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"Еще о 7ке"
1. 4ed consolidate in to combat is in
2. If you fail to cast a power you can't cast it the rest of the game
3. Every unit including vehicles will now score
4. Unbound armies may not contest objectives
5. Lords of war are in
6. Escalation and stronghold remaine as they are now
7. Vehicles will be harder to kill the chart changes once more.
8. The book will come out in 3 options Art like warhammer visions, Fluff book, and one that only contains rules and that one is about as think as the current SM book.
9.difficult terrain is just -2 inches
10. Wound allocation has changed a bit.not super clear as to how.
11. D-weapons toned down but he was unclear as what that meant so from the sounds of it they will still be super ugly. --

Отсюда https://www.facebook.com/groups/overlordsUK/?fref=nf Изменено пользователем 4x_Runa
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Strength D has changed.

D weapons:

1 nothing

2-5 D3 hull points/wounds

6 crazy

However Strength D no longer ignores cover/ Invuls

Mission Cards

You pull three cards from the deck as does your opponent. If you accomplish the objective on the card, you draw another. You always have three cards in hand.

Battle Brothers

Eldar/DE

Chaos/Daemons

All Imperium

All others were convenience, desperate or apocalypse.

No answer as to whether you can join units of battle brothers.

Psychic Phase

Roll a D6 and add the total mastery levels of all your psykers. You get that many power dice and your opponent gets that many DTW dice.

To cast a power, you need to roll a 4+ for every warp charge of the power you're using. So warp charge 2 = two 4+, meaning you'd need 4 power dice to have an average shot.

Your opponent dispels the power with a roll of a 6 on their dice. So the more dice they have, the more shots they get at rolling that 6 to cancel out that critical power. I was told that the mastery level of the psyker dispelling the power lowers the roll needed to dispel it. So a ML2 psyker dispels on a 5+, ML3 on a 4+. etc...

That is what I was told.

That seems wrong to me because Fateweaver, Eldrad and Ahriman could dispel anything on a 3+. More likely, I would think you compare mastery levels between the casting psyker and the dispelling psyker, and apply a bonus that way. This is conjecture. What I wrote above is what I was told.

What I also don't know is if there is a dice limit a psyker can use to cast or dispel a power based on their mastery level. I also don't know if you need two 6's to dispel a ML2 power. I assume you do.

You would figure Adamantium Will would give you +1 to DTW for powers cast at a unit with that rule.

Jink Save

Jink is a 4+, however it is no longer always on. You must declare a jink to claim it, and if you do so, it's snapshots only in the next phase.

Sweeping Advance

Unchanged. You do not consolidate into a new combat.

Malefic Powers

Just leaked on 4chan

Механика кастов(психотест): если варп чардж 1, то надо как минимум 1 дайс из пула бросить на 4+, если варп чардж 2, то как минимум 2 дайса на 4+. Денай происходит если бросить стока же успешных 6+(псилевел каждый дает +1) бросков, скока противник.

Мастери левел кастера не влияет на возможность кастовать спелл за "дорого" варпчарджей. Мастери левел дает лишь доп кубы в пул и больше заклятий на выбор.

Daemonology.jpg

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via an anonymous source on Faeit 212

-Clam Pack Captain in a 2nd Edition Golden Armor Design, armed with Combi-Melter

-Box with all options for the Predator (Baal, Detructor and Annihilator, new Melta weapon in Turret option)

-Honour Guard and Blood Brothers Multi Box

Blood Brothers have survived as members of the Death Company and turned back to normal Astartes, they are like Vanguard Veterans but more "BA-like" and with different weapon options.

типа новинки для бладов.

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На 40К радио уверяют, что новый стартер останется точно таким же, за исключением переделанного мини-рульбука, а все новости про ИГ против эльдар и орков против бладов - не верны.

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Psychic tests are no longer leadership tests. You generate your total pool, allocate dice to cast and then roll them. 4+ succeeds. X number of successes are needed to cast the power. 3 successes, for most.

Certain things can give you a 3+ on the dice, like having an affinity with the discipline. 2 or more 6s you peril. So you can still fail to cast and perils but typically if you got 2 6s you should have passed.

To stop a power, allocate your warp charge dice and roll deny the witch. 6+ to succeed. 5+ if you have a psyker. +1 if they have a hood. +1 if you're a higher mastery level and nearby the unit being affected. Even powers that do not effect you can be stopped, like blessings.

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All units except for Zooming flyers now score.

Interceptor + Skyfire no longer allows firing at normal BS at ground targets. You always snap fire at ground targets now if you have skyfire.

If you take a Battleforged list your troop units gain an ability where they cant be contested while holding and objective except by another unit with the same ability.

Psychic phase works as follows.....Roll a D6. Both players get this many dice. Then both players add up all their mastery levels and each player adds dice to his or her base pool one a 1 for 1 basis. (so If a 5 is rolled both players get 5. Player A has 4 Mastery levels so he ends up with 9 dice. Player B has 3 Mastery Levels so he has 8 dice.) Warp charges are now the powers difficulty. In order to cast a power you need a number of successes on D6s equal to its warp charges. A success is a 4+ on a D6. (If player A wanted to cast a 2 Warp Charge power he picks any number of dice and rolls them. 2 of them need to be 4+ for him to succeed.) If you fail in casting a power bad things happen to you. To Deny the Witch you choose howerver many dice you want a roll them. You need to score an equal or greater number of successes than the caster to cancel the power. A success on a Deny roll is a 6+. You get a bonus of +1 to each of the dice you roll for being a psyker, being higher mastery level or having Adimantium Will.

D weapons got toned down a bit. chart now goes....1 = nothing2-5 = D3+1 wounds but you get to take Invul and Cover 6 = 6 + D6 wounds no cover or Invul.

Battle Bothers can now get into each others transports.

You can now ally with Come the Apoc units. They get the same drawbacks as distrusted plus they cant be deployed within 12 inches of each other.

All armies are now Battle Brothers with their selves.

Vector strike is now AP 2 and you only score 1 hit per Vector Strike unless you are a Montrous creature then its still 1 plus a D3

Montrous creatures only take grounding checks if they are wounded not if they are just hit.

If you shoot a unit of mixed weapons you resolve each weapon type one at a time. Example...... If you shoot a Tac squad with 8 Bolters, a Melta and a Missile Launcher you roll to Hit and Wound with your bolters (or which ever of the 3 weapon types you choose to do first) then your opponent makes saves then you move on to the next weapon. Repeat until yuo fire the entire unit.Wounds are still taken from the front.

Vehicle Squadrons got better. You now keep resolving damage to the closest vehicle until it dies then move on to the next closest. No more having to spread all the Pens and Glances around then resolving.

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LATE MAY

40k 7th Edition

EARLY-MID JUNE

Orks

LATE JUNE

Ork Theme Apocalypse Supplement

EARLY-MID JULY

Bretons

LATE JULY

Chaos Space Marines Sets and Supplement

EARLY AUGUST

40k New Starter Set

MID-LATE AUGUST

Blood Angels

EARLY SEPTEMBER

Armageddon Apocalypse Supplement

MID SEPTEMBER

Warhammer Fantasy 9th Edition

LATE SEPTEMBER - EARLY OCTOBER

Orcs and Goblins

MID OCTOBER

Fantasy Starter Set

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via Stickmonkey on Faeit 212

My sources are almost lock step with the schedule youve posted. Beyond that they say major releases for the coming year are (obviously with other smaller releases in between with the new pacing):

Oct-nov - dark eldar

Nov-dec - hobbit (which ive heard will end additional development by May 2015, and support/releases for it will last 1 year past that), new scenery for 40k, including a crashed/destroyed land raider set piece, and the long awaited xenos scenery rumored to include a bunker each for eldar, orks, and tau. Each about the size of the small wall of martyrs bunker)

Dec-jan - Space Wolves, a Battle of Garm apoc supplement

Jan-Feb wfb beastmen

Feb-mar 40k necrons, wfb scenery "bridge"

Mar-beyond in no particular order - skaven, grey knights, high elves, sororitas!?, inquisition, empire

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Уточнения по выпускам на ближайший год:

via The Voice of the Chaos Gods

GW plans Events for an subsequently 30th Birthdays of Warhammer Fantasy. The new edition is supposed to be part of it. When exactly I can not say.

I "optimized" my release shedule:

LATE MAY

40k 7th Edition (as already official)

EARLY-MID JUNE

Orks

(New Codex and Models)

LATE JUNE

Ork Theme Apocalypse Supplement

(possible Invasion of Badlanding)

EARLY-MID JULY

Bretons

(Armybook and such things)

LATE JULY

Chaos Space Marines Sets and Supplement

(Legionary/Havoc/Chosen Box, old CSM Box remains)

EARLY AUGUST

40k New Starter Set

(DV Revised)

MID-LATE AUGUST

Blood Angels

(Vampires in Space! Codex and Models)

EARLY SEPTEMBER

Armageddon Apocalypse Supplement

(new and updated content)

MID SEPTEMBER

Warhammer Fantasy 9th Edition

(Such strange things called "Rules)

LATE SEPTEMBER - EARLY OCTOBER

Orcs and Goblins

(Armybook and new gitz)

MID OCTOBER

Fantasy Starter Set

(Empire vs. the green Guys)

LATE OCTOBER - EARLY NOVEMBER

Dark Eldar

(yes... Codex and Boxes)

MID-LATE NOVEMBER

EMPIRE

(A book with rules and models to play them, possibly new state troops, the design studio hates the current)

COMPLETE DECEMBER

The Hobbit and Scenery

(it calles "HObbit" not "BObiit"!)

JANUARY

Possible Space Wolves

(Vinkings in Space! Only without rob stupid christians )

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Из испанской книги правил

Снапшоты и консолидация - как в 6ке

Скоринг в 3, все, кроме летающих, бегущих, свармы, или спец. правила, что не могут, не захваченных зданий

ББ

Все то же самое, можно кастить, ездить, чинить, использовать броски на резерв, использовать эффекты варлорда и теперь можно кататься в транспорте.

Ковенанс

В 1" не ходи, все то же самое, кастить нельзя, подвержены всем негативным эффектам союзников, считаются "врагами".

Десперейт

То же самое, если в 6 тупят на 1 в броске на д6.

Апок

Как десперейт но не могут деплоится в 12.

Изменено пользователем Dr Darog
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Психический транс

Если берешь одну школу, праймари получаешь на халяву

Хаос может выбирать между 2 школами, которые взял и обязательной.

Выход из резерва

Нельзя чарджить, нельзя использовать спец правила, способности и вообще что-либо, что нужно сделать на начало хода.

Трейты варлода очень сильно поменяли, особенно тактические, там взаимодействие с картами обжективов, теперь это маст хев.

При денае кидаем д6 за каждый варп чардж, +1 за псайкера в отряде, на который кастуют, +1 за адамантиум вил, +1 если лвл псайкера в отряде выше. Все только если кастуешь на отряд противника.

Капюшон дает возможность в 12 от отряда применять эти же модификаторы.

Во всех остальных случаях денай на 6 только, то есть блесинги и прочие касты только на 6 можно отменить.

http://darogscompany.blogspot.ru/2014/05/n...dex-cover.html= = кодекс орков новый

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ХП на гленсах не теряются, хп на пнях только на 6ки.

Чардж через диф: -2 на общую дальность чарджа, то есть на 1,1 нельзя прочарджить никак.

Таблички на демедж, перилы от Натфки - правда, почти точь в точь.

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