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Leaked Images and Details on the Weapons of Stormfiends


Leaked images are out showing off the this weeks releases, and new information on exactly what the Stormfiends are and the massive array of weapons they can have. Lets take a look at these new units for Skaven. These are really interesting.

Here is a link to the images for this weeks releases
http://eltallerdeyila.blogspot.com.es/2015/01/novedades-gw-para-el-24012015-forge.html
http://descansodelescriba.blogspot.com/2015/01/ultima-horaimagenes-filtradas-de-las.html?m=1

Consider these rumors, until we see leaks or get an official release.

via Old Primarch Missed in the Eye of Terror
Stormfiend are montrous infantry wearing light armour
Unit size is 3+
Rare Unit
85pts per model.

each one must take a weapon listed below, but with no restrictions on how many of each or in any combination. They cost no additional points.
1)Doom-flayer gauntlets: +2 str with impact hits d3
2)Grinderfists: str5 count as magical weapons, dont roll to hit/ does d3 hits, and tunneler special rule(place marker and scatter from it-come in on a 2+ each round)
3)Ratling Cannons:18" range Str5 armour piercing, multiple shots 3d6, quick to fire, count as magical, suffer no penalties for long range or multiple shots,
4)Shock Gauntlets: +1 str and does d3 hits when making a stomp. ignore armour saves
5)Warpfire Projectors: template, str5, flaming attacks, multiple wounds d3, move or fire, quick to fire, magical weapon, on misfire does d6 hits to closest friendly unit
6)Windlaunchers: 6-24" range, plague wind (template and wounds on a 4+ with no armour save), magical weapon, scatters if misfires.

Stormfiends re-roll to wound with their weapons.

if equipped with doomflayer gauntlets or shock gauntlets, they also have warpstone-laced armour that gives them a 4+ armour save against all wounds. Any with warpstone laced armour take wounds first.

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23 Comments

  1. Oh those sound lovely! Especially the Windlaunchers, gives an alternative to poisoned wind glabadiers, who are still 10 dollars a piece on the GW store ; ;.

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  2. 0_0 do want
    But seems like too many options.
    And can't imagine those rating cannon not being move or fire...on a M6 unit...
    Wonder if they require a packmaster...

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  3. Skaven get dreadnoughts now. That seems appropriate, somehow.

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    Replies
    1. nah Kanz or Centurions and your all good to go. dreads would be bigger and more armored. now i want to see a skaven dread. i wonder if it is possible to make one using a hybrid of space marine and skaven kits....

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    2. I hear clanrats are getting a new verminator armor 2+ save and are now immune to fear ^_^

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    3. HAha Verminator. That actually made me laugh, :).

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  4. looks nasty. however i probably won't game with them. [they likely will become something for my admech though]

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  5. Depending on statline (I'm assuming same as normal Rat Ogres, potentially T5) they look very good. If Bs3 those ratling guns look pretty powerful.

    3 of them putting about 15 S5 HITS on a unit a turn assuming Bs3 for granted 255 points. But that's pretty tough.

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  6. Windlaunchers...Skaven flatulence weaponry?

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    Replies
    1. Poisoned wind. Though I doubt there's any difference.

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  7. I had high hopes for these, as armored rat ogres sounded awesome. But they seem a little overdone for my tastes. Chest cannons? How in the world do these implanted weapons get ammo? Maybe in 3-d they'll make a little more sense (as much as a fictional thing can).

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    Replies
    1. The chest guns probably only go into combat loaded with a single shot (or shot per barrelt for the ratling cannons). In terms of fluff I mean.

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  8. IMO the only thing preventing these guys from being auto-include is that they are rare... 4 of the ratling guys will decimate any unit they are shooting at and then stand and shoot when they get charged!

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  9. I was going to say 6+ armor is absolutely useless to them, then I saw they get 4+ when they take one of the CC weapons, so they are pretty good actually.

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  10. The ratling canon on arms and chest have a strong classic wolfenstein 3D feel :-)

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  11. Fluffwise, I really do not like these. Now, right off the cuff, they look awesome and devastatingly nasty, but they don't look Skaveny. Basically, they look too Bane. They look like they are big, nasty, and SMART. I understand that these can simply be made from the most intelligent of rat ogres, but even that seems to be a stretch, that such primal creatures can be trained and geared enough to properly use complex weaponry and function outside of a feral pack.

    Game-wise, I like them a lot, but I think they should have been something different. A more mechanical creation from Skyre, or more appropriately coming from Clan Moulder, the model should be a rat ogre Bonebreaker with a weapon-team equivalent Packmaster mounted on it's back. Which is probably what I'll do myself, just customizing some cheap Isle of Blood rat ogres.

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    1. just a little bit of devils advocate from the look of the model. arent these meant to be "created" during End Times when the clans somehow "unite"? so theres nothing really wrong with it looking like a moulder creation with skyre technology - from a fluff standpoint i get what you mean about primal creature wielding weaponry but isn't also nature of a creature to learn to survive or kill with whatever means it has? more so if it is trained to do so?

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    2. These models incarnate the "awesome" I despise in the "recent" turn of fantasy art and concepts.
      It's OK for Skryre and Moulder joint-venture, nothing wrong here. What I hate is indeed their SMART verminator look. They're "we're badass ratnought/dreadrats, and we are so AWESOME that we shot from our mighty chest and our turgid nipples".
      You can imagine which other bodypart could be missing in here...

      they're simply ridicolous and of bad taste for my ideas of rat-ogres as brainless, frenzied, flesh eating BEASTS.
      And I stress BEAST because they are Beasts, not super-heroic rats in shiny power armour.

      GW missed a great opportunity to save Rat Ogres and improve them getting thier rules better. Instead we have these iron-men...ehm iron-rats.

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  12. So tunneling with no chance of losing the team, guarateed arrival by turn 3, and can charge or shot off of arrival.
    May do one set of grinder/shock/shock for killing warmachine and then wrecking backfield; then set of 3 ratling to wreck the front
    Still get to keep a lightning cannon/plague catapult for 2.5k games too

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