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10th Edition is Go! [40k]

BurnageBurnage Registered User regular
edited July 2023 in Critical Failures
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DWARFHAMMER 40k is a futuristic tabletop strategy game created by Games Workshop that pits the Leagues of Votann, heroic space dwarves, against a series of inferior factions for control of the galaxy.

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The Current State of the Game

Squats have finally returned to 40k! After over twenty years of being relegated to lore, the Leagues of Votann have landed and are immediately making waves. Please do fasten your seatbelt while has arrived, and with it the narrative and rules are both continuing to evolve. Primarchs are returning, old threats have arisen, and the Drukhari continue to dominate on the tabletop despite repeated sets of nerfs. This year is also turning out to be a very festive season for the other Eldar armies, with a whole month of rumours and leaks being dedicated to the forthcoming Craftworlds Codex.
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How Do I Get Started?

40k can be a daunting game for beginners. Luckily, there are now some nice places to start; the core rules are available for free, the Recruit Edition starter set is a cheap way to get enough models and extras for two people to start playing, and the Easy to Build line of models give you a cheap way to pick up models if you're interested in putting some together and painting them (or just to expand your current collection).

The Command Edition starter set is probably the best way to go if you really want to dive in, as it'll give you a full rulebook alongside two decently sized armies. It only contains Space Marine and Necron units, but if you like the look of another army you might find a Start Collecting! or Combat Patrol box for them which will give you an easy way to begin playing them. The Indomitus box set that was released last year is also phenomenally good value if you can still find it for sale somewhere.

Hold On, How Do I Choose A Faction?

The simplest answer to this question is; however you want to. You might find the look of an army appealing. Maybe you like the way that it plays. Or maybe you just want to pick up the new hotness that's currently dominating tournaments. Whatever! It's your army. Details of a lot of the factions can be found below, but you can broadly divide them into a few different groups which share traits; Imperial factions tend to be versatile and solid at everything, Chaos factions are like the Imperium except edgier, Eldar armies tend towards being glass cannons, etc. 9th edition's rules allow you to mix and match similar factions to an extent, so if, for instance, you like the look of both Space Marines and Sisters of Battle then you can run both in the same army (although they might be a bit less effective than running each individually).

But Once I've Got All This, Where Do I Find A Game?

Maybe you've got some friends who play. Maybe there's a local hobby or gaming shop in your area - if there is, odds are good that there'll be people looking for games. 40k's always been popular in tabletop crowds and 9th edition seems to have made it even easier to find games. There are also large tournaments like the Las Vegas Open and the London GT, if you fancy diving into the competitive side of the game.

Factions:
Imperium
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Adeptus Astartes (Space Marines)
- The Loyal -
They are the most powerful and dreaded of all the human warriors in the galaxy. No longer strictly human, but superhuman, superior in all respects to mere men by a harsh regime of genetic modification, psycho-conditioning and rigorous training. Few in number compared to the uncounted trillions of humanity, Space Marines are organized into small independent armies called Chapters that stand ready to lay fight wherever the Imperium needs them. Their unswerving loyalty is to the Emperor of Mankind first, their Chapter second, and none other beyond that. There are also a number of specific Chapters with notably unique traits, such as the Blood Angels (space vampires), Space Wolves (space... wolves), and the Dark Angels (unquestionably loyal).

Adeptus Custodes (Golden Space Marines)
- The Watchful -
The Emperor's personal golden army, these chaps have finally become bored of standing by a corpse for several thousand years and have instead decided to venture out into space on their own personal jetbikes. These guys are the most elite of elite armies, and are the faction you want to be taking if you want every single model in your army to outclass the strongest heroes of other factions.

Adeptus Mechanicus (01000011 01111001 01100010 01101111 01110010 01100111 00100000 01100010 01110010 01101111 01110011)
-The Ironhearted -
The Adeptus Mechanicus is a technological organisation, often known as the Priesthood of Mars. It holds a monopoly on technological knowledge in the Imperium. Their Forge Worlds turn out the Imperium's most powerful and advanced weaponry and equipment. The organisation's adepts, the Tech-priests, are vital in maintaining much of the Imperium's more technologically advanced equipment, not the least of which is the Emperor's life-sustaining Golden Throne.

Astra Militarum (Imperial Guard)
- The Dutiful -
In the midst of genetically engineered super-beings, alien killing machines, warrior mystics, and technology that approaches sorcery in its sophistication, the Imperial Guard are mere mortals. Protected by little more than faith, they contend with the most terrifying threats the darkest corners of the galaxy vomits forth armed with flesh and steel. As such it is easy to identify with these brave souls and to see in them the qualities of true heroes. Also: tanks tanks lol

Adepta Soritas (Sisters of Battle)
- The Faithful -
The darkness contained within the hearts and minds of humanity itself is a sinister and subtle threat. The heretic, mutant, and rogue psyker threaten humanity with an internal rot as damaging any xenos invasion. The Ordo Hereticus exists to seek and burn out this threat. The Sisters of Battle, empowered by their unwavering faith in the Holy Emperor of Terra, hunt the witch, the heretic, the fallen cleric, and none is permitted to escape the cleansing fire of their wrath.

Grey Knights
- The Hammer -
The Grey Knights are the amongst the most inscrutable of the Imperium's many organizations. Incorruptible, armed with the best weapons and equipment that Mankind has to offer, they are humanity's defense against the darkness of Chaos wherever it may lurk.
Chaos
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Daemons
- The Nightmares -
Lust, hate, despair, sorrow. All emotion has a reverberation within the warp, the worst, most bitterly felt, and the furthest extreme becoming strong enough to persist, coalesce, and finally, become. It was from the darkest corners of the galaxy's hearts that Khorne, Tzeentch, Nurgle, and Slaneesh sprang forth, and they await the time when the veil against the Warp wears thin so that their warriors, spawn, and offspring can pour through.

Heretic Astartes (Chaos Space Marines)
- The Betrayers -
During the tumult of the birth of the Imperium of Man, half of the Emperor's most trusted Legions turned against him in a bitter civil war. Brother fought brother, and Mankind drove itself to the very brink of extinction. Ten thousand years after their defeat, those same traitors still launch their Black Crusades from within the Eye of Terror, their dead hearts intent upon nothing less than the utter destruction of the Imperium and the death of its weakling Emperor.
Xenos
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Asuryani (Craftworlds Eldar)
- The Dying -
An almost unimaginably ancient race who once ruled an empire spanning the galaxy. Then came the hideous time of the Fall, when the Eldar were consumed by their own decadence and nearly obliterated to the last, the few survivors scattered across the stars. Though now few in number, they are still one of the most advanced races in the galaxy. This advantage combined with the prescient abilities of their Farseers, who scry the future, guide their kin along the most favorable paths of fate, no matter what the cost to the lesser races.

Drukhari (Dark Eldar)
- The Lost-
These spawn of unquiet dreams inhabit a realm called Commorragh, a place as darkly twisted as its rulers, from which these merciless pirates launch raids across the length and breadth of the galaxy. The purpose of these raids is not to conquer planets or protect territory but to cause mayhem, steal, pillage, and – most importantly of all – capture new victims to be taken back to Commorragh for endless torture. Having fallen far into the depths of depravity, their every waking moment is dedicated to inflicting pain and suffering on the galaxy. The Dark Eldar are broadly an alliance of three loose groups; Kabals (pirate raiders), Wych Cults (drugged-up gladiators), and Haemonculus Covens (the cenobites from Hellraiser).

Harlequins
-The Laughing-
The Harlequins are the keepers of the Black Library and serve the enigmatic Eldar deity called the Laughing God. The Harlequins see no distinction between art and war, and their outlook can best be explained by reference to the legend of the Fall; one of their self-appointed duties is to keep this legend alive through their performances. The Laughing God is the only authority that the Harlequins recognise, and their every deed is thought to be in furtherance of his own inscrutable agenda. Harlequins are undeniably part of the Eldar race, yet they owe no allegiance to any given Craftworld or Kabal.

Ynnari
-The Reborn-
The Ynnari are a newly formed Eldar group that worship the God Ynnead and believe their race can be saved from the predation of Slaanesh, by helping to bring about the birth of the slumbering God of the dead. Led by Ynnead's Emissary Yvraine, the group is composed of Eldar from the Craftworlds, Corsair groups, Commorragh and even from among the Harlequins. With their combined might they have become a rising force in the galaxy, who not only seek to bring about Ynnead's birth, but also return the Eldar to the glory their race had before their Empire fell. However, the arrogant coercion they employ to save their race, has alienated as many Eldar as it has united under Yvraine's command. Worse still, many see the Ynnari as corrupted by the very daemonic forces they seek to thwart, while others believe they are already dead inside. Ynnari on the tabletop also have a hilarious history of veering wildly from being one of the most overpowered things in the game to being (currently) almost useless. Play at your own risk.

Necrons
- The Ancient -
Ancient beyond imagining even before their great sleep, the Necrons are awakening from their 60-million-year dormancy to plague the living once more. Countless thousands of immortal, soulless warriors have risen from dusty stasis-tombs, their cold wills bent on harvesting the teeming species of the galaxy. They commanded the stars long before the ancient Eldar had even begun their existence, and it is only that so few have awoken that they do not pose a greater threat in the current day.

Orks
- The Beast -
The most widespread and warlike race of aliens in the bloodstained galaxy of the 41st millennium. From the depths of the galactic core to the distant ghost-stars beyond the galactic rim, Ork empires rise, clash, fall and the remnants mixing to begin the cycle again. In terms of sheer numbers and planets, Orks occupy more of the galaxy than any other single race, and if they ever unified, they would crush all opposition the stood before them, It is to the galaxy's benefit that the orks' passion for violence is so unquenchable that they spend their entire lives embroiled in war, fighting each other as readily as any other foe.

T'au
- The Young -
Since their first contact with the Imperium in the 35th millennium, the Tau have risen from a hunter-gatherer society to a star-faring race, nibbling at the flanks of the Imperium, in less than six thousand years. Absolute obedient to the command of the enigmatic ethereal caste, the Tau believe that now is their time. It is their race and their Empire that will bring unity to the stars, all races equal, the Tau first among them. There is no foe their technology cannot overcome, no quandary their science cannot resolve, the stars and all that lies between to be joined beneath the aegis of the Greater Good.

Tyranids
- The Hungry -
Without a doubt the most alien race encountered by Humanity. They have been likened to locusts, piranhas, on a galactic scale remorselessly hungry, too numerous to destroy. Tyranids are a nomadic, space-dwelling race that emerged from the void between galaxies into our own in search of new resources to consume. These hive fleets have discovered sustenance in abundance in the forms of the myriad species of the Milky Way, leaving nothing but balls of scoured rock in the wake of their titanic swarms, tendrils boring ever deeper towards the heart of our galaxy.

Genestealer Cults
-The Insidious-
A Genestealer Cult is a xenos-worshipping secret society made up of and controlled by Tyranid Genestealers that thrives in the dark corners of the Imperial underworld across the galaxy. Secretive, stealthy, and utterly malignant, Genestealer Cults are the cankers growing unseen in the hidden spaces of Mankind's realm. Some cultists are truly monstrous, skulking along dank tunnels with robes or hessian sacks covering their hybrid xenos anatomies. Others are merely pallid and bald, able to pass for loyal Imperial citizens whilst their wyrm-form tattoos remain hidden. These latter-generation brethren mingle amongst the herd of Mankind like wolves in sheep's clothing, working so hard amongst the crumbling machineries of Human industry that none spare them a second glance -- but under their work fatigues and rough miner’s apparel, they all bear the mark of the alien.

Leagues of Votann
-The Steadfast
Are these xenos? I have no idea. The space dwarves fit all your typical dwarf-y stereotypes; they're slow, durable, bring a list of grudges a mile long and, most importantly of all, will absolutely obliterate you with their firepower. With some incredible vehicles, a good selection of melee offense to sprinkle in, and the promise of a likely expanded range over the next few years, the Leagues are ones to watch. And stay out of the firing line of, obviously.

Echo on
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Posts

  • BurnageBurnage Registered User regular
    Paints, Painting, Tools and Hobby Supplies
    Tower Hobbies: The best place for finding Tamiya paints and sprays in the U.S. outside of a well stocked local store.

    Model Painters: Test out paint scheme templates without actually putting pigment to plastic.

    Bolter & Chainsword's awesome multi-model painter.

    Rare earth magnets: Tiny, strong, a modeler's best friend for making swappable pieces.

    In the U.S.:
    K&J Magnetics
    In the UK:
    Power Magnet Store
    E-Magnets UK

    Podcasts, youtube channels, and other items of interest.
    Non GW-Minis, Hobby Supplies and Terrain that are useful:
    http://www.3t-studios.com/Scratchbuilt terrain and tables
    http://ainstycastings.co.uk/index.php Resin scenic terrain and accessories for gamers
    http://www.airconnection.on.ca/ Kits of vehicles to convert or raid for bitz.
    http://www.amera.co.uk/ Vacuform terrain with fantasy, modern, and future themes. really cheap too.
    http://www.antenocitisworkshop.com/ Some neat stuff in his store in terms of 40k terrain and modeling.
    http://armorcast.com/store/index.php/ Lots of Terrain and some tanks, their models and Steampunk stuff is okay
    https://artelw.com/ Excellent range of models now, with a particularly good set of not-Eldar sculpts.
    atlargegamers.tumblr.com/ Augmented wargaming terrain and accessories. Check out the Clockwork Cove and Penny Arcade commission table.
    http://www.avatars-of-war.com/ So. Amazingly. Beautiful. If you play Fantasy, you owe it to yourself to take a look at these models for your lords or heroes; they have at least one model for virtually every faction and they are all gorgeous.
    http://www.back2base-ix.com/index.php/ They have a decent range of resin bases, although nothing that blew me away, but they are at least alternatives to some of the others out there. They also sell a variety of other craft supplies, including plasticard, movement trays, basing supplies, and even GW/FW product.
    http://members.ebay.com/ws/eBayISAPI.dll?ViewUserPage&userid=the_bannerman Bannerman's eBay store for cloth printed banners and pennants.
    http://www.basecrafts.com/index.php?route=common/home Basing kits and weathering powders.
    http://bitspudlo.com/products bitz and kits for missing models in the GW line, including Necron Triarch Stalker.
    http://blackcatbases.com/ Despite the name they sell more than just bases, although they certainly have a good selection of those; they also do heads, conversion bitz, and especially accessories for figures, like weapons, tools, backpacks, etc.
    http://cart.blackorc.com/Blackorc miniatures, a wide variety of scifi, zombie and fantasy miniatures to choose from.
    http://www.blackscorpionminiatures.com/index.php Random minis, ton of pirates.
    http://blightwheelminiatures.vendder.com/Adeptus Mechanicus style figures and conversion bitz.
    http://www.brother-vinni.com/index_eng.htmHistorical, Steampunk, Post-Apocalyptic miniatures, with a section of women warriors using the power of bulletproof nudity...
    http://chapterhousestudios.com/webshop/ Custom Sculpts and Bits for 40K and Fantasy.
    http://www.comfychairgames.com/catalog.php Mostly a Horror-based Necromunda, but the W.i.l.d.fire robot spider is kewl
    http://www.copplestonecastings.co.uk/range.php?range=FW From Gang Warfare to Terrain and historicals. You have to click each link to see the miniantures, though.
    http://www.corseceng.com/online-store/ Acrylic flying stands and gaming templates for Battlefleet Gothic-style games.
    http://custom-minis.blogspot.com/Bits and shoulderpads off of a 3D printer. Looks like he's testing printing up unique models as well.
    http://www.darkswordminiatures.com/ Miniatures from George R. R. Martin's Song of Fire and Ice, There's plenty of interesting stuff in here, although most of it doesn't quite fit the Warhammer "Heroic Scale" aesthetic.
    http://dragonforge.com More useful for the micro chain and ready to use power cables than anything else, lots of custom base sets though.
    http://www.ebobminiatures.com/products/tools.htm Tools, armatures, sculpting media
    http://www.ema-models.co.uk/Architectural and Hobby model parts and supplies, including DC motors and gearboxes
    http://www.em4miniatures.com/acatalog/index.html Not a huge line of stuff and only tiny, tiny pictures available, but their range of metals seems to have some interesting options.
    http://www.empressminiatures.com Some historical and modern figures, very realistic.
    http://www.eurekamin.com.au/ They make all kinds of miniatures, including Nazi's riding dinosaurs.
    http://www.evergreenscalemodels.com/ Do you need plasticard in odd shapes or sizes, or want something patterned, or otherwise odd? This may be the place for you.
    http://www.evilmushroomgames.com/new_page_2.htm Not a huge selection, but some pretty okay bases and a number of interesting terrain pieces.
    http://www.ex-illis.com/ Angels and Demons take sides in historical medieval Europe.
    http://www.fantasyflightgames.com/index.aspFantasy Flight Games, where you can find Anima Tactics, AT-43, Confrontation, and Wings of War miniatures in their store.
    http://www.ff-fields.com/ Many custom Blood Bowl pitches in heavy cardstock or rollable fabric.
    http://www.figurines-studio38.com/default.html Tyranid Spore Pod and their own ranges of figures.
    http://www.forgecraftgames.com/catalog/index.php Perhaps a little smaller than some of the other base manufacturers, but they have a good selection and all of the casts are excellent, both for wargaming and for tabletop minis.
    http://www.gamezoneminiatures.de/ A wide range of our 1/5 inch (28 mm) fantasy miniatures.
    http://gdesignsinc.com/ Laser cut plastic templates and gaming aids, plus terrain.
    http://www.geniusfactorygames.com/ Plastic templates for helping out Necron forces, in green and blue.
    http://www.greenstuffindustries.blogspot.com/ A mould for making ridged tubing/tentacles, very Cthulhu-esque.
    http://www.grindhousegames.com/ On the one side, we have a weird-WW2 thing with gas-masked allies fighting German monstrosities. On the other side of the site, we have weird robots.
    http://www.groundzerogames.net/ I have some of their models, but their online store is hampered by an extreme lack of photos
    http://www.hfminis.co.uk/index.php Great detailed Fantasy, Sci-Fi, and Modern miniatures.
    http://www.heavy-support.com/ Heavy Support - Not much here, just an alternate Leman Russ/Chimera
    http://www.helldorado.fr/figurines/index.php A French game, but available through some US (and potentially other?) retailers. They have an absolutely gonzo line of models, with everything from Chinese hell-demons to abominations of the pit to Arabic summoners to Victorian mercenaries. No idea how they're scaled, but some very pretty stuff.
    http://www.heresyminiatures.com/ For when you need a unique looking miniature for your Inquisitor Reitnu.. Hey, is that David Tennant?
    http://hitechminiatures.com/# Some could-be Grey Knights and Dreadknight here.
    http://www.hlj.com/index.html A lot of mecha and tank parts that are of use to a creative IG or Ork player, so maybe search around a bit.
    http://www.hotzmats.com/Painted felt mats for gaming surfaces, with hex grid option.
    http://www.hydraminiatures.com/index.shtml Buck Rogers-y looking scifi and a line of prehistoric monsters.
    http://impactminiatures.com/ Many Blood Bowl-like miniatures and a stand alone game, plus a a rock band of Orcs.
    http://www.infinitythegame.com/infinity_ENG/ A standalone futuristic game akin to Necromunda, the models are pretty nice looking but not much cheaper than their 40K equivalents, which has kept me out of the game so far.
    http://www.irondogstudios.com/store.html Some Orky bits and resin bases from the guy who built the Tater Titan
    http://www.ironhalo.net/store/catalog/ Another resin base retailer, they do some interesting lines and actually have a quite large selection of stuff. They have a lot of more unusual base sizes including those for Fantasy, War Machine, cavalry, etc.
    http://www.kabukimodels.com/ Resin and metal alternate Marine character models and bits, some larger scale models too.
    http://www.kerrandking.co.uk/ A nice-looking site in a lot of ways, but awkward to browse through. Still, it's not completely awful and the bases all look rather nice, including a few more unusual types.
    http://kingdomdeath.com/Pin-up adventure babes and some disturbing horror pieces.
    http://demoslasercutdesigns.blogspot.com/ Laser Cut buildings and terrain
    http://www.lead-adventure.com/Some Steampunk and Post-Apocalyptic figures plus heads with tophats.
    http://www.lostclan.net/Lostclan/Home.html Home of the infamous Female Cadians, and also a bionics upgrade sprue.
    http://www.manticgames.com/ An excellent manufacturer who is not only creeping in on GW's territory but also putting out a game of their own, heavily modeled on WFB. Their undead, elf, and dwarf kits are all very strong and have a decent variety of pieces, poses, etc, not to mention worlds cheaper than GW's kits.
    http://shop.masq-mini.de/ Masquerade Miniatures, notable for horror gaming figures and a 'Giant Riding Wolfpack' not-Thunderwolf Cavalry.
    http://www.maxmini.eu/store/ A nice little company with a quickly expanding line of conversion bitz as well as a few useful figures; their Thunderwolf is not completely awful, but there's probably better options. They do have a nice IG-scaled bike, though. Their conversion parts are the real treasure, though- they have an extensive line of awesome Ork parts (heads, bodies, bionics, etc) as well as a variety of other weapons, shields, and various upgrade parts.
    http://www.shop.microartstudio.com/index.php Mostly known for their "mechanicus" guard and some cool heads.
    http://micropanzer.com/lots of walker-tanks and sentinel/Tau suit variants in the vehicles, but keep in mind most of the infantry are 15mm, but some are 32mm, suitable fore 40K, etc.
    http://www.miniaturescenery.com/ They make hardboard "punch out" scenery. Nax got me onto them recently.
    http://www.mrdandy.com/wargamma/ Thunderwolves, bases, etc.
    http://mythicast.com/More Thunderwolves and even Cyberwolves for your Iron Priest
    http://www.oldcrowmodels.co.uk/ Manufacturer of near-future/sci-fi models, with a strong emphasis on vehicles, spacecraft, and field works (turrets, walls, scenery, etc).
    http://www.otherworld.me.uk/ More Dire Wolves of rideable size, but think D&D art inspired.
    http://www.paulsongames.com/resin.html Another small manufacturer, but does a nice little line of conversion bits.
    http://www.perry-miniatures.com/index2.html A nice historical wargaming company that produces large boxes of figures for fairly cheap; they're mostly useful to Guard players as stand-ins, but be aware of the usual differences in scale between 28mm and heroic.
    http://www.pig-iron-productions.com/ Ah, Pig Iron, beloved of Guard players everywhere. Not only do they have their own line of figures, the heads (and much of the other gear) are perfectly fitted for IG models.
    http://www.plastruct.com/Pages/USDealers.html A very nice plasticard company that apparently supplies a rather large percentage of the US, as well as one of the companies I've dealt with personally. They have a PDF catalog with approximately one million different types of plastic in it; if you're willing to dig, chances are you can find what you want. Of note is their fluorescent acrylic rods, which are perfect for Necrons should you, for some reason, decide to hate yourself.
    http://privateerpress.com/ Obviously also their own game, but several of the Cryx (Warmachine) miniatures could make good stand-ins for Dark Eldar units and Legion of Everblight (Hordes) provides some interesting possibilities for Tyranid players.
    url]http://proxiemodels.com/basesonly.aspx[/url] Custom bases for your models.
    http://pulp-city.com/index.html Pulp superheroes miniatures. Either you'll be super-excited that these exist and you can buy them or you won't care because they aren't what you need.
    http://www.pulpfigures.com/ Just what it says. Nefarious Chinamen! Doofish henchmen! Dashing adventurers! Probably not appropriate for 40K or Fantasy! But still cool!
    http://puppetswar.com/Bases, weapons, miniatures and conversion sets for 40K, incling Twin-linked Autocannon arms and viariant Dreadntought arms.
    http://www.quantumgothic.co.uk/ A lot of neat scifi terrain.
    http://www.rackham-e.com/en Makers of several miniatures games including AT-43, a prepainted future game with military gorillas. Let me repeat that: armed gorillas in space are a real thing in this game. If that isn't enough reason for you to be curious, I hate you. Some of their mecha have been converted with reasonable success into Killa Kanz by a number of folks.
    http://www.ragingheroes.com/28mm and 54mm versions of Dark Eldar-ish and Female Commissar character models, nicely detailed with options. Also have quite a lot of STL kits available now.
    http://www.ramshacklegames.co.uk/nuclear/index.html Fulfilling that Post-Nuclear/Necromunda/Orky Bitz. Look at their 'Tridlins' for vehicle bitz
    http://www.reapermini.com/ If you have ever wanted a figure for your D&D character or fancy monster the PCs are facing, this is the site for you. They have an absolutely enormous range of tagged, searchable models of all manner of heroes and horrors. Their modern and sci-fi lines are much more limited, but there are still possibilities in here. (The Darkspawn in particular could easily be some kind of alien or Tyranid beasties.)
    http://www.resinfx.com/ Very detailed resin bases of various kinds, many of them fairly unique. Lots of "scenery" bases that aren't just some bumps on a standard 25mm/40mm circle, so if you're looking for something damn fancy, this may be the place. A little more pricey than most as a consequence, though.
    Robogear Model kits - Want some cheap plastic toys to chop up for your conversions? Here's the place.
    http://www.iconusa4.com/online/Robog...dels_index.htm
    http://www.sciborminiatures.com/ Can't say for sure, but the pics of the sculpts look amazing. Various minis and parts, very obviously 40K/Fantasy-themed ("celtic space warrior," hrmmmm?) including lots of alternate heads, shields, and breastplates. Also squats.
    http://www.secretweaponminiatures.com/ Mostly just bases, but a few conversion bitz mixed in (backpacks, helmets, Extra Armor). None of them are ground-breaking surprises, but if you have a specific look in mind for your army you'll probably appreciate another option.
    http://www.shadowforge.com.au/ Have I done any Australian companies yet? Here's one with anime-styled figures.
    http://www.shapeways.com/shops/customminis 3D printed miniature bitz and accessories
    http://www.smog1888.com/ You know how some games have crazy character models? Smog has a flying doctor with robo-arms and a smoke-belching stove-top hat, oh yeah. I know absolutely nothing of the game, but the models are perhaps the best thing in the whole world.
    http://southpawart.bigcartel.com/ Acrylic templates and game aids, plus a source for small, medium and large acrylic gears.
    http://starshipmodeler.biz/shop/index.cfm/category/93/lighting.cfm LED lighting kits for vehicle conversions.
    http://www.studiomcvey.com/ A small selection of extremely well-sculpted minis, although they're generally just a bit too large to use in 40K. Pretty, though.
    http://www.studiominiatures.com/Zombies, WWII Zombies, 90mm zombies, and survivors of the zombie apocalyse.
    http://www.taban-miniatures.com/ Another of the shops I haven't really browsed in extensive depth, they produce a stand-alone game with a vague gladiatorial combat theme.
    http://www.tabletop-art.de/More bits, bases and variant figures for Marine Character models.
    http://www.tabletop-world.com/index.php Fantasy buildings and accessories
    http://www.tengumodels.co.uk/index.htm Grey Aliens, Zombies, and Cthuluhu, oh my...
    https://www.thunderboltmountain.com Mostly fantasy, but I bought some wolves from them.
    http://www.tichytraingroup.com/index.php Pre-made RIVETS! Click the 'NBW & Rivets' link.
    http://www.tobsen77.de/index.php?lan=en Vehicles that would look good in an Ork army, or a wooden Steam Tank
    http://www.toysoldiersdepot.com/ Cheap plastic off-scale models which could be used for 40K, or as terrain/wrecks/etc.
    http://trollforged.com/index.html Another company I can personally vouch for being pretty excellent. Resin casts of several useful styles of models- Daemons, beasts, definitely-not-Tyranids, and best of all, Guardsmen with greatcoats!
    https://ttcombat.com/ - terrain and miniatures
    http://www.ultraforgeminiatures.com/ If you aren't going to Avatars of War for your Fantasy needs, you damn well better be going here. Ultraforge specializes in huge, detailed models of monsters like dragons, greater daemons, and the like, and their work is second to none. They also enjoy cult popularity as the makers of an excellent set of wings that can be added to models that are in need of flight, not the least of the Hive Tyrants and Harpies.
    http://www.urbanmammoth.co.uk/ I have some of their older models for my Necromunda gangs
    http://www.victorialamb.com/store.html IG Conversion bitz from the sculptor who did those 'Spanish Inquisition' Monty Python models.
    http://www.victoryforce.com/ They have a 'Gamer Rules Lawyer' figure, and WWII re-enactors
    http://www.voodooworx.co.uk/index.htm Custom resin bases
    http://shop.warlordgames.co.uk/ Not sure if these are the same guys as Wargames Factory, but if you want to 40K-ify some historical plastics.
    http://www.warmill.co.uk/storepage814911.aspx Custom clear bases, MDF terrain kits and bitz.
    http://www.wargamesfactory.com/webstore Makers of a variety of plastic kits, all of them competitively-priced compared to the alternatives. Foremost on the list would probably be their zombie and shock trooper kits, but they also have a variety of historical minis that could be integrated into a thematic force of some kind.
    http://www.wargamesfoundry.com/asp/nocookie.asp Lots of miniatures, but not to scale with 40K. Diverse selection, though.
    https://www.wargamestournaments.com/ Offer a good range of MDF scenery.
    http://www.warploqueminiatures.co.uk/Fantasy miniatures
    http://www.westwindproductions.co.uk/ These guys have alternate-future WWII scifi stuff. Some cool mech thingies and neat troops.
    http://www.wholesale-miracle-beads.com/25mm-round-flat-back-clear-crystal-glass-cabochon-top-quality Clear glass bases for your miniatures.
    http://willy-miniatures.blogspot.com/ Fantasy Football alternate models. Some of the Undead team would look great in a Zombie Apocalypse type game.
    http://wyrd-games.net/shop/home.php Makers of Malifaux, a very cool-looking game that I unfortunately can't really afford to get into right now. But, like Hell Dorado, they have an awesome line of minis with a style all their own, slightly steampunk with a fantastic twist and some of the dark sensibilities that infuse GW's games.
    http://www.zealotminiatures.co.uk Resin miniatures and bitz, female tau heads, Space Marine scaled Guitars and bionics, etc.
    http://www.zombiesmith.com/ Zombies, survivors, and a tutorial video on "how I cast miniatures".
    http://www.zuzzy.com/ Scenery pieces and tabletops almost exclusively- and pretty nice ones, at that. If green felt isn't your thing, give this a look and see if you can't go for something more exotic; I'm told they are rather durable and quite worth the price.

    Other Places to Talk About the Game
    http://www.shiftedmatrix.com - Website owned and run by this thread's own Sharp101. It has expanded to include other contributors who are regulars in this thread. Blog posting that cover all things related to 40k and wargaming

    http://belloflostsouls.org - A great 40k (and sometimes fantasy) rumor site. They also post articles on campaigning, modeling and home made rules.

    http://www.chessex.com/ - Online custom dice store, great customer service and speed.

    http://www.warseer.com - Currently about the biggest GW-related forum on the net. Unfortunately, it has a horrible signal/noise ratio, but the rumors forums are frequently the first place to hear accurate news of upcoming products.

    http://www.bolterandchainsword.com/ - All about Space Marines and high fashion (okay, not the latter)

    http://www.the-waaagh.com - All about the orks orks orks orks! Jobs a gud'un boss.

    http://forums.tauonline.org/index.php - All things Tau in one handy place. Sign up for the greater good!

    https://www.thedarkcity.net/ - Used to be *the* Dark Eldar forum on the net. A bit less populated these days, but still a good source for discussion of the faction.

    http://www.dakkadakka.com/ - They used to be cool. Totally the place to go if you want to know why the hobby is dying. Also, a great coverage of all things wargaming.

    http://www.bartertown.com/ - The place to go when looking for like-minded people with models for trade and sale.

    Army Transports
    Because you need a way to cart all your wonderful new toys around, here are a couple recommendations beyond what you can get from GW itself:

    Sabol Army Transports - A little expensive, but I use them exclusively, because of the quite reasonable international shipping price, and mostly for the fact that you can custom cut the foam trays to fit your models. Also available from the War Store.

    Figures in Comfort - A wide range of precut foam trays, and carrying cases for whatever your needs.

    Battle Foam - Sturdy solid cases and custom cut foam tray. Pricey, but guaranteed to keep your little dudes safe and secure in transit.

    Tabletop Tyrant - A UK based company that do some nice transport cases, as well. Check them out!

  • KetBraKetBra Dressed Ridiculously Registered User regular
    You need to add dorfs to the Xenos!

    KGMvDLc.jpg?1
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Oh man,

    So I'm just starting to play. Do I go Dorfs or Tau? I have a Tau Model, but no actual armies. I could switch over to Dorfs pretty easily.

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  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    webguy20 wrote: »
    Oh man,

    So I'm just starting to play. Do I go Dorfs or Tau? I have a Tau Model, but no actual armies. I could switch over to Dorfs pretty easily.

    Whichever you think looks cooler, they're sort of similar in the emphasis on shootiness at the moment.

  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    Auralynx wrote: »
    webguy20 wrote: »
    Oh man,

    So I'm just starting to play. Do I go Dorfs or Tau? I have a Tau Model, but no actual armies. I could switch over to Dorfs pretty easily.

    Whichever you think looks cooler, they're sort of similar in the emphasis on shootiness at the moment.

    Thats really the question isn't it. Do I want stompy mechs, or rock and stone? Its a tough fucking call I tell you what. I suppose it'll depend what I can get ordered through my local shop.

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  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    KetBra wrote: »
    You need to add dorfs to the Xenos!

    "Are the Votann xenos" - the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate,

    wq09t4opzrlc.jpg
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Well at least I know which book has to be in the middle of the bookshelf now, between the Imperial and Xenos halves I mean.

    ...because dragons are AWESOME! That's why.
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  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    The codex is very exact that the Kin definitely came from pre-imperial Terra. So while they aren't in the "Imperium" section, they shouldn't be in the "Xenos" section either.

    Just make a whole separate section for Votann. It is keeping with the fluff. They wouldn't stand being lumped in with other groups.

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  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Lore questions:

    Imperial ships (incl. mechanicus and marines?) use navigators to plot safe paths through the warp by the light of the astronomicon. Is it navigator per ship or one per fleet?

    What do other factions use?

    If an imperial ship loses its navigator, what then?

    What do the navigators do on the other side of the great rift, cut off from the light of the astronomicon?

    I'm making up some background for my GSC (I mentioned this earlier): They're entirely spaceborn and confined to an imperial freighter that they took over. Too few in numbers to call a hive fleet tendril, they fly about looking for the star gods and fly around as a lone freighter between imperial worlds and outposts in the interim/while looking, also dropping off "care packages" on the worlds they visit.

    Would they need a cultist navigator, or would they do fine on their own?

    Sic transit gloria mundi.
  • PiptheFairPiptheFair Frequently not in boats. Registered User regular
    1. per ship, and possibly multiple per ship
    2. not explicitly clear, but often other factions don't actually use the warp thanks to not having a geller field generator(a mcguffin that allows imperial ships to exist in the warp without demons popping up everywhere)
    3. f to pay respects, there was an event where the astronimcon's light got borked for a few centuries that cause a lot of problems
    4. *blam*
    5. honestly? it's all made up and either solution is totally fine, go with whichever sounds cooler

  • McGibsMcGibs TorontoRegistered User regular
    edited September 2022
    -Imperial stuff all have at least one navigator per ship (leased out by the immensly powerful navigator guilds, which in turn were leased out by Frank Herbert).
    -Chaos stuff just lives in the warp, so they dont give an eff. They use sorcerers or just stop and ask for directions to guide them.
    -Orks don't really have a flight plan, or are otherwise drawn to massive psychic WAAAAGHs from other orks (which I guess work like orkish astronomicons?)
    -Tyranids take the slow road by just floating through space. Genestealers hitch rides on spacehulks and cultists hitch rides on imperial vessels.
    -Tau "skip" along the surface of the warp, popping out at regular intervals to see where they're going.
    -Eldar use the webway.
    -Necrons are either already sleeping on whatever planet and don't need to travel anywhere, or use eldritch dimensional maguffins that no one understands.

    -No idea what dorfs do. Dig their way through the warp, presumably.

    It's not too much of a stretch to have a genestealer cult magus or psyker act as a ship's navigator, pinging off some larger hive-mind beacon to position themselves.

    McGibs on
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  • [Expletive deleted][Expletive deleted] The mediocre doctor NorwayRegistered User regular
    Would an imperial ship without navigators just be stuck or reduced to limited or random travel?

    How many crew members would a freighter have?

    Sic transit gloria mundi.
  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    Eldar use Webways. Tau dont really enter the warp they just skim the top. Tyranid dont use warp and have some thing related to gravity manipulation. Orks get some protectiom from their collective psychic field but also arent bothered by the idea of stuff they have to fight showing up on their ship. Necrons dont use the warp and have an ftl thing no one but them understands.

    wq09t4opzrlc.jpg
  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    Would an imperial ship without navigators just be stuck or reduced to limited or random travel?

    How many crew members would a freighter have?

    Without a navigator a ship cant really figure out where how or when to leave the warp. Maybe you get where you want or maybe you wind up coming out half a galaxy away 300 years after you left. Or you eund up in the middle of Nurgle's Realm

    wq09t4opzrlc.jpg
  • PiptheFairPiptheFair Frequently not in boats. Registered User regular
    Would an imperial ship without navigators just be stuck or reduced to limited or random travel?

    How many crew members would a freighter have?

    travel would be complete guesswork

    also ships in 40k have absolutely absurd crew numbers, we're talking 10s of thousands

  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    Leagues of Votann on Warp Travel from the codex.
    When it comes to warp travel, the Kin are equally steady in their approach. They use warp drives and geller ramparts of superior design and reliability to anything Humanity understands. Each craft is commanded by a Voidmaster - a captain skilled in every aspect of spacefaring and often augmetically enhanced to aid them in their duties. Each is supported bu Ironkin Wayfinders, whose accelerated logic-cores enable them to cognate probable paths through the madness of warp space without risking psychic interaction. With support from their bridge crews, these specialists guide their craft in a series of plunges. These are short, controlled warp jumps during which the Kin may take the time to harvest energistic skeins from within the immaterium, or even board warpborne space hulks for empyric salvage. Traveling in plunges takes longer than the vast warp jumps made by Humanity, or the risky sprints of the T'au slipstream module, but it ensures that the Kin arrive where and when they intend almost every time.

    TLDR

    They do short warp jumps with their way better warp drives (since they actually work to make them better instead of the Imperium), and have the help of Star Wars style Astromechs in addition to taking their time getting to their destination. Also the Kin are all naturally more immune to the warp effects than other races.

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  • DayspringDayspring the Phoenician Registered User regular
    Would an imperial ship without navigators just be stuck or reduced to limited or random travel?

    How many crew members would a freighter have?

    the 40k Dark Heresy rpg had an adventure module partially set on a Rogue Trader's ship, which functioned as a cargo ship, bussing pilgrims to and from a holy planet:
    Nearly six and a half kilometres from prow to stern, the Oath
    Unspoken is a majestic sight. Eagle’s wings unfurl across the mighty,
    armoured prow. Gothic arches and crenellated towers adorn its
    hull, and statues of Imperial saints gaze wisely down from its
    ramparts.
    More than a hundred thousand crew tend to the machine
    spirits and systems of the Oath Unspoken, from scrub-cleaners and
    artillerists to ratings of every stripe.
    Society aboard the Oath Unspoken is highly stratified. Each member
    of the crew has a very specific role and set of responsibilities, as well
    as a strict chain of command. Ratings know better than to speak
    directly to an officer unless he addresses them first. The familial
    clans that hold responsibility for various tasks and ship’s systems
    are insular, with strong ties of loyalty between members. Often,
    clans with similar or overlapping duties become very competitive,
    which can work to the detriment of the ship. Purposeful sabotage
    is rare, but not unheard of.

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  • DayspringDayspring the Phoenician Registered User regular
    Ships are so big that different sections of the ship have different accents:
    a crew
    member’s accent helps to demonstrate his position.
    The various regions and compartments of the Oath
    Unspoken are generally quite isolated, and most
    ratings and officers live their entire lives without
    ever witnessing a good portion of the ship. As
    such, the various crew-clans tend to develop
    noticeably different accents, which betray their
    origin and region to informed listeners. On those
    rare occasions when an officer must converse
    directly with a low-deck rating or pressgang
    boss, he might need to employ the services of
    a translator of a more middling social stratum
    to overcome what is, to him, an indecipherable
    series of pronunciations

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  • TastyfishTastyfish Registered User regular
    edited September 2022
    1. How Big's the ship for Navigators? A Warship or serious merchantman would have enough to let them work in shifts. Warp transit from sector to sector can take months of realspace time and weeks of warp time.
    You can also use a nav computer but they are only good for a few light years jump as a back up, or perhaps to keep you on course whilst your navigator sleeps. The Leagues of Votann use these, but with really big nav computers and a quick recharging engine, it's slower than the Tau's skip drive but apparently safer - presumably the Kin aren't quite as invisible to the warp as the T'au are.

    2. Tau use Nav computers presumably, but their warp drives don't fully emerse in the empyrean as apparently that requires a psychic mind to open the way for the ship to transition. Lots of short jumps, but longer jumps than the Votann can do, but smaller ships have to wait to recharge their engines. Some fluff suggests that this skip drive (initially suggested as being like trying to hold a balloon underwater) is as much about accelerating to near C or perhaps even post-C speeds via warp trickery as much as crossing through the warp.

    Eldar don't use warp travel, they go sublight or use the webway. Necrons used to have FTL travel in BFG but also use the Webway, accessing it via Dolmen Gates. I'm not sure if these are just breaking into a portion of it, or a system of cracking into any particular bit of the webway.

    Tyranids are psykers, so go the navigator route through the warp, assuming you ignore the nonsense Narwhal stuff that just has them moving sublight via gravity wells.

    Chaos use navigators and sorcerers, Orks use wyrd boyz on warships and warp currents (in hulks especially), presumably relying on the currents of the warp to bring you to a place that a lot of people are thinking about or have an emotional connection to.

    Kroot use Nav computers and Wyrdboy DNA to guide them through longer jumps.

    3. Imperial ships can likely use Nav computers to plot a slow course back, though this might take years. Or they can throw themselves on the mercy of the currents in the warp, and hope their connection to home guides them somewhere friendly. Probably a lot of praying on both counts. If they still have Astropaths they could call for help too.

    4. Navigators can still see currents, and objects in the warp. You've got the Eye of terror as one point, and the Rift as a second measure of position. They no longer have the Astronomicon, Eye and Maelstrom as 3 points anchoring them relative to 3D realspace but there's likely enough local activity that you can plot shorter jumps or avoid terrible things.

    5. There are four types of interplanetary merchants in 40K. You know Rogue Traders, free to travel whereever they like both in the Imperium and without, allowed to found new colonies even. The second most significant are the Chartist Captains. These people are hereditary holders of a license to travel a specific route, potentially with a specific cargo. They're the basic foundation of the Imperial Merchantmen, gathering tithes on a strict schedule or suppling something like a Hive World with food from an Agriworld. They have an interstellar capable ship, and a contract with the Navigator's guild that demands their service. Some of these Chartist captains push the limits of their license and have a ship that is capable of holding other spacecraft, acting like a High Liner from Dune for smaller, non-interstellar craft. These are rare, but allow the third type of freighter to exist - possibly fast clipper ships that can get high value goods from one or two worlds in a system, board the Chartist ship and then deliver their cargo in the new system with time to rendezvous back with the Chartist for the next jump (or another ship if there is a processional circuit of them). Finally, there's a huge about of in-system traffic for small freighters - a Hive world in system is likely going to lead to asteroid mining colonies, promethium mines on gas giants, agri worlds on moons or satellites in the habitable zone, watch stations in the far edges of the system and quite possibly another 2-4 inhabited worlds - think the Verse in Firefly or the solar system of the Expanse. There's a lot of local traffic and in some cases not having a warp drive means no navigators dues and no complicated machinery means you can run leaner or perhaps even on a larger scale.

    6. See above, they might not need a warp engine at all...but conceivably a Magus or Patriarch could guide them in the same way a wyrdboy or chaos sorcerer can do so. Potentially the Hive fleet might even act as a feint Astronomicon. Or if they're following the route laid out in their Charter, they don't even need a rogue one. Just a navigator that does what they expect and knows better than to ask human nobles about the details.

    It should also be noted that well travelled regions can leave a bit of a open warp rift due to all the transitions, and you can enter using these and a warp engine without needing a psyker to make a rift.

    Imperial ship crews have varied between games, being around 1000-10,000 per hull point. I'd pick that lower range for an unarmed system ship, and the top end for a well armed warship with multiple watches.
    Systemship and small chartist vessel has 1 hull point, larger charists around 3-4, and some absurd Mass Conveyors that deal with multiple planet's tithes can be up to 12.

    Tastyfish on
  • korodullinkorodullin What. SCRegistered User regular
    Man I am thinking of picking up a box to build a new Kill Team tomorrow and I've been waffling between a Black Templars themed Phobos Strike Team and some Legionaries. I'm kind of leaning toward the latter, if only because I can go a bit wild with the paint schemes doing different traitor legion colors, but I'm not sure.

    ZvOMJnu.png
    - The Four Horsemen of the Apocalypse (2017, colorized)
  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    korodullin wrote: »
    Man I am thinking of picking up a box to build a new Kill Team tomorrow and I've been waffling between a Black Templars themed Phobos Strike Team and some Legionaries. I'm kind of leaning toward the latter, if only because I can go a bit wild with the paint schemes doing different traitor legion colors, but I'm not sure.

    That's what I did!
    As back in 2019 my brother and I went to the GW store while perusing the paint I saw they had night lords blue. I wanted to do mantis warriors but until recently they never showed how to paint them {I still feel they would be a phobos army as part of their penance for the badab war was they could not recruit and had to travel}
    https://www.youtube.com/watch?v=dn4XnVSYWLU

    So I bought it {the night lords blue} I started one of the intercessors. Then I did one of the reivers as this was when they were handing them out like candy
    7cjw1av4k5sa.png
    I am still stuck on the iconography as I like the dust raiders
    6tzr8jmnb2m0.png
    but I will do a more stylized sun

  • Dr_KeenbeanDr_Keenbean Dumb as a butt Planet Express ShipRegistered User regular
    edited September 2022
    m63r6x3ave5h.png

    wut

    EDIT: This and the AoS one are in my cart. Dare I buy?

    EDIT THE SECOND: I ordered. We'll see what we see.

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  • Librarian's ghostLibrarian's ghost Librarian, Ghostbuster, and TimSpork Registered User regular
    So how do you make army lists for 40k now? Does anyone actually use the power levels or is it all matched play with the point list in the back of the codex. This whole battle-forged section of the rule book is confusing me.

    It seemed so much easier to make an army list back in the day.

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  • valhalla130valhalla130 13 Dark Shield Perceives the GodsRegistered User regular
    So how do you make army lists for 40k now? Does anyone actually use the power levels or is it all matched play with the point list in the back of the codex. This whole battle-forged section of the rule book is confusing me.

    It seemed so much easier to make an army list back in the day.

    I completely agree. PLus, my store only uses matched play point lists. I wish we could do power level.

    asxcjbppb2eo.jpg
  • MazzyxMazzyx Comedy Gold Registered User regular
    So how do you make army lists for 40k now? Does anyone actually use the power levels or is it all matched play with the point list in the back of the codex. This whole battle-forged section of the rule book is confusing me.

    It seemed so much easier to make an army list back in the day.

    Power level is only for narrative. Its fun for crusade. You can add all the extras.

    Outside of that just do it the old style way with points. 2k is standard. You build using force org detachments which are pretty straight forward.

    The most common is a battalion. You need 2 HQS and 3 Troops minimum and it will refund your CP cost. (Battalions cost 3, patrols 2, brigades no one uses, the specialist like vanguard with lots of elites don't refund but only take an HQ and some elites).

    Most use battlescribe still to build list. The stuff has been updated by the community.

    u7stthr17eud.png
  • AsherAsher Registered User regular
    I haven't played a lot of 9th ed, but crusade is a blast.

    I'm also continuing to have a blast with Horus Heresy as well. Managed to get my nascent Death Guard on the table for a couple of games and had a great time committing war crimes. Leviathans slap hard.

    I put models on Instagram now: asher_paints
  • McGibsMcGibs TorontoRegistered User regular
    edited September 2022
    Most people use Battle Scribe or other apps to do the heavy lifting for them, because doing it all in excel is a LOT nowadays. Battlescribe is kept up to date by community members, and is pretty good at organzing your force, relics, traits, and whatever other special rules you might need.
    Anyone doing any sort of actual gaming uses matched play points (even casual players), as the power level stuff is wildly out of balance and very easily broken (a unit with no upgrades has the same power level as a unit with all the gizmos and gadgets).

    McGibs on
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  • Styrofoam SammichStyrofoam Sammich WANT. normal (not weird)Registered User regular
    edited September 2022
    Tau have proper warp drives, they learned how to make them from captured Imperial ships. What they dont have are the Geller Fields that make them usable.

    Styrofoam Sammich on
    wq09t4opzrlc.jpg
  • KetBraKetBra Dressed Ridiculously Registered User regular
    KetBra wrote: »
    You need to add dorfs to the Xenos!

    "Are the Votann xenos" - the greatest thread in the history of forums, locked by a moderator after 12,239 pages of heated debate,

    If they're under the Xenos tab of the GW web store that's good enough for me

    KGMvDLc.jpg?1
  • webguy20webguy20 I spend too much time on the Internet Registered User regular
    So I've now realized that I've given myself a large first project for a miniature build. Every one of those sub assemblies is either getting a magnet or pin. Oh well, good practice! My D&D mini game is going to really step up after this.

    cgxfyfomwbmk.jpg
    42lvs6ui3zy2.jpg


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  • honoverehonovere Registered User regular
    Just another small thing with the warp travel. Other psykers can sometimes fill in for a navigator in am emergency.

    Eldar also have warp drives. But as they're all have juicy psyker souls that are extra attractive to daemons they can only do short jumps. For longer jumps, that's what the webway is for.

  • SmokeStacksSmokeStacks Registered User regular
    edited September 2022
    Would an imperial ship without navigators just be stuck or reduced to limited or random travel?

    How many crew members would a freighter have?

    Without a navigator a ship cant really figure out where how or when to leave the warp. Maybe you get where you want or maybe you wind up coming out half a galaxy away 300 years after you left. Or you eund up in the middle of Nurgle's Realm

    You can get lost/knocked off course even with a quality Navigator, making your best bet be to try as hard as you can to exit the Warp, figure out where you are, and try again. Time also doesn't flow the same way in the Warp that it does in realspace (it will happily flow faster or slower, forward or backwards), so you can travel for what feels like a few weeks and pop out 300 years later in realtime, or travel for what feels like ten years and pop out twenty minutes later. My favorite 40K Warp story is the one where the Ork Warboss leads a WAAAGH! into the Warp in an attempt to travel to another star system, but instead of exiting the Warp in that system they end up exiting in the same location they were traveling from, right before they left.

    The Warboss then kills the earlier version of himself so that he can have a spare copy of his favorite gun, and then all of the Orks get confused and go home.

    One of the theories about the Legion of the Damned is that the reason they will show up at major battles (and always seem to show up when they are needed the most) as well as minor ones (that you wouldn't think were important enough for them to join the fight) is that they are using the Warp to travel backward in time in order to make Butterfly Effect style changes in order to fix something.

    SmokeStacks on
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited September 2022
    honovere wrote: »
    Just another small thing with the warp travel. Other psykers can sometimes fill in for a navigator in am emergency.

    Eldar also have warp drives. But as they're all have juicy psyker souls that are extra attractive to daemons they can only do short jumps. For longer jumps, that's what the webway is for.

    They are also the only species that can safely translate in and out of the warp inside a gravity well, which is either why or because they’re so good at gravity stuff too. Anyway the point is, those stories of Eldar ships just appearing in orbit of imperial worlds are not all “previously hidden webway gates” that somehow got missed with every other bit of orbital space occupied.

    But yeah they don’t do it often and only when absolutely necessary because an Eldar ship using the warp is like a wounded antelope deciding to take a shortcut through a lion’s den to get to the watering hole.

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  • daveNYCdaveNYC Why universe hate Waspinator? Registered User regular
    A few years ago there was some campaign where a planet was about to get et by a warp storm and all the factions were fighting there for REASONS!. The Tau plan was to setup equipment to get more information on the whole Warp thing since other races use it and the Tau empire was sort of getting to the point where skipping in and out of the Warp just wasn't getting the job done given the increased distances they needed to travel. End result was the Tau managed to get the information they wanted and immediately noped out and decided that Warp skipping was perfectly fine thank you very much.

    As far as a GSC on an Imperial ship goes... You could always say the Navigator just got implanted or whatever it is that lets cults start up from a single individual. Otherwise Warp travel is still possible, just in really short hops. Something in the range of 5-20 light year jumps are still doable, just it'll take longer and be less accurate. Possibly much less accurate. Perfectly useful for a GSC going from planet to planet spreading the love though.

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  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    Mr_Rose wrote: »
    honovere wrote: »
    Just another small thing with the warp travel. Other psykers can sometimes fill in for a navigator in am emergency.

    Eldar also have warp drives. But as they're all have juicy psyker souls that are extra attractive to daemons they can only do short jumps. For longer jumps, that's what the webway is for.

    They are also the only species that can safely translate in and out of the warp inside a gravity well, which is either why or because they’re so good at gravity stuff too. Anyway the point is, those stories of Eldar ships just appearing in orbit of imperial worlds are not all “previously hidden webway gates” that somehow got missed with every other bit of orbital space occupied.

    But yeah they don’t do it often and only when absolutely necessary because an Eldar ship using the warp is like a wounded antelope deciding to take a shortcut through a lion’s den to get to the watering hole.

    I feel the eldar craftworld ships just crawl along in space. They use the webway to deploy forces and to visit the various worlds {like the maiden worlds the Biel Tan oversee]
    In the codex books other than Uthwe and Iyanden the rest have moved around a lot in the last 3 codex. Saim Hann was way out in various places on the right side of the map now most of them are around the eye of terror
    Alaitoc has been in the north then floating around the center now it's half way between the Sautekh Necrons and Iyanden

  • BurnageBurnage Registered User regular
    I'm pretty sure I remember some lore somewhere saying that Eldar Corsairs will travel through the warp in a similar way to the Imperium because they're reckless as fuck and #YOLO personified in space elf form.

  • ProhassProhass Registered User regular
    edited September 2022
    So what’s the votanns relationship with the imperium, and vice versa? Like how do they view each other?

    Prohass on
  • BrainleechBrainleech 機知に富んだコメントはここにあります Registered User regular
    cwyfm4xjkyvd.png
    More Resin parts for the Escher for Necromunda

  • Mortal SkyMortal Sky queer punk hedge witchRegistered User regular
    Prohass wrote: »
    So what’s the votanns relationship with the imperium, and vice versa? Like how do they view each other?

    seems like they're presently akin to the early Tau in terms of that lore - they take up such a specific and difficult to access corner of space that the Imperium had made occasional contact but usually only among Rogue Traders, and usually the Kin of the Votann have been clever in raiding or mining only opportunistic Imperial targets.

    The Imperium did know about them but the Tyranids smacked them so hard that they assumed they were gone (a now-canonized play on the old "Tyranids ate teh Squats" meme). The Galactic core of 40k has so many brutal physics things going on that the only factions having a great time getting into Votann space are the Orks, 'Nids, and Chaos. The Votann have also reached out of the Core opportunistically for their own "Rogue" trading, hence why relatives of the Kin appear on Necromunda and why they've have trade relations with the Tau

  • Jam WarriorJam Warrior Registered User regular
    edited September 2022
    Brainleech wrote: »
    More Resin parts for the Escher for Necromunda

    Goliath equivalents have been spotted in the Cinderack book so won't be far behind. Plus there's tables for Escher and Goliath vehicle tactics so presumably card packs are on their way.

    Jam Warrior on
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