Ich bin mal auf die Liste für den Chaoskult gespannt. Da wäre fast eine Multi-Part-Box für Kultisten von nöten, die aktuelle Auswahl an Waffen ist... begrenzt.
Chaoskultisten kommen mit einer Vielzahl unterschiedlicher Nahkampfwaffen, Automatikpistolen, Automatikgewehren, einer Schrotflinte sowie dem Maschinengewehr und Flammenwerfer. Zumindest wenn man die von Dark Vengeance als Grundlage nimmt, wenn sie tatsächlich die 8 Euro Schmalspurpackung nehmen, na dann gute Nacht! :sleeping:Ich bin mal auf die Liste für den Chaoskult gespannt. Da wäre fast eine Multi-Part-Box für Kultisten von nöten, die aktuelle Auswahl an Waffen ist... begrenzt.
Chaoskultisten kommen mit einer Vielzahl unterschiedlicher Nahkampfwaffen, Automatikpistolen, Automatikgewehren, einer Schrotflinte sowie dem Maschinengewehr und Flammenwerfer. Zumindest wenn man die von Dark Vengeance als Grundlage nimmt, wenn sie tatsächlich die 8 Euro Schmalspurpackung nehmen, na dann gute Nacht! :sleeping:
Naja, Umbauen ist jetzt auch nicht so schwer. Meine Miliz ist ein Mixup mit Kultisten, Cadia und Catachan. Dazu gibt es immer noch die Händler Waffen für alle, die man verwenden kann...
via Zamerion - DakkaDakka
From warhammer french forum (google translate)
I have the WD since Tuesday but did not have time and I did not understand some passages.
In short to summarize some points the leader is called "demagogue" and there are 2 types of champion: disciple and sorcerer, the latter can use a power chosen from 5.
The cultists (gangers) have little choice of equipment, those of dark revenge: pisto gunner, shotgun, autogun, machine gun and flamethrower in heavy weapons and for the cac: baton / mass / hammer, flail, sword and the flawless claw found on one of the champions of DV.
In equipment, we find flak armor, respirator and photolunettes. For grenades it's frag and krak.
At the level of primary skills it is "ruse" and "ferocity" for the demagogue, the followers, the specialists and "cunning" and "knowing" for the wizard.
In game a cultist can be changed into a child of chaos and skirmish you can buy up to 2 for 130 each.
Mal schauen was ein Child of Chaos bereithält, vllt gibtsd dann die Möglichkeit für Gors, Mutanten und vllt sogar Bruten! :chaos:
Arkhanist - B&C
My copy of WD turned up today. I suspect posting the full pages would fall foul of the board policy so I won't do that. It's very similar to the genestealer cultist article; 1 page of fluff, the double page of rules posted on warhammer community (and linked above). Then a page covering chaos spawn and fighter skills, then a page of profiles, one of equipment and one covering the witch psychic powers.
Fairly human standard stats, i.e. similar to orlocks; a point better I for demagogue and helot cultists (ordinary gangers) slightly worse Ld and Int across the board and only Demagogue has 2A.
Leader costs 100, disciples 60, a witch 70 and helots only 35, so lots of bodies seems to be their thing; no juves.
Chaos spawn are free (at the cost of losing the cultist) if you up a ritual, and all stats come from a d6 lookup chart for each one; roll well and they're quite scary (up to S5, T6, 3W, 3A)! Movement is a D6, rolled every time for every move or charge action. You can buy up to 2 for skirmishes for 130 per. In campaigns, you've got decent odds to try and restrain any spawn that featured in the battle to keep them in your roster; there's a chance it might cause lasting injuries on the poor cultists you send to try it though...
[..]
Equipment is disappointing - it's basically the DV cultists models. Only autoguns and shotguns for basic weapons for normal cultists and the only pistols are autopistols. You do get heavy flamers and heavy stubbers though for disciples, and a range of basic close combat weapons for everyone. Club/maul/hammer are 2D melee weapons for 25 creds. The DV claw I think is the 'flensing claw' with disarm for 35. Flails are 20 for S+1 and entangle, sword is 20 for -1 AP and parry. Knife and axe as per normal.
Old-Four-Arms - B&C
Witch starts with a single power, can gain further powers as they advance.
Requires an Awaken Power (Basic Willpower) test to use.
Powers :
Scouring (S3 CC attack, Blaze)
Levitation (movement bonus, ignore pitfalls, cannot be pinned)
Warp Strength (S+2, CC damage +1)
Dark Shield (+1 to Save roll for witch + gang members within 3")
Maddening Visions (WP check for enemies within 3", various effects on D6 roll)
Ich find den irgendwie cool, aber ich denke nicht, das ich mein altes Ambull Modell dafür nutzen kann, wenn er irgendwelche abgefahrenen Mechanischen Regeln mit sich bringt.Ein Ambull-Mech für die Eschers - war ja abzusehen, dass der kommt.