Jep. Das siehst du richtig. Es gibt den Kopf mit dem sehr coolen Helm und den ohne Helm, aber mit verdammt stylischen Hörnern. Also ich könnt mich nicht entscheiden.
Armeebuch "Horden des Chaos"
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Hier ist der Link zur vollständigen Gerüchtezusammenfassung der Krieger des Chaos. Wenn gerade zufällig jemand furchtbare Langeweile, schrecklich viel Zeit und gute Englischkenntnisse hat, kann er das ja mal übersetzen.
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Hab ich beides =) Also hier die Stegreifübersetzung des englischen Links für Lesefaule:
- Wille des Chaos: Panikwurf darf erneut geworfen werden (regel gilt für die ganze armee)
- Zeichen des Khorne: Bei den normalen Raserei, bei Riesen und Bruten +1 S
- Zeichen des Nurgle: -1 auf Trefferwürfe im Nah - und Fernkampf
- Zeichen des Slaanesh: Immunität gegenüber Furcht,Entsetzen und Panik, Seltene Auswahlen erhalten zusätzlich ASF
- Zeichen des Tzeentch: +1 auf den ReW, bei keinem Retter nen +6 ReW, Zauberern +1 auf Komplexizität- Die Punktekosten der einzelnen Zeichen variieren zwischen den Einheiten
- Auge der Götter - Tabelle:
2: Blödheit (Auserwählte dürfen neu würfeln)
3: +1 W(iderstand nicht Lp wie zuvor fälschlicherweise angenommen)
4: +1 S
5: +1 A
6: +1 auf den RüW
7: Nichts (Auserwählte dürfen hier erneut würfeln)
8: MagieResistenz (3)
9: +1 MW
10: Verursacht Furcht, Entsetzen wenn bereits Furcht
11: Verursacht Entsetzen
12: Unnachgiebig und 4+ ReWDoppelte Geschenke müssen neu erwürfelt werden.
-> Es würfeln:
- Jeder Charakter der eine Herausforderung gewonnen hat oder ein großes Ziel besiegt hat
- Trolle, die mehr als 2 LP regeneriet haben
- Auserwählte, diese würfeln nur einmal am Spielanfang- Chaos Charaktermodelle dürfen ähnlich den Vampirkräften zusätzlich zu den magischen Gegenständen noch Chaosgeschenke erhalten.
Lehre des Slaanesh (Neu):
1. Peitsche des Slaanesh, 24" Reichweite, W6 S3 Hits, Einheiten die Verluste erlitten, dürfen in der nächsten Bewegungsphase nicht marschieren
2. Höllenschrei, Komplexizität +7, alle feindlichen Einheiten in 18" Umkreis müssen einen Paniktest machen
3. Hysterische Raserei, +8, Bleibt im Spiel, beliebige Einheit in 24" erhält in Raserei, am Anfang jedes Zuges erhält sie W6 S3 Treffer.
4.Verwirrende Illusionen, Komplexizität +8, Bleibt im Spiel, 24" Reichweite, eine gegnerische Einheit muss zu einem beliebigen Punkt auf dem Spielfeld laufen
5. Aura der Erhabenheit: Komplexsizität +9, 18" Reichweite, eine verbündete Einheit verursacht Furcht, Entsetzen wenn bereits Furcht, Gegner müssen einen MW-Test bestehehn wenn sie die Einheit angreifen wollen.
6.Ekstatische Zuckungen, Komplexizität +12, Eine gegnerische Einheit in 24" Umkries muss pro Modell einen W Test bestehen oder bekommt eine Wunde, gegen die keinerlei Schutzwürfe irgendeiner Art erlaubt sindLehre des Nurgle: (Namen der Zaubersprüche nicht übersetzbar)
1. Komplexizität +5, Ein einzelnes feindliches Modell in 24" Umkreis verliert einen Lebenspunkt
2. Komplexizität +7, verleiht einer verbündeten Einheit in 18" Umkreis Regeneration
3. Komplexizität +8, Angriff wie eine Steinschleuder, Modelle unter der Schablone erhalten 3W6 S1 Treffer ohne RüW
4. Komplexizität +8, Alle modelle der Einheit müssen einen I Test machen, wenn sie ihn verpatzen einen RüW. DIe modelle, die den I Test verpatzen und den RüW schaffen sterben augenblicklich
5.Komplexizität +10, Bleibt im Spiel, Lege jeden Zug eine Marke auf die Einheit, S und W sinkt um die entsprechende Zahl der Marken. Wenn 0 erreicht, Modelle tot.
6. Komplexizität +13, W6 Treffer der S W6 ohne RüW auf alle Einheiten innerhalb 18"Lehre des Tzeentch:
1. Flackerndes Feuer des Tzeentch, +4, 18", W6+1 Treffer der S W6+1, Flammenattacken
2. ..., +7, ein Ziel innerhalb 24" muss einen MW Test ablegen, es erhält so viele Wunden wie die Differenz zwiscvhen MW und Würfelergebnis beträgt. keine RüW erlaubt.
3. Pandämonium,Komplexizität +8, Bleibt im Spiel, gegnerische Einheiten dürfen nicht
mehr den MW des Generals verwenden, feindliche Zauberer patzen bei
jedem Pasch
4. ..., Eine Einheit (die nicht immun gg psychologie ist)) greift sich selbst an. Der chaosspieler wählt die Waffen aus, Handwaffe+Schild Bonus kommt nicht zu tragen, die einheit muss einen Paniktest ablegen, wenn sie 25% ihrer Modelle verliert.
5. Ruf zum Ruhm, +12, Bleibt im Spiel, macht ein beliebiges, ein normaler Krieger innerhalb 18" wird zum auserwählten (exalted ?) champion mit handwaffe und schild
6. Höllischer Torbogen, +15, 2W6 Treffer der S 2W6, wenn man 11 oder 12 für die S würfelt wird die Einheit sofort aus dem Spiel genommen.-> Alle Chaosmodelle müssen eine Herausforderung aussprechen, Die Champions müssen eine Herausforderung immer akzeptieren.
-> Zauberer dürfen aus der Lehre des Feuers, Schattens, Todes und Himmels oder der Lehre der Gottheit dessen zeichen sie tragen wählenEDIT: Sperspitze kommt 18 Oktober, kostet 170€
Rest is au in Englisch gut zu lesen o_O
Freu mich drauf. -
Also manche der Zauber find ich schon recht übel ... zum Beispiel Lore 5 Nurgle oder Lore 6 Tzeentch ... daher bin ich mir nicht so sicher ob das auch die letztendlichen Lehren sind ._.
bist du dir sicher dass die Speerspitze 180€ kostet? Im GW-Onlineshop steht 225€
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Laut dem Link 180€, das stand da da. die inhalte der speerspitze sinde aber sinnlos, so dass ich mir nur ab und die nötigen modelle einzeln hole o_O
ja die lehren sin richig fies geworden. pandämonium is mMn der knaller, aber nurgle 5er is halt au 10+ und der tzeentch 6er sogar 15+ da isses durchaus gerechtfertigt =) -
Soinetwa denke ich sind die Namen der Lehre des Nurgle zu übersetzen:
1.Herrliche Beulen(pest)
2.Fleischesfülle
3.Wind der Fäulnis
4.Wiederlicher Morast
5.Fluch des Aussätzigen (Lepra)
6.Fäulnis, großartige Fäulnis
mfg. Gutgolf
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Au Au Au also der ein oder andere Zauberspruch darf nie, nie,wirklich niemals! durchkommen sonst kann man die Figuren der betroffenen einheit gleich vom Feld nehmen .Hört sich aber alles ziemlich geil an vielleicht mach ich mir mal nen Hexerzirkel des Tzeentch mit Zaubernen Chaosgenerall in ner einheit auserkorener Krieger ala Warhammer 40000 Thousand sons alles im allem sehr geile Gerüchte bis jetzt ich freue mich schon auf das Armeebuch
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Nur dass den Gerüchten zufolge keine normalen Modelle dank Mal des Tzeentch zu Zauberern werden und du somit auf deinen Chaosgeneral verzichten musst ... ich leider auch und wenn das Buch nicht irgendwas Tolles bereithält dann werd ich wohl zu Slaneesh wechseln.
Ah by the way ist schon irgendwas über Chaosgegenstände bekannt geworden? Ich würde mich über ein Wiedersehen mit der Krone des ewigen Kampfes freuen.
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So hier mal was konkreteres was ich in den Tiefen des internets gefunden habe^^ Wenns nicht legal oder erwünscht ist, einfach löschen
Teil 1
Rules:
- "Will of Chaos" rule, army wide re-roll panic
- Mark of Khorne causes Frenzy, +1S for Giant and Spawn
- Mark of Nurgle causes -1 WS in combat and to hit with shooting
- Mark of Slaanesh benefits the unit with immunity to fear, terror and panic, also gives ASF to rare choices
- Mark of Tzeentch gives +1 to ward save (6+ ward to models without one), also +1 to cast for sorcerers
- Note that the price of marks may be different for some units
- Eye of the Gods table, roll 2D6 for the following:
- Characters roll every time they win a challenge or kill a large target
- Chosen roll once at the start of the game
- Trolls roll every time they successfully regenerate two or more wounds at once
- 2: Stupidity (chosen re-roll)
3: +1 Toughness
4: +1 Strength
5: +1 Attack
6: +1 Armour (max. 0+)
7: Nothing (chosen re-roll)
8: Magic Resistance (3)
9: +1 Leadership
10: Cause fear (cause terror if already cause fear)
11: Cause terror
12: Stubborn and 4+ Ward Save
(note: duplicate gifts must be rerolled)
- Chaos characters may now take Chaos Gifts on top of Magic Items, much like the VC's Vampiric Powers
- NEW
- Lore of Slaanesh
1. Lash of Slaanesh. 24" D6 S3 hits. Units that take wounds cannot march in their following movement phase.
2. Hellshriek. 7+ to cast. Every enemy unit within 18" make take a panic test.
3. Hysterical Frenzy. 8+ to cast. Remains in Play. Make a unit (friend or foe) within 24" frenzied. Takes D6 S3 hits at the start of every turn while effected.
4. Titillating Delusions. 8+ to cast. Remains in Play. 24" range. Unit must follow to a point on the table.
5. Aura of Acquiescence. 9+ to cast. Make a friendly unit within 18" cause fear or terror if already causing fear. Enemies fighting the target must pass a Ltd test to attack it in CC.
6. Ecstatic Seizures. 12+ to cast. Enemy unit within 24" takes T tests for every model. Those who fail take a wound with no saves of any kind.
- Lore of Nurgle
1. Magnificent Buboes. 5+ to cast. Choose an enemy single model. It loses a wound if within 24".
2. Fleshy Abundance. 7+ to cast. Give regeneration to a friendly unit within 18".
3. Plague Squall. 8+ to cast. Attack as Stone Thrower. Any units touched by the template take 3D6 S1 hits with no AS.
4. Cloying Quagmire. 8+ to cast. All models in unit must take an I test. Those who fail must then take an armour save. If they pass the armour save after failing the I test, they die. No effect on flyers, ethereals, or amphibians.
5. Curse of the Leper. 10+ to cast. Remains in Play. Add a counter to the target unit every turn. Take the number of counters each turn from the units S and T. If either reaches 0 remove the unit from the table.
6. Rot, Glorious, Rot! 13+ to cast. D6 SD6 hits with no armour saves to every unit within 18".
- Lore of Tzeentch
1. Flickering Fire of Tzeentch. 4+ to cast. 18" range. D6+1 SD6+1 flaming hits.
2. Baleful Transmogrification. 7+ to cast. Target within 24" takes a Ltd test. Takes wounds equal to how much they fail by with no AS.
3. Pandemonium. 8+ to cast. Remains in Play. Enemy units cannot benefit from their general's Ltd, enemy wizards miscast on any doubles.
4. Treason of Tzeentch. 9+ to cast. Target a unit within 24" and NOT Itp. Each model in unit attacks itself (does not effect characters or steed). Chaos player decides what weapons are used and HW + Shield bonus is not allowed. Panic tests are taken if 25% casualties sustained.
5. Call to Glory. 12+ to cast. Remains in Play. Make one normal warrior within 18" an Exalted Champion with HW and Shield.
6. Infernal Gateway. 15+ to cast. 2D6 S2D6 hits. If 11 or 12 is rolled for strength, remove the target unit from play.
- All Chaos models must challenge in combat if they can; characters must accept challenges;
- Spellcasters may take spells from lores of Fire, Shadow, Death, or Heavens, or the lore of their God if marked
Magic Items:
Banner of the Gods - 125pts
unit cause terror and all units within 6" are stubborn
Doom Totem - 75pts
all enemy units with LOS to the banner suffer -1 to their leadership
Banner of Wrath - 45pts
Bound spell (4); 24" in range MM causing D6 S4 hits
Blasted Standard - 40pts
5+ ward save against ALL attacks made in the shooting phase
Banner of Rage - 35pts
frenzy that can never be lost
Festering Shroud - 25pts
models in B2B with the banner holder at the start of the Chaos magic phase who do not have the Mark of Nurgle must pass a T test or take a wound with no AS
Rapturous Standard - 20pts
any break test that rolls a double or a 1 on a dice counts as having rolled insane courage -
Teil 2
Chaos Daemon Sword - 75pts
+D6A, +D3S; 1's hit the bearer and may never be re-rolled
Hellfire Sword - 75pts
flaming attacks; causes D3+1 wounds
Sword of Change - 65pts
+1S; any model taking a wound from the sword must make a T test or turn into a Spawn which causes S4 hits to all his own models within B2B and then dies
Chaos Runesword - 50pts
+1WS, +1S, +1A
Berserker Sword - 50pts
models on foot only; +1A for every model in B2B
Ethersword - 50pts
ignores AS
Rapier of Ecstasy - 45pts
when the Rapier causes a wound the target may pass a S test or be removed from the game
The Father of Blades - 40pts
any to hits rolls against the bearer that roll a 1 hit the attacker instead
Axe of Khorne - 45pts
+1S; killing blow
Filth Mace - 35pts
poisoned attacks, once the bearer kills a model in CC he cause terror for the rest of the game
Rending Sword - 30pts
re-roll wound rolls (not 100% on this one)
Whip of Subversion - 25pts
if the bearer wounds an enemy character of monster who has not yet attacked yet, the enemy model attacks his own side on models of the Chaos players choosing
Glaive of Putrifaction - 25pts
any models that suffer a wound from the Glaive are reduced to S2 and T2 for the rest of the gameSkinhidden Plate - 60pts
+1T
Chaos Runeshield - 50pts
negates enemy magic weapons
Armour of Damnation - 45pts
enemies must re-roll successful hits in CC
The Crimson Armour of Dargan - 40pts
immune to killing blow; can never take multiple wounds
Armour of Morrslieb - 35pts
Chaos Armour; 4+ ward save against non-magical attacks
The Bronze Armour of Zhrakk - 15pts
Chaos Armour; is immune to psychology, killing blow and poisoned attacks, but no unit may ever use his LtdThe Beguiling Gem - 50pts
all enemies in B2B with the bearer in CC must pass a Ltd test at the start of the phase or may not attack this turn and are hit automatically
Crown of Everlasting Conquest - 50pts
regeneration
The Black Tongue - 50pts
one use only; bearer takes a wound to convert an enemies failed casting into a miscast[/color
Blasphemous Amulet - 25pts
at the start of the Chaos magic phase, enemies in B2B with the bearer must pass a T test or take a wound with with no AS
The Collar of Khorne - 25pts
6+ ward save; MR(2)
Golden Eye of Tzeentch - 25pts
4+ ward save against all missiles
Necrotic Phylactery - 10pts
immune to poison, and spells from the Lores of Death and Nurgle, also auto passes all characteristic tests bar LtdSkull of Katam - 50pts
bearer and any wizards within 3" add +1 to their casting rolls
Infernal Puppet - 35pts
bearer may modify miscast rolls of all wizards on the field by D3
Blood of Tzeentch - 30pts
bearer may re-roll one casting dice per turn so as long as it's not a 1
Power Familiar - 25pts
adds 1 PD to the pool
Warriors Familiar - 20pts
inflicts one S5 hit against an enemy in B2B with the bearer at the start of the CC
Spell Familiar - 15pts
bearer knows an additional spellRod of Torment - 45pts
bound spell (3); magic missile of 18" inch range, 2D6 S3 hits
Bloodskull Pendant (models on foot only) - 45pts
instead of normal attacks may make one S8 killing blow hit on each model in B2B
Book of Secrets - (no Mark of Khorne) 25pts
knows a random spell from Fire, Shadow or Death, generates one PD and rolls 1D6+1 on miscast table
Helm of Many Eyes - 25pts
ASF; stupid
Pendant of Slaanesh - 20pts
each unsaved wound suffered by the character gives him +1A for the rest of the battle
Death's Head - 20pts
one use only thrown weapon of 12" range; hits on a 2+, target takes D6 T tests, each failed is one wound with no AS
Favour of the Gods - 5pts
[color=red]when rolling on the EOTG table, bearer may change his result by 1 unless he rolled snake eyes -
Teil 3
Gifts of the Gods: NEWMantle of Chaos - 75pts
when been targeted by any shooting attack roll a D3 and subtract it from the S of the attack. If it is reduced to 0 the attack is ignored
Tendrils of Tzeentch - 60pts
may reroll one PD or DD per player turn
Distendable Maw - 40pts
special attack may be made instead of normal attacks against a single man sized infantry model. Must pass an I test or die.
Word of Agony - 40pts
once per game at the start of the CC phase, a model in B2B takes D6 S4 hits with no AS
Diabolic Splendour - 35pts
any fear, terror, or panic tests caused by the bearer are at -1 Ltd
Stream of Corruption - 20pts
once use only breath weapon, at S3 and -1 to AS
Third Eye of Tzeencth (Sorcerers only) - 25pts
in magic phase may choose an enemy spellcaster within LOS, knows all this wizards spells bar summoning or healing spells for the rest of the turn, may not use own spells if this ability is used
Sopoforic Musk - 20pts
units fleeing from this character roll an extra D6 and discard the highest roll
Bloodcurdling Roar - 20pts
12" range shooting attack that cause 2D6 S1 hits with no AS
Conjoined Homunculus (Sorcerers only) - 20pts
once per turn may add D3 to a casting roll but must test for stupidity next turn
Fury of the Blood God - 20pts
Magic Resistance(2); 4+ ward save against wounds caused by spells; may not carry magic items
Acid Ichor - 15pts
when the bearer loses a wound in CC, the causer takes a S4 hit for each wound causedThe List:
LordsChaos Lord 210pts
M4 WS8 BS3 S5 T5 W3 I7 A5 Ltd9
GW 12pts
Flail/Halberd/XHW 8pts
shield still costs 10pts
Mark of Khorne 15pts
Mark of Nurgle 20pts
Mark of Tzeentch 10pts
Mark of Slaanesh 5pts
100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)
Sorcerer Lord 235pts
M4 WS5 BS3 S4 T4 W3 I5 A3 Ltd8
Mark of Nurgle 20pts
Mark of Tzeentch 20pts
Mark of Slaanesh 5pts
100pts of magic items; 50pts of gifts; mounts are Chariot, Chaos Steed, Daemonic Steeds, Chaos Dragon and a Manticore aswell as God specific Daemonic mounts which are mark dependent (note the Chariot does not take up a special choice)
Daemon Prince 300pts NEW
M8 WS8 BS0 S5 T5 W4 I7 A5 Ltd8
Mark of Khorne 10pts
Mark of Nurgle 30pts
Mark of Tzeentch 15pts
Mark of Slaanesh 5pts
Magic levels are 40pts each up to level 4
100pts of Chaos Gifts; stubborn; fly; terror; US3; not effected by Eye of the Gods; 5+ ward save; may not join unitsMounts NEW
Chaos Dragon 360pts
M6 WS6 BS0 S6 T6 W6 I3 A6 Ltd8 AS3+
Fly; Terror; Large Target; two breath weapons, may use both in the same turn, one is S4, other is S2 at -3 to AS; extra hero slot
Manticore 200pts
M6 WS5 BS0 S5 T5 W4 I5 A4 Ltd5
Fly; Killing Blow; Terror; Large Target; rider must test Ltd every turn or him and Manticore subject to Frenzy that turn, if rider dies Manticore is subject to "Raaargh" on monster reaction chart
Daemonic Steed 50pts
M8 WS4 BS0 S5 T5 W1 I3 A2 Ltd8
Cause Fear
Juggernaut of Khorne 50pts
M7 WS5 BS0 S5 T4 W1 I2 A2 Ltd7
Fear, MR(1), adds +3 to it's riders AS
Palanquin of Nurgle 50pts
M4 WS3 BS0 S3 T3 W1 I3 A6 Ltd7
Fear; Poisoned Attacks
Steed of Slaanesh 25pts
M10 WS3 BS0 S3 T3 W1 I5 A1 Ltd7
Cause Fear; Poisoned Attacks; Fast Cavalry
Disk of Tzeentch 20pts
M1 WS3 BS0 S3 T3 W1 I4 A1 Ltd7
Causes Fear; Flaming Attacks; Fly
Chaos Steed 24pts (16pts for hero choices)
M8 WS3 BS0 S4 T3 W1 I3 A1 Ltd5Heroes
Exalted Champion 110pts
M4 WS7 BS3 S5 T4 W2 I6 A4 Ltd8
GW 8pts
Shield 5pts
XHW/Halberd/Flail 4pts
Mark same as Lord of Chaos
50pts of magic items; 25ptsof gifts; may be a BSB for 25pts; if BSB takes a magic banner then he cannot carry any other magic items; can have any of the God specific steeds and the daemonic steed, aswell as the chaos steed
Sorcerer 85pts
M4 WS5 BS3 S4 T4 W2 I5 A2 Ltd8
Marks cost same as for Sorcerer Lord
50pts of magic items; 25ptsof gifts; mounts as aboveCore
Warriors 15pts
M4 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
Shield/XHW/Halberd 1pt/model
GW 2pt/model
Mark of Khorne 30pts
Mark of Nurgle 30pts
Mark of Tzeentch 20ts
Mark of Slaanesh 10pts
Musician 6pts
SB/Champ 12pts
Magic Banner 50pts
Marauders 4pts NEW
M4 WS4 BS3 S3 T3 W1 I4 A1 Ltd7
Marks same as Warriors
Shield 1pt/model
Flail 1pt/model
Light Armour 1pt/model
Great Weapon 1pt/model
Champion 8pts
Standard Bearer 8pts
Musician 4pts
Hounds 6pts NEW
M7 WS4 BS0 S3 T3 W1 I3 A1 Ltd5
may be given scaly skin (6+) for 1pt/model or/and poisoned attacks for 3pts/model
Horsemen 13pts
M8 WS4 BS3 S3 T3 W1 I4 A1 Ltd7 AS6+
can re-roll pursuit rolls
Marks and command same as Warriors
LA/Shield/Spears/Throwing Spears 1pt/model
Flail/Throwing Axes 2pts/model -
Teil 4
SpecialKnights 40pts
M7 WS5 BS4 S4 T4 W1 I5 A2 Ltd8 AS1+
Have magic weapon that confers +1S basic; thus making them S5, may be upgraded to a lance for 5pts/model; CAUSE FEAR
Marks same as Warriors
Command same as Ogres
May take magic banner for 50pts
Chariots 120pts
M7 S5 T5 W4 AS3+
scythed wheels
Marks same as Warriors
A chariot taken for a character does not take up a special slot but must have the same mark as the character riding it
Chosen Warriors 18pts
M4 WS6 BS4 S4 T4 W1 I5 A2 Ltd8 AS4+
"Chosen of the Dark Gods" allows a roll on the Eye of the Gods table at the start of the game, re-roll results of "Insanity" and "The Eye is Closed"
Minimum unit size 5+
Must take at least one weapon upgrade
Great Weapons 2pt/model
Shield/XHW/Halberd 1pt/model
Marks same as Warriors
Musician 10pts
Champion 20pts may take 25pts of magic items
SB 20pts may take magic banner up to 50pts
Forsaken Warriors 18pts
M6 WS4 BS4 S4 T4 W1 I5 AD3+1 Ltd8 AS5+
Frenzy - included in profile
Minimum unit size 5+
Trolls 45ptsNEW
M6 WS3 BS1 S5 T4 W3 I1 A3 Ltd4
Stupid; Regeneration; Fear; Vomit Attack
Ogres 35pts NEW
M6 WS3 BS2 S4 T4 W3 I2 A3 Ltd7 AS5+
heavy armour; Fear
Marks same as Warriors
Chaos Armour 5pts
Great Weapons 10pts
Extra HW 5pts
Musician 10pts
SB/Champ 20pts
Dragon Ogres 65pts NEW
M7 WS4 BS2 S5 T4 W4 I2 A3 Ltd8 AS4+
fear; storm rage (as before); light armour; may take a unit champion for 20pts
XHW 8pts/model
GW 12pts/modelRare
Spawn 55pts
M2D6 WS3 BS0 S4 T5 W3 I2 AD6+1 Ltd10
can once again take marks, however more expensive to do so than before; fear; unbreakable; lurching horror; flailing appendages; 2 for 1
Mark of Khorne 20pts
Mark of Nurgle 30pts
Mark of Tzeentch 10pts
Mark of Slaanesh 20pts
Giant 225pts
M6 WS3 BS3 S6 T5 W6 I3 A* Ltd10
may now be marked; marks differ; stubborn; *special attacks; Itp; longshanks; large target
Mark of Khorne 30pts
Mark of Nurgle 40pts
Mark of Tzeentch 20pts
Mark of Slaanesh 40pts
Hellcannon 205pts
M6 WS4 BS3 S5 T6 W5 I1 A5 Ltd4
Dwarfs M3 WS4 BS3 S3 T4 W1 I2 A1 Ltd9
Must test Ltd at the start of any turn it's not in combat, if failed moves 3D6" to the nearest enemy, charges if able; stone thrower S5(10), models under the template must test for panic at -1 to Ltd;
Misfire chart:
1. Every unit within 3D6" takes D6 S5 hits and then remove the cannon.
2. Remove the crew.
3. All Wizards immediately suffer a miscast.
4. Remove D3 crew.
5. Rampage (as above).
6. Fires a normal shot, all models under template hit at S10 not just the centre, Hellcannon cannot fire for the rest of the game afterwards.
Shaggoth 265pts NEW
M7 WS6 BS3 S6 T5 W6 I4 A5 Ltd9 AS4+
terror; large target; ItP; light armour; storm rage (as before)
GW 20pts
XHW 10pts
Chaos War Shrine 130pts NEW
M4 WS5 BS3 S4 T6 W4 I5 A5 Ltd8 AS4+
chariot base, moves and fights like a monster; 4+ ward; can be marked; in the shooting phase give one unit within 12" a roll of the EOTG table; effect is RiP, if you try to bestow another benefit on any unit, then the previous effect ceases to work; unit champions may roll on the table when they win challenges (much like characters can do normally) provided there is a War Shrine on the table (this includes Ogre and Dragon Ogre champions)
Marks same as Warriors -
Also nochma kurz: Wenns nicht hier rein passt, egal aus welchen Gründen, einfach löschen^^
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Woho danke
Aber sag nur mal bitte, woher du das hast.
Also die Seite. Das wäre nett.
Wie sicher steht es denn um diese Gerüchte?
mfg. Gutgolf
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kA wie sicher sie sind.
Ich hab die Gerüchte über ein paar umwege gefunden. http://z4.invisionfree.com/cot…x.php?showtopic=3702&st=0 -
Wenn du jetzt noch Fluff und Bilder einfügst brauch ich das Buch nicht mehr
Aber es sieht vielversprechend aus soweit ich das beurteilen kann (dreiviertel 11, morgen spätschicht und ein bisschen Met ) und du hast mir den Abend gerettet, denn mein Lieblingsartefakt ist noch da
seh ich das richtig dass Mantle of chaos und Tendrils of Tzeentch nur der Dämonenprinz haben kann?
Special Characters:
- Archaon 685pts
M4 WS9 BS5 S5 T5 W4 I7 A5 Ltd10
Dorghar M8 WS4 BS0 S5 T5 W1 I3 A3 Ltd9
Level 2 Tzeentch sorcerer, +1 to cast, immune to poison, -1 to hit in combat and with shooting, Itp, leadership range is 18", MR(2), at least one unit of Knights must be included and if Archaon joins them they are Itp; ignore difficult terrain (does not pass to unit); Armour of Morkar, Slayer of Kings and Eye of Sheerian are all the same as before; Crown of Domination range now 12"
- Galrauch 616pts
M6 WS6 BS6 S6 T6 W6 I6 A6 Ltd9 AS3+
Level 4 Tzeentch wizard; terror; fly; dragon sorcerer; breath attack; Mark of Tzeentch; has Chaos Dragon's breath weapons but once per game one head may use the Breath of Change, which causes those hit to test their T or die instantly with no saves of any kind; must take a Ltd test every turn, if failed will not shoot cast magic or move and in combat will direct half his attacks against himself
- Sigvald 425pts
M4 WS8 BS3 S5 T5 W3 I7 A7 Ltd9 AS1+
him and any unit he joins may always march and may ignore difficult terrain; stupid; regeneration; ASF
- Wulfrig the Wanderer 185pts
M4 WS8 BS3 S5 T4 W2 I7 A4 Ld8
"Gift of Tongues" may force enemy character into a challenge; "Hunter of Men" may select an enemy character at the start of the game and is at +2S and gets re-rolls to hit against that character in combat; "The Seafang" Wulfrig and his unit of Marauders may move on from any board edge - Turn1 = 5+ roll, Turn2 = 4+ roll, and so on.
- Valkyrie the Bloody 410
M4 WS9 BS3 S5 T5 W3 I8 A6 Ltd9 AS3+
fly; fear; units within 12" may reroll failed break tests; +2S and killing blow on the charge; all attacks against Valkia at -1S
- Kolek Suneater 605pts
M8 WS8 S8 T6 W8 I1 A7 Ltd8 AS2+
Large Target; Itp; Terror; Storm Rage; may never join units; in shooting phase pick a target unit and roll a D6, on a one Kolek gets hit and is subject to Storm Rage, on 2-6 hits the enemy unit targeted and causes D6 S6 hits; causes D3 wounds; attracts Lightning attacks within 12"
- Throg the Troll King 175pts
M6 WS5 BS2 S6 T5 W4 I2 A5 Ltd8
makes Trolls core, monsters may use his Ltd in 12" even if he's not the general and may re-roll failed break tests; vomit attack does D6 S5 hits with no AS, may be used once per game as a S5 breath weapon with no AS
- Scyla Anfinngrim 105pts
M3D6 WS4 BS0 S5 T5 W4 I3 AD6+2 Ltd10
may still challenge; may roll on Eye of the Gods table when he wins a challenge or kills a large taret; MR(3): 6+ ward
- Vilitch the Curseling 395pts
M4 WS5 BS1 S5 T4 W3 I5 A3 Ltd8
Level 4 wizard, knows all spells from lore of Tzeentch, +1 to cast, when an opponent fails to cast a spell Vilitch takes the dice used as DD, when they fail to dispel a spell he takes the dice as extra PD
- Festus the Leechlord 185pts
[color=red]M4 WS4 BS2 S4 T4 W2 I2 A2 Ltd8
regenerate; Mark of Nurgle; Level 2 Nurgle Wizard, automatically knows Curse of the Leper, randomly rolls for other spell as normal; rolls only 1D6 for pursuit but units caught are worth double VP; gives 5+ regeneration to a unit he joins and gives them poison attacks -
Lol, Serash du hast den gleichen Link wie ich angegeben....
Schon mal danke für die Übersetzungen.
Ich finde auch das sich das alles sehr sehr gut anhört.index.php?page=User&userID=2422
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*mal durch das Armeebuch blättert* jep, kann das im großen und ganzen bestätigen =)
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Vll kann ich mit meiner Nurgle Armee jetz auch mal gewinnen^^
Hail to Nurgle!
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wow...
verdammt das wird heftig gegen chaos... die zauber sind wie oben bereits gesagt wirklich heftig...
hoffe dass meine echsen gleichwertig verbessert werden xD
@ serash: Das ist schön ausführlich und gut... dennoch war der link schon angegeben und warlock hatte schon den anfang übersetzt. ist jez nicht bös gemeint aber den anfang hätte man auch weglassen können. will aber nicht rumnörgeln oder so denn ich finde die restlichen infos richtig gut, und wahrscheinlich ist es auch gut wenn das zeug hier steht, dann muss man nicht so nervig immer die links anklicken xD
Danmachine: Danke, der link is klasse... woher kommt man denn zu solchen infos/links? einfach googlen??
Warlock: vielen dank für die übersetzung... vllt is dir ja nochmal langweilig... xD neh das reicht schon... soo schlecht bin ich jez in englisch auch nicht
mfg