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Novos Necron

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Mensagem  Thuryon Sex Out 14, 2011 6:47 pm

Novos Necron Ny72ol
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No geral, meh.

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Mensagem  hellboy Sex Out 14, 2011 7:59 pm

linnnnnnnnndddddddooooooooo............

parabens GW Very Happy
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Mensagem  Xanana Sex Out 14, 2011 8:39 pm

ei pá!! parece que e para este ano Smile
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Mensagem  Andui Sex Out 14, 2011 9:10 pm

Muito bom.
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Mensagem  Sabotage Sex Out 14, 2011 10:31 pm

Quero MIL de cada

ESPETACULARES
Razz Razz Razz Razz Razz Razz Razz Razz

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Mensagem  Inquisitor Sunn O))) Sex Out 14, 2011 11:21 pm

Ta ali um gajo com o simbolo de Tau porque crl???

HERESIAS??!
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Mensagem  Dark Intet Sáb Out 15, 2011 11:17 am

tao muito nice
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Mensagem  hellboy Sáb Out 15, 2011 11:54 am

Inquisitor Sunn O))) escreveu:

HERESIAS??!

este gajo anda mesmo numa de inquisição ahahahahah...

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Mensagem  hellboy Sáb Out 15, 2011 11:54 am

Sabotage escreveu:Quero MIL de cada

ESPETACULARES
Razz Razz Razz Razz Razz Razz Razz Razz

olha o ferraz vai voltar as mesas ahahahahaha.....
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Mensagem  Dark Intet Sáb Out 15, 2011 11:56 am

promessas, ja parece o governo
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Mensagem  Foxtrot Sáb Out 15, 2011 12:46 pm

Estão muito bons, acho-me na capacidade de começar necrons, estao atrativos

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Mensagem  Camisa Sáb Out 15, 2011 1:25 pm

porra até eu quero um exercito de nekrons..... Brutal

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Mensagem  hellboy Seg Out 17, 2011 10:40 am

OVERALL ARMY ORGANIZATION


HQ

• Imotekh the Stormlord (Lord of the Sau): The most powerful Necron Overlord currently. A master strategist whose nemesis is the Orks (since their random nature is the only thing that can accidentally disrupt his flawless plans).

• Nemesor Zahndrekh: Overlord damaged in the great sleep who still thinks he is flesh and blood fighting the war of secession against his brother Necrontyr. Therefore, he is one of the few Necron Lords who still fights with honor and valor towards his enemies. Has a bodyguard named Vargard Obryron.

• Illuminor Szeras: The Necrontyr who took the C'Tan's knowledge to do bio-transfer and actually made it a reality...so he's the chief architect within the Necrons for actually making the bio-transference happen. He is a master of technology and can augment D3 units in the army with an augmentation.

• Orikan the Diviner: A master astromancer (a Cryptek specializing in tech that can predict the future), he is renown for knowing what will happen and when. During the game he is able to achieve a 'powered up' state that gives him a greatly increases statline, but this boost can randomly end on any turn dropping him back down to his regular stats.

• Anrakyr the Traveller: A Necron Lord whose goal is to unite the Necron Empires again. He travels to Tomb Worlds still sleeping and kills the 'lesser' inhabitants that may live there unaware they are on a Tomb World, the 'price' for this service is to claim a tithe from the newly awakened legions. Some Necrons see him as a golden crusader others don't want reunification and would rather see him dead.

• Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) 'a giant of a man clad in baroque power armor' (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn't think they deserve. He is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat.

• Necron Overlord: Generic DIY Necron Overlord (guy who rules a Tomb World) with plenty of options. Can ride on a Catacomb Command Barge (which is a one man transport) as can all the named 'Lords' above, but not those that are Crypteks in their fluff (Illuminor Szeras & Orikan the Diviner). Also can be a Destroyer Lord instead.

• Royal Court: 0-5 regular Necron Lords (lieutenants to the Overlords) as well as 0-5 Crypteks. Crypteks are masters of Necron technology, whose abilities sometimes appear like sorcery to other races, but they do not have any psychic powers...all their abilities do not require a psychic test or anything like that (nor are they ever referred to as psychic powers in any way). Any member of the Court (Lord or Cryptek) can be split off at the start of the game to lead a unit of Warriors, Immortals, Lychguard or Deathmarks (but only one per unit). Neither Lords nor Crypteks are ICs.



DEDICATED TRANSPORTS

• Night Scythe: A variant of the Doom Scythe fighter that is a 15 model flyer transport with the 'supersonic' 36" flat-out move that the new flyers (that are really skimmers) have. Can carry jump infantry models (taking up 2 spots each) and fire all its weapons even when moving at cruising speed. Has living metal (chance to ignore crew shaken & stunned) but not quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit). AV 11/11/11 like most Necron vehicles (not open-topped though).

• Ghost Ark: 10 model transport, Open-topped AV11 with quantum shielding and living metal. Also is able to regenerate D3 models to one unit within 6" each Necron movement phase (but cannot take the unit above its starting size).

• Catacomb Command Barge: One-man vehicle for most ICs. Open-topped AV11 with quantum shielding & living metal. Can make sweep attacks over 3 enemy units it passes over when it moves. Also the character can lose wounds to negate immobilized or weapon destroyed results.



ELITES

• Deathmarks: 24" range rapid-fire AP 5 sniper unit that can choose to Deep Strike in immediately after any enemy unit arrives from Reserves (which just allows the enemy to fire at them first?)...teleporting in from a pocket dimension to target their prey. They can also mark a single unit as their 'target' which allows them to roll to wound on a 2+. Beautiful models from the pics leaked, but at the point cost listed I can't see them ever being used except to see those great models on the table. Can be transported on a Night Scythe.

• Lychguard: Traditionally these have been the bodyguards for the Overlords. Come standard with Warscythes (+2 Strength Power weapon) and can replace them with Hyperphase swords (power weapon) and Dispersion Shields (the thing that gives them a 4+ invuln and reflects enemy shooting). I made a mistake before. The Shields don't only reflect enemy shooting within 6", they reflect all enemy shooting, but only against enemy units who are within 6" of them (they reflect saved wounds, they don't affect blast/templates, for example). Can be transported on a Night Scythe.

• Triarch Ptaetorians: These used to be effectively the 'police' (my term) of the main Necron ruler (the last of which was the Silent King) to help enforce his will onto the Lords of the Empire. They are known to respect great warriors and honor valor and have sometimes ordered Necron Overlords to stop attacking a foe they deemed worthy of respect (much to the Lord's chagrin). They are Jump Infantry with a 6" AP2 S5 weapon. They can swap that out for Void Blades (a weapon with Rending and the same Entriopic ability that Scarabs have) and Particle Casters (a pistol weapon). No transport option.

• C'Tan Shard: Must take 2 of the 11 listed ability choices that basically shape what kind of C'Tan shard you're fielding. No ability can be taken more than once in the army (even if you take 3 C'Tan shards in the army). The statline is slightly less impressive than previous incarnations of the C'Tan, but still pretty decent. Also has Eternal Warrior and ignores all terrain penalties. Still explodes D6" when they die. Fluff-wise, these are shards effectively controlled by the Necron (even though they have most shards locked away in pocket dimensions). Each shard represents only a portion of the power and consciousness of the C'Tan and therefore in battle the C'Tan may not even think to utilize some of its power because the portion of it that knows it has 'X' power simply isn't there. This is essentially what explains why they only have access to 2 special abilities in battle.

• Flayed Ones: 3 Attacks base (and no additional CC weapons). Can infiltrate or Deep Strike. No transport options.

• Triarch Stalker: Concept Sketch shows a Triarch Praetorian sitting in an open-topped cockpit that is riding on a Necron-style giant almost scorpion walker set of legs. Very cool looking IMHO. Has a variable heat ray (which can be upgraded to a couple of other weapons) that can either be fired as a template or as an Assault 2 S8 24" Heavy2 Melta weapon. Has a Targeting relay which means that any enemy unit hit by the Stalker gets a counter placed by it that allows all other Necron units shooting at the same unit that phase to count as being twin-linked. AV11 & open-topped, but does have Quantum shielding & Living Metal.



TROOPS

• Warriors: You know them, you love them. Described as being basically automatons, with very little (if any) sentience. These were the non-warrior Necontyr before the bio-conversion. See my previous rumors (in the OP) for details on their points cost, etc. Can be transported on a Ghost Ark or Night Scythe.

• Immortals: Immortals are said to have the ability to at least speak, but still aren't too much brighter than Warriors. These were Elite warriors of the Necrontyr before the conversion (not sure who the rank and file troops were if the Warriors were the non-combatants and the Immortals were the Elite soldiers?). Can exchange their Gauss Blasters for Tesla Carbines (24" S5 Assault1, extra hit inflicted on a 'to hit' roll of '6') Can be transported on a Night Scythe.



FAST ATTACK

• Canoptek Wraiths: Protectors of the Tombs while the hosts slumber. Jump Infantry who ignore terrain. 3A base with Rending. All models can take one of a few different upgrades including a Whip Coil (nearly identical to a Tyranid Lash Whip), particle caster (pistol) or a Exile Beamer (12" range that kills a random model in the target unit unless it passes a Strength test).

• Canoptek Scarabs: See the rumors copied in the OP for more details on what Scarbs do now.

• Tomb Blades: Jet Bikes. From the artwork, these look like Necron warriors fused into a flying crescent throne carrying a weapon harness in their arms that is base twin-linked Tesla Carbines. The fluff says that they are pre-programmed with a bunch of different flight patterns and vectors that the onboard Warrior chooses from on the fly. this mitigates the fact that a Warrior has poor coordination, but since the programs are so advanced, in reality they act basically like any other similar unit in an enemy army despite the fact that their 'pilots' are much slower to react. They can upgrade their weapons to a couple different choices (twin-linked Gauss Blaster or Particle Beamer). The entire unit can take any of the 3 options: Nebuloscope (increases BS to 5), Shield Vanes (increased armor save to 3+) & Shadowloom (Stealth).

• Destroyers: New fluff that says Destroyers are infected with some kind of degenerative virus that causes their sole purpose in life to be to kill their enemies. As such they hate everyone and have the Preferred Enemy special rule against everyone (as do Destroyer Lords). They are Jump Infantry now. Any model in the unit can upgrade to a Heavy Destroyer.



HEAVY SUPPORT

• Doomsday Ark: Variant of the Ghost Ark transport: Open-topped, AV11, Quantum Shielding, Living Metal. Something I forogot to say about the Ghost Ark...each Guass Flayer array (5 Flayers) on each side is allowed to fire at a different enemy target (and different from the Doomsday Cannon). Not entirely clear whether a weapon destroyed takes out a whole array or not, but I'm leaning towards yes. The Doomsday cannon has two profiles, one for if the vehicle did or didn't move that turn (with the non-moving one being 72" range S9 AP1 Large Blast). The moving profile only has a 24" range and a S7 blast. Basically described as gunboat whose strategy is to hit first and destroy the enemy before they can fire back.

• Annihilation Barge: Described as anti-infantry support platforms. Variant of the Catacomb Command Barge: Open-topped, AV11, Quantum Shielding, Living Metal. Has a twin-linked Tesla Destructor & a Tesla Cannon, but can upgrade the cannon to a Gauss Cannon. Not exactly sure why you'd want to do that except for the extra range (36" for the Gauss Cannon as opposed to all Tesla weapons which are 24" range).

• Monolith: 35 Point reduction along with corresponding nerf in invulnerability (were you not expecting that?). Still AV 14 and still has Living Metal (although again that only helps remove Crew Stunned/Shaken now). Can still Deep Strike but no longer has invulnerability from Mishaps. Has 4 Gauss Flux Arcs (which are now just Heavy 3 instead of randomly rolled). Particle whip is now just a straight up S8 AP3 24" large blast. The portal can be used to either transport any non-vehicle friendly Necron unit through it or to suck enemy models within 6" to instant death who fail a Strength Test. No bonus to reanimation protocols (the replacement for WBB) is present. Although, at the end of the day, this is still an AV14 vehicle all around, which is pretty imposing in the current game. Unfortunately all of its weapons are really close range, which means it will also now tend to be in Melta range...

• Doom Scythe: Pure fighter variant of the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or open-topped). Is supersonic (36" flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked tesla Destructor & a Death Ray, which allows a 3D6" line to be drawn (with one end of the line being within 12" of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough.

• Tomb Spyders: The artwork makes them look much more flying and nimble, like giant Scarabs. Can now repair vehicles like a Techmarine, Big Mek, etc. Can take an anti-psychic defense against any power targeting a friendly unit within 3" (nullified on a 4+). Can still create Scarab Swarms, but only into existing swarms on the table (they no longer form a unit with the Spyder) and it can still take damage if it rolls a '1' while doing so. Can take Whip Coils (by giving up a close combat weapon and a +1 to repair vehicles) which is like a Tyranid Lash Whip. Can take 1 or 2 Particle Beamers (by removing its CC/fixer arms) to do so. 1-3 in a unit.



So that's about it for now. But I'd be remiss to point out that I didn't mention any of the special character's abilities really or any of the wargear/rules of the Crypteks. There are lots of neat toys as usual in 5th edition codexes. I'm not going to list them all, but I'll pick a random one that just seemed fun to me...there is a special character (the Stormlord) who makes the first turn of the game be night fighting no matter what the mission and can try to extend the rule into further turns by rolling higher than the current turn number on a D6...in addition, while the Night Fighting rules are in effect all unengaged enemy units suffer D6 S8 AP5 hits on a D6 roll of '6' at the start of each Necron shooting phase (hit by lightning strikes). And of course there is a Cryptek ability 'solar pulse' which allows (once per game) at the start of any turn (friend or foe) for the Night Fighting rules to be cancelled for that turn (or apply if the Night Fighting rules weren't in effect when the pulse was launched).

So I could see an army based around this using Night Fight (with Lighting Strikes, of course), and then any turn they REALLY need to shoot, you can use the Solar Pulse to cancel out the Night Fighting effects on your own turn, which still leaves them affecting enemy shooting on their turn! Seems like it could be quite nasty indeed! Oh, and he can try to seize the Initiative on a 4+ except against Orks (who confound his logic). But of course, he is also over 200 points naturally.

Anyway, plenty more tricks and stuff to read about when the codex comes out!
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Mensagem  Sabotage Seg Out 17, 2011 11:14 am

• Trazyn the Infinite: He is a Necron who woke very early and is fascinated with studying and collecting history. His tomb world is filled with secret trinkets including (I quote) 'a giant of a man clad in baroque power armor' (start your wild theories here!). He even will attack other Necron tomb worlds to capture artifacts from them that he doesn't think they deserve. He is the character that has the CC ability to pick one type of model he killed that round and inflict wounds on all models of that type in the combat


[b]

Até tenho medo de o usar realço a negrito


Última edição por Sabotage em Seg Out 17, 2011 12:13 pm, editado 1 vez(es)

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Mensagem  Inquisitor Sunn O))) Seg Out 17, 2011 11:26 am

Tantos fails, jasuis
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Mensagem  Sabotage Seg Out 17, 2011 12:16 pm


• Doom Scythe: Pure fighter variant of the Night Scythe. AV11 with Living Metal (but no Quantum Shielding or open-topped). Is supersonic (36" flat-out) and can fire all its weapons when moving at cruising speed. Has a twin-linked tesla Destructor & a Death Ray, which allows a 3D6" line to be drawn (with one end of the line being within 12" of the vehicle) and causes a number of hits on every unit crossed by the line equal to the number of MODELS in the unit hit. Oh and did I mention that these hits are S10 AP1? Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough


Quero três mil destes... Twisted Evil Shocked Shocked Shocked Shocked

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Mensagem  hellboy Seg Out 17, 2011 1:07 pm

Sabotage escreveu:
Nasty indeed! But at nearly 200 pts for an AV11 vehicle, to get within 12" to unleash this beast will probably be a bit rough


Quero três mil destes... Twisted Evil Shocked Shocked Shocked Shocked

leste bem? Av11... fuck nooo... vai-se abaixo num instante e por 200 pontos, sim podes trazer tres mil deste que nao me importa loooollll
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Mensagem  Inquisitor Sunn O))) Seg Out 17, 2011 1:21 pm

Atenção que os AV11 deles são todos AV13 até levarem com um glancing a custa duma regra qualquer.

São todos open topped também, por isso...... :S

Isto cheira-me a uma "Dark-Eldarização" do codex de Necrons. 6 unidades de 10 Warriors em Arks e 3 Tomb-speeders e destroyers até encher a pontuação lol

Os brinquedos novos não parecem tão atractivos quanto isso, principalmente a infantaria Elite. Resta saber se os transportes vão trazer também uma versão Necron da Dark Lance para ver se tenho razão ou não lol

Espero estar completamente enganado! Se isto tudo se confirmar, a única hipótese do codex ser realmente bom (ao nível de GK, DE, SW etc) vai ser com os Special Characters e as regras de mudança de FOC.

Se funcionar ao nível do que o gajo menciona no final (truques com Night Fighting) vai ser muito fixe!

Espero para ver: as regras de FOC dos SC's, as opções de armas dos transportes e os pontos de algumas das coisas.
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Mensagem  hellboy Seg Out 17, 2011 1:39 pm

Inquisitor Sunn O))) escreveu:Atenção que os AV11 deles são todos AV13 até levarem com um glancing a custa duma regra qualquer.

o que li é que parece que o living metal da-te um save de 2+ contra o primeiro glancing e penetrating

agora vamos ver.

sunnoman para os caloiros explica o que o teu FOC significa pois assim eles entendem.
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Mensagem  Inquisitor Sunn O))) Seg Out 17, 2011 2:20 pm

FOC = Force Organization Chart

É o nome que se dá ao facto de só podermos levar 3 Elites e 3 Heavies, e 2-6 Troops.

Depois temos os Special Characters que nos deixam levar certas tropas Elite como Troops (Coteaz, Crowe, Belial, etc.)

quantum shielding (which gives +2 armor until the vehicle suffers its first glancing or penetrating hit)

Ficam AV13 até levarem a primeira troçada, mas sendo quase todos Open topped nao sei se vai compensar.

O Monolith pelos vistos vai para lavar também :s

Mas vejo ali hipotese de haver um SC (o tal que é o rei dos Triarchs) que faça os Triarch Stalkers passarem a ser troops ou a serem 2 por slot ou assim e isso é um bocado assustador :O foi a unica unidade que me assustou pelo que li

a ver vamos

Basta haver um wargear ao estilo do Flickerfield ou paneleirices tipo WBB aos veículos para foder esta merda toda e termos que chamar o Exterminatus a este codex devido a ultra-chulice
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Mensagem  hellboy Seg Out 17, 2011 2:42 pm

obrigado pela explicação.

quanto ao dex vamos esperar para ver se os rumores confirmam-se.

nao me acredito que tenhas de puxar do teu chicote de inquisição para colocar este dex no seu lugar. nao estou a ver nenhum rumor que meta medo.

para ja esta interessante, vamos ver o que vai dar.
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Mensagem  Sabotage Sáb Out 22, 2011 1:50 pm

Boas

Aqui estão eles para pre-order:

http://www.waylandgames.co.uk/november-2011-necrons/cat_1029.html

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Mensagem  Inquisitor Sunn O))) Qui Nov 03, 2011 2:46 pm

Ora cá estão as regras. E por conseguinte os meus medos quase todos realizaram-se lol.

Não ha brincadeiras de FOC, nem anti-tank e pior: parece-me que continua monobuild...

Elites são todas merdinha menos os "land speeders" com duas MM. 3 em cada lista é praticamente obrigatório. O que é engraçado é não terem modelo nesta 1ª wave... Espero que não sejam os novos Tervigons... A arma deles é mesmo ouro. Vai ser o rage das internets eheh (dependendo do custo em pontos)

Troops estão fixes. Immortals e Warriors parecem-me ambos bastante sólidos. São frágeis demais para fazer MSU e caros demais para encher a FOC se contarmos com characters/items e as Arcas. E sinceramente isso pode ser bem mau, continua um dos grandes problemas de Necrons, não terem espaço suficiente para porem gente (warriors) suficiente na mesa e ao mesmo tempo conseguirem inserir as unidades todas que precisam para jogar. Mas tenho que ver como é que resultam listas completas de 1750 até ter a noção real disto tudo.

FAST sofre do mesmo problema que os ELITES em Tyranids, muita coisa boa só para 3 slots. Scarabs e Destroyers aqui é bem fodido de dar a volta. 1 de scarabs e 2 de Destroyers? 2 de scarabs e 1 de destroyers? Cheira-me que os Scarabs XPTO assassinos de tanks vão continuar a ficar em casa...

HEAVYS é tudo mais ou menos caca. Ya os Heavy Destroyers não estão aqui, estão em FAST... Agradeçam à GW por isso. Doom Lances não são muito más mas são muito frágeis e vão ter grandes alvos pintados na testa Razz



Em geral, anti-infantaria não falta em todas as FOCs. O anti-tank é que é a foda de sempre dos Necrons, caro e raro. Mesmo contando com 3 em ELITE e 3 em HEAVY, um army de Space Wolves tem mais anti tank nas tacticals... Os transportes serem caros cheira-me que vai fazer um bocado o sintoma de Tau com os Devilfishes mas só quando souber os pontos de tudo e as opçõezinhas todas e começar a brincar no Army builder é que posso dar opiniões mais concretas.

Para já, é um bocado mais do mesmo só que com mais opções e um bocadinho mais de balanço qualidade/preço na lista toda. Lá se foram é as esperanças de ter mais um codex de Xenos com um modo de jogo característico e permeável...
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Mensagem  madwolf Qui Nov 03, 2011 5:26 pm

já arranjas-te o codex ou estás a basear-te nos rumores + a pouca info do site da GW ?


P.S.: Quero o o PDF do codex !!!!!!!!!!!! pirat
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Mensagem  Inquisitor Sunn O))) Qui Nov 03, 2011 6:47 pm

Estou a basear-me no que sei por parte de gente que ja tem o codex. Não li o codex todo, note-se, mas segundo o que me disseram e as perguntas que fiz foi esta sensação que me ficou
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