8 WFB edycja TYLKO PLOTKI I FAKTY, BEZ SPAMU
Re: 8 WFB edycja TYLKO PLOTKI I FAKTY, BEZ SPAMU
Czyli np. działo z 3 obsługantami ma 3 W ?? Nie dolicza sie W maszyny ?
Jeśli tak to fajnie łatwiej będize sie je z łuków ściagało
Jeśli tak to fajnie łatwiej będize sie je z łuków ściagało
... And then God said 'Let metal bands have the most insanely awesome, twisted, kickass music videos known to man'.
And Satan said 'That's what I was thinking'.
And Satan said 'That's what I was thinking'.
Furion pisze:jak by ktoś wkleił skrótowo listę magic itemów w sposób nie łamiący praw autorskich
Magic Weapons
1.Giantsblade-[60 pts] +3 Strength in close combat.
2.Bloodbath Sword - [60 pts] + 3 attacks
3.Obsidianblade - [50 pts] Wounds with this weapon ignore armour saves
4.Ogreblade - [40 pts] +2 Strength in close combat
5.Sword of Quarrel - [40 pts] Bearer gains 2 attacks
6.Duelling Blade- [35 pts] Weapon pair, bearer has weapon skill 10
7.Heroslayer - [30 pts] Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at the beginning of every close combat
8.Zauberraubklinge [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
8.Spell-Steal Blade [ 25 pts]If a wizard his wounded with this sword, he will lose one random spell for each wound
9.The Battle's sounding - [20 pts] Bearer gains 1 attack
10.Sword Of might - [20 pts] +1 strength in close combat
11.Beserker Sword - [20 pts] Bearer gains frenzy and can never lose it
12.Golden seal sword - 15 pts] Attacks are done with initiative 10
13.Nimble Blade - [15 pts] Bonus of +1 to hit
14.Tearing Blade -[10 pts] - Attacks are armour piercing
15.Relic sword - [10 pts] - Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
16.Screeching Blade - [10 pts] Bearer causes fear
17.Sword of Pain- [5 pts] - Monster or character that loses one or more wounds to this sword, will suffer from stupid
18.Krieger curse - [5 pts] - Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack)
Magic Armour
19. Armour of Destiny - [50 pts] Heavy armour, 4+ ward save
20. Rouge helm - [50 pts] +1 Armour Save, enemy has to re-roll successful wounds
21. Silver steel armour - [45 pts] Armour save 2+, can not be further improved
22. Armour of fortune - [35 pts] Heavy armour, 5+ ward save
23. Helm of discord - [30 pts] +1 Armorsave, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
24. Glittering scale armour - [25 pts] - Light armour, -1 to hit in close combat.
25. Shield of Ptolos - [25 pts] Buckler, 1+ armour save against missile attack
26. Spell shield - [20 pts] Buckler, bearer gains magic resistance (1)
27. Armour of the lucky adventurer [20 pts] Heavy armour, 6+ ward save
28. Dragonhelm - [10 pts] Armour save is better by 1, 2+ ward save against fire attacks
29. Enchanted Shield - [5 pts] Buckler, Armour save is better by 2
30. Luck-bringer shield - [5 pts]Buckler, only one use, first hit will be ignored by 2+
Talismans
31. Talisman of preservation - [45 pts] Bearer gains 4+ ward save
32. Large Obsidian amulet -[45 pts] Bearer gains magic resistance (3)
33. Talisman of endurance - [30 pts] Bearer gains 5+ ward save
34. Obsidian Amulet - [30 pts] Bearer gains magic resistance (2)
35. Pond stone - [25 pts] Bearer re-rolls missed armour saves
36. Opal Amulet- [15 pts] Only one use, 4+ ward save against first wound
37. Obsidian pendant - [15 pts] Bearer gains magic resistance (1)
38. Talisman of protection - [15 pts] Bearer gains ward save 6+
39. Seeds of rebirth - [10 pts] Bearer gains 6+ regeneration
40. Dragoncurse stone - [5 pts] Bearer gains 2+ ward save against fire attacks
41. Something about flying - [5 pts] Bearer gain 5+ ward save against models with the “flying” rule.
42. Stone of Good Luck - [5 pts]- Only one use, Bearer can re-roll one missed armour save
Magic Standard
43. Standard of bloodlust - [55 pts] Unit can re-roll attacks
44. Howling standard [50 pts] Unit causes 'horror' (Not sure if he meant fear or terror)
45. Ranger's banner - [50 pts] Unit gains “terrain knowledge???”(Maybe something along the strider rumors we heard?)
46. Standard blade - [45 pts] Unit gains armour piercing
47. War banner - [35 pts] +1 Combat Resolution
48. The rushing banner -[15 pts] +1 on movement range
49. Bone standard - [15 pts] Magic resistance (1)
50. Standad of Disciple - [15 pts] +1 on leadership, but can not use the generals leadership
51. Banner of the eternal flame [10 pts] Unit causes fire attacks
52. Radiant flag [5 pts] Only one use, unit can re-roll first failed leadership test
53. Scarecrow banner - [5 pts] Unit causes fear on all units with “fyling”
Arcane Items
54. Book of Ashur - [70 pts] Bearer gains +1 on his spells and dispels
55. Scroll of reaction - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of dispelling. The spell will be cast successfully. But after resolving the spells effect, the player will roll one
dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed.
56. Scroll of energy predation(?) - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will
gain as many dispel dices as the wizard used power dices.
57. Sivejir’s curse scroll - [50 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of Dispelling. The spell will be cast successful. But after resolving the spells effect, the wizard will be a
frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own
magic turn on a 4+
58. Energy Spell - [35 pts] Only one use, every doubles will cause total energy and loss of control
59. Coal-pitch wand - [35 pts] Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control
60. Forbidden Staff - [35 pts] Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed
61. Rougue shard - [25 pts] Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed.
62. Grounding staff -[25 pts] Only one use, wizard can re-roll first loss of control
63. Dispel Scroll - [25 points] Only one use, dispels one spell automatically
64. Powerstone - 20 ptsOnly one use, declare to use the stone before you cast a spell. Wizard can use two additional power dice, but has to use at least one from the power pool.
65.Sceptre of stability - [15 pts] Only one use, after rolling to dispel one spell, you can roll an additional d6.
66. Channeling Rod - [15 pts] Bearer gains +1 to channel an additional energy or dispel dice
67. Spell of Protection - [15 pts] Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a
4+ ward save for caused wound.
Enchanted Items
68. Wizards Hat - [100 pts], Level 2 mage, random magic lore, stupid
69. Pocket-watchtower - [100 pts] When both armies have placed their terrain and troops, you can place a watchtower. Rules are in the rules book
70. Arabic rug/Magic Carpet - [50 pts] Infantry and monstrous infantry gain flying, cannot join units (have no idea what this means)
71. Crown of command - [35 pts] Bearer is Stubborn
72. Healing Potion - [35 pts] Only one use, gain D6 lost wounds.
73. Winged Curse ring - [35 pts] Flying creatures and their riders have to re-roll successful hits against bearer/unit
74. Rubyring of destruction - [25 pts] Bound spell (energy level 3) Fireball
75. The mask of Horror - [25 pts] Bearer causes horror. Other units are not allowed to use his leadership
76. Potion of Stregth - [20 pts] Only one use, +3 strength(thought it was d3...)
77. Potion of Toughness - [20 pts] Only one use, +3 toughness (same as above)
78. The other rouge shard [15 pts] All models in base contact (friend and foe) need to re-roll successful saves
79. Curse Icon -[5 pts] 6+ ward against war machines
80. Potion of recklessness - [5 pts] Only one use, Immute to Psychology and killing blow.(Guessing its for one turn or one round of combat?)
A jak jest z procentami na lordów i herosów - wiem że 25% na każdych. Ale czy niewykorzystane punkty z lordów przechodzą na herosów (w drugą stronę oczywiście nie pytam)? Czy jest po prostu 25% i koniec?
Złomowisko: https://goo.gl/photos/xRMRQZGkEgCpcHcx5
Nie wiem czy zauwarzyliście, ale te wszystkie specjalne zasady , typu crush atack i inne jednostka bedzie miała jeżeli znajdą sie one w zasadach tej jednoski wydanej w nadchodzących eratach. Bo nigdzie w ruleooku nie pisze że wszystkie monstery maja od razu D6 a mniejsze 1uderzenie. Tak więc np moga ten Crush atak dodać gigantowi, ale już np nie gryfowi
Przemek księga jest już do obejrzenia w gnomie:)
Przemek księga jest już do obejrzenia w gnomie:)
Proponuję przejrzeć podręcznik od strony 80tej, tam są opisy typów jednostek. Każdy typ ma przypisane zasady, w tym Stomp/Thunderstomp. I tak się składa, że wszystko co jest monsterem ma thunderstomp, a monstrous infantry/cavalry/beasts mają Stomp. Co jest czym można zobaczyć w dziale Reference na końcu książki. Także kolego jak nie wiesz, to nie pisz!
Co do procentów: są stałe, nic nigdzie nie przechodzi
Co do procentów: są stałe, nic nigdzie nie przechodzi
Październik - Khemri (nie Tomb Kings )I don't want to put a halt to enthusiastics, but the Incoming: Dark Eldar Newsletter will most probably be one month later than you expect it. The next one sould be Incoming: Khemri, for October. Anyway, November should be fine for DE
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A jak wygląda kwestia pojedynków, czy i kiedy bohater może odrzucić wezwanie?
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Rozumiem, że to dotyczy czempionów i herosów w oddziałach. A heros na smoku szarżując w oddział nadal musi przyjąć challenge od czempiona jakichś kmiotowatych burasów, czy już niekoniecznie?
Po pierwsze żadnego przedmiotu z Common Items nie można dublować (więć jeden DS na armię Szkoda, że Dwarfy i Demony to omijają... ), po drugie nie ma żadnego wyjątku od zasady, że tylko jeden przedmiot z każdej kategorii.
Co do Challangy: tylko czempioni oddziałowi jak odmawiają to nie idą do tyłu. Bohaterowie nadal muszą się chować, a jak nie mają gdzie, to muszą przyjąć. Teraz nie trzeba mieć tylnego szeregu żeby móc się schować, wystarczy mieć miejsce, gdzie nie bylibyśmy w B2B z wrogiem.
Czyli działa to podobnie do tego, co jest teraz, ale jak czempion nie przyjmie, to nie można go ruszyć z pierwszego szeregu.
Co do Challangy: tylko czempioni oddziałowi jak odmawiają to nie idą do tyłu. Bohaterowie nadal muszą się chować, a jak nie mają gdzie, to muszą przyjąć. Teraz nie trzeba mieć tylnego szeregu żeby móc się schować, wystarczy mieć miejsce, gdzie nie bylibyśmy w B2B z wrogiem.
Czyli działa to podobnie do tego, co jest teraz, ale jak czempion nie przyjmie, to nie można go ruszyć z pierwszego szeregu.