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- 06-30-10 09:00 - 7 comments

Tyranid FAQ

http://www.games-htt...ranids_2010.pdf

Blood Angels

http://www.games-htt...Angels_2010.pdf
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- 04-28-10 06:43 - 3 comments

Quote

-Lots of poison weapons (close combat and ranged).
-Streamlined version of combat drugs.
-The army is very lethal on the turn of arrival.
-Expect lots of lance weapons.
-There is chatter of the game's first lance-melta weapons being in the list.
-Units will "power up" and gain abilities in some manner as they kill enemies.
-Warriors and Wytches are troops.
-Expect new units.
-Harlequins are in.


now to disseminate:

Quote

Lots of poison weapons (close combat and ranged).

This seems to give creeddance to splinter weapons being poisoned. NASTY if true.

Quote

There is chatter of the game's first lance-melta weapons being in the list


OUCH. If this is true, it MUST be at a lower strength than 8... OR, perhaps, it is if you are within 12" or 6", it is a MELTA, thereby forcing you to get close, and when you do- WHAM, almost an autopen!

Quote

Harlequins are in

Hope the solitare makes it...

Quote

Units will "power up" and gain abilities in some manner as they kill enemies

Not sure about "units", but I heard the Talos is this way (like the old black coach- the more it kills, the deadlier it gets), eg kill 5 troops- the talos gets fleet, 10 its 3+ becomes invul, etc...

Quote

The army is very lethal on the turn of arrival


THIS one is the biggest rumor... it supports some of the "off the wall" rumors from before. What do they mean by "turn of arrival?" this would imply that yes indeed, the Dark Eldar arrive via the webway, and DO NOT DEPLOY as normal! Think along the lines of demons, but maybe not so random. And there also must be a special rule when they come on, maybe to represent the fear they cause by just "appearing" in the middle of the enemys battle lines (this could be the -1 ld rumor we heard about).


Things are definatly heating up in the rumor department....
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- 02-03-10 12:50 - 59 comments

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A Fantasy Escalation League is starting at Skul N Bonz!
It will be 6 months long, and consist of 1 day a month for gaming!

At the end of the league, all participants can play in a 2250 Fantasy Tournament for big prizes!


The league will start February 27th, 2010, and consist of 500 points!

All interested parties drop a line here, and also check back for the scenerio, missions, and a few twists!


COST= FREE!!

So if you ever wanted to try fantasy, now is the time to give it a go!
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- 01-11-10 08:11 - 0 comments

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Games Workshop
The Games Workshop Newsletter 10.01.2010
In this issue: Incoming! Blood Angels

Incoming! Blood Angels

This April the Blood Angels will be re-launched with an all-new Codex and range of plastic and metal miniatures. One of the oldest and noblest of all Space Marine Chapters, the Blood Angels have stood fast against the enemies of the Imperium since the Great Crusade and it was their Primarch Sanguinius, who laid down his life to aid the Emperor against Horus in the final hours of the Warmaster’s rebellion. The new Codex explores the background and history of these superhuman warriors like never before, and contains new artwork depicting some of their greatest battles and most powerful champions.

The Blood Angels have always been a powerful close combat army and have been made even deadlier thanks to a range of specialist wargear, the ability to field Assault Squads as Troops choices, and more Dreadnoughts than any other Space Marine Chapter, including a Death Company Dreadnought and the fabled Furioso Dreadnought. The Sons of Sanguinius will be deep striking onto a tabletop near you this April – now’s the time to practice painting red.
Blood Angels
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- 12-08-09 16:20 - 4 comments

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and the penis cannon:

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- 12-07-09 11:57 - 3 comments

GW has said the Battle Missions books long rumored will be out in March. Along with some new waves of Marine, IG and Ork models.

The book is said to go back to the flavor of missions of the 4th and 3rd edition rules set. Attacker, defender, unique deployment zones, mission specific games, etc...
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- 11-20-09 17:05 - 5 comments

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http://www.forgeworld.co.uk/loc.htm
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- 11-20-09 08:54 - 10 comments

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Release January 16th, 2010



Phil Kelly has also said we can expect to see "4 new species never seen before in a codex, one dwarfing the Carnifex." Most solid sources agree this large species is likely the Trygon.

The Incoming Tyranids article on the GW website makes mention of new Tyranid Species.

Rules

Army-wide Special Rules and Biomorphs

Reds8n has said we can expect to see many new and improved psychic abilities in the book.

Whisperings that Biomorph effects will be changed somehow. Nothing solid on this.

Stickmonkey tells us the Lash whip may be changed to be able to target specific models in close combat.

Stickmonkey also tells us Crushing Claws may change to Dreadnaught CCW plus an additional new ability.

Special characters including Old One Eye are rumoured to return. Phil Kelly explained that they are not meant to be individuals, but more like mutated survivors from a big war. Robin Cruddace has supposedly said they may give special rules to the whole army.

Phil Kelly has implied the Tyranids will get an increased anti-tank capability

*Note, FOC slots are representative only until more solid rumours appear*

HQ

Hive Tyrant – Stickmonkey tells us Tyrants are likely to get more psychic powers along with possible increases to Attacks and Initiative and a 5+inv save as default. He also says there is a chance at an expensive regenerate option for the Tyrant as per the Carnifex.

Tyrant Guard – No news yet

Broodlord – Early rumours of the Broodlord allowing Elite Genestealers as Troops.

Elites

Tyranid Warriors - There may be a greater emphasis on Tyranid Warriors, perhaps even allowing you to take them in every FOC slot. For example if they have wings then they're Fast Attack, Tougher/Stronger and heavy weapons make them Heavy Support etc.

Lictor – Some speculation the Lictor will get a fix to Deep Striking into Terrain. Nothing solid as yet. Stickmonkey tells us they may get a deployment alternative to Deep Strike.

Troops

Genestealers – There have been vague rumours that Genestealers may be moved to Elites, with Broodlords allowing them as Troops

Gaunts – No news yet

Ripper Swarm – No news yet

Fast Attack

Gargoyles – Vague rumours that Gargoyles may see a minimal increase to Initiative. May also get access to (altered) Biomorphs.

Raveners – Stickmonkey tells us they may get a deployment alternative to Deep Strike.

Spore Mines – No news yet

Heavy Support

Carnifex – At GD Italy, Allessio supposedly said, "The new book will let players field even more Carnifexes than before" No further news on what this may mean. Stickmonkey tells us there may be significant changes to the Carnifex, but that they will “make sense” and people will still want to field many of them.

Biovore – No news yet

Zoanthrope – No news yet

New Species

Trygon - Rumoured to appear in the Codex or at least as an Apocalypse sized plastic kit. Rumoured to have more head and tail options. Raveners rumoured to retain the ability to Deep Strike through the same tunnel as the Trygon without rolling for Reserves and may also be able to Assault afterwards. Has a variant called the Mawloc.

Venomthrope - Reds8n's early mention of a "psychic variant of the Lictor" seems to be based purely on the feeder tendrils of the new Venomthrope (Toxathrope in German). It appears to have 4 lashwhips, possibly toxic sacs similar to a Malanthrope, and is rumoured to be a psyker.

Pyrovore – Possibly a new Biovore variant with Pyro Acid spray weapon mentioned by Reds8n. Alessio also said at GD Italy, "I would expect something similar to a Tyranid Basilisk, a new species with a brand new metal model is likely" which could cover this.
*Note - Alessio was talking about the IG Tank called a Basilisk, and not the Mythical creature.

Hive Guard – New species. Armed with some form of ranged weapon.



More rumors as they come....
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- 11-17-09 08:05 - 0 comments

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Coming in February... Info taken from the web:\

Ambush is supposedly staying much the same, though it has been suggested that it will no longer be dependant on the General.

No news on Unruly.

An "all new magic lore" (singular) has been promised. believed to be a consolidated version of the Lores of Chaos, but rather an entirely new "Lore of the Dark Forest".

Alongside Magic Items, "Mutations" will be available in the same way as WoC Gifts or Vampire Powers, operating on the same budgetary lines. Bonuses, like Scaly Skin, extra Strength and Movement are expected, as well as more esoteric abilities like Breath Weapons. Multiples of the same Mutation are expected to be allowed.

The traditional marking system may have been scrapped, in keeping with the less obvious devotion to the Godly "cults" of Chaos.

*Note, army-list slots are representative only until more solid rumours appear*

Lords & Heroes

Beastlord/Wargor – Ld 9, T5, with appropriate price hikes. May take Chaos Armour. May be accompanied by a 'pet' US3 Beast Spawn.

Great Bray-Shaman/Bray-Shaman – May be able to take a Herdstone, in the same manner as an Anvil/Casket. Beast Spawn as above.

Doombull– A metal box set release is confirmed; it is assumed that the Doombull will still allow Minotaurs as Core.

Centigor Hero - Aside from the Centigor Special Character, it has been rumoured that there will be a Centigor character available as a standard Hero choice. However, this may be a mutation rather than a seperate choice.

Daemon Prince? - No longer believed to be in the list.

Core

Beast Herds - No new models are expected, though Gors and Ungors are to be split into two seperate Plastic Boxes. Ranking issues to be fixed. Supposedly the champion will no longer provide +1Ld. Some sort of Scout option is believed to be available.

Bestigor Herds – New Plastic Models.

Warhounds - Varieties of Warhounds allowed through upgrades - Hunting, Guarding, etc.

Centigor? – Rumoured to be moved to Core. Fast Cavalry. Supposedly armour options will be available.

Special

Tuskgor Chariots – Believed to be 2-4-1.

Minotaurs – New plastic models. Believed to still be Core with Doombull.

Dragon Ogres? - Possibly dropped. On the one hand, they are thought not to 'fit' with the new Beasts 'feel'. On the other, plastic Dragon Ogres are also rumoured.

Chaos Trolls? - Very possibly dropped.

Harpies/Gargoyles/Gorgoyles - Rumoured flying infantry.

Razorgor - The previously mentioned "Gruulgor". A single model, reportedly similar in appearance to a warthog. Possibly a large Tuskgor.

Rare

Chaos Giant – As in WoC book.

Spawn – Assumed to be in WoC book. Possibility of slight changes.

Gorgon – A new monster. Supposedly on a chariot-base, with Movement 8 and stats in the 5s, with Impact Hits and a Breathweapon. Model is probable, but unconfirmed.

Dragon Ogre Shaggoth? - Possibly dropped. Even less likely to appear than the Dragon Ogres.

Herdstone/Dark Heart? – In the same vein as a Corpse Cart, Warshrine, and Screaming Bell, a Herdstone with the ability to buff nearby units might be expected. However, it may be an upgrade/"mount" for the Bray-Shaman. A "giant evil tree/corrupt treeman" has also been suggested, "dark heart of the forest" style.


Special Characters

All the Special Characters from the last book are believed to in this one. New ones talked about include:
- A Daemon Prince. May have Bloodthirster-level stats. Possibly Nurgle/Slaanesh marked.
- A Minotaur character dragging a Herdstone (as seen in the Rare and Bray-Shaman entries). May be a Champion upgrade.
- A Foe-Render character with the +1Ld of the old book, among other things.
- The Thing From The Woods, a giant Warhound/Spawn from Mordheim.
- A Centigor character with special Drunken rules and a magical Great Weapon.
- A Tzeentchian Bray-Shaman with a raven's head.

Models and Army Book

No pics yet. Work by Aly Morrison and Mark Harrison. Releases rumoured are:
* New Beastlord and Bray-Shaman models.
* Plastic Bestigor Box. Ten models, £25. CONFIRMED
* Plastic Minotaur Box, sculpted by Mark Harrison. 3 models, with options for greatweapons, two handweapons, and shields. £27. CONFIRMED
* Metal Doombull Box, sculpted by Mark Harrison. One model, £25. CONFIRMED
* Metal "Grulgor" Box. One new model, £15. CONFIRMED
* Ungors and Gors are being split up into seperate plastic boxes. Whether or not this heralds a shift in the army list is unknown.
* The Tuskgor Chariot is receiving a new product code as a metal box at £18. This doesn't mean it's receiving a new model.
* The same applies to Centigors, who are now a metal box at £35.
- Gorgon Model, likely plastic considering recent "monstrous" releases.
- Presumably new Special Characters in metal.
- Plastic Dragon Ogres are heavily rumoured for release, though as part of a second wave for Warriors of Chaos.
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- 10-08-09 07:31 - 0 comments

1st: Armywide special rules and differences from "normal" armies, changes from old book.

Magic Items: You have the usual Magic items with the usual restrictions (100 points for Commanders, 50 for heroes), seperated in weapons, trinkets, armour etc.
And than there are the "special" lists of items. Some characters as the Assassins for Example are only allowed some of the special lists. Moulder Clan equip, Skryre wargear, etc.

Shooting into close combat - gone. Yes, it's gone. Really.

placing characters within the last rank - gone. Still, if a character decides to withdraw from a chalange and is placed in the last rank, he still benefits the unit with magical items, leadership, battlestandard etc.

Other army wide rules: Live to fight another day: +1 distance to flee.

you get +1 morale (up to a maximum of 10) in the higth of your rank bonus.

looted wargear (not sure about the name)
thats a short list of equip including several weapons and funny objects. You may have as many of them as you whish, still only once the same per character.

Warpstone pistol - 8 points. 10 " range pistol with warpstone attacks (means magic attacs). counts as a pistol in all means.
Warstone rifle - S 5 Warpstone musket. Move or shoot. 10 points.
Guardian rat - 1 WS 3 S 3 aditional attack with bearers initiative. 5 points.
Tail weapon - 1 aditional attack with S 3, does not benefit with other wargear, may still be used with magic weapons.
Poisoned attacks - 15 points.


2nd - Units.


I start with the boring stuff here, everyone who's interested into the hell pit abomination should scroll down...

If I do not mention otherwise, every unit has +1 to flee and +MW for ranks.

Core

Clanrats -
the same. * points each with 1/2 (yes, one half) point for shields and spears.

Stormvermin:
Strength 3. Come with halberds and mail armour for * points, 1 point for shields. One unit may have a magic banner for 50 points. Champion may pic from the "wargear loot" equip for 15 points.

Both Clanrats and Stormvermin may add one (1) weapon team of the following:
Flamethrower (** points) , Thing-shredder (** points), Globe mortar (** points), Rattling gun (** points)

Flame throwers now have flaming attacks.
rattling guns are the same, but do not hit automatically. the do not suffer a penalty for multiple shots or longe distance shooting.

Slaves -
* points each. 1/2 point for shields, spears or slings. No weapon teams, no champion, Musician standard costs halved.
Slaves have two special rules, one is "cornered" which I do not remember... the other is "worthless" - as long as an enemy is only engaged with slaves, you may shoot into the close combat.
Slaves do not provoke panic tests from any other unit than slaves.

Shadowrunners
May make a free movement at the beginning of the game. No skirmishers. May have a Warpunnler. * points per model,
come with two hand weapons and shuriken.
Champion has a 6+ ward save.

Giant Rats: little cheaper, do not count for minimum of core units

Vermin swarm: ** points, same as giant rats. do not block linoe of sight.



Special

Gutter runners
May have a warp tunneler. skirmish, outflank from any edge.
Champion has a 5+ ward save. Come with same es shadow runners.
May be given the following: Nets (a net counts as a shield and gives a malus to the enemy, I think it was -1 to hit, nut sure though.) poisened attacks for * ppM.

Rat ogres.

Same price here, same profile, come with... frenzy...? don't know the english term. You are granted +1 attack but you have to charge if possible.
you may add as many ogres to the unit as you want (** ppM), for each 2 ogres you may add one more handler.
May have a mastermoulder (counts as champion, may have 30 points wargear, a Thing-cather which grants him killing blow for ** points or a great weapon for * points.
Mastermoulder profile is 6 5 3 4 4 2 5 2 6

Plague monks: * points per model, come with two handweapons, one unit may have a standard for 50 points.
Still have frenzy (was it frenzy? se rat ogres for what I mean...)

Jezzails: ** points per model. 4+ armour save, NO skirmishers. May have a champion with BS 4 for ** points. Unit size 3+

Censer bearers: the same almost, forgot about them.

Globardiers: ** ppm. 5 - 15
Special rules: Life is worthless... may fire into close combat.
shoot from behind: when engaged into close combat, all globardiers which do not have contact with enemy models may shoot at the unit(s) they are engaged with.


Lords
I did not look up neither the abilities of special characters, nor their options. I just list you the points.

Lord Skrolk: ***

Thanquol: ***

Ikit Claw: ***

Skrotz the mutant: ***

newHeadhunter-thing-char: ***
After a brief overlook he seemed pretty strong with WS 7 and 6 attacks...

Verminlord: *** points.
profile: 8 8 4 6 5 5 10 5 8
Special rules: Flee + 1, Immune to psychology, Terror, great target, 5+ ward save, Sorcerer lvl 4. He counts as a demon.
The vermin lord may not be the general of your army.

Warlord: ** points.

Grey seer: +1 Morale. Comes with Lvl 4 and D3 warpstone tokens. *** points.
The Screaming bell is his mount, *** points. The model itself is HUGE, almost twice es big as the current one. Kit is also used for the "Plague menetekel" (now this word is totally strange to me, and there seems to be no translation to english... wiki led me to this:http://en.wikipedia.org/wiki/The_writing_on_the_wall
There's a Rat ogre ringing the bell and a grey seer (with horns) riding the bell. Function of the screaming bell later.


Heroes.
Snikch: has a mantle which obscures him, he's only visible to units on 4+. *** points.
He has got a murdering profile, Initiative 10 and always strikes first.

Tretch: *** points.

Assassin. Sad part first: assassins do take a heroe's choice. They work pretty much like DE assassins, with lower profile (stil I 9 ASF)

Warlock: ** points. At this stage he's a technician only, no wizard.
he may be upgraded to level 1 for ** points or level 2 for ** points.
Only one to have 2 warpstone pistols...
May chose lore of doom only. (more to magic later)

Plaguepriest: *** points, lvl 1 wizard. may chose lore of plague. May have a Plague Menetekel giant swingy-thingy... oO for *** points.

Now, lets start the interesting point:


Screaming bell.

Bell comes with Magic resistance (2), 4+ ward save, causes fear, is a Large target.. It MUST join a unit of storm vermin or Clan rats. The joindes unit becomes stubborn.
Bell has T6, LP 6, S 5, causes impact hits. The Rat ogre ringing the bell may strike with S5.

Enemy units in contact may chose to attack the Bell (WS of the ogre is applied here (WS 3)) or the prophet.

Moving the bell: It requires at least 10 models to move the bell at full capacity (5 Inches). For each model below 10, it loses 1 Inch of movement, if the unit dropps to 5 it may not move at all.

Ringing the bell (thats what you wanted...)
at the begining of each turn or magic phase (not sure) the player may ring the bell. At turn one he may only use 1 dice, at each of the following up to three.
The bell is automatically rung if wounded by a S5 or higher missile attack.
Results:

1 - nothing happens. Spank-spank the Rat ogre for failing-failing...
2 - 4 unit with the bell attached moves D6 inches forward (and may attack if possible)
5 - 8 all friendly units may reroll morale checks within 24 inches of the bell
9 - 10 Bell (not the seer) casts the Spell "Scorch" from lore of doom (see later with magic) at power level 5
11 - 12 All enemys with T7 or higher suffer D3 wounds
13 Say Ding-Dong alound and smile to your enemy. All Enemy units within 24 inches suffer D3 S4 hits. If the Bell is engaged in close combat ALL Skaven within the unit it is attached to may attack in close combat this round.
14 - 16 All units within 12 " gain +1 attack for this turn.
17: All gain +1 attack and get to reroll tohit and to wound
18: with a loud BANG the Bell is destroyed. All units within 4D6 inches suffer D6 S4 hits without armour saves.

if you roll two equals, the result is applied, but the unit pushing the bell suffers D6 S4 hits.
If you roll three equals, both bell and prophet suffer a S5 hit.

Plague menetekel:
It's not a furnace, it's like the bell itself, but with a big censer instead of the bell.
Moves just like the screaming bell, but may only be joined by Plague monks.
I do not remember a lot of this thing. It has two effects, the one's a mighty blow which causes a numer of hits declared with the artillery dice of S5 o the enemy unit in contact., the other makes all models in contact (friend and foe) take a Toughness test or lose one lifepoint.


Which leaves us with
Rare choices

Hell Pit abomination: *** points.

It may NOT tunnel. It is a crawling, moving mass of dozens of Bodies moulded together, has severel arms, giant claws, etc. The drawing shows it to be at least 10 times as high as a man. It is NOT a giant rat, more like 100 sakven mutated together with parts of giant creatures. the pic was only small but it scared the crap out of me...

Causes impact hits, Terror, Large Target, Regeneration, Stubborn.

Profile: 3W6, 3 1 6 5 6 4 * 8
Moves 3 D6.If you roll three times the same, something bad happens. roll a D6 to see the result: 1: does not move at all, 2 - 5 moves at a random direction, 6: gains + 1 strength. If you roll a second or more 6 it looses 1 wound.
Special attacks: Troll 1 D6 to determine how it strikes
1-2: Feast: 1 S6 hit at all models in contact, no armour save, causes D3 wounds.
2-4: leash: 3D6 attacks. A unit that suffers a casulty get a -1 penalty to hit rolls against the abomination.
5-6: Crush: all miniatures in contact have to take a I-test or will be killed, the crushed unit suffers 2D6 S6 hits.

If the nasty thing is dead, playe a marker at it's position. at the beginning of your next turn, roll 1 D6.
1 - 3: Killed. The dreaded creature is dead, dead, dead. Your enemy may open a keg.
4 - 5: Rats leave the sinking ship, er, mean to say creature. Place D3 Vermin swarms.
6: It's ALIVE!! The Abomination comes back to life with D6 Lifepoints.

Doom Wheel - *** points

Causes Terror, Impact hits (D6 + 1), Large target.

Moves like a chariot (3D6). If moved through difficult terrain it only suffers D3 S4 hits and moved on. However, if it moves againts impassible terrain it suffers D6 S10 hits and stops...
when negaged in close combat it may crush the enemy, causing D3 S6 hits.

Warplightning Arc - has to shoot 3 times each round, causing as many hits as the artillery dice shows you to the NEAREST unit. Strength is 6. Warlock may surpress firing with a morale check. Morale is 7.
If you roll a malfunction: 1: suffers D6 S6 hits, - 1 D6 movements. Three times this result and it is destroyed.
2-5 moves at a random direction.
6: Whats that button-button fore? Moves an aditional D6 until end of game.

Warp Lightnin canon - ** points.
No more ward save, does not have to pick "flee".
It works just like a cannon now, with the following difference: The first Artillery dice is used to determine the beginning of the effekt, the second one for how far the Spark "jumps" and for the strength.

Malfanction: 1- 2 : it exploed.
3 - 5: oooops... shoots 4D6 in a random direction, with S 10, and exploed with the 5 inces blast at the end of the line.
6 - may not shoot this turn.

Plague catapult: Magic catapult with S2 poisened attacks with large template. Funny thing: one of the malfunction results makes your opponent place the large template anywhere within 3D6 from originalt target. *** points.

Magic:

As reported there are two lores: Lore of Doom and Lore of plagues.

But first....

the DREADED 13th Spell - cure of the horned rat. Cast on 25.

Only grey seers may have it.

It causes 4D6 casulties at one infantry unit. No Saves at all. If the unit is totally destroyed by this, you gain a unit of clan rats equal to the number of models destroyed, otherwise they are only casulties (the fellow warriors just "release therir former brothers from their suffering")


Lore of Doom:

1 - Sulfurjump: teleports one character within 12 inches to anywhere on the table. cast on 5+
2 - Warp lightning: magic missile with D6 S 5 hits. a roll of 1 hits the caster.
3 - Howling Warpstorm: Flyers may not fly, and all shooting suffers -1 to hit. Skaven shooting excluded. cast on 7+
4 - Deadly frenzy: one unit gains frenzy with +2 rather than +1 attack. does replace normal frenzy (so you don't get +3 attacks) lasts until unit looses combat.
5 - Scorch: places 3" template within 24 ", causing a flaming S5 attack to any model touched. Cast on 11+
6 - Jaws of the World Rat (seriously, it's named somewhat else, something with chasm or canyon or what ever, but the effect is the same...) Draw a line of 4D6 inches from the caster. Any model touched must take a Initiative test or is removed. War machines and chariots only on 5+.

Lore of plague.

1 - Plagebreath: cast on 5+, S2 breath weapon which ignores armour. In close combat engaged unit sufferd D6 S2 hits without armour.
2 - Poisened Gift: cast on 7+, unit gains poisened attacks. If it has it already, poisened attacks now work on 5+. Last til end of the game (!!)
3 - Wither: one Unit within 12 inches suffers -1 Toughness til end of the game. Cast on 8+
4 - Verminflood: cast on 8+: 5 " template moves 4d6 inches (not through impassible terrain, touched units suffer §d6 s2 hits.
5 - Foul clourd: cast on 11+ all units within 12 " suffer D6 S 5 hits without Armour: enemy on 2+, skaven on 4+, plague monks, censer bearers, globardiers and plague priests on 5+.
6 - the plague: same as before. cast on 12.

Weapon teams: almost forgot about them.

They come with heavy armour. As long as they stay within 3" of their attached unit they gain the morale bonus of their units ranks, and a 4 + ward save. They count as a single unit (and may be attacked and shot at as usual)

so, this is it. Enjoy =)
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