Also wenn Du schon aufwärmst, koch ich gleich mit
Eine Sammlung von Änderungen von jemanden, der angeblich eine Vorabversion bereits des AB Zwerge gelesen hat.
Bitte mit Vorsicht zu genießen - es sind nach wie vor Gerüchte:
Thanes, Runesmiths and Dragon Slayers are Toughness 5. Thanes come with gromril armour. Dragon Slayers are 50 points; Thanes are 70.
Master Engineers have Ballistic Skill 5 (which they give to Bolt Throwers, should they join them), and make cannons cause D6 instead of D3 wounds. Machines they join are in hard cover and count as defended obstacles.
Shield Bearers give +2 armour save and +2 attacks, resolved separately
the Grudgestone:
- The unit has no flank or rear, but cannot move
- The unit gets MR 1
- These effects only last so long as the bearer is alive
- The bearer MUST accept challenges, even if he's not actually in base-to-base contact with the unit his unit is fighting
Anvil of doom fires in the Shooting phase, on a 2+ for a minor power and 4+ for a better but riskier power. A 1 on its misfire chart costs you the Anvil. 3 powers (2 power levels each): a unit is immune to fear and terror for a turn (and panic for the more powerful version), or D3 (4+: D6) units can move, or inflict D6 S4 hits (2D6 S5) on any enemy unit (but not characters).
Lords have Royal Blood; Hammerers with them are immune to fear and terror.
Warriors are the same, but can be upgraded to Longbeards for +3 pts. (I don't know what a CC is, but I'm assuming it's Weapon Skill, so they have the same stats as before.) They're immune to Panic, and any Dwarfs within 6" (12"?) can re-roll failed panic checks (and break tests?). You can have one Longbeard unit for every Dwarf Warrior unit, unless Royal Blood is on the table (and then I assume you can take as many as you want).
Crossbows unchanged. Handguns same cost, move OR fire, always +1 to hit.
Rangers seem to be the same.
Miners, Slayers, catapults, cannons, bolt throwers, Hammerers. All war machines can be given an Engineer for +15 pts, BS4 for Bolt Throwers, something else for cannons and catapults. Crew are stubborn. Cannon 90 points.
Slayers have Great Weapons and 2 Hand Weapons; otherwise unchanged.
Miners not limited to 0-1. Still can't charge when they arrive. Can inflict D6 S6 hits on any fools who charge them (for +25 (?) pts). For +25 pts, champion can get Steam Drill - re-roll arrival roll, +3S great weapon.
Flame cannon the same. Crew stubborm. Organ gun 24" range, re-roll arillery dice for number of hits if desired. Misfire on re-roll can't destroy the machine. 120 pts.
Gyrocopter US 3, 2 attacks. Doesn't explode after losing combat, but flees 3D6" and rallies automatically. (May crash later, though.)
Thanes get 75pts of runes. 8 new runes. MR of Flight 40 pts, but no giving it to Slayers. Master Rune of (Terror?) drops from 40 to 25 pts. New Runes: Double Unit Strength +25 pts, rune that allows you to put more runes on a Great Weapon (+25 pts), +1 to hit (+25 pts), immune to poison and killing blow (+? pts), S5 or greater attacks count as S5 (+? pts), removes all negative modifiers to first break test (one use only, +10-15 pts).