Forum StrefA Strona Główna StrefA
Forum StrefA


[ Dark Elves ] nowe zasady i figoorki
Idź do strony 1, 2  Następny
 
Napisz nowy temat   Odpowiedz do tematu    Forum StrefA Strona Główna -> Armie WFB
Zobacz poprzedni temat :: Zobacz następny temat  
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Czw 8:37, 24 Maj 2007    Temat postu: [ Dark Elves ] nowe zasady i figoorki Back to top

No ze ja jestem jedyny o czarnym sercu w gronie naszych battlowcow to muszę trzymać ręce na pulsie co do nowych zasad mojej armii.

No na początek:

Cytat:
Oh and just to confirm, Warseer are saying that the "Elves strike first" army special rule is confirmed, so we can expect to see that in our book when it eventually comes out..


Czyli można sie spodziewać iż HE jak I DE w nowych podręcznikach bedą miały STRIKE FIRST Smile Z rozmów na forach jakie są prowadzone zasada ta prawdopodobnie dotyczy sie kolesi z włóczniami.


Ostatnio zmieniony przez Andy dnia Pon 9:36, 24 Wrz 2007, w całości zmieniany 1 raz
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Pon 9:48, 30 Lip 2007    Temat postu: Back to top

I jak Tu nie kochać DE Very HappyVery HappyVery Happy

 
Zobacz profil autora
Morgon
Wielki Czarny Mistrz



Dołączył: 04 Lut 2006
Posty: 1344
Przeczytał: 0 tematów

Skąd: Nowa Sól

 PostWysłany: Pon 13:05, 30 Lip 2007    Temat postu: Back to top

W hełmie zajebisty jak Sauron albo Król Lisz w Warcrafcie w ostatnim filmiku Very Happy
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Pon 9:37, 24 Wrz 2007    Temat postu: Back to top

Jestem zakochany Very HappyVery HappyVery HappyVery Happy


 
Zobacz profil autora
Gość







 PostWysłany: Pon 10:36, 24 Wrz 2007    Temat postu: Back to top

A jak to nabędziesz to i będziesz zakochanym bankrutem Wink
 
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Pon 11:41, 24 Wrz 2007    Temat postu: Back to top

Milość kosztuje Razz
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Pią 9:08, 29 Lut 2008    Temat postu: Back to top

Cytat:
General Rules
- Hatred as general wide-army rule;
- Eternal Hatred VS High Elves;

- maybe +1A on charge for Elite troops (difficult to see this rule on Troop choices)....it's possible that this bonus will be provided by the new Cauldron of Blood;

- Standard Army Composition Chart (at 2000 points: 3+ Troops; 0-4 Special & 0-2 Rare).
Quote LORDS CHOICE
Dark Elf Highborn
- new palstic kit (1 model on foot + 1 model mounted on the new ColdOne);
- same profile, may be +5 points;
- can mount: Black Dragon, Manticore, Dark Pegasus, Cold One, Dark Steed or a CO Chariot;
- ColdOnes gains +1A on the profile;
- Dark Pegasus and Manticore have the same profile, but the Manticore will probably be cheaper;
- Balck Dragon is the same as today, but his Breath will change: less St but with no Armour Save, and it will causes Panic Test if it wounds.

High Sorceress
- new plastic kit (1 model on foot + 1 model mounted);
- same profile, she will be a few points cheaper;
- upgrade to 4th level of magic will costs 35 points;
- she (obiouvsly) may not be included in Witch Elves troops;
- she knows: Dark Magic, Lore of Death and Lore of Shadows;
- can mount: Manticore, Dark Pegasus, ColdOne, Dark Steed;
- Sorceress loses the +1 bouns in casting spells, but they will be able to cast spells with as many dices as they want, regardless of magic level;
- they gain a new ability: at the cost of 1 wound, they'll gain 1 "special" Power Dice, tha will grants Total Power on a result of 6, and a Mistcast on a result of 1. (ie: Sorc. cast a spell with 2 "normal" dices and 1 "special" dice: with the normal ones she obtains 3 and 4, and with the "special" one she obtains a 6: Total Power!!! )
Quote Heroes Choice
Dark Elf Noble
- same as today;
- BsB may take shield, great weapon, etc., like the HE one.

Sorceress
- see "High Sorceress" entry;
- probably they'll cost 5 points more than today (but the upgrade to 2nd level will be +35 points).

Assassin
- same profile and cost as today;
- may hide himself in enemy units;
- may be placed as a Scout;
- may, as today, hide himself in friendly units;
- Poisoned Attacks as an upgrade option (without spending the "magic items" points);
- ASF in the turn in wich he's revealed.

Beastlord
- no more a "Hero" choice, he'll be an upgrade option for monsters units.

Hag Queen
- Wich Elf Heroine quite effective in HtH ^^;
- ASF, Furious and never loses it;
- 2 hand weapons and Poisoned Attacks;
- Guard Save of 5+ ("Blessing of Khaine" rule);
- can mount: Manticore (taking 1 more Hero choice) or the Cauldron of Blood (0-1, probably take a Hero or Rare choice).

Cauldron of Blood
- it costs around 175/200 points;
- it seems that a new model will be produced;
- it can move as a warmachine;
- Large Target and causes Terror;
- all friendly units within 24" may re-roll failed To Wound rolls;
- it's Indistructible, tough if the Hag and the 2 Witches are killed, it's removed as a casuality;
- may confers +1A on charge (probably it is THIS the real rule about the +1A) to some units: Witch Elves, Executioners, Assassins, maybe Black Guard;
- the Hag Queen and the 2 Witches are Unbreakable and have a 5+ Guard Save;
- Witch Elves units within 12" gains +1 on their Guard Save;
- MAY join a Witch Elves unit, wich will become Unbreakable.
Quote Dark Magic:
- a new "0" spell, autatically known by Sorceress that, on casting value of 4+ will generate d3+1 Power Dice, tough if not used, each of these dices will causes a St 5 hit on the Sorceress;
- Chillwind as today, exept for +1 St;
- Doombolt: 24" d6 St 5 hits, may gain 2 casting values, the 2nd inflicting 2d6 hits;
- Word of Pain as today, casting value reduced;
- Soul Thief works like a Hochland now, targeting any model within 24" and in LoS, causing a Wound without AS, that is transferred to the Sorceress;
- new spell that puts a friendly unit into Fury, if already Furious, it confers +1A to each model, but every turn the units suffers d3 casualities, remains in play;
- Black Horror similar to the "Well of Shadows", gains 24" of range.

Troops:
Warriors:
- NO new models;
- they have lance, light armour and shiled for basic;
- they ARE cheap (around 7 point per model);
- may have a Magical Standard (max. 25 points).
- for a cost of around 50 points, a "lesser" Assassin may join the unit;
- he has 2/3 Poisoned Attacks and only 1 Wound;
- ASF and can't leave the unit in wich he's hiding.

Multi-Crossbowmen:
- NO new models;
- they have crossbow and light armour for 10 points/model;
- may take shields for +1p.nt/model;
- looks like the Champion has BS of 5;
- they CAN'T take magical Standard;
- seems they can take the "lesser" Assassin;
- the new Repeating Crossbows are: range 24", St 3, Piercing AND multiple shot x2.

Corsairs:
- NEW plastic models;
- same as today for statistics and costs;
- may take a Magical Standard (max 25 points);
- new Special Rules UNCERTAIN: one is that they gains +50 VP for every unit killed in HtH and another one may be that A SINGLE unit may enter the battlefield like Dwarfs Miners did.

Dark Riders:
- apparently NO new models
- same profile as today;
- they will be cheaper (around 13/14 points.....19 with Crossbows);
- seems they could make a March Movement before the start of the game.
Quote Special Choice:
Shades
- NO new models;
- same as today.

Harpies
- NO new models
- same profiles as today;
- cheaper (10/11 points/model).

Cold One Chariots:
- NO new models;
- profile same as today, exept for the +1A of the ColdOnes;
- no more 1-2 for single Special slot.

Witch Elves
- NO new models;
- minimum unit: 5+;
- same as today for profile and costs;
- 6+ Guard Save;
- 2 hand weapons, Poisoned Attacks, Fury (and never lose it), ASF;
- may take a Macical Standard (max 50 points);
- the Champion may take Poisons (one of these will halves enemy's I ).

Executioners:
- NO new models;
- minimum units: 5+;
- 11 points/model;
- lose KB, but every successful To Hit dice, will aout-Wounds;
- Draichs works like Halleberds, and confers the Piercing Ability;
- may take a Magical Standard (max 50 points).

Black Guard:
- NO new models;
- minimum units: 5+;
- 2A/model; Stubborn and Eternal Hatred;
- Halleberds and Heavy armours;
- may take a magical standard (max 50 points);
- the Champion may take 25 points of Magic Objects.

ColdOnes Knights
- probably NEW plastic models;
- will costs a few more points;
- ColdOnes with +1A;
- the Champion may take 25 points of Magic Objects;
- may take a magical standard of max 50 points (there is one that nullifies Stupidity).
Quote Rare Choice:
Reaper Bolt Thrower:
- costs as today;
- 1-2 for single Rare Choice as today;
- 2 ways of shooting:
- a) if stationary: 48", single dard, St 6, no AS OR 48", 6 shoots, St 4, Piercing;
- b) if moved: 24", multiple shot x2 (it means exactly 12 shoots), St 3. (WITHOUT Piercing, and still suffers the movement and multiple shot penalities).

War Hydra:
- Large Target, causes Terror;
- Scaly Skin (3+ or 4+), Regeneration (special one!)
- with a 6 on Regeneration roll, a new head "grows", adding +1St to the hydra's Breath (starts with St 4) with a maximum of St 10.
- 2 Beastmasters as today;
- option for the Beastlord, that will grants favorable results on the Monster Reactions Chart and MAYBE could take 25 points of Magic Objects.

NEW MONSTER:
- it will something really fast, maybe even Flying;
- it will causes Terror quite for certain;
- it will have the Beastlord option, like the War Hydra.



Sweet ... Smile
 
Zobacz profil autora
PoNuRy
Władca Dusz



Dołączył: 04 Lut 2006
Posty: 311
Przeczytał: 0 tematów

Skąd: z mamusi i tatusia:D

 PostWysłany: Pią 13:02, 07 Mar 2008    Temat postu: Back to top

wkurzenie ze warriorsi, DR , harpie i hydra nie bedą mieli nowych figsów.
+1 atak dla zimnokrwistych moze wkoncu sprawi ze adrian bedziesz ich uzywałRazz executioners szkoda ze bede miec halabardy.

W sumie armia troche rozwinieta,ale myslałem ze bedzie cos bardziej ciekawszego:P a niajwazniejsze kusznicy tanszy:P

Ciekawe co o tym sądzisz Adrian, w koncu twoja armia wychodzi na nowo:Razz
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Sob 13:55, 08 Mar 2008    Temat postu: Back to top

PoNuRy napisał:
wkurzenie ze warriorsi, DR , harpie i hydra nie bedą mieli nowych figsów.
+1 atak dla zimnokrwistych moze wkoncu sprawi ze adrian bedziesz ich uzywałRazz executioners szkoda ze bede miec halabardy.

W sumie armia troche rozwinieta,ale myslałem ze bedzie cos bardziej ciekawszego:P a niajwazniejsze kusznicy tanszy:P

Ciekawe co o tym sądzisz Adrian, w koncu twoja armia wychodzi na nowo:Razz


Nie mada mieli halabart tylko Draich .. skonczy sie po prostu na zmienie zasad. Bo figoreknowych nie bedzie.

Ja tam zaluje ze prawdopodobnie nie bedzie nowych Chariotow.
 
Zobacz profil autora
Morgon
Wielki Czarny Mistrz



Dołączył: 04 Lut 2006
Posty: 1344
Przeczytał: 0 tematów

Skąd: Nowa Sól

 PostWysłany: Sob 18:27, 08 Mar 2008    Temat postu: Back to top

A mi sie wydaje ze beda bo glupio beda wygladaly nowe cold one obok starych.
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Sob 21:42, 08 Mar 2008    Temat postu: Back to top

Mi takze . Na chwile obecna niestety plotki nic nie mowia o nowych Coldach.

ja mam nadzieje ze jednak nowe beda.
 
Zobacz profil autora
Lord Kane
Wielki Czarny Mistrz



Dołączył: 04 Lut 2006
Posty: 1144
Przeczytał: 0 tematów

Skąd: Nowa Sól

 PostWysłany: Pon 15:32, 10 Mar 2008    Temat postu: Back to top

Jak ma nie byc nowych Coldow, jak wyzej jest zdjecie nowego modelu Wink

A jak beda nowe Coldy, to tak jak mowi Morgon: beda i nowe rydwany Smile
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Pon 15:39, 10 Mar 2008    Temat postu: Back to top

Zapedzilem sie w opisie.
Mialem na myśli że:

Coldy są nowe.... ale nie będzie nowych modeli rydwanów.
 
Zobacz profil autora
PoNuRy
Władca Dusz



Dołączył: 04 Lut 2006
Posty: 311
Przeczytał: 0 tematów

Skąd: z mamusi i tatusia:D

 PostWysłany: Pią 17:10, 16 Maj 2008    Temat postu: Back to top

[link widoczny dla zalogowanych]
 
Zobacz profil autora
Andy
Assassin



Dołączył: 04 Lut 2006
Posty: 585
Przeczytał: 0 tematów

Skąd: (K)rasnoludzka (G)ildia (B)ezpieczeństwa

 PostWysłany: Wto 8:24, 17 Cze 2008    Temat postu: Back to top

7th Edition Dark Elves

Army Specific:

Eternal Hatred: Dark Elves hate everyone. Against High Elves this hatred continues in subsequent rounds of combat.

Khainite: Non-Khainite characters are unable to join Khainite units. Khainite characters are free to join non-Khainite units however. (Replaces Sect enmity)

Repeater Crossbows: 24" range, 2x multiple shots, Strength 3, Armour Piercing

Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots (champion only).

Magic:

Dark Elf Sorceresses are able to use Dark Magic or Lores of Shadow , Death , Fire and Metal .

Dark Elf Sorceresses no longer gain +1 to cast .

Dark Elf Sorceresses can use unlimited number of power dice to cast a spell.

Dark Magic:

*FREE SPELL* 4+ to cast, generates D3+1 Power Dice that can only be used by caster. Any dice unused cause Strength 4 hit on the caster.

1 – Chillwind 5+ D6 Strength 4 hits. Any casualties prevent shooting.
2- Doombolt 6+ D6 Strength 5 hits.
3 – Word of Pain 8+ Same as current
4 – Blade wind 8+ 3D6 WS4 S3 (S4)(?) attacks on unit within range (12”?) 24".
5 – Soul Stealer 10+ 12” range, Each model takes Strength 2 hit, No Armour Saves. Wounds go to caster (no more than double).
6 – Black Horror 11+ Large template (no more 4+ if the template touches you take the Str test.), Strength test or take a wound.

Lords:

• Malekith (can ride chariot or sulphet, all dark elves in 12" automatically pass panic, the destroyer, circlet of iron)
• Morathi (has +1 to cast)
• Crone Hellebron (If taken, Witch Elves count as Core, still has two magic weapons, the Str 10 one, and the parry blade)
• Dreadlord
• High Sorceress

Heroes:

• Malus
• Shadowblade (can hide in any unit with 20mm - 25mm bases, must roll a d6 at the begining of each turn, if he rolls a 1 he is caught, he can appear the second turn of combat, has str potion (also available as a DE magic item), and heart of woe)
Lokhir felheart (has red blades, giving him + atk for each rank the unit he is fighting has, he regens, causes terror, he has an ability allowing him to move from combat, to anywhere else in combat as long as he is base to base with an enemy afterwards (same combat), when his unit runs an enemy down you are awarded 2x VPs and keep them even if lokhir is killed)
• Sorceress
• “Master”
• Hag Queen

Character Mounts:

Manticore: Still a mount option. Each turn has to pass a Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed. Killing blow

Dark Pegasus: Sorceresses can now be mounted on Dark Pegasus.

Cauldron of Blood: 110pts mount for Hag Queen. No mention of being immobile, so can move. All Khainite units within 12” are stubborn. Each turn 1 unit within 24" can gain an ability from the list below:
• +1 Attack
• 5+ Ward Save
• Killing Blow
This cannot be stopped/dispelled and lasts until the start of the next DE players turn.
The keeper is a WE hero
all the keepers have 4+ ward
all dmg to cauldron when allocating shooting is ignored
MR 1


Core:

Dark Elf Warriors: 6pts basic, Shields (1pt), can have magic banner (25pts).
Dark Elf Crossbowmen: 10pts basic, Shields (1pt).
Corsairs: 10pts, can exchange 1 hand weapon for handbow for free, 2nd handbow costs 3pts (champion only), no shield option. Fleeing enemies roll 3D6 and use lowest. (this actually says that your oponent rolls their normal flee reaction, then before you roll your pursue you can force them to reroll the highest die)
Dark Riders: 17pts basic, Repeater crossbows (5pts), Shields (1pt – no fast cavalry). Herald has BS5 and A2!
Harpies: Don’t count towards minimum core. 5-10. Don’t cause panic in friendly units, but can use generals leadership.

Assassin: Neither Core, nor Hero. 90pts, always hidden in unit (pretty much any DE infantry). Has poisoned attacks, 75pts allowed from Gifts of Khaine, Additional Hand Weapon 6pts, Repeater handbow 9pts. 1 per unit.

Special:

Witch Elves: 10pts, WS4, I6. 2 hand weapons, frenzied, poisoned attacks.
Shades: 16pts, WS and BS5, can be upgraded to have 2 hand weapons or a great weapon. Can also take light armour.
Executioners: 12pts, S4, Great Weapons, Killing Blow.
Cold One Knights: 27pts, 1A, Stupidity.
Cold one Chariot: 100pts, T5 3+ Armour Save, Ld 9.
Black Guard: 13pts, Stubborn, ItP, Ld 9. (elite warrior rule, which allows them to reroll to hit every round of combat)

Special characters bought as Unit Champions.

Black Guard character has Crimson Death, and makes his unit unbreakable.
Executioner character makes his unit cause Fear.

Rare:

Reaper Bolt Thrower: 100pts, 2-for-1, no longer suffers -1 for multiple shots.(never did?)
Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left.
7 str5 atks

Gifts of Khaine (main changes):

Shurikens: 3x Multiple Shots, Strength +1, 8”.
Rune of Khaine: +D3 attacks.
Venom Sword now Gift of Khaine (1 per army!)
Cloak containing Steed of Shadows bound spell. Power Level 3 (1 per army!).

Black Lotus: Re-roll 1’s to wound.
Dark Venom: All wounds caused in challenges (if enemy killed) are doubled for combat resolution.

Magic Items (changes to current items):

Deathmask now enchanted.
Seal of Ghrond now enchanted.
Crimson Death now cheaper (25pts).
Lifetaker now 30” range, Strength 4, 3x multiple shots, hits on 2+ (no re-roll to wound).
Armour of Darkness now 1+ (without shield).
Armour of Eternal Servitude: 35pts, Heavy Armour, Regen.
Ring of Hotek: 12” range.
Black Amulet: 70pts, 4+ Ward (against all attacks). Rebound in close combat.
Banner of Nagarythe: Cheaper, 125pts.
Dread Banner: Cheaper, 40pts.
Caledors bane weap: ignores scaly skin saves
banner that give ASF (interestingly called the banner of Hag Graef)



Common Items:

Sword of Striking , Sword of Battle , Sword of Might :15pts
Biting Blade: 5pts
Staff of Sorcery: 35pts
Power Stone: 20pts

Enchanted Items:

Deathmask (50pts)
Same as in 6th Edition but moved from Talisman to Enchanted

Hydra's Teeth
Gives the bearer 5 teeth. Any number of these can be thrown, each one causing D3 WS2 S3 attacks on the target unit.

Black Dragon Egg (30pts)
One use only. Eaten at the start of either player's turn. Gives the user Toughness 6 and a Breath Weapon attack until the end of the turn.

Potion of Strength
One use only. Gives the bearer +3 strength until the end of the turn

Seal of Ghrond (25pts)
Same as in 6th Edition by moved from Talisman to Enchanted

I also remember another "One Use Only" item which made the bearer and his unit ItP until the end of the turn aswell. But for the life of me I can't remember the cost or it's name. I think it fell in between the Hydra Teeth and the Black Dragon Egg in terms of price.

Weapons:

Executioner's Axe
Same as in 6th Edition, still struggling to see the use of it.

Blade of Ruin (50pts)
Same as in 6th Edition

Chillblade (50pts)
Back from 6th Edition, and much improved. Each hit makes the target take a toughness test or take a wound with no armour save. If a model takes any wounds they cannot attack that turn.

Web of Shadows (50pts)
Same as in 6th Edition but with a points increase from 25pts to 50pts

Hydra Blade (35pts)
Same as in 6th Edition, but with a points decrease from 50pts to 35pts

Caledor's Bane
+3 strength on the charge (NB. It is not stated as a Lance, so can be used on foot - possibly will be errata'd). Ignores Scaly skin saves

Lifetaker (30pts)
30" range, Strength 4, 3x multiple shots. Always hits on a 2+

<<Dagger>>
Magic Dagger which can be combined with normal hand weapons for an additional attack. Grants the bearer the ASF rule.

Crimson Death (25pts)
Same as in 6th Edition, just with a points decrease from 35pts to 25pts

Below the Crimson death were two or three other cheap items who's exact nature eludes me. One was a 25pts Lance with Killing blow, and I recall another Lance (whose exact effect escapes me ). I think one may have been a magic great weapon.

Armour:

Armour of Living Death (60pts)
Almost exactly the same as in 6th Edition, but with a points decrease. Added effect that at the start of the battle you roll a dice - on a 1 he is subject to stupidity for the game.

Armour of Eternal Servitude (35pts)
Heavy Armour, Regeneration

Shield of Ghrond
It's back! Same as int 6th Edition

Armour of Darkness (25pts)
Gives the beaer a 1+ armour save, that cannot be improved. No Shield component

Blood Armour
Same as in 6th Edition

Arcane:

<<Bound PoD Staff>> (55pts)
Contains the "free" Dark Elf spell, PoD. Power Level 4.

<<Familiar>>
At the beginning of the Magic Phase you can mark a point within 6" of the Sorceress and more than 1" away from the enemy. The Sorceress can use this point for the purpose of determining LoS and Range for casting spells.

Darkstar Cloak
Same as in 6th Edition

Sacrificial Dagger (25pts)
After rolling the dice to cast a spell, the Sorceress may remove one model from the unit they are with to roll an extra dice before dispel attemtps, may be used once per spell cast. Causes panic test if unit loses more than 25%

Tome of Furion
Same as in 6th Edition

Talisman:

Black Amulet (70pts)
Gives the bearer a 4+ Ward Save. In Close Combat any succesful ward saves reflect the attack doing 1 wound with no saves.

<<Reverse Ward Save>> (35pts)
Gives the wearer a ward save. When wounded roll a dice - if the dice roll is under the strength of the attack the wound is negated. A 6 always fails.

Ring of Hotek (20pts)
Same effect as in 6th Edition, but with a range of 12"

Null Shard (15pts) Gives the bearer Magic Resistance 1. Multiple Null Shards can be bought and the effect stacks.


Gifts of Khaine:

As has been mentioned previously, Assassins can now take up to 75pts from the Gifts of Khaine list.

Witch Elf Hags can take up to 25pts from the Gifts of Khaine list.

Like now, Gifts can be taken multiple times in an army with the exception of two which are noted to follow the special rules for magic items:- For example one per army; magic weapons cannot make poisoned attacks; etc.

These two items are:

Venom Sword - 75pts
Exactly the same as it is now (but is no longer available as a Magic weapon).

Cloak [Name not remembered] - 30pts
Contains a bound spell Steed of Shadows from the Lore of Shadows. Power Level 3.

The rest of the Gifts of Khaine are similar to the current list, but changes and additions I will list below:

Shuriken [Name not remembered] - 30pts
Gives the bearer ranged attacks with the following profile; Thrown 8" range, Strength As user +1, 3x Multiple shots.

Rune of Khaine - 25pts
Gives the model +D3 attacks each round of combat.

Black Lotus - 15pts
Allows the model to re-roll 1s rolled to wound

Dark Venom - 10prs
If the model kills an opponent in a challenge, all wounds inflicted are doubled for combat resolution.

N.B. Manbane (same as current), Black Lotus and Dark Venom replace the models base Poisoned Attacks.

Magic Banners:

Banner of Nagarythe - 125pts
Same as in 6th Edition, but points cost reduced slightly.

Hydra Banner - 80pts
Same as in 6th Edition.

Dread Banner - 40pts
Same as in 6th Edition, but points cost reduced.

Standard of Slaughter
Same as in 6th Edition, though I think it is no longer only on the first charge.

ASF Banner [Name not remembered] - 25pts
Grants the unit the Always Strike First rule

AP Banner [Name not remembered] - 20pts
Gives the unit the Armour Piercing special rule
 
Zobacz profil autora
Wyświetl posty z ostatnich:   
Napisz nowy temat   Odpowiedz do tematu    Forum StrefA Strona Główna -> Armie WFB Wszystkie czasy w strefie EET (Europa)
Idź do strony 1, 2  Następny
Strona 1 z 2

 
Skocz do:  
Możesz pisać nowe tematy
Możesz odpowiadać w tematach
Nie możesz zmieniać swoich postów
Nie możesz usuwać swoich postów
Nie możesz głosować w ankietach