"trailer" da GW:
Pics de algumas das novas minis:
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Special Rules:
•Kurnous' Arrow: [Lords and Heroes] If enemy general is within 36" and LoS at start of game, one auto S3 no AS hit
•Asrai Bows: S3 AP (Glade Guard, Glade Riders, Scouts, Warhawk Riders, Waywatchers, Glade Lord, Glade Captain, and Waystalker)
•Asrai Spears: S3 AP Spears
•Ancient's Blessings: +1 to cast in woods [ Not sure who has this rule)
•No Spites or Kindreds [ Waywatcher and Wardancer Kindreds have been hard-coded as a unique hero type now ]
•Magic Arrows: Upgrade to units. Can be 1 of: poison, flaming and +1W order OR destruction, AP (-3), multi-shot, ignore shooting modifiers
•Dual Prowess: WE get BOTH Prowess rules when >=50% of unit is in woods. (reroll 1's to wound only for cc, fight and shoot in extra rank)
•Free Forest: Citadel woods in your half(!) of table [a la garden or morr and unlike old WE AB], you choose the type (i.e. Wildwood, venom thicket, etc)
•Forest Spirits: 6++, ItP
•Strangeroots - 12", d6+1 S5 hits. 10 slave upgrade to Treeman/Treeman Ancient
Magic:
•Access to all 8 BRB lores, plus High and Dark magic, with unique lore attributes. High magic is "+1W" [ probably just heal wound] on caster or unit; dark magic is +1 token to enemy unit per hex cast on it. when taking damage from spell, take +1D3 hits per token.
Magic Arrows: (Taken on Glade Guard, Glade Riders, Deepwood Scouts, Glade Lords, Glade Captains only) [cost are for GG] [only 1/unit or model] [characters can have 1, independent from magic item allowance]
•Curse of the Witch: Poison (1.5 Slaves)
•Moonfire: +1 to wound Forces of Order, Flaming (2 Slaves)
•Starfire: +1 to wound Forces of Destruction, Flaming (2 Slaves)
•Swift: Multiple Shots (2 Slaves)
•Accurate: No to hit modifiers (2 Slaves)
•Bodkins: AP(-3) (2.5 slaves)
Magic Items:
•1. Soulblade: No armor save allowed. If a char/monster suffers unsaved wound, both roll 2d6 add morale. If wielder wins, difference is translated into wounds with no armor saves allowed. [>25 slaves]
•2. Daith's Spear: reroll failed hits and wounds and enemy rerolls passed armor saves. [25 slaves]
•3. Helm of the Hunt: +1 armor, devastating charge, +1WS
•4. Bow of Loren: armor pen, number of shots=A+1, no magic arrows
•5. Acorn of Eternity (makes d3 forests; you choose type; must all be the same) [50 slaves]
•6. Moonstone of Hidden Ways: unit in forest and out of combat may transfer into another forest
•7. Hail of Doom Arrow: 3d6 armor penetrating S4 shots
•8. Wand of Wych Elm [treesinging bound spell; only arcane item; only way to access treesinging]
•9. Banner of Midwinter (MR3; Unbreakable for a Turn)
•10. Banner. Vanguard and extra charge distance on first charge of the game
Units:
SPECIAL CHARACTERS:
•Durthu
•Aralorn
•Orion (300 slaves)
•Drycha (Lore of Shadow)
•Naestra & Arahan
LORDS:
•Glade Lord (Maybe take magic arrows)
•Spellsinger (May use 8 BRB lores or High / Dark)
•Treeman Ancient (may not take items) (lore of life only; base Level 2; may be upgraded to L4)
HEROES:
•Glade Captain (May take magic arrows)
•Spellsinger (May not use High / Dark)
•Branchwraith (Lore of Beasts/Life; Wizard Level 0-1, may not take items)
•Waystalker (Sniper, 25pts magic items)
•Shadowdancer (Shadow Dances, 25pts magic items, Can be upgraded to L1 shadow)
CORE:
•Eternal Guard (WS5 LD9 elves, Spear, LA, Stubborn, 5 slaves w shield upgrade) [25pt banner]
•Glade Guard (same pts as before, can take magic arrows, scouts now a separate unit) [25pt banner]
•Glade Riders (9.5/10 slaves, may take magic arrows) [25pt banner]
•Dryads (S3, Frenzy, no Skirmishing, no musician or standard, 10+ unit size, 5.5 slaves)
SPECIAL:
•Warhawk Riders (Both Riders and Steeds AP, KB on charge for hawk [same cost as treekin; 20 slaves) [now 3W]
•Wild Riders (Frenzy, Devastating Charge, Fast Cavalry, Talismanic Tattoos) [50pt banner]
•Deepwood Scouts (GG with Scout and Skirmisher)
•Treekin (S4)
•Sisters of the Thorn (13 slaves) [50pt banner]
•Wardancers (Dances: 3++, KB, +1A, break ranks; no +1S on charge, 6+ AS, no std, 7.5 slaves, can swap AHW for asrai spears for 0.5 slaves)
•Wildwood Rangers [25pt banner] WS5 S3 LD9 elves, AP GWs, +1A for models in btb with fear/terror-causer
RARE:
•Great Eagles (Can be taken in units now; no upgrades)
•Treeman (112.5 slaves, S5, Strangleroot for 10 slaves)
•Waywatchers (can either double-shot or ignore AS every time for shooting, 10 slaves)
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