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Thread: Storm of Magic pt2

  1. #2481
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    Re: Storm of Magic pt2

    I think it is 0-2 normally and 0-4 in a grand army (3k+).

  2. #2482
    Commander Algovil's Avatar
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    Re: Storm of Magic pt2

    How many Mythical Magic Items are there in the book. Could anybody plz write down the names of them?

  3. #2483

    Re: Storm of Magic pt2

    I have searched the thread and I may have missed it, but it looks like skaven got 6 new spells, does anyone know any more about them?

  4. #2484
    Chapter Master Kulgur's Avatar
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    Re: Storm of Magic pt2

    Quote Originally Posted by GodlessM View Post
    I think it is 0-2 normally and 0-4 in a grand army (3k+).
    Correct.

    Quote Originally Posted by Algovil View Post
    How many Mythical Magic Items are there in the book. Could anybody plz write down the names of them?
    13, I'd write them all down but I really can't be bothered.

    Quote Originally Posted by Rivvin
    I have searched the thread and I may have missed it, but it looks like skaven got 6 new spells, does anyone know any more about them?
    3 plague, 3 ruin

    Plague ones include:
    Half toughness of all units within range
    A summoned marsh that causes toughness check or die
    One which rolls to hit on a 4+ vs all units in range, each model in effected units take toughness check or die
    Last edited by Kulgur; 10-07-2011 at 00:29.
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  5. #2485
    Librarian Sinzaren's Avatar
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    Re: Storm of Magic pt2

    Cheers

    Any idea on the other Dark Magic spell??

  6. #2486
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    Re: Storm of Magic pt2

    skaven always get the pick of the litter when it comes to awsome spells...

  7. #2487

    Re: Storm of Magic pt2

    Quote Originally Posted by Kulgur View Post

    3 plague, 3 ruin

    Plague ones include:
    Half toughness of all units within range
    A summoned marsh that causes toughness check or die
    One which rolls to hit on a 4+ vs all units in range, each model in effected units take toughness check or die


    I am sorry, but am I the only one who thinks that the above is outright BROKEN in regards to what Skaven already have access to???!!!


    [man oh man..... *palm to forehead*]

  8. #2488

    Re: Storm of Magic pt2

    Skaven also have a lore of ruin vortex that moves 3D6 inches at a low strength. If you ever roll 13, you move that distance with the vortex then a Verminlord is summoned. YUM!

    edit: Gabacho....it means ALL units. Including skaven. Pestilens units are only affected on a 5+ though.

    The Bretonnian spell is the nastiest one in my opinion.
    Last edited by decker_cky; 10-07-2011 at 00:56.

  9. #2489

    Re: Storm of Magic pt2

    Wow. Im impressed by the spells; though i was hoping for an easier way to summon a verminlord. The odds of getting a 13 are not great. I thought they might actually get used.. How low of a strength are we talking?

  10. #2490

    Re: Storm of Magic pt2

    S3 vortex requiring domination. Still not too bad...the probability of rolling 13 on 3 dice is slightly less than 10%, which isn't bad considering you might have a few times of the vortex moving on a single casting. If you want an easily summoned verminlord, buy one from the armybook. :P

    BTW, the nurgle spell that summons a daemon prince summons a GUO if cast by a daemonic wizard.

  11. #2491
    Wild West Exodus - Backer Darnok's Avatar
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    Re: Storm of Magic pt2

    SoM is still new, so there is no point in either closing or moving this thread.

    However, if you wish to discuss the rules, take it to the corresponding subsections.


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  12. #2492
    Chapter Master Spiney Norman's Avatar
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    Re: Storm of Magic pt2

    Quote Originally Posted by Avian View Post
    They can't for the same reason I can't give my Chaos Warhounds magic items. It's not that there is a line in my army book that says "Chaos Warhounds may not take magic items", the option simply isn't there.

    If there is a mention in the SoM book that you can give DoC characters (or all characters in the game) one of the über magic items, then that is different. If there is no mention to that effect, Daemons can't get them.
    P 52
    "An army can take up to one Mythic Artifact (a grand army up to 2) using its monsters and magic pts allowance. [b]Each item must be allocated to a different character"

    1. Characters do not take mythic artifacts, armies do
    2. mythic artifacts are allocated to any character in your army you like AS LONG AS they do not already carry a regular magic items of the same type.

    Quote Originally Posted by snottlebocket View Post
    It's sort of in between. They're never called magic items, they just use the name mythical items. But they do use of slots for arcane, enchanted etc. items.
    Incorrect, p.52 again
    "Mythic artifacts are magic items, albeit of an immensely powerful sort"

    Kind of important when your goblin wizard is looking for items to steal.

    Quote Originally Posted by GodlessM View Post
    People don't seem to understand that just because they are called Mythical Artefacts doesn't matter, what matters is that in order for a character to take one they have to have a corresponding Magical Item slot, which neither Dwarfs nor Daemons have, thus they cannot take them.



    Well that certainly makes it slightly more managable. Makes Enkhil's Canopi all the more important also.
    Again, not quite, there is no talk of "slots", just simply that a character can be allocated a mythic artifact if he does not already carry an item of the same type. For example from the rules as they are presented I can't see any reason why you couldn't give a non-wizard character the arabyan puzzle box or the black book, except of course that they wouldn't have any effect.

    One thing I did notice about the black book, in fact a glaring downside to it IMHO is that a wizard that carries it cannot control a fulcrum without dying as it would require him to leave his unit (no sacrifices).

    Enkil's canopi is going to be very powerful in SoM, as is the slann discipline becalming cogitation, its going to very hard to cast any cataclysm spells if all of your 6s keep disappearing.
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  13. #2493

    Re: Storm of Magic pt2

    in regards to the amount of monster binding scrolls you can take it is 0-2 for normal armies 0-4 for gradn armies.

    however, giants have no restriction on how many you can take in any size game, except for the points allowance.

  14. #2494
    Chapter Master Urgat's Avatar
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    Re: Storm of Magic pt2

    Quote Originally Posted by Rivvin View Post
    Wow. Im impressed by the spells; though i was hoping for an easier way to summon a verminlord. The odds of getting a 13 are not great.
    True. But there's a small odd you'll get 3 or 4 verminlords in one game unless there's a limit in the rules, so let's not complain, shall we?

  15. #2495

    Re: Storm of Magic pt2

    its the same as the nurgle spell, its not so much your trying to get the deamonprince/vermin lord, its the wounds first. then if you hit the lucky number 'vwhooooom!' magical surprise.

    its like a nasty..smelly kinder egg

  16. #2496
    Chapter Master Spiney Norman's Avatar
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    Re: Storm of Magic pt2

    Quote Originally Posted by drear View Post
    in regards to the amount of monster binding scrolls you can take it is 0-2 for normal armies 0-4 for gradn armies.

    however, giants have no restriction on how many you can take in any size game, except for the points allowance.
    You can take as many different binding scrolls as you like, but you can only take 2 copies of the same scroll per army or 4 per grand army. So for example I could take as many different monsters as I had points for but only two cockatrices or two dragons etc.
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  17. #2497

    Re: Storm of Magic pt2

    aye i realise that =p i just thought id point out that you can have 8 giants using the monster alliance if you so wished D:

  18. #2498
    Chapter Master Spiney Norman's Avatar
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    Re: Storm of Magic pt2

    Quote Originally Posted by drear View Post
    aye i realise that =p i just thought id point out that you can have 8 giants using the monster alliance if you so wished D:
    Well in an O&G grand army I could take 4 giants in my regular list, 4 giants from magic and monsters and 4 bonegrinders using magic and monsters, so 12
    Quote Originally Posted by Alebelly_Cragfist View Post
    any argument to say that they're thinking of us by turning metal to resin is as convincing as a frenzied Khorne worshipper covered in blood, still chomping on a victim, with a Khorne sigil tattooed to his forhead pleading a case of mistaken identity when questioned about a murder.

  19. #2499

    Re: Storm of Magic pt2

    you can take 6 normal giants in a 2400 SOM game if you liked also.
    2 in rare, and 4 in your allowance

  20. #2500
    Chapter Master static grass's Avatar
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    Re: Storm of Magic pt2

    I thought you can take as many giants as you want (points permiting)?

    Check the section for giants.

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