Nowy kodeks
Moderator: Dibo
Nowy kodeks
Witam wszystkich,
Jestem nowy na forum, jak i w WFB.
Planuję zbierać armię Zwierzoludzi i mam do was jedno pytanko.. A mianowicie, czy są już jakieś pogłoski o nowym AB do Bestii? Bo nie wiem, czy opłaca mi się teraz kupować Armybooka, jeśli zaraz ma wyjść nowy.
Prosiłbym o szybką odpowiedź, bo już czuję Zew Puszczy
Pozdrawiam
Jestem nowy na forum, jak i w WFB.
Planuję zbierać armię Zwierzoludzi i mam do was jedno pytanko.. A mianowicie, czy są już jakieś pogłoski o nowym AB do Bestii? Bo nie wiem, czy opłaca mi się teraz kupować Armybooka, jeśli zaraz ma wyjść nowy.
Prosiłbym o szybką odpowiedź, bo już czuję Zew Puszczy
Pozdrawiam
kozoludzie dostali AB jako ostatni z poprzedniej edycji wiec nie ma co liczyc na to, ze szybko dostana nowy.
DragoMir pisze:Jaka kurna nekromancja? Krasie nie używają magii ogarze! To nie Dragon age!Vallarr pisze:Dopiero zobaczylem date pierwszego posta. Nekromancja krasi to zboczenie
witam mam prośbe o komentowanie mam pytanie jakie macie zdanie na temat tej erraty...
Z góry mówię że nie jest to oficjalna errata lecz errata napisana przez jednego człowieka ze stanów osobiście uważam ją za bardzo profesjonalną grałem na niej i sprawdza się bardzo dobrze neutralizuje rzeczy zbyt przegięte a znacznie polepsza rzeczy totalnie słabe umieszczam ją pod spodem i mam pytanie co wy o tym sądzicie ...
Special Rules
• Replace the rules listed for Beastmen Ambush with the
following:
- Replace the first paragraph of Beastmen Ambush with
the following:
You may keep up to half of your units (rounded down)
with the Beastman Ambush special rule off the table 'in
Ambush' at the beginning of the game, provided you have
at least as many models with the Beastman Ambush
special rule that you deploy normally. For instance, should
your army include 9 units with the Beastman Ambush
special rule consisting of 120 models, you may have up to
4 of those units consisting of up to 60 models 'in Ambush'.
It doesn't matter what type of models they're, just so long
as the unit(s) and model(s) 'in Ambush' doesn't outnumber
its opposite number on the board.
- From the second paragraps and onwards, replace the
rules listed for Beastmen Ambush with the following:
Each unit held 'in Ambush' gains the Ambushers special
rule.
• Bloodgreed replaced with Bloodgreed (X), with the
following changes to Bloodgreed:
- Replace the second paragraph of Bloodgreed with the
following:
If already Frenzied, then each time it is on the winning
side of a round of close combat, the model gains a
Bloodgreed Marker. Each Bloodgreed Marker grants the
model an Additional Attack. Any Bloodgreed Markers are
lost should the model ever lose its Frenzy. The maximum
number of Bloodgreed Markers a model may have at any
given time is equal to the rank of Bloodgreed it posses. For
example, a model with Bloodgreed (2) may have no more
than two Bloodgreed Markers at any given time.
- Replace the third paragraph of Bloodgreed with the
following:
Due to their desperate need to feed upon the flesh of the
foe, models with Bloodgreed may never choose to Overrun
but may instead choose to Reform. However, models with
Bloodgreed gains Swiftstride while pursuing.
• Add the following to Slaughterer's Call:
- Additionally, an army including at least one Doombull
may also include a single unit of Minotaurs as a Core
choice.
Gifts of Chaos
• Cost of Crown of Horns reduced to 55 points.
Magic Items
• Remove all but the following Magic Items: Axes of
Khorgor, The Brass Cleaver, Blackened Plate, Ramhorn
Helm, Shard of the Herdstone, Horn of the Great Hunt,
Skin of Man, Chalice of Dark Rain, Hagtree Fetish and
The Beast Banner.
• Add the following to the Ramhorn Helm:
- The wearer cannot gain more than a total of three bonus
attacks during any given turn, regardless of how many
saves he passes.
• Add the following to the Shard of the Herdstone:
- No more than three power dices may be generated in this
manner during any given turn.
• Replace the effects of Horn of the Great Hunt with the
following:
- Bound Spell. Power Level 5. Every friendly Beastmen
unit within 36" may immediately make a move as per
Bestial Surge, the Lore Attribute for the Lore of the Wild.
• Replace the rules listed for Skin of Man with the
following:
• Skin of Man. 15 points. (Beastlord, Wargor, Great Bray-
Shaman or Bray-Shaman only). The bearer gains the
Beastmen Ambush special rule, however he may not be the
General nor the Battle Standard Bearer. The bearer may
choose to be deployed as part of another unit held 'in
Ambush', in which case they arrive together and counts as
a single unit for purposes of the Beastman Ambush special
rule.
Army List
Beastlord, Wargor, Great Bray-Shaman, Bray-Shaman
• Cost to be mounted on a Tuskgor Chariot reduced to 65
points.
• Cost to be mounted on a Razorgor Chariot reduced to
120 points.
Great Bray-Shaman, Bray-Shaman
• Braystaff (Hand weapon) replaced with Braystaff (Great
weapon).
• Remove the Option to be equipped with an Additional
hand weapon.
Doombull
• Bloodgreed replaced with Bloodgreed (3).
Wargor
• Cost reduced to 70 points.
Gorebull
• Cost reduced to 140 points.
• Bloodgreed replaced with Bloodgreed (2).
Gor Herd
• Add Shield to the list of Equipment.
• Cost to Upgrade one Gor to a Musician increased to 10.
• Replace the last Option with the following:
• The entire unit may replace their shields with:
- Additional hand weapons; 1 point per model.
Ungor Herd
• Cost reduced to 4 points per model.
• Cost to be armed with Spear reduced to 0.5 points per
model.
• Cost to Upgrade one Ungor to a Halfhorn increased to 10
points.
• Cost to Upgrade one Ungor to a Musician increased to 10
points.
• Cost to Upgrade one Ungor to a Standard Bearer
increased to 10 points.
Ungor Raiders
• Cost to Upgrade one Ungor to a Halfhorn increased to 10
points.
• Cost to Upgrade one Ungor to a Musician increased to 10
points.
Tuskgor Chariot
• Cost reduced to 75 points per model.
Chaos Warhounds
• Remove the note regarding Warhounds and minimum
Core choices of the army.
• Add Beastman Ambush to the list of Special Rules.
• Cost to choose Poisoned Attacks reduced to 1 point per
model.
Minotaurs
• Cost reduced to 45 points per model.
• Bloodgreed replaced with Bloodgreed (1).
• Cost to Upgrade one Minotaur to a Bloodkine reduced to
10 points.
• Cost to Upgrade one Minotaur to a Standard Bearer
reduced to 10 points.
• Add the following Option below the Option to Upgrade
one Minotaur to a Standard Bearer:
- One unit of Minotaurs in the army may have a magic
standard worth up to 50 points.
• Cost to be armed with Shields reduced to 2 points per
model.
• Cost to be armed with Additional hand weapons reduced
to 2 points per model.
Centigors
• Cost reduced to 22 points per model.
• Initiative increased to 3.
• Drunken replaced with the following:
• Drunken Bravado: Centigors may re-roll failed Primal
Fury tests.
• Add Fast Cavalry and Forest Strider to the list of Special
Rules.
• Cost to Upgrade one Centigor to a Gorehoof reduced to
10 points.
• Cost to Upgrade one Centigor to a Musician increased to
10 points.
• Cost to Upgrade one Centigor to a Standard Bearer
reduced to 10 points.
Bestigors
• Cost to Upgrade one Bestigor to a Gouge-Horn reduced
to 10 points.
• Cost to Upgrade one Bestigor to a Musician increased to
10 points.
• Cost to Upgrade one Bestigor to a Standard Bearer
reduced to 10 points.
Razorgor Chariot
• Cost reduced to 130 points per model.
Cygor
• Cost reduced to 225 points per model.
• Wounds increased to 6.
• Add Ward Save (5+) and Magical Attacks to the list of
Special Rules.
• Add the following to Hurl Attack:
- If the Template is aimed at an enemy imbued with magic
(See Ghostsight), the Cygor may re-roll the Scatter Dice.
Any hits scored with the Hurl Attack are Magical.
• Soul-eater changed to the following:
- Any spells cast by an enemy Wizard within 24" of a
Cygor will automatically fail on any result which includes
two or more 1s. Should the enemy Wizard score both two
or more 1s and Irresistible Force, the spell still fails and
the Wizard suffers a Miscast.
Ghorgon
• Cost reduced to 250 points per model.
• Add Scaly Skin (4+) to the list of Special Rules.
• Bloodgreed replaced with Bloodgreed (3).
• Strength from Flesh changed to the following:
- Whenever the Ghorgon scores a Killing Blow, it may
immediately recover a single Wound lost earlier in the
battle.
• Swallow Whole replaced with Killing Blow.
Jabberslythe
• Cost reduced to 225 points per model.
• Add Regeneration (4+) to the list of Special Rules.
• Replace the first sentence of the Aura of Madness with
the following:
- Each enemy unit within 12" of one or more Jabberslythes
at the beginning of the Beastmen Magic phase must take a
Leadership test, on their own unmodified Leadership.
• Add Quick to Fire and Sniper to the list of Special Rules
associated with Slythey Tongue.
• Add the following to Spurting Bile-blood:
- Notice that these hits are still dealt even if the Wound(s)
suffered by the Jabberslythe is recovered due to
Regeneration.
Lore of the Wild
• Replace the entire The Lore of the Wild with the
following:
• Bestial Surge (Lore Attribute): After resolving the
effects of a successfully cast augment spell from the Lore
of the Wild, one of the targeted units (or a unit including a
targeted character) may make a move of up to D6" in the
same way as a normal move made in the Remaining
Moves sub-phase. A unit can only make this move once
per turn.
• Incite Rage (Signature Spell). Cast on 7+. Incite Rage
is an augment spell with a range of 12". Until the start of
the caster's next Magic phase, the target gains Primal Fury
and is considered to automatically pass the corresponding
Leadership test(s) to gain Hatred. Should the target already
have Primal Fury, it will instead be considered to
automatically pass the corresponding Leadership test(s) on
a double 1, gaining both Hatred and Frenzy. The caster can
choose to target all friendly units within 12". If he does so,
the casting value is increased to 14+.
• 1. Viletide. Cast on 7+. Viletide is a magic missile with
a range of 24" that causes 5D6 S1 hits. The caster can
choose to extend the range of this spell to 48". If he does
so, the casting value is increased to 10+.
• 2. Traitor-kin. Cast on 10+. Traitor-kin is a hex spell
with a range of 24". The target suffers a -1 modifier to all
its To Hit rolls (both shooting and close combat) until the
start of the caster's next Magic phase. Shooting attacks that
do not use Ballistic Skill must roll 4+ on a D6 before
firing, or the shot(s) is lost. In addition, any close combat
rolls To Hit of a 1 made by either a mount of any kind,
monsters with handlers or creatures that pulls chariots in
the unit will hit its own unit. The armour save bonuses for
being mounted, and for barding and the like, are not used.
The caster can choose to extend the range of this spell to
48". If he does so, the casting value is increased to 13+.
• 3. Bray-scream. Cast on 10+. Bray-scream is an
augment spell with a range of 12" and is cast on a friendly
character, which can be the Wizard himself. The target
immediately makes a breath weapon attack, resolved at
Strength 3, with no armour saves allowed. The caster may
instead choose to boost the spell, in which case the
targeted character may place the templates narrow end
within 10" of itself, inside its forward arc and with the
template pointed directly away from the character. Should
the targeted character be in close combat, the boosted
breath weapon attack will inflict an additional D6 hits. If
the caster chooses to boost the spell, the casting value is
increased to 15+.
• 4. Mantle of Ghorok. Cast on 10+. Mantle of Ghorok is
an augment spell with a range of 12" and is cast on a
friendly character, which can be the Wizard himself. The
target gains +D6 Strength and +D6 Attacks (both to a
maximum of 10) until the start of the caster's next Magic
phase. Additionally, if double 6s are rolled, the target
suffers a single wound with no saves of any kind allowed.
The caster may instead choose to target all friendly
characters within 12" (including himself). If he does so,
the casting value is increased to 20+.
• 5. Devolve. Cast on 10+. Devolve is a direct damage
spell with a range of 18". The Wizard rolls 2D6 and adds
its Wizard Level to the score. For each point by which this
score exceeds the target unit's Leadership, the target
suffers a wound with no armour saves allowed. Wounds
suffered are distributed as if from shooting. The Wizard
can choose to extend the range of this spell to 36" and the
number of dices he rolls to 3D6. If he does so, the casting
value is increased to 15+.
• 6. Savage Dominion. Cast on 18+. Savage Dominion is
a unique spell. The Wizard may immediately place a
Cygor, Ghorgon, Giant or Jabberslythe with its base
touching any table edge. This model is effectively part of
the Beastmen army from that moment on. While the
Wizard controls the beast, every time the beast suffers a
wound, the Wizard must make a Toughness test. If this test
is failed, the Wizard suffers a wound, with no saves of any
kind allowed. If the Wizard is killed, the beast wanders
back into the forest and is immediately removed from play
(it counts as being killed for the purposes of victory
conditions etc.). Note that the beast cannot be voluntarily
dismissed by the Wizard, be dispelled by the enemy in
followings rounds nor can the Wizard choose to cast the
spell again whilst the beast remains.
Z góry mówię że nie jest to oficjalna errata lecz errata napisana przez jednego człowieka ze stanów osobiście uważam ją za bardzo profesjonalną grałem na niej i sprawdza się bardzo dobrze neutralizuje rzeczy zbyt przegięte a znacznie polepsza rzeczy totalnie słabe umieszczam ją pod spodem i mam pytanie co wy o tym sądzicie ...
Special Rules
• Replace the rules listed for Beastmen Ambush with the
following:
- Replace the first paragraph of Beastmen Ambush with
the following:
You may keep up to half of your units (rounded down)
with the Beastman Ambush special rule off the table 'in
Ambush' at the beginning of the game, provided you have
at least as many models with the Beastman Ambush
special rule that you deploy normally. For instance, should
your army include 9 units with the Beastman Ambush
special rule consisting of 120 models, you may have up to
4 of those units consisting of up to 60 models 'in Ambush'.
It doesn't matter what type of models they're, just so long
as the unit(s) and model(s) 'in Ambush' doesn't outnumber
its opposite number on the board.
- From the second paragraps and onwards, replace the
rules listed for Beastmen Ambush with the following:
Each unit held 'in Ambush' gains the Ambushers special
rule.
• Bloodgreed replaced with Bloodgreed (X), with the
following changes to Bloodgreed:
- Replace the second paragraph of Bloodgreed with the
following:
If already Frenzied, then each time it is on the winning
side of a round of close combat, the model gains a
Bloodgreed Marker. Each Bloodgreed Marker grants the
model an Additional Attack. Any Bloodgreed Markers are
lost should the model ever lose its Frenzy. The maximum
number of Bloodgreed Markers a model may have at any
given time is equal to the rank of Bloodgreed it posses. For
example, a model with Bloodgreed (2) may have no more
than two Bloodgreed Markers at any given time.
- Replace the third paragraph of Bloodgreed with the
following:
Due to their desperate need to feed upon the flesh of the
foe, models with Bloodgreed may never choose to Overrun
but may instead choose to Reform. However, models with
Bloodgreed gains Swiftstride while pursuing.
• Add the following to Slaughterer's Call:
- Additionally, an army including at least one Doombull
may also include a single unit of Minotaurs as a Core
choice.
Gifts of Chaos
• Cost of Crown of Horns reduced to 55 points.
Magic Items
• Remove all but the following Magic Items: Axes of
Khorgor, The Brass Cleaver, Blackened Plate, Ramhorn
Helm, Shard of the Herdstone, Horn of the Great Hunt,
Skin of Man, Chalice of Dark Rain, Hagtree Fetish and
The Beast Banner.
• Add the following to the Ramhorn Helm:
- The wearer cannot gain more than a total of three bonus
attacks during any given turn, regardless of how many
saves he passes.
• Add the following to the Shard of the Herdstone:
- No more than three power dices may be generated in this
manner during any given turn.
• Replace the effects of Horn of the Great Hunt with the
following:
- Bound Spell. Power Level 5. Every friendly Beastmen
unit within 36" may immediately make a move as per
Bestial Surge, the Lore Attribute for the Lore of the Wild.
• Replace the rules listed for Skin of Man with the
following:
• Skin of Man. 15 points. (Beastlord, Wargor, Great Bray-
Shaman or Bray-Shaman only). The bearer gains the
Beastmen Ambush special rule, however he may not be the
General nor the Battle Standard Bearer. The bearer may
choose to be deployed as part of another unit held 'in
Ambush', in which case they arrive together and counts as
a single unit for purposes of the Beastman Ambush special
rule.
Army List
Beastlord, Wargor, Great Bray-Shaman, Bray-Shaman
• Cost to be mounted on a Tuskgor Chariot reduced to 65
points.
• Cost to be mounted on a Razorgor Chariot reduced to
120 points.
Great Bray-Shaman, Bray-Shaman
• Braystaff (Hand weapon) replaced with Braystaff (Great
weapon).
• Remove the Option to be equipped with an Additional
hand weapon.
Doombull
• Bloodgreed replaced with Bloodgreed (3).
Wargor
• Cost reduced to 70 points.
Gorebull
• Cost reduced to 140 points.
• Bloodgreed replaced with Bloodgreed (2).
Gor Herd
• Add Shield to the list of Equipment.
• Cost to Upgrade one Gor to a Musician increased to 10.
• Replace the last Option with the following:
• The entire unit may replace their shields with:
- Additional hand weapons; 1 point per model.
Ungor Herd
• Cost reduced to 4 points per model.
• Cost to be armed with Spear reduced to 0.5 points per
model.
• Cost to Upgrade one Ungor to a Halfhorn increased to 10
points.
• Cost to Upgrade one Ungor to a Musician increased to 10
points.
• Cost to Upgrade one Ungor to a Standard Bearer
increased to 10 points.
Ungor Raiders
• Cost to Upgrade one Ungor to a Halfhorn increased to 10
points.
• Cost to Upgrade one Ungor to a Musician increased to 10
points.
Tuskgor Chariot
• Cost reduced to 75 points per model.
Chaos Warhounds
• Remove the note regarding Warhounds and minimum
Core choices of the army.
• Add Beastman Ambush to the list of Special Rules.
• Cost to choose Poisoned Attacks reduced to 1 point per
model.
Minotaurs
• Cost reduced to 45 points per model.
• Bloodgreed replaced with Bloodgreed (1).
• Cost to Upgrade one Minotaur to a Bloodkine reduced to
10 points.
• Cost to Upgrade one Minotaur to a Standard Bearer
reduced to 10 points.
• Add the following Option below the Option to Upgrade
one Minotaur to a Standard Bearer:
- One unit of Minotaurs in the army may have a magic
standard worth up to 50 points.
• Cost to be armed with Shields reduced to 2 points per
model.
• Cost to be armed with Additional hand weapons reduced
to 2 points per model.
Centigors
• Cost reduced to 22 points per model.
• Initiative increased to 3.
• Drunken replaced with the following:
• Drunken Bravado: Centigors may re-roll failed Primal
Fury tests.
• Add Fast Cavalry and Forest Strider to the list of Special
Rules.
• Cost to Upgrade one Centigor to a Gorehoof reduced to
10 points.
• Cost to Upgrade one Centigor to a Musician increased to
10 points.
• Cost to Upgrade one Centigor to a Standard Bearer
reduced to 10 points.
Bestigors
• Cost to Upgrade one Bestigor to a Gouge-Horn reduced
to 10 points.
• Cost to Upgrade one Bestigor to a Musician increased to
10 points.
• Cost to Upgrade one Bestigor to a Standard Bearer
reduced to 10 points.
Razorgor Chariot
• Cost reduced to 130 points per model.
Cygor
• Cost reduced to 225 points per model.
• Wounds increased to 6.
• Add Ward Save (5+) and Magical Attacks to the list of
Special Rules.
• Add the following to Hurl Attack:
- If the Template is aimed at an enemy imbued with magic
(See Ghostsight), the Cygor may re-roll the Scatter Dice.
Any hits scored with the Hurl Attack are Magical.
• Soul-eater changed to the following:
- Any spells cast by an enemy Wizard within 24" of a
Cygor will automatically fail on any result which includes
two or more 1s. Should the enemy Wizard score both two
or more 1s and Irresistible Force, the spell still fails and
the Wizard suffers a Miscast.
Ghorgon
• Cost reduced to 250 points per model.
• Add Scaly Skin (4+) to the list of Special Rules.
• Bloodgreed replaced with Bloodgreed (3).
• Strength from Flesh changed to the following:
- Whenever the Ghorgon scores a Killing Blow, it may
immediately recover a single Wound lost earlier in the
battle.
• Swallow Whole replaced with Killing Blow.
Jabberslythe
• Cost reduced to 225 points per model.
• Add Regeneration (4+) to the list of Special Rules.
• Replace the first sentence of the Aura of Madness with
the following:
- Each enemy unit within 12" of one or more Jabberslythes
at the beginning of the Beastmen Magic phase must take a
Leadership test, on their own unmodified Leadership.
• Add Quick to Fire and Sniper to the list of Special Rules
associated with Slythey Tongue.
• Add the following to Spurting Bile-blood:
- Notice that these hits are still dealt even if the Wound(s)
suffered by the Jabberslythe is recovered due to
Regeneration.
Lore of the Wild
• Replace the entire The Lore of the Wild with the
following:
• Bestial Surge (Lore Attribute): After resolving the
effects of a successfully cast augment spell from the Lore
of the Wild, one of the targeted units (or a unit including a
targeted character) may make a move of up to D6" in the
same way as a normal move made in the Remaining
Moves sub-phase. A unit can only make this move once
per turn.
• Incite Rage (Signature Spell). Cast on 7+. Incite Rage
is an augment spell with a range of 12". Until the start of
the caster's next Magic phase, the target gains Primal Fury
and is considered to automatically pass the corresponding
Leadership test(s) to gain Hatred. Should the target already
have Primal Fury, it will instead be considered to
automatically pass the corresponding Leadership test(s) on
a double 1, gaining both Hatred and Frenzy. The caster can
choose to target all friendly units within 12". If he does so,
the casting value is increased to 14+.
• 1. Viletide. Cast on 7+. Viletide is a magic missile with
a range of 24" that causes 5D6 S1 hits. The caster can
choose to extend the range of this spell to 48". If he does
so, the casting value is increased to 10+.
• 2. Traitor-kin. Cast on 10+. Traitor-kin is a hex spell
with a range of 24". The target suffers a -1 modifier to all
its To Hit rolls (both shooting and close combat) until the
start of the caster's next Magic phase. Shooting attacks that
do not use Ballistic Skill must roll 4+ on a D6 before
firing, or the shot(s) is lost. In addition, any close combat
rolls To Hit of a 1 made by either a mount of any kind,
monsters with handlers or creatures that pulls chariots in
the unit will hit its own unit. The armour save bonuses for
being mounted, and for barding and the like, are not used.
The caster can choose to extend the range of this spell to
48". If he does so, the casting value is increased to 13+.
• 3. Bray-scream. Cast on 10+. Bray-scream is an
augment spell with a range of 12" and is cast on a friendly
character, which can be the Wizard himself. The target
immediately makes a breath weapon attack, resolved at
Strength 3, with no armour saves allowed. The caster may
instead choose to boost the spell, in which case the
targeted character may place the templates narrow end
within 10" of itself, inside its forward arc and with the
template pointed directly away from the character. Should
the targeted character be in close combat, the boosted
breath weapon attack will inflict an additional D6 hits. If
the caster chooses to boost the spell, the casting value is
increased to 15+.
• 4. Mantle of Ghorok. Cast on 10+. Mantle of Ghorok is
an augment spell with a range of 12" and is cast on a
friendly character, which can be the Wizard himself. The
target gains +D6 Strength and +D6 Attacks (both to a
maximum of 10) until the start of the caster's next Magic
phase. Additionally, if double 6s are rolled, the target
suffers a single wound with no saves of any kind allowed.
The caster may instead choose to target all friendly
characters within 12" (including himself). If he does so,
the casting value is increased to 20+.
• 5. Devolve. Cast on 10+. Devolve is a direct damage
spell with a range of 18". The Wizard rolls 2D6 and adds
its Wizard Level to the score. For each point by which this
score exceeds the target unit's Leadership, the target
suffers a wound with no armour saves allowed. Wounds
suffered are distributed as if from shooting. The Wizard
can choose to extend the range of this spell to 36" and the
number of dices he rolls to 3D6. If he does so, the casting
value is increased to 15+.
• 6. Savage Dominion. Cast on 18+. Savage Dominion is
a unique spell. The Wizard may immediately place a
Cygor, Ghorgon, Giant or Jabberslythe with its base
touching any table edge. This model is effectively part of
the Beastmen army from that moment on. While the
Wizard controls the beast, every time the beast suffers a
wound, the Wizard must make a Toughness test. If this test
is failed, the Wizard suffers a wound, with no saves of any
kind allowed. If the Wizard is killed, the beast wanders
back into the forest and is immediately removed from play
(it counts as being killed for the purposes of victory
conditions etc.). Note that the beast cannot be voluntarily
dismissed by the Wizard, be dispelled by the enemy in
followings rounds nor can the Wizard choose to cast the
spell again whilst the beast remains.
Są pomysły dobre i bardzo słabe. W większości miejsc przegiął albo zmiany są na silę.
Jawna kpina:
Bloodgreed marker (poza zmianami w stronę starej zasady),
Ambush (poza zmianą na tabelkę Ambushers),
Zmiany kosztów oddziałów (poza centigorami) niczym nie uzasadnione.
Powiększone wersje ryku i dodatkowych ataków
Ingerencje w przedmioty - po prostu z dupy
Rzeczy na tak:
Super oczywistość zmian zasad stworków w rarach. Nie są to jakieś wymysły z kosmosu tylko dopisanie czegoś czego Phil "Qrwajegomać" Kelly w sposób oczywisty napisać zapomniał (jak regena, sniper, KB i SS4+).
Fajnie że wrzuciłeś coś takiego ale umieszczenie tego tutaj poruszy teraz mini lawinę, listy życzeń i zaśmieci kolejny wątek w naszym dziale (brak wątku do dyskusji ogólnych i gdybań)
Jawna kpina:
Bloodgreed marker (poza zmianami w stronę starej zasady),
Ambush (poza zmianą na tabelkę Ambushers),
Zmiany kosztów oddziałów (poza centigorami) niczym nie uzasadnione.
Powiększone wersje ryku i dodatkowych ataków
Ingerencje w przedmioty - po prostu z dupy
Rzeczy na tak:
Super oczywistość zmian zasad stworków w rarach. Nie są to jakieś wymysły z kosmosu tylko dopisanie czegoś czego Phil "Qrwajegomać" Kelly w sposób oczywisty napisać zapomniał (jak regena, sniper, KB i SS4+).
Fajnie że wrzuciłeś coś takiego ale umieszczenie tego tutaj poruszy teraz mini lawinę, listy życzeń i zaśmieci kolejny wątek w naszym dziale (brak wątku do dyskusji ogólnych i gdybań)
Czcij Koze !!
Twoja Stara gra w Age of Sigmar !
Twoja Stara gra w Age of Sigmar !
- Khuman
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bez szału i naddatek pogorszenie minosków max +2/3A kpina
z plotek w kwietniu powinny być nowy AB choć to tylko optymistyczne wersja, a dużo mówi się że na 75% będzie w tym nadchodzącym roku
poczekajmy nie kombinujmy, oiro na które i tak będziemy grali dają BoCh turbo kopa, który wystarczy
z plotek w kwietniu powinny być nowy AB choć to tylko optymistyczne wersja, a dużo mówi się że na 75% będzie w tym nadchodzącym roku
poczekajmy nie kombinujmy, oiro na które i tak będziemy grali dają BoCh turbo kopa, który wystarczy
No i? To akurat wpisuje się w trendy, wszystkie elementy CG niezależnie od jednostki są po 10pkt. Myślisz że ile płacą gobliny czy gnoblary?Dibo pisze:Ungory
ale kolega z za wody za duo ctr+c ctr+v robił bo muzyk do raidersów jest za 10p
Do tej pory czytałem luty-krasie, maj-wood elves, potem bretka. O Beastmenach i Skavenach nic nie słyszałem.Khuman pisze: z plotek w kwietniu powinny być nowy AB choć to tylko optymistyczne wersja, a dużo mówi się że na 75% będzie w tym nadchodzącym roku
Złomowisko: https://goo.gl/photos/xRMRQZGkEgCpcHcx5
- rudobrody79
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obyś miał racjeKhuman pisze:zanim wyjdzie 9ed. wszystkie armie w WFB dostaną nowe AB
tylko, że najprawdopodobniej będzie tak, że ABook z 8ed nasz będzie na krótki czas przed nową edycją i co wtedy ?
powtórka z historii że też muszą teraz robić 9 edycję...
Według najświeższych plotek nowa edycja wychodzi w wakacje 2014, przed nią wyjdą krasie, woody i bretka, a skaveni i bestie nie...Khuman pisze:zanim wyjdzie 9ed. wszystkie armie w WFB dostaną nowe AB
Złomowisko: https://goo.gl/photos/xRMRQZGkEgCpcHcx5
- rudobrody79
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no to już lepsza wiadomość
zapewne większość graczy bestii woli nowy ABook z 9edycji niż najstarszy w 8ej
zapewne większość graczy bestii woli nowy ABook z 9edycji niż najstarszy w 8ej
zdecydowanie tak bo jeśli potem ma być znowu to samo zanczy męczenie się na starym army booku z wszystkimi innymi którzy mają już świeżutkie to ja dziękuje bardzo , choć z drugiej strony nikt nie powiedział jako który byłby wydany w 9 ed. (patrz leśniaki które ile czasu czekały na nowy book :/ )
Bardziej bym się spodziewał jeśli rzeczywiście będzie nowa edycja w wakacje że bestie dostaną podręcznik jako jedni z pierwszych w 9 edycji. Z resztą po krasiach każdy wydawany podręcznik ma być teoretycznie pisany już pod nową edycję.
Widziałem plotki, choć wiadomo że z GW nie można być niczego pewnym, że po wakacjach wychodzą nowe Orcs&Goblins. Jak zwykle będą pewnie pokrzywdzone tym że wychodzą jako pierwsze po edycji...
Złomowisko: https://goo.gl/photos/xRMRQZGkEgCpcHcx5