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CustomTitle

Found 15 results

  1. A new web with resources and extras,for Necromunda, spotted in the wild. I think this can be of interest for all Necromunda players. https://www.necroraw.ru/ Really good and useful.
  2. ++ RULES OF THE PLAY-BY-POST CLUB ++ AND + NEW PLAYER GUIDES + (Revised by Mazer Rackham) General Guidance: As you may know, the PBP Games Subformum has relocated, and long known by it's denizens as the Nook, a formal affair and official naming has taken place. The rules and guidance we adhered to has now followed us, and, since we have evolved, they have too. Please remember that the PBP Club (I have to get used to that), generally has a set of GW/Board Authorised games systems represented within. A list of these can be found below, a mix of old staples and newer blood. Most of these began as Fantasy Flight Games, or Black Industries and later moved under the banner of Ulysses and Cubicle 7. They are, in order of publication: Dark Heresy Rogue Trader Deathwatch Black Crusade Only War Dark Heresy II Since then, the following have been added: Wrath & Glory Imperium Maledictum Horus Heresy RPG (announced, due 2026) These are the official rulesets you should find, arrange and discuss games for. Anything else is not recognised by the Bolter and Chainsword, and if beyond board scope will be the subject of Moderation action and may be removed. If you are retrofitting a system to accomodate a Warhammer 40,000 campaign, please ensure you have appropriately modified all equipment, stats etc to match both the Mission and Purpose of the board. TL;DR: Keep it 40k. If a Moderator spots your Starfinder 'but it's 40k, honest guv' RPG going on, it gets the melta. Topic/Game Moderation: The moderators in this forum are here to moderate per the Bolter and Chansword rules. They are not here to arbitrate your PBP game. If you have a problem with how your play by post is being run, you need to take it up with the Gamesmaster running your game. General Restrictions: No trolling or flaming No derogatory terms or profanity No Intellectual Property violations No spamming or off-topic discussion These apply to general posts, out-of-character interactions, and in-character play as well. Role of the Game Masters (GMs) The Game Master is: 'In charge of creating adventures (or selecting pre-made adventures), narrating the story as the game is played, controlling all of the other characters and adversaries in the game, and fairly applying the rules of the game to the players’ actions.' The GMs regulate only their own campaigns, and the players only within the context of those campaigns. They do not fulfill the role of the Moderators, and should use the REPORT button to notify of infractions or difficulties. Roll of the Dice The B&C forum software does not support dice rolling, as other RPG-dedicated forums may. Dice rolling will therefore need to be done offsite. The manner in which dice rolls are to be done is up to the GM's discretion, such as who will make the dice rolls and how they will be made. We urge all to consider the rolling of dice as an honour system. Be honest with your own rolls and accept the rolls of others, to keep the game friendly and enjoyable by all involved. Any dice rolling disputes are to be settled by the specific GM. The Moderators will only become involved if the B&C's rules are broken during the dispute. Utilising Tags Considering the variations of games that may be played in this subforum, and the number of threads each game may have, it is recommended that topic creators, especially GMs, use tags and titles to better show the intent and purpose of each thread. Sample tags: The RPG line being played, such as Dark Heresy or Only War Whether or not the game includes homebrewed additions or changes to the RPG line Titles of pre-made adventures, if they are being used The specific purpose of the thread, whether for out-of-character (OOC) discussion or the campaign itself. The thread's title might also contain this information for ease of navigation The GM's display name, as some players may want to follow the campaigns of a favored GM For example, a GM wants to begin a Black Crusade campaign that he or she calls "The Path Beyond Ruin," that starts with the pre-made Rivals for Glory adventure, and wants to have OOC discussion kept separate from the campaign thread. Thread 1 could be titled "The Path Beyond Ruin [Campaign]," tagged: Black Crusade; Rivals for Glory; Campaign; GM Name Thread 2 could be titled "The Path Beyond Ruin [OOC]," tagged: Black Crusade; Rivals for Glory; OOC; GM Name Please note that the rules for this subforum are subject to change without notice RESOURCES (Links checked as working 09/08/25): + This revised Guide has been built with material from Karack Blackstone, Kurgan the Lurker and Furyou Miko. + Thanks to them.
  3. https://www.warhammer-community.com/2023/11/21/apocrypha-necromunda-take-the-fight-to-the-sprawling-cargo-vaults-of-the-nexus/ Quite interesting the rules for the new House Cawdor Path, Path of the Prophet. PDF: https://www.warhammer-community.com/wp-content/uploads/2023/11/rvrmGb00tu9IfqRC.pdf
  4. Version 0.8

    1788 downloads

    In this fan-made supplement you will find rules for Battle-forged armies that include Black Templars Detachments. These rules include Abilities, Stratagems, Litanies, Warlord Traits, Relics and Datasheets designed to be used alongside Codex: Space Marines. Together, these rules capture the character and fighting style of the Black Templars Crusades so that they can be played in your games of Warhammer 40,000 9th Edition. The aim of this supplement is to not only capture the spirit of the Black Templars Chapter as they are portrayed in other Games Workshop publications but also maintain the streamlined game design of 9th Edition.
  5. https://www.warhammer-community.com/2023/03/28/vaults-of-temenos-how-do-cawdor-ridge-walkers-stack-up-against-sanctioner-automata/ I love the automatas. My Enforcers needs them desperately. Ridge Walkers are... quite interesant. But the new rules for Saint Patrons looks great and funny in equal measure. Opinions?
  6. https://www.warhammer-community.com/wp-content/uploads/2022/04/lBLlqvrttJVgyfhC.pdf This is just sooo good! Can’t believe the exploding 6’s rule. Infantry builds will be loving it. Also our indirect fire has remained unscathed! I’m a very happy Kriegsman!
  7. ...I just had a game using a successor chapter build, but I wasn't really sure about the "Hunter's Unleashed" rule. Do I lose that when using a successor chapter or not? I was sure about losing savage fury, but confused about Hu... My opponent generously granted me to use it - he's very fair -, but I now think I was wrong there... Idk, I find the successor chapter rules a bit confusing in general, and it was my first time using them...
  8. Nobody expects the Inquisition after all It doesn't look like much and almost certainly won't be - but it's better than nothing. Here's hoping it adds some much needed options and improvements!
  9. Hello, so I know that you can't reroll a reroll * and I've also taken a peek at the rules for making attacks**, but RAW can I reroll a dice replacement? The Thousand Son's Cult of Prophecy spell Divine the Future *** allows you to "... replace a single dice rolled for a hit roll, wound roll..." So, for example: I roll a 1 on my "prophecy dice," could I then replace a 2 on a BS3+ ranged attack with a 1 to trigger the reroll from Lord of the Thousand Sons aura? Thought I'd ask before I try it with a few multi-meltas on Helbrutes. Big Core Rulebook: *200 **203 Codex Thousand Sons 9th: ***46
  10. Seeing how this is more of a Grey Knight question, I'll pose the question here, rather on the rules forum. Straight to business, according to the wording of the Nemesis Lord WL trait, the wording is this: "Nemesis Lord: You can add 1 to the Damage characteristic of your Warlord's melee weapon. If you Warlord wields a Relic of Titan that is a melee weapon, chose another Warlord Trait or re-roll this result." Ok, so directing your attention to the the first part of the sentence (underlined), You can add 1 to the Damage characteristic of your Walord's melee weapon. However, here's the interesting bit - what if he wields two? I.e. a pair of Nemesis Falchions. As he wields two weapons, does that mean the Falchions become D3+2 damage (i,e. 1 falchion would become D3+1, and a pair would become D3 + 2, on the account they are two weapons)? Or would only the one weapon get the +1D? The third possibility is that the falchions do the D3 damage and then you add +2 afterward to the result as both weapons benefit from that trait. This would be incredibly spicy if that combination had a potential of 5 flat damage. Thoughts?
  11. So my question is this. How does the Vindicare Assassin interact with Tau and specifically when targeting a warlord/character that has the shield drones or any other drone that can be allocated wounds. These are some of the rules for the Vinidicare if you weren't aware. I think they are the relevant ones that would interact in this scenario. Please help me understand how this works? My aim is to obviously snipe the commander without him allocating wounds to any drones.
  12. Having not had the pleasure of using the chaplain yet in armies I play. Can someone explain how I use the litanies? I couldn't find anything in the 8th edition codex, or ritual of the damned on how exactly they work. Do I roll a dice to activate it? When do I chose them? Do I have to change each turn? What If I am in deep strike and arrive at the end of the movement phase? How do I activate it? If its at the start of the turn, does that mean I don't have one active for the turn I arrive via deep strike?
  13. http://www.bolterandchainsword.com/index.php?app=downloads&module=display&section=screenshot&id=677 File Name: Open Play Black Templars for 9th Edition File Submitter: Brother Sidonius File Submitted: 03 Feb 2021 File Category: Warhammer 40,000 In this fan-made supplement you will find rules for Battle-forged armies that include Black Templars Detachments. These rules include Abilities, Stratagems, Litanies, Warlord Traits, Relics and Datasheets designed to be used alongside Codex: Space Marines. Together, these rules capture the character and fighting style of the Black Templars Crusades so that they can be played in your games of Warhammer 40,000 9th Edition. The aim of this supplement is to not only capture the spirit of the Black Templars Chapter as they are portrayed in other Games Workshop publications but also maintain the streamlined game design of 9th Edition. Click here to download this file
  14. Hi all, So quick question to the community about a Crusade rule. As crusade uses Power Level rather than points, and as say a squad of 6 CSM is the same PL as a squad of 10. If I have a squad of 10 on my roster, is it possible to only take 9 of them for a Crusade game and leave the single model out. my thinking for this is a Rhino has a capacity of 10, if I want to run my Chosen on foot from the start I will run all 10, but if I want them in the Rhino with say a Character can I drop 1 Chosen model from the list so there is space in the Vehicle?
  15. Ok, so I really hope that this thread is short, but I noticed that my assault sergeants can no longer dual wield pistols. I thought I was getting the hand of the index, but apparently not. This thread is to compile all the stuff we could do in 7th, but cannot do in 8th, so save us model making headaches from the edition hangover. Please present the issues in the form: +What's changed+ +The wording that prevents it (if applicable)+ +Alternative (if any)+ I'll Start. ++++++++++++++++++++++++++ +Change+ Text +Wording+ Text +Alternative+ Text ++++++++++++++++++++++++++ +Change+ Assault marine sergeants can no longer dual wield pistols, or take combi meltas (bye bye meltacide) +Wording+ Most sergeants can pick from the sergeant equipment list, but ASM sergeants can swap their pistol for another pistol or melee weapon, and their chainsword for another melee weapon. They cannot swap their chainsword for a second pistol. +Alternative+ None ++++++++++++++++++++++++++ +Change+ Assault marines cannot take melta or plasma guns anymore, +Wording+ Normal Codex ASM entry, the BA section has no permissions to allow meltaguns +Alternative+ Company veterans with special weapons, although these are more expensive, and have different coloured helms. ++++++++++++++++++++++++++ +Change+ Terminator and Sanguinary guard can no longer include a banner holder +Wording+ Banner Bearers are now individual units +Alternative+ Sanguinary guard can be taken at 4 men strong. If you had modelled a terminator standard bearer, you need to add a new terminator to the unit to make them 5 men strong. ++++++++++++++++++++++++++ +Change+ Death Company thunder hammers now replace both weapons, so no hammer and bolter +Wording+ Death co entry +Alternative+ None. ++++++++++++++++++++++++++ +Change+ Death Company Chaplains no longer exist +Wording+ Unit entry removed +Alternative+ Use normal chaplain, Lemartes or Astorath to buff DC. ++++++++++++++++++++++++++ +Change+ Standard drop pods can no longer carry dreadnoughts, the pods you left the harnesses from to transport dreads arent too useful now. +Wording+ drop pod entry +Alternative+ Use Forge world dread drop pod entry. May be issues with drop pod size. ++++++++++++++++++++++++++ +Change+ Blood Angels named characters and units: Karlaen, Raphen's Death company, Squad Aphael, Cassor the Damned +Wording+ Deleted +Alternative+ Generic unit entries for Termiator captain, Termonator squad, death company, cassor. At least Raphen's loadout isnt so terrible this edtion.
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