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Original von Kurl Veranek Hehe mich juckts auch in den Fingern |
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Original von Brazork (Siehe Vargulf/Skorpion/Herold/Brut/... ) |
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All the rumours by theultimateqpa have been confirmed on that polish forum. The other stuff mentioned there looks as follows: Cold-Blooded rule stays as it is now. LORDS Slann - T4, W5, 4+ WardSave, US3; can miscast as normal; cannot mix lores anymore; lost +1 to cast and dispell; max 4 abilities chosen from the list - first for free, all 4 for 150 points (I'm guessing 0+25+50+75) - theultimateqpa skipped 1 ability - MR(3) Old Blood - stats remain the same; no spawnings; AS 4+; may ride Carnosaur (S7, T5, W5, not a large target HEROES Scar Veteran - +1T, 5+ AS, same points Skink Hero and Priest - may ride terradon and both versions of Stegadon (Priest on the Engine gets +1 power dice) CORE Skink - rank&file, 5 points, javelin and shield, have command group, Ld 6, 1 kroxigor (55pts) per 8 skinks; may skirmish for +2p (blowpipe) Saurus - scaly skin 5+ Swarm - posion, 15 pts cheaper SPECIAL Cold One Riders - 2+ AS, same points Kroxigor - S4, 4+ AS, 55 pts, no skirmish screen Chameleons - 3 pts cheaper, no special deployment Terradons - mount S4, rider S3 (javelin only), may fly into woods; throw rocks - once per game D3 S4 hits per model Stegadon - S5, T6, A4, Ld6, 4+ AS, D6+1 impact hits; may have big blowpipe (12", 2D6 S3 auto or no modifiers hits), giant bow with poison Temple Guard - may have 2+ AS, stubborn and ItP with Slann, WS4, halberds, 1 point cheaper RARE Ancient Stegadon - S6, A3, 2+ AS; may have 2 blowpipes but no bow Engine of the Gods - gives powers like cauldron of blood: 5+ward for friendly units within 12", or D6 S4 hits with no AS to enemies in 2D6", reducing spell difficulty and something more Salamander - probably move or fire (conflicting rumours on that), flame template shot at artillery dice inches, S3 -3AS, 55 pts Razodon - same as salamanders, but: may move and fire, shoot artillery dice of S4 hits within 12", need to roll to hit (BS3), but no modifiers for long range, being charged, moving or multiple shots; have to choose S&S as charge reaction, 56 pts Heroes cannot join salamanders nor razodons, but handlers do not line into combat. MAGIC ITEMS Weapons: Lance for skink - gives stegadon 2D6+2 impact hits blade of realities ASF S6 no AS Armour: very similar and cheaper Talismans: 5+ward, 2+ward one use, no 4+ward Enchanted Items: flying for skink jaguar charm - bound spell steed of shadows 25 pts bound spell with uranos thunderbolt at level 6 some magic attacks Arcane: diadem, +1 spell Banners: 100pts - 12" stubborn for cavalry -1 to hit for shooting huanchi probably the same (or giving +D6" to charge - no consent on that) Hope this clarifies some things. Once again, all this information was found here: http://forum.wfb-pol.org/. I did not see the new book, I just translated some rumours, so don't ask me too many questions I will try to translate some more stuff if I find any. |
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Basic Slann comes at 275p. i think They are level 4 wizards and can choose any of the Warhammer Lores. The basic Slann also automatically comes with one "Power" for free. It can be any one of Your choice. You can buy a maximum of 4 additional powers so a Slann can have a total of 5. What is interesting is that apparently all the powers are equaly valued since You don't pay individal point cost for each of the powers. There is simply: X point for one additional power 2X ponts for two etc. Here are the powers effect that I memorised: 1 - The Slann adds on free power dice to each casting attempt he makes. This dice doesn't come from the player power dice pool and is in fact "free". It can cause miscast and Irresistable Force as normal. This basically is the same boost that Slann of the 2 gen. had. Its extremely powerfull and changes Your Mage into something to be reconed with in the magic phase. But unlike the expensive Slanns of the 2nd. generation in the previous book You can now get this abbility as the "free starting power" which means that You can have a magic phase powerhouse for 275p. 2 - The Slann can re-roll all miscast results. 3 - The Slann has the "regenaration" special rule 4 - The Slann can choose one lore from WHB rule book and he will know all 6 spells from that lore 5 - The Slann causes "Terror" 6 - The Slann is...and iam not exactly sure on this one....either immune to mundane attacks or magical attacks. Though i would go for the second option since it makes more sense. |
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Original von Kaisavokina Slann ist sicher im Preis/Leistungsverhältnis nicht schlechter als vorher.. Magie etwas schlechter- dafür immer Zusatzwürfel und alle Sprüche einer Lehre, Zauberpatzer kann man widerholen.. Kostet dann 325 + 25 (AST) + 100 Punkte mag Geg. (2 Rollen, Diadem) |
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More news from the preview seen on PGA: magic weapons - magic weapon 75pts: for each hit inflicted the enemy has to make a Ld test or die with no saves allowed magic armours - heavy armour on foot only: +1T, stupidity - stegadon helm: no changes talismans - aura of quetzl: -1 to hit the bearer arcane - cube of darkness: no changes - diadem of power: transfer DD to next phase power pool, 25 pts - one use only arcane giving +3 to cast after the roll - ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+ enchanted - 2+ ward vs shooting for slann - statue of spite: no changes - magic cold one with M8 and no stupidity, 35 pts - venom of firefly frog: same, but 10 pts - there is an item making all enemy wizards in LoS stupid, 50 pts Skink priests can only use Heavens lore. Engine of the Gods takes hero slot (probably in addition to the skink priest riding it), gives +1 PD to the preiest riding it and has 3 powers that cannot be stopped - just like with the cauldron of blood (D6 S4 no ASv hits within 2D6"; 5+ WSv within 12"; -3 to casting difficulty for 1 lore). One more Slann ability mentioned: slann choses a wizard within 24" - this wizards rolls of 6 to cast do not count. Slanns abilities cost 50 pts each (the first one is free) Terradons are US2 flying cavalry. I think that would be all for now. I will try to keep on translating everything that pops up from that guys. |
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