Tällaisen huhunipun helffeistä nykäisin asrai.org sivulta
http://www.asrai.org/viewtopic.php?f=15 ... 51#p305551, ei ainakaan näkynyt täällä:
Beware, lesser races! Grey Elves will bring doom to the Chaos itself or Matt Ward purges brains again:
Chariots, Reavers and Silverhelms are now Core (yeah, another 2+ cavalry in core /Aemir)
Seaguard - drop 1 point
Bolt throwers - drop 30 points - no stat changes
Eagles - same points but can now be taken in units and have 2 upgrades available - Swiftsense (ASF) and Shredding Talons (Armor Piercing) Seems like their nutrition is better in Ulthuan /Aemir
Flame Phoenix - WS5, S5, T5, W5, A3, L8 - 225 points. Damages by flying over +D3 hits for additional rank
Frost Phoenix - WS6, S6, T6, w5, A4, L9 - 240 points. Gives -1S and ASL to enemies around
Star dragon - WS, S,T,W - all 7
Moon dragon - all 6
Sun dragon - all 5
Maiden Archers are St 4 - 24" bows, flaming, magical (Die, Treekin/Chimaera/Hydra/Abomination/Varghulf, die! /Aemir). Against forces of destruction additional -1 AS.
Martial prowess, usual extra rank (3 ranks of fighting White Lions and Swordmasters, anybody? /Aemir)but also counts for archers shooting. Ie archers shoot in 3 ranks, volley in 3.5 ranks (Take that, Asrai weaklings /Aemir)
Dragons all get a s4 breath weapon, large target, fly, terror, and of course flaming attacks in cc
All of the phoenix special rules (flame and frost) are there. They both get a special rules (attuned to magic) which is an automatic 5+ ward save and on your magic phase, the highest of the two winds dice is used on a table, 1 and 2 are actually negative results, 3-6 are good, 6 is a 4+ ward
The way the flame Phoenix come back to life is pretty sweet. When he dies place a marker on the spot. At the end of the turn (yours or opponents) roll d6. 1-2 he dies completely, 3-5 a large blast template of s4 on everyone and leave the marker there. 6 he's reborn with d3 plus 2 wounds. If the result is 3-5 you roll again at the end of each turn (yours and opponents). If you have him ridden when he dies, rider dies too. Repeat as above with +1 to the result. So on a 5-6 rider also comes back to life with full wounds.
Banner of the World Dragon is basically 2++ WS on magic wounds now, and makes close by (12'' range) dragons stubborn. Daemons and Tree Spirits start smoking and ask for vacation. Forever. /Aemir
We have a 50 pt item to give up to 30 spears or archers ambushers rule. Ho-ho-ho, anybody asked for 30 spears behind enemy ranks? /Aemir
13 total general magic items. 1 standard, 3 weapons, 3 armor, 4 enchanted, 1 talisman, 1 arcane. Also references a standard that can only be used with Everqueen.
Blade of Leaping Gold - 70 pts - +3 A, to wound rolls of 6 ignore AS.
Star Lance - 30 pts - Mounted only. Only on charge. +3 Strength, no AS.
Reaver Bow - 20 pts - 30", +1 Str, Multiple shot (3)
Armor of Caledor - 50 pts - 2+ AS, 2++ vs fire, 6++ other.
Shadow Armor - 25 pts - 5+ AS, scout, strider
Shield of Merwyrm - 15 pts - Bearer gains 4+ parry save, unless weapon requires two hands.
Golden crown of atrazar - 10 pts - 2+ ward against first wounding hit (not only wound, but KB or multiple wounds) one use only.
Moranion's Wayshard - 50 pts - Model on foot only. Bearer has ambushed rule. can join Unit of archers or spearmen can become ambushers, up to 30. Character cannot leave unit until turn after unit has deployed.
Khaines Ring of Fury - 25 pts - Bound spell (lvl 3) Contains Soul Quench from High Magic.
Gem of Sunfire - 20 pts - One use only. All bearers spells, shooting attacks, and CC attacks and mount's attacks, during turn used, have +1 to wound provided attacks are flaming. All you need for happiness now is Reaver Bow /Aemir
Cloak of Beards - 10 - Bearer causes fear. Causes Terror in Dwarfs. Dwarfs gain hatred against bearer, crazy rules about destroying Dwarf characters magical items on a 4+ roll.
Book of Hoeth - 55 pts - (this better not get banned) Bearer may reroll a single dice from each of his casting or dispel attempts. 6s cannot be re rolled.
High magic lore attribute. When you cast a spell it buffs caster and units ward by +1 until your next magic phase. (or gives a 6+) Max 3+ save.
The High Magic:
Apotehosis
5+ augment 18"
immediately regains 1 wound, 10+ for d3 wounds. Regardless of how many wounds gained, you also gain Fear.
Arcane Unforging
13+, direct damage with 24" single enemy model. Suffers a wound on a dice grear than or equal to unmodified armor save. No AS allowed. Reveal to the caster all magic items, if you have more than one, randomly select one and its destroyed on 2+.
Drain Magic (sig)
cast on 7+
friend or foe within 18"
friendly augment, hex on enemy
all RIP spells affecting the unit are immediately dispelled, and affects of all other spells on the target unit immediately come to an end. Can be all units within 18" for 14+.
Fiery Convocation
Cast on 19+
RIP
Direct damage 24". every unit takes S4 flaming, at the end of every subsequent magic phase, every model suffers S4 flaming.
Hand of Glory 5+
augment 18"
Target's WS, BS, I or M is +d3. You can choose all for 10+.
Shield of Saphery (lore attribute)
Each time a spell is succesfully cast, the caster and his unit immediately gain +1 to their ward save to max of 3. If you don't have one, 6+. Stacks.
Soul Quench (sig)
cast on 8+
magical missile, 18", 2d6 s4 hits, or 4d6 s4 hits, 16+
Tempest 12+
direct damage. large round template within 30" of wiz, scatters d6. All models hit suffer s3 hits (models flying is s4). If a model suffers any unsaved wounds, it suffers -1 to all hit both shooting and cc. Those that do not use BS needs a 4+ to fire.
Walk between worlds
cast on 8+
augment, 24+
Gain Ethereal and can immediately move to 10" as if it were remaining moves sub-phase.
Can make it go 20" + Ethereal on a 16"