Lenti e inesorabili malmostosi...stanno arrivando! :D
5 partecipanti
Pagina 1 di 1
Lenti e inesorabili malmostosi...stanno arrivando! :D
Ecco una prima botta di rumors dei più accreditati:
Uscita prevista: Gennaio/ebbraio.
- Nuovo Doppio kit: Incudine del destino/Altare da guerra
- Nuovo doppio kit: Schiacciaorchi/Trivella gigante sotterranea
- Guerrieri + Balestrieri + Archibugieri
- Barbalunga + Ranger
- Martellatori + Spaccaferro
- Sventratori + Fratellanza di Grimnir
Uscita prevista: Gennaio/ebbraio.
- Nuovo Doppio kit: Incudine del destino/Altare da guerra
- Nuovo doppio kit: Schiacciaorchi/Trivella gigante sotterranea
- Guerrieri + Balestrieri + Archibugieri
- Barbalunga + Ranger
- Martellatori + Spaccaferro
- Sventratori + Fratellanza di Grimnir
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Speriamo siano fondati i nanacci hanno bisogno di una svecchiata
Spero anche siano giocabili in una versione tiro/cac e non mono tiro e basta...
Spero anche siano giocabili in una versione tiro/cac e non mono tiro e basta...
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Novità sulla fase magica, sembra che la meccanica per castare le loro magie sia some quello in tempesta di magia ma avranno una loro personale tabellla per i falliti. Come magia ancora non si sa nulla di preciso se non che avranno 4 spell per colpire gli avversari e 2 di buff.
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Se gli Sventratori sono giocabili comincio i nani
Ballo- Guardiano dell'Antro
- Messaggi : 1120
Data d'iscrizione : 06.02.10
Età : 53
Località : Estremo Nord
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Eccoli! EccolI!
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Ma sono su basatta da 20mm?? Spero non siano mono posa i martellatori però come miniatura non mi dispiace
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Gaahl ha scritto:A me fa bagnare lo sventratore.
Bello l'belix doppato, si.
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Vi butto qualche immagine nuova:
Copertina del codex
Forgiarune in plastica con varie opzioni
Spaccaferro
Dovrebbe essere un lanciafiamme nuovo
Girocottero
Girobomber
Grimm Burlocksson
Copertina del codex
Forgiarune in plastica con varie opzioni
Spaccaferro
Dovrebbe essere un lanciafiamme nuovo
Girocottero
Girobomber
Grimm Burlocksson
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
...mi piacciono...solo non mi convincono i mezzi volanti...per me li hanno un po snaturati...però un pensiero per il 2015 lo faccio ha ha ha...
Ballo- Guardiano dell'Antro
- Messaggi : 1120
Data d'iscrizione : 06.02.10
Età : 53
Località : Estremo Nord
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
SI, i mezzi volanti sembrano un po quei giochini da bagno che spruzzan acqua ma l'importante è che se le regole che stanno uscendo son vere spaccano!
Regole:
- Odio Skaven e Pelleverde
- +1 Fo in carica
- +1 Tiro Parata se Caricati
- Marcian0 Sempre
Girobomber: Sgancia bombe sulle unità che passa e cannoneggia nel tiro
Spaccaferro: Ta 2+ e Tiro Parata 5+
Irondraken: Sparano a 18" a Fo 5 base fuoco e TS 2+ da fuoco
Barbalunga: non sono più legati al numero di truppe di guerrieri
Martellatori: Sembra che tutti possano sfidare o accettare sfide
Regole:
- Odio Skaven e Pelleverde
- +1 Fo in carica
- +1 Tiro Parata se Caricati
- Marcian0 Sempre
Girobomber: Sgancia bombe sulle unità che passa e cannoneggia nel tiro
Spaccaferro: Ta 2+ e Tiro Parata 5+
Irondraken: Sparano a 18" a Fo 5 base fuoco e TS 2+ da fuoco
Barbalunga: non sono più legati al numero di truppe di guerrieri
Martellatori: Sembra che tutti possano sfidare o accettare sfide
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
gli irondraken se sono cosi sono un attimo sgravi...a quanti punti l'uno?
samuele- Guardiano dell'Antro
- Messaggi : 1079
Data d'iscrizione : 30.01.11
Età : 46
Località : san felice
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Come punti non ne ho idea, cmq ieri c'era di novità (segata subito ma sono arrivato in tempo ) le regole dei girobomber, hanno R 5, Ta 4+ e 3 Fe. Come attacchi hanno un attacco di passaggio, in pratica volando sopra un unità sganciano bombe e questo equivale a pizzone grande che causa Fo 3 (6) e D3 Fe multiple...ghghgh. Ah, il prezzo dovrebbe essere 70 punti l'elicotterino sminchio e 85 questo descritto.
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Il girocottero per 70 punti potrebbe anche essere giocato come schermino, in forndo costa come i predoni a cavallo ma vola ed è un po più resistente
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
ECCO COS'E' SGRAVATO! AHAHHAHAHAHAHAHAHAHAH! SBAM! SBAM! SBAM!
Beorg- Consigliere
- Messaggi : 3451
Data d'iscrizione : 06.02.10
Età : 46
Località : Terra Nascosta
Re: Lenti e inesorabili malmostosi...stanno arrivando! :D
Ho scopiazzato gli ultimi rumors da tilea
3. 1/3 more
4. Don't really like the Ancestral Heirlooms. One is a banner that gives the unit re-rolls of failed to-wound rolls, though. That seems pretty good, but it's 100 points.
5. Lords can have 125 points. Heroes can have 75 (runesmith, thane, dragon slayer) or 50 (engineer). Runesmith/Lord special rules are Ancestral Grudge, Armor Piercing, Forgefire (grants armor piercing to the unit he joins), MR (2 or 1 depending on level of rune-guy), Relentless, Resolute, Rune Lore (that's the channel), and Shieldwall.
[/quote]
Hammer that grants +3 initiative, and if you wound an opponent, they have I1 until the end of the combat phase.
Axe that grants re-rolls to hit and to wound against Orcs & Goblins and Skaven. Cause Terror against those opponents.
Armor of 2+ save and 3++ vs attacks of S6 or higher.
A horn that is one use only and grants all units with 6" the Devastating Charge rule til the end of turn. After using, that character causes Fear to High Elves, Dark Evles, and Wood Elves for the rest of the game.
Ring that grants a S4 breath weapon with Flaming Attacks.
Banner,models in unit can re-roll failed to-wound rolls. (I like this one, but it's priced to be BSB only.)
Rune of Immolation: Detonate your warmachine to hurt enemies; automatically blows up if killed in close combat
Rune of Disguise: machine is in hard cover
Rune of Penetrating: Increases strength, can be taken twice. If on grudge thrower, affects both S values, as in x(y).
Rune of Stalwart: grants bonus to machines combat resolution score
Rune of Accuracy: +1 to hit with BS shooting or re-roll scatter die
Rune of Forging: reroll misfire on artillery die ([size="7"]this is NOT one use only.[/size] The wording is you can reroll "whenever a misfire result is rolled.)
Rune of Seeking: +1 to hit against targets with Flying
Rune of Burning: Flaming Attacks
Master rune of Strommi Redbeard:+1 to combat result of the unit and to athe combat results of all friendly units within 12"
Master rune of Valaya:cheaper
[size="6"]Master rune of Groth One-Eye:gives stubborn to the bearer,his unit and each dwarf friendly unit within 12" of the bearer[/size]
Master rune of Grugni:4+inv for the bearer,5+ VS shooting and magic missiles for his unit and each unit within 6"
Strollaz Rune gives Vanguard to the unit carrying said banner.It's relatively cheap; only two others are cheaper. Because of the mix of standard runes costs, it really only looks like you can have Strollaz on two units at once; one from either Irondrakes, Longbeards, Hammerers, or Slayers (all allowed 50 points of banner) and one Ironbreakers (allowed 75 points of banner).
One rune of battle grants an extra 1 point of combat resolution. Two runes of battle grant an extra 2 to combat resolution. Three runes of battle grant an extra 2 to combat resolution and grant the unit the Fight in Extra Ranks special rule. (Three is expensive as "I Swear too much", though. Can only fit on a BSB.)
One Rune of Might doubles S vs foes of T5 of higher. Two Runes of Might does the same and also grants the Multiple Wounds (d3) vs those same targets. Three runes of might is not an option.
Don't see a rune of challenge. It's not in banners or talismans.
The T10 rune is the Master Rune of Adamant.100p
No reroll armor rune.
No rune to protect from poison.One that gives 2+ save VS Kb/HKb
Rune of Balance costs twice as much as the Rune of Spell Breaking.The Rune of Spell Eating costs a little less than the Rune of Balance.
The statline for the 'Copter and the 'Bomber is identical.
Hammerers have heavy armor. You can buy them a shield. They come with both a hand weapon and a great weapon; I guess that means you could switch to the HW&S for the parry if you really wanted to? They're stubborn, and if the general is in the unit, then any member of the Hammerer unit can accept challenges.
I think he's stuck at S4, unfortunately. It's not jumping out at me, and I may be confusing with previous army books, but I feel like if you take a Great Weapon and put runes on it, it ceases being a Great Weapon. I can't find anything that specifically states that, though, so I could be wrong.
The Slayers can take a Runic Standard of up to 50 points; unfortunately, that's not enough for the ward save vs missile weapons banner.
Slayer heroes can still only joint Slayer units. The Slayer special character can be the army general, though, unlike other Slayer characters.
Slayers are 5+ per unit
Organ guns are Rare. They had the range increased to 30". They are BS based, but roll two Artillery Dice to determine the number of shots. You only roll on the misfire table if you roll double-misfire. A single misfire halves the number of shots rolled on the other die. The Organ gun can take 50 points of Runes (it seems to me that this is a no-brainer place for the 25 point +1 to hit rune). It can use the BS of a nearby Engineer, and if the Engineer grants this buff to the gun, then it can also re-roll one of the Artillery Dice.
Unfortunately not. They just have the potential to get buffed by a Master Engineer if one is nearby and wants to grant said buff.
Yes, they all have a limit,depending on the machine.You can still make the grudge thrower you mention, and even have points left over.
Shieldbearers are still there. Grant +2 AS and +2 wounds. It's treated like a mount, but the Lord keeps his LoS! roll. He stays Infantry, so it appears that he'd be vulnerable to regular Killing Blow, though.
The big, ridiculous Dwarf king has a buffed Shieldbearer thing that gives him +4 wounds, a 2+/4++, and also has a 2++ against wounds caused by Killing Blow, Heroic Killing Blow, or anything with the Multiple Wounds special rule. His axe has ASF, and wounds on a 2+ regardless of toughness unless the target has Magic Armor, in which case it wounds on a 3+ regardless of toughness.He's well above 600 points
All lords (including special characters) are Ld 10 except for the Runelord, which is Ld 9. Most of the Heroes are Ld 10, too, except for the Master Engineer (including the special character engineer) and the Runesmith, which are Ld 9.
Warriors with hw + shield are 5 point cheaper than longbeards
Up to 1/2 of your total number of 'Copters, rounded up, can pay points for the Vanguard move.
Miners and Rangers are largely unchanged. Miners use regular Ambush rules now, and the 'Drill grants +1 to the roll to see if they show up. Rangers come standard with handweapon, great weapon, throwing axe, crossbow and heavy armor. You can purchase shields. Rangers are 5+ in size, miners are 10+ in size.
All the Core have the option for Great Weapons, except for Thunderers.
Pretty much every infantry type has a base Attack characteristic of 1, except for Hammerers.
Gyrobomber bombs.
Flame Cannon
Cinderblast bomb (upgrade for Ironbreakers)
Trollhammer Torpedo (upgrade for Irondrakes)
Dragon Slayers (vs Monsters)
Cannon
Grudge Thrower (center hole)
Bolt Thrower
Multiple Runes of Fire
Multiple Runes of Might
Rune of Daemon Slaying (vs Daemons)
Rune of Dragon Slaying (vs Dragons, Multiple Wounds (2))
[/quote]
[/quote]
[size="5"]Anticipazioni LDE warhammer fantasy: Nani[/size]
3. 1/3 more
4. Don't really like the Ancestral Heirlooms. One is a banner that gives the unit re-rolls of failed to-wound rolls, though. That seems pretty good, but it's 100 points.
5. Lords can have 125 points. Heroes can have 75 (runesmith, thane, dragon slayer) or 50 (engineer). Runesmith/Lord special rules are Ancestral Grudge, Armor Piercing, Forgefire (grants armor piercing to the unit he joins), MR (2 or 1 depending on level of rune-guy), Relentless, Resolute, Rune Lore (that's the channel), and Shieldwall.
[/quote]
Hammer that grants +3 initiative, and if you wound an opponent, they have I1 until the end of the combat phase.
Axe that grants re-rolls to hit and to wound against Orcs & Goblins and Skaven. Cause Terror against those opponents.
Armor of 2+ save and 3++ vs attacks of S6 or higher.
A horn that is one use only and grants all units with 6" the Devastating Charge rule til the end of turn. After using, that character causes Fear to High Elves, Dark Evles, and Wood Elves for the rest of the game.
Ring that grants a S4 breath weapon with Flaming Attacks.
Banner,models in unit can re-roll failed to-wound rolls. (I like this one, but it's priced to be BSB only.)
Rune of Immolation: Detonate your warmachine to hurt enemies; automatically blows up if killed in close combat
Rune of Disguise: machine is in hard cover
Rune of Penetrating: Increases strength, can be taken twice. If on grudge thrower, affects both S values, as in x(y).
Rune of Stalwart: grants bonus to machines combat resolution score
Rune of Accuracy: +1 to hit with BS shooting or re-roll scatter die
Rune of Forging: reroll misfire on artillery die ([size="7"]this is NOT one use only.[/size] The wording is you can reroll "whenever a misfire result is rolled.)
Rune of Seeking: +1 to hit against targets with Flying
Rune of Burning: Flaming Attacks
Master rune of Strommi Redbeard:+1 to combat result of the unit and to athe combat results of all friendly units within 12"
Master rune of Valaya:cheaper
[size="6"]Master rune of Groth One-Eye:gives stubborn to the bearer,his unit and each dwarf friendly unit within 12" of the bearer[/size]
Master rune of Grugni:4+inv for the bearer,5+ VS shooting and magic missiles for his unit and each unit within 6"
Strollaz Rune gives Vanguard to the unit carrying said banner.It's relatively cheap; only two others are cheaper. Because of the mix of standard runes costs, it really only looks like you can have Strollaz on two units at once; one from either Irondrakes, Longbeards, Hammerers, or Slayers (all allowed 50 points of banner) and one Ironbreakers (allowed 75 points of banner).
One rune of battle grants an extra 1 point of combat resolution. Two runes of battle grant an extra 2 to combat resolution. Three runes of battle grant an extra 2 to combat resolution and grant the unit the Fight in Extra Ranks special rule. (Three is expensive as "I Swear too much", though. Can only fit on a BSB.)
One Rune of Might doubles S vs foes of T5 of higher. Two Runes of Might does the same and also grants the Multiple Wounds (d3) vs those same targets. Three runes of might is not an option.
Don't see a rune of challenge. It's not in banners or talismans.
The T10 rune is the Master Rune of Adamant.100p
No reroll armor rune.
No rune to protect from poison.One that gives 2+ save VS Kb/HKb
Rune of Balance costs twice as much as the Rune of Spell Breaking.The Rune of Spell Eating costs a little less than the Rune of Balance.
The statline for the 'Copter and the 'Bomber is identical.
Hammerers have heavy armor. You can buy them a shield. They come with both a hand weapon and a great weapon; I guess that means you could switch to the HW&S for the parry if you really wanted to? They're stubborn, and if the general is in the unit, then any member of the Hammerer unit can accept challenges.
I think he's stuck at S4, unfortunately. It's not jumping out at me, and I may be confusing with previous army books, but I feel like if you take a Great Weapon and put runes on it, it ceases being a Great Weapon. I can't find anything that specifically states that, though, so I could be wrong.
The Slayers can take a Runic Standard of up to 50 points; unfortunately, that's not enough for the ward save vs missile weapons banner.
Slayer heroes can still only joint Slayer units. The Slayer special character can be the army general, though, unlike other Slayer characters.
Slayers are 5+ per unit
Organ guns are Rare. They had the range increased to 30". They are BS based, but roll two Artillery Dice to determine the number of shots. You only roll on the misfire table if you roll double-misfire. A single misfire halves the number of shots rolled on the other die. The Organ gun can take 50 points of Runes (it seems to me that this is a no-brainer place for the 25 point +1 to hit rune). It can use the BS of a nearby Engineer, and if the Engineer grants this buff to the gun, then it can also re-roll one of the Artillery Dice.
Unfortunately not. They just have the potential to get buffed by a Master Engineer if one is nearby and wants to grant said buff.
Yes, they all have a limit,depending on the machine.You can still make the grudge thrower you mention, and even have points left over.
Shieldbearers are still there. Grant +2 AS and +2 wounds. It's treated like a mount, but the Lord keeps his LoS! roll. He stays Infantry, so it appears that he'd be vulnerable to regular Killing Blow, though.
The big, ridiculous Dwarf king has a buffed Shieldbearer thing that gives him +4 wounds, a 2+/4++, and also has a 2++ against wounds caused by Killing Blow, Heroic Killing Blow, or anything with the Multiple Wounds special rule. His axe has ASF, and wounds on a 2+ regardless of toughness unless the target has Magic Armor, in which case it wounds on a 3+ regardless of toughness.He's well above 600 points
All lords (including special characters) are Ld 10 except for the Runelord, which is Ld 9. Most of the Heroes are Ld 10, too, except for the Master Engineer (including the special character engineer) and the Runesmith, which are Ld 9.
Warriors with hw + shield are 5 point cheaper than longbeards
Up to 1/2 of your total number of 'Copters, rounded up, can pay points for the Vanguard move.
Miners and Rangers are largely unchanged. Miners use regular Ambush rules now, and the 'Drill grants +1 to the roll to see if they show up. Rangers come standard with handweapon, great weapon, throwing axe, crossbow and heavy armor. You can purchase shields. Rangers are 5+ in size, miners are 10+ in size.
All the Core have the option for Great Weapons, except for Thunderers.
Pretty much every infantry type has a base Attack characteristic of 1, except for Hammerers.
Gyrobomber bombs.
Flame Cannon
Cinderblast bomb (upgrade for Ironbreakers)
Trollhammer Torpedo (upgrade for Irondrakes)
Dragon Slayers (vs Monsters)
Cannon
Grudge Thrower (center hole)
Bolt Thrower
Multiple Runes of Fire
Multiple Runes of Might
Rune of Daemon Slaying (vs Daemons)
Rune of Dragon Slaying (vs Dragons, Multiple Wounds (2))
[/quote]
[/quote]
Argomenti simili
» Per la gioia skaven sta arrivando.
» Nuovo WD...ma stanno iniziando a giocare sul serio?
» Nooooo! I malmostosi assieme ai recchieappunta nooooo! :D
» Nuovo WD...ma stanno iniziando a giocare sul serio?
» Nooooo! I malmostosi assieme ai recchieappunta nooooo! :D
Pagina 1 di 1
Permessi in questa sezione del forum:
Non puoi rispondere agli argomenti in questo forum.