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Munio
Czempion
Dołączył: 12 Lis 2007
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Wysłany: Pią 15:55, 27 Lut 2009 Temat postu: |
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Army of Death z bolsa,srogi czad,pogralbym sobie tym.^^
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Snipa
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Dołączył: 21 Cze 2005
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Wysłany: Nie 22:18, 08 Mar 2009 Temat postu: |
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Tu znajdziecie zbiór plotek o nowej gwardii. Ogólnie rzecz biorąc jeżeli się sprawdzą to Gwardia może być bardzo mocna.
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Gromisław
Lord Inkwizytor Moderator
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Wysłany: Pon 18:12, 09 Mar 2009 Temat postu: |
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Snipa napisał: |
http://warseer.com/forums/showthread.php?t=185873
Tu znajdziecie zbiór plotek o nowej gwardii. Ogólnie rzecz biorąc jeżeli się sprawdzą to Gwardia może być bardzo mocna. |
Nie chcę się chwalić ale już wystawiłem to wcześniej . No gwardia mam nadzieje że będzie fajna a zarazem silna (byle nie przegięta x/), generalnie z niecierpliwością czekam na kodeks . BTW 21.03 już będzie AO nowych modeli gwardii, coś czuję że już wtedy GW wypuści przez przypadek do sieci nowy kodeks >
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Snipa
Lord Administrator
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Wysłany: Pon 18:37, 09 Mar 2009 Temat postu: |
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Faktycznie. Wcześniej nie zauważyłem.
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Gromisław
Lord Inkwizytor Moderator
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Wysłany: Czw 11:38, 12 Mar 2009 Temat postu: |
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A także:
Cytat: |
General info
Release date is 2 May 2009.
The new codex will be 104 pages long.
Rumoured to include at least 2 waves of releases. It is unclear when the second wave will appear.
Rules
Army-wide Special Rules
Doctrines
Doctrines may have been replaced by Platoons options. No details on exactly what upgrades are available. Recent codex sightings indicate more limited than first thought.
Orders
Company Commander can issue up to two Orders to any squad with Vox or within 12".
Platoon Commander can issue one Order to any squad in their platoon with Vox or within 6". Some squad leaders can issue Orders to their own squad.
Orders are given at the start of the shooting phase. The Company Commander HAS to place their orders first, then Platoon Commanders and so on. If a unit is "activated" before it receives an order then it cannot benefit from one that turn. The receiving unit has to pass a LD test with the following affects:
Double 1 - They follow the Order and can be given another Order
Pass – They follow the Order
Fail – They fail the Order, but can act as normal
Double 6 - They do nothing.
Platoon Commander Orders are:
“First rank fire, second rank” - + 1 shot for Rapid Fire weapons (so 3 at 12", 2 at 13-24)
"Down!" - Go To Ground with +1 cover save, i.e. +2 total and the unit can't shoot for that turn.
“Move, move, move!” – Allows the squad to roll more dice when they run and take highest.
Company Commander Orders (all of the Platoon Commander ones plus):
"Bring it down" - Twin Links all weapons shooting at tanks, MCs including units or squadrons of them.
Some form of rallying Order which rallies a unit or even unpins them. This possibly works after they have used the “Down!” Order that round.
Overwatch has been rumoured supposedly allowing a round of shooting during the enemy’s shooting phase at the cost of not shooting and assaulting next turn (effectively going to ground).
Miscellaneous
Some squads will supposedly have access to heavy flamers, but it is not clear which ones.
Power Weapons appear to be 10pt upgades (at least for Officers)
Special Characters
Creed and Kell take the place of Officer and (probably) Standard Bearer in a Command Squad. Can issue 4 Orders per turn, including a unique order "For Cadia!" giving a unit Fearless and Furious Charge. He allows one unit to gain Scout. Creed has a TL Hell Pistol. Kell will enforce Creeds orders somehow.
Usarker Creed 4 4 3 3 3 3 3 10 4+
Jarran Kell 4 4 3 3 2 4 2 8 4+
Captain Chenkov can upgrade his Platoon's Conscript squad for 75 points, allowing the Special Order "Send in the next wave!" removing the squad immediately and letting them enter from the table edge at full strength next turn.
Captain Chenkov 4 4 3 3 2 3 2 9 4+
Commissar Yarrick. Bale Eye is a Hell Pistol. Iron Will grants Eternal Warrior and a 'get up' save for his last wound. Force Field makes the enemy re-roll to wound rolls
Commissar Yarrick 5 5 3 4 3 3 3 10 4+
Catachan Devil Gunnery Sergeant Harker. Upgrade for veterans who then count as having defensive grenades (booby traps)
Gunnery Sergeant Harker 4 4 4 3 1 3 2 8 5+
Lukas Bastonne. Stormtrooper upgrade who allows his squad to always try to rally regardless of casualties etc.
Lukas Bastonne 4 4 3 3 1 3 2 10 4+
Iron Hand Straken is a Company Commander choice. He and his Command Squad are Fearless, and he has a special Order which gives a unit (or possibly units) Furious Charge and Counter Attack.
Colonel Straken 5 4 6 4 3 3 3 9 3+
Sly Marbo. Demo Charge Sniper Pistol. Elites choice, deploys like a Callidus assassin. Wounds on a 2+ in assault.
Sly Marbo 5 5 3 3 2 5 4 7 5+
Mogul Kamir is an upgrade to Rough Riders and gives them Furious Charge and Rage
Moghol Kamir 4 3 3 3 2 3 3 8 5+
Captain Al’rahem lets a unit fire one volley in the shooting phase and then Run. He may be able to do it out of sequence.
Captain Al’rahem 4 4 3 3 2 3 2 9 5+
Nork Dedog. If he dies in assault he auto hits the enemy X times in a frenzy before passing out. He comes round later and asks if they won .
Nork Dedog 4 3 5 5 3 3 4 8 4+
Knight Commander Pask of Cadia. Around 50pts. Tank Commander upgrade character. Must ride in a Leman Russ. Grants BS 4 to one weapon (possibly more if Tank stationary). Cannot disembark if the Tank is destroyed. Has an additional special ability against tanks and MCs.
HQ
Company Commander: around 50pts
No longer ICs. Can reportedly be upgraded for x-amount to get Storm Troopers as Troops
Company Commander 4 4 3 3 3 3 3 9 5+
Primaris Psyker
Powers:
'Lightning Arc' - S6 Assault 2D6
'Nightshroud' - Enemy has to pass a Ld test to shoot at his unit.
Primaris Psyker 4 4 3 3 2 3 3 9 5+
Commissar Lord
Newer rumours say he is described as having lots of inspirational powers (possibly fearless) and will supposedly allow more freedom in selecting Commissars for other squads.
Commissar Lord 5 5 3 3 3 3 3 10 5+
Regimental Advisors: around 30pts each
Officer of the Fleet
Forces opponent to subtract -1 from all reserve rolls
Officer of the Fleet 3 4 3 3 1 3 1 7 5+
Astropath
Add +1 to reserves rolls. I think it says they can do something with orders too, although the pic is unclear.
Astropath 3 4 3 3 1 3 1 7 5+
Master of Ordnance
Can call in a S9 AP3 Ordnance shot with unlimited range if he doesn't move that turn
Master of Ordnance 3 4 3 3 1 3 1 7 5+
Other Advisors
Commissars: 35pts
Bestow Stubborn on the Command or Infantry squad they are attached to and still execute leaders who fail to pass Ld tests. Once a Commissar Lord is taken they have more freedom and there can be more of them. They are also supposedly cheaper (almost half their current price). Some text seen near a pic of Commissars at Open Day appears to say Commissars will have an affect on Orders, possibly making it easier to use them. Apparently their weapon options may be restricted to Bolt Pistol, Power Weapon and Plasma Pistol (ie, Fists only on Lords).
Commissar 4 4 3 3 1 3 2 9 5+
Ministorum Priest
Special Rules not known
Ministorum Priest 3 3 3 3 1 3 2 7 5+
Command Squad
Bodyguard: around 15pts
Can allocate 2 wounds to them which would affect their Officer
Medic
Feel No Pain
Elites
Psyker Battle Squad
1 Overseer, and 4 Psykers 60pts. Add up to 5 more Psykers. Two powers rumoured so far.
“Soulstorm” - Range 36, S=number of psykers in the unit, AP d6, Heavy 5" blast.
A focused attack that drops enemy LD=number of psykers in the squad with a range of 24".
The Overseer or Mentor will shoot D3 of them on any Perils of the Warp result.
Overseer (Mentor) 3 3 3 3 1 3 2 9 5+
Sanctioned Psyker 2 3 2 3 1 3 1 9 5+
Stormtroopers
16 points each. Hellgun, Hellpistol, CCW, frag and krak grenades, carapace armour and targeters as standard.
Have both Infiltrate and Deep Strike for free. Can take 2 special weapons.
'Special Ops' Special Rule picked before battle gives a bonus to one of the two deployment types:
Behind Enemy Lines - Move Though Cover,
Recon - Out Flank
Arial Assault - re-roll to scatter dice for deep strike and Valkyrie disembarks
Stormtrooper Sergeant 3 4 3 3 1 3 2 8 4+
Stormtrooper 3 4 3 3 1 3 1 7 4+
Hellgun 18 3 3 Rapid Fire
Hellpistol 6 3 3 Pistol
Techpriest Enginseer
Special Rules not known
Techpriest 3 3 3 3 1 3 1 8 3+
Servitor 3 3 3 3 1 3 1 8 4+
Ogryns
Squad of 3 115 points +35 points each extra
Furious Charge, Stubborn
Bone head 4 3 5 5 3 2 4 7 5+
Ogryn 4 3 5 5 3 2 3 6 5+
Ripper gun 12 5 - Assault 3
Ratlings
3-10 per squad. 10 points each. They supposedly have Stealth and Infiltrate. Something else has been rumoured about them having 'snacks'. No news yet on what affect this may have.
Ratling 2 4 2 2 1 4 1 6 5+
Sniper Rifle 36 X 6 Heavy 1, Sniper
Sniper Squads
Can supposedly infiltrate, get stealth, range finders and all models in the squad have sniper rifles and BS 4. A new rumour says they will also get camo cloaks. They do not appear as a separate entry in the leaked summary. If they do appear, it would probably be as an upgrade to Veteran Squads, as they are the only Guardsmen with BS4 in the summary.
Troops
Imperial Guard Platoons
Platoons will supposedly be structured as follows:
1 command squad and 2 infantry squads
Plus
0-3 Infantry squads
0 - 5 heavy weapons squads
0 - 2 special weapons squads
0 - 1 Conscript Platoon
The entire platoon with all these squads will only take one Troops selection in the FOC.
Infantry squad is 50 points for 9 Guardsmen and a Vet Sergeant. Mortar 5pts, Heavy Bolter/Autocannon 10pts, Missile Launcher 15pts, Lascannon 20pts, Grenade Launcher/ Flamer 5pts, Meltagun 10pts, Plasma Gun 15pts
Meltagun 10pts, Plasma Gun 15pts. Heavy weapons are 'pretty much the same'.
Any number of Infantry Squads (and only Infantry Squads) in a Platoon may choose to deploy as a single unit.
Heavy Weapons Squads start at 60pts with 3 Mortars. Upgrades: Heavy Bolter/Autocannon 5pts, Missile Launcher 10pts, Lascannon 15pts. Heavy weapons teams will be a single 2W entity, like a Space Marine Attack Bike.
Special Weapons teams will be 6-man teams and are able to take 3 Demo Charges
The Conscripts form one unit of 20-50 men and have only a lasgun.
Platoon commander 4 4 3 3 1 3 2 8 5+
Sergeant 3 3 3 3 1 3 2 8 5+
Guardsmen 3 3 3 3 1 3 1 7 5+
Heavy Weapons Team 3 3 3 3 2 3 2 7 5+
Conscript 2 2 3 3 1 3 1 5 5+
Platoon Command Squads can take Standards giving them +1 Combat Res in assaults.
Platoons will supposedly benefit from a special rule called "Platoon Drill" which grants the ability to ignore any other squad within the Platoon for the purposes of determining the enemy's cover save. Basically the Guard squads will get a cover save when being shot at through a squad in the same Platoon, but their enemy will not get one when the squad shoots back. This will supposedly only work if the Vox network is still intact.
Platoons may be able to attach sentinels, chimeras, and hellhounds as support vehicles. Support Vehicles would still take up a FOC spot, but become part of the platoon and so would benefit from “Platoon Drill” and other Platoon-wide rules.
Veteran Squads
Come as 10-man squads. May take Carapace.
Veteran Sergeant 3 4 3 3 1 3 2 8 5+
Veteran 3 4 3 3 1 3 1 7 5+
Veteran heavy weapons team 3 4 3 3 2 3 2 7 5+
Penal Legion
50 pts. 1 Penal Guard and 9 Penal Legionnaires. Lasgun & CCW. Stubborn.
Roll for their 'Crime' at start of game:
Psychos: better fighters. Not sure what this entails.
Scroungers: start with more gear. (probably grenades, maybe pistols)
Gunslingers: Shooting becomes Assault 2.
Chaosftw on Heresy online says:
Quote On a 1-2 they get extra shots (basically always count as double tapping) on a 3-4 then get fleet and furious charge, and on a 5-6 they get an extra dice when fighting in Close combat and gain RENDING.
Penal Guard 3 3 3 3 1 3 2 8 5+
Penal Legionnaire 3 3 3 3 1 3 1 8 5+
Transports
Chimera
55 pts. Tank, Amphibious, Mobile Command Vehicle. Multi-laser, hull Heavy Bolter, searchlight and smoke launchers. Options: Upgrade Multi-laser to Heavy Flamer or Heavy Bolter - free; hull Heavy Bolter to Heavy Flamer - free; Storm Bolter or Heavy Stubber +10pts, Hunter-Killer Missile +10pts, Dozer Blade +10 pts, Extra Armour +15pts, Camo Netting +20pts.
Chimera 3 12 10 10
Fast Attack
Rough Riders
Hunting Lance, Laspistol & CCW. Lance still once per game.
Rough Rider Sergeant 3 3 3 3 1 3 2 8 5+
Rough Riders 3 3 3 3 1 3 1 7 5+
Recon Sentinels: 35 pts
Open Topped, Scout, Move Through Cover,
Weapon: Multilaser.
Options: Autocannon 5pts, Heavy Flamer 5pts, Missile Launcher 10pts, Lascannon 15pts. Searchlight 1pt, HK Missile 10pts, the entire squadron can buy smoke launcher for 5pts/model and/or camo-netting for 10pts/mode.
Recon Sentinel 3 3 5 10 10 10 3 1
Spearhead Sentinels
Heavy Support Sentinels will supposedly lose Scout, but will be enclosed and have options for heavy weapons such as the Plasma Cannon and Multi-Melta.
Spearhead Sentinel 3 3 5 12 10 10 3 1
Fast Tanks Squadron
1-3 tank squadron of any of the following:
Hellhound: 130 pts.
Tank, Fast.
Heavy Bolter, Inferno Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Hellhound 3 12 12 10
Inferno Cannon Template* 6 4 Heavy 1
*Template can be placed up to 12” from the model
Banewolf: 130 pts
Tank, Fast.
Heavy Bolter, Chemical Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Banewolf 3 12 12 10
Chemical Cannon Template 1 3 Poison (2+)
Devil Dog: 120 pts
Tank, Fast.
Heavy Bolter, Melta Cannon
Replace Heavy Bolter with: Flamer for free, Multi-Melta 15pts. Extra armour 15pts, Searchlight 1pts, Heavy Stubber 10pts, HK Missile 10pts, Dozer Blade 10pts.
Devildog 3 12 12 10
Melta Cannon 24 8 1 Small blast, Melta
The entire squadron can buy smoke launchers for 5 pts/mini or camo-netting for 20 pts/mini.
Valkyrie: 100pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 2 Hellstrike Missiles, Multilaser
Options: change Multilaser to Lascannons +15pts, change Hellstrike Missile for 2 Multiple Rockets Pods for +30pts, door Heavy Bolters for +10pts
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Valkyrie 3 12 12 10
Hellstrike Missile 72 8 3 Ordnance 1, One use only
Multiple Rocket Launcher 24 4 6 Heavy 1, Large Blast.
Valkyrie Vendetta 130pts
Skimmer, Fast, Scout, Deep Strike, Transport 12 models. May not carry Ogryns
Squadron of 1-3
Equipment and weapons: Extra Armour, Searchlight, 3 TL Lascannons
Options: change 2 Lascannons for 2 hellfury missiles for free, heavy bolters for +10pts.
“Grav Chute Insertion” – Embarked Troops may DS at any point in its movement, re-rolling scatter, but more than 12" and they take a dangerous terrain check.
Vendetta 3 12 12 10
Hellfury Missile 72 4 5 Heavy 1, Large Blast, One use Only
Heavy Support
Leman Russ Squadron
Vehicle Squadron of 1-3 Leman Russ or Leman Russ Demolishers in any combination
Leman Russ Battle Tank: 150pts
Leman Russ 3 14 13 10
Battlecannon 72 8 3 Ordnance, Large Blast
Leman Russ Demolisher: 165pts
Demolisher 3 14 13 11
Demolisher Cannon 24 10 2 Ordnance, Large Blast
Leman Russ Exterminator: 150pts
Exterminator 3 14 13 10
Exterminator Autocannon 48 7 4 Heavy 4, Twin Linked
Leman Russ Vanquisher: 155pts
Vanquisher 3 14 13 10
Vanquisher cannon 72 8 2 Heavy 1 +1D6 penetration
Leman Russ Eradicator: 160pts
Eradicator 3 14 13 10
Eradicator Nova Cannon 36 6 4 Heavy 1, Large blast Ignores cover saves.
Leman Russ Punisher: 180pts
Punisher 3 14 13 11
Punisher Gatling Cannon 24 5 - Heavy 20
Leman Russ Executioner: 190pts
Executioner 3 14 13 11
Executioner Plasma Cannon 36 7 2 Heavy 3, small blast.
Russ options:
May exchange hull Heavy Bolter for lascannon for 15pts, may take sponsons with: heavy bolters 20pts, multi-melta 30pts, plasma cannons 40pts. Heavy Stubber 10pts, Dozer Blade 10pts, HK missile 10pts, Extra Armour 15pts. Entire squadron can take camo-netting for 20pts/model. One of the squadron tanks can be the squadron leader for 50pts.
Camo Netting improves a stationary tanks cover save by +1
Lumbering Behemoth rule - lets you fire turret weapon --any type, even ordnance-- and rest of weapons at speeds of up to 6", but cruising speed is only 6+D6" instead of 12". Being normal vehicles (not Fast) they can't fire any if they move over 6"
Artillery Squadron
1-3 models in a squadron. Same options as the LR’s. Can be enclosed for 15pts/model, and take camo-netting for 30pts/model.
Basilisk: 125pts
Open Topped.
Basilisk 3 12 10 10
Earthshaker Cannon 36-240 9 3 Ordnance , Large Blast
Medusa: 135pts
Open Topped. Can buy siege bombs for 5pts
Medusa 3 12 10 10
Medusa Cannon 36 10 2 Ordnance , Large Blast.
Medusa Bunker Buster 48 10 1 Heavy 1, Blast.
Hydra: 75pts
Camo-netting cost 20pts
Hydra 3 12 10 10
Hydra Autocannon 72 7 4 Heavy 2
It is assumed each Hydra will have multiple Hydra Autocannon (either 2 Twin Linked or 4)
It supposedly has special tracking systems that ignores cover saves for skimmers and bikes going fast etc
Colossus: 140pts
Open Topped.
Colossus 3 12 10 10
Colossus Siege mortar 24-240 6 3 Ordnance , Large Blast
*Must fire indirectly*
Griffon: 75pts
Open Topped.
Griffon 3 12 10 10
Griffon Mortar 12-48 6 4 Ordnance barrage, Large Blast\
Manticore: 160pts
Manticore 3 12 10 10
Storm Eagle Rockets 24-120 10 4 Ordnance 1D3, Barrage, Large Blast
Deathstrike: 160pts
Deathstrike 3 12 10 10
Deathstrike Missile 12-unlimtd 10 1 Ordnance barrage, D3+3” Blast, one Use only
Special Rules:
- Cannot be fired on Turn 1. Each turn roll a D6, weapon can be fired on a 6. Modifiers: +1 per turn, -1 for each crew stunned or weapon destroyed results sustained. Can always be fired on the roll of a natural 6.
- Any weapon destroyed results received are ignored, the only effect they have is to delay the launch.
- Hits on vehicles in the area of the Deathstrike Missile are not calculated at half strength but at S10.
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Cytat: |
~Hi guys, boy has the tipline (upper right column) been buzzing of late. Here is a basic rundown of the upcoming IG codex sent to retailers to help explain the upcoming Warhammer 40k release. There are some more nice confirmations in there, after all these months of rumors and speculation.
Release Summary:
The new Codex is designed around the Imperial Guard Infantry Company - a rank upon rank of soldiers supported by a huge array of armoured vehicles and battle tanks. The range is well supported with plastic box sets for two famous Imperial Guard regiments - the Catachan Jungle Fighters and Cadian Shock Troops - as well as a number of vehicles including battle tanks, troop transports and scout walkers.
The key themes of the Imperial Guard army - lots of men, lots of tanks - are highlighted in this Codex. Infantry Platoon squads can be deployed together as a single scoring unit of up to fifty men can (sic), and tanks can be chosen in squadrons of up to three vehicles: this brutal mass of bodies and armour is what the Imperial Guard is all about.
The Codex includes a number of special characters, including famous officers such as Captain Al'Rahem of the Tallarn Desert Raiders, Commander Chenkov of Valhalla and Colonel 'Iron Hand' Straken of Catachan. Each of these characters has a unique rule or set of orders that conveys the character of his home regiment. In addition, legends such as Commissar Yarrick and Ursarkar Creed are brought up to date, and new characters such as Knight Commander Pask of Cadia and the Catachan Devil Gunnery Sergeant Harker are presented.
Features & Benefits of Codex: Imperial Guard:
- Reduced points costs and Infantry Platoon special rules allow Imperial Guard armies to rival even Ork and Tyranid hordes for huge units. Plastic box sets and the two Battleforce sets allow customers to build such an army quickly and conveniently.
- Chimera fighting vehicles are now the standard Transport upgrade for Imperial Guard squads, and can be chosen without need for special rules or variant army organisation: any Imperial Guard army can be fielded as Mechanised Infantry.
- Command Squads can now influence nearby Infantry Squads through the use of the orders rules. These range from allowing nearby Guardsmen an extra shot with their lasguns, benefiting from improved cover saves, or receiving a bonus to their anti-tank shooting. These rules make the Command Squads more important than ever before, and introduce a new dynamic into the Imperial Guard army.
- Tanks can be fielded in squadrons of up to three vehicles as a single choice on the Force Organisation chart, allowing players to include more than ever in their armies.
- The expanded army list includes several tank designs available from Forge World, such as the Medusa, Hydra Flak Tank and Leman Russ Vanquisher.
- This book revisits many of the Imperial themes of the Guard army, including new character types like Astropaths, Primaris Psykers and Lord Commissars. Touches like these firmly place these human soldiers in the grim darkness of the 41st Millennium."
- Leman Russ special rule: "Lumbering Behemoth" - a Leman Russ that remained stationary or moved up to 6" can fire its turret weapon in addition to any other weapons it may fire - even if the turret weapon is ordnance.
Models
May 2nd
-Cadian Shock Troops (box of 10 plastic guardsmen). "Can be used to build Infantry Squads and Conscript Squads, and more exotic squads such as Veteran Squads and Penal Legion squads. Repackaged box set offers an Infantry Squad in a single purchase, and includes options for flamers, grenade launchers, vox-caster and Sergeant. Vox-casters are more useful than ever before as they allow officers to re-roll the Leadership test to determine whether their orders are issued successfully or not.
-Catachan Jungle Fighters (box of 10 plastic guardsmen). Same info as above.
-Imperial Guard Command Squad (5 figure plastic box set). "79 components on sprue, including plasma gun, meltagun sniper rifle, heavy flamer, respirators, power weapon and power fist."
-Catachan Command Squad (5 figure plastic box set). "81 components on sprue, including plasma gun, meltagun, sniper rifle, heavy flamer, power weapon and power fist."
-Primaris Psyker (1 figure blister). HQ choice Psyker Lord. Lightning Arc: Assault 2D6 Strength 6 psychic attack. Nightshroud: enemy units must pass a Leadership test to shoot the Psyker or his squad.
-Imperial Guard Sentinel (1 figure box set). Can build a single Armoured Sentinel or Scout Sentinel from the Imperial Guard Codex. Armoured Sentinels have Front Armour 12, Scout Sentinels are open-topped but have the Scouts and Move Through Cover special rules. Weapon options include multi-laser, autocannon, lascannon, heavy flamer, plasma cannon, and missile launcher. Replaces all existing Sentinel box sets in range. Can be upgraded with hunter-killer missiles, searchlights, camo netting and smoke launchers.
-Imperial Guard Ratlings (5 figure blister). Abhuman snipers with Stealth and Infiltrate special rules. Characteristic snacks modelled onto bases. Sculpted by Dave Thomas.
-Imperial Guard Valkyrie (1 plastic model kit). Includes multi-laser and lascannon weapon options, multiple rocket pods and Hellstrike missiles, plus optional heavy bolter sponsons. Includes new clear plastic flying stand for Warhammer 40,000 vehicles. Can be fielded in squadrons of 1-3 Valkyrie Assault Carriers per Fast Attack choice. Transport capacity of 12 models. Grav Chute Insertion: embarked squads can deep strike over any point the Valkyrie moves over in its Movement phase, taking dangerous terrain tests as they land.
May 16
-Imperial Guard Cadian Battleforce. - Imperial Guard Cadian Command Squad, 20 Imperial Guard Cadian Shock Troops, 3 Imperial Guard Cadian Heavy Weapons Teams, 1 Imperial Guard Sentinel.
-Imperial Guard Catachan Battleforce. -Imperial Guard Catachan Command Squad, 20 Imperial Guard Catachan Jungle Fighters, 3 Imperial Guard Catachan Heavy Weapons Teams, 1 Imperial Guard Sentinel.
-Imperial Guard Regimental Advisors (3 figure blister). Includes Officer of the Fleet, Astropath and Master of Ordnance. Can be added to Imperial Guard Command Company HQ Squad. Whilst the Officer of the Fleet is alive, your opponent must subtract 1 from all his reserves rolls. Add +1 to all reserves rolls whilst the Astropath is alive. Master of Ordnance can unleash a Strength 9, AP3 Ordnance Barrage with unlimited range if he does not move.
-Imperial Guard Lord Commissar (1 figure blister). HQ choice: leader-commissar who inspires his troops by leading from the front. |
Ostatnio zmieniony przez Gromisław dnia Śro 16:01, 18 Mar 2009, w całości zmieniany 2 razy
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Gromisław
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Wysłany: Sob 8:29, 15 Sie 2009 Temat postu: |
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Planetary empires, ciekawe czy też 2 hexy będą w WD sprzedawać...
EDIT: Zestaw kosztuje 29 i coś tam funtów....
Ostatnio zmieniony przez Gromisław dnia Sob 8:33, 15 Sie 2009, w całości zmieniany 1 raz
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Wysłany: Pon 12:47, 17 Sie 2009 Temat postu: |
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[link widoczny dla zalogowanych]
ciekawe czy do w40k pasują te figsy (chodzi mi o skale)
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Ederus
Lord Inkwizytor Moderator
Dołączył: 20 Wrz 2005
Posty: 2572
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Wysłany: Pon 13:28, 17 Sie 2009 Temat postu: |
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Figury są mega i widziałem zdjęcia jak gościu trzyma takiego w łapie i wydaje się być w normalnej skali. Olek mógłby sobie zafundować, bo warto IMO
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Gromisław
Lord Inkwizytor Moderator
Dołączył: 20 Wrz 2005
Posty: 3073
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Wysłany: Pią 9:38, 18 Wrz 2009 Temat postu: |
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[link widoczny dla zalogowanych]
waaaaagh!
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Munio
Czempion
Dołączył: 12 Lis 2007
Posty: 629
Przeczytał: 0 tematów
Ostrzeżeń: 3/5 Skąd: TEAM DAMAGE
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Wysłany: Pon 21:17, 30 Sie 2010 Temat postu: |
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plany wydawnicze GW
2010
Nov - DE
2011
Jan - GK (may be as late as March)
Late spring - Necrons
Early Fall - Witch hunters or Black Templar
Late Fall - Tau
trzęsiecie portkami?
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Doom
Książe Elektor
Dołączył: 05 Lip 2005
Posty: 3460
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Wysłany: Pon 21:19, 30 Sie 2010 Temat postu: |
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Bać to się Ty powinieneś
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Munio
Czempion
Dołączył: 12 Lis 2007
Posty: 629
Przeczytał: 0 tematów
Ostrzeżeń: 3/5 Skąd: TEAM DAMAGE
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Wysłany: Pon 21:26, 30 Sie 2010 Temat postu: |
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chyba tego, że zrobią z tego samograja i raptem będzie wysyp graczy dark eldarskich w końcu pracowali nad tym 12 lat
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Doom
Książe Elektor
Dołączył: 05 Lip 2005
Posty: 3460
Przeczytał: 0 tematów
Ostrzeżeń: 0/5 Skąd: Olsztyn
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Wysłany: Pon 21:28, 30 Sie 2010 Temat postu: |
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Naiwny jesteś Biorąc pod uwagę ile miłości dali dark eldarom do tej pory to jeszcze pewnie nawet szef GW nie zdecydował który z podpadniętych ostatnio devów ma zostać rzucony graczom na odstrzał jako szef projektu
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Gromisław
Lord Inkwizytor Moderator
Dołączył: 20 Wrz 2005
Posty: 3073
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Wysłany: Pon 21:32, 30 Sie 2010 Temat postu: |
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No w końcu Munio się doczekałeś tego kodeksu . Podobnie jak ja w latach 70 kiedy byłem młody i czekalem na kodeks orków (łezka w oku). I w końcu Inkwizycja....nice . Ale mimo wszystko sądzę że GK i WH wyjdzie później zdecydowanie niż na tej rozpisce...
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Munio
Czempion
Dołączył: 12 Lis 2007
Posty: 629
Przeczytał: 0 tematów
Ostrzeżeń: 3/5 Skąd: TEAM DAMAGE
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Wysłany: Pon 21:44, 30 Sie 2010 Temat postu: |
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Powiem tak,mam nadzieję że dark eldarzy będą równie ciężcy do grania jak dotychczas tylko żeby mieli więcej możliwości w robieniu rozpisek. W sumie GW teraz swoim codexem wilków osiągnęło apogeum przeginania więc teraz powinno wyjść coś w miarę wyluzowanego
Ostatnio zmieniony przez Munio dnia Pon 21:45, 30 Sie 2010, w całości zmieniany 1 raz
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