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Ну красавцы же! Коул нашёл архивы с геймплеем TitanFall

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Изменено пользователем InsideMySoul
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"Набор слухов о разных фракциях"

Tervigon

M 8" / WS 4+ / BS 4+ / S 7 / T 8 / W 14 / S 3+

Creates a unit of 10 barebone termagants or can add up to 10 dead barebone termagants to an unit (not over the unit size at the start of the game)

Eldar:
Scatter lasers are 36" Heavy 4 Ap0

Inquisition and Grey Knights:
Inquisitors can enter any Imperial vehicle and give bubble buffs to Imperium keyword units, depending on the Ordo chosen
Grey Knights know a nerfed verison of Smite, 12" 1 mortal wound (3 if Daemon keyword)

Necrons:
Reanimation protocols are made at the start of your movement phase. Roll a D6 for every slain model, on a 5+ it comes back. You can roll again in the following turns. You cannot roll if the whole unit is slain.
Living metal allows for automatically regaining lost wounds
Basic Gauss is 24" Rapid Fire **Ap-2**, Gauss Cannon is Ap-3 Dmg
Discipline 10
Warriors cost unchanged form 7th.
Monolith M6" W20 S8 T8 Save3+, Gauss Flux Arc Heavy 3 S5 Ap-2, Whip Heavy 6 S8 Ap-2 DmgD6. When it gets charged, roll on a D6 and if 4+ (or worse, depending on wounds lost) charging unit gets D6 mortal wounds.

Space Marines:
Grav is S5 Ap-3 and does DmgD3 if Save is 3+ or better
Nartecium no longer provides FnP but heals a model for D3 wounds

Tau:
Markerlights are cumulative per phase and provide different bonuses, depending on how many hit the unit. Basic is reroll 1s, then you have remove cover bonus, increase BS, use Seeker/Destroyer Missiles (normally snapshooting)
Railguns have a chance to do Mortal Wounds
Activating Nova Reactor may result in Mortal Wound
Firesight Marksmen are Independent Characters
Pulse rifles are AP0. Pulse Blasters AP-1 at 10" and AP-2 at 5", Assault 2.
Ghostkeels and Stealth Suits give a -1 malus to BS if shot at from more than 12", can deploy outside of deployment zone at 12".
Broadside Railgun is Heavy 2 S8 Ap-4 DmgD6, HYMP is Heavy 4 S7 Ap-1 DmgD3
Pathfinders and Kroots are faster than Fire Warriors

One support system allows a bonus to hit if all weapons shoot at the same target, another improves AP of weapons.
You unlock more benefits with more ML hits. The reroll 1 is the basic effect. Others include improving seeker and destroyer missile shooting, improving heavy/assault weapon shooting, removing cover and improving to hit. Can't remember if further hits add to the to-hit.
*Note: Seekers/Destroyer Missiles only hit like overwatch shooting, unless you use markerlights.
- Riptide Nova reactor is a mortal wound to activate.
- Kroot (and Pathfinders) move slightly faster than Fire Warriors.

Some other tidbits that I am recalling:
- Flyers no longer very hard to hit as 7th, they just have a small negative modifier to being hit. Velocity Trackers negate this.
- Hammerhead had more wounds than a Leman Russ! Lower T though.

Mephiston

M 7" / WS 2+ / BS 2+ / S 5 / T 5 / W 5 / S 2+
His sword is S X2 / -3 VP / D3 Wounds
Ignores Wounds and mortal wounds on a 5+
Casts/Dispels (with an added +1 bonus) 2 powers and knows 3 Powers from BA discipline

Adeptus Mechanicus:
Forge Worlds keywords, Cawl has Mars keyword and buffs Mars FW units.
Adeptus Mechanicus keyword is shared, Cult Mechanicus kw and Skitarii kw are present to differentiate. Bonuses target AM keyword
Canticles are chosen at the start of each Battle Round and last that much, cannot be chosen twice. Among the effects they allow for rerolling 1s to same FW kw units within 6".

Only thing that I read is that they are amongst the Imperial Agents, the Saint gives them some buffs and they have shared rules with the adeptus ministrorum (Act of Faith, Shield of Faith and Zealot)

IG/Astra Militarum has regiment keyword and Orders are given automatically to same regiment kw unit within 6".

EDIT: it looks like flyers give a "small" (no idea how much) malus to hit, not snapshooting anymore.

Ork Battlewagon M12" W16 T7 Save 4+, can get T8 but loses Open-topped. Deff Rolla hits on a 2+, 6 attacks S8 Ap-2.

Monolith who should be a bit more than 380 points

Something for Eldars:
- Warp Spiders M7" Save 3+, can choose to move 4d6 and get Fly but cannot Advance nor Charge. Flickerjump gives -1BS to enemy but you roll 2D6 and on a 2 you lose a Warp Spider. Death Spinner is 18" Rapid Fire S6 Ap-4. With Exarch you reroll failed Morale tests.
- Wraithknight W24 S8 R8 Save 3+. Wraithcannon is Assault 2 S10 Ap-4 DmgD6, Ghostglaive is Sx2 Ap-4 Dmg6 straigth (no D6 roll). Hits on a 3+ and gets worse losing wounds.
- D-Scythes are 8" AssaultD3 S10 Ap-4

Blood Angels:
Black Rage gives +1A on the charge and ignores a wound on a roll of a 6.
Death Company: 2A each, models can take different loadouts
Lemartes allows rerolling charge distance and to hit rolls in melee to DC units within 6"
Sanguinary Guard rerolls to hit rolls if there is a BA general within 6"
Death Mask gives -1 Discipline to enemies within 3"
Encarmine Sword Ap-3 DmgD3, Axe S+1 Ap-2 DmgD3
Sanguinor has WS2+ W4 S4 T4 A5, can charge even if he used Fall Back, gives +1A to every BA within 6"
Dante has WS2+ W6 S4 T4 A5 Save 2+, allows BA units within 6" to reroll to hits. Axe is S+2 Ap-3 DmgD3, rerolls to wound if it is a Character

Space Wolves:
Thunderwolves Cavalry M10" W3 S4 T5 Save 3+, same equip as before and they cost nine melta bombs without equipments
Lord on Wolf has W7
Frost weapons add a mortal wound on a 6 (not clear on what dice roll)
Runic Armours give 5+ Invuln Save (4+ if Terminator)

Eldars:
Banshees M8" A2 Save 4+. Always attack first with the mask, add 3" to Advance and Charge rolls, Exarch gives a -1 penalty to hit in melee to enemy models. Executioner Blade is WS-1 S+2 Ap-3 DmgD3

Storm Shields still provide 3+ Invuln save

Изменено пользователем Locke
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"Каждому свой орден, и пусть никто не уйдет обиженным"
Изменено пользователем Aleks T'qel Talas
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"БоЛС о ХСМ"
Death to the false emperor

Extra attack on a 6 to hit vs Imperium

Icons:
Khorne - Reroll charge
Nurgle - -1 Ld enemies within 3"
Tzeentch - Mortal wound on a 6 against an enemy units within 12".

Berzerkers
M6" S5 A2 and can attack twice each combat.

Khorne axe S+1 Ap-1


Magnus
S8 T7 W18 4++
Sx2 Ap -4 3 damage in melee
3 powers
His smite does d6 or 2d6 mortal wounds
Reroll hit and invulnerable of 1 for Thousand sons within 9"

Typhus
S4 T5 W6 A4 2+ 4++ (halves advancing)
on a 5+ ignore wounds
Manreaper is S+3 Ap-3 3 damage,
Pistol is Pistol 2d6 S4 Ap-3.
+1 S and T for poxwalkers within 7"
has the same ability for death guard unit of the starter nurgle lord.

Noise Marines
- If killed in melee don't remove them, and at the end of the phase they can attack with melee or shooting weapons (even if engaged) before removing them.
-
- Blastmaster 48" Heavyd3 S8 Ap-2 damage d3 ignore cover
- Or Assault d6 S4 Ap-1 damage 1
- Doomsiren assault d3 S5 Ap-2 damage 1 ignore cover
- Other sonic weapon Assault3 24" S4 ignore cover.
Изменено пользователем Locke
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