Leak from Captain Betts on the gsc discord (he's been right about other stuff) https://discordapp.com/channels/435711925695938570/449643253042511882
Factions:
Cult of the Four-Armed Emperor: Subterranean Ambushers (+1 to advance and charge in first battle round or on first turn they appear)
Pauper Princes: Devoted Zealots (re-roll hits for attacks made with melee weapons when they charge, are charged or HI)
The Hivecult: Disciplined Militants (half models that flee morale, can shoot when they fall back but at -1 to hit)
The Bladed Cog: Cyborgised Hybrids (6++ or improve ++ by 1. Infantry don't suffer penalty to hit when moving and firing Heavy)
The Rusted Claw: Nomadic Survivalists (+1 to save if AP is 0 or -1. Biker models don't suffer penalty for moving and shooting Heavy or for advancing and shooting Assault)
The Twisted Helix: Experimental Subjects (+1 strength and +2 to advance)
Acolytes, neophytes and brood brothers are troops
Bikes are T4 2Wwith autopistol and blasting charges. 1 quad for every 4 bikes, Quad also has heavy stubber. They're -1 to hit in shooting phase.
Quad can change for mining laser
The bikers have to take two weapons from the atalan weapons list, can't take same weapon twice
(Autogun, autopistol, bolt pistol, cultist knife, demo charge, grenade launcher (1 in 4), improvised weapon, power axe (leader only), power hammer (leader only), power pick, shotgun)
Btw bikes are 10pts base + weapons (quad is 15)
Cult ambush is....
During deployment, set up a unit in CA. If Infantry or Biker you can set up in ambush OR underground. When underground, it can emerge at the end of any of your Movement phases. Set up a la DS. When set up in Ambush place a marker anywhere in your deployment zone. If you set up a Transport in ambush you must still say what's in it - one marker for transport and unit inside. Markers cant be shot etc. Measure from centre of the marker.
Now this is where it gets interesting
If you have 1st turn, you reveal all of your ambush markers at the start of your movement phase, one at a time, before moving units. Set model down within 1" of the marker, remove marker, place rest of unit wholly within 6" of that model and more than 9" from enemy models. Unit can move and shoot normally. but if it was a Transport, models that disembark cannot be set up within 9" of enemy. They don't count as moving when coming in from ambush, only if they move after.
If your opponent has the first turn, none of their units can be set up or end a move within 9" of a marker. At the end of your opponent's first movement phase, after they have set up all their unit from reinforcements, reveal all your ambush markers as described above before continuing the turn
For 1CP you can select 3 units that would be deployed via CA and instead put them underground (so basically you can set up units in your deployment zone and then say "fuck this" and DS them anywhere if it suits)
for 1CP you can make your objectives secret, revealed only when you score them. That's cool
Nexos (map guy?) lets you select an ambush token you've deployed and move it anywhere in your deployment zone (12" away from enemy models). It's also got some CP regen ability
Roll a D6 when a CP is spent. If you spent it and there's a Primus and Nexos on the board, add 1. If your opponent spent it and there's a Clamavus and Nexos on the board, add 1. In either case, you get a CP on a 6+
Psychic.powers!
Mass Hypnosis - CV7 - Visible enemy unit within 18" can't fire overwatch, fights last in fight phase even if it charged and -1 to hit until your next psychic phase.
Mind Control - CV7 - Enemy model within 12" of psyker. Roll 3D6. If equal to or over Ld it can immediately shoot another enemy unit or make a single close combat attack against it. Can't attack self but can attack its own unit.
Psionic Blast - CV5 - Visible enemy unit within 18". 2D6 vs Ld. Lower = 1 MW, equal of higher = D3
Mental Onslaught - CV6 - Visible enemy within 18". Both players roll D6 and add Ld. If you score higher, model suffers 1 MW. Repeat this process until model is dead or you fail to wound it.
Psychic Stimulus - CV6 - Friendly unit within 18". Charge after advancing (though not after falling back) and always hit first even if they didn't charge.
Might From Beyond - CV7 - Friendly infantry or biker unit within 18". +1 S and A until next psychic phase.
CC points: Heavy improvised: 10, heavy power hammer: 16, Heavy rock drill: 17, power hammer: 4, power pick: 9, power sledgehammer: 0, power axe: 5, power maul: 4
Ridgerunner is M 14" T5 W8 Sv 4+ and comes with 2 heavy stubbers, heavy mining laser (can swap for missile launcher or heavy mortar) and flare launcher (can swap for survey augur or a spotter)
Gets a free 9" move at start of the game
Spotter increases range of its weapons by 6", augur ignores cover, flare launcher does the FNP and make bikers move faster thing
Default is 50 base + HML (25) + flares (5) so 80
Wow the locus is crazy (the bodyguard character)
2+ 2+ S4 T3 W4 A4 5+ with hypermorph tail (AP-1 D1 additional attack) and locus blades (Ap -3 D1 increase to D2 if it charged, was charged or performed HI). Does the usual bodyguard 'Absorb wound on 2+' thing. Subtracts enemy Ld by 1 within 6". Can HI 6" and can choose to move towards nearest enemy character rather than nearest enemy model, has 5++ and always fights first
Locus is 40pt elite
The Sanctus' sniper rifle causes a Perils if it wounds a psyker
Bike alphus
Alphus is 5W T4 5+ with -1 to hit in shooting, has a 36" heavy 1 S4 AP-2 D3 sniper rifle (additional MW on 6+ to wound). She selects a visible unit within 36" . Add +1 to hit rolls for friendly <Cult> units while they're within 6" of this model (or 12" if they're bikers).
Basically she markerlights shit
She picks a unit, everything cult nearby gets +1 to hit
Drill is interesting
Oh btw, to be clear, blips do not count as reserves
One per turn in their movement phase an infantry or biker unit with CA can move off the table if all models are on ground level and can move within 1" of the drill (can't do it the same turn it arrives as reinforcements). If a unit does this, remove them from the battlefield. At the end of the next movement phase, deep strike them
So basically, move up to within 1" of it and fuck off for a turn, then pop up
And you can activate it if a model is on the piece at the end of your movement phase (and no enemy models are on it). D6 for every unit on ground level within 3" of the drill
D6 mortal wounds on a 6
Then roll a D6 again, adding 1 for every time the drill has been activated during the battle. <6 = Seismic Tremors (subtract 2" from charge rolls made within 12" of the model. Doesn't affect Fly. Not cumulative) 6+ = Seismic Quake (straight imaginary line 1mm in thickness from one battlefield edge to another that crosses the model. D6 for unit that the line crosses on ground level (not Fly). D3 MW on 4+ and movement is halved until next Movement phase.
Lol, the drill is 75pts
without wargear which I cba to add up, acolytes 7pts (5-20), BB infantry squad 4pts (10), neophytes 5pts (10-20)
Heavy weapon teams in
No Baneblade, etcs
Cult russ is standard BC, can be replaced
nova cannon, exterminator auto or vanquisher
He's not sure about brood brothers currently so take that part with a bigger pinch of salt than the rest
Blips not counting as reserves is all I needed to read. Looks like I'll be getting some GSC.
I feel like cult ambush getting downgraded to just normal deepstrike is a big nerf or at least a big change in play style, mechanisation looks like it'll be a necessity.
Here's my thinking, and it's why I was waiting for a confirmation about whether the blips count as reserves.
Build an army that's, like, 2/3 footsloggers. Aberrants, purestrains, stuff like that. Have the remaining third be fast-movers. Bikes, buggies, Achilles, Goliaths.
Put as many of the footsloggers as you can into DS. Put down your blip tokens. Use the stratagem to get bonus blips. When the time comes to reveal the blips, use the stratagem to put the remainder of the footsloggers into DS. Then, deploy the fast-movers entirely to one side of the board, revealing the other side to be fakes.
Voila. A majority of the army is coming in via DS, and everything that remains on the board is a fast unit that can close the distance, deployed via refused flank to hammer whatever side they're on before the DSers show up. Sure, it might not be as great as deep striking the entire army and potentially coming out of DS with bonuses, but it sure beats having to deploy half the army normally.
I like the mechanic because it still feels ambushy to me while being less one-note than the previous system. Deploying the whole army via blips could actually be worthwhile, since the more blips you have the more freedom you have to put the valuable units exactly where you need them. You won't get screwed by dice rolls determining whether you pull off an ambush or just come in piecemeal on the wrong edge of the board. Especially with all the new vehicles, the army should be able to maintain some board presence.
Maybe I just don't know how the army works and am going to be underwhelmed. But an insurgent-style army is right up my alley, so I can't wait to give it a try.
Thinking of a western themed gsc killteam as a mini side project:
Atalan jackals (bike people) on horses with revolvers and sawed off shotguns
3 pistol guy
locus with a sombrero, pulled down over his eyes
an abberant with suspenders and a tiny bowler hat
a with a power pick being some western gold prospector with an monocle
other people: boy i can't wait to make these GSC bikers into rough riders
you: boy i can't wait to make these rough riders into GSC bikers
Like a proper genestealer.
I've not had the energy for... months I guess to do any hobby stuff, but I've been in a better place as of late, and I've managed to get some stuff done today! Not great painting and an even worse picture, but still feels good to be getting models done.
https://i.ibb.co/S3GfQcW/afternoonswork.jpg
Give us some more pics, those look nice!
So some dude is selling mk 4 space marine sprues on the aussie buy swap sell page, somehow hes got a box of easily over 100 of the 10 man sprues.
https://files.facepunch.com/forum/upload/134138/e58d4aab-d848-453a-ba1b-77ff7856292b/51042660_1997650257023185_8137155965674848256_n.jpg
Like how do you get that many of them
Theft?
There was some guy on 4chan who went dumpster diving at a GW because they just sorta throw out old stock so it might be something similar. That or he just bought a shitload of whatever box set had MK 4 (BoP? Calth? I've never paid much attention to them) and picked them apart to resell.
People were buying the Calth boxset in bulk just to sell it off. I'm gonna guess that these at the very least came from a Calth set since the sprues aren't broken like they would be from the standalone box.
You might change your mind when you can see them properly But thanks, I'll definitely stick some better pics up when I get them finished off.
https://docs.google.com/document/d/10Js5la0ohxmxbclQ4QZ8ncvy5lSu8u9rCwfKM7m9LUo/edit
From the gsc discord, discussing new faction traits and potential synergies based off of the previews and rumours
Also Gsc colourschemes:
https://cdn.discordapp.com/attachments/449643253042511882/540652067962880020/50802621_2228477954139498_6978986084046733312_n.png
https://cdn.discordapp.com/attachments/449643253042511882/540652068482842627/51398378_2228477964139497_3067806049026179072_n.png
https://cdn.discordapp.com/attachments/449643253042511882/540652069011587092/51092687_2228477974139496_3531731008837648384_n.png
https://cdn.discordapp.com/attachments/449643253042511882/540652177589272586/51364566_2228477887472838_7553179879596883968_n.png
https://cdn.discordapp.com/attachments/449643253042511882/540652178076074003/50937057_2228477904139503_5734834401716469760_n.png
https://cdn.discordapp.com/attachments/449643253042511882/540652178637979658/51018228_2228477897472837_450702366119821312_n.png
The only one I like the Cult of four armed emperor.
I believe there are 2 other cults (a yellow one and a khaki green one) not listed here.
Those colour schemes kind of remind me of Genestealer/Nid colour schemes from the 90s. Some of the ones that appeared in White Dwarf back then were pretty garish.
At least the old blue + pink + gold was muted
Speaking of garish color schemes, I'm tired of doing drab and muted on the Renegades, so for GSC I'm trying to plan out a vivid scheme and could use some advice. I find this model particularly inspiring:
https://files.facepunch.com/forum/upload/227024/61c34f54-b0f1-4da0-b5bb-e1eed9765fe6/image.png
So I'm thinking of taking the above scheme and modifying it one of two ways:
First option- Replace the orange of the armor with light grey, to cut orange out of the scheme entirely. Paint vehicles in the same light grey, but give them all different patterns of lime green- I've got this vague idea floating in my head of a mine safety supervisor mandating that all vehicles be 25% high-visibility, and leaving it up to the crews to apply it as they see fit. Then do the traditional dark aquamarine/light purple on the Genestealers themselves.
With the orange gone, this produces a set of colors spanning just the cool half of the color wheel, from green through aquamarine over to purple. My concern is that for units like the bikers, it may limit the
Second option- Swap the orange and light grey on the armor, so it's mostly grey but with some minor orange stripes for pop. Paint vehicles and weapons in light grey, but with orange stripes. Again, traditional dark aquamarine/light purple on the Genestealers themselves.
This makes human elements (vehicles, weapons) grey and orange, Genestealers aquamarine and purple, and hybrids a mixture of both plus the lime green uniforms. Nice mix of vivid colors, and I like the idea of really distinguishing between the different aspects of the Cult's origins, but could be a bit too busy. Maybe it'd work better if I drop the lime green, and play up the orange/turquoise contrast.
I'm probably massively overthinking this as usual but would be interested to hear your thoughts.
Loving all of these bright colour schemes to be honest.
When I eventually get around to painting my Delaque gangers, I'm very tempted to paint their big heavy overcoats to look like bright yellow radiation suits, possibly with murky green stains on their boots and lower parts of their coats (if I can be bothered). Due to their stealthy lore, most people tend to paint the gang in darker, muted colours, but I enjoy the idea that my guys can infiltrate so effectively simply by crawling through toxic chemical pipes and other environments that nobody would expect an attack from.
This is the kind of effect I'm going to try and go for, I'm going to have to have a think about how to paint the whole shiny plastic look.
https://files.facepunch.com/forum/upload/222819/da17969c-8105-4b84-b7e1-d63a7472d021/aaaaa.jpg
Super sharp, stark highlights, by mixing in white so that it desaturates, rather than using brighter yellows, all the way to pure white for an extreme highlight, and a coat of satin varnish at the end is the way to go, IMO.
Also that's a great idea for a scheme and definitely unique. If I ever get some Delaques I don't think I'll be able to resist painting them like the Strangers from Dark City, they're just too perfect for it.
With the magic of photo editing I've worked out some scheme mockups- would appreciate any thoughts/suggestions.
https://cdn.discordapp.com/attachments/534476453215993866/541095521822048276/scheme4.jpg
Currently leaning towards 6, but what do you guys think?
Yeah I'd say number six or maybe number 2.
That doc reflects my thoughts fairly well. As much as I love the four armed emperor color scheme (which im definitely doing) its trait is just kind of shit save for the start that for 3cp doesn't really seem like you will be using more than once a game
The traits and relics do seem to show some evolution over past codices that make me wish GW would do a pass over for some of the older codicies. Rusted Claw is a much better than the various "ignore ap -1" and the "D3 CP + 1 re-roll per game" seems like an evolution of the "regain spent CP on a 6+".
Yeah, the power creep is definitely setting in for this edition, just look at how back in the first codex to launch, Space Marines, subfaction specific rules only benefited infantry and dreadnoughts, and not only that but those rules are also noticeably weaker than the stuff that's come out since. The Twisted Helix trait is literally the Catachan and White Scars traits combined!
Malevolence soon.tm
https://www.warhammer-community.com/2019/02/02/the-horus-heresy-weekender-2019-live-bloggw-homepage-post-1fw-homepage-post-1/
Also another Squat for Necromunda
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-NecroSquatAmmoJack10yg.jpg
I'm not familiar with the White Scars trait, but bear in mind Catachan is more than +1S- it's also +1Ld near officers, vehicles can reroll dice, and a unique order.
Return of the dreadnought drop pod!
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-DreadnoughtDropPod8wjcvd.jpg
Mechanicum Acastus Knight Asterius
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-KnightAsterion3sir.jpg
Poggers on the drop pod.
Also the Sanguinius model isn't nearly as bad with the full base.
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-HHSanguiniusDioramaBase23hc.jpg
So the White Scars are getting a souped up Javelin
https://scontent-lht6-1.xx.fbcdn.net/v/t1.0-9/51577605_1207163139441714_4532713213510287360_o.jpg?_nc_cat=111&_nc_eui2=AeGfw1g_itG4oQhpfK2d7U297Nni2iP2PpCsNIJ8-k7pYYgf3sJx7HCEcwIIbBcAHLrzjWFkvhFYH08YXwvO0EtDf2RAFhUbRbXPbLuVU3M0Eg&_nc_ht=scontent-lht6-1.xx&oh=da5b2b294560c82f0f3c9e4b0492e267&oe=5CF1EABC
and some Praetors, complete with birb
https://cdn.discordapp.com/attachments/291594558867898368/541305518501789721/HHWeekender-Feb2-HHWhiteScarsPraetors22yv_1.jpg
Meanwhile the Blood Angels heard that Dreadnoughts aren't fast and decided to fix that
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-BADreadRender6sg.jpg
Oh also new Khorne Berzerkers
https://whc-cdn.games-workshop.com/wp-content/uploads/2019/02/HHWeekender-Feb2-HHDeathsworn26lm.jpg
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