captain general kitten
»новая редакция изменения много букв гв - такое гв 7th edition Warhammer 40000 фэндомы
Line of Sight is now traced from one model's body to another model's- no more drawing from the eyes/head. Sort of.
“Start of the turn” is explicitly before the Movement phase occurs; “end of turn” is explicitly after the Assault phase.
Coherency, as several others have noted, is now 6″ vertically at all times (not just in ruins.)
If you generate all your powers from one discipline you get the Primaris automatically, but if you gain a power later from another discipline, you'll lose that Primaris. Chaos Marines/Daemons always know the primaris from their god's discipline.
Force is not a discipline and doesn't count for psychic focus, etc. It is, however, a Blessing and can be negated, etc, as normal.
Warp Charge counts all units on the table, including those in transports. The psychic phase ends immediately if the active player runs out of warp charge.
You can only ever manifest psychic powers on your own turn. Kinda breaks a bunch of the Blood Angels/Grey Knights powers?
Psyker units can only attempt to manifest a particular power once. Text is a little ambiguous what this means, though; if there are multiple psyker models within a unit (that can each manifest separately, as opposed to a Brotherhood) maybe they can each do their own thing? If unit = unit in the normal sense, though, that implies that powers are “shared” amongst a unit, so you could choose to have a unit of Farseer + Warlocks manifest one of the Farseer's powers through a Warlock. I'm thinking that's not how it works.
Deny the Witch is on 6s unless you have a bonus. Shutting down powers is really, really hard. Casting them is harder too, though.
Can't cast anything but Witchfires out of a transport.
Perils only happens on natural double (or more) sixes. Currently there's no way to get modifiers, but could eventually be relevant.
Perils is more dangerous than before, at least by a bit. Still causes a wound most of the time (but on 5/6 you can make a Ld test to dodge it.) 4+ on the table ONLY causes a wound, so not all that dangerous. 1/2 are potentially pretty bad, with 2 actually being the worst- no roll to avoid it, and for low-Mastery psykers it can render them useless for the remainder of the game.
Psychic Pilot explicitly gives a bonus to Deny rolls.
Psychic Hood is 12″ range now, otherwise does the same thing.
Blessings don't stack unless specifically stated.
Conjurations bring the unit in via Deep Strike, so no movement/assault. Mishapping lets you place them anywhere you want on the subsequent turn, though. The conjured unit generates powers/abilities immediately as appropriate, but can't cast conjurations of its own that turn. They're scoring. Conjured Daemons can always take an Icon/Insturment/Champion for free if you have the appropriate model available.
Powers last from one psychic phase to another, unless otherwise noted, so Blessings will never help you on your first movement phase. Interesting.
Maledictions don't have the same “never culmulative” text that Blessings do, but are otherwise worded similarly (which implies they probably don't stack.) Still can't go below 1 in anything.
You can cast as many Witchfires as you want and still shoot, and can target anything you want.
Beams don't reduce in strength anymore for multiple models? Pretty sure that was a thing previously.
Focused Witchfires get to choose their target if you roll more successes than you needed to cast the power. This is huge, as it means that the previously-unreliable targeting aspect of them is now actually quite accurate. They otherwise hit the nearest model, which is still useful.
Novas hit FMCs/flyers.
Shooting is resolved one weapon at a time now, but you can still only fire one gun unless otherwise noted. Interestingly, different fire modes are counted as different weapons for this purpose. The limitation on firing one gun is no longer specific to the shooting phase.
Snap Shots are always BS1, unless specifically stated otherwise or modified by a rule that states otherwise.
If models are equidistant from the shooter, the owner chooses which to remove.
You can't allocate wounds to models out of LOS. [черт] you, blast weapons, you have to follow the rules.
Since weapons are resolved one at a time, it's possible to put your shorter-ranged guns out of range. Pick your order carefully.
Models that Go to ground can't fire overwatch. That's a pretty big deal.
Cover is always 5+ unless specified otherwise.
Ordnance weapons can never fire Snap Shots. Nonvehicle models that shoot an Ordnance weapon can't charge or fire other guns.
FMCs can theoretically drop bombs now. Huh.
Primary weapons with Armorbane roll 3d6 and pick the two highest. Nice little fix there.
You're allowed to charge things you can't hurt, explicitly so.
Charging through terrain is -2″. This can cause you to fail a 1″ charge.
Pile in during assaults is slightly different. Functionally pretty similar, though.
Monstrous Creatures can never Go to Ground.
FMCs that Deep Strike are always considered to be Swooping.
Grounded tests are only on unsaved wounds, and are at the end of the phase. You can't charge if you went into Glide mode on your own turn, but you can if forced by a Grounding test.
Vehicles are allowed to make Snap Shots with ordnance weapons.
When Immobilized, flyers crash on a 1/2 and otherwise count it as Stunned.
Exploding vehicles no longer leave craters. Wrecked vehicles are not dangerous terrain (though they're still difficult.)
Vehicles are allowed cover saves against weapons that inflict damage results, but don't roll on the damage table- specifically including Graviton weapons.
Stationary vehicles are still treated as WS1, though Immobilized ones are not.
If a vehicle suffers a damage result that doesn't kill it, embarked units have to make a Ld test at the end of the phase or be only able to fire snap shots.
Damage from vehicle explosions on the inside is allocated randomly. [черт]ing random allocation.
If a transport is destroyed by a shooting attack, ANY unit that shot the transport is allowed to charge the disembarked squad.
Moving Flat Out while zooming gives you 12″-24″ of distance.
You can't disembark from a chariot, period. Coming back to life if you were mounted on a chariot brings back your chariot with 1HP. When a Chariot is shot at, the owner gets to choose whether the wounds hit the chariot itself or the embarked model (except for blasts/templates, which always hit the vehicle.) Skimmer chariots don't need to take Dangerous tests for charging, and chariots only take a glancing hit from dangerous tests. Chariots (or more specifically their riders) fight like infantry models and the chariot can sweep, pile in, etc, as normal. When fighting against a chariot, you have to resolve all of your attacks against either the rider or the vehicle- you can't split them. You use the WS of the rider to hit it, and grenades can only be used on the vehicle. Hits against the vehicle are always resolved on front armor in CC.
Walkers no longer get a free pivot in the shooting phase. They do have the Hammer of Wrath rule, though.
Ramming does a base damage equal to half the armor facing of the vehicle, +1 for being a tank, +2 fr being heavy/superheavy- speed no longer matters (though you must go as fast as possible.)
Dozer Blades add +1 to your effective armor value when ramming.
Wounds from a challenge spill over into the unit, and wounds from outside the challenge can spill “into” the challenge (but only after all other models have been killed.)
Area terrain as a thing is gone, but many of its functions still exist. For example, ruins provide a 4+ cover save regardless of obscurement.
Craters are 6+ cover, regardless of obscurement, and give +2 when going to ground.
A model that fires a Gun emplacement can't fire any other weapons.
Buildings have HP now. 3/4/5 for small/medium/large. Jump and jet pack infantry can get into buildings. Buildings are explicitly treated like vehicles except where noted otherwise. Units on the battlements of a building that Collapses don't have to get off; those on a Detonating building get a free 6″ move to place themselves legally.
Gun Emplacements placed on buildings count only as Emplaced Weapons and can't be destroyed by shooting at them directly.
Unbound armies are stupid. really, really stupid. They're allowed to take Formations (and gain their benefits normally) if they want.
Whatever detachment contains your Warlord is your primary detachment, but otherwise it can be any of them. In an Unbound army, all models from the same faction as your Warlord benefit from their trait.
You can take any number of detachments in an army, including Allied detachments. “Combined Arms Detachment” is the general name for the old FoC chart, which includes one fortification and one Lord of War. A CAD can reroll its warlord trait and benefits from Objective Secured; allied detachments get Objective Secured, in both cases for Troop models only. Note this applies to dedicated transports for troops.
Warlords can be non-character models, but if they are, they do not get a warlord trait.
The warlord tables are mostly the same, but slightly cleaned up. Strategic is really, really good now.
Unbound armies still need to follow the rules for differing ally relationships. Battle brothers can embark on each others' transports now. Desperate Allies don't cause planes to crash anymore, but are scoring. Come the Apocalypse are like Desperate, but can't be deployed within 12″ to start.
Fortifications are set up with the rest of the army during deployment.
Winner of the roll-off picks whether to deploy first or second, and then both players do so. Whoever deployed first then chooses whether to take the first or second turn. This… is a pretty big change.
Conceding is now actually in the rules, and results in a crushing victory for the continuing player.
Only scoring units can claim Linebreaker. If both players kill a unit at the same time, they both get First blood.
The roll-off to place objectives is done before choosing table sides or deployment types (except in Emperor's Will) and is separate from the roll-off to pick sides, etc. Objectives can be on top of, but not inside of, buildings.
Swooping/zooming units don't score. Nonscoring units can't contest objectives.
Sabotaged objectives now cause d6 hits to units in 3″, rather than the large blast marker. Grav Wave Generator now subtracts two from charge rolls, and is cumulative with terrain.
Night Fighting is ignored if neither player wants to use it. It simply gives the Stealth rule to all units.
There is no limit to the number of units you can place in reserve, though if you have no models on the table you will still lose at the end of a game turn. Units from reserve can manifest psychic powers as they please.
You can't roll the same Tactical Objective more than once during a game. Maelstrom of War missions are optional, and only they use the Tactical Objectives. You generate tactical Objectives at the beginning of your turn, depending on the mission.
Scouring and Big Guns still give VP for killing the requisite unit types, but no longer have anything else special about that type.
The Relic is now scored like any other objective and can only be passed once per turn. Vehicles can never pick up the Relic.
The Maelstrom missions are… interesting. Above and beyond the other stuff here, they're gonna get a post all their own.
ATSKNF no longer gives the free 3″ move for regrouping.
Blind can only cause one test per phase.
Barrage weapons can only fire at targets inside their minimum range by firing directly.
Destroyer weapons always cause no effect on a result of '1′. 2-5 cause d3 damage (HP or wounds) and allow cover/invulnerable save as usual. 6 is the same as before and no saves of any kind can be taken, although special rules other than FNP can still be taken as normal. Destroyer weapons count as S10 for purposes of Instant Death (sorry, harpy/DP, no more dodging that bullet.)
Graviton weapons do nothing to buildings.
Hammer of Wrath is resolved against the armor facing you hit.
ICs can never join a unit that contains a monstrous creature of vehicle. They are, however, allowed to join units that consist of a single model.
Infiltrators and Scouts can never charge on their first turn, even if you went second.
Poisoned weapons only grant a reroll on wounds if your Strength is HIGHER than the toughness of the model you are wounding.
Precision Shots are only on sixes.
Rampage doesn't work when multicharging.
Skyfire no longer allows full-BS shots at ground targets if you have the Interceptor rule.
Smash Attack is now only a single attack, not half your normal number.
Sniper weapons are no longer Rending against vehicles and merely count as S4.
Strikedown doesn't lower the initiative values of affected models anymore.
Supersonic doesn't prevent you from entering Hover mode.
You can use Grenades against Gun Emplacements.
Defensive grenades can be throw as S1 Blind Blast weapons. They don't give Stealth at close range.
Like the missions, the psychic powers deserve an article all their own. (Also, we need to find out who can actually use what tables before they mean much- remember, in 6E a lot of models from a faction didn't have access to all of that faction's psychic disciplines.)
Wh Песочница Miniatures (Wh 40000) Tyranids Warhammer 40000 фэндомы
Blood Angels Space Marine Imperium Wh Books Wh Other Warhammer 40000 фэндомы
Interesting bits from the "Darkness in the Blood" novel by Guy Haley aka the third Dante novel.
This isn't a summary. I don't do those. This is just me recounting the things that caught my interest in the novel. Here we go!
-In the intro of the novel, Guy Haley says that GW had it be all hush hush over whether the Primaris Angels can fall into the Black Rage or not. The answer they can but since there are no Black Company Primaris models yet, GW decided to make it vague for the time being.
-New Blood Angel supplement is coming soon featuring the Blood Primaris connection to the Black Rage. The novel acts as a tie in to it. Guy Haley is happy that his work is influencing the studio material. It’s part of the efforts to make novels and studio stuff be more in line with each other in terms of canon.
-Novel takes place months after the DoB
-The Warp was being disturbed to an extreme by the Great Rift. Vortexes of raw emotion are gathering so much energy from the chaos around them that they threatened to develop sentience but ultimately, they fail and collapse into nothing. Stillborn gods dying in the wound of the Warp.
-Dante is described the greatest hearted of all the marine heroes. But a few lines later, we see him submerged in the “stolen blood of innocents” in his healing coven so whatever, Guy Haley/GW.
-Warp travel in the Dark Imperium era is danger af. Each moment in the Warp courts disaster. Ships in the Dark Imperium have to do short hops, having nothing to guide them. Not so for the Blood Angel fleet. The Blood Angel fleet follow the spirit of Mephiston in the Warp that's being projected from the Bloodcaller. Mephiston is following Sanguinor who is guiding the Blood Angels through the Warp. This allows the Blood Angels to do long Warp jumps unlike the rest of the imperium north.
-Warp walking is extremely dangerous. It's dangerous for the body, mind, and soul. Only misguided and foolish sorcerers do it and not without dire consequences. Yet Mephiston does this with ease such is his power. The Warp holds no fear for him. However, each time he Warp walks, he returns to the mortal realm more power than before. A subject of concern to him. What is he becoming?
-Navigating the Warp in the Dark Imperium is extremely dangerous for Navgators. Where once navigator lives were measured in centuries, now they are measured in voyages. All navigating techniques are useless in the stormy darkness of the north. Previously, one navigator sufficed to guide a ship, now a whole team is needed. During the voyage, a navigator succumbs to the terror and madness. Rather than allow his madness to spread of the Navigator team, the lead navigator activates a kill switch that kills the maddened navigator. The soul of that navigator departs into the Warp where it was swiftly devoured, the lead navigator witnessed it all.
- Sanguinor as he is guiding the Blood Angel fleet is engaged in fierce battle with a powerful entity in the shape of a dark angel. The crossing of their swords sends shockwaves into the Warp.
-Sex slaves are apparently a thing in the Imperium.
-Dante doesn't like his men looking at his naked face. He doesn't want them to see the worn-out tired features of his aged face. He is more comfortable behind the face of his Primarch
-Kyriss the Perverse makes an appearance in this book. It's manner of entry into reality is gorey af. It rips its way out of a hundreds of feets high living pillar of flesh made from thousands of helpless ship crewmen.
-Kyriss offers the Dante and Mephiston the same offer given to their Primarch. He reveals that Slaannsh like Khorne covets the Angel's bloodline. They are a bloodline of temptations and artistic excess the perfect champions of Slaanesh. The offer is if Mephiston goes with Kyriss to the Warp to become Slaanesh's champion, then Kyriss would extinguish the Black Rage. When the time comes, the Blood Angels will rule alongside Slaanesh as lords of their own kingdoms. Naturally, this generous offer is refused and battle is joined.
-After a very intense fight, the Blood Angels managed to kick Kyriss back into the Warp. During the fighting, A black angel manifested behind Mephiston matching his movement and attacking in tandem with him like some kind of JoJo stand. When the fight is over, Mephiston is overwhelmed by his power and gets KO'ed
-It's revealed that somehow during his ordeal on Armageddon, Mephiston’s geneseed was somehow activated. Rewriting his genes and changing him into something. Body and soul, Mephiston is transforming.
-Daemons are all over the place. Previously chapters were mind wiped and entire worlds were extermintus'ed for seeing a fraction of the mess that's happening galaxy wide. Secrecy about daemons is becoming very difficult to outright impossible.
-Guess who is back? The Hivemind. It's not finished with the Blood Angels. While in the Warp, the Hivemind directs its attention to the Blood Angel fleet. So powerful is its presence that it stills the Warp and turn it as calm as a moonlet pond. But the Hivemind is still diminished and healing from the Great Rift shockwave so all it can do is stare. A Bonus thing is that we have confirmation that the Hivemind is a Warp entity. Something akin to an alien Warp god.
-Qvo-87 makes an appearance in this book. He offers Dante the Rubicon Primaris procedure. It has a 60% success rate for normal marines but in genetically divergent chapters like the Blood Angels the success rate is lower.
-Principia is Cawl's term for the old version of marines
-Dante has no idea what Thunder Warriors are
-Legion era marines are functionally immortal. They did not/do not age like 40K era marines.
-Normally, Tyranids would leave things they are not interested in alone. Not so with Baal. The Hivemind directed its Tyranids to despoil and ruin the Blood Angel monuments and art in an act of pure spite. It tried to deface and despoil all what the Blood Angels held dear.
-The Blood Angels Librarius is powered by a boon from the Emperor. A star plucked from space and crushed by the Emperor's will. It serves a reactor of the Librarius and it wards. In DoB, the proved matched to the Hivemind itself since no Tyranids managed to breach the wards
-Beneath Baal there are mysterious stone tunnels. The material that comprise the tunnels are not confined in space-time. The only thing known about these tunnels is that they weren't built by humans.
-Dante wanted to go through the Primaris procedure but the normal marines strongly objected not wanting to risk losing him. The Primaris were divided on the issue. It was decided that Mephiston is going get it instead. The might of a Primaris body might be able to contain his growing psychic powers at least for a time. In the novel, Dante continues to be tempted by the Primaris transformation. His body is aging, his wounds are not healing completely. Eventually, his body will give out. The Primaris strength could be the answer for his woes but the risks are too great at the moment. He is needed. However, he is determined to undergo it in a future date. Primaris Dante get HYPE!
-In the spiritual odyssey that Mephiston goes through during the procedure a few interesting things are revealed :
Within the Warp, the golden angel of light fights the angel of darkness and shadow. The golden angel represents the nobility of Sanguinius’ bloodline. Each time one of his sons creates a work of art or give his life to protect the innocent the golden angel grows stronger. On the other hand, each time one the sons of the blood succumb to the Black Rage and slays his brothers, the angel of darkness grows stronger. It's revealed that these angels have been fighting for an eternity. Long before the Primarch was born, long before mankind settled the Baal system. The xenos civilizations that lived on Baal were influenced by them and so did the humans that settled Baal after them. After mankind passes from the galaxy and another race takes its place on Baal, they too will be influenced by the angelic struggle but that's assuming that Chaos won't win and reduce all existence into its eternal playground.
The angel of darkness is winning, slowly overpowering the golden angel. The reason for this is that the children of the blood are all doomed to be consumed by the Black Rage. The only agency they have in this is whether they will end their service as monsters or heroes.
What's also revealed in the Warp is that the Emperor is stirring, the minds of men are opening to the Warp, and the Black Rage is closing its grip tighter than before thanks to the Great Rift.
The Golden Angel is Sanguinor. He was once a mortal marine but into him was poured all the nobility and heroism of the sons of blood across the ages. The angel of Darkness is no one (not yet). It is rage set loose with no limit. Sanguinor can no longer contain it. So, it needs an anchor, an avatar in the material realm to vent some of its rage in order to balance the struggle for a time. Mephiston must be this avatar. He must take the burden in order to save his chapter but they will not know his burden. They will grow to hate him more than they already do but they won't know why.
Because of the Warp ignores time. The Angel of Darkness exists, have always existed and will forever exist. It is Mephiston since he will transform into it one day, and yet it's not him. I am getting headache from this. Anyways, because of the connection between the Angel of Darkness and Mephiston, he will become its avatar no matter what. If he refuses, he will die and his soul will be cast into the Warp to meet its final fate however his body will be possessed by the Angel of Darkness turning it into a dark version of Sanguinor that will destroy all the children of the Blood. If he accepts, he will be more of an outcast within his chapter and one day he will become the crystallization of all that's monstrous in the bloodline.
All of this is explained by a figure that appears as bloody masked angel. The Angel in the end removes his mask to reveal that he is Sanguinius. Sanguinius tells Mephiston that Abaddon's desperate gambit unleashed forces he cannot hope to control. Things that were not possible before are now possible. He says that the Warp is not evil. It is corrupted but it contains everything including evil as well as good.
Suddenly the angels stop fighting and they stand besides Sanguinius looking down on Mehpiston. Mephiston's soul is dragged back into to the waking world but before he fades, he apologies to his Primarch. Sanguinius smiles sorrowfully and tells him that he isn't Sanguinius. Sanguinius is dead.
-When Mephiston's soul returns to his body an outburst of psychic energy and he is lifted into air in vortex of material and psychic energy. Dark wings shoot from his form and some of the librarians fall dead. Everyone shits their pants. Mephiston managed to contain his power and he withdraws it back in. He halted the Black Rage flaring in his fellow Angels.
-When an uneasy peace descended on the chamber, Astrorath demanded that Mephiston be killed before it's too late. Dante quieted him down and asked Mephiston who he was. He said he isn't Calistarius nor Mephiston but something else. Mephiston’s Librarian friend confirms that he is Mephiston yet isn't. This is okay with Dante and he spares the Lord of Death.
-Dante and Mehpston discuss their sightings of their Primarch. They could not confirm it was him. It might be a Warp illusion or it's possible that it's a part of Primarch's soul that lingered in the Warp. Mehipston explains that powerful psychic souls can survive in the Warp for quite a while and the Blood Angel Primarch was one of the most psychic of the Emperor's sons
It was a fun read. Qvo was a treasure. I can't wait for its follow up in the Psychic Awakening series
Wh Other Wh News Warhammer 40000 фэндомы
Urban Conquest: The Hivesprawls of Vigilus
Urban Conquest: The Hivesprawls of VigilusWarhammer 40,000: Urban Conquest is available to pre-order this weekend – a campaign box designed to help you fight exciting interconnected battles across war-torn urban environments. With the war on Vigilus dominating recent events in the 41st Millennium, we thought we’d take a look at the lore regarding the many hivesprawls and metropolitan districts that can be found across the embattled sentinel world.
If you’re looking to pick up a copy of Urban Conquest and need some inspiration for a location in which to set your campaign, read on and see where your imagination takes you:
Serving as the lair of the Patriarch known as Grandsire Wurm, Dirkden Hivesprawl has unwittingly been the spiritual home of the Pauper Princes Genestealer Cult on Vigilus for some time, and it swiftly fell under their sway at the outset of the fighting. Dirkden has also been relentlessly assailed by the Orks of the Speedwaaagh!, but it was ultimately the prevalence of cultists within its walls, combined with their control of the hivesprawl’s Bastion force fields, that forced the Vigilite forces to grudgingly abandon the hivesprawl’s defence. However, it surely won’t be long before the Imperium attempts to reclaim that which was theirs.
After a swift, well-organised strike by the Pauper Princes, Oteck Hivesprawl soon became another of their strongholds, though it would not remain so for long. A strike force of Space Wolves, led by Haldor Icepelt, combined their acute senses with Fenrisian fieldcraft to track the cultists underground and ultimately drove them from the Greigan Hollow. Though the insidious plot of the Pauper Princes to corrupt the hivesprawl’s drinking water with their genetic taint was thwarted, vicious street fighting throughout Oteck continues apace.
As the seat of the Planetary Governor and Aquilarian Council, Hyperia Hivesprawl enjoyed the greatest concentration of Imperial military strength in the early stages of the war. Entire regiments of the Vigilant Guard and resident orders of the Adepta Sororitas secured positions around the Governor’s Palace at Saint’s Haven. This gathering of might did little to deter the Saim-Hann warhost of Spiritseer Qelanaris, however, who sought to assail the Aquilarian Palace directly in order to resolve a personal vendetta. Only the timely intervention of Lieutenant Eothrus of the Ultramarines 2nd Company prevented the wholesale massacre of the Vigilite leadership.
As the heart of the Adeptus Mechanicus presence on Vigilus, Megaborealis saw fierce fighting between the invading Ork Speedwaaagh! and the servants of the Machine God. The sudden ferocity of the initial greenskin attack, combined with natural cover provided by an ill-fated storm of dust and pollution, robbed the Skitarii forces of their defensive advantage. The Orks tore deep into the hivesprawl before their impetus was finally stymied. To make matters worse, Genestealer Cultists infiltrated a Titan hanger and detonated a vortex missile, crippling or destroying all of the God-Machines that were being mustered for the hivesprawl’s defence!
Astra Militarum and reinforcements continue to pour into this crucial region, alongside Tempestus Scion drop teams aboard entire wings of Valkyries and Vendetta Gunships, but the hivesprawl is becoming increasingly overrun each day.
Dontoria has been beset by enemies from without and sickness from within. Through plague spread by an infiltrating detachment of Death Guard, and a Gellerpox Infection believed to have originated from the Litmus Dock, the hivesprawl’s population has been cruelly decimated in spite of the extensive quarantine measures hastily put in place. The hivesprawl is all but ready to fall…
Of all of Vigilus’ hivesprawls and false continents, that which has best weathered the storm is Mortwald. So formidable were the defences of the Deinos Trench Network that they held against repeated waves of Ork attacks despite the unexpected collapse of the Bastion force fields. Now reinforced by the Imperial Fists 5th Company, and a host drawn from a number of Knightly households, Mortwald stands as a beacon of resistance in a world at war.
If you’ve been enjoying taking part in the ongoing war for Vigilus, be sure to pre-order Warhammer 40,000: Urban Conquest this weekend and arrange your own campaign for one of the planet’s embattled hivesprawls. Will your force finally be able to break the defences of Mortwald when all others have failed? Can you fight your way through Dirkden and slay Grandsire Wurm in his own lair? These stories and more can be yours to tell!
Horus Heresy Wh Past Warhammer 40000 фэндомы
Краткая суть Сожжения Просперо из "The Horus Heresy book seven - Inferno"
При исполнении правосудия Императора было потеряно 30000000 жизней. В основном это было гражданское население Просперо. Но некоторым жителям удалось сбежать вместе с отдельными бандами Тысячи сынов. Потери Тысячи сынов составили практически весь легион. Приказ уничтожить 15 легион выполняли не только Волки и не только на Просперо. Так две тысячи легионеров из Девятого братства были расстреляны в собственном лагере Ультрамаринами, приписанными к той же кампании. 300 ветеранов Седьмого братства были брошены на смерть Имперскими кулаками на Макторе VIII. Однако некоторым удалось спастись. Большая часть Четвёртого братства, около 5000, покинули Великий крестовый поход после того, как до них дошла весть об атаке на Просперо, несколько тысяч легионеров из Шестого братства также избежали кары.
Космические волки понесли самые тяжёлые потери из всего карательного воинства. Около 25 тысяч убитыми в бою и несколько тысяч, в основном из 13 роты, пропавшими. Имперская армия также понесла довольно тяжёлые потери. Кустодес и Сёстры безмолвия отделались довольно лёгкими потерями, хотя их и было не так много.
*суть честно позаимствовал из VK