ meat shield. The rules specify you have to target the closest viable target so the screen for your specialists to get in close.
>>
Doesn't fear kinda work against you if you charge someone and they run away?
All you've done is miss out on killing someone
>>
>>52529246
even then, I believe you can't get the extra attack for a second CCW if you have a basic weapon on you (not without one of the muscle skills, anyway)
>>
>>52529246
Nope, if you bring a basic, special or heavy weapon, you dont get a bonus for having two cc weapons without rolling a certain skill.
>>
Is there any benefit to having two pistols?
>>
>>52529259
No, they won't try to run until after the first round, and then (I believe) you get a free shot at them as they run away
>>
>>52529254
But you're left with only 2 guy that can do something. I mean have 4 guys that can do something is better than 5 guy with 3 guy as distraction/meatshield?
>>
>>52529266
>>52529263
there you go, slugga strong, rolling an extra die in close combat helps a bunch
>>
>>52529272
There's a skill that lets you fire both in one phase, an extra attack die in close combat, it's most likely better than your knife in cc.
>>
I just want a kill team of nobz, fuck boyz
>>
>>52529310
If it's the models you don't like, I'm sure nobody would give you shit for proxying nobz as boyz
>>
I played against a Solitaire today, it wasn't pretty lads.

Can they really charge 24" ignoring terrain?
>>
>>52529358
Huh, i though you can only charge thing you can spot? It means Ix2.

Solitaire can charge 20".
>>
>>52529382
line of sight or within Ix2
>>
>>52529285
True but it's just for the first mission, even if you lose you've got 200pts to upgrade AND 1 guy gets an advancement. I'm not saying it's the best but it is an option for a place to start a campaign.
>>
>>52529358
Yep. Best strategy I've been able to work out is to hit em with a webber or web pistol, then take the opportunity to drown them in cheap weapons. But to charge they do need LOS before moving at all (not counting pivoting I believe)
>>
>>52529393
Maybe, it's not like i can play any game atm anyway. I have like 20+ Harlequin i assembled and kitbash over the year lying around, and i just made a new TM just for this game.
>>
Does the anon with the rule book have a scan showing how to build a kill team? i.e. the part where you can only have 2 specialists and no more than half new recruits.
because after watching the miniwargames match he had way more Yoofs than the rest of the team which some people are saying is illegal...where does it say you can't bring 1 leader and all new recruits?
>>
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>>52529392

Look like it's an "and" and not "or"
>>
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Rules for Blood Angels? A Death Company killteam would be fucking kickass.
>>
>>52529444
>reading comprehension

>fighter can charge anyone he is aware of

>a fighter is aware of any enemy in LoS
>a fighter is aware of any enemies double initiative incheas
>>
>>52529297

Right, interesting. Pistols can be used as CC weapons? So the Str 4 AP -1 bolt pistol reduces armour saves by 2 in CC? -1 for 4 Str, -1 for base pen.
>>
>>52529453
just scouts friendo

more rules expansions later maybe
>>
>>52529444
quick reference rules are shortened for brevity and not the actual rules text.

even in that example from the quick reference rules, aware of something is split into two,

>A fighter is aware of:
>Enemies they can see
>enemies that are not hidden and are within a number of inches equal to twice the fighter's initiative
>>
>>52529499
Based off necromunda, no. You fire the pistols at point blank in CC using their profile, you don't use strength modifiers from the model, just whatever modifier it came with as the weapon. So your bolt pistol would only lower armor by 1. Think about it, a bullet shot by a 200 lb body builder hurts the same as one fired by a 90 lb grandma
>>
>>52528092
>>52528113
>>52528138
They aren't in any order because I don't "know" the order but here's all the rules so far in a pdf.
>>
>>52529543
>>52529543
I think you forgot something anon
>>
>>52529537

Oh no, I meant the 4 Str of the pistol itself. Not the guy holding it. Since melee weapons reduce armour based on Str as well.

If not, it seems like a marine is better off with a knife than a bolt pistol.
>>
>>52528374
>Space Wolves
>only the Leader can True Grit a Bolter
whoever made those tables should be fired. from a cannon.
>>
>>52529543
Forgot link
https://www.dropbox.com/sh/dk546agjchz57la/AABAG17n0_0VnmicuYPdm9vSa?dl=0
>>
>>52529521
Then why the fuck are they not use "OR" instead of "AND"

It's not like it would affect me anyway, because i played Harlequin.
>>
>>52529560
To me that sounds like trying to Look out sir a wound from perils of the warp. It wasn't expressly forbidden (for a while), but made zero logical sense, even in the context of a scifi game where people shoot mindbullets. But You can make two shooting attacks if you have gunfighter, and don't forget this a much larger benefit to tau, GSC and guard, who all have a lower base strength and get more out of shooting than cqc.
>>
>>52529618

>It wasn't expressly forbidden (for a while), but made zero logical sense, even in the context of a scifi game where people shoot mindbullets.

Mind you, it makes very little sense for the strength of an attack to only affect armour in melee too. A Str 6 melee attack should penetrate as much as a Str 6 ranged attack.
>>
>>52528904
What is the point of taking any cadets? They progress way slower and aren't that much cheaper.
>>
>>52529604
because a fighter is always aware of both these conditions.
>>
>>52529563

Would you prefer if All Marines could do everything? As they need to drop skill lists to add them.
>>
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Coming soon
>>
Is Deathwatch available in SW:A?
>>
>>52523997
>>52524034
I love you, /tg/.
Never change.
>>
>>52529683
As a one-time use if you paid with your Promethium Cache.
>>
>>52527791
What skill trees the different imperial guard factions get access to respectively, please?
>>
>>52529712
>tfw Imperial Tithes due date is coming up and you haven't prepared the planetary stocks yet
>>
>>52529722
hahaha wow. so psilencers are shit in 40k but pretty damn amazing in shadow war.
>ammo roll 2+
>sustained fire 3
>s4 with -1 to saves
>comes on a gunner with a psy power that lets them ignore cover mods on a ld check
>>
Question regarding armour saves and modifiers:
A weapon inflicts an armour modifers of -4, making power armour 7+ which is impossible to save, a Terminator however rolls 2d6 when making saves so does he still get a roll?
>>
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>>52529821
My kill-team when
>>
>>52529853
never gonna happen you scua faglord
>>
>>52523990
This would be pretty cool if ported to the main ruleset as well, more diversity for armor saves and busting thereof.
>>
>>52529864
It has happened?
This is reality and not a hypothetical
>>
>>52529836
yep. termies can still try on their 2d6. though at a certain point their 5+ on 1d6 invuln is better
>>
Ok, day 4 and still no sign of the skill list for each imperial guard faction. The sun is beating down, my skin peels off and my water bottle is dry. Where those faction skills at..
>>
>>52529873
Confirmed in 8th ed.
>>
>>52529926
That 'certain point' is 9+.
>>
>>52529945

They said 8th ed would have armor save modifiers, but I doubt they will do it 2nd ed style as I don't think today's kiddies could cope with their marines being scythed down by heavy bolters.

Turtling was actually a major issue in 2nd ed due to the firepower vs protection issue. That was why in later editions they not only did away with save mods but stopped allowing an armor save and a cover save.
>>
>>52529945
not exactly the same. save mods in some way/shape/form are considered for 8th but we don't know the details
>>
>>52527953
Purely Rangers, although you can equip your rangers with Radium Carbines so using Vanguard should also work.
>>
>orks with red dot sights
>I've made a 12 boy mob of tacticool orks with that exact thing but I moved to a different country and they're gathering dust an ocean away


oh well, I guess it wouldn't hurt to have a full mob of em for the small chance orks become less painful to play in regular 40k
>>
>>52529427
No one knows??
>>
okay so they actually nerfed Fast Shot from Necromunda. From being able to shot as much as number of attack you to substained fire 1. That's useless if your weapon already had that.
>>
>>52528663
>>52528615
I'd always magnetize a Tyranid Kill-team.
>>
>>52528757
A consensus has been reached, since shitposting about games we haven't played yet is a proud tradition on /tg/
>>
>>52530198
With exception that you should never use Radium Carbines over Galvanic Rifles.
>>
>>52530345
Pretty much yeah. Better give your specialist a pistol then which he can whip out and shoot some motherfucker in the face.
>>
Anyone know if we can put flamer at ork? Thk
>>
Ok, so my list atm looks like this:

Nob w/big choppa and slugga
3 x Boyz w/choppas and sluggas
2 x Spanners w/big shootas
3 x Yoofs with shootas

That leaves me with fifty points for upgrades. Red dots for the Big Shootas, maybe? Or I could ditch one of the Big Shootas for more Boyz. What do you reckon?
>>
Does anyone have a scan of special combat rules such as parry and all that sort of stuff?

What does parry even do
>>
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>>52530634
Flamers on Orks? No.
>>
>>52530744
re-roll one attack dice of your opponent (you choose which dice)
>>
>>52530752
Very strange, cannot put flamer.....I hope there will be another rules for orks with Nobz etc...
>>
>>52530744

Parry lets you force the other guy to reroll an attack die per parry (So things with two parries get to force two rerolls)
>>
>>52530766
Only burna-boy have flamer. They only made rule for Orkz based on what come with the box.
>>
What skill tree's do all catachans get? all I remember is combat is one of them
>>
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>>52529935
this?
>>
>>52530752
You can give them combi-scorchas. Which are nasty very weapons. S5 ap-2 dam d3. Enough to scare and drop many targets.
>>
>>52530766
Sorry, forgot to mention - Nob can take Kombi-Skorcha
>>
>>52530767
So there actually would be a reason to take 2 knives?
>>
>>52530895
Thx, ok so for have a area weapon, only on the boss isn't it?
>>
>>52530923
only weapon with the paired special rule get 2 parry.

Also i don't think knife can parry, only sword.
>>
So the default rules for Kill-team selection are:

> 1000 points
> up to 50% of your Killteam can be recruits
> Up to 2 specialists

Correct?
>>
>>52530831
ermahgerd finally. You da man, anon
>>
>>52530831

>Catachans all get Stealth and Muscle (and Combat as well I guess) the two best skill trees

Catachans confirmed for best at Shadow War.
>>
>>52531023
Not to be that guy, but why the excitement? We don't know any of the skills right?
>>
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>>52531033
Yes we do. Let me post them for you
>>
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>>52531033
Skill table
>>
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>>52531048
and these
>>
>>52531033

We do. The guy posted them last thread. Muscle, Stealth and Guerrilla struck me as being the most useful.
Not that the other trees don't have good stuff, it's just that Muscle can literally give T4 a straight up 3++ on top of any other saves against CC wounds, Stealth enables you to hide and go into overwatch, or run and hide and other things sure to annoy your oppponent, whilst Guerilla has a lot postgame stuff, including the incredibly useful "Get an extra 50pts to spend on Recruiting or Rearming after every game" skill which are goddamn required with some of the more elite lists.
>>
>>52530927
Yes. Although grenades and Rokkits are both blasts too
>>
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>>52531058
and finally these
>>
>>52531059
>>52531048
>>52531051
Neat, thanks. Do skills stack and are they always rolled randomly? AoS uses a roll or choose approach, which has my preference but not be usable in a world where some skills are genuinely better in a tree.
>>
>>52531096
If I'm to trust others, you pick a tree and roll on that. If you already have the skill on that unit you reroll.
>>
>>52531096
pick a table, roll two dice, re-roll one of the dice if they match, those two numbers are the skills you can pick from this time you level up
>>
>>52531019
also i think 3-10 duders unless exceptioned on your list?
>>
>>52531117
Oh so you get to roll for two skills and choose one? This game is certainly skill focused considering the chances to actually get a skill up between battles. I'm liking it.
>>
>>52531019
Depends on your team. Orks can have up to 20 units, guard can have up to three specialists and so on.
>>
>>52531166
Right, but that is the basis right? And the 3-10 dudes like >>52531124 said
>>
>>52531059
The extra 50 pts only apply if the guy with the skill didn't go OOA, so he can become a bullet-magnet. Although with multple guy with this thing could snowball quickly.

Combat skill are all useful.

Agility Jump back can deny a charge, also triple range charge, holy fuck.

Shooting are kinda shit now compared to Necromunda.

Ferocity are mostly good. -1 on injury table(never go OOA from shooting), recover from pin early, +2 on charge.
>>
>>52531170
Pretty much. What team are you considering?
>>
Can you take Invulnerable Saves on top of your armour save?
>>
>>52531189
Got a start collecting of Skitarii, not to exciting but their basic gun is pretty good. Their equipment options are pretty dull which is a shame since crazy exotic toys are kinda the admech thing but oh well.

Also have a finished squad of kabalites and plenty of bits for Blasterborn but sadly not Kabalite kill-team yet. I did draft a Kabalite Kill team sheet that I shared earlier.

My gaming group will probably join as well, so I'm looking at a Tau, Tyranid, possible Genestealer Cult meta, which sounds like fun.
>>
>>52531173

>The extra 50 pts only apply if the guy with the skill didn't go OOA, so he can become a bullet-magnet.

Which is probably why the Specialist tends to get it in most lists, since he's the guy who you want with the sniper rifle on the clock-tower as far out of trouble as possible.

Like I said, none of the skill tables are bad, I just feel that Muscle, Stealth and Guerrilla are the most useful.
>>
>>52531221
Oh, that was you with the kabalites. Sounds like your group's got a fun mix.

Depending on how fat your wallet is I'd say go with the skits. I'm keeping my cost down for this game initially and just getting one squad box and then I'll be converting and individualising the minis over time (forgeworld, bitz and so on).
>>
>>52531229
That pretty much depends on what team you play though. Muscle, combat and ferocity can be pretty useless if your units are too squishy.
>>
>>52531221
>Rapid fire plasma rifle are dull.
>72" Sniper are dull.
>>
>>52531204
no
>>
>>52531263
Normal Plasma guns are also rapid fire when fired at max power, now I'm not sure how bad unreliable is of course.

And I was mostly referring to the basic troopers. Who only can choose from 2 (and according to thread only the rifle is a good choice).

Nonetheless, pretty excited about this, if all goes well my local GW has a box available for me next saturday.
>>
>>52531241
Yeah I got of to a little bit of a false start on that since I forgot to proofread the initial stat lines. Which of course was the only thing people talked about.
>>
>>52531229
Shooting is pretty good too, but it's just
>1 skill, move on to the next guy
instead of stacking as many advances on the same close combat monster.
Who cares if you can't use more than 1 skill at a time, if all the skills give you practically the same thing (x2 firepower)? Unless you're Eldar, and already have Fast Shot on everybody, and your Leader is already a Gunslinger.
>>
>>52531029
I like that guerrilla, may not be the BEST but looks fun
>>
>>52531365
Shit, i forgot the rule of SW:A for skiitari weapon are shit because they was made in 5 minute by guy sitting in toilet. I think they're the same as Plasma gun maximum profile with worse range and no bonus hit. Should've been substained fire 2 to reflect their real power of having "terrifying rate of fire"

>>52531410
Guerrilla are nice for skiitari, all dude can have that skill, basicly if they all have scavenger you could snowball very hard. 3 specialist with the sniper are really safe.
>>
>>52531434
Plasmagun had sf 1 in Necromunda too tho
>>
>>52531468
I know, i just seem to remember their 40k stat which is Assault 3.
>>
>>52531468

He's talking about the Plasma Caliver, a gun with ONLY a Maximal mode, shorter range and no short range to hit modifier for only 5 points cheaper.

I'm guessing some of that factors in the fact that Skittles get to ignore the first failed ammo roll in a game.

Also, if you want to bitch about "Lists they clearly just threw together with no thought" the Skittles list is waaay way down from CWE and Necrons.
>>
>>52531059
The toughness test is at +1 so a T4 dude has a 4++
>>
>>52531434
Well it really depends on how bad unreliable is. It might just be a very good plasma gun that can more reliably used at max power.

I'm not saying Skitarii are bad, I'm just not getting the crazy scientist vibe from them yet. Might change when I play with them.

>>52531491
The whole 'made in 5 minutes' complaint get throw around too much imo.
>>
>>52531498

Aren't stat tests equal or under though? So at +1 a T4 guy effectively has a 3++ against CC wounds.
>>
>>52531491
Oh, my mistake.
>>
>>52528139
>crack shot
>bs2

never change orks, never change
>>
>>52531499
>The whole 'made in 5 minutes' complaint get throw around too much imo.

They're free lists popped up on the website with a load of images and cut and pasted fluff. There's no reason to put any more effort into it than strictly necessary.
I mean come on, an Eldar Infiltration team without Rangers OR Striking Scorpions? Not even as Specialists? Really?

Then there's all the stuff Necrons should have but don't. I mean, why ARE the Immortals Leader and Troopers? Where in the fluff is THAT supported? Why not a whole group of Triarchs? Where are Flayed Ones? Or the Scarabs? Or the Lord Specialist?
>>
>>52531318

Right, so that 6++ dodge save is kinda worthless unless the other guy fires a lascannon at you.
>>
>>52531550

Or if you're an Ork with 6+.
>>
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>>52530752

>Buzz Choppa

Oh sweet I did up a conversion a little back that will be perfect for that.
>>
>>52531541
Flayed one won't happen because it's resin.

>>52531550
The 6++dodge skill is a save that could get you out of pinning state, armor save do not save you from pinning. Death Jester can send you off the cliff if you're pinned, Shadowseer could pin you forever if you have I2
>>
>>52531541
Cuz your squad needs to be buildable fully from plastic kits. That is the biggest problem for Eldar I think. Deathmarks and Immortals makes sense for that, since they are built from the same kit. You'll notice that all the units can only choose things that are certain to be included in the plastic kit. This is probably the reason why some team are a bit dull, their kit only contains weapon options for the leaders. Wychs get all that choice for instance, since all those weapons are supplied in the kit.

And to be honest, I prefer dull over bits hunting on the internet.

Not sure why Deathmarks arent the basis for the Necron Kill teams and the Immortals are the heavies. Makes more sense in my mind.
>>
>>52531563

Yeah, I was thinking more for stuff like Tau or Marines with half decent saves.

>>52531569

I suppose but it seems like rather a risk to go for the 6++ rather than your 4+ armour save if you can take it.
>>
>>52531590
the ++ save is nice when normally you wouldn't get to take a save at all.
>>
>>52531550
or if he's using a Red Dot and you've got the Agility skill, IF those 6++ dodges stack into a 5++.
>>
>>52531608

Oh yeah, I'm not disputing they are useful in that situation. I'm just thinking a 6++ was a bit too small when most of the time you WILL still get a save of some sort (Unless you are orks) with most armies.

Mind you, the 4++ vs melee wounds looks a LOT more tempting.

>>52531618

Yeah, I'm wondering about that stacking. As models with innate inv saves could end up rolling dodge and getting a pointless upgrade if they don't.
>>
>>52531586

Wait. Are you telling me that GW STILL hasn't fucking done a plastic kit for ANY of the cool Aspect Warriors yet?

Please at least tell me they gave them new models since 1986 by this point.
>>
>>52531512
Yes. But as i said: it's at a +1, making your 4 into a 5 and therefore a fail.
>>
>>52531586
>Cuz your squad needs to be buildable fully from plastic kits.

Oh shit, that explains why Kommandos aren't in the game despite being fucking perfect for this.
>>
Can we have the rules for the special stuff like Frenzy, Fear, Terror and whatever else, or do we already have those?
>>
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Reposing my Kabalite WIP, hoping for some feedback this time.

>>52531648
Don't act like you don't know? Are you telling me you're posting in new GW release thread without knowing about the Eldar releases of the past 5 years...
>>
>>52531741
I still think their movement should be 5" like their eldar equivalent, and dock vat-borns Ld to 7

Other than that looks pretty good.
>>
>>52531741
why are the trueborn not 2 attacks and the dracon not 3, seeing as the normal lists straight up use things profiles? Also, for the special operatives, just use the names of the actual rules as they're specific skills, the official special operatives don't really custom name their special things unless they do something different or unique.
>>
>>52531566
you can also get a mek with a killsaw as a special operative
>>
>>52531741
power from pain seems mostly useless to me
>>
>>52531741
the dracon lists gladiatorial weapons as an option.
Why is the wych cult/arena duders mirrorhelm in there?
>>
>>52531844
I didn't have access to the trueborn statline, and I more attacks means they can double dip into being both a melee and a shooting gang. That means higher point values, which I don't think is appropriate considering most of them only use splinter weapons which aren't that amazing.

>>52531829
Good point about the move, LD7 doesn't make sense for me, since that would put them at the same value as a Genestealer Cult recruit.

>>52531859
Yeah not too sure about it either, but getting a ++ save after a kill seems quite good. However, this is something that really requires playtesting since I don't know how many kills you get on average in a game. I do think it's more fluffy to have PFP instead of an infiltration rule.
>>
>>52531885
>the dracon lists gladiatorial weapons as an option.
Oversight, fix'd
>Why is the wych cult/arena duders mirrorhelm in there?
Because a lot of people model their trueborn with the Reaver bike helmets, and it already had a pt cost+description.
>>
guys any chance of posting standard equipment do dats ?
>>
>>52531904
just because people model that, doesn't mean they should have it as an option.

>>52531891
regarding double dipping, it's not much of a problem, only the trueborn and the dracon get multiple attacks, and knives aren't really melee-riffic. i'd say either dump the venom blade or make it dracon only (why is it how it is? it'd probably be fine as just a sword with blade venom built in). Removing the mirrorhelm also removes some of their melee incentives. Honestly i'm iffy about them being able to get blade venom too, it could probably go.

But, with those changes, the trueborn and dracon end up as brutal knife fighty bastards who bully those that are weaker than them but will struggle against actual fighters.
>>
>>52531590
The 6++ agility dodge save are taken after HIT, the armor save are taken after Wound.

Also look like the Iron Jaw Muscle skill are taken after normal armor save. Like FnP.
>>
>>52532046

Huh, so I was wrong and you get Inv save and armour? That's pretty nice in that case.
>>
>>52532059
You arent wrong. The dodge skill is extra.
>>
>>52532071
>>52532046
eeeh. i see nothing about dodge being on top of or extra save
>>
So does a individual from your army get experience or anything for kills? Or is it just thematic
>>
>>52532096
>A fighter with this skill have 6+Inv save against hits from shooting.

They didn't say wounds.
Make sense, you dodge the hit, not dodge the wound.
>>
>>52531741
why is the incubus s4 and i6(basically why is his statline different from the source).

The S isn't all that needed as with u+2 str and -3 save mod you gave the klaive, that's a -5 to whatever you're hitting.
>>
>>52532177
Because I didn't have access to the codex, still need to download and verify it, just went with what I (miss) remembered
>>
>>52532213
and agreeing with the other anon that said move should be 5". the haemunculus ans scourge special operatives from the wych list are both m5.
>>
>>52532249
Done, if any of the anons could post the full stat lines of those units from the codex, I'm trying to download it, but the mega from the 40k general isn't letting me
>>
>>52532128
Saves are always taken last in the order of rolls and you can never make more than one kind of save.
>>
>>52532383
That's not true at all in Necromunda. Armour saves stack with other armour saves and all Inv saves are taken separately. If a model has both an armour save and a Inv save then he gets both.
>>
>>52532429
Mate I'd need to double check the invul part, but armour absolutely does not stack
>>
>>52532429
Ok I've found the source of your confusion: you are reading the community (fan) edition where they have "streamlined" the rules.
>>
>>52532177
Changed his statline and the archon, to the one from the 5e codex I found on my HDD. Archon might be a bit too high, but that's his exact statline from the previous dex.

>Archon: M: 5"/WS: 7/BS: 7/S: 3/T: 3/I: 8/A: 4/LD: 10
>Incubus: M: 5"/WS: 5/BS: 4/S: 3/T: 3/W: 1/I: 5/A: 2/LD: 8

>KLAIVE
>R:Close Combat /S:As user +2/D:1/SM:-3
>Parry: Fighters with swords are able to parry.

So a Power Glaive with Parry. Seems fair to me right?

>Husk Blade
>R: Close Combat/S: As user +1/D: 1/SM: -3
>Parry
>Lethal Evaporation: A fighter wounded by this weapon must pass a toughness test or be immediately taken out of action.

A power sword with an instant death mechanic based on the diresword. Suggestions, as always are welcome.
>>
>>52532507
it sounds like SW has "streamlined" the rules if you can only get 1 save now
>>
>>52532383
>>52532429
>>52532507

That's actually not me you're replying to but after eating my meal and have a little thinking i think all save are the same. Thus i declare the Agility Dodge skill is a piece of shit skill.
>>
>>52532549
Especially given the fact that after a while everything's packing Red Dot, so it's a bit useless anyway as you'll have 6++ default.
I think it works like a normal save, because saves that work on hits are nearly always worded as "roll a D6, discount the hit on a 6+" or something similar to avoid confusion.
>>
Working on an Adepta Sororitas kill team list.

Would people prefer it to be more 1:1 with the codex or would people prefer it to be a bit looser but attempting to fit the theme.

The main issue is that Faith Powers are fiddly and used to be squad-based. So I'm tempted to scrap that in favor of a special rule to represent the SOB flavor without just being 'Trying to shove faith powers into the game'.

>Eviscerator
>R: Close Combat S: 8 W: d3 S: -7
>Parry
>Two Handed

How this seem for the evicerator? It's basically a chainfist that lost the ability to wield a second weapon in exchange for parry as it IS a giant sword and swords get parry.
>>
>>52532584
evicerator is statted in necromunda. outlanders. part of the gear for redemptionists.
>>
>>52532606

Yeah. I'd rather not go 'Refer to X out of print game' with some Shadow War homebrew however. That and the Chainfist (Which the Evicerator was always a 2 handed version of) got a very recent printing.

...oh, I forgot to give it noisy. That's important.
>>
>>52532606
>>52532584
>>52532635
probably better to use the community edition version of the eviscerator as the basis. the other thing is shadow war is basically 90% community edition anyways, so odds are you're better off porting necromunda stuff anyways.
>>
>>52532584
For Faith Powers, you could give a one-use to the Leader (with a second use if the Leader bites it), selectable from a list, lasting 1 round.
Or you could go the HoR way, one-use, per model.
>>
So what does "Demolitions" do? I was considering tossing some kraks on a few of my Skitarii Veterans for smashing up terrain and also probably chucking at any Marines or Nid Warriors that get too close for comfort, if you can use them for that.
>>
Can anyone with the book give me a bit of advice - I want to run a squad of Chaos Renegades (think the Nurgle version of the Blood Pact) - am I best off using the Imperial Guard rules or the Genestealer Cult rules?
>>
>>52532681
Genestealer Cult, all the way. Imp Guard have orders and shit, GSC fight like any poorly equipped army of scum. I was going to make a "forge workers milita" using their rules when my Skitarii are done, since I bet not all of them who want to fight would be accepted into the guard.
>>
>>52532673

Maybe. I was thinking of giving them a static bonus with pistols (To represent the SOB martial arts when a Seraphim isn't normally part of the force) rather than going into single-use effects or resource tracking.

Sorta like how Skittari don't get the WS/BS trading 1 use effects but get to reroll the first failed ammo roll for each of them.

So far my alpha special rules:

>Shield of Faith: This model has a 6+ inv save. If this model gains an invulnerable save from another source, increase that save by one (From 6+ to 5+)

The mention of increasing is because...well, with Red Dots everywhere and melee/ranged inv save skills a 6++ won't go anywhere on it's own.

>Gunslingers: This model treats all pistols as having the parry special rule or the paired special rule if they wield two of them.

To give SOB some incentive to go twin pistols. I may add +5 to the cost of pistols for them relative to marines to make up for the extra rule. This is the thing that would really be replacing having faith powers. Paired gives rerolls to wound, the Seraphim faith power was 'Rerolls to wound' so there is some symmetry.
>>
>>52523990
Dude melee is already destructive, now it has fucking free ap?! Like if you get caught in a melee you can't even try to shoot the enemy with another guy or you might blow your team mates head off.
>>
>>52532708
From the rules I can see they look like a good fit. Only thing I'm disappointed about is that I would've liked to have run a sniper, but that's not a big deal - I can have some big hulking Nurgle brute with a heavy stubber instead now.

Looks like the spec-ops stuff should be easy to proxy with various mutants too. Only weird one is the purestrain but where there is a will, there is a way!
>>
>>52532752
>Roll combat skill.

>Get Disarm

>Now it's not really distructive anymore.

Alternative you can shoot the guy to pin him, unless you're fighting Harlequin or Nid. Also Nid are immune to disarm.
>>
>>52532660
did the guys who did the community edition write it or something?
>>
>>52532748
so the pistol stuff should just be on a seraphim special operative and not a general sisters rule.

like the seraphim is gonna have whatever you do for faith and the gunfighter skill from the shooting table.
>>
>>52532748
How would paired work with the Gunsinger skill?
>>
>>52532752
considering that melee is always at a disadvantage in these kind of games (Kill team, Mordheim, Necromunda) I don't have a legit fear of the OPness of melee.
>>
>>52532815
no, just whoever did the altering or updating of the old necromunda rules into shadow war, more often than not, went with an alteration similar to what the community edition duders did.
>>
>>52532827

It wouldn't. Paired is a melee ability. So at range you'd get 2 shots, in melee you'd get rerolls to wound. I will clarify that though to make it more clear.

>>52532825

That's the thing. I'm thinking of passing on faith powers for the same reason the Skittari lose their own TT expendable resource. I don't want people to have to track a 'Did I spend the faith power' for each model or for the army to have a single special turn in a game like this.

The SOB twin pistol martial arts are supposed to be traditional for them, so I was tempted to draw on that for a replacement. Especially when the replacement won't alter anything the TT works with (The TT not having parry for example)
>>
>>52532844
they've straight up copied whole paragraphs from it word for word
>>
>>52532864
You could move the faith powers to the spec-ops, as an on-death trigger, there already are some in game.
Like, some rerolls the turn after a spec-op falls, something minor anyway. It would be cool on a Repentia, but those probably shouldn't appear at all in a small skirmish.
>>
>>52532864
honestly the invuln stuff is probably enough for a unique team ability.
>>
>>52532945

Maybe. My worry was the fact that at a 6++ it's almost never going to matter (And the Tzeench one is a 5++ so it's rather a step down)

Still, you may be right.

>>52532935

That's not a bad idea. My vague ideas for Spec-Ops are currently:

>Repentia (Melee character that has a tendency to mutual kill, inspires the group when she dies)
>Seraphim (Agile assassin that can ignore terrain)
>Hospitaler (Support Piece model, makes things less deadly for her allies)
>Callidus Assassin (Kill Team Solo. With the same 'You took the big guy. You ONLY get the big guy provision the Solitaire has)
>>
I just had an interesting thought.

So, the rules for targeting are that you have to target the nearest model, unless an easier to hit model can be fired at right?
So, with the Skittles getting a lot of weapons with +1 at long range (the Galvanic does for instance) that actually gives them better targeting opportunities than most because they could either target the nearest guy OR they could target someone at long range (assuming the nearest guy is in cover or ran that turn) thanks to that +1.
>>
>>52533023
Yeah, and they can use the Omnispex (which is literally a worse Markerlight for nearly three times the price, but whatever, we actually have range and BS to use them well) to mark someone miles away and put a chunk of heavy metal through their skull. Pairs exceedingly well with an Arquebus.
On that note, Skitarii starting team:

Alpha, Galvanic, Photovisor - 200

Specialist, Arquebus, Red Dot, Clip Harness - 300
Fresh-Forged, Omnispex, Galvanic - 140

2x Ranger with Galvanic and Photovisor - 130x2 = 260

Fresh-Forged, Galvanic (100)

Total 1K.

Alpha can hold his own, and will be sent with a Vet and the goon as a second fire team. Second Vet will join OmniGoon and Arquebus as a sniping team as the others close in.

After game 1, buy myself another goon and a batch of Red Dots and Photovisors, then shoot for another Arquebus. Roll any skills on Guerilla.

For a large part of the early game, there'll be BS5 shots landing on any target running through cover, which is going to down anything not a Terminator or a Harlequin ~58% of the time. Even close up, that's still BS4, and there's a bunch of bolters too.
>>
>>52533023
>>52533143
So Skitarri are basically snipers. Sweet!
>>
>>52533143
I don't think clip-harnesses are particularly useful, especially on the Arquebus. If he's in a position where being knocked off is an issue then I think you've got bigger problems.
>>
>>52533209
Where is the list of all the upgrades?
>>
>photovisor
what this do?
>>
>>52533209
You want him higher up to get better lines of sight and to reduce the effective short range of his gun, and he's stationary when firing anyway. To be fair, he won't be taking much fire with the other four guys out in front fighting, but it's nice to not have him go rolling of a building and dying because someone nicked him with a sniper rifle.
I feel the big problem with that list is bodies, which is why I'm getting another Fresh-forged or two ASAP, probably even trading a cache for boosting my numbers to 8. After that, no more recruiting because I want 2 slots free for the other Arquebi, just replacing casualties.

>>52533231

Reduces cover BS penalty by 1, so ignoring partial cover and cutting full to partial. Arquebus doesn't have one because he's chilling with the ignore cover Omnispex anyway and that would actually reduce his targeting choices by making close targets as easy to hit as the Big Shoota the omnispex just picked out.
So re. cache trading, I think I want to be getting two special weapons, then just recruiting as normal with hopefully a Guerrilla buff. Our store campaign is just "whoever gets the most at the end of 6 weeks" so a good first day next Saturday might set me up. Does anyone know of a good part to represent a Red Dot Scope?
>>
What scenarios are there? Does it have the Blind Fight?
>>
>>52533143
>they can use the Omnispex (which is literally a worse Markerlight)

The Omnispex did not have range limit, you could have one as a "spotter", spot their leader and have the Arquebus guy(s) shot him down, turn 1, scary as fuck. Especially if you're doing H&R Assassination mission (the opponent will not know your H&R objective until its too late)

But you need to set them at higher ground so you can have sight of every unit.
>>
>>52533381
True, but Tau have no weapon range over 30" anyway, so it's a tad irrelevant. That tactic you mentioned is scary as hell, though, especially with Crack Shot if you can get it. 58% chance for a downing hit, then a rerollable 5+ to take OOA. That's a 32% chance for an instant win, and a high-level team might have three of them, if not three with Omnispex Friends.
>>
>>52531891
Ld7 is "determined enough to be here fighting, but still shows some concern for their own hide"

...sounds about right for a run of the mill eldar soldier
>>
>>52533524
That also holds true for an Archon, who literally only care about their own skin. And yet they have LD 10 in the tabletop.
>>
>>52533679
Archon rose to power by murdering and plotting against other. Dude can make bunch of murderous psycho (who will always plot/attempt to kill him every chance they get, everyday) do his bidding and fear him. So year Ld10 make sense.
>>
>>52533776
There's also no precedent for LD7 elves/eldar. Wychs and Craftworld all have at LD8 at least. 'Debutantes' and Guardians arent braver then a fresh Kabalite.
>>
>>52533797
I have no comment on that, I also need to add that Archon are the one who lead and command the Kabal to do realspace raid to get more slaves/meat so yeah the kabal psycho need him, or else they'll have their souls wither away.
>>
>>52533850
yeah fair enough, I just wanted to point out that this:
>determined enough to be here fighting, but still shows some concern for their own hide

IMO is not a great explanation for X LD value.
>>
>>52533887
I just tracked down what you guys are arguing about.
I think 8 Ld for Kabalite new-recruit are okay, same as Wych.Even Guardian Defender which are civillian have Ld 8.
>>
>>52532676
They work like kraks but large blast template
>>
>>52534653
No, I get the demo charges as "place, then explode in large blast". What's the Demolitions rule on the Krak Grenades themselves for? AFAIK you can just throw them as S6 -3Sv 3S" D3 damage weapons, can you do something fancy with them to terrain?
>>
>>52534762

I don't have the rules but I've heard there is some missions where you need to destroy special terrain features (eg bunker doors).
>>
>>52534762
demolition allows you to use krak grenades on terrain in base contact - so they auto hit instead of having to throw them
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