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----- Zwerge (https://www.tabletop-tirol.net/board/thread.php?threadid=5499)
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Original von obaobaboss ...starker flammender Beschuss (Stärke 5 rüstungsbrechend), dürfen bewegen und Schießen/immer stehen und Schießen und kriegen +1 aufs Treffen (haben aber nur BF3). |
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can you tell us what the other heirloom items do? 1. Hammer that grants +3 initiative, and if you wound an opponent, they have I1 until the end of the combat phase. 2. Axe that grants re-rolls to hit and to wound against Orcs & Goblins and Skaven. Cause Terror against those opponents. 3. Armor of 2+ save and 3++ vs attacks of S6 or higher. 4. A horn that is one use only and grants all units with 6" the Devastating Charge rule til the end of turn. After using, that character causes Fear to High Elves, Dark Evles, and Wood Elves for the rest of the game. 5. Ring that grants a S4 breath weapon with Flaming Attacks. 6. Models in unit can re-roll failed to-wound rolls. (I like this one, but it's priced to be BSB only.) |
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Ugh. Found it. The last sentence states, "...he may choose weapon runes from the following list and apply them to his hand weapon." So, apparently, runes can only be placed on hand weapons. |
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Can you only cast one bound spell per turn from the anvil Any chance you could post a rundown of what the engineering runes do? To be honest I'd like all the runes but I imagine that would be fairly time-consuming to do so anything's a bonus! So say you gave an organ gun plus one to hit for instance, is there anything else worth taking with the other 25 points Is there still the 1+ armour save rune, the reroll armour saves rune, and the rune of stone? Can you still take multiple single runes of stone? Flame cannon sounds pretty good now that you can reroll the dice and get that extra 12 inch range. 1. Nope, you can attempt to cast each one each turn. 2. Immolation: Detonate your warmachine to hurt enemies; automatically blows up if killed in close combat Disguise: machine is in hard cover Penetrating: Increases strength, can be taken twice. If on grudge thrower, affects both S values, as in x(y). Stalwart: grants bonus to machines combat resolution score Accuracy: +1 to hit with BS shooting or re-roll scatter die Forging: reroll misfire on artillery die (this is NOT one use only. The wording is you can reroll "whenever a misfire result is rolled.) Seeking: +1 to hit against targets with Flying Burning: Flaming Attacks 3. Probably not, unless you're just trying to keep from duplicating so you can have the +1 to hit elsewhere. Seeking, Burning and a single Stalwart would all fit, but not be of tremendous use. (Well, maybe if you're shooting your Organ Gun at a bunch of Trolls you might like the Burning....) 4. Yes, there is a 1+ armor save rune. No, there is no longer a re-roll failed armor saves rune (the closest is a Rune that allows a single re-roll of a to hit, to wound, armor save, ward save or characteristic test during the course of the game). Yes, you can take multiples of single Runes of Stone. |
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Is there a T10 rune or heirloom? Is there a way to make great weapons runic and still be great weapons? What's the rune of slowness and rune of battle standard runes do? The pic was cut off. 1. Nope, the T10 rune is the Master Rune of Adamant. It's a 100 point armor rune. 2. I'm not positive about this. There is nothing that says you can't. In the old book, didn't it specify that if you runed up a great weapon, it ceased being a great weapon? The rune rules say that if you put a rune on a weapon, it becomes a magic weapon, but I don't see anything specifically that states that putting a rune on a great weapon makes it into a regular hand weapon. I would like to think that you could rune up a great weapon and keep the +2S, but I'm not certain. Is there anything in the main rulebook on magic weapons that would indicate that the combination would remove the great weapon strength bonus? 3. One rune of slowness: charging enemy unit subtracts 1d6 from their charge distance rolled. Two runes of slowness, you roll 2d6 and take the highest for the charge distance reduction. Three runes of slowness still use the 2d6 roll (pick the highest) for the charge distance reduction, and if the charging unit still makes it into contact, it has ASL until the end of the turn. One rune of battle grants an extra 1 point of combat resolution. Two runes of battle grant an extra 2 to combat resolution. Three runes of battle grant an extra 2 to combat resolution and grant the unit the Fight in Extra Ranks special rule. (Three is expensive as "I Swear too much", though. Can only fit on a BSB.) |
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What is the longbeards special rule? Same as it used to be? Longbeards have: Ancestral Grudge Immunce to Psychology Old Grumblers (if the Longbeards aren't fleeing, units with 6" may re-roll failed Panic tests) Relentless Resolute Shieldwall 12 points apiece. Can take shields for 1 point. Greatweapons for 2 points. Unit size 10+. Come with hand weapon and heavy armor. |
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Original von Kaisavokina supi- verweigerungszwerge.. wenn IMPs wieder der einzige Konter werden, krieg ma hoffentlich dann auch endlich unsere Imparmee auf EBAY weg... ![]() |
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