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Dr Darog

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Весь контент Dr Darog

  1. 2-ка, 3-ка играли, так что не бред.
  2. ! Предупреждение: Достали постить тут бояны! ПРАВИЛА СОЗДАНИЯ НОВОСТНЫХ ТЕМ
  3. Зоантропы не в сквадронах и вроде не дают им споры. И они все-таки видны над всем полем. Да бафнули их, но мы еще цен не знаем. [ Добавлено спустя 44 секунды ] Кстати, кому-нибудь прозрачный ликтор нужен? ;)
  4. Флит только у Venantors, the Trygon and the Malock по словам парня, который видел кодекс. [ Добавлено спустя 4 минуты 28 секунд ] [ Добавлено спустя 2 минуты ] Последний вариант, исправленный Tyranid army rules: - Synapse creature is pretty much the same except, and I cannot stretch that enough, NO more eternal warrior and before you ask: no nowhere, not on Genestealers, not on Hive Tyrants not on Trygons NOWHERE - there are no boss biker like wound groups for tyranids. Squads all need to take most weapon and morphes or none - Instinctive behavior is split into 2 classes of Tyranids: Lurkers: instantly take cover and shoot at the next target when they fail their check Hunters: get the "blood lust" rule from te rulebook (always move and assault next enemy) - Tyranids don't suffer normal warp attacks when rolling 11 or 66 on Psychic powers - Tyranids never have additional close combat weapons, their profile is all they get I'll get all the weapons and morphs out of the way first and ten just list the name in the entries. Weapons: (all weapons are assault so I'm not gonna mention that every time), I may have missed one or two simply because there are to many ^^ Venom Cannon: R 36 S 6 AP 4 Assault 1 Blast get -1 on the tank damage chart Heavy Venom Cannon: R 48 S 9 AP 4 Assault 1 Blast get -1 on the tank damage chart Barbed Strangler: R 24 S 4 AP 6 Assault 1 Large Blast Stranglethorn Cannon: R 36 S 6 AP 4 Assault 1 Large Blast Fleshborers: R 18 S 4 AP 5 Assault 1 Spinefists: R 18 S 4 AP 5 Assault X (X= Number of Attacks), always twinlinked Sting blaster: R 12 S 5 AP - Assault 1 Spike blaster R 18 S5 AP 5 Assaukt 4 Someother weirs sounding weapon: R 18 S 3 AP 6 Assault 2 Texorin Bugs: 3 fire modes, may be fired additionally to all oter weapons R Flaming S * AP - Assault 1, allways wounds on 2+ against non Tanks R Flaming S 5 AP 5 Assault 1 R Flaming S 3 AP 6 Assault 1, rending death blasters: R 18 S 5 AP 5 explosive Biomorphs: Toxin Sacs: ALL units may buy these, the squad gains poison attacks (4+) Adrenal Gland: ALL units may buy these, the squad gains Furious Charge Felsh hooks: Weapon R 12 S 5 AP - Assault 2 All kinds of Chitin stuff: Ranging from 6+ Armor save to 2+ Toxic blood: When this model loses a wound in melee the model that caused the wound must stand an I check or lose a wound with no AS allowed, tanks are hit on 4+ with a glancing hit (Eldar scream huray) Toxic miasma: All enemy units in CC range with this model must take a T check or lose one wound with normal AS (Eldar don't scream huray any more :P) Lashwhips: All enemy units in CC wit this model have I 1 Boneswords: A model losing a wound by a horn sword must pass an LD test or is killed outright. If the wound was caused by a pair of horn swords he must use 3D6 for the check Scything talons: Models with scything claws may reroll 1s to hit, models wit a pair may reroll all to hit rolls Rending claws: give rending rule in CC Crushing Claws: Give +D3 attacks and lower own I to 1 Regeneration: At the start of each turn the model recovers a wound on a 6 Wings: Model flies HQ: Hive Tyrant: - has WS 6 - Old profiles - No ward save as far as I recall - Shadows of warp: All psychers using their powers within 12 must roll 3D6, double 6 or 1 still result in an attack from the warp - comes with scyting claws and can equip about any weapon and morph in the book - may have two of the following psychic powers for free: The Horror: One enemy unit within 18 must take a panic test Life leech: R 18 unit recives D3 S 3 hits no AS, hive regains one wound for every lost wound caused this way warp scream: R 12 enemy units WS and BS is reduced to 1 for 1 round Dominate: Hive tyrants synapse range is 18 inches for one round - May buy any number of these abilities for some points: Unspeakable Horror: Units wishing to charge or shoot at the hive must pass an LD check or........ well Not shoot/attack Vicious mind: A core unit may flank and you get +1 to all reserve rolls Ancient enemy: All Tyranid units within 6 have arch enemy rule - May still buy a set of guards who stayed pretty much the same except teir stuff does different things now (see biomorphs) and they have 3 wounds Tervigon: WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+ - may spawn 3D6 termagants per movement phase which may be activated as normal, but on a double number he can no longer spawn anything fromnow on - has spike blasters, is monstrous - termagants within 6 may use his LD and gain counterstrike - Has dominate psi power and may exchange it for: The catalist: a unit within 12 gains feel no pain The force: unit within 12 may run/sprint AND shoot Alpha Tyranid Warrior: WS 6 BS 5 S 5 T 5 W 4 I 5 A 4 LD 10 AS 4+ - synapse creature, shadow of warp - may buy almost everything except the REALY heavy stuff - tyranid warriors within 12 may use his WS and I Elite: Tyrant Guards: - very similar to the guys that watch the hive tyrant (same profiles) - may buy some biomorpgs like wrenching claws and stuff - may carry all weapons except the REALLY heavy stuff Liktors: - have 3 wounds now - use cover, move through cover bla bla - gives +1 to reserve rolls and acts as an teleport homer within 6 - apears anywhere on te table when available but may not move or shoot that turn - has catchers claws and AP and scyting claws Zorantrophs: - have only 5+ armor but 3+ ward save - same profiles only 3 wounds - have two psychic powers warp lightning: R 24 S 5 AP 3 Explosive 1 Warp Lance: R 18 S 10 AP 1 Assault 1, Lance Toxontroph: - Zorantroph profiles (3 wounds) only with 2 attacks - has tentacle whips and toxic Miasma - has poison attacks 2+ - all tyranid units within 6 gain a 5+ cover save, defesive granades and every enemy that charges them must test for dangerous terrain Pyrovore: - Biovore profile only 3 wounds - as a heavy flamer - when killed outright explodes in flaming acid and damages everyone around core: Tyranid Warriors: - 3 wounds now - scyting claws as a basic - may get all weapons except for the REALLY heavy ones - may have 2 melee biomorphes (check all the clwas in the list) even boneswords or pairs of boneswords - synapse creatures ofc Hormagants: - NO longer may charge 12 - very cheap - 2A profile Hormagants: - even cheaper - have two individual weapons Toxic stinger: R 18 S 3 AP 6 Assault 1 Grapling choker: R Flaming S 2 AP - Assault 1, wounds against S not T - every unit allows one Tervigon to be played as core Genestealers: - same profile - not subjected to instinctive behavior - may buy a symbiarch for almost 50 points who has more W, S, T, A, LD, WS....everything ^^ may have one of two psychic powers: one that makes genestealers count as having frag granades and one that may hypnotise , meaning bot roll an D6 and add their LD. If you are higher, the enemy may not attack may buy some biomorphs like toxic blood Absorber swarms: - may deep strike - when they fail instinctive behavior they eat each other (one wound per point failed) - not very expensive Storm: Winged Tyranid Warriors: - only 5 points more expensive than normal ones - fly obv ^^ - no options to medium heavy weapons Gargoyles: - SO cheap they make stormboyz seem like grey knights against them - have FANTASY poison attacks in melee - Termagant profiles - have bug throwers - fly ofc Harpy: WS 3 BS 4 S 6 T 5 W 4 I 5 A 3 LD 7 AS 4+ - monstrous creature, flyes, has a twinlinked Stranglethorn Cannon - every unit he charges gains -1 I - may shoot 3 spore mine on a unit he flyes over (like screamers) which causes a great blast S4 or 5 (don't remember) or three spore mines if he misses Winged absorber swarms: - well they are absorber swarms with wings, what else is there to say? ^^ Bulk of spore mines: - 3-6 - deep strike and... well what do spore mines do? land somewhere and explode near smth - explode in large blast S 4 AP 4 per guy Venators: - still beasts - 3 wounds WS 5 and 4 A profile - scyting claws and wrenching claws as a given with a few options for exchange Heavy support: Carnifex: WS 3 BS 3 S 9 T 6 W 4 I 1 A 4 LD 6 AS 3+ - may be taken in squads of 1-3 - pretty expensive - need I to mention that tey may buy freaking EVERYTING? :P - no more profile upgrades Trigon: WS 4 BS 4 S 6 T 6 W 6 I 4 A 6 LD 8 AS 3+ - may sprint - may deep strike and leaves behind a tunnel through which other units may deep strike in subsequent turns - may NOT charge the turn he deep strikes - bio electric field has R 12 S 6 AP - Assault 6 - may be upgraded to alpha in which case he is a synapse creature, has LD 10, has shadow of warp, and is bio electric field has Assault 12 - slightly more expensive than a carnifex Mawloc: WS 4 BS 0 S 6 T 6 W 6 I 4 A 3 LD 9 AS 3+ - may deep strike, if he apears under a unit he places a large template there which has S 6 AP 3 ten moves all remaining models aside and is placed there (not in CC) - has fall back and sprint rule - may dig himself in again if he is not in CC in your movement to automaticly reapear in your next movement phase Biovores: - pretty cheap - may shott one spore mine each that explode like descrbed above Tyrofex: WS 3 BS 3 S 6 T 6 W 4 I 1 A3 LD 10 AS 2+ - monstrous - has Texorin Bugs and the 3 following weapons (of wich he can fire two): R 48 S 10 AP 4 Assault 2 R 36 S 4 AP 5 Assault 20 R Flaming S 5 AP 4 Assault 1, is shot like the inferno cannon of the emperial hellhound Stuff I missed so far: Giant drop spore: WS 2 BS 2 S 6 T 6 W 3 I 1 A2 LD 4 AS 5+ - deep strikes - may be bought as an transport option for most units (not trigon, Mawloc, Venators, everything with wings) - may carry 20 infantry guys or one monstrous creature - may shoot: R 6 S 6 AP - Assault 3 - may not move - has tentacle whips Special Chars First on No EXACT profiles here. I spent more attention on the rest of the list. The Swarmlord (HQ): - bigger bader Hive Tyrant - Carries two enhanced boneswords - Whirl of blades: has a 4+ ward save in CC - May use two psychic powers per turn - may give one unit within 12 counterstrike, furious assault or sharp senses for one round One Eye (heavy support): - Carnifex char - Regenerates on 5+ - has a small temper problem which lets him reroll to hits and sometimes go berserk - units within 12 may use his LD The Paradox of something (some planet name no clue) (HQ I think): - has stat line pretty similar to an alpha warrior with T 4 - Supersonic scream: Every enemy unit within 6 must take an LD test with 3D6 and lose the amount of wounds they failed it by - whenever he causes wounds in any way he gains one wound up to the max of 10 - Has S X where X is the number of his wounds - Psychic storm: can fire multiple DS 3 bolts with S equal to his wounds (so X) Deathstalker (Elite): - better Liktor - has some "disappear again" rule like the old sly marbo - VERY good at backstabbing people - VERY good at scaring people from behind for no reason ^.^ Plague wing (Storm): - larger gargoyl - may shoot parasites at enemies tat can turn them into absorber swarms - every enemy non tank model that flanks must take a T test or become an absorber swarm if they fail Lurker Genestealers (Elite): - Genestealers which can Either morph up their S, T or A by one at the beginning of their turn - may start in "tranquil rest" which means they can ambush from a certain piece of terrain instead of beeing deployed (pretty likely to the old catachans)
  5. Стоит сие удовольствие 100$
  6. При всех своих плюсах, аутфланк зо не переживет, придется размениваться с ними чем-то. В любом случа, то, что я виже - зло. Я думаю первым у нас появится, многомелконидовый лимит, ибо он-таки у всех нидоводов есть. Потом, как докупят, что нужно, может появится что-то новенькое. Тот же тригоша все-таки неплох. А вот через пару месяцев появится и дроп-армии. Ликтор как маяк, споры большинству, фланк и +1 к резервам для кора - на это намекают. Вот это уже будет интересно. Имхо. Больше нидов) С ними интересно играть)
  7. В том посте в варсира нет ничего об именных, инфа о них должна появится позже. Первое впечатление: 1) С этим можно играть, и это будет интересно. 2) Полома нет. 3) Много интересных вишек. Очень похоже на демонов... все зависит от того, как будут выходить споры из ДП, волнами или по споре и сколько все это будет стоить. [ Добавлено спустя 1 минуту 10 секунд ] Ему могут не дать спору, это раз. Если не дадут, то первый ход противник точно его убъет.
  8. Неожиданно и очень круто)) Я точно возьму)) [ Добавлено спустя 6 минут 50 секунд ] On the thirteenth day of Secundus, the bombardment began… In the greatest betrayal the universe has ever known, the Warmaster Horus – once humanity’s greatest general, now corrupted by Chaos – has turned against the Emperor and hurled the Imperium of Man into ferocious civil war. The galactic conflict has risen to its climax. The Warmaster’s ruinous legions have assaulted Holy Terra itself, the Emperor’s seat. Here the fate of humanity hangs in the balance during the greatest military campaign ever seen... Fantasy Flight Games is proud to announce an exciting new board game set to bombard your tabletop later this winter! In the Horus Heresy board game, the most legendary battle in the history of the Warhammer 40,000 universe unfolds across the razed plains of Terra and in the frozen orbit above. Deadly fighting ranges from the Emperor’s golden Inner Palace to Horus’s flagship, the Vengeful Spirit. Taking the side of traitor or loyalist, two players control either fearless Space Marine legions or deviant Chaos Space Marines, mighty Titans, Imperial Armies both loyal and traitorous, and a fearsome array of other units, including the Emperor and Horus themselves. An innovative order and initiative system forces each side to carefully consider the commands they issue to their troops. A dramatic, card-driven combat system incorporates escalating damage, gives players the opportunity to allocate resources between attack and defense, and brings to bear the unique special powers of each unit type, from fortification-destroying Titans to the perverse daemons of Chaos. This legendary tale of treachery and heroism is brought to vibrant life with over one hundred magnificent sculpted plastic playing pieces. The stunning three-dimensional map of Terra brilliantly portrays the landscape immediately surrounding the Imperial Palace, from the magma-filled crevasses to the fortifications that offer the Imperial player protection against both enemy assault and orbital bombardments. Each one of these structures, as well as the Imperial Palace itself, have been expertly sculpted, and rise above the landscape to create a truly immersive experience. The fortifications of Terra have never looked more formidable! Once the board is set up with playing pieces and terrain for your first game, it will be a wonder to behold. Horus Heresy includes six scenarios that differ in both difficulty and style. The first scenario, titled Brother Against Brother, is recommended for all new players as it provides predetermined starting locations for both player's forces. It is a well balanced version of the Battle for Terra, and also presents a roughly historical recreation of the conflict's events. Head over to our description page to learn more, then prepare yourself for a battle that will shake the Imperium to its very core! Horus Heresy is a board game that pits two players against each other to recreate the most famous battle of Warhammer 40,000’s rich history, in which the Warmaster Horus’s betrayal of the Emperor comes to its climax. Taking the side of either traitor or loyalist, players control a fearsome array of units, including the Emperor and Horus themselves. Brother fights brother, and the universe hangs in the balance!
  9. И что по этому ГВ потеряло на него права? Это такой же продукт, такая же инт. собственность. [ Добавлено спустя 45 секунд ] Да, был, назывался "Ангелы смерти", там были ДА и БА. Вышли перед СВ 2ка. ;)
  10. Вот именно. + миссии по армиям для труниров и просто френдлиплея + миссии для кампейна. По послденему пункту, ваще, можно говорить долго. Если взять большой РБ, РБ спейс эмпайрс, ПС и новую книгу - у вас получаются готовые правила по кампейну.
  11. Шрайк, абсолютно прав. Это те самые 2 доп вунды Рагнару, чтобы он не умер от фиста.
  12. Сайт ГВ - Геймс - Фак и еррата - кодекс БА
  13. Какая фееричная :oops: ))) Человек ничего на самом деле не знаешь))
  14. Это не ДОПОЛНЕНИЕ. Это офф правила для игр. Просто вместо фанатского самопала теперь будут официальные миссии. Ты в 3-4ку играл? Всего хватает. Миссии отыгрваются стандартно по времени +\-
  15. Нет. Только как простые волки. Уже сто раз это обсуждали, даже простебали это. Хочется кавалерию? Или извольте тратить баблосик, или искать бюджетные варианты и конвертить. Ими только и играют. Берем по 5: фист, шит, мельтабомба.
  16. 1. Каждый волк занимает 2 места в транспорте. 2. Да, они отображаются моделями волков на кавалерисйких подставках. 3. Волки варгир героя и на них можно вешать вунды, в том числе и инсту. Причем у Рагнара два разных волка. [ Добавлено спустя 1 минуту 39 секунд ] Тут не нужно РАИ, просто оппонентам стоит внимательно прочитать кодекс СВ полностью. [ Добавлено спустя 8 минут 5 секунд ]
  17. Пашка, с Днем Варенья!!! Feliz cumpeanos! Mas chicas, mas victorias, mas cerveza y mas alegria!
  18. Пусть кто-то из нидоводов суммирует инфу. Косто, Дени, Хост? Ваще, она меняется оперативно на главной странице темы на варсире.
  19. 1. Чем тебе эти не нравятся? Если их нормально красить, волне ничего. 2. Есть - приватир - дорого и глупо, остальные - дохлые волки, которые на фенрисийцев на похожи. Так что отказать. 3. На ебее, за бугром.
  20. Из гвшных. Не нравтся гвшные - днд + кавалерийские\байковские подставки.
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