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 contenu du chapter approved (décembre)

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yul

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Date d'inscription : 21/01/2013
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MessageSujet: contenu du chapter approved (décembre)   Mer 8 Nov - 20:58



New Matched Play Rules
We are always eager to listen to the Warhammer 40,000 community and improve the game based on the feedback you provide, and one of the areas we get the most correspondence about is matched play. The joy of Chapter Approved is that, as we see certain themes emerge about rules that might not be working properly, we can take steps to address them. To this effect, Chapter Approved introduces several new matched play rules, all of which are designed to help redress certain imbalances or exploits within the rules that you tell us are leading to games that are not as fun as they could be. Here you can see one such example:




As you may recall, we have already amended the Instant Death rule in Warhammer 40,000 to prevent Flyer-only armies from dominating matched play games. This was met with a positive response, but the feedback we have received since suggests that it did not go far enough. Boots on the Ground helps to redress this – aircraft are soaring so high and so fast that they cannot hold objectives; their role is to support the warriors and vehicles on the ground as they do the bloody work of capturing and controlling territory.


New Detachment Rules
Since Warhammer 40,000: Dark Imperium was launched, we have released several codexes, but there are still plenty of Factions – Orks, Drukhari, Necrons etc. – that don’t yet have a codex of their own. Chapter Approved gives these players a sneak peek of what many of these factions can expect when their codex is released (we are hard on work to get that done as quickly as we can), but one of the things we wanted to do was give everyone access to ‘objective secured’ right away:




As you can see, this is an ability that rewards you for grouping your warriors into faction-specific detachments by giving Troops units the ability to control objective markers even when outnumbered by the enemy. As you can imagine, it gives these units a real edge, and helps to ensure your line troops are not at a disadvantage compared to those factions that are lucky enough to have a codex already.


New Matched Play Missions
A great mission is critical to a great game of Warhammer 40,000, and Chapter Approved includes a dozen brand new matched play missions for you to test your skills. One of the things we’ve had the most feedback about is about which player gets the first turn in these missions. Barring a sneaky Seize the Initiative roll, the current feeling is that the present method is a bit too reliable, and some players are developing armies and strategies to exploit this. We’ve taken this feedback on board and changed how you determine who gets the first turn in every one of the new matched play missions presented in Chapter Approved:



This change ensures that in these new missions, the first turn is never guaranteed; whilst you can construct an elite army to stack the odds a little in your favour, it still all comes down to a roll-off, so you’ll have to build an army and deploy it accordingly. If you prefer the original method though, worry not! These new missions do not replace the matched play missions in the Warhammer 40,000 rulebook, they supplement them, allowing you to choose the style of mission rules you enjoy playing the most.


These rules will be in place at Blood & Glory and at the NOVA Open, as well as several other competitive events around the world. If you’re entering any of these competitions, now’s the time to adjust your lists – you’ll want to stock up on Troops choices, and you’ll be free to take loads of units without having to worry too much about getting stuck with a second turn! If you’re interested in running your own events with these rules, check out the Warhammer 40,000 Grand Tournament event pack for scoring, tiebreakers and more.

la partie rumeurs:

2017 Chapter Approved is coming is Soon-Dec

Rules for Open Play- apoc
Narrative Play- planetstrike, stronghold assault
Matched Play- eternal war, maelstrom of war, and objective markers for each faction
Faction Rules for Adepta Sororitas, Deathwatch, Drukhari, Genestealer Cults, Harlquins, Imperial Knights, Necrons, Orks, Space Wolves, Tau Empire, and Thousand Sons
Scenery Rules, Point Cost changes
Adepta Sororitas
Strategems
1GP Martydom-use when a character dies and on a 2+ can perform an Act of Faith
1GP Purity of Faith- use when an enemy uses psychic powers within 24" on a 4+ negate it.


Warlord Trait
re-roll failed morale tests if within 6" of Warlord

Relic
Blade to replace power sword. Melee S +2 AP-3 D3

Space Wolves
1 GP shooting phase choose 1 unit within 1" of the enemy and use bolt weapons as if they are pistol 2 type.
1 GP set up a unit on the hunt- deploys at the end of any movement phase within 6" of any board edge and more than 9" away from enemy models.

Warlord Trait
Warlord can fight first even if he did not charge

Relic
Sword- melee S+1, AP-4, D1 can re-roll all failed to wound rolls.


Updated Point Values
Space Marines pts per model
Aggressor 21
Chaplain in Terminator Armour 100
Drop Pod 83
Inceptor 25
Intercessor 18
Librarian 88
Librarian in Terminator 120
Razorback 70
Stalker 75
Stormraven 192
Tartaros Terminator 26
Terminator Assault 26
Terminus Ultra 250
Vindicator 125
Whirlwind 70

Wargear
Assault bolter 10
Assault cannon 22
Assault plasma incinerator 17
Auto boltstorm gauntlets 12
Auxiliary grenade launcher 1
Boltstorm gauntlet 22
Centurion assault launchers 3
Force axe 10
Force stave 8
Hurricane bolter 10
Ironclad assault launchers 5
Plasma exterminator 17
Predator autocannon 40
Twin assault cannon 44

Roboute Guilliman 385
Sergeant Chronus 40

Death Guard
Deathshroud Terminators 35
Defiler 140
Lord of Contagion 100
Noxious Blightbringer 58
Plague Marines 17
Plagueburst Crawler 100
Sorcerer Terminator 120
Tallyman 55

Wargear
Blight launcher 10
Force Axe 10
Force Stave 8
Force Sword 8
Helbrute Fist single/pair 40/50
predator autocannon 40
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yul

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Date d'inscription : 21/01/2013
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MessageSujet: Re: contenu du chapter approved (décembre)   Ven 10 Nov - 21:58


Deathwatch
Warlord Trait- re-roll failed wound rolls
Relic- once per game at end of movement, teleport a friendly infantry or biker unit to within 6" and outside of 9" of enemy model
Stratagems
1. 1CP select an enemy vehicle within 1" of a watch master and on a 2+ vehicle suffers d3 mortal wounds
2. 1CP each time you make a hit roll a 6+ in the fight phase and its not an imperium or chaos aligned model, make an extra attack. additional attacks cant be created from these.

Drukari
Warlord Traits
1. Wych Cult- each roll of a 6+ in the fight phase causes 3 hits
2. Haemonculus Coven- heal d3 wounds at the start of each turn
3. re-roll to hits and to wound rolls of a 1 during the fight phase.
Relic- Pistol 2 R12 S1 AP-2 D2 wounds on a 2+ vehicles on a 6+. For each model killed bearer gains a wound
Strategem
1CP/3CP one infantry, beast, or biker unit or 2 for 3 CP may use teh webway and emerge onto the battle at the end of any of your movement phases. Setting up anywhere that is 9" or more from enemy units. Can only be used once per battle.

Harlequins
Warlord Trait- re-roll hit rolls of a 1
Relic- Increase leadership by 1, and all enemy units within 6" reduce their leadership by 1
Stratagems
1. 1CP/3CP one infantry, beast, or biker unit or 2 for 3 CP may use teh webway and emerge onto the battle at the end of any of your movement phases. Setting up anywhere that is 9" or more from enemy units. Can only be used once per battle.
2. 1CP after a harlequin unit has advanced, it gains a 3+ invul until start of next turn.

Genestealer Cults
Warlord Trait- friendly infantry units can do a Heroic Intervention within 6"
Relic- +1 strength to friendly infantry unit within 6"
Stratagems
1. 1CP end of movement phase, remove a infantry unit from the board that is more than 6" from enemy models. At the end of the next movement phase, return it to the board using Cult Ambush
2. 1CP before rolling on cult ambush table, roll 2 dice instead of 1 and choose the result. A Primus may roll 3 dice instead.

Imperial Knights
Warlord Trait- add one to Attacks
Relic- replace reaper chainsword with this Melee S+6 AP3 D6
Stratagem
1CP when a Questor Imperialis or Mechanicus unit with a invul save is targeted, you may add 1 to the invul save until the end of the phase.

Thousand Sons
Warlord Trait- re-roll deny witch tests
Relic- rolling doubles for psychic tests means the opponent may not resist with deny the witch or negate it by any means.
Psychic Power- warp charge of 7. Select an enemy unit within 18" and roll 9 dice. The unit suffers mortal wounds on each roll of a 6
Stratagems
1CP If within 6" of at least 2 other friendly TS psykers, you can add 2 to your psychic test.


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MessageSujet: Re: contenu du chapter approved (décembre)   Sam 18 Nov - 22:40

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MessageSujet: Re: contenu du chapter approved (décembre)   Dim 19 Nov - 23:52


In Chapter Approved, Apocalypse is back, featuring rules and scenarios for playing your biggest battles ever. Apocalypse games are focused on epic moments, grand narratives, and fun, while accommodating armies that can run into the tens of thousands of points. The toolset in the book is a flexible and robust base from which you could build countless scenarios. We like the rules for multi-board games; perhaps one table could have a clutch of Deathstrikes waiting to fire as a team of desperate Pathfinderstry to stop them before they annihilate the Ta’unar Supremacy Armour on another.

he Apocalypse missions are similarly awesome. Our favourite is Exterminatus, set during the death of a world while viral bombardments, cyclonic torpedoes and orbital lasers tear apart the very planet your warriors stand on.



’s not just about the games themselves – Chapter Approved is full of advice on organising your Apocalypse games. As anyone who’s tried to run a club can attest to, organising a pack of Warhammer fans has a lot in common with trying to herd cats. Thankfully, you’ll find tips for planning your games, picking a place and even using a gamemaster or umpire to make sure everything runs smoothly.




With Apocalypse in Chapter Approved, you’re free to plan and play games you’ll remember for years afterwards; the epic, gaming-group spanning combats that every hobbyist remembers fondly. If you’ve ever wanted to play war on the scale it’s depicted in your favourite Black Library novels and art, or just fancy finding out how many Ork Boyz you need to take down a Warlord Titan, Apocalypse is for you – and it’s only a small slice of what you’ll find in Chapter Approved. Come back tomorrow, when we’ll be looking at some of the 24 new missions included in the supplement.
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MessageSujet: Re: contenu du chapter approved (décembre)   Hier à 12:46



Hello everyone !!

New teasing made by gw community.

CA will have 24 new missions aimed at every kind of gamer.
6 Stronghold Assault
6 Planetstrike.

Some new rules representing flow of ennemies (like destroyed units come back on a 4+).
6 New eternal war Missions.
6 Maelstrom of War Missions.

Ascension twist



Force the use of Character to take objectives and with increased reward if you can hold it for multiple round with the same character. It could be interesting for super tanky char that can hide behind troops !

Roving Patrol (anti alpha mission)



Tomorrow : Expended rules for 11 Factions without codex !
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MessageSujet: Re: contenu du chapter approved (décembre)   Hier à 23:32

We’ll be previewing just some of what you can expect to find in your copy throughout the week, continuing with a look at some of the new faction rules:

Since the release of the most recent edition of Warhammer 40,000, our studio has been hard at work getting every army an awesome codex as soon as possible, and we’re on track to see 10 this year alone! While you can expect many more codexes next year, we know that many gamers are eager for more rules for their army. Enter Chapter Approved:

Chapter Approved contains expanded faction rules for 11 popular groups.



Each one of these groups will be getting a Warlord Trait, Relic, at least one Stratagem, and in some cases even more. These are designed to add some thematic character to your army and should put you on a more even footing with those armies that have codexes already.

As you’d expect, these Stratagems and Warlord Traits are as useful and characterful as any you’ll find in a codex. The Harlequin’s Prismatic Blur, for example, helps bolster their armour saves as they blitz up the field, and it’s a fantastic way to keep your transports safe.



Meanwhile, if you’re looking for a particularly novel Warlord for your army, why not choose an Imperial Knight? Take a super-heavy detachment made purely of Questor Mechanicus or Questor Imperialis units – that’s Imperial Knights and Adeptus Mechanicus Knights to you and me – and one of them can be your warlord, allowing them to take a trait, and perhaps more importantly, the brutal Ravager relic:



Orks are known for many things; their robust approach to mechanical engineering, their adoration of violence in all its forms, and of course, DAKKA. Thanks to Chapter Approved, there’s now a Stratagem to help them express their love for shootin’:



With Blood Angels and Dark Angels both on the way, we haven’t forgotten about the other non-codex compliant Chapter. We’re, of course, talking about the Space Wolves. Thanks to some nifty errata, Space Wolves armies already have access to an array of Primaris units to accompany some old favourites. In Chapter Approved, as well as an array of points changes (more on those soon!), Space Wolves players will be able to take full advantage of a new Stratagem that turns bolt weapons into a deadly close combat deterrents:





We’ve only scratched the surface (did you know, for example, that Haemonculus Covens, Wych Cults and Kabals all get a Warlord Trait of their own?), and if you play any of these factions, points changes aside, you’ll want to get your hands on Chapter Approved.

There’s still much, much more – come back tomorrow when we’ll be looking at one of the most anticipated features of the book – changes to matched play…
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