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Mr Carloff

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Весь контент Mr Carloff

  1. В любом случае - мы получим тестовую версию, с правилами в электронном виде. И если будет совсем "шляпа", то ГеВе выпустит ежеквартальный патч и изменит что-то. Мне больше всего не понравилось упразднение фазы магии - это же краеугольный камень ФеБе. Но, может, они это все неплохо встроили в стрельбу-хтх.
  2. А я вот больше, так сказать, интересуюсь - миссии будут как 40к или все по олдскулу на очки?
  3. А у меня билдер ругается при выборе 2 снайперок и 2 хвт...
  4. Кто-то еще играет? Попробовал мод Легенды. Либо я разучился играть, либо они перекачали орков - разбили меня без шансов в первом же бою. Куча хп, брони и фатиги. Хз )
  5. Да ладно, все равно куплю. Все равно буду играть. Может даже на турниры поезжжу.
  6. А что, если Джи Дабл Ю - готовит нам новую редакцию не про миниатюры, а про треи? Вон в АоСе же миньки спеллов есть, а тут будут миньки целых отрядовтреев?!
  7. Q: Will we be able to buy bases? A: Yes. All models in the Warhammer: The Old World range – including returning models – will be supplied with the correctly sized bases. We’ll also be selling bases and movement trays.
  8. Санкции сработали на Рогал Дорна....
  9. В конце книги, называет POINTS.
  10. Drum-fed autogun'ы кто нибудь нашел уже отдельно? :)
  11. https://vladimir.tsargrad.tv/news/preduprez...avleniju_663053
  12. Админ проснись - в треде трупоеды!
  13. Warhammer: The Old World – Orcs, Bretonnians, Tomb Kings Arrive
  14. Зачем нам еще нефть или еще продовольствие?
  15. Sources: 3-4 different people/groups have come to me with info. I have cross referenced as best as I can and I am sharing the stuff that comes from at least 2 sources I have seen a few pictures (but tbh not many) but cant share - requested by sources NOTE: If I find out any more stuff I will update the document with an edit in red text and highlight Regimental Doctrines Mech infantry - may disembark after moving. Parade Drill - already given on warhammer community article Cult of Sacrifice - already given on warhammer community article Armoured superiority- Sentinels count as 3 models for objective’s. Other tanks 5. Super heavies count as 10 Blitz Division- costs halve PL when working what goes in reserve. Can deploy on turn 2 with the “turn 3” rules for setup Bombadiers - if a Vox or sentinel can see a enemy unit and is within 12 from an artillery piece add +1 to hit Heirloom weapons +4 inch range Brutal Strength - moving and shooting heavy weapons no -1 hit. First turn in combat and +1 str for infantry Grim Demonour - do negative rolls for combat attrition Guerilla fighters - ranged attacks more. Than 18 inches away give infantry and sentinels soft cover Elite shock troops - reroll one hit roll per unit Industry efficiency - treat Ap1 as AP0 Swift as the wind - infantry gain +1 inch movement. All others gain +2. Also add +1 to charge rolls Trophy hunter - attacks against monsters and vehicles get +1 str Recon operators - Cavalry and sentinel units get a pre game move must end further than 9 inches away from the enemy. That’s it for doctrines. HOWEVER you must give up “hammer of the emperor” which is massive! Edit 13/10/2022 02:19: I have been told from another source that you dont need to give up HoE, take the whole HoE situation with a bucket of salt until more info comes out Regimental Orders In your command phase officers can issue orders 6 inch for regiment and perfectos orders. 12 inch for mechanised orders. If an officer disembarks from a transport it can issue an order as it was in the command phase. FRFSRF - Heavy 3 Take Aim +1 to hit +1 AP Fix Bayonets +1 to hit on Melee +1 AP Take cover - Get light cover if already in light gain dense. Move Move Move! +2 movement if you chose to advance auto 6 (no roll ) Suppression fire - target infantry unit only. Can only target 1 unit. If 5 or more hits are scored enemy unit subtracts 1 from hit rolls until your next shooting phase. Tank Orders Pound them to dust - when using blast weapons double the amount of models on the enemy unit. Full Throttle - add 2inch movement. Count as stationary if advanced. Gunners kill on sight - reroll 1’s To hit. Blitz them!! - add +1 to charge rolls. If a charge is made roll a dice a 4+ inflicts D3 mortal wounds. (Dozer blades add +1 to “hit roll” Shock and awe - Gain objective secured Pinning fire - target infantry unit only. If 5 or more hits are made unit subtracts 2 from movement Other Orders (possibly prefectus/commissar orders) Forwards, for the Emperor! - When shooting,the unit counts as having Remained Stationary if it made a Normal Move or Advanced Duty and Honour! - The unit can perform actions even if it Fell Back or Advanced, and shooting does not cause actions to fail. Get Back in the Fight! - The unit can shoot or charge (but not both) in the same turn it Fell Back At All Costs! - Unit pains Objective Secured (its models each count as 1 extra model if it already has this ability), Show Them Steel, Show Them Contempt - Add 1 to the unit's Leadership, and its models can ignore mortal wounds on a 5+ Remain Vigilant - units cannot be set up within 12*, and the unit can Hold Steady if charged (and its overwatch hits on a 5+) Tank Aces Name Unknown - SUPER-HEAVY model only. This model gains the OFFICER keyword and knows Mechanised Orders. In your Command phase, it can issue one Order, and the unit you select for that Order can be an ASTRA MILITARUM TITANIC unit. METICULOUS CALIBRATOR – Ignores Enemy Light Cover MECHANICAL PACK RAT- Transhuman on a tank VETERAN COMMANDEER - Pick a bonus regimental doctrine KNIGHT OF PIETY - This model has a 5++ invulnerable save. Ignore mortals on a 5+, MASTER OF CAMOUFLAGE- Get light cover from ranged attacks over 12 inches away. Titanics must be 18” STEEL COMMISSAR – Gains Commissar Orders, can order ogryn. Psychic Powers TERRIFYING VISIONS - Malediction: warp charge 6. select one enemy unit within 18" Until the start of your next Command phase Subtract 2 from the Leadership + Your opponent cannot select that unit for the Insane Bravery Stratagem and no re-roll for Morale. Also roll 2D6 and if beat the enemy Ld they fail any actions they were doing GAZE OF THE EMPEROR - Witchfire: warp charge 6. select one enemy model within 12" of and visible. Draw a straight line between any part of that model's base and PsYKER's base. Roll one D6 for that enemy model's unit, and one D6 for each other unit that this line passes over: on a 1-5, the unit being rolled for suffers 1 mortal wound; on a 6, the unit being rolled for suffers D3 mortal wounds, PSYCHIC BARRIER – Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12" of this PSYKER. models in that unit have a 5+ invulnerable save. NIGHTSHROUD - Blessing: warp charge 6. select one friendly ASTRA MILITARUM unit within 12" of this PsYKER. That unit gains transhit MENTAL SHACKLES - Malediction: warp charge 6. select one enemy unit within 18" of this PsYKER. -2" from the Move + -2 from Advance and charge rolls PSYCHIC MAELSTROM - Witchfire: warp charge 6. roll a number of D6 equal to the result of the Psychic test. for each 5+, the closest enemy within 18" + visible suffers 1 mortal wound (max 6). Warlord Traits. If your warlord is not an officer it must have front line combatant FRONT-LINE COMBATANT - melee attack: exploding 6s and +1 to wound MASTER TACTICIAN – 3 unit redeploy and can go in strat reserves GRAND STRATEGIST – CP refund on a 5+ (per CP spent) SUPERIOR TACTICAL TRAINING – Select one type of order the model doesn’t know, it now knows them. E.g. officers can do commissar orders OLD GRUDGES – select enemy unit pregame. Units with 6 inch of warlord have +1 to wound against that unit LEAD BY EXAMPLE - can issue Orders to its own unit, even though you cannot normally select OFFICER. Relics THE EMPEROR'S BENEDICTION – range 18 Pistol 3 S4 AP1 D2 Abilities: ignore the Look Out, Sir rule. unmodified wound roll of 6 does 1 mortal wound in addition TACTICAL AUTO-RELIQUARY OF TYBERIUS- issue +1 order DEATH MASK OF OLLANIUS – bearer + their unit gets a 4++ THE BARBICANT'S KEY Grand – Dark matter crystal/viel of shadows equivalent (e.g. pick up and put down same turn) KUROV'S AQUILA – Vect equivalent (e.g., 1 enemy strat costs 1 more CP for the game) GATEKEEPER 72” rang.: Blast. Turret Weapon. Heavy D3+6 str 9 ap-3 D3 RELIC OF LOST Cadia- Cadian only. Once per battle. (Aura): CADIAN INPANTRY in range get +1 WS and BS and attacks and Ld ORDER OF THE BASTIUM STELLARIS – Transhuman for bearer and unit PSY-SIGIL OF SANCTION Psyker model only know +1 power, cast +1 power ARMOUR OF GRAF TOSCHENKO bearer gets 2+ save and +1 wound LAURELS OF COMMAND Can issue one order (from a specific subset, not all orders) in the enemy turn. Once per game Other Bits: Core army rules. Hammer for the emperor stays “possibly new name” but add “units in 6 inches can use officers leadership” May go for hammer of the emperor and pick 2 doctrines Scions are now elites but may be taken as troops if your whole detachment is scions (+2 other keywords) Chain of command. You must select an officer to be your warlord if your army includes any officers. You can only have 1 castellan in each detachment If you have a castellan he must be your warlord. Unless your army contains Lord Solar then he must be your Warlord On the scion thing above they are taken in troops instead of elites. So you can’t have them in both slots. Platoons are kinda back, different to how we have seen them before (not like back in 2nd/3rd ed). Special Deatchment rules (kinda like Dark eldar) and there is a platoon keyword Cadian shock troop squads can double up on SW. Snipee rifles are Tanith specific now, or elite if in a different army.. artillery “are mortal wounds machines.” new lord solar charachter he has a movement of 12 so he is a Calvary model. (Supreme commander) No conscripts
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