Rumores Tau
4 participantes
Página 1 de 1.
Rumores Tau
La maquinaria rumorera sigue en marcha. Si las estadísticas del bípode tau son las que aquí vienen al fin sabremos lo que pasaría si alguien dejara a Chuck Norris pilotar un servoterror.
via the Faeit 212 inbox
I have been seeing a lot of play testing for the tau empire and have seen some new models as well. They look so new and epic it makes me really excited. Now I did my hands on some rules and names for units, If you are to pass these on then PLEASE send it to only reliable rumour sites.
I will start with the new sky ray orbital blast ability. From what I can remember on top of my head is that the sky ray has to forgo his full turn of shooting for a single unlimited range blast that is:
strength X AP 3 (wound on 2+,plasma corrosion, blast)
plasma corrosion - any enemy model hit under the blast rolls a d6 every turn for the remainder of the game on a roll of 1-3 the unit or model suffers d6 strength 4 AP5 hits. On a roll of 4-5 the unit suffers 2d6 strength 5 AP 4 hits. On a roll of a 6 the unit is hit with 2d6 strength 6 AP 2 hits with the blind special rule. (these are test rules and subject to change)
Tau fire warriors will have the OPTION to upgrade their tau fire warriors to bs 4 (I put option in bold to show it is an option for all those fluffy players)
I believe the upgrade at the moment is being called 'advance training'
battle suits are getting/got new models but have the same profile as now with the inclusion of an option to make them toughness 5 (cost or name is unknown)
The kroot is getting a HUGE monster that looks like something from fantasy. It has kroot riding it but is under going constant rule changes due to either dying to quickly or for lack of usage. From what I remember seeing it has 5 wounds but only a 5+ save and was over priced IMO.
kroot gain furious charge and move through cover and start with a 6+ save that can be upgraded to 5+ with shaper for an additional 2pts per model (making them 8pts per model) - remember this could change!
finally their is options to make all your battle suits have 2+ saves for 20pts per model - all war gear that is in the current codex has been reduced slightly.
the tau dread knight walker rumours you have read are 100% TRUE - I have seen the concept art/profile and from the top of my memory it is something like this.
WS BS S T W I A LD SV
4 4 6 8 4 2 4 8 2+/4+
I will not share rules because they were on the next page of document of which I did not see. I did see the points which were : 210pts
note the points were highlighted in red marker which means they are subject to change at next play testing.
via the Faeit 212 inbox
I have been seeing a lot of play testing for the tau empire and have seen some new models as well. They look so new and epic it makes me really excited. Now I did my hands on some rules and names for units, If you are to pass these on then PLEASE send it to only reliable rumour sites.
I will start with the new sky ray orbital blast ability. From what I can remember on top of my head is that the sky ray has to forgo his full turn of shooting for a single unlimited range blast that is:
strength X AP 3 (wound on 2+,plasma corrosion, blast)
plasma corrosion - any enemy model hit under the blast rolls a d6 every turn for the remainder of the game on a roll of 1-3 the unit or model suffers d6 strength 4 AP5 hits. On a roll of 4-5 the unit suffers 2d6 strength 5 AP 4 hits. On a roll of a 6 the unit is hit with 2d6 strength 6 AP 2 hits with the blind special rule. (these are test rules and subject to change)
Tau fire warriors will have the OPTION to upgrade their tau fire warriors to bs 4 (I put option in bold to show it is an option for all those fluffy players)
I believe the upgrade at the moment is being called 'advance training'
battle suits are getting/got new models but have the same profile as now with the inclusion of an option to make them toughness 5 (cost or name is unknown)
The kroot is getting a HUGE monster that looks like something from fantasy. It has kroot riding it but is under going constant rule changes due to either dying to quickly or for lack of usage. From what I remember seeing it has 5 wounds but only a 5+ save and was over priced IMO.
kroot gain furious charge and move through cover and start with a 6+ save that can be upgraded to 5+ with shaper for an additional 2pts per model (making them 8pts per model) - remember this could change!
finally their is options to make all your battle suits have 2+ saves for 20pts per model - all war gear that is in the current codex has been reduced slightly.
the tau dread knight walker rumours you have read are 100% TRUE - I have seen the concept art/profile and from the top of my memory it is something like this.
WS BS S T W I A LD SV
4 4 6 8 4 2 4 8 2+/4+
I will not share rules because they were on the next page of document of which I did not see. I did see the points which were : 210pts
note the points were highlighted in red marker which means they are subject to change at next play testing.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
solo por leer algo de los Tau ya merece la pena. Hay cosas que me gustan, como el entrenamiento de las casta del fuego o el rancor kroot. El dreadknight tau es un pegote
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Rumores Tau
El servoterror tau será bueno si trae armas de disparo en condiciones. Ahora mismo lo más interesante es la R8, pero a un coste de 210 puntos tiene que ser obscenamente bueno para ser comparable al servoterror
En cuanto al resto de rumores, no está mal, aunque me huelo que me voy a tener que tragar otro reinicio de continuidad, tanto en trasfondo como en reglas Lo más interesante son esos kroot a 6 puntos con asalto rabioso (pagarles 2 puntos por una s5+ me parece de tontacos, yo es que no le pagaba ni un punto). Lo de los tau con HP4 y R5 suena bien, siempre y cuando no los paguemos a precio de oro
Por ahora, sigo sin tener ninguna prisa, porque el codex actual es más que suficiente
En cuanto al resto de rumores, no está mal, aunque me huelo que me voy a tener que tragar otro reinicio de continuidad, tanto en trasfondo como en reglas Lo más interesante son esos kroot a 6 puntos con asalto rabioso (pagarles 2 puntos por una s5+ me parece de tontacos, yo es que no le pagaba ni un punto). Lo de los tau con HP4 y R5 suena bien, siempre y cuando no los paguemos a precio de oro
Por ahora, sigo sin tener ninguna prisa, porque el codex actual es más que suficiente
Funcioneta- Mensajes : 777
Fecha de inscripción : 04/10/2011
Edad : 46
Re: Rumores Tau
4 ataques, resistencia 8, 4 heridas, salva a 2+ e invulnerable de 4+ y se supone que encima es una máquina de disparo. Así a pelo y con un palo de fregona yo lo metía sin pensarlo. A ver quien coño para eso.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
Parece que va en serio lo de los Tau. Ojalá. Hacen falta más alienígenas sin servoarmadura en las mesas. Sabía que hacía bien en no desprenderme de los Tau de mi hermano. Huelen a rancio que apestan...
via the Faeit 212 inbox
War gear:
Gatling ion blaster: 30'' S:6 AP:3 Assault:3
plasma storm blaster: 40'' S:9 AP:1 Assault:1 (lance,system failure,implosion)
lance: rulebook
system failure: If you score a glancing or a penetrating hit on a roll of a 6 you cause a system failure in the enemy tank/flyer. The tank/flyer cannot move or shoot for the remainder of the turn. The tank/flyer controlling player must roll a d6 every turn for the remainder of the game, on a roll of 1 the tank/flyer has a system failure again and may not shoot or move again.
implosion: if you score a explosion on a tank/flyer then it explodes 2d6 inches instead of the normal d6.
The new big kroot model is actually the krootox giant, from what I have been told fluff points to the tau making the krootox genetics being advance and in doing this increasing the size, strength and toughness.
the krootox giant has the following rules and stats - these I believe will change as we have had much discussions upon this unit and cannot be certain if it is powerful enough for a competitive environment.
Krootox Giant: WS BS S T W I A LD SV
6 3 8 6 4 1 5 7 4+
Special rules: Smash, monstrous creature, rage,mental without control, move through cover,fleet
mental without control: If your krootox giant loses his krootox rider then the Giant must pass a leadership test every turn otherwise will attack the closest enemy unit. If the Giant cannot reach a target then it misses it next turn while it cools down.
this unit at the moment costs : 200pts & can upgrade it's armour save to 3+ with a piece of war gear from the kroot armoury
via the Faeit 212 inbox
War gear:
Gatling ion blaster: 30'' S:6 AP:3 Assault:3
plasma storm blaster: 40'' S:9 AP:1 Assault:1 (lance,system failure,implosion)
lance: rulebook
system failure: If you score a glancing or a penetrating hit on a roll of a 6 you cause a system failure in the enemy tank/flyer. The tank/flyer cannot move or shoot for the remainder of the turn. The tank/flyer controlling player must roll a d6 every turn for the remainder of the game, on a roll of 1 the tank/flyer has a system failure again and may not shoot or move again.
implosion: if you score a explosion on a tank/flyer then it explodes 2d6 inches instead of the normal d6.
The new big kroot model is actually the krootox giant, from what I have been told fluff points to the tau making the krootox genetics being advance and in doing this increasing the size, strength and toughness.
the krootox giant has the following rules and stats - these I believe will change as we have had much discussions upon this unit and cannot be certain if it is powerful enough for a competitive environment.
Krootox Giant: WS BS S T W I A LD SV
6 3 8 6 4 1 5 7 4+
Special rules: Smash, monstrous creature, rage,mental without control, move through cover,fleet
mental without control: If your krootox giant loses his krootox rider then the Giant must pass a leadership test every turn otherwise will attack the closest enemy unit. If the Giant cannot reach a target then it misses it next turn while it cools down.
this unit at the moment costs : 200pts & can upgrade it's armour save to 3+ with a piece of war gear from the kroot armoury
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
Vamos chicos, adelante, más abuso, hundamos al caos y los angeles oscuros por ser los primeros pardillos en sacer codex, u u.
via Stickmonkey over on the Bols Lounge
Caveat: Many of these are said to be "in process". Don't look for *exact match* rules to survive to the printed codex.
Crisis Suits: Look for more posable new models. Unit keeps its high level of customization, with several upgrades to stat lines possible. New flakk missile pods. New combi-kit includes Broadside parts.
Stealth Suits: Models unchanged. Have stealth, (obviously), plus optional drone granting shrouding.
Sky Ray: Last edition's trainwreck gets a new lease on life. Flakk missiles, plus has orbital bombardment (much like SM version, but with a lingering effect).
Fire Warriors: Same nasty gun. Still BS:3, but with a Shas'O can upgrade unit to BS:4.
Equipment
Drones: Any drone can be used for Look Out Sir rolls for any model in the unit they are attached to.
Markerlights: A single hit increases BS of all other units targeting the victim by +1. Multiple markerlights have no additional effects. OUCH - look out for possible BS:5, Fire Warrior volleys now! Markerlights improve snapfire against marked flyers to 5+ instead of 6, but must first hit the flyer with a 6 themselves.
Networked Markerlights: A longer range twin linked version. Vehicles only.
via Stickmonkey over on the Bols Lounge
Caveat: Many of these are said to be "in process". Don't look for *exact match* rules to survive to the printed codex.
Crisis Suits: Look for more posable new models. Unit keeps its high level of customization, with several upgrades to stat lines possible. New flakk missile pods. New combi-kit includes Broadside parts.
Stealth Suits: Models unchanged. Have stealth, (obviously), plus optional drone granting shrouding.
Sky Ray: Last edition's trainwreck gets a new lease on life. Flakk missiles, plus has orbital bombardment (much like SM version, but with a lingering effect).
Fire Warriors: Same nasty gun. Still BS:3, but with a Shas'O can upgrade unit to BS:4.
Equipment
Drones: Any drone can be used for Look Out Sir rolls for any model in the unit they are attached to.
Markerlights: A single hit increases BS of all other units targeting the victim by +1. Multiple markerlights have no additional effects. OUCH - look out for possible BS:5, Fire Warrior volleys now! Markerlights improve snapfire against marked flyers to 5+ instead of 6, but must first hit the flyer with a 6 themselves.
Networked Markerlights: A longer range twin linked version. Vehicles only.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
VEras como al fianl caigo del todo con los kroots. Como saquen un mando, la lio parda. Siempre me gustaron los kroots como mercenarios. Y con un Krootox Gigante me gusta mas.
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Rumores Tau
Please remember that these are rumors.
via Stickmonkey over on Bols
Caveat: Many of these are said to be "in process". Don't look for *exact match* rules to survive to the printed codex.
Units
Ethereals: These now grant army wide special rules and bubble rules, but there are different options. They function roughly much like those recent Dark Angels banners. So one option might be army wide Ld rerolls while in play, plus units in 12" are fearless. Another option might be one unit in army gets salvo once per turn, and all units in 12" get rerolls to hit.
Kroot: Everyone's favorite birdmen get Scout, Furious Charge, Move thru Cover. Kroot Hounds and Kroot hawks! Shaper can unlock additional unit upgrades.
"Sneaky Kroot": Look for an ELITES Kroot unit that can hide in terrain like Ymgarl Genestealers.
Knarloc: The new big beasty model, very similar to the Forgeworld Great Knarloc (see below). Monstrous Creature, with a trample attack allowing it to run 3d6" and cause 2d6 S6 AP6 wounds to any unit it crosses. It may additionally use this special move to charge a unit, gains +2A and the assault-grenades ability when charging in this manner.
Vespid: The maligned bug men are redeemed! Big improvements, weapon range increase, point reduction, hit and run.
Vespid Flyer: Smallest flyer in game, like a jetbike, single blaster as weapon, vector-dancer
Fortifications: Deep striking turrets as fortification options. Burst cannons or missile pods options.
Tau Flyer Transport: 13 13 12 armor, holds a full Fire Warrior or Crisis Suit squad, or single Uber-suit. Not a lot of weapons, but HP:3, and has a save from wargear that can be taken. Deep strike. Rules-wise is focused on getting units reliably to a location.
The Uber-suit: So many options currently it's hard to keep them straight. It's a mobile weapon platform, with rail guns as it's main weapon system, - which can be upgraded to a plasma weapon system or ion cannons. Classified as monstrous creature. 2+/4++ save. It can forgo shooting and movement to gain 2++ save. The Uber can move as jump infantry if it does not shoot it's main weapons. VERY HIGH toughness, no existing weapon can instant death it. Although it can smash if it has to, it is not designed as a close combat unit at all. Cost is comparable to a Terminator squad. It can take drone support.
Odds and Ends
FOC: Some specific HQs move Crisis Suits to troops. One moves two Kroot units to troops.
Psykers-defense: All Tau have some base immunity to psychic powers, and thus any Tau unit can deny the witch, with the suits gaining an improvement to this roll.
estos si molan
via Stickmonkey over on Bols
Caveat: Many of these are said to be "in process". Don't look for *exact match* rules to survive to the printed codex.
Units
Ethereals: These now grant army wide special rules and bubble rules, but there are different options. They function roughly much like those recent Dark Angels banners. So one option might be army wide Ld rerolls while in play, plus units in 12" are fearless. Another option might be one unit in army gets salvo once per turn, and all units in 12" get rerolls to hit.
Kroot: Everyone's favorite birdmen get Scout, Furious Charge, Move thru Cover. Kroot Hounds and Kroot hawks! Shaper can unlock additional unit upgrades.
"Sneaky Kroot": Look for an ELITES Kroot unit that can hide in terrain like Ymgarl Genestealers.
Knarloc: The new big beasty model, very similar to the Forgeworld Great Knarloc (see below). Monstrous Creature, with a trample attack allowing it to run 3d6" and cause 2d6 S6 AP6 wounds to any unit it crosses. It may additionally use this special move to charge a unit, gains +2A and the assault-grenades ability when charging in this manner.
Vespid: The maligned bug men are redeemed! Big improvements, weapon range increase, point reduction, hit and run.
Vespid Flyer: Smallest flyer in game, like a jetbike, single blaster as weapon, vector-dancer
Fortifications: Deep striking turrets as fortification options. Burst cannons or missile pods options.
Tau Flyer Transport: 13 13 12 armor, holds a full Fire Warrior or Crisis Suit squad, or single Uber-suit. Not a lot of weapons, but HP:3, and has a save from wargear that can be taken. Deep strike. Rules-wise is focused on getting units reliably to a location.
The Uber-suit: So many options currently it's hard to keep them straight. It's a mobile weapon platform, with rail guns as it's main weapon system, - which can be upgraded to a plasma weapon system or ion cannons. Classified as monstrous creature. 2+/4++ save. It can forgo shooting and movement to gain 2++ save. The Uber can move as jump infantry if it does not shoot it's main weapons. VERY HIGH toughness, no existing weapon can instant death it. Although it can smash if it has to, it is not designed as a close combat unit at all. Cost is comparable to a Terminator squad. It can take drone support.
Odds and Ends
FOC: Some specific HQs move Crisis Suits to troops. One moves two Kroot units to troops.
Psykers-defense: All Tau have some base immunity to psychic powers, and thus any Tau unit can deny the witch, with the suits gaining an improvement to this roll.
estos si molan
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Rumores Tau
Esto ya va teniendo mejor pinta. Lo de hacer cuidado señor con los drones era necesario, ya veremos si es a 4+ o a 2+
Lo de que los marcadores mejoren la tirada contra voladores también era lógico. ¡Y lo de las fortificaciones tau necesario! Más que nada porque yo paso de usar fortificaciones de los sucios Gue'la para mi ejército tau
Lo de que los marcadores mejoren la tirada contra voladores también era lógico. ¡Y lo de las fortificaciones tau necesario! Más que nada porque yo paso de usar fortificaciones de los sucios Gue'la para mi ejército tau
Funcioneta- Mensajes : 777
Fecha de inscripción : 04/10/2011
Edad : 46
Re: Rumores Tau
El tufillo a ranciedad y el riesgo de que vuelvan a las andadas del powermongering a que nos tienen acostumbrando, abandonando esa redención y equilibrio que nos prometíamos tan felices, va en aumento. Kroots ninjas, mazinger z con invulnerable de 2. Que incertidumbre.
Mas rumores:
I want to say that this bit comes from a very much in the know source, who occasionally helps us filter through some of the rumors. The last few days we have had 4 sets of Tau rumors, and this email is in response to this one, and clarifying other rumors that are putting Firewarriors at BS4.
the krootox giant has the following rules and stats - these I believe will change as we have had much discussions upon this unit and cannot be certain if it is powerful enough for a competitive environment.
Krootox Giant: WS BS S T W I A LD SV 6 3 8 6 4 1 5 7 4+
Special rules: Smash, monstrous creature, rage,mental without control, move through cover,fleet
mental without control: If your krootox giant loses his krootox rider then the Giant must pass a leadership test every turn otherwise will attack the closest enemy unit. If the Giant cannot reach a target then it misses it next turn while it cools down.
via the Faeit 212 inbox (has to remain anonymous)
I've never seen those kroot giant rules before (currently named the Krootonne).
There is a new large kroot model, but it's nothing like what's written, doesn't have a rider and doesn't have guns.
Fire warriors can't be upgraded to bs4, the squad leader has an upgrade that raises their BS though for (currently) 50 points and goes away if he dies.
I have like three versions of the rules, but I think some people are wish listing after getting hint of some stuff that's leaked.
Mas rumores:
I want to say that this bit comes from a very much in the know source, who occasionally helps us filter through some of the rumors. The last few days we have had 4 sets of Tau rumors, and this email is in response to this one, and clarifying other rumors that are putting Firewarriors at BS4.
the krootox giant has the following rules and stats - these I believe will change as we have had much discussions upon this unit and cannot be certain if it is powerful enough for a competitive environment.
Krootox Giant: WS BS S T W I A LD SV 6 3 8 6 4 1 5 7 4+
Special rules: Smash, monstrous creature, rage,mental without control, move through cover,fleet
mental without control: If your krootox giant loses his krootox rider then the Giant must pass a leadership test every turn otherwise will attack the closest enemy unit. If the Giant cannot reach a target then it misses it next turn while it cools down.
via the Faeit 212 inbox (has to remain anonymous)
I've never seen those kroot giant rules before (currently named the Krootonne).
There is a new large kroot model, but it's nothing like what's written, doesn't have a rider and doesn't have guns.
Fire warriors can't be upgraded to bs4, the squad leader has an upgrade that raises their BS though for (currently) 50 points and goes away if he dies.
I have like three versions of the rules, but I think some people are wish listing after getting hint of some stuff that's leaked.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
Cada vez que poneis algo en ingles en el foro muere un gatito
Squalln1- Mensajes : 432
Fecha de inscripción : 22/09/2011
Re: Rumores Tau
Es que es una peñazo transcribirlo. QUe no entiendes?=?
stupendoman- Mensajes : 2120
Fecha de inscripción : 22/09/2011
Re: Rumores Tau
O sea, los Tau repiten las tiradas de negar la bruja y las armaduras lo hacen con 5+, entre eso y las omnipresentes runas eldar y la sombra de la disformidad los psíquicos están cada vez más puteados. Menos mal que las bendiciones/maldiciones, que es lo que al final cuenta y a lo que han quedado reducidos los psíquicos, putos buffers, ignoran eso.
via Stickmonkey on Bols Lounge
The information I recently provided BigRed comes from a late 2012 playtest, I believe Oct or Nov timeframe.
The psychic defense boost I mentioned was described as Tau are just harder to target with warp powers, they have very little presence in the warp. I asked my source more on this, and he said during playtest all Tau got a DtW reroll. Tau in Suits got a 5+ DtW.
The Kroot monster is very cool looking, but I fear rules wise its going to suffer from Pyrovore syndrome. Its expensive, and shortlived. A beast in CC, but it's hard to get it there. Roughly the size of a Maulerfiend, its like a hybrid between the Krootox and the Great Knarloc. Beaked head. 4legged. Over muscled. Kinda apelike pose and body structure.
The "uber-suit" is NOT at all like a wraithlord. It is not suited for CC, and really cant be outfitted for that role. Last I saw the T was only 7, but others are saying it is T8. I was talking about it with my source earlier and he made mention of the plasma weapon having ignore cover and thinking it will be the load out of choice. He felt that it was very balanced points to capability wise for its role in the codex. Visual wise it is definitely in line with the battle suit. Reminds me a lot of the old BattleTech line merged with Tau aesthetic.
Profile I saw was WS3 BS5 S5 T7 W3 I3 A2 L8, again a lot of noise with differing statlines, so the final stats wont be known until we see the book..
I don't think the Vespid Scooter made the cut. It was in a number of early drafts, kind of like the genosian fighters in Star Wars. Yes, flying creatures with a flying vehicle... Named after a famous motorized bike.... 80s GW may have done this, not 10s.
via Stickmonkey on Bols Lounge
The information I recently provided BigRed comes from a late 2012 playtest, I believe Oct or Nov timeframe.
The psychic defense boost I mentioned was described as Tau are just harder to target with warp powers, they have very little presence in the warp. I asked my source more on this, and he said during playtest all Tau got a DtW reroll. Tau in Suits got a 5+ DtW.
The Kroot monster is very cool looking, but I fear rules wise its going to suffer from Pyrovore syndrome. Its expensive, and shortlived. A beast in CC, but it's hard to get it there. Roughly the size of a Maulerfiend, its like a hybrid between the Krootox and the Great Knarloc. Beaked head. 4legged. Over muscled. Kinda apelike pose and body structure.
The "uber-suit" is NOT at all like a wraithlord. It is not suited for CC, and really cant be outfitted for that role. Last I saw the T was only 7, but others are saying it is T8. I was talking about it with my source earlier and he made mention of the plasma weapon having ignore cover and thinking it will be the load out of choice. He felt that it was very balanced points to capability wise for its role in the codex. Visual wise it is definitely in line with the battle suit. Reminds me a lot of the old BattleTech line merged with Tau aesthetic.
Profile I saw was WS3 BS5 S5 T7 W3 I3 A2 L8, again a lot of noise with differing statlines, so the final stats wont be known until we see the book..
I don't think the Vespid Scooter made the cut. It was in a number of early drafts, kind of like the genosian fighters in Star Wars. Yes, flying creatures with a flying vehicle... Named after a famous motorized bike.... 80s GW may have done this, not 10s.
Luzbel- Mensajes : 1576
Fecha de inscripción : 23/09/2011
Localización : Averno
Re: Rumores Tau
GW nunca ha sido capaz de hacer un sistema de magia en condiciones. La cosa ha ido incluso a peor en Fantasy, y en 40K no es más que un parche mal hecho. Siempre he pensado que la magia y los poderes psíquicos debían ser más seguros de utilizar pero menos poderosos. Con lo fácil que es hacer un sistema con puntos de magia y listas de hechizos fijas... y a la porra con el trasfondo de la disformidad, que a reinicios chorras ya estamos acostumbrados
De todos modos, lo de los tau siendo resistentes a la magia tiene todo el sentido del mundo. Eso implica que las posibles patadas al trasfondo tau puede que sean menores de lo que yo pensaba
De todos modos, lo de los tau siendo resistentes a la magia tiene todo el sentido del mundo. Eso implica que las posibles patadas al trasfondo tau puede que sean menores de lo que yo pensaba
Funcioneta- Mensajes : 777
Fecha de inscripción : 04/10/2011
Edad : 46
Página 1 de 1.
Permisos de este foro:
No puedes responder a temas en este foro.