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|Titolo: Play Test rules for Dark Angels Ven Ago 03, 2012 8:31 am|| |
- Citazione :
- These were given to me with the condition to make it known, that these are already almost 2 months old. With that said, these are a playtest set for Dark Angels, and I for one am very much considering making Dark Angels my ally of choice. Lets look at what we have.
Please remember that these are from a play test set of rules, and are already a couple months old. This means that there are a lot of things that could change, be altered, added, and completely deleted.
Take a look at that whirlwind......
via Faeit 212 "A must remain anonymous source"
Here's a compilation of the most recent Dark Angels playtest.
Anything not included is because it's the same, or I didn't notice a difference.
The universal DA rules are ATSKNF, Combat Squad and Stubborn. HQs are all fearless.
up to WS6, his gun is now a master crafted assault 2 12" 1 shot plasma, on top of a bolter. (basically assault instead of rapid fire, but can't fire at long range) and is fearless.
Also WS6, but is now 170 points and still unlocks DW as troops.
140 points, all units within 12" are fearless, not just his own squad
Rerolls misses and wounds in challenges. Interrogator chaplains that win challenges against Independent Characters give you +1 victory point in a mission that uses victory points.
Chaplains are now elites and cost 100 points, but you can buy 1-3 of them as a single choice. They can be upgraded to take specific banners. At the start of the game they nominate a model in the squad they're attached to to be their "banner bearer" who must be modeled appropriately with the specific banner. If the chaplain later leaves the squad, the banner remains.
Furious charge USR, reroll armor saves against overwatch wounds when charging a unit within 6" of an objective
Counter attack USR, reroll misses with overwatch when within 6" of an objective
Reroll wounds against models within 6" of an objective with shooting, reroll wounds in a close combat that takes place within 6" of an objective
[Note: These are playtest rules, hence why these all seem very similar. Either they are intended to have a theme, or they're intended to be playtested and the most popular is kept]
Deathwing Terminator Squads are 215 points base, can swap to lightning claws for free, pay 5 points for thunder hammer / storm shield, and only models with storm bolter / powerfist or chainfist can take the cyclone missile launcher upgrade, which is now 30 points.
Deathwing assault works a little bit differently. All Deathwing units and models in terminator armour attached to Deathwing units now come down on the first turn via deep strike without a roll if you wish you make a "Deathwing assault."
It specifically notes, however, the limitations of no more than 50% of your army being allowed in reserve, and that independent characters whether attached to a squad or not, count as a unit.
[Note: This would mean if you want 2 deathwing units + a character to deathwing assault turn 1, you'd need 3 units on the table. But if you somehow had 5 units on the table, and 3 units of Deathwing + 2 HQs on the table, all 5 would Deathwing assault turn 1.]
Dreadnoughts are a bit cheaper on points base, can be upgraded to venerable, and can upgrade their dreadnought close combat weapon to any ranged weapon (not just missile launcher or autocannon)
Sternguard are in, but can swap their bolter for a close-combat weapon if they want. Any model can upgrade their close combat weapon to a power weapon, lightning claw, power fist or thunder hammer. Any model with a close combat weapon can swap their bolt pistol for a Storm Shield (20 pts) or take a Combat Shield (5 pts).
Scouts are still elite
Tactical Squad starts with 5 models and can take a special weapon [flamer (free), meltagun (1o points), or plasma gun (15 points)], can buy up to 5 more models at 15 points each. At 10 models they can take a heavy weapon [Heavy Bolter, Multi-Melta, Missile Launcher (free), Plasma Cannon (5 points), Lascannon (10 points)]
Assault squads can remove jump pack, and get a 35 point discount on transport vehicle instead of a rhino/drop pod for free, but are otherwise unchanged.
Vanguard are in
Predators can take a heavy 2 Plasma Cannon turret option
Whirlwind can switch their Vengeance/Castellan missiles for Hyperios missiles for 15 points. Heavy 2, Twin-Linked krak missiles, with skyfire/interceptor.
No upgrade for Devastators to take skyfire flak missiles.
Sempre rumors sono, quindi prendeteli con cautela
When we’re walking down the road, With our tattooed arms and rings in our ears, They’re just afraid of the unknown,They try to blame us for their fears.
Vect se vede uno spettrocustode schizza peggio della borsa dopo aver saputo delle dimissioni di Berlusconi..
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|Titolo: Re: Play Test rules for Dark Angels Ven Ago 03, 2012 9:43 am|| |
boh, non mi sembra innovativo. fighi i dreddy. interessante sta roba dei cappellani, sembran fighi. quella della deathwing non la ho capita, aippano tutti di primo e assalatano secondo questo?
La spontanea costruzione di atmosfere, che aderiscono alla pelle di ogni singolo ascoltatore e coronano la propria esistenza fondendosi, come amanti in preda alla furente passione, al vissuto dell’appassionato (metallized)NON GIOCHERò MAI ESERCITI CHE HANNO L'AQUILA IMPERIALE SUL PETTO...MAI!!!!!
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|Titolo: Re: Play Test rules for Dark Angels Dom Ago 05, 2012 10:19 am|| |
dethwing assoult è il nome della regola
|Titolo: Re: Play Test rules for Dark Angels || |