Не знаю, куда именно это вбросить, и потому вброшу сюда:
Book 3:
c.Easter of next year with RG, IF, AL, and IW. Rules for the
fire raptor and sicaran venator. IF will get their full list including
dorn and sigismund covers: the second half of Istvaan 5, Phall, and the
first battle of Paramar
Over the Horizon:
next trilogy:
prosper, signus, and calth. Late 2014 loose date for the prospero,
provisionally named "inferno". dark angels will appear in signus,
custodes and sisters of silence in "inferno", imperial army in the calth
along with ultras and more word bearers
Book 2:
Lorgar december/ january release
Horus is after lorgar
Mortarion either six or seven
Much larger mechanicum list new characters, units, and rites of war for all the betrayal legions
Night Lords:
Terror Squad
Cause Fear
Preferred Enemy (Infantry)
5 man squad, upgradable to 10
BP and CCW
All can take Bolters, Heavy Chainblade, Volkite Charger
Can take 1 Rotor Cannon or Flamer
Headsman (sarge) can take a power weapon, nostraman chainglaive, power fist or lightning claw
Night Raptors
Up to 15
Can all take the Nostraman Chainglaives(!)
Onslaught: +D3 attacks when they charge instead of +1
Kurze: Night Vision, Acute Senses
Can elect to have Night Fighting
Grants Fear to all units (-1 LD penalty if they already cause fear)
He causes fear at -3 to LD
Causes fear to enemy units within 12" and forces a morale check when a he destroys a unit in CC
AP2 Shred weapons with murderous strike
Assault3 weapon S4 AP5 that cause precision strikes on a to hit rill of 4+ wound rolls of 6 ignore armour and invuns!
Iron Hands:
Ferrus: T7
Shooting attacks against him suffer -1 to their S
Grants FNP 6+ to all Iron Hands
Is a Battlesmith and repairs things on a 3+
All vehicles with at least one AV13 gets It Will Not Die
2+ 3++, Nuncio-Vox
His Servo harness let's him shoot 2 weapons a turn: plasma blaster, graviton gun, grenade harness, heavy Flamer
Forge breaker x2S AP1 Concussive, Strikedown
Immortals:
Up to 20
Special weapon per 5
FNP 6+
Instead of carrying out a Sweeping Advance can pass a LD test to gun down the fleeing unit
Gorgons:
I3
Upto 10
Sergeant has a thunder hammer as standard
Everyone else gets power axes
Sergeant can take a Cyber Familiar
Gorgon Pattern Armour:
On a D6 roll of 4+ causes blind after a successful armour/invun save
Word Bearers:
Legiones Astartes (Word Bearers)
True Believers: Roll 3d6 for all morale checks an must pick the lowest two dice
Cut Them Down: Must always make sweeping advances as must re-roll sweeping advance rolls of 1
Charismatic
Leadership: WB Primary Detatchments must take a 2nd Compulsory HQ
choice this must always be a Centurion or a Chaplain Consul
Erebus
Has the Intimidating Presence Warlord Trait
Unlocks Chaos Daemons as allies
Iron Halo, Master Crafted Power Maul
He is also a Level 1 Psyker with access to Biomancy or Telepathy
Kor Phaeron
Gives all WBs +1 leadership as long as he is the warlord
Must be the warlord unless Lorgar is around
Feel No Pain 6+
1 use flamer
Unlocks Daemon allies
Lorgar: pretty much sixes across the board
While he is in the table all WBs may use his leadership
Units that can draw line of sight to him get +1 charge distance, immunity to fear and +1 to their combat resolution
Once per game you can force a single enemy model to reroll 5s and 6s to hit and to wound Lorgar
Lvl 2 Psyker may roll on Telepathy or Telekinesis but takes psychic tests on 3d6 picking the highest two
2+ 4++ (3++ against psychic attacks)
+2 Str AP2 MC concussive mace (can Smash)
Can upgrade to a lvl 3 Psyker as pick powers from telepathy and telekinesis, still rolls 3d6 but picks the lowest this time
Gal
Vorbak: Up to 10 man squad.They have the Daemon special rule, Stubborn,
Bulky, Rage, Rending (CC only), Deep Strike, Cannot be a scoring unit,
Special Weapons per 5 guys
Ashen Circle: Up to 10 man squad
Axe-Rake special (melee) +1S AP6 -1 to enemy's fall back distance
Cannot be joined by friendly ICs
May always use Hammer of Wrath at S5 classed as Flamer type attacks
If Deep Striking all models within D6" take a S3 AP5 hit
Salamanders:
Vulkan: T7
Gives all Salamanders +1 to LD and Adamantium Will
Re-roll failed It Will Nit Die and Deny the Witch rolls
2+ 3++
Flamers, Fusion, Volkite, Melta and Plasma weapons half their Str(!!) against him
S10 AP1 Warhammer, Concussive, Armourbane, instant Death
Can place a small blast anywhere in base to base causing S8 AP3 hit instead of normal attacks
S6 AP2 rending 18" line of effect gun
Firedrakes:
2 wounds
Not particularly shooty, they all get power weapons
Sergeant gets a master crafted one
They can take proto storm shields that grant +1 to invun saves
Scoring
Can form a bodyguard for a termie praetor or Vulkan himself
Pyroclasts:
These guys sound awesome
Two mode Flamer:
Template S5 AP5 or Assault 1 Melta 6" range S6 AP1
5++ against Flamer, plasma Melta and Volkite weapons
Legiones
Astartes (Salamanders): Strength of Will: Auto pass fear tests, must
reroll 1d6 on failed morale and pinning checks, Promethean Gift: All
Flamers get +1S all enemy Flamers count as -1S when used against
Salamanders, Nocturne Born: Do not add their Initiative to sweeping
advance score reduce Run and Charge distances by -1" to a minimum of 1"
the salamanders have a newly created high chaplain character who is
quite good. their second character is the heresy era inhabitant of
bray'arth ashmantles dreadnought body. and i can describe him in a
single word 'invincible'
Death Guard:
Rite of War: you can take veteran tactical squads and heavy support squads as non-compulsory troop choices
they all gain 'move through cover' and any character (independent or otherwise) may take rad-grenades for 10pts
the 'limitations' is that no model may run or move flat out, no deep striking and only a single fast attack slot.
Grave Wardens: their grenade launcher comes with krak and 'toxin' grenades.
the toxin grendes are assault2, blast and you take strength tests instead of rolling to wound.
they
also have the 'death cloud' which means that any unit with a toughness
value that charge them can only make a disordered charge, and the death
cloud can be used by all models as a template weapon with toxin
(overwatch!!!!!) they all come with power fists and any of those can be
upgraded into chainfists. one in five wardens and upgrade their grenade
launcher to a heavy flamer with chem-muntions.
Emperor's Children:
Phoenix Guard: Base 5 man squad, can be upgraded to 10 man
WS4,
Champion is WS5. They get +1 initiative if they charge, they can also
take Sonic Shriekers so when they charge they'll be I6! Drawn Combats
within 6" (including the one the Phoenix guard are in) are resolved as
wins for the Emperor's Children
Their Spears are +1S and AP on the charge S as user and AP3 if not charging.
Sons of Horus:
Catulan
Reavers: They are standard marines (starline wise) with 2 attacks (3
for the chief) they come as 5 man units and can buy an additional 10,
they have outflank and have a special rule called Assassin's eye which
gives them precision shots/strikes. They come with BP an CCW one in
every five can have a special weapon, the whole squad can get jump packs
for 50 points. Close combat weapons can be upgraded by anyone in the
unit
Maloghurst: new character, not a great fighter (only 2
attacks) but is more of a booster, as he carries a legion standard and
makes reaver and veteran tactical squads troops.
Rite of War: reavers
as troops, any non-vehicle unit that enters from a board edge gains
fleet for that turn. in addition any SoH unit that charges into an
existing combat gains rage.
justaerin termies can deep strike.
now
the bad bits, you must take a master of signals as your second HQ
(praetor to unlock the rite being your first), you have 3 complusary
troop choices to be filled, must have more fast attack choices than
heavy support and no fortications
World Eaters:
Kharn:
7,5,4,4,3,5,4,9,2+ is the stats. If you dont have Angron in the same
list Kharn may change "the Cutter" STR User AP3, rending for "Gore
Child" STR +1 AP2 Amrourbane, Murderous Strike. Kharn's warlord trait,
grants him +1 to random roles And Seize the Initiative.
Red Butchers: 5 man can be 10 man
Cataphractii Armour
Power Axes and Combi-Bolter
They can swap their Combi-Bolter for a 2nd Power Axe
One guy can take a pair of lightning claws
Can take power fist, chainfist or thunder hammers
Can take Combi-Bolters
Ravening Madmen: They don't care about defending themselves so opponents always hit them on 3s in CC
They can never be a scoring unit
Can Reroll their charge distance
Mechanicum:
Castellax Robots
Atomantic Shielding
Cybernetica Cortex
Reactor Blast
Rage
Mauler Pattern Bolter Cannon (you'll like this)
S6 AP3 Heavy3, Pinning
The
whole Mechanicum section has a lot of special rules and wargear options
it looks a hell of a lot more expanded than the one in Betrayal.
The
Magos Dominus has some funky special rules to do with taking a
leadership test in the shooting phase and applying modifiers depending
what "power" you want to use, it even has a little "perils" table
Warlord Traits:
1. Master of Mechanisms
Select 1 MC, Vehicle Squadron with at least AV12+
They get It Will Not Die
2. Perfected Targetting
Pick any one heavy weapon in 6" (including in the warlord) it gets to be twin-linked this turn
3. Predictive Augury
Warlord and his unit hit on 5+ for overwatch
4. The Death of Flesh
Preferred Enemy (Infantry - All Types) within 3" of an objective for all units I the detatchment
5. Dread Rites
Causes Fear, immune to fear and Adamantium Will
6. Battlefield Analysis
-1 to a piece of terrain's cover save in the enemy employment zone