Народ оцените слухи, они вроде как достоверные, от поляков прочитавших книгу на своем Games Day. В общем основные моменты армии:
1.Правило армии Cold-Blooded остаётся без изменений.
2.Sacred Spawnings не будет в книге, будут некоторые свойства, которые дают спец. персонажи и всё.
3."Predatory Fighters" rule is gone.
Ну и по войскам:
==LORDS==
Slann
T4, W5, 4+ WardSave, US3; Basic Slann comes at 275pts
They are level 4 wizards and can choose any of the Warhammer Lores; can miscast as normal; cannot mix lores anymore; lost +1 to cast and dispell; May cast through skink priests, you measure both distance and LOS from the priest.
The rumour about the Slann getting their own lore were a bit inaccurate.
generations are out(!)
now come with one of a list of powers are called disiplines and included in their base cost and can buy up to four additional ones for 50 pts each:
add one additional free power dice when casting a spell (this can cause Irrisistable force and miscast)
can re-roll all miscast results.
has the "regenaration" special rule
know all spells from their chosen rulebook lore
causes "Terror"
some kind of immunity (mundane or magical attacks?)
Magic resistance 3
choses a wizard within 24" - this wizards rolls of 6 to cast do not count
Old Blood
stats remain the same; no spawnings; AS 4+;
may be mounted on a Cold One (obviously no longer requires a spawning to ride, since there are no more spawnings) or Carnosaur (S7, T5, W5, not a large target, Ultimate predator has been changed, it now does D3 wounds against EVERYTHING!) or Horned One (yup you read me right so he doesn't have stupidity and has M8)
==HEROES==
Scar Veteran
T5, AS 5+, same points cost
may be mounted on a Cold One
Skink Hero and Priest
may ride Terradon or Ancient Stegadon (takes up an additional Hero choice and with Priest may be upgraded to an Engine of the Gods & gets +1 power dice)
Skink priests can only use Heavens lore.
==CORE==
Skink
rank&file, 5 points, javelin and shield, have command group, Ld 6
1 kroxigor (55pts) per 8 skinks;
may skirmish for +1pts and blowpipe +1pts
can't get scouting(?)
Saurus
2 pts cheaper
scaly skin save is going back to 5+, like it was in 5th edition
go back to getting two attacks from the second rank when using spears
Swarm
posion, 15 pts cheaper
==SPECIAL==
Cold One Riders
2+ AS
cheaper plus initiative boost.
Kroxigor
S4, 55 pts
get light armour in addition to their scaly skin(?), for a total armour save of 4+
no skirmish screen
Chameleons
3 pts cheaper
lose their special deployment rule and presumably works like normal scouts
Terradons
only beast is S4, rider is S3 (and only has hand weapon and javelins)
are now flying cavalry, so they are Unit Strength 2 and get the armour save bonus for being mounted
can move through woods without penalty
drop rocks like they did back in 5th edition, once per battle doing D3 S4 impact hits per terradon
Is also an option for a skink chief.
Stegadon
S5, T6, A4, 4+ AS, D6+1 impact hits;
+1 Leadership (as Skinks are now Ld6 basic)
can get a big blowpipe, which is something like a blowpipe (12", 2D6 S3 auto or no modifiers hits)
giant bow is poisoned (unknown how this will work with rank penetration)
Temple Guard
WS4, halberds, 1 point cheaper
can get a 2+ armour save (presumably 5+ scaly skin, light armour, shield and hand weapon+shield bonus in close combat)
0-1 is gone, they are now special choice.
Stubborn, if used with a Slann they become immune to pyschology.
==RARE==
Ancient Stegadon
S6, A3, 2+ AS; may have 2 blowpipes but no bow
Engine of the Gods
gives powers like cauldron of blood: 5+ward for friendly units within 12", or D6 S4 hits with no AS to enemies in 2D6", reducing spell difficulty and something more
Engine of the Gods takes hero slot (probably in addition to the skink priest riding it), gives +1 PD to the preiest riding it and has 3 powers that cannot be stopped - just like with the cauldron of blood (D6 S4 no ASv hits within 2D6"; 5+ WSv within 12"; -3 to casting difficulty for 1 lore).
Salamander
55pts
now use the breath weapon template instead of the artillery dice, this scatters an artillery dice number of inches forward, like the skaven warpfire thrower.
might be move or fire
breath attack is Strength 3, -3 armour save modifier
not known whether you can still form units of more than one pack (having a monsters and handlers unit with multiple monsters is a bit tricky ruleswise) or if you might, say, get 1-2 independant packs per choice
can't be joined by characters
modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
Razodon
56 pts per team
beast has same stat line as a salamander
fires Strength 4 spikes that has a number of shots equal to the roll on an artillery dice, that roll to hit using BS 3, ignores to hit modifiers for long range, moving, stand and shoot, and multiple shots
must stand and shoot (if able to), when standing and shooting it gets two artillery dice worth of shots(?)
can't be joined by characters
modified version of the Monster & Handlers rule, with handlers not being placed into combat if possible (somewhat like the Dark Elf Hydra)
==MAGIC ITEMS==
Weapons:
Blade of Tzunki, Blade of Realities and Piranha Blade are all in and pretty much as before
New lance for skinks that double the number of impact hits done by Stegadons they ride
ASF
weapon 75pts: for each hit inflicted the enemy has to make a Ld test or die with no saves allowed
Armour:
very similar and cheaper
heavy armour on foot only: +1T, stupidity
Talismans:
5+ward
2+ward one use
no 4+ward
aura of quetzl: -1 to hit the bearer
Enchanted Items:
flying for skink
jaguar charm - bound spell steed of shadows
25 pts bound spell with uranos thunderbolt at level 6
some magic attacks
2+ ward vs shooting for slann
statue of spite: no changes
magic cold one with M8 and no stupidity, 35 pts
venom of firefly frog: same, but 10 pts
Arcane:
cube of darkness: no changes
diadem of power: transfer DD to next phase power pool, 25 pts
one use only arcane giving +3 to cast after the roll
ignore miscast table result on 2+, and transfer it onto another enemy wizard in LoS on 5+
+1 spell
Banners:
100pts - 12" stubborn for cavalry
-1 to hit for shooting
Huanchi is still one use only but now adds D6 to your charge range.
- there is an item making all enemy wizards in LoS stupid, 50 pts
==SPECIAL CHARACTERS==
Mazdamundi
620 points
Mazdamundi can casts spell with unlimited number of dices and the "ruination of cities" spell has been now given to him which seems proper considering his fluff.
I didin't read through his rules so he might have some other abbilities than that plus magic items of course.
Lord Kroak
600 points (so drastically cheaper than before)
Kroq-Gar
635 points
His spear has changed and hand of the gods is now a bound spell (keeping info on how the new spear rules work as a secret for the moment).
В общем челожабы жгут. Слан 2 поколения за 275 очков это конечно что-то, учитывая то, что маг 4 уровня в остальных армиях стоит столько же.