Warhammer 40k General

The only rule is rule of cool edition

>Rules databases
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>FAQ’s and Errata (outdated but official)
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>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
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scoria is a sexy beast

Stormhawk or Stormtalon?

Thunderhawk

THIS THREAD HAS BEEN CLAIMED BY THE RESURGENT ELDAR EMPIRE!

>no dreadnoughts in a Kill team
what's the point

The resurgent Eldar Empire has been claimed by Slaanesh's big meaty cock

BIG
EMPTY
INFINTY CIRCUITS

>Not 'CSM must always be shitty the lore says so' edition

Post your planned kill team lists/models. Please, I'm a curious cat.

So who has joined the Kill Team master race?

>dread claws which, in some ways, are better than regular drop pods.

5 breachers
5 fire warriors
Hazard suit with a gun drone

Aquila Killteam
4 asscannons, 4 Frag cannons, libby for invisibility, one poor little veteran with a storm shield to stand in front

Not sure now to deploy this onto the board or make it work. Suggestions?

intradesting. what's your plan?

I have a Fire Raptor now, what other Astartes flyers should I get to compliment it?

Kill the enemy

Already built them and played two games on Saturday with them,
6 sternguard
Sergeant with power sword and bolter/bolt pistol
Vet with HB
2 vets with combi weapons
1 vet with special
1 vet with bolter

I don't want spikey C:SM
I dont care if my guys cost twice as much, I just want them to be effective to those costs

I dont care so much that normal marines get the best and newest stuff. I just want the rates of change to be about equal. I want a chaos land raider that eats enemies and gains hull points back. New and weird and wonderful. I want the lord of change to get up off his ass and change things

Won't get any argument for me. I've nothing against CSM, I'd love for them to be playable. But it seems many people want it to be solved by making them vanilla marines with chaos, which is pure bullshit.

I'd like upgrades not to have a balancing act of OH YOU PAY POINTS FOR SOMETHING THAT HAS ITS OWN INTERNAL DRAWBACKS TOO.

*from me

Except there's nothing wrong with that. It only becomes a problem when the drawbacks outweigh the benefits by an inordinate extreme.

I've recently gotten the Eldar start collecting set (already play BA). I think they're neat. They have a neat look to them, and their backstory is interesting to me. They also have a lot of mobility, and I like that.

I also got a War Walker, because I think they look really cool too.

So two issues:

(1) Which Craftworld should I paint them for? I like Biel-Tan because they're elf fascists who just want to protect the Exodites and destroy the barbarians. But I also really like Ulthwe, because I also hate Chaos and I like the idea of a society that is always on the brink of destruction, kept going by its leaders' ability to forecast the future and make key gambits. Eldrad seems like a cool dude.

I also like that Ulthwe doesn't have a lot of Aspect Warriors and keeps a standing force of Guardians. I'm mostly interested in the Eldar war machines anyways (Fire Prisms, Walkers, Jet Bikes) and with a few exceptions those are all piloted by Guardians, anyways.

So I'm leaning towards Ulthwe, but I also like the Biel-Tan color scheme.

Second, I'm probably going to magnetize the walker and any of its siblings, but what's the best way to field them? Just load up on scatter lasers and zap infantry to death? Or should they try to keep their distance with Bright Lances and Missiles?

What sense does it make to have upgrades have drawbacks other than cost and opportunity cost? (Ie, if you buy this, you can't buy something else.)

Does any other army have to deal with that, other than w/ plasma weapons?

>Returning Thousand Fluffson
So wait, with all this Killteam talk...could I actually play my Thousand Sons and stand a chance in Killteam, or is there a "no psyker" rule or something..

Bumping my question to the new thread.

Thats what im talking about with effective for the points cost. Let demon blades be free with drawbacks, or cost with no drawbacks, or have minor drawbacks but be super powerful. Like give chaos super swords that reduce BS for the character and any unit he joins, but shoots WS through the roof

Orks with every single infantry unit and many of their other options, too.

Any psyker unit.

>What sense does it make to have upgrades have drawbacks other than cost and opportunity cost?

It makes total sense. You're paying X points, some of that is discounted (theoretically) because it might not work out in the way you wanted.

And, thematically, for Chaos that works pretty well.

how did they do? 6 seems like it might have problems vs higher model count kill teams? Though I plan on having 6 guys in mine as well..

Biel-Tan's color scheme is more interesting than Black and Bone.
Use war walkers to make up whatever your army lacks in firepower. If you've got lots of anti-tank give them scatter lasers, if you've got enough anti-infantry give them bright lances.

Playing 1k Objectives. Ultramarines vs Khorne Marines and Daemons.

Which of these two lists is better?

List A: Demi Company
>HQ
Cato Sicarius

>Elites
Dreadnought (Assault Cannon, Power Fist with Stormbolter)

>Fast Attack
1x Landspeeders squad with 3 Landspeeders (each one has 2 HB)

>Troops
2x Tac Squad 5man (Rhino with dozer blade, plasma gun)
1x Tac Squad 9man (Rhino with dozer blade, flamer)

>Heavy
1x Dev Squad 5man (4 Missile Launchers)


----


List B: CAD
>HQ
Cato Sicarius

>Fast Attack
3x Individual Landspeeders (each has 2 HB)

>Troops
2x Tac Squad 5man (Rhino with dozer blade, plasma gun)
1x Tac Squad 5man (Rhino with dozer blade, flamer)
1x Scout Snipers with cloaks, 5man

>Heavy
1x Dev Squad 5man (4 Missile Launchers)
1x Vindicator with Dozer blade


---


So the advantages of each are:
List A has a Dreadnought and a 9man Tac squad for Cato to join. Also it is a Demi Company, so I get obsec on everything and an extra tac doctrine.

List B has a Vindicator, a scout sniper squad, and the 3 landspeeders are individual instead of being in one squad.

So in theory if I wanted to convert something to look like the Doom Marine, what would be a better conversion base, militarum temptestus or marines? Also any other converting suggestions for it. I'm alright but not great with greenstuff

Won both games, but thqt was probably due to luck and a better understanding of the game, still rule of cool trumps all others

eldar are such a cool looking army. i wish their lore wasn't defined entirely by the birth of slaanesh. they feel like tolkien elves in space with a bunch of extra shit thrown on that doesn't fit

The size should be the same. I use IG plasma pistols for my CSM and people can't tell the difference

Marines would be a better start since Scions have those backpacks that don't fit Doomguy and their armor is more medieval than futuristic

eisenkern stormtroopers by dreamforge games

Oh right, cool.

Except they dont have the added benefit that outweighs their drawback that they should
And saying team A doesnt need help, because Team B (That also needs help) also has problems, doesnt seem to make much sense
Yes taking a psyker could possibly backfire on you and summon a Bloodthirster turn one. But the potential benefits are massive so its worth the rare drawbacks

There's also an element of control over the drawbacks for a psyker. It's ~possible to play one in such a way that they'll never perils, by being Eldar, or taking a Librarius Conclave, or just throwing single dice at it rather than multiple.

Daemonic Possession has no such control element (Which is the upgrade I was originally talking about.)

>Biel-Tan's color scheme is more interesting than Black and Bone.

Yeah, it is, and the thorn motif is pretty neat. Still, given that I'd probably be focusing on vehicles and bikes more than aspect warriors I'm not sure how well it would fit with the Biel-Tan theme.

Could do Yme-Loc because they like tanks and such.

>Use war walkers to make up whatever your army lacks in firepower. If you've got lots of anti-tank give them scatter lasers, if you've got enough anti-infantry give them bright lances.

How would fire prisms count for that? They've got a fine anti-tank weapon, but they're better at mulching infantry, right? The prism cannon only fires one shot at a time. A war walker could carry two Bright Lances -- squadron of three and that's 6 lance shots, hopefully into something's sides or rear.

Shamelessly jacking your post to ask how to run KDK Kill Team.
I do not own any Rhinos.

what combi weapons did you take if you don't mind me asking

I'm this user.
What do you guys think of 8 Bloodletters, 5 Bikes? All as normal.
Lacking?

15 Secutarii Peltasts

It's gonna be cool

Alternatively I could do 3 Bloodcrushers, 8 cultists. The cultists have autoguns.

Inquisition list, made more for fun and cool factor:

Ministorum Priest
-Leader: Been There, Seen It, Done It
-Feel No Pain
-Eviscerator
Acolyte
-Power Armor
-Plasma Pistol
Acolyte
-Carapace
-Plasmagun
Acolyte
-Carapace
-Plasmagun
Death Cult Assassin
-Exploit Weakness
Death Cult Assassin
-Hit & Run
Daemonhost
-Killer Instict
Arco-flagellant
Arco-flagellant

Eh, as someone who owns a box they really wouldn't be great at all. Chestpiece has a collar, pauldrons are completely different, and the helmet is nothing alike.

We have a scan of the new kill team rules yet?

I'm ready to head down to my LGS and play a couple of games.

Hopefully someone puts it in the OP next thread.

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>Use Redium

Thinking about it more, I could also do something for Yme Loc like the Biel Tan thorn: Maybe a chain theme, since they're connected to Vaul and Vaul was chained (by Khaine) to his anvil. That might be fun on the bikes and tanks.

Do 11 bloodletters and 9 cultists with autoguns. From playing HoR Kill Team, I can attest that more bodies is usually better than superior units.

I use this

Crusader Squad (5)
3xBP+CCW (Murderous Blows and the other with Infiltrate)
Sword Brother w/ Combi-Flamer
1x Missile Launcher (Expert Shot or Relentless)
Rhino w/ 2x Storm Bolters

Attack bike w/ Multi-melta

Everyone stays in the rhino and infiltrates and the Missile guy either stays inside the rhino or deploys on a vantage point.

Not him but what about Daemons? Assuming Tzeentch/Slaanesh rather than Khorne/Nurgle ('cause that's what I have)

i'm thinking 15 horrors, 5 seekers? upgrade 1 of the seekers for the last 5 points

I am thinking to use a couple of Ravenwing knights. Not sure how I'll handle swarms, but eh.

Still sad that I can't have my 5 deathwing terminators against a swarm of enemies.

Pink Horrors don't actually do anything in Kill Team. Brotherhood of Psykers doesn't work.

uhh
the horrors are daemonettes then i guess lol

Will Cadia finally fall or will it be bypassed as the Eye of Terror completely opens?

Trying to come up with a Killteam is surprisingly difficult. Most of the armies I have (Genestealers, Wraiths, Necrons) aren't very Your Dudes friendly. Maybe I'll do up some more Death Company, they seem like they'd be pretty good.

yeah thats the thing with the "take a squad at a time" rule. a lot of armies have to take like 20 models of generic dudes from the same unit with no customization and it loses a lot of the appeal

Horrors lose their psychic powers, so you're better off with Daemonettes.
Could do Flamers and Screamers though.

Four vanilla Skyweavers.

Yeah, and now looking at my elite customizable units, they soak up so many points that I can't do anything interesting without going way over 200. So now I'm looking at 5 DC marines that with a really basic spread of gear are already maxing out my points.

I see a ton of possibilities with Genestealers and a small group of something else. Lots of single model elite choices too.
Just pick out some fitting Specialist abilities, and make your specialists look 'battlescared', or even grab some Genestealer cultists models and run them as normal stealers.

Hit and run handles swarms; devastate them with shooting, get your 4 attacks on the charge, then run away on their turn so you can do it again.

Toying with a bunch of possibilities.
-Flanking Pathfinders with rail/ion and especial drones.
-Flanking Kroots
-Firewarriors with turret + Breachers.
-Crisis Bodyguard with characteristic systems.

Is there look out sir! in Kill Team? Can you go to grown?

Genestealer cults work nice too!

Favoured Disciples, 85
Faithful Throng, 110

28 models, with 4 special weapons. Not bad.

No Look Out Sir (as it would require models to be in the same 'unit', but in KT they're individual units), but you can Go to Ground.

How do you use markerlights in KillTeam? Is it just for individual soldiers or for the whole team firing at a single model?

Grav, was fighting marines

10 Marauders, 1 Brute
-Sniper w/ increased range of 54''
-Stubber w/ re-rolls on 2 wounds
-Brute w/ FNP

3 Sentinels
-3 heavy flamers

Since we're ALL talking about Kill Team;

11 Plaguebearers (1 Plagueridden)
3 Nurglings
1 Beast of Nurgle.

Eh??
Alternatively, the Nurglings and 1 Plaguebearer can be cut for 2 Beasts of Nurgle.

Marker lights are expended after a unit uses them, so only individual models can use them as they are a unit unto itself.

New to Warhammer 40k
Which one is the most powerful species/civilization right now ?

A single model is a whole unit. So markerlights are generated on single dudes, and consumed by single attacks. Just imagine a single model is a whole blob of dudes condensed.

you're gonna wanna play tyranids
get shit tons of boxes of hormagaunts and swarm your opponent in them
get an allied detachment of orks and get lots of ork boyz as well (they're good for swarming too)

Fluffwise? Imperium, tyranids arent a civilization and the Necrons and Eldar are dying even harder than the Imperium.

my kill team list is so good

itll do really well

KDK

8 berzerkers

champion has axe of khorne and meltabombs

watch out guys, cheese coming through

You talking in theory
or in the game?
You talking physical strength, ability to exert power? Need some guidelines here?

>no rhino
ur fucked kid

Illegal. Marauders can only be taken if you have an HQ with Master of the Renegades special rule.

Tyranids and Orks

with KDK, the Goredrinker ruling is inconsistent in different sources. the Battlescribe says that the Goredrinker needs to be used for it's effect, while 1d4chan and Codex says no.
I'm curious to what is the current ruling for Goredrinker?

also I find it funny that in 1d4chan it says that duel-wielding powersword/Goredrinker is the way to go, when you can replace the sword with L.Claw for the same price.
>AP3 with shred on a Chaos lord for 15pts? yes please.

KillTeam 66 Conscripts.

Am I doing it right?

The codex is the only source you should be using.

Yes, but only if you name and write a backstory for each and every conscript.

>hey, this entire army's existence is based around this gimmick
>let's just remove it entirely instead of spending fifteen seconds thinking up an alternate tithe table for them to use
It's disgusting that people are getting so excited for such a lazy, poorly designed, piece of shit.

>the Goredrinker ruling is inconsistent in different sources
Then why are you checking form second hand sources?
>I find it funny that in 1d4chan it says that duel-wielding powersword/Goredrinker is the way to go, when you can replace the sword with L.Claw for the same price.
You will lose an attack when you finally start using the axe if you go with a claw

Sure, you can come over and fight my 66 plague zombies. It'll be a blast.

Negative. Marauders are taken if your leader has no devotion to chaos. As I do not have a commander, I do not have a devotion to chaos for my army, therefor they are available. Taking any other option, such as devotion to nurgle, precludes the availability of marauders.

As per local store ruling. We've emailed FW to confirm this line of thought.

I'm not being sarcastic or joking. I am dead fucking serious.
Do not confuse the newbie. Orks are DEADLY.

The people telling you play Tyranids and Orks are trolls. They are among the weakest codices right now. Eldar, Tau and Space Marines are the best these days.

...

>A chance to roll on a chart to get +1 attack or strength, *if* your one character happens kills the other guys one character.
>How dare they remove this rule

>May only be selected through the use of the Master of Renegades special rule
>If the Primary Detatchment of the army includes an Arch-demagouge as its Warlord then certain additional units are available for use in the army based on which Chaos Covenant has been selected.
No Arch-demagogue, no Marauders.

>being this bad at 40k

A, when it's the closest thing to a army special rule that a faction has, it sucks to completely remove it when most other factions keep their rules just fine.

B, that's not even the right faction, dumbass. Why don't you shitpost somewhere else?

>Then why are you checking from second hand sources?
I have read the Codex but I do not know if there was an errata for KDK thus my confusion when Battlescribe says differently.
Was there an errata for KDK?

My bad, I thought you were bitching about Champion of Chaos. I saw Zerkers and jumped.