Warhammer 40k General

Kunnin edition

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First for I got a tie game (vp-wise) as Orks versus Ynnairri yesterday, somehow.

Some one say Kunnin?

Does Shadow War stuff go in here?

Been reading the old necromunda rulebook to get an idea of how all this works. The devil is in the details, but from what I've seen the current power balance is very much preserved; orks are shit and eldar are awesome, with most imperial stuff hanging around the middle.

Makes me increasingly convinced that GW know exactly what they are doing. What are the chances that the same armies always get the best / worst rules?

My only question is: why? What do they gain by making some xenos consistently win and some consistently lose?

>What do they gain by making some xenos consistently win and some consistently lose?
Lore consistency. Orks are comedy relief shitters who always lose and Eldar are immortal gods of war. It's only fair the rules reflect that.

let's wait for a few test games but the star cannon looks nasty as fuck for its points

(you)
also why should fluff represent crunch and to boot Orks can be fairly dangerous.

>why should fluff represent crunch
Verisimilitude. Why shouldn't it?

>Orks can be fairly dangerous.
Their whole narrative purpose is to waste time and job until the real antagonist (usually Chaos) shows up.

Nice pol went to the other thread. Anyone exited for Shadow war? The still missing rules will come from B&C in a few hours.

I am but I don't speak baguette...

Is 5 flyers but only 28 infantry a dick move at 1500 points or reasonable. Fluff is Ordo Xenos spec ops with Scions and Deathwatch

If you tell your opponent so he can tailor against it, its okay-

Rate my heresy, /40kg/

I'm thinking of making a rogue psyker ignorant of her powers to Dark Heresy (Once we cycle into playing it again). Where things get heretical is that she's a sister of Adepta Sororitas.

The idea is that her unyielding faith is suppressing the powers inside of her, and only if in the game things go to absolute shit do they actually show.

Mostly making this character for maximum drama, second plan is to make a force-staff wielding Melee Repentia with a blindfold once this insanity goes to pass. Optimum would be to actually become a full-fledged sister of battle before the revelation, meaning the powers would probably be pretty strong already at that point. This is of course, only a plan, one would never know what would actually happen when the game itself starts.

So, how bad? And yeah, of course I would ask permission from the GM, I've just been toying with the idea.

Sounds alright, reminds me of old Morty.

>go to NZ GW site
>download free rules for Armageddon
>rules for almost every friggin faction
>not for orks

because they are in the base game.

under which section can you find the rules?

Is Shadow War: Armageddon basically going to be 40K 2nd edition?

What differences were there between Necromunda and 2nd edition rule wise?

Will I getted called out for bullshit if I mount my land raider sponsons on the front door port instead of the rear one?

WE HAVE FIVE FUCKING THREADS UP
STOP SPLITTING UP AND GET IN HERE

Report this guy for spamming and breaking global rule 3. This general is older and has more posters, stop trying to play anti pol you retard.

This thread is from a split a thread ago. Look at the previous thread; It's not the last one, it's the one before.

Critique this pile of shit please

>Implying Klanz exist in modern 40k
>Implying Squigz exist in modern 40k
>Implying any fun rules or personality is allowed for Orks

Orks are literally NPC-tier. this is not a meme i know it seems like a funny haha meme, but it isn't.

>What differences were there between Necromunda and 2nd edition rule wise?
as far as core (non gang building/progression) rules?

ammo rolls
panic tests if someone dies beside you
break tests

probably a few other tweaks, but that's all I can think of off hand

Annon pretty much has it, if you have an old necromunda book you can run the game with these data sheets and vice versa with necromunda gangs.

>Klanz exist in modern 40k

Actually Orks do get Klanz specializations in Shadow Wars

Goffs:
Trooper (Combat, Ferocity, Muscle)
Specialist (Combat, Ferocity, Guerilla, Muscle)
Leader (Combat, Ferocity, Guerilla, Muscle, Shooting, Stealth)

Blood Axes:
Trooper (Combat, Shooting, Stealth)
Specialist (Combat, Guerilla, Shooting, Stealth)
Leader (Combat, Ferocity, Guerilla, Muscle, Shooting, Stealth)

Deathskulls:
Trooper (Combat, Ferocity, Guerilla)
Specialist (Combat, Ferocity, Guerilla, Shooting)
Leader (Combat, Ferocity, Guerilla, Muscle, Shooting, Stealth)

Evil Sunz:
Trooper (Combat, Ferocity, Muscle)
Specialist (Ferocity, Guerilla, Muscle, Shooting)
Leader (Combat, Ferocity, Guerilla, Agility, Muscle, Shooting, Stealth)

Bad Moons:
Trooper (Ferocity, Muscle, Shooting)
Specialist (Ferocity, Guerilla, Muscle, Shooting)
Leader (Combat, Ferocity, Guerilla, Muscle, Shooting, Stealth)

Snakebites:
Trooper (Combat, Ferocity, Muscle)
Specialist (Combat, Ferocity, Muscle)
Leader (Combat, Ferocity, Guerilla, Muscle, Agility).

>implying hair squigz will ever go extinct.

There's just too many uses, senpai.

One [embed] op, just one?

Well the last to get the axe will be space marines, those are always held dearest to GW's sweaty bosom.

>makes fun of frenchies
>gets mad when /pol/ makes fun of niggers

Is there a confirmed date for new DG yet?

I mean like having squig units or say, the attack squig actually does something squigy rather than just being master-crafted. and they never use them in the fluff or in model form

This is real? okay cool, but it's still not in 40k and i'll be honest this doesn't mean much to me. I play(ed) Evil sunz so what does Ferocity/Muscle do for me? can i get bikers, trukks, warbuggies, Wazdakka? does red paint exist?

Seems like a bunch of shit mostly the same but they swapped in the words 'Stealth' for the two Morka klanz

From the faction rules for shadow war
>A Tyranid Alpha is a Warrior bioform that has been respawned many times over,
learning more about how to kill its prey in each incarnation
>More "individual" Nid bullshit

It just makes them more like the Jurassic park raptors, with all the good/terrible that goes with it.

By the way, Lash Whip and Bonesword isn't even as useful as in 40k. gg, GW really does hate Nids.

Give me a quick run down of the match.

Don't forget, your lashwhip and bonesword don't grant you an extra CC attack.

You literally need to buy 2 sets of scythes to get an extra attack! But orks get it for nothing.
Have fun!

Im looking for hero of the imperium pdf, anyone has one?

reminds me of "Edge of Tomorrow"

Reminds me of "People wrote this who got all their information from disjointed conversations with Cruddace"

I was told at my LGS to bring two (or three) 1000 pt lists, one which I wanted to play and wasn't cheesy, and one that I use in case I go up against someone with a riptide, or something else stupid for 1000 pts.

This is what I am considering for my regular list, what do you think?

Did I spend too much on the captain? If I drop Chapter Master, and the SS/TH and replace with just a relic blade I free up 61 points.

I could take another biker and then have 40 points left over.

Any ideas on what I should change? I will probably make my anti cheese list out of this by turning taking the librarian (sans bike) with the (now) grav cents in a drop pod for riptides etc.

Librarian is rolling on telepaty btw, hoping for invis but taking shriek primaris.

If I go up against riptides, I'll go with prescience on the gravcents

So how fast are orkz going to be moving in 8th? Does anyone footslog anymore?

Don't treat GW as some monolithic organization. Roundtree says he wants Necromunda re-released, so the rules-team goes to work on it. What follows is not some master scheme where GW intentionally makes some races shit and others god-tier. It's exclusively down to the individuals writing the rules.

The reason Orks have gotten consistently shafted for years now is that there's no-one left on the rules team that likes them. That means whenever they have to write rules for them, they just phone it in, usually basing the rules on pre-existing ones. That's why, for example, the new Ork flyer we got, instead of having really cool new weapons, just got copies of existing ones. Which also made it shit, because none of them really work well with the platform they're on. I mean, a Kustom Force Field on a vehicle that is permanently 6" above the battlefield? Or a single-shot Kustom Mega Kannon for 125 points when you can get one for 30 points?

Meanwhile races like Eldar still have champions on the rules team who naturally are more invested in writing rules for an army they like.

Get newcroned bitch. When the next nid update hits it's good bye to the old lore.

That makes me sad.

DG when?

So basically, any brit on this thread, please, apply for the rules writing team and save orks and nids.

Is there even an opening?

I've got some opinions on how to buff them up without making it unfluffy.

>download SWA kill teams
>look at Wyches vs Craftworld
>CWE are literally better at everything

Anyone

If I knew anything about the meta I would, I am the noob posting this: I've not been able to play a game yet.

Is there any way to put a heavy weapon on a scout sniper squad of 5 or 6 without the points cost becoming a weird number like 81 or 77? The fucking pricing on this fucking squad is driving me nuts.

Try playing Deldar where models are 16ppm and every list ends up with weird numbers like 996 where you literally can't spend the points without going over. At least with combi CSM termies you can round off 112pts with a 3pt lightning claw.

Think that's funny. Look at harlequins who can into close combat better than wyches.

Shadow rules here
games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

>Preternatural Agility: Purestrain Genestealers may triple their movement rate when they run or charge
>18" charge range

Except for initiative, combat drugs, move speed, and price. Seriously, a Wych with a -3 save mod and 4++ in melee costs 30 points less than a shuricatapult equipped guardian.

>Orkz aren't dangerous
Ahem

...

>looking at the arrows.
>Every greenskin into Armageddon: the map

Why no Ancients formation?

How can guard survive an 18" charge?

SJWs aren't known for their logic.

Librarius Conclave, three biker librarians, all on telepathy. two units of scouts. Chaplain on bike, command squad on bike. Gravdev centurions. Grav bikes if you can afford it. GG.

What's up with me Lee weapons in Armageddon? Power fists have less armor piercing than a chain Sword? I'm confused as hell.

Interesting, I will see which models I have for that. I only have scouts with sniper rifles atm.

Why all on telepathy? Wouldn't you also try for veil of time?

Gravcents in a drop pod or footslogging?

Make sure to use White Scars chapter tactics and take The Hunter's Eye

I play imperial fists, it would be too much money/time to get into painting another army.

Here is what that would look like

Maximize your chances of getting Invisibility for your biker deathstar, Psychic Shriek spam, etc. Gravcents don't need presience that badly compared to deathstar survivability; they can shoot at devs, or they can shoot at bikes, but not bith if they want to hurt either. Plus, lots of Force weapons (take axes) to intagib the Riptude(s) with. Drop pod for them is a good idea.

Just use their chapter tactics anyway. No one cares if you are playing WAAC.

Ok, I will have to drop some points to get the drop pod for them. I suppose the PF/Angel of Sacrifice off of the chaplain (which sucks because it's a good combo), or some psyker mastery from the libs.

Well, I want a fun list, and then a WAAC list I can easily change it to. Do you think saying "Ok, well I see your riptide and now I am using white scar tactics instead!" is too much?

How would you improve on this list? The Crusaders on LRC have Pistols and CCW.

Harlies are also considerably more expensive

Except the wych doesn't have any shooting and dies to DA before they get there. Defenders are the same price or barely more expensive at worst and kill them just as easily before reaching combat. Also, initiative means jack shit unless you tie combat.

Also, their Leader will shit on a Siren without fail.

It's a skirmish game with the same amount of models as infinity or urban war. Of course you can't get fucking tanks.

>Hur dur because they have localized intelligences they're clearly individuals!
>It's just not possible that they're hivemind shards in mindless, savage bodies reabsorbed upon death, but during life extending the hiveminds power.

So the statement 'Ork fluff is shit, klanz/squigs don't exist in 40k' still stands

Cool.
I fucking knew that, thanks

but the dude replied to me like "Ohh don't worry this literally who flash in the pan shit GW board game has weak klan rules, so it's okay!" - Not to sound ungrateful but that doesn't really fix the issue.

Orks, Guard, and SM are in the main rulebook.

user, you're retarded.

There are rules for klanz and squigs in shadow war.

Why would I need Ancients formation?
It's just a 1 unit of GW dreads or contemptors which aren't worth the points.

Nigga stop being so salty. If they transition these rules into the 8th ed rules, they might actually be better than garbage. The fact that they gave the Klans different rules in this is better than nothing. You asking for vehicles is dumb because this is a modern Necromunda, which didn't allow vehicles.

I KNOW. And neither of those are arguments or counter my point. try following the comment chain and keep up you slow ass basic Veeky Forums fuckwits.

Dude, i'm salty because i've given up on Orks years ago and tired of being told to just wait for [x] edition. I will give Shadow war a try, but i do so with zero faith in gw

Oh right you get the shitty version, lol

Pick up a supported army or cry somewhere else.

I think you haven't read the rules thoroughly. Aside from the fact that this game is played on smaller, more densely covered boards that favour melee units, the defender you mention doesn't actually come with a gun unless you pay 35 points for a pistol or 40 for a catapult. On top of that, in equal numbers Guardians aren't even likely to kill a Wych each with a round of shooting (all they're likely to get), let alone when you account for point differences and the resulting difference in numbers.

As far as Syren vs Exarch goes, not only does it basically depend on whether or not the Exarch can shoot the Syren before she gets to melee (which isn't a certainty), but a Syren is also almost 100 points cheaper than the Exarch. For those prices you can get another Wych with a weapon to team up with the Syren, fight the Dire Avenger and soak up overwatch, easily overwhelming him.

Dude, that's un-orky

Can you guys recommend any readers with a printing function that can clearly read GW epubs? Redium can't print as far as I can tell and using a phone to read them gets tedious during a game

I guess, though because of fucking battle focus, it's going to be impossible for wyches to catch them while they suffer zero penalties for moving and shooting because they move first.

I think I'd still give the game to CWE every time without question unless the dice gods hate the CWE player.

Does anyone have any Victoria Miniatures painted for proxies? I want to see what they look like but can't find any images of them actually painted.

I need a motto/battlecry for my Space Marines.

Between Iron Hands chapter tactics, unit choice and some formation shenanigans, most of them should have a 4+ FNP roll, fluffed as the work of Apothecaries and a bad case of OCD. Their one trick is a hyper-mobile gunline, trusting in mechanization and their "perfect" gene-seed.

So far I've got:

> "Without flaw! Without weakness! Without mercy!"
> "We shall endure!"
> "Purity breeds envy!"
> "Purity beyond question! Hatred beyond measure!"
> "You have been found wanting!"
> "Witness perfection!"
> "Cry havoc!"

Their chapter insignia is a hound's head, but "Take the knot" seemed a little too obvious.

Battle focus was nerfed in sw:a.

You can move-shoot as normal, or move after you finish shooting. Not both.

Yes, so they shoot with no move penalty, and then move away whereas anyone else would have to avoid melee would be penalized.

Right-Wrong, you move assuming you shot.

That means no runs and no charges. If you want to do those, you don't shoot at all. You get one normal move action taken during the normal move phase or after shooting.

Melee units that forgo shooting still get the extra movement from running and charging and are easily capable of catching them.

How about Tau then?
>cheap as shit
>15pt marker lights that give army wide ignore cover on target
>50pt drone that reduces charge distance
>free multi-overwatch

>not STANDING

what do you think the average point game of shadow war will be? 1000pts?

It's 1000 pts because if i remember right that's the amount of points you have to create your team. like the Coins for Mordheim.

"Puritus aut Mortis!" "Purity or Death"

Well you made me look and think.

Cheap, slow (m4), poor stat lines (bs3 max for a shooty warband?) and capped at 10 models, of those 3 can be drones (grav projectors).
Marker light is used in lieu of a shot, but whoever's getting markered is screwed if anyone has los. Melee should be breaking los (you are playing with necromunda terrain density?) whenever possible and they do have a shitty bs, but not something to rely on to survive.
The free overwatch only applies to models within 3 inches of the charged model, if they are capable of it. It's the army's most op ability, but it will keep a tau player bunching his horde together.
The grav fields would only reduce the m of a model by 1 inch. So wyches run/charge 10" instead of 12", combined with tau speed - 4 inches, they won't be going anywhere fast.
There are also grenades 10 Pts which strip the charging bonus.

The most bullshit way I can see a player employing them is to split off into several sub-teams and create funnels and shooting traps using some of their more expendable units or the objective as bait.