WARMACHINE/HORDES > Légion d'Everblight
FoH : Légion of Everblight Partial Spoiler
David81:
Depuis les forums US, infos à prendre avec des pincettes :
--- Citer ---Grotesques:
Base statistics: Nyss Legionnaires. Modify from there.
Speed Same. MAT -1. RAT irrelevant. DEF +1. ARM -1. CMD -3.
PS: Weapon pow same. Same number of attacks.
They have no fear.
They attack like gang-members.
Wings: the rule you'd expect.
Cost: Legionnaires.
Bethayne:
Stats: Base Saeryn!
Speed: -1. DEF: Same. ARM -2(!). MAT: Same. CMD +1. Fury: Same. Damage boxes: Double her Fury. WB points: -2.
Spells: Carnivore, Gallows, Ashen Veil (Testament of Menoth), Blood Thorn, Eruption of Spines.
Weapons: 2* PS+2, minus all abilities save magical, burns the target like acid.
Blood Thorn: Cost and range Spiny Growth. Upkeep. Gives a target unit's melee weapons the thing that makes models with it lose 1 damage every turn if they don't get rid of it...
Feat: Like Rahn minus range. Also free animi to beasts.
Belphagor:
Stats: Compare to Carnivean.
Speed -1. STR -3 DEF +1, ARM +1. Health is mostly body, probably a lot less. Fury: Nephilim. Threshold: Same (as Carni).
Weapons: Two claws pow of unlucky number. They can be used to make power attacks.
Animus: Despoiler: Cost and range as Spiny Growth. Put the largest size template on target model. Damages those that enter the least amount possible.
Abilities: Elemental damage? I am immune!
Can see without eyes! Bethayne made this dude, so he won’t attack her, and he isn’t very conscientious.. Doesn’t get to ignore the rough roads L
Bethayne can cast her spells through him.
Health: More than the Nephilim Protector, less than the Seraph, half in Body.
Melding will be covered at the bottom of the post.
Hex Hunters:
Base statistics: Nyss Swordsmen.
spd +1. mat same. def same. arm -1. cmd same.
Weapons: magic ability: sorceress -1. range: Tenacity. pow: pLylyth Bow+1.
melee weapon is pow of swords -1, magical.
Abilities: Can find their ways through terrain.
You have a hard time shooting them (like Striders).
They kill and then shoot spells (Greylord Ternion ability gained from Koldun Lord.
cost: same
Bayal:
Hex Hunter Character UA (d'oh)
Stats: MAT and Magic Ability same as Hex Hunters+1. CMD+1.
Has the same spray as the Nyss Sorceress on Hellion.
Has two weapons, with which he's very masterful. They pin people to shadows like Deneghra does.
Granted: his unit the ability to see through forests, like the Strider UA. Goes Away if he dies.
Tactical knowledge allows his unit to be deployed later and farther ahead.
Cost: the same as the Strider UA.
Anysaa Ryvaal:
Solo, not Dragoon.
Stats: Begin with Raptors, +1 DEF, +1 CMD.
Weapons: Same mount, same bow, no sword.
Abilities: She ignores the same terrain as her Raptor buddies.
She can't be shot just like a Deathstalker, she also gets to kill someone else if she kills one person, like the Deathstalker (not what he gives to the other Striders).
She gets to hunt someone down, like the Totem Hunter/Nightmare.
You can't attack her when she passes near you(!)
She makes Raptors hit more stuff, like the Warmonger War Chief.
Damage boxes: Twice her cost.
Cost: One less than the fingers I have on one hand.
Blackfrost Shard:
Stats: Base Nyss Swordsmen.
speed: Same. mat: Same. def:Same. arm: -1. cmd+1.
Magic ability is same as nyss Sorceress on Hellion (and their MAT). PS is 2 lower than Swordsmen.
Abilities shared by all:
Ice Cage (Greylord Ternion), Ice Bolt (Lanyssa). Immunity to the damage type they shoot. They are not stopped by rough roads.
Unique stuff:
Officer has Disbinding (Alexia, NOT what the Withershadow Combine has )
Another, the one with a magical weapon is also really good with it and can make the unit very hard to see for one round (*action)
The last has Kiss of Lyliss (Aiyana!)
Cost: Same as minimum Swordsmen unit.
Melding:
The way Bethayne and Belphagor meld. There will NOT be an exact word posting of this rule. Be patient and do not try to argue about it in the rules forum till you have the book. Do not ask for clarifications, cause they will not be forthcoming. This is a spoiler, not rules-forum material. Deal with it.
Bethayne has the melding ability, needs to touch Belphagor to do it. Belphagor becomes a Warlock, and a Warrior model, takes control of the battlegroup. Belphagor will do nothing for the rest of the turn after the meld.
Belphagor gets Bethayne's CMD and FURY stats, loses animus. Loses Fury on himself and gains the fury on Bethayne (at time of meld). Can cast Bethayne's spells and use her feat. No longer a warbeast, can make power attacks without paying for them. Damage marked normally, but doesn't care about aspects. Still suffers from effects that deal more damage/control aspects taking damage/etc like Warbeasts.
They get to separate during maintenance phase. If Belphagor dies while melded, you lose the game as if a Warlock did. (He gets to transfer like she does).
--- Fin de citation ---
--- Citer ---Tier Lists
Avoiding Tier names for now, just in case.
Absylonia:
Requirements: Non-character beasts and the three-headed beast, pot, and both of our fury controlling solos.
T1: Take more heavy hitters? You can take more ugly naked "ladies".
T2: Take the same number of lessers as there are different kinds, and they get to begin the game somewhat ahead.
T3: For each ugly lady from T1, one of the heavy hitters gets to take a walk before the game.
T4: Take at least as many heavy hitters as the base FA for the solos, and all the heavy hitters cost less, the amount you'd expect.
Bethayne:
Requirements: Any beast that you can't take just 1 of in an army, ever. Units: The lunch lady pot, and those with magic ability. Solos: Ugly fury ladies, spell arcing guys, those who pop out of dead bodies, those with magic ability.
T1: Crazy solo lady riding her worm? They cost less, and you can take 1 more for each unit.
T2: For each of those solos from T1, a unit can be placed somewhere else than where you originally put it, before the game begins.
T3: Two of those units with the magic, the enemy spells and animi cost more during round 1 (!!)
T4: Need to have more than 1 heavy hitter, so battlegroup is faster during first turn (you know how tiers work, you can guess how much faster).
Epic Lylyth:
Requirements: Not the more characterful beasts, only beasts that shoot. The long striding unit and solos, the ulk mounted unit, and the ulk character solo.
T1: Long-striding units can be taken, as many as you want. For every unit (of any sort), can take one more of their solo.
T2: At least two of the small based unit - they get a free UA without FA restrictions. You were expecting this.
T3: Two or more of the small based solo, for every two, medium sized tree template on the board.
T4: At least lucky number of warbeasts (remember, can take Stingers), Battlegroup is faster first turn.
Rhyas:
Requirements: The beasts that are not "Special". Units: WM Melee small based nyss, and the units that can shoot spells (both of them). Solos: Flock guides, and corpse-poppers.
T1: You have a better chance to choose if to go first, and you can take as many WM elves and their UA as you want!
T2: Two of the T1 kind of unit, and they gain +(less than three) speed first turn.
T3: Get character magic unit, and anyone can run through all sorts of terrain first turn.
T4: More than one of the 9 point AP winged heavy? They cost less.
Saeryn (the better twin):
Requirements: Non character beasts that have wings, and the half elven medium based monstrosities. Winged units! The Tina winged solo, the flock herder solo, the spell arcing solo.
T1: Spell arcing solos get to deploy later in the turn, and farther up.
T2: Have the winged solo? More likely to go first.
T3: Two or more heavy hitters means your deployment area is extended.
T4: Have 3 of the half-elven monstrosities, and you can take another one for free!
Epic Thagrosh:
Requirements: 3-headed hydra and all the other non-character beasts. Units with wings, and the melee unit with vengeance. Solos: Body poppers, ugly fury controller, flying solos.
T1: You can take as many vengeance units as you want. Flying solos get to be placed later and ahead.
T2: Take one tina (the flying solo) and more likely to begin first.
T3: Take at least two of the unit from T1, and they are faster first turn.
T4: For every two heavy hitters, you gain a flock leader solo (the small based one, not tina) for free. Since they're not in his allowed models, there must be an error.
Vayl:
Requirements: Non-characterful beasts. Units: Pot and all the blighted winter elves' units (!). Solos: Flock leaders, spell arcers, solos with magic ability, body-poppers. (The most inclusive theme force)
T1: The magic swords unit? Take as many as you want.
T2: Taking two of their units? Get their special leader!
T3: Bringing a pot to the party? The battlegroup is faster first turn.
T4: Including as many warbeasts as I have fingers on my right hand or more? Models who cannot see without eyes? Their LoS is reduced to this tier's number*2 in inches, first round.
General Tier Points:
eThagrosh and Abby are the only ones who can get the three headed hydra.
Epic Lylyth is the only one who doesn't get Fury control aid. Which is good compared to the choir/PG stats. Maybe cause we have two different solos that do it.
--- Fin de citation ---
Allan255:
Les tiers : bof .. super bof.
Les unités : raahhh y'abon.
David81:
Pareil, les tiers m'ont l'air nuls ... je doute de jouer avec :-X
Booggy:
Allez, traduction, parce que c'est pas hyper clair écrit comme ça :
--- Citer ---Grotesques:
SPD:5 MAT:5 RAT:osef DEF:13 ARM:13 CMD:6
Weapon : P+S:10
-Fearless
-Gang
-Flight
Cout : 4/6
Bethayne:
SPD:6 MAT:6 RAT:? DEF:16 ARM:12(!) CMD:9 FUR:7
14 pts de vie, et 3 pts de WB.
Sorts:
-Carnivore (Entretien, 2 FUR, cible unité/fig amie, donne +2 aux attaques de mêlée contre les figs vivantes, redonne D3 pts de vie au warlock si une fig affectée tue une fig.)
-Gallows (Sort offensif, 3 FUR, POW 13 : la cible est tractée de D6" vers le point d'origine du sort.)
-Ashen Veil (Entretien, 2 FUR, cible unité/fig amie, donne Dissimulation. Figs vivantes ennemies dans les 2" d'une fig affectée subit -2 à ses jets d'attaques)
-Blood Thorn (Entretien, 2 FUR, cible unité/fig amie, donne effet continu Corrosion sur les armes de mêlée d'une fig affectée).
-Eruption of Spines (Sort offensif, 3 FUR, POW 10 : les D6 plus proches figs dans les 5" de la cible subissent POW 10)
Weapons: 2x P+S: 10, Type Corrosion.
Feat: les figs amies dans la ZDC gagnent attaques et dommages boostées sur les attaques magiques. Les Beasts amies peuvent lancer gratuitement leur animus. (?)
- Peut fusionner avec Belphagor
Belphagor:
SPD:5 STR:9 MAT:6 RAT:4 DEF:12 ARM:19 CMD:7 FUR:3 TRH:9
22-25 pts de vie, pour moitié en 'Body'.
Weapons: 2x PS:13, Open Fists.
Animus: Despoiler - FUR : 2, RNG : Self, Centre une ADE de 5" sur la fig, qui suit ses déplacements. Si un ennemi y pénètre, il subit 1pt de dommage auto.
- Immunité aux dommages élémentaux (? tout type de dommage ?)
- Eyeless Sight
- Blood Creation
- "and he isn’t very conscientious" => ?
- Arc-node
- Peut fusionner avec Bethayne
Hex Hunters:
SPD:7 MAT:7 RAT:4 DEF:14 ARM:12 CMD:8
Capacité Magique (6)
Weapons:
- Sort offensif, RNG:6, POW:13. Une fig touchée ne pourra plus faire d'actions* et attaques* pendant un tour.
- Arme de mêlée, P+S:10, magique.
Capacités:
- Pathfinder
- Stealth
- Battle Wizard (s'ils tuent une fig avec leurs armes de mêlée, ils peuvent lancer un sort juste après).
Coût : 5/8
Bayal (UA Personnage des Hex Hunters):
SPD:7 MAT:8 RAT:4 DEF:14 ARM:12 CMD:8
Capacité Magique (7)
Weapons:
- Sort offensif, RNG:6, POW:13. Une fig touchée ne pourra plus faire d'actions* ou d'attaques* pendant un tour.
- Frostbite (SP 8, POW 12, dommage de Froid)
- Arme de mêlée x2, P+S:10, magique, Weapon Master, Shadow Bind (une fig touchée subit -3 DEF et ne peut pas avancer pendant un tour).
Capacités:
- Pathfinder
- Stealth
- Battle Wizard (s'il tue une fig avec son arme de mêlée, il peut lancer un sort juste après).
Granted : Hunter (ignore foret, dissimulation et couvert) pour toute l'unité.
Tactics : Advance Deployment pour l'unité.
Coût : 3
Anysaa Ryvaal:
Solo, pas Dragon. Cavalerie légère.
SPD:9 MAT:6 RAT:7 DEF:15 ARM:15 CMD:9
8 pts de vie.
Weapons:
- monture POW 12
- Arc : RNG 12, ROF 1, POW 12, Poison
Capacités:
- Pathfinder
- Stealth
- Snap Fire
- Prey
- Parry
- Veteran Leader (Nyss Raptors)
Coût : 4
Blackfrost Shard:
SPD:7 MAT:7 RAT:4 DEF:14 ARM:12 CMD:9
Weapon : 1 arme de mêlée P+S 9, Weapon Master, Magique.
Capacité :
- Pathfinder
- Immunité au Froid
Sorts communs - Capacité Magique (7):
- Ice Bolt (RNG 10, POW 12 dommages de Froid. Cible Stationnaire sur critique)
- Ice Cage (RNG 10, cible subit -2DEF pour un tour, cumulatif avec autre Ice Bolt. Si 3 Ice Bolts, cible stationnaire)
Capacités uniques:
Officier => Sort 'Disbinding' (fait expirer les sorts à entretiens ennemis sur son unité)
L'autre => peut donner Stealth à son unité (action *).
Le dernier => Sort 'Kiss of Lyliss' (Toute attaque faite sur l'unité/fig ciblée voit son jet de dommages augmentée de +2)
Coût: 5
--- Fin de citation ---
Effectivement, les unités piquent pas mal, quand même... surtout les Hex Hunters... je pense qu'ils seront mien dès leur sortie :P
Booggy:
Petites précisions sur Bethayne, et la fusion avec Belphagor :
- Bethayne peut fusionner avec Belphagor n'importe quand lors de son activation, si elle est socle-à-socle avec lui. Bethayne est alors retirée du jeu, et avec elle tous ses sorts à entretiens actuellement lancés.
- Belphagor gagne CMD 9 et FUR 7 tant qu'il est fusionné. Il peut lancer les sorts et le feat de Bethayne, et il n'est plus considéré comme une Warbeast (il perd donc son animus). Il peut faire des Prises Spéciales sans être forcé.
- Belphagor ne peut pas s'activer après avoir fusionné.
- Si Belphagor est détruit alors qu'il est fusionné, Bethayne est aussi détruite.
- Bethayne et Belphagor peuvent dé-fusionner lors de la phase de Maintenance, Bethayne se retrouve alors socle-à-socle avec lui.
Ca m'a l'air d'être un gameplay bien à part, quand même, cette Bethayne... ce qui est plutôt bien, pour une nouvelle warlock. Par contre, au vu des règles, j'ai l'impression qu'il n'y aura que deux figurines... :/
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