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WE Rumors Volume 12

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Jan 1st, 2023
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  1. ****New Updates for 01/01/2023******
  2. Kharn Statline and rules update
  3. AoR Update
  4. Relic Update
  5.  
  6.  
  7. World Eaters Traits
  8. Faction Keyword: Butcher Astartes
  9. +1 Attack on Charge/charged/HI
  10. +1 Strength on Charge/Charged/HI
  11. *Note all units that could take a Mark of Khorne Before now have that +1S/+1A baked into their base strats. Means you'll get another +1A/S with the Legion Trait.
  12.  
  13. WE Armywide Mechanic: Bloodtithe
  14.  
  15. Rumor is you get a point for each unit destroyed and +1 bonus point for a vehicle/Monster the first time each PHASE per turn and +1 for Titanic. So you could get up to 3 points if something like Angron was destroyed.
  16.  
  17.  
  18. Bloodtithe effects (which are PERMANENT)
  19. 6 to hit in Melee Auto wounds (most expensive Bloodtithe boost)
  20. +1 to hit
  21. +1 AP for Melee Weapons
  22. Attacks +1
  23. Add 1 to Advance and Charge
  24. 5+ FNP to Mortals
  25. 6+ FNP to everything
  26. Revive Angron (Puts him into deepstrike with 8 wounds and he deepstrikes next turn. 3 Bloodtithe)
  27.  
  28. Warlord Traits:
  29. When your WL kills a unit, you get a bonus Bloodtithe point
  30. WL takes half Damage in Melee
  31. Fight First
  32. Angron Trait: Remove OBSEC in 6'
  33. Kharn: if 6 or more models within 3' of Karn gain D3 attacks
  34. Invoctus: Warlord trait is pregame move 2 CORE WE units *1/1/2023 Datasheet confirmed this, and allows Invocatus to pregame move as well!
  35.  
  36. AOR WL Traits:
  37. None, since Angron must be your Warlord.
  38.  
  39. WE Relics:
  40. Relic Axe: +2 S -3 AP Damage 2, 6's to hit grant two additional hits and each kill count as 2 for morale.
  41. Select CORE unit with in 9' in the command phase. 6's to hit auto wound (Likely limited to Melee only)
  42.  
  43. AOR Relics:
  44. Bearer gets +1 Save and =1 to wound characteristic.
  45. Replace Warp Bolter on Daemon Prince with an Assault 2D6 Attack S7, AP -1, 1D
  46. Nominate an Enemy unit which is visible to the bearer. When the bearer attacks that unit, it can reroll the wound roll.
  47.  
  48.  
  49. Daemon Prince
  50. +1A/S baked in for previous Mark of Khorne
  51. Warp Bolter: Heavy 3, 24" S5, AP -2 D2
  52.  
  53. Kharn
  54. M6 WS2 BS2 S6 T4 W6 A9 LD9 2+
  55. Pistol 8 -3 2 - Kharn Does not take mortals
  56. Axe S:user AP-4 D2
  57. 4+ inv
  58. Core reroll 1's to wound
  59. End of the movement phase if any friendly units are within 3", pick one, on a 2+ cause 2 mortals
  60.  
  61. Juggerlord
  62. M10 WS2+ BS2+ 6S 5T 7A 8W 10L 3+
  63. Weapon Profile S+1 AP-2, D2 - Profile is the same for Axe or sword
  64. 4++, has same CORE +2 Movement aura as lord Invocatus.
  65.  
  66.  
  67. Lord Invoctus
  68. Has FLY (Or at the very least, Pseudo-fly)
  69. Ignores invulns, only unit that does so.
  70. Averages 8A 2D
  71. Warlord trait is pregame move 2 CORE WE units
  72. Has an aura of +2 Movement of CORE WE Units
  73.  
  74. Jakhals:
  75. 6" WS4 BS4 S3 T3 W1 A2 LD6 6+ jak
  76. 6" WS4 BS4 S3 T3 W1 A3 LD7 6+ leader
  77. 6" WS4 BS4 S4 T3 W1 A2 LD6 6+ Dishonored
  78. 2 Attacks at AP -1
  79. A couple can have +2S, -2 AP D2 -1 to hit upgrades
  80. A couplemore can have User -2 AP D2 Double Attacks
  81. Once per battle, can kill D3 of themselves and gain +1 Strength
  82.  
  83. Berzerkers
  84. 5A Base, SGT has 6.
  85. Two-hand weapon is an Eviscerator, S+3 AP-4 D2, *Latest Update, no longer -1 to hit, but SGT cannot take it
  86. 1 Plasma Pistol per five, SGT can take a Plasma Pistol.
  87. -inbuilt ability where they are shot by the opponent, if they are not killed outright but do suffer lost models you move D6 toward the nearest enemy unit.
  88. -if you are performing an action and use this ability, it auto-fails unless you have the Icon, which it will then auto pass
  89. -Stratagem for the Icon 3D6 charge, discard the lowest.
  90.  
  91. 8Bound
  92. 9" WS3 BS3 S6 T5 3W 4A LD8 3+/5++
  93. Weapon Also called an Evisirator - S:User, AP-3, D2 with one extra attack each. Each 8bound has 2. (This means 6A base)
  94. SGT can take the two hand version with a sweep for 2 Hit rolls for each attack.
  95. Can arrive by SR Turn 1.
  96. CORE
  97.  
  98.  
  99. Exalted 8bound
  100. 9" WS2 BS3 S6 T5 3W 4A LD8 3+/4++
  101. Base equipment is one Chainfist, one Evis. Chainfist is S+3, AP-4 D2. Evis is same as regular 8 bound. Can you either weapon when fighting.
  102. Prevent Fallback on a 4+, Have Deepstrike
  103. SGT can get two chainfists that get Damage 3 or a sweep evisirator like the regular 8bound sgt.
  104.  
  105.  
  106.  
  107. Angron:
  108. 2+/4++ 18W, T7: See Warcom Article: https://www.warhammer-community.com/2022/12/12/angrons-rules-revealed-how-many-spines-could-spinegrinder-grind-if-spinegrinder-could-grind-spines/
  109. 1 WLT - Removes enemy obsec within 6'
  110. Warp Locus
  111. Titanic (Unconfirmed, may have changed with Bloodtithe and future versions)
  112. Normal Chapter Master/Core RR's aura
  113. Aura for all units not being able to fallback (includes allied) - ended up being 1 of three choices, see Warcom Article.
  114. Currently does not ignore Wound caps or invulns, but has so many attacks he can "Destroy anything in close combat pretty easily"
  115. Can be revived with the bloodtithe mechanic
  116.  
  117.  
  118. GENERAL STRATAGEMS:
  119. - Skull for the Skull Throne: 1/2CP, use it after a character from your army destroyed an enemy warlord. 1CP choose 1 from 2 below, 2CP for adopt them all.
  120. 1) you get 2 tithe
  121. 2) the character who destroyed enemy warlord got +1 to advance and charge for rest of game
  122.  
  123. -Banner of Blood, 1CP, let an ICON berzerker charge at 3D6 and drop the lowest.
  124.  
  125. -Stoke the nail, 1CP, use when choose a core/character to fight. Each wound roll of 6 cause 1 extra mortal, at most 6 from this stratagem
  126.  
  127. -Wild fury, 1/2CP. An core unit fight on death. If it is troop, despite the unit size, 1CP. Otherwise 2CP.
  128.  
  129. -Kill! Maim! Burn!, 1CP, a World Eater unit heroic intervention for 6 inches as if they are character.
  130.  
  131. -Smoke launcher, 1CP, you all know what it is
  132.  
  133. -Scorn of society, 1CP, you all know what it is
  134.  
  135. -Red butchers, 2CP, a unit of terminator/eightbound +1 to damage until the fight resolved when choose to fight.
  136.  
  137.  
  138.  
  139. KHORNE ARMY of RENOWN:
  140. Khorne Daemons Only and... Land Raiders is the restriction
  141. Only Jugger Lord and Prince as generic HQs
  142.  
  143. 8bound also get a free upgrade. Pick one unit to gain all three from the list below, or up 3 units gain 1 (Speculation- you can not double up on the same option if you pick the X units option)
  144. 1) Count as 2 for the purposes of controlling an objective
  145. 2) 1 Mortal for each Natural 6 in Melee, Max 6 per phase
  146. 3) 4+ FNP toward mortals
  147.  
  148. Some AoR Stratagems:
  149. 8bound
  150. +1 to Wound Attacking Half Strength
  151. 6" Consolidate
  152. If an opponent kills in 8bound in their shooting phase, but does not destroy the entire unit you can move it 9" (May have ended up being D6 instead)
  153.  
  154. - 1/2CP for a vehicle full damage table despite current wound remain, titanic 2CP, otherwise 1CP
  155. - 1CP when nominating your world eater boys go charging and who he gonna charge. Target cannot over watch or set to defense, then -1 to hit until the end of following fight phase
  156. - 1CP, when you go advance on your world eater unit, don’t make the roll, make it 6.
  157. - 1CP for a world eater unit to ignore any or all charge modifications
  158. - 1CP when a world eater unit destroy an enemy unit. They got an aura for -2 leadership and +1 to casualty test for enemy within 6 inches until end of the turn. (edited)
  159. Jump
  160.  
  161.  
  162.  
  163.  
  164.  
  165. BAD News:
  166. Only 1 Relic/WLT. No Stratagems for extra
  167. Only 3 WLT for non-special Characters
  168. No Subfactions
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