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Plotki ws 8ed. Kodeksu DE
Moderator: Yudokuno
Re: Plotki ws 8ed. Kodeksu DE
Czarki w korsarzach/witchkach/BG !?
Lol, to będzie dobre.
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- Paraszczak
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Pendanta nie będzie. Przyzwyczajajcie się.
Jezu, jaki straszny placz o tego pendanta. Uwierzcie mi, ta armia do tej pory dawala sobie swietnie rade i bez niego. Kazdy sie ogral na glupiego herosika na pegazie. Na pewno beda inne fajne zabawki.
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Z życia europejskiego battlowca: "im going to play on UB cause we have a bomb in school, so unexpectedly some free time".
- Necromanter
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JaceK pisze:Mistrz!Jankiel pisze:Ja tez jestem przeciwny wprowadzaniu jakichkolwiek zmian na turniejach, dopóki ktoś ich nie ogra na turniejach.
Coś w stylu : " Nikt nam nie w mówi, że białe jest białe, a czarne jest czarne!"
PiotrB pisze:Oczami wyobraźni widzę te tłumy i uśmiechniętego Sola podającego kiełbaskę ...eh ...bezcenne
- Mistrz Miecza Hoetha
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W
Balista kosztuje teraz 70pkt i można brać 4 jako rzadkie. Tak wiec cztery balisty to 280pkt.
Widac że niewiele grałeś z nowymi HE na pkt powyżej 2400 bo wtedy spokojnie wchodzą cztery bolce i feniks.Rasti pisze:A takie pytanie - czy HElfickie bolce coś potaniały/są mocniejsze?
Mamy co liczyć na większe ugrywalnienie bolców?
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Balista kosztuje teraz 70pkt i można brać 4 jako rzadkie. Tak wiec cztery balisty to 280pkt.
Moja Galeria: http://forum.wfb-pol.org/viewtopic.php? ... 9#p1076079
"Ludzie uwierzą w każdą prawdę, jeśli tylko podasz ją w cudzysłowiu i podpiszesz nazwiskiem kogoś znanego".
Naviedzony
"Ludzie uwierzą w każdą prawdę, jeśli tylko podasz ją w cudzysłowiu i podpiszesz nazwiskiem kogoś znanego".
Naviedzony
Nie grałem w ogóleMistrz Miecza Hoetha pisze:Widac że niewiele grałeś z nowymi HE ...
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Pewnie stąd to pytanie. Dzięki za odpowiedź, tak właśnie miałem wcześniej napisać, że mogłyby potanieć tak do 70 punktów i był by wtedy bardzo fajną opcją
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October 4
September 27th (pre-orders)
And the models who claim to have seen flying are:
- Box Hydra / Kar Karond Beast (depths flying) [Multikit to build two types of hydration and the Beast
- Box of 10 Witch Elves / Multikit unique troop
- Box 10 Executioners / Black Guard Multikit
- Safety Cauldron of Blood / Altar ...
- Blister Priestess of Khaine
- Blister Murderer (Shadowblade)
- Blister Dark Fleet Admiral
- King of the Executioners Blister
Rules:
- Dark Magic up characteristics oriented characters, transformations and recovery spells 5th edition.
- Dagger of sacrifices there and synergy with the Cauldron of Blood in units (Skaven bell type.) (It is said that only power dice 4 + and one per phase)
- Fleet Admiral dark. A kind of hero who can join LV apparently endowments and improve shooting skills from other units. (Becomes his cousin sea helmet AE)
- The Vergudos oriented creatures with more than one wound and mean strengths.
- Revamp of Murderers and more important. Cheaper and the terror of the enemy characters.
- The whole army is oriented based damage poisons, multiple wounds and attacks (lethal blows) and ...
- Malekith more powerful than Teclis.
- Monster of the deep-Kar Karond more powerful than the Hydra
- The weight of the book lies Karond units Kar, Hag Graef and Clar Karond
The rumor Cruddace dark book makes is very vague and is taken from faeit 212 and heard that the author of the book is the same as AE
Takie były w 5 ed.(na power nie patrzcie bo był inny system magii)
Arnzipal's Black Horror: Power 3, Range 4D6"; Black Horror template moves 4D6" immediately, and 4D6" in same direction each round; Models passed over must roll under S on D6 or be killed; No armor saves except magic armor; Unit taking casualties must take Panic test; Remains in play.
Blade Wind: Power 2, Range 24"; Hits first unit in path, causes 3D6-target's WS hits; Each hit does 1 Wd on 4+
Dark Hand of Destruction: Power 1; Wizard makes 1 HtH attack on model in base contact; If it hits, it does D3 wounds; No armor saves except magic armor.
Death Spasm: Power 2, Range 18"; Hits first model in path, target must roll equal or less than T on D6 or be slain; No wounds, so no armor saves, special saves, etc.; Dying model inflicts 1 hit at its S on each model in base contact. LOS
Doom Bolt: Power 2, Range 18"; Hits first model in path for D6 S5 hits; Chariots, war machines, and buildings take D6 S10 hits.
Malediction of Nagash: Power 3, Range 36"; Target unit may not move or shoot; In HtH, they are at -2WS and -2I; At start of subsequent magic phases, unit takes D3 wounds; Remains in play.
Power of Chaos: Power 1; Roll D6, 1: Caster drawn into Chaos and killed; 2-5: Caster draws 3 extra magic cards; 6: Caster draws 6 extra magic cards
The Transformation of Kadon: Power 3; Wizard may turn self into Chimera, Manitcore, Hydra, or Wyvern; May not cast spells, but may dispel; Wounds carry over; Remains in play.
Witch Flight: Power 1; Transport self anywhere, counts as charging into close combat.
Arnzipal's Black Horror: Power 3, Range 4D6"; Black Horror template moves 4D6" immediately, and 4D6" in same direction each round; Models passed over must roll under S on D6 or be killed; No armor saves except magic armor; Unit taking casualties must take Panic test; Remains in play.
Blade Wind: Power 2, Range 24"; Hits first unit in path, causes 3D6-target's WS hits; Each hit does 1 Wd on 4+
Dark Hand of Destruction: Power 1; Wizard makes 1 HtH attack on model in base contact; If it hits, it does D3 wounds; No armor saves except magic armor.
Death Spasm: Power 2, Range 18"; Hits first model in path, target must roll equal or less than T on D6 or be slain; No wounds, so no armor saves, special saves, etc.; Dying model inflicts 1 hit at its S on each model in base contact. LOS
Doom Bolt: Power 2, Range 18"; Hits first model in path for D6 S5 hits; Chariots, war machines, and buildings take D6 S10 hits.
Malediction of Nagash: Power 3, Range 36"; Target unit may not move or shoot; In HtH, they are at -2WS and -2I; At start of subsequent magic phases, unit takes D3 wounds; Remains in play.
Power of Chaos: Power 1; Roll D6, 1: Caster drawn into Chaos and killed; 2-5: Caster draws 3 extra magic cards; 6: Caster draws 6 extra magic cards
The Transformation of Kadon: Power 3; Wizard may turn self into Chimera, Manitcore, Hydra, or Wyvern; May not cast spells, but may dispel; Wounds carry over; Remains in play.
Witch Flight: Power 1; Transport self anywhere, counts as charging into close combat.
Złomowisko: https://goo.gl/photos/xRMRQZGkEgCpcHcx5
Takie czary to rozumiem, tylko żeby zamiast d3 było d6, bo 2d6 pozostaje w sferze marzeńdebelial pisze:Malediction of Nagash: Power 3, Range 36"; Target unit may not move or shoot; In HtH, they are at -2WS and -2I; At start of subsequent magic phases, unit takes D3 wounds; Remains in play.
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