Fango wrote: So, page softback. Fafnir wrote: I have no interest in the Deathwatch myself, but man, it must feel like a real kick in the teeth for those that do care. Not that it isn't an easy fix via house ruling, but seems so bizarre that the only basic weapon for Inquisition is an autogun.
I would have thought if anything lasguns would have been the only option, but not autoguns. Not even laspistols in the pistols either. Well I guess the acolytes I've built with hot shot lasguns will have to be rolled into an Imperial Guard kill team instead. That said, I'm really tempted go to town on a radical ordo Xenos team. Those Kharadrons are begging to be added as a squat merc acolyte.
Edit: Well I guess I should have read the list more closely. Still happy they have a bunch of basic weapon options though! You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. Giving away some tokens and bracelets for Shadow War Armageddon Box set, pulling the winners from the subscriber list. CardBoardKing wrote: Giving away some tokens and bracelets for Shadow War Armageddon Box set, pulling the winners from the subscriber list.
Well, Ordos Xenos list is pretty flexible and cool. Though Carapace armor is an odd omission, considering when GW tends to show models that are 'Warrior Acolytes' they tend to be wearing it. I think when I get home from work i may email them about that. Check out my modeling and painting blog, filled with Inquisimunda, Necromunda, Warhammer, and more! Inq models are extremely specific with what they have. Last I check GW doesn't like to have rules for models that don't exist.
Logic says that GW should, in theory, be hording a multi kit for henchmen. But this is GW.. The Inquisition rules are not bad, though missing carapace armour upgrade for the acolytes. Pretty amusing that inquisitors get plasma and needle pistols but not inferno pistols, yet Inferno is the one modeled on the figure - guess he's a Ordo Hereticus guy.
Kinda miss the lack of servitors - not for the current models but the conversion opportunity. Dravis wrote: The Inquisition rules are not bad, though missing carapace armour upgrade for the acolytes. Manchu wrote: GW responds to customer demand and Well, at least one of you is changing. Wow GW , what the hell? Missing options are one thing, but none of the missing options here even make sense. The Inq list is pretty interesting.
The theme seems to be a tough core of the Inq and his Specialist bodyguard supported by lighter operatives. Crusaders translate as nicely into Stormtroopers as they do actual Crusaders. I guess we are meant to use Guards as the New Recruit and Trooper mooks but I'd rather not. TBH really sick of the Cadian kit. Inapt euphemism there, HBMC. You already know a I agree that GW screwed up on guaging demand and b that is not what we're talking about anyhow.
GW did a nice job listening and fixing here. But I guess all rain is piss, for some. Doesn't seem I'll have an easy way to pigeon hole those Custodes or Sisters into the game as it stands.
Would've been fun. At least I can take solace knowing someone, at some point in the future, will do rules up for them! Poorly lit photos of my ever- growing collection of completely unrelated models! Didn't notice the lack of shooting skills, no gunslingers then. Though your entire band can equip plasma pistols and power swords - I get the feeling your meant to be more combat orientated. Seems the only reason to list the sniper rifle under basic is for the Inquisitor, the only one with access to the shooting skill table.
Download Game Flip Master Mod. Games Workshop - Shadow War Armageddon-cranes and new terrain pg This message was edited 1 time. Preparing the Invasion of Terra. Ah, had to clear my cookies to see the add on. Thank you sir! You are a scholar and a gentleman. Got a link? I can't seem to find them on the NZ site. Direct Link That's the entire list with both new groups added.
Dark Angels Librarian with Book of Secrets. Owns Whole Set of Skullz Techpriests. This message was edited 3 times. Man, if only the Acolytes could take Carapace Armor, this would be an awesome count as Adeptus Arbite list.
Legendary Master of the Chapter. Maybe its a kit to come. Oh my god I'm becoming martel. Send help! Renegade Inquisitor with a Bound Daemon. Nah, I'm pretty sure this is it. Remember SWA was a one-and-done release. In fact, it was such a 'fire and forget' style release that they didn't even plan a digital release of the original rulebook, and they do digital releases for just about everything.
Only reason this new book exists is because GW spent so much energy hyping this release up, forgetting that they didn't make enough to sell to everyone, and never planned to keep it around, that everyone started complaining that they missed out.
This message was edited 2 times. If a model is shot at and hit, then it is deemed as pinned for the next turn even if the shot ultimately fails a wound roll, or is blocked by armor ; this means that it can only move 2 inches, can't shoot, and can't charge. To get a guy up from pinned you must have another model that isn't a new recruit within 2 inches unless you are the kill-team leader , then pass an initiative test, unless the rules state otherwise.
Even if you fail the initiative test, your guy will generally get up automatically at the end of the turn anyway. Instead of just getting up at the end of your next turn, or with the help of a friend, your opponent who inflicted the last wound immediately rolls a die; on a 1 your guy survives the wound, but remains pinned, and is lightly wounded, meaning he loses 1 point in both his WS and BS.
On a he is 'downed' and can only crawl two inches of movement, and you not your opponent roll again for injuries during your recovery phase potentially getting this result again, and thus continuing the cycle. In hand to hand combat, there is no pinning, and if you get injured, any of the results on the injury table other than a 1 will have your guy removed as his opponent curb stomps his downed and vulnerable body.
If you're playing something like Space Marines Everyone can do this. One exception is the Astra Militarum Special Operative 'Offico Prefectus Commissar', which prevents units from bottling out even voluntarily. Each model has a different movement stat; running and charging is double your movement allowance.
Shooting must target the closest enemy otherwise you might engage in tactics, or even worse, strategy unless he's fighting in melee or downed or is in such position it's easier to hit a more distant visible foe - such as cover. Yep, cover affects your to-hit chance instead of granting a save, so it's not overlapping with armor realistic! There can be light cover and heavy cover - depending on the percentage of target's body covered.
And models can even attempt to hide themselves. And you can shoot in melee but have a chance of hitting your own dude. Hand-to-hand is quite complicated if you can't do basic addition ; essentially, someone charges, both of you roll a number of dice corresponding to your attack value, pick the highest of those rolls, and then add your weapon skill and any modifiers.
This is your Combat Score. The difference between the two scores is the number of times that the fighter with the higher combat score gets to hit the other fighter, with ties being broken by initiative scores, or the headbutt skill. Parries complicate the matter, as if you have a guy with a weapon capable of parrying, and your opponent rolls a dice higher than yours, you can force him to reroll it with your parry, unless he has a weapon with parry as well, in which case you cancel each other out.
Note that if you have two weapons with parry i. Note that not only can you use pistols in close combat like regular 40k, but you actually use the pistol's damage profile, which makes some of them quite nasty. The game takes place on Armageddon during the Third War of Armageddon, which, as you may recall was fought between Orks and 'umies exclusively.
Main setting is a place called 'The Promethium Sprawl'--a series of maintenance areas and promethium refineries that runs throughout the hive world. If you're playing a campaign, at the end of the game roll a D6 on the injury table to see if your wounded fighters get back up, advance, suffer serious injury, or die outright. You can then choose one fighter to advance, each unit has certain skill trees he can go down, pick one of these lob a D6 and boom new skill.
You then get points to upgrade living models or recruit new ones. You either spend these points now or lose them. If you win you get D3 'promethium cache' if you lose you get 1. The cache's can be spent to bring a Special Operative to your next game this is the only way to actually field non-scout Astartes OR can be traded in for another points.
Also, you need them to win the campaign. Some special operatives offer 'Bounty' or 'Premium Bounty' these are usually stuff like Terminators.
A normal bounty offers 1 promethium cache for killing the unit, a premium bounty offers D3 promethium cache's on top of your whatever you got at the end. Considering that ALL special operatives only cost 1 cache it's worth buying the best SO you can get and running it at whatever your opponent is bringing since you'll probably make a profit and then you can just rinse and repeat.
As a final note, this game thrives upon large amounts of terrain, so if you don't have any then you might want to get some if you want to play. Expect most games to be over in turns between the SM scouts and the Orks. This is not necessarily true as it heavily depends on how much terrain you have, how each player plays do you run at them or move around cover - tip: use cover and of course, how quickly does stuff die since you might hit, wound, and he fails his armour save but he can then just get straight back up next turn.
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