Re: Uutiset ja huhut uusista 40k-julkaisuista [Ei keskustelua!]
Lähetetty: Su 07.06.2015 17:04
Mukana Suomen miniatyyripeliskenessä jo vuodesta 2002
https://www.sotavasara.net/keskustelu/
https://www.sotavasara.net/keskustelu/viewtopic.php?t=110777

Ensi viikon WD kirjoitti:Warlord traits only, I'm afraid.
Some decent ones among them, though. Black Templar should love these.
>Crimson Fists:
1: Pain is for Lesser Warriors: Warlord has FnP
2: Stubborn Defender: Warlord and Unit have Counter-attack and Stubborn within 3" of an objective
3: Veteran of Rynn’s World: Warlord and Unit have Hatred (Orks) and Preferred Enemy (Orks)
4: Experienced Instructor: If the Warlod doesn’t Attack in the Shooting Phase and doesn’t Run, one MODEL within 12” of him can use his BS for the phase
5: Unwilling to Die: Warlord has Eternal Warrior
6: Heir of Dorn: Warlord and all Crimson Fists in 12” have Fearless
>Black Templar:
1: Masterful Swordfighter: +1 to WS and Attacks of the Warlord
2: Furios Rage: If the unit the Warlord is in fails Morale Test in the Psi or Shooting Phase, it does not fall back, but moves 2d6 inches towards the next enemy unit (but has to stop the usual 1” away from other units)
3: Abhor the Witch: The Warlord has Hated (Psyker) and Preferred Enemy (Psyker)
4: Honor requires Battle: You can re-roll failed Attack rolls for the Warlord and his unit
5: Loyal to the Oath: The Warlord gets Fearless. Additionally re-rolls failed rolls to hit in Challenges.
6: Iron Resolve: The Warlord and every friendly Unit in 12” around him re-roll failed Morale, Pinning and Fear-tests


WARLORD TRAITS
1 The Hunt: Warlord has Precision Shots and Ignores Cover
2 Courage of the First Legion: 12" Fearless bubble for DA units
3 For teh Lion! Warlord and unit has Furious Charge
4 Brilliant Planning: While Warlord is on battlefield, may modify Reserve Rolls by 1 after the roll
5 Rapid Manoeuvre: +3" to Flat-Out, Turbo-boost, Run, AND CHARGE MOVES
6 Hold At All Costs: Warlord and unit has FnP within 3" of an Objective
Interromancy powers:
Primaris - Mind Worm - WC1 focussed witch fire, 12" S6 AP2 Assault 1, Ignores Cover, if model takes an unsaved wound then -3 BS/WS/I/Ld for rest of game
1 - Seed of Fear - WC1 Maledication affecting all enemy units within 9", they take Morale, Pinning, and Fear on 3d6
2 - Righteous Repugnance - WC1 Blessing 24" grants unit Rage
3 - Aversion - WC1 Malediction 24" unit may only fire Snap Shots
4 - Malestrom of Misery - WC2 witchfire 24" S1 AP2 Assault 1 Blast always wounds on 4+
5 - Trephination - WC2 18" focussed witchfire - affected model rolls 2d6+2-Ld and takes that many wounds with no armor or cover saves
6 - Mind Wipe - WC3 24" malediction - target unit is WS1/BS1 until end of their next turn, when they have to take a Ld test, if failed effect is permanent
Nephilim - Blacksword missiles are now S7 AP3 and Missile Lock allows reroll misses with One-Use weapons. Avenger bolt cannon unchanged.
Dark Talon - Rift cannon now S10 AP2 and if doubles are rolled on the scatter dice the shot becomes Vortex. Stasis bomb also requires models to pass I test for unsaved wounds or be removed.
Sacred Standard is now just a single generic entry, the unit carrying it has Counterattack and Relentless, and the usual 12" Morale reroll bubble.
RW and DW Company banners are unchanged.
Deathwing rule replaces Inner Circle, grants Fearless and Hatred (CSM).
DW Knights maces of absolution now AP3, Smite is now basically a Smash attack: trade all attacks for one Sx2 AP2 attack, chosen per model, not limited use.
DW Assault is a formation rule, everything Deep Strikes in on choice of turn 2, 3, or 4 - includes Ven Dreads in Pods.
Summoned to War is a detachment rule, all units in detachment must start in Deep Strike reserve, if army has a RW Attack Squadron or Strike Force you basically choose the results of Reserve Rolls for the detachment.
Summon the DW: Formation rule, models in the formation are basically 12" teleport homers for DW units.
Ravenwing rule allows models to reroll failed Jink saves.
Speed of the Raven detachment rule: On first tirn (or second if units in reserves), units that turbo-boost or Flat Out count as Jinking but aren't forced to Snap Shot the following turn.
Ravenwing grenade launcher radshell is no longer -1T but the to-wound of 6 causes two wounds.
Sammael in Sabreclaw gets a D3+1 S4 AP2 hits sweep attack.
Land Speeder Vengeance plasma battery is now 36".
Dark Shroud's Icon of Old Caliban is Fear and Stealth to DA units within 6" and no prevents Overwatch when those units start the Assault phase with 6" of it.
RW and DW Company banners are unchanged.
Deathwing rule replaces Inner Circle, grants Fearless and Hatred (CSM).
DW Knights maces of absolution now AP3, Smite is now basically a Smash attack: trade all attacks for one Sx2 AP2 attack, chosen per model, not limited use.
DW Assault is a formation rule, everything Deep Strikes in on choice of turn 2, 3, or 4 - includes Ven Dreads in Pods.
Summoned to War is a detachment rule, all units in detachment must start in Deep Strike reserve, if army has a RW Attack Squadron or Strike Force you choose the results of Reserve Rolls for the detachment.
Summon the DW: Formation rule, models in the formation are basically 12" teleport homers for DW units.
Ravenwing rule allows models to reroll failed Jink saves.
Speed of the Raven detachment rule: On first tirn (or second if units in reserves), units that turbo-boost or Flat Out count as Jinking but aren't forced to Snap Shot the following turn.
Ravenwing grenade launcher radshell is no longer -1T but the to-wound of 6 causes two wounds.
Sammael in Sabreclaw gets a D3+1 S4 AP2 hits sweep attack.
Land Speeder Vengeance plasma battery is 36".
Dark Shroud's Icon of Old Caliban is Fear and Stealth to DA units within 6" and prevents Overwatch when those units start the Assault phase with 6" of it.
Blade of Caliban not Unwieldy.
Relic blades is S+2 AP1 Unwieldy Two-Handed.
Ezekiel grants +1A to models within 6" instead of the WS buff.
Power field generator gone, Azarael's Lion Helm does affect transport he is in.
Sammael can fire both his guns now
Azarael still gets to pick his Warlord Trait off the DA chart, also grants +1 to Seize the Initiative.
The Hammer of Caliban formation (Techmarine, a Land Raider of some flavor, and a unit of WW's, Preds, or Vinds) has to have the Techmarine start in the Raider, but the Raider is BS5 as long as he's in it. There's also a couple of "All the vehicles in the formation form one squadron but count as two units if destroyed" rules -
Relics:
- Foesmiter is now Assault 4 with Shred
- Lion's Roar is unchanged, but the One- pUse is now explicitly mentioned
- Monster Slayer is unchanged, i.e. overpriced unreliable garbage
- Mace of Redemption is now AP1 against Chaos, but otherwise unchanged
- Shroud of Heroes has the same rules but got reduced to 10pts
- The Eye of Whatever is a new relic, it grants Fear and Preferred Enemy
Deathwing Strike Force Detachment
1-3HQ
2-12 elite
Restrictions: All units in this detachment must have the special rule 'Deathwing' or must be dedicated transports. Venerable Dreadnaught units of this formation must not contain more than one model and this model must use a Drop Pod as a dedicated transport.
Command Bonuses:
1: In the shooting phase of the player (they mean the Dark Angels player), units from this detachment arriving via deep strike may shoot, then run OR run and then shoot.
2: If this detachment is your main detachment, you may re-roll the result on your Dark Angels warlord traits table.
3: All units in this detachment must begin the game in deep strike reserves. If your army contains a Ravenwing Attack Squadron or a Ravenwing Strike Force, you can decide for each roll for each unit of this detachment if the test automatically passes or fails; you do not have to roll for this.
Ravenwing Strike Force Detachment
1-3 HQ
2-10 Fast Attack
0-1 Elite
0-3 Heavy Support
Restrictions: All units of this detachment must have the special rule 'Ravenwing'.
Command Bonuses:
1: If this detachment is your main detachment, you may re-roll your roll on the Dark Angels warlord trait table.
2: During your first turn (or during your second turn, if you placed the units from this formation in reserve, read below) all the units of this formation that choose to turbo boost or move flat out, will count as having jinked until the start of your next turn. All units in this formation that did this, can shoot their weapons normally in your next turn though, they are not restricted to snap shots.
3: Units in this formation have to either all start the game in reserves or on the board. If these units are placed in reserves, all units in this formation automatically arrive on the start of your second turn.
Edit: Yleisön pyynnöstä: Kyseessähän siis leakattu DA codex. Keskustelu 7th edition unforgiven thredissa jossa jo alettu pilkkomaan ko kirjaa.Brightstar kirjoitti:Köh.
Olisi kiva jos viesteissä edes jotenkin kuvailtaisiin linkin sisältöä.warhamer116 kirjoitti:Laitetaans tännekkiBrightstar kirjoitti:Köh.


