Tomb Kings komen eraan.
  • In mei ligt de nieuwe rule book en nieuwe modellen in de winkel
  • Allez, dan zal ik al maar eens beginnen de oude core units af te schilderen !
  • En ze staan in advance order, binnen een maandje zijn ze er :
    http://www.games-workshop.com/gws/catalog/armySubUnitCats.jsp?catId=cat440004a&rootCatGameStyle=wh0
  • The rare ziet er geweldig uit.Weeral een monster en de knights zijn ook geweldig.Cobra's als mount.
  • ik vind ze echt lelijk
  • Van die cobras ben ik ook niet echt fan... die sphinx daarintegen :-D
  • Ik kan niet anders dan kwijlen en vol spanning aftellen tot ik die dingen op mijn warhammer conversie-schildertafel zie belanden. Ik vind ze geweldig, maar iedereen zijn mening natuurlijk :bigsmile:
  • paar tk regels

    .We still cause fear, can't march, Arrows of the asp, and hold for charge reaction. Unbreakable/unstable special rules etc.

    Magic: Must take our Nehekharan lore on heirophant and addition casters can choose lores of light or death.
    We only use power dice from Winds of Magic now.

    Nehekharan lore:
    The restless dead is the lore attribute. D3 + 1 wounds if augment spell is successfully caste on friendly Nehekharan undead target unit.
    Khsar's incantation of the desert wind (signature spell). Caste on 8+. all unengaged friendly nehekharan undead units within 12" may make a single move as if in the remaining moves sub-phase (cannot charge). all friendlies can be targeted within 24" for a casting value of 16+. Any unit can only be effected by the desert wind once per turn.(undead construct units can only recover 1 wound per turn)

    1. DJaf's Incantation of Cursed Blades. 7+. Augment, range 12". Until the start of your next magic phase close combat attacks gain killing blow or heroic killing blow special rule. If the unit already has killing blow or herioc killing blow special abilty, it will work on a 'To wound' roll of 5 or 6+ while this spell is in play. can increase range to 24" instead on a casting value of 10+
    2. Neru's Incantation of Protection 9+. Augment range 12", until start of caster's next magic phase.
    5+ ward save on a single friendly target unit. all friendly units within 12" can be targeted instead for 18+
    3. Ptra's Incantation of righteous smiting 9+. Augment range 12" until start of caster's next magic phase. Target unit gains 1 attack (mounts, riders, models crewing chariots, monsters and war machines). If armed with a bow or great bow then get multiple shot (2) special rule. All friendly Nehekharan undead units can be targeted instead within 24" for 18+.
    4. Usirian's Incantation of Vengeance, hex range 18" 10+. Until start of caster's next magic phase target unit has its movement reduced by D3 to min of 1 & all terrain is treated as dangerous terrain if unit moves. range can be extended to 36" for a casting value of 13+. Until start of next magic phase.
    5. Usekhp's Incantation of Desiccation, 11+ hex range 24". target unit suffers -1 strength, -1 toughness (to min of 1) Until start of caster's next magic phase. Can instead choose to reduce by D3 (min of 1) for a casting value of 22+
    6. Sakmet's Incantaion of the Skullstorm, Remains in play. magical vortex 15+. small template is placed on the board and a direction is nominated. artillery dice is rolled and the number is multiplied by wizard level = amount template is moved in stated direction. Every model passed over or under the template suffers a single strength 4 hit. misfire = place template over caster and scatter by wizards level in random direction. use large round template for a casting value 25+. on subsequent turns, vortex moves randomly equal to role of artillery dice. if misfire, vortex dissipates instantly.

    Units:
    There is an impressive mix of special characters.
    eg: There is a lvl 5 wizard, Arkhan the Black.

    From memory skeletons are as expensive as ...
    hand weapon and shield is free
    spear is 1+ point per model, light armour is 1 pt per model.

    Bowmen are 2 more expensive pts, - pts for full command, 1pt per model for light armour.

    heavy horsemen with vanguard

    skeleton horsemen (light cav) scout special rule.

    Ushabti can add command units and giant bows str 6 30"

    chariots are 5 points more expensive forming ranks 3 models wide.

    a new model that gives undead constructs regeneration with 12"

    a new model that acts as body guard to Tomb King except in a challenge

    Casket has 3 wounds and doesn't have a priest as crew
    Light of death works differently

    It came from below:
    Place the marker in remaining moves phase, Buried units are raised using scatter dice but cannot charge. miscast is the same.

    Magic items: (from memory)
    Destroyer of Eternities
    Blade of Ankhara? every unsaved wound gains 1 wound.
    Enkhils Kanopy?
    Cloak of Dunes? character has fly and any enemy unit flown over takes D? damage.


    BotuL power level 5.
    Banner of the hidden sands is X points and any reserve troops (not yet deployed) up to XX points can be deployed within 12" of bearer in remaining moves sub phase.
    Post edited by kris at 2011-04-08 07:34:38
  • Special Characters:
    Arkhan the black - Lv5 wizard...i kid you not
    Special Necrotect - gives boast to constructs on the board
    Settra's Herald - a more buffed up version of the Tomb King herald
    A Tomb prince/king that is actually made up of scrabs
    Khalida is still in an she gives the unit she joins poison shooting, and also they can use her ballistic skill of 3 instead of the usual 2.

    Tomb King - my will be done, gives the unit joined his ws of 6
    Tomb Prince
    Tomb Herald - Mix between an icon bearer and a champion
    Necrotect - gives all constructs within 12 inches of them regeneration


    Core Units:
    Nothing different here.....skeles are 4pts each, and bows ones are 1 or 2 points more than them.
    Chariots - d6 impact hits at str4 +1 str for each rank behind the first but they are no longer fast cav but still on 5+ armour
    Light Cavalry get the fast cav special rule
    Heavy/Regular Cav get the vanguard rule

    Special:
    Ushabti - new plastic ushabti with bows, 30inch str6 volley fire.
    Tomb scorpion - same
    Carrions - same
    Necroknights - the tomb guard ridding giant serpents
    Stalkers - have a special attack, for each one it's an 8inch shooting attack x artillery dice and at str 1 against enemy initiative, no armour saves. If you roll misfire you take d3 wounds back....because....it describes shiny bits of armour and swords reflecting their gaze and hence they turn themselves to stone...
    Tomb Guard - can have halberds and bows i fink....bows do not have killing blow


    Rare: - the good stuff

    Casket of Souls - 3d6 leadership against a unit and then on a 4+ it can bounce to a unit beside it...
    The sphinex with tomb guards on it's back, thunderstomp on 2d6.
    The sphinex with blades, special str 10 heroic killing blow attack
    Tomb Giant - the one we know of, can also take a bow, and it's a bolt thrower basically.
    Special Tomb Giant - this on is a giant liche priest. It gives d3 extra casting to spells within 12 and has 3 spells of it's own, bound items.
  • ik vind ze echt extreem vet, vooral die cobra's.
  • uit de zetel geraakt gert? :p
  • Jawadde ... als dat allemaal klopt dan heb ik nog aardig wat werk voor de winkel.
    Skellies aan 4ptn, bowmen aan 6ptn, dan kunt ge wel wat fielden in een 1800ptn leger !
  • Gisteren de WD van mei gekocht, voor de liefhebbers : er staan aardig wat painting tips in, alsook een battle verslag.
    (en ook de O&G-fan vindt er zijn ding met een hele uitleg over tribes)

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