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Allornone

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Posts posted by Allornone

  1. 9 minutes ago, HollowHills said:

    Yes, the jaws are only 2 damage now too. So their melee potential damage is now 12 (6 from bites and 6 from weapons) which used to be 13 but the damage is much more reliable now. The max size unit also got reduced down to 3 (was previously 4).

    It was 12 even before. 5 blades, 4 fins and 3 bite. 

  2. IDONETH CHANGES

    King Traits
    >1d6 MW instead of 1d3 when rolling a 6 for the horn
    >+1 claws and tail attacks
    >-1 to hit to models within 3"

    Leviadon Traits
    >Ignore -1 rend
    >+1 MW from charge
    >15" range for the drum

    Allopexes
    >Lost MONSTER keyword
    >Max size of 3
    >+10 points
    >14" movement, up from 12"
    >Arpoons are 4A 3+/3+/-1
    >Nets stops units from piling in
    >Melee profiles completely changed, now they are
    >Blades 6A 3+/3+/-/1
    >Bite 3A 3+/3+/-2/2 +1A if near wounded units or units that have lost a model that turn

    Leviadon
    >+30points
    >NOW NEED 9 WOUNDS INFLICTED TO START DEGRADING HOLY ******
    >2+ Armor save, degrades up to a 5+
    >Arpoons are 8A 3+/3+/-1
    >1d3 MW on a 2+ against near units when it charges, 1d6 MW instead against units with 1W profile
    >Drum now gives +1 save and +1 to hit for namarthi against enemy units near the leviadon
    >Melee profiles completely changed, now they are
    >Spear and Blades 6A 3+/3+/-/1
    >Bite 2A 2+(degrades)/2+/-2/3 does 3 MW on a 6 to hit, 6MW instead against a Monster
    >Fins are 4A 2+/3+/-1/4(damage degrades)


    Eidolon of storm
    >-30points
    >Ignore wounds on a 5+
    >Now +1 attack instead or rerolling 1 to hit on a charge
    >+1 to wound on Idoneth within 18"
    >+1 to hit against a Hero within 3" that has 8 or less wounds

    Eidolon of Sea
    >-50 points
    >Ignore wounds on a 5+
    >Reroll ALL cast, dispell and unbind rolls
    >+3 bravery aura now 18" range, up from 9".

    • Like 3
  3. 1 minute ago, Aryann said:

    Can you fly high with an ironclad with 10 arkanauts in garrison 9" away from the enemy and shoot with them afterwards?

    Yes, but actually no. You can, but they changed the arkanaut pistols range to be 9", so you can only shoot with special weapons or with thunderers

  4. 18 minutes ago, SireScott said:

    Thanks Gecktron, my main confusion is the Iron Sky Squadron mentioned that they could disembark before or after flying high, from the Garrison rules I cant quite see the significance of that.

    The Garrison rules on the ships specify that you can't embark/disembark after the ship moved or used fly high

  5. 6 minutes ago, Landohammer said:

    Its kind of creating a weird situation where you never really know when you are going to get nerfed or buffed.

    You know exactly when you are going to get nerfed or buffed. Two weeks after a new battletome comes out for unintended rules interactions, twice a year with the rebalancing faqs and each year with the GHB/CA. 

    • Like 7
  6. Hi guys. I am starting with Idoneth and I have two questions about Volturnos command ability. From what I can understand there is no limits about how many times I can use it in a turn right? And as there is no indication about the timing I can use it whenever I want, like before or after charging?

  7. The Mortis lose a lot of appeal when you realize that anybody can use Katakros command ability. Yes, it gives an additional +1 save to Mortis but then you realize that if you were playing Petrifex you would already have that on the whole army instead of just on the units within Katakros bubble.

  8. 4 minutes ago, Walkirriox said:

    Allegiance ability nerfed? “Instead of making a normal move in your movement face, 1 friendly sylvaneth unit ... can navigate the realmroots”

    Does it mean that only 1 unit can do so? (No need now to roll a dice, though)

    Yes, but Trees have their own teleport ability. 

  9. 18 minutes ago, Kaleb Daark said:

    are we to hope that the slaves to darkness might be included in the battalions somewhere?

    Also I hope khorgoraths are upped to units of 8... 6 is such a slaanesh number!


    Khorgoraths have something much nicer for them. Can you see it?
    60220201003_BladesofKhorneENG02.jpg.d429ac9232378479ab5e7143a935d8a6.jpg

  10.  

    7 minutes ago, daedalus81 said:

    So much extra stuff, but no point increases. I am curious if there are any governs on the laterns and such.

    Most of it are just artefacts.

    In the end the stormcast have:

    A prayer for every priest (basically the equivalent of a spell lore)

    1 Artefacts +1 for each battalion, that can be chosen from the following lists:

    weapons
    armour
    talismans
    Banners  (for TOTEM)
    lights (for Castellant, Azyros and Veritant)


    And the trait for the steeds, which is a true addiction.






     

    • Like 1
  11. 1487105233946.jpg.be65b2e28c8d7b8a20ff8d643babe7c7.jpg

     

    >Armor of Fate
    6+ save-after-safe for wounds and Mortal Wounds.

    >Silver Sigmarite Armor
    Reduce to hit rolls made against the here by -1.

    >Dragonscale Armor
    Reroll failed saves against Damage 1 attacks.

    >Mirror Shield
    Ranged Attacks against the hero suffer a -2 to hit rolls.

    >Spell-shield
    Hero can unbind a single spell as if it was a wizard.

    >Wingbane Circlet
    Flying units must reroll successful attacks against this hero.

    Artifacts:
    >Stamina Talisman
    +1Wound

    >Obsidian Amulet
    Ignore spells on a 4+.

    >Lucky Stone (so lucky it survived the World-that-Was)
    Once per game you can pick the result for a hit, wound, damage or save roll for this model.

    >Seed of Rebirth
    Restore a wound each hero phase on a 4+. (strictly inferior to the Phoenix Gem)

    >Sigmarite Pendant
    When slain, the unit that killed this hero suffers d6 Mortal Wounds.

    >Quicksilver potion
    You know this already.
     

    • Like 1
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