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~Foreget the puppies, the dark gods are thirsty!~

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Post  Paz Thu Jan 28, 2016 11:40 am

Atia from B&C wrote:So they will get 10 new formations, 6 Datasheets for units, Warlord traits, Psychic powers(along new datacards) and relics

To see in the white dwarf are 2 Khorne Formations in a very little picture so I just can estimate what the rules are.

1. Murderhorde:

1 Skulltaker or Herald of Khorne
and 6 of the following - Bloodletters of khorne, Flesh hounds of khorne or Bloodcrushers
Formation have 2 special rules but its too small even under photo shop zoom. Something that effects in 12" range, I would guess no scatter via deep strike.

2. Gorethunder Battery

1 Herald and 3 Skull Cannons. Herald can be upgraded with skull throne or juggernaut.
3 Special rules. First is Warbringer of Khorne (no explaining text)
The Cannons get an upgraded weapon profile same as before but with an apocalyptic blast when they shoot together.
And a third rule that is absolutely not readable for me.

~Foreget the puppies, the dark gods are thirsty!~ Med_gallery_79873_10492_332822

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Post  GingerBalls Thu Jan 28, 2016 11:56 am

More Khorne for for the Khorne Paz.
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Post  the bushels Sat Feb 06, 2016 10:52 pm

http://www.belloflostsouls.net/2016/02/40k-more-space-wolf-rules-leak.html

New leaks on a couple formations. Wolves countercharge sounds dirty. The wyrdstorm brotherhood looks to be a fluffy take on the librarious conclave. Lots of s7 lightning coming from that squad.

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Post  System Commander Sun Feb 07, 2016 11:11 am

Some details on the formations.. Khorne relics that wasnt in the other BOLS post.

Daemons of Chaos

OK then.

Daemon Decurión is called Daemonic Incursion

Special rules:
– Demonic corruption: Objetive tokens count always as controlled, if at least they were controlled by a Demon unit before. This Works even if the unit is destroyed.
– Warp unleashed: Reroll instability
– Demonic Power: +1 or -1 to the Warp Strom table after rolling

Note: From now on, translations of names may not be very accurate:

Let’s start with Khorne:

A’rgath,king of swords: +1S, AP3, Specialist weapon, when fighting in a challenge always hits with 2+. 15 points

Lifetaker : AP2, Specialist weapong, 6 to wound are Instant Death, for every model killed, unit suffers 1D3 hits S3, AP4. 15 points

Crimson Crown; All Khorne Daemons at 8″ get +1A. 40 points

Skullcutter: AP2, Specialist weapon, 6 to hit are SD.30 points (THAT ONE IS DAMN GOOD).

Khartoth, the blood thirsty: +1S, AP3, If a model suffers an unsaved wound remove it from the game. At the beginning of the model controller’s turn roll a D6. With 4+ the model comes back to play via Deep strike, at 12″ or less from the point it was removed from game.

Armour of something: 3+ Armour save, Adamantium will, -1S to when attacking its bearer.

Greatpack:
– For every unit in the formation roll a D6 at the beginning of the game. Add +2 to the roll for the troop units that have an ICjoined. For every 6+, that unit gets flanking. Additionally, if a the leader is a Wolf Lord, a single unit in Reserves can enter the battlefield automatically instead of rolling

Daemon Prince Formation:
4 Daemon Princes
Every deamon must be aligned with a different God.
They get following accumulative benefits depending on how many models remain on the battlefield.
4 models: +1T
3 models: +1S
2 models: Reroll 1’s to hit
1 model: No benefit

Let’s go with Tzeetch:

Artefacts:

Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points

Unending grimorie: Bearer knows all the powers of the change discipline. 35 points

Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points

Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.

“Unable to translate”: Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.

Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points

Psychic powers:

Primaris: Same a codex Daemons
1. Same as 1-2 from Daemon codex
2. Same as 3-4 from Daemon codex
3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames
4. Invocation, 12″, with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.
5. Same as 5-6 from Daemon codex.
6. Witch fire. 18″. SD, AP1, Assault 1
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Post  Paz Wed Feb 10, 2016 3:52 pm

Daemon psychic powers
From BOLS:
"I picked up my data-cards this arvo – no campaign book for me since a mate is already getting it. Didn’t get a look at the Warlord traits in the book yet, but apparently there is a Tzeentch one that lets you harness on a 3+ (not sure whether that was on the Warlord or army, assuming Warlord only) and another Tzeentch one that turns your Warlord into a ML1 Psyker or adds +1 to your Mastery Level – which could be funny on a Khorne Demon Prince in the DP Formation lol?

Discipline of Plague:
Primaris – Stream of Corruption. Unchanged
1 – Debilitating Distension: WC1. Malediction on enemy unit within 24″. Target cannot run, sweeping advance or overwatch.
2 – Plague Wind: Unchanged.
3 – Miasma of Pestilence: Unchanged.
4 – Rancid Visitations: Unchanged.
5 – Final Decomposition: WC2. Focussed Witchfire, Range 12″, S*, AP2, Assault 1, Ignores Cover, Instant Death, Internal Liquefaction (*Do not roll To Wound. Instead, roll a D6 – if the result is higher than the number of Wounds the target has remaining, it suffers 1 Wound with the profile above.) Does not affect vehicles.
6 – Putrescent Vitality: WC1-3. Blessing that targets a single Demon of Nurgle unit within 24″. Choose whether it is WC1, 2 or 3 each time it is cast. Whilst in effect, add +1 Toughness to all models for each point of warp charge it cost to cast.

Discipline of Change
Primaris – Flickering Fire of Tzeentch: Unchanged, other than to reword it to make it clear you choose the WC cost before you cast.
1 – Tzeentch’s Firestorm: Unchanged.
2 – Bolt of Change: Unchanged
3 – Tzeentch’s Warpflare: WC1. Nova, Range 9″, S D6, AP4, Assault 2D6, Ignores Cover, Warpflame.
4 – Boon of Flame: WC2 or 3, decide before rolling. Conjuration with range of 12″. If used at WC2, conjure 1 Exalted Flamer. If used at WC3 conjure either a unit of 3 Flamers or 1 Burning Chariot.
5 – Infernal Gateway: Unchanged.
6 – Prismatic Gaze: WC3. Witchfire, Range 18″, Strength D, AP1, Assault 1.

Discipline of Excess
Primaris – Lash of Slaanesh. Unchanged.
1 – Acquiescence. Unchanged, other than to clarify that the Initiative penalty is to a minimum of 1.
2 – Pavane of Slaanesh: Unchanged.
3 – Maniacal Fervour: WC1. Blessing that targets a friendly unit within 24″. Unit suffers D6 S3 AP- hits, but gains Furious Charge, Rage and Zealot.
4 – Phantasmagoria: WC1. Malediction on enemy unit within 18″. Each time the unit wishes to Move, cast Psychic Powers, Run, Shoot, Charge, Attack in the Fight Subphase, Sweeping Advance, Consolidate or Overwatch it must first pass a Leadership test. If failed, cannot perform that action but may perform an alternative action in that phase, assuming it passes another Leadership Test.
5 – Slicing Shards: WC2. Witchfire, Range 24″, S4, AP4, Assault 1, Large Blast, Soul Flay (After resolving the attack, any units that are under the blast marker must pass a Ld check or suffer a further D6 S4 AP4 hits).
6 – Cacophonic Choir: Unchanged.

And the Tactical Objectives if anyone is interested:

11 – Delight in Despair: 1 VP if an enemy failed a Fear or Morale test in Assault Phase. If it was against a Slaanesh Demon Unit, score 2 VP instead.

12 – The Cycle of Life: 1 VP if an enemy unit was destroyed. It was by a Nurgle Demon unit, score 2 VP instead.

13 – Touched by the Warp: 1 VP if at least one friendly model succeeded to manifest a Psychic Power. If it was by a Tzeentch Demon model, score 2 VP instead.

14 – The Glory of Khorne: 1 VP if a character killed an enemy in a Challenge. If it was a Khorne Demon Character, 2 VP instead.

15 – The Dominion of Chaos: D3 VP if you control more objectives than your opponent.

16 – The Great Game: Roll a dice at the end of each turn after generating this objective. Score that many VP at the end of your turn if you control the number of objectives equal to the number you rolled that turn.

Formarion Update:
Oh, and the Soul Grinder formation as was described to me is 3 Grinders of any configuration; when 1 Grinder kills an enemy model, the other 2 Grinders get +1 To Hit and To Wound for the rest of the phase.
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Post  System Commander Wed Feb 10, 2016 4:24 pm

I like the look of the Nurgle powers. Asuch as it fits.. Im not liking the Str D shot. In a full Tzeentch list.. you're gonna end up with a few guys who have it.. every game.. Sad Yeah, still lots of factors to get it to work, but its sure gonna make any multi wound models i have pretty damn scared.
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Post  Paz Wed Feb 10, 2016 4:31 pm

Yeah, but wc3 and 18 inch range, and still gotta hit on 6's, I just cant see anyone A: getting lucky enough to roll it on more than 1-2 guys, or B: having enough warp charges to fire it even twice let alone once. Imagine getting that off, just to miss...

The one that I think will really scare everyone, especially tau is that deny overwatch, or the +1-3 toughness. Imagine a t8 herald with 20 t7 shrouded plaguebearers
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Post  System Commander Wed Feb 10, 2016 4:53 pm

I love the toughness one.

Yeah.. the denying overwatch i really singled in on as well.

Oh yeah.. there s alot of if's involved on that Str D. Have to roll the power.. have to get it off.. have to roll to hit.. need a 6 on the D table. Its a long list, but an insta gib on a Bloodthister first or second turn is really scary. However.. its one of the few things that could say make a kitted up fast moving EW character really nervous.

I like options they presented for the Daemons.. some cool things.
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Post  Roland Wed Feb 10, 2016 9:54 pm

I'm kinda completely lost. I've got a Khorne puppies list I'd thrown together that I can't decide if I should play as Daemonkin (2x formations) or as straight up daemons in a CAD.

Am I the only one waiting for GK and Orks to get a proper campaign?Smile
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Post  System Commander Wed Feb 10, 2016 9:58 pm

Bols just put the Warlord traits.. a different one for each god. They are all.. pretty awesome. Id put them up.but the pictures were a bit fuzzy.. waiting for a text version.

Khorne has one giving warlord fnp and all units within 8" fnp 6+, and another one giving the warlord an option to make 1 str D attack in lieu of regular attacks.
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Post  Paz Thu Feb 11, 2016 9:42 am

Yeah there are some absolutely nutz warlord traits. The tzeentch one that give you 1 extra mastery level? Gross.
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Post  Paz Thu Feb 11, 2016 12:34 pm

BOOM, DECURION:

~Foreget the puppies, the dark gods are thirsty!~ Daemonicincursionleft-bw

~Foreget the puppies, the dark gods are thirsty!~ Daemonicincursionright-bw

So, I'm thinking a single core, probs khorne or nurgle, with the tetrad and bloodthirster, and a flock of furies to fulfill the auxilary, followed by an allied cad for all the silly stuff.

The tetrad, when you mix in all the additional benifits and artifacts, can get (while expensive) really freakin terrifying for anyone.

Imagine the nurgle prince slapping a unit with no overwatch, to then get slammed with a khorne prince (at t6 and 6 base attacks) with 6's that are sD.

yuck.
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Post  Paz Thu Feb 11, 2016 1:09 pm

All Hellforged artifacts:

KHORNE:

* A’rgath, The King of Blades: 15pts. S+1, AP3, Melee, Specialist Weapon, Blade King (Bearer always hits on a 2+ in a challenge). Demon Prince of Khorne or Herald of Khorne only, replaces the bearer’s melee weapon.

* Deathdealer: 15pts. S User, AP2, Melee, Decapitating Blow (Instant Death on To Wound of 6), Specialist Weapon, Searing Gore (Each time a model is removed as the result of attack by this weapon, its unit immediately takes an additional D3 S3 AP4 hits starting on closest models to bearer. Bloodthirsters of any type or Demon Princes only. Replaces bearer’s melee weapon

* The Crimson Crown: 40pts. +1 Attack to all Demons of Khorne models within 8″ of bearer. Bloodthirsters, Demon Princes and Heralds.

* Skullreaver: 30pts. S Uer, AP2, Melee, Specialist Weapon, Anathema (To Hit rolls of 6 are Strength D!!!). Bloodthirsters of any type or Demon Princes, replaces melee weapon. Fluff describes it as a huge axe with a Bloodthirster bound inside it

* Khartoth the Bloodhunger: 25pts. S+1 AP3 Melee Sunderer of Time (When a model suffers any unsaved wound from this weapon, it is removed from play but make a note of the models position. At the start of each turn, the controlling player rolls a die – on a 4+ the model re-enters play via Deep Strike within 12″ of where it was slain. Model counts as slain if the game ends before it returns to play). Demon Princes and Heralds only, replaces melee weapon.

* Armour of Scorn: 30pts. 3+ Armour save, Adamantium Will. Reduce the Strength of any attack that targets the bearer by 1. Bloodthirsters and Demon Princes only

TZEENTCH

* Paradox: 25pts. S User, AP4, Melee, Concussive, Warp Contradiction (Once per turn when taking Psychic Test, bearer can pick up and turn all dice he has rolled to their opposite side instead (ie 1,3 and 5 become 6, 4 and 2). Lord of Change and Herald of Tzeentch only.

* The Endless Grimoire: 35pts. If your Warlord generates all his powers from Change, he knows all the Change powers. Herald of Tzeentch only.

* Soul Bane: 15pts. S User, AP*, Melee, Fleshbane, Incorporeal (AP is equal to target’s Initiative. If target is higher Initiative 6, it is AP-. Against vehicles it is AP1). Demon Princes or Heralds only.

* The Oracular Dais: 35pts. Counts as Disc of Tzeentch. At start of each of your turns, choose one friendly Chaos Demon Faction unit that is reserve and automatically pass its reserve roll. Herald only.

* The Impossible Robe: 25pts. 3+ Invulnerable save. Each time wearer suffers an unsaved wound, must pass Ld or be removed from play. Lords of Change, Demon Princes or Heralds only. Note the wording on that downside…

* The Everstave: 20pts. Two profiles – S User, AP4, Melee, Soul Blaze, Warpflame and Range: Template, S5, AP3, Heavy 1, Soul Blaze, Warpflame. Lord of Change or Herald only

NURGLE

*Grotti the Nurgling: 40pts. Reduce the Toughness of all models, friend or Foe, by 1 whilst they are in 6″ of a model accompanied by Grotti, unless they are a Demon of Nurgle. Great Unclean One, Demon Prince, Herald only. The fluff for this little dude is epic!

* Corruption: 25pts. S*, AP-, Melee, Touch of Rust (always glance on a 6), Hyper-infection (Hits by this weapon automatically Wound, no need to roll. Use the bearer’s Strength for Armour Pen and Instant Death). GUO, Demon Princes and Heralds.

* Horn of Nurgle’s Rot: 35pts. After resolving bearer’s close combat attacks, add 1 model to friendly Plaguebearer units within 12″ of the bearer for each enemy model that was slain. Models must be placed in coherency and more than 1″ away from enemy models. Demon Prince and Heralds only.

* Epidemia: 20pts. S+1, AP– Melee, Specialist Weapon, Mass Contagion (Each time a model is removed as the result of this weapon, its unit must pass a Toughness nest or suffer an additional wound with no armour or cover). GUO only.

* The Doomsday Bell: 30pts. Counts as Instrument of Chaos. Whilst bearer is on the field, all enemy units are at -1Ld. Herald Only.

* Death’s Head of Duke Olaks: 15pts. Range 12″, S1, AP4, Assault 1, Large Blast, Poison 2+, One Use Only. Herald Only

SLAANESH

* Soulstealer: 20pts. S User, AP3, Melee, Soulgreed (each time a model is removed by this weapon, the bearer immediately regains 1 lost wound). Keeper of Secrets or Demon Prince only.

* Silvershard: 30pts. S User, AP3, Melee, Blade Blitz (bearer has +2 attacks). KoS or DP only.

* The Slothful Claw: 10pts. When bearer attacks in melee, roll one attack separately with the following profile S+2, AP2, Melee, Specialist Weapon, Rending. KoS or Herald only.

* The Forbidden Gem: 15pts. At start of Fight Sub-phase, after challenges issued but before blows are struck, any model in a challenge must roll 3D6 and subtract their Ld. That model suffers penalty to WS and Initiative equal to the result for the rest of the phase. Herald Only

* Whips of Agony: 15pts. S User, AP5, Melee, Agonising (the bearer can re-roll all failed To Wound rolls. Any model that suffers unsaved wounds cannot make attacks for the rest of the Fight Subphase). Exalted Alluress only….

* The Mark of Excess: 15pts. At the end of a Fight Sub-phase in which the bearer kills a Monstrous Creature or Character, it gains +1 Attack for the rest of the game. KoS, Demon Prince or Herald.





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Post  Rhaevyn Fri Feb 12, 2016 12:26 am

skullreaver .

that is all.
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Post  Rhaevyn Fri Feb 12, 2016 12:28 am

anyone figured out what the rules for the forgehost are?
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Post  Paz Fri Feb 12, 2016 10:03 am

Yeah they are:

For every wound caused by one soulgrinder, the other two get to reroll to hit and to wound in that phase
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Post  Rhaevyn Fri Feb 12, 2016 2:44 pm

that... is fantastic.
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Post  Planes Fri Feb 12, 2016 4:00 pm

With all this new tech coming out, I might have to look at changing up my Renegades list to have mechanized, daemonic support in the form of the Gorethunder Battery and/or the Forgehost.

Damn it, now I need another Grinder, or at leas the component bits to bash one together.
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