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Там намёк в количестве очков, на которые новые миниатюры разыгрываются ;) И ещё: "I have seen and read the book in the flesh, only titbits but it's very good all In all. First off I know the hard back is the biggest rule book realised and that includes the forge world ones, it is going to be Ј45 in the uk for the hardback. A few things I remember are, magic pools described by posters here are correct so I will not repeat, any irrisitable force ie double 6's will result in first an irrisiable cast and then a mis cast, rolling double 1 means nothing, basically you have failed to cast. There are 10 pages of new pool magic items from weapons, armour, arcane, talismans, enchanted items and banners that all armies can use. In army composition, standard army lists unto 2,999pts can have upto 25% lords/heroes over 25% core. You cannot have duplictated units of rares and specials. In 'grand' armies 3,000pts or more the duplication rule is ignored as far as I can remember. And lastly, alliances are back. For any scenario you can opt to ally with another army, this comes with restrictions of course, but skaven and dark elves are auto untrustworthy."
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Играбельность средняя или даже хорошая при не очень злом метагейме. В 8-ке, может, даже чуть-чуть полегче станет. Во всяком случае, мне удавалось играть почти полностью эльфийскими осенними расписками (брал, правда, трикинов и иногда немного дриад).
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There are 6 main scenarios in the book: Roll a D6 1 - Pitched Battle 2 - 3 - Battle for the Pass 4 - Breakpoint 5 - Deep Deployment 6 - Watchtower VP's are used to decide all of the results (except 4 and 6 which have alternate victory condions) I can't remember 2, anyway: 3 Is played Lengthways with 24" between the 2 deployment zones, and re-enforcements can only be brought on from the flanks if they are either Ethereal or Fliers 4 Is probably my favourite. Each army is broken down into break points. one for each PART 1000 points played. So 0-1000pts is 1, 1001 to 2000 is 2 etc If you hit your break point the WHOLE ARMY flees. The general is worth 2 points and every standard is worth 1 point. So assuming you're playing a 2000pts game and you have 3 standards & a general. Your generals unit flees combat (with the standard) and get's cut down. You now have 2 break points... you're whole army flees. 5 - Deep deployment draw a line from one corner to the other, and the deployment is 6" either side (so 12" gap between the armies). 6 - There is a tower to capture in the centre of the battlefield, you need to get control of it. VP's Full / Half VP's are done as now (fleeing/destroyed units) 100 vps are scrored for general & BSB 25 vps are scored for banners 0 VP's are scored for Table Quarters 50 VP's are scored if one of your champions kills an enemy hero in a challenge. There are also additional Historic Battles to refight. ---- IIRC scenario 2 is the random deployment one from Throne of Skulls. It's basically pitched battle, except you roll for which part of your deployment zone each unit is deployed in (characters and war machines can be placed freely). ---- That's right, it's split into 3 sections Left / Centre / Right Although i'm not sure if it is random or you have to assign your units to a section of the battlefield. I THINK it's 18" from each flank, so on a standard board it's 36" centre section.
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Щит. Это же немец переводил с немецкой версии рулбука.
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Andorus По-моему, наиболее прикольно новые шмотки используются в сочетании с армибуковскмими, т.е. как раз куча новых комб появится. Например, для вудов я уже смотрю на сочетание брони с -1 на попадание из общих с талисманом с теми же -1 из вудовских. Или броню на 2+ в сочетании со шмоткой, отменяющей прибавку к силе от оружия у вудов. Или, например, у вудов я использовал всего только одно знамя - варбаннер. Теперь же на каждый отряд (итерналов, вайлдов и даже лучников) есть по 2-3 варианта полезных знамён.
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У них там гоблин есть :)
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Я, кстати, уже обдумываю вудовского конного лорда-поединщика :)
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Это обычный диспел скролл. А иррезисты не диспелятся. На то они и иррезисты.
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Шлем называется "здравствуй, Бладфистер". Ням-ням. До свидания, гидры и абоминации. Трименам и трикинам тоже неуютно. А варбаннер теперь 35 очков... Но вкусных шмоток, в т.ч. знамён, теперь просто куча. Интересно, огненное знамя действует на стрелковые атаки? :)
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Магические шмотки из рулбука (т.е. доступны всем, кроме демонов и гномов предположительно). Названия на немецком. Magic Weapons Riesenklinge (Giantsblade) 60 pts Strength +3 at close combat Schwert des Blutbades (Sword of Bloodbath) 60 pts Bearer gains 3 attacks Obsidianklinge (Obsidianblade) 50 pts Wounds with this weapon ignore armour saves Ogerklinge (Ogerblade) 40 pts Strength +2 at close combat Schwert des Haders (Scword of quarrel) 40 pts Bearer gains 2 attacks Duellklinge (duelblade) 35 pts Weapon pair, bearer has weapon skill 10 Heldentöter (Heroslayer) 30 pts Bearer gains 1 attack and strength for every character model that is in base contact with him or his unit. Bonus is calculated at every the beginning of the close combat Zauberraubklinge () 25 pts If a wizard his wounded with this sword, he will lose one random spell for each wound Schlachtenkling () 20 pts Bearer gains 1 attack Schwert der Macht () 20 pts +1 strength in close combat Berserkerschwert () 20 pts Bearer gains frenzy and can never lose it Goldenes Siegelschwert () 15 pts Attacks are done with initiative 10 Behände Klinge () 15 pts Bonus of +1 to hit Reissende Klinge () 10 pts Attacks are armour piercing Reliquienschwert () 10 pts Attacks with this sword wound always on 5+, or better if one would wound normally on a lower score. Kreischende Klinge () 10 pts Bearer causes fear Schwert der Pein () 5 pts Monster or character that loses one or more wounds to this sword, will suffer from stupid Kriegerfluch () 5 pts Monster or character that loses one or more wounds to this sword, will lose one attack (but will keep at least one attack) Magic Armour Rüstung des Schicksals () 50 pts Heavy armour, 4+ ward save Schurkenhelm () 50 pts Armour save is better by 1, enemy has to re-roll successful wounds Silberstahlrüstung () 45 pts Armour save 2+, can not be further improved Rüstung des Glücks () 35 pts Heavy armour, 5+ ward save Helm der Zwietracht () 30 pts Armour save is better by 1, enemy character model has to pass a leadership test, if it fails, it can not attack and will be hit automatically Glitzernde Schuppenrüstung () 25 pts Light armour, foes hit chance is reduced by 1 in close combat Schild des Ptolos () 25 pts Buckler, 1+ armour save against missile attack (Beschussattacken) Zauberspruchshild () 20 pts Buckler, bearer gains magic resistance (1) Rüstung des Glücksritters () 20 pts Heavy armour, 6+ ward save Drachenhelm () 10 pts Armour save is better by 1, 2+ ward save against fire attacks Verzauberter Schild () 5 pts Buckler, Armour save is better by 2 Glücksbringender Schild () 5 pts Buckler, only one use, first hit will be ignored by 2+ Talisman Talisman der Bewahrung () 45 pts Bearer gains 4+ ward save Grosser Obsidian () 45 pts Bearer gains magic resistance (3) Talisman der Ausdauer () 30 pts Bearer gains 5+ ward save Obsidian Amulett () 30 pts Bearer gains magic resistance (2) Dämmerstein () 25 pts Bearer re-rolls missed armour saves Opalamulett () 15 pts Only one use, 4+ ward save against first wound Obsidiananhänger () 15 pts Bearer gains magic resistance (1) Talisman des Schutzes () 15 pts Bearer gains ward save 6+ Samen der Wiedergeburt () 10 pts Bearer gains 6+ regeneration Drachenfluchstein () 5 pts Bearer gains 2+ ward save against fire attacks Federrupfanhänger () 5 pts Bearer gain 5+ ward save against models with rule “flying” Glücksstein () 5 pts Only one use, Bearer can re-roll one missed armour save Magic Standard Standarte der Mordlust () 55 pts Unit can re-roll attacks Heulende Standarte () 50 pts Unit causes horror Waldläuferbanner () 50 pts Unit gains “terrain knowledge???” Klingenstandarte () 45 pts Unit gains armour piercing Kriegsbanner () 35 pts +1 on combat outcome Banner der Eile () 15 pts +1 on movement range Knochenstandarte () 15 pts Magic resistance (1) Standarte der Disziplin () 15 pts +1 on leadership, but can not use the generals leadership Banner der Ewigen Flamme () 10 pts Unit causes fire attacks Strahlende Flagge () 5 pts Only one use, unit can re-roll first muffed (?) leadership test Vogelscheuchenbanner () 5 pts Unit causes fear on all units with “fyling” Wizard Arcana Buch von Ashur (Book of Ashur) 70 pts Bearer gains +1 on his spells and dispels Schriftrolle der Rückkopplung (Scroll of reaction) 50 pts Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will roll one dice for every used power dice. For every 5+ the wizard will lose a wound, no armour saves are allowed Schriftrolle des Energieraubs (Scroll of energy predation) 50 pts Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the player will gain as many dispel dices as the wizard used power dices. Sivejir’s Fluchrolle () 50 pts Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the wizard will be a frog, if he is not able to roll one d6 below his magic level. All stats are reduced to 1, only his wounds stay the same. He can not use his magic items etc or cast spells/dispels. The wizard can try to free himself in his next own magic turn on a 4+ Energiespruchrolle () 35 pts Only one use, every doubles will cause total energy and loss of control Pechkohlen-Zauberstab () 35 pts Only one use, wizard can decide to use the staffs power after a successful casts spell to increase the score by rolling an additional d6. By that he can gain total energy and a loss of control Verbotener Stab () 35 pts Only one use, at the beginning of his magic turn, the staff grants d6 energy dices. Bearer suffers d3 wounds, no armour saves are allowed Gauners Scherbe () 25 pts Only one use, one has to declare the use of it at the beginning of his magic turn, if an enemy wizard want to dispel a spell cast by this wizard, he will lose one wound on 5+, no armour save allowed. Erdender Stab () 25 pts Only one use, wizard can re-roll first loss of control Magiebannende Spruchrolle () 25 points Only one use, dispels one spell automatically Energiestein () 20 pts Only one use, declare to use the stone before you cast a spell. Wizard can use two additional energy dices, but has to use at least one of the energy pool. Zepter der Stabilität (sceptre of stability) 15 pts Only one use, after rolling to bane one spell, you can roll an additional d6. Kanalisierungsstab () 15 pts Bearer gains +1 to channel an additional energy or dispel dice Spruchrolle des Schutzes () 15 pts Only one use, if an enemy wizard casts a spell, the player can read this scroll instead of banning. The spell will be cast successful. But after resolving the spells effect, the targeted unit gains a 4+ ward save for caused wound. Enchanted Item Zauberhut (wizards hat?) 100 pts Level 2 mage, random magic lore, stupid Fozzriks faltbare Festung (a pocket-watchtower) 100 pts When both armies have placed their stuff, you can place a watchtower. Rules are in the rules book Arabianischer Teppich (arabic rug) 50 pts Infantry and monstrous infantry gain flying, cannot join units Krone der Herrschaft 35 (crown of command) pts 35 Bearer is relentless (in German it is “unnachgiebig”) Heiltrank (healing potion) 35 pts Only one use, gain W6 lost health Flügelfluchreif (winged curse circlet???) 35 points Flying creatures and their riders have to re-roll successful hits against bearer/unit Rubinring der Zerstörung (rubyring of destruction) 25 pts Bound spell (energy level 3) Fireball Die Schreckensmaske von Iek! () 25 pts Bearer causes horror. Other units are not allowed to use his leadership Stärketrank (strength potion) 20 pts Only one use, +3 strength Widerstandstrank (toughness potion) 20 pts Only one use, +3 toughness Des anderen Gauners Scherbe (the others chiseller shard) 15 pts All models in base contact (friend and foe) need to re-roll successful saves Eisenfluch-Ikone () 5 pts 6+ ward against war machines Trank der Tollkühnheit () 5 pts Only one use, immunity against psychology and „vernichtender Angriff“ (killing attack?) Trank der Geschwindigkeit (speed potion) 5 pts Only one use,+3 initiative
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На Гэндальфа :)
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Ну, кроме того, что твой союзник будет мочить твои пробегающие через его юниты отряды.
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Куча новых слухов, которые я задолбаюсь переводить: Alliances: There are 4 different options; Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return. Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain). Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army. Chaos Dwarfs have a few snippets through the book only. Failed Charge • You move the highest of the D6 you rolled to charge (+ basic movement I think). Sidestep • Basic Movement divided by 2 (rounding up) to move laterally or backwards. Dwarfs still get +2 dispel dice. Lost Control Chart The loss of Control table is 2D6. • 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice. 5-6: Strength 10 small template over the wizard. Lose D6 power dice 7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard) 8-9: Strength 6 hit on every caster on your side, lose D6 power dice 10-12: Wizard loses D3 levels & random spells for each of them. Bound Spells may be duplicated in an army • Hex: Modify enemy stats and/or equipment. May be cast into combat. • Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight. Lore of Fire Basic Spell: Fireball: Magic Missile D6 S4 hits 24" range 2D6 S5 hits 36" range 3D6 S6 hits 48" range 1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4. 2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks. 3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test. 4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range. 5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range. 6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6". Lore of Metal (name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold. Lore of Beasts Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast. (name): Unit Buff. +1 Strength and Toughness Curse of Anraheir Caster Buff. +3 strength and +3 Attacks Amber spear. Magic Missile. As Hunter's Spear. Lore of Light Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits. • Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength. Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12" As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10. Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase. Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase. Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1. Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12" Lore of Death - The Wind of Shyish Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice. Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range. 1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value. 2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range. 3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn. 4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range. 5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game. 6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster. The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead. Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks. Units with stupidity may not Parry. If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it. WEAPONS Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled. (name). Magic sword that gives the wielder Frenzy that can never be lost. (name). A Paired magic sword that gives weapon Skill 10. ARMOUR (name) 4+ ward save. (name) Heavy armour and a 4+ ward (name) Armour and a 5+ ward (not sure if light or heavy) (name) 2+ save against breath weapons. Shield of Ptolos. Shield. 1+ save against all shooting attacks. Enchanted Shield. Shield. Same (name). Shield. Allows you to disregard the first hit caused on the character on a 2+. ENCHANTED ITEMS Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore. Arabian Carpet. The user can Fly. Healing Potion. Restores D6 wounds to the character carrying it. Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves. Crown of command.. Makes the bearer Stubborn Mask of Eeeeee!. Makes the wearer cause terror. ARCANE ITEMS Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play. The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard! Trickster's Shard Watch Tower • New rules to storm the building: Max 10 infantry fighting their way up. Battle: Army Fraction Work out the Army Value first: Each unit standard is worth 1. Battle Standard Bearer is worth 1 General is worth 2. Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4). The first army to drop below its minimum Army Value loses. Battle: Attack at Dawn The battlefield is split into zones and units are placed randomly within them. Scenario: Something with a warhammer scale Dwarf airship... Shooting through a forest has a -1 to hit modifier И ещё, от другого человека: Got a chance to have another look today: missed stone throwers, however Cannons are both D6 multiple wounds, but great cannons are 60" range and cannons just 48" I rechecked the panic rules and as far as i can see it's definately any sized unit causes panic. One combat rumour which i noticed: You need to have 2 ranks of 5 or more models to disrupt ranks (which means you don't get to ADD your rank bonus to your combat score it does NOT remove you rank bonus altogether (YAY Skaven)!!! Skirmishers: Front X_X_X_X_X X_X_X_X_X X_X_X_X_X Back Where the _ are 1/2" (aprox) Now when you are charged or declare a charge you form up on the rear most central model BEFORE measuring distances. so you goto: __XXXXX__ __XXXXX__ __XXXXX__ Then you can (as far as i can see) claim a rank bonus of +2 in this situation Скирмиша получают бонусы за ряды? О_о Тогда их, в принципе, совсем не опускают, а просто делают другими.
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Человек-с-книгой на варсире проясняет правило стабборна за ряды. Отряд становится стабборным, если только у него рядов больше, чем у всех противников в бою с ним. При этом, ряды считаются начиная с первого. Т.е. если отряд в 3 ряда дерётся с 3-мя отрядами по 1 ряду, то он не является стабборным. Интересно, как это будет разруливаться в мультикомбатах, и имеют ли скирмишеры ряды (типа, есть ряды, но нет ранк бонуса)? Но вообще, теперь не так страшно это правило звучит - комбо-чарджи спасают положение.
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Да, это сурово - до четвёрочки или до десяточки от центральных значений совсем недалеко.
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Я тоже об этом ночью подумал :) Самый распространённый, 7-й мискаст называется "прощайте мои верные темплы". Ну и 2-4 тоже. Кстати, обратили внимание, что теперь вероятность сразу потерять мага выросла в 2 раза? И уходит он теперь с весёлым фейерверком.
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Ну, они даже не отрицают, что есть :) Кавалерия замедлялась, начинала тупить и с некоторыми шансами паниковала.
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Чуток слухов. Новые мэджик айтемы: Wizards Hat, Enchanted, 100pts. Makes the wearer a lvl 2 Wizard, but stupid. 35pt magic sword that gives the wielder Frenzy that can never be lost. Arabyian Carpet- A Magic Carpet, 50pts, gives the used Fly. A paired magic sword that gives weapon Skill 10. The frog Scroll mentioned in the sticky- 50pts, didn't fully read it, but I know that when turned intoa frog the wizard can't cast, and only tuns back to normal on the roll of a d6 equal to or lower than their wizard level. There was an item that caused irrisistable force and miscast ont eh roll of any double, think this was a one use only item. Также упоминался Shield of Ptolos, дающий 2+ вард от стрельбы. Табица мискастов: Any double 6 is a miscast & irresistable force 2-4: Str 10 large template over the wizard. Then on a 1-2 the wizard is removed from play 3+ lose D6 power dice 5-6: Str 10 small teplate over the wizard lose D6 power dice 7: Lose D6 power dice, Str 10 hit on everyone in base contact with the wizard (NOT the wizard) 8-9: Str 6 hit on every caster on your side, lose D6 powerdice 10-12: Wizard loses D3 levels & random spells for each of them Чуток про лору света: The special bonus is that against undead and daemonic units all spells cause an additional D6 hits. Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12" the strength is increased by 1. Побольше про лору биста: Curse of Anraheir is back in lore of beasts, didn't read what it did, I jsut recognise its name from Shadow of the horned rat. Lore of beasts had a spell that gave +1 Strength and Toughness I think it was, thats the number 1 spell anyway. There was another that was similar that gave plus 3 strength and plus 3 Attacks as well. The bolt thrower spell is still in there too, its now called the Amber spear. The dragon spell has 2 levels, first level is casting value 16, that turned your wizard into 3 possible things, think you chose which, a Spiked Dragon (Ithink it was called, something along those linwes anyway), which had stats along the lines of a High elf sun dragon, Hydra was anotehr, and I can't remember the 3rd thiing. 2nd level of this spell was 20+ to cast, turned you into a greater fire dragon or teh Mountain chimer as mentioned in the sticky. Its also a remains in play spell , which sucks. I can't remember the special effect for this lore, only that it had an additional effect on "Beasts" ie cav, monsters etc.
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Перед тем, как задавать вопросы, претендующие на изобретение кобм-абсолютной-победы, рекомендуется читать FAQ :)
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Да, это было очень просто :)
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Выше же всё написали - в этих конкурсах имеет значение не красота, а умение раскрутиться и пропиариться в сети.
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Эльтарион?
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Коммент по ссылке отлично показывает, насколько значимо качество чего-либо в участии :))) http://barabuk.livejournal.com/11139.html?thread=58243 Это уже, наверное, способ заработка такой :)
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Все стрелки стреляют в 2 ряда. Те, кто вооружен луками (любыми), плюс к этому стреляют половиной моделей из остальных рядов.
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Да, я тоже помню, как у нас в ДК поставили автоматы, несколько разных, но вокруг МК постоянно собиралась толпа детей и смотрела за играми. Только он был невероятно отстойным.