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 Horus Heresy Weekender 2016 
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Beitrag Horus Heresy Weekender 2016
Wie manche vielleicht schon mitbekommen haben, findet dieses Wochenende der Horus Heresy Weekender statt. Dabei werden die neusten Produkte vorgestellt und es gibt viele Einblicke in die kommenden Monate von Forgeworld. Hier mal ein paar Informationen, die ich zusammen tragen konnte.

Erstmal die 3 neuen Legionen
blood angels

legiones astartes rule
when in combat and using a melee weapon BA require 1 less to wound than normal (1 less, not +1str, but same effect, so it stacks with weapon boosts)
may not go to ground
excluding dedicated transports BA may not have more vehicles than units with the legiones astartes rules, this may block certain rites
any model who can take a volkite serpenta may instead take a hand flamer for price
any model who can take a plasma pistol may take an inferno pistol for a price
praetor, centurion or consul may take a new sword if they can take a power fist, AP2, master crafted, twohanded and each wound caused (before saves) counts as two, rolling saves separate. pretty damn nasty
may take assault cannons same as imperial fists
rites of war
two rites, one offensive, one defensive
offensive rite:
all jump infantry units, must be held in reserves, and must deep strike in on turn one, no rolls needed, all deep striking units (not just jump infantry) gain a +5 cover save on the game turn they arrive, and all shooting attacks from deep striking infantry and jump infantry units gain pinning on the turn they deep strike in. all blood angels gain +1 initiative on the charge, characters must always accept challenges if issued.
compulsory choices for this rite must have jump packs, must take a compulsory fast attack choice, which must have deep strike or be a flyer. can't take fortifications, sentry guns or any LoWs that aren't flyers or sanguinius himself.
defensive rite:
immune to pinning, and stubborn while within 3" of an objective which is in their own deployment zone. enemy units suffer -1 to their sweeping advance rolls when their running away. units that are below 50% of their starting number of models, gains FNP(5+) but counts as destroyed at the end of the game for VPs and are no longer scoring. Characters must issue and accept challenges,

white scars

legiones astartes rule
units which move their full distance in their movement phase, gain +1 to cover saves or a 6+ if none, and also rerolls 1s to wound with shooting and combat attacks until the start of your next turn.
gains +1 to the roll to see who goes first, seize the initiative, and to the 1st reserves roll each turn
must take a single fast attack slot before taking any heavy support choices, does not apply to zone mortalis missions.
skilled rider (as if this was a surprise to anyone)
power glaive, two profiles, either a power sword if used one handed or a power axe without unwieldy if used two handed. may be taken by any character (including sergeants and the like)
cyber-hawk is a wargear option for any WS praetor. basically, it can be placed anywhere on the board, and WSs get to reroll 1s to hit when shooting against any enemy units within 6" and may reroll charge range against said units, the cyber-hawk can not be charged or shot at, and doesn't count a an actual model, only a counter.
rites of war
first rite
skyhunters and outrider squads are troops and scoring units, they must also be taken as the compulsory units. units with the bike or jetbike type gain hit and run. infantry without transports start in reserve. infantry units gain outflank, and they also gain hit and run, if the unit doesn't have any heavy, salvo or ordinance weapon in it. the warlord must be on a bike or a jetbike. may not have more heavy support choices than fast attack
second rite (may only be taken as part of a shattered legions force)
units do not conceded VPs for being destroyed on a 4-5, on a 6, you score a point. all models are fearless on the first round of a combat.must be loyalists, must have more infantry than vehicles.

dark angels

legiones astartes rules
when fighting in combat with a 'blade weapon' (list provided but not repeated here) and fighting an enemy unit with the same WS, you hit on 3's rather than 4's.
if at the end of the game the enemy player has more units left than the dark angels player (including allies on both sides) then they get +d3 victory points, fleeing units don't count as usual.
lots. this is where DA get their real toys. 3 new weapons, and 3 extra ammo types for existing weapons
any character who can take a power sword can instead take a calibanite war blade, which is a power sword with +1str for the same price
new plasma gun variant, anyone who can take a plasma gun may instead take a plasma repeater for a few points extra, 12" str6 ap2, salvo2/3 twinlinked and gets hot
any DA praetor, consul or centurion that can take a power fist, can instead take a terranic greatsword, str +3 ap3, two handed, instant death.
acid rounds for heavy bolters on infantry or dreadnoughts, poisoned(2+) and ap value of D6 (roll each time its fired)
stasis shells for grenade launchers and missile launchers on models with LA(DA) rule. small blast, str3/4 depending on type, and any unit hit by it, suffers -1ws and initiative until the end of the turn.
rites of war
first rite
proto-ravenwing, jetbikes and outriders are the only troops choices allowed. ICs re-roll to wound against targets with toughness 5 or higher in close combat, also stubborn while in combat. jetbike and skimmer type units can leave the board and go into ongoing reserves, gain outflank when this is done, may reroll all sweeping advance rolls. characters may take rad grenade. all vehicles must be skimmers or flyers. infantry must have skimmer or flyer transports or can't be taken. can't get leadership bonuses from allies.
second rite
ironwing, all vehicle squadrons of two or more vehicles are BS5. infantry gain +1 to wound when shooting at an enemy unit within 12" with pistol, rapidfire, or salvo weapons with str5 or less. all vehicles ignore their first failed dangerous terrain test (of the game) and add +1 to flat out moves. all dreadnoughts of any type gain fear and tank hunter. all infantry must have transports, at least half the total number of units in the army must be vehicles with the 'tank' type. should all the tanks be destroyed then the enemy gains an additional VP as if they'd achieved a secondary objective. no fortifications.

Die neuen Rites of War
generic rites of war

rite representing traitors from loyalist legions, gives boosts against loyalist marines, especially from the same legion
rite making jetbikes troops, all units must be skimmers, jetbike or flyers
rite representing loyalists from traitor legions, similar to other rite but different boosts
rite making contemptor and regular dreadnought talons troops not elites, must take forge lord and primius medicea as additional HQs.
rite making predator squadrons troops, sicarans (regular only) elites and allowing a single predator or sicaran as a HQ choice, all non-vehicle units must have transports
rite making the primarch a HQ choice not LoW (still has the price of failure) allowing him under the 2k limit, no LoW slot. but he dies, all scoring units cease to be scoring, only denial
rite allowing any battle-automata (castellax, vorax, domitar) as their respective FoC slots in a legion army (non-complusory), must include 1+ cortex controller, a forge lord must be taken, and only more forge lords or praevain may be taken as consuls
rite allowing assault squads to deep strike turn 1, on the turn they arrive, they can only be snap fired at, and gain hit and run from turn 2 onwards, all units in the army must be able to deep strike or be transported in flyers
rite removing 'support squad' rule from recons marines, all units deployed with scout or infiltate (actively used) gain shrouded during turn 1, no terminator units may be taken
zone mortalis rite, terminators are troops, 1 unit of terminators may be given deep strike for free, breachers when all in base contact gain +1 to invuln saves
rite of war for traitor legions only, must take an allied detachment of militia/cults. detachment gains stubborn in their deployment zone, and do not yeild victory points for being killed. primary detachment all gains outflank, must hold whole primary in reserves and can't deep strike

Legion exclusive rites of war
Sons of horus gain relentless while in their own deployment zone, fleet in no mans land, and crusader while in the enemy deployment zone, may also re roll all rolls of 1 to hit in the first turn. legion terminators are troops
death guard gain a cover save of 5+ while in the open as long as no enemy models are within 12", also rolls a D6 for each woodland terrain piece on the board, on a 4+, the piece has -1 to its cover save and is dangerous terrain to all non-DG units, all frag grenades and missiles are str5, must include siege breaker
world eaters gain FNP while in enemy deployment zone, ICs also gain IWND as well, enemy team gains +1 VP if WE player doesn't achieve 'attrition' or 'linebreaker' secondary objectives
emperor's children gain kakophoni squads as troops and they gain relentless, any infantry model in power armour or artificer armour may take sonic shriekers for cost
word bearers gain gal vorbak as troops, they may take drop pods and dreadclaws as DT. any unit that can take a rhino can instead take a drop pod, any enemy unit within the drop pods final landing spot (post scatter) takes a pinning test. all infantry units must deploy by deep strike
night lords gain night raptors as troops, any unit can take trophies of judgement for a fixed cost, any unit of 10 or more men, may take kharybdis assault claws as DT. must always charge if in range.
iron warriors: barrage weapons fired within 12" of friendly iron warriors only scatter D6, counters are left in the center of barrage attacks, if more barrage attacks are made within 18" of a counter and within 6" of friendly IWs do not scatter. also any IWs within 6" of a counter is fearless
alpha legion gain head hunters as troops, reroll who goes first, and any enemy unit shooting at an alpha legion unit must pass a leadership test first, unless they have already been shot at by alpha legion. enemy gains D3 VP if AL do not kill their warlord, all vehicles are held in reserves
imperial fists get phalanx warders as troops, any infantry unit can buy teleport arrays for a cost, units gain shrouded the turn they arrive via teleport array, plus enemy units with LoS and within 12" of the teleporting unit, must take a blind test at the of the phase
ultramarines must take a milita allies detachment with gene-crafted and warrior disciplines provenances, all infantry units in allied detachment gain infiltrator and implacable advance. recon marines lose 'support squad' rule.
iron hands gain medusan immortals as troops which are stubborn while in enemy deployment zone, also gain 'hatred(traitors)' rule across the whole army, no allies and no ferrus manus
raven guard for one turn only (of their choice) entire army gains zealot, gains D3 VPs for slay the warlord, allied militia are fearless while within 6" of raven guard infantry
salamanders cause fear, may chose to play additional game turn if random length in is use (instead of rolling) librarians gain special psychic power, which is a replacement 'pyromancy' primus power. str5 ap1 beam 18" range, and units that take casualties from it must take a morale check regardless of the 25% rule, with a negative modifier equal to the number of unsaved wounds caused.

Der große Bruder des Thunderhawks

Neue schwere Infanteriewaffen


Iron Circle (Spezialeinheit der Iron Warriors)

Mehr phospex :mrgreen:

Skitarii/ Infanterie der Titanenlegionen

So 7. Feb 2016, 12:43
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