
kitai
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Весь контент kitai
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Это конечно круто, но цена все портит, с экзархом это уже 180
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Вот почему я сейчас смотрю на профиль этой мисслы и вижу 8-3?
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Спиритсир же, мастхэв к врэйсгардам
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старшот это 8-3 с пинингом
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вот риперы невнятные , если я правильно понял то флакмислу можно только экзарху купить O_o
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броня да не приятно, но инвуль вшитый, а мобильность лечиться скаутом и баттлфокусом, меня вот робот смущает, все же он дороговат [ Добавлено спустя 1 минуту 53 секунды ] Барона и векта можно спокойно в союзники взять, алсо
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с антитанком проблем поменьше должно стать тащемта, 3 лэнсволкера-210 пойнтов, цена 2-х раваджеров например
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С одной то атакой? ну ну
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[ Добавлено спустя 3 минуты 49 секунд ] пауки то получаются весьма весьма мобильны [ Добавлено спустя 1 минуту 13 секунды ] [ Добавлено спустя 2 минуты 57 секунд ]
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Меня радуют байки-дешевые, мобильные, скорят, неплохо дрилят, если к ним можно варлока приджойнить то вообще годно выглядят :-
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"магия " runes of battle: each power has 2 effects. one for you and one for the enemy primary: either : blessing: the psyker and his unit have the shrouded special rule or : a enemy unit within 18" loses the shrouded special rule 1. either : witchfire: flamer s 5 ap 4 assault 1 soulblaze or: blessing: heals a lost wound on a model in a unit within 18", cannot restore dead models. 2. either: blessing: the psyker and his unit have the fearless special rule or: malediction: a enemy unit within 18" reduces its LD by -3 3. either: blessing: the psyker and his unit have +1 ws and I or : malediction: a enemy unit within 18" have -1 ws and I 4. either: blessing: the psyker and his unit increase their armorsave by 1 (yes. 2+ armor for wraithguard/blades!!) or: a enemy unit within 18" reduces its armorsave by 1 (terminators get powerarmor, lol) 5. either: blessing: the psyker and his unit run additional 3" or: malediction: a enemy unit within 18" cannot run 6. either: blessing: the psyker and his unit have +1 S or: malediction: a enemy unit within 18" has -1 S "магия 2" Runes of Fate: primary: blessing: friendly unit within 24" may reroll failed to hit rolls 1. focused witchfire: 24" a enemy model suffers 3 hits with the strength of the runeprophet and the special rule lifebane. if a model gets killed by this targets another model with 2 hits. if one gets killed by that, the last one gets hit 1 time. 2. malediction: 24" range, if the target is a non vehicle unit all failed to wound rolls may be rerolled against the target. if the target is a vehicle every attack against it can reroll failed armor pen rolls 3. witchfire: 24" s 3 ap - assault 1 larg blast, haywire, lifebane, pinning 4. blessing: the runeprophet gains d3+2 token. at the ending of each phase the runeprophet has to roll a d6. on a 1-3 one token gets removed. on a 4+ nothing happens until the end of the next phase. as long as the runeprophet has at least one token his stats get increased by: WS, BS, I +5 and attacks +2. he also gains the rampage and fearless special rules. if the runeprophet loses the last marker or the game ends he is removed as a casuality. (this isnt even my final form!) 5. blessing: a friendly unit within 24" may reroll all failed saves 6. focused witchfire: 24" the runeprophet and the target both roll a d6 and add their ld. if the target result is higher, the runeprophets WS and BS gets reduced to 1. if the result is equal the target model reduces its WS and BS to 1. if the runeprophets result is higher the target suffers as many wounds as there was a difference in the result. in addition WS and BS gets reduced to 1. no armor or coversaves allowed.
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"и снова варгир" relics: broken piece of anaris: s +2 ap - melee, rending, vauls work vauls work : the user of the weapon has the fearless rule. in a challenge attacks made with this weapon have the fleshbane and instant death special rules faolchus wing: a model with faolchus wing may decide in its shooting phase to run 48", if it does so it may not shoot , attack or cast psychic powers, the model may reroll failed coversaves until the beginning of the next phase (why do i think about the flash here....) fireblade: s+1 ap 3 melee, soulblaze, conflagration conflagration: if the soulblaze special rule of this blade causes a unsaved wound roll a d6 for every unith within 6" of that unit (friend and foe). if you roll a 6 the unit gets hit by soulblaze aswell. hunting rifle of uldanoreth 120" s x ap 3 heavy 1 sniper. mantle of the laughing god: the user loses the independent character special rule but gains stealth, shrouded, hit & run and can reroll failed cover saves phoenix jewel: only one use. before the user of the jewel gets taken off the board as casuality roll a d6. on 1 nothing happens, on a 2+ center the last blast template of the user. every unit hit by the template, friend andf oe suffer as many s4 ap 6 hits as they got models in the unit. if at least one unsaved wound was caused, the user does not get removed from the table but remains in play with 1 remaining wound. soulstone of anath'lan every time the user of the soulstone tryies to cast a psychic power he may decide to reduce the warpcharge cost of the psychic power by 1 (minimum 1). if he does so he cannot use his rune armor until the rest of his turn. (not bad actually. since you got the invul back at the enemy turn)
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Найт спиннер неплох на мой взгляд, и да да у врейсгардов с10 ап2 пушки вот где сила то
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"и снова варгир" triskele: shooting: 12" s 3 ap 3 assault 3 melee: s user ap 3 melee warpscythe: flamer s 4 ap 2 assault 1 warprift heavy warpscythe: 18" s 4 ap 2 assault 1 small blast, warprift phantom beamer: 12" s 10 ap 2 assault 1 warprift warpcannon: 24" s 10 ap 2 heavy 1 small blast warprift heavy phantombeamer( or wraithbeamer) 36" s 10 ap 2 assault 1 warprift warprift not vehicle units get automatically wounded on a to wound roll of 6 and also causes instant death. against vehicles every penetration roll of 6 is a penetrating hit. asuryans sword: s user ap 2 melee, soulcut: for each unsaved wound caused by it the model has to pass a ld test or gets removed from play. energy blades: 2 weapons: s user ap 3 melee ghost axe: s +2 ap 2 melee, unwieldly ghost glaive: s +1 ap 2 melee, master crafted ghost sword: s +1 ap 3 melee harlequin whip : s user ap - melee, rending ripping blade: s +2 ap 4 melee, two handed runespear: shooting: 12" s 9 ap - assault 1 fleshbane melee: s user ap - melee, lifebane, armourbane scorpion sword: s +1 ap 6, melee mirror blades: 2 weapons: s user ap 3 melee, mastercrafted deathblade: s s +2 ap 2 melee, two handed seer staff: s user ap - melee, lifebane, armourbane, soulblaze
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"Варгир" wargear: eldar rocketlauncher: plasma rocket: 48" s 4 ap 4 heavy 1 small blast, pinning anti air rocket : 48" s 7 ap 4 heavy 1 skyfire starstrike rocket: 48" s 8 ap 3 heavy 1, pinning fusion pistol : 6" s 8 ap 1 melta, pistol fusionbeam: 12" s 8 ap 1 melta, assault 1 firepike : 18" s 8 ap 1 melta, assault 1 haywire lance: shooting: 6" s 6 ap 3 assault 1 lance in close combat : s +3 ap 3 assault, impact, lance impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead. infrasound cannon : 48" s 7 ap 4 heavy 1 infrasound, pinning infrasound: if a unit has been a target of one or more infrasound weapons. each following infrasound weapon increases its strength by 1 and ds by -1 (so second hit s 8 ap 3 etc.) reaper misslelauncher: starstrike rocket: 47" s 8 ap 3 heavy 1 pinning starswarm rocket: 48" s 5 ap 3 heavy 2 laserblaster: 24" s3 ap 5 assault 3 sunbeamer: 24" s 3 ap 3 assault 3, blinding falcon claw: 24" s 5 ap 5 asssault 3 haywire laser: 36" s 6 ap 6 heavy 4, lasertargeting pulsar: 48" s 8 ap 2 heavy 2 laser lance 36" s 8 ap 2 heavy 1 lance laser targeting: if a unit/model fires a weapon with laser targeting in addition to other weapons you roll the to hit for the laser targeting weapon first. each following weapon of that unit/model count as twin linked more to come "еще варгир" mono-blaster : 18" s 6 ap 1 rapid fire, monofilament, pinning mono- catapult : 12" s 6 ap - assault 2 monofilament mono- weaver: 48" s 6 ap 6, heavy 1 small blast, monofilament, barrage. mono-cannon: scattered: 48" s 7 ap 6 heavy 1 larg blast, monofilament, pinning, barrage concentrated: flame s 7 ap 6 heavy 1 monofilament, torrent. monofilmanet: if the targeted unit has initiative 3 or less (or nothing) the strength of the weapon counts as beeing one point higher. on a wound roll of 6 thiw weapon wounds automatically and counts as ap 1 units with mixed initiative use the highest initiative. orkan rocketlauncher: 36" s 4 ap 3 heavy 2 small blast, barrage. fire prism: scattered: 60" s 5 ap 3 heavy 1 large blast concentrated: 60" s 7 ap 2 heavy 1 small blast lance mode : 60" s 9 ap 1 heavy 1 lance ranger rifle: 36" sx ap 6 heavy 1 sniper shuriken pistol : 12" s 4 ap 5 pistol, shurikenstorm shuriken catalpult : 12" s 4 ap 5 assault 2 shurikenstorm huntinc catapult : 18" s 4 ap 5 assault 2 shurikenstorm shurken cannon : 24" s 6 ap 5 assault 3 shurikenstorm screamer cannon : 24" s 6 ap 5 assault 3 pinning, shurikenstorm shurikenstorm : to wound rolls of 6 count as automatically wounded with ap 2 scorpion saber (the exchangeable weapon for pistol and sword): shooting: 12" s 4 ap 5 assault 2, shurikenstorm melee: s+1 ap 5 melee, rending. scorpion scissiors: shooting: 12" s 4 ap 5 assault 2 shurikenstorm melee: sx2 ap 2 melee (not unwieldly) starcannon : 36" s 6 ap 2 heavy 2 suncannon: 48" s 6 ap 2 heavy 3 small blasts star lance: shooting: 6" s 8 ap 2 assault 1 lance melee: s 8 ap 2 melee, impact, lance impact: in the phases the user didnt assault with this weapon the weapon counts as a normal close combat weapon instead.
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"Эльдрад" eldrad: 205 ws 5 bs 5 s 3 t 4 w 3 i 5 a 1 ld 10 as - old nemesis, the path beyond, battle trance, psyker level 4, fleet, independent character. psychic powers : runes of fate, telepathy and divination shurken pistol, hagun zar, ghost helm, runes of protection, runes of clarity. relics: armor of the last runes: 3+ invul staff of ulthamar: s user ap 3 melee, lifebane, force weapon, soubound soulbound: whenever eldrad passes a psychic tests he rolls a d6 on a 5+ he gains 1 warpcharge. path beyond: after both sides have deployed but before scouting moves are made you may redeploy d3+1 units. you cannot switch from on the table in reserve or from reserve on the board always comes with the 2nd warlord trait
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"Азурмен" asurmen: 220 pts ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ old nemesis, eternal warrior, fearless, counter attack, hand of asuryan, battle trance, fleet, independent character exarch powers: battle luck and shield of grace phoenix armor, twin linked hunting catapult hand of asuryan: if you play him he always has to be the warlord... he rolls d3 times on the warlord chart. rerolling doubles. holy cow o.o relic: sword of asur: s +1 ap 2 master crafted, soulcut (for each failed save by this blade the enemy has to make a ld test. if he fails, instant death) "карандрас" karandras: 230 points ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ old nemesis, move through cover, eternal warrior, fearless, infiltrate, battle trance, night vision, fleet, shrouded (o.o) independent character phoenix armor, scorpion sword, scorpion scissors, plasma grenades. exarch powers: assassin, monster hunter warlord trait: the 1st one. always his relic, sting of the scorpion: in cc at iniatiative step 10 he causes a single automatic hit at strength 6 on a enemy in base contact. if he is within a challenge the hit has to go to the challenger. nothing else. "Джейн зар" jain zar: 200 pts ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ acrobatic (counter attack for exarch and unit) old nemesis, eternal warrior, fearless, battle trance, fleet, independent character. phoenix armor. exarch powers: fear, disarm relicts: silent death: shooting 12" s user ap 2 assault 4 close combat: s user ap 2 melee. blade of destruction: s user ap 2 melee, rending mask of jain zar: if jain zar assaults the WS and initiative of every enemy in the close combat is reduced by 5 (minimum 1) always comes with the 3rd warlord trait "Фуеган" fuegan: 220 pts ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ old nemesis, eternal warrior, fearless, battle trance, fleet, independent character, unbreakable resolve, feel no pain. phoenix armor, fire pike, melta bombs exarch powers: fire hail, crushing blow relic axe of fire: s user ap 1 melee, armourbane unbreakable resolve: on the end of each phase in which fuegan lost a wound his S and his A increase by 1 for each lost wound. last until the end of the game. always comes with the 5th warlord power. "мауган" ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ old nemesis, eternal warrior, fearless, hatred (chaos daemons) battle trance, fleet, independent character, relentless phoenix armor exarch powers: night vision, fire hail, sniper vision relic : maugetar: 36" s 6 ap 5 assault 4 rending, pinning in close combat : s +2 ap 3 melee always has the 5th warlord trait "баггарот" baharroth: 195 ws 7 bs 7 s 4 t 4 w 3 i 7 a 4 ld 10 as 2+ old nemesis, uprise, messenger of victory, eternal warrior, fearless, battle trance, fleet, night vision, shining sun, independent character phoenix armor, falcon claws, haywire mines, plasma grenades, falcon grenadelauncher, falcon wings. exarch powers: battle luck, hit & run shinging sun: every enemy that is within 6" when baharroth deepstrikes count as having been hit by a weapon with the blind special rune. relic : shinging blade: s user ap 3 melee, blinding. always has the 3rd warlord trait
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"Врейс самолет" sumach wraithhunter: fast attack : 185 pts bs 4 f 10 s 10 r 10 3 hp psyker level 1, psyker crew, vector dancer he always comes with the terrify psychic power (telepathy) no roll allowed 2 heavy warpscythes, ghostbreaker, soulstones. "скорпионы" striking scorpions: elite : 85 points for 5 ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 3+ as exarch : +1 ws, bs, i and a old nemesis, move through cover infiltrate, battle trance, stealth, fleet heavy aspect armor, shuriken pistol, plasma grenades, scorpion sword, mandiblasters may take up to 5 additional one may be a exarch may replace the pistol for scorpion scissors may replace the sword for ripping blade may replace the pistol and the sword for a scorpionscimiat (sp) may take 2 powers: monster hunter assassin crushing blow may take a serpent "баньши" banshees: elite 75 points for 5 ws 4 bs 4 s 3 t 3 w 1 i 5 a 1 ld 9 4+ as exarch +1 ws, bs, i a and 3+ as acrobatic, old nemesis, battle trance, fleet aspect armor, heavy aspect armor (exarch), shuriken pistol, power sword, banshee mask may take up to 5 additional ones one may be a exarch may exchange the powersword for: triskele or deathblade the exarch may exchange the pistol and power sword for 2 mirror blades she may take up to 2 powers: fear disarm shield of grace may take a serpent
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"Врейсгарды" wraithguard: 160 for 5 ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ old nemesis, fearless, bulky phantombeamer (sp) up to 5 additional ones the whole unit may exchange the beamers for warpscythes the unit may take a serpent " хтх врейсгарды " wraithblades: also elite 160 base for 5 ws 4 bs 4 s 5 t 6 w 1 i 5 a 1 ld 10 as 3+ old nemesis, fearless, bulky 2 ghostblades may take up to 5 additional the unit may exchange the ghost blades for ghost axe and forceshield may take a serpent "врейснайт" wraithknight heavy support 240 points ws 4 bs 4 s 10 t 8 w 6 i 5 a 4 ld 10 as 3+ monstrous creature with jumppack old nemesis, fearless 2 heavy phantombeamer may exchange both beamer for: ghostglaive and scattershield suncannon and scattershield may take up to 2 of the following (in any combination): shuriken cannon haywire laser starcannon