Update of the RULE RUMOURS COMPENDIUM
(edited with Warseer's zhangyi compiled here
http://lkhero.blogspot.fr/2013/09/new-d ... -book.html
and here:
http://plastickrak.blogspot.co.nz/2013/ ... eaked.html)
Army Wide Rules:
All Dark Elves (but not mounts/monsters/aliens...) have the following special rules:
- ASF (every elf)
– Hatred against HE
- murderous prowess allows Dark Elves to re-roll 1′s to wound in melee.
Magic: Dark Elf have access to all eight lores now!
HEKARTIS BLESSING: +1 to Cast Dark Magic
- attribute spiteful conjuration and does extra wounds to enemies that have spells cast on them. Target takes 2d6 s1 AP hits if roll doubles while casting and 3d6 if triples are rolled.
- Signature 1 PoD goes off on a 8+ and grants own unit +1 strength till own next magic phase. Gain D3 power dice but if you gain 3 power dice this way the wizard suffers a wound with no saves allowed.
- Signature 2 Doombolt 12+ MM 18” 2D6 S5, or 24+ for 4D6 S5.
- Spell 1 Chillwind 5+ MM 24” 2D6 S2, if wounds, -1 BS till own next magic phase.
- Spell 2 WoP 9+ hex 24”–D3 to WS and BS till own next magic phase. Or 12+ for –D3 S and I too.
- Spell 3 Bladewind 9+ 24”, all models test WS or get S4 AP.
- Spell 4 Shroud of Despair 10+ all units within 12” lose Hold your Ground & Inspiring presence till own next magic phase. If fail Ld, gets -1 Ld till own next magic phase.
- Spell 5 Soul stealer 11+ small template direct damage at 18”, scatters, S2 no armour. For each wound, 4+ on D6 grows one wound to caster, max 10. Or 36” for 14+.
- Spell 6 Arnzipal’s Black Horror 15+ vortex, move proportionate to wizard’s level. S test or die, ward save allowed. 25+ for large template.
Lords and Heroes:
Dreadlord 70 slv - can ride dragon - can use SDC
Heroes can ride Manicore - can use SDC
DE Sorceress 92 1/2 slv Lvl3, 40 slv Lvl1
Black Arc Fleetmaster. Lord. The fleetmaster is 77 1/2 slv with stats of 566433739. He has two hand weapons, light armour and a sea dragon cloak. He can take 50 points of magic items and has a special rule called "show no weakness" that means if he's fighting in a challenge or killed a character and is still alive, the unit he is with becomes unbreakable till the end of that turn!
Beastmaster Lord Level Character which costs 150 slv, must take either a manticore or Scourgerunner chariot, which are included in the points. His stats are 577433839 and is equipped with a spear, light armour and a sea dragon cloak. He can take 100 points of magic items and has a special rule called "beastslaver" which means at the start of each of your turns, you can choose a friendly monster within 3'', and that monster will get +D3 attacks until the start of your next turn. (Mentioned once a Flying Monster Box (Wrath) plastic x 1 + Option PE, Beastmaster, Sorceress)
Corsair characters, Executioner character from King of the Executioners Blister, Black Guard character: no news.
Witch Elf character Blister Priestess of Khaine, New type of witch hag char which has an item to give +1 attack to unit and +2 if the unit has frenzy already – With COB and potion, 305 ppm.
- hag can take 50pts magic weapon (only weapon)
Assassins - 45 slv with poison attack. Counts as hero.
They can get an additional hand weapon or a handbow. They have access to up to 50 points of magic items and also have the option to upgrade to one of three special poisons. One gives +1 to wound, one gives killing blow, and the other causes LD-1 for the rest of the game on a successful to wound roll.
- assassins have access to 50pts magic items except armour.
Same special characters as before.
Malekith 260 slv on foot. Not much change to his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase.
Malus - he has been changed slightly, now the daemon gives him +1 to WS,S,T,I and frenzy. Any to hit roll of 1 hits a friendly model in base contact.
Kouran 90 slv hero, stats of 596432739 and if he joins a unit of Black Guard they become unbreakable. He has a magic weapon called Crimson Death which grants +2 strength, and has a 5+ armour save from the Armour of Grief, which also creates a strength 5 hit against his attacker if he is hit.
Tullaris 77 1/2 slv hero, stats 566432739. When he joins a unit of Executioners, they become frenzied. He has a magic great weapon which is called the First Draich. It gives him improved (5+) Killing Blow special rule.
Lokhir, 117 1/2 slv, has "show no weakness" rule like the fleetmaster. Daring leap means if he is not in a challenge, he can direct his attack to any character that is in the same fight, even if he does not have base contact. Merciless slaver means if an enemy unit breaks from a fight including him, all panic tests caused by the break suffer -1LD. Red blades is a pair which give him reroll failed rolls to wound, and Kraken Helm gives him +1AS, regeneration and terror. he is 566432739
Mounts:
Black Dragon at 150 slv. Dreadlord with Heavy Armour and a Shield on a Black Dragon costs 449 points.
Manticore still there, probably cheaper.
Cauldrons of Blood still come out of Hero slots and look to have increased in points. The Death Hag on Cauldron is up to 305 points
- chariot which may march and can join units.
- 5W, 5T
- 4++ for the COB itself
- 6++ (5++ in case of witchelves or DH) for the Unit it is placed inside.
- all units 6" around the CoB reroll woundings
- one of their powers allows a unit to re-roll to wound.
- bound spell for frenzy, if the Unit already has it, they will get 2 attacks instead of one.
Magic items:
- Hydra Blade 50 slv, D6+1 attacks, Ldtest at -2, if fails, gets -5 to WS but gains heroic KB.
- Chillblade 25 slv, autowound, if unsaved wound, T test or loses 3A (1 minimum) till next CC phase.
- B. dragon egg 25 slv. one use, S6, T6, and S2 breath with no armour save.
- Cloak of Twilight 25 slv. 3++ against shooting & spells. KB and D3 multiple wounds in 1st round of CC.
- Black Amulet 30 slv. 4++. If saves during a challenge, inflicts 1 wound to opponent, no armour save.
- RoH 25 slv. MR(3). Spells cast within 6” miscasts on double 1 & double 6. Wording is ambiguous to tell whether it is the wizard or the target at 6”, although target is not unlikely.
- BoN 50 slv. Unbreakable. HE Shadow warriors within 12” are unbreakable, too.
- Gem of spite, 17 ½ slv. Arcane. If miscast, all enemy wizards within 12” suffer S6 or lose a DD.
- Sac dagger 12 ½ slv. Arcane. (kill one model and get 50% chances of new PD, - repeat as many times as you wish until you get the new PD).
- ToFurion 12 ½ slv. Arcane. Pick up one spell rather than random (Dark Magic only).
Loss of Hydra banner, loss of SSS. No PoK.
- Destroyer magic banner 45pts did not show up.
Khaine blessings are confirmed.
Now assasin and Death Hags use different things, former is 3 kinds of poison, latter is 3 kinds of gift. They can only take one from the three. Shadowblade and Hellebron have all 3 kinds at the same time.
poison for Assassins:
- black lotus: for each unsaved wound suffered by the character, he gets a cumulative -1LD
- dark venom: KB
- manbane: +1 bonus to wound rolls
gift of Khaine for Death Hags:
- 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: this model gains +D3 attacks
- witchbrew: she and her unit get frenzy. If they already have frenzy, they become super-frenzy with +2A, but the unit suffer -3LD when testing not to charge.
(note: all command groups are 5 slv each, as usual now)
Core:
Spear Elves –4 1/2 slv per model with auto-Shield - A single spear unit can take 25pts banner
Sword Elves – 4 1/2 slv per model with auto-shield, nothing special - A single sword unit can take 25pts banner
Crossbow Elves – 6 slv per model, +1 for shields. Normal Repeater Crossbows remain the same. A single RXB unit can take 25pts banner
Witch Elves - 5 1/2 slv per model, can also take magical banners –
- have Frenzy, and Poisoned attacks on top of ASF, Hatred (HE) and MP.
The frenzy is increased to +2 attacks with the CoB
- I6
- there's no "khainites" rule now. you can freely mix, but one more thing should be care. If you take a character other than death hag or hellebron or assasins (including shadow blades) into the witches, at the end of each of your turns you have to roll a D6. 4+ means nothing, but 1-3 your character suffers D6 s3 hits by mad women. It's called madness of khaine.
Dark Riders (seems still core)
- 8 slv per model with light armour. 1pts for shield, 3pts for crossbow.
- DR can have both light armour and shield without losting fast cavalry.
Corsairs (confirmed core) 4 1/2 slv per model, 10+
- stats unchanged. A single corsair unit can take 25pts banner.
- +1 slv for AHW or +1 slv for AHW. It seems that either one is mandatory for one unit (half a sentence is missing).
- SDC is now a 5+ scaly skin
- handbow becomes 12'', no other change
Special:
Harpies - 7 1/2 slv and do not have any special rule except for fly.
Hydra 80 slv before BW.
- M6 WS4 BS4 S5 T5 W5 I2 A(3+remaining wounds) Ld6, 4+AS,
- + 10 slv for flame strength 4 fiery roar breath attack
- + 10 slv for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds.
- A is equal to number of remaining wounds +3 (previously mentioned +d3, and Max 5).
- Lost regen, Can get wounds back: at the end of your phase (your turn only) if it still alive, roll the number of dice equals the lost wounds. every 4+ it regain a wound.
- Lacking in AB: monster and handler rules. Not mentioned as a sea creature.
Cold one Knights 15 slv - WS5 M7 A1 I6 S4 L9
- Cold ones have two attacks S4, they don’t have the lizardman’s cold one rule. The CO don’t have the army-wide rule.
Cold one Chariots - Cold ones have two attacks, unchanged otherwise.
Executioners - 6 slv per model
- ASF + ASL = Striking on Initiative - Still S4
- Keep KB, do NOT Inflict D3 Wounds
Shades – 8 slv per model, will keep models as they are now.
- hand weapon and repeater crossbow, no armour. u can take great weapon or two hand weapons by 2pts/per model.
Scroungerunner , Special - Pulled by horses
- The new Scourgerunner chariot with harpoon launcher costs 75 slv. It has a profile of S4 T4 W4 with a 5+AS, M9, and two crew with spear and repeater crossbow. It has a harpoon launcher, which is like a bolt thrower but more powerful. It has S7, 24'' range, and cause D3 wounds, however if a monster suffers any wounds from it, the monster will be dragged D6'' directly towards the chariot. If the D6 roll is greater than 3, the monster will suffer an additional wound with no armour save allowed.
Black Guard (Special or Rare?) - 7 1/2 slv per model
- ItP, Stubborn, Eternal hatred to all enemies, that means reroll all failed rolls to hit every round.
- Stats are 5, 5, 4, 3, 3, 1, 6, 2, 9
Reaper bolt throwers: 35 slv, special, RBT is one per slot, but you can take four of them.
- S7 has been mentioned but it may be a confusion with Scroungerunner
Rare:
Warlocks (Rare) ride horse, with 1 close combat weapon
Warlocks are fast cavalry in the rare slot with stats of 544431528. They are 12 1/2 slv per model and ride Dark Steeds. They are only equipped with hand weapons, but have a 4+ ward save except for wounds caused by models with the mark of Slaanesh or are daemons of Slaanesh. They are considered to be a level 2 wizard which is used like Pink Horrors. They get +1 to cast for each extra rank except for the first, to a maximum of +3. They know two spells. One is doombolt from the Dark Elves deck, and the other is Soulblight from the lore of Death!
- Fluff: warlocks have been cursed by Malekith, if they dont find and kill the innocence, their souls will be taken by Slaanesh.
Kharybdyss (Kraken) 80 slv
- M6 WS5 BS0 S7 T5 W5 I4 A5 Ld6, 4+AS. If all attacks hit, it deals an additional d6 s7 attacks.
- Scaly skin, Terror and reroll successful LD for those in base contact (abyssal howl).
- poison
- Lacking in AB: monster and handler rules. Not mentioned as a sea creature.
Sisters of Slaughter:
- 7 1/2 slv per model, with shield and hand weapon
- 564331629 and a 4++ ward (only in close combat).
- 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 highter WS or S(before weapon matters), they get +1 to hit and wound rolls.- can have a magic banner up to 50pts.
- They are not Khainites, they're arena fighters.
Medusa 45 slv,
- either on the bloodthrone (Bloodwrack Shrine), or on foot (er, tail) on 50x50 base.
- models in base contact suffer a S4 hit with killing blow no amour save if they fail an I test
- monstrous infantry S4 T4 3 Attacks.
- Bloodwrack Shrine is a chariot which may march and can join units.
- B. shrine (aura of agony) gives +1Ld to unist of this AB, -1Ld to everthing else at 6”.
- Bloodwrack Medusas have a 4 shot s4 shooting attack wirh KB called Bloodwrack Stare