Из испанской книги правил
Снапшоты и консолидация - как в 6ке
Скоринг в 3, все, кроме летающих, бегущих, свармы, или спец. правила, что не могут, не захваченных зданий
ББ
Все то же самое, можно кастить, ездить, чинить, использовать броски на резерв, использовать эффекты варлорда и теперь можно кататься в транспорте.
Ковенанс
В 1" не ходи, все то же самое, кастить нельзя, подвержены всем негативным эффектам союзников, считаются "врагами".
Десперейт
То же самое, если в 6 тупят на 1 в броске на д6.
Апок
Как десперейт но не могут деплоится в 12.
Психический транс
Если берешь одну школу, праймари получаешь на халяву
Хаос может выбирать между 2 школами, которые взял и обязательной.
Выход из резерва
Нельзя чарджить, нельзя использовать спец правила, способности и вообще что-либо, что нужно сделать на начало хода.
Трейты варлода очень сильно поменяли, особенно тактические, там взаимодействие с картами обжективов, теперь это маст хев.
При денае кидаем д6 за каждый варп чардж, +1 за псайкера в отряде, на который кастуют, +1 за адамантиум вил, +1 если лвл псайкера в отряде выше. Все только если кастуешь на отряд противника.
Капюшон дает возможность в 12 от отряда применять эти же модификаторы.
Капюшон действует не только на свои юниты и модели, а на любые, то есть на блезинги, вызовы и прочее оппонента тоже, если ты в 12 от модели, на которую кастует оппонент.
Во всех остальных случаях денай на 6 только, то есть блесинги и прочие касты только на 6 можно отменить.
ХП на гленсах не теряются, хп на пнях только на 6ки.
Чардж через диф: -2 на общую дальность чарджа, то есть на 1,1 нельзя прочарджить никак.
Тактические трейты
1. Пока варлорд жив на конец хода можно выташить до 2 тактических обжективов активных вместо используемых
2. Одноразовое. На конец одного из ходов. Твой опонент обязан поменять один свой ТО на рендомный.
3. Сгенерировать дополнительный ТО на первый ход
4. Можно на первый ход сменить все свои ТО вязытые перед игрой.
5. Можно реролить ролы по определению ВП за алтернативные ТО
6. Любой ТО который контролится варлордом и\или его юнитом приносит +1 ВП всегда.
Warlord traits -
Tactical; 1) while alive, can discard up to 2 active tactical objectives (TO) instead of 1
2) one use only, end of your turn, opponent randomly selects TO and discards
3) generate one additional TO first turn
4) redraw all TO on first turn if you want
5) while alive, re-roll VP awarded for TO
6) +1 VP for objective secured TO by Warlord
Command -
1) 12" use of warlord Ld
2) 12" use of lowest Ld for enemies
3) 12" move through cover
4) +1" for run and charge within 12"
5) 12" bubble of shooting re-roll 1s to hit (suck it tau - this is permanent)
6) same as above but for assault
Personal -
1) Counter attack
2) Furious charge
3) outflank
4) 1VP for characters slain in combat
5) FNP
6) Fearless and IWND
Strategic -
1) stealth ruins + move through cover
2) choose for night attack and all models in your army have night vision
3) warlord + 3 units (non-vehicle) have infiltrate
4) +1 to seize and re-roll reserves if warlord alive
5) -1 to opponents reserves
6) first enemy turn, 3 enemy units take a pinning check
Acute senses - same
AWill - same
ATSKNF - no more extra 3" on regroug
Assault vehicle - can assult from vehicle unless it arrived from reserve that turn
Armourbane - roll additional D6 for armor pen
Blasts - same with apoc crap thrown in
Blind - failed I; WS/BS1 until end of their next turn
Brotherhood - covered
Bulky / Very / Extremely - 2/3/5 for transport capacity
Barrage - same
Deep Strike - same
Concussive - I1 if hit by this until end of next assault phase
Counter-attack - same
Crusader - 2 dice for run, pick one; +D3 for sweeping advance
Daemon - 5+ invul and fear
D-weapon - 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds - no saves only from 6
EW - immune to instant death
Fear - Ld test; if failed WS1 for remainder of fight sub-phase
Fearless - same
FNP - 5+ same
Fleet - same
Fleshbane - Same
Gets Hot - same
Force - psy power as discussed
Furious Charge - +1S; no if disorderd charge
AWill - same
ATSKNF - no more extra 3" on regroug
Assault vehicle - can assult from vehicle unless it arrived from reserve that turn
Armourbane - roll additional D6 for armor pen
Blasts - same with apoc crap thrown in
Blind - failed I; WS/BS1 until end of their next turn
Brotherhood - covered
Bulky / Very / Extremely - 2/3/5 for transport capacity
Barrage - same
Deep Strike - same
Concussive - I1 if hit by this until end of next assault phase
Counter-attack - same
Crusader - 2 dice for run, pick one; +D3 for sweeping advance
Daemon - 5+ invul and fear
D-weapon - 1 = nothing; 2-5 = pen hit with D3 HP; D3 wounds; 6 = pen hit D6+6 HP or wounds - no saves only from 6
EW - immune to instant death
Fear - Ld test; if failed WS1 for remainder of fight sub-phase
Fearless - same
FNP - 5+ same
Fleet - same
Fleshbane - Same
Gets Hot - same
Force - psy power as discussed
Furious Charge - +1S; no if disorderd charge
Graviation - same as SM book
Hammer of Wrath - models strength
Hatred - same
Haywire - same
H&R - same
Ignores cover - Same
Instant death - same
Hammer of Wrath - models strength
Hatred - same
Haywire - same
H&R - same
Ignores cover - Same
Instant death - same
Infiltrate - same (as is outflank)
Interceptor - same but nothing to help shooting at ground targets
IWND - same
Jink - discussed already
Lance - vehicle armour values count as max of 12
Master-crafted - same
Mighty Bulwark - same
Melta - says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock - reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter - same
Move trhough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision - ignore Night Fight
Pinning - one or more from a weapon once firing unit has finished (one per unit)
Poisoned - same
PotMS - cannot be used if flat out or smoke lauchers used
Precision Shot - same
Preferred Enemy - same
Psy Pilot - discussed
Interceptor - same but nothing to help shooting at ground targets
IWND - same
Jink - discussed already
Lance - vehicle armour values count as max of 12
Master-crafted - same
Mighty Bulwark - same
Melta - says against vehicle but otherwise same (im noting this as armourbane says armor values; not vehicle armour values)
Missile Lock - reroll to hit rolls when one use only weapons; D6" scatter instead of 2D6" for one use only
Monster Hunter - same
Move trhough Cover - not slowed by charging through difficult terrain; Tyranids REJOICE; auto pass dangerous
Night Vision - ignore Night Fight
Pinning - one or more from a weapon once firing unit has finished (one per unit)
Poisoned - same
PotMS - cannot be used if flat out or smoke lauchers used
Precision Shot - same
Preferred Enemy - same
Psy Pilot - discussed
Psyker - discussed
Rage - +2 on charge
Rampage - +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless - same
Rending - same
Repel the enemy - charge on turn disembarked from building
Sentry Defense System - can auot fire with weapons even if unoocupied
Shred - re-roll failed to wounds
SHrouded - +2 cover
Skilled Rider - +1 cover to Jink, ignore dangerous
SKyfire - normal BS against air; snap against ground
S&P - same
Smash - all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper - same
Scout - same looks like
Rage - +2 on charge
Rampage - +D3 in fight subphase if outnumbered in combat; cannot gain if disorderd charge
Relentless - same
Rending - same
Repel the enemy - charge on turn disembarked from building
Sentry Defense System - can auot fire with weapons even if unoocupied
Shred - re-roll failed to wounds
SHrouded - +2 cover
Skilled Rider - +1 cover to Jink, ignore dangerous
SKyfire - normal BS against air; snap against ground
S&P - same
Smash - all attacks AP2 and can choose to replace with 1 Smash attack at double strength and can re-roll armor pen
Sniper - same
Scout - same looks like
Soul Blaze - same
Specialist Weapon - same
Split Fire - no ld check required
Stealth - +1 cover
Strafing run - same
Strikedown - same
Stubborn - Same
Superosnic - same
Swarms - same
Tank Hunters - against vehicles
Templates - looks same
Torrent - same
Twinlined- same
Twohanded - no +1A
Unwiedly - I1 unless MC/Walker
Vector Dance - second pivot
Vector Strike - 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex - looks same
Zealout - looks same.
Specialist Weapon - same
Split Fire - no ld check required
Stealth - +1 cover
Strafing run - same
Strikedown - same
Stubborn - Same
Superosnic - same
Swarms - same
Tank Hunters - against vehicles
Templates - looks same
Torrent - same
Twinlined- same
Twohanded - no +1A
Unwiedly - I1 unless MC/Walker
Vector Dance - second pivot
Vector Strike - 1 hit unless FMC or Flyer. AP2 at strength and random allocation. Ignores cover. counts as shooting a weapon but not against a target (i.e. can shoot another waepon at a different target)
Vortex - looks same
Zealout - looks same.
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