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BlackChalice

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Весь контент BlackChalice

  1. Клево, похоже еще одна формация позволяющая чарджить после выхода из резервов, правда тут из дроп подов. Вот почему бы Кровавым Ангелам такого не дать? Обидно. Хоть бери и играй ими по кодексу спейс маринс. "Фотки новой компании"
  2. Не знаю, если уже было, но на фордже в newsletter появились фотки миньки примарха ультрамаринов и принцепса. http://www.forgeworld.co.uk/Events/Warhamm...nd_Opening.html
  3. При чем только первой тысяче посетителей (было приятно получить :rolleyes: ). На сайте, кстати, написано: be the first opportunity for you to grab hold of our new exclusives Значит все же - это будет первая возможность купить данные наборы, но никак не последняя. Вопрос только в том будут ли продавать массово или сделают как форджевские event-exclusive миниатюры, которые можно купить только на определенных мероприятиях. Учитывая успех форджи в этом деле GW вполне может захотеть повторить его. Например, на том же Salute 2015 к фордже стояла просто огроменная очередь с утра и до самого вечера. Все привезенные event-exclusive миниатюры смели уже за несколько часов и далее их можно было только заказать. PS. Как жаль, что бладам это не скоро перепадет (если вообще включат в кодекс)
  4. Стали известны артефакты и реликвии рыцарей: via an anonymous source on Faeit 212 here's the Knightly Heirlooms: Sanctuary - Counts as Ion Shield, uncovered facings get 6+ inv. Ravager - (chainblade) S:D, Ap1, re-roll failed to hit rolls of 1. The Paragon Guantlet - s:D, Ap2, Colossal, Hurl, Master-Crafted. Mark of the Omnissiah - Gains It Will Not Die. Helm of the Nameless Warrior - Gains Rampage. Banner of Macharius Triumphant - All friendly from Armies of the Imperium faction within 12" re-roll failed morale, pinning and fear tests.
  5. Указано, указано :)) Это идет в разделе: Special Weapons A model may replace its Melee weapon or boltgun with one of the following: - Meltagun Т.е., чтобы взять оружие из списка нужно отдать ццв или болтер. Просто так взять нельзя.
  6. Так нет же )) Чтобы взять мельту нужно отдать цепной меч. Чтобы взять павер шашку нужно отдать болт пистолет. Т.е. два ццв никак не останутся у ветерана.
  7. Можно взять, но это дорого и не нужно, т.к. нет бонусов от + одной атаки за второе ццв (если ты уже дал мельтаган), да и перекачивать ветерана в 3+ наверное не стоит. У тебя и так в отряде есть чемпион с 5 WS и бесплатной павер шашкой. Рассматривая твои три отряда, я бы порекомендовал отряд с сангвинарниками, т.к. они получатся более живучими. Брать библя или приста в отряд из 5 сангвинарников - тут нет однозначного ответа. Зависит от остального ростера. Прист выйдет дешевле (если брать библя со вторым мастери левелом) и сделает отряд сангвинарников еще более живучим. Но с другой стороны их всего-лишь 5, поэтому не все так однозначно и библь возможно будет лучше. Но одинокий библь может быть легко заденаен. В общем все зависит от того чем ты играешь, как играешь и с кем ))) Коммандник также интересный вариант.
  8. Понятно, спасибо )) Отличный репорт.
  9. Рыцари похоже мимо проходили кодекса механикусов (хотя возможно что-то будет в кодексе рыцарей): via an anonymous source on Faeit 212 No, there is no low entry in the cult mechanicus dex, nor a formation or detachment that uses one. I know that contradicts what the poster says, so maybe there has been some last minute update. there should be something on it in the imperial knight dex. there is a battle congregation that makes up the cad for cult mechanicus, which includes up to 8 troops, 4 elites, 2 heavy 1 hq, and a fortification
  10. На буржуйском форуме кто-то 6 насчитал: - Traditional knightly one - Boba Fett style T-visor - Snout - Mouth-grill - Metal skull - Mechanicus half-skull
  11. Возможно он все правильно сделал, но как я понял в боинге было 3 либра. Достаточно было зарядить шашку одному и двое остальных также бы получили форсу. А ФНП не кидается против инсты. Так что мне все же кажется что три либра с форс шашками могли неплохо нарезать (если 3++ конечно не откинуть идеально).
  12. Тоже, кстати, интересно, либры форсу с инстой не использовали против кавы?
  13. Еще чуть фоток (кажется не было): "Еще картинки"
  14. Верно, эти обломки стен и террейна можно не лепить. ) Жаль конечно что хотя бы правила не обновили.
  15. Пошли фотки содержимого коробки и литников: http://www.gamestrust.de/bilder%2clist1206...tion-force.html
  16. Кстати, появился обзор White Dwarf 65. Кому интересно: PS. Коробочку с ассасинами я все же заказал, т.к. была возможность получить с хорошей скидкой (56 фунтов вместо 75), хотя и был расстроен релизом. Так что посмотрим правила. Буду подопытным. Правда не уверен, что 2 числа смогу забрать, так, что правила могут и раньше в сети появиться чем будет коробка на руках.
  17. Верно, вот такой лорд: http://www.games-workshop.com/en-GB/Chaos-...Terminator-Lord
  18. 12. Zhau reveals the control Bank, allowing the other assassins to use the Teleportarium to get to the Temple of Shades. But will he make it in time to aid his fellows? 13. When the first Assassin teleports to the Temple of Shades, all the Chaos Space Marines in play are recalled to the Temple by Drask, too. Bad news for the Assassins. 14. Noctus Kord unleashes the Soul Horror - his Omegon Tactic. Reeling from the foulness of his presence, all Renegades within six squares of him are left stunned, including Lord Drask. 15. Like Kord, Rhask has been wounded. Unwilling to leave the teleport pad, she spends her turn using her synskin to heal herself. But has she left her allies unsupported? 16. Lord Drask is incredibly tough. Better armoured than a Chaos Space Marine and with a higher Stamina than anyone else in the game, he's going to be hard to assassinate. 17. Drask's familiar is the game's turn counter. Should it reach turn 16 before the Assassins kill Drask, the forces of Chaos win. And no, you can't kill the familiar. 18. His hypermetabolism boosted by Combat Drugs and Frenzon, torq moves twice to get behind Drask to shoot him in the back. Sadly his shot has no effect! Mission Accomplished. On turn 15 the Assassins finally mad it into Drask's lair. Though the Eversor didn't hurt the renegade, the Culexus wounded him in the following (and final!) turn with the animus speculum. Drask found himself face to face with Sylas Torq. Unable to breach teh Sorcerer's armour, Torq enacted his own Omegon TActiv - grabbing Drask and exloding in a spectacular bio-meltdown, killing himself, Kord and the Chaos Sorcerer. The Assassins had won, but at terrible cost.
  19. 1. Callidus Assassin Klara Rhasc reveals the first room. Taking three cards from the Room deck, the one with the lowest number in the top corner is placed on the board. 2. A startled Cultist stands in the room. Phase sword drawn, Rhasc uses her second action to perform a Hit and Run, killing the heretic and sprinting into the corridor. 3. In his death throes, Rhasc's victim lets out a terrible scream. A nearby Cultist On Patrol (within six squares of where his comrade died) instantly goes On Alert. 4. Unaware of the violence happening elsewhere in the Astropathic Sanctum, these Cultists continue their patrols, desperate to please their Lord. Heretical sycophants... 5. Walls block Rhasc's line of sight to the next room. Fortunate, really, because it may contain more cultists and there are plenty around for her to deal with already. 6. At the start of every Chaos turn an event card is drawn. A few turns in, a Random Sweep is drawn, resulting in a dreaded Chaos Space Marine appearing. 7. Vindicare Zhau lurks in the corridor. Using his Deadshot ability, he executes the new arrival, the only Assassin that can kill a Chaos Space Marine in a single shot. 8. The Culexus Noctus Kord reveals two Cultists in a room. With only one action left, he can fire the Animus Speculum, but he'll only be able to kill one of them... 9. Fortunately the Cultists are stunned by his arrival. Caught unawares doing something nasty, they're unable to do anything until next turn while they gather their wits. 10. Sylas Torq reveals two cultists in a room. His metabolism fuelled by Frenzon, he makes an additional action and shoots both in the head without remorse. 11. The more Renegades there are On Alert, the more event cards are drawn each turn. It pays to be stealthy in this game. Or deathly efficient, your choice... To be continued...
  20. Точно известно, что игроки играют только за ассасинов. Хаос контролируется правилами игры. Не знаю, если были уже детали о самой игре из Whate Dwarf, но полистав вот, что там нашел: There are 12 special room tiles which are shuffled and placed onto the main game board as they are discovered. This random system means the game is different each time you play it, as you search out the teleportarium and the control bank. Once you've found them both, your assassins must enter the temple of Shades to control Drask. The Temple of Shades is a separate game board for the game's final confrontation - a reviled yet glorious shrine to Chaos, bedecked with a huge Chaos star, where Lord Drask and his Familiar are conducting their ritual, guarded by Chaos Space Marines. Hight quality counters mark out which renegades are alert to the presence of your Execution Force, keep track of injuries inflicted on your miniatures and also track the special abilities that the Assassins have at their disposal. Character cards explain the rules for the miniatures in the game. Each Assasin has their own card, explaining their special abiliries and wargear, as do the Chaos Cultists, Chaos Space Marines and Lord Drask. Assassinorum: Execution Force is a cooperative game in the truest sence of the word - up to four players command the Assassins in an effort to thwart Drask and his minions. The Chaos worshippers are controled by the game itself - a clever systrem explains how they will act in any situation. 1. Each Assassin has their own double-sided card containing all the information your need 2. Chaos Space Marines can match the Assassins one-on-one... 3. ... but Chaos Cultists must attack in greater numbers . 4. The teleportarium will enable the assassins to reach Lord Dask. 5. The control bank. 6. The Chaos Stars in rooms indicate how many Chaos Cultists are found within. 7. Drask's ritual site. Each turn, the Familiar moves on to the next square - if Drask isn't dead before the familiar reaches 16, the game is over! 8. 44 counters help you keep track of effects throughout the game. Пример игры из White Dwarf The Assassins start at the entrance to the Astropathic Sanctum (A). Each Assassin can perform two actions a turn, enabling them to move, shoot, fight, in close combat, heal themselves or sprint. Here, most of the Assassins advance up the main gallery, the Eversor rolling a dice to sprint an extra two squares. You'll notice there are two cultists nearby. They can not see the Assassins due to the walls and columns (represented by the red lines) in the way. Likely they'll remain unaware of their presence until it's too late. Renegades on patrol: Unaware of the Assassins in their midst, some Renegades will begin their move On Patrol. Their movement is dictated by the red arrows on the floor which indicate their patrol routes. The Cultists with the autogun, for example, is On Patrol and has rolled a 5 for his movement, so he follows the red arrows around the corner and into one of the unrevealed rooms (A). The Cultist with the autopistol, however, is On Alert. He's heard something and runs full-tilt down the corridor (B), ignoring the patrol routres and heading stright for the source of the commotion. Little does he know what awaits him. Чуть позже остальные шаги напишу из игры-примера.
  21. Вроде говорят, что в высоту как два спейсмарина ))
  22. Не знаю на сколько можно верить этим слухам, но обещают гигантских роботов: via an anonymous source on Faeit 212 I was just told that there is a new Giant Robot for Cult Mechanicus in the Heavy Support slot You get 2 giant robots and one Datasmith as a squad. The robots stand twice the ht of a space marine and are MCs. If I remember correctly you can add additional robots, it was 2 or 3. The Datasmith is a character that controls them.
  23. Немного деталей о модели техножреца: The HQ unit for the New Cult Mechanicus is called a Tech Priest Dominus. This is a larger character model that is similar to the Forge World Magos models, except it is done in plastic. He is similar yet different that a Magos, robed and slightly hunched over from the arcane mechanisms mounted on his back. There are two head options one is crowned with a strange almost papal hat and the other with the normal hooded mechanicus garb. There are servo arms that stabilize the figure to the ground and do not have free motion. He walks with an immense staff that is a much larger and more ornate version of a Tech Prist’s weapon, and also sports a cane. The model has multiple spidery legs concealed under his robe, and is on a 40mm base.
  24. еще немного слухов о Культе Механикусов: - никаких рыцарей, титанов или скитарии в кодексе - Техножрецы доминус в качестве HQ Могут восстанавливать хулл поинт или лечить урон via an anonymous source on Faeit 212 couople points for the cult mechanicus -no knights or titans are in it. also no skitarii. -tech priest dominus are the hq they can restore a hull point or heal a point of damage also they are nice model. a hunched over robed techpriest who is mostly mechanical. think of previous admech artwork. inspiring model with lots of detail
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