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Shadow War Armageddon General /swag/

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Thread images: 32

File: GORKER.jpg (100KB, 633x824px) Image search: [Google]
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Tricked an anon into thinking pdfs were viruses edition

Previous Thread
>>52563862

>Shadow War: Armageddon Free Faction Rules::
>https://www.games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

>Gallery of compiled rules
https://imgur.com/a/v8qF4#DSfgSc8

>Funny virus archive (no actual viruses)
https://mega.nz/#F!Pg0nmCTb!gLkbxonP3bWUpjj8Cscr6A
>>
special operatives photo someone linked somewhere
>>
do pistols give any advantages in close combat?
>>
>>52572580
Unfortunately that's our one and only trick. And it doesn't even work all that often, and probably gets the Deathmark killed for his trouble. And you can't even deploy him normally to spring out from around a corner, he HAS to phase in near an enemy.

My poor faction ;_;
>>
>>52574523
you get to roll an extra attack dice in melee ( only if you aren't equipped with any non melee compatible weapons , so a bolter , boltpistol and a knife don't count) and an anon in the previous thread swore you can use their profile when hitting in melee to, though i'm not to sure about that as it would invalidate melee weapons
>>
>>52574386
Let's talk endgame.
The first to 15 wins, campaigns will last about 10 rounds, maybe 12 if people spent caches, maybe less if someone got extra bounties.
End teams will be around 2000 points, with maybe +400 for the guerrilla skill, if taken early, not even a dozen of skill ups, minus captures or kills.
I don't think it's enough points to fully develop most teams, which ones do you think will have an advantage in the late stages, assuming everybody has a pretty even development?
>>
>>52574671
I would say that the midrange teams would probably do less. Around 2100 points is enough to get yourself a Skitarii team with three Sniper-Omnsipex pairs, a chunk of visor/reddot vets and probably an Enhanced Data-tether (ATSKNF bubble) and maybe a couple sets of Kraks. Afterwards, you don't get much beyond just buying everyone a billion extra toys that will basically never be used, since you can throw Krak Grenades and almost always do better than using a pistol.

Also, am I right that you could theoretically put a red-dot sight on a Krak Grenade? I kind of want to model one of my dudes aiming that.

What was that ammo thing grenades do? Autofail or autopass ammo checks or something, but I can't remember which as it never came up in my game.
>>
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>tfw no "counts as Necromunda Gangers" army
>>
>>52574600
You can fire them in CC, you alternate between any hand to hand weapons. So if you scored three hits and have a bolt pistol and chainsword, you'd resolve one with the chainsword, one with the pistol, and pick the 3rd. It doesn't really invalidate melee weapons, few of the pistols get the crazy armor mods that some of the melee weapons get. But it is a net benefit to tau, and it is great with the web pistol IMO
>>
>>52574823
That would probably be GSC / Cultist only Chaos
>>
>>52574600
Proof of the rule saying you get an extra attack if you wield two cc weapons please.
>>
>>52574523
>>52574600
Yeah that anon is me. You only get the extra attack dice if they aren't holding a lasgun or a boltgun or something like that. If you guys can get the hand to hand rules page for how that plays, from the actual book, I'm sure you can find the part that says what weapons you can use in hand to hand and see that melee and pistols are under that.

>>52574671
People don't die often, someone in a campaign will consistently get high rolls/lucky on prom caches, so I'd say about 7-10 games.

>>52574756
I.. have to double check grenades. I read in one place that "You are assumed to have as many grenades as is needed for the battle" or something like that, as if they never run out, but I believe you do take ammo tests for them...

>>52574823
Genestealer cult. Or just go ahead and make the gang using Necromunda rules what even stops you the points and stats are all the same.

>>52574841
Yea that's how we ran it, so it was plasma pistol, then knife/sword, then plasma pistol. But I only needed one hit to kill the near invincible necron!
>>
If I just play what comes in the box, will I be at a complete disadvantage to people who already have some armies built?
>>
>>52574921
>>52574823
Run them as Guard, seeing as one of the gangs is literally a Guard regiment.
>>
Can someone with access to the rulebook please find and take pictures of

1)the rule saying you get an extra attack if you wield two cc weapons

2)the rule saying you can at most have 50 % new recruits, with exeptions if any?
>>
>>52574921
>I read in one place that "You are assumed to have as many grenades as is needed for the battle" or something like that, as if they never run out,

That sounds similar to the blurb for ammo reloads.
>>
>>52574917
You get an extra attack if you have two cc weapons, two pistols or a ccw and a pistol as long as the model doesn't also have a rifle or something. A veteran guardsman with a ccw and a pistol has 2 attacks, but give him a lasgun or a bolter and he goes back down to 1.

I don't have screenshots of any of this but I'm sure you could go into a store and check out their rulebook there.
>>
>>52574937
Scouts? Not really, you just won't have models for the spec ops, but they're not super op mandatory or anything. Boyz? You will want an additional box so that you can hit the 20 model limit and get more than one big shoota, and the spec ops thing applies to then too.
>>
>>52574960
Can you confirm if my Chaos Space marine comes with a Combat Knife and then I buy a Chainsword do I get the extra attack?
>>
>>52574921
You have infinity grenades until you fail an ammo roll which means you just threw your last grenade.
>>
>>52575001
Yes, but if you scored more than one hit, every other hit will be with the knife
>>
>>52574960
Yeah no, I'm lying in bed so that will have to wait until tomorrow. I want picture proof so we can settle this discussion once and for all.
>>
>>52575001
>>52575015
Yea you get extra attack but what this guy said, as long as you don't get them a bolter or something that they gotta hold with 2 hands. If it just chainsword and knife, 2 attacks. If you add a boltgun, 1 attack. If you add grenades that's fine.

>>52575013
Yea I thought so, thanks for confirming. What's the ammo roll for them though?

>>52575043
I sort of get what you mean, I just wanted to tell people what the rules are and like, if they don't want to believe me then that's fine. They can just go see what the rules are themselves I guess?
>>
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Does the pistol thing mean that if you have two pistols, you can just shoot them both, Cypher style, or do you alternate between both AND the knife? If so, I'm kind of tempted to make a team of Grammaton Clerics, probably using the Harlequin rules, and roll everything to get a Gunslinging Fusionpistol leader and probably some shooty specialists, since they did use swords and all kinds of guns. Would shooty Harlies work?

Of course, the Solitare is in white.
>>
>>52575282
You declare which pair you're fighting with before the rolls start, and you have to stay that way until one of you is defeated or breaks combat
>>
>>52575322
Nice, so I can shoot a man on the face with a Fusion Pistol.
Now I just have to find some minis in suitably sharp suits.
>>
Newest version. After understanding how theres literally no difference between tau troops and recruits, I shaved off 10pts per Shas'la and used those for two Marker lights (which are useful, given the opportunity) and a photon grenade to say fuck you to leader hunts. Kinda. The Recon Drone got a new name.

I haven't seen the page yet. What happens when recruits level up to troops? Do they get skills? Even though we haven't seen page 71 yet, my list still complies with the 50% max.

Also I think specialists are listen in the army supplements. I've seen the wording on the other pages, but Tau have no specialist restrictions.

Pathfinder kill team v4.5

Shas'ui Sa'cea Kio'tor [140]
+Carbine [30]
+Clip harness [10]
+Photon grenade [10]
(190)

Shas'la Sa'cea Ra'vaal [50]
+Carbine [30]
(80)

Shas'la Sa'cea Qi'tan [50]
+Carbine [30]
(80)

Shas'la Sa'cea Su'tra [50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Sa'cea Pa'nam [50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Sa'cea En'kal [60]
+Clip harness [10]
+Photo-visor [15]
+Rail Rifle [120]
(205)

Shas'la Sa'cea Xa'kal [60]
+Clip harness [10]
+Photo-visor [15]
+Rail Rifle [120]
(205)

DX-22 "p1p'sKw33k" (Pulse Accelerator Drone) [50]
>>
>>52575341
Keep in mind the only model who gets the fusion pistol is the autarch, which is a spec ops character.
>>
>>52575404
The difference is recruits can't have pistols, which for tau are a straight upgrade in cqc. When recruits level up you can start advancing them after any subsequent missions, and you can freely trade equipment among models who can equip it (not a huge deal for tau). Pistols are also good for tau in that they can roll gunfighter
>>
>>52575404
If you take the time to name them at least include their in-game designation as Troop or New Recruit.
>>
>>52575422
Clowns shit fusion pistols
>>
>>52575404
The supplement army rules all have this "A (whatever) kill team follows all
of the normal rules, with the following
exception:" which means that unless noted otherwise (like in the GSC rules), they have the default limit on specialists (up to 2)
>>
>>52575464
Sorry, I was looking at the Craftworld list, I didn't see Harlies also got them
>>
>>52575165
The ammo roll for grenades is in one of the documents in the mega. Check there. I can't be arsed to check it myself 'cause I'm in bed.
>>
>>52575422
Harlequins can take them on the leader and special weapons, who can shoot for Gunslinger to double-tap them if you REALLY want a 500pt mini. It would be too funny not to do, though. Sadly they can't roll for that on the basic dudes, so no double-tapping cleric gunmen troops. I'll have to make do with one, and then swords on most guys. Although with leader and two specweps I can theoretically make an entire team of them. I keep trying, but I can't fit enough bodies in. Think you'd have to start with Leader, 1 specwep and two Mimes.
>>
I want an ork gunslinger with a stetson, a deerskin poncho and a cigarette butt in the corner of his mouth.
>>
>>52574386
How do I explain to my roomate that this is a re-skinned Necromunda and not the basis of 8th edition 40k.
>>
>>52574600
>anon in the previous thread swore you can use their profile when hitting in melee to, though i'm not to sure about that as it would invalidate melee weapons

yeah, fukken plasmaguns would hit as hard as my nob with a PK.

I hope that's not how it works.
>>
>>52575662
And the old gw stub pistols that looked like revolvers
>>
>>52575667
Show him/her both rulesets
>>
>>52574875
for chaos, cultists are only recruits, not leaders or troopers.
so cultists only is not possible.

shame really.
>>
>>52575282
you need the gunfighter skill to shoot both guns.
>>
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>>52574386
Hey, gorgeous. You know Ork Pantstealer Cults totally used to be a thing, both fluff- and models-wise:

http://wh40k.lexicanum.com/wiki/Genestealer_Hybrid#Ork.2FGenestealer_Hybrids
>>
>>52575761
Yeah, that's why I'm sad the troops can't take it. I suppose I can have them melee while the 3 main dudes dish out 2+/2+ automatic armour-ignoring wounds or just firing meltaguns into people's faces, and maybe eventually do that twice per turn. Advance is before rearm, so I can avoid buying a second useless gun.
>>
I really would like to start a harlequin kill team but I think a ward-save-army might be a bit cheesy.
>>
>>52575684
Except it wouldn't? Your nob would swing at S7 with at total -7 armor mod doing D3 damage per unsaved wound, where a fusion pistol would be S8 -5 armor d6 per wound, so you'd do better against termies than they would
>>
>>52575725
How many troopers do you need for a minimum Chaos warband?
>>
>>52575819
Sorry, that's wounds per hit, not damage per wound.
>>
>>52575802
Harlequins are really strong. 4++, immune to fall damage, -2 To Hit a running clown, Solitaires!

Shame I wanted to do them. Still might

>Planning on doing a big magnetize set for each faction with all options, starting with GKs.
>>
Rules when? I need to use these three unironically. They're too cool to me
>>
>>52575900
they already have rules, as part of the IG team
>>
>>52575870
I keep trying to make a Kill Team for them, but they just have no bodies at all. In order to have Fusion Pistol Master to breach hard targets they start with four bodies, which is just not enough at T3 4+.
>>
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lol 4nites
>>
>>52575914
Yeah but as far as I've seen in these threads nobody has been able to snatch a scan. Share if you've got it? These might be my favorite minis I own and having a chance for them to be DECENT let alone good is mind blowing.
>>
>>52575920
I'd probably start with boyz and upgrade to toyz.

>Starting my GK KT with 4/5 guys: one Leader, two Specialists, and one Trooper (or shifting to two Troops and one Specialist if illegal). With literally no upgrades. First two games should pimp them out.
>>
>>52575937
whoops the gunner is a Specialist not a "Trooper"
>>
>>52575937
My starting list looks like:
>Justicar w/ Falchions
>Grey Knight w/ Falchions
>Gunner w/ Falchions & Psybolt Ammo
>Gunner w/ Stave & Psybolt Ammo

Since a GK Gunner is 225pts min, figured starting with both would be my best plan.

Don't know how good the Falchions are, but I dig their looks and the two Parry concept.
>>
>>52576044
Why pay for gunners but don't give them a special gun?
>>
>>52575979
Mate, they should be in the MEGA. But they're not. Shame, because I posted some in an earlier thread, but I'm pretty sure I deleted them (not an IG player, I'd done my job). Let me look.
>>
>>52575842
no minimum afaik, just enough to not have more than half of your team be recruits.

so troops+specs+leader >= recruits.
>>
>>52576091
To upgrade them next time around.
>>
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>>52575842
Something like this is the most you can do.
>>
>>52576113
>just enough to not have more than half of your team be recruits.
This isn't a rule, that guy was making it up.
>>
>>52576124
prolly the best way to do it.

get as many GK as you can to start, because upgrading them is a lot easier than recruiting them pointswise
>>
>>52576143
do you need to pick one shot or the other with the shotgun?
i thought you had both.
>>
seriously its on the team creation page under the heading "new recruits" . A couple other anons said it was page 71. We dont have the scan yet, but its completely real. go into a store and look/take pics yourself.

I have seen this with my own two eyes.
>>
>>52576091
Because Gunners cost 200+melee weapon. Cheapest is 25 so 225 minimum.

Personally I want them with Psycannons so 175 additional points. 375 is too much for starting model.

Plus they have Astral Aim (Ld Test to Ignore Cover modifers) on Sustain Fire 1, S5 seems okay. They can trade ammo to Troopers once they get the big guns.
>>
>>52576145
I'm still waiting for pictures of the rules on page 71 so we can settle this discussion once and for all.
>>
>>52576182
I also would like picture proof of the rule that you gain an extra attack if you wield two cc weapons/pistols
>>
>>52576181
Ah ok didn't catch that.
>>
>>52576145
so i can bring as many yoofs as i want?

seems unbalanced.

I could drop giving them shootas to max out my team fast, then buy 4 shootas each rearm.
at 30 points each i could easily bring 10 of the, and still have 700 points to buy nob, big shootas and boys with choppas.
>>
>>52575452
Aaahhhhh. Okay, that makes sense. I noticed they couldn't take pistols, but I wasn't too concerned. Do you think this list will be good enough to start with?

>>52575462
Fair enough; will do.

>>52575483
Oh, okay! Cool. That makes sense. I was questioning the absence of it.
>>
>>52575452
Would it be better to just recoup the 40 points and make them troopers vs recruits so that they can have pistols and skills faster?
>>
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Shhh anons i dont have this yet :^)
>>
New to shadowwar/necromunda and going to be using GK for my stores season starting saturday

how is this for a list?

Justicar - warding stave - 275
Grey knight - Halberd - 255
Grey knight - sword - 235
Grey Knight - sword - 235

1000/1000

i'm fairly confident alot of GK players will fall for the psilencer 2+ ammo trap early on and only have 3 models, am i in dire need of grenades starting out or is just getting 4 model GK teh way to go?
>>
>>52576300
Not really needed.

As only one Fighter may advance and that will probably be the Leader or Specialist(s)
>>
>>52576143
Yeah i wanna go with 1 champ, 2 melee Marines and then just various cultists

Did we figure out if Marks are specialist only? i assume not
>>
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>>52576204
Is this the right page 71?
>>
For the sake of better dudes and potential for pistols, recruits are now troops. Again, there's only a 10pt difference between them. I think this is the best path, as it's not really worth me waiting for a recruit to upgrade. This way I have a stronger team faster as they get pistols and skills sooner.

Pathfinder kill team v5.1

Shas'ui Sa'cea Kio'tor [Leader: 140]
+Carbine [30]
(170)

Shas'la Sa'cea Ra'vaal [Trooper: 60]
+Carbine [30]
(90)

Shas'la Sa'cea Qi'tan [Trooper: 60]
+Carbine [30]
(90)

Shas'la Sa'cea Su'tra [Trooper: 60]
+Carbine [30]
+Marker Light [15]
(105)

Shas'la Sa'cea Pa'nam [Trooper: 60]
+Carbine [30]
+Marker Light [15]
(105)

Shas'la Sa'cea En'kal [Specialist: 60]
+Photo-visor [15]
+Rail Rifle [120]
(195)

Shas'la Sa'cea Xa'kal [Specialist: 60]
+Photo-visor [15]
+Rail Rifle [120]
(195)

DX-22 "p1p'sKw33k" (Pulse Accelerator Drone) [50]
>>
>>52576372
Marks aren't specialist only. GW just worded it really fucking poorly.
>>
>>52576357
Looks solid. Only concern might be is a GK KT only has 5 dudes and you bought 3 Troopers, so if you wanted two Specialists you'd need one to die. I feel with four stormbolters we don't need grenades as much.

My list.
>>52576044
>>
>>52576300
That's a matter of personal preference, IMO new recruits are for when you want to shave points to keep a relatively high body count and still afford the big shiny things, like drones, heavy weapons, etc.

>>52576243

If I built tau I would want the recon drone over the pulse accelerator, you'll almost never need the extra range with an appropriate amount of terrain on the board, but that burst cannon gives you sustained fire: 2 S5 with a 5+ ammo roll. In other words, it kicks ass
>>
>>52576348
Post IG Specialists and p 71 (how many rookies to Troopers you can have)! Thanks Anon!
>>
>>52576143
chainsword and powerfist., how many arms u got
>>
>>52576398
oooh thats a really good point, i'll have a think about this and probably go half way and have 1 gunner, thanks anon
>>
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>>52576145
>>52576204
>>52576237
>>52576384
Half of all models may be new recruits.
>>
>>52576398
>>52576430

I think on quick inspection going 2 gunner early is vital for GK, so for me i'll go

Justicar - Stave
Grey Knight - Sword
Gunner - Sword
Gunner - Falchions

skipping psybolts to get swords out early also moddeling wise i can always give the sword GK falchions after the first match once ive bought either another Grey Knight or the psilencer
>>
>>52575987
Yeah, I think that with an Embrace I can S6 down an objective reasonably well, and I can start with two Specialists and then a bunch of chumps feasibly. Just worried that missions 1 and maybe 2 would basically be instant losses compared to my more numerous Skitarii team.
>>
>>52576237
It's balanced by yoofs being shit.
>>
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>>52576408
>>
Can we have the rules section for attacking terrain, please? Would be nice to know how hard the "Heavy Weapons Threshold" is for new teams.
>>
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>>52576512
>>52576408
>>
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>>52576523
>>
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>>52576348
>he bought scout and boyz sprues and a free rulebook and a terrain kit
>>
>>52576557
Eh i dig the terrain, and had no scouts for my IF force. To each their own though
>>
>>52576542
Thanks. So pretty much as expected. Arquebus, a couple Kraks or some Harlequin smacking away should handle that reasonably well, just an incentive to start with something over S3/4. Arquebus may actually trivialize those missions, depending on how the terrain's laid out. Getting a shot on something like the Ferratonic Furnace wouldn't be too hard.
>>
>>52576542
Could we get the detailed sections on hand to hand? I'd like to be able to prove that you can use your pistols profile when using it in CQC, along with the extra attack die for having two weapons
>>
>>52576557
This

The kit itself is disappointing as fuck

Would it have killed the cunts to update the Boyz sprue at least, would have been the perfect time
>>
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>>52576542
>>52576527
>>52576512
>>52576384
HOW HARD IS IT TO LAY A BOOK FLAT AND TAKE A CLEAR PICTURE
>>
>>52576633
>Being a dick to people who took the time to help us
>>
>>52576527
Do you have the specialists though? With Ogryns, Scions and Engineers?
>>
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>>52576623
>>
>>52576401

How's this? I agree. I love the Recon Drone. It helps with things like mass yoots.

Leader 170
+Carbine
+Photon Grenade

Recon Drone 110

Specialist x2 360
+Rail Rifle

Recruit x2 160
+Carbine

Recruit x 2 190
+Carbine
+Marker Light
>>
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>>52576732
>>
>>52576623
downlaodthe fukken link in the op.
geez.
>>
>>52576804
Half the time it's fucked up.
>>
So what can space wolves run? Same as marines?
>>
>>52576911
Yes, but there's a little blurb on the bottom left of the Marine page about why Yiff Marines are special. Basically, no Novitiates, Space Wolf special weapons.
>>
>>52576948
What do you mean? Do they get scouts only and it explains why Wolf Scouts are not babbymarines but angry old men?
>>
>>52576739
Thank you glorious scanon!

>>52576766
I'd drop at least one rail rifle for the ion, I think you'll be shooting within 12" more often than over 15", not to mention the inability to move and shoot
>>
>>52576766
No more than half the killteam may be recruits.

Why is this still an issue.
>>
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Necron Kill Team 995/1000

260
Appointed Immortal (200)
- Gauss Blaster (60)

170
Immortal (110)
- Gauss Blaster (60)

170
Immortal (110)
- Gauss Blaster (60)

130
Warrior (80)
- Gauss Flayer (50)

80
Warrior (80)
- Pls No Bully (0)

185
Deathmark (120)
- Synaptic Disintegrator (40)
- Mindshackle Scarabs (25)
>>
So we all know we need epic terrain to make this game good.

Lets start discussing that.

Who sells the best kits? What can we make easily?
>>
>>52576557
yup - and now he will pawn it on ebay for 2 times he payed to poor idiots like yourself
>>
>>52577423
>Paying twice the kit's worth rather than just buying two
>Not actually utilizing ebay's bidding to get a better price on one

Nice logic there, retard. can smell the sunk cost from here
>>
>>52577173
No more than half of that team are recruits. Drones count as a part of our kill teams. So I have a drone, leader, and two specialists, and four recruits. Therefore, I'm within the bounds.
>>
>>52577173
That's 4/8
>>
>>52577031
You think so? I'd love the Ion if only for the overcharge alone, but I haven't seen any rules for it. The real goal is to have them bottled before they get that close.
>>
>>52577511
>buying two
>no longer available
>utilizing ebay's bidding to get a better price on one
>when people are paying more than it's retail cost now it's out of production
>>
>>52577511
This game costed X - now you can get 2X for it easly - what you do not understand ? I know amuricans are universaly morons that cant count but is it so hard boy ?
>>
>>52576431
That's lame as fuck

God dammit GSC looked boring, Tyranids being in the game is just plain stupid (Why are warriors forming a Kill team?) i finally settled on Chaos and now i can't have a mob of cultists surrounding their 2-3 CSM Overlords? what a load of wank
>>
>>52577423
>implying i want scout sprues
>implying i want orc boy sprues
>implying i want that terrain kit
>implying the rules arn't free
>implying cardboard tokens arn't free
>>
>>52577794
Exactly. I literally just want to rulebook. I heard they're releasing the online pdf Saturday.
>>
>>52577650
>>52577658
>Willing getting ripped off for a bunch of shit old Ork sprues and terrain that always get released separately

'A fool and their money are soon parted' You two dumb fucks keep the saying alive.
>>
>>52577869
Not an argument.
>>
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>>52576999
Yes. Although it doesn't mention specialists, so I guess those are normal.
>>
>>52577699
I dunno, the mining laser and webbers look dope. Can you picture the look on somebody's face when their terminator or solitaire spends multiple turns tied up and useless? A solitaire who gets hit will only escape on a 5+, and a termie on a 4+
>>
What does pinning do?

I'm looking at the Tau Ethereal and besides being a surprisingly tanky motherfucker, I'm not sure if the benefits override the cost.
>>
>>52577958
You can't do anything at all, you recover at the end of your turn. You can make an initiative test to recover at the start of your turn if you have a friendly non-new recruit model within 2"
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>>52577699
Well, you still can, although it would need to be after three missions. So like 3 Marines, 3 cultists. After three missions however many cultists survived ( < 3 ), would become Troops. Imagine if all three survived, then you could go 3 Marines, 3 Cultist Troops, 4 Cultist Juniors. Unless Chaos has a higher than ten max units.
>see pic related
>>
>>52577949
If you think a Solitaire is letting you get within 12" without massacring you on the charge, or you are hitting him with the -4 penalty and your BS3, you are sorely mistaken. Only three Webbers on the table, those are hitting on 6+/4+. Good luck...
>>
>>52578039
>without massacring you on the charge
You're forgetting, genecults have plenty of men to spare.

Just let him butcher a guy on the charge then shoot him when he's stuck out in the open afterwards.
>>
>>52578069
And the Solitaire is going to prioritize the webbers, cause he has a 24" charge range. So any player is not going to attack your one guy in the open they will go for your expensive guys that you are trying to hide.
>>
>>52578069
Also, you don't have men to spare if you are running max webbers. Max webbers and web pistol is 810 points.
>>
>>52578091
You can't take regular troupes with the solitaire.
>>
>>52578122
And? The Solitaire can choose who he is charging, and can charge into cover if you break when he charges you.
>>
>>52578091
He can only go after one webber per turn, which leaves 2 more. Not to mention that they'll all be hidden until he gets within 10", and he'll have to prioritize between other threats, like a seismic laser or a grenade launcher with krak grenades, which even HE can't take. One krak grenade hit is d6 s6 wounds, and a close range seismic hit or mining laser hit aren't too shabby either
>>
>>52577699
Well, Warrior Kill-Teams do have a precedent in the fluff: those Children of Cryptus or whatever GW called them...
>>
>>52578149
You can't afford the points. It costs 170 for a Gunner with Webber, it costs 200 for a leader with web pistol. You can't afford scrubs to soak charges, Solitaire gets rid of two guys, you are on break tests. Also, 3+ invuln, 3 wounds.
>>
>>52576779
You are a saint. Thank you.
>>
Do we know if this supports more than 2 players?
>>
>>52578141
If he's charging he's not running. He only charge one guy per turn and has no shooting so if I run everyone in a mob out of cover then anyone who doesn't panic will turn around and shoot him when he charges.
No need to hide.
>>
>>52578149
>>52578189
Or you could just bottle and run, and that will get you one Promethium crate. Or take a Genestealer with your own promethium, as your opponent would have spent one on the Solitaire.
>>
>>52578189
Yes I can. he kill one guy and everyone shoots him, he either passes all his saves there and then or he doesn't.
>>
>>52578216
>as your opponent would have spent one on the Solitaire
...and now gets D3 back while you rack up injuries.
>>
>>52578204
I've seen a 4 person FFA and its hilarious.
>>
>>52578189
I'd have at least 1100 points of dudes, a solitaire need a PC, which requires at least one mission to happen. If I spend mine I'll have 1200 points to play with. A recruit with a basic gun is 70, a troop is 80, I'll have plenty, and I can be reckless considering how difficult it is to permanently lose a model. And when he finally does get webbed, he'll need a 5+ to do anything but get blown off the board, while i hit the objectives
>>
>>52578232
Dude, a Solitaire needs to be run solo. As in no other models. N O N E.
>>
>>52578325
>>52578232
Fuck, don't worry about me. Retarded.
>>
>>52578325
Are you replying the wrong post? I know that, what does that have to do with my GSC dudes?
>>
>>52578207
When he charges a guy and kills him, and you are in a mob, 2" break tests. Then, you need to hit him, while only having about 4 guys left to shoot with dirt cheap weapons. It is impossible to arm 3 webbers and afford the special stuff. So you have guns only. Even with 1200 points. The Solitaire just waits till you spread out due to terrain, or anything.

>>52578232
You are still not hitting all the time, and you are assuming the solitaire isn't going to have intervening models on most of your stuff, due to the clump. At most, 9 guys. one guy dies When the Solitaire charges, 1 dies, and who know how many break due to oh dear, bobby died. Of the 8 left, 3 hit due to intervening models, or any LoS blocks. The webbers have only 2 left, and you are assuming you can run in a pack and not get broken. do all 2 webbers hit and leave the Solitaire with three turns to get out. Do you charge the solitaire and waste shooting, and still loose the combat?
>>
>>52575667
Show them both rulebooks desu. Pretty much... exactly the same.

>>52575802
Their 6 inch move, not getting pinned when hit by a weapon, and phasing through walls to capture objectives and then phasing back to their cap zone is also something to bear in mind!
>>
>>52574960
>bolter is glued to the hands.
>>
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>>52578455
>Their 6 inch move, not getting pinned when hit by a weapon, and phasing through walls to capture objectives and then phasing back to their cap zone is also something to bear in mind!
>>
>>52578362
Why do you think I'll have trouble hitting? Most GSC weapons have a bonus to hit at close range, and if you just charged you probably don't have cover against most of them. Break checks arent that difficult, especially in a mob where they'd be near the leader. Of course I can't have three webbers and special stuff, you can only have 3 specials plus the pistol, it's either or. I'd probably run 1+ a pistol, which is easily affordable.

leader 125, pistol 75, power weapon, 50
heavy 70, webber 100
heavy 70, nade launcher with both 125
615 points there, leaving me with enough for 7 more troops with a basic weapon, plus 25 points for whatever
>>
>>52578362
You're assuming everyone is going to break instantly, that 1200 points isn't a decent number of guys.

If you think a solitare can effortlessly take down an entire team I think you're wrong.
>>
>>52578488
Sorry, leader 120, so I have 30 to play with. 10 guys certainly isn't small, and one of them is gonna have an advancement
>>
>>52574386
>https://imgur.com/a/v8qF4#DSfgSc8

I'd love to be able to read this but with the way the book is bent only half the rules are even legible right now.
>>
>>52578488
The way you play a Harleqiun list is you kill the leaders on the first charge. And if you are clumped, in order to overcome the short ranges (Nade launcher is the most long range weapon)
Of those dice rolls, at last 2 on average break when the leader dies, if you are clumped. That makes it a Bottle test.
If you aren't clumped, solitaire isolates people were he can be in cover after the fight. You are still ballistic skill 3. Not all at short range, firing at a guy who has at least a -1 modifier to hit, if not a -2.

>>52578510
Im not, Im saying that with proper tactics and a realistic board, a solitaire can do alot of damage to a Genestealer cult list. The Solitaire only needs to break three people to make them sun, and he hits the Webber, or the leader first, which ever leaves him safest. Also, grenades are very hard to hit a single model with. Speaking from experience here, since my GW ran some tester games on Wednesday
>>
>>52578636
Mmmmmm, markerlights
>>
>>52578636
can you actually snipe with charges though ? ,
i know you have to shoot at the closet target (as long as it's the easiest to hit) but i can't recall if there was something of the sort for charges on top of that you can just put your leader in hiding and that halves his charge range
>>
>>52578636
And against a solitaire, you don't let your valued targets get exposed or isolated. You keep everybody hidden (easy for gsc), forcing him to get close to do anything at all. Then there's overwatch. Why would a gl be worse than any other weapon? There's no negative hit modifier for kraks from a gl, that's only when you throw them
>>
>>52578796
a gl actually gets a bonus to hit at short range
i don't know what he's on about either
>>
>>52578796
Why would he give a shit if you're hidden?
He runs forward in to cover, that's a -3 or -4 penalty to hit and a 3++ save even if it does.

He will always get the first move, always.
>>
>>52578776
If you have the movement and you don't move too close to another model you can charge anyone.

>>52578796
LoS. Its hard to see through a wall. with a minus 2 to hit before he charges your specialist. Also, you are at a minus 2 to hit when shooting a charging solitaire on overwatch.
Bout the grenade thing, thought you were firing frags. my bad.

My main point is that assuming there is a decent amount of terrain, you can't get these perfect full rounds of shooting off that the Genestealer lists seem to be depending on.
>>
>>52578796
Also, Solitaire ain't going to be in short range when you shoot your overwatch. proper pathing with the 24" charge can avoid overwatch easily.
>>
>>52578850
>2 to hit when shooting a charging solitaire on overwatch
Why? Does charging count as running?
>>
>>52578840
He would give a shit because he can't interact at all with a hidden model. He can charge 24', but only if he is aware of what to charge at before moving at all, and he'll need to be within 10" or at an angle where he could obviously see me to do so. Of course he gets the first move, but I'll have the next 9.>>52578872
Overwatch is different here, here you can fire at literally any time they're in range, so you can wait until after he has moved 20 of those 24"
>>
>>52578891
>He would give a shit because he can't interact at all with a hidden model.
...so he moves forward and laughs off your shots?
>>
>>52578890
-1 for overwatch, -1 to hit the model charging you. -1 to hit for overwatch, -1 for the obscuring of the model the solitaire is charging.
>>52578891
So once he is either out of sight, or in combat? where you randomise your hits?
>>
>>52578926
I would absolutely go for the random hits, what do i care if i lose a single dude?>>52578925
Not even he can laugh off a krak hit. 2+ to wound, d6 wounds, you can only make so many 3+ saves. And again, the first webber that hits will be a game changer. Not to mention the following shots. Intervening models isn't a problem after the first shot, I can just move people around to mitigate that, then shoot
>>
>>52578890
Pre much yeah, charging is running into someone.

>>52578872
You can choose when that overwatch shot shoots at the guy during his movement.
>>
>>52579000
Good luck hitting him with krak at all when you have -4 to hit.
>>
>>52579000
I will bow to the trips and retire cause I need to fuckin sleep its stupidly late. All of this doesn't matter without seeing the game board, and seeing LoS and cover etc. Good argument, was fun would autist out again.
>>
>>52579033
Pretty much, if anyone every actually manages to get their hands on this game or at least find someone willing to play with pirated rules it will be fun to test.
>>
>>52579000
And this is pretty much wort case, where I'm fighting him at the earliest possible point. For every additional mission, that's another equipped dude, another advancement.
>>52579014
True, for the initial volley. But with 10 shots there's a decent chance something is gonna slip through.
>>52579033
Night bro, I agree, that was fun, I feel debates like this are productive to all involved, helps us see things we hadn't considered.
>>
Hey anons, how does this chaos list look:

>Aspiring Champion w/ Plasma Pistol, Chainsword, Undiv Mark
>Chaos Space Marine w/ Boltgun, Undiv Mark, Frag Nades
>Chaos Gunner w/ ML (Frag&Krak), Undiv Mark
>3x Cultists w/ Autopistol
>>
Sup fa/tg/uys. Put a Nids -gang- killteam together. Thoughts?

Tyranid Alpha - 250=385
Whip and Bone Sword +100
Adrenal Glands +10
Extended Carapace +15
Toxin Sacs +10

Tyranid New-Spawn - 175=210
Extra Scything Talons +10
Adrenal Glands +10
Extended Carapace +15

Gun-Beast - 225=405
Venom Cannon +165
Extended Carapace +15
>>
>>52579082
Only if you have 10 krak missiles.

From what I eat of his rules he eat small elite teams and run rings around heavy weapons but wont be able to deal with hordes.
>>
>>52579136
Bro, we're discussing GSC, the second largest horde.
>>
>>52579111

Looks good. I did a test game on Vassal Nids Vs Tau and this was basically the list I used. I had Barbed Strangler on the Gun-Beast and Spinefists over Whip and Bonesword on the Alpha though, which gave me enough points for a Deathspitter on the New-Spawn.

It worked out fine there, but that's because it was a raid mission and the newspawn never appeared. Also, the Tau did not have the weight of fire to actually put either Warrior down, well, once the Recon Drone ran out of ammo on the first shot anyway.
>>
>>52579161
Yes exactly.

He'll suck and die vs Orks or GSC but he'll spank elite armies like CSM or Grey Knights.
>>
>>52579182

Would a Harlie list even get an Advance if they use the Solitaire?
I have a vague feeling that you have to actually take part and survive a mission to get an advance. I could be wrong though.
>>
>>52579182
I'm honestly not sure about GK's, especially after the first 2 missions. Soltaire's weakness is volume of fire, so if they can scrape together a pair of psilencers, S4 against T3 won't be a problem with bs4 sustained fire 3.

>>52579209
No they wouldn't they would get a PC, maybe more if they win
>>
>>52579171
How did the new blast system work out for the strangler?

Do you think it would be beneficial to go for mixed range/melee units over having dedicated melee?
>>
>>52579227
He can run in to cover for a -4 to that grey knight's shots to protect himself and he can't be pinned from it.

I imagine he would swoosh in and kill one, then he's completely vulnerable to a counter attack. But after killing only one guy a grey knight team only has around 2/3 guys left, assuming they don't just bottle right there and then.
>>
>>52579280
They have ld 10 dude, that's an easy test to make. And a smart player would do what I mentioned with the gsc, abuse cover and hiding, make like you're hunting the creature from Alien
>>
>>52579335
My bad, no they don't, I realized that as soon as i posted.
>>
>>52579335
Easy test, sure but I'm just pointing out they have a chance to lose the game right there and then.
>>
>>52579012
No, charging is distinctly not running. It just happens to cover the same distance. A charging harlie gets a -1 against attacks from the target of its charge, and that's it.
>>
>>52579430
Much as I would like to further shit on harlies, I'm not sure that makes logical sense, I'd like to see the detailed rules before deciding on that, rather than just the quick reference charts
>>
>>52579171
What was his list?

This shortlist ia what considering I'm running; tell me what you think:

Leader 170
+Carbine
+Photon Grenade

Recon Drone 110

Specialist x2 360
+Rail Rifle

Recruit x2 160
+Carbine

Recruit x 2 190
+Carbine
+Marker Light
>>
>>52579227
>>52579280

Instead of the psilencer, a psycannon would be more effective. Extra wounds per hit make it more effective at breaking the 3++ save, and more importantly, the base 7 S will allow it to pin Solitaire. 2 gunners covering a 180 degree arc with psycannon overwatch should almost perfectly defend against the Solitaire. As long as you don't let yourself get outflanked, of course
>>
>>52579676
Unfortunately not even high-impact will pin a solitaire. You would get more wounds from the psycannon, but it would cost more points and you'd run the risk of running out of ammo, which a psilencer literally can't (2+ on 2 dice).
>>
>>52579740
Don't snake eyes always fail?
>>
>>52579676

Edit - I am stupid and thought Solitaire could be pinned by high impact weapons just like a normal harlie. The point about wounds per shot on the psycannon still stands, though.

On another note, has anyone considered just hiring their own special op in response to solitaire? Take the advantage of an extra body on the field, and try to turn the tables after your opponent commits to their single model. I'm sure a GK Paladin could help out with dealing with the solo
>>
>>52579752
In regular 40k? Here? Not sure without the complete book in front of me

>>52579760
The biggest problem trying to bring a spec op in is the WS 9, he will whoop pretty much anyone. Even a purestrain would need 2 gribblies before him just to be on even footing the first round, let alone to finish him
>>
>>52579760
Thing is, Spec Ops just get their asses kicked too, possibly drop a bounty that guarantees he comes out ahead and leave you no better off. Also Admech have basically no-one that stands a chance in a scrap anyway, we just have to rank up and apply bullets to face.

I feel kind of bad that my custom kill team idea best suits the Harlequin rules, but it seems that they'll really struggle bringing enough bodies even with their buffs. They go down a third of the time someone clips them with a Shoota, and the enemy can really focus fire.
>>
>>52579899
yeah, seems to me the winning move is not playing.

voluntarily take and fail a bottle test and gtfo.

if he gets 2 premethum you are even becasue he spent one to use his silly deathmachine

so its on 1/3 chance he'll come out on top.

depends on the mission i suppose
>>
>>52576512
>Imperial Guard
>limited to 10 models

What in the ever loving fuck
>>
>>52580153
If you're got a nice horde of guys you can try riddling him with shots after his first charge leaves him open but if that doesn't work or if all your guys panic it's over.
>>
>>52580153
I wouldn't go that far. If you manage to drop him without spending a cache, you just got at least d3+1 caches, maybe more depending on the missions, and an advance, while he just breaks even. Volume of fire is what it'll take, at T3 he's gonna wound easy, and he can only make so many 3+ saves
>>
>>52580200
thats true, just thinking that ropping out still only leaves him with 1/3 chance of actually winning anything.

ill see if i can find some dice and see how reiable shootas are on him.
3+ wardsave and 3 wounds. but only t3.

>>52580239
nah dude, his rules say you get an extra d3 caches from dropping him^^
>>
>>52579899
Actually, taking a second look at the stats, he can hardly even scratch a Paladin. None and -1 save mods on his weapons, unless he rolls a 6 to wound with the kiss. Throw some frag grenades at them while they're stuck in melee, and you come out ahead.
>>
>>52580274
So, if you can kill him you can nab a potential 6 Promethium caches. Guess who's bringing two Big Shootas and a Kombi-Skorcha.
>>
>>52580291
yeah, armor seems to be is shortcomming.

with WS9 and A6 i dont think my boys will winn any combats with him though, and ork shooting sin't exactly reliable.

again, i doubt i will ever face a harlequin player at all.
>>
So what does sustained fire do? I haven't seen an explanation for it in the rule leaks that I've seen. Thanks.
>>
>>52580514
Take the number, roll that many d3. The result is how many shots you take
>>
>>52580528
Cool, thanks anon.
>>
>>52574386
https://www.youtube.com/watch?v=xhqpYcFkeCE

FOR THE EMPEROR!
>>
>>52574386
There's no way I raged hard enough to be mentioned in the OP.

Sidenote:
Bought my Scouts today. Time to put these together and paint up my Blood Ravens.
>>
I'm thinking about running GSC. What seem like some of the stand out weapons for specialist to you guys? I like the idea of regularly using a heavy stubber or using a seismic cannon for laughs, but I'm a little lost beyond that. Webbers look really fun, and with being able to hide, I could get close enough to do some damage. Flamers are always great but I'm not sure if I need them when I can bring shotguns with blast shot to the table. Grenade launchers look pretty solid too, but they sure are expensive.
>>
Anybody have the stats of the Ork Rokkit launcher (or a scan of that page of special weapons)? Seems to be missing from the leaked pages
>>
>>52580699
its in the megalink in the op.
>>
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>>52580699
>>
>>52580683
You really can't go wrong on the specialists. Just bear in mind, if you want the seismic, and to a lesser extent the mining laser, it's best to buy them initially, cuz without either a particular mission roll or the scavenger skill you can't spend 250 points in the rearm phase
>>
What do we know about combat? I know we have rules for charging and fighting but what happens after attacks?
>>
>>52580737
>squid-hide armor
GW really needs to hire a proofreader.
>>
>>52576835
Must have shitty reader, I uploaded those myself and they're perfect on my pc.
>>
r8 my CSM list lads, probably going Night Lords

Aspiring Champion (225)
Bolt pistol (25)
Chainsword (25)
Photovisor (15)
Clip harness (10)

Chaos Space Marine (120)
Boltgun (35)
Red dot sight (20)
Photovisor (15)
Clip harness (10)

Chaos Gunner (130)
Flamer (40)
Photovisor (15)
Clip harness (10)

Chaos Gunner (130)
Autocannon (150)
Photovisor (15)
Clip harness (10)
>>
>>52580740
That's a good point. Maybe I'll just skip on the laser and cannon and take a grenade launcher for hurting tough opponents.
>>
>>52580745
If nobody is dead, combat continues. If somebody drops (and there's only 2 combatants), they're OOA automatically. In a multicombat, they can crawl away 2" (there might be a test involved). The victor makes a 2" follow-up, and can follow up into combat with another target, but the combat doesn't happen until the next turn. Hatred and frenzy can effect how this plays out. The 2" can be upgraded to 4" with a skill
>>
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>>52577407
Mdf terrain on ebay is cheap and sturdy and the catwalks looks great.
They're modular so you can combine and stack however you'd like.
>>
>>52580654
Kek. How's your game coming, Anon?
>>
>>52580755
haha, didn't catch that.
>>
>>52580785
>>52580785
That's not what i'm getting at. They are definitely good weapons, I consider the seismic worth the investment. You can get the gl without a cache if you already have a heavy. If not, on cache will buy the heavy and both sets of grenades. I'd just hate for people to plan to get the cannon later and not realize how difficult that is
>>
>>52580794
Combat continues in the next turn like in 40k? Or does it just keep going until either side drops in that turn?
>>
>>52580826
Next turn, unless something forces an opponent to flee (like fear, terror, otherwise becoming broken), in which case the person fleeing takes an automatic hit as they flee
>>
>>52580825
No, I know what you mean. The thing with the cannon is that I just don't if I would use it often, so if I'm not sure that I'm going to use it from the start, I may as well invest the points elsewhere. The seismic cannon looks really fun, and I may just use it for non-campaign games. Speaking of grenade launchers, throwing a red dot sight makes no sense at all from an immersion standpoint but I may do it anyway.
>>
>>52580846
Ah nevermind GSC has barely any access to misc equipment.
>>
So, is there any way to get csm marines after the beginning without having to burn a cache? Seems like a high price to pay if one of your dudes bites it.
>>
Havent played yet but i just completed a box of wyches for my ynnari so i made a list

Syren
Power sword
Soul seeker rounds
Splinter pistol
Weapon reload

Bloodbride
Hydra gauntlets
Mirror helm

5x wyches
Splinter pistols
Weapon reload
Blade venom

How'd i do
>>
>>52580941
Get guerilla skill which give +50 pts to supply if the guy didn't OOA at the end.

or roll on the +100 pts "Before the mission" event.
>>
>>52580941
If you roll a particulr result before the mission, the victor get 100 points extra. The scavenger skill can also net you an extra 50
>>
>>52580782
Where's your Marks of Chaos? Also only 4 dudes it pushing it, if even one goes down you have to take bottle tests.
>>
>>52580957
Don't event bother with weapon reload on 5+ single shot weapon, waste of point. And now you have enough point for blast pistol.
>>
>>52581005
Shit yeah knew I was missing something, fanx senpai.

Shall I drop one of the marines and pick up three or four cultists, then? Which marine do you think is least essential to the lineup?
>>
>>52581006
Sounds good, thanks
>>
>>52581037
Dropping all the photovisors, clip harnesses, and red dot sights gives you practically a cultist with an autopistol per loadout. You can always buy gear after your first mission or two.
>>
>>52574600
>>52574841
You don't get to shoot them in CC, your stuck with your base etc and no so just like a knife.

>>52574921
You do another tests because you have to roll a bs test to hit,if you fail the bs test then you do artillery and scatter die that always scatters but only to a max of half the value on the artillery die.
>>
>>52580779
It's adobe Reader lol
>>
>>52581415
The fucking browser can read pdf better than that junk.
>>
>>52581282
An anon literally posted proof >>52576739
This isn't 40k, the rules are different here
>>
>>52580654
So what's the thoughts on IG? We have some of the most reliable weapons around, and shotguns are pretty nice too for a discount. One thing that seemed odd, do lasguns no longer have rapid fire? Couldn't find a mention of it.

Also, why are we limited to 10 models? Seems like we would really need to slather on upgrades even at a 1000pts
>>
>>52580814
So so. Actually thinking it'll be ready for a demo release sometime next month. Sorry for the long reply, painting.

On another note, I start at my new job next Monday. $9.50 an hour, 6 days a week, 8 hrs a day. So I wont be poor anymore.
>>
>>52581707
I haven't looked at the IG stuff yet. Give me a few and I'll go check it out.
>>
>>52581707
You can get a skill to give them (basically) rapid fire. As for the model limit, balance, efficiency and fluff. You're not just IG, you're IG vets, and a kill team at that, you're supposed to be small, not blob guard. You have easy access to the shooting tree and plenty of ways to use it well
>>
>>52580291

That or just hose the fight down with storm bolter shots. A paladin won't give a shit about any storm bolter hits he takes.
>>
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>>52580801
Finished some more with my Nurgle team
>>
>>52581754
Ah ok that makes more sense then. I saw characters like commissars in the bundles and that doesn't really make sense with such a small limit. Hell you wouldn't even have a full squad with him.

Also, where are our heavy weapon teams? And why can't I find entries for anything other than a basic squad of guardsmen when the bundles list engineers, commissars, and bullgrin?
>>
>>52576739
So...Boys carry a shank. If I buy them a choppa they still got the shank and thus get an extra attack?
>>
>>52581798
A single Commissar, Ogryn, Scion, or Enginseer can be taken once per game as a special operative if you spend a Promethium Cache. Each have their own special rules and things that don't count toward your points or model limit.
>>
>>52581707
>>52581735
>>52581754
What the other anon said. They're IG Vets. Those 10 man squads from the Codex that you can take as troops. If I still had my IG army, I'd probably be going with them but I sold it recently to help pay bills.
>>
>>52581798
Honestly, I think the reason there are no teams is that the model is far too big and clunky for the terrain, you can't move and shoot, and they're too boring to be special operatives
>>
>>52581800
If you declare that you are fighting with both, you get an additional attack die. But, you are then forced to allocate hits to the knife as well as the choppa evenly. Two choppas would be better, or a choppa and a slugga (if the slugga is still considered a pistol)
>>
>>52581885
Oh, I see.
Well for my current list I got four boys with buzz-choppas and nothing else. Was hoping for the shank to just give an aditional attack.
>>
>>52575789
There's really no reason they shouldn't be. The idea that Tyranids can only make hybrids with humans is ridiculous. They'd never have developed the genestealers in the first place if that was the case.
>>
Righto. I think I've finally settled on a list. This give me access to opportunistic Marker lights, two Rail rifles (maybe one to ion instead?), the burst cannon, and plenty of boyz. Whatchy'all think? What's the key strategy here? What's the biggest thing I need to watch out for?

Pathfinder kill team v6.1

Shas'ui Kio'tor [Leader: 140]
+Carbine [30]
+Photon grenade [10]
(180)

Shas'la Ra'vaal [Recruit: 50]
+Carbine [30]
(80)

Shas'la Qior'tan [Recruit: 50]
+Carbine [30]
(80)

Shas'la Su'tra [Recruit: 50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la Pa'nam [Recruit: 50]
+Carbine [30]
+Marker Light [15]
(95)

Shas'la En'kal [Specialist: 60]
+Rail Rifle [120]
(180)

Shas'la Xa'kal [Specialist: 60]
+Rail Rifle [120]
(180)

DX-19 b1G'B3rtHa [Recon Drone: 110]
>>
>After 3 "Mission Completed" marks, a Trooper can advance to fill a vacant Specialist role, by paying the difference in cost and/or gear as Recruitment.
>Doing so cause's them to lose all but a single Skill they have earned previously.

fair enough house-rule? something to stem the pain of Specialist with 200+ point cost minimum. Obvious restrictions to Cultist that have advanced to Trooper status.
>>
>>52574756
In necromunda it was, you have grenades until you make an ammo czech, at which point you auto fail and run out. The line about "enough for the battle" is to clarify that a grenade is not single-use.
>>
>>52581979
That sounds fair. As tau, I'm happy. Troop and specs cost 60 each for us. Hell, it's not even worth giving up a vet troop; we can just recruit another spec and gear.
>>
So for choosing a kill team it says "no more than half the kill team can be made up of new recruits"

Is that half of your available points or models?
>>
Have a $25 amazon giftcard, what team do I build with it. No orks/tau/space men pls
>>
>>52582051
squats
>>
>>52582063
well, I do have some fantasy dwarves but pls anon pls
>>
>>52581654
Yes, no. I don't think it's meant that you shoot the pistol in CC, sure it says you can't use pistols that ran out of ammo for the extra attack but it never says you use it's stat line.

That would open whole new avenues of power gaming. Two plasma pistols on a model would kick-ass at range and cc.
>>
>>52582051
guardsmen
>>
>>52582051
Reaper Bones
>>
>>52582077
The amount of cognitive dissonance there is staggering. If all you were doing was pistol whipping with it, then ammo would not be relevant. It existed in necromunda, it exists now.
>>
>>52582082
I could finally convert some vostroyans or valhallans

>>52582093
I play at gee dubya so this would be a no go
>>
>>52581715
Oh sweet! Glad you found some work, Anon.
>>
>>52582029
Models.
>>
>>52582051
Tau. We have the cheapest box, I think. I got my recon box for $30.
>>
>>52582029
Models bro
>>
>>52582132
I already have a bunch of converted gue'vesa but I've kinda retired my tau army since theyre no fun
>>
>>52582051
>no space men
Well that limits you to either eldar or third party female miniatures.
>>
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>>
>>52582153
You know what I meant by that anon.
>>
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>>52582111
>Valhallans

Join the URRRRAAAAAAAAA anon
>>
>>52582145
Have you check out the rules for them for this game? They're pretty swanky. Far more dangerous than the 40k counterparts.

If you don't want that army, send it this way heh.
>>
>>52582171
I really don't, considering this game is made almost entirely of space men.
>>
>>52582077
>>52582109
(contd)

If you didn't use the pistol, what stat line do you use when you fight with 2 pistols, which is explicitly listed as an option? The knife that you're not holding?
>>
>>52582204
Yea, the local GW has had a perusal copy of the main rules and the other faction's rules. The pathfinders just didn't really stand out to me. They're still the same gunline they always are.
>>
>>52582109
It's gamesworkshop, the same company that thinks she of Sigmar is a smash hit when most of the sales they saw was people grabbing up the discontinued model kits.

I can understand where the idea comes from for shooting in CC but again it doesn't specifically say it I figure that the model puts away or dropped any extinguished guns.
>>
>>52582157
Shit tier.
>>
>>52582157
The fuck is this ugly ass trash?
>>
>>52582256
It specifically says you can fight in close combat with two pistols
>>
>>52582217
I suppose. The initial flow of content is meant to be accessible. It worked; I sold my tau long ago but picked up a new box of Pathfinders to get back in. All the gear and rules are just what's in the boxes lol. Good on them, honestly, if they keep going with rules support.

You might like harlequins?
>>
>>52582077
oh no, a guardsman might actually stand a chance in a melee now.

You know, with their shitty WS and I.

Seriously it's not a big deal, why are you worried about this. Your melee weapons don't have a chance to explode and kill you or run out of ammo like a plasma pistol does.
>>
>>52582299
Harlies might be fun.

I just got an idea tho, vaporwave flavored skitarii with sanguinary guard heads that are painted like busts
>>
>>52582331

If SOB ever get a list, they'll be mighty happy with it. Inferno Pistols are a much better melee weapon than a ranged weapon.
>>
>>52582349
I can't wait for my Lamenter assault marines to get to use melta pistols in close combat now
>>
>>52582119
>>52582139
So much for spamming Yoofs. Ah well.

With that in mind, how's this look? Keep in mind it's for the start of a campaign. I'm planning on giving the boyz a choppa each with my first rearming.

Total: 1000

Boss Nob 225
-Kombi-Skorcha
-Big Choppa

Spanner Boy 220
-Big Shoota

4x Boy 70 /ea (280 total)
-Slugga

5x Yoof 55 /ea (275 total)
-Shoota
>>
>>52582362

Yeah. Not sure to win combat with stuff like Orks and Harlequins about but man, you need to wonder if it's worth the risk to charge the guy who can put a Str 8 d6 damage hit in if you fuck up and lose.
>>
>>52582399
>Disarm.

Here we go.
>>
>>52582256
Nigga Sigmar is a big hit though. It's replaced 40k in my local area and Sigmarines and the Khorne dudes are really popular. I don't really care though, since I can have skeletons.
>>
>>52576348
Please post pictures of
1)the rule saying you get an extra attack if you wield two cc weapons/pistols.
2)the rule saying you can at most have 50 % new recruits, with exeptions if any.
>>
I didn't look up to see if someone did this yet, but here is a PDF of all 77 pages in the rule book with actual rules in it.
I tried to keep the pages readable, but you'll have to zoom in occasionally.

https://docs.google.com/document/d/1xvgryrNiMFoLYiaX8o6Y-Q0q1GLRvwWnvbrSL7omZXo/edit?usp=sharing
>>
>>52576739
>>52582487
>>
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>>52582505
Not bad
>>
>>52574823

I know, you think GW could have given us generic gang rules so the old guard could get in with their gang collections.

Just shows what a bunch of smegheads they still are, a tiny bit of effort would have extended an olive branch to all the old fans and yet they still fucked them off.
>>
>>52576804
The rules about extra attack die are not there. Hence there's been discussion
>>
>>52575789

There's every version of Genestealers... hence the name.
>>
>>52577173
Because some people had started to doubt the existance of said rule
>>
>>52582505
Thanks anon
>>
>>52582213
Your base strength and no AP just like we've been doing for years in 40k.
>>
>>52582658
except that's also wrong. Base strength in melee gives you a modifier as well. Even strength 4 gives a -1 to an enemy's save and it only goes up from there.
>>
>>52582505

Okay so confirmed rule:

>No more than half can be recruit.

>Recruit cannot help with pinning test.
>>
>>52582505
>>52582658
i'd advise you to look here, as there are numerous spots where it says they can be fired in hand-to-hand. Like I said before, this isn't 40k, things are different here
>>
>>52582565
you can literally just use the community edition gang rules in here with no issue. the only thing you would have to change is that shadow war rules take precedence (so if a weapon is statted in shadow war it's profile and price is used, shadow war ammo checks, etc.) and keep the gang buying rules the same as the original (1 leader, 0-2 heavies, shitloads gangers, 1/2 juves possibly no cap. or maybe 3-15 like genestealer cult or 3-20 like orks. probably cults fit the most)

the only real questions are if you wanna give gangers access to armor (armor was originally rare trade only in necromunda, seems like nowadays squig hide/improvised armor would cost 5 points, flak 10 points, mesh 15 points, and carapace 30 points, judging from how orks/guard/tyranids pay for their 4+ saves, with the cost being the difference from their standard save to what they're buying) like i could see gangers getting a 6+ improvised armor baked into them for free and then having the various armors as purchase options.
>>
>>52582574
I know, I was coming on to the Ork with sweet shades.
>>
>>52582505
wow. fuckin' plasma is actually really reliable now seeing as >only blows up on snake-eyes for ammo roll
>>
So how many points do I get for recruiting between matches? I know I get 100, but I also heard I can sell promethium caches for 100 points a pop? Is there a limit to how many I can sell? Because if I can only sell 1 I really can't buy any new recruits/gunbeasts for my tyranids.

If I can only use 1 caches per go, the gunbeast is 245 minimum with 2 scything talons and a 5+ save, and the recruit is 195 with 2 talons and a 5+ save. If i can only spend 1 cache, I'm kind of screwed and stuck at 4 models only.
>>
>>52582505
>>52582771
READ
>>
>>52582771
Yeah, Tyranids is a real rough choice for this. They're burly as fuck, and have 3 wounds a pop, but the high costs and low model count feels like a huge detriment.
>>
>>52582658
(contd) specifically, page 20 of 77, bottom middle, where it talks about how you dont need to use to hit modifiers because you arent shooting at a distance, and 21, where it talks about a model striking with a laspistol, and how hits are resolved using the strength of the weapon as listed in the armoury section
>>
>>52574937
You can build two kill teams (retail pricing) or four kill teams (ebay/second hand) for the price of the set so unless you NEED the terrain I'd advise against the boxset
>>
>>52582825
But what if I WANT the terrain, Anon? What then?
>>
>>52582825
I'm getting it for the rulebook (because I'd rather have a physical) and for the terrain. I'm already selling the SM off to a buddy and going to be making the Orks for another buddy.
>>
How do Dark Eldar fare in this?
I'm pretty new to 40k in general, but intrigued by DE and this seems like as good a place as any to start.

Would I need to drop a pretty significant outlay still, as I have absolutely 0 DE models, or would it generally be ok?
>>
>>52574937
You would if you play Orkz, Orkz can have up to 20 boyz, box give you 11.

But you would need to purchase some extra anyway, Spec-ops are not included.
>>
>>52582834
WELL THE HEART WANTS WHAT THE HEART WANTS SO IGNORE THE SEPARATE TERRAIN COMING OUT SOON
>>52582897
They said that they'll be producing the rules separately so theres that but good on you for hooking your bro up with the orks
>>
>>52582972
Just buy a Wych box

This game is basically meant mostly as buy a box, start your first game, maybe buy another box of hero or elite troops for second game.
>>
>>52582972
Fast moving short-range fighter with access to Muscle, something both CE and Harlequin don't have. Also have some good and cheap weapon option, but completely lack of any long-range weaponry.
>>
>>52582972
Given the clusterfuck of terrain that is normally used for this gametype they should be on the better side of the balance scale and https://www.games-workshop.com/en-US/Dark-Eldar-Wych-Cult-Kill-Team includes everything you need other than like $30 worth of paint and a brush
>>
>>52583054
>>52583045
>>52583116

Awesome, cheers.
>>
Finally settled on a team, working on the names now but I am converting a Gue'vesa as the leader:

Leader 140
Markerlight 15, Photon Grenade 10
Pulse Pistol 30, Pulse Pistol 30

Recon Drone 110
Specialist 60, Railrifle 120
Pathfinder 60, Pulse Carbine 30
Pathfinder 60, Pulse Carbine 30
Cadet 50, Pulse Carbine 30
Cadet 50, Pulse Carbine 30
Cadet 50, Pulse Carbine 30
Cadet 50, Markerlight 15

Gameplan is simple with the CQC leader spotting for the recon drone/pathfinders with a second team of cadets covering a flank while a Rail-rifleman&cadet spotter take potshots at HVTs, any thoughts?
>>
>>52583241
>CQC leader
>Tau
>WS2

You sure about this?
>>
>>52581715
Oh man. Congratulations. Glad to hear.
>>
>>52583241
Your leader will need a WS increase at the very least before he can be viable in cqc, it's just too risky, if he drops you have no leader. If you're dead set on a pistol guy (I want one too), make it a troop so that you don't lose your leader if you roll poorly
>>
>>52583257
If he manages to kill anything it will be glorious, I love hearing tales of guardsmen doing crazy things against all odds and besides with the gunfighter skill he'll be able to stand his own (the markerlight gives him some use before he gets the skill)
>>
>>52583284
You need him to not be out of action on first mission first before you can roll.

Beside it does not guarrantee you get the skill. you have to roll on the "get skill" and then roll for the skill.

Guardman are WS4 for leader and WS3 for recruit, you can very likely to lose even if you charge a guard recruit.
>>
>>52583281
All or nothing and with any luck he'll stick to shooting, I plan on using the first rearm/recruit on a pulse acceleration drone for added effectiveness
>>
>>52582980
>But you would need to purchase some extra anyway, Spec-ops are not included
You don't really need Spec-Ops. In fact they can be a hindrance on you winning a campaign.

You need 15 caches, plus succeeding on a final mission to win a campaign. If you're burning a cache most matches you'll wash even on a loss, and only gain D3 caches on a win (plus whatever else the mission gives).

Basically just get gud with the normal dudes.
>>
>>52582526
Thanks
>>
>>52582565
This game takes place in Hive Acheron on Armageddon. Necromunda takes place in Hive Primus on Necromunda. See how easy it will be for them to release a separate rulebook for necromunda later?
>>
>>52583306
>In fact they can be a hindrance on you winning a campaign.
Only if you don't know when to field them.

The only fact here that if you have 0 Specialist you simply have no option when you're behind. And if the opponent have specialist they can field to win even more (example : important guy(s) crippled and can't take next mission, guarrantee lost next game (0 specialist), now next game the guy(s) recover, but the opponent have 3(or 4) cache last game, so now he field specialist to win even more)

Having some option is always better than having nothing.

Not to mention some army like Nid have insanely good specialist like T-Prime which can be absolutely helpful.
>>
>>52583301
I think now you choose a table, then roll for two skills and pick one.
>>
>>52583402
You need to roll on the "get new skill" first on the advance table.
>>
>>52583407
Oh right. I thought you meant roll for what tree you get, like in munda. Although it's more likely that you get a skill up than not, right? I don't have the table at hand
>>
>>52583416
yeah, 5-9 rsults on 2d6
>>
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>>52583241
Good luck. I agree that you should keep the pistoleer on someone other than the leader, and keep them at a distance. I'm hoping to get one of mine dual wielding pistols just so I can use this model.
>>
Why are there no costs for specialist things in the free pdf GW released?

For example, my skitarii have no points costs for their enginseers, Rust stalkers, or infiltrators. Do they all cost 90pts and count as Skitarii specialists then?

Just seems like an odd way to word it, felt like it would be better to just list their costs on their entries as well.
>>
>>52583352
It would be easier and better to redesign the gangs and realses boxes for them only. Then realese expensions called Shadow War Necromunda and put in more missions more rules for injuries and territories - easy as PIE - only thing needed is community cries for it
>>
>>52583580
they are spec ops not specialist go go blue orka
>>
>>52583580
Special Operatives are once per game, one per cache spent, powerhouses.

points-wise, free
cache-wise, 1
>>
hoo boy. so a thing i like to do is think of Scrappy, exalted cultist. Scrappy was originally conceived as a "what if a cultist champion had maxed out the chaos boon table, rolling everything except the spawn, multiple, and apotheosis results once, and could no longer roll on the table" and ended up with something that had a couple of nifty tricks but whatever.

So i wondered, how would he(or she) look in here?

So a maxed out chaos cultist would have to survive minimum 30 missions. 3 to become a trooper, 9 to get all the characteristic advances, and 18 to get all six skills on the three skill tables available to them (combat, muscle, shooting).

this lowly cultist becomes a terrifying monster in close combat once maxed out. They've got a two wound scout marine sarge profile, and so many skills to synergy skull fucking foes in close combat. if scrappy gets the charge off, there is almost no way for them to lose combat,

in fact, to buy this maxed out cultist using the "call of the prometheum sprawl" rule it's 40 for the naked cultist, 9*15 for the advances, and 25*18 for the skills. 625 points for scruffy naked.
>>
So if a weapon explodes is it gone forever? Or does it just hit the user and be unusable for the rest of the game?

Rules don't say anything about it being gone for good.
>>
>>52583937
it's a failed ammo check that hits the user. the gun is fixed in time for the next game
>>
>>52583937


See >>52582505
Page 15
>>
>>52582505
>enemy fighters are never large or small targets
oh wow. fucking nid warriors are less easy to hit.
>>
>>52583990
Good they made that rule, otherwise fags will start saying harlequin are large target, "Hey look this one had horn and cloth pointing up in the sky! It's large target for sure!"
>>
>>52583465
Man those shitty shoops annoy me.

Hell they can get professional commissions as cheap as "here's the mini and we'll link to your services on our site."
>>
>>52584006
I thought the same.
>>
>>52574823
Nigga, it's stupid easy to proxy

> Skitarii - Van Saar
> Guard - Orlock
> Goliath - Orks
> Escher - Wychs
> Delaque - Genestealer Cults
> Cawdor - Chaos?

But serioously, it's not that hard. Just find something that corresponds to the niche the original gang had.
>>
>>52582505
thanks man!
>>
>>52580178
The size of a standard vet team with 3 specialists
>>
>>52582505

can you retake the photo for the page with the bottle test (leadership section) so we'll know if it's 25% down or a different number
>>
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>>52584199
> Cawdor - Chaos?
House "face for the cult of Red Redemtion" as chaos?
>>
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>>52584736
>>
>>52584766
No.
That is straight up Uwe Boll tier
>>
>>52584671
Read page 75 nub. it said 33%
>>
>>52584842
Bottle test is 25%
>>
>>52584842
It says 25%
>>
>>52584863
>>52584865
So you read page 75, congratulation! No shit sherlock!
>>
>>52584874
I didn't read it i'm just not a fucking moron
>>
>>52584874
Nah, I read page 45.
I have a hard copy of the rules on my desk right now
>>
Can anybody take a pic of the Credits page? I wanna know who wrote this book.
>>
>>52581978
Looks good to me, guessing each marker light guy is to help out the rail rifle guy and the leader and carbines advance to grab objectives or take shots.

>>52582565
Look at Genestealer Cult desu.

>>52583241
Pistol leader woo! Hope he'll demolish everyone. Remember that, if you charge a WS3 normal guy you get +1 to your modifier because you charged, and +1 attack from the second pistol.
>>
>>52576385
I general rule for starting off tau, don't give pulse carbines to guys with markerlights. It's a lot more efficient to have one so they can either support or shoot. Use the price of the carbines to give the rail rifle a reload and pair the markers with the rifle in missions, having them far away as support.
>>
>>52585391
He might not shoot on his turn but he can supporting fire if he have a gun.
>>
>>52582396
Definitely a good ork team, lots of dakka and lots of boyz.
>>
>>52584736
Yes, because a faction of religious zealots lead by a few charismatic leaders fits quite wel for Cawdor. The whole chaos thing is just the texture and flavor.
>>
>>52584964
are you gonna be in the news?
>>
>>52585144
>WS3 normal guy you get +1 to your modifier because you charged, and +1 attack from the second pistol.

whats ws3 in this game?
yoofs, guards and cultists?
boys are T4 and more numerous than you.
guards are vaguely better at CC than you
cultists are terrible but their spacemarines will stomp you.
GSC.. i dont know really^^

why cant you stick to shooting where you are better than all of the above?
>>
>>52585469
maybe - i wanna see if the guy who wrote the community edition also wrote this book
>>
>>52585546
Whoever wrote this did a great job on the skill table : dodge is a 6++ save that don't stack against shoot but Iron Jaw is a FNP 3+ with T5 in melee on top of normal save. Just pure greatness.
>>
>>52585144
Yeah I guess with everyone being space elves, tomb bots and super men with ws4 it's difficult to compete. Orks aren't even worth the risk with hoe cheap and effective in melee they are.

>>52585632
... I noticed that. Pretty strong.
>>
>>52585658

A bit beyond 'Strong' and into 'Bullshit'.
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I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


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