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Старый ламповый фонарь Warhammer 40000 40k
2020-01-02 13:19:53
#News_LampPost #AoS Как и полагает Повелителю Перемен ФФ Тзинча вышел сейчас! Кубы Судьбы остались теми же - в начале битвы кидаешь 9 кубов, и можешь в процессе боя заменять результаты бросков на эти кубы Локус демонов - -1 ту хит в мили по демонам, которые полностью в 12" от героя демонов Новая абилка - Агенда. В начале каждой геройской фазы можно заявить агенду, и, если в течение этого хода ваш Тзинчевский юнит её выполняет - вы получаете бонус. Показали агенду "массовый призыв". Выбираешь мага, если он кастует два заклинания на 9+, и их не отражают - агенда считается выполненной. Награда - +1 к кастам этого мага до конца битвы. Очки Судьбы - каждый раз, когда заклинание скасчено и е отражено вы получаете 1 очко судьбы. За них можно призывать демонов на поле боя. ЛоЧ - 30 очков Фэйтскиммер/Геральд на коляске - 24 10 пинков - 20 1 коляска - 18 3 флеймера - 18 ... Подфракции: Этернал конфлаграшн - варпфлейм, магикал флеймс, биллоувинг варпфлейм улучшают ап на 1. И ещё флеймеры становятся баттллайном Гильдия саммоеров не может призывать ничего, кроме ЛоЧа, но, зато в первый раз он стоит 9 очков судьбы, во второй - 18, и только в третий и последующие разы он стоит 30 очков Изменения варскроллов: Теперь ужасы делятся так: из пинка после смерти вылезает 2 синих. Из синего - бримстоун. Либо можно выдавать морталки. Правда, им повысили цену Абилка кайриков на улучшение ап витч болтов теперь заклинание (со сложностью 6) а сам юнит - маг, пока в нем 9+ моделей. Это помогает вам быстрее набирать очки судьбы Родной спелл Магистра на диске: сложность 7, один юнит в 18" получает д3 морталок. Если хоть одна модель погибла от морталок - можете призвать спавна в 3" от юнита. https://www.warhammer-community.com/2020/01/02/faction-focus-disciples-of-tzeentch/ "Faction Focus: Disciples of Tzeentch Seeking ascension with your Tzeentch army or just fancy a change? Curious about what the new battletome holds? In today’s Faction Focus, we’re delving into the arcane secrets of Battletome: Disciples of Tzeentch ahead of this forbidden tome going on pre-order this weekend. Who are the Disciples of Tzeentch? Tzeentch is the Chaos God of Change, undisputed master of magic and schemer without compare. Tzeentch and his followers draw strength from ambition, alteration and conflict. From his daemonic legions to cults in the heart of the Cities of Sigmar and tribes of marauding Tzaangor, each of Tzeentch’s followers seek knowledge and power – all the better to incinerate the Mortal Realms in the coruscating flames of change. On the tabletop, the Disciples of Tzeentch have a vast suite of allegiance abilities that bring their fate-twisting, magic-wielding, Chaos-spreading powers to life – starting with… Destiny Dice We’ve all had those moments – the charges where nothing but a 6 will do. Those epic, desperate defences where a 1 means certain death. Destiny Dice let you control fate itself! Tzeentch armies roll 9 dice at the beginning of the game. You can then use the results of these dice to replace rolls in the heat of battle! With Destiny Dice in hand, you’ll have control over randomness itself, giving you a key tactical advantage Locus of Change Locus of Change is a streamlined ability that brings several Tzeentch Loci under a single, consistent banner. How it works is simple – Tzeentch Daemons wholly within 12” of a friendly Tzeentch Daemon Hero are harder to hit in melee, giving units that are traditionally most effective casting spells or bombarding enemies with warpflame some added (and very welcome) durability. Hidden Agendas The followers of Tzeentch are always pursuing strange and inscrutable plots of their own – represented in-game by the new agenda system. Every hero phase, you can announce that you’re attempting to complete one of five agendas. If one of your Tzeentch units completes that agenda, they get a new ability as a reward. Mass Conjuration, for instance, rewards you for casting spells by making it easier to cast more – Tzeentch is, after all, the god of magic! Fate Points Tzeentch is empowered by magic. Just as Khorne cares not from whence the blood flows, Tzeentch isn’t particularly picky about who’s slinging spells! When you’re playing Tzeentch, every time a spell is cast and not unbound – including those used by your enemies! – you get a Fate Point. These can then be spent immediately on daemonic reinforcements, or accumulated over time to summon something bigger… Sub-factions There’s more! Tzeentch armies can also now be customised to serve a variety of Change Covens, representing the myriad daemonic hosts and hidden cults that worship the Changer of Ways. Each Change Coven rewards you for choosing a thematic army with powerful and distinct new abilities. Want to blow stuff up? The Eternal Conflagration is for you! In this Change Coven, Flamers of Tzeentch are Battleline, meaning if you like, you can have an army made almost exclusively of these fire-spewing monstrosities! What’s more, they’ll be capable of chewing through even the heaviest of armour thanks to the Twisters of Materiality ability. The Guild of Summoners are one of the most unusual sub-factions in the book. These crazed cultists can’t actually summon anything other than Lords of Change – but their first only costs a mere 9 Fate Points. In practice, this means that only 9 spells need to be cast, anywhere on the table, for you to get a massive boost in battle – an incredible counter to magic-heavy forces. With six cults to choose from, each with their own ability, command ability, command trait and artefact of power, you’ll be able to add more variety to your Tzeentch armies than ever before. Big Warscroll Changes The new Battletome also sees some warscroll changes. The most significant of these is to Horrors of Tzeentch. In the past, how these units split into Blue Horrors and Brimstone Horrors has been a little bit complex. Now, it’s much simpler. Every time a Pink Horror is slain, you add two Blue Horrors to the unit. Every time a Blue Horror is slain, you get a base of Brimstone Horrors. Don’t have the models? Don’t worry! You can choose to inflict mortal wounds instead. The cost of Horrors has been upped to compensate for this, but these spell-slinging nesting dolls wreak more arcane havoc than ever before. Kairic Acolytes, meanwhile, have been tweaked so that their Gestalt Sorcery ability is now a spell, and the unit is a Wizard when it has 9 or more models! Any number of Kairic Acolytes units can cast Gestalt Sorcery in the same hero phase, so as well as making your Sorcerous Bolt attacks better at piercing armour… …this helps you generate even more Fate Points and gives the Kairic Acolytes a clear niche when compared to the other main Battleline choice in the book, Tzaangors. This book also debuts a new warscroll – the Magister on Disc of Tzeentch! Magisters have long been excellent Tzeentch Heroes, offering you a powerful spellcaster for only a handful of points. Thanks to his Disc of Tzeentch, this Magister is perfect for keeping pace with fast-moving units like Screamers of Tzeentch or working as a disruption piece. Zoom up an enemy flank and bombard their key units with Bolt of Change – while they’re fighting Chaos Spawn, your own units will have free reign to cause mayhem across the rest of the table. Get your Magister on Disc of Tzeentch in Aether War this weekend – and secure the rules we’ve previewed here for yourself with Battletome: Disciples of Tzeentch! If you’re still hungry for more forbidden knowledge, delve into the lore of the Disciples of Tzeentch with Nick Horth’s City of Secrets."


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