Εγω αυτα βρηκα ....
There are no spawnings at all. Not even with the SC. Yesterday the man from GW said that instead of Sacred Spawnings as an upgrade option for units we will get special powers from the special characters. But today the other GW representative correctted that. Apparently the SC do not provide any spawning effects. What they do have are standard diffrent special rules that SC had in warhammer over the years. So some of them may have something that will affect a whole unit but it doesnt necessarily have to do anything with the spawnings. Other SC have only special rules that affect themselfs. In other words lizardmen special characters arent in any way diffrent then what SC in warhammer always used to be. Although some of them have rules that are connected with the spawnings via their fluff and background like Kroq-Gar who allows You to field one regiment of Cold One Raiders as Core units.
Before we hear an outcry of rage over this please consider that its not really that big a deal. Spawnings always considered only Saurus and they are now better then ever with the point drop (-2 points), full 2 attacks no matter the weapon and 5+ save(which is basicaly the spawning of quetzl one of the few if not the only one worth taking in the first place). Its not like they erased the spawnigs from fluff. I dont like it either but its not a tragedy.
Next: Slann Powers.
Basic Slann comes at 275p. i think
They are level 4 wizards and can choose any of the Warhammer Lores.
The basic Slann also automatically comes with one "Power" for free. It can be any one of Your choice.
You can buy a maximum of 4 additional powers so a Slann can have a total of 5.
What is interesting is that apparently all the powers are equaly valued since You don't pay individal point cost for each of the powers. There is simply: X point for one additional power 2X ponts for two etc.
Here are the powers effect that I memorised:
1 - The Slann adds on free power dice to each casting attempt he makes. This dice doesn't come from the player power dice pool and is in fact "free". It can cause miscast and Irresistable Force as normal.
This basically is the same boost that Slann of the 2 gen. had. Its extremely powerfull and changes Your Mage into something to be reconed with in the magic phase. But unlike the expensive Slanns of the 2nd. generation in the previous book You can now get this abbility as the "free starting power" which means that You can have a magic phase powerhouse for 275p.
2 - The Slann can re-roll all miscast results.
3 - The Slann has the "regenaration" special rule
4 - The Slann can choose one lore from WHB rule book and he will know all 6 spells from that lore
5 - The Slann causes "Terror"
6 - The Slann is...and iam not exactly sure on this one....either immune to mundane attacks or magical attacks. Though i would go for the second option since it makes more sense.
As for the other SC i only had a quick qlimpse through them sorry.
Characters in the book that i remebered:
Mazdamundi
Kroak
Kroq-Gar
Oxyloat
Tictaktoe (...)
Eternity Warden
Some astromancer skink character
And a blessed albino Saurus Scar Veteran SC.
Och and there is no Nakai(the roumors about him might oryginated from that a Scar Veteran character since they are both albino)
I was suprised to see that Kroq-Gar is the most expensive of the SC at a whooping 635 points.
Mazdamundi cost 620 and Kroak 600.
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.
Eternity wardern influences the TG units he joins somehow.
The albino Saurus has some kind of "resilient" special rule.
Salamanders fire using breath templates but the template is placed by artillery roll of inches from their snouts.
Razordons have the same statline as Salamanders(which is good) but i didn't get to read their special rules.
Ancient Stegadon has 6 str. but lowerd I and A by one point.
Carnosaur is now str. 7
Terradons can now drop rocks similarly to the 5 ed.
They also have a new special rule representing the fact that they not only soar the clear sky like other flyers but also hunt under the Lustrian canopy. Becouse of that the have they can move through forest terrain with no penalty.
Quote:
Cold-Blooded rule stays as it is now.
LORDS
Slann - T4, W5, 4+ WardSave, US3; can miscast as normal; cannot mix lores anymore; lost +1 to cast and dispell; max 4 abilities chosen from the list - first for free, all 4 for 150 points (I'm guessing 0+25+50+75) - theultimateqpa skipped 1 ability - MR(3)
Old Blood - stats remain the same; no spawnings; AS 4+; may ride Carnosaur (S7, T5, W5, not a large target
HEROES
Scar Veteran - +1T, 5+ AS, same points
Skink Hero and Priest - may ride terradon and both versions of Stegadon (Priest on the Engine gets +1 power dice)
CORE
Skink - rank&file, 5 points, javelin and shield, have command group, Ld 6, 1 kroxigor (55pts) per 8 skinks; may skirmish for +2p (blowpipe)
Saurus - scaly skin 5+
Swarm - poison, 15 pts cheaper
SPECIAL
Cold One Riders - 2+ AS, same points
Kroxigor - S4, 4+ AS, 55 pts, no skirmish screen
Chameleons - 3 pts cheaper, no special deployment
Terradons - mount S4, rider S3 (javelin only), may fly into woods; throw rocks - once per game D3 S4 hits per model
Stegadon - S5, T6, A4, Ld6, 4+ AS, D6+1 impact hits; may have big blowpipe (12", 2D6 S3 auto or no modifiers hits), giant bow with poison
Temple Guard - may have 2+ AS, stubborn and ItP with Slann, WS4, halberds, 1 point cheaper
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
Salamander - probably move or fire (conflicting rumours on that), flame template shot at artillery dice inches, S3, -3AS, 55 pts
Razordon - same as salamanders, but: may move and fire, shoot artillery dice of S4 hits within 12", need to roll to hit (BS3), but no modifiers for long range, being charged, moving or multiple shots; have to choose S&S as charge reaction, 56 pts
Heroes cannot join salamanders nor razodons, but handlers do not line into combat.
MAGIC ITEMS
Weapons:
Lance for skink - gives stegadon 2D6+2 impact hits
blade of realities
ASF
S6 no AS
Armour: very similar and cheaper
Talismans: 5+ward, 2+ward one use, no 4+ward
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
Arcane: diadem, +1 spell
Banners:
100pts - 12" stubborn for cavalry
-1 to hit for shooting
huanchi probably the same (or giving +D6" to charge - no consent on that)
Παει το immune sto miscast πανε τα spawing πανε τα STR7 Δηλαδι ποιος θα βαραει σε αυτο το στρατο ? Πανε τα chameleon .... rare πραμα με 3 attack st6 ? ΠΑΕΙ ΤΟ JAGUAR ......Οκ και το εχουνε οι Wood Elves kai oi Vampire (gia 15 pontous) LOL ......
Slan me US3 kek ... παει το 2+ws on shooting
οκ μια παπαρια και μιση κανανε.....(χιχιχιχχιχι
)
Τωρα πρεπει να βαλουμε το μυαλο μας κατω να δουλεψει
(pera apo to klama ligo mou aresei sa fluf kai sa stratos, tha mamame k etsi ./roar !!!!! alla oxi na mou peiraksoune kai to slanouli mou !!!! eutixos exo terror )