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So I am curious, why do Thunder Hammers and Power Axes not have a modifier vs Armor?
   
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 VictorVonTzeentch wrote:
So I am curious, why do Thunder Hammers and Power Axes not have a modifier vs Armor?


If the weapon doesn't have a basic rend value, you use the rend value from your strength.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
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 VictorVonTzeentch wrote:
So I am curious, why do Thunder Hammers and Power Axes not have a modifier vs Armor?


Because based on your Strength, you will likely have a better Armour Save Mod then a set one.

A S4 Space Marine will be S8 with the Thunder Hammer and S8 is equal to a -5 armor save modifier. If an S3 Inquisitor had one he'd be S7 with a -4. A Power Fist has base -3 so the Strength of the user doesn't get taken into account.

This message was edited 1 time. Last update was at 2017/03/29 16:38:28


By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
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the_scotsman wrote:
 VictorVonTzeentch wrote:
So I am curious, why do Thunder Hammers and Power Axes not have a modifier vs Armor?


If the weapon doesn't have a basic rend value, you use the rend value from your strength.


Voodoo_Chile wrote:
 VictorVonTzeentch wrote:
So I am curious, why do Thunder Hammers and Power Axes not have a modifier vs Armor?


Because based on your Strength, you will likely have a better Armour Save Mod then a set one.

A S4 Space Marine will be S8 with the Thunder Hammer and S8 is equal to a -5 armor save modifier. If an S3 Inquisitor had one he'd be S7 with a -4. A Power Fist has base -3 so the Strength of the user doesn't get taken into account.



Oh ok, makes sense.
   
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Any word on when pre-orders go up for Shadow War?

   
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Manchu wrote:
Any word on when pre-orders go up for Shadow War?


This weekend I think.

AoV's Hobby Blog 29/04/18 The Tomb World stirs p44
How to take decent photos of your models
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Manchu wrote:
Any word on when pre-orders go up for Shadow War?



April 1st. The rules for the factions not in the rule book are also supposed to go up at that time as well. Nice to have a week to get factions put together before the game is released.

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Through the Eye of Terror and turn left.

timd wrote:
After taking a close look at the big diorama, and assuming that GW oil barrels are 1" tall, I'm guessing that the stacked levels are 5" tall.

T


You're correct. There's a boxed off part of the battle report where it talks about a Guardsman falling of a platform after being shot at and takes a Str5 hit (a point of strength for every inch fallen). My WD showed up

It's a shame they didn't make this scenery more in line with the Sector Imperialis kits and made the height 6", could have led to much more cross compatibility across the ranges.

LordShaft.
   
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Sorry , does anyone know where I can find the gsc and skitarii rules that were posted online?

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JWBS wrote:

I'm not going to re-read the lunacy that is the last few pages of this thread, but I'd be very surprised if anyone actually said that. Even that one guy banging on about how relatively difficult it might be for an Inquisitor to acquire power armour, I don't think even that guy said that.
 
   
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In April White Dwarf, available on Friday/Saturday


This message was edited 2 times. Last update was at 2017/03/29 19:00:20


 
   
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 Inquisitor Kallus wrote:
Sorry , does anyone know where I can find the gsc and skitarii rules that were posted online?
Spanish linku http://www.miniwars.eu/2017/03/imagenes-white-dwarf-abril.html

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Can't say I like the -2 ASM on the Chainsword. One of the most dramatic differences between 2nd and 3rd for anyone who was around for that transition was the notion that Marines got to actually take their 3+ saves. I remember being so shocked during my first 3rd Ed demo game at that. Marines in 2nd Ed never got to take a 3+ save. It was usually 4+ because -1 save mods were everywhere (even Lasguns had 'em). Chainswords were -1 as well... now they're -2? That seems too high.

 VictorVonTzeentch wrote:
Oh ok, makes sense.


Or it's riddled with typos, like the "Squid" armour.


This message was edited 1 time. Last update was at 2017/03/29 19:42:06


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 H.B.M.C. wrote:
 VictorVonTzeentch wrote:
Oh ok, makes sense.


Or it's riddled with typos, like the "Squid" armour.


Are you telling me you don't model your Orks in Squid armor?
   
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I think they count as small targets.



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 flakpanzer wrote:
I would really love to see some vehicle rules in a future White Dwarf for SW: Armageddon. Just for the ability to create some fun scenarios using what is in some of the Start Collecting boxes.


Trust me, you don't. If I recall the reason why the rules work is that you have to buy the crew to drive the vehicles, and when you shoot at vheciles you have a crazy charts to roll on, and each vehcile has it's own charts.

Like. 1st you roll were the shot hits, then you got to roll if it pens, then you have to roll what the shot did on a chart based on the location. You got all this crazy stuff were you could end up killing the driver for example, so someone eals needs to jump into the driver seat for example. OR the vehicle could become disabled, and you have all the crew jump out.

I never played 2nd ed, but I did play necromunda. People refused to use the necromunda vehicle rules because of how much they could bog the game down, and was also the reason not alot of people wanted to play Gorka Morka. Out group loved the Ash waste senrios, but would refuse to use the vheciles and gangs.

This message was edited 2 times. Last update was at 2017/03/29 22:30:43


 
   
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Sounds like 2nd Ed vehicle rules to me. Those were great.

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They were OK if you had one vehicle. If you had a bike squad, they were horrible.
   
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 H.B.M.C. wrote:
Sounds like 2nd Ed vehicle rules to me. Those were great.


Well Necro vehicle rules were just imported from Gorkamorka
   
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If you want to check out the Necromunda rules, a quick google will bring up the Ash Wastes supplement.
Wasn't sure if it was against forum rules to directly link to docs that GW used to give away for free but no longer do.
They use more generic damage charts based on vehicle type.
   
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Otherwise, Yaktribegaming.org has all the rules available (original, living and community)
   
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Yaktribe.org is the link. Great site.

 Stormonu wrote:
For me, the joy is in putting some good-looking models on the board and playing out a fantasy battle - not arguing over the poorly-made rules of some 3rd party who neither has any power over my play nor will be visiting me (and my opponent) to ensure we are "playing by the rules"
 
   
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You can also internet archive the old specialist games website for all the fanatic magazine articles. This is the Ash Waste rules version you want (FO93) as it's been updated with slightly better rules, including scimmer bikes.
Looking at the vehicle rules you would only need to modify a few things to port to Shadow War, allow bikes to take fixed weapons, add turret/pintle mounts and simplify the permanent vehicle damage table to remove captured vehicles.
Maybe add some kind of speed boost component for Elder Skimmers.
   
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We streamlined the rules and used 2d edition 40K back in the day when we started having too many issues with GW's Gorkamorka set. That little issue on using the military vehicles, as opposed to scratch scrap ones. Data cards were easy peasy. Just add skill sets. and combat took care of itself.



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Short of large vehicle squadrons, the vehicle rules in 2nd were fine. I'm not entirely sure how lazy one has to be to flip a card over and read off a chart.

2nd ed. rarely featured large vehicle squadrons...and even then the bike chart was super simple (though you hoped it hit your rider if you were a Space Marine as his power armour was normally better than the bike's armour).
   
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 Elbows wrote:
A Chainsword in 2nd ed. had a -1 armour save modifier. The most powerful armour save modifier was -6, which still gave Terminators a chance of ignoring it (effectively representing an invulnerable save). 9+ on 2D6 was tough but it happened.

Terminators did not have invulnerable saves in addition to their 3+(2D6) save unless they were characters with a field purchased (and you roll fields before armour, because that's what an attack would hit first).

Lasguns did have a -1 save modifier etc. Also the ranges are mostly whacky on all of the weapons in the SWA stuff listed. So, while the rules look very similar to Necromunda, a lot has changed (and I suspect these weapon profiles will be very indicative of 8th ed.) Overall, pretty disappointed with the dumbing down of another reborn product. it was quite expected, but it's sad that they didn't bother pushing deeper into the mechanics.


I remember that most weapons that had a high minus save modifier also did more damage per succesfull hit, D3, D6, D8 or 2D6 damage, that's why even a terminator didn't survive a successful hit from a lascannon in 2nd Ed.
But my memory is blurry on that.

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Some more info for kill teams from Reddit:
Space Marines: Uses Scouts as Core, SpecOps are; Space Marine, Deathwatch marine, Apothecary and Terminator.
No Tactical troops as core. Chapter sub-factions are there, works basically the same as original gangs in Necromunda with skill table variations. Salamanders is one of the sub-factions.
Chaos: CSM for leader and core. Can also take Cultists as troopers only. SpecOps: Terminator, Raptor and Spawn.
Eldar: Dire Avengers for core, Gaurdians as Troopers only. SpecOps: Autarch, Wraithblade, Wraithguard.
Tau: Pathfinders and drones. SpecOps: Fire Blade, Stealthsuit, Ethereal.
No Inquisition or Demons on initial release :(
   
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Autarch??? That seems a bit high and mighty for a low level skirmish.

And what about Railgun Drones? They seem perfect for... oh wait not in plastic.

 AndrewGPaul wrote:
They were OK if you had one vehicle. If you had a bike squad, they were horrible.


By "horrible" you mean "awesome" right? Every time I had a bike or Jetbike squadron they did more damage to themselves. Take out one and it will hit another, which hits another until the whole unit falls over itself and explodes.

Not useful, but fething funny.

This message was edited 1 time. Last update was at 2017/03/30 02:00:12


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 H.B.M.C. wrote:
 AndrewGPaul wrote:
They were OK if you had one vehicle. If you had a bike squad, they were horrible.


By "horrible" you mean "awesome" right? Every time I had a bike or Jetbike squadron they did more damage to themselves. Take out one and it will hit another, which hits another until the whole unit falls over itself and explodes.

Not useful, but fething funny.

Towards the end of 2nd edition, we mostly used bike squads as semi-guided missiles: accelerate from combat speed to fast, point at the enemy, maybe make a skid turn to finalise the alignment. Then have the whole squad bail out; sure there was a slight chance of the bikes going off course after that, but the guaranteed penetrating hits from the crash would almost certainly trigger the "explosion" result on the table and who cares about aim when you're throwing 6" radius blasts at an Ork horde? There was even a small chance some of the riders would survive and you'd then have a squad on the enemy's fron door, that wold need to be dealt with first.

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 H.B.M.C. wrote:

By "horrible" you mean "awesome" right? Every time I had a bike or Jetbike squadron they did more damage to themselves. Take out one and it will hit another, which hits another until the whole unit falls over itself and explodes.

Not useful, but fething funny.



I use to love hitting rhinos in their tracks, and having them flip on to entire squads =D
   
 
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