Codex 7 edycji dla besti?
Moderator: Dibo
Re: Codex 7 edycji dla besti?
"Wszystkie stworki" znaczy jabber, gorgona i cygor. gigant jest chyba taki jak wszedzie, nie czytalem go nawet, wygladal tak samo na pierwszy rzut oka.
dodatkowe zasady i staty jabbera
"Księga Armii Nocnych Goblinów"( 09.11.2011
http://www.docstoc.com/docs/94525591/No ... 99ga-Armii
http://www.docstoc.com/docs/94525591/No ... 99ga-Armii
-
- Masakrator
- Posty: 2297
Sprawdź proszę, czy na 100% kozy nie mają marków. Jeśli nie, to gifty obczaj i powiedz nam, co czynią.
- dark kaczuszka
- "Nie jestem powergamerem"
- Posty: 145
- Lokalizacja: Kraków
Może głupie pytanie.
Czy Harpie/furie są rzeczywiście w specialach, jakie mają staty?
Czy Harpie/furie są rzeczywiście w specialach, jakie mają staty?
Ja osobiście proszę o sprawdzenie:
1. Statystyki Doombulla i herosa Gorebulla (chyba)
2. ile T ma mały shaman, ile atakow i jak działa braystaff
3. Czy gorgona ma jakiegokolwiek save'a i czy ma primal fury
4. Mutacje/ gifty ile ich jest i czy wybiera się jedną czy jakis prog punktowy jest.
5. Ile kosztuje ungor (z upgradam/bez, w skirmishu) i jaki jest minimalny rozmiar oddziału skirmisha
Mógłbym dużo jeszcze wymyślać, ale prosiles zeby nie było za duzo
Dziękuję Ci bardzo z góry
Pozdrawiam
1. Statystyki Doombulla i herosa Gorebulla (chyba)
2. ile T ma mały shaman, ile atakow i jak działa braystaff
3. Czy gorgona ma jakiegokolwiek save'a i czy ma primal fury
4. Mutacje/ gifty ile ich jest i czy wybiera się jedną czy jakis prog punktowy jest.
5. Ile kosztuje ungor (z upgradam/bez, w skirmishu) i jaki jest minimalny rozmiar oddziału skirmisha
Mógłbym dużo jeszcze wymyślać, ale prosiles zeby nie było za duzo
Dziękuję Ci bardzo z góry
Pozdrawiam
A jeśli trafimy na jednego caddy to damy mu do wyboru:
a) traci scrolle w pierwszej rundzie - blokuje bounda i dwa pchania wpuszcza jedno
b) zachowuje scrolle, a nasz jeden element armii w 6 calach od shamanow idzie 3d6+3 do przodu +normalny ruch
Jeśli się dobrze ustawi to mimo braku szarży nie będzie mógł maszerować i uciec.
Pozdro
a) traci scrolle w pierwszej rundzie - blokuje bounda i dwa pchania wpuszcza jedno
b) zachowuje scrolle, a nasz jeden element armii w 6 calach od shamanow idzie 3d6+3 do przodu +normalny ruch
Jeśli się dobrze ustawi to mimo braku szarży nie będzie mógł maszerować i uciec.
Pozdro
Oi,
dla tych co nie przegladaja Herdstone. Tam chyba z pieciu uzytkownikow juz czytalo podrecznik. To jest podsumowanie ich wiedzy. Punkty sa wyrazane w NU, gdzie 5 NU daje jeden dispell scroll (to dal zmylenia przeciwnika!)
SPECIAL RULES:
Primal Fury: Units with primal fury must take a leadership test at the start of combat and if successful they gain Hatred (reroll even if not first round). If double 1s are rolled, they gain Hatred and Frenzy (frenzy for that turn only).
Slaughterer's Call: Any unit joined by a Doombull or Gorbull gain lose Primal Fury and gain Frenzy
Drunken: Roll for each unit with Drunken at the stat of the game. 1-2 = +2 I, 3-4 = -1M and rerolls on Primal Fury, 5-6 = stubborn
Ambush: Roll each turn for units with ambush. Must have a unit of equal or greater US on table to put a unit in ambush.
1: The unit comes onto the table, your opponent choosing which edge.
2-3: Roll again next turn.
4: The unit comes onto the table on your left hand table edge.
5: The unit comes onto the table on your rioht hand table edge.
6: The unit comes onto the table on an edge of your choice.
QUESTION: Does this include front and back table edges for 1 and 6 or just left and right?
MAGIC: (copied directly from Revlid's OP)
Lore of the Wild
0: Bestial Surge - Cast on a 7+, Units within 6" get d6(maybe+1)" move and can definitely not charge with it.
1: Viletide - Cast on a 7+, 24" Range Magic Missile, 5d6 S1 Hits (armor saves allowed?)
2: Devolve - Cast on a 9+, Enemy units within 12" take a Leadership Test, losing wounds equal to the amount they failed by, with no Armour Save allowed.
3: Bray-Scream - Cast on a 10+, One friendly character within 12" may use a S3 Breath Weapon with no Armour Save allowed.
4: Traitor-Kin - Cast on a 10+, All enemy models within 12" riding a mount of any kind suffer a number of attacks equal to their mount's attacks, at the same Strength, with no Armour Save bonus for being mounted or barded. The same applies to the handlers of Monsters and the riders of Chariots.
5: Mantle of Ghorok - Cast on a 13+, One friendly character within 6" gains +d6S and +d6A (max 10), if one or more 6s are rolled, the character suffers a wound with no saves of any kind allowed.
6: Savage Dominion - Cast on a 16+, You may 'summon' a new Giant, Gorgon or Jabberslythe (Not Cygor), entering play at any point on a table edge and moving as if returning from pursuing an enemy off the board. While the monster is on the board, the wizard that cast this spell may not cast another spell, nor may he "dismiss" the model voluntarily, and if he dies the monster immediately disappears. Every time the monster takes a wound, the wizard must pass a Toughness Test or also suffer a wound with no saves allowed.
Beastlords, Wargor, Great bray and bray shaman can all ride chariots or Razor chariots.
LORDS (I'm pretty murky on point values here)
Beastlord (23NU?): M5 WS6 BS3 S5 T5 W3 I6 A4 Ld9
primal fury, rerolls vs man on primal fury
100 points of magic items/gifts
Doombull (47NU): M6 WS6 BS3 S6 T5 W5 I5 A5 Ld8
fear, frenzy, slaughterer's call, d3 impact hits
100 points of magic items/gifts combined
Great Bray-shaman (40NU?): M5 WS5 BS3 S4 T5 W3 I5 A2 Ld7(?)
primal fury, level 3 wizard
bray staff is hand weapon, no other equipment options(?) 100 points of magic items/gifts combined
HEROES
Wargor (???): M5 WS5 BS3 S4 T5 W2 I5 A3 Ld7(?)
primal fury, rerolls vs man on primal fury, can be bsb
50 points of magic items/gifts combined
Gorbull (32NU): M6 WS5(?) S5(?) T5(?) W3(?) I4(?) Ld8(?)
fear, frenzy, slaughterer's call, d3 impact hits, can be bsb
50 points of magic items/gifts combined
Bray shaman is exactly like he was previously, cost included.
bray staff is hand weapon, 50 points of magic items/gifts combined
CORE
Gor Herds (NU+2/model): M5 WS4 BS3 S3 T4 W1 I3 A1 Ld7
10+, primal fury, ambush
extra hand weapon or shield at NU-4/model each. s/c/m at 2NU/2NU/NU(?)
Ungor Herds (NU/model): M5 WS3 BS3 S3 T3 W1 I3 A1 Ld6
10+, primal fury, ambush
shields base, spears at NU-4/model each. s/c/m at NU+3/NU+3/NU-1)(total guess ?)
Ungor Raiders (NU+1/model): M5 WS3 BS3 S3 T3 W1 I3 A1 Ld6
5-10, primal fury, ambush, skirmish
shortbows base. command options?
Chaos Warhounds (NU+1/model): M7 WS4 BS0 S3 T3 W1 I3 A1 Ld5
5+
upgrade options that don't matter.
Tuskgor Chariot (16NU): M7 S5 T4 W4 Ld7(?)
1 Bestigor with great weapon, 1 Gor with spear, 2 Tuskgors at WS3 S4 I2 A1
SPECIAL
Bestigor Herds (2NU+2/model): M5 WS4 BS3 S4 T4 W1 I3 A1 Ld7(?)
10+, primal fury, steal banners from units they wipe out a unit or break (gaining +1 combat rez but gaining no magic effects. banners DO stack). Lose all banners if they break and flee.
great weapons, heavy armor base. s/c/m at 2NU+2/2NU+2/NU+1(?)
Champ may get a gift up to 25pts. Only unit in the book allowed magic banners.
Minotaurs (11NU/model): M6 WS4 BS3 S5 T4 W3 I3 A3 Ld7
3+, fear, bloodgreed, 1 impact hit, no primal fury, come with light armour
great weapons at NU+3/model, additional hand weapons or shields at NU-1/model
Harpies - As in DE book. 2 NU.
Can scout for NU-2 per model.
Centigors (5 NU/model): M8 WS4 BS3 S4 T4 W1 I2 A2 Ld7
5+, primal fury, drunken, light armour, +1 armour for being mounted, shield, spear (aka, 4+ armour save)
Razogrgors (11NU/model): M7 WS4 S5 T5 W3(?) I4(?) A4 Ld6
1+(?), +1s on charge, fear
Razorgor Chariot (27NU): M7 S5 T5 W4(?) Ld7
1 Bestigor with great weapon, 1 Gor with spear and 1 Razorgor, cause fear?
RARE
Chaos Giant (45NU): M6 WS3 BS3 S6 T5 W6 I3 A* Ld10
same giant stuff, new chomp attacK? explain?
Cygor (55NU): M6 WS2 BS1 S6 T5 W5 I3 A5 Ld8
ItP, move and fire stone thrower (misfire = wound). Enemy wizards within 24" take a leadership test, if its failed then if they try and cast a spell and fail to meet the casting value it counts as a miscast (doesn't affect dispelling RiP). Re-roll to hit against wizards, models with magic items or attacks, undead, or creatures with a ward save.
Spawn (11NU): M2d6 WS3 BS0 S4 T5 W3 I2 Ad6+1 Ld10
same spawn stuff, no marks
Ghorgon (55NU): M7 WS4 BS0 S6 T6 W6 I3(?) A6 Ld10
ItP, Frenzy, Terror, Large target; Ld10; stubborn; bloodgreed;
-Sacrifice attacks for 1 init 1 attack. Killing blow on a 4+ after hitting.
gains d3 wounds if it kills something with it.
Jabberslythe (55NU): M8 WS4 BS4 S5 T5 W5 I3 A5 Ld9
fly, terror, shooting 1 shot range 12" S5 (move and shoot), aura of madness all enemies in 12" take ld test, failure amount=# of wounds with no armor save. Doesn't affect ItP. If it takes a wound in close combat, S5 hit on attacker. jabber has no saves
MAGIC ITEMS: (copied directly from Revlid's OP)
Mangelder: The wielder causes Terror. In addition, models wounded by the wielder suffer a -1Ld penalty for every wound.
Steel Claws: +D3 Attacks. If a 6 is rolled for bonus attacks then the wielder's attacks ignore Armour Saves for this turn. Two-handed.
Hunting spear: Counts as a spear in close combat, 24" range, move and shoot and stand and shoot. Counts a single bolt from a bolt thrower.
Axes of Khorgor: +1A, the wielder may re-roll failed "To Hit" rolls. Two-handed, and cheaper.
Stonecrusher: +3S. The wielder has S10 against Steamtanks, Chariots, Warshrines, Corpse Carts etc. NOT a Great Weapon.
Brass Cleaver: The wielder may make a single bonus attack against each enemy model in base-to-base contact. Only +1 in a challenge.
Everbleed: Whenever the wielder inflicts a wound on an enemy model, roll a D6. On a 6, the model suffers another wound with no saves of any kind allowed, and you must roll again until you do not roll a 6.
Primeval Club: The wielder treats the opponent's Unmodified Leadership as his Strength. 100pts.
Blade of Men: The wielder has Killing Blow. In addition, if the wielder kills an enemy character in a challenge, they (and any unit they are with) become Unbreakable and cause Terror. (15 NU)
Jagged Dagger: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.
Trollhide Armour: Light Armour, Confers Regeneration upon the wearer. 50pts.
Blackened Plate: Heavy Armour. Confers a 2+ Ward Save against Flaming Attacks upon the bearer, and a 4+ Ward Save against Flaming Attacks for the unit he is with.
Horn of the Great Hunt: Beastlord/Wargor only. Bound Spell, Level 3. Contains the spell "Bestial Surge" with a range of 36".
Horn of the First Beast: Beastlord/Wargor only. All Beastmen within 36" of the bearer may re-roll failed Primal Fury rolls.
Crown of Horns: The wearer and any unit he is with is Stubborn. 75pts.
Stone of Spite: Bound Spell, Power Level 5. One Use Only. All enemy Arcane Items within 18" of the user are destroyed. The bearer of each item that is destroyed takes D6 S4 hits. 25pts.
Unnamed Enchanted Item: The bearer may force the opponent to re-roll a result on the Miscast table.
Chalice of Dark Rain: For one turn, opponents shooting is -1 to hit. Shooting that doesn't require BS only shoots on a 4+. 8 NU.
Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.
Staff of Darkoth: Bray-Staff. Bound Spell, Power Level 3. Casts "Viletide".
Skin of man: The Shaman with this item may Scout.
Hagtree fetish: Choose an enemy unit with 24" at the start of the magic phase. Any failed to wound rolls made during the magic phase against it may be re-rolled
Skull of Rarkos: Friendly wizards within 6" including the bearer get +1 to their casting results (good synergy with the Herdstone Shard).
The Beast banner
The bearer and any unit he has joined have a +1 bonus to their Strength (and yes you can stick it on a gorebull). 75 ptd
Totem of rust
All units, friend or foe, within 6" of the Totem of Rust treat their armour save as one worse than it actually is. For instance, a model with heavy armour would only have an armour save of 6+. All units in base to base with the unit carrying the totem, including the unit itself, treat their armour saves as two worse than it actually is instead. This does not affect Scaly Skin saves! 50 pts
Manbane Standard
All enemy units within 6" of the Manbane Standard suffer -1 to their leadership characteristic.
The Banner of Outrage
The beaer's unit automatically passes primal fury tests (there is no need to roll). Enemy units Hate the bearer's unit.
GIFTS 1 per army (copied directly out of Gaargod's post)
Each gift can only be chosen once per army. So you can pick a few gifts in your army if you like.
Slug-skin 6NU: enemies in b2b suffer str3 hit before combat. Every round of combat.
Gouge Tusks: 3NU: CC attacks are armour piercing.
Rune of the true beast: 3NU monsters, mounts, etc, etc, -1 to hit you in CC.
Crown of horns: 15NU - character and unit are stubborn
5NU(ish, i think. may be more) - extra attack at base strength, with no weapon bonuses
3NU- 5+ scaly skin
2NU - +1 initiative
NU - additional -1 to hit the character if he's alone in cover
dla tych co nie przegladaja Herdstone. Tam chyba z pieciu uzytkownikow juz czytalo podrecznik. To jest podsumowanie ich wiedzy. Punkty sa wyrazane w NU, gdzie 5 NU daje jeden dispell scroll (to dal zmylenia przeciwnika!)
SPECIAL RULES:
Primal Fury: Units with primal fury must take a leadership test at the start of combat and if successful they gain Hatred (reroll even if not first round). If double 1s are rolled, they gain Hatred and Frenzy (frenzy for that turn only).
Slaughterer's Call: Any unit joined by a Doombull or Gorbull gain lose Primal Fury and gain Frenzy
Drunken: Roll for each unit with Drunken at the stat of the game. 1-2 = +2 I, 3-4 = -1M and rerolls on Primal Fury, 5-6 = stubborn
Ambush: Roll each turn for units with ambush. Must have a unit of equal or greater US on table to put a unit in ambush.
1: The unit comes onto the table, your opponent choosing which edge.
2-3: Roll again next turn.
4: The unit comes onto the table on your left hand table edge.
5: The unit comes onto the table on your rioht hand table edge.
6: The unit comes onto the table on an edge of your choice.
QUESTION: Does this include front and back table edges for 1 and 6 or just left and right?
MAGIC: (copied directly from Revlid's OP)
Lore of the Wild
0: Bestial Surge - Cast on a 7+, Units within 6" get d6(maybe+1)" move and can definitely not charge with it.
1: Viletide - Cast on a 7+, 24" Range Magic Missile, 5d6 S1 Hits (armor saves allowed?)
2: Devolve - Cast on a 9+, Enemy units within 12" take a Leadership Test, losing wounds equal to the amount they failed by, with no Armour Save allowed.
3: Bray-Scream - Cast on a 10+, One friendly character within 12" may use a S3 Breath Weapon with no Armour Save allowed.
4: Traitor-Kin - Cast on a 10+, All enemy models within 12" riding a mount of any kind suffer a number of attacks equal to their mount's attacks, at the same Strength, with no Armour Save bonus for being mounted or barded. The same applies to the handlers of Monsters and the riders of Chariots.
5: Mantle of Ghorok - Cast on a 13+, One friendly character within 6" gains +d6S and +d6A (max 10), if one or more 6s are rolled, the character suffers a wound with no saves of any kind allowed.
6: Savage Dominion - Cast on a 16+, You may 'summon' a new Giant, Gorgon or Jabberslythe (Not Cygor), entering play at any point on a table edge and moving as if returning from pursuing an enemy off the board. While the monster is on the board, the wizard that cast this spell may not cast another spell, nor may he "dismiss" the model voluntarily, and if he dies the monster immediately disappears. Every time the monster takes a wound, the wizard must pass a Toughness Test or also suffer a wound with no saves allowed.
Beastlords, Wargor, Great bray and bray shaman can all ride chariots or Razor chariots.
LORDS (I'm pretty murky on point values here)
Beastlord (23NU?): M5 WS6 BS3 S5 T5 W3 I6 A4 Ld9
primal fury, rerolls vs man on primal fury
100 points of magic items/gifts
Doombull (47NU): M6 WS6 BS3 S6 T5 W5 I5 A5 Ld8
fear, frenzy, slaughterer's call, d3 impact hits
100 points of magic items/gifts combined
Great Bray-shaman (40NU?): M5 WS5 BS3 S4 T5 W3 I5 A2 Ld7(?)
primal fury, level 3 wizard
bray staff is hand weapon, no other equipment options(?) 100 points of magic items/gifts combined
HEROES
Wargor (???): M5 WS5 BS3 S4 T5 W2 I5 A3 Ld7(?)
primal fury, rerolls vs man on primal fury, can be bsb
50 points of magic items/gifts combined
Gorbull (32NU): M6 WS5(?) S5(?) T5(?) W3(?) I4(?) Ld8(?)
fear, frenzy, slaughterer's call, d3 impact hits, can be bsb
50 points of magic items/gifts combined
Bray shaman is exactly like he was previously, cost included.
bray staff is hand weapon, 50 points of magic items/gifts combined
CORE
Gor Herds (NU+2/model): M5 WS4 BS3 S3 T4 W1 I3 A1 Ld7
10+, primal fury, ambush
extra hand weapon or shield at NU-4/model each. s/c/m at 2NU/2NU/NU(?)
Ungor Herds (NU/model): M5 WS3 BS3 S3 T3 W1 I3 A1 Ld6
10+, primal fury, ambush
shields base, spears at NU-4/model each. s/c/m at NU+3/NU+3/NU-1)(total guess ?)
Ungor Raiders (NU+1/model): M5 WS3 BS3 S3 T3 W1 I3 A1 Ld6
5-10, primal fury, ambush, skirmish
shortbows base. command options?
Chaos Warhounds (NU+1/model): M7 WS4 BS0 S3 T3 W1 I3 A1 Ld5
5+
upgrade options that don't matter.
Tuskgor Chariot (16NU): M7 S5 T4 W4 Ld7(?)
1 Bestigor with great weapon, 1 Gor with spear, 2 Tuskgors at WS3 S4 I2 A1
SPECIAL
Bestigor Herds (2NU+2/model): M5 WS4 BS3 S4 T4 W1 I3 A1 Ld7(?)
10+, primal fury, steal banners from units they wipe out a unit or break (gaining +1 combat rez but gaining no magic effects. banners DO stack). Lose all banners if they break and flee.
great weapons, heavy armor base. s/c/m at 2NU+2/2NU+2/NU+1(?)
Champ may get a gift up to 25pts. Only unit in the book allowed magic banners.
Minotaurs (11NU/model): M6 WS4 BS3 S5 T4 W3 I3 A3 Ld7
3+, fear, bloodgreed, 1 impact hit, no primal fury, come with light armour
great weapons at NU+3/model, additional hand weapons or shields at NU-1/model
Harpies - As in DE book. 2 NU.
Can scout for NU-2 per model.
Centigors (5 NU/model): M8 WS4 BS3 S4 T4 W1 I2 A2 Ld7
5+, primal fury, drunken, light armour, +1 armour for being mounted, shield, spear (aka, 4+ armour save)
Razogrgors (11NU/model): M7 WS4 S5 T5 W3(?) I4(?) A4 Ld6
1+(?), +1s on charge, fear
Razorgor Chariot (27NU): M7 S5 T5 W4(?) Ld7
1 Bestigor with great weapon, 1 Gor with spear and 1 Razorgor, cause fear?
RARE
Chaos Giant (45NU): M6 WS3 BS3 S6 T5 W6 I3 A* Ld10
same giant stuff, new chomp attacK? explain?
Cygor (55NU): M6 WS2 BS1 S6 T5 W5 I3 A5 Ld8
ItP, move and fire stone thrower (misfire = wound). Enemy wizards within 24" take a leadership test, if its failed then if they try and cast a spell and fail to meet the casting value it counts as a miscast (doesn't affect dispelling RiP). Re-roll to hit against wizards, models with magic items or attacks, undead, or creatures with a ward save.
Spawn (11NU): M2d6 WS3 BS0 S4 T5 W3 I2 Ad6+1 Ld10
same spawn stuff, no marks
Ghorgon (55NU): M7 WS4 BS0 S6 T6 W6 I3(?) A6 Ld10
ItP, Frenzy, Terror, Large target; Ld10; stubborn; bloodgreed;
-Sacrifice attacks for 1 init 1 attack. Killing blow on a 4+ after hitting.
gains d3 wounds if it kills something with it.
Jabberslythe (55NU): M8 WS4 BS4 S5 T5 W5 I3 A5 Ld9
fly, terror, shooting 1 shot range 12" S5 (move and shoot), aura of madness all enemies in 12" take ld test, failure amount=# of wounds with no armor save. Doesn't affect ItP. If it takes a wound in close combat, S5 hit on attacker. jabber has no saves
MAGIC ITEMS: (copied directly from Revlid's OP)
Mangelder: The wielder causes Terror. In addition, models wounded by the wielder suffer a -1Ld penalty for every wound.
Steel Claws: +D3 Attacks. If a 6 is rolled for bonus attacks then the wielder's attacks ignore Armour Saves for this turn. Two-handed.
Hunting spear: Counts as a spear in close combat, 24" range, move and shoot and stand and shoot. Counts a single bolt from a bolt thrower.
Axes of Khorgor: +1A, the wielder may re-roll failed "To Hit" rolls. Two-handed, and cheaper.
Stonecrusher: +3S. The wielder has S10 against Steamtanks, Chariots, Warshrines, Corpse Carts etc. NOT a Great Weapon.
Brass Cleaver: The wielder may make a single bonus attack against each enemy model in base-to-base contact. Only +1 in a challenge.
Everbleed: Whenever the wielder inflicts a wound on an enemy model, roll a D6. On a 6, the model suffers another wound with no saves of any kind allowed, and you must roll again until you do not roll a 6.
Primeval Club: The wielder treats the opponent's Unmodified Leadership as his Strength. 100pts.
Blade of Men: The wielder has Killing Blow. In addition, if the wielder kills an enemy character in a challenge, they (and any unit they are with) become Unbreakable and cause Terror. (15 NU)
Jagged Dagger: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.
Trollhide Armour: Light Armour, Confers Regeneration upon the wearer. 50pts.
Blackened Plate: Heavy Armour. Confers a 2+ Ward Save against Flaming Attacks upon the bearer, and a 4+ Ward Save against Flaming Attacks for the unit he is with.
Horn of the Great Hunt: Beastlord/Wargor only. Bound Spell, Level 3. Contains the spell "Bestial Surge" with a range of 36".
Horn of the First Beast: Beastlord/Wargor only. All Beastmen within 36" of the bearer may re-roll failed Primal Fury rolls.
Crown of Horns: The wearer and any unit he is with is Stubborn. 75pts.
Stone of Spite: Bound Spell, Power Level 5. One Use Only. All enemy Arcane Items within 18" of the user are destroyed. The bearer of each item that is destroyed takes D6 S4 hits. 25pts.
Unnamed Enchanted Item: The bearer may force the opponent to re-roll a result on the Miscast table.
Chalice of Dark Rain: For one turn, opponents shooting is -1 to hit. Shooting that doesn't require BS only shoots on a 4+. 8 NU.
Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.
Staff of Darkoth: Bray-Staff. Bound Spell, Power Level 3. Casts "Viletide".
Skin of man: The Shaman with this item may Scout.
Hagtree fetish: Choose an enemy unit with 24" at the start of the magic phase. Any failed to wound rolls made during the magic phase against it may be re-rolled
Skull of Rarkos: Friendly wizards within 6" including the bearer get +1 to their casting results (good synergy with the Herdstone Shard).
The Beast banner
The bearer and any unit he has joined have a +1 bonus to their Strength (and yes you can stick it on a gorebull). 75 ptd
Totem of rust
All units, friend or foe, within 6" of the Totem of Rust treat their armour save as one worse than it actually is. For instance, a model with heavy armour would only have an armour save of 6+. All units in base to base with the unit carrying the totem, including the unit itself, treat their armour saves as two worse than it actually is instead. This does not affect Scaly Skin saves! 50 pts
Manbane Standard
All enemy units within 6" of the Manbane Standard suffer -1 to their leadership characteristic.
The Banner of Outrage
The beaer's unit automatically passes primal fury tests (there is no need to roll). Enemy units Hate the bearer's unit.
GIFTS 1 per army (copied directly out of Gaargod's post)
Each gift can only be chosen once per army. So you can pick a few gifts in your army if you like.
Slug-skin 6NU: enemies in b2b suffer str3 hit before combat. Every round of combat.
Gouge Tusks: 3NU: CC attacks are armour piercing.
Rune of the true beast: 3NU monsters, mounts, etc, etc, -1 to hit you in CC.
Crown of horns: 15NU - character and unit are stubborn
5NU(ish, i think. may be more) - extra attack at base strength, with no weapon bonuses
3NU- 5+ scaly skin
2NU - +1 initiative
NU - additional -1 to hit the character if he's alone in cover
Spoko jest nawet. Miła niespodzianka item ktory strzelanie utrudnia, to jest potrzebne. Fajnie ze jest cos takiego jak przerzuty ranienia jednego oddziału, wiem że tylko w magii ale to ugrywalnia Viletide bardzo (5d6 hitow to powiedzmy 17 z czego 3 zranią i rerollujemy niezranione=ok 31 hitów, a to juz imho zmienia postać tego czaru bo zadaje shadom 5 ran statystycznie w takim combie).
Co prawda jak robie rozpe to mało tego i chyba jednak beastlord bedzie grany
Wstepny schemat rozpy jeden jaki mi wychodzi przecietna imho, ale grywalna
Zakladam max pkt w characterach co wcale nie jest konieczne
Doombull
3xshaman 2lvl
6x6 ungor skirmish
24 ungory +muzyk dla doombulla na cannony
2x chariot
3xminos z dwurakiem
6harpii
2xrazor
1xrazor
Ghorgon
Cy-klopa (jednak chce miec throwera np na enginy czy tanka i zeby mniej scrolli brać)
2250
Dużo wystawień, jak kto woli to pieski mozna dodać jeszcze. Co prawda jak na to patrze to nie ma dużo rzeczy do bicia tak naprawdę, ale niestety. Ungorów wzialem 6 unitow zeby 3 mogly do ambusha isc co powaznie moze zagrozic niektorym maszyną. A tak to raczej armia klinująco punktująca, trzeba bedzie nakombinować się żeby nie pouciekało za dużo unitów.
Co prawda jak robie rozpe to mało tego i chyba jednak beastlord bedzie grany
Wstepny schemat rozpy jeden jaki mi wychodzi przecietna imho, ale grywalna
Zakladam max pkt w characterach co wcale nie jest konieczne
Doombull
3xshaman 2lvl
6x6 ungor skirmish
24 ungory +muzyk dla doombulla na cannony
2x chariot
3xminos z dwurakiem
6harpii
2xrazor
1xrazor
Ghorgon
Cy-klopa (jednak chce miec throwera np na enginy czy tanka i zeby mniej scrolli brać)
2250
Dużo wystawień, jak kto woli to pieski mozna dodać jeszcze. Co prawda jak na to patrze to nie ma dużo rzeczy do bicia tak naprawdę, ale niestety. Ungorów wzialem 6 unitow zeby 3 mogly do ambusha isc co powaznie moze zagrozic niektorym maszyną. A tak to raczej armia klinująco punktująca, trzeba bedzie nakombinować się żeby nie pouciekało za dużo unitów.
od miesiąca rozpaczacie nad tym jak to wasz podręcznik będzie niegrywalny a w samych rarach macie takie jednostki które będą siały postrach na stołach a już na 2000+ szczerze wolał bym na bestie nie trafić na masterze...
może to trochę zbyt daleko idące wnioski ale ten podręcznik nakreśla nieco kształt przyszłej edycji: dużo klocków piechoty, doraźna kawaleria i 1 lub 2 wielkie potwory siejące zniszczenie w szeregach piechoty - mam wrażenie że w tym kierunku to zmierza.
spodziewam się rzezi na stołach na miarę demonów po bestiach... no może przegięty wniosek ale i tak będziecie w czołówce więc otrzeć łzy i z nadzieją patrzeć na perspektywę zmiatania imperialnych (lub każdych innych) wiosek popijając przy tym szklaneczkę schłodzonego whisky!
może to trochę zbyt daleko idące wnioski ale ten podręcznik nakreśla nieco kształt przyszłej edycji: dużo klocków piechoty, doraźna kawaleria i 1 lub 2 wielkie potwory siejące zniszczenie w szeregach piechoty - mam wrażenie że w tym kierunku to zmierza.
spodziewam się rzezi na stołach na miarę demonów po bestiach... no może przegięty wniosek ale i tak będziecie w czołówce więc otrzeć łzy i z nadzieją patrzeć na perspektywę zmiatania imperialnych (lub każdych innych) wiosek popijając przy tym szklaneczkę schłodzonego whisky!
no nie wiem ja tam bym sie imperium akurat bal, potworkow jak nie bylo jak chronic tak nadal nie ma. a lekkie rzeczy moga nie starczyc, doombull czy kto tam kolwiek inny sam calej bitwy nie wygra.
zobaczymy jak to będzie dokładnie wyglądać wiadomo diabeł tkwi w szczegółach, jedno co wiem to lore mi się nie podoba, brakuje czaru 2d6 s4 no i ten breath wpn jakoś średnio mi leży, szkoda że jabber nie działa na ItP, a teraz dużo takich oddziałów jest, w sumie już niedługo book, akurat po sesji i przed sesją powtórkową
Akurat Thomasie nasze potwory są strasznie drogie i zaden nie ma ochrony oprocz Tafa. Daleko im do przegietości. Są łatwym celem dla wszelkich maszyn.
Żeby to zobrazować np. 20 skinków zabija gorgonę w jednej fazie strzelania; tak popularne ostatnio mangile w jednej fazie zadają gorgonie ok 6 ran; aby zabić gorgone potrzeba 54 strzały na dalekim zasiegu WE; ok. 3,5 fazy strzelania 10 crossbowmanow DE; szarża STank zabija statystycznie gorgone; a ranną gorgone to kolejny szereg rzeczy ktory zabije ją zanim tamta zdazy zaatakowac. Do tego ma frenzy i jest LT czyli trudniej schowac i kontrolowac w ogóle. Gdyby nie miała odzyskiwania ran to by była słaba i tak musi trafić i na 4+ wyrzucić. Do tego jak sie okazuje ma M7 a nie 8 co spowalnia ją do shagotha ktory jest za wolny. Oczywiscie na niektore armie bez strzelania jest fajna, ale nie ma armii ktora nie miałaby co z nią zrobić.
Pozdro
Żeby to zobrazować np. 20 skinków zabija gorgonę w jednej fazie strzelania; tak popularne ostatnio mangile w jednej fazie zadają gorgonie ok 6 ran; aby zabić gorgone potrzeba 54 strzały na dalekim zasiegu WE; ok. 3,5 fazy strzelania 10 crossbowmanow DE; szarża STank zabija statystycznie gorgone; a ranną gorgone to kolejny szereg rzeczy ktory zabije ją zanim tamta zdazy zaatakowac. Do tego ma frenzy i jest LT czyli trudniej schowac i kontrolowac w ogóle. Gdyby nie miała odzyskiwania ran to by była słaba i tak musi trafić i na 4+ wyrzucić. Do tego jak sie okazuje ma M7 a nie 8 co spowalnia ją do shagotha ktory jest za wolny. Oczywiscie na niektore armie bez strzelania jest fajna, ale nie ma armii ktora nie miałaby co z nią zrobić.
Pozdro
No cóż, chyba nie po to się walczy z przeciwnikiem grając w Warhammera, żeby nie mieć sposobu z nim wygrywać i raczej nie fajnie byłoby grać z czymkolwiek na co nie ma żadnego sposobu (co innego, że LS pewnie by za coś takiego ostro się wzięło). Jeśli jakaś armia nie ma jakiegokolwiek sposobu by zrobić coś z daną jednostką, to mamy problem w samym designie jednostki. Nawet abominacja - ostatnimi czasy hit dla narzekających - ma swoje minusy. Ale domyślam się, że nie to było Twoim celem w takim świetle przedstawienie sytuacji. Rozumiem, że można odczuwać lekką frustrację z braku ochrony na waszych "gigantach" (jabber, gorgon, cygor, gigant), ale taka jest zwykle charakterystyczna cecha wszystkich dużych monsterów - albo brak ochrony, albo jakiś niski AS, albo regenka czy kiepski WS. Jeśli chodzi o Bestie, to nigdy nie grzeszyły one jakąś konkretną ochroną czy to AS, WS czy regenką, więc nie ma co się dziwić że ich wielkie cele takiej również nie posiadają. Jest za to duży ich wybór, różnorodność sugerującą różne zastosowania, wiele zasad, niektóre częściowo pomagające w tym problemie (jak leczenie o D3W przy KB czy kreowanie ryzyka przy rzucaniu przez wroga czarów) no i możliwość przyzwania każdego z nich za pomocą 6 z nowego Lore'a.Crusader pisze:ale nie ma armii ktora nie miałaby co z nią zrobić.
"Remember, a Dwarf's only as big as his beard."