Hier mal ne Zusammenfassung, es sind einige neue Dinge dabei.
As I spent some time to compile all rule rumours coming from the present thread, here there are. Included are old rumours which have not been confirmed since.
@ readers from Warseer and (French) War-Fo, please do not take this as a solid new information, some of it comes from your site;)
RULE RUMOURS SUMMARY
Army Wide Rules:
All Dark Elves (but not mounts/monsters/aliens...) have the following special rules:
- ASF
– Hatred against HE
- murderous prowess allows Dark Elves to re-roll 1′s to wound. Reroll result of 1 when rolling to wound (might be just a few units or army wide for dark elves, like Martial Prowess for HE)
- But not masters poisons, as it was initially rumoured but never ever confirmed (that might remain for assassins, though).
Magic:
- Dark Magic up characteristics oriented characters, transformations and recovery spells à la 5th edition (not confirmed since initial rumour).
- The attribute is called spiteful conjuration. Target takes 2d6 s1 AP hits if roll doubles while casting and 3d6 if triples are rolled.
- 2 Signature spells like HE.
One signature spell goes off on a 8+ and grants a unit +1 strength and then you gain D3 power dice but if you gain 3 power dice this way the wizard suffers a wound with no saves allowed.
- Word of Pain reduces WS/BS/I
- Black Horror; Vortex, S test or die.
Lords and Heroes:
DE Sorceress Hero looks to be 80 points
Fleet Admiral. A kind of hero who can join RBT apparently endowments and improve shooting skills from other units.
Corsair characters mentioned.
Executioner characters in King of the Executioners Blister
Black Guard character
Witch Elf character in Blister Priestess of Khaine, which has an item to give +1 attack to unit and +2 if the unit has frenzy already – With COB and potion, 305 ppm.
Assassins - Shadowblade blister
Beastmaster Lord Level Character which costs 300 points when naked on a Manticore. A High Beastlord has the ability to boost nearby monster units.
Presumably you can still get a beastlord hero as the High beastlord is a lord option.
(Mentioned once a Flying Monster Box (Wrath) plastic x 1 + Option PE, Beastmaster, Sorceress)
Mounts:
Dreadlord with Heavy Armour and a Shield on a Black Dragon costs 449 points.
Cauldrons of Blood still come out of Hero slots and look to have increased in points.
- can join units. +5 Ward for the Unit it is placed inside. It also gives Frenzy (Rage or whatever it is in English) if the Unit already has it, they will get 2 attacks instead of one.
- It also gives something in a range of 6" around the CoB.
- one of their powers allows a unit to re-roll to wound.
- The CoB also magnifies murderous prowess - reroll all failed to wound rolls instead of just 1's.
- The need to cast its buff with PD is still speculative
Magic items:
Dagger of sacrifices (kill one model and get 50% chances of new PD, - either repeat as many times as you wish until you get the new PD / or / one per phase)
Destroyer magic banner 45pts.
Khaine blessings are confirmed, but no hint about what they are.
Core:
Spear Elves – 9 ppm with Shield and spear
Crossbow Elves – 12 ppm, shields may or may not be allowed.
Sword Elves – with shield
Witch Elves - 11 points per model, can also take magical banners –
- Frenzy, and Poisoned attacks on top of ASF, Hatred (HE) and MP.
- The frenzy is increased to +2 attacks with the CoB
Dark Riders (box confirmed, most likely still core)
Corsairs (most likely still core)
Harpies - unknown: never mentioned anywhere.
Special:
Hydra 160ppm before BW, or 180 after.
- can upgrade to get a strength 4 fiery roar breath attack
- lashing tail and poisoned tipped claws possible upgrades
- 5 wounds.
- d3 Attacks plus wounds remaining. Max. 5.
- Lost regen, Can get wounds back: "at the start of magic phase roll a D6 for each wound missing (starting wounds - remaining wounds)...on 6 (or is it 4+?) it regains a wound.
- Normal monster and handler rules
Cold one Knights 30 points - WS5 M7 A1 I6 S4 L9
- Cold ones have two attacks S4, they don’t have the lizardman’s cold one rule. The CO don’t have the army-wide rule.
Cold one Chariots - Cold ones have two attacks, unchanged otherwise.
Executioners
- ASF + ASL = Striking on Initiative
- Inflict D3 Wounds
Shades - nothing heard about them, will keep models as they are now.
Warlocks (Special or Rare?) ride horse, with 1 close combat weapon
- 4+ ward
- Cast spell like Pink Horrors. 2d6 S5 MM. Other spell is leadership hex. Fixed level 2 with +1 to cast with every rank.
Scroungerunner (or whatever its name is), (Special or Rare?) - Pulled by horses with corsair charioteers
- has s7 bolt thrower with no armor saves (fluff - they use this to hunt monsters).
Black Guard (Special or Rare?)
- ItP, Eternal hatred, Stubborn
- Stats are 5, 5, 4, 3, 3, 1, 6, 2, 9
Rare:
Kharybdyss (Kraken)
- 4 or 5 attacks (both has been mentioned). If all hits, and extra attack with multiple hits. S7.
- Scaly skin, Terror and reroll successful LD for those in base contact.
- Normal monster and handler rules
Sisters of Slaughter: (improved WE)
- Removes rank bonuses
- WS 6, I 6, A 2 and a 4++ ward.
Reaper bolt throwers: Lower points cost
- S7 has been mentioned but it may be a confusion with Scroungerunner
Medusa 90ppm,
- either on the bloodthrone (Bloodwrack Shrine), or on foot (er, tail) on 50x50 base.
- Bloodwrack Medusas have a shooting attack called Bloodwrack Stare with kb
- have an ability to force Initative tests with models in base contact.
- 3 Attacks.
The army book has three main themes:
- Corsairs (see teaser)
- Khainites
- Monsters
In addition, there remains the good old "normal" DE.