I thought orks were the biggest and strongest

I thought orks were the biggest and strongest.

You've been punked. Just like Justin Timberlake.

Orks really are physically weak arent they?

Not against the breath of Sanguinius!.

This.
/thread

>S3
>I2

they're on par with a current day MMA fighter

I mean, they kinda are, at least in comparison to Marines. A 10 month old Ork is stronger than a 10 month old Human, a 14 year old Ork is stronger than a 14 year old Marine-Neophyte and a 100 year old Ork is stronger than a Tactical Marine in Power Armour.

The 3rd Ed. Ork stat-line is quite formidable in 2nd Ed./Necromunda/Armageddon melee combat. Most notably I2 means almost nothing. They have a hard time hitting things in cover/at long range with shooting though. They aren't great with or against overwatch either.

>I2
Irrelevant.

>aeldari are a shooty race!
>I5

They're much, much stronger than that, they're basically guerrillas in terms of pure muscle power and can rip a Human's limb off with a good one-handed pull. The issue is the difference between S3 and S4 can be 'average Human civilian' to 'bench-pressing a ton and a half.'

>Not knowing the WAAAGh rule.
They had a very good chance on doubled I on charge and lowered armor saves down to 4+.

There's a dead scout in this pic.

>The 3rd Ed. Ork stat-line is quite formidable in 2nd Ed./Necromunda/Armageddon melee combat.

How good were orks in 3rd ed.

He looks like he was killed by falling masonry, not the Orks though...

Industrial accidents are the leading cause of human death in the 41st millennium barring death by creatures the wonderful Inquisition says I can't speak of, if you see any signs of worn or failing architecture, make sure to report it to your local Tech-Priest immediately, so we may delegate the task down to menial slave labor.

lul

Didn't we work out from the Deathwatch RPG that falls were the #1 most effective way of killing a Space Marine?

Codex Astarters says always wear helmet, fucking follow it

Based off my experience with Dark Heresy, I wouldn't doubt it. Just like how all combat injuries will be to the legs.

turn two, waaggh
20 boys in a wagon
move 6'', boys jump out within 6'' in front of wagon, roll 5'' to run. within charge range. roll 4 on charge, re roll a 10''. My boys made a 23'' charge

we'z iz a melee race boyz

The 3rd ed. rules are basically current 40k. Orks had a completely different statline in 2nd ed. Much closer to humans.

How hard is it to kill a Space Marine in those games?

Depends on what your hitting him with.

Without taking armor penetration into consideration, a Marine can soak 16-18 points of damage, per hit, before losing any health. A lasgun does 1d10+3 damage. So, rules as written, a lasgun cannot hurt a Marine even if it rolls max damage (without taking into account crits, which either let you roll an additional damage die or do a minor critical effect, depending on which version of the rules you are using).

However, against things that have good armor penetration (meltas and such) the Marine is only soaking 8 points of damage, which means he will take much more damage. Marines have around 20 Wounds, IIRC.

So you have to use the right weapon, other wise the hit will bounce right off.

> The Inquisition has banned mention of stairs.

So basically space marines wont be fighting anything less than a CSM then, right?

The game has mechanics to somewhat get around it. The GM can form groups of weaker enemies into "hordes" which are represented as a single, abstracted entity (think an entire squad of guardsmen). The horde gets to roll additional damage dice based on its size to represent sheer weight of fire.

So, a single guardsmen is never going to beat a Marine but a squad of them has a chance.

Deathwatch and Black Crusade (the two games with Marines as PCs) categorize enemies into one of three categories:
1) minions(?) (guardsmen, Ork boyz, etc) which are designed to be fielded as hordes
2) elites (CSM, Nobz, Tyranid warrior) which are intended to be capable of fighting a Marine 1v1
3) Masters (daemon prince, hive tyrant) which should require the entire party to deal with.

Note that these rules don't apply quite as much with NPC Marines. Player characters (particularly in Rogue Trader and Black Crusade) can get access to very powerful weapons that can allow them to solo Marine NPCs.

Has the situation gone to shit so bad that the BA Scouts are fighting Orks in an environment not suited for Scouts?

That pic makes me think Scouts are alot stronger than what let on.

You can clearly see a bullet hole.

Two actually.

>S5
>Iwhocares
Necromunda fixes orks.

An Ork Nob can rip a man in half and a pull a space marines arm off.

Eh, I love orks for fluff, but table top they have so much going against them.

Unless you're in a Black Library novel, in which case a gang of plucky guardsmen can off a trio of Chaos Space Marines without losing a single man.

I love Abnett and I love Gaunt, but good lord do I roll my eyes at times.

Traitor General really was where the Ghosts series CQC-diveslammed the Blood Pact over the Carachadon. Past a point, you know a Ghost casualty by their status as named and their lack of presence in the prior 3 books.

Wait what?

>I2

So? When will this meme die?

Lemme post the leaks. Shadow Wars makes Boyz pretty damn killy.

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Yeah but they can apparently only see up to double their initiative so they're almost completely blind.

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This gives me warm fuzzy feelings. I missed 2nd ed. so much.

Chances are their stats won't be the exact same. Although technically, orks are renowned for having pretty fucking terrible eyes.

And the last one.

Compare that with falling damage, which ignores armour, and does 1 damage per meter fallen + 1d10 impact damage, but ignores armour.

So you'd need to push him down 4 meters before you'd probably even damage him. 20 meters on the other hand might kill him. 40 and he'll go kersplat.

So, basically, the best way for a guardsman to kill a marine is to fight them next to a slippery cliff or in a high-rise or ruined skyscraper.

At least, that's how it works in Only War.

We have the Ork stats from GAMA.

>getting killed by orks
lol noob

>I seriously hope ya gitz don't do dis.

Well damn. I guess grots will be used to scout then.

It'll die after the orks do
Because it strikes first due to better initiative

Orks don't need to see to shoot, they don't care what they hit most of the time.

Wonder if they'll let you spray and... not pray, spray and yell, maybe?

Actually, looking at , there's a boy near the back who's quite clearly not aiming, or even looking.
And I can't actually see any ork casualties (maybe clawboy, right at the back?)

So boys are kinda like... Current boys, but they gained +1 STR and lost furious charge.

Powerklaw is incapable of punching through terminator armor if I understand it correctly. How the hell do you kill a terminator in this game then...

>How the hell do you kill a terminator in this game
Can Stealers do it?

Can't see if it's 3+ on 2d6, or 5+ on 2d6

By my count Power klaw is -3 Sv, and then assuming it's a Boss Nob using it gives another -4 (or do they not stack?) - even if it's a 3+ on 2d6 and you only get to use one save modifier, you've still gone from rolling over 3 to rolling over 7, which isn't nothing. But Termie armour will save ~50% of the time

Terminator Armour used to be a Big Deal - looks like this will hearken back to that.

What's this about charging after running?

>How the hell do you kill a terminator
shoot them with anti tank weapons

Someone can take picts of Tau Pathfinder rules from retailers Shadow Wars Activity Pack?

What sort of sized games are Shadow Wars designed to be played at, compared to say, Kill Team?

it's necromunda

probably 5-10 models a side, like the starter, with the number varying depending on how many expensive specialists you decide to bring

I2, that Ork will punch that scout's head off after he finishes getting slapped.

Initiative doesn't seem to actually do much in close combat anymore. CC is now "Roll higher than your opponent with at least 1 dice, apply the difference in number of hits."
Initiative is literally only used in draws now.

All Orks also get +1 Attack on the Charge, and start with 2 attacks native. Oh, and the guy who charges get's to add 1 to his highest score as well.
I can't say I mind that GW are basically bringing back 2nd Edition 40k at all right now.
Although I do wonder what New-Crons are going to make of it.

Scouts are still Space Marines. While they lack the assistance of the Power Armour's servos, they can still punch most living creatures into next week.

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/end

>Guerilla
>Gorilla

those your images, or are they posted somewhere else? kinda interested in all the other factions as well.

>taking an ethereal in on a sneaky clandestine operation
oh shit tau what are you doing

Maybe it's the Ethereals sneaky clandestine operation? Maybe he's a maverick, and the only one who beleives that the Orks are smart enough to stockpile vague-bullshittium and he's taking a loyal troop of crack pathfinders with him for the Greater Good?

I think mundageddon is the best thing that happened to 40k ruleswise

simultaneous sources from reddit, bolter and chainsword, twiiter and facebook

you can do that if you waaaagh

12 factions:
Tau, space marines, chaos space marine, astra militarum, Nids, Genestealer cult, Orks, Cult mechanicum/skittari, Imperial agents, Eldar, dark eldar, necrons

all factions are in rulebook?

nope, only space marine (vanilla, blood angels, dark angels and space wolves) and orks (all clans)

Tau, chaos space marine, astra militarum, Nids, Genestealer cult, Cult mechanicum/skittari, Imperial agents, Eldar, dark eldar, necrons with downloable rules from gw website.

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special operatives models in factions rules have promo cards in retailers activity pack.

Point cost per model did them no favors. 9 a piece, I think. There was a reason why everyone used Kult of Speed.

>Imperial agents,
what's in these? acolytes and shit?

Assassins as well maybe?

I'd expect deathwatch and inquisitors before assassins, really.

The extra Movement is kinda weird to me

you'll get used to it

t.fantasyfag

as I understand it Powerclaw itself modifies the save with -3. Additional to that, the strength 7 will be additional -4. But I'm not 100% sure.

Shootas or Sluggas on Blood Axes?

No, that scouts have 5 to everyone else's 4, not the thing in general

they probably wanted to give scouts a reason to exist over full marines, without going back to the BS3 T3 they had in 2e

A gorilla is about 20 times as strong as an average dude, so I'm gonna say no to that.

Inquisition, gk, Lotd, assasins

>Player characters (particularly in Rogue Trader and Black Crusade) can get access to very powerful weapons that can allow them to solo Marine NPCs.

This, and with the hideously unbalanced rules in Only War, I imagine you can get an Enginseer up to 40-something damage reduction without too much trouble.

Please, show us ork tables and rules. Im especially interested in nobs and flashgits.

If the GM let's you. The GM's got just as much scope to fuck you over in that game as you have to fuck with him.

40 something damage reduction? That's impressive, time to give you a Daemon possessed Renegade Warhound as a recurring villain then.

You can solo a Marine because everybody has Melta and Plasma guns? Time to take those away in a logistics snafu.
Or just make it so your on the front for so long that your ammo runs out.

Good thing you have a gun with that you can recharge by plugging them, or just heating them over the fire isn't it?

>Doesn't that drastically reduce the packs life expectancy?

Not as much as not having a loaded gun will reduce yours.

>The rules are fine because the GM can change them.
ok

Those aren't changes in the rules. These are things the GM can do within them just fine. If power creep is a problem there are bigger and badder things you can throw at them, including the Imperial Beauracracy if this is Only War.

Rogue Traders though, there's not much the GM can do to slow them down, as Power Creep is pretty much the name of that game.

Dose humies iz dead fasta.

He's right though, the books actually set a whole system that can fuck you over or be a bonus with requisitions, and does tell the GM to do whatever is fitting.

Easy and fluffy way to make it a wee bit harder/easier, without having to resort to "rock falls, everyone dies" level of bullshit.

Seeing as MT Scion is one of these special operatives, there's no MT team?

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