Soll angeblich kein Hinweis sein. Wenn man genau hinguckt erkennt man im Bart auch die typischen Runen eines Fantasy Zwergs.
Es soll sich tatsächlich um Grombrindal, den weißen zwerg handeln, nicht um einen Squat.
Soll angeblich kein Hinweis sein. Wenn man genau hinguckt erkennt man im Bart auch die typischen Runen eines Fantasy Zwergs.
Es soll sich tatsächlich um Grombrindal, den weißen zwerg handeln, nicht um einen Squat.
Wer ein White Dwarf Abo hat, kannte das bisher vielleicht:
Das Abo läuft gerade 3 Monate, dann kommt eine Miniatur raus, die man nur in Verbindung mit einem White Dwarf Abo bekommen konnte.
Dies wurde zwischenzeitlich geändert ( nach Auskunft eines Mailorder Troll ). Um die Abo Miniaturen kaufen zu können braucht man lediglich ein WD Abo. Die Stückzahl ist allerdings auf 1 begrenzt ( also die Anzahl der Miniaturen, die man kaufen kann ).
Die 2009 Abo Miniatur ist noch bis Ende Oktober erhältlich, danach kann man die 2010 Miniatur kaufen.
Bilder der beiden Minis sind angehängt.
Aus dem gleichen grund, warum man eine Höllenglocke braucht. Sieht einfach cool aus. ;):)
Soweit ich weiß gibt das Ding der angeschlossenen Einheit bestimmte Boni und dazu kommt halt noch, das das Ding bewaffnet ist ( teilweise aber für die Crew/schiebende Einheit genauso gefährlich ist, wie für den Gegner).
Die SM bekommen eigentlich immer eines der ersten Codexbücher der neuen Edition, weil sie sich am Besten verkaufen. ;):)
Ich meinte nur, dass die Zeitspanne zwischen den Ork-Dexen weitaus größer war, als bei anderen Armeen.
DerDark Eldar Codex soll angeblich auch nächstes Jahr kommen und den Codex Hexenjäger ( in dem die Sororitas ja sind ) gibt es als Gratisdownload bei GW ( Allerdings eine ältere Version ).
@DW
soweit ich mitbekommen hab wurde der codex der orks doch erst dieses jahr neu auf den markt geworfen...
War aber so ziemlich der letzte Codex der 4. Edition, wenn ich mich nicht irre, oder? Und von daher denke ich mal, es wird dauern, bis ein neuer kommt. Siehe die Lücke zwischen dem alten und dem jetzigen Ork Codex.
Ich würde dir auch empfehlen, dass du erstmal in den nächsten Games Workshop oder Fantasyladen marschierst und dir dort die verschiedenen Codexbücher ansiehst.
So erhälst du einen Überblick über die verschiedenen Rassen und hast immer einige Farbseiten dabei, wo du dir die verschiedenen Modelle ansehen kannst.
Zu deinen Armeevorschlägen:
Also zunächst erstmal: Die Black Reach Box ist auf jeden Fall ein Schnapper. Die würd ich mir auf jeden Fall holen, da dort alle benötigten Materialien drin sind ( Maßband, Würfel, Schablonen, Regelbuch ). Die Minis könntest du dann schon für Testspiele nehmen, um etwas mehr einzusteigen. Es nützt dir ja nichts, wenn du dir einen Codex durchliest, aber mit den darin stehenden Regeln nichts anfangen kannst.
Zu den Orks:
Der Codex ist nicht mehr der neueste und der nächste wird sicher auf sich warten lassen. Du wirst viele Modelle ( relativ viel als Plastikvariante erhältlich ) brauchen und die Armee wird stets auf dem Vormarsch in Richtung Nahkampf sein.
Tyraniden bekommen bald einen neuen Codex und einige neue Modelle. Es ist schon vieles an Modellen vorhanden, auch aus Plastik ( finde ich persönlich sehr gut). Tyranidenarmeen haben immer sehr viele Modelle. Ich denke Khorny könnte dir zur Armeegröße/ Modellanzahl einiges sagen.
Necrons haben einen veralteten Codex. Der neue ist noch nicht angekündigt. Modellmäßig gibt es bei den Necrons nicht viel Abwechslung. Hier sind auch sehr viele Metallmodelle, was die Armee meiner Meinung nach auch etwas teurer macht.
Noch mehr Bilder gibt es hier: LINK
Beachtet auch den Link in dem verlinkten Beitrag. Dort sind noch einige Bilder mehr zu sehen.
@DW: Mit Chaos Black grundiert und danach mit Codex Grey drüber.
Ach da ist noch gar kein SW Grey drauf? Dann ist das Bild recht hell. Aber das Gelb ist schon Golden Yellow, oder?
@Don:
Sieht doch schon sehr nett aus. Frage: Hast du mit Chaos Black grundiert? Und deckt das SW Grey darüber gut ab? Oder ist das Shadow Grey?
Zeit für weitere Bilder:
Plague Furnace: 
Screaming Bell: 
Bei Warseer kursiert das Gerücht, dass die Blood Angels 2010 ebenfalls einen neuen Code bekommen sollen. Der Codex soll nach dem Codex Tyraniden kommen, also wird ab März damit gerechnet.
Momentan ist noch nicht viel bekannt, aber da Harry, einer der wenigen Warseer Member mit Insider Wissen, dieses mehr oder weniger bestätigt hat, ist davon auszugehen, dass es stimmt.
Weiterhin sagt Harry, dass die Blood Angels nur eine Hälfte der Neuheiten sind. Erste Spekulationen über einen Angels of Death Codex wie in der 2. Edition von WH40K ( Blood Angels und dark Angels in einem Buch ) wurden bereits als falsch entlarvt. Weitere Aspiranten wären die Black Templar oder vielleicht sogar die Grey Knights.
Was Warseer Thema ist hier: LINK
Und hier einige Infos:
QuoteDisplay Morehere we go:
-The BA 'dex is DONE and complete already.
-New conversion kits similar to the ones made for the space wolves. These kits are said to be EXTRAORDINARY (I mean.. beautiful!), with a level of detail similar to that of the models in space hulk (or even better). (PS this seems quite certain, it has been confirmed by my local GW seller, who also stated some big news about BA may be revealed at the italian games day).
SOME informations about the rules
-The codex will allow the player to field a top notch assault army: assault squads will be a troop choice, with options similar to those of the new gray hunters in the SW dex: 2Xspecial weapons and no heavy weapons at all (of course). Sergents will be similar to those of the SM dex (more options: tunder hummer, LC and such).
- a psionic power called "vortex of blood", or something like that, will give the caster a CC attacks bonus equal to the number of models in base contact (or even in combat radius?! but it would be too powerful..)
-New indipendent characters.
I can't assure these rumors are true, of course. I just TRIED to translate them in english and posted them here.
Ah, date of release: march, after the tyrs.
Weiter gehen die Gerüchte:
QuoteSaw this on BoLS so i thought i'd put it up, confirms some of the stuff the good man bram put up.
Quote from Dark_Harlequin;4020976Display MoreHey everybody. I thoroughly read the army book today and (regardless what has been spoiled) I will just quickly run over the details to let you take part. To dismiss the thought I might act on rumors I have READ it. And if you don't
Belive me your own fault
If my terminology isn't correct please just overlook it. I read te book in german and don't know how some of the stuff is named in english.
Army Rules:
- LD bonus for Ranks the same
- +1 Fleeing distance the same
- NO more shooting into close combat (unless under special circumstances but I'll come to that)
- NO more choosing who goes back after refuesed challenge, your opponent does that now as usual
- "Command from the last rank" is still there but you may not move back tere frequently any more. Only after refused challenges
- It's not exactly an army rule but all templates in te book auto hit partly covered models also
- no more total power on 13
Lords:Rat Daemon:
- Point cost around aother greater deamons
- Profiles M8 WS8 BS0 S6 T5 W5 I(something high don't remembre) A5 LD8
- Rat deamon: May not join units
- Level 4 Wizard who can use any of the two skaven lores
- His blade does D3 woundsWarlord:
- pretty much the same except:
- may ride a tamed rat ogre now (Tamed Rat ogre has M6 WS3 BS0 S5 T5 W4 I3 A4 LD4(I think) causes fear)Grey Prophet:
- Now has LD7, carries D3+2 Warpstones, may ride a Screaming Bell (more about that later), may use both skaven loresHeroes:
NOW it gets interesting
Chieftains:
- pretty much the same. No carry heavy armor as a basic and AST still allowes shilds and stuff but aside from that pretty much the sameWarlocks:
- Base cost is the cost of three old clanrats (Yes you'rereading right they are THAT cheap)
- may become a wizard making im as expensive as usual (no cheap caddy sorry) and an extra level for usual costs
- uses the lore of doom
- may get a warpstone musket (like a musket but with S5, magic and instable rule) for cost of an old storm vermin
- may buy a warpstone weapon (then has 2A S4) but its somewhat expensivePlague priest:
- old stats, but costs more
- Level 1 Wizard as he comes
- may become level 2 as far as I recall
- old options
- may ride a plague steed (40mm base steed 1W S4 WS3 1A poison)
- may ride a wheird plague thing. I don't for all the warpstone in the world know how its named in english so I'll call in weird Plague ThingyAsassin:
- YES he's a hero choice
- Old stats
- a little more expensive than old one
- ASF, 4+ dodge save
- all old rules plus Outflanking rule (may be put in reserve like tunnel teams and then enter over any table edge as if he had chased an enemy off the table)
Core units:
Clan Rats:
- little cheaper but no shields
- may get shields and7or spears for 1/2 point (YES, DON'T ASK 1/2 point as in the half of a point)
- may be accompanied by one of the following: Rattling Gun, Warpflamer, Thingshredder, Plague Mortar
- NO MORE Moterunits (you don't need one unit of clan rats for every other unit)Skaven Slaves:
- same stats
- dispensible PLUS you may shoot into close combat as long only slaves are in there on your side
- desperate Frenzy: when slaves are broken in combat they deal D6 S3 hits to EVERYBODY closely arround them +1 hit per rank of the slaves and are then removed from te table
- musician is 2 pointsNight Runners:
- are NOT skirmisers any more, they now rank and file
- come wit throwing stars and additional handweapons as a basic but are slightly more expensive
- may buy a Tunneling machine which allows them to tunnel like... well like everything that tunnels in warhammer
- have a 6 inches scout movement before game starts
Storm Vermin:
- little cheaper
- same accompany rules as ClanratsGiant Rats:
- Same same except:
- May now attack from two ranks
- may now buy a master moulder (Yes he's nolonger a hero)Poison wind globers:
(NOTE: I don't remebre if they are still core but I think so)
- now 5+ unit size
- same weapons as before
- "life is worthless" rule which allows them to throw into any close combat like old times and EVEN into their own as long as the trowing modelitself isnot in contact wit te enemyRat Swarms:
- now cost only half an old rat ogre and are FINALY worth taking
- no more poison attacksSpecial:
Plague monks:
- same stats
- NO poison attacks, that was a bogus rumorJezzails:
- old rules, BUT:
- lost skirmisher ruleRat ogres:
- now frenzy
- you only need one moulder but may buy more
- may buy a master moulder
- may become elite rat ogres. They are then a little more expensive than the old ones but have WS4 I4 4AGutter runners:
- poison wepons are now REDICIOUSLY expensive, I have NO clue why they would do that
- now have throwing stars as a basic
- same cost
- may Outflank the enemy like asassins
- have 6+ dodge save (champion even 5+)
- may buy a tunneling device but its expensive
- champion may buy smoke bombs and/or blase of tears (Yes THE blade of tears) (see Items)PLague Censer Bearers:
- same rules
- special now
- 2A base PLUS frenzy :evilgrin:Rare:
Rat Abomination (or whatever it is called in english):
M3D6 WS3 BS0 S6 T5 W6 I4 AS LD8
- stubborn, terror, large target, regeneration
- move 3D6 like a chaos spawn BUTT if you role three similar numbers the rat spawn either goes braindead, runs havoc or mutates
- makes special attacks like a giant: 1-2 S6 hit for every model in base to base with no AS and D3 wounds, 3-4 it does 3D6 attacks with normal WS and every unit suffering a casualty hits the abomination on-1 this turn, 5-6 Every model in BtB must make a I check or suffer a S6 hit with no AS AND the abomination deals 2D6 hits to a unit of choice like a jumping giant
- "to weird to die" rule: When its wounds drop to 0 roll a D6 at end of turn, 1-3 the abomination is realy dead, 4-5 it bursts into D3 rat swarms you may controll, 6 it revives with D6 wounds
- you may buy magic resistance (1) and magic attacks for a few points
- slightly more expensive than a giantWarplightning gun:
- same stats
- now shoots like a cannon except the S is still random like before and at the final point youplace a small template which has the same strength as te shotPlague Thrower:
- a little over 100 points I think
- crew has D6 attacks and does NOT frenzy
- shoots like a mortar except with S2, no AS allowed and a funnier miscast chartDoomwheel:
- moves like a chaos spawn
- does D6+1 impact hits (but is NOT a chariot)
- get only D3 S4 hits when moving trough rough terrain (but D6 S10 when colliding with impossible terrain)
- when it doesn't charge it does D3 impact hits
- crew 6 S2 attacks
- unless you do a succesfull LD check it MUST fire warplightnings at te nearest unit within 18 at random strength like warp lightning gun and D6 wounds
- very funny missfire but I'm to lazy to write that now, lets just say it can lose movement and whenever the wheel moves 0 inche sit just tilts over and is a casualty
All the weird stuff I didn't mention till now:
Weapon teams:
- now ALL have heavy armor and a 4+ save when within 3 of their mother unit
- are ALL move or fireRattling Guns:
- same as befor but now need to hit like normal beeingsWarpflamer:
- same, but remembre the template rule I mentioned before *evilgrin*Thingshredder:
- REALY weird vehicle, does artelery dice hits S4 at I4 in CC and on missfire may turn havocPlague Mortar:
- shoots like a stone trower but may use the LOS of his mother unit, his template wounds on 4+ (5+ if you are clan pestilance or partially covered) with no ASMaster Moulder:
- M6 WS5 BS3 S4 T4 W2 I4 A2 LD6
- may carry one of the following:
whip: may make one attack from back rank
electric whip: may make D3 attacks fromback rank
Thinghunter: killing blow
strange moulder weapon: uses two hands, ignores armor savesScreaming Bell:
- now gives itself AND the prophet on top 4+ ward save
- rings on S5 hits already but only with 1D6
- no mor 2 power dice through te bell
- only clanrats and storm vermin may push it
- old pushing rule
- unit that pushes it is Unbreakable
- you may ring the bell with 1D6 in the first round and 1-3 D6 in later rounds
- slightly more destructive misscasts but bell rings on a tripple number (before it blows up)
EFECTS (I'm not 100% shure about the range of te numbers but the effects are accurat):
1: Nothing, the hit was too weak
2-4: pusing unit MUST move D6 straight forward (may attack this way)
5-8: all skaven within 12 may reroll all failed moral checks for 1 round
9-10: casts the spell "scorch" on Power level 5
11-12: D3 wounds to all T7+ units and structure witin 12 crumbles on 5+
THE BIG 13: all enemy units within 12 recive D3 S4 hitswith no AS and in the pushing unit EVERY model counts as in BtB wit EVERY enemy model they are in CC with and may attack this turn XD
14-15: All Skaven Units in 12 gain +1 A
16: all Skaven units within 12 may reroll failed to hit and to wound rolls in close combat
17: ALL Skaven units within 18 gain +1A and may reroll all failed to hit and wound rolls in close combat, all Skaven units within 12 MUST move D6 straight forward like in 2-4 and structure witin 18 crumbles on 4+
18: RAGING APOCALYPSE: The Bell blows up so specteculare, that EVERY MODEL witin 4D6 inches recives a S4 hit with no ASThe weird Plague tingy:
- pushed an as big as a screaming bell
- has a Breath weapon tat wounds on 4+ wit no AS
- additionally to the riding priest it has 6A and frenzy S3 from the crew (so 7A)
- Leaks fumes that work just like a plague scenser but STACKS with the one the priest may carry, so 2 T checks (Hi Elves :P)
- makes the pushing unit stubborn
- in CC it can eiter leak furter fumes that are randomly devided betwen the units or cause artelery dice S5 hits (which are also devided like shooting)Magic is like rumored so I'll just quote it
Only thing I got to add is that yes Wither stacks. YOu can cast it multipletime on the same unit. And yes you can pull a units T down to 0 with it.
Plaque is a little different as it only backfires on a 1.
And all Grey Prophets may exchange one of their spells for the big spell. It's actually called "The horrible 13th spell" I think and it doesn't deal 4D6 wounds it removes 4D6 models from play. And if all are slain you get as many Clanrats as you have slain models.
Magic Items:
BasicStuff:
The weapons are surprisingly overpriced, rest as usualWeapons:
Grimmblade:
- Same as before but forces enemy to reroll Ward savesSomethingtoot:
- Ignores Armor saves (but too expensive)warpstone Weapon:
- +1 A +1 SBlade of Nurglitch:
- +1 S and does 2 wounds per hit but on a double 1 the bearer loses two wounds himselfWeeping blade (I called it baled of tears a few tiomes in te text but you know what I mean):
armor piercing and does D3 wounds (but isnow cheaper)Dwarfhater:
- +1 S and ignores AS of dwarfsBlade of the Plague:
- wounds reduce T by 1 but VERY cheapArmor:
Warstone armor:
- same but only for warlock techsArmor of rust:
- same effect, new name, cheaperCarefull shield:
- enemies in Btb lose 1ACharms:
Talisman of the rat:
- 5+ Ward save, just a new namePot of smoke:
- -1 to hit with ranged attacks against the unit
- forgot two maybe I'll remeber later
Arcane artifacts:
Warpstorm scroll:
- same as beforeWarpstone accumulator:
- generates a power die on 5+ and adds +2 to warplightning hitsI think there was one more but once again I forgot
Prophetic globe:
- very cheap, ignores first wound but bearer becomes stupid after that (as he desperately shakes the globe hoping for more miracles or guidance)Warpstones:
-same as befor but more expensiveEnchanted Items:
Skaven Brew:
- may be given to a unit as the old one but:
1 goes wrong
2-3 franzy
4-5 hatret
6 death frenzySkalm:
- recovers alllost hitpoints for self or ally (is a little cheaper now)Howling pipe:
- whoever wants to charge te bearers unit must pass an LD check or may not chargeSomething wretched:
- all units in BtB with the bearer gain -1 LDClan Eshin only Items:
Warpstone throwing stars:
- same sameHellbombs:
-Now THATS cool. The bearer may plant it after moving as long as he'snot in CC or sooting (even after marching). Its a small template. Te bearer may blow it up anytime except the turn he planted it and as long as e's in te explosion radius. Whhen triggered it blows up on a 2+ (on a 1 it was a fake). all models NOt under the centerrecive a S3 hit, te model under the center recives S6 D3 woundsSmoke Bombs:
- enemy chases 1D6 less (VERY CHEAP)Clan Scryre only:
Bronze Globe:
- same sameWarpscroll:
- Now does only S2 hits to every model at power level 3 but ignores AS. No more auto panic.Devestator Rocket:
- One use only, you may roll betwen 4and 10 D6 and chose a direction. That number in inches is the point the rocket hits. it has a5 inches template. ALl models hit suffer a S5 hit (S10 D6 damage under the center)Warlocks okular:
- warlock gains +1 BS and ignores interverning terrain and units for shootingClan Moulder only:
(see master moulder)
Plague Clan only:
Deathwind Globe:
- same sameBanner of unoly frenzy:
- one use, the unit may reroll to it an dto wound rolls this turnGeneral Banners:
Banner of the horned Rat:
- Enemies within 12 gain -1 LD and enemies in Btb must reroll succesfull morale checksStorm Banner:
- last for only one round and skaven range attacks are unaffected
- storm vermin and Plague monks may carry it nowBanner of the Horde:
- +1 combat resolution
- +w3 combat resolution instead when you have more ranks than te enemyBanner of the Rot:
- Causes T tests just like a plague scenserBanner of crawling rats:
- Units in Btb suffer S3 hits during shooting phase and if the unit is broken in close combat all chasing units suffer an additional D6+2 S3 hitsBanner of the Underground war:
- The unit hates Dwarfs and Dwarfs hate themBanner of the shadow move:
- One use, The unit may tripple its movement when marching but suffers 2D6 S3 hitsAnd then there was the Extra stuff:
Some characters or Champions may buy one of those options:
Warpstone Rifle: Like musket but S5, Magic and instable
Warpstone pistol: Like Pistol only Magic and unstable but warlocks have in automaticly now i think
Tail weapon: THe character gains 1 additional S3 attack wit no weapon special rules applied
Poisoned weapon: Character has poison attacks
Guarding rat: A small rat guards the Character. Its grants one additional S3 WS3 I4 attack but on a 1 it bites its owner
Special Characters:Tanquol:
- most obvious one of all pretty much the same as before
- now only has D6#3 warpstones and heals onlyon 5+
- may NOT ride a screaming bell any more
- bone breaker now can't shut down on a 1 and has a normal warp falmer with 1 shotnot a breat weaponSkrotz the mutant:
- his waeponnow has only killing blow against normal targets BUT does D3 wounds against anything with US 3+
- when feeing or marching he may eat a random dude from his unit (even a rat ogre if your unlucky ^^) or he loses regeneration and 1 wound
- still has whip frenzySquik the headhunter:
- carries a warstone armor and a blade tet wounds dwarfs on 2+ and rerolls failed hits and wounds
- in a challenge he gets so agitated that he get +1 to hit and to wound but may not refuse challengesIkkit claw hand:
- has S6
- may exchange his spells for warp lightning instead of skitterleap
- his warplightnings do artelery dice hits and if you role a misscast at least something funny happens XD
- has a 3+ save against magic I thinkLord Skrolk:
- most expensive of the lord chars
- is a level 3 wizard
- pretty tough
- carries some advanced plague censer
- may use his wand on a unit within 18 with power level 6: Roll a D6 5-6 every model in the unit recives S2 hit with no AS, on a 2-4 every model in the unit recives S1 hit with no AS, 1 the unit babbles confusing stuff but this has no effect on the gameSnikch the master asassin:
- is a hero
- has all asassin ruels (dodge, ASF, Outflank, hide)
- I 10 WS 8
- Cloak of night: every enemy must roll a 4+ to attack him, charge himor shoot at him BUT he doesn't block march movement and yu may move through him
- Whirl of tears: With his blades of tears (usual rueles) he has 6ASome fuzzy guy protected by a lot of rats:
- don't remebre much about him, he has D6+2 additinal attacks S2 and some weird moulder rule
- just remembered he can mutate rat Ogres so they randomly can gain extra arms, regeneration or have something else happening to them.somethingsomething the dirty:
- is a hero
- his unit fights so dirty they may reroll failed to hits and wounds while in the flank or the back of an enemy
- he has a 4+ ward save and may reroll one roll per game
- he may bail anytime. Roll 3D6. You may place him in any clanrats or stormvermin unit within that distance. If there is non he just runs away and is a casualty
THat's it from me. The spelling mistakes can kiss my ass now sorry for the strong language :D. Hope you all enjoyed it.
QuoteDisplay MoreLets look at some of the special chars, shall we ?
Ikit Claw :
M5 WS5 BS3 S5 T4 W3 I3 A2 LD7
Level 3 caster, chooses from Lore of Ruin, may switch 1 Spell for Warplightning
Exoskelleton : magic armour, 3+ AS, 5+ Ward Save. It states that it enhances his strengh (without it it would be S2). It comes with a Warpfirethrower which has one use only, but can reroll the artillery dice.
Stormdemon : Helbard which allows no AS. Can cast Black Warplightning as a bound spell (Powerlevel 5).
The black Warplightning does Artillery dice hits. If a misfire happens roll 1D6 :
1-2 : Ikit and all models in base to base contact take a S5 hit
3-5 : Ikit can cast no more spells during this magic phase
6 : Overload, Ikit generates D3 Power diceQueek Headtaker
Same profile as normal warlord except for WS 7 and 6 attacks.
Can upgrade a unit of Stormvermin to his personal guard, giving them +1 WS and +1 S (+4 ppm)
Cannot join units with casters and the other way around.
Gets +1 to hit and to wound in a Challenge, must always accept them.
Dwarf Gauger and Handweapon :additional Attacks already in profile, all attacks allow no AS and Dwarfs are wounded on 2+
Warpstonearmour : 3+ AS, if a save is passed, the attacker gets a S5 hit (the normal Warpstonearmour in the magic item section is the same for 30 Points, but just S4 hits).Skrolk
M5 WS6 BS4 S4 T5 W3 I6 A4 LD7
Level 3 caster, chooses from Lore of Plaque, may switch 1 Spell for Pestilence breath (translation ?)
Has Frenzy and may change Plaque Monks to core, but not sure about that...
All models in btb contact get -1 to hit, Clan Pestilence Units are immune to this effect tho.
Staff of coruption : Flail, after to hit rolls, a model which is hit one or more times must pass a single T test or is slain immediatly (no saves of any kind allowed !!). If it survives, go on with the normal to wound rolls and so on.
Liber Bubonicus : Bound Spell (Powerlevel 6). Chose a Unit in 24", then throw 1D6 :
1 : nothing happens
2-4 : every model in the unit gets a S1 hit, no AS allowed
5-6 : every model in the unit gets a S2 hit, no AS allowedDeathmaster Snikch :
M6 WS8 BS6 S4 T4 W2 I10 A6 LD8
He may start the game hidden in a unit, be deployed like a scout or enter the battlefield like Dwarfen Miners from an Tableedge. He also has a 4+ Ward save, and nobody may use his LD and he always strikes first. These exact rules are the same for every Assasin, so now we come to were Snikch is special :
He has 3 weeping blades (bonus attacks already included in profile), which have Armour piercing and do D3 wounds.
If any unit wants to target him for magic, shooting or charges, they have to roll a 4+ to do so. If they dont pass, they may declare another target and ignore Snikch in all ways.Thats all for now.
Cheers
Ist aber drin. Der Roman ist von James Swallow und garnicht mal so schlecht.
Quote from BramGaunt;4017391Display MoreBram Gaunts Skaven summary.
I had a nice long look into the Army book, and as a passionate Warhammer player I absorbed as much info as I could.
I might be wrong at some details, still, I think I got all that's necessary to give a good overview. Remember that I hail from germany, and therefore I translated most of it as good as possible.
1st: Armywide special rules and differences from "normal" armies, changes from old book.
Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
And than there are the "special" lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.Shooting into close combat - gone. Yes, it's gone. Really.
placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.
Other army wide rules: Live to fight another day: +1 distance to flee.
you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.
looted wargear (not sure about the name)
thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.Warpstone pistol - 8 points. 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
Warstone rifle - S 5 Warpstone musket. Move or shoot. 10 points.
Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
Poisoned attacks - 15 points.
2nd - Units.
I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down...
If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.
CoreClanrats -
the same. 4 points each with 1/2 (yes, one half) point for shields and spears.Stormvermin:
Strength 3. Come with halberds and mail armour for 7 points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the "wargear loot" equip for 15 points.Both Clanrats and Stormvermin may add one (1) weapon team of the following:
Flamethrower (70 points) , Thing-shredder (55 points), Globe mortar (65 points), Rattling gun (55 points)Flame throwers now have flaming attacks.
rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.Slaves -
two points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat.
Slaves do not provoke panic tests from any other unit than slaves.Shadowrunners
May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. 7 points per model,
come with two hand weapons and shuriken.
Champion has a 6+ ward save.
Giant Rats: little cheaper, do not count for minimum of core unitsVermin swarm: 25 points, same as giant rats. do not block linoe of sight.
SpecialGutter runners
May have a warp tunneler. skirmish, outflank from any edge.
Champion has a 5+ ward save. Come with same es shadow runners.
May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for 5 ppM.
Rat ogres.Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible.
you may add as many ogres to the unit as you want (4 ppM), for each 2 ogres you may add one more handler.
May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for 20 points or a great weapon for 4 points.
Mastermoulder profile is 6 5 3 4 4 2 5 2 6Plague monks: 7 points per model, come with two handweapons, one unit may have a standard for 50 points.
Still have frenzy (was it frenzy? se rat ogres for what I mean...)Jezzails: 20 points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for 10 points. Unit size 3+
Censer bearers: the same almost, forgot about them.
Globardiers: 10 ppm. 5 - 15
Special rules: Life is worthless... may fire into close combat.
shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.
Lords
I did not look up neither the abilities of special characters, nor their options. I just list you the points.Lord Skrolk: 470
Thanquol: 450
Ikit Claw: 395
Skrotz the mutant: 225
newHeadhunter-thing-char: 215
After a brief overlook he seemed pretty strong with WS 7 and 6 attacks...Verminlord: 500 points.
profile: 8 8 4 6 5 5 10 5 8
Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
The vermin lord may not be the general of your army.Warlord: 90 points.
Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. 240 points.
The Screaming bell is his mount, 200 points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague menetekel" (now this word is totally strange to me, and there seems to be no translation to english... wiki led me to this:http://en.wikipedia.org/wiki/The_writing_on_the_wall
There's a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.
Heroes.
Snikch: has a mantle which obscures him, he's only visible to units on 4+. 270 points.
He has got a murdering profile, Initiative 10 and always strikes first.Tretch: 145 points.
Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)
Warlock: 15 points. At this stage he's a technician only, no wizard.
he may be upgraded to level 1 for 50 points or level 2 for 85 points.
Only one to have 2 warpstone pistols...
May chose lore of doom only. (more to magic later)Plaguepriest: 100 points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy... oO for 150 points.
Now, lets start the interesting point:
[CENTER]Screaming bell.[/CENTER]
Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3) ) or the prophet.
Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.
Ringing the bell (thats what you wanted...)
at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
The bell is automatically rung if wounded by a S5 or higher missile attack.
Results:1 - nothing happens. Spank-spank the Rat ogre for failing-failing...
2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
5 - 8 all friendly units may reroll morale checks within 24 inches of the bell
9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5
11 - 12 All enemys with T7 or higher suffer D3 wounds
13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
14 - 16 All units within 12 " gain +1 attack for this turn.
17: All gain +1 attack and get to reroll tohit and to wound
18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
If you roll three equals, both bell and prophet suffer a S5 hit.
Plague menetekel:
It's not a furnace, it's like the bell itself, but with a big censer instead of the bell.
Moves just like the screaming bell, but may only be joined by Plague monks.
I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.
Which leaves us with
Rare choicesHell Pit abomination: 235 points.
It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me...
Causes impact hits, Terror, Large Target, Regeneration, Stubborn.
Profile: 3W6, 3 1 6 5 6 4 * 8
Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
Special attacks: Troll 1 D6 to determine how it strikes
1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6.
1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints.Doom Wheel - 150 points
Causes Terror, Impact hits (D6 + 1), Large target.
Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops...
when negaged in close combat it may crush the enemy, causing D3 S6 hits.Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed.
2-5 moves at a random direction.
6: Whats that button-button fore? Moves an aditional D6 until end of game.
Warp Lightnin canon - 90 points.
No more ward save, does not have to pick "flee".
It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength.Malfanction: 1- 2 : it exploed.
3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
6 - may not shoot this turn.Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. 100 points.
Magic:As reported there are two lores: Lore of Doom and Lore of plagues.
But first....
the DREADED 13th Spell - cure of the horned rat. Cast on 25.
Only grey seers may have it.
It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering")
Lore of Doom:
1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat.
5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+
6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.Lore of plague.
1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
6 - the plague: same as before. cast on 12.Weapon teams: almost forgot about them.
They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)
so, this is it. Enjoy
p.S. The battalion includes: 40 new clanrats, 20 plague monks and one giant rats/rat ogre kit. 85 euros.
Edit 1: changed format a little for overview and added plague censer bearers.
Edit 2: Contents of battalion added.
DoW II ist Schuld, dass es die Red Bulls überhaupt gibt:
Dann zeig ich auch mal meinen brandneuen Orden, die Red Bulls ( Oder: Recycling im 41. Jahrtausend
)
@Ulli: Touche. hatte ich garnicht bedacht. Aber egal, ist ja nur die persönliche Heraldik des Ordensmeisters.
Zorg: Gummibären wären zu bunt und das gibt es ja schon in Form der Power Rangers. ![]()
Ist es eigentlich das "Red Bulls" das dich stört, oder eher das Farbschema? Ich finde, das Farbschema kann man bei 40K ganz gut umsetzen.
Mit Red Bull hatte ich schon mailkontakt. Wegen Markennamen usw. Dagegen hatten die nix. Aber Geschenke gab es keine. Hmmm... Vielleicht, wenn es eine stattlichere Armee ist. ![]()
bestimmt. da kann man sich ja eigentlich immer drauf verlassen. ![]()
Wie jetzt? Deine Orks Symbolik?
Nachdem ich ca. 8 Mal versucht hab, einen vernünftigen Bullenschädel zu malen, hab ich dann aufgegeben. Also einfach eine Space Wolves Rune aus dem alten Gußrahmen zurechtgeschnitten und die Hörner von einem Krieger des Chaos Kopf abgeschnitten und drangeklebt. ![]()
Passt ja eigentlich.
Da hier auch sicher einige Warhammer Fantasy Spieler unterwegs sind, sollten die Skaven auch bedacht werden. Immerhin erscheinen die im nächsten Monat und inzwischen sind sie schon auf der GW Seite zur Vorbestellung bereit.
Natürlich gibt es bei Warseer schon ein Thema dazu: LINK
Hier mal die bereits angekündigten Neuheiten der Skaven:
QuoteDie Skaven sind ein Volk abscheulicher Rattenmenschen die danach streben aus ihrem Tiefenreich hervorzubrechen um die Alte Welt zu überwältigen. Zusätzlich zur Masse an Rattenmenschen ziehen sie mit allen möglichen Arten teuflischer Kriegsmaschinerie und riesigen Kriegsbestien in den Krieg. Die Skaven streben im Namen der gehörnten Ratte nach der totalen Herschaft über die alte Welt und lassen sich durch nichts in ihren ruchlosen Plänen aufhalten.
Das 112-seitige Armeebuch enthält alle Informationen und Regeln, um eine Skaven Armee zu spielen. sowie eine Fülle an Hintergrundmaterial, ein vollständiges Bestiarium, haufenweise Artwork und eine 'Eavy Metal-Sektion.
Du benötigst eine Version des Warhammer-Regelbuchs um die Inhalte des Armeebuchs nutzen zu können.
QuoteKlanratten formen die Masse einer Skavenarmee und bilden die forderste Front und das Zentrum der Armee. Sie formieren sich in großen Blöcken und überwältigen ihre Gegner durch schiere Masse und die wildheit ihrer Attacken. Nur die Sklaven sind noch zahlreicher als die Klanratten
Die Box enthält 20 mehrteilige Klanratten. Dieses 85-teilige Set enthält 20 verschiedene Körper, 20 verschieden Schilde, 16 verschiedene Handwaffen und 20 verschieden Speer-Arme. Des Weiteren sind alle Teile enthalten um einen Musiker, einen Standartenträger sowie einen Klauenführer zu bauen. Die Modelle werden mit 20mm Bases geliefert.
QuoteDie Sturmratten sind die kämpfende Elite der kriegerischen Klane der Skaven. Sie lassen sich leicht von ihren abgemagerten kleineren "Kameraden" durch ihre starke Nackenmuskulatur und kräftige Statur unterscheiden. Als die größten und aggressivsten aller Skaven, werden die Sturmratten mit den besten Waffen ausgestattet die sich in den Rüstkammern des Klans finden lassen, und zu ihren Pflichten gehört es das Gefolge oder die Leibwache vom kleinen Häuptling bis zum mächtigsten Kriegsherren zu stellen.
Die Box enthält 20 mehrteilige Sturmratten die mit Hellebarden bewaffnet sind. Das 148-teilige Set enthält: 2 von jeder der 12 Kopfvarianten, 4 von jeder der 5 Schildvarianten, 9 verschiedene Körper-Vorderteile die noch weitere Variationen mit den verschiedenen Körper-Hinterteilen erlauben, 2 von jeder der 10 Hellebarden-Varianten, 7 verschiedene Schildarm-Varianten. Des Weiteren sind alle Teile enthalten um einen Musiker, einen Standartenträger und einen Krallenführer zu bauen. Die Modelle werden mit 20mm-Bases geliefert.
QuoteWenige Apparate versinnbildlichen die Mixtur aus Wissenschaft und Hexerei sowie die schier unmenschliche Findigkeit der Skaven besser, als die teuflische Kriegsmaschine, die den Namen Todesrad trägt. Das Todesrad rast über das Schlachtfeld, entfesselt dabei mächtige Warpblitze die das nächstbeste Geschöpf in Asche verwandeln kann, und zermalmt alles auf seinem Weg unter seinen eisenverstärkten Rädern.
Die Box enthält ein mehrteiliges Todesrad aus Kunststoff. Dieses 58-teilige Modell wird mit optionalen Teilen geliefert um es noch weiter zu personifizieren. Das Modell wird auf einer 50x100mm Base.
QuoteAls legendäre Gestalt ist Meisterassassine Snikch Objekt furchtsamer Spekulationen, ein geflüstertes Gerücht, das den schnellen Tod verheißt. Snikch ist der tödlichste Mörder Clan Eshin's - Ein Meister in der Kunst des Meuchelns und Sabotierens. In der Schlacht ist Meisterassassine Snikch ein Schatten, der erscheint, wo er will und er ist das Letzte, was viele Befehlshaber sehen, ehe sie sich den zahllosen Kriegsherren, Fürsten und Berühmtheiten anschliessen, die diesem unübertroffenen Assassinen bereits zum Opfer gefallen sind.
Der Blister enthält einen Meisterassassine Snikch aus Metall. Das Modell wird mit einer 20mm Base geliefert.
Meutenbändiger Kwietsch Nagzahn
QuoteEin Meutenbändiger muss lernen, wann man die Peitsche schwingen muss, wie man Kämpfe in der Meute unterbindet und wie weit man Bestien treiben kann, ehe sie sich gegen ihren Herren wenden. Keiner von ihnen kann sich jedoch besser in seine üblen Kreationen hineindenken als Kwietsch Nagzahn, der erfolgreichste Meutenbändiger von Höllengrube.
Der Blister enthält einen Meutenbändiger Kwietsch Nagzahn aus Metall
QuoteQuiek Kopfjäger ist wegen seiner brutalen Ader, seines Temperaments und der schrecklichen Gewalt die er auf seinem Weg hinterlässt, legendär unter den Skaven. Quiek hat einen Kampfstil perfektioniert, der an eine rotierende Windmühle erinnert, wobei er gleichzeitig mit dem Zwergentöter und einem gezackten Schwert kämpft. Dabei schlägt, hackt und sticht er wild um sich und beißt auch immer wieder mit seinen rasiermesserscharfen Zähnen zu.
Der Blister enthält einen Kriegsherr Quiek Kopfjäger aus Metall. Das Modell wird mit einer 20mm Base geliefert.
Die Bilder zu den einzelnen Minis sind im Anhang, in der Reihenfolge wie oben aufgeführt. Darüber hinaus noch als kleines (Käse-)bonbon Bilder der Gußrahmen von Klanratten und Todesrad.