Sneak peek from White Dwarf
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MisterNurgl | Дата: Среда, 20.06.2012, 13:10 | Сообщение # 1 |
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[10:35:13] so GW is spoilin 6E [10:35:15] over the phone [10:35:23] allies chart is in for sure, a matrix [10:40:13] you need 1 HQ 2 Troop of your own army [10:40:26] then you can ally, need 1 HQ 1 Troop of that army [10:40:31] then may take other slots [10:45:49] it's still move shoot assault [10:46:01] "snapshop" = stand and shoot for an assaulted unit [10:46:20] BS1 [10:46:58] no template or blast [10:47:32] someone gimme a BoLS link so I can confirm/deny **** [10:48:04] "schools of psychic powers" [10:48:11] not sure if its random though [10:50:44] these psychic powers are IN ADDITION to your codex powers [10:51:11] so you don't lose any of the powers in a current codex [10:52:25] premeasure all the time [10:52:40] random charges 2d6 for foot, 3d6 drop lowest for jump pack troops [10:53:05] jump pack troops get "hammer of wrath" = impact hits, 1 A @ I 10, normwal weapon normal attack [10:53:35] for jump packs, not sure about wings, maybe [10:53:41] he only got to look at the book for an hour [10:53:46] to "pick topics for customers" [11:00:13] 6 missions, and 3 deployment zones [11:00:23] primary and 3 secondary objectives [11:00:28] vps for objectives [11:07:45] there is a hull point systemm, damage chart changed [11:08:03] 1-2 shaked 3 = stuned 4 = weapon destroyed 5 = wrecked 6 = kablam [11:08:25] he didnt seen an immobile on the chart [11:08:42] he just "Saw that it said AP2, not sure what it was about" [11:10:05] terrain is a part of the FoC [11:10:13] aegis defense line 50pts [11:10:27] cover is 5+ [11:12:42] "fortifcation FOC slot" [11:13:09] 1 per game [11:15:57] err sorry 1 per player per game [11:16:25] rapid fire is half range not 12" [11:17:51] rapid fire isnt limited by movement
Перевод некоторых карт магии из WD
1. Пиромансия - Мельтаудар, 6 дюймов, 8, 1, ассолт 2, мельта, 2. Телекинез, У тебя есть 3 куба на резервы, аутфланг и диф. тер. 3. Телекинез, 6 дюймов, 10, 1, шаблон, нужно чтобы шаблон касался псайкера. 4. Телепатия, выбираем один юнит в 12 и кидаем д6: все результаты плохие для юнита, просто чем больше, тем хуже.
Если были бы норм фотки, можно больше узнать...
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Mikaere | Дата: Среда, 20.06.2012, 15:16 | Сообщение # 2 |
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| Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)
Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.
Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.
Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta
Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.
Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit) d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect. 3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect. 5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)
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Mikaere | Дата: Среда, 20.06.2012, 15:20 | Сообщение # 3 |
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| HQ's can challenge in single combat,
Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,
Rage is +2 attacks on the charge
Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,
Land Speeders get Jink for a +5 cover save or 4+ if flat out,
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,
Snipers can select targets if they roll a 6 to hit,
Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),
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