Finalmente…
dopo un lungo attendere ecco con cosa vengo premiato
ed a seguito qualche news , purtroppo sono ancora in inglese,appena mi arriva in ita ve lo pubblico al volo…
New models:
There are four new boxes, plus three metal models and a new battalion box.
Clanrats / Slaves
- plastic box of 20 for £20
- concept sketches by Jes Goodwin and Brian Nelson
- wear tattered robes and armour somewhat similar to LotR moria goblins
- the box does not contain parts to make weapon teams
Stormvermin
- plastic box of 20 for £30
Doomwheel
- plastic box of 1 for £20
- smaller than the old version to make it fit on a chariot base
Screaming Bell / Plague Furnace
- plastic box, makes one or the other for £35
- the bell variant comes with part of the church still attached
- the furnace variant comes with sculpted plastic smoke
Deathmaster Snitch
- metal blister of 1 for £8
- whirling around with his trademark three daggers, in the shape of the Skaven triskele symbol
Queek Head-taker
- metal blister of 1 for £8
- in a leaping pose and has a rat ogre skeleton on his trophy rack
Skweel Gnawtooth
- metal blister of 1 for £8
- has a warpstone whip and many little rats crawling over him
Battalion Box
- same makeup as currently, just with new Clanrats(?)
- £55
Things that are apparently being phased out (if you look at Maelstrom, for example)
- Stormvermin (new plastic box)
- Gutter Runner blisters (repackaged in boxes of 5)?
- Censer Bearer blisters (repackaged in boxes of 5)?
- Grey Seer on Screaming Bell (new plastic box)
- Assassins (resculpt?)
- Plague Lords (resculpt?)
- Warpfire Thrower (resculpt?)
- Warplightning Cannon (resculpt?)
- Rat Swarms (unknown)
Army list structure
As with all recent army books, there will be ONE and only one army list, i.e. no variant list for a Clan Pestilence or Clan Moulder or anything like that. HOWEVER, the army list is most likely going to be less restrictive than now, making it easier to play a Clan Pestilence or Clan Moulder list using the main army list. This might be done by moving certain units (e.g. Plague Monks) to Core, or it might be done by having special characters that alter the army list if chosen (i.e. Lord Skrolk might let you take Plague Monks as Core). Note that we don’t know anything about this yet, though it has been suggested by multiple sources that the Mainstay mechanic is gone.
Army special rules
Strength in Numbers – still in
Live to Fight Another Day – still in
Lead From the Rear – now ONLY lets a character moved to a rear rank use magic items and other rules, it no longer lets you pick who gets retired after declining a challenge, etc.
Life is Cheap – ONLY applies to Slaves, so you can’t shoot into combat if any of your other units are involved.
Magic
- There are supposedly two spell lists, one for Skryre (Lore of Ruin) and one for Pestilence (Lore of Plague). Warlock Engineers get spells from one lists while Plague Priests get spells from the other. – Grey Seers can apparently choose which list to use and can mix (so if they roll a 1, 2, 3 and 5, they can get the first and fifth spell from the Skryre list and the second and third from the Pestilence list, or some other mix)
- There is supposedly also a basic spell in addition to these, giving a total of 13 spells
- Irresistible Force is supposedly back to being on double 6s like with any other army
- casters can supposedly consume any number of their warpstone tokens when casting spells
Lore of Ruin
#1: Skitterleap, 5+
#2: Warp Lighting
- only D6 hits, though if you take the Warp-power Accumulator it adds +2 hits (a 1 is still one hit on the caster)
#3: Howling Warpstorm, 7+
- stops flying
- enemies get -1 BS
#4: Death Frenzy
- Frenzy with +2 attacks rather than +1 (replaces normal frenzy if the unit is already frenzied)
#5: Scorch, 11+
- place 3″ template within 24″, models hit (even if only partially covered) suffer a Strength 5 flaming hit
#6: Crack’s Call
- draw a line 4D6″ from the caster, all models hit must pass an Initiative test or be removed. Chariots and war machines are removed on a 5+
Lore of Plague
#1: Pestilent Breath, 5+ to cast
- only Strength 2, otherwise as before
#2: Poisoned Gift
- friendly unit within ?” gains Poisoned attacks for the rest of the game. If it already had poisoned attacks, they now poison on a 5+
#3: Wither, 8+
- an enemy unit within 12″ suffers -1 Toughness for the rest of the game (unknown if multiple castings are cumulative)
#4: Vermintide, 8+
- appears to be the same as before
#5: Foul Cloud
- may affect all units within 12″ (enemy units are affected on 2+, Clan Pestilence on a 5+ and other Skaven on a 4+)
- affected units take D6 S5 hits with no armour save
#6: Plague, 12+
- as before
Grey Seers only
#13: Curse of the Horned Rat, 25+ to cast
- can only target US1 infantry
- causes 4D6 Wounds to the enemy unit with no saves allowed. If the unit is wiped out, it is replaced by an equal number of skaven (clanrats?). If it does not cause enough Wounds to wipe out the unit, no skaven are produced (it is assumed that they are slain as they mutate)
Lords
- there are no clan-specific Lord choices other than special characters
Warlord
- Mount options: Rat Ogre, Giant Rat or a War Litter
- otherwise pretty much as before
Grey Seer
- new plastic Screaming Bell presumably includes a plastic Grey Seer
- Leadership 7
- start with D3 Warpstone tokens
- Mount option: Screaming Bell
Heroes
Chieftain
- no news
Warlock Engineer
- are now more like a cross between wizards and engineers
- start off at 15 pts with no magic level
- can be upgraded to a level 1 for 50 pts or to level 2 for 85 (in total, so not 50+85)
- become more shooting-oriented than previously, can take a Warplock Musket with a special sight that allows him to snip models in units (presumably like an Empire Hochland Long Rifle) or a pair of Warplock Pistols
- Warp-Power Accumulator is apparently an Arcane item (not know if it is unique or not) that only generates an extra Power Dice on a D6 roll of 5+, but adds +2 hits caused with the Warp Lighting spell (an unmodified 1 still does a hit on the Warlock)
- Mount options: Doomwheel?
Assassin
- still a character and not a Core choice (unlike the Dark Elf ones)
- Always Strike First, Initiative 9
- 4+ “dodge” Ward save
Plague Priest
- 30 pts more expensive, but starts as level 1 wizards (unknown if they can upgrade to level 2)
- Mount options: Giant Rat or a Plague Furnace
Master Moulder
- now a unit upgrade for Giant Rat Packs and Rat Ogres rather than a character
Character mounts
Giant Rat (Warlord, Plague Priest…)
- presumably like the one being ridden by Nurglitch
Rat Ogre (Warlord…)
War Litter (Warlord…
- presumably much like a Palanquin of Nurgle in being a cavalry mount on a large base moving at infantry speed
Screaming Bell (Grey Seer)
- new plastic model, comes on a 60 x 100 mm base (so 3 rats wide and 5 deep)
- must join a unit of Clanrats or Stormvermin, making the unit Stubborn
- now has a Rat Ogre swinging the bell
- stats as before, pushing it apparently also works as before
- ringing the Bell works much as before, but the first turn you can only ring with one dice, if you roll a double the unit suffers D6 S4 hits, if you roll a triple the Bell is not destroyed, it only suffers a S5 hit (as does the Grey Seer)
- now “only” a 4+ Ward save (unknown if this now also applies to the Grey Seer)
Plague Furnace (Plague Priest)
- made from same kit as the Screaming Bell
- apparently also pushed into battle, also causing impact hits
- gives a bonus to units around it (poison or frenzy, details unknown), while Pestilence units nearby get further bonuses (Hatred or Stubborn, details unknown)
- can supposedly cast Scorch as a bound spell with Power level 5
Doomwheel(?)
- given GWs previous policy of wanting to sell as many as possible of the new big plastic kits, you will be able to take the new plastic Doomwheels as mount options (for Warlock Engineers) similar to how Skink characters can take the new plastic Stegadons as mount options
Core
Clanrats
- new plastic box
- lose Mainstay rule, which allows you to take more of the other units without needing clanrats first. It appears that to compensate for this, other units are getting more limited (Night Runners become a block unit, Globadiers become Special, etc.)
- one point cheaper, but start without shields (thus only really half a point cheaper)
- shields and spears are both upgrades costing half a point each
- can get all weapon teams other than the tunneling one
Slaves
- made from the same plastic box as clanrats
- Life is Cheap now *only* applies to Slaves
- spears, shields and slings are all upgrades costing half a point each
- can no longer get a champion
Stormvermin
- new plastic box
- no longer 0-1
- one point cheaper with the same stats, equipment and options
- one unit may take a magic standard worth up to 50 pts
- champion can get a magic item(?) / looted wargear(?) worth up to 15 pts
- can get all weapon teams other than the tunneling one
Night Runners
- no longer skirmish(!)
- special rule Slinking Advance gives them a free Move before the first turn (like Ghouls get if you have a Vampire with the Ghoulkin power)
- apparently same stats as now
- champion has a 6+ “dodge” Ward save
- 2 points more expensive, but start off with two hand weapons and throwing stars
- can take a Warp Grinder weapon team (allowing them to tunnel)
- it is not known what the minimum unit size is
Giant Rat Pack
- slightly cheaper
- don’t count towards minimum number of Core units
- one rumour said you could add Rat Ogres to this unit, but that was wishful thinking
- if all pack masters are slain, the unit gets Stupidity on a 1-3 and Frenzy on a 4-6
- Master Moulder is now a champion-type upgrade with the same stats as now except -1 In and -1 Attack. He can have a things-catcher or great weapon. No magic items?
- new special character Skweel Gnawtooth is an upgrade for this unit
Rat Swarms
- presumably no longer 0-1
- cost almost halved
- don’t count towards minimum number of Core units
Weapon Teams
- these function more or less as now (i.e. they can be targeted like any other unit), but if they are within 3″ of their parent unit, they get a 4+ Ward save and add that unit’s rank bonus to their Leadership. They all come with heavy armour
- some rumours had them hiding in their parent unit, somewhat like a Dark Elf Assassin, though that was not correct$
- there does not appear to be any new models for these at the moment, making them a likely candidate for a plastic kit (like the Imperial Guard Heavy Weapon team box for 40K) sometime in the future
Ratling Gun
- now has to roll to hit
- slightly cheaper
Warpfire Thrower
- now explicitly flaming…
- slightly cheaper
Poisoned Wind Mortar
- something like a bigger Poison Wind Globadier, using a 3″ template
- no model at the moment
Doom Flayer
- close combat weapon team, possibly causing impact hits
- Strength 4, armour piercing
- no model at the moment
Warp Grinder
- allows its unit to tunnel (details unknown)
- no model at the moment
Special units
Jezzails
- can get a BS 4 champion
- lose skirmish
- otherwise as before, it seems
Plague Monks
- one point more expensive, but start with two hand weapons
Rat Ogres
- Frenzy
- cost 10 pts less than currently, but that is without a handler (who cost 8 pts, so if you get one handler per Rat Ogre you end up paying 2 pts less)
- can get champions who have +1 WS and +1 A
- can take a Master Moulder (see Giant Rat Packs)
Gutter Runners
- tunneling is now a weapon team (Warp Grinder) rather than a normal upgrade
- start with two hand weapons and throwing stars
- poison is an upgrade (somewhat costly as well)
- can get nets, who are apparently not quite the same as for Night Goblins
- can Scout or sneak onto the table from any edge, like Dwarf Miners
- 6+ “dodge” Ward save (5+ for champion)
Globadiers
- supposedly not getting new models yet
- unit size 5-15
- may fire into close combat, if the unit is enganged in close combat, unengaged models may lob poisoned globes at the enemy (in their own shooting phase?)
- may take a Poison Wind Mortar weapon team
Plague Censer Bearers
- get one extra Attack (so 3 while frenzied)
Rare
Warp Lightning Cannon
- no longer have to flee from charges (and there was much rejoicing!)
- fires like a normal cannon (some rumours say with a 3″ round template placed where the shot ends also)
- second artillery dice rolled for bounce also determines the Strength of the shot
- Strength still random, no armour save, D6 wounds
- Leadership 7
- still a single model (with three S3 attacks to represent the crew) and not like other war machines who have separate crewmen
- loses it’s Ward save
- slighly cheaper
Plagueclaw Catapult
- stone thrower variant with 5″ round template
- Strength 2, no armour saves allowed, units hit must take a Panic test if they take one or more wounds
- like the Warplighting Cannon, the catapult is supposedly a single model and does not have separate crewmen
- No model for the time being, it seems. Eventually there might be a plastic kit that makes this or the Warplightning Cannon.
Doomwheel
- new plastic model
- large target, terror
- still moves 3D6″, impact hits as scythed chariot (S6)
- takes less damage than normal chariots from moving through difficult terrain
- shoots warp lighting three times each turn at the closest unit unless the driver can pass a leadership test (at Ld7), lightning is S6 and causes a number of hits equal to the roll of an artillery dice, a misfire can alter the Doomwheel’s speed or cause it to move in a random direction
- can “grind” in close combat much like a Steam Tank, causing D3 impact hits
Hell Pit Abomination
- more like a meld of many different creatures than one single big thing
- Large Target, Terror, Regneration
- Stubborn (on Ld 8)
- Strength, Toughness and Wounds like a Giant
- slightly more expensive than a Giant
- special rule Shambling Horror, moves 3D6″ and on a triple something interesting might happen
- special rule Too Horrible To Die means you have to roll a D6 after killing it, on a 1-3 it’s actually dead, on a 4-5 you get D3 rat swarms (and then it dies?) and on a 6 it comes back to life with D6 Wounds
- special rule Warpstone Spikes gives it random attacks (S6 hits on all models in contact with no armour save causing D3 wounds, 3D6 attacks and any unit that suffers casualties is at -1 to hit the Abomination, or all models in contact must pass In-tests or be slain outright)
- no model for the time being
- does NOT tunnel
Special characters
Thanquol & Boneripper (Grey Seer with Rat Ogre bodyguard)
Lord Skrolk (Pestilence Lord)
- classic model available through the GW website
Ikit Claw (Skryre Lord)
- classic model available through the GW website
Throt the Unclean (Moulder Lord)
Queek Head-Taker (Warlord)
- new metal model
- WS7 and 6 attacks total
Skrotz the Mutant (unknown)
Vermin Lord (Greater Rat Daemon)
- not a special character as such, but presumably you can’t have more than one
- classic model available through the GW website
- stats very much like a Shaggoth
- 5+ Ward save, counts as a daemon
- level 4 wizard
- can’t be the army general
Deathmaster Snikch (Eshin Hero(?))
- new metal model
Tretch (unknown)
- new character
Skweel Gnawtooth (Clan Moulder Packmaster)
- new metal model
- upgrade champion model for Giant Rat Packs
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