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New Year Hobby Goals |
Posted by: Morglum - 01-02-2013, 09:40 PM - Forum: Warhammer 40k
- Replies (15)
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Since we have hit 2013 I thought I'd post to see what plans and aims people have for their hobby in the new year.
As for myself
40k - To attend a 40k tournament with a fully painted Dark Angel army using the new codex.
Warhammer Fantasy - To have a fully painted Tomb Kings army and to make 60 squigs out of green stuff for my Orcs and Goblins based on Attack of the Killer Tomatoes
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More Ork Rumors |
Posted by: BGJ - 11-02-2012, 02:16 PM - Forum: Warhammer 40k
- Replies (2)
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Incase anyone hasnt read these -
First we can start with orks what i have heard is that they stay the same with furious charge and mob rules but all orks ( not grots or squigs) will get FnP 6+ as a race because they are basically tough and it takes a lot to kill and stop an ork.
Most weapons will stay the same except choppas are ap6 but gain ap5 on charge and big choppers will be +2s and ap4 and ap3 on charge.
Nobz stay the same but are getting more characterful upgrades available to them, new kinds or grot assistants such as suicide grots(act alot like bomb squigs but prone to blowing up in unit) and
ammo runts and attack squigs also more weapon options like Big shootas and such.
new nob mega armour unit with teleporting abilities but its teleporting works differently from conventional deepstrike bit more random.
There is a special mek character that can bestow teleportation on D3 units.
Special bloodaxe character with rules that can bring back boyz units once they are destroyed, much like an imperial guard special character.
A large multi wound squigoth type creature, not FW, it is ever hungry and uses a hunger points system. if it doesn't fulfill the hunger points in enemy's it will rampage nearest unit friend or
foe in order to eat.
Two new ork psychic lists for weirdboys, Mork more offencive and Gork more strategic. Many powers in the lists get more powerful the more orks are around the weirboy, although the more powerful they are the more dangerous they are if they are miscast as they will often misdirect or hit the weirdboy and unit.
New ork only fortifications (including an ork rock) and an ork only warlord chart.
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Dark angel rumours |
Posted by: Morglum - 11-02-2012, 11:36 AM - Forum: Warhammer 40k
- Replies (17)
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dark angel rumours
Hooray to mat Ward our lord and saviour
Belial with eternal warrior and a 2++ inv
termies with heroic intervention
Scoring landspeeders
Read the comments below people are already on mat Ward hate and these are only rumoured so far lolbeans.
Can't wait to read the fluff the lion appears to azrael in a dream and tells him all sisters of battle are daughters of the fallen and must be purged. Azrael sends belial and their new allies, a tyranid hive ship, to slaughter the sisters and end them once and for all.
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hows this for an idea? |
Posted by: necrongaz - 10-29-2012, 03:11 PM - Forum: Warhammer 40k
- Replies (1)
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I'm checking in with the group mind to see if this idea could work.
The aim of the chaos squats is to show a little bit of the inhabitants of a daemon world. So you've got captured and now corrupted gretchin, some orks who follow Slaanesh, human guardsmen and beastmen. Also minotaurs / chaos trolls.
But how to show the usual human population who have grown up knowing nothing but the chaos gods or prisoners who now follow chaos?
So the following will count as :
* Cultists : grots, beastmen, some orks and military looking humans. Also chaos warriors
* Spawn : minotaurs / chaos trolls
* possessed : chaos marines and other large mutants
* bikes : Could use warriors on screamers of tzeentch
What do you think?
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New Warhammer Erratta |
Posted by: darth - 10-25-2012, 01:51 PM - Forum: Warhammer 40k
- Replies (4)
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Hi guys,
so games workshop have just updated their faqs which pretty much means that the Warhammer rules have changed slightly.
I though it would be a good idea to start a thread to highlight some of the changes.
First here is a link to the FAQ section of their site:
http://www.games-workshop.com/gws/conten...eMode=true
I haven't looked through all the docs but the main FAQ has changed as well as a number of the army specific ones.
As a humble dark elves player there are a few goodies in there for me:
1. Previously monstorous cavalry and ridden war beasts got to take the wounds characteristic of the mount but now they get both wounds and toughness. This means my dark elf master / dreadlord on a dark pegasus now goes up to toughness 4!
2. Bolt throwers can now operate without any crew. The dark elf army book indicates that the bolt thrower has 3 wounds but only 2 crew. Up to now it is effectively destroyed after both crew are killed however with the update it hangs around until that 3rd wound is taken off and can still fire, (believe its the same thing for the chaos hell cannon).
3. Not sure about this one but ages back the main rules were FAQed to say that magic resistance only applies to magic missiles but as far as I can see this FAQ has been removed. This means that magic resistance will now apply to any spell unless it states that no saves are allowed.
G
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