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Dreadaxe

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  1. J'ai vérifié tous les liens de ce pers (règles VO, règles VF, image) fonctionnent bien. Ressaye avec la dernière version du liber, et contacte moi si toujours prob.

    Avec le changement de forum... la section créations à disparu et peut-être que seul les modérateur y ont accès...

  2. Si on veut que le travail soit fait il faut le faire soit même... Maintenant pour ce qui est de la relecture... on vera plus tard.

    Les Royaumes de la Mort

    La Terre Maudite de Sylvanie

    Ceci est un supplément aux générateurs de terrain du livre de règles de Warhammer (WFB6) et suit les règles sur les placements de terrains des pages 218-219. Vous pouvez choisir d'utiliser ce générateur de terrain ou celui des Terres Arides.

    Ce générateur de terrain représente la sombre et délaissée région de l'Empire souvent nommé Sylvanie. Une large part de la région est constituée de marécages brumeux, d'herbe morte et de terres infertiles, où dessous d'innombrables champs de bataille dorment des hommes et des femmes morts. Soudainement, au changement de directions des vents de magie, un grand nombre de morts creusent le sol pour rejoindre la surface et prendre une revanche sur leurs meurtriers. La Sylvanie possède aussi divers forêts, constitué d'immenses chênes anciens, châtaigniers et pins. Les batailles ont tendance à avoir lieu le long des routes impériales de commerce et de transport, près des rivières et des habitations. La spécificité de la région favorise les petites escarmouches ou un parti défend les caravanes de marchandise et l'autre l'assaille.

    Lancer 2D6 pour générer un élément de décor. Vous pouvez relancer les éléments déjà obtenus ou ajouter le nouvel élément à celui déjà placé. Tous les éléments de décors sont supposées ne pas faire plus de 30 cm de diamètre s'il s'agit d'une zone ou 30 cm de long dans le cas d'une section. En utilisant ce générateur, les elfes sylvains perdent leur capacité naturelle à placer une forêt supplémentaire lors d'une Bataille Rangée.

    2D6 Résultat

    2. Rivière. Elle s'écoule lentement à travers la lande, rendant la zone avoisinante inhospitalière. La rivière doit faire au moins 6 ps de large et doit rentrer et sortir par un bord de table. Elle ne peut pas être traversée excepté à un gué ou un pont qui devra toujours être inclut au moins à un exemplaire. De plus, jusqu'à 4 ps des berges le terrain est considéré comme difficile.

    3. Cimetière. Il représente un lieu où des combats on eu lieu il y a bien longtemps, et où les guerriers morts, innombrable, ont le sommeil léger. Un cimetière est un terrain difficile, quand un sorcier en jeu rate un sort, les énergies magiques sont drainées dans son sol, et entraine que les morts du passé reprennent vie et s'extraient à la surface. Le prochain tour, placer 3D6 Squelettes en contact avec le cimetière, qui seront contrôlé par un troisième joueur faisant office de maître de jeu. Les squelettes sont armés d'une arme de base, d'un bouclier et d'une armure légère. Sur 4+ sur un D6, la moitié des squelettes (arrondi à l'inférieur) porte un arc. Dans le cas d'une armée de Sylvanie, le Cimetière marche aussi comme un pion de tombeau si les deux joueurs sont d'accord.

    4. Petite Colline. Elle peut être recouverte de broussaille et de cailloux, mais ne constitue pas un terrain difficile n'y un couvert.

    5. Marais Fétide. C'est une zone de mares d'eau stagnante et de végétation en putréfaction, cette instable et boueux marais compte comme un terrain très difficile, mais ne bloque pas les lignes de vue. De plus, il est considéré comme impassable pour les machines de guerre : "Qui irait trainer un Canon Feu d'Enfer dans une pareille fondrière ?" Sur 5+ sur un D6, une chaussé constitué de poutre de bois traverse le marais. La chaussé fait au moins 4 ps de large et compte comme découverte.

    6. Village en Ruine. Cet élément de décors constitue un groupe de maisons délabrées, leurs habitants ayant surement péris de dedans. Le village est un terrain difficile et fourni un couvert lourd. Il peut ou non être entouré d'une enceinte rachitique, et dans ce cas d'un posséder au moins un portail d'entrée.

    7. Forêt de Morts. C'est une zone ou un regroupement dense et ancien d'arbre noueux. Peu de lumière passe à travers l'épaisse voute de cadavres pendus et bruissant. La forêt compte comme un terrain difficile et fourni un couvert.

    8. Escarpement. Une large ou plusieurs petites saillis de roches escarpées. Chaque escarpement est infranchissable sur les bords. Certain sont des pinacles de pierre impossible à escalader, alors que d'autres sont en falaise d'un coté et monte doucement de l'autre, ou ont un sommet plat.

    9. Ruine. Un pêle-mêle de pierres, bout de construction et murs à moitié sorti, avec un reste de sol pavé presque recouvert. C'est un terrain difficile qui procure un couvert.

    10. Muret. Un petit et regrettable monticule de pierre, clairement élevé par l'homme. Il peut être en ruine ou intacte. Il peut constituer ou non l'enceinte d'un cimetière.

    11. Petit Lac. Les eaux sombre et silencieuse de ce lac sont froides et hostiles. Il est impossible à traverser.

    12. Boubier. Quand on se déplace dans un bourbier, un pied qui semble ferme se retrouve rapidement au fond du marais et aussi bien les hommes que les chevaux disparaisse facilement de la surface. Le bourbier est une zone traitresse à considérer comme un terrain difficile qui ne bloque pas les lignes de vue. Chaque tour une unité hormis les éthérés qui se déplacent dans le bourbier subit D6 pertes, avalé par la vase. L'adversaire ne gagne cependant pas de Point de Victoire. Sur 5+ sur un D6, une chaussé constitué de poutre de bois traverse le bourbier. La chaussé fait au moins 4 ps de large et compte comme découverte.

  3. ça serait l'idée, pourleur présence ouvre droit à des troupes pour représenter le fait que les clans majeurs se méfient pas mal de ce clan.

    D'accord.

    C'est une originalité de la liste.

    Les Ecorcheurs sont une particularité du clan Moulder et des armées d'Archaon... normalement les autres clans n'en ont pas.

    Mouai, dans le doute j'enleve.

    ça avait rien à faire là :whistling:

    poing d'acier ogre.

    L'idée me plaît bien. :blushing:

    ça peut être rigolo

    Le filet fait assez guerrier gladiateur et est présent sur certaines figurines ska old school

    On met les même règles que les retiaires ?

    Oui plus ou moins. Il est vrai que ça peut être une option pour les unités aussi...

  4. => Filet, bof, mais par contre griffe de combat j'aime bien l'idée.

    Le filet fait assez guerrier gladiateur et est présent sur certaines figurines ska old school

    Fighting Claws

    A pair of razor sharp wrist attachments consisting of a trio of blades arrayed next to each other like a set of extended claws. The fighting claws are used like an extension of the users normal hands, but considerably more deadly.

    Treat as having a hand-weapon and an extra hand-weapon, so they confer an additional attack. Also confer the parrying rule as if using shield and hand weapon, so user receives +1 to armor save.

    Nets

    An entangling mesh woven from extremely strong warpspider silk. It is used to entangle an opponent and halt their offense.

    Use item before combat. Make an attack for each net used and for each hit, the enemy loses 1 attack. One use only (must keep track of numbers used)

    => Surtout, je vois plus Ronj traité avec les clans Eshin et Skryre qu'avec les deux autres (espionnages, assassinats, nouveaux trucs pour faire bobo). Mais que veux-tu dire par " Leur présence peut ouvir le droit de prendre 2 troupes de leur clan mais pas plus." ? Que si un Technomage est present il est possible de prendre les Jezzails et Globadiers en spécial ?

    ça serait l'idée, pourleur présence ouvre droit à des troupes pour représenter le fait que les clans majeurs se méfient pas mal de ce clan.

    => J'hesite, mais pourquoi pas. D'accord pour le +1F.

    0-2 est la même limitation que pour les nuées de rat dans la liste de Malfosse...

    => Toujours les Guerriers des Clans.

    A préciser comme dans toute les listes ska.

    => Au contraire, je trouve qu'ils vont bien dans la liste ( "Ils se cachent dans la forteresse ? On envoie les Ecorcheurs et on finit le reste à la Malefoudre" ).

    Les Ecorcheurs sont une particularité du clan Moulder et des armées d'Archaon... normalement les autres clans n'en ont pas.

    => Ok pour les option, mais je prefere les laisser dans leur catégorie. Et... C'est quoi un poing-faucon ?

    poing d'acier ogre.

  5. Toutes les unités de Maraudeurs ou de Cavaliers Maraudeurs peuvent recevoir gratuitement la marque de Nurgle.

    Bourrin sur une fig aussi peu chère, pas du tout le même effet que sur un GdC à 14 pts minimum... Le Maraudeur de la tribu du Corbeau devient l'unité la moins chère du jeu à provoquer la peur, zombie excepté.

    Effectivement. L'idée était de faire des compensations... avec toutes les troupes devant être marqué (assez cher) et les démons en rare... Mais bon là encore c'est abusable. Que proposes-tu ? Il doivent ou peuvent payer la marque ? Si c'est seulement une option les maraudeurs deviennent la seul unité pas forcément parqué dans la tribu (c'est pas forcément un problème remarque).

    Dreadaxe

    PS : Ton post signifie t'il ton retour ?

  6. Si des gens sont motivés pour faire de la traduction...

    Texte sous la photo couleur

    Cast out by his own kind, the Dwarf Engineer Thymbrin Snakebeard turned to Chaos. Now he designs and manufactures devastating war machines for Chaos armies, crewed by the ferocious and powerful Chaos Dwarf Boar Centaurs which he has bred specially for this purpose.

    Two of his creations, the Whirlwind and the Tenderiser, have been recreated in miniature by the short but spiky Mike Perry.

    Le reste

    CRUSH CRUMBLE AND CHOP

    Thymbrin rose to his feet with as much dignity as he could muster,

    "Not good enough far your precious Engineers Guild, eh?" he grated. "Well, it's no hair off my chin". He paused to adjust the back of his jerkin, where the sodden cloth was sticking to his skin.

    "And I hope your little ritual made you fed suitably important. By stone and steel, it shower the hidebound, frightened shower of fossil you are - yes, frightened! You'd sooner shave than have an idea! Tradition, you keep on! Where was tradition when we first took mithril and worked it? Where was tradition when the great arches of Zhufbar were built, like nothing that's been seen before of since?

    "Tradition - pah!" he spat, "It's stagnation you're building' if you really want to vanish down your own bellows-hole that's your decision. I'll make my machines without the Engineers' Guild, and cave-ins take the lot of you!"

    He woke abruptly as the snake tightened its grip on his threat. Damn that dream, it did it every time.

    What a life, he thought as he prised it off, forever being throttled by your own beard. He reached under his bunk, snatched up one of the small skittering things that lived there, and fed it to the snake that sprouted from his chin. It seemed to calm it down.

    ***

    "Well", he said to himself. "I night as well hove breakfast too" From a cluster of pots and dishes he collected two handfuls of things better left undescribed, and sat down to eat.

    He was about halfway through his meal when someone entered - if the term someone can be applied to the huge dog-faced black-armoured figure that lowered over him.

    "Comes" it snarled, "It is time for the bloodletting" The Dwarf nodded and left his meal.

    The Champion of Chaos followed him and he made his preparations. First, he went into a workshop, where a dozen or so Dwarfs mere working feverishly. All bore the mark of Chaos in some manner.

    "Time to go, boys" he called. "Take everything that's finished and everything you can finish on the march: He cussed the workroom to a lino of machine which stood ready.

    "Simple but effective." he said to the Chaos Warrior. "As you can see we have two types completed: the Whirlwind, with its rotating blades and flails, and the Tenderiser, with a bank of trip-hammers and heavy maces. Simply get them going fast, and they'll carve you several nice, big, ragged holes in enemy ranks. I'm working on a number of other ideas, of course, but these ate what I have ready at the moment."

    The Champion of Chaos walked round the two machines, examining the spikes blades, fails and hammers.

    "Great bloodletting." he murmured to himself, reverently touching the skull rune of Khorne on his breastplate "Much blood for the Blood God."

    "Come along," said Thymbrin cheerfully. "Let's meet the crews, I'm rather please with them - made them myself, you know. In a manner of speaking." He led the armoured figure through a series of passages into another large chambers where two or three dozen forms lay sleeping.

    Thymbrin took a horn from a hook on the wall and blew a long, echoing blast. The sleepers awoke and began strapping on armour. As they moved, their form could be seen; from the waist up they were Chaos Dwarfs, but they had the bodies and foul watered legs of boars.

    "Boar Centaurs: Thrymbrin explained. "One per machine. Fast, strong and full of fight - ideal for the job. Just a case of finding the tight combinations of mutations and sticking with them:

    "We should he ready to march within the hour. Can I offer you some refreshment while we wait? I'm sure we can rustle up some blood from somewhere."

    ***

    The defending army was farmed up and waiting. Elves, Dwarfs and Humans all knew that they must win this day or let Chaos break through into the Forum of Shadows and the Middle Mountains. The Ogre mercenaries were no determined: their plates had been filled, and their fighting reputation was at stake.

    Over the crest of the rise the forces of Chaos came into view, rank by rank. There were black-armoured riders on warped, variously-legged mounts: towering champions whose massive swords and aces keened with an unholy hunter Beastmen of all shapes, sixes and colours. And around them, like a roiling sot seethed a press of other things - the Spawn of Chaos

    But all eyes were on the machines which rolled before the Chaos pack. The advanced in a single rank, the width of the Chaos army, with their spiked, two-wheeled frames, their whirling blades and their thrashing hammers.

    The Elves archers and Dwarven crossbows loosed two volleys before falling hack to their pre-arranged positions. The missiles had little effect, the bulk of them thudding harmlessly into the grotesque carved panels which shielded each machine

    The machines began to gather speed. As they approached, their crews could be seen - centauroid creatures, an unnatural blend of Dwarf and bow. They for almost as fast as a charging horse handling the machines as easily as a gardener uses a wheelbarrow.

    The machines ploughed sickeningly roto the Ogre mercenaries that held the centre. Blades and Bails whirled, hammers and maces thrashed. Flesh and snow shredded. bone and iron shattered. For all their strength and courage, the Ogres were decimated in a mutter of seconds.

    The centre was now dangerously weak - with the Ogres effectively destroyed the full force of she enemy would now fall on the Human contingent, and Chaos could break through the centre before the Banks could move to reinforce .The advantage now lay with Chaos.

    CHAOS DWARF WARMACHINES

    When it comes to inventing machineries of war, the Chaos Dwarfs are almost as capable as members of the Dwarven Engineers' Guild. Perhaps there is something about their inventive Dwarven nature which responds vigorously to the warping stimulus of Chaos.

    The Whirlwind is a two-wheeled push-cart with spikes fixed to the front and scythes protruding from the wheels. Three rotating flails and three rotating scythes are mounted on the front, and are driven by means of cogs and gears linked to the axle. The flails and scythes therefore only rotate while the cart is being pushed. The Whirlwind is principally a device for breaking up and smashing through solid formations of troops. Should the device succeed, it may proceed to engage other targets beyond. Several of these devices may form up in a unit to create a combined attack.

    The Tenderiser is a variant of the Whirlwind. Its axle is linked by gears to three enormous concussive implements. As the device is pushed forward these implements batter and crush foes in its path. It operates in a similar way to the Whirlwind except that the nature of the damage inflicted is different.

    Chaos Dwarf wart machines can be incorporated into any Chaos army as indicated in the box opposite.

    SPECIAL RULES

    1 The machine is pushed into combat by a Dwarf Boar-Centaur. The Boar-Centaur may push the device with a movement allowance of 7" and a normal charge distance of 14".

    2 The machines suffer the same movement and terrain penalties as chariots. A reserve move is not allowed. A crude but effective steering mechanism enables the machines to turn in the same way as light chariots, with a turning radius equal to half the model's move.

    3 The Whirlwind: When the Whirlwind charges into combat it causes D4 automatic strength 4 hits with its spikes and D6 automatic strength 5 hits with the rotating flails and scythes. The D6 score also indicates the number of ranks penetrated by the Whirlwind. This means that on a D6 score of 4 the Whirlwind would inflict 4 strength 6 hits with the flails and scythes and would penetrate 4 ranks. If the Whirlwind penetrates all of the enemy's ranks, it passes completely through the enemy unit, and continues its movement measuring from the hack of the rear most rank. If it's remaining movement is insufficient to clear the enemy unit, place the model immediately behind - the model's move is extended further than normal, but this is easier than having models overlapping.

    4 The Tenderiser: When the Tenderiser charges into contact it causes D4 automatic strength 4 hits with its spikes and D6 automatic strength 6 hits with its concussive hammers. The D6 score also indicates the number of ranks penetrated by the Tenderiser. If the Tenderiser penetrates all of the enemy's tanks, it will pass completely through the enemy unit, and continue its movement measuring from the back of the rear most rank. If it's remaining movement is insufficient to clear the enemy unit, place the model immediately behind - the model's move is extended further than normal, but this is easier than having models overlapping.

    5 All Whirlwind and Tenderiser attacks are worked out before normal attacks irrespective of relative initiatives.

    6 If a Whirlwind or Tenderiser is charged it may still attack, but causes only 1 automatic spike hit, and D3 flail/hammer hits. In this situation the weapon has been caught at a disadvantage and has consequently not gained sufficient momentum to fully activate its mechanism.

    7 If a Whirlwind or Tenderiser penetrates right through a unit, the unit must take an immediate rout test, regardless of how many casualties have been sustained.

    8 If the Whirlwind or Tenderiser fails to penetrate through a unit, it is brought to a standstill. It cannot cause any damage once halted in this way, although the Boar Centaur may fight as normal.

    9 For the purposes of missile fire the Whirlwind/Tenderiser counts as a large target (+1 'to hit').

    10 The Whirlwind or Tenderiser may be engaged with hand weapons by any models in base-to-base contact.

    11 A unit charging a Whirlwind or Tenderiser from the rear will not be affected by the spikes, hammers or rotating flails and scythes.

    12 Hits against the Whirlwind or Tenderiser are recorded as they occur. Damage from shooting is determined at the end of the shooting phase. Damage from hand-to-hand combat is determined at the end of the combat phase, to determine damage, roll 2D6 and add +1 for each hit sustained. Consult the Special Damage Chart and note any result.

    13 If chart indicates that the Boar-Centaur is struck, work out damage against it as normal. The creature is very effectively protected from the front by means of a pavise which counts as hard cover and gives him an extra 4,5,6 saving throw after his normal armour throw. The Boar-Centaur has heavy armour and counts as banded.

    SPECIAL DAMAGE RESULTS

    3-7 No effet

    8-9 The Boar-Centaur is struck, taking 1 hit at the strength of its opponent or missile weapon. lf enemy models have differing strength values, randomly determine which has hit from amongst those in contact with the machine.

    10 The Boar-Centaur's pavise is struck off, and the Boar Centaur no longer benefits from the calm 4,5,6 saving throw after its normal armour saving throw. If struck by a missile weapon with a strength of less than 5, the shot sticks in the pavise and has no effect.

    11 The machine's steering is seriously damaged, On the 136 roll of 1-3 the machine cannot turn right, or 4-6 left, for the rest of the game.

    12 The machine suffers damage to its wheels or axle, rendering it particularly unstable. The machine may move at up to half rate without danger. if moving faster than half rate, a D6 is rolled: 1-2 nothing happens; 3-4 the machine moves forward D6" only; 5-6 the axle snaps and the machine comes to an immediate halt. The Boar Centaur may abandon its machine and fight individually.

    13 The mechanism is damaged and the moving parts are lammed. The machines whirling blades or hammers are rendered inactive for the rest of the game.

    14 One of the wheels comes off and the device immediately grinds to a halt causing no further damage. The Boar Centaur may abandon its machine and fight Individually.

    15 + The machine is overturned, wrecking it and causing D3 strength 5 hits out the Boar Centaur.

    Manque la fin des règles

  7. C'est le gros point à discuter effectivement. Pour moi elle doit être gratuite (ou payé peu cher dans le prix de Valnir) avec certaines contre-partie. Les unités de Tzeentch doivent être interdite d'ailleurs.

    On autorise la marque gratuite aux (Cavaliers) Maraudeurs mais :

    -Les unités portant une autre marque que celle de Nurgle prennent un choix rare, deux si se sont des Elus.

    -Les unités portant la marque de Tzeentch sont interdites.

    Tout de suite, c'est beaucoup plus logique.

    Je propose pour représenter plus l'armée de la tribu du Corbeau

    Champion de la tribu du Corbeau : Valnir porte la marque de Nurgle et les modificateurs sur les caractéristiques sont déjà pris en compte dans son profil.

    Ses troupes issu de la tribu du Corbeau vénèrent le Seigneur de la Déchéance. Toutes les unités de Maraudeurs ou de Cavaliers Maraudeurs peuvent recevoir gratuitement la marque de Nurgle. Le reste de son armée ne comporte que des troupes portant la marque de Nurgle. Les démons Nurgle sont les seul autorisé et comptent comme des choix d’unités rares.

    Opinions ?

    Sinon j'ai fait quelques mise à jour dans le post initial.

  8. Dieter est l'un des plus grands necromanciens, il ne s'est pas limité à la Necromancie et a longtemps étudié le Dhar jusqu'à arriver à une forme d'utilisation proche de celle qu'utilise les sorcières Druchiis. C'est un sorcier de niveau 4 qui choisit ses sorts dans le domaine de la Necromancie. Il peut aussi utiliser la Magie Noire, mais dans ce cas les sorts sont tirés aléatoirements.

    Je suis pas trop pour garder cette idée qui est très V4/5... A la limite qu'il maîtrise le domaine de la mort mais la magie noire actuellement représente uniquement la magie noire Elfes Noirs donc non. A la limitte +1 pour lancer ses sorts ou +1 dé dans ce cas "Charmes de Puissance" disparait et cette partie rejoint la règle grand imprécateur. Après est ce que ça fait pas un trop avec "De plus, il peut lancer Danse Macabre autant de fois qu'il veut lors d'une phase de magie, tant qu'il lui reste des Dès de Pouvoir." à voir.

  9. C'est pas trop mal mais j'ai quelques questions/remarques

    * Pas de Prophètes Gris en Seigneur ?!

    * Pas d'armes riogolote (filet, griffe de combat) pour Chef/SdG ?

    * J'imagine que c'est parce que c'est un clan mineur que l'assassin et le techno sont là ? Leur présence peut ouvir le droit de prendre 2 troupes de leur clan mais pas plus.

    * Coureur nocturne en spécial ?

    * Si tu mets les moines il faut mettre les encenseurs.

    * 0-2 Vermine de choc au lieu de pas de limitation. +1F pour leur champion ?

    * Qui est le noyau d'armée ?

    * Les Ecorcheurs je suis pas pour... Rien à faire là

    * Rat-Ogre les arme sup et armure lourde ou arme lourde, poing faucon (?) en option. Rare ?

    * Choix de Mercenaire en Rare comme clan Eshin de TdC et les clans dans le LA.

  10. on en parle beaucoup, ils ont disparus et on ne sait presque rien d'eux: les Anciens...

    J'ai combiné avec un autre sujet.

    j'aimerais savoir ce qu'ils ont fait et ce qui a entrainé leur disparition.

    Ce qu'il ont fait est expliqué entre autre dans le supplément HL ou plus simplement dans le livre de règles V7. Leur disparition est due à l'explosion des portails mais on ne sait pas exactement ce qui leur est arrivé.

    on apprend pas mal de trucs sur eux dans le codex nécrons mais c'est du 40K...

    Ce sont les mêmes Anciens. Ce sont des maîtres de l'astophysique capable de se déplacer à travers les dimensions.

  11. Ça a le mérite d'exister

    http://www.talismancy.com/hammer/viewtopic.php?t=1914

    Il a de bonnes source le monsieur :)

    Par contre le profil est bidon ; les créations pas toutes terribles et dans l'esprit ; que fait un Jabber avec des Fimirs ? Que font les Boggnard ? la queue fimir perforante... mais biensûr...règle de brouillard plus que compliquée... :whistling:

    Fimir Army List for Warhammer 7th Edition. V 0.1

    Design Notes

    1) On the subject of Cathay/Ind/Nippon armies, Gav Thorpe suggested he would not be interested in new army ideas unless someone came up with a new way of fielding an army. This stipulation should be the major goal of any new army.

    My idea for Fimir is that the table is 'covered' in a blanket of fog. The enemy is faced with swirling mist that confuses and bewilders them, they'd prepare to charge what appears to be an enemy unit only to find it disappear before their eyes...

    2) Basic problems fixed: I have Fimir on 25mm bases, this just makes more sense, and it was the original intention and stops Fimir being an Ogre Army Clone. There stats are more in line with 6/7th ed statlines (but +1S). Their 'marsh daemons' are clarified and are now like corrupted Dryads. The awful daemonomaniac has had a face-lift and is a bit like an exalted daemon. Because of the base size confusions I've seen in fimir lists, I've given clear indications of my intentions.

    3) New troop types 1- Barghast (immune to psyc hound). 2- Bog Imp swarm unit.(not sure on these!) 3- Shearl Snatchers (a skirmish/missile unit) 4- Jabberwocky mount. 5- Troll-like fimir so you can get use out of the old models. 3 lords, 3 heroes, 5 core, 4 special, 1 or 2 rares depending on how you look at it. New units are inspired by old British and Irish folklore (as are the Fimir). I still have more ideas, but want to see how these pan out. I'm using Lore of Shadow at the moment for magic, this seems to encompass most of what I'd do with the Fimir magic anyway.

    4) New Fluff... I want to make Fimir even more repulsive. Obviously, this is a longer on-going project, the following is just a start...I recommend the sources listed below as an introduction to those not familiar with the race until I've got more of my own sorted.

    5) I wanted to make them uniquely 7th edition to embrace the new rules, but how can be done has eluded me. I have managed to get a few magic items that show this.

    6) Modelling and conversion workshop.. This is going to take some time as the models are pretty much non-existent (I'll only use heroquest figures if I have to). Once I get the list to work I'll get stuck into this.

    Some commentary on the The Bewildering Miasma rule (see Special Rules):

    NB only 3 units can benefit from this rule, Fimm, Shearls and up to 1 unit of Fianna.

    This is not final by any means, I've play tested it once (the Fimir lost, miserably). Also, if someone has a better way of wording this rule, let me know.

    It is the hope this generates a kind of 'is it? isn't it?' atmosphere, a bit like when you're faced with 3 units of night goblins and wondering if and where those Fanatics are.

    The Meargh rule is accounted for in her pts value and gives some bonus for not choosing a Ruinous Rampage army. It also allows her to be in a unit. The Dirach, at this point, cannot be in an unrevealed unit and cast spells, without revealing the unit, hence the existence of the tarl guard.

    As ranged attacks still affect a unit whether the target is a template or a unit, this is a good way of taking them out, even with the -1 modifier. This rule is 'open to abuse', for instance, a template representing a Fianna unit is deployed near a Shearl unit, the template is target by, say a magic missile, and takes 6 wounds which are displaced to the Shearl unit, leaving the Fianna unit intact. I personally think that this is an advantage to the rules and is almost an abstract version of the same privileges bestowed to Beastherds (ie ungors dying before Gors), but it will be completely revised if people think it is too powerful.

    Acknowledgements

    I cannot take credit for the whole work here, though what you won't recognise from older lists is probably mine I have used or have been at least inspired (or put off) by the following sources:

    Jes Goodwin & Graeme Davis: For the creation of the Fimir, a bit of design history, the entry in WHFRP 1st Ed, and the article 'Fimir' in White Dwarf 103.

    Nick Bibby: For getting it wrong.

    Alfred Nunez Jnr: A basic list for 6th Edition Warhammer, pretty much an updated version of Graeme's list, found in a few sources online.

    Warpstone Magazine Issue 25. Includes Nunez's list. I don't have this magazine, but there's enough in the preview to show I'm on a similar wavelength.

    DreadAxe: For the article found here in French: http://perso.orange.fr/dreadaxe/fimir.htm ; it points to some fluff I'd have missed otherwise.

    Maximillian Heinrich Pernburg: For an article named 'Censui Fimirica'. Although I don't agree with all of his vision, it was still a help.

    T. S. Luikart: For an article for WHFRP 2nd Ed. Again, this didn't offer much, though some may see parallels between the citation-style fluff- pure coincidence.

    The Stuff of Legends Web Site: For images of the original models.

    TheVoice: Thank you, your list went someway to inspiring mine.

    Various books, magazines, websites and very old ladies of rural inbreeding for folk-lore, cups of tea and bad dreams.

    Special thanks to Mrs B. Annis: You know what you did!

    The sources are listed here for reference.

    Background

    "In my eyes, there was never any doubt the accursed Firmir were up to something. There's been no raids on the outlaying villages for two years or so now, thank Sigmar! Don't know if them villages would still be there, what with the War and that. Even the caravans weren't reporting as many raids... They were rumours of them dying out, perhaps not even they were safe from the Chaos invasion! But I had my suspicions, I've hunted too many down not to know their cunning, I knew they were biding their time, waiting until all our resources spent driving out the invaders. And that brings us to the present, with an army of hundreds of the evil-eyed monsters, not three leagues from Marienburg; their dirty, daemon mist spreading over our good, clean city."

    -Marshall of the City Guard of Marienburg, 2553 IC.

    "My baby! Them! Those monsters! They stole my baby! What do they want with my poor baby girl? And what are you going to do? Sit there? Oh its fine for you behind your stout stone walls and your soldiers with their cannons. But out in the Marshes, what've we got? Rusting swords that couldn't through their fog, let alone their hides. Watchmen, overworked and exhausted, who can't even see their daemon servants grasping at them with poisoned talons until its too late. Our hunting dogs, no match for their ghostly black hounds. You need to raise an army NOW! Chase them down to that ruined fort they dwell in NOW. Kill every single one of them right NOW! But you won't, not until you go to your infant's crib and find a filthy boglar sitting, grinning, in her place..."

    - Grend Malz, Carpenter of Halsdorph, 2551 IC.

    "It was here, five years ago, that I actually first saw a, how do you say... fimir, what we call a 'fualigg'? The stories of our people had them bigger than trolls, this was false. But that was the only tale I'd heard about them that wasn't true. It was just to the north, on the road to Altdorf, escorting Lady Oustcraft and her entourage. We awoke early, there was a thick fog, but here in the Furdienst, that's not unusually. The night-watch reported seeing a large black dog; one of my men loaded his crossbow, only to watch it fade away in his sights, but that's all they had to report.

    "All was deathly silent. The chatter and croaking of unseen toads and boglars, which has accompanied us for the last week, had stopped. We could hear, or see, nothing. Then, about 100yards in front of us, we could just make out a swarm of strange shape-changing beings that moved with the mists. I was reminded, somewhat, of the Dryads I had seen, years ago, when travelling near Loren, but where they were enchanting and graceful even in their hatred and malice, these creatures were gawky and vile. We fired at them with crossbows, gaping holes opening in their bodies, which then closed again, those daemons unharmed. Six of us ran at them, swords drawn. They slashed back with long, bronze-coloured talons, which dripped with mucous. I darted a glace back to find a mob of fualigg attacking the coaches; the remainder of my men stabbing at them with spears and swords. One of the unnatural yirthkin tried to take the advantage by jumping at me, I dodged and hit him hard with my pommel, it collapsed to the ground and did not rise again. Leaving my cohorts still holding off the yirthkin daemons, I started back to the coaches.

    "My path was blocked. While the mob assaulting the caravan were man-sized with smooth, pointed tails, the group blocking my way were taller, wider wearing toughened leather with iron plates covering their bellies . Their muddy-green tails ended with large bony clubs, that swished from side to side, at first I thought they were for balance, then the closest one, I think a leader, eyed me with its large, singular eye and swung its tail directly at me. It hit me hard in the chest and knocked me backwards. I caught myself and spun round, wheeling my sword at its green, leathery head. My blow barely met and left a gash in its long sneering snout. It seemed to smile, but I cannot be sure what that expression was. I thought it would be a fight between just it and myself, like a dual; but it seems fimir have no such honour. From seemly nowhere, two others from its group grabbed me by my arms and held me steady, the leader swung its crude axe around in its bloated hand, it was, thankfully, interrupted by a cry from another one of its kind. I glanced over, following its gaze. At the carriages was a taller fimir wearing some kind of ragged robes, it had two curved horns protruding from the sides of its head and it carried a strange wand. The Draich, which I've learnt is what such a thing is called, called again in its shrieking, broken tongue, pointing to two of my fallen comrades at its feet. Another kind of Fimir appeared then, from inside a carridge! It was one of the smaller kind, but this one was leaner and more reptilian looking. over its shoulder was Lady Oustcraft, kicking and screaming, beating it on the back. The creature, somehow oblivious to the protests of the lady, kicked at the bodies below. There was no movement. The Dirach stung the Lady on the head with its rod and she fell quiet, unconscious. The creature strode away, out of my view. My adversary now turned back to me. I expected the axe to my neck, but instead it spun and its bony tail struck my knee, shattering it. Those beasts holding me released their grip and I fell face-first into the mud. When I lifted my head the Fimir had all gone.

    "We surveyed the aftermath, only five of my number had been killed, and three of those were of the troop that charged the yirthkin with me. The rest of my men were either just stunned or lightly injured. This was either fortunate or very strange, considering we were so outnumbered (we estimate there was around fifty, fimir and daemon in total). I had someone check our wares and moneys, they were untouched, despite the wealth we were carrying. All they took was our passengers, the Lady and her handmaids."

    -Sigmund Woethorne, Mercenary-Captain (Retired), 2253 IC.

    Special Rules

    Tail Attack: A Fimir with the Tail Attack special ability with have an extra Attack at S3 than their profile, in the case of Fimm Flaith, Mistmor, and Fianna Fimm, this Attack counts as Armour Piecing (-1 to Armour Save). The Bibbic Fimm have their own rule which is covered in their entry.

    The Bewildering Miasma: The presence of a Dirach on the table will bring with it a thick blanket of repugnant, impenetrable murk which swirls with movement, creating the illusion that you are surrounded by countless hordes of monsters only to find your mind's playing tricks.

    or each 1000pts, the Fimir player takes 1 Template Unit, plus 1 extra. For each unit in his list with Bewildering Miasma and each Template unit, he takes a Token. He then writes the names of each unit on the back of the Tokens and writes Decoy on the Tokens he gets for the Template units. He places the Tokens on the corresponding units. He can then swap a Decoy Token with another unit's Token, and repeats as often as he has Templates, or any Decoy Tokens can remain on the Template Units, if the player wishes. If the player has more Template Units than Bewildering Mist Units, then some of these must keep their Decoy Tokens.

    Example: Player A has a 1000pt Fimir Army. Amongst other units, it contains 1 Shearl unit, 1 Fimm unit and 1 Fianna Unit which has been upgraded to have Bewildering Miasma. He also receives 2 Template Units and 5 Tokens. He writes the name of each unit on a Token and places it on that unit. Player A then swaps one Decoy Token for the Shearl's Miasma Token and the other Decoy Token for the Fianna's Miasma Token. The Fimm unit keeps its own Token. So in effect there is are five units, which could be either the Shearl, the Fimm. the Fianna or just decoys.

    He then deploys as normal, counting the Templates as normal units for this purpose. Characters deployed in the units with the Bewildering Miasma Rule lose the following rules until the Token on that unit is removed:

    * Wizards cannot cast spells, though they still generate Power and Dispel Dice, and Dirarch still produce Miasma. No character or Standard Bearer can use Bound Magic Items. The exception to this rule is a Meargh, if in a Unit with Bewildering Mist, can cast spells but can measure for LOS and Range from any Unit that still has its Token. A miscast will affect the unit the spell is cast from, though she will be affected as normal.

    * Battle Standard Bearer's cannot allow break re-rolls as normal.

    * The General cannot confer his Ld on other units.

    The game then starts as normal. All units, including the Template Units can move and must follow movement rules as normal, including Marching, Wheeling and Declaring Charges. For all purposes, except those listed below, each unit, whilst it still has its Token has the following Stats: M4, Ld 7 and must Hold if charged and cannot use missile weapons.

    The Token, and the true nature of the unit, is revealed under the following circumstances:

    *if there is an enemy unit within 7" at the end of any movement phase.

    *an enemy declares a charge and is deemed to able to successful in charging, if the charge reveals a Decoy unit, then it is deemed to have failed its Charge.

    *an enemy unit has a magic item/spell/special ability which forces the unit to reveal concealed information about the unit.

    *the unit declares a charge, the Token is revealed after the charge reaction is given and only if the unit ends within 7" of the target unit (ie it is not revealed if the target unit flees and ends up 7" away from the unit' failed charge).

    *There are no more Dirarch on the table. Note, fleeing or rear-rank Dirarch still create Bewildering Mist. the mist rule only stops and all remaining Tokens are revealed if all the Dirarch are removed as casualties or flee from the table.

    *The revealing of one unit then reveals another, so revealing a Template would automatically reveal the Bewildering Mist Unit it was feigning to be.

    If the Token on a Template is revealed to be a Decoy, then the Template and Token are both removed from play. If a Token on a Unit is revealed to be a Decoy, then the Template with the Unit's Token is removed from play, along with its Token, and the Unit is moved to takes its place, facing the same direction.

    If the Token on a Template is revealed to be a Unit, then the Unit is moved to the position of the Template, facing the same direction, and the Template and both Tokens are removed from play. If the Token on a Unit is revealed to be the Unit, then the Token is removed and play continues.

    If a unit targeted or affected by either shooting, magic, or artillery, then the closest Unit with Bewildering Mist rule (even if it has been been revealed) counts as taking the damage, and that unit is used for T, W, Armour save, Ld etc, and models are removed from that unit.

    A Meargh (if in a unit with the Bewildering Mist rule) can use any unit with the rule or template (revealed or not) for the purposes of LOS and range; this does not reveal the unit or whereabouts of the Meargh; a miscast will affect the unit the spell is cast from, though she will be affected as normal.

    The Fimir Fog: A unit of Fimir with a unit strength of 10 or more will create a swirling fog which causes a -1 to hit modifier on any attempt to shoot at the unit from a distance of more than 7". This rule is conferred to any character joining the unit.

    The Burning Eye: The Sun is an object of great distress to the Fimir, their single eye lets in too much light, a reason to why they generate a thick fog. If for any reason a unit with the Burning Eye rule is not covered by Fimir Fog or Bewildering Mist (ie no Dirarch on table and unit strength is less than 10) then the unit is affected with Stupidity.

    Marsh-lore: Fimir and other Marsh-dwellers are at home with terrain of this nature and therefore the following count as open terrain: bogs, marsh, swamp, thick mud, and they benefit from counting as being in 'soft cover' whilst in these terrain types. Areas of open water, such as rivers or lakes still counts as difficult or impassable terrain as normal.

    The Armies of the Fimir

    Lords

    0-1 Meargh 240pts Lv4 wizard (Can choose either Lore of Shadows or Death), can take up to 100pts of Magic Items. Must be the Army's General.

    The Meargh are the ruling Caste in Fimir society and are the only females of the race. There is typically only one in each tribe, unless another one is secretly being raised by an rival Dirach, when ready to rule, the existing Queen will be 'removed', unless she destroys the uprising first. The Meargh are never born, only transformed from human infants during secret rituals lasting years. They have the uncanny ability of seeing what lower Fimir see and can even channel spells through them. The Meargh look similar to the Dirach except they may have a shock of black hair and have crude feminine features.

    			M WS BS S T W I A Ld
    Meargh	  4 3  3  4 4 3 3 1 9

    Equipment: Hand Weapon.

    Grand Dirach 185pts Lv3 wizard (Lore of Shadow), can take up to 100pts of Magic Items.

    The Dirach are also known as Daemon-Friends, they are the wizard-priests of the Fimir, they often wear ragged robes and have horns which protrude from their heads. The Grand Dirach acts as a Chancellor at the Meargh and is sometimes the Priest that created her, although more commonly a Meargh will go through several Grand Dirach through her reign.

    			M WS BS S T W I A Ld
    Gr Dirach   4 3  3  5 4 3 3 2 8

    Equipment: Hand Weapon.

    Fimm Mistmor 120pts Tail Attack (ap), can take up to 100pts of Magic Items.

    The Mistmor is the highest position that a warrior Fimir (Fimm) can attain, it is the equivalent to the rank of a General and sometimes a Mistmor can even be responsible for a coup against a Meargh, though this is rare; the punishment for failure is exile. The Mistmor are powerful creatures of great strength, their tails end in huge serrated blades.

    			M WS BS S T W I A Ld
    Mistmor	 4 6  4  5 5 3 5 4 9

    Equipment: Hand Weapon. Additional Hand Weapon + 6pts, Great Weapon + 7pts, Halberd + 6pts. Light Armour +3 pts, Heavy Armour +6 pts, Shield +3pts.

    1 Grand Dirach or 1 Fimm Mistmor may ride a Jabberwocky which takes a Rare choice as well. When riding, a Fimm Mistmor will lose his Tail Attack.

    Jabberwocky 250pts Terror, Large Target, Fly, Unit Strength 4 (5 including rider), Scaly Skin (4+). Magic Resistance (2).Bandersnatch (see below).

    Jabberwockies are strange beasts, often said to be related to wyverns, but more likely they were cursed along side the Fimir, as they came into being around the same time and share similar homelands. The Fimir Nobility sometimes ride a Jabberwocky into battle, using its long reach to attack wizards and other vulnerable types hidden amongst troops.

    			  M WS BS S T W I A Ld
    Jabberwocky   6 3  3  5 5 4 3 3 6

    Equipment: Claws and Bandersnatch Jaws (hand weapon)

    Bandersnatch: The Jabberwocky can direct one of its attacks to any one model (or model 'part') in the unit no matter of the position of the model. It can even do this whilst involved in a Challenge.

    Heroes

    1+ Dirach 75pts Lv1 wizard (Lore of Shadow), can upgrade to Lv 2 for +35pts, can take up to 50pts of Magic Items.

    The Dirach are the wizard-priests of the Fimir. At this level they are responsible for the diabolic rituals practised to appease Balor, for summoning the Yirthkin. for managing the breedherds, and for keeping the Meargh entertained. They are usually separated into groups depending on their duty, and different groups usually rival one another for the Meargh's favor. In battle, they have a special role in summoning the mists that the Fimir depend upon to hide their numbers and protect from the Burning Eye of the Sun. Like the Grand Dirach, they wear dirty, torn robes, have smooth, lizard-like tails and sometimes, depending on age and rank, have horns.

    			M WS BS S T W I A Ld
    Dirach	  4 3  2  4 3 2 3 1 7

    Equipment: Hand Weapon.

    Fimm Flaith 70pts Tail Attack(ap). 1 Fimm Flaith can be upgraded to Battle Standard Bearer for 25pts, can take up to 50pts of Magic Items.

    The Flaith are the captains of the Fimir armies. They are almost exclusively promoted from the Fianna Caste of the Fimm. They have bladed tails.

    			M WS BS S T W I A Ld
    Flaith	  4 5  3  5 4 2 4 3 8

    Equipment: Hand Weapon. Additional Hand Weapon + 4pts, Great Weapon + 5pts, Halberd + 4pts. Light Armour +2 pts, Heavy Armour +4 pts, Shield +2pts.

    0-1 Broolafimm 225pts (takes up an additional Hero Slot; cannot be the General) Terror, Frenzy, Large Target, Immune to Psychology, 5+ Ward Save (can't be used against magical attacks), Marsh lore, Unit Strength 3. Unstable.

    The Broolafimm are part of an on-going experiment to summon the essence of Balor into the body of a Fimm. The ritual is one that takes many years to perfect, and even then the results are somewhat problematic. The resulting creature is part daemon and shares many of the characteristics bore by the Daemons of Chaos, except the wings are far too small and underdeveloped to allow flight. If defeated in combat, the daemonic force within the Broolafimm escapes back to the realms it was summoned from, the remaining physical husk rapidly dissolves in a horrific and unnerving manner.

    			  M WS BS S T W I A Ld
    Broolafimm	6 7  0  5 5 3 6 5 9

    Equipment: Talons (counts as Hand Weapon, poison attacks, magical attacks)

    Unstable: If the Broolafimm is beaten in combat, it does not take a break test. Instead take a Ld test with Ld modified by the Combat Resolution result, if the test is failed, the Broolafimm dissolves, all enemy units in base-to-base contact must take a panic test.

    Core

    1+ Fimm Warriors 9pts per model 25mm, unit size 10+. Fimir Fog, Burning Eye, Marsh-lore, Bewildering Miasma, Tail Attack

    The Fimm are the warrior castes of the Fimir and make up the mainstay of the army. If fact, an army will always contain at least one unit, as they are the most numerous of the warriors that can make best use of the Diarch's Miasma. they often make best use of their superior strength by carrying two axes or maces at a time and wear leather hides for protection. They also have tails that end in boney clubs or horned spikes which they can use as weapons with ease.

    		  M WS BS S T W I A Ld
    Fimm	  4 3  2  4 3 1 3 1 7
    Fian	  4 3  2  4 3 1 3 2 7

    Equipment: Hand Weapon, Light Armour, may upgrade to Additional Weapons at a cost of 2pts a model or Shields at a cost of 1pt a model.

    A Fimm in each unit can be upgraded to a Fian for 12pts, a Standard Bearer for 12pts, and a Musician for 6pts.

    Fimm Tarl Guard 9pts per model (cannot be taken in a Ruinous Rampage Army) 25mm, unit size 10-25, Fimir Fog, Burning Eye, Marsh-lore, Tail Attack. (NB No Bewildering Mist rule)

    Some Fimm castes are not natural raiders, but instead are broader and bulkier. These are used as guards to protect the Fimir territories. They use long, serrated spears, or sometimes pole-arms that crudely resemble Halberds.

    		  M WS BS S T W I A Ld
    Fimm	  4 3  2  4 3 1 3 1 7 
    Tarl Fian 4 3  2  4 3 1 3 2 7

    Equipment: Hand Weapon, Spears, Light Armour, may replace Spears with Halberds at a cost of 1pts a model. May upgrade to Shields at a cost of 1pt a model.

    A Fimm in each unit can be upgraded to a Tarl Fian for 12pts, a Standard Bearer for 12pts, and a Musician for 6pts.

    1 Unit of Fimm Tarl Guard may carry a Magic Banner up to 50pts.

    Shearl 5pts per model 25mm, unit size 10+, Fimir Fog, Burning Eye, Marsh-lore, Bewildering Miasma.

    The Shearl of the lowest caste of the Fimir, they are used as slaves and workers. They are used in battle to bolster the army's numbers and help distract the enemy from the elite troops. They are smaller than the Fimm and have smooth tails.

    		  M WS BS S T W I A Ld
    Shearl	4 2  2  3 3 1 2 1 6 

    Equipment: Hand Weapon, may upgrade to Shields for 1pt per model, or spears for 1pt per model.

    A Shearl in each unit can be upgraded to a Standard Bearer for 10pts.

    Barghast 9 pts per model cav base; unit size 5+, Immune to psychology, Ward save 6+ (cannot be used on daemon or magic attacks)

    The folk who live in the marshlands of the Old World often tell tales of ghostly Black Hounds appearing before an unfortunate event, almost as a bad omen. Caravans also mention similar creatures, though they name them differently. How the Firmir are involved with these creatures, it is not known, but there are more reports of the Fimir using such beasts as scouts in their armies.

    		  M WS BS S T W I A Ld
    Barghast  8 3  0  3 3 1 4 1 6
    Cu Sithe  8 3  0  3 3 1 4 2 6

    Equipment: Jaws and Claws (counts as hand weapon).

    Upgrade 1 Barghast to Cu Sithe for 12pts.

    Spriggens 25pts per base. 40mm; swarm, unit size 3 or more bases. (do not count towards core), Marsh-lore, Immune to psychology, Stubborn. Cannot be joined by characters.

    The Marches, bogs and fens of the Old World produce a number of types of small supernatural creatures, sometimes they appear as small, fat toad-like creatures, other times as bright floating lights that guide the lost further into the murk. The names these are known by varies from place to place but they are most commonly known as Spriggens. The Fimir are known to herd these into swarms and release them on the battlefield.

    		  M WS BS S T W I A Ld
    Spriggens 4 2  0  2 3 3 2 3 5 

    Equipment: none

    Special

    Fianna Fimm 16pts per model 25mm, 10+, Fimir Fog, Burning Eye, Marsh-lore, 1 unit can be upgraded to have Bewildering Miasma for 35pts, Tail Attack (ap).

    Of all the Fimm, the Fianna are by far the fiercest. They are a clear foot taller than the other Fimir and their tails end in long blades that they sharpen, and, with the right force and training, they can use to slice through armour and flesh alike. Due to their ferocity, the Fianna find it difficult to refrain themselves enough to take advantage of the Dirach's Miasma, a few Fianna are cunning enough to do this and their kind are feared amongst men and Fimir alike.

    			M WS BS S T W I A Ld
    Fianna Fimm 4 4  2  4 4 1 3 1 7 
    Finmor	  4 4  2  4 4 1 3 2 7

    Equipment: Hand Weapon, Great Weapon, Heavy Armour.

    1 Fianna Fimm in each unit can be upgraded to Finmor for 12pts, Standard Bearer for 12pts, and Musician for 6pts.

    Can take a Magic Standard up to the value of 50pts.

    Yirthkin 16pts per model 25mm, 8+, Immune to psych, fear, 5+ Ward Save (can't be used against magical attacks), Poisoned and magical attacks, Marsh-lore, can't be joined by characters.

    Whether the Yirthkin are the remnants of an ancient mystical marsh-beings or an incarnation of Chaos picking up on the decay and sorrow of the bogs is not known. What is known is that they are malicious, baleful beings who hate and despise all that trespass their domains. The Dirach have a strong magical dominance over the Yirthkin and can draw them out of there boggy pits to join the ranks of their armies and patrols. The Yirthkin have no love at all for the Fimir and the term 'Daemon-friends' is anathema to the actual relationship between the races.

    		  M WS BS S T W I A Ld
    Yirthkin  5 4  0  4 4 1 4 2 6
    Y Fideal  5 4  0  4 4 1 4 3 6

    Equipment: Talons (count as hand weapons and poison attacks)

    1 Yirthkin in each unit can be upgraded to Yirth Fideal for 12pts.

    0-1 Shearl Snatchers 7pts per model. 25mm, 5-20, Marsh-lore, The Burning Eye, Skirmish.

    The Snatchers are something not seen before in Fimir. Where or how they originated is not yet known, but they have been spotted at the majority of areas where Fimir are know to occupy. They are clearly Fimir, one-eyed and green, but are much more slight, with a almost bird-like posture and do not seem to be cloaked in the fog that follow the Fimir. They have longer, plain, tails and longer legs with a much faster stride. They have mostly be seen in raiding parties where their purpose is to snatch their prey, most often women. They have also been seen in battles using slings (to limited effect) to harass the enemy.

    			M WS BS S T W I A Ld
    Snatcher	5 3  2  3 3 1 3 1 6 
    Fiac Snatch 5 3  2  3 3 1 3 2 6

    Equipment: Hand Weapons Can be upgraded to use slings at 3pts per model.

    1 Snatcher in the unit can be upgraded to a Fiac Snatch for 10pts.

    Boglars 3pts per model, 20mm, 10+, Marsh-lore, Squabble, Fear Elves (not out-numbered 2:1). Count as Goblins for appropriate rules.

    Fact: goblins get everywhere, the marshlands are no exception. The goblins of swamps and bogs of the Badlands are called Boggarts, they are tribal and live in direct competition with other goblins and orcs. In the Old World, they are more like the smaller Gnoblars of the Mountains of Mourn, they live in simple, isolated communities, very rarely having anything to do with the dry-land world. The Fimir often trade with them for information as Boglars often go unnoticed or not seen as a threat; and occasionally the Fimir may even coerce them into battle, supporting the lines where the Miasma cannot penetrate.

    		  M WS BS S T W I A Ld
    Boglar	4 2  3  3 3 1 2 1 5 
    Boss	  4 2  3  3 3 1 2 2 5

    Equipment: Hand weapons, shields, Can replace shields for Javelins for 2pt a model.

    A Boglar in each unit can be upgraded to a Boss for 8pts, a Standard Bearer for 8pts, and a Musician for 4pts.

    Rare

    Bibbic Fimm 40pts per model. 40mm, 1+, Fimir Fog, Causes Fear, Stupidity.

    The Bibbic Fimm are the product of early experiments using different creatures such as Ogres and Trolls in the breeding herds in attempt to fashion even fiercer warriors. Most products were mutated beyond all use and were left to die on exposed rocks, some did indeed grow into hideous half-Troll, half Fimir monsters. Even though they were still rare in comparison with the other Fimir, they had a lasting effect on the minds of those that they attacked, some even believing that all Fimir were this immense size. But the Bibbic were too unpredictable and prone to killing their keepers in rages. In the end, the Dirach often had to cull their numbers. To those who had knowledge it did seem that the era of the Bibbic was coming to a close, but the new waves of Fimir Rampages and raids proves that once again, the Dirach are breeding these horrendous beasts. No Bibbic Fimm is the same but all stand nearly twice the size of a Fimm warrior, they carry whatever weapons they can find big enough to fit in their oversized hands and have numerous bits of armour bonded to their flesh. The most fearsome thing about them is their Tail attacks. The tails of the Bibbic are massively thick and end in huge, spiked clubs, they are so big the Bibbic cannot use them in the same manner the Fimm or Fianna do, but instead use all their energies to spin round and throw their tails at the enemy with a blow that could easily crush a man's skull.

    			M WS BS S T W I A Ld
    Bibbic Fimm 6 3  1  5 4 3 2 3 4

    Equipment: Assortment of heavy clubs, axes, etc (counts as hand weapon but has armour piercing). heavy armour.

    Bibbic Finn tails: Instead of their normal attacks, the Bibbic Finn may choose to swipe with their huge tails, this single attack has to hit as normal but counts as S7 and also confers a Killing Blow.

    Cyclops 205pts each. unit size 1, follows the same rules for the Dogs Of War Giant

    (NOTE: Something needs to be done to this Cyclops to make him different)

    Dogs of War. May take Dogs of War of any race except Skaven taking a rare slot at points indicated on the appropriate list.

    Magic Items

    Common Magic Items: at +5pt normal cost, except Dispel Scrolls and Power Stones, which are 25pts each.

    Weapons

    Vorpal Sword: 25pts. Bearer gains Killing Blow ability.

    Plague Blade Axe: 60pts. All attacks from the bearer of this Axe count as Poisoned attacks and Wounds caused are doubled.

    Ack-Finn Bow: 35pts. Counts as a Normal Bow except it gives the bearer BS4, and any hits count as S4 and as Magical Attacks.

    Axe of the Ancients: 40pts. Counts as a Great Weapon, always hits on 3+, regardless of opponent's WS, in addition, the bearer hates all Skaven models (including Rat-Ogres, etc)

    Armour

    Armour of the Accursed: 50pts. Counts as Heavy Armour (5+), can be combined. Any magical weapons which causes one or more wounds on the wearer will lose all magical properties and counts a mundane weapon of the same type, whether in close combat or not.

    Cyclopean Helm: 25pts. The wearer gains +1 Armour save, in addition gains the 'Always Strikes First Ability'.

    Armour of the Sacrifice: 30pts. Counts as Light Armour (6+) and can be combined as normal. In addition, the 1st wound lost can be ignored if there are any friendly Shearls on table. Remove 1 shearl model of controller's choice as a casualty, this will not cause panic.

    Arcane

    Staff of Finfaust: 75pts. When rolling to cast, the spell will be cast as 'Irresistable Force' if any of the Power dice roll a 6. It will only miscast if two or more dice roll a 1 as normal. A miscast will take precedence as normal.

    Staff of Entrails: 50pts, Meargh only. Once per Magic phase, a Meargh may use the power dice of another friendly wizard as her own, in effect, the Mearch gains +1 Power Dice, another wizard (controller's choice) loses -1 Power Dice.

    Cowl of Diabolical Sacrifice: 35pts Meargh only. While there are shearl models on the table, the bearer gains a 4+ ward save. If a save is successful, then a shearl model of controller's choice is removed instead. This will not cause panic.

    Jub-Jub Familiar: 25pts. Choose one model in base to base contact, this model must pass a leadership test to attack the bearer of the Jub-Jub.

    Bucca Spell Familiar: 20pts. The bearer knows one more spell than is normal for the level, this does not increase Magic Level.

    Tarasque Rod: 20pts. The rod is used as a weapon. It grants +1 S in combat and all attacks count as Flaming.

    Talismans

    Balor's Favor: 20pts. The wearer and the unit it is with gains Magic Resistance (1).

    Manxome Amulet: 20pts. One use only. Must be used at the start of a turn (though this can be either player's). The wearer and the unit it is with counts as causing Fear until the end of turn.

    Enchanted Items

    Petrified Heart: 25pts. The bearer and the unit it is with will always count as having a unit strength of at least 5 if an enemy unit flees into them.

    Crimson Gem: 35pts. One use only. The bearer adds D3 to the combat resolution of the first combat round it is involved in. On the result of a 3, the bearer also takes 1 W with no saves of any type allowed.

    The Blackened Tail-Brace: 30pts. A model wearing this gains a tail attack, if it doesn't already have one, S4, armour piercing, and can reroll its roll to hit..

    Magic Banners

    Banner of the All-Seeing: 40pts. One use only, the bearer and the unit he is with can declare a charge without having LOS to the unit, it must be able to reach the unit using normal charge movement rules though.

    Standard of The Evil Eye: 50pts. Power Lv 4. Bound Magic Missile, range of 24", causes d6 S4 hits.

    Banner of The Unborn: 60pts. Any enemy in Base to Base contact with the Bearer or the unit he is with has -1 to hit in Close Combat.

    Shadowy Banner: 15pts. The unit that the bearer of this banner is with does not have the 'Burning Eye' special rule.

    Icon of Balor: 30pts. The unit gains +1 to all pursue rolls. Flee rolls are unaffected.

  12. Dommage qu'un mail ne soit pas envoyé automatiquement au orga pour leur demander le classement.

    Ca je suis d'accord ... Bonne idée :)

    Ça marche maintenant ça ?

    Dommage que quand on fait une annonce public sur un tournoi elle ne soit pas automatiquement envoyé par mail au préinscrit/inscrit...

    Elle apparaitra dans la newsletter ... Tu peux toujours l'envoyer par mail grace à la fonction "mail de masse" de la page orga :lol:

    Yep mais un case à cocher pour aussi envoyer par mail serait intéressant... les gens reçoivent pas forcément la newsletter (si ?)

  13. A -> Donner une note de compo, ce qui implique que la liste est validée

    Si tu es en mode Contrôle Simple (voir panneau Modification info du tournoi > contôle liste d'armée)quand tu cliques sur A tu passes de non à oui (non reçu à reçu)...

  14. ça me semble pas mal

    Charmes de Puissance : Alors qu'il preparait sa revanche sur Middenheim, l'Imprecateur a crée plusieurs objets qui l'aideraient à accomplir son objectif. Dieter produit 5 Dès de Pouvoir à chacune de ses phases de magie, et non 4 comme il devrait normalement le faire.

    ça me gène que ça soit un objet magique surtout parce que la description laisse supposer qu'il l'avait à son départ de Middenheim... Hors il ne l'a pas dans les règles V4... M'enfin c'est un détail.

    Creature Vivante : Dieter n'a jamais osé franchir le pas et devenir une puissante Liche, il est (et compte resté) une personne bien vivante. Il ne suit donc pas les Lois de la Non-Vie.

    L'explication background est peu réaliste... Je préfère l'explication de Lord Lucifer "Dieter has not yet fully gone over to Undeath, bearing still some of the vitality of the living." Une règle qui va bien à ce personnage vestige de la V4/5. Par contre s'il n,e suit pas les lois de la non-vie ça pose pas mal de problème il peut rejoindre des unités de MV ? Comment se passe les corps à corps, la panique...

    Perso je mettrais. "Il suit les Lois de la Non-Vie mais ne subit pas de blessures à cause d'un résultat de combat.

    Tu as consulté la LA V4 MV mais pas la LA V5 CV. Voilà la version qui a remplacé les règles V4

    DIETER HELSNICHT ............ 690 points

    Votre armée peut inclure Dieter Helsnicht, le Grand Imprécateur de Middenheim. C'est un seigneur nécromancien qui peut commander votre armée si vous le désirez ; dans ce cas, il remplace le général dans la liste d'armée.

    Dieter Helsnicht, figure emblématique des morts-vivants, était autrefois un magicien craint et respecté, mais fut contraint de fuir Middenheim après la découverte de ses expériences nécromantiques. Il construisit alors une forteresse secrète dans la Forêt des Ombres et la dissimula à l'aide de maléfices, si bien qu'aucun chasseur de sorcière ne le découvrit jamais. De cette retraite, il prépara sa vengeance.

    Après des décennies, ses plans parvinrent à maturation et c'est à la tête d'une gigantesque cohorte de morts-vivants qu'il marcha sur Middenheim, cherchant à faire s'abattre la dévastation sur ce qui autrefois avait été sa ville natale. Après d'innombrables affrontements et de nombreuses victoires, il fut finalement arrêté à la bataille de Beeckerhoven. Son corps, néanmoins, ne fut jamais retrouvé, et il est plus que probable qu'il parvint à s'échapper grâce à son horrible manticore.

    DIETER HELSNICHT 4 4 4 4 4 4 6 3 10

    MANTICORE 6 6 0 7 7 5 4 4 8

    Armes/armures : Dieter brandit l'Épée Runique du Chaos et chevauche une manticore.

    Sorts : Dieter est un nécromant de niveau 4 doté de 4 sorts.

    RÈGLES SPÉCIALES

    Détermination maléfique

    Dieter possède une volonté d'acier qu'il impose même aux créatures les plus maléfiques et les plus récalcitrantes. Sa manticore n'a pas à effectuer de tests de monstre enragé lié.

    Sorts

    Dieter fait preuve d'un grand talent pour tout ce qui a trait à la destruction et peut mélanger librement les sorts de magie noire et de nécromancie ; il n'est donc pas limité à un seul type de magie. Néanmoins, s'il peut choisir ses sorts nécromantiques, il doit toujours tirer ses sorts de magie noire aléatoirement.

    OBJETS MAGIQUES

    Dieter Helsnicht porte toujours les objets suivants :

    Bâton de Feu

    Objet cabalistique 50 points

    Les yeux du Bâton de Feu rougeoient d'une lueur magique tandis que ses dents claquent et grincent constamment.

    Une fois par phase de magie, le bâton peut lancer le sort Crâne de Feu. Le crâne enflammé parcours 24ps, percutant la première unité sur sa route et lui infligeant 1D3 touches de Force 4. Toute unité subissant une ou plusieurs pertes suite à ce sort doit effectuer un test de panique ; en cas d'échec, elle fuit comme décrit dans le livre de règles de Warhammer.

    Épée Runique du Chaos

    Arme magique 65 points

    Cette arme fut forgée par le nain Grungni Coeur de Fer un maître des runes perverti par les dieux du Chaos.

    Les runes forgées dans la lame augmentent la Capacité de Combat, la Force et les Attaques du porteur de +1 chacune.

    Parchemin de Pouvoir

    Objet cabalistique 30 points

    Ce parchemin recèle une grande puissance magique qui est libérée lorsqu'il est lu à haute voix.

    Le porteur peut utiliser cet objet pour lancer un sort sans aucune carte pouvoir. Le sort ainsi lancé peut être dissipé normalement.

    Une seule utilisation

    Maintenant il faut voir. Détermination maléfique qui ne faisait pas faire le test monstre enragé lié chaque tour doit disparaitre en V6... Attention aucun rapport avec le test de réaction des monstres. Simplement que la manticore était bien spéciale en V5. Par contre Détermination maléfique peut représenter sa capacité à s'attacher au plan matériel et représenter ses avantages face à la non-vie.

    Personellement je ne vois pas ce personnage détaché du scénario de la bataille de Beeckerhoven qui était dans le LA V4 MV, dans le WD n°?? pour la V5.

    Un peu plus de fluff

    Au-delà de ces montagnes s’étend la Forêt des Ombres, où le nécromancien Dieter Helsnicht, Grand Imprécateur de Middenheim, s’enfuit suite à sa défaite devant Ar-Ulric Herrsher et sa compagnie du Loup Blanc. Son armée fut battue il y a plus de mille ans à la Bataille de Beeckerhoven mais son corps ne fut jamais retrouvé, et depuis, des légendes persistent dans les contrées superstitieuses d’Ostland et du Hochland selon lesquelles il hanterait encore les forêts, fomentant sa revanche contre la cité qui causa sa chute.
  15. En Mars j'avais demandé à Treps de relir la traduction. Voilà ce qu'il m'avait renvoyé

    Un premier jet, je n'ai pas relu je ferai ca demain :

    -----

    Angestag : un matin clair de 2513 à Brauzcit. Jour de la triste bataille de la vallée de l'Aver.

    L'armée du seigneur nain Durnatz Duran etait déployée dans la vallée, face à la terrifiante horde du Seigneur et Roi auto-proclamé Uggo. A l'arrière de l'armée, au pied d'une colline basse se tenait Durnatz

    Duran en personne. Avec une touche de peur et d'admiration il supervisait le rituel d'evocation de la légendaire 207eme loge de la Guilde des Ingénieurs du bord du monde.

    Torin "Marteau à Vapeur" Algenonsonn se tenait debout sur un gros coffre en bois dissimulant partiellement une grande table à dessin remplie de symboles caballistiques. A ses pieds, son célèbre chien "Noiraud", pris

    dans l'excitation de l'évènement, faisait le beau en aboyant. Les apprentis de la Guilde etaint en train de mettre les touches finales à la préparation des légendaires Coptères volants.

    Torin réajusta sa moustache immaculée et commenca le chant rituel en pointant chacun des symboles tour à tour. Le moindre de ses mouvements etait observé religieusement par les autres membres de la Guilde. Même les apprentis finirent les derniers règlages en silence avant que les machines puissent prendre leur envol.

    Torin Parla : "Okay les gars, y sont venus à plus de onze cent. Tango Charlie Fever, Les ecrase-saucisses sur (Brauzcit), haut les coeurs !"

    "Les ecrase-saucisses sur (Brauzcit), haut les coeurs !" reprirent d'une seule voix les nains de la Guilde

    "Eclatez les pour six! (Bandits niner niner)!"

    "(Bandits niner niner) !" repondirent-ils avec une precision très militaire.

    Froncant les sourcils, Torin regarda le ciel bleu et vide. En baissant son regard il pouvait voir l'armée de Durnatz déployée face à l'immense horde gobelinoide. Il se tourna vers l'apprenti sur sa gauche, la compagnie entiere devint soudainement silencieuse.

    "Ne te contente pas de crier, Fais sonner la cloche"

    L'apprenti, fit sonner furieusement une enorme cloche, emporte par le poids il tomba mais continua de sonner sans s'arreter, malgre les marques d'attentions du tres joueur et excite "Noiraud".

    Propulse par leurs petites jambes musclees, les nains coururent vers leur machines. Un par un ils montèrent, s'installèrent en selle, vérifièrent la pression et levèrent le pouce.

    Quand la dernière machine fut prête Torin leva sa main gauche et commenca a donner des ordres. Il hurlait de toute la puissance de sa voix, mais on pouvait tout juste l'entendre au dessus des sifflets de vapeur, du rythme entrainant des rotors et du son de la cloche.

    "Roger et degagez! Enlevez les cales! Tora tora tora!"

    "tora tora tora" Chanterent les nains de la guilde, qui, un par un decollerent lentement avec leurs chargements impressionnants de bombes et de canons.

    Pour les niner niner c'est une reference a la cavalerie aeroportee US (helicos et napalm) au vietnam mais je ne vois pas comment la traduire...

    pour Knock 'em for Six c'est une expression qui vient du jeu de cricket, je vois mal traduire ca en francais... je cherche...

    pareil je cale sur brincy, je cherche...

  16. REGLES TOURNOI-RENCONTRE MAN O' WAR DE LA GNF7

    Le Dimanche 29 Octobre 2006 à Gerzat (5 Km de Clermont-Ferrand) Salle le Gallion

    • Ce tournoi-rencontre verra s’engager des flottes de 1000 points. Les conditions de victoire seront celle des scénarios.

    • Timing : Début à 9H00. Il ne faut pas oublier que dans le cas général les parties peuvent aller jusqu'à l'extermination ou retrait complet d'une flotte par un bord de table. Les joueurs d'un commun accord sont aussi libre de stopper une partie quand bon leur semble. 2h00 de jeu semble être un bon timing. Dans ces conditions la rencontre durera 3 ou 4 parties suivant le temps, la fatigue et le nombre de protagonistes. Sachant que les joueurs sont libres de continuer ensuite si tel est leur souhait.

    • Les vaisseaux devront être peint (ou sous-couché au minimum), et facilement identifiable pour le plaisir de tous.

    • Toutes les flottes du livre des règles de Man O' War, Fléau des Mers et Mer de Sang pourront être jouées. La Flotte de Morts-Vivants et la Magie Nécromantique (du Citadel Journal 6 et Citadel Journal 9 disponible sur

    http://fr.groups.yahoo.com/group/Manowar_fr/) peut être jouée si la flotte respecte le deuxième point du règlement. Le joueur devra quand même amener un exemplaire de ces articles pour montrer à son adversaire.

    • Les suppléments de règles des Citadel Journal sont autorisés (voir la liste) et disponible sur http://fr.groups.yahoo.com/group/Manowar_fr/ :

    #1) Blood and Iron: Dwarf runesmiths and master engineers in MOW

    #2) Wind and Wave: High Elf magic in MOW

    #3) Curse'd of Naggaroth: optional extras for Dark Elves in MOW

    #5) We Are Sailin': Kustom cards and Waaagh magic rules for Orcs in MOW

    Le joueur devra quand même amener un exemplaire de ces articles ou bien sa traduction pour montrer à son adversaire.

    • La liste de Flotte doit être lisible et pratique.

    Voilà si vous avez des remarques à faire ou des questions à poser n’hésitez pas.

    Dreadaxe benoit.dumeaux@wanadoo.fr

    Inscription

    http://www.tabletoptournaments.net/fr/t3_t...nt.php?tid=1283

    P.S. N’oubliez pas que ce tournoi fait partie d’une convention de 2 jours (vendredi, samedi, dimanche) durant laquelle de nombreux autres tournois (y compris de jeu de rôle et un concours de peinture) sont tenus. De plus cette convention accueillera des parties d’initiation et des parties libres. Une salle sera tenue à disposition pour ceux voulant dormir. En plus de la buvette, un repas chaux est prévu le samedi soir. Plus de détail sur le programme disponible sur

    http://fr.groups.yahoo.com/group/gobelinnightfever/

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