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Original von Malagant Also irgendwie nervt das mit dem wöchentlichen White Dwarf jetzt schon gehörig... |
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via an anonymous source on Faeit 212 Gyrocopter Update: it is nearly 1/2 the original point cost. For approx. 100 pts you can field 1 with vanguard. You can have 6 in an army and 12 in grand army. It has a template gun as before that can be swapped out for a Brimstone Cannon: 18", str 5, armor piercing, dwarf crafted, multiple shot d3, quick to fire. Gyrobomber Update: The Clattergun is 24", Str 4, armor piercing, dwarf crafted, multiple shot (4), quick to fire. both Gyro's can get vanguard. Conflicting reports, even from me, concerning number of runes. There are 2x Weapon Rune pages, 4 additional pages with Armor/Banner/Talisman/Engineering Runes. 1x Ancestral Heirloom page (specific named items). Runes are broken down like so: Rune of Blah Cost: X/Y/Z. x-y-z is the number of runes of that type you can place on an item, increasing its cost. Description of its exact rules follows a brief "fluff" description. One thing of note: A cannon can have up to 100 pts of Runes! Thorek is in the book. Bugman is a hero level. The Unit Breakdown is thus: Core (Warriors/Quarrelers/Thunderers/Longbeards); Special (Hammers/Ironbreakers/Slayers/Miners/Cannon/Grudge Thrower/Bolt Thrower/Gyrocopter); Rare (Organ Gun/Flame Cannon/Ranger/ Irondrakes / Gyrobomber). It is possible I got one of the Rare and Special guns flip flopped. I double checked (could still be wrong) but Dwarves no longer have -1 to move when charging/fleeing. |
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Dwarf rules leaks starting to filter through Some rules leaks are starting to filter through now. Some have been posted over at Bugmans Brewery from someone claiming to have seen the book. They sound fairly legitimate. Unfortunately, he claims no large centerpiece model, and nothing new after the Ironbreaker/Irondrake box set is released. The bomb that the Irondrakes Champion can get is an 8" range weapon that functions kind of like a Stone Thrower. Ironbreakers and Hammerers are both 14 points, base. 'Breakers can get a shield for 1 point. Sheildwall is a rule that on the turn the unit is charged, they get +1 to their Parry save. There's another rule that's like "Gromril Shield Wall" This gives the +1 to Parry save at all times. Most things have Heavy Armor now, even the artillery crew. The new units are the Bomber and the Iron Drakes. No others were spotted. Slayers didn't really change much.They still have the Slayer Axe rule. They can never wound anything on worse than a 4+. There's a special character Slayer (Ungrim Ironfist) that has a 3+/4++, and if you take him, he can be the Army General. The Organ Gun is now BS based, but rolls two artillery dice, rather than one. It can be given up to 50 points of Runes, and there's a +1 to hit Rune. Also, the range is now 30"; I seem to remember that it was 24" before. Is my memory correct in that. The 'Copter has a once per game Diver Bomber attack that is kind of similar to the Drop Rocks attack of that flying unit in the Lizardmen book have. The basic weapon for the 'Copter is a S3 Flame Template, but can be traded for free to a 18" S5 Multiple Shot (4) gun. I'm pretty sure it's 4 shots. Up to half of the 'Copters in the army (rounded up) can be given a 20 point upgrade that allows them a Vanguard move. I'm really liking the idea of Vanguarding up a couple of them to move into position to five the template down the length of units from outside their charge arc. The Master Rune of Balance only steals a die on a roll of 4+. All the rune-guys can channel. I wasn't really impressed with the Anvil. The first power makes all friendly units within 12" (or it might be 24", can't remember) Immune to Psychology for a turn. The next one buffs a target unit's Armor Save by one (I think, really not sure on this one, can't remember for sure). And the last one is a S4 magic missile that inflicts 2d6 hits, I believe. They all work like bound spells. Daemon Slayers make their opponent re-roll successful ward saves. Dragon Slayers have the Multiple Wound (d3) rule. The Gyrocopter is a Special choice, and you can take up to 6. They are not squadrons; there's just a little note that says you can take six of them. The Gyrobomber is a Rare choice. Rangers are a Rare choice, as well. Gromril armor is just a 4+ save Forge proven Gromril armour has an additional 6+ ward save, and 2+ ward save vs flaming attacks Dwarf Crafted is a rule for missile weapons. It allows the weapon to be fired as a Stand and Shoot reaction without the -1 penalty. The book has a large number of ways that you can get the Multiple Wounds (d3). There is a Rune that's a better version of Red Fury. If you take three Runes of Fury, the model gets +1 Attack, Frenzy, and for every successful To-Hit roll, the model makes another attack roll; these bonus attacks do not generate additional attacks. If you put that on a Lord, it would have 6 attacks that could theoretically generate another 6. In case you didn't notice, the extra attacks are generated by successful To-Hit rolls, not wounds. The Flame Cannon now has two firing modes. The first is just like a regular Flame Cannon from the main rule book. Alternatively, it can be overcharged so that you can nominate a point up to 12" from the Flame Cannon to be the point from which the artillery die roll originates for determining where the template ends up. But, if you fire in this mode and roll a misfire, you subtract 1 from the roll on the black powder weapon misfire table. Dwarf dispelling has been toned down. Runesmiths can channel for Dispel Dice now, but don't automatically provide them. The army gets a base +2 to attempt to dispel, regardless of what's in the army. The Master Rune of Valaya adds another +2 to dispel, and will dispel any RiP spell on a roll (can't remember the target number, I think it's a 3+) at the beginning of the Magic Phase. There's no range, so any RiP spell on the table has to be rolled for. Can still take multiple Runes of Spellbreaking. The Spelleating rune still exists, too. The Oathstone doesn't now prevent the unit from moving. The unit can use Parry saves in any direction and cannot have their ranks Disrupted |
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he base 'Copter cost is 80. The Vanguard move upgrade is 20 points. No big centerpiece model. In fact, the only unit types in the book are Infantry, Warmachine, and "Unique." The Flame Cannon also has Multiple Wounds (d3). Miners use regular Ambush rules now. They can be upgraded to have a single use missile weapon, but I kind of thought it was too expensive for what it does. The Drill still exists and gives a +1 to the roll to see if they show up. I actually kind of like Ironbreakers. With Shields, they are T4 with a 3+/5++. They're 14 points, just like Hammerers. Hammerers are more offensive minded, but still only have a 5+ save from the Heavy Armor. Slayers did have one cool rule, but dunno how worthwhile it'll be in play. If a close combat attack (excluding Impact Hits) reduces a Slayer to 0 wounds, that Slayer model makes a free attack right then before pulling the model. Other than the special timing of the Attack, it's treated like a regular attack roll. This includes being killed by Stomp, for example. So, if you're facing something like Ogres, when the Ogres swing, the models they kill automatically attack back. Then the remaining eligible Slayers make their regular attacks. Then, any models killed by the Ogres' Stomp attack make their free attacks. I kind of remember that just a lot of units have Shieldwall. I know I remember that regular old Warriors have the rule. Ironbreakers have the upgraded rule (something like Gromril Shieldwall, or something) that allows them to (I believe) have the bonus +1 to Parry all the time. I'll check to make sure tomorrow. Dwarves do NOT have access to the Main Rulebook magic items, but they have an extensive listing of Runic items. There's one page of unique Runic items. Two pages of weapon runes. One page each for Armor, Standard, Talisman, and Warmachine Runes. So, all told, a total seven pages of what amount to Magic Items, with a huge amount of customization possible. Several runes can be taken multiple times, with each additional rune bringing an added benefit. My favorite example is the one I posted earlier with the Rune of Fury: 1 gives you +1 Attack; 2 gives you +1 Attack and Frenzy; 3 gives you +1 Attack, Frenzy, and each successful To-Hit roll results in a bonus attack (bonus attacks do not generate additional attacks). On a Lord, that means he's got a chance of 12 attacks. Master Engineers allow re-rolls to a dice involved in firing warmachines. If the Engineer is within 3" of a Warmachine, he can take a Look Out Sir! roll from shooting attacks, and successful rolls divert the shot to the Warmachine. There's more, but that's all I can remember right now. Oh, Bugman allows you to convert one unit of Rangers into what might as well be Longbeard Rangers, but if you do, then Bugman must start in that unit and cannot leave it. It costs an extra 3 points per model, and the Rangers get +1 to WS/S/and I think Initiative, but not positive about the last stat. He still has the healing draught cup. He also has a special rule where each turn you roll two dice and look at a chart to see what affect his Ale has on the affected units (can't remember which units are affected). A roll of 2 kinda sucks. There are two other effects, but I can't remember them off the top of my head. I think one is Immune to Psychology until the next Dwarf turn. I think the other is +1 Toughness til the next Dwarf turn; it's something like that because the fluff for it talks about how the Dwarves are kinda hammered and can't feel pain anymore. |
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