четверг, 28 июня 2012 г.

Эльдары и 6ка!

Eldar may exchange powers from the ones in the bool for a roll on a table like in fantasy, i thought you could swap one or more from the codex to the main rulebook powers, but as kijamon rightly p



oh and also as a bonus for my fellow eldar players worries about the seer council being nerfed, this is for you.
2 farseers as many warlocks as i care to take, 1 embolden, 1 enhance, 5+ destructor. 1 farseer with one fortune and 3 other powers, 1 with 4 other powers. roll on telepathy for them. you can get all the good telepathy stuff and have a good chance of getting invisibility (shrouded and stealth (+3 coversave), enemies are WS 1 and cant use counter attack but 2 warp charge so only 1 power per turn).
begging of turn cast invisibility, then fortune (reroll saves), then prescience (reroll all to hits, even in combat.) u do all that at the beginning of the turn and cant be stopped by deny the witch and roll3D6 and reroll so amazing chance of it all working.
then you turbo boost 48 inches and get a 2+ rerollable (cos of fortune) coversave and where every the hell you want on the battle field. if they want to counter charge you, they will take number of destructors x D3 S5 AP4 hits from overwatch and you rerolling to hit wounding on a 2+ befor they attack (at WS 1) as u have amazing I.
and u can still get S9 from singing spears as they are in codex eldar. Seer council is still top dog. and hopefully i will be the first person in the world to rock it in its new form [:)] .
TLDR: rerollable 2+ saves for the seer council. seriously.

So with a seer council on jetbikes, is the singing spear the new black or are Witch Blades still good?
well, i would think that in a update they will change singing spears to be in line with the wytch blade, but if not then i still think this config would work well.
but if they leave singing spears as they are then yea, they are the new black.

Then I guess the seer council on jetbikes I am making will be with singing spears(and to regret it when the errata comes out).:)

Слухи от человека с рульбуком - Часть 6


RESERVES

ONLY HALF YOUR FORCE ROUNDING UP MAY BE PUT INTO RESERVE (MAXIMUM).

reserves come on just like 5th EXCEPT i cant find were it says they do or dont get to assault the turn they move on, it does say it just move the model onto the board using there movement..

if an immobile unit is in reserve (i would be thinking weapons turrets here) it comes in using the deepstrike special rule. as it has been airdropped orteleported onto the field.

POISONED WEAPONS

i can confirm right now that you get to reroll to wound with poisoned weapons if your strength is higher then the enemie's toughness, so yes rerolls are still in.

 GREY KNIGHTS COUNT AS UNUSUAL WEAPONS

grey knights force weapons for example benefit from there own statline rather then the rulebook force/power weapons. if it has a statline or special rule in the codex it is counted as AP 3 and follows the codex rules for the weapon, This comes under the rule unusual force weapons in the rulebook

 ALLIES
BATTLE BROTHERS
allied independant characters may join your units and vice versa
are counted as freindly units for the intents and purposes of psychich powers aand abilities and so on
CANNOT embark into each others vehicles

FLUFF

well guys, im sorry to say, the fluff is huge, im not going to post it up there is a TONNE of stuff. but to the point of the story line, it is essentially the same. GW have though, expanded the current fluff, adding in alot more battles and stories. they have also expanded on why the imperium is falling into rebellion, heresy, treatury ect. but essentially it goes as far as 5th did.
there is also a large story/battle were the pages fold out and you see a giant apocolyptic battle, chaos verse imperium, 3 reaver titans (or warhounds one of the 2) a wing of valkyries, super heavies, massive armies. it is litterally a scene of apocolyptic proprtions.

PSYCHICH POWERS(just found them)

TELEKENESIS

crush - Range 18, s 2d6, ap d6. also, if you roll 11 or 12 for your strnght roll, the model hit is auto wounded and if a vehicle is hit it is auto penetrated

shockwave - range 12, s3, ap -, assault d6 with pinning

gate of infinty - same as codex space marines, except if the librarian does it on his own there is no risk of a model dying.

objuration mechanicum - a unit within 24'' must reroll to hit and wound rolls of a 6, in addition if it is a vehicle or vehicle squadron it takes a strnght one haywire hit on each vehicle.

vortex of doom - same as codex space marines

TELEPATHY

dominate - each time the targetted unit (24'' inch range) attempts to move, shooot or assault, it must take a leadership test, if the test is faile dthe unit does nothing for that phase.

mental fortitude - a unit falling back within 24'' immidiately regroups and gains the fearless special rule for aslong as this power lasts.

invisibilty - grants a freindly unit with stealth and shrouded special rules, enemy models in CC hit at WS 1, also models assaulted by an invisible unit gain no benefit from counter attack.

hallucination - target an enemy unit within 24''. roll d6
1-2 target unit is auto pinned, unless it would normally pass its morale checks.
3-4 the unit cannot, shoot, run, or declare blows in CC or assault while the power is in effect
5-6 every unit in the unit immidiately inflicts a single wound ona freindly model from the same unit, using all weapons and strength at there disposal.

puppet master - lets you take over a unit within 24'' and shoot with it for one turn (cannot target your own unit)

terrify - target recieves no benefit from the fearless special rule and treat all enemies as having the fear special rule.

POWER WEAPONS

If a power weapon just says power weapon and has no addtional rules, use the following:

maces, and blunt weapons count as power maul
spears, lances count as power lance
swords count as power swords
axes and halberds count as power axes

power sword - S user, ap 3, melee
power axe - S+1, AP 4 melee, unwieldly
power lance - S+1/user AP3/4, melee
power maul - S+2, AP4, melee

power lance has 2 profiles, first being on the charge second being i normal combat.

WHY TYRANIDS WILL BE BETTER?

Because they have so many monstrous creatures. all monstrous creatures have the fear rule now which means everytime they assault a unit that unit must take a leadership test, if it fails that unit has ws1 for the rest of the combat. fearless units and units that dont have to take leadership tests are immune to fear.

psykers, new psycic powers.... nuff said.

they also have hammer of wrath, move through cover, relentless and smash special rules.

your nid monstrosities are now fairly good in the game, there main buffs i beleive will be in the FAQ they should be playable again.

CHAINSWORD AP

chanswords have an AP of - and use your own strength
heavy chanswords s+2, ap5, two handed
eviscerator sx2 ap2, two handed, armourbane, unweildly

Forgeworld выпустит книгу по флайерам!!!

В последнем WD появилась фотка и описание новой книги от форджи по флайерам. тут будут все флайеры, всех рас, сводные данные, доп. апгрейды и т.д. Это полностью официальное дополнение к рульбуку 40к.

среда, 27 июня 2012 г.

Просьба

Я очень прошу всех вайнеров, недовольных и "обманутых", кому уже сейчас не нравится 6ка, покинуть ваху и никогда не возвращаться. Это будет милосердием по отношению к окружающим вас адекватным взрослым людям и оградит общество от вашего присутствия.

Сделайте милости, идите на хуй.

С уважением. 

Слухи от человека с рульбуом Часть 5

how were the bikes with warlock? did they have only the same task as in 5ed (scoring)? PLEASE tell me what is the new WITCHBLADE!!

ok so heres the seer council im gunna run as a mega deathstar.
2 farseers as many warlocks as i care to take, 1 embolden, 1 enhance, 5+ destructor. 1 farseer with one fortune and 3 other powers, 1 with 4 other powers. roll on telepathy for them except one for the divination signature one. you can get all the good telepathy stuff and have a good chance of getting invisibility (shrouded and stealth (+3 coversave), enemies are WS 1 and cant use counter attack but 2 warp charge so only 1 power per turn).
begging of turn cast invisibility, then fortune (reroll saves), then prescience (reroll all to hits, even in combat.) u do all that at the beginning of the turn and cant be stopped by deny the witch and roll3D6 and reroll so amazing chance of it all working.
then you turbo boost 48 inches and get a 2+ rerollable (cos of fortune) coversave and where ever the hell you want to be on the battle field. if they want to counter charge you, they will take number of destructors x D3 S5 AP4 hits from overwatch and you rerolling to hit wounding on a 2+ befor they attack (at WS 1) as u have amazing I.
and u can still get S9 from singing spears as they are in codex eldar. Seer council is still top dog. and hopefully i will be the first person in the world to rock it in its new form :).
TLDR: rerollable 2+ saves for the seer council. seriously.

Новые фотки из рульбка!

Слухи от человека с рульбуком Часть 4

Just a quick question if you wouldn't mind checking for me; could you tell me what Tyranid units count as fliers?
Edit: Plan on making a 6th ed. list and would love to know so I could maybe try a fancy new build out :)

nids dont have any fliers. but they can have flying monstrous creatures.

How exactly do the new rules for penetrating work again? (1 = Shaken, 2-5 = ??, 6 = EXPLODES!)
PS. everyone loves you forever.

Shaken, Shaken, Stunned, Weapon, immobilized, Explodes!
How do template weapons work with snapfire on vehicles?

they cant snapfire. the exception in overwatch where they do D3 hits.

Does it seem like Terminators are overpowered due to the nerfs to power weapons and such to AP3? Also since you did play against Space Wolves, Acute Senses army wide seems pretty useless.

well... yea. would be great that one time you got outflanks on your warlord roll. maybe an FAQ give them all night vision instead.



Can you confirm that Beasts/Calv, instead of moving 6" and assaulting 12", now move 6" and assault 2d6" like everyone else? Thanks!

move 12, assault 2D6, rerolling cos they are fleet.



The real question is: Forgworld? What does the book say about it?

it talks about it but no disclaimers say we can start using them in our games without permission.

вторник, 26 июня 2012 г.

Слухи от человека с рульбуком Часть 3


and do you role to detemine which power you get from the BRB lores, as per fantisy?
[–]Rixitotal[S] 2 очка  назад
yup, although u dont choose if you roll a double, you reroll. and there is a signature to swap to if you want.

What happens when a Mastery Level 1 Psyker gets a Warp Charge 2 power? Roll again?
[–]Rixitotal[S] 2 очка  назад
yup


How do duels/challenges work?
[–]Rixitotal[S] 2 очка  назад
read fantasy with no overkill.


Sorry if this is already answered, but I couldn't find it anywhere:
When shooting at flyers, do you measure range normally or do you deduct 12" (like in Apoc)?
[–]Rixitotal[S] 2 очка  назад
shoot normally range wise.


What are the special rules for Sniper Rifles (e.g. Pinning, Rending) beyond wound allocation?
[–]Rixitotal[S] 2 очка  назад
same aside from 6s letting you choose the hit.


Does it say if you can field super heavies this edition? Also does it mention forgeworld models? Thanks
[–]Rixitotal[S] 2 очка  назад
dosnt say anything about them. probs stay the same, with your opponents permission and apoc.

no etteras in the main book, i think it will come out in WD or online.

all the same above. except that blast seem to be the specific exception to not being able to kill what you cant see, as in it can!


its a normal combat failed moral test to u guess you do.

well no it dosnt auto wound or ignore armor (except for ignoring armor with my rangers with eldar as they have a special rule). but the rest is right and it is great. played it today and worked great for killing of meltas and stuff.



Do you still need 2 of a special close combat weapon (For example, 2 Power Fists) in order to get an extra attack?
[–]Rixitotal[S] 2 очка  назад
it says you need another weapon with the specialist weapon rule. so a power fist and a lighting claw should give you it!!!


On allies, can you take a Special Character from the army you wish to ally with?
[–]Rixitotal[S] 2 очка  назад
see no reason why not.

It was said earlier in the discussion that Weapons that Ignore Armor Saves (Lilith, Warscythes, etc.) Are just lumped in with Power Weapons and AP 3? I just want to make sure of the words used in these cases. It seems a bit silly that "Ignores Armor Saves" is auto-errata'd to completely condradict the words used in their codex entries. even if Codex's faq some of them back to AP 2, it just sounds very cumbersome.
[–]Rixitotal[S] 2 очка  назад
well actually it just lumps powerweapons. ignores amor saves stuff just still ignors armor saves until ettera i guess.

Regarding Allies, are Eldar and Dark Eldar Good, Middle or Bad friends?
[–]Rixitotal[S] 2 очка  назад
good friends. i was so happy and played them as corsairs, worked out well i think.

I saw on a scan floating around on bols that ork power klaw has it's separate entry in the rulebook. Could you confirm if it's AP3 now as the rest of the power weapons, or did it remain AP2? Also could you share with us how slow and purposeful is working now? Thanks!
[–]Rixitotal[S] 2 очка  назад
yea it is separate, but its AP2 im pretty sure. slow and puposeful is the same as far as i can see.


Is there any special rule relating to "Rail" weapons? Like that rumor where Rail weapons draw a line, etc etc...

not that i found. there are beam psychic powers that do the same thing but nothing about rail weapons.

How do you hit with blast weapons now. Same as before Scatter -BS and place template? or just roll to hit...
[–]Rixitotal[S] 2 очка  назад
same, but no half strength for clipping tanks.
[–]davou 1 очко  назад
wait, full strength or is it ignored?
[–]Rixitotal[S] 2 очка  назад
no its full strength.



Пни все-таки снимают хуллпоинты

for any one still looking at this i made a big mistake, penetrating hits also take off a hull point.

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