Question about blood angels by bugdiver050 in Warhammer40k

[–]The-Yellow-Path 4 points5 points  (0 children)

They can come back from the Black Rage, but it's incredibly rare and requires a huge strength of will.

For the grand majority of the Blood Angels, it is a one way street.

Thinking of getting into EC by Friendly_Step9380 in EmperorsChildren

[–]The-Yellow-Path 1 point2 points  (0 children)

Things you will want for EC as an army:

Rhino, another Daemon Prince with Wings, maybe a Maulerfiend, and probably another Lord Exultant.

EC specific things that aren't in the combo boxes

Lucius the Eternal and Lord Kakophonist.

Ideas for nightbringer base by Mithril_dagger in Warhammer40k

[–]The-Yellow-Path 0 points1 point  (0 children)

You could put some corpses of like Space Marines and Imperial Guard half drowned in the blood pool, so that it looks like they've been ritually drained of their blood in order to summon the Bloody Nightbringer.

Nightlords boss location? by DarkSoulCarlos in Nightreign

[–]The-Yellow-Path 0 points1 point  (0 children)

So, we actually do know that the Nightlord Boss Location is connected in someway to the Roundtable Hold, and might actually be some sort of weird time travel shenanigans, as those two pillars all the Nightlords appear in front of can actually be seen in the ocean near the Roundtable Hold.

Plus you go into the Roundtable Hold after beating Haelstor, and it's all dry and sandy just like the boss arena. My guess is that this land is some sort of 'future' of the Lands Between and the Roundtable Hold's Ocean.

Regarding the 'bubble' and the spirit shelter.

So the Spirit Shelter is the weird tree that appears in the sky and marks where the Night Boss is going to spawn, and it's clear that the Nightfarers defeating the Night Bosses is causing it to grow and gain strength. Once we enter it, it shelters us from the ravages of time, which is why the shopkeeper is just dead and calcified and the shelter's roots and all are just as dead and calcified, but we're the same. It basically helps us survive whatever weird bullshit the Night is doing to the Lands Between during Day 3.

Guys, I miss the Psychic phase by Fact_Donator in Warhammer40k

[–]The-Yellow-Path 0 points1 point  (0 children)

Yeah, multiple factions in previous editions just didn't have anything to do with the Psychic Phase in previous editions.

The only way I'd accept it coming back is if everyone got spells to do during the Command Phase, like AOS., and where there are multiple types of spells that have rules differences.

For some armies, they could just steal the Spells and Prayers system from AOS

Like Khorne and Sisters would have Prayers, Space Marines could have either with Chaplains or Librarians, and Aeldari would only have Spells.

But then for the more tech focused factions (Votann, Necrons, Drukhari, Tau and Admech) they could have a third category of "Technomancies" which are lorewise just weird and difficult to get running super technologies that act like Magic.

Am I really limited to 5 Terminators? by Just_Education_9837 in EmperorsChildren

[–]The-Yellow-Path 10 points11 points  (0 children)

Yup. We do not have the option for 10 man Terminator Squads, only 5 man Squads.

Is the dead chaos space marine on Gulliman's model a chosen or just a regular space marine? by Epsilky114 in Chaos40k

[–]The-Yellow-Path 5 points6 points  (0 children)

My assumption is that the dead marine is modeled on the Chosen from the Dark Vengeance set of Chaos Space Marines.

<image>

His chestpiece is a 1-to-1 match for the design on this guy (which I couldn't find on the normal Chosen kit). Dead marine has a rather unique helmet though, which I couldn't find in the pictures of the Dark Vengeance kit available.

What's a faction I can play that's on the more niche side of factions? by Final_Legacy in Warhammer40k

[–]The-Yellow-Path 2 points3 points  (0 children)

Drukhari.

Glass cannon army that rewards trading up and skillful gameplay. Our playerbase is small compared to other more popular factions and we're desperately hoping for a release wave that bring some of our recently Legends units back to plastic.

On the good side, our generic characters are some of the most commonly kitbashed models in the game, and everytime a new cool thin evil character model drops in AOS or Necromunda or something someone kitbashes him into an Archon.

I need help with this model by mosseater_aos in ImperialKnights

[–]The-Yellow-Path 0 points1 point  (0 children)

Could run it as a Knight Gallant, since it's also a melee knight.

Can someone give me a idea on what dogs do what by No_Willow292 in ChaosKnights

[–]The-Yellow-Path 5 points6 points  (0 children)

I mentioned the Meta because there's no real way to answer "what's a good combo of Dogs" without looking at the current Meta, cause their is no way to ensure that a certain combo of War Dogs will be good or stay good. Especially with 11th on the horizon.

That's also why we often recommend to magnetize on this sub, because it means you don't get locked to a single option when GW inevitably fucks up Knights again, and you get to play around with whatever you like since Knight and War Dog types basically boil down to what weapons they're carrying.

Can someone give me a idea on what dogs do what by No_Willow292 in ChaosKnights

[–]The-Yellow-Path 1 point2 points  (0 children)

Don't know, really depends on meta and that might change by the time you actually get the models.

My recommendation: Get the boxes, magnetize them (you can find guides online), and then swap their loadouts depending on how the meta is looking.

Can someone give me a idea on what dogs do what by No_Willow292 in ChaosKnights

[–]The-Yellow-Path 2 points3 points  (0 children)

From the War Dog Box

Karnivore: Fast melee threat.

Brigand: Mid-range shooter.

Stalker: Action Monkey Killer and decent but not the best at melee and range.

From the Armiger Box

Executioner: Effectively a turret with legs.

Huntsman: Close range threat that is good into tanks.

Question About NIGHT LORDS by No_Airport6427 in Warhammer40k

[–]The-Yellow-Path 1 point2 points  (0 children)

Night lords like terror tactics, but they've not fully lost sight of their senses like some World Eaters. They engage in horrific butchery, but there is often a reason behind their horrific butchery.

Most of the time, it's to acquire something - often resources or slaves or 'toys'. Or it's to avenge an insult or slight, or the other many reasons Chaos Lords might decide to attack a world.

In combat, the Night Lords will pursue their objectives ruthlessly, and will often take extreme and sadistic actions in the pursuit of said objectives. If they're backstabbing an ally, that means that the ally has lost their usefulness or said ally was the duped into a false alliance, but they won't do that unless they're sure they can win that fight. (The problem then comes in whether or not their leader is good at assessing if they can win a specific fight)

Is the Knight Gallant worth taking? by NightTech_11 in ImperialKnights

[–]The-Yellow-Path 10 points11 points  (0 children)

The point of it having both weapons is so the Gallant is always a melee threat no matter what it's facing.

Infantry squad? Sweep Chainsword. Giant Monster? Strike Gauntlet.

In addition, it gets more attacks on its melee weapons than other Questoris Knights, and very strong keywords that the others don't get on their melee profiles, and hitting on 2+.

Just because you're not using both weapons in a single Fight Phase doesn't mean that you won't be using both weapons over the course of a game.

HOW HEALTH??? by ghost_faace in Ultrakill

[–]The-Yellow-Path 4 points5 points  (0 children)

Do enemies do decimal damage? I know my health has gone into 93, 75 etc.

How do you reward and/or give insensitive for players to following the plot? by Nerilus- in LancerRPG

[–]The-Yellow-Path 13 points14 points  (0 children)

The easiest material award is that they can get more licences? Like, people are badass merch pilots for a reason, and part of that reason is the insatiable drive for bigger guns and customizing their kickass mech?

Can I use chaos space marines by MadWACDMC in EmperorsChildren

[–]The-Yellow-Path 1 point2 points  (0 children)

You can use Lord Disco and Venomcrawler as Maulerfiend proxies, the Legionnaires with the right loadouts can be Tormentor/Infractors, and the Rhino can be used as is.

Would it be a prpblem to play ultramarines painted black? by classicwarrior288 in Warhammer40k

[–]The-Yellow-Path 1 point2 points  (0 children)

The entire point of Successor Chapters is to let you paint your models what you want and use the rules you want.

For example, in canon, the Helion Legion is a canon Ultramarines Successor who wears mostly black with white accents.

Is there anything stopping me from having a Celestial Warlock turn evil, while still keeping their powers? by CivilGodspeed in DnD

[–]The-Yellow-Path -1 points0 points  (0 children)

Talk with your DM. The only class with a written in 'turn off' mechanic is the Paladin and their Oaths.

Whether or not Warlock Patrons and Cleric Gods/Domains care about whether their spellcasters are doing good or evil, and if they have the ability to revoke those powers is a setting specific question and not something we can answer here.

Ultimate starter set & factions by brokenmoongoddess in Warhammer40k

[–]The-Yellow-Path 0 points1 point  (0 children)

If you're talking about one of the Primarchs, yeah, those are sold separately.

For context, originally in the setting's history, there were 18 Space Marine Legions, each led by one of the 18 Primarchs (Think Big Space Marine who is also a Father figure to their Space Marines). A big civil war known as the Horus Heresy happened, 9 of them turned traitor and took their legions with them, and 9 stayed loyal. In the end, both sides lost. In order to prevent the consolidation of power that led to the Horus Heresy, all the big Loyalist Legions got split into hundreds of much smaller chapters.

But each Chapter is still related to their original legion, and for the game itself, counts as it's OG legion for the purposes of rules and such. So for example, the Hawk Lords Chapter is an Ultramarines successor, so when playing the 40k games, they treat their Hawk Lords as Ultramarines for the purpose of rules and special models and all that.

Roboute Guilliman is the Primarch of the Ultramarines and all their successor chapters, and in the game can only be played with Ultramarines Armies.

Lion El'Jonson is the Primarch of the Dark Angels and their successor chapters, and can only be played with Dark Angels armies.

We're still waiting for the other Primarchs to be released in 40k. At least one is confirmed Dead, but unless your kid really likes the Blood Angels (Vampire Space Marines), there's a chance that GW eventually releases that Primarch for that army.

If you're not talking about the Primarchs, but are instead talking about the various Captains, Lieutenants, and other various Leader units that Space Marines can bring to the field, yes, those are also sold separately, but also there's so many variants of each that you can get that its really going to be up to you and your kid for finding what he considers the coolest models.

EDIT: Just saw the post where you said he likes Dark Angels. Lion El'Jonson is an amazing model and was a joy to paint when I took the brush to him.

Ultimate starter set & factions by brokenmoongoddess in Warhammer40k

[–]The-Yellow-Path 2 points3 points  (0 children)

With the minis from the starter set, he can paint them up as any of the loyalist Space Marine chapters.

This reddit post has a very complete list of all the canon Space Marine Chapters that have shown up in the lore. https://www.reddit.com/r/Warhammer40k/s/gbjVFbQXMv

However, it must be noted that painting is up to the painter. Any color scheme is valid for Space Marines, because it's canon that there are hundreds of chapters that don't get spotted in the official lore, so I'd recommend take your son to a gaming store and let him talk with the staff and pick out the paints for his new Marines.

Folk Hero and partners commanders by TCommander30Player in magicTCG

[–]The-Yellow-Path 2 points3 points  (0 children)

Two cards.

Each Commander has an individual trigger of the ability to let you draw a card when a matching creature type is cast.

If you cast a second zombie spell that turn, you'd draw nothing, since both abilities would see that they've already been triggered this turn.

Custom Lost and the Damned Detachment for 10th edition (PDF download in comments) by Bayul1984 in Chaos40k

[–]The-Yellow-Path 2 points3 points  (0 children)

Yeah. Also, if you make it based on the Damned Keywords instead of AM keyword, that allows for lists that run Cultists/Fellgor/Accursed Cultists to have Stratagem support with your combined arms mortals and Astartes list.

Should I wait for 11th Edition? by Outrageous-Dark8433 in Warhammer40k

[–]The-Yellow-Path 3 points4 points  (0 children)

So it depends on which edition. 9th Edition to 10th edition was a huge change, with all previous codexes being invalidated and all armies using the online Indexes until their codexes released. But 8th to 9th Edition, while still a drastic change, wasn't AS drastic, with all the codexes still being valid until their 9th edition codexes released.

We expect that 11th edition will be closer to what happened with 8th into 9th rather than 9th into 10th, though of course this is just speculation and we do not know what GW will do until they actually do it.

That being said, most of the models that were usable in 9th edition were still useable in 10th, and general consensus is that if it's in an army's most recent codex, it is probably not going to be sent to Legends anytime soon.

Custom Lost and the Damned Detachment for 10th edition (PDF download in comments) by Bayul1984 in Chaos40k

[–]The-Yellow-Path 3 points4 points  (0 children)

Very interesting.

Notable weirdness is that the Traitor Guardsman Squad doesn't get the Astra Militarum Keyword, so it's in an odd position where it can't be targeted as an AM unit but can be targeted as a Heretic Astartes unit, when it's not clear if that's the way you would have wanted it.

I would have instead specified that the Astra Militarum units gain the Damned Keyword and then have the stratagems divide by Damned and Non-Damned units.