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#1 |
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Chapter Master
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Note: This is only a summary of rumours that have been discussed in recent months. Rumours are subject to change. They are only 100% correct when they are facts.
Edit: I am changing the process of updating this a bit. What I will do is save up rumour changes for a day or two, then post them in GREEN. They will stay like this until the next update, which will then be posted in ORANGE so that people can follow all the latest changes and keep track of the previous update. Updating this: Much as I'd like to have the time and motivation to read all rumour discussions, PLEASE PM ME here with info, only if there is a significant rumour discussion from someone you guys really trust. All non-english rulebooks are moving to inches. Warhammer 8th Ed Rulebook to be released July 10th 528+ pages. Full colour The book is up for advance order from a swedish store. Definitely going to get the pdf erratas for all armies on July 10th Rulebook will come with next black box, so all shops can make demo day by 12th June. There will be a "General's" Edition as well as a "Gunner's" Edition: Both are the basic rulebook along with multiple different gimmicks, as golden templates, dice, angulometer, combat-resolution-calculator, markers and more. "General's Edition" is supported with a white linen bag with two silver coins attached to it, so if you fall in battle, they may put them on your eyes... http://www.belloflostsouls.net/2010/...iew-video.html ARMY SELECTION AND OTHER BITS
Allied Forces
Chaos Dwarfs have a few snippets through the book only. ![]() MOVEMENT Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight Standard Movement
Charging. Swift Strider
Failed Charge
Fliers
Vanguard (Fast Cavalry)
Fleeing/Pursuing
Pursuit
Sidestep
Enemy Sighted
Reforming
Skirmishers
Redirecting charges
MAGIC NOTE: The magic rumours nobody seems to agree on, so rather than try and find what exactly the truth is I will just put here most of the theories Edit: I've sorted out the ones that seem more likely, based on the info from anonymous sources: Generating Power and Dispel Dice
Channeling (confirmed that it exists)
Maximum Power and Dispel Dice
Casting Spells
Dispelling
Miscasting
Lost Control Chart The loss of Control table is 2D6.
Determining Spells
Bound spells
Spells are now categorized. There are: Missiles, Curses, Buffs, Direct Damage and Magical Vortex spells.
Lore of Fire - The Wind of Aqshy Special Bonus: Kindflame. If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3. Does NOT stack. All spells from Lore of Fire cause flaming attacks.
Lore of Metal - The Wind of Chamon Special Bonus: Metalshifting. Direct damage spells from the lore of metal have no strength value. Instead the unmodified armour save of the target is the required roll to wound.
Lore of Shadow - The Wind of Ulgu Special Bonus: Smoke and mirrors. After the wizard successfully casts a spell, he may switch places with another friendly character of the same unit type within 18".
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 21-06-2010 at 18:44. |
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#2 |
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Chapter Master
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Lore of Beasts - The Wind of Ghur
Special Bonus: Wildheart. If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast.
Lore of Heavens - The Wind of Azyr Special Bonus: Roiling Skies. Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit.
Lore of Light - The Wind of Hysh Special Bonus: Exorcism. If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits.
Lore of Life - The Wind of Ghyran Special Bonus: Lifebloom. Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12”
Lore of Death - The Wind of Shyish Special Bonus: Life leeching. For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice.
SHOOTING Single models have a 180 degree arc of sight. Units still have a 90 degrees arc of sight. Fire in 2 ranks.
Salvo Fire
Look Out Sir!
True Line of sight
War Machines
War Machines: There'll be no guessing anymore. You place the template (or point of impact) where you want the weapon to hit and roll normally for scatter. Take with a big pinch of salt at this stage. Shooting a cannon
Cannon
Stone Thrower
Warmachines and special wargear:
Warmachines and special wargear in combat:
Change to Wound table
COMBAT NOTE: Trying to nail down what the facts are here is very hard. Some of this is only my understanding of what has been discussed. Supportive Attacks
Make Way
Cavalry
Stepping up. – Harry/ Avian / other people
Horde
Stubborn
Unit Strength
Rank bonuses
Monstrous Creatures
Stomp
Thunderous Stomp
Striking in Initiative order
Chariots
One Save..
Outnumbering Enemy
Flank/ Rear charges & Combat Resolution
Change to Wound table
Breath Weapons
Parry
Overrunning
Merged profiles
WEAPONS Combat Weapons If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it.
Missile Weapons
Quick to Fire
PSYCHOLOGY Panic
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 17-06-2010 at 22:03. |
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#3 |
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Chapter Master
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Battle Standard and General.
SPECIAL RULES
Stubborn
Fear
Terror
Killing Blow
Heroic Killing Blow
Always Strike Last
Always Strike First
Frenzy
Magic Resistance
Strider..(insert type of terrain)
Regeneration
MAGIC ITEMS
Here is the complete list of magic items. http://www.ulthuan.net/forum/viewtopic.php?f=2&t=32236 Because the majority of people will be able to see the book now I will not copy and paste. Also, because of forum rules I cannot put the points next to each one but they’re all listed there on the link. There may be a properly translated list somewhere. This one I'll leave as it explains it better: Fozeleks Foldable Fortress. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Fortified Defended Watch Tower (possibly on 2 floors). OTHER RULEBOOK CONTENTS
Terrain
Dangerous Terrain
Forests
Rivers
Arcane Ruins
Watch Tower
Rulebook Scenarios
Battle: Battle of the Pass The rules for this are on the throne of skulls website I think. Fight from the short table edges. Battle: Hold the Temple A Chaos temple is in the middle of the battlefield. Before the game it was rolled who was in charge of the place. The army that rolled higher on a D6 was entitled to put one of their Core Units there before the beginning of the game. The objective was to have any unit (not just Core) there at the end of the game in order to win. The Chaos Temple allowed for 'sacrificing' the soul of a Champion/Character for random stats boost (or, on the roll of 1, a quick and painful death.) Dawn Attack; the random deployment one featured in the Throne of Skulls tournament last year. For a description of the rest of these look here Discredited rumours Fight-until-someone-breaks Lapping around Armour Save Modifiers changing. They’re not. Standard Bearer does not allow you to re-roll one of the charging dice. Heavy cavalry not being able to march.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 19-06-2010 at 15:53. |
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#4 |
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Solitaire
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#5 |
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Chapter Master
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Flank/ Rear charges & Combat Resolution
• Units need to have at least 2 complete ranks in order to negate enemy flank/rear. Fear and Terror • When you charge a Fear or Terror causer you take the Fear/Terror test not before you charge, but at the start of the combat phase. - Avian If you fail the Fear/Terror test you are reduced to WS1 & A1. Presumably mounts are reduced to WS1 & A1 as well. Terror comes with a chance to run away. Skirmishers Skirmishers are now a fixed formation, with a 1 inch gap between each and every model. -Avian and Kah-thurak X = Model O = 1" Gap between X O X O X O X O X O O O O O O O O O X O X O X O X O X Still rank up in combat.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 13-05-2010 at 15:04. |
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#6 |
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Chapter Master
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Edits
High Elves ignore all these restrictions as they have the Elite Army special rule. Heavy cavalry • Unchanged. Rumour was wrong, heavy cav march as normal. Determining Spells • Each lore now has 7 Spells. One Basic Spell and other spells numbered 1 - 6. • While writing the armylist, you will have to note which lore your magic users will use. You may not wait until you see the enemies forces. - I'm not sure how well that will actually work in practice... • Next you need to see which casters can have which spells. Roll D6 and see which spell you got, similar to how it is now. Any spell can be swapped for the Basic Spell. If you roll double for a spell you have to re-roll until you have the required number for the wizard level. • As no two spells from the rulebook Lores can be duplicated in the army (except the Basic Spell), if you want more than 1 wizard to have spells from the same lore you now have a choice to make. Example: You have 3 wizards you want to use the Lore of Fire. A level 4, a level 3 and a level 1. Do you give the level 4 wizard 3 spells + the Basic Spell? Or 4 spells and leave the remaining 2 spells plus the Basic Spell for the level 3 wizard? The level 1 wizard has no options other than the Basic Spell in this example, as all the other spells have already been taken. • There are some exceptions to this way of choosing spells: Bound spells Spells the caster knows "naturally", eg Warrior Priests or Khemri Priests Spells that are not rolled for but bought, i.e. Necromancers. Flaming Sword(s) of Rhuin: Grants +1 to wound and flaming attacks. Great weapons can be used in 2 ranks. Magic Items • Magic items – 10-20 items in each category. Dwarfs and Daemons of Chaos do not have access to Common Magic Items. Army book values for magic items override the Rulebook if different. If a wizard fails to reach the casting value it is not a miscast, they just cannot cast any more spells that magic phase. -Avian (more likely) The hand weapon & shield combination grants a 6+ Ward Save in combat to the front only. It provides no benefit if you are attacked in the flank or rear and does not work against impact hits and crush them/destroy them attacks. This replaces the +1 to Armour Save gained by fighting with HW & shield. As ward saves do not stack normally, you won't get any benefit from Parry if you already have a better ward save.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 19-05-2010 at 22:33. |
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#7 |
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Chapter Master
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Loads of updates in green.
This may be the last update, I've given the guys telling me snippets a chance to say anything else they want adding. If GW don't say much for weeks then I may need to carry on as normal.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. |
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#8 |
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Chapter Master
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With 18 days until everyone can go into a GW and ask all the questions they want, I will leave this open now I think.
If anyone wants anything adding or editing in the first posts just send me a pm.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. |
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#9 |
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Chaplain
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I'd like a new system, like 8th ed hopefully, whereby the rules minimize any army imbalance occurring, and contain some kind of measure by which to ascertain which units/armies are possibly imbalanced, how and why. Get the core rules and framework right and you've gone a long way to achieving balance.. Heavy Metal - Try some today!
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#10 |
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Scout
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this thread is open now?
does that mean people can add questions? if so i had a question. what do we know about impact hits? are they unchanged or will they act more like the new crush attack and strike last? can expect units like ogres to get an impact AND a crush attack? any rumors about chariot changes? the search tool didnt turn up anything interesting. I had this tiny hope that chariot rules would be remade to act more like real chariots. =] Last edited by jhun13; 24-05-2010 at 14:56. |
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#11 |
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Chapter Master
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My gut feeling is that impact hits are replaced by crush them or destroy them. So things like chariots will have destroy them.
@Vaul There is a swedish site somewhere I think taking preorders already. Edit: Possibly monstrous beasts of burden would have crush them as well, so jugger chariots could have both?
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 24-05-2010 at 15:47. |
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#12 |
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Chapter Master
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Despite all those reasons Grim, I would advise reclosing this, as there are already 3 threads open for people to ask questions, and this was great to have as the one clean and clear cut thread.
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8th edition tally Chaos: W5 D2 L1 Empire: W1 D0 L0 Bloghammer: http://blog--hammer.blogspot.com/ |
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#13 |
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Librarian
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visit the best druchii forum in SPANISH |
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#15 |
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Chapter Master
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Fair enough. I'll close it again.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. |
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#16 |
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Chapter Master
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A few very small things, as requested by ULF
Failed Charge • You move basic movement only. Skirmishers • Skirmishers are now a fixed formation, and must be deployed with a 1/2 inch gap between each and every model. Skirmishers do not have 360 degree Line of sight. Magic • You cannot channel over 12 power or dispel dice. Other effects may be used to replenish the power dice pool later on once some dice have been used, like Dark Elves' spell and Lore of Death's effects, and presumably the Slann's extra dice. If you roll a 1 or 2 when casting a spell, the spell automatically fails regardless of modifiers and the wizard may no longer cast this turn. Frenzy • +1 attack all the time
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. |
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#17 |
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Chapter Master
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All in green above:
The only items that allow you to use more than 12PD a turn are items that add the dice directly to the roll, such as a Power Stone or the Slann's ability. Dispelling • Caster levels are now added to dispel rolls. Look Out Sir! • I have yet to get this confirmed, take with salt: "Look out, Sir!": Characters that are in the vicinity of a friendly unit may profit from Look out, Sir - so you do not have to join a unit for that rule to apply. The roll won't always be successful on a 2+ - this depends on the size of the character compared to the friendly unit: Normal Infantry character inside Infantry unit Normal Cavalry character inside Cavalry unit Normal Monstrous Infantry character inside Monstrous Infantry unit All the above are 2+ save as normal I believe characters on cavalry mounts inside infantry units are saved on a 4+ instead. Characters within 3" max. distance away from the unit get something like a 5+ save. Since they're dropping Unit Strength I don't know what the upper size limit would be on this. Warmachines and special wargear: • Warmachines and special wargear (Cauldron of Blood, Anvil of Doom, Casket of Souls etc) will all have a combined Wounds profile now, similar to the Skaven Warplightning Cannon. All shooting is directed against the machines toughness, all close combat attacks are directed against Crews WS/Toughness. The number of wounds the warmachine has is equal to total wounds of the crew. Independent Characters may no longer join Warmachine crews, Engineers can only guide the machines from up to 3” away. Warmachines and special wargear in combat: • Warmachines are not immune to poison anymore. While in close combat 6 Infantry OR 3 Cavalry OR 2 Monstrous Infantry/Cavalry or 1 Monster/ Ridden Monster can attack the warmachine. You may combine these (eg 1 Monstrous Infantry, I cavalry and 1 Infantry model may attack). For characters using special wargear (e.g. the Death Hag with the Cauldron, or Runelord with the Anvil), the combat abilities of the guardians are added to the hero's profile, along with their wounds. Killing Blow • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. It may only be used against: Infantry, anything on a cavalry base, or characters riding monster/chariot. Heroic Killing Blow • Whenever you roll a 6 to wound, a model looses all remaining wounds. No Armour Saves or regeneration may be taken. At the moment it appears this can be used against anything… Note that something that is immune to Killing Blow is also immune to Heroic Killing Blow. Banner: There is a magical standard that lets you reroll the charge distance (or one die, not sure which) Rulebook Scenarios • The scenarios in the rulebook are split into Battles and Missions. Missions are not intended to be used in Tournaments. Battles • Pitched Battle • Battle of the Pass • Hold the Temple Missions • Invasion of Chrace Battle: Battle of the Pass The rules for this are on the throne of skulls website I think. Discredited: Standard Bearer does not allow you to re-roll one of the charging dice Spells: Lore of Fire Flaming Arrows 48" Range. S4 Lore of Light Unit Buff: All units within 12” have +1 attack and double movment, Unit Buff: All units within 12” have Initiative 10 and Weapon Skill 10
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 29-05-2010 at 22:04. |
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#18 |
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Chapter Master
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You have to take a minimum of 3 units, not including characters.
If you are playing games over 3000pts with allied forces, one general has to be nominated as the Grand General, who increases his leadership radius to 18". Chaos Dwarfs are not in the book. Failed Charge • I think you only move the result of the D6's you rolled, you do not add on your basic movement. Fliers • While fleeing or pursuing, they move 3D6" Reforming • In the Remaining Moves phase, a unit with a musician may reform for free, as long as the unit passes a leadership test. You can shoot, but count as moving. • Charging Skirmishers, you line up to them, not them to you. • Skirmishers are NOT stubborn in a forest. I think this is Wood Elves only. Lost Control chart: Another result: All your wizards take a Str 6 hit with no armor saves 11-12 result: Your caster lose d3 wizard levels, and forgets that many spells. Bound spells • Bound spells are cast like normal spells now, but instead of your caster's power level, you add the level of the magic item. They do not roll on the Loss of Control table, the items are just destroyed if they roll the double 6. Bound abilities like the warrior priests they just forget the spell. Lore of Fire Special Bonus: If the enemy suffered a wound from a fire lore spell earlier this magic phase, the casting costs of Lore of Fire spells on the same target is lowered by d3, cumulative. Lore of Metal Basic Spell (name): D6 flaming hits, No armor saves allowed. casting value 10 Lore of Beasts (name). Caster Buff. The level 6 beast spell has 2 (possibly 3 casting values). The caster BECOMES the creature, not summoned on any board edge etc. At 16+ Mountain Chimera S7 T7 W10, Fly, 4D6 attacks! complexity is 24. mage has to be on foot. Remains in play. 20+ Greater Fire Dragon WS8 S8 T8 W8 A8 Ld9, breathweapon S5, scaly skin 2+, terror, fly. mage has to be on foot. Remains in play Something for a Hydra as well, I don’t know any more about this. Lore of Heavens • 'Something' Razor (not sure of the name). Unit Buff. The units strength are their Ld stat. • Several levels of Comet. It scales up. Lore of Life Special Bonus: Every time the caster successfully casts a spell from the Lore of Life he can restore a wound to one model within 12” • Basic spell: Shooting -1 to hit modifier and -1 leadership. If the enemy didn’t use BS they are 4+ to shoot. 7+ Forest Lord: Magic missile attack to any enemy unit within 18" of a forest. Or D6 strength 5 hits or 2d6 strength 5 hits to a unit in the forest. Regeneration (name?): Unit Buff. Regeneration (6+) to one unit within 12” Master of Stone: Unit Buff. +2 Toughness to one unit. Casting value 8 Regrowth (name?). Unit Buff. One unit regains D3+1 wounds/models, just like invocation (champ first, then musician/standard, then rank and file. Characters are selected separately) Throne of Vines: Caster Buff. If this is successfully cast it increases the effect of other lore of life spells made by the caster: Regeneration becomes 5+, Master of Stone becomes +4 Toughness!!!, Forest Lord all hits become Strength 6, Regrowth regains D6+1 wounds. Something for the 6th spell as well. I heard something about an immunity to miscast on a 2+ for the lore of life, but I don’t know if this is their 6th spell, a remains in play caster buff. Stone Thrower • Reduced to S3(9), armour saves are allowed. Make Way • After charges, before even impact hits are done, a champion can move to the front of the attacked rank. One Save.. I'm just going to move this back here again for now. Armour saves as normal, then either Ward Saves OR regeneration. This is coming from 1 person who has read the book, and another who has been very reliable in the past. Crush them! or Stomp, one of these names. 1 rank only Quick to Fire • Pistols, thrown weapons, and blowpipes Dont suffer the -1 to hit while moving. These are also the only weapons you can stand and shoot with if the enemy charges you from within their basic movement range. Fear and Terror: It may be you get to keep your full amount of attacks. Frenzy What I am hearing about this is that if the enemy is within Movement +12”, you have to take a leadership test. If you fail, you have to attack the closest target. Mounts no longer are granted frenzy/hated/etc from riders. Magic Resistance • It seems magic resistance does not work at all against Curses (or Hexes), only against magic missiles, direct damage and power whirls. Strider..(insert type of terrain) • A new special rule. This allows you to treat the type of terrain in brackets as open terrain. For instance Strider (Forests). There is a plain Strider that allows you to treat everything as open terrain (presumably not buildings). Regeneration Flaming attacks play a much bigger role. People with flaming weapons cause Fear in War Beasts (hounds etc), chariots, and Monsters. When you have regeneration and are wounded by flaming attacks, you lose regeneration until the next phase (combat to combat for example). Magic Items Scarecrow: Banner. 5 Points, makes the unit cause fear to flyers. (name?): Banner. Plain Strider, which means you ignore all terrain (except buildings I think). Dispel Scroll: As normal. There are some other Scrolls I keep hearing about, but I don't know the full details yet: 4+ ward against wounds done by the spell used. Irresistible force on every double. Something about turning someone into a frog.. Terrain Cavalry treat all non-open terrain as Dangerous Terrain
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 02-06-2010 at 23:27. |
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#19 |
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Chapter Master
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Nothing really new here for those following the discussions.
Pursuit • When you charge and reach a fleeing unit, you only wipe it out if you pass a Ld test. Edit. I believe this rumour is wrong. Lore of Heavens - The Wind of Azyr Special Bonus: Any flier wounded by spells from the lore of heavens takes an additional D6 strength 4 hit. • Urions Thunderbolt. Magic Missile. The same as 7th edition, but D6 strength 6 hits now. Blizzard. Hex. Anything that uses a BS to shoot has a -1 to hit modifier. Anything that doesn't use BS can only shoot on 4+. 6+ to cast. (name). Hex. Can be cast on an enemy unit within 12". The unit must re-roll any 6's to hit, to wound, or for their armour save. The scaled up version is any unit within 24". (name). Unit Buff. Any friendly unit within 12" of the caster can re-roll all 1s from to hit rolls, wound rolls, and armour save rolls. 6+ to cast. The scaled up version is any unit within 24". 12+ to cast. Wind. Direct Damage. The enemy unit is pushed back D3+1" directly away from the wizard. If the unit hits any terrain it takes D6 S 3 hits. If the unit hits another unit both units take D6 S 3 hits. 7+ to cast. The scaled up version pushes units back D6+2". 14+ to cast. Chain Lightning. Direct Damage. D6 strength 6 hits on a unit within 24" of the wizard. After you determine the results roll a dice on a 3+ you may choose a unit within 12" of the previous unit hit and then that unit is hit by D6 strength 6 hits. This continues until you roll a 1 or 2. 15+ to cast. Comet of Casandora. Direct Damage. Once cast it cannot be dispelled. The range is 2D6" plus an additional inch for every counter on it. The Damage caused by it is 2D6 strength is 4 hits, but is +1 strength for every counter on it. It comes down on a 4+. If it does not come down place a marker. 12+ to cast. The scaled up version automatically starts with 2 markers on it. Every turn it does not come down an additional 2 markers are put on it. 24+ to cast Stubborn • If you have more ranks than the opponent you are Stubborn, regardless of which side you are attacked on. So if you are attacked on all four sides, but the total number of ranks you have is larger than those of any of the 4 units attacking you, you are still stubborn. Parry • The hand weapon & shield combination grants a 6+ Ward Save in combat against infantry units to the front only. <<<< Note the bit I changed was that it is rumoured to be against infantry only. Short bows have 18" range. Regeneration: Also, it seems that you will take regeneration saves against each wound suffered after wounds have been multiplied. For example: If a dwarf lord had the master rune of smiting (1D6 wounds), it hits a hydra and wounds it, the hydra takes its armour save, when it fails the dwarf player rolls the D6 for the wounds. He rolls a 5, this means the hydra needs to take 5 regeneration rolls for those 5 wounds. Weapons: Bane Blade: 5 points. Any monster or character that takes an unsaved wound from this weapon perminantly loses 1 attack, to a minimum of 1. (name). 60 points. Sword. +3 attacks (name). 70 points. Sword. +3 strength. It does not count as a great weapon. Enchanted Items: Watch Tower: 100pts. Enchanted item. It is a actual watch tower that must be constructed by the player using it. If the player does not have an adequate Tower or Building the item may not be used. After deploying terrain and armies the Player may activate the magic item and place the watch tower anywhere in his deployment zone. It counts as a Defended Building.
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. |
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#20 |
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Chapter Master
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Everything in Orange:
Alliances: There are 4 different options; Blood Brothers: These are 2 or more armies from the same army book. Characters can join units from the other army, can benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Stable Alliance: These are 2 or more armies from within the same faction (e.g. 2 from Forces of Order, or 2 from Forces of Destruction). Characters cannot join units of the other army, cannot benefit from the other army’s BSB/ General, but they can cause panic in units from the other army. Units from each army can benefit from the other army though, for instance, using the Shield of Saphery on a Dwarf army, and being moved by the Anvil in return. Fragile Alliance: These are either a Stable Alliance that includes Dark Elves or Skaven, or an alliance between armies from the Forces of Order and Forces of Destruction. The can benefit each other as with a Stable Alliance, but they do not cause panic tests in the other army. If they are forced to flee through each other the stationary unit counts as Dangerous Terrain (see below in terrain). Neutral Alliance: An alliance that has one army from the Neutral Forces (Ogres and TK). These armies cannot benefit from each other and do not cause panic tests in the other army. Chaos Dwarfs have a few snippets through the book only. Failed Charge • You move the highest of the D6 you rolled to charge (+ basic movement I think). Sidestep • Basic Movement divided by 2 (rounding up) to move laterally or backwards. Dwarfs still get +2 dispel dice. Lost Control Chart The loss of Control table is 2D6. • 2-4: Strength 10 large template over the wizard. Then on a 1-2 the wizard is removed from play, 3+ you lose D6 power dice. 5-6: Strength 10 small template over the wizard. Lose D6 power dice 7: Lose D6 power dice, Strength 10 hit on everyone in base contact with the wizard (NOT the wizard) 8-9: Strength 6 hit on every caster on your side, lose D6 power dice 10-12: Wizard loses D3 levels & random spells for each of them. Bound Spells may be duplicated in an army • Hex: Modify enemy stats and/or equipment. May be cast into combat. • Augmentation (Buffs): Support your own troops. May be cast into combat, and may be cast on units not in your 90 degree arc of sight. Lore of Fire Basic Spell: Fireball: Magic Missile D6 S4 hits 24" range 2D6 S5 hits 36" range 3D6 S6 hits 48" range 1 Cascading Fireshield Remains in Play, Caster and Unit Buff. At the end of each magic phase, any enemy unit in contact with the caster and his unit suffers 2d6 hits S4. 2 Flaming Sword(s) of Rhuin: Unit Buff. 24" range. Grants +1 to wound and magical flaming attacks. 3. Flaming Skull: Direct damage. Draw 18" line from the caster in any direction within the 90 degree arc of sight. Each model touched by the line (determine who's hit like you would do with a cannon ball) suffers a S4 flaming hit. All units that take at least 1 casualty have to take a panic test. 4. Fiery Arrows: Magic Missile. 24" range. Targeted unit suffers D3 S4 hits for each rank of 5 or more models. The scaled up version is 36" range. 5. Blazing cage Hex. 24" range. Targeted enemy unit suffers D6 S4 hits. If the unit moves by any means, each model suffers another S4 hit and the spell ends. The scaled up version has an increased range. 6. Firestorm: Direct Damage. Place the small template within 30" of the caster, It then scatters D6" and causes str 4 hits. The scaled up version uses the large template but scatters 2d6". Lore of Metal (name): Direct Damage. Every model in the target unit is killed and turned to gold on a D6 roll of 5+ (multi-wound models on a 6+). Friendly units within 12” are subject to stupidity until the next magic phase as they are distracted by all the gold. Lore of Beasts Special Bonus: If targeted on cavalry, beasts, monstrous cavalry, monstrous beasts (razorgor, giant eagles etc), chariots, Monsters, or any unit from WA: Beastmen, the wizard gains an additional + 1 to cast. (name): Unit Buff. +1 Strength and Toughness Curse of Anraheir Caster Buff. +3 strength and +3 Attacks Amber spear. Magic Missile. As Hunter's Spear. Lore of Light Special Bonus: If targeted on a undead or daemonic unit, spells from the lore of light deal an additional D6 hits. • Basic Spell: Ray of Light: Magic Missile. D6 S4 hits to a unit within 24", causing flaming attacks. The scaled up version has an increased range and strength. Blinding Light: Unit Buff. Affects one friendly unit within 12", all to hit rolls against this unit have a -1 modifier. All auto-attacks or auto-hits have to roll a 4+ or are wasted. May be extended to all units in 12" As fast as Light: Unit Buff. Choose one unit within 24". It has Weapon Skill 10 and Initiative 10. Beacon of Hope: Unit Buff. Rally 1 fleeing unit. Targeted unit automatically passes all Leadership tests until casters next magic phase. Amynotoks Web: Hex. Targeted enemy unit has to pass a Strength test for each action they want to take (move, shoot, cast spells, pursue, flee, strike in cc, etc.) If they fail they may not perform the intended action and suffer D6 S4 hits instead. Lasts until casters next magic phase. Exorcism: Direct Damage. Deals 2D6 S4 hits, against which all successful Ward saves must be re-rolled. For each wizard other than the caster using the lore of light within 12", the strength is increased by 1. Temporal Warp: Unit Buff. Targeted friendly unit doubles its movement characteristic, increases its Attacks by 1 and gains the ASF special rule until casters next magic phase. The scaled up version is for all friendly units within 12" Lore of Death - The Wind of Shyish Special Bonus: For each casualty caused by lore of death spells, roll a D6. On a roll of 5+ you are granted an additional power dice. Basic Spell: Soulsteal. Direct damage, 12" range. Nominate a model. Caster and Target roll 1D6 and add their unmodified leadership. For each point the caster's result exceeds the targets result it suffers 1 wound with no armour save allowed. The scaled up version has an increased range. 1: Face of the Reaper. Unit Buff, 24 " range. Targeted unit causes fear. Caster may decide to make it cause Terror for a higher casting value. 2: Embrace of Laniph. Direct damage, 12 " range. Nominate 1 target model. Roll 2D6 and subtract the target's Strength. The result equals the number of hits the target takes, wounding on 4+ and ignoring armour saves. The scaled up version has an increased range. 3: Soulrot. Hex, 24 " range. Targeted unit suffers a -1 strength and toughness. The scaled up version is ALL enemy units within 24 inches. Lasts 1 turn. 4: Dark Despair. Hex. Remains in play, 24 " range. Targetted unit suffers -3 Leadership. The scaled up version has an increased range. 5: Bajuna's Fate. Direct damage, 12 " range. Nominate 1 model. Roll 2D6 and substract the target's toughness. The result equals the number of hits the target suffers, wounding on 2+ and ignoring Armour saves. Should the target survive, it suffers stupidity for the rest of the game. 6: The Purple Sun of Xereus. Power Whirl, Remains in Play. Place the small template in base contact with the caster and roll the artillery dice. Multiply result by 3. The result is the number of inches the template moves. Each model touched by the template, except for the wizard himself, has to pass an Initiative test or is removed from play. No saves are allowed. If you roll a misfire, place the template above the caster himself, roll a scatter dice and 1D6. The result is the number of inches the template is moved away from the caster. The template moves at the end of each following magic phase, roll the artillery dice and a scatter dice to determine direction and range. If you roll a misfire the template is removed. The scaled up version uses the 5 " template instead. Monstrous Infantry can fight with a maximum of 3 attacks per model in the second rank, then one per model in subsequent ranks. Units with stupidity may not Parry. If Infantry models are armed with a combat weapon other than a hand weapon, you have to use it. WEAPONS Some of the magic weapons can be Paired with another magic weapon, or a mundane weapon. I will try and keep them clearly labelled. (name). Magic sword that gives the wielder Frenzy that can never be lost. (name). A Paired magic sword that gives weapon Skill 10. ARMOUR (name) 4+ ward save. (name) Heavy armour and a 4+ ward (name) Armour and a 5+ ward (not sure if light or heavy) (name) 2+ save against breath weapons. Shield of Ptolos. Shield. 1+ save against all shooting attacks. Enchanted Shield. Shield. Same (name). Shield. Allows you to disregard the first hit caused on the character on a 2+. ENCHANTED ITEMS Wizards Hat. Makes the wearer a Level 2 wizard with stupidity & rolls randomly for lore. Arabian Carpet. The user can Fly. Healing Potion. Restores D6 wounds to the character carrying it. Other Trickster's Shard. Models in base contact (friend of Foe) reroll successful ward saves. Crown of command.. Makes the bearer Stubborn Mask of Eeeeee!. Makes the wearer cause terror. ARCANE ITEMS Frog Scroll (?). Used as a dispel scroll. One use only. The wizard must roll equal to or under their wizard level to keep the backlash in check, or they are turned into a frog, then in each of their subsequent turns they must roll a 4+ to come back into play. The frog has no stats, so they cannot cast/ move/ be shot at/ killed etc. In fact they have nothing at all they can do until they turn back into a wizard! Trickster's Shard Watch Tower • New rules to storm the building: Max 10 infantry fighting their way up. Battle: Army Fraction Work out the Army Value first: Each unit standard is worth 1. Battle Standard Bearer is worth 1 General is worth 2. Then work out the minimum Army Value. 1 for each 1000pts (i.e. 4000pts = a minimum Army Value of 4). The first army to drop below its minimum Army Value loses. Battle: Attack at Dawn The battlefield is split into zones and units are placed randomly within them. Scenario: Something with a warhammer scale Dwarf airship... Shooting through a forest has a -1 to hit modifier
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If you have any interesting snippets of rumours on Chaos Dwarfs I'm only a pm away. ![]() Download the 8th Ed Chaos Dwarfs errata (Ravening Hordes) http://www.dpgaming.co.uk/ - Show Hastings your appreciation, shop at his store. Last edited by Grimstonefire; 13-06-2010 at 00:30. |
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