40k General

Subject goes in subject field Edition.

>Rules databases
mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg

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FAQ’s and Errata (outdated but official)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

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

>Forgeworld Book index
dakkadakka.com/wiki/en/Forge_World_and_Apocalypse_Rules_Index

> The Black Library(Stay the fuck away from the clowns)
mega.nz/#F!wx4BiKhD!YhnAf1BqSmAB8dO6xDM56Q!c4pGAJDb

> Space 0Din's glorious work
dropbox.com/s/lsx27fo3rq2x7tk/Codex - Orks 7th Edition Update [Space Odin](2016).pdf?dl=0

Other urls found in this thread:

youtube.com/watch?v=gXzMD065HEk
youtube.com/watch?v=B2SCIoq0VX4
twitter.com/NSFWRedditGif

youtube.com/watch?v=gXzMD065HEk

Fuck yeah Gloryhammer!

If 40k had a shitty anime intro

Meh/10

Best score attainable by a metal "band" using a drum-machine.

Reminds me more of a saturday morning cartoon opening.

>Second general in a row to not have "warhammer" anywhere in the OP.

You know I type "Warh" in the catalog to find this shit, right?

#

In a way, the R'varna is probably the weakest of the three Riptides... Most expensive, least mobile, no AP worth speaking of except against more hordey units.

That said? It absolutely won't die under normal circumstances, and can pound away at almost anything for the whole game as a result. will solidly place a big pile of wounds.

Fun thing to do: Put down a shit ton of markerlights into it's BS and overcharge for the double shots into a bike unit. No scatter large blasts scoring multiple hits each is it's moment to shine as far as actually reliably one-turn deleting units goes.

My FLGS is starging a Killteam Campagin. How is this for an ork list?

Boss Nob - Big Choppa, Spiky bitz, Ard Case, Evy Armor

Shoota Squad - 5 boyz, Ard Armor, Big shoota

Shoota Squad - 5 boyz, Ard Armor, Big shoota

Tankbustas X2

Mek - Kustom Mega Blasta , Moar Powa, Moar Dakka.

>no AP worth speaking of except against more hordey units.
Yeah? That's because it was DEATH INCARNATE back when it had AP3...

Yeah, unit had three distinct nerfs without a points drop and it's still bloody good.

I said it's probably the weakest Riptide variant, not that it's not great. Especially fluff wise, big battering but still somewhat mobile fire support suit.

Frankly, the Riptide is probably the most broken Riptide. Might change if IA14 has some horrifying Y'varha Wing formation.

>Three distinct nerfs

Clarity sorry, I mean: It had a single update that changed three details to be weaker.

I'd drop the 'eavy armour on the boys.
You pay for 2/3s of a boy, but gain no extra attacks or wounds.

>but gain no extra attacks or wounds.

Except you know, when they don't die and give you those extra wounds and attacks in later turns.

Boys are shit in general though.

>tfw my opponent tries to tell me I can assault after rapid firing with my relentless units

Legions are the rot holding CSM back. At the absolute most, Legions should have representation at the Formation/Detachment level. CSM rules should focus on allowing a decent breadth of options with a decent depth for each set. Legion rules trying to give CSM 8+ different variants result in a bunch of shitty, shallow options that help no one.

For small-squads of mechanized firewarriors, are they better with rifles, carbines, or blasters?

What do I get next for Tyranids?
Got another flyrant and my first mawloc a few days ago.
I'd get deathleaper if he wasn't such a pain for me to get a hold of.
Things I need to get:
Flyrant
Crone
Mawloc
Tfex
Cfex
Gargoyles
Tgaunts
Zthrope
Vthrope
Hive guard

well he's not wrong and sometimes robbing someone of the charge can win a fight

youtube.com/watch?v=B2SCIoq0VX4

depends on your meta. Tfex is a garbage unit though. Cfexes aren't good either.
I'd go for a Crone or a second Mawloc, but again, depends what you're going to be up against.

What?

Mucolid Spores

Do you prefer to bring lots of troops, tanks, monsters, or small elite groups?

Zoanthropes. You will need synapse

If anything GW doesn't want to repersent legions anymore and wants the CSM dex to treat 10,000 year veterans as recently turned renegades.

Type 40k instead.

Woops meant can't

He was conviced that relentless just let you fire and move with salvo/heavy/other weapons but not about the being able to assault part.

So after I showed him the full rule of Relentless he made me prove that bikes give relentless.

He was pretty butthurt after the first turn because he deployed terribly.

The only Legion to have it's own rules is the Black Legion, and the rules are all Formations or CAD manipulation (Chosen as Troops), so unless you've time travelled here from 2004 (when some Legion rules were still Detachment manipulation) I don't really know what you're talking about.

And all but one of the special characters are legionnaires, one of the only two rules that could be considered a "faction" rule is ostensibly a rule to represent legionnaires and other suitably veteran traitors, and the majority of the artwork and painted models represent the legions and their remnants.

Even if they were truly attempting to rebrand Chaos Space Marines with the 4e codex, they largely regressed on that front with the sixth edition codex.

Legions are at the heart of most CSM fandex attempts. Look at the "Angels of Ruin" pdf that gets thrown around here. It's a pretty good example of trying to do a million things at once and failing at most of them, with a hearty helping of ignoring the core issues to just exacerbate everything.

>Jump infantry gain Jink special rule
Y/N?

GW has no damn idea what to do about CSM. they have legionaries, broken marines, recently turned traitors, renegade marines so they have a wide array of imperial/xeno/daemon tech and skills but the actual army doesn't have much of that

doesn't help that chaos has been one of the early books for the last 2 editions where someone was like 'hey let's bring down a notch" then the next guy was like "fuck that shit, ima make the game awesome and make this faction OP/fun"

No.

Should the OSC work more like the Flickerjump instead of the auto-rape tanks that it is now?

>all but one of the special characters is a legionary
>who are Khârn, Ahirman, Lucius, and Typhus
>Even if they were truly attempting to rebrand Chaos Space Marines with the 4e codex, they largely regressed on that front with the sixth edition codex.
A lot more renegade chapters though.
Maybe Traitor Legion players are just more numerous than people who like the newer Chaos Space Marines.

I agree

>Legions should have representation at the Formation/Detachment level
My though exactly

Give us some Legion Detachment and that's it.

Remove that retarded "can only use in movement or assault" restriction. Jump Infantry is almost universally crap, same with assault.
Just make it a once-per-game redeploy with a limited range. Assuming you get in close enough, it will still enable you to go after rear armor, but it leaves you open to retaliation.

That other guy needs his fingers broken for a month.
>GW has no damn idea what to do about CSM. they have legionaries, broken marines, recently turned traitors, renegade marines so they have a wide array of imperial/xeno/daemon tech and skills but the actual army doesn't have much of that
I wonder why it's so much of a problem for them?

>who are Khârn, Ahirman, Lucius, and Typhus
Along with Abaddon, all of them were members of the original traitor legions. Huron is the only non-Legion special character, although he does have VotLW for some reason.

Maybe being a chapter master adds to the experince, or he's gotten busy since becoming a slave to darkness?

On this subject of how GW are trying to brand Chaos Marines, I think it's weird that there's as many pages in the codex fluff section detailing how a corrupt Inquisitor sent Loyalist marines on a crusade, as there is pages on all the Legions, or pages on all the named Renegades.

Chaos Marines struggle to get rela estate in the fluff section of their own codex, and not even a combined "all forces of Chaos" like it used to be. Specifically the Chaos Marine. I dunno, GW seem confused about them to me.

>wonder why it's so much of a problem for them?
Too much breadth. They need to make recently-turned renegades into a supplement for Codex: Adeptes Astartes that adds some minor Chaos influences and alters how they ally. Then Codex: Traitor Astartes or Legions of Chaos or whatever name they decide to give it can focus on Legion Remnants/heavily corrupted marines.

Fuck no.

That could be a smart thing to do, but I'm sure someone at GW would disagree with you.

OSC should be infiltrate for Ghostkeels and move through cover for stealth suits. Simple, fluffy, useful without being broke.

Just to be more specific there's 3 pages on the origins of Space Marines, 3 on the Horus Heresy, then 2 pages on the Traitor Legions, 3 pages on Renegade Chapters, then 3 pages on the Abyssal Crusade that only mention Chaos Marine sin passing as slain foes of the loyal Marines, then only a single page on all the Black Crusades.

I know obviously you cab;t talk about Chaos Marines without talking about where the Imperium from whence they came, but they focus really seems to be a little too much on the Loyalists

couple of problems. the writers don't talk to each other much, playtesting isn't done, they're loyalists light version.

you could solve 60% of the whining by doing legion tactics (giving havocs an updated kit would help a lot as well. why are they still metal? not to mention those upgrade kits are bad as well)

The original one from apocalypse halved the distance for infiltrate and the whole three stealth teams had ignore cover.

Why isn't move through cover default for stealth suits again?

Can monsters enter buildings (fortresses, ruins, etc)?

Three constantly active markerlights and hit vehicles up the butt is awful design.

But yes, letting the Ghostkeel infiltrate is the obvious benefit, and since Stealth Suits deserve something too, move through cover so they can JSJ without occasionally tripping over and exploding is nice.

fuck stealth suits i guess? it might be because their suits aren't that big or clumsy like how crisis suits are. do pathfinders have move through cover at least?

That would be nice. But I have an idea that helps Chaos theme wise too. Y'all niggas need more dinobots of dubious usefulness. Doesn't have to a be an earth dinosaur, it can be an alien dinosaur too. I'm sure the Book of Lorgar mentioned how a fossil that resembled the Defiler was found on the WBs homeworld and Lorgar ordered his children to turn it into a weapon of the Dark Gods.

Because that would make too much sense.

Why should they have move through cover? They're relatively bulky suits, compared to say, sneaky beaky Kroot (The Move Through Cover unit in their own codex). And a jet pack seems like a dangerous thing in thick cover like forests. Makes me think of all the poor jet bike dudes who died in
Return of the Jedi

No, Pathfinders have Scout. Kroot fill the Infiltrate/Move Through Cover/Outflank niche in a Tau army

I don't get why CSM players want their codex to have everything that SM does. You don't need a SM+Chaos Bonus codex. You need your own codex with your own weapons and own upgrades. Stop whining about not getting grav or centurions.

Does anyone know of a fun narrative campaign ruleset for 2-3 people at low points values?

We're currently playing 350 and inching towards 500.

Chaos marines should honestly just be moved in to the main space marine codex and get a supplement for their unique units.

At this point, I'd welcome any additions or changes that change things from the current status quo of "poverty loyalists." I'd love for the dinobots to be expanded and the Defiler to be made viable. Hell, the Maulerfiend is already pretty good, it just needs to be squadronable, moved into Fast Attack, and to have Daemonic Possession fixed. If Santa's listening, some defense against Immobilization would be nice as well Maybe roll it into Daemonic Possession and let Daemon Engines freely swap Weapon Destroyed and Immobilization results with each other thanks to their more mutable forms.

Because they are specifically high tech sneaking and ambush suits. Jetting silently through terrain to recon and take by surprise is their entire schtick, and it's not one they'll excel at with a 1 in six chance of faceplanting.

I think Heralds of Ruin would do the trick.

>Stop whining about not getting grav or centurions.
No one does that. Retards like you are the other major issue with Chaos Space Marines.

It's the variant loyalist players that are constantly complaining that their codexes aren't just Space Marines+.

>I don't get why CSM players want their codex to have everything that SM does
Because some of don't? I don't give a shit about grav or centurions, I only want drop pods and maybe a land raider that can transport more than 10 models

Is this CSM lineup too cheesy for 500 pt casuals?

DP Tzeentch
-Wings/Armor
-Burning Brand
-Lvl3 psyker

Cultists
-Heavy Stubber

Chaos Marines
-Champion with combi-bolter and power sword
-Mark of Nurgle

I know a majority of the people I'll be playing against run some kind of imperial army, there's a few admech, IG and space marines as the majority.

i doubt most want your toddler armor or OP weapon. they just want some customization since marine armies are easy to run lots of bikes, walkers, tanks and so on.

>a land raider that can transport more than 10 models
Hell, I don't even want that. An alternative assault vehicle would do just as fine

Being invisible and quiet doesn't make it easier to dodge tree branches when you're flying, or falling debris from a ruin though

I still fail to see any fluff or crunch reason why they should have Move Through Cover, especially when their Jet Pack already invalidates the movement reduction.

Nothing about what they represent seems to justify ignoring Dangerous Terrain tests

>3/5 of the army is a FMC
Jesus man, what exactly is the context here? Are you a new player starting out?

>Cultists
>-Heavy Stubber
Cultists don't get upgrades. They definitely don't get ranged weapons that prevent you from running closer/into cover. Cultists are absolute shit whose only positive point is being the least expensive overpriced Troop unit in a codex full of overpriced units.

>Chaos Marines
>-Champion with combi-bolter and power sword
>-Mark of Nurgle
Combi-bolter is over-priced crap and can't be used on the charge. Power Weapon is too expensive without a way to get into assault. Mark of Nurgle is okay, but overpriced for what it brings to the table.

Have the sisters of battle been fixed yet?

Can I use the Daemons from the Start Collecting Nurgle with my Nurgle Chaos Space Marines?
So far I have a Daemon Prince, 20 Cultists and 7 bikers (one of which is a lord).
I was also thinking about a Heldrake or Obliterators but the Nurgling and Plague Drone models have really caught my eye.
The Heldrake doesnt seem like it can be nurgified easily since I suck at hobbying.

>Are you a new player starting out?
I am, just got the DP and have been waiting to use him somewhere.

You don't see how stealth specialists would be kinda shit at their jobs if they keep flying into things?

You're right, why would stealthy infiltration specialists not trip on a rock and fall and die?

You might want to take a Nurgle prince and Jink him into CC. Unless your opponent is Tau or some such

would jinking with shrouded give him a 2+ jink?

If sisters got update you would see tg and the internet at large constantly talking

try a fandex

Whether a particular list is too cheesy or not is largely dependent on your meta. In general, I would say don't bring a 300+ point FMC to a 500 point game.

How lore raping is to have a general from Krieg to lead a non krieg army?

Im converting a command squad soldier and i would love to use it as a general for my army.

Wouldn't a bulky suit have difficulty traversing and landing in rough terrain?

Oops Meant for

It's not super bulky, by tau suit standards. Basically their equivalent to Marine armour, in fact, especially the older XV15 variant.

I could maybe see them leading a penal legion or something similar, but not a full standing army. It's even hard to justify any non krieg soldier being equipped with their gear, as it's all produced on krieg itself.

Still, it's your army and rule of cool supersedes anything else.

could be a commander stepping in while the usual guy is off getting treatment, dead, or extended campaign where a different commander takes over

not that lore raping, but i could see the grunts being a bit miffed

Mixed regiments aren't uncommon. If two or more regiments are under strength they'll often be combined to make a full fighting force in a pinch

I know Tfex is garbo, gonna get him very much later for the formation.
Cfexed with double Devourers is actually p good.
Probably gonna get zoanthropes then (make 1 a venomthrope since I already have a neurothrope)

Well, no. Not when their method of travelling is a jet pack. Kroot and Scouts and stuff have a very easy horizontal path to take. Jet Pack units have a cluttered 3D area that they fly into and out of. Forests have canopies, ruins crumble and give way under foot (especially if someone came down with a lot of momentum).

Maybe I'm unreasonable for think there should be a tradeoff for Relentless, Deep Stike, Thrust Move models that can move through cover on average a greater distance than models with actual Move Through Cover rule

You having a stroke, mate?

How so?

Yes. Combine that with 12" movement, he has a good chance to get into CC

>How lore raping is to have a general from Krieg to lead a non krieg army?
Not at all. In the book Dead Men Walking, the Kriegians commandeer the PDF forces and start training them like they themselves were trained to die for da Emparah!

>Cfexed with double Devourers is actually p good.
True, but Carnifexes in general are pretty lame, especially in CC unless they attack helpless vehicles. Old Scything Talons would help them a lot

Sure, but if you Jink in the previous turn, all charges count as disorganised and as charging through dangerous terrain.

Not really how it should work dude. Design the unit to make sense, then if it's too good for it's points price it up.

Incidentally, the Tau have a lot of units that are too good for their price, and Stealth Suits are not one of them. Their main tradeoff seems to be a low range anyhow. Not hard to get a charge off on an 18 inch move unit.

Regiments when away from their home system basically never get reinforced with natives, so it wouldn't be impossible for a commander of a severely depleted Krieger regiment being given a ton of recruits from another planet to bring him back up to full strength. For maximum fluffiness, have the sergeants be Kriegers to represent the surviving veterans.

What's the point of buffing a shit unit if you're just going to punish them for it?

>Kriegers getting miffed
user, this non-Krieger could lead to death and glory despite not being a gas mask wearing nut case.

Stealth suits are not a shit unit, they're just not as ass rapingly good as the rest of the suits. If that makes you never want to take them then fine. I'll be sitting over here painting up my Ratlings.

i meant the grunts, not the krieger. s/he probably wouldn't give a fuck but i could see a heartwarming story of how they learn to trust each other

>ya know old man hendrick von doom might be an offworlder but he's alright
>murmur of agreements before guys start to stand up in the mess hall
>he taught me to read!
>he taught me how to strangle a carnifex with a spoon!
>he taught me to love again
>hendrick silently watches this from outside
>the kreiger commander fondly sighs as he's finally groomed some men worthy of dying for the emperor
>regiment is then destroyed by orks