Donnerstag, 10. April 2014
Erste konkretere Daten für die neuen Imps
"Commissar rules about the execution is real: 1-2 opponent choose, 3+ you pick.
Fire on my Target now grants ignore cover instead of re-rolling successful cover saves. Bring it down gives monster/tank hunter instead of twin-linked.
Officer order range is 12inch for both senior and junior. Senoirs get 2 orders/turn instead of 1.
Creed gets 2 Warlord trait, that you can roll in 2 different warlord chart if you want.
Straken gets automcatically the one granted relentless; Harcker lost feel no pain (T3 blargh) but is also relentless (and no word that only he's got it, so you get a squad of relentless vet for +55pts)
Heavy flamer is 10pts; and (har har!) if vets don't take it, they can still sport 3 Special Weapons instead of 2.
Power fist/weapon are still 25/15 pts.
Ratlings can now shoot and run in the same shooting phase.
Heavy Weapons team are 45 pts, but since you MUST take 3 heavy weapons, the cheapest being mortars at 5 pts, there's no price change. Scout Sentinels are still 35 pts.
CCS are 60pts.
Tank commander are 30, +40 for Pask
Creed is 80, Straken is 130, gains monster hunter, smash, but 6 inch counter-charge/furious charge bubble
Platoon didn't change in price. Vets are 60.
Yes, Executiooner gains Gets Hot for main weapon..
Deathstrike can't fire first round, blast is apocalyptic blast
1-Hydra got 2 twin-linked Hydra autocannon, (Heavy 2 skyfire) for 70, open-topped.
2-Creed can issue 3 orders/turn, failed orders MUST be re-rolled; he also go 2 hot-shot laspistol, no word on being twin-linked, so gunsligner.base for him; Kell makes a unit take the order's Ld test on his Leadership (which is 8) ONLY when he's with Creed. Kell also got the bodyguard rule (Look out -arghh!) and Sworn protector (got to do a glorious intervention when he can and auto passes the test) 80Creed/75Kell cost
3-Nork got Sworn Protector rule as well, FnP, Hammer of Wrath, look out Arrgh, Stubborn, Very bulky (no is dark in 'ere rules for him or the other 'Gryns as well) Heroic Sacrifice as the old codex (can re-roll to hit/to wound on that as well), can exchange his normal attacks in melee (4) for a single headbutt, giving +3 Str, AP3, concussive. 85 for Nork
4-Basic is 150
Exterminator 130
Vanquis 135
Eradicator 120
Demo 170
Punisher 140
Execu 155.
Lascanon in the hull is 10 pts, so at least it's cheaper...
10 HF sponson
20 HB
20 MM
30 plasma canons
Also, you can do Sarge, any sarges, a gunsligner; he can take any itemS (notice the S) from the ranged Weapons list (Vet is melee AND ranged) the only basic gear that specifically states he is replacing is his CCW. for a power weapon (Vet got no specification)
Arty is only the Wyvern and the Earthshaker/Mandicore (+10 pts) and Deathstrike (no change)
Heavy Flamer is not in the special weapons lists, it is an added line in the unit's gear choice (as only CCS, PCS and vets can take it) but still count as a special weapons; hence why Vets can take 3 specials if they forgo the Heavy Flamer
Hellounds and variants are back
Hell: 125
Dog 135
Wolf: 130
Multi-melta is 10 pts
Vet Sgts, can't issue orders.
Heavy Weapons costs are the same...Missile launcher is still 15 pts, +10 for flakk missiles...conscripts are like the old codex; no special weapons, 3 pts a pop, still part of a platoon. SWS starts at 30.
Sgts can't take lasGUNS; only bolt pistol/gun and plasma pistols.
As for competitive..not much changed..the orders are actually better in my opinion (got to try it first of course) the Warlords Traits are nice, short of one (CCS gains relentless..'wow') the fact that even junior officer can turn a IS with spit fire, precision shot and shoot+run is nice. base 12 inch range for everyone will mean the PCS will actually be used for more than a turn 5 objective cleaner..OH!
The old Grav chute insertion; it now happens when the Val/Ven moves MORE THAN 6 inches instead of flat out..."
Dienstag, 25. März 2014
IMPERIAL GUARD GERÜCHTE
Aber lest selbst:
Imperial Guard Week 1 Releases
Prices
March 29th for Preorder
April 5th Streetdate
Taurox/Taurox Prime APC : $48 (1 vehicle)
Scions: $35 (5 models)
Rules
Scions (5 models): WS3 BS4 S3 T3
Hotshot Lasguns, Carapace
Squad upgrades: Plasma, Melta, Hotshot Volleyguns
Deep Strike, Move through Cover
Dedicated Transport: Chimera, Taurox, Taurox Prime
70pts
Scions Command Squad (5 models): WS3 BS4 S3 T3
Hotshot Lasguns, Carapace
Squad upgrades: Plasma, Melta, Hotshot Volleyguns
Deep Strike, Move through Cover
Medic, Vox, Banner Upgrades
Squad leader (Tempestor): Ld:9 with 18" Ld bubble. Can issue 1 order.
Dedicated Transport: Chimera, Taurox, Taurox Prime
85pts
Taurox
AV: 11/10/10
Reroll Difficult Terrain tests
Transport Capacity: 10
Autocannon
50pts
Taurox Prime
AV: 11/10/10
Reroll Difficult Terrain tests
Transport Capacity: 10
Autocannon
Choice of: Taurox Battle Cannon (S7 AP4, Blast)
Taurox Gatling Cannon (S4 AP-- Heavy10) +10pts
Taurox Missile Launcher (Cyclone clone) +20pts
80pts
Sonntag, 9. März 2014
Neuer IG-Codex geleakt?
Zum letzten Bild noch...irgendwie schaut es aus, als ob die Imps es leid hatten das Orks ihnen die Autos klauen und haben einfach zurückgeschlagen ;)
Montag, 22. Juli 2013
Black Templar Gerüchte
Während alle schon an die neuen Marines denken machen die Kreuzzugsbrüder mit ein paar neuen Gerüchten auf sich aufmerksam :) Aber lest selbst
In so far as Black Templar: They are getting a full book not a supplement. The direction of the book is on "crusades," and differentiating the Black Templar when they persecute Xenos as opposed to when they put the Witch to the sword.
They are seeing a lot of changes from their previous incarnation, and are no longer a shooting army (despite the intention of the previous book, they were received as a shooting army).
The army will have a "knights in space" kind of feel with wargear being a very big importance for the characters, and vows similar to old bretonians. The struggle there is with book keeping, but it is a pretty cool concept.
Crusade squads with their hybrid neophyte and space marine combinations are gone. Which will probably anger a lot of people without pleasing any (since in the past you could just take 0 neophytes so in essence this is just removing choices), but take it for what it's worth.
The whole "move after taking casualties" thing is gone and has been replaced with something more similar to battle trance (but less swift, and more assault oriented).
Templar point costs are down even from those of dark angels, and are designed to be balanced by their point cost, but also deliver the feeling that this is a "crusade army" that has never really felt the yoke of the codex astartes, and thus has huge companies of marines.
Neophytes:
Scout stat line.
They do not take up a force organization slot, but count as troops for all intents and purposes (scoring etc).
They do not have infiltrate, or move through cover. They also are not subject to rage after taking a casualty.
The number of neophyte squads you can take equals the number of initiate, assault, bike and sword brethren squads total you have in the army.
Sword brethren terminators do not increase this limit.
Once purchased, as a 5-10 unit choice they are their own selection.
When deploying squads with the crusade keyword (initiates, assault, bikes) you can attach a neophyte squad to it. This then becomes one unit for all intents and purposes for the remainder of the game and cannot be split.
If the squad numbers 5 models, neophytes can buy bikes. They cannot buy jump packs. They come with bolt pistol and ccw and they cannot take special weapons. Those on bikes can upgrade to grenade launchers though. Neophytes can take shotguns
if you don't want to attach them, you can just deploy them as their own unit.
From what it seems, you can put neophytes with bikes into squads without bikes, and vice versa.
Initiates:
Initiates have the stats of a basic marine, except their bs which is 3. It's +1 point per model (and the whole squad has to buy it), to get up to bs 4. For 1 more point, you swap their chainsword for a bolter. They are 10-20. Only assault special weapons (meltaguns, plasmaguns or flamers) can be taken. No heavy weapons. Instead of assault weapons they can take power weapons. They can replace both their bp and ccw for a heavy chainsword. They do not have sergeants, and are leadership 8.
Yes it's possible to take 20 initiates and 10 neophytes it seems.
Castellans:
Castellans are a 0-3 per slot elites choice. They are independent characters and take on vows that are reminiscent of oaths of moment from the books. Things like taking objectives, or defending them till the end and confer that benefit to initiates (or better) that are in the same squad as them. They can't take more than one vow and vows have different point costs. They get access to all sorts of interesting wargear, and unique wargear. They do not have to take wargear or vows, and are more expensive than a wolf guard, despite having the same stats. They are leadership 9.
This playtest set is incomplete and out of date, but since it's only one version out, it should be pretty close to what is currently being used.
A large kit design was reported as follows:
- a fully enclosed "dreadknight"
- wielding a large crusader shield and mace
- upper body mounted assault cannon
Freitag, 24. Mai 2013
Eldar Update
Codex Eldar :
- Craftworld ships will be introduced
- New special rules for many Eldar units. Old Nemesis (Slaanesh) and Battle Trance (running and shooting)
- Multiple exarch abilitys, options and equipment
Wraithknight (heavy support 240 points)
-Strong Profile (S:10 T:8 W:6 AS:3+, Jump-pack
- 2 heavy Phantom lasers (S10 AP 2 instant death on wound rolls of 6)
- Alternative equipment possible - for example close combat weapons with a 5+ invul and blind special rule or a S:6 5" Blast with AP2. with 5+ invul and blind special rule.
Somach Phantomhunter (fast attack 185 points)
- Psyker with the terrify psychic power
- 2 blast weapons with ap 2
- Enemy units within 12" have to reroll succesful ld tests.
Crimson Hunters (fast attack 160 points)
- New Aspect warriors with strong Exarch upgrades
- May reroll armor pen rolls against flyers
- Vector dancer
Wraithguard /Wraithblades (elite 160 points 5 models)
- Strong profile with S5 T 6 as 3+
- Wraithblades got 2 close combat weapons with AP3 and +1 S or can get a 4+ invul with a single AP2 weapon
- Runeseer can mark targets, every wraith unit can reroll missed to hit rolls of 1 against marked targets.
- If you select a runeseer as HQ, they become troops
Ililic Nightspear (hq 140 points)
- Alaitoc character that allows ranger units the Pathfinder upgrade.
- Has 9 special rules - one of them allows ranger units to infiltrate without the range restrictions to enemy units.
- BS:9 S:X AP2 instant death on wound rolls of 6
- 3 different kinds of psykers (Seer council, Phantomseer, Runeprophet)
- Divination, Telepathy and 2 new Eldar psychic disciplines: Runes of Battle and Runes of Fate (for Rune prophet and Runeseer respectively)
- Runes of Battle have always 2 effects, for example granting Shrouding or taking Shrouding off the enemy unit.
-Runes of Fate : 4 warpcharges, 2 powers, very strong and offensive
Donnerstag, 9. Mai 2013
Eldar-neues an Gerüchten
Aber sei es drum...hier auf jeden Fall das neuest an Gerüchten :)
- Universal Fleet including the Avatar. The Wraith stuff though won't have fleet.
- Old independent character special rules moved to Warlord Traits
- Jet Bikes moved back to Fast Attack (IC to unlock to troops)
- Eldar psychic powers nerfed: some powers disappearing, random table, focus on witchfire
- Warlocks can only use Eldar specific psychic powers
- Runes of Warding Nerfed: No longer board wide
- Farseer 2 wounds
- Eldrad Mastery Level 4, Staff of Ulthamar similar to Ahirman staff
- Almost all Phoenix Lords lose Eternal Warrior have cost reductions
- Exarch's must be included in all Aspects units. (Sergeant Character)
- Don't expect many changes with the Aspect warriors just cleaning up old rules and such
- Dark Reapers, Swooping Hawks, and Banshees see the biggest cost drops and anti-flyer additions
- Guardians 7 points a piece
- Vehicles will have either no cost reduction of very minor reduction (5pts) with Vypers benefiting the most
- Vehicles come stock with shuriken cannons vehicle savings come with cheaper weapon upgrades and wargear
- Eldar Flyers first to get Vector Dancer (minus Forge World of course)
- Don't be surprised to see Giant Wraithlord with T8 and Will not Die
Ansonsten, wie vielleicht auch schon einige in Österreich mitbekommen haben, ist T3 seit kurzer Zeit jetzt kostenpflichtig geworden. Zwar nur für alle Turniere mit mehr als 16 Leuten, aber dennoch. Über die genauen Zahlungsmodalitäten könnt ihr euch auf der T3 Seite informieren.
Das er es macht find ich persönlich ok, schließlich ist es doch eine Menge an Arbeit und die will schließlich irgendwie auch finanziert werden. Die Frage ist nur: behält er damit sein Monopol? Nicht zuletzt da es ja immer wieder Kritik gibt an der Art und Weise wie die Rangliste zustande kommt stellt sich die Frage ob nicht jetzt die Zeit reif wäre für eine "Konkurrenzseite" welche, zum Beispiel, sich der Elo-Methode bedient oder ähnlichem.
Wir halten euch auf jeden Fall am laufenden :)
Montag, 18. März 2013
Tau&Ork Gerüchte
There has been a lot of information coming in this week regarding Tau. Some of what we have seen this week is conflicting, and I am going to go over some of the highlights here, of course more detail can be found over on Faeit 212, and in the Bols Lounge
Lets start with the most controversial.....
Broadsides
*Broadsides are Slow and Purposeful, 2+ and T4 now.
*They come with twin linked Rail Guns str8 ap1 railguns and can take plasma or missiles as well.
*They have a suit upgrade that let's them at the start of a shooting phase have skyfire.
*They don't have interceptor, nor do they snap fire ground targets.
*Can Splitfire still
*85pts- that includes base cost + skyfire upgrade
Rail Weapons
Rail Rifle S6 AP3
Rail Gun S8 AP1
Rail Cannon S10 AP1
Fire Warriors
*Have the option for all Firewarrior units within 6" to fire Overwatch
*Have a new special HQ
*Apparently this can potentially be 4 if the Fire Warrior special character is also attached.
*A character that allows Firewarriors to consolidate after Overwatch
Uber Suit
*The Tau uber suit is called "Riptide"
*Is a Jump Monstrous Creature
*rumored to be around 165 base but only start with twin-linked Plasma.
*Conflicting Reports but looks like its found in the Elite Foc
*Can take an Ion Accelerator upgrade: three S7 AP3 shots or one S8 AP2 Large Blast.
*There's supposedly a special rule on the Riptide called Nova Accelerator which can do 4 things:
1.Buff weaponry (unsure how or which weapons)
2.Double the shots of support weapons (missile pods ect)
3.Increase invulnerable save to 3++
4.Boost a stat
Tau Codex Author
*Jeremy Vetock
Model Releases Alongside the codex ( Looks like April 6th)
*Riptide large suit
*Flyer dual kit (fighter and bomber)
*New Battlesuit and Broadside models (not sure if these dual kit or not)
*Plastic Pathfinders
*A new Fire Warrior HQ (not sure if the special character mentioned above or a generic one)
Orks
There has been some hype about orks this week, and while an Ork codex looks to be out a ways into 2014, we have some rumors incoming.
First lets take a look at Orks, and then we will delve down into the mud a little and talk about rumors of an all Gretchin army, that may end up being part of an allied supplement, or held off until the Ork codex release.
NEW UNITS
*Mek Tank – Sporting a giant Shokk Attack Gun, firing Bomb Squigs. Tank can purchase a KFF.
UNIT UPDATES
*Flashgits - Their Snazz guns roll for random range each turn (12+3d6). On a triple 1 they overheat like Gets Hot. The unit may purchase upgrades like +1 BS, +1A, blast, rapid fire, skyfire, ans others, several are mutually exclusive.
*Boys - cheaper!
*Meks - Look for ability to field an increased number of Deffdreads and Kanns than currently.
*Stormboyz - Gain a "Rocket boost" attack that can target flyers. They must move 18” and if they pass a flyer they each get 2 attacks on it as if assaulting a vehicle. Move as infantry during their next turn. Looks like the designers played a lot of THQ's Space Marine!
*Buggys / Trakks - May tank shock if they are upgraded with spiked plates/wheels.
NEW HQs
*"Grot Boss" Grot with a stateline of a Ork Boy, but higher BS. Equipped with a nice kustom-mega-shoota as an option. Can also get a Buggy or take a Killa-kan as a transport/upgrade
*"Da Crew" An HQ unit of even bigger Nobs. They have odd LoS modifications, One Nob must be nominated as "Da Boss", and if Da Boss is killed, one of Da Crew is promoted. This interacts in some new way with "Kill the Warlord" victory conditions, and is effectively an entire "warlord unit".
NEW UNITS
*Grot Whirlybird: Rotored transport: Capacity 20 Grots. They get dumped on the battlefield roughly from the Whirlybird taking a mandatory DT test, and cause mayhem if they fall atop another unit.
*Grots Buggys: Similar to Nob Bikers, but are buggies with Grots on the back and Orks behind the wheel! Drive-by attacks. Highly likely this will be an "alternate unit" for a buggy combo-unit box.
*I dont think this is for a new Orks Codex, or a new Codex at all yet though.
*grot boss - a big grot almost an ork.
*Gretchin Weirdling - grot psyker. Lvl1. Upgrade to lvl 2. Access to divination, gork, and mork lists
*Killa kans in elite.
*Gretchin - can take control collars no ork herder like in ork list. 5-20 unit. Cheaper than ork codex gretchin by a pt. Can take whirlybird or looted wagon as dt
*Squig runts- sounds like 40k equivalent of squig hoppers
*Whirlybird – looks like a Huey hit with ork hammer, bomb doors underneath to drop gretchin
*Grot scootas - rocket propelled skateboarders? Squad of 5-10. Hvy bolter profile weapon.
*Grot buggies - drive by assault 8 grot blastas
*Grot rocket - single shot roket with large range and big blast.
*Big Guns – control collar option again, the ones from ork codex, plus a flakk gun with skyfire
*Grot Whirlybird -
*Looks like a old Vietname War Hellicopter, big bulged bubble cockpit/body, skinny tail boom.
*About twice as big as the ork DefKoptas. Concept is the doors of the main body open on the
bottom like an old bomber to drop the Grots on to the battlefield.
*Cannot carry Orks or Bulky/Very Bulky models.
*Can drop Grots at any point along path travelled in movement phase only if not Zooming.
*Placement like deepstrike, but scatter is reduced if hovering.
What is Currently in Playtesting
This is always exciting when you get a chance to know what armies are in the playtest cycles right now. To my surprise, Imperial Guard, and Black Templar are the most dominant that we really did not know about. Of course there are Eldar and Orks, which seems rather plausible right now as well.
Another highlight...... No Tyranids. Perhaps playtesting is done with them now......
In playtesting
Eldar (should be almost done now)
Orks
Imperial Guard
Black Templar
Freitag, 10. August 2012
GW RELEASEPLAN 2013
Ein wenig gesucht im Netz und siehe da, erstaunliches tut sich (wenn man den Gerüchten glaubt): Aber lest selbst, lauter schöne neue Modelle (und mit ihnen vielleicht neue Codizes?)
Games Workshop release plan
281041230110209 Imperial Agents Enforcer with Heavy Stubber RE
284054630110202 Kroot Kroothawks RE
286010311080200 Cult Hybrid Upgrade Pack PL
286011130110208 Patriarch Dumas, The Veiled Fiend RE
280002330140207 Sisters of Battle Canoness with Power Axe RE
280000211440200 Sisters of Battle Seraphim / Patronica Squad PL
280000111440201 Sisters of Battle Battle Sisters PL
280000411840206 Sisters of Battle Exorcist / Catafalque of Sins PL
281047530110208 Imperial Agents Obsideo Assassin RE
281049111440209 Imperial Agents Deathwatch Kill Team PL
281049230140202 Imperial Agents Deathwatch Librarian RE
280002430140206 Sisters of Battle Prioress Lazarea Verata RE
280002230140208 Sisters of Battle Sister Superior Magdalenia RE
280000330740205 Sisters of Battle Repentia Squad RE
288023030140207 Harlequin Solitaire RE
283041230710209 Cabal Tarellian Cotor with Dragontongue RE
283041530110204 Cabal Alpha Psyker RE
282021211440203 Mechanicus Battle-Servitors / Khorne Caedes Engines PL
287018930140205 Freebooters Ogreen Kaptain RE
285000030110204 Cypher RE
256145512010301 Tau Empire Nautilus Defence Platform PL
256146011840307 Tau Empire Mako PL
256145730740301 Commander Farsight RE
256146211440307 Tau Empire Vespid Stingwings / Vespid Spinewings PL
208263530941100 The Avatar of Khaine RE
208284511450206 Eldar Wraithguard / Cataphracts PL
208284711550201 Eldar Sky Chariots / Shining Spears PL
208285011450208 Eldar Warpspiders / Everguard PL a14
208285230150200 Eldar Black Warden RE
208297830180402 Phoenix Lord Kyme'doc, The Planetwister RE
208281811450202 Eldar Eldritch Raiders PL
208282112050207 Eldar Webway Gate PL
208283411250206 Eldar Phoenix Lord Nuadhu, The Fireheart / Alean Vyper PL
208283512050200 Eldar Spirit Warrior PL
208283911550202 Eldar Dragon Riders PL
208286130150208 Eldar Fire Dragon Xentarch RE
208286230150207 Eldar Dire Avenger Xentarch RE
208286330150206 Eldar Howling Banshee Xentarch RE
208286430150205 Eldar Striking Scorpion Xentarch RE
208286530150204 The Avatar of the Young King RE
206304711540308 Chaos Bike Squadron PL
206305211440303 Chaos Noise Marines PL
206304811440300 Chaos Thousand Sons PL
999030530110288 White Dwarf 5 RE
200462312010203 Space Marine Astartes Battle Fortress Defence Wall PL
200462412010202 Space Marine Astartes Battle Fortress Tower / Pillar of Heroes PL 02 cc
200462512340209 Space Marine Astartes Battle Fortress Monastery PL
208281612050205 Eldar Lamia Strike Fighter / Moon Siren Bomber PL
208283611550205 Eldar Jetbikes PL
208287930150207 Eldar Warlock with Force Staff RE
208288530950204 Eldar Swooping Hawks RE
200470512040203 Space Marine Land Avenger PL
200468512010203 Space Marine Praetor Warmachine PL
200465411540206 Space Marine Bike Squadron / Crusader Bike Squadron PL
200467830740205 Space Marine Skyshatter Cannon RE
200469630140209 Space Marine Terminator First Hand RE
200469230140203 Space Marine Librarian with Jump Pack RE
200462811440204 Space Marine Neophytes PL
200464511440201 Space Marine Techmarine with Artificer Squad PL
200468011440204 Space Marine Sword Brethren / Nightflame Veteran Squad PL
200472230140203 Space Marine Librarian Epistolary RE
200475630110203 Paladin Marshall Sieghelm RE
200470612040202 Space Marine Land Avenger Vulkan / Land Avenger Invictus PL
200470331080275 Space Marine Bionics Upgrade Pack RE
200470231080276 Space Marine Defender Upgrade Pack RE
200471330110208 Iron Father Maalthun RE
200471730110204 Chapter Master Tu’Shan RE
200480130110202 Severus Agemman, Regent of Ultramar RE
200480630110207 Helveticus the Ancient, Bearer of Honour RE
201278911240205 Ork Warbuggy / Deff Racer PL
201281911240205 Ork Wartrakk Skorcha / Flakk Trakk PL
201279011540202 Ork Deff Koptas PL
201286730140200 Wazzdakka Gutsmek RE
227162030941106 Dark Eldar Grotesque Squad RE
202321411411107 Imperial Guard Storm Troopers / Iron Cloak Veterans PL
202342311811101 Imperial Guard Hydra PL
271074511840390 Bloodthirster PL
271074611840399 Lord of Change PL
271074811440399 Chaos Daemons Warp Stalkers / Chaos Furies PL
201281712010205 Ork Flying Fortress / Rokk Launcha PL
201279412010205 Ork Gun Fortress / Mega Tellyporta PL
201283811440204 Ork Flash Gitz / Tellyporta Nobz PL
201279911440206 Ork Meganobz / Painboy Cyborks PL
201285130140209 Ork Warphead RE
201283912010207 Ork Klan Fort PL
201284130740204 Ork Boar Squigs RE
201284430940212 Ork Squiggotaur RE
201283611540203 Ork Big Guns / Pulsa Launchas PL
201285230140208 Ork Painboy with Cleava Harness RE
201285630140204 Ork Grot Nurses RE
201286930140208 Gorbuzz ThreeEye RE
201287430140200 Gritlegg Maksmesh RE
201288330140208 Boss-Kommissa Grotzki RE
200461211440203 Space Marine Scouts with Astartes Grenade Launchers PL
200467911540205 Space Marine Gale Claw Supremacy Fighter PL
200465011440203 Space Marine Space Marine Tactical Squad PL
200465512010202 Space Marine Land Raider Medusa PL
271081411840399 Great Unclean One PL
271081511840398 Keeper of Secrets PL
Donnerstag, 8. Dezember 2011
Black Templar Gerüchte
- kits for sword brethren n nophytes(finecast)
- knights of the inner circle.. they were named each came from a successor chapter, and the guy who lead them was a bt
- relic dreadnaughts, like a mobile requiary bearer
- Phil Kelly is writing the Codex
- horde aspect of the army with lots of large units of Initiates and Neophytes
- Emperors Champion is more in line with the company champion of the Grey Knights but is still 2 wounds. Gains preferred enemy against independent characters and monstrous creatures
- Rightous Zeal rule could be changing to be more along the lines of the Rage USR. Something along the lines of if they fail a Ld test then they are subject to Rage and must advance towards the nearest enemy unit
- All the current special characters (ie: Helbrect and Grimaldius) will remain. Also I had heard of an mention of a special character who is like the greatest of all of the Emperor's Champions and the greatest warrior in the Black Templars. I had there'll be a new named character on a bike with eternal warrior, and also eternal warrior killer
- Sword Brethren are to get a special rule where when they are assaulted the enemy unit has to re-roll all* successful hits, at the expense of 1 attack. It's called "parry"
- Land Raiders, when suffering a 5 or 6 on the damage chart* (so "wrecked" or "destroyed") gets one more turn where it rampage, think along the lines of the machine spirit going bezerk
- initiates will be cheaper, around 11 points, and neotyphes around 6pts
- Helbrecht(Cheaper with rules to make Sword Brethren either Scoring or Troops)
- Draco(Will be making the transfer from White Dwarf to Codex with rule amendments) ANM:DER SAGT MIR NIX-EUCH??
- Marshal/Castellan for drop pod armies
- Terminator HQ(Allows for termies as scoring or as Troops for 'BlackWing')
- Chaplain Dreadnought(Same reroll hits on charge, probably fealess to all units with-in 6" like Grimaldus)
- Assault Rhino Chassis
- Possible release date of March 3rd
Klingt ja so weit so fein :)
Samstag, 29. Oktober 2011
Necron Gerüchte Teil2-ein wenig genauer
Headquarters:
Necron Overlord
Overlords are the supreme masters of the Necron race, and amongst the most formidable characters in the Warhammer 40,000 game. It’s up to you whether your Overlord is a stately, lead ‘em from the back type (resurrection orb), a technological assassin (mindshackle scarabs and a tesseract labyrinth), or a rampaging close combat bruiser (phase shifter and sempiternal weave). All of these combinations can be a real headache for your enemy -- especially when he’s backed up by a suitable retinue of Lychguard or Necron Warriors. When you’re a Necron Overlord, it’s good to have your minions about you -- if only so they can applaud.
WS BS S T W I A Ld Sv
Necron Overlord 4 4 5 5 3 2 3 10 3+
Unit Composition: 1 Necron Overlord
Unit Type: Infantry (Character)
War Gear: Staff of light
Transport: May select a Catacomb Command Barge as a dedicated transport.
Imotekh the Stormlord
Imotekh is a grand strategist, and cares not for sullying his hands with the personal slaughter of primitives (unless it’s amusing). In the early turns of the game therefore, you’ll want him marshalling your forces from the rear, sending his fearsome lightning bolts arcing through the enemy ranks. This is particularly effective as Imotekh can keep Night Fighting in play for a prolonged period, allowing your Necrons to advance largely unmolested by the enemy tanks and heavy weapons. As the battle goes on, Imotekh’s patience will tire and his lightning storm will end -- at which point, you’ll want to get him in close where his Staff of the Destroyer (hits everything under a 2D6″ line with a Strength of 6 and AP 1) can rip the heart out of a tough enemy unit.
WS BS S T W I A Ld Sv
Imotekh the Stormlord 4 4 5 5 3 2 3 10 2+
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
War Gear: Bloodswarm nanoscarabs; Gauntlet of fire; Phase shifter; Phylactery; Sempiternal weave; Staff of the Destroyer
Transport: May select a Catacomb Command Barge as a dedicated transport.
Trazyn the Infinite
Ah, Trazyn, everyone’s favourite mad librarian. If you want an Overlord that’s almost impossible to kill, Trazyn’s your man-shaped robot. Why? Because if he’s removed from play, he can come back by taking the place of another character in your army. This, combined with that fact that Trazyn is also a scoring unit, can be a real headache for your opponent.
Trazyn’s also no slouch in combat. Whenever his empathic obliterator kills an enemy, it has a chance to kill all other enemies of the same type in the same combat -- perfect for Ork mobs. This isn’t so useful against characters, but that’s why Trazyn also carries a clutch of mindshackle scarabs -- why kill an enemy when you can take over his mind and have him kill for you…?
WS BS S T W I A Ld Sv
Trazyn the Infinite 4 4 5 5 3 2 3 10 3+
Unit Composition: 1 (Unique)
Unit Type: Infantry (Character)
War Gear: Empathic obliterator; Mindshackle scarabs
Cryptek
A Cryptek is one of the most flexible units in the Necron army list, and it’s simplicity itself to tailor one to meet your needs. You’ll certainly want to upgrade him to one of the five Harbingers. My favourite is the Harbinger of Despair, with his teleport-enabling Veil of Darkness, and terror-inducing Abyssal Staff. That said, there are plenty of other combinations waiting to be unleashed. Harbingers of Destruction add some anti-tank firepower, as well as enabling you to dispel or induce Night Fighting (through the Eldritch Lance and Solar Pulse respectively). Harbingers of Eternity grant re-rolls to their unit and sap the fighting ability of enemies (Chronometron and Aeonstave) whilst Harbingers of the Storm excel at blasting deep-striking and charging enemies with bolts of Strength 8 lighting (Ether Crystal and Lightning Field). Finally, Harbingers of Transmogrification use their mastery over the living rock to slow and stun their enemies (Seismic Crucible and Tremorstave). Armed with this knowledge, all you need now do is sit back, steeple your fingers, and cackle manically to yourself as you plan how your Cryptek can best humble your foes.
Still can’t decide which to use? Then take several Crypteks and form them into a Royal Court to accompany your Overlord -- that way, you can sizzle, slow, sap, terrify and electrocute your enemies in one go…
WS BS S T W I A Ld Sv
Cyrptek 4 4 4 4 1 2 1 10 4+
Unit Composition: 1 Cryptek
Unit Type: Infantry (Character)
War Gear: Staff of light
Necron Lord
As the backbone of your Overlord’s Royal Court, Necron Lords can form a hard-as-nails bodyguard, or lead units of Necron Warriors, Immortals, Lychguard or Deathmarks. For smaller games, you’ll want to use them in the latter role, giving your mainstay units a little extra punch. In bigger games, where points aren’t quite so tight, give your Overlord the retinue he deserves -- pile all of your Necron Lords into the same Royal Court and go hunting for enemy characters and super-elite units.
WS BS S T W I A Ld Sv
Necron Lord 4 4 5 5 1 2 2 10 3+
Unit Composition: 1 Necron Lord
Unit Type: Infantry (Character)
War Gear: Staff of light
Elites:
C’tan Shard
The C’tan may be broken servants, but they’re no less effective for all that. They’ve got a Greater-Daemon-menacing profile, and that’s before you purchase the two mandatory C’tan powers. These are where your C’tan Shards really come to life -- you can grant them ranged attacks (the tank-busting Transdimensional Thunderbolt comes to mind) close combat abilities (like Entropic Touch, which rots the armour of your opponent’s troops) and weird game-changing mad science abilities (like Lord of Fire, which makes flamer and melta weapons explode!). There’s loads of freedom in creating a fragment of Star God that suits your playing style, so just dive in and try a few out.
The Nightbringer
If the Nightbringer is my C’tan Shard, I’ll normally go for Gaze of Death and Transdimensional Thunderbolt as its power.
The Deceiver
When I want my C’tan Shard to represent the Deceiver, I normally choose Grand Illusion (redeploy D3 units) and Swarm of Spirit Dust for its powers.
WS BS S T W I A Ld Sv
C’tan Shard 5 5 7 7 4 4 4 10 4+
Unit Composition: 1 C’tan Shard
Unit Type: Monstrous Creature (Character)
War Gear: Necrodermis
NECRON LYCHGUARD
Lychguard are close combat heavies, and excel as bodyguards for your Overlord, or shock troops fit to sweep the foe aside. If you’re expecting heavy firepower, make sure your Lychguard are upgraded with dispersion shields -- not only do these provide a 4+ invulnerable save, they can also rebound hits onto nearby enemies. Otherwise, stick with the mighty warscythe -- Strength 7 attacks with no armour saves makes quick work of anything short of a Land Raider.
NECRON TRIARCH PRAETORIANS
The Praetorians are one of the few versatile units in the Necron army, geared up as they are for both melee and ranged combat. Whilst their weapons are short-ranged, Triarch Praetorians are also jump infantry, and so rarely have long to wait before they can begin the killing. If in doubt, stick with the default armament of rod of covenant -- Strength 5, AP 2 shots can solve an awful lot of problems.
WS BS S T W I A Ld Sv
Lychguards 4 4 5 5 1 2 2 10 3
Unit Composition: 5 Lychguards
Unit Type: Infantry
War Gear: Warscythe
Transport: May select a Night Scythe as a dedicated transport
Triarch Praetorian
WS BS S T W I A Ld Sv
Triarch Praetorian 4 4 5 5 1 2 2 10 3+
Unit Composition: 5 Triarch Praetorians
Unit Type: Jump Infantry
War Gear: Rod of covenant
NECRON IMMORTALS
Immortals are the ideal Troops choice for a Necron Overlord who means business. Every Immortal is as tough and skilled as a Space Marine; granted, they’re not quite as quick-witted, but the extra resilience of Reanimation Protocols (dead models get back up on a 5+) and the massive firepower of either the Gauss blaster or Tesla carbine (your choice) more than makes up for it. Whether you’re storming the enemy’s defences, or hunkering down on an objective, you’ll be glad to have some Immortals at your beck and call.
NECRON DEATHMARKS
The Deathmarks are shadowy assassins who excel at turning up just when your opponent wished that they hadn’t. Deathmarks are at their best when deploying from Deep Strike, and unlike other units in the game can do in your opponent’s turn -- they just have to wait for an enemy unit to arrive from reserve! Better still, as soon as the Deathmarks arrive, you can have them mark a single enemy unit you don’t like the look of. From that point on, any Deathmark unit that shoots at that unit (or attacks it in close combat) will Wound on a roll of 2+.
Necron Immortals
WS BS S T W I A Ld Sv
Necron Immortal 4 4 4 4 1 2 1 10 3+
Unit Composition: 5 Immortals
Unit Type: Infantry
War Gear: Gauss blaster
Transport: May select a Night Scythe as a dedicated transport
Deathmarks
WS BS S T W I A Ld Sv
Deathmark 4 4 4 4 1 2 1 10 3+
Unit Composition: 5 Necron Deathmarks
Unit Type: Infantry
War Gear: Synaptic disintegrator
Transport: May select a Night Scythe as a dedicated transport
Flayed Ones
Flayed Ones are your berserker combat troops. With 4 Attacks each on the charge, your opponent simply can’t afford to ignore them. Whilst you’ll not often want to Deep Strike your Flayed Ones, you’ll almost always want to Infiltrate them close by a suitably vulnerable unit of heavy weapons troopers. With careful positioning, you can keep your Flayed Ones out of the line of fire, and their 4+ armour save and Reanimation Protocols should prevent most of the damage from the shots that do get through. After that, it’s a simple matter of loosing your Flayed Ones into the fray and laughing manically…
WS BS S T W I A Ld Sv
Flayed One 4 1 4 4 1 2 3 10 4+
Unit Composition: 5 Flayed Ones
Unit Type: Infantry
Troops:
(Necron Immortals and Deathmarks see above)
Necron Warriors
Necron Warriors are the heart of your legions; they’re tough, dependable and put out lots and lots of firepower. Whilst Necron Warriors might not have quite the same staying power as Immortals, they’re still better fighters than many of their foes, and almost impossible to shift without a lot of time and effort on the part of your opponent. Furthermore, the gauss flayer’s knack of auto-glancing vehicles (on any armour penetration roll of a 6) means that there are very few enemies who can weather a volley from a phalanx of Necron Warriors.
WS BS S T W I A Ld Sv
Necron Warrior 4 4 4 4 1 2 1 10 4+
Unit Composition: 5 Necron Warriors
Unit Type: Infantry
War Gear: Gauss flayer
Transport: May select a Ghost Ark or a Night Scythe as a dedicated transport
Dedicated Transports:
NECRON GHOST ARK
The Ghost Ark is a transport vehicle and repair platform all in one -- not only can it scoot your Necron Warriors around the battlefield, it can replenish their numbers once casualties are suffered (D3 each turn, if anyone’s interested). It’s also a very effective anti-infantry vehicle, able to deliver two blistering broadsides of 5 or 10 gauss flayer shots each turn. As you might expect, this can make the Ghost Ark a particularly enticing target for your opponent. Happily, and like many Necron vehicles, the Ghost Ark has an array of quantum shielding that boosts its front and side armour values until it suffers a penetrating hit.
BS Front Armour Side Armour Rear Armour
Ghost Ark 4 11 11 11
Number: 1 Ghost Ark
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Two gauss flayer arrays
Transport Capacity: 10 Models
Special Rules: Living Metal; Repair Barge
NECRON CATACOMB COMMAND BARGE
For the Necron Overlord who wants to take the fight direct to the foe, the Catacomb Command Barge is the only way to go. Not only does the Command Barge grant your Overlord the protection of its armour and quantum shields, it allows him to attack any enemies it moves over -- just the thing for a spot of summary execution. Worried that your opponent might disable the Catacomb Command Barge? Don’t be -- your Overlord can expend Wounds to prevent immobilised and weapon destroyed results.
BS Front Armour Side Armour Rear Armour
Catacomb Command Barge 4 11 11 11
Number: 1
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Tesla cannon
Special Rules: Living Metal; Sweep Attack; Symbiotic Repair
Fast Attack:
Necron Destroyer
Even by the standards of other Necrons, Destroyers are a little bit mad -- essentially, they want to scour all life from the galaxy. Happily, this means that they’ve grafted some really big guns onto their bodies, making them an excellent fire support unit for the rest of your army. A small unit of Destroyers close by your phalanxes can give them extra oomph -- particularly against Space Marines and other high-armour enemies.
Necron Destroyers
WS BS S T W I A Ld Sv
Necron Destroyer 4 4 4 5 1 2 1 10 3+
Unit Composition: 1 Destroyer
Unit Type: Jump Infantry
War Gear: Gauss cannon
Heavy Destroyer
Heavy Destroyers provide long range firepower for a Necron army. Their speed and weapon range makes them perfect for sniping enemy vehicles and elite units. At strength 9 and AP2 the Heavy Gauss Cannon will penetrate even the thickest armour. Your Heavy Destroyers can also be used to give you an advantage in the deployment phase. By deploying a Heavy Destroyer first you can wait and see where your opponent puts his own choice before committing a more expensive unit like a Monolith. Again, using a single Heavy Destroyer, you can push your opponent right back into his deployment zone. By deploying your Heavy Destroyer as far forward as possible you will force your opponent to deploy his units 24″ back into his own table half, your Heavy destroyer can then turbo boost to a more sensible position on the first turn.
WS BS S T W I A Ld Sv
Heavy Destroyer 4 4 4 5 1 2 1 10 3+
Unit Composition: 1 Heavy Destroyer
Unit Type: Jump Infantry
War Gear: Heavy gauss cannon
Heavy Support:
The Monolith
The Monolith has long been a much-feared opponent, and now it’s deadlier than ever. Whilst it’s tempting to deploy the Monolith at the start of the game, it’s almost always wiser to keep it in reserve -- that way you can Deep Strike it onto an enemy-held objective. Once the Monolith has scoured the foe from the immediate area (try and eliminate melta weapons first -- they can be a real problem) you can then use its eternity gate to teleport in a suitable scoring unit and take the objective for yourself. When the enemy counter attacks, simply switch the eternity gate into its portal of exile mode, and suck the primitives to their doom!
BS Front Armour Side Armour Rear Armour
Necron Monolith 4 14 14 14
Number: 1
Type: Vehicle (Heavy*, Tank, Skimmer)
Wargear: Eternity gate; Four gauss flux arcs; Particle whip
Special Rules: Deep Strike*; Living Metal
NECRON DOOMSDAY ARK
For those Necron Overlords who can never have too much firepower, the Doomsday Ark is a truly invaluable vehicle. Like the Ghost Ark, it has quantum shields and two gauss flayer broadsides. Unlike the Ghost Ark, it has a massive doomsday cannon (bwahahahahaha!). This gun really is as good as it sounds, putting out a not-so-subtle Strength 9 AP 1 Large Blast if the Doomsday Ark doesn’t move -- ideal for taking the starch out of some Terminators, or slagging down an enemy tank.
BS Front Armour Side Armour Rear Armour
Doomsday Ark 4 11 11 11
Number: 1 Doomsday Ark
Type: Vehicle (Open-topped, Skimmer)
Wargear: Doomsday cannon; Two gauss flayer arrays; Quantum shielding
Special Rules: Living Metal
NECRON ANNIHILATION BARGE
The Annihilation Barge is nothing less than a massive gun platform, and when the massive gun in question is a tesla destructor, that’s no bad thing. As with all tesla weapons, the destructor scores two extra hits every time it rolls a 6 To Hit, which can quickly turn a troublesome volley into a unit-obliterating salvo. Where the tesla destructor really shines however, is when you fire it into a clump of enemies -- after the first shot is resolved, the lightning bolts have a chance of arcing through any other nearby units. This does include friendly units, mind, so pick your initial target with care…
BS Front Armour Side Armour Rear Armour
Annihilation Barge 4 11 11 11
Number: 1
Type: Vehicle (Open-topped, Skimmer)
Wargear: Quantum Shielding; Tesla cannon; Twin-linked tesla destructor
Special Rules: Living Metal


