Spoke briefly with a playtester yesterday who said that Gav finished the Dark Elf book before leaving, and that they are on track for an August release.
Some info about the rules:
Apparently, no new units, but several entries should be getting better -
Army wide rules - Hatred vs everyone, eternal Hatred vs High Elves. Looks like Dark elves will use the standard force chart (3+ core, 4 special, 2 Rare at 2000pts)
Heroes wise: Assasins move to be upgrades for units (with ASF), so won't be taking up hero choices - don't no if this means that they'll have much in the way of options - we'll have to wait and see...
Sorceresses lose +1 to casting rolls, but in return will be allowed to use as many dice as they like per casting. In addition, regardless of lore chosen, they will all know a new spell (can't remember the name - something like "Summon darkness") which will be cast on a 4+ and provide d3 + 1 power dice for that wizard to use (however. any dice not used at the end of the phase will cause a strength 5 on the caster...)
Dark magic lore seems like it will be nastier - Chill wind will get +1 strength for same casting value and doom bolt and word of pain will becoming over at the very least - Black Horror will return but will be "better"...
Cauldron of blood will be nasty - a mount for a Hag character and will provide lots more benefits to "Khainite" units. Seems to be movable as a Warmachine as well...
Core - Cheaper - 10pts for Repeater crossbowmen - including light armour and shield! Additionally, Repeater cross bows are now armour piercing across the army...
Spearmen - 6pts with everything...
Corsairs will apparently get some new rules, but I didn't find out what. Don't know anything about Dark riders (apart from they won't get new models - neither will the Crossbows/Spearmen, but apparently Corsairs will be plastic).
Special - Exercutioners will be 11pts with Draichs (A Halberd that gives +2 strength on the charge)
Coldone Knights will be strength 4, but mostly as they are now...
Rare - Repeater Bolt Throwers will remain 1-2 for a rare slot (but Dark elves will only have the standard so it evens out...)
Hydra will regenerate (apparently it will grow an extra head on a '6' on the regenerate roll, but I don't know what this means...) and it's Breath Weapon strength and attacks will be linked to its wounds...
so this is what i obtained from a person who went to a seminar...
- +1 At on the Charge + Hatred are the army Wide special rules
- aparently Black Guard change to Special and have stat increases akin to Swordmasters
- Executioners lose KB and gain a new nifty ability against Armoured foes
- witch elves have the ASF ability + poison
- new spell in the Dark Lore akin to the frenzy spell in the skaven book
items are changed quite a bit
- Cold ones (the mounts) gain +1 attack and have a possibility not to have stupidity
- Dark Riders cheaper
- a new monster as a rare choice
- RBT is still a Free choice unlike chariots
- harpies are cheaper
- Sorceresses have an ability having to do with sacrificing their bodies to do more casting power (dont know what he meant)
- RxB's are St4 if standing still or 2x shots if moving...shoots like a normal bow if it moves
I'm going to make a unique post of all the rumors I've posted, adding the rare choices. Watch out:
N.B: Black guard is a bit changed, this was an info of the same guy but posted lately.
Here something new from Italian www.forumgwtilea.it. ( http://www.forumgwtilea.it/forum/index. ... 039&st=150 if someone speaks Italian...)
These rumors come from an informed user that is rarely wrong... In the end he's the top rumorer of this site, or he appears to be:
- Hatred will be our main rule (eternal hatred vs Asur)... the guy speaks about "the hatred on Rulebook", so re-roll to hit, but forced pursuing.
- About +1 on charge: that "would be possible" on elite units (exec, we, Bg and so on) maybe if there's a cauldron. Improbable for troop choices.
- Great Heroes: 1 Highborn (maybe his cost will be increased by 5 pts): he is the same as now, so will be his mounts. 2 High sorceress. she should cost less and can be upgraded to 4th level at 35 pts. For magic below.
- Dragon: he will stay the same, but he'll have a breath with lower strenght, no As allowed, panic.
- Heroes: 1 Noble: the Bsb will be able to carry shield, gw etc, just like the bsb of He and Vc. 2 Sorceress: not allowed to join a We unit, cost of upgrade 35 pts. 3 assassin: he shoould be as now, but with poison, he can be infiltrated as now or in enemy units, attack first when revealed. 4 Beastmaster: no more! it should be an upgrade for monsters units. 5 Hag: asf for her, always frenzied (always), 5+ ward, can ride a Manticore or drive a Cauldron. For These below.
-Manticore will stay as now, probably costing less. Read the rare part.
- Magic: each sorc can use as many dice as she wants to casting, can lose a wound to gain another power dice THAT: if with this die she gets a 1, she gets a miscast, if the die is a 6 it's an irresistible force. If you make a "normal" double 6 with other dice and 1 with the special one she gets both irresistible and miscast and the contrar (double 1 and a "special 6). No more +1 casting!
-Lore are Death, dark and shadow.
- Dark magic: spell 0 (casting value 4+): gain d3+1 power dice, if there are unused dice at the end of magic phase---> S5 hit on the sorc. Spell 1: chillwind, same as now but at S4. Spell 2: doombolt, 24" d6 S5 with the chance of getting an object that increase the shots (from d6 to 2d6). Spell 3: word of pain, the same as now but with a lesser cost. Spell 4: soulstealer, makes a wound on 4+ at 24" with Los at 1 model (also if he couldn't be normally targeted, as Hoclhand sniper rifle), the sorc gain 1 wound if succesfull. Spell 5: goodbye dominion, comes a new one that gives fury to an allied unit, if thrown on We they get 1 more attack, but lose d3 models per turn. Spell 6: Black Horror, similar to the 6th of shadow lore.
- Cauldron of Blood: It should be used by the hag hero, if the hag die, the cauldron goes to hell. the cauldron makes our unit capable of rerolling to wound always if within 24" and grant a ward save of 5+ to witches at 12" (Note that new witches should have a 6+ ward save). Maybe, but only maybe, the cauldron can join a We unit making them unbreakable. the cauldron can move, but is not considered a Chariot. It should be able to grant to some units (assassins, we, exec and other) +1 attack when charging. Cost: between 175 and 200. It causes terror.
- Cold ones (not riders but reptiles) should have 2 s4 attacks.
Troops
- About spears and Xbows I will not talk because the rumors posted are quite similar to those the Gw asked to remove, so I prefer to say nothing.
- Drs: cost less (the guy says 13-14 pts, 19 with xbows) and they'll have the chance (maybe with special magic item) to move before the starting of the match.
- Corsairs: as now, but 50 victory points more for every captured standard. Maybe they can enter the table just like miners (but here there's no assurance).
- Our choices remains the same: 3 core 4 special and 2 rare at 2000 pts.
Special choices:
- Witches: at least 5 of them for a unit, same points value, 2 hand weapons with poison, always frenzied (nevel lose the frenzy), hag with something like temple of khaine choices. ward save 6+, asf and the chance for the hag of taking a poison that halves enemy Initiative in base contact.
- Executioner: same points cost. No more Kb. Get the halberd with armour piercing and every succesfull to hit roll will wound automatically (no need of to wound roll). 5+ for a unit.
- Shades as now with something I can't tell for the same reason I couldn't tell about spears and xbows.
- Harpies: as now with 11-10 points each (NO NEW MODELS)
- Coc: no more 2x1 choice, the naggy are going to take each 2 attacks (NO NEW MODELS)
- Black guard: the guy says it's special now. Stubborn, halberd and heavy armour. 2 attacks each. Champ can get 25 pts of magic items. He says nothing about costs. They can have a magic standard of 50 points (as Exec and Wtiches). 5+ for a unit.
- Cold ones: as now with the naggy having 2 attacks S4. they can have a banner of 50 pts. There will be a banner making the unit immune to psicology. The champion can get 25 pts of magic objects. Their cost will grow a little.
Rare
-Hydra: as now, but with maybe improved As (3+) and quite surely regeneration. If you throw a 6 on reg roll his breath weapon is increased to max S10 (the guy says the breath is increased from S4 to S10... so S4 at the beginning?). The beastmaster will be an upgrade of apprentice and will be able to make the hydra avoid monster reaction test.
-Rbt: here is something new. If they don't move they're as usual, but if they move they can shoot 12 arrows S3 armour piercing with the 2x shoot rule at max 24".
-3^ choice: there are three chances:
- Beastmaster on manticore
- Something really really new that probably will fly or move very fast
- Nothing at all.
The guy assume that we'll get a Manticore as rare choice, but this is only his prevision.
Here it is all he posted from the beginning. He will tell something (little little) about magic items and Special characters. But I think the main question is presented above. I will remain keeping an eye on Gwtilea and post new rumors on what I said.
Edits: corrections.
Here we go with something new.
Special characters and magic items (there is no much on them yet):
- morathi: 4th level sorc, a weapon like the Teclis' one, an item that would allow to avoid 1 wound used to get more power dice, Dark pegasus and something that will half ws and i on models/units in base to base contact with her.
- Malekith: on dragon with As 1+ and a ward vs magic. He didn't say much (will throw spells and artifacts) and should be able to make you re-positioning 3 de units before the battle.
- Shadowblade: like the one we already have
- Malus Darkblade: like the one we already have
- Cron Hellebron: like a more powerfull hag heroe, she is deadly in HtH, and can also ride a Cauldron
- Kouran: killing blow, great armour save, low points cost and maybe the Bg become troop with him.
Magic Items:
- Magic weapons: a sword that make the bearer heal his wounds per each wounds he causes, a deadly weapon in challenges, our magic xbow (lifetaker?) is going to be similar to an Hochland rifle but still with multiple shot, a weapon for hags that multiplies their attacks, great weapon that multiplies wounds done, no more Gountlet of Power (the guy admits that there are other he doesn't know).
- Magic armour: magi sea dragon cloack that would grant also a 5+ ward save, a shield reducing enemy attacks, an unchangeable 2+ armour save (it seems the armour of darkness), and others he doesn't know
- Talismans: reamins crown of black iron, a talisman grant reg (maybe is called heart of Hydra), no more 4+ ward save, remains the cloak of darkness (the cloack that can make on foot heroes scouts), and others he doesn't know.
- Artifacts: the seal of ghrond (he says it would become an artifact...), a low cost staff for gettin +1 to cast, amulet anti first miscast.
- Enchanted items: nothing is known
- Magic standards: hydra banner as now, standard that grants 5+ ward save on magic and shoting, a one turn armour save improving standard that cost not much, stadard for being immune to psycho, 1 standard that makes units frenzied (if already frenzied 1d3 modles lost per turn), and others he doesn't know but is rumored they will be quite a lot.
Have a good launch!
General Rules
- Hatred as general wide-army rule;
- Eternal Hatred VS High Elves;
- maybe +1A on charge for Elite troops (difficult to see this rule on Troop choices)....it's possible that this bonus will be provided by the new Cauldron of Blood;
- Standard Army Composition Chart (at 2000 points: 3+ Troops; 0-4 Special & 0-2 Rare).
Quote LORDS CHOICE
Dark Elf Highborn
- new palstic kit (1 model on foot + 1 model mounted on the new ColdOne);
- same profile, may be +5 points;
- can mount: Black Dragon, Manticore, Dark Pegasus, Cold One, Dark Steed or a CO Chariot;
- ColdOnes gains +1A on the profile;
- Dark Pegasus and Manticore have the same profile, but the Manticore will probably be cheaper;
- Balck Dragon is the same as today, but his Breath will change: less St but with no Armour Save, and it will causes Panic Test if it wounds.
High Sorceress
- new plastic kit (1 model on foot + 1 model mounted);
- same profile, she will be a few points cheaper;
- upgrade to 4th level of magic will costs 35 points;
- she (obiouvsly) may not be included in Witch Elves troops;
- she knows: Dark Magic, Lore of Death and Lore of Shadows;
- can mount: Manticore, Dark Pegasus, ColdOne, Dark Steed;
- Sorceress loses the +1 bouns in casting spells, but they will be able to cast spells with as many dices as they want, regardless of magic level;
- they gain a new ability: at the cost of 1 wound, they'll gain 1 "special" Power Dice, tha will grants Total Power on a result of 6, and a Mistcast on a result of 1. (ie: Sorc. cast a spell with 2 "normal" dices and 1 "special" dice: with the normal ones she obtains 3 and 4, and with the "special" one she obtains a 6: Total Power!!! )
Quote Heroes Choice
Dark Elf Noble
- same as today;
- BsB may take shield, great weapon, etc., like the HE one.
Sorceress
- see "High Sorceress" entry;
- probably they'll cost 5 points more than today (but the upgrade to 2nd level will be +35 points).
Assassin
- same profile and cost as today;
- may hide himself in enemy units;
- may be placed as a Scout;
- may, as today, hide himself in friendly units;
- Poisoned Attacks as an upgrade option (without spending the "magic items" points);
- ASF in the turn in wich he's revealed.
Beastlord
- no more a "Hero" choice, he'll be an upgrade option for monsters units.
Hag Queen
- Wich Elf Heroine quite effective in HtH ^^;
- ASF, Furious and never loses it;
- 2 hand weapons and Poisoned Attacks;
- Guard Save of 5+ ("Blessing of Khaine" rule);
- can mount: Manticore (taking 1 more Hero choice) or the Cauldron of Blood (0-1, probably take a Hero or Rare choice).
Cauldron of Blood
- it costs around 175/200 points;
- it seems that a new model will be produced;
- it can move as a warmachine;
- Large Target and causes Terror;
- all friendly units within 24" may re-roll failed To Wound rolls;
- it's Indistructible, tough if the Hag and the 2 Witches are killed, it's removed as a casuality;
- may confers +1A on charge (probably it is THIS the real rule about the +1A) to some units: Witch Elves, Executioners, Assassins, maybe Black Guard;
- the Hag Queen and the 2 Witches are Unbreakable and have a 5+ Guard Save;
- Witch Elves units within 12" gains +1 on their Guard Save;
- MAY join a Witch Elves unit, wich will become Unbreakable.
Quote Dark Magic:
- a new "0" spell, autatically known by Sorceress that, on casting value of 4+ will generate d3+1 Power Dice, tough if not used, each of these dices will causes a St 5 hit on the Sorceress;
- Chillwind as today, exept for +1 St;
- Doombolt: 24" d6 St 5 hits, may gain 2 casting values, the 2nd inflicting 2d6 hits;
- Word of Pain as today, casting value reduced;
- Soul Thief works like a Hochland now, targeting any model within 24" and in LoS, causing a Wound without AS, that is transferred to the Sorceress;
- new spell that puts a friendly unit into Fury, if already Furious, it confers +1A to each model, but every turn the units suffers d3 casualities, remains in play;
- Black Horror similar to the "Well of Shadows", gains 24" of range.
Troops:
Warriors:
- NO new models;
- they have lance, light armour and shiled for basic;
- they ARE cheap (around 7 point per model);
- may have a Magical Standard (max. 25 points).
- for a cost of around 50 points, a "lesser" Assassin may join the unit;
- he has 2/3 Poisoned Attacks and only 1 Wound;
- ASF and can't leave the unit in wich he's hiding.
Multi-Crossbowmen:
- NO new models;
- they have crossbow and light armour for 10 points/model;
- may take shields for +1p.nt/model;
- looks like the Champion has BS of 5;
- they CAN'T take magical Standard;
- seems they can take the "lesser" Assassin;
- the new Repeating Crossbows are: range 24", St 3, Piercing AND multiple shot x2.
Corsairs:
- NEW plastic models;
- same as today for statistics and costs;
- may take a Magical Standard (max 25 points);
- new Special Rules UNCERTAIN: one is that they gains +50 VP for every unit killed in HtH and another one may be that A SINGLE unit may enter the battlefield like Dwarfs Miners did.
Dark Riders:
- apparently NO new models
- same profile as today;
- they will be cheaper (around 13/14 points.....19 with Crossbows);
- seems they could make a March Movement before the start of the game.
Quote Special Choice:
Shades
- NO new models;
- same as today.
Harpies
- NO new models
- same profiles as today;
- cheaper (10/11 points/model).
Cold One Chariots:
- NO new models;
- profile same as today, exept for the +1A of the ColdOnes;
- no more 1-2 for single Special slot.
Witch Elves
- NO new models;
- minimum unit: 5+;
- same as today for profile and costs;
- 6+ Guard Save;
- 2 hand weapons, Poisoned Attacks, Fury (and never lose it), ASF;
- may take a Macical Standard (max 50 points);
- the Champion may take Poisons (one of these will halves enemy's I ).
Executioners:
- NO new models;
- minimum units: 5+;
- 11 points/model;
- lose KB, but every successful To Hit dice, will aout-Wounds;
- Draichs works like Halleberds, and confers the Piercing Ability;
- may take a Magical Standard (max 50 points).
Black Guard:
- NO new models;
- minimum units: 5+;
- 2A/model; Stubborn and Eternal Hatred;
- Halleberds and Heavy armours;
- may take a magical standard (max 50 points);
- the Champion may take 25 points of Magic Objects.
ColdOnes Knights
- probably NEW plastic models;
- will costs a few more points;
- ColdOnes with +1A;
- the Champion may take 25 points of Magic Objects;
- may take a magical standard of max 50 points (there is one that nullifies Stupidity).
Quote Rare Choice:
Reaper Bolt Thrower:
- costs as today;
- 1-2 for single Rare Choice as today;
- 2 ways of shooting:
- a) if stationary: 48", single dard, St 6, no AS OR 48", 6 shoots, St 4, Piercing;
- b) if moved: 24", multiple shot x2 (it means exactly 12 shoots), St 3. (WITHOUT Piercing, and still suffers the movement and multiple shot penalities).
War Hydra:
- Large Target, causes Terror;
- Scaly Skin (3+ or 4+), Regeneration (special one!)
- with a 6 on Regeneration roll, a new head "grows", adding +1St to the hydra's Breath (starts with St 4) with a maximum of St 10.
- 2 Beastmasters as today;
- option for the Beastlord, that will grants favorable results on the Monster Reactions Chart and MAYBE could take 25 points of Magic Objects.
NEW MONSTER:
- it will something really fast, maybe even Flying;
- it will causes Terror quite for certain;
- it will have the Beastlord option, like the War Hydra.
the cases are 3:
a) something absolutely unespected;
b) the Manticore, now a Rare entry;
c) there is nothing at all as "new Rare choice"
...the more papable is the second case...the model already exists and the "traslation" from Hero to Rare is quite simple...