Warhammer 40,000 general

Legions won't suck fallacy edition.

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FIRST FOR THE OMNISSIAH

Nth for new bingo board!

Yah. At this point I don't really care what the rules are. I'm still gonna buy 2 boxes of Scarabs to finish off my Thousand Sons warband then maybe try and paint them without ragequiting.

It's just depressing that I can't even get the full formation bonuses for my Thousand Sons in a 1500 pt game without just losing to anything with an AV because everything in the army is 24in S4 AP3 with no upgrades because they cost so damn much base.

Fourth for the Omnicopiea. Who has the psykers NOW, FLESHLINGS??
****Maniacal Binary Laughter*****

Coming back after a 3 year break and dusting off my CSM, I see they now have a few supplements, which do I need and where do I start for a 'fun' list.

Xth for hope you like scrap code

Need to add:
>Using NZ / AU to bitching about GW prices.

What would "civilian" 40k models look like?

Next week you'll get legions supplement with decurions, special rules, warlord tables and relics each of the nine legions.

>Orks are a melee race!
>I2

Eh, a new psychic dawn for all mankind under the Machine God is worth some porn popups. We'll deal.

That, or Scoria will nick it. Good Machine God, him with psychic powers?!

We will, but we like to use the technical term "human genome" instead of scrap code.

Made a homebrew Tyranid Decurion, feedback appreciated. Design intentions:
> Fluffy
> Increased power, particularly on problem units
> Deliberately avoid helping Flyrants

> Tyranid Hive Fleet Detachment
> 1+ Core, 1+ Auxiliary, 0+ Command
If a Hive Tyrant is your Warlord, reroll traits
> Shadow in the Warp
All enemies suffer -1Ld while there are Synapse creatures from this detachment on the board.
> Unending Tide
Certain Formations include this rule. When destroyed, listed units return to Ongoing Reserves. When they return, they gain Outflank and may return via Deep Strike if they have the rule. Units with this special rule can be removed from play at the end of any friendly Movement phase. If they were locked in combat, the enemy cannot make a Consolidation move.

> Core Formations

> Phase 1: Invasion
1+ Shrikes
3+ Gargoyles
1+ Harpy
0+ Sky-Slashers
0+ Crone
Unending Tide (Gargoyles)
When Deep Striking, enemy can only Snapshot unless they have Skyfire

> Phase 2: Predation
1+ Warriors
2+ Termagants
2+ Hormagaunts
1+ Rippers
1+ Carnifex
0+ Biovore
Unending Tide (Hormagaunts and Termagants)
Move Through Cover
Add 3" to all Charges while in Synapse range

> Phase 3: Consumption
1+ Malanthrope
3+ Rippers
1+ Hive Guard
1+ Haruspex
0+ Pyrovore
Unending Tide (Rippers)
Objective Secured while in Synapse range
Rippers can Go to Ground and are Shrouded when they do so

> Command Formations

> Tyrant Queen
1 Hive Tyrant on foot
1 Tyrant Guard
0+ Warriors
Tyrant Guard unit size increased to 2-6
Hive Tyrant Synapse range increased by +6"
Hive Tyrant can grant USR to one unit within Synapse range per turn; Eternal Warrior, FNP or Rampage

> Broodmother
1 Tervigon
2+ Termagants
All units spawned by the Tervigon are considered part of the Broodmother formation
Tervigon adds D3 models to all Broodmother Termagant units within 6" every time it spawns a new unit
Tervigon has a 5+ cover save while a Broodmother unit of at least 10 models is within 6"

Don't even touch any of the books that are currently out. 1KS looks like they might be decent, and we don't know how the other legion rules are yet, but this is still GW writing CSM rules, so don't even think about preordering that shit, wait for scans to see if it's worth caring about.

Literally any civilian from any civilization past, present, or future.

>the Imperium is a big place.

Anything from cave man to generic sci Fi setting, including modern day clothing and fashion to probably naked cat girl harem planets.

OK thanks

>no square for Tyranidposting

pic related

>refusing games for inane reasons
You mean like your list being one point over?

I feel like making a kill team of a faction I have never played before, which factions are fun in kill teams?

>starts with invasion
>no Phase 0: infiltration, with lictors genestealers etc

> List being one point over
> Formations
> Perceived tier differences
> The Imperial Space Marine
> Forgeworld

And the list goes on really.

Those are mining suits user.

Overall not bad,
Hive Queen needs rework imo, Eternal Warrior (by comparison) shits on the other two options.

>preorder Limited WoM
>leaks make me question it
>Traitor Legions in a week

Might be doing a return on that, but I'm a sucker for baubles like the metal coins

At least I got me some of those dice

> 1KS looks like they might be decent

space odin worship should be changed, he was flavour of the month a year ago

1K+1 Sons

>1KS looks like they might be decent

What the fuck do you think civilians in the Imperium do?

They got bills to pay, nigga.

>Why not both.JPEG
Seriously if you like TS just get them, legions might have more rules for them

Are miners soldiers?

Are soldiers civilians?

i hope this doesn't become a meme. but I kinda hope it does too

01010100 01101000 01101001 01110011 00100000 01110011 01110100 01100001 01110100 01100101 01101101 01100101 01101110 01110100 00100000 01101001 01110011 00100000 01100110 01100001 01101100 01110011 01100101

No?

Enemy units should get a consolidation move if you chose to teleport away. Waiting for auxiliary for further feedback.

Heretek Sorcerers can provide excellent anti-tank, and there are a couple decent anti-vehicle spells in Change. Problem is your Sorcerers can't be buffing your dudes and hunting tanks at the same time. All the Rubricae units are heavily reliant in Blessings from the Sorcerers in order to survive/accomplish things. Unfortunately, deathstarring it up will likely be the only way to make even a casually compettive Sons list, and we know how fun psychic deathstars are to play against.

Not all of them dress like that, not all of them dedicate to miming user, some work in agri worlds, some on forge worlds, etc. And ech one of them have different dress code.

...

Yea yea, laugh it up Pedro, but you're not really telling me they'll be worse than the regular codex, are you? I mean, there are limits, even for GW.

dont forget force is a blessing that targets the unit.
throw once dice at force for each of your key units, and you'll be good. Then use the rest of your dice to blow up tanks (which should re-roll to-hits of 1 in a war cabal, or casting on 3+ if from one of the psyker formations)

What models would look nice for Chapter Serfs?

The question was, what would a civilian 40k model look like.

I posted a picture of a 40k civilian model.

WHAT ELSE DO YOU WANT

How so, the fluff on that thing is really damn vague. All we know is that it's some kind of psychic STC that holds everything with a Psychic component to it. It could be the key to shutting the Eye, or just a box of mind-reader tricks.

Post yfw Magnus roflstomps the wolves officially.

White, long hair and wearing fishnet tank tops and cargo shorts.

This is canon. Look it up.

Confirmed.

Depends on the chapter. Faggy monks in robes with guns for DA, medieval armoured dudes for BT, Skitarii conversions for IH and so on.

1 dice is 50/50 that's a big fucking gamble to lose for the difference between 4++/3++

It's already a meme. Have you not seen the last two threads? It's hard to tell where the trolling ends and the autism begins.

Rules, bitch. Rules.

I doubt that EVERY unit in your army REQUIRES the +1 invul. toss 2 dice at the ones that do, 1 dice at everything else, and then they shoot better afterword.

Fair enough, I was too dense to understand your point.

>Russ fails to kill Magnus
>Fails to kill any traitor Primarch
>Fails to reach Terra
>Tired of failure, he devotes his legion to protecting the people of the Imperium
>10,000 years later
>Space Wolves execute their own people.

What does GW have against Russ? He's supposed to be cool, but they've written him as this edgy loudmouth that can't back his words up.

Make Russ great again.

>Post yfw Magnus roflstomps the wolves officially.

Even as a dedicated Xenosfag, seeing the Wolves getting the shit kicked out of them for once warms my heart.

Russ is a failure whereas his legion is not

>why did the nerds at GW write Chad Bullygeek as a failure who couldn't back up his big mouth
Gee, I wonder.

...

>being BTFO by a normal astartes
>using the planet magic to turn your planet into a target practice to the imperium forces instead of empowering himself
>probably lost more rubricae to the imperial forces in the area than it was worth it
I lost every last drop of respect for Magnus during this campaign

> Auxiliary

> Vanguard Organisms
2+ Lictors
1+ Genestealers
0+ Deathleaper
Genestealers gain Deep Strike and Chameleonic Skin
Lictors and Deathleaper can charge from Reserves

> Tyrannoformation
2+ Venomthrope
1+ Sporocyst
0+ Toxicrene
Toxic Miasma is granted to all friendly units within 6" and can be used every turn that they are in range
Units within range of multiple Tyrannoformation units gain Stealth

> Sporestorm
3+ Spore Mines
1+ Mucolid Spore Pods
1+ Unit with a Tyrannocyte
Unending Tide (Spore Mines)
Units from this Formation roll for Reserves from Turn 1

> Subterranean Assault
1 Trygon or Trygon Prime
1+ Hormagaunts
1+ Raveners
All units must Deep Strike, but only roll for the Trygon
The Trygon reduces Scatter to avoid Mishap
All other units immediately enter Ongoing Reserves and can assault from Deep Strike

> Apex Warrior Clutch
1 Tyranid Prime
1+ Warriors
1+ Shrikes
The Prime extends Alpha Warrior to all Formation Broods within Synapse Range
The Prime can take Wings but reduces his Save to 5+

> Berzerk Onslaught
2+ Hormagaunts
2+ Carnifex
0+ Sky-Slashers
Assault Grenades
The unit can deliberately throw off Synapse Control and always rolls a '6' for Instinctive Behaviour

> Synaptic Relay
2+ Zoanthrope
0+ Maleceptor
Friendly Synapse models within 6" of this formation gain +6" to their Synapse range
Spells require one fewer WC when targetting a unit that has already been hit by Witchfires this turn

>mfw after all this fiasco

This is the sort of shit that makes me love playing AdMech.

Just needlessly fucking brutal weaponry. Because fuck the flesh.

Ever seen what a thermobaric weapon does to a person?

Space yiffs needed to get knocked down a peg or two

Should orks have FNP automatically?

>Spells require one fewer WC when targetting a unit that has already been hit by Witchfires this turn
Are you intending for WC1 spells to become WC0? Tyranids have a couple WC1 witchfires.

1 Die is a gamble, and all those dice spent doing nothing but improving your save by 1 are dice that aren't spent casting other spells that will actually help you win.

The psykers being overtaxed extends to powers known as well. Heretek doesn't have many good anti-infantry powers either, and it's not hard to get a cover save and severely reduce the lethality of rubricae shooting.

The psyker formations aren't viable in a pure TS force. Too expensive. Ahriman's Exiles is 710 base, and that's a bunch of ML2 psykers without familiars. The Coven is minimum 385, but that's a bunch of ML1's with no familiars and a single roll on their BRB discipline of choice. Both might see use adding psychic support to the Chaos builds, but I'm doubtful. Cyclopia is cheaper and more efficient at diving for specific powers, and Daemons can bring a lot more dice-per-point.

Sure why not, goes with the theme of Orks not having any saves.

Give us BS3 as well.

Yes.

It's well established in fluff that orks can lose limbs in combat and continue without much issue.

huh, same phrasing as Tau railguns.

aren't arhiman's exiles arhiman and 3-9 sorcerers or exalted sorcerers?
Where does that high number come from?

Could make their FnP better the more boyz that are in a mob

I agree completely. Occasionally I bring both my Heresy Mechanicum and WarConvo to our bimonthly Apoc game with the Heresy Death Guard, Night Lords and Salamanders players.
Anyone who can prove their army has sufficient war crimes can join in, as well. We call it the Geneva Contravention Society.

Makes sense. Fire a solid slug through a tank with enough force and, not only will anything squishy inside get pulped, the force will also blow said pulp out the exit hole.

Somewhere around the consistency of dog food.

No, their codex perfectly represents them and goes according to the fluff, huge numbers of furious savages with bare minimum space technology they don't truly understand, it just the waacfags complain when they're given a codex that isn't an auto win army.

BS2 is fine but orks should have more shots to go with it

10+ boyz, FNP6+
20+ boyz, FNP5+
30 boys, FNP4+

>BS2 is fine

No.

But yeah, we need twin-linked > more shots.

Rubricae can be rebuilt. Dead Sorcerers are the only ones that matter, and death isn't always final with Chaos.

Sleep tight, ratto.

I was always a fan of the old double hits style TL.

3 Exalted's, baby. Ahzek Ahriman don't pussyfoot around.

Not that it matters much. It's still too many points in Sorcerers on top of the hundreds already spent in the War Cabal. The Cabal is too expensive and limited to turn around and throw 600 more points at a couple more wizards.

The last thing Orks need is more dice rolls.
> In Mobs of at least 10 models, Wounds are allocated by the Ork player with no regards to closest model

BS2 is fine for basic boyz, but fucking hell, anything with a Nobz statline and shooting specialists needs to either have BS3 standard or a way to upgrade to BS3. Regular boyz should have the option of upgrading as well, maybe as a Blood Axes speciality.

Who decided that Exalted Sorcerers should be a 3-pack?
They are 160pt models, before wargear. They'll easily go for 200 each once you account for Discs and Familiars.
Why would you encourage players to take 600pts of HQ in a single boxed set?

To sell models, ya dingus.

Do Lictors still have perfect deep strike? If so, Assault out of deep strike may be too much.

Reword Subterranean Assault so that the other units must be coming out of the Tryon's hole the turn after arrives but may Assault. Let the Trygon start rolling for reserves on turn 1.

>Synaptic Relay
Eh, you've already got several synapse buffs. I'd do something to turn the formation into a psychic battle tank. Make the Maleceptor mandatory and give it a special super psychic blast spell. Let it LoS onto zoanthropes from the formation or something.

So what's the best deathstar build for 1ksons? Mass beast guy bird dudes and a couple sorcerers?

How many points should Rubric Marines and Scarab Occult terminators really cost?

Tell me, user, what on that model differentiates it from the normal Sorcerers that you have to take in every formation that doesn't have an Exalted?

Reposting this from the last thread.

How is this for some less shit Terminators/possible scarab occult?
It's all very much a work in progress and some input would be deeply appreciated.

See codex space Marines

Shooting specialists? Yes.
In general I enjoy 'shitloads of big guns for cheap'.

Keep rokkits big shooters at 5 points, give them access to 15 point burnas (remove the stupid limitation on them being used in melee and in ranged) and give boy mobs access to 4 special weapons per mob, an extra one per 10 boyz.

Allow the nob to take his gear seperatly so can have a special weapon as well. This also gives him a nice power sword equivalent.

Give burna boyz the option to switch to scorchas for free.

Make tank hammers not shit.

Stuff like that.

Fuck off space0din wannabe

i'm guessing it went somewhat along the lines of :
>mmmh how can we get people to buy 3 of the model they only need 1 of ?

None of those changes matter if you can't hit anything because BS2 and you're running to close the gap.

> Synaptic Relay
> Every turn, the Maleceptor chooses to either gain warp Field or extend Psychic Barrier to all friendly units within 6"
> Psychic Overload costs no WC to cast against a unit that has already been hit by a Witchfire from this formation

Better? Many thanks for the feedback.
Unsure about Lictors because it's so damned fluffy. Limit to Disordered Charges?

So you'd rather pay just slightly less for a single monopose clampack character? That box is fucking amazing and I wish they'd do all future non-character HQs like that.

Yea that would've been great. Also give Nobz power axes as default, since that's what the models actually represent, and allow them to take just about any gun they want. Coupled with a base BS3, that would actually make shooty upgrades for them useful.

I'm thinking Exalted Sorcs on Discs with Spawn retinues will be pretty baller. Can even use that Sorc with the jump book to let a blob of Rubrics move 12" every turn. Or Terminators. With the right build you can have a pretty mobile and aggressive TSons list and I'm really considering doing that. Nobody fucking expects it from them.

What does Codex space marines have to do with Rubric Marines or Scarab terminators?

I'm trying to do that, actually. I have the HH boxes, and I want them to be Thousand Sons. However, I don't feel like buying and painting another suite of rhinos. I'd rather go for something different.