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Rules Inquiries

Max Statlines & Other Questions

As a warning, I'm probably going to be regularly bombarding you guys with questions. My local gamestore is starting a league (GvE Comics if you are in south jersey!) and questions pop up during the game all the time, and also I'm new to the system.

A question about the "-" places on the chart. We assumed that that meant that their stats could go no further, but there was speculation that those spots might be unlimited.

The effects of being "knocked down" and "stunned" are not clearly listed. The entry in the PDF is
Knocked Down
A model that was knocked down at the start of its turn and has now stood up has the following
restrictions: half movement; may not assault; and strikes at Initiative 1 in combat.

We have been playing that knocked down models cant move, attack back during enemy assault phase, or pretty much do anything else. I pointed out that the entry for knocked down mentions none of that. We assumed it was so obvious that it had been neglected to be laid out clearly.

We played a 3v3 tonight and it went very well. I may be biased but it seems that my nids are too expensive compared to their squishyness. I lose 200 points of genestealers to a 20 point imperial guard conscript with a 15 point doctrine demo charge. I haven't played many games though so perhaps the tables will turn more easily in the future.

Tyranid Update

With the new codex out, is there an ETA on the updates for the nids? I'm just getting back into the game and its tough sorting things out.

Nom Nom Nom

Imperial Guard Orders

This has come up a couple time in my games, how do the Imperial Company/Platoon Commanders issue orders?? Is this to be treated as an aura affect, or does the relevant commander issue an order to one particular model? I have been following the second option thus far.

Terminator Armour question

So I was fiddling around with the Dark Angel list... and thought about having the starting warband being a vet sarge in terminator armour with lightning claws + 3 tactical marines.

Now in previous questions about starting wargear, Nate has said that if it is an option from the codex than it can be used to start. So does that mean that a Dark Angel Vet Sergeant can't be equipped with Terminator Armour from the get go?

I kind of look at it from a fluff aspect that with Deathwing being such an integral part of the Dark Angels that it would kind of make sense to have a member of the Deathwing lead the strikeforce.

Autarch questions

Autarch: Exarch Only; Captain Only; 50 XP required: The Exarch gains access to Autarch only items. Just to make sure I'm reading thi right. Any Exarch Captian that reaches 50 experience automaticly becomes a Autarch? Not other requirements besides being an Echarch that reaches 50 exp. Do there stats change to that of an Autarch or do they keep there origional stats? Forgive me if these questions seem stupid, I just stumbled apon this yesterday so I'm still trying to wrap my head around all of this! Anyways I like the idea so far. I prefer skirmish games over mass combat games so this seems right up my ally. :-) Keep up the good work!

Starting a Warband

Just have a few questions regarding my new and upcoming warband. Firstly, when creating a warband I'm assuming I have full control over what I buy for my models, as long as I follow the rules regarding weapons options in thier codex? For example, I can buy a chosen henchmen, then buy him a heavy bolter to start without worrying about it's rarity? Only after our games have begun to I worry about aquiring rare items with the required rarity roll?

Second, when making such a roll, do I have to declare what I'm looking for, or what number I need to roll? For example, if I want to find an item with rarity 9, do I declare that, and if my roll fails I'm out of luck... or do I just roll the check for each hero, and then I'm allowed to purchase anything with that rarity or below?

Finally, I've noticed in my Chaos Space Marines armoury that there are psychic powers listed, though the only psychic model/hero I have access to is the Aspiring Sorcerer. Who can use the Lash of Submission, or any other power that is Mark specific... or can any hero who wants to purchase a mark/power be able to use it as a psycher?

Great work on the 40K skirmish rules set, it looks like a great game and wonderful distraction from "normal" games of 40K. I think it would also be great in a campaign... as players can adapt these rules to represent a single squad of veterans being sent out to complete rare missions on a very small scale, as a precursor to a large battle.

You've gone the extra mile on this, keep up the good work!

Experimental rules for Kroot Mercs Warbands

So here are my initial thoughts on rules for a Kroot Mercs Warband for THD. I am using as a guide the fan codex developed by the folks at the Kompletely Kroot website:
http://z8.invisionfree.com/KompletelyKroot/index.php?act=idx
The codex is available free in pdf form on the KK website, or at this address:
http://trobarts.customer.netspace.net.au/5th_ed_kroot_mercenaries_army_l...

Max Roster size: 15

Hero
0-1 Master Shaper - Captain (200 pts)
0-1 Prey Shaper - Captain (300 pts)
0-1 Shaman - Captain (300 pts)
Shaper - Captain (140 pts)

Henchmen (0-5 each group)
-Kroot Carnivores (40 pts)
-Kroot Hounds (30 pts) - may not gain experience

Henchmen (0-3 each group)
-Headhunters (55 pts)
-Hunters (40 pts)
-Stalkers (65 pts)

Henchmen (0-2 each group)
-Krootoxen (175 pts)
-Trackers (90 pts)
-Vultures (60 pts) - movement enhanced

Henchmen (0-1 each group)
-Knarloc Riders (150 pts)

I was going to do the armoury and wargear stuff, but I'll get around to that next time. Any feedback on points values, group sizes, or whatever else are welcome and appreciated!

a couple Q's

Hey there!

From my first read through, these rules look pretty sweet! I do have a few Q's though, so please bear with me... I'm a big fan of 40k and necromunda, but I've never played Mordheim, which these rules are based on, so please forgive me if I ask something that is actually quite obvious...

First - why can't Krootoxen gain experience? I understand for things like Kroot hounds and Slaaneshi fiends, which are animals and beasts, but a Bloodcrusher can gain experience, as can a Rough Rider, and a Krootexen is, like these, as much a mounted rider as an animal or beast...

Second - what does 'movement enhanced' mean? I Can't find any definition, and the only thing it seems too apply to is that each army is limited to taking only a certain number of models which this quality. Does it have any other meaning than this? Also, it seems to be applied inconsistently... in that some models with jump packs or bikes are considered to be movement enhanced, and others are not, and no beasts or cavalry are ... I don't know if this was intentional or not... if it was, why did you choose to do it like this? It is rather confusing...

Jump troops that do have ME
-Assault marines (all chapters)
-Seraphim
-Raptors
-Swooping Hawks
-Warp Spiders
-Vespid

Jump troops that do not have ME
-Crisis suits and Stealth suits
-Flamers of Tzeentch
-Chaos Furies
-Hellions
-Swooping Hawk and Warp Spider Exarchs
-Wraiths
-Stormboyz
-Gargoyles

Bikes that do have ME
-SM bikes (all kinds and chapters)
-CSM bikes
-Eldar Jetbikes and Shining Spears

Bikes that do not have ME
-Screamers
-DE Reaver Jetbikes
-Necron Destroyers and Heavy Destroyers
-Ork Bikers and Deffkoptas

Thanks!

Starting wargear for heroes and henchmen

Hi everyone. I've been reading the rules for Thunderhawk Down and am looking forward to starting up a game with my gaming group. I've been hoping for some squad level skirmish game for years, and this looks great so far.

I have a few questions regarding the armory:

What wargear does each hero and henchman start with? Is it their starting wargear? Or do they have to buy all of their wargear? For instance, does a henchman striking scorpion have to buy his chainsword, shuriken pistol and mandiblaster as starting wargear so that he costs 160 points, while a henchman tactical marine, with a bolter and close combat weapon, only costs 90? Or do they both cost their basic point cost, 80 for each, with their wargear included?

Also, there are only a few bits of armor listed on the armory tables. Does each model start with his codex listed armor?

I also wanted to point out a few errors on the stat sheets. On the eldar armory table, page 32, the banshee mask, mandiblasters, swooping hawk wings and warp jump generator are marked with the footnote for 'Farseer Skill required" and not 'Autach Skill Required."

I just need a bit of clarification. Thanks in advance, and thanks again for working on these rules. I'm looking forward to trying them out.

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