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[谣言] 刺客厅规则 Culexus Assassin: wargear Animus Speculum (18", s5 ap1 assault x. X = combined mastery level within 12" + you can add dice from your own pool that you generate from models outside of 12" or the d6 free ones) Etherium (ALL shots and combat attacks are made at BS and WS 1 against a culexus) - Psyk-out grenades (as codex GK) Special Rules Fear Fearless independant Operative (can not join a unit or be joined under any circumstance) Infiltrate Life Drain (6 to wound cause instant death) LIghtning Reflexes (4+ invun) Move through Cover No Escape (-2 to look out sir) Preferred Enemy (Psykers) psychic abomination (Psykers suffer -3 ld, do not generate any warp charge dice and only channel on a 6+ not a 4+ when *casting* with 12" of the Culexus) Eversor Assassin: Wargear Melta Bombs power Sword Executioner Pistol- bolt pistol or needle round (4+ poison) Neuro-gauntlet- melee, fleshbane, shred Frenzon - 3d6 charge range, 3 bonus attacks on the charge Sentinel Array - fires overwatch at full BS Special Rules bio-meltdown-when assassin dies, S5 blast up to d6 inches. Fast shot-executioner pistols fires 4 times at same target, mixture of rounds though. Fearless Feel no pain-5+ Furious Charge Independant operative infiltrate Lightning Reflexes Move through Cover No Escape Callidus Assassin: Wargear Neural Shredder- template, wounds on 4+ ap2 Phase sword - to wound rolls of 6 cause phase wound, no invuln vs phase wounds Poison blades-3+poison + rending Special Rules Fearless Fleet Hit and Run Independant Operative infiltrate Lightning Reflexes move through Cover no Escape Polymorphine - marbo, enemy only fire snap shots on arrival turn at assassin Precision Strikes reign of Confusion - reroll seize initiative, opponent suffers -3 on first reserve roll Vindicare assassin: Wargear: Blind grenades CCW Exitus rifle _ shield breaker round - no invuln save allowed _ turbo penetrator - class as strength 10 vs vehicles, D3 wounds vs non-vehicles _ Hellfire rounds - wound on 2+ Exitus Pistol as above but pistol Spy Mask - ignores cover Special Rules: Deadshot - Precision shots 6+ Fearless Independant Operative Infiltrate Lightning Reflexes Move through Cover No escape - Enemy characters suffer -2 to look out sir Stealth
[谣言] TAU谣言 Elite choice Monstrous creature with T6 W4 2+ save, 5+ invulnerable save and a jump/jetpack of some kind Primary Weapon options are upgraded versions of the Ion cannon and burst cannon, Railcannon may also be an option It also mounts "Crisis level" weapons (missiles/SMS and plasma rifles in pictures) on it's shoulders and underslung beneath the primary weapon Comes with two shielded missile drones (a new type) Equipped with a Nova reactor, which it can activate to boost weapon power (changing the Ion cannon from S7 AP 2 3shots to a large blast, possibly at S8 AP2), increase it's invulnerable save to 3++ or to do other things (increase stats and maybe required in order to jump). Can buy an option granting Skyfire Is poseable enough that weapon arms can be switched around and can be assembled in a kneeling position, similar to that of the Firewarriors Around 7-8" tall, comes with multiple 'FW style' heads that look compatible with current crisis suits Sunshark Bomber/Razorshark fighter - £40/US$65 Plastic kit sculpted by Colin Grayson Fast Attack choices Fighter/gunship is armed with nose mounted burstcannons, and an array of ion weapons mounted in a turret underneath the fuselage. It also has two "pop up" seeker missiles. Bomber is armed with a plasma generator which it uses to launch balls of plasma instead of having conventional bombs and a bomb bay. Bomber also has two drone fighters, armed with railrifles, that can be launched to defend itself. Pathfinders (10+ 3 drones) - £20/$US35 Plastic kit sculpted by Ed Cottreil and Matt Holland Still a Fast Attack choice Markerlights work more or less the same as they do now (boost BS, reduce cover etc) Have access to more experimental weapons, as well as Railrifles and pulse carbines. Pulse carbines are assault 2 The 3 drones in the kit are Grav inhibitor, pulse accelerator and recon drone (which can fit in the turret cupola of a devilfish and provide communication relays and fire support). It's unknown as to whether other units can take these or if drones are now specific options for each unit Special character Pathfinder called Nightstrider XV88 Broadside Battlesuit - £30/US$50 Plastic kit with two drones (box art appears to show shield/missile pods), sculpted by Samir Battistotti and Matt Holland Sniper pose New drone options Carry the mid range rail weapon - S8 AP1 (looks to be Heavy 1, no rumours of Salvo 2/1) Slow and Purposeful, 2+ and T4 now. Can take plasma or missiles as well. They have a suit upgrade that let's them at the start of a shooting phase have skyfire (with it, they are 85 points). They don't have interceptor, nor do they snap fire ground targets. Also appears to be a missile pod variant, with a suit mounted seeker missile 60mm base XV8 Crisis suit team - £45/US$75 Plastic set of 3 models, current models Just a rebox, no new sprue Almost certainly can't be taken as troops Lots of new bits of wargear, but it's currently how much standard suits can take and how much is special issue wargear. Information about this has been put at the bottom under "Miscellaneous rumours" Commander Farsight - unknown Finecast Might have rejoined the returned to the Tau'va, Dawn Blade is now a Power Glavie with Tau symbols and designs on it Looks almost exactly like the test model Matt Holland did that appeared at GD 2009 Comander in Crisis Enforcer Armour - unknown Finecast (presumably) Very little information, mentioned in Riptide design article Apparently has hands extended out for some reason. Cadre Fireblade - unknown (probably £9) Plastic character Firewarrior upgrade called Cadre Fireblade (maybe be SC or just 'unique') IC with split fire, markerlight, supporting fire, volley fire (+1 shot for Pulse Rifles/Carbines if unit and IC do not move). Special Characters Finecast characters Dark strider - Pathfinder SC Longstrike - Special character is "like" Chronus/Pask for tanks. Tank Hunter, potential cover boost, tank can overwatch. Hammerhead roughly 160-170 WITH character. Other units Firewarriors are 9 points Stealthsuits can overwatch at BS2 Skyray can shoot and ground and air targets (one assumes at full BS). Piranhas get cheaper Shadowsun may get split fire Kroot and Vespid are in, but no new units* Miscellaneous rumours There is something called.... Puretide engram neurochip probably a reserve modifier, Steal the Initiative boost - Tastyfish Supporting fire allows other Tau units within 6" to overwatch a charging unit as well. Not sure if this is all Tau units or just specific types. Repulsor field. D6 s4 ap- hits to attacking units at I10 All Ion weapons have a 'supercharge' option but at a risk (gets hot?). Drones can have Ion weapons. Disruption pod gives a boost to cover saves
[谣言] TAU跟Ork的谣言 Broadsides *Broadsides are Slow and Purposeful, 2+ and T4 now. *They come with twin linked Rail Guns str8 ap1 railguns and can take plasma or missiles as well. *They have a suit upgrade that let's them at the start of a shooting phase have skyfire. *They don't have interceptor, nor do they snap fire ground targets. *Can Splitfire still *85pts- that includes base cost + skyfire upgrade Rail Weapons Rail Rifle S6 AP3 Rail Gun S8 AP1 Rail Cannon S10 AP1 Fire Warriors *Have the option for all Firewarrior units within 6" to fire Overwatch *Have a new special HQ *Apparently this can potentially be 4 if the Fire Warrior special character is also attached. *A character that allows Firewarriors to consolidate after Overwatch Uber Suit *The Tau uber suit is called "Riptide" *Is a Jump Monstrous Creature *rumored to be around 165 base but only start with twin-linked Plasma. *Conflicting Reports but looks like its found in the Elite Foc *Can take an Ion Accelerator upgrade: three S7 AP3 shots or one S8 AP2 Large Blast. *There's supposedly a special rule on the Riptide called Nova Accelerator which can do 4 things: 1.Buff weaponry (unsure how or which weapons) 2.Double the shots of support weapons (missile pods ect) 3.Increase invulnerable save to 3++ 4.Boost a stat Tau Codex Author *Jeremy Vetock Model Releases Alongside the codex ( Looks like April 6th) *Riptide large suit *Flyer dual kit (fighter and bomber) *New Battlesuit and Broadside models (not sure if these dual kit or not) *Plastic Pathfinders *A new Fire Warrior HQ (not sure if the special character mentioned above or a generic one)
[谣言] TAU谣言 MONSTERS Tau will be getting two monsterous creatures. First is a Uber suit with two railguns. Stats are under debate but most people think it has t8 W6 and sv 2+/4++ meaning this will be near impossible to take down. The next monster is a Giant Krootox and it is a close combat monster (said to be on par with a Hive Tyrant for similar points) MARKER LIGHTS Marker lights are everywhere, well almost, pathfinders get infiltrate and marker lights are not heavy. The new tau fortification shoots 4 marker light shots a turn (and has a seeker missile silo making it a non-moving sky ray that you can hide in) suits can take a cheap marker light upgrade and fire warrior team leaders can hold marker lights. Marker lights also give preferred enemy (bs5 reroll 1's yes please), skyfire (got to get a 6 to hit the thing first though) and can be spent for firewarrior team leaders to use their "powers" Firewarriors Our best friends get BS4! Okay, not exactly. Firewarrior team leaders get "powers" (similar to Eldar Autarchs) One cheaper power is static BS4. Other powers include Rapid Fire at full range (**** yeah), black sun generator giving stealth or shroud (not sure which, probably just stealth) or a +6'' range making them have 36'' shots. Firewarrior teams can also take a weapons drone which will have a heavy weapons similar to las cannons and grenade launchers. Suits: stealth suits have a wider variety of equipment and have a disappear ability where they can forgo shooting (possibly moving or jump moving too) and they can not be targeted or charged. Crisis suits get some new toys. Nothing is special issue and some of the new guns include Gatling ion blaster: 30'' S:6 AP:3 Assault:3 plasma storm blaster: 40'' S:9 AP:1 Assault:1 (lance,system failure,implosion) So they finally have a way to fight marines and be reliable tank killers. One new piece of hard war allows twin linked weapons to be un-twin linked so you get two shots but no reroll.
恶魔规则谣言 Daemonic: Instability If you lose 25% of your unit at the end of your close combat phase then you must take a leadership test on 2d6. You subtract the amount of models lost to the overall leadership total. If you pass then nothing happens otherwise you lose wounds equal to the amount you failed the combat by. For the case of shooting then the daemons count as being fearless. If a herald joins a unit then the unit is not effected by daemonic Instability Heralds: have +1 to weapon skill, wounds, initiative, attack and have LD 9-10 Soul grinder has sky fire in profile (220pts base) All daemon units have a 5+ invulnerable save as standard. There is upgrades to give heralds 3+ and even 2+ save (although it is very expensive) Greater daemons are tough – the keeper of secrets have 6 base attacks and gains more attacks for every kill. She also has rending. Blood thirster- has amazing stat line: WS BS S T W A I LD SV 10 5 8 7 5 5 5 10 4+ Re- rolls all failed to hit and to wound. All greater daemons have the option for 2+ save – although it is on the 65pts+ mark Fate weaver can make a enemy hero turn into a spawn if they fail an invulnerble save. Still re-rolls saves (but only invulnerable – no longer armour) Basic troops stay the same, points have been reduced minimal Bloodletters – reduced by a point Daemonettes – reduced by 2 points but are now strength 4 on the charge. Plague bearers – reduced by 3 points a model but have lost feel no pain but gained shrouded. Pink horrors- increased by 2 points but have better saves. Blood crushers are now monstrous beasts and have rage. (They are really expensive) Beast of nurgle are vastly improved – and have gone up in cost by 30+ points Physic powers are a bit to random and can hurt you badly if you roll badly Nurgle is the best of a bad bunch.
6版恶魔规则谣言 The bloodthirsters : 280pts WS10 BS4 S9 T7 W5 I5 A5 LD10 SV5+(2+/5++) Daemonic gifts: blood axe, armour of terror, whip of destruction special rules: daemon, daemonic flight, furious charge, rage,blood without end blood axe - user gains a previously lost wound he has lost earlier in game for every kill he makes on a 4+ armour of terror - user gains a 2+ save and 5+ invulnerable. The bearer gains a 4+ feel no pain if the weapons AP in lower than 3 whip of destruction - 12'' shooting attack - strength 8 AP 4 rending daemon - see page 36 daemonic flight- see chaos special rules furious charge & rage - rule book (P41&37) blood without end- the bloodthirsters gain +d6 attacks on the charge and makes another strike at initiative step 1 for every wound he causes. These extra strikes do not produce any further strikes. Great unclean one : 260pts WS5 BS4 S6 T8 W6 I1 A4 LD10 SV6+(4+/5++) Daemonic gifts: plague sword of death, bloated body, aura of decay special rules: daemon, slow and purposeful,my master gifts all,shrouded plague sword of death - wounds everything on 2+ with an ap of 3 - turns characters into spawn bloated body - the daemon has a 4+ armour save and a 3+ feel no pain on any weapon AP 5 or below. aura of decay - the great unclean one has defensive and assault grenades and causes all enemy weapons to count as -1 strength (I believe this is ranged and close combat) daemon - page 36 slow and purposeful - page 42 shrouded- page 41 my master gifts all - pick an enemy and friendly unit at the beginning of the game. The enemy unit gains -1 toughness and strength while a friendly count as +1 strength and +1 to there feel no pain rolls. bloodletters: 14pts each WS5 BS0 S5 T4 W1 I4 A2 LD10 SV6+/5++ daemonic gifts: blood swords (strength: user AP: 4) special rules: daemon, furious charge, rage unit type: infantry Number/squad: 5-20 Daemonettes of slannesh: 12pts each WS4 BS0 S4 T3 W1 I6 A2 LD10 SV6+/5++ Daemonic gifts: rending claws special rules: fleet, make them suffer (+1 added to strength - already included) Unit type: infantry Number/squad: 5-15
[6版] 动力武器单挑时的效率比较 不减I的动力武器 链巨剑3下(冲锋4下)S4 AP- <=对照用, 非动力武器 动力剑3下(冲锋4下)S4 AP3 动力锤3下冲锋4下S6 AP4 单电爪2下(冲锋3下)S4 AP3 重丢伤 双电爪3下(冲锋4下)S4 AP3 重丢伤 以SM对SM(3+sv)单挑来比较 链巨剑3(4)下* 4+命中(50%) * 4+伤(50%) * 3+sv(33.3%) = 砍掉0.24(0.33)个W 动力剑3(4)下* 4+命中(50%) * 4+伤(50%) * AP3(100%) = 砍掉0.75(1)个W 动力锤3(4)下* 4+命中(50%) * 2+伤(83.3%) * 3+sv(33.3%) = 砍掉0.41(0.55)个W 单电爪2(3)下* 4+命中(50%) * 4+重掷(75%) * AP3(100%) = 砍掉0.75(1.12)个W 双电爪3(4)下* 4+命中(50%) * 4+重掷(75%) * AP3(100%) = 砍掉1.12(1.5)个W #结论:双电爪表现最亮眼,可是考虑性价比,单电爪是最佳的选择,可惜一般SM小队长不能配电爪,所以动力剑是最主流的选择, 至于动力锤则不适合用于SM单挑的场合 以SM对终结者(2+sv)单挑来比较 链巨剑3(4)下* 4+命中(50%) * 4+伤(50%) * 2+sv(16.6%) = 砍掉0.12(0.16)个W 动力剑3(4)下* 4+命中(50%) * 4+伤(50%) * 2+sv(16.6%) = 砍掉0.12(0.16)个W 动力锤3(4)下* 4+命中(50%) * 2+伤(83.3%) * 2+sv(16.6%) = 砍掉0.2(0.27)个W 单电爪2(3)下* 4+命中(50%) * 4+重掷(75%) * 2+sv(16.6%) = 砍掉0.12(0.18)个W 双电爪3(4)下* 4+命中(50%) * 4+重掷(75%) * 2+sv(16.6%) = 砍掉0.18(0.24)个W #结论:AP3的动力武器碰上2+甲只能跪了 后攻的动力武器单挑时的效率比较 动力斧3下(冲锋4下)S5 AP2 动力拳2下(冲锋3下)S8 AP2 以SM对SM(3+sv)单挑来比较 动力斧3(4)下* 4+命中(50%) * 3+伤(66.6%) * AP2(100%) = 砍掉0.99(1.33)个W 动力拳2(3)下* 4+命中(50%) * 2+伤(83.3%) * AP2(100%) = 砍掉0.83(1.24)个W #结论:由于是1w间的战斗所以S8秒杀不具优势, 斧的表现比拳套好,但是两者碰上不后攻的武器实在没有把握能活到出手 同场加映对终结者的伤害,斧的表现比拳好,但是碰上暴风盾则一样要跪 以SM对终结者(5+isv)单挑来比较 动力斧3(4)下* 4+命中(50%) * 3+伤(66.6%) * 5+isv(66.6%) = 砍掉0.66(0.88)个W 动力拳2(3)下* 4+命中(50%) * 2+伤(83.3%) * 5+isv(66.6%) = 砍掉0.55(0.83)个W 以SM对终结者(3+isv)单挑来比较 动力斧3(4)下* 4+命中(50%) * 3+伤(66.6%) * 3+isv(33.3%) = 砍掉0.33(0.44)个W 动力拳2(3)下* 4+命中(50%) * 2+伤(83.3%) * 3+isv(33.3%) = 砍掉0.27(0.41)个W
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