Laitetaanhan taas huhuja
warseeristä. Sivuilta löytyy paljon enemmän huhuja, mutta listaan tähän nyt sellaisia mihin on tullut muutosta vähän enemmän.
Army construction is moving back to percentages.
25% max lords (includes mounts)
25% max heroes
25% MIN core
50% max special
25% max rare
Just so I am clear on this, as there has been some misunderstanding, you can have a lord level character leading a small army if you want to (within the points), you don't have to take a hero as you do currently. I have heard nothing about unit champions being the general
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".
Failed Charge
* I think you only move the result of the D6's you rolled, you do not add on your basic movement.
Fliers
* Move 10 " and march 20 ". They ignore terrain whilst moving. 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.
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.
Stone Thrower
* Reduced to S3(9), armour saves are allowed.
Silti teho paranee, sillä kaikki jotka koskettavat lättyä vähnkin ottavat osumaa.
Make Way
* After charges, before even impact hits are done, a champion can move to the front of the attacked rank.
Crush them! or Stomp, one of these names
* Monstrous Cavalry and Monstrous Infantry are granted 1 bonus attack with the "always strikes last" special rule, at base strength (includes Great Eagles and Disks). (edit. I believe only infantry and cavalry can be hit with these, nothing else.) This does not replace impact hits. 1 rank only.
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 eliable in the past.
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.
Frenzy
* +1 attack all the time (front rank only for regular infantry and cavalry).
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
* This has been changed to improve an existing Ward Save, or to grant a Ward Save to magic.
Magic Resistance 1 = +1 Ward Save against Magic. For a unit without a ward save this is 6+
Magic Resistance 2 = +2 Ward Save against Magic. For a unit without a ward save this is 5+
Magic Resistance 3 = +3 Ward Save against Magic. For a unit without a ward save this is 4+
For things that already have a Ward Save, Flesh Hounds for instance, they have a 5+ Ward save already, and MR(3). This gives them a 5+ save against shooting/ combat, and a 2+ Ward Save against magic.
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
* Regeneration will come in several types. The Slanns ability for example will grant him Regeneration (3+), while there is a mundane magic item that grants regeneration (6+).
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).
Terrain
* D6+4 compulsory terrain.
* Terrain will not just affect the movement phase so much but will affect fleeing units, like in the War of the Ring game.
* The rulebook includes terrain rules for all the GW products.
* There are rules for dangerous terrain, and for some unit types different types of terrain are treated as dangerous. Cavalry treat all non-open terrain as Dangerous Terrain
Dangerous Terrain
* Roll D6 for every model, on a 1 it loses a wound
Breath Weapons
* Monsters with a breath weapon may use it once per battle in either the shooting phase (no partials under the template) OR once in combat, with 2D6 hits with the breath weapons strength in combat. This is in initiative order. At the moment it looks like it will be in addition to regular attacks, not instead of.
Yllä mainitusta linkistä löytyy tosiaan koko huhulista, mutta tässä on viimeisimpiä muutoksia ja varmistuksia.