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Dreadaxe

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  1. Dans WFB3, la Reiksguard était seulement le contingent d'infanterie de l'Imperial Guard.

    Tu peux citer tes sources ? Je suis curieux, je n'ai pas les livres antérieurs à la V4. Les seuls documents présents sur le web qui parlent de la garde impériale sont je crois sur le site web de la muse de khorne, et encore, je ne pense pas que ce soit de l'officiel.

    Voilà ce qui est officiel: WFB3 Warhammer Armies

    p57 Reiksgard :

    This is the Infantry contingent of the Imperial Guard. They guard the Emprror whether in his palace or on the field of battle.

    p54

    The colour plate above illustrates a selection of soldiers of The Empire. The two mounted figures are: left - a Hohensknechte [le nom des chevaliers de rang 2 dans WFB3] of the Imperial Guard (squadron of Graf Alberich Haupt Andersson, "The Hawk of Wurtbad"), and right - a Templar of Sigmar (Order of the Fiery Heart). Attending the two knights is a foot soldier of the Imperial Guard [sur l'illu il a un look de Reiksguard], while the three figures in the foreground are (from left to right): a Forstjaeger (forester), a Halberdier of the standing army of Altdorf, and a fanatical, demented flagellant.

    The facing page shows a selection of Imperial banners and heraldic armourials, The three great banners at the top of the page are (from right to left): the banner of the Imperial School of Gunnery based at Nuln, the Imperial Griffon (borne only by Emperor Karl Franz's household units), and the standard of the Middenland flagellants.

    The shield designs include several examples of the heraldic arms of various noble houses and minor cities. The shield of the Altdorf City militia is the one bearing a symbolic key, while the crowned skull device and the writhing serpent are typical of the morbid and disquieting images favoured by the robber barons of the more remote regions of The Empire.

    Finally, the great helms at the bottom of the page include a winged helm of the Imperial Guard Cavalry, and the great helm of the Grand Master of the Order of the Fiery Heart (bottom right).

    p56

    These are the secular orders of knights including such regiments as the Imperial Guard, the High-Helms (an elite unit of exceptionally tall warriors), the Knights Panther (avowed enemies of chaos) and the Gryphon Legion (of Kislevite origin.)

    D'autre part les lords de Seigneur de Guerre sont des Imperial Guards.

    Imperialsguard, mouais bof.

    Imperial Guard alors.

  2. Dépoussièrage.

    Dans WFB3, la Reiksguard était seulement le contingent d'infanterie de l'Imperial Guard.

    Les Imperial Guard était type reikguard mais avec des casques ailés (cf. illustration WFB3 Warhammer Armies et les lords de Seigneur de Guerre).

    Si on devait ajuster ça à l'édition actuelle, les Imperial Guard serait un ordre parent à la Reiksguard ou bien le nom du cercle intérieur.

    Imperial Guard ou Imperialsguard serait pas mal comme nom :lol:

  3. Sinon, les Immortels sont un peu les "guerriers du chaos élus" :

    ils ont des armure 4+ de base (armure en "Galvorn"...) et chair de pierre (donc I-1 et E+1...) ainsi que bouclier+arme de base, et enfin des caracs de nains éliteux...

    Bref si ils n'ont pas d'armes lourdes/spéciales, ils sont :

    Svg 3+ (2+ en CàC car bouclier + arme simple...)

    CC5, F4 (nain éliteux), E5 et I2 (3-1=2)...et A2...

    Donc ils sont pas trés rapides, pas super méga forts, mais trés trés endurants et avec tout de même un bon paquet d'attaques...

    Cd 10 et "stubborn" aussi...

    Enfin le champion possède un budget 25pts d'objets magiques et 0-1 mutation personnelle en option (mais l'unité n'a pas de mutations dominantes/de groupe...).

    Puis la bannière magique n'a pas de limite de coût.

    Contrepartie ?

    Ils sont 0-1 choix spécial, et 16pts/fig...

    (genre les Gardes sombres Elfes Noirs...)

    La comparaison avec des GdC ou Garde Noir me fait sourire... Ils ont en faite tout ce que peuvent avoir ce type d'élite (2Att / 25 pts d'objet magiques pour le champion, +1CC +1F...) et plus encore (bannière avec coût illimité au lieu des 50 pts habituelles, 0-1 mutation ?!...) le tout combiné à E5, Cd10, Tenace... Tu as oublié coup fatal et régénération lol :zzz:

    Sinon le 0-1 n'existe plus avec la sortie des livre v7 les concepteurs cherche d'autre moyen de limiter les troupes et de les équilibrer.

    Enfin l'init d'un nain moins 1 ça fait pas 2.

    Spéciale ? je sais que c'est pas bien, mais les slots Rares sont déjà nombreux, et la concurrence en slots "spécial" est acharnée : esclaves, sneaky gits, machines de guerre, Berzerkers...

    Bref je trouve que les mettre en spéciale est presque une contrepartie...

    Franchement je sais pas exactement à quoi ressemble le reste mais là je vois pas trop de concurrence... 400 pts tu as une unité imprenable. Pas très mobile comme tout nain mais imprenable.

    Sinon, concernant les machines de guerre V3 :

    mortier "petard", swivel gun, Bazuka et Whirlwind&Tenderizer...

    Réfères toi au lieu plus haut.

    Tu veux vraiment pas mettre taon LA sur mega upload que tous les gens puissent donner leur opinion ?

  4. Bien plus simple et beaucoup plus marrant a mon Humble avis, l'idée du Gnoblar fou qui se jette sur un ogre me fait tripper ^_^

    Bien plus simple est de les jouer comme mordilleurs d'hommes... as t'on inventé des règles spéciale pour l'Ogre Pirate la réponse est non... il est directement en mangeur d'hommes... et bien dans le cas présent c'est la même chose...

  5. Moi je conseille d'annoncer des fins de parties à 22h. comme cela tout le monde prend ses dispos pour rester le soir (mais pas trop tard!). Et en plus ça fait tourner la buvette ^_^!

    si le tournoi est en poule, moi j'ai vu des 2500 classique (niveau) avec des poules qui finissent à 23h.. alors :)

    L'autre paramètre à prendre en considération est le repas du soir qui est inclut dans l'inscription... Manger pas avant 21h30-22h est possible mais il faudra tenir jusque là :)

  6. marrant ta liste, mais avec quelles figs tu compte la jouer ????????????

    perso, j'aurai plutot vu des miliciens de l'empire et des mélanges de toutes les boites possibles...enfin vous voyez ce que je veux dire... :shifty:

    Vu le nombre effarant de marque qui ont complété leur gamme de pirate avec l'arrivé de Legend of the High Sea il y a pas à s'inquiéter de ce coté là ! Des figurines il y en a.

  7. Le problème comme je te dis c'est qu'actuellement les armées du chaos n'ont plus les mutations en règle officiel (il faut aller chercher dans le Recueil 2004 pour avoir quelque chose).

    On verra ce que nous réserve le prochain supplément HdC mais pour l'instant ton histoire de mutation est inopportune. Il n'y a pas de cohérence si des NdC en ont et pas le Chaos.

    Note bien que les Marques du Chaos ou les récompenses démoniaques ne sont pas des mutations. Même si les mécanismes de ce type sont courants depuis la v6, que dira un joueur du chaos quand tu lui dira que tes NdC ont des mutations spécifiques qui leur donnent pleins d'avantage...

    Note : tu trouveras ici des créations NdC WFB3 mise à jour. Libre à toi d'aller discuter de tout ça dans les postes de développement.

    Un post de dév pour le Jugger

    PS : Pitié c'est Livre d'armée ou LA pas codex.

  8. --les mutations du chaos (coûts)

    Vite fait...

    En quoi les NdC aurait comme particularité des mutations du chaos alors que ce n'est pas le cas des troupes du Chaos (Bête, Hordes) en terme de règles. Du moins pour le Chaos ça reste des règles optionnelles sorties dans un Recueil ça doit entre ainsi pour les NdC et ce tant qu'il n"y a pas d'évolution pour le Chaos.

  9. Ça commence déjà chez nos amis anglais...

    Exemple de créatures légendaires http://www.centralcommandgames.com/phpBB/v...opic.php?p=1236

    Thinking in how 40k has super heavies, I decided to create super heavies for Fantasy. In this presentation I will post some ideas for super heavies in Fantasy in general as well as some superheavies for every army.

    Legendary Units rules:

    -They would be monsters and massive war machines, used very rarely by the armies, therefore, only one legendary unit can be used per player.

    - Legendary units are part of the personality and background of their respective respective races, therefore, they can only be used if the General of the army is from that race. No allied Legendary units.

    - Each Legendary unit takes up one rare slot. There may be some cases in which extra units are bought sepparatelly from the Legendary unit, in which case it will be specified. The units bought in this way will use the respective slots in the army list.

    - some legendary units are considered Massive Targets, which means they get an extra +2 to be hit from shooting (like large target but a little higher)

    Following are the first batch of Legendary units. I hope you like them. Make suggestions ask for clarifications and if you have ideas for modelling them and such, please share them with me.

    -Unit strenght for massive target will be twice the number of wounds in their profiles.

    -The units presented here will move as what their description makes them. The war machines act as warmachines, The monsters act as monsters, The giant chariots act as chariots, the giant gyrocopters act as giant gyrocopters, etc, other that the little exceptions

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    Last edited by renard_mxdf on Sun Apr 06, 2008 10:17 pm; edited 3 times in total

    Empire:

    Emperors Hammer (Super massive cannon of destrucction) 500 points

    Crew: 5 human crewmembers, 2 Ogres and on optional Master engineer bought sepparately from the empire book.

    Humans:

    M4 Ws4 Bs4 S3 T3 W1 I3 A1 Ld7

    pistol and light armor

    Ogres:

    M6 Ws3 Bs3 S4 T4 W3 I2 A3 Ld7

    Hand Weapon and Light Armor.

    Emperors Hammer:

    T8 W5 Range 120" S10

    The Emperors Hammer works exactly as a Cannon with some little differences. Guess the range and add the artillery Dice as normal, but then, place the 3" Template and then move it an extra artillery dice following the same trayectory. Every model touched by the area under the path of the template gets hit by a Strenght 10 Hit that causes 2d3 wounds

    Massive Ammunition: Units that suffer wounds in this way, and units 6" from a unit that suffered wounds in this way make a panic check. in the case that a misfire is rolled in the bounce roll, replace the 3" template for the 5" template, and resolve the models under it as hit by a S 10 hit.

    Only large targets and Massive Targets are considered to be partially covered is less than half their base is covered by the template.

    Mixed Crew: There is 3 possible types of Crew in this unit. Student engineers, Ogres and Master Engineer. When shoot at randomize shooting as normal. 5 hit the ogres, 6 hit the humans. If there is a Master engineer, roll for every hit against the Humans, on a 1, the master engineer is hit.

    Crew Ogres: they are stronger and can lift and load the cannon. If there are no ogres left as crew, the cannon will shoot every other turn. If there is less than 4 human crew members and no ogres, the cannon won't be able to shoot at all. If there is only one human crew member the Ogres would refuse to work as hard, and the cannon will shoot every other turn.

    Master Engineer: When a Master engineer is part of the crew the ogres will work harder and the cannon will be better aimed, therefore the cannon may be able to rerroll one misfire roll on the artillery dice to hit.

    Armored Possition: The crew counts as being behind a defend obstacle and hard cover.

    Fear: Emperors Hammer Causes Fear

    Large Target: Emperors Hammers is a Large Target (not massive)

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    Last edited by renard_mxdf on Sun Apr 06, 2008 9:43 pm; edited 1 time in total

    Orcs and Goblins:

    Giant Squiggot: 700 plus units on top

    It is a mounted monster that can have either 20 orcs or black orcs (one can be any kind of Orc lord) or 40 goblins or night goblins (any one can be a lord level goblin).

    M7 Ws4 BS- S8 T8 W12 I2 A6 Ld10

    The giant Squiggot has 2 spear chuckas with orc bully in the howda over him. the chukas can never get down and count as the handlers of the squiggot.

    Stubborn: The giant Squiggot is Stubborn.

    Scaly skin: the Giant Squiggot has a 2+ armor save.

    Massive Target: the Giant squiggot is a Massive Target.

    Terror: The giant squiggot causes terror, not only in 6", but 12".

    Riden Monster: The giant squiggot is a riden monster. His riders can attack models to the back or the sides, and can get down the squiggot, even if it is combat. The unit is placed in normal formation at one side or the rear of the squiggot. The an also join with another unit of the same type that is at least 6" from the squiggot in the turn they come down. The unit can only reform in the turn they come down, as well as the unit they join too. (no other movement, no shooting, no magic, etc)

    Howda: the unit on the back of the squiggot counts as a different unit that the squiggot for purposses of shooting and magic. they count as being in hard cover.

    Will of the Beast: the squiggot suffers the sames rules of animosity as the orcs, except that in the case it rolls a one the giant squiggot will yell and bawl causing every unit at 12" from it to make a panic check. Friendly units running from this will rally automatically at the end of the movement. Enemy units that run from this will rally as normal in their turn, and will autofail any time they are forced to make a leadership check (terror, fear, break check, panic from shooting, etc) by the Squiggot or the in the howda, as long they are still in the howda.

    Power over the Beast: a Warboss or Great shaman that is riding the giant squiggot is by definition a renown and inspiring Hero. He must be the general of the army and his leadership is extended 24". also he can make the Squiggot yell and bawl one time per battle. If the squiggot yells voluntarly, only enemy troops need to make a panic check.

    Tusking Charge: when charging, the Giant Squiggot causes 2d6 impacts in the unit.

    Undomitable: at the beggining of every orc turn, the giant squiggot rolls 2 dice. If the amount in the dice is lower than the wounds the squiggot has recieved (this counts wounds than have being healed as well) the Giant squiggot gets crazy and starts attacking everything around him. He will inmmediatly try to break free, and will trow the trow down the unit in his back. the unit recieves 2d6 strenght 8 hits as the squiggot breaks the howda.

    in the next player turn, and at the begining of every players turn, the Giant squiggot will move charging in a randonm direction. If in combat, he will move one inch directly away from the unit he is in combat and then do the charge movement. If it doesn't hit any unit in this way, then he will yell and bawl.

    Inmmune to panic: The giant squiggot is inmmune to panic and so is the unit in the howda and the chuckas. Both units are inmune to terror, as they ride a terror causer monster.

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    Last edited by renard_mxdf on Sat Apr 05, 2008 11:35 pm; edited 3 times in total

    Dwarfs:

    Flying Fortress: 200 points plus units.

    Crew: The crew consists of 5 dwarf pilots (one of them can be a Thane, a runesmith or an engineer taken from the Dwarf book). It can be added units up to 3 war machines and up to 15 handgunners or quarrelers. (total maximun capacity of 20 dwarfs, including crew and 3 warmachines)

    Pilots.

    M3 Ws5 Bs4 S3 T4 W1 I2 A2 Ld9

    They wear light armor and carry great weapon and Dwarf reapeter handguns. The dwarf repeater handgun has no penalty for multiple shoots.

    Flying Fortress:

    Toughness 9 wounds 10

    Floats: The FF moves as a flyer, but never touches the ground. because of this, can only be attacked by flyers and the troops in it can only be attacked by flyers. only weapons with a range of 16" or more can shoot at it, unless carried by a flyer.

    Move with the wind: at the end of the movement hase move the FF 1d6" in a random direction with the scatter dice, it doesn't matter if the FF moved or not in that phase.

    Steady: all units over the FF count as being stationary all the time.

    Battlements: everything in the FF can shoot in the shotting phase, but only one warmachine can shoot from every quadrant of the SG. One to the front, one to every side, and one from the rear. just as a ranked unit. The other dwarfs can shoot 360º around.

    They count as being behind hard cover.

    Pilots: unless the FF moves all the pilots and the Hero can shoot their weapons from the front of the SG.

    Evasive Action: The FF can move out of combat in its movemend phase.

    Combat: To charge the FF (only flyers can do so), the enemy whiching to charge must declare a target, either any of the warmachies or the dwarf units. Then charge as normal against the FF. The Pilot crew and the Hero may always stand and shoot and attack as well, it doesn't matter how close the charger is. The Dwarfs will always go first and the enemy losses all charging bonuses.

    Each side can attack with 8 miniatures. The charger can direct attacks to the unit it declared the charge or the Pilot unit.

    No ranks or number bonuses apply to the combat resolution. Only wounds and banners and other special items.

    At the end of the combat, if the chargers lose, they just flee with out being persecuted as per hit and run rules (rally at immediatly at the end of the movement) if the Dwarfs lose, the enemy has landed in the FF and the every unit counts as being in combat.

    Shooting at the FF: The enemy can select to shoot at the FF or any of the other units in it. Guess weapons can only hit the FF if the centre of the template they use lands in the bulk of the model itself. Template weapons hit both the FF and the models under the template.

    Inmmune to psicology: The FF is inmune to all kinds of psicology, except hate.

    Terror: The FF causes terror.

    Massive Target: The FF is a Massive Target.

    Taken Down: if the FF is destroyed it will land. Move the FF in a random direction 2d6 inches and every model partially under it is destroyed on a 2+ (no armor saves, ward saves or regeneration) the survivors will move 1d6 directly away the FF, they can join any unit of the kind and merge with them and tell them how they survived the nasties air accident in the Old World history.

    all the dwarfs in the FF would die as the ship crashes in the ground.

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    Last edited by renard_mxdf on Sun Apr 06, 2008 12:00 am; edited 1 time in total

    Skaven:

    The Digger: 675

    The digger is monstruos invention, both mechanical and organical, filled with warpstone.

    M6 Ws4 Bs3 S7 T6 W10 I5 A7 Ld8

    Terror: The Digger Causes terror.

    Mindless hulk: the digger is inmune to panic. He is subject to Fenzy, if it ever losses Frenzy, it becomes stupid.

    Large Target: The digger is a Large Target (not massive).

    Scaly skin: 2+ scaly skin save and ward save of 5+

    Regeneration: The Digger can regenerate wounds on a 4+.

    Tunneling: The digger follows the tunneling rules, except that in the roll of a misfire, it is treated as if a hit was scored in the scatter dice, and you don't have to place a marker to where it is going to appear.

    Attack from bellow: The digger can appear in the first turn, at the beginning of the turn, and can charge as normal.

    Unbrekable: The Digger is inbrekable.

    Bio-mechanical arms: His attacks count as magical and ignore armor saves. It causes 1d6 wounds against large and massive Targets.

    Feeding: keep count of the models he kills. when the Kill count reaches 5 he gets +1 attack and +1 strenght, when he reaches 10, it causes 1d6 impact hits on the charge. with the kill count reaches 15, "the digger regenerates wounds on a 3+ and gets +1 T, and when the kill count reaches 20" the Digger causes terror 12" instead of 6".

    Breath Weapon: the digger can use a breath weapon in the shotting phase. every model under the template gets a S3 magical hit that ignores armor saves.

    Go down again: In the movement phase, instead of moving, the Digger can go down the earth again, and come out in the next movement phase in the same way as he enters the table.

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    Last edited by renard_mxdf on Mon Apr 07, 2008 12:56 pm; edited 2 times in total

    Vampire Counts:

    Undead Monstruosity: 735

    The undead monstruosity is a massive creature created with the mixture of different giants and monsters. it is completly bound to his master Vampire.

    M8 Ws5 Bs1 S7 T7 W10 I4 A2d6+1 Ld7

    He follows all the rules of the undead, except the loss of the General.

    Terror: The Undead monstruosity causes terror to 12" instead of 6".

    Massive Target: the Undead Monstruosity is a Massive Target.

    Magic Resistance (3)

    Scaly Skin: provides a 3+ Armor save.

    Invulnerable save of 4+

    Magical Storage: Generate 1d6 Power and dispel dice in every phase, usable only by the Vampire General.

    Body Count: Mark how many models he kills every turn. This models will be added to the Generals next succesfull invocation of Nehek, Rise Dead, Wind of Undead, or Summon Undead Horde. Every time the General casts one of this spells and uses the body count on the UM, the body count restarts.

    Unholy bond: at the beginning of the turn, the Undead monstruosity can recive 2 wounds to heal one wound on the general. The general can recover more than one wound in the UM with "invocation of -nehek" and "Summon undead horde" spells.

    Necromantic attack: His attacks count as magical, and ignore ward saves. Each attack causes 1d3 wounds and has poison.

    Instant Zombification: after all attacks have been resolved, all the models killed by the Undead Monstruosity will attack once against their own unit, they have -1 to hit, but use all other special rules and equipment the unit has.

    When ever the UM kills a living model with more than 4 wounds it may convert it on a 5+ into an abyssal terror. It follows all the rules of an abyssal terror except flying.

    Endless Devotion: When the General Dies, the undead Monstruosity may forfeit all of his wounds to heal the General Back to life or follow the rules for the lose of general as normal. He may try to revive the general every turn after that, but he will need to roll a 2+ on the first turn after the generals death, then a 3+, then a 4+ and finnally a 5+ (no higher than 5+). If it is unsuccessfull the UM losses all but one wound and the general remains death.

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    Last edited by renard_mxdf on Sun Apr 06, 2008 9:41 pm; edited 1 time in total

    As Guilliame Came up with a Lizzardmen Legendary unit, I will post the next batch of Five, Beggining with the Lizzardmen.

    Scaled Stegadon: 735 plus units on top

    The scales Stegadon is another variety of lizzard, that holds a certain resemblance with the "Stegosaurus". Is a lot bigger and holds certain link with the old ones.

    He has a Howda that can hold up to 20 Saurus (one of them can be an Oldblood) up to 30 skinks (one of who can be a Skink Chief or priest).

    M7 Ws3 Bs0 S7 T8 W12 I1 A special Ld7

    Coldblooded: The SS is Cold Blooded.

    Terror: the SS causes Terror

    Stubborn: the SS is . . . well pretty self explanatory.

    Acuatic: can move trough water terrain with out problems, but never counts as hidden.

    Scaly Skin: The SS gets a 1+ armor save

    Inmmune to Panic.

    Calmed and quiet: The SS is subject to stupidity, as long as no Slann is engaged in combat.

    Jungle Dueler: When within forest or jungle terrain he gets a -1 to be hit at, and counts forest or jungle terrain as open terrain.

    Territorial: when attacking Large targets or Massive targets the SS will fight with special fury. It gets to reroll hit and wound rolls.

    Link with the old ones: A slann can cast spells trough the SS per the rules of telepaty. The SS has magic resistance of 2

    Riden monster: The riders in the howda can attack units in contact with the SS in the front and sides, not to the back. they can get down in the movement phase and skinks can get on back in any remaining movement phase of another round.

    When getting down, the Saurios can join into any other saurus unit armed in the same way that is as far as 6" from the SS.

    The skinks can be divided in as many units as wanted when getting down, as long as a minimun of 10 models are in every unit. Only skinks who beggan the Battle in the Howda can go back in.

    Howda: shoots can be targeted either to the SS or the riders in the Howda. It provides a 2+ armor save.

    Attacks: The SS attacks in this way. When Charging he causes 2d6+2 hits at his strenght value. In subsequent rounds of combat he causes 1d6+1 hits, as he tramples over the unit.

    Tail Attack: the SS has a spined tail than he can use against every unit in the back and sides that he is in contact with. Each unit recieves 1d6+1 hits strenght 6 that allow no armor saves.

    Mighty charge: The SS can charge trough any infantry friendly units. The unit will recieve 1d6+1 hits as if it was in combat with the SS and this can cause panic checks. Skinks that get trampled in this way don't get the hits as they are faster and know how to get out of the way.

    Communion with the old ones. In the turn an enemy unit declares a charge againts a Alann Mage Priest (alone or in a unit ), the SS may turn in the direction of the chargers and charge immediatly (before the charging unit moves at all, in the compulsory movement phase) as directly as possible, Trampling trough friend and enemy units per the rules of mighty charge. If he touches the charging unit or gets in a possition that he blocks their path, the charging unit will need to charge the SS instead. The SS gets no charging bonuses if he gets in contact with the Enemy. It will be the enemy who counts as charging the SS not the other way around. If he isn't able to block the path of the chargers, the charge gets resolved as normal.

    Dark elves:

    Slave Cart: 1050 plus sorcerer

    The Slave cart is a massive construction fortress that moves by the power of hundreds of slaves trapped in the engines. It is like a tower that holds in the top a high Sorceress, she can be morathi.

    It also holds 4 Repeater bolt trowers.

    M10 Toughness 7 Wounds 16

    Terror: the Slave cart causes terror to 12".

    Impressive: Units on the Slave Cart are inmmune psycology. Dark Elf Units that are 6" from the SCart are inmmune to panic.

    Unbrekable: the SCart is unbrekable and after he has being attacked counts as being out of combat.

    Cumberstone: The Slave cart can't march or charge, but can move over all kinds of terrain except Immpassable and water terrains. Counts rock buildings as difficult terrain. Once it has pass over a piece of terrain, it doesn't count anymore as what it was before, and becomes instead in difficul terrain, as it gets smashed under the weight of the SCart.

    Massive Target: The Slave Cart is a Massive Target.

    Trample Attack: Againts non large target or massive target models the Slave Cart attacks by moving over them with its spiked wheels. Every unit that is ran over by the Slave Cart gets 2d6 strenght 10 hit with no armor saves allowed. When the SCart finish its movement. the units under it must move from under the SCart in a direct line following the movement of it. Causing them to end up right in front of the SCart.

    The SCart doesn't attack small creatures in the combat phase but in the movement phase, and never counts as being into combat.

    Shreder attack: Against large and massive targets, the SCart uses special shrederers in the sides of the tower. It has 2, and each one of them causes 1d6 wounds on a large or massive target, with no armor saves allowed. When reduced to 8 wounds, it can only use one of the shrederers.

    This are used in the combat phase and always strike last.

    Siege Tower: The S Cart can hold up to 20 Troops as siege troops. This can attack a Castle wall that its base is at least 1" from the S Cart.

    Slave Attack: When small model units (no massive or large target) get in contact with the SCart, each unit in contact will recive 2d6 hits strenght 3, as the slave take out pointy sticks to stab the enemy.

    Arcane Aberration: all the attacks made by the SCart or the slaves, or units comming out of the Slave Cart or the Bolt trowers count as magical and flamming.

    Tower of rituals: Because of the Nature of Dark elf Magic, the Sorcerer over it can use it as perfect spot to cast her magic againts her enemies. She has +3 to cast as long as she is in the tower (as she gets fresh blood from the slaves to increase her power). She can see in any direction and is not blocked by terrain or units of any kind, and she adds +12" to the range of all her spells.

    Keep of Blood: The Sorcerer can't be attacked (not even by flyers) but can be targeted by shoots. she counts as being in hard cover. If she is mounted in a dark pegasus or a Manticore, she can get in an out of the Scart as many times as she wants, and the mounts couns as being by her side at all times.

    Moving Fortress: The Repeater Bolt trowers are very well protected from shooting, therefore they have a 4+ armor save against shooting. shoots directed at the Slave Cart are randomized and 6s hit the crew of the bolt trowers. As soon as 2 crew are dead, one less bolt trower could be used, and when 4 are dead, 2 Bolt trowers are out of use, and so on.

    Howls of death: once per battle the sorcerer may open the windows of the Cart and allow the screams of the tortured slaves come out. Every non dark elf unit that is 24" from the tower will make a panic check. Every Dark elf unit will rerrol rolls to hit and to wound that turn. Units inmmune to psycology are not affected.

    _________________

    Last edited by renard_mxdf on Mon Apr 07, 2008 12:52 pm; edited 2 times in total

  10. mais j'aimerais bien un peu plus de réponse concernant le sujet, et tout ce que je poste. Genre personne n'a rien dit sur l'idée de faire des section avec des PV, au lieu du tableau de dommages un peu dans le style de 40K.

    Qu'est ce que ça apporterai de plus ? Les tableaux de dommages sont très bien...

  11. Toutes les créations archivées de cette section peuvent être limité à des utilisations en batailles légendaires si les joueurs le souhaite. Attention donc à ce vous aller développer ici.

    Quelques idées en vrac que j'avais :

    * Mise en avant des scénarios d'alliance du General Compendium

    * Remettre au goût du jour d'anciens objets magiques (une sorte de nouveau Warhammer Arcanes).

    * Remettre au goût du jour la section Monstres liés des bouquins v3/4/5. Un sorciers ou bien une compétence pouvant par exemple autoriser d'avoir un ou des monstres liés. Bref avoir une liste de monstre lié accessible à l'armée.

    * Introduire les Rituels. Piocher et adapté de WFRP1, 2, Mighty Empire (pour la magie saisonnière...).

    * Introduire un système de missions secrètes.

    * Introduire de nouveaux contingents alliés. 1 2 3 4 5

    * Introduire des règles optionnel pour les mercenaires un peu dans ce style

  12. Je veux bien... Encore faut-il l'avoir, ce fameux general compendium. :D Et d'après ce que j'ai vu sur ton lien (et pour autant que puisse me le permettre ma connaissance assez moyenne de l'anglais), faut l'acheter... :D

    Tu as pas bien du comprendre, en faite je t'ai scanné les upgrades disponible dans le GC.

    Pour le reste, le GC contient énormément d'autre chose fort intéressante donc à mon sens c'est un achat très valable... même s'il est vrai que si on comprend pas l'anglais c'est moyen.

  13. Khorgrim a dit :

    Faudrait pas seulement pouvoir prendre des canons, mais aussi des balistes et catapultes (voire trébuchets). Pour le défenseur, il sera obligé de les mettre dans les tours (enfin, c'est déjà le cas, ou presque ^^).

    Et puis il faudrait aussi des options supplémentaires accessibles à toutes les armées, et d'autres uniquement à certaines ou une seule. Genre des runes de protection (RM(1) pour les unités sur la section de rempart), des oubliettes et fosses remplies de poix (vive Stronghold ! :D ), etc.

    Par contre, pour les elfes sylvains, je les vois mal avec une forteresse en pierre : plutôt faite de bois vivant (moins résistant, inflammable sans doute, mais peut attaquer les attaquants !)

    On va éviter de réinventer la roue.

    xL9hSgB.jpeg

     

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    Avant d'en créer de nouveaux, inspirez-vous déjà de ces upgrades.

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