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WyvernДата: Вторник, 17.06.2008, 19:11 | Сообщение # 1
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7th Edition Dark Elves

Army Specific:

Eternal Hatred: Dark Elves hate everyone. Against High Elves this hatred continues in subsequent rounds of combat.

Khainite: Non-Khainite characters are unable to join Khainite units. Khainite characters are free to join non-Khainite units however. (Replaces Sect enmity)

Repeater Crossbows: 24" range, 2x multiple shots, Strength 3, Armour Piercing

Repeater Handbows: 8” range, 2x Multiple shots, Strength 3. May always stand and shoot, no modifiers for long range or moving. Can take 2 for 4x multiple shots (champion only).

Magic:

Dark Elf Sorceresses are able to use Dark Magic or Lores of Shadow , Death , Fire and Metal .

Dark Elf Sorceresses no longer gain +1 to cast .

Dark Elf Sorceresses can use unlimited number of power dice to cast a spell.

Dark Magic:

*FREE SPELL* 4+ to cast, generates D3+1 Power Dice that can only be used by caster. Any dice unused cause Strength 4 hit on the caster.

1 – Chillwind 5+ D6 Strength 4 hits. Any casualties prevent shooting.
2- Doombolt 6+ D6 Strength 5 hits.
3 – Word of Pain 8+ Same as current
4 – Blade wind 8+ 3D6 WS4 S3 (S4)(?) attacks on unit within range (12”?) 24".
5 – Soul Stealer 10+ 12” range, Each model takes Strength 2 hit, No Armour Saves. Wounds go to caster (no more than double).
6 – Black Horror 11+ Large template (no more 4+ if the template touches you take the Str test.), Strength test or take a wound.

Lords:

• Malekith (can ride chariot or sulphet, all dark elves in 12" automatically pass panic, the destroyer, circlet of iron)
• Morathi (has +1 to cast)
• Crone Hellebron (If taken, Witch Elves count as Core, still has two magic weapons, the Str 10 one, and the parry blade)
• Dreadlord
• High Sorceress

Heroes:

• Malus
• Shadowblade (can hide in any unit with 20mm - 25mm bases, must roll a d6 at the begining of each turn, if he rolls a 1 he is caught, he can appear the second turn of combat, has str potion (also available as a DE magic item), and heart of woe)
Lokhir felheart (has red blades, giving him + atk for each rank the unit he is fighting has, he regens, causes terror, he has an ability allowing him to move from combat, to anywhere else in combat as long as he is base to base with an enemy afterwards (same combat), when his unit runs an enemy down you are awarded 2x VPs and keep them even if lokhir is killed)
• Sorceress
• “Master”
• Hag Queen


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 17.06.2008, 19:12 | Сообщение # 2
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Character Mounts:

Manticore: Still a mount option. Each turn has to pass a Ld test or becomes frenzied. If rider is killed it automatically suffers the “Raaargh” result – no test needed. Killing blow

Dark Pegasus: Sorceresses can now be mounted on Dark Pegasus.

Cauldron of Blood: 110pts mount for Hag Queen. No mention of being immobile, so can move. All Khainite units within 12” are stubborn. Each turn 1 unit within 24" can gain an ability from the list below:
• +1 Attack
• 5+ Ward Save
• Killing Blow
This cannot be stopped/dispelled and lasts until the start of the next DE players turn.
The keeper is a WE hero
all the keepers have 4+ ward
all dmg to cauldron when allocating shooting is ignored
MR 1

Core:

Dark Elf Warriors: 6pts basic, Shields (1pt), can have magic banner (25pts).
Dark Elf Crossbowmen: 10pts basic, Shields (1pt).
Corsairs: 10pts, can exchange 1 hand weapon for handbow for free, 2nd handbow costs 3pts (champion only), no shield option. Fleeing enemies roll 3D6 and use lowest. (this actually says that your oponent rolls their normal flee reaction, then before you roll your pursue you can force them to reroll the highest die)
Dark Riders: 17pts basic, Repeater crossbows (5pts), Shields (1pt – no fast cavalry). Herald has BS5 and A2!
Harpies: Don’t count towards minimum core. 5-10. Don’t cause panic in friendly units, but can use generals leadership.

Assassin: Neither Core, nor Hero. 90pts, always hidden in unit (pretty much any DE infantry). Has poisoned attacks, 75pts allowed from Gifts of Khaine, Additional Hand Weapon 6pts, Repeater handbow 9pts. 1 per unit.

Special:

Witch Elves: 10pts, WS4, I6. 2 hand weapons, frenzied, poisoned attacks.
Shades: 16pts, WS and BS5, can be upgraded to have 2 hand weapons or a great weapon. Can also take light armour.
Executioners: 12pts, S4, Great Weapons, Killing Blow.
Cold One Knights: 27pts, 1A, Stupidity.
Cold one Chariot: 100pts, T5 3+ Armour Save, Ld 9.
Black Guard: 13pts, Stubborn, ItP, Ld 9. (elite warrior rule, which allows them to reroll to hit every round of combat)

Special characters bought as Unit Champions.

Black Guard character has Crimson Death, and makes his unit unbreakable.
Executioner character makes his unit cause Fear.

Rare:

Reaper Bolt Thrower: 100pts, 2-for-1, no longer suffers -1 for multiple shots.(never did?)
Hydra: 175pts, 5 wounds, Regeneration. Breath weapon has strength equal to number of wounds left.
7 str5 atks


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 17.06.2008, 19:14 | Сообщение # 3
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Gifts of Khaine (main changes):

Shurikens: 3x Multiple Shots, Strength +1, 8”.
Rune of Khaine: +D3 attacks.
Venom Sword now Gift of Khaine (1 per army!)
Cloak containing Steed of Shadows bound spell. Power Level 3 (1 per army!).

Black Lotus: Re-roll 1’s to wound.
Dark Venom: All wounds caused in challenges (if enemy killed) are doubled for combat resolution.

Magic Items (changes to current items):

Deathmask now enchanted.
Seal of Ghrond now enchanted.
Crimson Death now cheaper (25pts).
Lifetaker now 30” range, Strength 4, 3x multiple shots, hits on 2+ (no re-roll to wound).
Armour of Darkness now 1+ (without shield).
Armour of Eternal Servitude: 35pts, Heavy Armour, Regen.
Ring of Hotek: 12” range.
Black Amulet: 70pts, 4+ Ward (against all attacks). Rebound in close combat.
Banner of Nagarythe: Cheaper, 125pts.
Dread Banner: Cheaper, 40pts.
Caledors bane weap: ignores scaly skin saves
banner that give ASF (interestingly called the banner of Hag Graef)

Common Items:

Sword of Striking , Sword of Battle , Sword of Might :15pts
Biting Blade: 5pts
Staff of Sorcery: 35pts
Power Stone: 20pts

Enchanted Items:

Deathmask (50pts)
Same as in 6th Edition but moved from Talisman to Enchanted

Hydra's Teeth
Gives the bearer 5 teeth. Any number of these can be thrown, each one causing D3 WS2 S3 attacks on the target unit.

Black Dragon Egg (30pts)
One use only. Eaten at the start of either player's turn. Gives the user Toughness 6 and a Breath Weapon attack until the end of the turn.

Potion of Strength
One use only. Gives the bearer +3 strength until the end of the turn

Seal of Ghrond (25pts)
Same as in 6th Edition by moved from Talisman to Enchanted

I also remember another "One Use Only" item which made the bearer and his unit ItP until the end of the turn aswell. But for the life of me I can't remember the cost or it's name. I think it fell in between the Hydra Teeth and the Black Dragon Egg in terms of price.

Weapons:

Executioner's Axe
Same as in 6th Edition, still struggling to see the use of it.

Blade of Ruin (50pts)
Same as in 6th Edition

Chillblade (50pts)
Back from 6th Edition, and much improved. Each hit makes the target take a toughness test or take a wound with no armour save. If a model takes any wounds they cannot attack that turn.

Web of Shadows (50pts)
Same as in 6th Edition but with a points increase from 25pts to 50pts

Hydra Blade (35pts)
Same as in 6th Edition, but with a points decrease from 50pts to 35pts

Caledor's Bane
+3 strength on the charge (NB. It is not stated as a Lance, so can be used on foot - possibly will be errata'd). Ignores Scaly skin saves

Lifetaker (30pts)
30" range, Strength 4, 3x multiple shots. Always hits on a 2+

<<Dagger>>
Magic Dagger which can be combined with normal hand weapons for an additional attack. Grants the bearer the ASF rule.

Crimson Death (25pts)
Same as in 6th Edition, just with a points decrease from 35pts to 25pts

Below the Crimson death were two or three other cheap items who's exact nature eludes me. One was a 25pts Lance with Killing blow, and I recall another Lance (whose exact effect escapes me ). I think one may have been a magic great weapon.

Armour:

Armour of Living Death (60pts)
Almost exactly the same as in 6th Edition, but with a points decrease. Added effect that at the start of the battle you roll a dice - on a 1 he is subject to stupidity for the game.

Armour of Eternal Servitude (35pts)
Heavy Armour, Regeneration

Shield of Ghrond
It's back! Same as int 6th Edition

Armour of Darkness (25pts)
Gives the beaer a 1+ armour save, that cannot be improved. No Shield component

Blood Armour
Same as in 6th Edition


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 17.06.2008, 19:15 | Сообщение # 4
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Arcane:

<<Bound PoD Staff>> (55pts)
Contains the "free" Dark Elf spell, PoD. Power Level 4.

<<Familiar>>
At the beginning of the Magic Phase you can mark a point within 6" of the Sorceress and more than 1" away from the enemy. The Sorceress can use this point for the purpose of determining LoS and Range for casting spells.

Darkstar Cloak
Same as in 6th Edition

Sacrificial Dagger (25pts)
After rolling the dice to cast a spell, the Sorceress may remove one model from the unit they are with to roll an extra dice before dispel attemtps, may be used once per spell cast. Causes panic test if unit loses more than 25%

Tome of Furion
Same as in 6th Edition

Talisman:

Black Amulet (70pts)
Gives the bearer a 4+ Ward Save. In Close Combat any succesful ward saves reflect the attack doing 1 wound with no saves.

<<Reverse Ward Save>> (35pts)
Gives the wearer a ward save. When wounded roll a dice - if the dice roll is under the strength of the attack the wound is negated. A 6 always fails.

Ring of Hotek (20pts)
Same effect as in 6th Edition, but with a range of 12"

Null Shard (15pts) Gives the bearer Magic Resistance 1. Multiple Null Shards can be bought and the effect stacks.

Hope this gives you a taster of some of our new items, and apologies for not paying more detailed attention to this section. Enjoy!


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 17.06.2008, 19:15 | Сообщение # 5
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Gifts of Khaine:

As has been mentioned previously, Assassins can now take up to 75pts from the Gifts of Khaine list.

Witch Elf Hags can take up to 25pts from the Gifts of Khaine list.

Like now, Gifts can be taken multiple times in an army with the exception of two which are noted to follow the special rules for magic items:- For example one per army; magic weapons cannot make poisoned attacks; etc.

These two items are:

Venom Sword - 75pts
Exactly the same as it is now (but is no longer available as a Magic weapon).

Cloak [Name not remembered] - 30pts
Contains a bound spell Steed of Shadows from the Lore of Shadows. Power Level 3.

The rest of the Gifts of Khaine are similar to the current list, but changes and additions I will list below:

Shuriken [Name not remembered] - 30pts
Gives the bearer ranged attacks with the following profile; Thrown 8" range, Strength As user +1, 3x Multiple shots.

Rune of Khaine - 25pts
Gives the model +D3 attacks each round of combat.

Black Lotus - 15pts
Allows the model to re-roll 1s rolled to wound

Dark Venom - 10prs
If the model kills an opponent in a challenge, all wounds inflicted are doubled for combat resolution.

N.B. Manbane (same as current), Black Lotus and Dark Venom replace the models base Poisoned Attacks.

Magic Banners:

Banner of Nagarythe - 125pts
Same as in 6th Edition, but points cost reduced slightly.

Hydra Banner - 80pts
Same as in 6th Edition.

Dread Banner - 40pts
Same as in 6th Edition, but points cost reduced.

Standard of Slaughter
Same as in 6th Edition, though I think it is no longer only on the first charge.

ASF Banner [Name not remembered] - 25pts
Grants the unit the Always Strike First rule

AP Banner [Name not remembered] - 20pts
Gives the unit the Armour Piercing special rule

Please remember that this list is not conclusive as there were at least 3 more banners whose exact effects I cannot remember. All of the old Temple of Khaine items also made it across in the transition, with the changes noted above.

Blargh, hope this helps some. If anything else jumps to mind I'll be sure to update.

Now to go through and combine everything I've said into one condensed post >.<

No rest for the wicked!

Thanks to Milney for these rumours and magic items!


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 17.06.2008, 19:16 | Сообщение # 6
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Картинки новых минек wacko
http://warseer.com/forums....0701508
http://warseer.com/forums....0701508
http://warseer.com/forums....0701508
http://warseer.com/forums....0701508


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 24.06.2008, 12:33 | Сообщение # 7
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Не скажу что свежая, но в любом случае - новая и последняя информация по Темным эльфам: http://battlereporter.blogspot.com/search/label/-%20Dark%20Elves

Информация по миниатюрам, книге, правилам. Можно уже прикидывать как именно будет выглядеть ваша расписка.


Но не знает боли в груди осколок льда...
 
WyvernДата: Вторник, 24.06.2008, 12:35 | Сообщение # 8
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Дарки уже в продаже
http://uk.games-workshop.com/storefr....gnav=13


Но не знает боли в груди осколок льда...
 
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