Эта запись была опубликована на стене группы "Старый ламповый фонарь Warhammer 40000 40k" 2020-07-25 14:53:49.

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Старый ламповый фонарь Warhammer 40000 40k
2020-07-25 14:53:49
#News_lampPost #Studio_preview #warhammer40k Итак в видео нам пролистали кодексы и острые глазки с магией монтажа позволяют прочитать некоторые обновления в кодексах. Например изменилась 3-я литания космодесанта - теперь она дает +1 ту-вунд в хтх вместо доп. атаки. У магии вернулись категории Blessing и Witchfire. Далее чаптер тактики орденов: Dark Angels: 1) +1 to hit if the unit did not move in this turn and 2) immune to Combat Attrition. White Scars: 1) can Charge after Advance or Fall Back and 2) can fire Assault with no penalty after an Advance move. Space Wolves: 1) +1 to hit in melee if the unit charged, was charged or heroically intervening and 2) units with this tactic can heroically intervene as if they were characters. Imperial Fists: 1) ignore Light Cover and 2) 1 additional hits with unmodified 6s with bolt weapons. Crimson Fists: 1) +1 to hit when the target unit contains 5+ more models than this unit (VEHICLE counts as 5) and 2) 1 additional hit with unmodified 6s with bolt weapons. Black Templars: 1) reroll Advance and Charge rolls and 2) 5+ feel no pain against mortal wounds. Blood Angels: 1) +1 to wound when charging, charged or heroically intervening and 2) +1" to Advance and Charge rolls. Flesh Tearers: 1) +1 to wound when charging, charged or heroically intervening and 2) -1 AP on unmodified wound rolls of 6. Iron Hands: 1) 6+ feel no pain and 2) double wounds on the damage chart. (lost overatch bonus) Ultramarines: 1) +1 Leadership and 2) can shoot in a turn during which it Falls Back, but at -1 to hit. Salamanders:1) you can reroll one wound roll when resolving that unit's attack and 2) each time an attack with an AP characteristic of -1 is allocated, treat it as 0 instead. Raven Guard: 1) count as being in Light Cover if the attacker is more than 18" away and 2) INFANTRY only count as being in Dense Cover if the attacker is more than 12" away. Deathwatch: 1) each time a model with this tactic makes a melee attack against TYRANID, AELDARI, ORK, NECRONS or TAU, reroll a hit roll of 1 and 2) after both sides have finished deploying their armies, select one battlefield role. Until the end of the battle, each time a model with this tactic makes an attack against an enemy unit with that battlefield role, reroll a wound roll of 1. Некроны - помимо обновления Династических кодов у них ещё появились какие-то разные протоколы: Mephrit: add 3" to ranged weapons (epic for gauss reapers in deceiver bombs). add -1 to ap within half ranged (expected but still good) Protocol of Vengeful suns Sautehk: reroll morale (ok but just take Immortal pride..) Rapid fire within 18" instead of 12" (very good). Protocol of the Conquering Tyrant Nephrekh: Models have 6+ invul (4+ 6++ and QS on Doomsday oh mama) auto advance and translocate now 6" but cannot shoot after. Can move through units and terrain as if it wasnt there when falling back or translocating. Protocol of Sudden Storm Novohk: add +1 to charge rolls add -1 to Ap when charging, heroic intervention etc etc. Protocol of the very Hungry Void(Nom) Nihilahk: All models gain objective secured and if unit already has objective secured add 1 to how many models control that objective. -1 Ap attacks turn to 0Ap if the unit is within the "controllers?" deployment zone (so is that within our deployment zone?). Protocol of internal Guardians. Szarekhan: Units ignore mortal wounds on 5+ reroll a single wound roll when unit is chosen to shoot or fight Protocol of Undying Legion


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