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новая редакция изменения много букв гв - такое гв 7th edition ...Warhammer 40000 фэндомы 

Некрон-лорд теперь вместе с баржей воскрешается.

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.)
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Кайафас Каин Юрген имперская гвардия пафос! БРУТАЛЬНОСТЬ! крендель Commissar (wh 40000) Ciaphas Cain Valhallan Ice Warriors Ferik Jurgen ...Warhammer 40000 фэндомы Imperium Astra Militarum 

Доблестный имперский комиссар со своим верным помощником. С мельтой. Без танны.
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Инквизитор Клод Фролло из Ордо Еретикус

Мой с детства любимый диснеевский антагонист в своё время вызывал у меня куда большее сочувствие, чем главные герои мультфильма "Горбун из Нотр Дама". Пожалуй, ему стоило сжечь Эсмеральду, и тогда его участь не стала бы столь печальной... 

в. <Сл. . c^OjlVl1$. сdc,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Inquisition,Imperium,Империум,Wh Crossover,Wh Other,Ordo Hereticus,нарисовала сама,Disney,скетч



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Wh News Tau Empire ...Warhammer 40000 фэндомы 

Сливы мартовского Вайт Дварфа

Hailing from the Eastern Fringe, the T’au are a young but technologically advanced race. Utilising high-tech battlesuits, anti-gravity tanks and plasma weaponry, they seek to unite the peoples of the galaxy. Or wipe them out should they choose not to join the T’au Empire CODEX: T’AU EMPIRE №«
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Mu'gulath Bay by Nuaia Kmrade. "This piece shows а Гаи city under construction." says Nuala. “It's dean, beautiful and full of hooe the opposite of an Imperial city - though it still has defence turrets in preparation for war." The Tau Casles by Igor Sid. The ruling casle of the T'au Empire are

 /n/Summations we take a look at the many publications. This issue, our sub) armies at war, their people and the utm lA* .a'll V \ A A •IILi i,Wh News,Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Tau Empire,Tau, Тау

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oath on Prefectia by Diego Uffens .“Depicting this cene was bittersweet lor me'as I’m a keen Space Cannes fan.“ says Diegorit was a good ipportunity to show the Tau as a disciplined, ifiicient and fearsome force in battle." Sssa?«**. SaiSS»!®* MARCH 2018 43,Wh News,Warhammer 40000,wh40k,

 “It must have been a bitter blow to Shrike s troops to be out-stealthed and outmanoeuvred by the relatively young Tau" The Ghosts dWOtK by ' Doo Chun, 'fcx vhr» ***» (onymaly fra War Zoo* Demode. Kauyon - Erftt wanted to show the hrm Una of a Raven Guard assault bemy destroyed m an ¿R$ush

BRinC enUGHTEnmElYr THE GRLHXY THROUGH Sh START COLLECTING! “»»III »«»»»l»M WM?***I» WmuL jjTI fui\m ■EfrL .WriTfrMr < JL . T )v ‘S. ‘th T1U pimm ~,ft* *u ^ - >WMr»l ¡«mi ... : l № TEAM 4 * in« „ %■ mmwm “1 i L & jm* iJl* wSl &,Wh News,Warhammer 40000,wh40k, warhammer 40k, ваха,

SHE'S BACK! We t/KMjfir Me* alt» had ihod on the vwjffcJ rhol-w»s. (•»haps it wcniW havo b*o*i beltar tot «0 coocomed if she had. bocattt* her new form is terrifying to behold. See her new mnetue (or should that be miniatures’) on page (2 NEW HOUSE. OLD RUIN Wp know rt sounds fife» a bit of n

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Ponyhammer Wh Песочница mlp art mlp OC Rainbow Dash рисовал сам mlp милитаризм mlp crossover artist DeadRa ...Warhammer 40000 фэндомы Wh Crossover Wh Other my little pony mane 6 

Нарисовал вот арт с понихаммером.

Параллельно с артом делал запись, которую потом заскотчерил в спидпейнт
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Wh Video Wh Other If the Emperor had a Text-to-Speech Device ...Warhammer 40000 фэндомы 

THIS IS NOT FUCKING CANON!!!


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Wobbly Model Syndrome Wh Комиксы Imperium ...Warhammer 40000 фэндомы 

Я собираюсь выполнить некоторые поручения. Вернусь через несколько часов....

Брр! Снаружи немного прохладно!

Лучше ка накину свою жилетку.

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Wh News СПОЙЛЕР Deathwatch Ordo Xenos Inquisition Imperium Craftworld Eldar ...Warhammer 40000 фэндомы 

Маска Смерти

Warhammer 40000,wh40k, warhammer 40k, ваха, сорокотысячник,фэндомы,Wh News,СПОЙЛЕР,Deathwatch,Ordo Xenos,Inquisition,Imperium,Империум,Craftworld Eldar,Эльдар, Eldar, Корабельники

Автор спойлер: Str0chan
UPD: добавил еще кусочек инфы от Строчана

- Ультран надеялся сохранить крошечную часть эльдар - не убивать всех ради создания Иннеада, а оставить немного, чтобы раса возродилась за тысячелетия после будущего уничтожения Слаанеш.
- Основные силы эльдар атаковали планету Порт-Демеснус (здесь Эльдрад уже жертвовал десятками тысяч жизней, чтобы полностью отвлечь внимание имперцев от спутника, Когерии), и война шла на трёх из четырех её континентов. 
- Артемид изначально получил задание уничтожить военный совет эльдар на Порте-Демеснус, но в первом же бою заметил, что убитый им чужак перед смертью взглянул на луну. Основываясь только на этом, капитан нарушил приказ караульного командующего Морделая и полетел на Когерию. Морделай по воксу прямо велел ему возвращаться, но Артемид ответил:
-- Я точно знаю, чего хочет от меня Император. И, при всем уважении, командующий, у Него побольше власти, чем у вас. Конец связи.

- Когерия, оказывается, находилась на самом краешке древней эльдарской империи, и туда словно бы "принесло волной" души погибших при Грехопадении. Вся её поверхность скрыта под порошком из психоактивного кристалла (поэтому люди так и не смогли обосноваться на спутнике за все тысячелетия - их постоянно мучили видения и голоса призраков).
- Эльдар забыли об этой луне, её буквально недавно (относительно 999.М41) переоткрыл небезызвестный Иллик Копьё Ночи с изгоями Алайтока. Ультран узнал о её сверх-пси-потенциальных песках, и всё завертелось.
- Для пробуждения Иннеада требовалось участие в ритуале представителя Смеющегося Бога, и Эльдрад рекрутировал шута смерти по имени Призрак Инриама, который ради помощи деду даже бросил свою маску, что отражала набег Аримана на Чёрную Библиотеку.
- Когда "Чёрная звезда" с оперативниками подлетела к спутнику, Ультран немедленно влез Артемиду в голову и предложил переговоры (как мельком скажут в конце, только чтобы запутать его), но наш капитан ответил:

--Не выйдет. Караульные, порвите их в клочья!

- И началось месилово. Эльдрад взметнул вихри психоактивных песков + из портала в Паутину ползла колдовская дымка, то есть ситуация была просто идеальная для арлекинов. Если бы не именной дредноут, который, по сути, один собрал больше половины фрагов в команде (в том числе две леталки), имперцы огребли бы за считанные минуты.
- Они всё равно огребали, так как по мере развития ритуала добавились шизофазические эффекты, и Артемиду, например, показалось, что он опять молодой воин-людоед на Посуле, дерется с дюжиной врагов, планирующих сожрать его печень.
- Но тут сработало жизненное правило капитана: "при любом затруднении кидай стазис-бомбу", что он и сделал (Артемид действительно всегда кидает стазис-бомбы, и недавно он поймал в хроноловушку авангард тиранидов вместе с собственной рукой, после чего носит бионику).
- Под удар попали сразу шесть арлекинов, и вектор огребания повернулся на 180*. Тут надо отдельно сказать, что дедушка Эльдрад очень сильно обделался с предвидением, так как ЗАМЕТИЛ в Сплетении судеб хроноаномалию, но решил, что ошибся, так как "у тупых монкеев не может быть устройств, влияющих на поток времени", и забил на это. В бою он, кстати, почти не участвовал, так как тащил Иннеада из пространства вероятностей.
- Артемид мимоходом срубил голову пилоту очередной леталки, из той выпрыгнул шут смерти, и у них состоялся с капитаном занимательный диалог. В ходе беседы капитан заметил, что у шута на халате такой же узор, как и на рясах, что одевали жрецы Мортифакторов при отправлении обрядов смерти. (При этом сказано, что это не было обманом со стороны арлекина). Затем Призрак Инриама изрек стандартные фразы, что мы боремся против общего врага ет цетера:

-- Мы оба - сыны Смерти, ты и я. Мы приносим забвение, отвергая Хаос.
...
-- Уйди прочь, и Архивраг получит жесточайший удар. Неужели ты так не доверяешь нам, что готов убить меня и обречь на погибель триллион человеческих душ?

- "Ага", отвечает Артемид и нажимает на спуск.
- Эльдрад продолжает тащить Иннеада, но без подпевки шута смерти (читай - Цегораха) выходит очень туго. Возможно, дедушка бы затащил, так как арлекины наворовали ему для ритуала кристаллических провидцев и Ультран от них подпитывался, но тут именной дредноут и по нему шарахнул из плазмопушки. Эльдрад буквально на долю мига отвлекся, чтобы отразить выстрел, но этого хватило - обряд сорвался. Весь спутник запылал белым пси-огнем, а Ультран грохнулся навзничь прямо в портал Паутины и успел только заметить, как от огромного мрачного созвездия оторвалась звезда и полетела куда-то. 

- Через украденных провидцев он вкачивал в песок энергию бесконечных круговоротов всех миров-кораблей, и при идеальном завершении ритуала Когерия должна была на время вспыхнуть в сотни раз ярче Астрономикана. Из-за этого затерялись бы в варпе бессчётные человеческие флоты, но монкеи не нужны, так что ничего страшного.
- Вполне вероятно, что дедушка обесточил абсолютно все искусственные миры, так как энергию они получали от бесконечных круговоротов. Теперь там нет ни света, ни воздухоочистки, ни оружия, ни щитов, ни двигателей - ничего.
- В буклете чуть ли не прямым текстом пишут, что план шизофренический и Ультран пошел на него, так как начал кристаллизовываться и захотел перед тем, как стать деревцем, вписать своё имя в историю жЫрными буквами. 

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