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Space Marine
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Добавлено: Пн июл 23, 2012 2:23 pm Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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White Kondor писал(а): На самом деле я планирую больше для коллекционирования. Играть у меня банально не с кем. А переться куда-то не хочится. Так в каждом городе клубы есть игроков! Сам планирую сходить в "Warp", что не так далеко у меня от дома.
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Нитроксилин
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Добавлено: Пн июл 23, 2012 2:25 pm Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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Space Marine писал(а): Так в каждом городе клубы есть игроков! Не в каждом, но их достаточно. -Н-
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Нитроксилин
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Добавлено: Ср июл 25, 2012 8:28 am Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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Sword 13 писал(а): Только вчера видео от ГВ видел, я думал они только 27 выйдут. Или кодекс переиздадут? Никакого кодекса, минорный апдейт в WD. Немного новых правил на демонов: So what have we got here?
Screamers Screamers now cost 9 more points per model and have two wounds, 3 attacks at S5 AP2 with armourbane. Better against most vehicles. Probably a bit worse against Land Raiders, but I haven't done the math yet. Update: A single screamer has a 21% chance to blow up a Land Raider under the new rules and a 19% chance to do it under the current rules. Pretty much unchanged. They also get a slashing attack that works like a vector strike if they turboboost. It's d3 S4 AP- hits which stinks, but it does say that hits are resolved from where they end their move, which kind of gives you a clue about how you should resolve vector strikes. Screamers are now terminator killers in addition to anti-armor thanks to 4 S5 AP2 attacks on the charge at I4. They lost their 4+ save, which is now 5+.
Hellflayer The new fast attack choice. You can only have a squad of one (LOLwhut?!). It costs 10 points more than a naked Herald. It's a non-skimmer chariot that is fast and open-topped with AV 11 (Immune to bolters) and two hull points. Its Hammer of Wrath attacks are S4 AP- rending and it deals an extra D6 HOW attacks for each hull point it has left, (so 2D6 HOW attacks at full HP.). Terrible!
Soulscent allows the Alluress to take a few more swings for each unsaved wound caused by the HOW attacks before she almost certainly dies. This makes it worth 20 points more than a Seeker Chariot?????????????????????????????????????????????????????????? It is Fast and Fleet so it can move 12" after deep striking and reroll the charge move. This is a disappointing unit. Why only one per squad? If you have a few points left over for a bugsmasher I guess you could field this.
Seeker Chariots and Exalted Seeker Chariots Ok so these come in a squadron of 1-3 and have Fleshshredder but not Soulscent. They are on friggin huge bases so you'd better have a lot of space to deep strike them. The exalted chariot has 4 HP so can do 4D6 HOW hits. A squadron could do up to 12D6 HOW hits for 270 points. Which gets you about 7 rending hits plus 36 S4 hits on average. This will kill most anything that is not flying or a Land Raider or Draigowing. It had better, too because those Alluresses will not survive combat. So here's the question. A Herald of Slaanesh can take a Seeker Chariot. Can it join a squadron of Seeker Chariots? It seems like they should be able to, but I can't find a clear answer in the rulebook. Here's the next question. The Alluress dies if the Chariot is blowed up, but does the Herald? I'm inclined to say no because it's an IC and would probably be allowed to get off just like the Necron barge Lord. I have been looking for an HQ choice to bridge the gap between 2k point games and 1500 and below since Heralds are all flawed and GDs are too expensive. A Herald on a Seeker Chariot may be the answer.
Flamers HEY! GW realized these guys were horrible so they made them somewhat better. The cost is dropped 12 points (I think that's a 3, not a 5), they have 2 wounds and I4. You can now take a 5 point upgrade character who is there for Look Out Sir! and not for the extra attack on his profile. Oh and you can't take Bolt of Tzeentch anymore (Sob!) It is now a viable strategy to run a Herald on a disk with this unit for LoS wound allocation. In fact, it's a better idea than a Tzerald on a chariot. They may just survive long enough to reach spitting distance. Oh, by the way, the save is 5+ now. -Н-
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Добавлено: Чт июл 26, 2012 8:50 am Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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Слухи о грядущих ХСМ. Цитата: Noise marines are overall a little bit cheaper. Sonic Blasters are 36" salvo now. Aspiring champions have access to a whip that prevents enemies from denying challenges. Other weapons are the same.
Most named characters are the same, but overall a point reduction. Abbadon is the same points and does not make terminators troops.
Abadon is AP2, Daemon Weapons are AP3
There are no new named characters.
Thousand Sons come with an Aspiring Sorcerer in their basic 5 before adding more Rubric marines.
The only impact on Marks is that HQ models make corresponding cult units Troops.
There are 2 debuff spells in Nurgle and Slaanesh, 2 buff spells in Slaanesh.
The "eye of the Gods" table is actually several tables. First you roll to see what table you roll on, then you roll what you get after winning a challenge, killing a monstrous creature or walker, or annihilating a unit in close combat.
One of the tables is Daemonic Gifts.
Possessed get to buy (not roll) up to 3 boons from the table.
Cultists are 4 points each and come in squads of 10-30. They can have any combination of autoguns (str3 ap-) or auto pistol ccw (str 3 ap-)
They can take special weapons, but not heavy weapons.
they respond very well to dark apostles getting an extra benefit when one is in their unit.
Skull Champions can take collars that give the squad and any vehicle it's embarked in a 5+ DtW
You can mix/match Marks and Icons.
+1T/FnP isn't as good as a Plague Marine, they're worth their points.
HQ unlocks corresponding cult troop.
Kharne strikes at initiative 5, and he gained armour bane which I guess is new. He's AP3, but for every model he kills (not wound inflicted) he makes an additional attack at initiative 1. Not quite the same as warrior born as it doesn't keep growing, but it's very devastating for someone with 8 attacks on the charge.
khorne berserkers are AP5
There are no new fortifications but there is a unique upgrade to fortifications.
Havocs, CSM and chosen squads can take autocannons
They're (Defilers) the same except they have the Daemon special rule, 4 hull points and a 5+ invulnerable save.
There is a sonic upgrade for tanks, but it's not a noise-marine thing.
I don't know about upgrades being finecast. I know that there is intent to upgrade the basic CSM box to support all the cult troops to be able to achieve any of the weapon combinations from the entries (including everyone having soundblasters).
Raptors still have access to special weapons, only the aspiring champion can take special melee weapons. They are reduced in points.
The Night Lord's raptors are a lot like vanguard (they cannot charge on deep strike though), but they have 2 attacks base + dual power weapons (ap3) with the shred special rule and are 35 points each.
no chaos razorbacks, just combi-weapons
150 points for 4 Rubric marines and 1 Aspiring Sorcerer. Unit size 4-19. 20 points per Rubric. Still slow and purposeful, unless the sorcerer is alive then relentless.
Having not had an extensive amount of time with the rules, from what I have read so far, there seems to be a theme of if you want it, you can have it, but you have to pay.
Basic CSM squads actually end up cheaper than a tactical squad if they take only 2 special weapons and their aspiring champion has bp/ccw. It's possible, however, to clear 400 points on a 10 man squad with a transport. There does seem to be a ton of possible army lists that can be built out of it though, and that's really exciting, but at the end of the day they're just marines and nothing has jumped off the page as 'wtf...OP' (yet)
Melee obliterators - str5/t5, 2+/5++, Once per turn can combination of 2: power weapon, power fist, lightning claw
Marks are the same.
Undivided Lords get Inspiring Presence command trait, and improved reserve manipulation.
Dedicated transports get the mark of the unit they're bought for, for free. Only units with the same mark can ride in it, (so be careful).
Undivided vehicles can transport anyone.
Other vehicles may buy them. An example would be the mark of khorne on a predator, which gives it a dozer blade at no additional cost, and allows it to roll d6 wounds on a unit it tank shocks
Psychic powers are rolled.
Rubric marines are 1W, 4++
There are no CSM squads that can combat squad.
No drop pods :/
Nothing specifically, but there are war smiths who can restore hull points
Daemonicly possessed vindicators I think will be in every list, with their ability to potentially regenerate destroyed weapons at start of the chaos player's turn.
What are the rules for the new flyer? Specifically: -any ranged weaponry? It has a ranged attack -armour values and hull points? 12/11/10 -base points cost? 170 -fast attack ur heavy support? Fast attack
Maulers are elites, Obliterators are heavy support. You can have both.
the new siege unit is heavy support.
Can dreds take marks and if so are they cool ? Yes and yes. The mark of khorne for instance gives it Rage and a unique weapon option much-like blood talons except it's a giant rotary saw.
Plague Marines are 120 for 5, + 24 for more. Poisoned only in melee. Can throw their blight grenades to reduce enemy movement speed to 2d6 pick the highest, or if already rolling d6 for whatever reason (i.e. cover, charging) pick the lowest.
Thousand Son squads are rank 1
HQ sorcerer are rank 1, can be upgraded to 2.
Mark of Tzeench on an HQ is +1 (so you can upgrade all the way to rank 3)
There is a piece of wargear that lets you reroll up to your mastery in dice after you have rolled, but only each dice once.
Berzerkers are 105+21/berzerker
5-20 in size.
There is a new land raider, it's a lot like a crusader.
already posted the dragon
1-3. Maulers cannot deep strike, but are not slow and purposeful.
Yes icons prevent scatter
70 for 5, 14 for each additional marine.
Aspiring Champion is a 10 point upgrade.
Come with bolter/bp/ccw
For every 5 models in the squad you get a special weapon. If the squad is 10 or more, one model can exchange a flamer(5 pts) for a Heavy Bolter, meltagun(10 points) for an Autocannon or Missile Launcher or a plasmagun(15 points) for a Lascannon.
Marks range from 10-50 points, Icons range from 10-40 points.
Kharne still hits friendly models.
Zombie cultists aren't scoring and cannot be joined by Characters (even with the mark of nurgle)
Ahriman is mastery 4, can cast multiple powers per turn, gets access to almost all lores and has a default psychic attack much like smite but longer range that he can use in addition to his normal psychic powers per turn.
The siege engine has a melta blast template.
Yes daemons can be summoned to your CSM icons if you have a dark apostle.
Undivided is a lot cheaper than cult marines. A lot. Playing undivided gives you many more bodies.
Marks are per squad. CSM/Havocs/Raptors/Chosen pay the same cost. Termies pay more.
No traitor guard. Just cultists.
No one comes with icons by default, cult troops get marks by default.
Marks are the same, except Khorne which is Rage, not +1 attack and has a point decrease.
Q : How many troops can our land raiders carry? Any variants or new special abilities/upgrades that are noteworthy? A : 12 for the basic, 16 for the new one. New one can ram fortifications and you can launch an assault on the occupants, except that you don't consolidate at the end, you remain locked in combat. If the enemy unit flees they immediately exit the terrain. If the door is blocked (by your land raider for instance), they count as having been caught ala Sweeping Advance Terminators pay 50% more. Taking an icon if you already have a mark costs an extra 20 points.
Daemon princes are jump if they have wings.
No way to get bikers as troops.
the flyer you get is retardedly good at blowing up things that are zooming.
cultists cannot platoon, but you can take up to 30 of them in the first place.
No new turret options for predators.
Bikes get nothing new, just CSM on bikes with combi-bolters instead of bolters.
You can get away with a mono-god list, but at that point you should be using cult troops most likely.
If you're adding havocs to your berzerker army, there's no real point in giving the havocs the mark of khorne for instance. In that sense you're varied.
It's not like 3.5 where we'll see thousand son troops with nurgle vehicles to min-max.
As of July 25th, CSM book is set to release in September along with the starter (though not the same week). -Н-
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Sword 13
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Добавлено: Чт июл 26, 2012 1:58 pm Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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Зарегистрирован: Сб мар 07, 2009 5:19 pm Сообщения: 8701 Пол:
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Нитроксилин писал(а): Слухи о грядущих ХСМ. Цитата: Noise marines are overall a little bit cheaper. Sonic Blasters are 36" salvo now. Aspiring champions have access to a whip that prevents enemies from denying challenges. Other weapons are the same.
Most named characters are the same, but overall a point reduction. Abbadon is the same points and does not make terminators troops.
Abadon is AP2, Daemon Weapons are AP3
There are no new named characters.
Thousand Sons come with an Aspiring Sorcerer in their basic 5 before adding more Rubric marines.
The only impact on Marks is that HQ models make corresponding cult units Troops.
There are 2 debuff spells in Nurgle and Slaanesh, 2 buff spells in Slaanesh.
The "eye of the Gods" table is actually several tables. First you roll to see what table you roll on, then you roll what you get after winning a challenge, killing a monstrous creature or walker, or annihilating a unit in close combat.
One of the tables is Daemonic Gifts.
Possessed get to buy (not roll) up to 3 boons from the table.
Cultists are 4 points each and come in squads of 10-30. They can have any combination of autoguns (str3 ap-) or auto pistol ccw (str 3 ap-)
They can take special weapons, but not heavy weapons.
they respond very well to dark apostles getting an extra benefit when one is in their unit.
Skull Champions can take collars that give the squad and any vehicle it's embarked in a 5+ DtW
You can mix/match Marks and Icons.
+1T/FnP isn't as good as a Plague Marine, they're worth their points.
HQ unlocks corresponding cult troop.
Kharne strikes at initiative 5, and he gained armour bane which I guess is new. He's AP3, but for every model he kills (not wound inflicted) he makes an additional attack at initiative 1. Not quite the same as warrior born as it doesn't keep growing, but it's very devastating for someone with 8 attacks on the charge.
khorne berserkers are AP5
There are no new fortifications but there is a unique upgrade to fortifications.
Havocs, CSM and chosen squads can take autocannons
They're (Defilers) the same except they have the Daemon special rule, 4 hull points and a 5+ invulnerable save.
There is a sonic upgrade for tanks, but it's not a noise-marine thing.
I don't know about upgrades being finecast. I know that there is intent to upgrade the basic CSM box to support all the cult troops to be able to achieve any of the weapon combinations from the entries (including everyone having soundblasters).
Raptors still have access to special weapons, only the aspiring champion can take special melee weapons. They are reduced in points.
The Night Lord's raptors are a lot like vanguard (they cannot charge on deep strike though), but they have 2 attacks base + dual power weapons (ap3) with the shred special rule and are 35 points each.
no chaos razorbacks, just combi-weapons
150 points for 4 Rubric marines and 1 Aspiring Sorcerer. Unit size 4-19. 20 points per Rubric. Still slow and purposeful, unless the sorcerer is alive then relentless.
Having not had an extensive amount of time with the rules, from what I have read so far, there seems to be a theme of if you want it, you can have it, but you have to pay.
Basic CSM squads actually end up cheaper than a tactical squad if they take only 2 special weapons and their aspiring champion has bp/ccw. It's possible, however, to clear 400 points on a 10 man squad with a transport. There does seem to be a ton of possible army lists that can be built out of it though, and that's really exciting, but at the end of the day they're just marines and nothing has jumped off the page as 'wtf...OP' (yet)
Melee obliterators - str5/t5, 2+/5++, Once per turn can combination of 2: power weapon, power fist, lightning claw
Marks are the same.
Undivided Lords get Inspiring Presence command trait, and improved reserve manipulation.
Dedicated transports get the mark of the unit they're bought for, for free. Only units with the same mark can ride in it, (so be careful).
Undivided vehicles can transport anyone.
Other vehicles may buy them. An example would be the mark of khorne on a predator, which gives it a dozer blade at no additional cost, and allows it to roll d6 wounds on a unit it tank shocks
Psychic powers are rolled.
Rubric marines are 1W, 4++
There are no CSM squads that can combat squad.
No drop pods :/
Nothing specifically, but there are war smiths who can restore hull points
Daemonicly possessed vindicators I think will be in every list, with their ability to potentially regenerate destroyed weapons at start of the chaos player's turn.
What are the rules for the new flyer? Specifically: -any ranged weaponry? It has a ranged attack -armour values and hull points? 12/11/10 -base points cost? 170 -fast attack ur heavy support? Fast attack
Maulers are elites, Obliterators are heavy support. You can have both.
the new siege unit is heavy support.
Can dreds take marks and if so are they cool ? Yes and yes. The mark of khorne for instance gives it Rage and a unique weapon option much-like blood talons except it's a giant rotary saw.
Plague Marines are 120 for 5, + 24 for more. Poisoned only in melee. Can throw their blight grenades to reduce enemy movement speed to 2d6 pick the highest, or if already rolling d6 for whatever reason (i.e. cover, charging) pick the lowest.
Thousand Son squads are rank 1
HQ sorcerer are rank 1, can be upgraded to 2.
Mark of Tzeench on an HQ is +1 (so you can upgrade all the way to rank 3)
There is a piece of wargear that lets you reroll up to your mastery in dice after you have rolled, but only each dice once.
Berzerkers are 105+21/berzerker
5-20 in size.
There is a new land raider, it's a lot like a crusader.
already posted the dragon
1-3. Maulers cannot deep strike, but are not slow and purposeful.
Yes icons prevent scatter
70 for 5, 14 for each additional marine.
Aspiring Champion is a 10 point upgrade.
Come with bolter/bp/ccw
For every 5 models in the squad you get a special weapon. If the squad is 10 or more, one model can exchange a flamer(5 pts) for a Heavy Bolter, meltagun(10 points) for an Autocannon or Missile Launcher or a plasmagun(15 points) for a Lascannon.
Marks range from 10-50 points, Icons range from 10-40 points.
Kharne still hits friendly models.
Zombie cultists aren't scoring and cannot be joined by Characters (even with the mark of nurgle)
Ahriman is mastery 4, can cast multiple powers per turn, gets access to almost all lores and has a default psychic attack much like smite but longer range that he can use in addition to his normal psychic powers per turn.
The siege engine has a melta blast template.
Yes daemons can be summoned to your CSM icons if you have a dark apostle.
Undivided is a lot cheaper than cult marines. A lot. Playing undivided gives you many more bodies.
Marks are per squad. CSM/Havocs/Raptors/Chosen pay the same cost. Termies pay more.
No traitor guard. Just cultists.
No one comes with icons by default, cult troops get marks by default.
Marks are the same, except Khorne which is Rage, not +1 attack and has a point decrease.
Q : How many troops can our land raiders carry? Any variants or new special abilities/upgrades that are noteworthy? A : 12 for the basic, 16 for the new one. New one can ram fortifications and you can launch an assault on the occupants, except that you don't consolidate at the end, you remain locked in combat. If the enemy unit flees they immediately exit the terrain. If the door is blocked (by your land raider for instance), they count as having been caught ala Sweeping Advance Terminators pay 50% more. Taking an icon if you already have a mark costs an extra 20 points.
Daemon princes are jump if they have wings.
No way to get bikers as troops.
the flyer you get is retardedly good at blowing up things that are zooming.
cultists cannot platoon, but you can take up to 30 of them in the first place.
No new turret options for predators.
Bikes get nothing new, just CSM on bikes with combi-bolters instead of bolters.
You can get away with a mono-god list, but at that point you should be using cult troops most likely.
If you're adding havocs to your berzerker army, there's no real point in giving the havocs the mark of khorne for instance. In that sense you're varied.
It's not like 3.5 where we'll see thousand son troops with nurgle vehicles to min-max.
As of July 25th, CSM book is set to release in September along with the starter (though not the same week). -Н- И я добавлю: Большая часть тех слухов, что есть в группе ниже, подтверждается (в том числе и релиз август-сентябрь). Остальные вкусняшки ниже вкратце: Насчет дизайна Новый кодекс ХСМ - это не возврат к кодексу 3Е, это, скорее, доведенный до ума нынешний кодекс Торпа. Фил Келли написал кодекс, который изначально хотел бы написать Торп, но ему не позволили. Что будет выпущено: Неизвестно, волнами или все вместе, но нас вероятнее всего ждут Finecast: Dark Apostle, Warsmith, новый Lord, Obliterators, все старые спецперсонажи, которых еще не обновили New Plastic: Dragon, Raptors, Dreadnaught, Demon Engine, Assault Oblits, Chosen Upgrade Packs: Plague Marines, 1k Sons, Emperor’s Children Общие изменения Почти все старыен отряды либо сохранили стоимость в очках, либо стали дешевле (кроме Избранных, Терминаторов и Дефилера - эти подорожали). Точно стали дешевле Берсеркеры, простые ХСМ, Облитераторы. Вообще, новый кодекс - это кодекс апгрейдов, очень сложно оставлять отряды не перекачанными со всем тем разнообразием возможных апгрейдов. Подешевение не прошло даром- почти у всех отрядов уменьшено Лидерство. Многие новые рульбучные спецправила появляются в кодексе. Что осталось неизменным Культовые отряды такие же по базовым характеристикам и вооружению. Без новых спецперсонажей, Аббадон - единственный Вечный Воитель, демоническое оружие все еще может убить носителя, Дредноуты все еще безумны, размеры отрядов и возможные апгрейды из старого кодекса сохранились. Психосилы: Как и ожидалось, каждый бог дает Колдуну свой набор заклинаний. Можно выбирать между базовыми заклинаниями и специфическими для каждого бога. Если кому интересно - Lash of Submi9ssion больше нет. Итак, начнем-с! Спецправило "Демон" по новому кодексу получают(барабанная дробь!) - Raptors, Oblits, CC Oblit, Defilers, Demon Engines, Dragons, Possessed, Demon Prince. В очередь за спецправилом "It Will Not Die" выстроились Dragons, Defilers, Demon Engines. "Одержимые демоном" можно наградить (а у кого-то и вшитое по базе) Dragons, Defliers, Demon Engines. Это позволит игнорировать контузии/оглушения и ремонтироваться путем поедания своих. ВСЕ персонажи ХСМ ОБЯЗАНЫ всегда принимать Вызовы на дуэль. Метки и Иконы. Метки и Иконы можно приобрести большинству отрядов. Это значит, что у нас 5 новых Икон и старые-добрые 4 Метки. В отряде можно объединять 1 Метку и 1 Икону. Список возможных ништячков (без конкретики, кто что даёт) - Fearless, FnP, +1 T, +1 Invul Save, Rage, Soul Blaze, Furious Charge, Fear, +1 I. Почти все отряды ХСМ получают спецправило Hatred (Space Marines). Непонятно, относится это ко всем СМам или только к Смурфикам сотоварищи. Табличка Ока Богов? Да, и это будет всем табличкам табличка. Соревновательные игроки могут начинать рыдать. Более 60 (!!!) эффектов - и они случайные! Персонажи в определенных ситуациях могут делать броски по ней. А теперь по конкретным моделям: Дракон Это - ответ ХСМ другим самолётам. Разработана почти исключительно для уничтожения других летунов. Стоимость - примерно с карнифекса. Есть перебросы на ранение и пробивание брони. Demon Engines База как у Тригона. Абсолютно новые спец. орудия. Придуманы для уничтожения зданий и тяжелой техники, бонусы против зданий, оружие ближнего боя с правилом Мельта. Также есть перебросы на ранение и пробивание брони (это даже у Дефилера есть). Итак, подытожим. Dragons, Demon Engines, Defilers - игнорируют shaken и stunned, имеют 5+ инвуль, перебрасывают to-wound и пробивание брони техники и могут восстанавливать потерянные раны и ХП. Нам хватит, не так ли?) Культовые отряды Думаете, чтоб начать спамить Берсерками, нужно взять в армию Кхарна? Ошибочка - достаточно взять Лорда и купить ему правильную Метку, и вуаля - они стали Основным Подразделением. Изменения довольно малы Zerkers: Rage, стали дешевле 1k Sons: Soul Fire, та же цена Emperor Children: оружие игнорирует укрытия, также есть рульбучное спецправило Salvo, подешевели Plague Marines: отравленное оружие, Нурглу не хватает очков, потому стали дороже Тифус и Культисты Тифус теперь - колдун Нургла 2 уровня мастерства. Кроме того, он может превращать культистов в зомби. Зомби в 6 редакции отвратительны. FnP, Fearless, Fear - и всё это по цене бесплатнейшей нахалявы. Насчет Культистов - дешёвые. Не как Призывники ИГ, конечно, но близко. В отряд можно взять больше 30 штук. Демон Принцы, Колдуны, Лорды У ДП повышена стоимость вооружения - примерно стал как в кодексе Демонов. Колдуны остались такими же, разве что можно прикупить 3 уровень мастерства, но у них только 2 Раны. Лорыд - наконец-то такие, какими должны быть. Фил Келли хочет, чтобы Лордов собирали с любовью и под армию, так что у них - самый длинный список возможных улучшений во всей книжке. не забываем - Лорды могут переводить Культовые отряды в трупсу 
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Добавлено: Чт июл 26, 2012 3:36 pm Заголовок сообщения: Re: Настольная игра Warhammer 40.000 |
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Под катом - туча инфы о дексе ХСМ. Почти то же, что и в предыдущих постах, но лучше структурировано. Цитата: Chaos Space Marine Codex As of July 25th, CSM book is set to release in September along with the starter (though not the same week).
General Having not had an extensive amount of time with the rules, from what I have read so far, there seems to be a theme of if you want it, you can have it, but you have to pay.
Basic CSM squads actually end up cheaper than a tactical squad if they take only 2 special weapons and their aspiring champion has bp/ccw.
It's possible, however, to clear 400 points on a 10 man squad with a transport.
There does seem to be a ton of possible army lists that can be built out of it though, and that's really exciting, but at the end of the day they're just marines and nothing has jumped off the page as 'wtf...OP' (yet)
There are no CSM squads that can combat squad.
Does the codex promote a mixed army, or mono god armies?
You can get away with a mono-god list, but at that point you should be using cult troops most likely.
If you're adding havocs to your berzerker army, there's no real point in giving the havocs the mark of khorne for instance. In that sense you're varied.
It's not like 3.5 where we'll see thousand son troops with nurgle vehicles to min-max.
Undivided armies are a lot cheaper than cult marines. A lot. Playing undivided gives you many more bodies.
Marks The only impact on Marks is that HQ models make corresponding cult units Troops. You can mix/match Marks and Icons.
+1T/FnP isn't as good as a Plague Marine, they're worth their points.
HQ unlocks corresponding cult troop.
Marks are the same. -Undivided still reroll morale tests? -Khorne still Rage -Tzeentch still +1 invuln save -Nurgle still +1T -Slaanesh still +1I Marks are the same, except Khorne which is Rage, not +1 attack and has a point decrease.
Undivided Lords get Inspiring Presence command trait, and improved reserve manipulation.
Dedicated transports get the mark of the unit they're bought for, for free. Only units with the same mark can ride in it, (so be careful).
Undivided vehicles can transport anyone.
Other vehicles may buy them. An example would be the mark of khorne on a predator, which gives it a dozer blade at no additional cost, and allows it to roll d6 wounds on a unit it tank shocks
Yes icons prevent scatter
Marks are bought per squad
CSM/Havocs/Raptors/Chosen pay the same cost. Termies pay more.
Psychic Powers There are 2 debuff spells in Nurgle and Slaanesh, 2 buff spells in Slaanesh.
Psychic powers are rolled, not bought specifically
Eye of Gods The "eye of the Gods" table is actually several tables. First you roll to see what table you roll on, then you roll what you get after winning a challenge, killing a monstrous creature or walker, or annihilating a unit in close combat.
One of the tables is Daemonic Gifts.
The chart is 6 charts of 6 options.
Units (General) CSM and Cultists are Troops
Cult units become troops with the right mark on your warlord.
No bonuses for Sacred numbers
No one comes with icons by default, cult troops get marks by default.
Khorne Skull Champions can take collars that give the squad and any vehicle it's embarked in a 5+ DtW
Kharne strikes at initiative 5, and he gained armour bane which I guess is new. He's AP3, but for every model he kills (not wound inflicted) he makes an additional attack at initiative 1.
Not quite the same as warrior born as it doesn't keep growing, but it's very devastating for someone with 8 attacks on the charge.
Kharne has a 2+ Deny the witch Kharne still hits friendly models.
khorne berserkers are AP 5 Berzerkers are 105+21/berzerker berzerkers are 2 attacks, rage, furious charge, frag and krak grenades, bolt pistol / khornate weapon (ap5 in close combat). They're 5 attacks at str5 ap5 each on the charge. They can also upgrade to have chainfists in the form of 2 handed chain-axes. 5-20 in size.
Noise Marines Noise marines are overall a little bit cheaper. Sonic Blasters are 36" salvo now. Aspiring champions have access to a whip that prevents enemies from denying challenges. Other weapons are the same
Plague Marines They are 120 for 5, + 24 for more.
Poisoned only in melee. Can throw their blight grenades to reduce enemy movement speed to 2d6 pick the highest, or if already rolling d6 for whatever reason (i.e. cover, charging) pick the lowest.
Plague marines are now poison in CC. Can throw blight grenades
Thousand Sons Thousand Sons come with an Aspiring Sorcerer in their basic 5 before adding more Rubric marines. 150 points for 4 Rubric marines and 1 Aspiring Sorcerer, He gets a roll included..
Unit size 4-19. 20 points per Rubric. Still slow and purposeful, unless the sorcerer is alive then relentless.
Rubric marines are 1W, 4++
Thousand Son squads are rank 1
HQ sorcerer are rank 1, can be upgraded to 2.
Mark of Tzeench on an HQ is +1 (so you can upgrade all the way to rank 3)
There is a piece of wargear that lets you reroll up to your mastery in dice after you have rolled, but only each dice once.
Ahriman is mastery 4, can cast multiple powers per turn, gets access to almost all lores and has a default psychic attack much like smite but longer range that he can use in addition to his normal psychic powers per turn.
Characters Most named characters are the same, but overall a point reduction. Abbadon is the same points and does not make terminators troops. There are no new named characters.
I haven't read any special character adjusting the allies chart.
Abadon is AP2, Daemon Weapons are AP3
Daemon Prince
Kicks ass and takes names, but otherwise no army wide bonus's are granted Daemon princes are jump if they have wings.
Chaos Space Marine 70 for 5, 14 for each additional marine.
Aspiring Champion is a 10 point upgrade.
Come with bolter/bp/ccw
For every 5 models in the squad you get a special weapon. If the squad is 10 or more, one model can exchange a flamer(5 pts) for a Heavy Bolter, meltagun(10 points) for an Autocannon or Missile Launcher or a plasmagun(15 points) for a Lascannon.
Marks range from 10-50 points, Icons range from 10-40 points.
Cultists
Cultists are 4 points each and come in squads of 10-30. They can have any combination of autoguns (str3 ap-) or auto pistol ccw (str 3 ap-)
They can take special weapons, but not heavy weapons. they respond very well to dark apostles getting an extra benefit when one is in their unit. Zombie cultists aren't scoring and cannot be joined by Characters (even with the mark of nurgle)
No traitor guard. Just cultists. cultists cannot platoon, but you can take up to 30 of them in the first place.
Terminators Will Terminators be able to be given both marks and icons to essentially be cult terminators?
Yes, but it's expensive. Taking both increases the cost of the second and Terminators pay more in the first place.
Terminators pay 50% more for marks. Taking an icon if you already have a mark costs an extra 20 points
Possessed Possessed get to buy (not roll) up to 3 boons from the Eye of Gods table.
Maulers (Elites) str5/t5, 2+/5++, Once per turn can combination of 2: power weapon, power fist, lightning claw
Each mauler chooses individually.
1-3. Maulers cannot deep strike, but are not slow and purposeful.
Dark Apostles Yes daemons can be summoned to your CSM icons if you have a dark apostle.
War Smiths
war smiths who can restore hull points
Chaos Dragon (Fast Attack) The only flyer in the codex Dragon Takes out other flyers with a ranged attack its 12/11/10 170pts Fast Attack
the flyer you get is retardedly good at blowing up things that are zooming.
Bikes Bikes get nothing new, just CSM on bikes with combi-bolters instead of bolters.
Raptors Raptors still have access to special weapons, only the aspiring champion can take special melee weapons. They are reduced in points.
The Night Lord's raptors are a lot like vanguard (they cannot charge on deep strike though), but they have 2 attacks base + dual power weapons (ap3) with the shred special rule and are 35 points each.
Dreadnoughts They can take marks The mark of khorne for instance gives it Rage and a unique weapon option much-like blood talons except it's a giant rotary saw.
Obliterators (heavy Support)
Predators No new turret options for predators.
New Siege Engine (heavy support) The siege engine has a melta blast template.
Defilers They're the same except they have the Daemon special rule, 4 hull points and a 5+ invulnerable save.
Havocs Havocs, CSM and chosen squads can take autocannons
Vindicator Daemonicly possessed vindicators I think will be in every list, with their ability to potentially regenerate destroyed weapons at start of the chaos player's turn
Vehicles
There is a sound-based vehicle upgrade but it's more of a Word Bearers item than Slaanesh.
There is a sonic upgrade for tanks, but it's not a noise-marine thing.
no chaos razorbacks, just combi-weapons
No drop pods
There is a new land raider, it's a lot like a crusader. 12 capacity for the basic, 16 capacity for the new one.
New Land Raider can ram fortifications and you can launch an assault on the occupants, except that you don't consolidate at the end, you remain locked in combat. If the enemy unit flees they immediately exit the terrain. If the door is blocked (by your land raider for instance), they count as having been caught ala Sweeping Advance
Fortifications
There are no new fortifications but there is a unique upgrade to fortifications.
Misc.
don't know about upgrades being finecast. I know that there is intent to upgrade the basic CSM box to support all the cult troops to be able to achieve any of the weapon combinations from the entries (including everyone having soundblasters).
Daemon Weapons are AP3 and pretty different now, you still wrestle with them. I think its a matter of preference.
The "Hatred: Space Marines" rule....is it ALL Space Marines (Chaos and Loyalist), just Loyalist, or just Vanilla? Just imperial loyalist.
via Logan on Faeit 212 Also Kharn is supposedly no longer "immune" to pyschic powers rather his deny the witch is a 2+
Ahriman I have heard Mastery Level 4. 3 wounds. Possible 3+ or 4+ DtW. Slightly Cheaper. But not sure. Could be more. he might have an INV save vs shooting only
Expect a few months after release. Upgrade sprues will come. Shoulder pads and helmets. Maybe boltguns. POSSIBLY finecast though...
The original concept was to make very specific legion rules but the problem was
1. They wouldnt be able to fit it in one codex 2. Multiple codices is hard to sustain unless there is much effort.
So there was a compromise. One codex. No heavy legion rules or advantages. But if you waited to play a certain legion they'd give you the tools to make it. With marks or a few units. So cult terminators might have once been real.
via Dez on Faeit 212 Warlords Cometh
If you are currently complaining about Warlord traits being too random well play that violin some more. GW really wants you to use them! The CSM codex has it’s own Warlord chart, but the big announcement is some characters have specific Warlord Traits! These are built into the cost of the model, so no taking them out!
via Meet the Geek on Faeit 212 One rumor I've heard is that Legions are in but not... basically it's just the "take X mark on your HQ" stuff expanded. So take a named Lord or X mark/upgrade and suddenly your force org chart swaps around, AKA kit your warlord with 'Night Lord' upgrades and undivided/no mark and suddenly Assault Marines/Bikers are troops. Alphas get Infiltrators, Irons that Dark Tech Marine thing, etc. -Н-
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