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Domovoy

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  1. Вроде как еще не упоминалось: -in addition to giving ASF within 6", the corpse cart's Vigour Mortis rule replaces zombies' ASL with ASF (it doesn't just cancel out) -the balefire upgrades on multiple carts are no longer cumulative -the lodestone upgrade is much better: if the ION caster is within 6" of the cart, then he may reroll the dice determining how many wounds are regained for EVERY infantry unit affected by the spell -abyssal terrors can have some upgrades for poison or armour piecing
  2. Я ставлю, что на сайте ГВ ошибка, т.к. про варгульфа пишут, что он вампир, а на сайте ентого нет :) АПД: Вампиры Available to order.
  3. 2 DM Сrew: Если я правильно понимаю эту фразу "there's not overlap and Vampires have, in the end, double the allowance of normal Characters", то видимо как раньше.
  4. Варсир: You CAN prevent the crumbling. How that works? easy enough. Your general dies - ouch. (he doesn't need to be a Vampire, btw, but has to be a caster). Your units suffer the regular losses, same as the actual book. Now, IF you have ANY other caster that actually uses the vampiric lore, your army will not crumble. Varghulf still causes Terror and is a Vampire. The Hunger makes you roll a single D6 at the end of any cc phase that you caused 1 or more casulties, so you can only recover 1 wound max per phase. Vanhels doesn't specifically say "no charges" but says unengaged units can move up to 8" in the same way as a regular move in the Remaining Moves sub-phase. Врайт кавалерия похоже игнорит сейвы и на обычных атаках (не при муве через юниты оппонента). 2 IceRat: Vampires have Magic Items allowance and Vampiric powers allowance. И как я понял одинаковые вампирские силы можно будет дать разным вампирам.
  5. Если обладатель книжки не кривит душой, то судя по всему да) Он же пишет, что all Cairn Wraiths now have the Chill Grasp attack, т.е. как я понимаю не только герои. БСБ Вампир вроде как сможет брать Трон (пишут, что не нашли запрета).
  6. Некоторые уже получили на руки новый армибук и потихоньку пишут что и как, например: Count Mannfred: Standard Vampire Lord stats, level 4 with Loremaster in lore of vampires AND lore of death, dark acolyte, master of black arts and summon creatures of the night powers, sword gives him an extra dice in the magic phase for every unsaved wound caused, armour gives him +2 wounds for a total of 5. Can ride a nightmare, hellsteed or abyssal terror. No longer has the option to choose 2 arcane items. Mannfred the acolyte: Standard Vampire hero stats, level 2 with Loremaster in lore of vampires, dark acolyte power, has the same sword as Count Mannfred, heavy armour and can ride a nightmare or abyssal terror. Fell bats unchanged Vampires can still be BSB. Can still take vampiric powers.
  7. А как теперь в хтх по машинкам пробивать - так и осталось по задней броне? И как я понимаю стрелять танчики нормально могут только не двигавшись?
  8. Warseer: Invo of Nehek: D6 + level for infantry 1 for Vampire, Ethereal or Large things 1 + level for the rest (MI, cavalry ect) Hellish Vigor - rerolls to wound
  9. Немножко старой инфы с подробностями: LORDS Vlad Von Carstein: A5, The Hunger, heavy armour, Beloved in Death (ASF if Isabella is in the same unit) Mannfred Von Carstein: A5, The Hunger, Dark Acolyte, Lord of the Dead is now gone, Loremaster(Death)is now gone Heinrich Kemmler - 175 slaves Vampire Lord - 110 slaves: 5 attacks, Level 1, The Hunger Ghoul King - 115 slaves: Strigoi Vampire: built-in Infinite Hatred and Regeneration (5+) Master Necromancer - 82.5 slaves: Level 3 HEROES Isabella Von Carstein: The Hunger, can heal Vlad with her Blood Chalice of Bathori Konrad Von Carstein: A4, The Hunger, Hatred, Infinite Hatred is now gone Mannfred the Acolyte: The Hunger Krell – 102.5 slaves Vampire - 47.5 slaves: The Hunger Necromancer - 32.5 slaves: Level1 / 50 slaves: Level2 / 60 slaves: Level2 + Master of the Dead Wight King - 42.5 slaves / 55 slaves: with BSB upgrade Cairn Wraith - 30 slaves: No known rules changes Tomb Banshee – 47.5 slaves: No known rules changes MOUNTS Zombie Dragon (Vampire Lords only) - 125 slaves: WS4, T6, W6 Terrorgheist (Ghoul Kings only) : No known rules changes Abyssal Terror: No known rules changes Nightmare: No known rules changes Skeletal Steed: No known rules changes Hellsteed Corpse cart (Necromancers only) - 40 slaves: W4, Chariot-style characteristics – S4 impact hits, Vigour Mortis (ASF in 6" if CC is LoV spell target) CORE UNITS Skeletons – 2.5 slaves (hand weapon/shield, light armour) / 3 slaves (spear/shield, light armour): No changes to rules known Zombies - 1.5 slaves (Musician +2,5 slaves, Standard bearer +2,5 slaves): S3, T3, ASL, can now be joined by characters Ghouls - 5 slaves: No known rules changes Dire Wolves - 4 slaves: Slavering charge (+1S in charge), Vanguard Bat Swarms – 17.5 slaves: No known rules changes SPECIAL UNITS Corpse Cart - 52.5 slaves: with Balefire W4, Chariot-style characteristics – S4 impact hits, Vigour Mortis (ASF in 6" if CC is LoV spell target) Grave Guard - 5.5 slaves: hand weapon/shield, loose Wight Blade rule, gain KB rule Black Knights - 13 slaves: lance/barding, no know rules changes but likely to be subject to same changes to GG Hex Wraiths - 15 slaves: - Fast Cavalry with Ethereal (yes!) that can inflict automatic S5 hits on unit that it moved through.Attacks are magical and flaming, allowing no armour saves Fell Bats - 8 slaves: No known rules changes Vargheists - 23 slaves: Flying Monstrous Infantry that has Fly, Frenzy, and 3A. Crypt Horrors - 19 slaves: Monstrous Infantry unit with M6 S4 T5 I2 W3 A3, has Poisoned Attacks, Regeneration 5+, and Undead Spirit Hosts – 22.5 slaves: No known rules changes RARE UNITS Terrorgheist - 112.5 slaves: No known rules changes Mortis Engine - 120 slaves: with Blasphemous Tome upgrade, see previous entry under mounts for rules Varghulf – 87.5 slaves: Has lost Vampire and Undead rule, now I4 Black Coach: No known rules changes Blood Knights - 25 slaves: I5 Wraiths: No known rules changes MAGIC ITEMS Character Specific - Blood Drinker (Vlad only): Hunger works on 4+ - The Carstein Ring (Vlad only): 4+ ward save - Cloak of Mists and Shadows (Kemmler only): Each turn choose if wearer is Ethereal or has Fly - Black Axe of Krell Banners - Flag of the Blood Keep - 37.5 slaves: 4+ ward vs ranged attacks(Blood Knights only) - Banner of the Barrows - 25 slaves: All wights (including Krell) in unit get +1 to hit - Screaming Banner – 12.5 slaves: enemies test fear on 3D6, discarding lowest Weapons - Scabscrath – 37.5 slaves: Frenzy, Flaming attacks, Devastating charge, Deathly Shriek (Terrorgheist-like attack), If you don't cause a wound in combat, wearer is killed instantly) Armour - Nightshroud - 20 slaves: +1 AS, all models in base contact get ASL & no weapon bonuses to their strength Enchanted / Arcane Items - Black Periapt - 25 slaves: stores 2 dice - Staff of Flaming Death - 20 slaves: Bound Spell 3+, Target enemy unit in 18" range. Suffers D6 S4 flaming hits. If you lose 1 wound it causes a panic test. If the unit is moved during its next turn each model suffers 1S4 hit. Spell ends if the unit moves or at the beginning of VC's next magic phase - Book of Arkhan - 12,5 slaves: Bound Spell 3+, casts Vanhel's Dance Macabre, doesn't burn out - Cursed Book – 17.5 slaves: sacrifice D3 power dice to get off a random Hex spell of six (Miasma, Withering, Soulblight, Doom and Darkness, some Heavens spell and something else) as a bound with the minimal complexity) - Staff of Damnation - 17.5 slaves: Bound Spell 4+, all models in 6 inches (inc. mounts) get +1 attack untill next magic phase VAMPIRIC POWERS Dark Acolyte – 12.5 slaves: +D3 wounds healed in Invocation of Nehek Quickblood - 15 slaves: ASF Curse of the Revenant – 22.5 slaves: +1 W Red Fury - 25 slaves: same as before, but can be used with 2HW Mortal Strike - 15pkt: trade in all attacks for 1 with HKB Dreadknight - 5 slaves: +2 WS, must issue and accept challenges unless Krell or a Vampire with a higher LD are part of the unit Summon Creatures of the Night - 5 slaves: increase bats, batswarms & wolves beyond starting size Forbidden Knowledge - 12.5 slaves: access to rulebook lores (doesn't get to know all spells)) Master of the Black Arts: get to re-roll one D6 for the Winds of Magic Flying Horror: Fly Beguile: same as now Aura of Dark Majesty: -1LD to all enemies in base contact LORE OF VAMPIRES The Curse of Undeath (Lore attribute): When a spell form the Lore of the Vampires is successfully cast, the Wizard (or another friendly model within 12") instantly regains a single Wound lost earlier in the battle. Spell0: Invocation of Nehek (6+): Augment, range 6". Each friendly Undead unit within range recovers D6+wizard's level wounds. Can be boosted to range 12" or 18". Spell1: Vanhel's Dance Macabre (6+): Augment, grants extra movement up to 8" (no charging probably but not confirmed) Spell2: Hellish Vigour (8+): Augment, some combat buff, most likely re-rolls to hit in combat. Spell3: Gaze of Nagash (9+): Magic Missile, range 24" Spell4: Raise Dead (9+): Creates new unit of up to 15 zombies or skeletons (2D6+3 probably) Spell5: Curse of Years (12+): Hex, Remains in Play Spell6: Wind of Death (15+): Vortex, small round template. Moves Artilleryx3 inches. Any unit beneath or passed by the template takes D6 S3 hits for each rank of the unit, with no armour save allowed. Big S4 template can be used instead on a roll of 25+. Disclaimer on the Magic Spells: I did my best, connecting various bits of information from WD to guess spell numbers and effects, but (apart from IoN and WoD, which are pretty obvious) this is just speculation on my side! Also, WD confirms every Vampire, Vampire Lord and Ghoul King is a Level 1 caster by default. Also, Ghoul King for sure can use Magic Items and Vampiric Powers just like "normal" Vampire Lord. Hero-level Necromancers can be Level 1 or Level 2, Master Necromancers (Lord-level) can be Level 3, if they can be Level 4 remains unknown. Также в WD прочитали, что после смерти генерала его может заменить другой,но возможно это только художественная вставка.
  10. На рэзорбэке фонарь (серчлайт) обязательно клеить или можно, если он взят в ростер, "отображать" его теми же фарами?
  11. С Варсира (описание вещей некоторых, что-то уже упоминалось ранее): A friend of mine just handed me a complete list of VC Powers and magic items. Im not going to list pointcosts, but i will sort them from cheap to expensive. Magic Items. Book of Arkhan, arcane artifact. bound spell lvl 3, move unit spell. Screaming Banner: fear tests caused by this unit are made with 3d6, the lowest is discarded. Cursed book, arcane artifact. Sacrifice d3 powerdice to cast 1 random spell determined with a d6 at base cost. 1: shadow signature, 2 shadow 2, 3 shadow 3, 4 death 3, 5 death 4, 6 heaven 3 ( first number is the d6 roll, zhen the lore and what dpell from the lore is cast. ) Staff of the damned: arcane artifact: lvl 4 bound spell, all friendly undead within 6" get +1 a, mounts included Shroud: magical armour (its not an armor, therefor you can still have heavy armor and a shield.) +1 as. Enemy weapons in b2b (magic and common) do not provide a bonus to S and get the asl special rule. Staff of fiery death: enchanted item, bound spell, lvl 3 Magic missile. Target enemy unit in 18" range. Suffers d6 s4 flaming hits. If you lose 1 wound it causes a panic test. If the unit is moved during its next turneach model suffers 1s4 hit. Spell ends if the unit moves or at the beginning oh vc's next magic phase. Banner of the barrows: black knights, tomb guards, wight kings and krell get +1 to hit. Does not affect mounts. Up to here all items are abailable to heroes. Black periapt: arcane item, stores 2 power or dispeldice Blade if agony Wielder gets +1 a on charge, frenzy and flaming attacks. If he fails to kill at least 1 enemy in close combat he's removed as a casulty at the end of the game. Vampiric powers Dreadknight: +2 ws. Vampire has to accept and issue challenges, as long as there isnt another vampire character or Krell present. Summond creatures: able to raise direwolves, giant bats and bat swarms above starting size. Perfect strike: swap all attacks for 1 with heroic killing blow (you don't have to) Charming: nominate 1 mOdel in b2b, (after challenges are issued) it has to pass a ld check with -3 or has to reroll to hit. Scary: passed tests for fear caused by the vampire or his unit have to be rerolled. If the enemy unit iswithin range of a bsbearer no rerolls are made (neither for the battlestandar nor for thos power) Dark acolyte: vampire gets +d3 on casting all levels of invocation of nehek. Terror: vampire causes terror. Forbidden knowledge: use 1 lore from the rulebook, expect for lore of life Dark Aura: all enemy units within 6" suffer -1 ld. Can be combined with orher simmilar effects. ASF. Flying (infantery only) Red fury: bonus attacks for each wound caused. New attacks dont trigger another attack. You get bonusattacks for each wound caused, if you would happen to heroic killing blow an great unclean one you'd get 10 attacks. Revenant:+1 wound He-who-must-not-be-named (masterof the dark arts), reroll one of the dice for winds of magic. The end. I translated the names myself (and in some cases i've been to lazy to do so) Enjoy.
  12. Варгейсты новый юнит, ГВ надеюсь таки хотя бы им оставит правило "вампир". Еще немножко: According to the WD Wight kings have killing blow with all weapons, even magic weapons.
  13. GW channged the stats for some units on their website: -Dire Wolves Vanguard, Slavering Charge -Zombies S and T 3, replace Shambling Horde with ASL, Newly Dead -All vamps seem to have gained +1A base, with Lords starting as lvl 1 -The Zombie Dragon has more dragon-ish stats, T6 and W6, but only WS4 -VArghulf I 4, lost Terror, Vampire (thats strange) and Hatred -Blood Knights gain +1 I = now 5 -Ghuls are still undead
  14. Отрывочно (варсир): Blood Knights have 3 S7 Attacks while charging - Frenzy included. Bloodknights seem to have flag of bloodkeep as an upgrade option 5 bloodknights with full command at 142,5 skavenslaves
  15. Тот же человек пишет: A picture on pg 36 of the WD displays a unit of zombies led by a necromancer and a wraith. This prolly indicates that Zombies can be joined again by characters, whereas they could'nt in the previous edition. It would be a minor change in the rules, but could make our trusted Zombies more survivable. Nothing stated about recastable spells. All I can make up is that VDM moved a unit up to 8" in de Battle report, therefor is virtually ( read: almost) the same as it was in the old edition. Can't make it a hard fact, but it would be downright stupid if we couldn't chrage with it anymore.
  16. Пишет человек, который получил новый WD. *Rules: - The "Humger-rule" is correct as stated before. - Vampires can always march. ( But we were all expecting that) This aslso goes for other vampiric creatures such as Varghulfs and Vargheists! - Undead units can march within 12" of the general as before. - The combo Vlad and Isabella in the same unit gives them ASF. Vlad has 4+ ward save because of his ring, and his Blooddrinker increases the Hunger rule to a 4+ as stated before. Isabella's chalice can heal vlad as it did in the past. - 38 Skellies with command group are 220 pts - Hero-Tomb Banshees are 95 pts - 40 Ghouls with Ghast are 410 pts. Sorry guys! - 10 BK with command group are 290 pts. This includes barding and lances - Bk still have their ethereal steeds. The Killing Blow no seems to work even if a Wight (king) has a magical blade. - 5 Hexwraiths with Hellwraith are 160 pts - The rules for Hexwraiths are correct as stated before, causing str 5 flaming magical hits ( no mention how many hits) with no armor saves allowed. - 3 spirit hosts are 135 pts - ME with Blasphemous Tome is 240 pts - 10 dire wolves with doom wolf cost 90 pts - 40 zombies with musician and SB cost 130 pts - Corpse Cart with Balefire is 105 pts - 3 Vargheists cos 138 pts - 5 Fellbats cost 80 pts - Varghulf is 175 pts - Hero Cairn Wrath is 60 pts - Kemmler is 350 pts and Krell 205 pts ** There is no mention or picture of a Black Coach as I have seen so far.... ** Also no mention of typical blood lines, however, Ghoulkings are still a seperate form of Vampire - A corpse master is the one on both the ME as the Corpse Cart. Corpse cart rule "Vigour Mortis" is correct as stated before. However, a Necromancer can replace a Corpsemaster on both the ME and Corpse Cart *Items: - Nightshroud still exists, forcing you're opponent to strike last. Very good combo when your Vamp is sitting on a mount that has low intiative ( zombiedragon)' - Skabscrath ( prolly the blade of Agony that was stated before) gives a Vampire 7 attacks on the charge ( so +2 I guess) and is able to Death Shriek just as a Terrorgheist. *Powers: - Aura of Dark Majesty is a -1 LD To all in basecontact. So if a Vampire was to sit in a CovenThrone, it counts the base of the Throne for this rule. This is a combo I was hoping for. - Curse of the Revenant power gives +1 wound, bringing it up to 4 wounds for a lord. - Master of black arts is correct as stated before *Magic: - Lore Atribute is correct, stated as before that either the wizard or a friendly model within 12" recovers 1 wound - ION is indeed signature spell, radius of 6" ( or boosted 12" or 18" ), D6 + casters level worth of models to each unit in range - Raise dead is still in the lore, which can bring up to 15 skellies or zombies on the battle field - Vanhels Dance Macabre is virtually the same. Hellish Vigour is back, but not sure what it does. Curse of the Years is also still in the game. - 1 Necromancer may be upgraded to Master of the Dead - the only wa to incease the size of skeleton warriors summond by Raise Dead spell. *Models: - The CT/ME seems to have a chariotbase, not a big Terrorgheistbase. - No new Zombie models presented in the WD - Kemmler is the same old model, but now in Finecast. Which I think is fine, since it was one of the best models in history. I have posted these facts from what I have read quickly. There is a battle report which might give more information, but I'll post that later.
  17. Flat out - это больше 12 по 18, доступно fast технике (fast skimmer может пролететь 24 дюйма)
  18. Выше по теме писали - All Vampire has rule called "Hunger" - You get to roll a D6 when the vampire kills one or more models in combat, on a 6 you recovers one wound
  19. Имхо, если ростер идет для командника и не делается с налётом универсальности, то всякие собаки от лукавого. Я бы на вот этом варианте ростера остановился (он чуть выше по теме приводился): Кайрос - 333 7 джаг - икона, чамп, дудка - 320 7 джаг - икона, чамп, дудка - 320 7 джаг - икона, чамп, дудка - 320 5 плагов - 75 5 плагов - 75 5 плагов - 75 Соул - язык - 160 Соул - язык - 160
  20. А не известно - макабру будет знать только один маг или можно будет брать ее нескольким?
  21. Т.е. если отряду дали скаут от Грандмастера, на резерв кидается один куб, после того как они стали доступны их решили поделить на комбат сквады - кубиков будет кидаться два на определение выхода стороны стола или один?
  22. Паладины - это значительная, но все-таки не вся армия, ничего же не мешает делать их ударным отрядом, в то время как остальная часть нацелена на выполнение целей миссии, вариантов скоринга и саппорта у серых немало, так что совсем не обязательно, что 6ка прям таки убьет паладинов.
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