Shadow War Armageddon General /swag/

Melee strength and weapon armour modifiers stack edition

Previous Thread
>Shadow War: Armageddon Free Faction Rules::
>games-workshop.com/resources/PDF/ShadowWar/SWA_Killteams_ENG.pdf

Other urls found in this thread:

drive.google.com/file/d/0B85bX2eTNABScTRFYkNZWFZ4NXc/view
imgur.com/a/v8qF4
drive.google.com/file/d/0B85bX2eTNABSOGtfeU85VC14WkE/view
twitter.com/NSFWRedditImage

How's this look for a wych cult starting list?

Syren, Blast Pistol, Power Sword, Mirrorhelm

Bloodbride, Shardnet & Impaler, Mirrorhelm, Plasma Grenades

Wych, Splinter Pistol, Mirrorhelm

Wych, Splinter Pistol, Mirrorhelm

Wych, Splinter Pistol

Wych, Splinter Pistol

Wych, Splinter Pistol

Why are there no Kombi-Rokkit stats?

Bumping in hopes a scanon will post the rules

My wych list. I liked the Shard net Impaler, it might not be useful against models with just shooting but it has good appreciate, +1 Str, and works on Pistols and crazy shut. Wanted lots of Pistols for more attacks and shooting if I need. Plus when objectives have toughness, aren't poison guns Good?
Syren 150
Shard net Impaler 35
Mirrorhelm
205

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
Blade Venom 10
120

Wych 80
Pistol 20
Chain Hook 10
110

Debutante 70
Knife 5
Blade Venom 10
85

Boggles my mind a bit that Spannas cannot take kombi weapons

WHERE ARE THE MAIN RULES?! I JUST WANT TO PLAY NOTCRAMUNDA.

>Acolyte Hybrids are a Specialist choice

Fucking dropped.

what does Specialist choice mean?

They're special operatives that you bring in for a single game by spending a Promethium Cache. It kind of sucks that you can't field a mixed squad of Acolytes and Neophytes for a bit more variety.

But nobody can bring any kind of variety.
What's there, Chaos and Necrons with access to 2 different troopers, and Tau with drones?

>But nobody can bring any kind of variety.

Yep, it's a problem not just restricted to Genestealer Cult teams.

Absolutely, and it's part of why the system will get the HoR treatment (or fuck it, we'll just use the Necromunda lists), unless GW fixes it.

No, that's not right.

You're thinking of special operatives. Specialists are a different thing.

Specialist are the 'gunner' special/heavy weapons types.
Limited to 1-3, usually to 2.

Core rules plox

I'm worried dark eldar will have a cap on late game since the basic wych options are chains hook, Venom, Pistol and bloodbride don't have much to go with either except what mirror helms and plasma grenades on Everyone? Not having big guns to buy limits the total cost big time and I wish they gave end game options like phantasm grenade launcher offering shooting defense to protect them from the guns other teams have later on. Anyone else thonking This?

wait, they stack? so if I have 4 str with a choppa thats -1, its -2?

I never played Necromunda; but I don't understand.

I get to make a list of 6-10 models, in which I have basically no decisions to make. My list will be identical to every other list of the same faction.

Then I play games over and over with that same list? For what purpose? How does that not get boring after the third game?

Are necrons fun to play in this? Whenever I throw together a starter list for them it just seems so dull. Dudes with basic guns, or other dudes with basic guns, and the specialist (deathmark) has a...basic gun (worse than what immortals can bring). I feel like you'd want to bring a triarch praetorian every game purely to add some variety. Oh, and low initiative sounds like a motherfucker in Shadow Wars.

>Necrons
>Warriors with Gauss
>Immortals with Gauss or Tesla, except Tesla is shit
>specialist is *teleports behind u*, except without the stats or weapons to do anything with that ability
>leader is just an immortal
>none of the wargear does anything worthwhile

Your dudes develop and you add stuff to the team.

The idea is you develop a bond with your guys and their stories. Sometimes it works gloriously, most the time it doesn't.

Any necromunda player who loves the game has a 'that moment' that when they describe it to you is incredibly boring because you weren't there. But to them it's golden.

People seem to worried about starting equipment. I think a viable campaign list is to max ur specials with guns or get them startdd and get cheap bodies if you can. You only have to survive one game in which case spend your promethium cache to rear. While everyone else is adding one guy, you had all the guys and armed most of them in one go for the second game. Am I smart or more likely what did I fuck up with this Logic?

Do Scouts and Orks get more options by virtue of being "core" choices?

Or is the whole game this "streamlined"?

GW will not fix it. They'll just tell you to forge the narrative and pump out a different boxed game.

CSM equipment list
>1 Ammunition
>4 grenades
>4 miscellaneous (plus photovisor and reload)
>8 close combat weapons
>3 pistols
>3 basic weapons
>4 heavy weapons (plus frag/super krak options)
>3 special weapons

Necrons equipment list
>3 basic weapons
>1 special weapon
>3 miscellaneous (plus photovisor and reload)

Fuck this gay robot Earth

Scouts get their standard weapons choices - Sniper Rifles, Shotguns, Bolters and Bolt Pistols, Missile Launchers and Heavy Bolters.

Orks also get all of their standard options. I just think that's how it works: what comes in the box? That's what they get.

>have a shitload of metal 2nd edition tyranid warriors
>they can't be WYSIWYG because tyranid warriors can't actually buy devourers

I can only go off my own experiences but:

Early Necromunda is all about bodies on the table in the first couple of games, numbers tended to give you endurance in scenarios especially as early on it's better to focus targets and remove them quickly. You use to get very cookie-cutter starting lists for most gangs which from my experience were crappy geared leaders, a couple meat slabs and a stack of juve's that you used in the first game to wear people down and camp objectives.

Whoever survived you would upgrade later but there was loads of theories about the best course of action which were basically 1) spread around the wealth, 2) gamble the wealth into your guys with potential and hope they survive or 3) try make a kill-machine game winner. Each had its pro and con.

Early on kill machine heroes could win games for you by taking out lesser foes (and shifting the numbers game to your favour) but when people did get kit they become weak points. Focusing on developmental guys in the long run gave you a troupe of badasses who were role focused but damn good at it, the downside was the frustration of a guy nearing full development and then just getting taken out of nowhere by a lucky shot or bullshit dice roll. All-round teams with a but here and there gave you plenty of options but if someone had hyper specialised (for example nothing but meatslab pit gladiators) you could have problems because you couldn't outright negate their advantages.

for me it was mordhime, had a solder that would never die, no eyes, no hands, and one foot, but thanks to frenzy, climber, sprint and a few other skills, he could go anywhere and would fight anyone, we called him millhouse, millhouse the mad

Is there anything in rules for keeping track of your dudes? Rosters essentially?

what do you mean? are you asking if you keep the same guys from mission to mission? Cus that's kind of the core idea

How to play genestealer cults in Shadow Wars:

Step 1: Put your models back into their case
Step 2: Bring out an Eldar, Tyranid, Harlequin or CSM Nurgle army instead, because you aren't beating them otherwise.

Fun for all ages.

No. I mean is there a sheet you can print out that will help you keep track of that stuff. This is more of a book keeping question.

I'm almost 100% sure its in the box

It's in the back of the book.

>20 models nobody needs
>single piece of terrain, consisting on a single linear elevated path
>dusted off Necromunda rulebook but with zero list variety
>$130

>instantly sold out

Basically tells you how unbelievably shit the current 40k rules are, that people were willing to shell out the cash for this almost entirely just for a somewhat functional core ruleset.

Orks don't get burnas.

Space Wolf Scouts have special rules because they aren't newbies. They can't have Recruits but their Troops get access to cooler shit.

Personally I'm going for one Arquebus round 1, then fill out the ranks to 8 guys and gear the shit out of them ASAP with Red Dot and Photovisors, plus maybe one more Omnispex and an EDT, and picking up another SpecWeps and arming him where possible. I need the can-opening potential thanks to all the missions where you need to kill T6 terrain, and my point-dump heroes have the longest range in the game, so I don't have to worry much about them being sniped. Numbers are really important, though, so I'm going to want SpecWeps #2 ASAP after arming up (probably done after mission 3 or 4) to get to 9 guys for +1 to Bottle Test Threshold.

drive.google.com/file/d/0B85bX2eTNABScTRFYkNZWFZ4NXc/view

This. I bought a pathfinder box for $30 today and that's the extent of what I'll spend on 40k anymore. I'll pirate the rulebook when it comes out.

I'm so hyped for this game. Just dropped off the store credit to grab a spare sprue of 6 Harlequins to use for my team, and I've convinced two non-40k friends to also get in (One wants either Tyrannids, Genestealers, or Necrons, and the other is planning to do CSM but with those gorgeous Thousand Suns models.

I hate that I'm graduating before my local store begins their league, but I'm gonna play a ton of casual games until then.

Neither do Ork Boyz in 40k. So it's just what they get in the standard kit. Like I said. They can get kombi-skorchas on their Nob though.

Oh lighten the fuck up. It's a nice, updated ruleset that lets everyone bring their models in to play or have an excuse to start a small force for something they've always wanted to try. I've usually not got an interest in 40k, the difference being I don't spend my time shitting up forums about how people are playing something I don't like. I see something I'll likely enjoy like this and decide I'll vote with my wallet and buy it.

Oh wait shit, you're right. I only have about eight thousand ork kits kicking around and for some reason I forgot they only come with a Big Shoota and a Rokkit Launcha.

I hope they expand wargear and characters through White Dwarf though. They likely will.

List Question:
Is there a limit to Specialist to Troops? Ex. Can I make a GK list of one Leader, two Specialists, and one Trooper?

Also, how does this look for 1000pt starting:
>Justicar with Falchions
>Grey Knight with Falchions & Photo-Visor
>Grey Knight with Falchions & Photo-Visor
>Grey Knight Gunner with Falchions & Psybolt Ammo

Might drop the visors and a Grey Knight if I can start with two Gunners (specialists).

Can anyone else take a moment to appreciate that lovely looted bolter in that artwork?

I also wondered this. The GSC says they can have 3 specialists in their SRs, so I assumed it was 1 per kill team.

Think that it is 2 base, and some factions like Pantstealer cultists and Skitarii can take an additional one. Heard something about Guards being able to take 3 specialists, but I haven't seen it confirmed.

In the beginning everything is the same. But if it's like Mordheim and Necromunda, eventually people start losing limbs, gaining cool traits and weapons, and developing into very unique individuals unlike any other band you'll come across. It's about the story of that journey from nobody into the one armed, peg legged sniper that took out nearly a whole gang before tripping, falling off a tower, and snapping his neck.

useful imgur.com/a/v8qF4

>toxic rounds
>Skip rolling To Wound
>Autowound

What the fuck? What poison are they putting in those things? Liquid Vodian Sceptre? How is that more effective at wounding a Guardsman than a meltagun?

Can you even save out of it?

Is there any advantage to giving units a second combat blade? All my guys come with them default, but all have the option to buy another??

Extra attack. For two knifing

Well, it's using the profile of whatever weapon it's in, which IIRC is a Sniper Rifle, so Scouts can all be armed with weapons more lethal than a Transuranic Arquebus against the plethora of 1W Sv 5+/6+ models out there.
Did I mention that it has it's own downed table that inflicts OOA on a 5/6 and disables the crawl move, and that applies to all the recovery rolls as well? DAMN, that's good. It better be like 60 points.

Ooh. I missed the line: if the model loses its last Wound to this weapon.

Thought it went straight up. Don't roll to Wound, instead roll on this table of fuck you.

Toxic Rounds are 20pts and Sniper Rifles are 40pts for IG, not sure if its different for Scouts.

It's especially silly in a game also containing dark eldar who are kind of known for being the best at this whole poison malarkey, but who get nothing that potent in their rules, not even for the haemonculus.

Says that the file's been deleted.

drive.google.com/file/d/0B85bX2eTNABSOGtfeU85VC14WkE/view

Here be rules, not my scan though and a few pages are cut up a little

Some pics for you all :)

...

12 images total, inc Ork list and skills are coming :)

wicked

...

Do you have a picture of page 39?

Some are a bit blurry but they were taken in a rush

So is this game set in the third war, or is it in 'current' 40k?

Either way, where the hell is the inquisition list? this size game is absolutely perfect for them.

Likewise, where the hell are the sisters lists? Order of the martyred lady were pretty heavily involved on Armageddon weren't they?

...

Based user.

Afraid not, sorry

...

...

...

...

The box is set on Armageddon.
Inquisition/SoB are either resin or Finecast. Either way it would be difficult to model weapons/parts onto a model, where plastic kits have an abundance of parts to choose from.

Last one from me

Fantastic work bud.

Holy shit Infiltration on Harlies. 24 inch free move before the game begins

Priority skills on Harlies is clearly Sprint and Infiltrate. Free 36" move before the game begins.

Nigga that's three different modular terrain pieces.

Why don't they get a Kombi-Rokkit though?

Mostly metal actually, when they actually have models.

I know where it's set, question is when. I know sisters are going to be squatted soon, but do they have to be so fucking blatant about it?

Works fine for me.

>Boo hoo my army of carbon copy factory assembled robots lacks variety

you on mobile?

Can we get good photos of the guard and marine sections?

>Pick the two mass produce units that flat out don't have any personality in lore
>whining about not having any custom shit

>Nostalgia isn't a sales factor.

Kids who played necromunda were probably about 8-12 years old in 1995. 22 years later these are the 30-34 market with disposable income and their own 8-12 year olds now. It's not surprising in the least.

What would surprise me is if they release Dreadfleet again.

Still pretty damn bad, though. Can anyone check the Scout Wargear page and see what can take it and for how much? If I'm fighting a whole team of those it's going to be a very short fight, that may have just made them the best shooting team.

Thank god they're special weapons, though. At least I'm better off than most, because T3 anyway. The To Wound roll wasn't saving me much as is.

Also, Crons! Look on the bright side, it never specifies what counts as an "unliving target" so you can now gain immunity to them for ten minutes arguing time.
Skits should probably be at least a bit resistant too, but whatever. Shame we lost all our innate faction stuff, no 6+ FnP or Imperatives. We're just better dressed Scions with built in ammo.

Yeah, I momentarily thought I was looking at a Deldar Special Operative weapon, but NOPE.

Runs off the old "extra cc weapon - extra attack"

I miss Pistol Grips on bolters desu. Plague Marines were some reason incredibly well trained to use the bolter as a melee weapon.

>Plague Marines were some reason incredibly well trained to use the bolter as a melee weapon.
Probably stuck to their disgusting hands.

Would someone mind explaining what benefits photo-visors and clip harnesses give?

Photo-visors negate -1 from cover. clip Harnesses stop a soldier from falling, if used, but they cannot move next turn.

lol really? Fooking gw

That's right, except that a normal choppa doesn't give a save modifier, so you would only get -1 total. The buzz choppa doesn't use the wielder's S, so that only gets it's standard -2 save modifier.

The power klaw and killsaw, on the other hand do get both a S bonus and an additional armour save modifier. A nob with a power klaw is S 7 (-4 saves) and gets the -3 save mod on top of that, for a total of -7.

Sadly, I think anything above -4 is a waste, assuming invulnerables work like current 40k.

>Trusting kneejerk Veeky Forums reactions

>having faith in gw
You poor fool