...selber zeichnen und auf den Einband kleben ;P
Kärntner Katastrophen Würfler
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Original von grossa grüna
der warpy ist ja keine neue erfindung^^
Original von grossa grüna
der warpy ist ja keine neue erfindung^^
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „Codex Marine“ ()
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „Codex Marine“ ()
So I went to my local, friendly GW store yesterday and one of the staff members was kind enough to share some of the rules from the new codex with me. Here's what I remember, so take it with a grain of salt. And feel free to not believe me, I'm just a guy on the internet.
1. Hellguns are confirmed with AP3
2. Primaris Psykers and Lord Commissars are HQ choices
3. Primaris Psykers have a "night cloud" ability that makes units shooting at him and a squad attached to him (if there is one) pass a leadership test. Also, he has a ridiculous psychic lightning thing that will completely fry anything it hits.
4. Master of Ordinance is an advisor or something who can drop one ordnance blast every turn. I don't remember the specifics, but I do remember that.
5. You can have a squad of psykers as an elites choice that contains 1 lead psyker, and between 4-9 (not completely certain on the numbers) psykers that has a leadership-draining ability that is dependent on how many psykers are in the squad (i.e. 9 psykers = drain 9 leadership)
6. Chimeras will be a transport upgrade for regular guard infantry
7. Orders is a new system which allows HQ to increase the ability (i.e. better shooting against tanks) of another unit. Vox's will now allow the HQ to reroll their leadership roll to give orders.
8. Valkyries will come with their own flying base and will count as flyers and can possibly move 24". They also come with a rule which allows the squad they are carrying to deep strike anywhere the valkyrie has moved over in that movement
9. Commissars will be upgrades to squads
10. New infantry boxes will be 10 men with a flamer and a grenade launcher, but will have many more bits allowing you to create hardened vets, penal legion troops, or regulars.
11. Leman Russ has a new rule which allows them to always fire their turret weapon as long as they have moved 6" or less along with one offensive weapon (i think)
12. Armored Sentinels will be closed-topped and have front armor 12, while scout sentinels are just your regular, good-ole fashioned sentinels. Sentinels will also now be able to have plasma cannons (although good only be armored sentinels). Also, the new sentinel box will cost 25 bucks, be all plastic, and have the options to make an armored sentinel, scout sentinel, and have all of its possible weapons.
And thats all i remember for now. Feel free to yell BS, and if you want something better than second-hand info, go to your local GW store, because they have the product briefs.
Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von „Mortis“ ()