To dla osób takich jak ja, którym nie chce się przebijać przez tony niepotrzebnego nikomu spamu i mało interesujących opinii (
![Cool 8)](./images/smilies/icon_cool.gif)
enjoy!
Na Imperatora tyranidzi w Polsce - boltery w dłoń panowieWisnia pisze:Mamy w Chodzieży jednego Tyranida, więc widziałem na żywo
;]Virgo pisze:Warmachines:
Warmachines use one profile now, similar to the Skaven Warplightning Cannon. All shooting is directed against the machines toughness, check your army books for reference, crews armour save is applied. Note that S 1 is capable of wounding T7. If I got it righ, Warmachines are not immune to poison anymore.
While in close combat 6 Infantry OR 3 Cavallery OR 2 Monstrous Infantry/Cavallery or 1 Monster / Ridden Monster can attack the warmachine. You may also combine, eg 1 Monstrous Infantry, I cavallery and 1 Infantry model may attack.
All Attacks in CC are directed against Crews WS/Toughness.
The total number of lifepoints a warmachine has is the total number of crewmen it has. A Repeater Bolt Thrower would have two, while a Great Cannon would have three.
Independant Characters may no longer join Warmachines.
The same ruling comes now for all wargear that was treated similar to a warmachine: Blood Cauldron of Khaine, Anvil of Doom, Urn of Lost Souls, etc.
For the Blood Cauldron: The hag gains 5 WS 5 S 3 Attacks and two Lifepoints. The two priestess that join her are markers only by now and cannot accept/deny challanges any more, or strike at all. The Cauldron has a total of 4 Lifepoints, but no AS. Basically, a wellplaced unit of skinks will take it down in two rounds, as it has Toughness 3... Well, that thing deserved a nerf anyway. For Ulthuan and the Phoenix King! Destroy their blasted soup kitchen!!
The same goes for the Urn and the Anil, the combat abilities of the guardians is added to the hero's profile, along with their lifepoints.
runepriest pisze:oj tam oj tam, wystarczy nie szarżować to nie wskrzesi ^^Jankiel pisze:Stary, to co ja zabiję szarżą smoka i dopakowanych z kotła rycerzy Ty sobie wskrzesisz w jedną turę. I tak, jest to straszne.
Bo ostatnio zapomniałemBeast lore is gots a huge boost:
you can transform into several beasts including black hydra, fire dragon and the best is mountain chimera.
the chimera's stats are ridiculous good: W10 T7,S7 fly ability, 4W6 attacks! complexity is 24
Light lore also huge boost:
1 spell was in 12" all units have +1 attack and double movment, another was 10 Ini and 10 WS within 12"! (great for swordmaster and whole army in general against DE!)
light lore will have 4 buffs spells out of 7, 2 direct damage and 1 other, so its a heavily supportive lore
Fire lore:
there was a spell with fire arrows ranging 48" W4
My friend is DE player so we asked also about them:
DE will be nerfed in some ways.. already mentioned at rumors but i like this one:
ring of hotek is useless atm, in the errata was nothing about it (there is no miscasts anymore, so it has no use)
if u roll just 1 or 2 dice.. by rolling a 1 or 2 the spell is not cast and no further spell can be cast by the mage (no single dice spamming, bit of a nerf for vampires and DE (power of darkness), everything with a little risk)
there is no miscast anymore (just a table for irresistable force, cruel stuff in there, blowing up whole units)
maximum of dice is 12 (without energy stone, etc) so DE can throw out spells and then fill up there pool again with power of darkness dice
just got an answere from a guy on a german site that the best spell in beast lore will be the greater fire dragon
WS 8 S 8 T 8 W 8 A 8 LD 9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot
remains in play!
appearently ring of hotek lets you roll on the IF "Lost Control Table" still and Hoeth book still works as normal JUST when rolling double 6s you have to roll on the Lost Control Table.. otherwise not. So Teclis/book of hoeth still has a use and is even more powerfull!
What exactly is in the starter set?
Update for every race? Yes, FaQ covers all races.
How does MR work? For each point of MR you got you get a bonus of +1 to your wardsave if you've got one, or you get a ward save for free. Does not work against spells that deal no damage.
Verify movement
How are characters treated with war machine crews? They are not allowed to join it.
Hand Weapon and Shield combo (Clarification) 6+ wardsave against melee attacks from the front. Does not stack with other ward saves.
Can engaged units reform at the end of the combat phase? and on what LD modifications. Yes, as long as they are engaged at one sinde only.
How does persue work?
How does fear/terror work on units, combat etc. Fear: Pass a LD test each round of combat. If you fail, fight at WS 1. Terror: If attacked by a terror causing enemy, pass a LD ship or automatically flee.
Frenzy transfer to mounts? No.
what does 'command' do (???)
Banners give VP? Only in 1 out of 6 basic szenarions, banners are important
Skirmishers LOS, and wheeling.90° Arc of sight. reform free.
Cavalry in combat, multiple ranks? Riders of the second rank may strike wit one A.
Redirection, Skirmishers redirect? Befor attacked, skirmishers form a regular unit and are drawn together to the central model in first rank. afterwards they flee/fight like a regular unit.
How does horde special rule get applied. Infantry/cav/monster etc? Infantry: 10 models wide, each in b2b with enemy and behind them can fight.
Ally Systems you are NOT allowed to pick from different Armybooks. Not at all. Ally system is only to work out how spells like "all friendly units within..." work on different armies. There are severel kinds of alliances: Bloodbrothers (2+ armies from the same armybook: work like one huge army, with all benefits etc.) , Stable allies: all armies from the same realm (Realm of Order, Realm of destruction), unstable alliances (armies from different Realms, eg High Elves and Warriors of Chaos) and Fragile Alliances (Alliance contains either Skaven or Dark Elves. A Alliance with one of these armies is always unstable, no matter what Realm the other armies come from. Backstabbing bastards they both are...)
How many pages in starter book? Does it have all scenariors/army changes etc. AFAIK there's 6 basic scenarios.
Miscast table specifics
Hatred, any changes?Not transferred to mounts, except for Dark Elves.
Dispel Scrolls? 1 per army, but otherwise the same.
Breath Weapons? Single Use/In Combat? One use per game.
Multiple attack models with spears? I guess that's about second rank? Only one attack from rear ranks, even with spears.
Impact Hits/S7 Kills? Same as befor, S7 does not kill chariots.
Crush Them? Basically it's a impact hit that always stikes last.
Magic Items:
How Many? Any new? About 20 per category.
Tower in your deployment zone (???) (Folding Tower) Enchanted item at a ridicculous high point cost.
More info on spells Nope, I'm goiing to keep those to myself =D
Race Specific:
Warrior Priests still generate DD? No, but they may channel.
Lore of Beasts Spells Thats race specific?
Dwarf Anti-Magic +2 bonus to dispel. Runepriests may channed dispeldice.
;]Virgo pisze:You have to take a minimum of 3 units, not including characters.
If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18".
Chaos Dwarfs are not in the book.
Failed Charge
• I think you only move the result of the D6's you rolled, you do not add on your basic movement.
Fliers
• While fleeing or pursuing, they move 3D6"
Reforming
• In the Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving.
• Charging Skirmishers, you line up to them, not them to you.
• Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only.
Lost Control chart:
Another result: All your wizards take a Str 6 hit with no armor saves
11-12 result: Your caster lose d3 wizard levels, and forgets that many spells.
Bound spells
• Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the spell.
Lore of Fire
Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3, cumulative.
Lore of Metal
Basic Spell (name): D6 flaming hits, No armor saves allowed. casting value 10
Lore of Beasts
(name). Caster Buff. The level 6 beast spell has 2 (possibly 3 casting values). The caster BECOMES the creature, not summoned on any board edge etc.
At 16+
Mountain Chimera
S7 T7 W10, Fly, 4D6 attacks! complexity is 24. mage has to be on foot. Remains in play.
20+
Greater Fire Dragon
WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot. Remains in play
Something for a Hydra as well, I don’t know any more about this.
Lore of Heavens
• 'Something' Razor (not sure of the name). Unit Buff. The units strength are their Ld stat.
• Several levels of Comet. It scales up.
Lore of Life
Special Bonus: Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”
• Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+
Forest Lord: Magic missile attack to any enemy unit within 18" of a forest. Or D6 strength 5 hits or 2d6 strength 5 hits to a unit in the forest.
Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12”
Master of Stone: Unit Buff. +2 Toughness to one unit. Casting value 8
Regrowth (name?). Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately)
Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Regeneration becomes 5+, Master of Stone becomes +4 Toughness!!!, Forest Lord all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the 6th spell as well.
I heard something about an immunity to miscast on a 2+ for the lore of life, but I don’t know if this is their 6th spell, a remains in play caster buff.
Stone Thrower
• Reduced to S3(9), armour saves are allowed.
Make Way
• After charges, before even impact hits are done, a champion can move to the front of the attacked rank.
One Save..
I'm just going to move this back here again for now. Armour saves as normal, then either Ward Saves OR regeneration. This is coming from 1 person who has read the book, and another who has been very reliable in the past.
Crush them! or Stomp, one of these names. 1 rank only
Quick to Fire
• Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range.
Fear and Terror: It may be you get to keep your full amount of attacks.
Frenzy
What I am hearing about this is that if the enemy is within Movement +12”, you have to take a leadership test. If you fail, you have to attack the closest target.
Mounts no longer are granted frenzy/hated/etc from riders.
Magic Resistance
• It seems magic resistance does not work at all against Curses (or Hexes), only against magic missiles, direct damage and power whirls.
Strider..(insert type of terrain)
• A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings).
Regeneration
Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example).
Magic Items
Scarecrow: Banner. 5 Points, makes the unit cause fear to flyers.
(name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think).
Dispel Scroll: As normal.
There are some other Scrolls I keep hearing about, but I don't know the full details yet:
4+ ward against wounds done by the spell used.
Irresistible force on every double.
Something about turning someone into a frog..
Terrain
Cavalry treat all non-open terrain as Dangerous Terrain
runepriest pisze:oj tam oj tam, wystarczy nie szarżować to nie wskrzesi ^^Jankiel pisze:Stary, to co ja zabiję szarżą smoka i dopakowanych z kotła rycerzy Ty sobie wskrzesisz w jedną turę. I tak, jest to straszne.
I tried and gathered some more informations, this time all about the new magic items. Since I am from Germany, I write just down the German names of the items.
Magic Weapons
Riesenklinge (Giantsblade) 60 pts
Strength +3 at close combat
Schwert des Blutbades (Sword of Bloodbath) 60 pts
Bearer gains 3 attacks
Obsidianklinge (Obsidianblade) 50 pts
Wounds with this weapon ignore armour saves
Ogerklinge (Ogerblade) 40 pts
Strength +2 at close combat
Schwert des Haders (Scword of quarrel) 40 pts
Bearer gains 2 attacks
Duellklinge (duelblade) 35 pts
Weapon pair, bearer has weapon skill 10
Heldentöter (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 every the beginning of the close combat
Zauberraubklinge () 25 pts
If a wizard his wounded with this sword, he will lose one random spell for each wound
Schlachtenkling () 20 pts
Bearer gains 1 attack
Schwert der Macht () 20 pts
+1 strength in close combat
Berserkerschwert () 20 pts
Bearer gains frenzy and can never lose it
Goldenes Siegelschwert () 15 pts
Attacks are done with initiative 10
Behände Klinge () 15 pts
Bonus of +1 to hit
Reissende Klinge () 10 pts
Attacks are armour piercing
Reliquienschwert () 10 pts
Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score.
Kreischende Klinge () 10 pts
Bearer causes fear
Schwert der Pein () 5 pts
Monster or character that loses one or more wounds to this sword, will suffer from stupid
Kriegerfluch () 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
Rüstung des Schicksals () 50 pts
Heavy armour, 4+ ward save
Schurkenhelm () 50 pts
Armour save is better by 1, enemy has to re-roll successful wounds
Silberstahlrüstung () 45 pts
Armour save 2+, can not be further improved
Rüstung des Glücks () 35 pts
Heavy armour, 5+ ward save
Helm der Zwietracht () 30 pts
Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically
Glitzernde Schuppenrüstung () 25 pts
Light armour, foes hit chance is reduced by 1 in close combat
Schild des Ptolos () 25 pts
Buckler, 1+ armour save against missile attack (Beschussattacken)
Zauberspruchshild () 20 pts
Buckler, bearer gains magic resistance (1)
Rüstung des Glücksritters () 20 pts
Heavy armour, 6+ ward save
Drachenhelm () 10 pts
Armour save is better by 1, 2+ ward save against fire attacks
Verzauberter Schild () 5 pts
Buckler, Armour save is better by 2
Glücksbringender Schild () 5 pts
Buckler, only one use, first hit will be ignored by 2+
Talisman
Talisman der Bewahrung () 45 pts
Bearer gains 4+ ward save
Grosser Obsidian () 45 pts
Bearer gains magic resistance (3)
Talisman der Ausdauer () 30 pts
Bearer gains 5+ ward save
Obsidian Amulett () 30 pts
Bearer gains magic resistance (2)
Dämmerstein () 25 pts
Bearer re-rolls missed armour saves
Opalamulett () 15 pts
Only one use, 4+ ward save against first wound
Obsidiananhänger () 15 pts
Bearer gains magic resistance (1)
Talisman des Schutzes () 15 pts
Bearer gains ward save 6+
Samen der Wiedergeburt () 10 pts
Bearer gains 6+ regeneration
Drachenfluchstein () 5 pts
Bearer gains 2+ ward save against fire attacks
Federrupfanhänger () 5 pts
Bearer gain 5+ ward save against models with rule “flying”
Glücksstein () 5 pts
Only one use, Bearer can re-roll one missed armour save
Magic Standard
Standarte der Mordlust () 55 pts
Unit can re-roll attacks
Heulende Standarte () 50 pts
Unit causes horror
Waldläuferbanner () 50 pts
Unit gains “terrain knowledge???”
Klingenstandarte () 45 pts
Unit gains armour piercing
Kriegsbanner () 35 pts
+1 on combat outcome
Banner der Eile () 15 pts
+1 on movement range
Knochenstandarte () 15 pts
Magic resistance (1)
Standarte der Disziplin () 15 pts
+1 on leadership, but can not use the generals leadership
Banner der Ewigen Flamme () 10 pts
Unit causes fire attacks
Strahlende Flagge () 5 pts
Only one use, unit can re-roll first muffed (?) leadership test
Vogelscheuchenbanner () 5 pts
Unit causes fear on all units with “fyling”
Wizard Arcana
Buch von Ashur (Book of Ashur) 70 pts
Bearer gains +1 on his spells and dispels
Schriftrolle der Rückkopplung (Scroll of reaction) 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 roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed
Schriftrolle des Energieraubs (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.
Sivejir’s Fluchrolle () 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 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+
Energiespruchrolle () 35 pts
Only one use, every doubles will cause total energy and loss of control
Pechkohlen-Zauberstab () 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
Verbotener Stab () 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
Gauners Scherbe () 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.
Erdender Stab () 25 pts
Only one use, wizard can re-roll first loss of control
Magiebannende Spruchrolle () 25 points
Only one use, dispels one spell automatically
Energiestein () 20 pts
Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool.
Zepter der Stabilität (sceptre of stability) 15 pts
Only one use, after rolling to bane one spell, you can roll an additional d6.
Kanalisierungsstab () 15 pts
Bearer gains +1 to channel an additional energy or dispel dice
Spruchrolle des Schutzes () 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 Item
Zauberhut (wizards hat?) 100 pts
Level 2 mage, random magic lore, stupid
Fozzriks faltbare Festung (a pocket-watchtower) 100 pts
When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book
Arabianischer Teppich (arabic rug) 50 pts
Infantry and monstrous infantry gain flying, cannot join units
Krone der Herrschaft 35 (crown of command) pts 35
Bearer is relentless (in German it is “unnachgiebig”)
Heiltrank (healing potion) 35 pts
Only one use, gain W6 lost health
Flügelfluchreif (winged curse circlet???) 35 points
Flying creatures and their riders have to re-roll successful hits against bearer/unit
Rubinring der Zerstörung (rubyring of destruction) 25 pts
Bound spell (energy level 3) Fireball
Die Schreckensmaske von Iek! () 25 pts
Bearer causes horror. Other units are not allowed to use his leadership
Stärketrank (strength potion) 20 pts
Only one use, +3 strength
Widerstandstrank (toughness potion) 20 pts
Only one use, +3 toughness
Des anderen Gauners Scherbe (the others chiseller shard) 15 pts
All models in base contact (friend and foe) need to re-roll successful saves
Eisenfluch-Ikone () 5 pts
6+ ward against war machines
Trank der Tollkühnheit () 5 pts
Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?)
Trank der Geschwindigkeit (speed potion) 5 pts
Only one use,+3 initiative
czempion/dowodca?zielonatrawa pisze:co to weteran?