терпеть. это фан
ты жесток. никогда ЛРР с ассолттерми по аутфланку не видел?
и хорошо. подозреваю что за один-два раза он свою стоимость окупает нефигово.
про тзинчитов: еще раз внимательно смотреть на Revisited project
тырить оттуда спеллы. их там много и хорошие. (учитывайте что там старые тзинчиты с 2 вундами, нормальными болтерами, к которым для некоторых из армори МОЖНО купить инферноболты с бластом)
перечисляю:
» Нажмите, для отображения текста «Power of the Warp
This section details the psychic powers available to minions of Chaos.
Generic Powers
Chains of Torment:
Phase: Own Shooting Phase
Range: 24”
LOS: Yes
Psychic Test?: Yes
Restrictions?: None.
The Sorcerer reaches into the Immaterium and summons a large gathering of lesser daemons. Opening a small rift beneath the feet of his enemies, the mass of daemons attempts to grab and claw at whatever they can. Tentacles ensnare limbs and pincers clutch at feet as the trapped victims do whatever they can to free themselves. The rift cannot be maintained indefinitely, and those stuck often manage to free themselves after a time, but every now and again the daemons get lucky and drag a few screaming souls into the ground to feast upon.
If the Psychic Test is successful the Sorcerer may select one enemy unit within range and LOS. The unit is Entangled automatically. The Entangled unit may attempt to free themselves at the start of their next Movement Phase by rolling a D6 for every member of the unit. On a 3 or less that member has freed themselves and may move/shoot/assault as normal. On a 4+ the model suffers an immediate S6 hit. Roll to wound and take saves as normal. Models that survive these hits are free to move/shoot/assault that turn as well. A unit that does not attempt to free itself in order to avoid taking damage will recover from the Entanglement via the normal rules.
Damnation:
Phase: Own Movement Phase
Range: 12”
LOS: Yes
Psychic Test?: Yes
Restrictions?: None.
The Sorcerer calls upon the Dark Gods of Chaos to bestow their favour upon his troops and at the same time damn the enemy that they face. The troops are quickened, and their reactions to the enemy are increased whilst at the same time the enemy are slowed and find their ability to respond to the quickened movements of the Chaos troops dramatically reduced. The Chaos Gods however do not always respond favourably to the constant pleas of middling Sorcerers, and are just as likely to hinder the troops they have been asked to help.
Select one friendly unit within range and LOS (including any unit that the Sorcerer is leading, in which case he will benefit from this power as well). If the Psychic Test is successful that unit may re-roll any failed To Hit rolls during its next Shooting and Assault phase. Items and abilities that allow re-rolls, such as Twin-Linking or Master-Crafted Weapons, gain no benefit from this power. This effect lasts for one game turn.
If the Psychic Test has failed the unit is automatically Entangled, although will defend itself in close combat if attacked.
Tzeentchian Powers
Bolt of Change:
Phase: Own Shooting Phase
Range: 30”
LOS: Yes
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer conjures a bright blue beam of energy that embodies the very essence of Tzeentch. Hurling it forward at incredible speed, the bolt transcends reality as it bends, twists and warps anything it hits – usually with fatal results!
The Sorcerer may select one enemy unit within range and LOS. The Bolt of Change ignores Invulnerable Saves and has the following profile:
Bolt of Change R30" S8 AP1 Assault 1
Dim Vision:
Phase: Own Shooting Phase
Range: 30”
LOS: Yes
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer alters and twists reality around his enemies. Air, noise and even light begin to bend around the enemy unit, and they find themselves trapped in a claustrophobic bubble of mute darkness. Only soldiers with the strongest of minds can see beyond this illusion.
The Sorcerer may select one enemy unit within range and LOS. The target unit is enveloped by darkness and a lack of noise, which disorientates them. They count as if moving through Difficult Terrain during their next Movement Phase, and must spot enemy units using the Night Fight rules if they wish to shoot during their next Shooting Phase. This effect lasts until the end of the opposing player’s turn.
Hand of Fate:
Phase: Own Shooting Phase
Range: Self
LOS: Yes
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Blessing of Tzeentch falls upon a unit and their weapons and ammunition seem to gain self awareness. The abilities of the weapons and powers are enhanced and hunt down their enemies.
The Sorcerer and any unit he is with all count as having the Guided ability(переброс ту хит и ту вунд, как у даккафексов - прим. пер.) for all shooting attacks, including psychic powers, until the end of the Shooting Phase.
Pink Fire of Tzeentch:
Phase: Own Shooting Phase
Range: 30”
LOS: Yes
Psychic Test?: Yes
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer of Tzeentch reaches forward, unleashing a bolt of pink fire from his outstretched hand. The fire bolt arcs its way into his enemies where it explodes. From there the fire begins to change and warp, disappearing and reappearing all around the enemy, dancing from one victim to the next, burning some to a crisp whilst at the same time leaving some miraculously unscathed yet completely confused.
If the Psychic Test is successful the Sorcerer may choose one enemy unit within range and Line of Sight. The unit is automatically hit by D6 S6 AP4 hits. Work out damage immediately. If a 6 was rolled for the amount of hits, roll a further D6 to determine the extra amount of hits caused and work out the damage for them straight away on the remaining models. If that D6 roll was also a 6, roll a further D6, and so on until you roll something other than a 6, or there are no more models in the unit to kill.
Regardless of any casualties being caused, the unit must make an immediate Pinning Check. The Pink Fire of Tzeentch ignores Cover Saves.
Psychic Duel:
Phase: Own Shooting Phase
Range: Entire Table
LOS: N/A
Psychic Test?: Yes
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer of Tzeentch uses his unmatched psychic abilities to reach out and harass the minds of any nearby enemy psykers, filling their heads with incomprehensible images and undermining their concentration.
If the Psychic Test is successful, the Chaos player may choose one enemy Psyker on the opposing side. Both players roll a D6 and add their base Leadership Value. If the enemy psyker’s score is higher, nothing happens. If the Chaos Sorcerer’s score is higher, then any psychic power that requires a psychic test used by the targeted enemy psyker will be at –1 Leadership. This modifier is cumulative with the effect of the Talisman of Tzeentch, but not with multiple Psychic Duels. The modifier and will last until the Chaos player’s next shooting phase.
Psychic Siphon:
Phase: Own Movement Phase
Range: Self
LOS: N/A
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer concentrates on the armaments of his squad, turning each of them into a siphon for warp energy. With each bolt they fire, the energy of the warp is sucked through the gun, cracking the armour of their victims with burning ferocity.
The Sorcerer and any unit he is with gain the High Impact ability(-1 к спасу - прим. пер.) for all shooting attacks involving Bolt Pistols, Bolters and the Bolter portions of all Combi-Weapons until the end of the Shooting Phase. This ability can be combined with Inferno Bolts
Shifting Sands:
Phase: Own Shooting Phase
Range: Self
LOS: N/A
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Changer of Ways is capable of altering time and space. The perspectives of favoured individuals are adapted to perceive great distances as being closer through the bending of space. This allows weaponry to be effective at greater distances but makes it harder to aim due to the constant shifting of perspective.
The Sorcerer and any unit he is with gain an additional 12” of range on any shooting attacks, including psychic powers, that they make during that Shooting Phase. However, the unit’s ballistic capabilities are reduced due to the inability to properly focus on the enemy, and therefore the unit suffers a -1 To Hit modifier.
Solar Flare:
Phase: Own Shooting Phase
Range: Whole Table
LOS: N/A
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer draws power from the Warp to ignite the air in front of him, illuminating entire sections of the battlefield. Day becomes night as the hidden movements of the enemy are revealed. However the air, like the Changer of Ways, is always in constant motion, and Sorcerers often find it difficult to keep the light where they need it.
The Sorcerer selects and marks a point on the table that is within line of sight. Place the Small Blast Marker on this point and then proceed to roll the scatter dice and 3D6, moving the marker as normal. Once the final location for the marker has been determined, all units, friend or foe, within 6” of the marker will count as being spotted as if they had been seen by a Searchlight. The final position of the Solar Flare does not have to within line of sight of the caster. The effects of a Solar Flare until the beginning of the next Chaos Shooting Phase. The Sorcerer that cast Solar Flare will not count as spotted as the source of the light does not come from the model itself.
Time Shift:
Phase: Own Movement Phase
Range: Self
LOS: N/A
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer channels the power of Tzeentch to alter the flow of time around him and his unit. For a brief moment, time passes much quicker within the squad, and to the outside observer the Marines begin to move visibly faster.
The Sorcerer and any unit he is with may ignore the effects of Slow and Purposeful until the start of their next Movement Phase.
Twisted Path:
Phase: Before Deployment
Range: N/A
LOS: N/A
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer of Tzeentch is a master of weaving his own plots, conspiracies and schemes, physically affecting the material and immaterial realms on a level that allows him to dictate the course of battles.
The Chaos player may choose to either re-roll the dice that determines who picks their table edge and sets up first, or the roll to see who goes first. If the opposing force has an ability or item that grants any of these three abilities, then they cancel each other out. However, the Chaos player can choose to use a different effect rather than cancelling out the other player’s ability (eg. the Chaos player can choose to re-roll who gets the first turn rather than cancelling out a Liber Heresius).
Warp Tear:
Phase: Own Shooting Phase
Range: 18”
LOS: Yes
Psychic Test?: N/A
Restrictions?: Models with the Mark of Tzeentch only.
The Sorcerer of Tzeentch opens up a small tear in the fabric of this reality, consuming flesh and armour whole with indiscriminate fury. Anything in its path will be torn between dimensions or even completely consumed by the Warp.
The Sorcerer may select one enemy unit within range and LOS. Roll To Hit as normal. The Warp Tear always wounds on a 2+, or 4+ for Monstrous Creatures. If wounded but not killed, the model will suffer Outright Death on a 4+. Against vehicles the Warp Tear will Glance on a 2+ and Penetrate on a 4+. The Warp Tear has the following profile:
Weapon Range Strength AP Type Special
Warp Tear 18" X 2 Assault 1 See Above
Webway Shift:
Phase: Own Movement Phase
Range: Self/6”
LOS: N/A
Psychic Test?: Yes
Restrictions?: Models with the Mark of Tzeentch only. Cannot be used on units with the Mark of Nurgle.
Ever since the Abbaddon’s 13th Black Crusade, the Sorcerers of the Thousand Sons have gained a dangerous working knowledge of the Eldar Webway. Ahriman, the greatest Tzeentchian sorcerer besides the Primarch himself, penetrated the Web Way’s defences and has since passed his knowledge onto all that follow him. The Web Way is a realm where Chaos still has no influence, making prolonged journeys through its endless labyrinthine tunnels impossible for the followers of Chaos. Still, it is possible for some Tzeentchian Sorcerers to use the Web Way to make short-distance hops across the battlefield, leading small bands of warriors with them to appear unexpectedly near enemy troops.
The Chaos Sorcerer may use this power instead of moving in the Movement Phase that turn. If the Psychic Test is successful the Sorcerer and one friendly unit within 6” are removed from the table and redeployed using the Teleportation(дипстрайк - прим. пер.) rules. If the Sorcerer is part of a unit, then that unit must teleport with him. This power may be used when the Sorcerer is locked in close combat, or to take a nearby friendly unit out of close combat if the Sorcerer is not locked himself. The enemy models are simply left behind.
особо понравились дим вижн, психодуэль, встроенный таймшифт без теста, рука судьбы(дорого но рульно)