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Next IA will be about:
Tau vs Red Scorpions, Legio Gryphonicus and Gryphone IV support fighting for an abandoned FW ^^
- update for Tau
- update for Space Marines (Leviathan Dread, Kharybdis, ...)
- update for Adeptus Mechanicus (Ordinatus, tanks, probably Thallax, no Volkites or Robots)
- update for Titan Legions
mperial Armour 16
This is Red Scorpions with Ad. Mech allies fighting Tau on an abandoned Forge World. The Red Scorpions will have lots of Legion equipment like Leviathans and Kharbydis Assault Claws with 40k rules while the Ad. Mech will have a lot of the 30k vehicles ported to 40k without Volkite or Battle-Automata. Mention was made of possible resin Skitarii upgrades.




Myrmidons, Tech Thralls, Thallax could all featured within an Ordo Reductor List
Wulfen – 150 points
Wulfen
WS4/BS2/S5/T4/W2/I5/A3/Ld8/Sv4+
Wulfen Pack Leader
WS4/BS2/S5/T4/W2/I5/A4/Ld9/Sv4+
Wargear:
-Close Combat Weapon
Special Rules
Rage
And They Shall Know No Fear
Curse of the Wulfen (p26, i.e. new rule)
Counter-attack
Bulky
Acute Senses
Feel no Pain
“Death Fury” (At the end of any initiative step in which a model of
this unit died that model may pile in and make a full attack, even if it
already attacked this turn.)
“Far Leaps” (Unit can run and charge in the same turn. In addition
it may re-roll failed charge rolls. [Not too sure about german 40k
vocabulary, that could also mean failed “attack rolls”, but charge seems
more likely])
Wargear Options:
May take up to five additional Wulfen (30pts each)
Every model may take a “Stormsplinter Salvo Grenade Launcher” (2pts each)
Every model may take one of the following:
-Two-handed Frostaxe (8pts each)
-Two Frostclaws (12pts each)
-Thunder Hammer and Stormshield (20pts each)
One Wulfen may be upgraded to a Wulfen Pack Leader with two Frostclaws (20pts)
They can take a Stormwulf as dedicated Transport.
Säännöt käsittääkseni käännetty saksasta, ei siis varmaankaan toimi kuin omiin.Curse of the Wulfen.
All non-vehicle models within 6″ is affected. For Blood/Sky/swift claws it is 12″, for Long Fangs it is 3″.
Wulfen, Servitors and units that starts in a transport are not affected.
At the start of the player turn, roll a single dice for all units. The effect lasts until your next player round.
Units outside of combat gains the Hunt tables effect, units in combat gains the Kill effect.
Hunt
1-3: re-rolls failed charges and… hammer of wrath
4-5: Add 3″ when you move, run or charge. Basically dunestrider.
6: All models gain Furios Charge and gains 1d3 attacks for charging, unless they have Rage.
Kill
1-4: +1 initiative.
4-5: Re-rolls to wound.
6: If killed, you may attack before being removed, even if you already fought in an earlier Initiative step.

Daemons of Chaos
Daemon Decurión is called Daemonic Incursion
Special rules:
– Demonic corruption: Objetive tokens count always as controlled, if at least they were controlled by a Demon unit before. This Works even if the unit is destroyed.
– Warp unleashed: Reroll instability
– Demonic Power: +1 or -1 to the Warp Strom table after rolling
Note: From now on, translations of names may not be very accurate:
Let’s start with Khorne:
A’rgath,king of swords: +1S, AP3, Specialist weapon, when fighting in a challenge always hits with 2+. 15 points
Lifetaker : AP2, Specialist weapong, 6 to wound are Instant Death, for every model killed, unit suffers 1D3 hits S3, AP4. 15 points
Crimson Crown; All Khorne Daemons at 8″ get +1A. 40 points
Skullcutter: AP2, Specialist weapon, 6 to hit are SD.30 points (THAT ONE IS DAMN GOOD).
Khartoth, the blood thirsty: +1S, AP3, If a model suffers an unsaved wound remove it from the game. At the beginning of the model controller’s turn roll a D6. With 4+ the model comes back to play via Deep strike, at 12″ or less from the point it was removed from game.
Armour of something: 3+ Armour save, Adamantium will, -1S to when attacking its bearer.
Daemon Prince Formation:
4 Daemon Princes
Every deamon must be aligned with a different God.
They get following accumulative benefits depending on how many models remain on the battlefield.
4 models: +1T
3 models: +1S
2 models: Reroll 1’s to hit
1 model: No benefit
Let’s go with Tzeetch:
Artefacts:
Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points
Unending grimorie: Bearer knows all the powers of the change discipline. 35 points
Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points
Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.
“Unable to translate”: Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.
Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points
Psychic powers:
Primaris: Same a codex Daemons
1. Same as 1-2 from Daemon codex
2. Same as 3-4 from Daemon codex
3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames
4. Invocation, 12″, with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.
5. Same as 5-6 from Daemon codex.
6. Witch fire. 18″. SD, AP1, Assault 1
Space Wolves
Greatpack:
– For every unit in the formation roll a D6 at the beginning of the game. Add +2 to the roll for the troop units that have an IC joined. For every 6+, that unit gets flanking. Additionally, if a the leader is a Wolf Lord, a single unit in Reserves can enter the battlefield automatically instead of rolling
WYRDSTORM RUNEPRIESTS
2-5 Runepriests
Harness Warp Charges with 3+ when using Tempestas discipline.
Every turn choose a Rune Priest of the formation. That one gets the following power:
– Livinstorm (WC3)
24″, S7, AP– Assault 2D6, Shock (For every 6 you get +2 hits). Add +1D6 attacks to the power for every Runepriest in the formation beyond the 1st.
THE BLACKMANES
Ragnar Blackmane or Wolf Guard Battle Leader
1 unit of Wolf guard, Terminators or Thunderwolves
3-5 units of Blood Claws, Skyclaws or Swiftclaws
0-1 Lukas
4-6 Grey Hunters, Land Speeders
1-2 Long Fangs
1 Wolf scouts
0-2 Lone Wolves
Units disembarking from a Drop Pod get Fearless and FnP6+ that turn.
If Ragnar is on the battlefield, all “Claw” units reroll to hit in combat
All unit that normally can purchase a Drop Pod, can get it for free. Have to pay the upgrades. All Drop Pods of this formation enter the battlefield in turn 1.
Wulfen murderpack:
2-5 units of Wulfen
Add +1 to the curse of the wulfen roll for every unit on the battlefield.
There is a 7+ result.
– Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)
– Kill: Affected units get +1A
The Wulfen units that get an additional attack for every 6 to hit in combat – (is that an additional hit or an additional attack?) 1 additional A for every 6 to hit. (does that proc off of secondary hits?) – Yes, as long as you roll 6’s to hit…
Spear of Russ:
1-3 Iron priests
1-3 Units of: Predators, Whirlwinds or Vindicators
1-3 Units of Land Raiders of any type
One vehicle at 6″ of one of the Iron Priests gets one of the following rules: Tank Hunter, Monster hunter, Precision shots, Preferred enemy
All vehicles get the Power of the Machine Spirit rule if at 12″ of one Land Raider


