Tuesday 1 October 2013

Here it comes: DE Magic and Items, Stats, and rearranged to make sense

DE Magic and Rules, Stats incoming

Via HEROs Gaming blog (Tip your hats that way, plse. Thanks HERO)

Poss some bits lost in translation from ? Spanglese, reorganised to make more sense.



Q and A:

Rules for Assassins and Death Hags:
Are gifts of khaine surpressed or is there a list in the book?

Assassins and hags use different things, former has 3 choices of poison, latter has 3 choices of gift. Hags can only take 50 pts of magic weapons, while assassins have access to 50 pts magic items.
They are  DE hero characters, they can only take one from the three choices.
Assassins: 90 pts with poison attack. Can get two hand weapon or a Handbows. Access to 50pts magic items and one of three poisons (See below)

Shadowblades and Hellebron can have all 3 choices at their disposal simultaneously

Poison:
Black lotus: for each unsaved wounds inflicted by the character, a cumulative -1LD
Dark venom: KB
Manbane: +1 bonus to wound rolls

Gifts:
Cry of war :Cause fear, and all fear test made by the enemy unit in base contact with the hag suffer -3LD
Rune of khaine: Model gains +D3 attacks
Witch brew: She and her unit get frenzy. if they already have frenzy, they become super-frenzied with +2A. but the unit suffers -3LD when testing not to restrain from charging.

Fluff background question? What's the relationship between DEs and Slaanesh now? Does the cult of Slaanesh exist in fluff?
It looks like the warlocks(and sisters of suffering)  have something to do with Slaanesh from the captions in the pics, but I can't make it out.
No info- source doesn't know background fluff other than that the warlocks have been cursed by Malekith, if they don't find and kill the innocents, their souls will be taken by Slaanesh. so they have to kill and satisfy the dark prince all the time for survival.

Stats and rules of the cauldron. Does it have a 4+ Ward Save and does the hag get it as well?
CoB has a 4+ ward save itself; it can give the hag and witch it joins 5+ ward save, other units a 6+ ward save.
Witch Elves keep poison? Yes WE Initiative? They're I6

Sacrificial dagger and Pendant?
Yes the dagger is there. No pendant.
Everytime when u cast a spell but before dispelling, u can use the dagger. remove a model from the unit, and roll a D6, 4+ gets an extra dice and must be rolled and added to the result, then opponent tries to dispel. If you roll 1-3 then u can try the dagger again and again until you get a dice, or you can simply give up.

Does an Assassin get mundane armor? Assassins do not have access to armour. Does the missing of an armour-option mean, that an assassin cannot get a magic armor as well? No he can't
Do Assassins count against the hero slot limit? Yes

Is the Sea Drake Cloak available for all characters- or just for corsairs? Yes the cloak is available to dreadlord and master

Weapons: 
Handbow rules? What about the bleakswords?
Handbow range 12'', the rest stays the same (AP)
Bleakswords have no other rules mentioned, 9pts.
RBT now special and 70 pts, you can take four.(yes four)

Hydra and Kharybdiss:
Hydra is 6445552(3+remaining wounds) 6, cost 160 pts, 4+AS, 20pts for flame breath and 20pts for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds.
Kharibdyss is 650755456, 160 pts, 4+AS, poison attack, abyssal howl (reroll successful ld test), feast of bones(if all attack hits, auto hit D6 S7 hits afterwards.)
and one more thing... hydra and the kharibdyss both are monsters now, without handlers. though you can see two on their base, there is nothing about them in the rules.
Hydra regen rule:  Roll to regen wounds at the end of DE turn only: at the end of your phase if it still alive, you roll the number of dice equal to number of the lost wounds. 4+ regains a wound
Are the Hydra and the Karbdyss water creatures? No they don't have the sea creature rule. (Strange that one)

Harpies (Was worried that they had been canned, but sounds like they're still there )Whats the cost of harpies, do they ve any special rules like no panic ti other DE? Herpies are in special, 15pts and do not have any special rule except for fly.

Shades are 16 pts, hand weapon and repeater crossbow, no armour. Can take great weapon or two hand weapons for  2pts per model.

All lores for small sorceresses (2 lvl) too? Is she 80 pts?
Strange but certain. Small sorcerer can also take all 8 lores. and she's 80pts.

Whats about the rules of the Black Guard?
BG have eternal hatred of all enemies, that means rerols of all failed rolls to hit every round. They keep other rules per 7th Ed.(Warrior elite replaced by eternal hatred)

Points and options for black guard and cold ones: What does the medusa chariot thing do?
BG 15 pts, EX 12 pts, Cold one knight 30pts.
The Medusa chariot:  All DE within 6'' +1LD, and all others -1LD, Called Aura of Agony.

Do executioners still have Killing blow or are they now D3 wounds: Still KB, not D3 wounds.

Which special characters are in, which are out?
They stay the same. No new special characters. (Though Lokhir would go - Ed)
Does Malekith get cheaper? Yes, he's only 510 pts on foot. Didn't change much of his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase

Fleet Admiral and the Beastmaster characters?

Lord choices: Fleetmaster is 155 pts with 566433739. Two hand weapons, light armour and sea dragon cloak. 50pts magic items. have a special rule called show no weakness that if he's fighting in a challenge or killed a character and still alive, the unit he joins become unbreakable till the end of that turn.
Sea dragon cloak upgraded in this edition: Now a 5+ scaly skin.

High beastmaster is 300pts 577433839 including mount (Manticore or scourgerunner chariot) Spear, light armour and sea dragon cloak. 100pts magic items. Special rule called Beastslaver: At the start of each of your turns, choose a friendly monster within 3''.That monster gets +D3 A till the start of your next turn.

Scroungerunner's cost includes the bolt thrower, I'm quite sure the High Beastmaster can man the bolt thrower.Yes, he takes place of one crew. His BS 7.
Special or rare? Special, cost 150 pts, profile is S4 T4 W4 with 5+AS, M9, two crew with spear and repeater crossbow,  a harpoon launcher, like a bolt thrower but far more powerful. it's S7, 24'' range, and cause D3 wounds. if a monster suffer any wounds from it, the monster will be dragged D6'' directly towards it. If D6 > 3, the monster suffer another wound with no AS.


Scroungerunner



Magic items aren't that great but everything else seems awesome.

Malus Darkblade:  Daemon now gives him +1 to WS,S,T,I and frenzy. Any to hit roll of 1 hits a friendly model in base contact.
Supreme sorceress is 185pts with lvl3, dreadlord 140pts. sorceress 80pts with lvl1.

Kuran and Tullaris
Kouran 596432739 joins BG to make them unbreakable. Comes standard with  +2S crimson death, and a 5+AS with Armour of Grief which delivers a S5 hit every time an opponent hits him.

Tullaris 566432739 joins EX gives them frenzy. Magic great weapon called the First Draich:  5+KB

Are they still champions or moved to hero slots ? Moved to hero slot, W2 each.

SoS vs WE:
Sisters of Slaughter
Rare choice with very impressive state 564331629. 15pts model, with shield and hand weapon. Can have a magic banner up to 50pts. 4+ward save in close combat, and every close combat phase it can choose an enemy unit in base contact: They lose parry and rank bonus in combat result.(still can steadfast). If any enemy model in base contact with them have higher basic WS or S (before weapon modifiers), they get +1 to their to hit and wound rolls.


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Are they Khanites and do they get the same bonuses from CoB as WE's?
No they're not brides of Khaine, they're arena fighters. COB can give them 6+ ward save if join them... but still if they're 6'' within COB they can reroll all the failed rolls to wound. and COB have a bound spell can make them frenzied.

Magic item section look like? Do I still have access to the Hydra Banner (fingers crossed)

From my first glance they're not as good as HE. Only 10 items, including one 100 pts nearly useless sword (hydra blade, +D6 A, every close combat phase u must make a -2LD test or suffer -5WS, but gain HKB.) and one 100 pts useless banner (Banner of Nagarythe, makles the unit unbreakable). Hydra banner is not there any longer.

Magic: How does Power of Darkness work? Available lores?
Power of darkness is one of the two signature spell, which cast on 8+, target the caster's unit. all models in unit get +1S until the caster's next magic phase, and recover D3 casting dice, if you rolled 3 dice, the caster suffers a wound that cant be saved by armour. Dark elf have access to all eight lores this time, cheers. (Yeehaa! and thank you very much, ouch! - Ed)
DE sorcerer casting dark magic gain +1 bonus in casting value. It's called HEKARTIS BLESSING

What would you say is the best magic item the DE's got?
The dagger sounds pretty nice, how much does it cost?
25pts. DE have some "OK" items IMO

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Looks like the Dark Riders now have shields? Is this a default now, or still an option which causes loss of Fast cav? Upgrade with 1pts/per model. DR can have both light armour and shield without losing fast cavalry rule. 16 pts per model with light armour. 1pts for shield, 3 pts for crossbow.


Warlocks

Warlocks: Fast cavalry in rare Stats 544431528, and M9 on horse. 25ptsper model. Only have hand weapon, but have 4+ward save except for wounds caused by model with mark of Saanesh or daemon of Slaanesh. they're considered to be level2 wizard which is used like pink horrors. (+1 for casting value for each extra rank except the first, to a max of +3) They know 2 spells, one is doombolt from DE army book, the other is Soulblight from lore of death. (Think we'll be seeing a bit of this- Ed)

Basic DE warrior cost ? Core infantry comes with shield and sword or spear.  9 PTS for spearmen and swordsmen. RXB is 12 pts without shield upgrade (+1PTS)


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