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Dreadaxe

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  1. https://docs.google.com/spreadsheets/d/1dt0mfTgBWvEUD5yKY_VCADErrGdk50Ii/edit#gid=887548143

     

    Company Name: Website: Range coverage: Price per model: Notes:
    Shieldwolf https://www.shieldwolfminiatures.com/ogre-kingdoms Low High
    Imperial Ogre proxies; Resin
    Wargames Foundry https://www.wargamesfoundry.com/collections/early-16th-century-renaissance Medium Medium Metal
    Casting Room https://www.castingroomminiatures.com/collections/renaissance Medium Medium Metal
    Assault Group (Germans) https://theassaultgroup.co.uk/product-category/renaissance/maximilian-imperial/ Low Medium Metal
    Assault Group (Swiss) https://theassaultgroup.co.uk/product-category/renaissance/french-valois/ Low Medium Metal
    Artizan Designs https://www.artizandesigns.com/list.php?man=20&cat=137&page=1 Low Medium Metal
    Eureka http://www.eurekamin.com.au/index.php?cPath=87_126_756_757&sort=3a Low Medium Metal
    Steelfist https://www.steelfistminiatures.com/product-category/italian-wars-1494-1538-product_cat-19/ Medium Medium Metal
    Athena https://www.athenaminiatures.co.uk/Landsknechts/cat6776949_4617751.aspx Low Medium Metal
    Old Glory https://www.oldgloryminiatures.com/products.asp?cat=199 Medium Low Metal
    Black Chapel https://blackchapelminiatures.com/en/7-altreich Low High Metal
    Lead Adventure https://www.magistermilitum.com/manufacturer/lead-adventure-miniatures.html?cat%5B0%5D=59618 Low High Metal
    Assault Group (Fantasy) https://theassaultgroup.co.uk/product-category/fantasy/ Medium High Metal
    Last Sword (Sisters of Sigmar) https://lastsword.com/en/online-store/?wpf=tienda_menu&wpf_cols=3&wpf_physical-or-digital=atb-physicalmodel%2Catb-printedmodels&wpf_doom-city-warbands=atb-doomcity-serenssisters Low High Metal
    Warlord Games https://eu.warlordgames.com/collections/landsknecht Medium Low
    Metal, plastic
    Gamezone http://www.gamezoneminiatures.com/tienda/en/45-empire Medium High Metal, resin
    Avatars of War https://avatars-of-war.com/sh/en/73-metal-resin-heroes?q=Race+//+Faction-Empire+of+Men Low High Metal, Resin
    Games-Workshop https://www.games-workshop.com/en-SE/Warhammer-Age-of-Sigmar?N=1604104558+78046592 Medium Medium Plastic
    Weird-Farm https://weird-farm.dk/collections/empire-of-sonnstahl Low Medium Resin
    Norba https://www.norbaminiatures.com/gb/3-miniatures?armies=empire High Low Resin
    MOM https://en.momminiatures.com/copia-de-sons-of-griffin Low Low Resin
    Brother Vinni http://www.brother-vinni.com/shop.htm#!/Landsknechts/c/6199064/offset=0&sort=normal Low High Resin
    Grimforge https://www.grim-forge.com/en/categoria-prodotto/28mm-en/ok-gd-en/ Low High Resin
    Last Sword https://lastsword.com/en/online-store/?wpf=tienda_menu&wpf_cols=3&wpf_physical-or-digital=atb-digitalfiles&wpf_armies=atb-army-human-highkingdom Medium High Resin/STL
    Highland https://www.myminifactory.com/users/Highlandsminis/collection/sunland-the-empire-of-sun Medium Medium STL
    Reptilian Overlords https://reptilianoverlords.com/shop/ Low Medium STL
    Peculiar Companions https://www.myminifactory.com/users/erramirorlans/collection/28mm-imperial-humans Medium Medium STL
    Raging Heroes https://www.ragingheroes.com/collections/imperial Low High Resin

     

     


     

    https://www.the-ninth-age.com/community/lexicon/index.php?lexicon/467-empire-of-sonnstahl-eos/&s=d3da0f2f51bebaa0eee88105370e25434855dab1

     

  2. il y a 32 minutes, Nekhro a dit :
    il y a 38 minutes, Hellfox a dit :

    Quid de l'égalité en I? La logique serait que celui charge prenne l'initiative. 

    En V8, c’était simultané. En V7 c’était en fonction du résultat du round de combat précédent, sinon déterminé au D6. En simultané ça irait très bien ; pas besoin d’étape intermédiaire pour déterminer qui frappe avant l’autre.

     

    1. WFB8, WFB1 & 2 en simultané. Source v8 : https://8th.whfb.app/close-combat/striking-order
    2. WFB3-7 vainqueur round précédent et si ce n'est pas applicable, lancez un dé. En plus en WFB3, si même I et charge, attaque en premier. C'est intéressant, car en WFB3 la charge donnait aussi un bonus en I et donc se départage en cas d'I égale. Source v7 : https://7th.whfb.app/close-combat/who-strikes-first Source v6 : https://6th.whfb.app/close-combat/who-strikes-first Source v5 : https://5th.whfb.app/close-combat/who-strikes-first

     

  3. Le 04/10/2022 à 18:37, Dreadaxe a dit :

    Moisson Rouge propose des aptitudes pour faire une action "compliquée" et impactante (actions actives).

    Catacombes propose des actions passives quand on se retrouve près de l'élément.

     

    Écailles de Talaxis et Gnarlwood propose souvent des actions actives avec dés

    https://warcrier.net/docs/rules/terrain/scales-of-talaxis-terrain-rules

    https://warcrier.net/docs/rules/terrain/gnarlwood-terrain-special-rules

    Seule exception avec le coupage des cordes du pont.

     

     

     

     

     

  4. Je ne sais pas qui est l'auteur

    https://web.archive.org/web/20220424071341/https://1d4chan.org/wiki/Malal_Daemonkin#Warhammer_Fantasy_5

     

    Citation

     

    Kaleb Daark (Lord) 375 Points

    Name M WS BS S T W I A Ld Troop Type
    Kaleb Daark 4 8 3 5 5 3 7 5 9 Infantry (Special Character)

     

     
     
    Equipment: Shield
    Magic Items:
    • Dreadaxe: Dreadaxe is a living axe, bearing part of the soul of a Guardian of Contradictions. As the weapon strikes its jaws close, biting deep into the soul-stuff of his victim. As the soul of the victim is sucked out the body shrivels away to almost nothing. If Kaleb Daark inflicts an unsaved wound, Dreadaxe will attempt to drain the victims soul. The victim must take a Leadership test. If the test is failed then the victim is automatically killed (no saves allowed). In addition, the victim's soul feeds Malal, Dreadaxe and Kaleb. The leadership of the victim is then divided by three with any remainder ignored. One third goes to Malal and is ignored for the purposes of the game, one third goes to Dreadaxe, and the last third goes to Kaleb. The points that go into Dreadaxe can be used in the next round of combat only as a 'to wound' bonus. All points are used at once and are not carried over. The points that go to Kaleb are retained in a pool. A maximum of 1 point may be used in any turn to modify any dice rolled by Kaleb by 1.
    • Leech Armor: Kaleb Daark is a pale man with white hair, which is the only visibly apparent affect of the strain from his relationship with Malal. Most of the strain from that relationship comes from the Leech Armor that he wears which drains him in order to toughen itself. Chaos Armor. The Leech Armor grants a 4+ Ward Save and the Magic Resistance (1) special rule. For each wound that Kaleb suffers, his Ward Save suffers a -1 penalty (so if he has two wound remaining he has a 5+ Ward Save and if he has one wound remaining he has a 6+ Ward Save). If Kaleb regains any lost wound for any reason, he loses the penalty to his Ward Save.
    Special Rules: Eye of the Gods, Mark of Malal
    Options: May ride a Daemonic Mount: 35 points
    • The Daemonic Mount may be upgraded to have Barding: 15 points

     

  5. Un autre système pour créer des héros

    https://web.archive.org/web/20220723033956/https://1d4chan.org/wiki/Warhammer_Fantasy:_Character_Traits

    Citation

    Warhammer Fantasy: Character Traits

     

    This page is a Warhammer Fantasy House Rule that allows you more freedom to customize your characters and helps them fight in response to the recent powercreep caused by The End Times.

    Each Trait has a listed points cost. Heroes may take up to 50 points worth of traits while Lords may take up to 100 points worth of traits (obviously, unique characters cannot take any traits). Traits unique to a specific army book (such as Bretonnian virtues, Vampire Powers and Ogre titles) have their points limit bound to this pool instead of the magic items pool while traits that already have their own points pool (such as Chaos Mutations) stay bound to that pool. These traits are divided up into five categories: Slayer, General Combat, Leadership, Divine Powers and Strategic. Each of these have restrictions on who they can be given to (except for leadership) which will be explained in their appropriate section.

    Some of these traits are made up but others are stolen inspired by similar traits present in the army books.

    Slayer

    These traits are meant for the ultimate warriors, those who devote all their efforts into slaying the toughest and strongest of opponents.

    These are only available to Bretonnian Lords, Paladins, Beastlords, Doombulls, Wargors, Gorebulls, Bloodthirsters, Keepers of Secrets, Heralds of Khorne and Slaanesh, Dreadlords, Masters, Assassins (both Dark Elf and Skaven), Daemon Slayers, Dragon Slayers, Templar Grand Masters, Princes, Nobles, Infernal Castellans, Bull Centaur Taur’ruks, Saurus Oldbloods and Scar Veterans, Tyrants, Bruisers, Ork Warbosses (Normal, Savage and Black), Ork Big Bosses (Normal, Savage and Black), Tomb Heralds, Vampire Lords, Vampires, Wight Kings, Strigoi Ghoul Kings, Daemon Princes, Chaos Lords, Exalted Heroes, Glade Lords, Glade Captains and Waywatchers.

    • Slayer (50pts): The characters close combat and ranged attacks have the Heroic Killing Blow special rule.
    • Killer (25pts): The characters close combat and ranged attacks have the Killing Blow special rule. If they already have Killing Blow from a different source then they gain the Heroic Killing Blow rule instead.
    • Challenger (25pts): The character must always issue and accept challenges but may re-roll all failed rolls to hit and to wound during a challenge.
    • Jouster (25pts): Mounted models only. The character may re-roll failed rolls to hit when charging with a spear or lance.
    • Blood Lust (35pts): For each attack that the character hits and wounds with on the charge (before saves), it may make an additional attack. Extra attacks are not generated if these attacks hit and wound.
    • Riposte (20pts): For every attack that fails to hit the character, the character may make an attack against the enemy model that hits on a 5+ regardless of Weapon Skill. This attack may not be re-rolled.
    • Dodge (30pts): Infantry (not Monstrous Infantry) only. All successful To Hit rolls against this character must be re-rolled.
    • Maim (50pts): The characters close combat and ranged attacks have the Multiple Wounds (D3) special rule.
    • No Escape (50pts): The character can re-roll failed rolls to hit in challenges. In addition, the enemy cannot refuse a challenge made by the character (but can still choose who accepts).
    • Monster Hunter (25pts): The character adds +1 to all rolls To Wound against enemies with the Large Target special rule.
    • Deathblow (20pts): If the character is killed in close combat it immediately makes all of its attacks before being removed as a casualty (even if it has already attacked that round).
    • Eagle Eye (20pts): The character has the Sniper special rule. If they already have it from a different source, they instead ignore the -1 To Hit penalty for taking a Sniper shot.

    General Combat

    These are abilities that can be learned by any fighter. Only those who devote themselves completely to some other form of warfare are unable to learn these abilities.

    Any character except for Treeman Ancients, Spellweavers, Spellsingers, Master Necromancers, Necromancers, Tomb Banshees, Necrotects, Liche Priests, Liche High Priests, Grey Seers, Warlock Engineers, Ork Shamans (Normal and Savage), Goblin Shamans (Forest and Night), Slaan Mage-Priests, Skink Priests, Archmages, Mages, Wizard Lords, Battle Wizards, Master Engineers (Empire and Dwarf), Supreme Sorceresses, Sorceresses, Changers of Ways, Heralds of Tzeentch, Prophetesses of the Lady and Damsels of the Lady may take traits from this category.

    • Bold (35pts): The character and the unit it is with adds D3 to its charge distance.
    • Berserker (15pts): The character has the Frenzy special rule.
    • Mighty (15pts): The character does not have the Always Strikes Last special rule when wielding any weapon with the Always Strikes Last special rule. Note that other sources of Always Strikes Last will still affect the character.
    • Blood Feud (15pts): The chracter has the Hatred special rule.
    • Low Cunning (10pts): The character may re-roll one failed To Hit roll in each combat phase.
    • Poison (10pts): The character has the Poisoned Attacks special rule.

    Stat Changes

    WFRP gives characters varying starting stats and sometimes, a roll can give a higher starting stat than average. This section is meant to represent above average starting stats where a character has higher stats than their normal counterpart. A character could have lower than average starting stats or simply hasn't progressed very far in their career, so these may also be subtracted from the character if someone wants a character that's especially cheap. Note that these do not count towards the point limit of purchasing other character traits. Mawseeker and Giantbreaker (Ogre Kingdoms) no longer count towards points limits.

    • Movement (+5pts): Add one to Movement.
    • Weapon Skill (+/-10pts): Add or subtract one to Weapon Skill. Note that Weapon Skill still can't go above 10.
    • Marksman (+/-10pts): Add or subtract one to Ballistic Skill.
    • Strength (+/-20pts): Add or subtract one to Strength. Cannot be combined with Giantbreaker from Ogre Kingdoms.
    • Toughness (+/-30pts): Add or subtract one to Toughness. Cannot be combined with Mawseeker from Ogre Kingdoms.
    • Wounds (+/-20pts): Add or subtract one to Wounds. Cannot be combined with Massive Monstrosity from Vampire Counts.
    • Initiative (+/-5pts): Add or subtract one to Initiative. Note that Initiative still can't go above 10.
    • Attacks (+/-10pts): Add or subtract one to Attacks. Obviously, a character cannot have attacks below 1. Non-monsters cannot have attacks go above 5.
    • Leadership (+/-5pts): Add or subtract one to Leadership. Note that Leadership still can't go above 10.
    • Extra Spell (25pts): Wizards only. The Wizard can generate one additional spell. This trait may be taken up to three times, Wizards who use the Lore of Dark Magic or Lore of High Magic may take the trait up to four times.

    Leadership

    All characters are expected to lead and as they gain experience in this role they learn how to better inspire and direct the soldiers under their command.

    Any character may take traits from this category.

    • Stubborn (35pts): The character any any unit they are in is Stubborn.
    • Stoic (35pts): The character and its unit rolls 3D6 for all Leadership tests and discards the highest.
    • Tyrannical (30pts): Any friendly unit within 6" of the character may re-roll failed panic tests.
    • Medicinal Knowledge (30pts): The Character and the unit it is with has the Regeneration (6+) special rule.
    • Charismatic Leader (25pts): Friendly units may use the characters Leadership if they are within 6. If the character is the army‘s General, their Inspiring Presence range is increased to 18" instead.
    • Wealthy (25pts): One unit in your army which is not a War Machine or Monster may either increase its armor save by 1 (if this causes a Fast Cavalry units armor save to go above 4+ then the Fast Cavalry loses that special rule, in addition, this cannot be done to units with armor that grants a 4+ armor save) or take a Magic Standard worth up to 50pts.
    • Drillmaster (20pts): The character and any unit he joins may re-roll failed tests to Rally, March, Reform and Redirect charges.
    • Fearless (15pts): The character and their unit have the Immune to Psychology special rule.
    • Fast Cavalry (5pts): Cavalry only. The character has the Fast Cavalry special rule. This trait may not be taken by characters that gain a +2 armor save bonus from their mounts (due to barding or a special rule) or characters that have a 3+ armor save or better (this includes the bonus from being a cavalry model).
    • Skirmisher (5pts): Infantry only. The character has the Skirmisher special rule. This trait may not be taken by characters with an armor save of 4+ or better.
    • Ranger (15pts): Infantry and Monstrous Infantry only. The character has the Scouts special rule.
    • Vanguard (10pts): The character and their unit have the Vanguard special rule.

    Strategic Traits

    These traits are for those who have devoted themselves to the strategic aspect of war, succeeding through outwitting their opponents rather than through brute force, skill at arms or overwhelming numbers.

    These traits may only be taken by Changers of Ways, Heralds of Tzeentch, Black Ark Fleetmasters, Dwarf Lords, Thanes, Generals of the Empire, Captains of the Empire, Sea Helms, Loremasters of Hoeth, Sorcerer-Prophets, Skink Chiefs, Goblin Bosses (Forest and Night), Goblin Warbosses (Forest and Night), Verminlords, Warlords, Grey Seers, Chieftains, Tomb Kings, Tomb Princes, Vampire Lords, Master Necromancers, Vampires, Necromancers, Daemon Princes, Sorcerer Lords, Sorcerers, Treeman Ancients and Shadow Dancers.

    Traits with the Order type can be activated once per turn during the specified phase and affect a chosen unit within 12” of the character. Roll a D6 for each time an Order is used, on a 2+ the described effect occurs but on a 1 the Order is misheard and doesn't cause any effect.

    • False Orders (20pts): Before the battle begins, nominate D3 enemy units for every character with this trait. These units will be subject to Stupidity on their first turn. This ability does not affect units that are Immune to Psychology.
    • Spies (15pts): D6 enemy units chosen by the player controlling the character must reveal all their Magic Items and hidden units like Assassins before the battle starts.
    • Master of Intrigue (15pts): For every character with this trait, one Core unit may deploy as Ambushers unless they are a cavalry unit without the Fast Cavalry special rule.
    • Forward March (30pts): All infantry units within 12” of the character may make a Vanguard move of 6” before the battle starts.
    • Scouting (15pts): General only. The player may add +1 to the roll for choosing which table side to deploy on and whether or not to deploy units (including scouts) first or second.
    • Rapid Deployment (30pts): General only. The player may add +1 to his roll to see who goes first.
    • Cunning (20pts): The player may keep one of his units to be deployed at the same time as his scouts. This unit must be placed in his deployment zone as normal.
    • Rapid Reform (30pts) (Order): Activate in the Remaining Moves phase. The unit may Reform without suffering movement penalties.
    • False Flank (25pts) (Order): If charged in the flank the unit may perform a swift reform (following the normal rules) to face the enemy to the front as a charge reaction, provided that they are not already in combat.
    • Strike as One (25pts) (Order): Activate during the Close Combat phase. If the unit charged this turn they receive a +1 bonus to hit this close combat phase. Any characters in the unit are unaffected.
    • Schiltron (25pts) (Order): Activate as a Charge Reaction. The unit has no flanks or rear while in this formation. However, a unit in a Schiltron formation halves (rounded down) any combat bonus result gained for having extra ranks.
    • Fire and Move (20pts) (Order): Activate during the shooting phase. The unit may fire their ranged weapons even if they have marched this turn.
    • Feigned Retreat (20pts) (Order): Activate during the Movement phase. Until the next turn, the unit ignores panic caused by friendly units fleeing through them, as well as friendly units breaking from combat.
    • Reflect Light (15pts) (Order): Activate as a Charge Reaction. Units with shields only. Any enemy unit charging a unit with the Reflect Light lose all charging bonuses in the ensuing combat phase.
    • Shield Wall (15pts) (Order): Activate in the Remaining Moves phase. If the entire unit is equipped with shields and consists entirely of infantry (not Monstrous Infantry), it may form a Shield Wall as a reform. The unit adds +2 to their armor saves against missile attacks but may not march. Upon entering combat, they immediately break the formation.

    Divine Powers

    These traits are divine in nature, power granted by the gods so that their mortal priests may carry out their bidding.

    These traits may only be taken by Branchwraiths, Treeman Ancients, Lich Priests, Lich High Priests, Skink Priests, Slaan Mage-Priests, Anointed of Asuryan, Handmaidens of the Everqueen, Arch-Lectors, Warrior Priests, Witch Hunters, Death Hags, Prophetesses, Damsels, Supreme Sorceresses, Archmages, Spellweavers, Sorceresses, Mages, Spellsingers, Shadowdancers and Firebellies.

    • Their Will Be Done (50pts): Every unsaved wound inflicted by the character in close combat counts as two for the purposes of combat resolution.
    • Holocaust (35pts): Bound Spell, Power Level 5. Place the small round template anywhere within base contact with the character. All models, friend or foe, covered by the template suffer a S4 hit. Against Daemons, Undead and Wizards the Strength is increased to 5.
    • Sanctuary (35pts): Bound Spell, Power Level 3. Remains in play. While active Daemons and Undead cannot move within 3" of the character or its unit.
    • Blessed (40pts): The character and any unit it is with may re-roll failed armor saves. Other characters in the unit are unaffected.
    • Scourging (25pts): Bound Spell, Power Level 3. Scourging is a magic missile with a range of 18” that causes D6 S5 hits.
    • Divine Pronouncement (25pts): Bound Spell, Power Level 3. Target one enemy unit within 18” which is not in close combat. This unit must immediately take a Panic test. If the characters leadership is greater than the enemy unit, the test if modified by the difference.
    • Might of the Gods (20pts): Bound Spell, Power Level 4. Might of the Gods doubles the basic strength of the user until the start of its next turn, but may not use any magic weapons while Might of the Gods is in effect.
    • Sword of the Witches (20pts): Bound Spell, Power Level 4. All enemy wizards within 18” must pass a Leadership test or take D6 S4 hits as divine purity consumes them.
    • Purge (15pts): Bound Spell, Power Level 3. Target one enemy model that is within 24” of the character that is within line of sight. Both players roll a D6 and add the leadership of their respective models. If the casting character rolls higher than the target model, the targets leadership is reduced by 3 until the start of the characters next magic phase.
    • Word of God (30pts): All enemy units attempting to charge the character or its unit must pass a leadership test. If they fail, they may not charge that turn.
    • Resistant to Magic (15pts): The Character has the Magic Resistance (1) special rule. If the character already has Magic Resistance then it is improved by 1. This trait may be taken multiple times. Note that Magic Resistance cannot go above 3.

     

  6. C'est rigolo de retomber sur ce sujet. @Patatovitch parle de proposition de @Zugrub.

     

    Le 24/01/2020 à 21:19, Patatovitch a dit :

    - Lors d'une charge, c'est l'unité ayant le moins d'effectifs qui s'aligne sur l'autre (exit donc les petites unités de 5 clampins qui orientent dans le mauvais sens des unités de 50 adversaires !).

     

    WAPv9 propose ceci :

    Citation

    The only exception to the charger aligning to the target is if a unit with less than Unit Strength 5 is charged by a unit with Unit Strength 10 or more. In this case, the charged unit will align to the charging unit, rather than the other way around.

    https://wap.whfb.app/movement/aligning-to-the-enemy

     

    Peut-être que WTOW fera ce genre de chose aussi avec ou sans le concept de PU.

     

    Le 24/01/2020 à 21:19, Patatovitch a dit :

    - Les distances de charge pour l'infanterie sont de 2D4 + le Mouvement  -et pas 2D6 + M-  (exit donc les unités d'infanterie qui sur un jet de dé chanceux en viennent à charger à la vitesse de la cavalerie légère au galop !).

     

    M+2g1D6 dans WAP et dans le futur WTOW.

  7. il y a une heure, maemon a dit :

    Il me semble qu'en v5 ou v6 les elfes avait juste frappe en premiers est c'était déjà fort dû au perte retire sur l'avant. si les perte sont retirer sur l'arrière un frappe en premiers au premiers tours de cac pour les elfes ne me dérangerais pas. mais il faut pas que sa soit frappe en premiers tous le temps.

     

    Tu mets le doigt sur un énorme problème. Une énième édition ce sont des micro-changements qui vont nous faire confondre un peu tout, on aura tous tendance à inverser et à confondre entre les éditions, avoir en tête quelque chose qui n'est plus d'actualité. C'est une vraie gymnastique mentale qui s'engage.

     

    C'est le supplément WFB8 qui a donné la FEP à tous les Hauts Elfes https://8th.whfb.app/special-rules/swiftsense.

     

    Le WFB6 et WFB5 LA HE qui donnent seulement un bonus d'initiative aux Maîtres des Épées https://6th.whfb.app/unit/swordmaster

     


     

    il y a 54 minutes, Mîm a dit :

    @Dreadaxe, on a toujours une liste Fimirs à terminer ! 😂

     

    Mais carrément !! Entre parenthèse, il y a un Discord pour un projet pour WAP qui est plutôt bien avancé, mais j'avoue que je suis un peu rebuté, car les gars ne veulent pas utiliser les termes officiels pour éviter les problèmes de Copyrights. Peur qui n'a pas lieu d'être finalement au vu du fait que la sommation de GW auprès de Mathias "m4cr1ii3n" Eliasson, le tôlier de WAP, ne concerne pas les noms d'unité.

    Bref, j'ai fait regrouper les sujets Fimir autour de ce hashtag. Tu retrouveras le sujet concernait là-bas.

    https://www.warhammer-forum.com/index.php?/search/&tags=fimir

     

  8. Il y a 4 heures, Mîm a dit :
    Il y a 4 heures, Nekhro a dit :

    Cumbersome pourrait être l’impossibilité de tirer contre une charge.

    J'y vois l'impossibilité de faire des marches forcées.

     

    Dans 9e Âge, c'est un malus supplémentaire suite à un mouvement. https://www.the-ninth-age.com/IMG/pdf/t9a-bf_livre_de_regles_2023_fr1.1.pdf#subsubsection.21.7.2.15

    Pour une machine de guerre, impossibilité de tirer suite à un mouvement ? Mais les 2 autres propositions avant sont aussi recevables

     

    Note : Punaise voir revenir un message de @Mîm une dizaine d'années plus tard, ça force le respect !! Vive The Old World pour la peine !

  9. il y a une heure, Nekhro a dit :

    C’est une approximation car j’étais sûr de la V4 (j’ai commencé en V5 qui était plus une V4,5) et je n’avais pas vérifié pour les autres. 5 versions sur 8 sûr.

    Très bien. Je te confirme que c'est 8 sur 8 😜

     

    Édition : bon j'ai vérifié quand même pour ne pas dire trop de bêtises et j'ai découvert

     

    WFB1-2

    Modificateur de sauvegardes du à la Force. Influence les armes de tir, par contre les armes de corps à corps ne donne pas de bonus de Force mais des bonus au jet pour blesser.

     

    WFB3

    Pas de modificateur de svg du à une haute Force. Par contre les troupes ont leur modificateur propre de svg.  Les armes de tir ou de cc aussi. Les armes de Cc donne aussi des bonus de Force. Bref on a une décorelation pas évidente à retenir.

     

    WFB4-8

    Retour aux sources. Le modificateur de svg. du à la haute Force revient et les armes de tir ont des Forces, les armes de cac ont des bonus de Force. Le concept de performant apparaît en WFB8.

  10. Il y a 12 heures, Nekhro a dit :
    Il y a 12 heures, Woodyzukaï a dit :

    la pénétration d armure existait déjà avec la force au dessus de 3. du moins ala v6 et v7. 

    À presque toutes les versions en fait, depuis la V4 au moins.

    C'est rigolo comme approximation... En fait ça existe depuis toujours depuis WFB1.

    Du coup la PA va vraiment être une nouvelle caractéristique à retenir par troupe comme ça que propose 9e Âge.

  11. il y a une heure, Kaptain a dit :

    Mollo sur l'avenir à la résine, le travail d'ebavurage est bien plus long et chiant, sans compter les risques de casse avec les parties fragiles. 

    J'ai acheté le champion kroxigor de chez Brutefun, il est stylé mais j'ai passé plus d'une heure (!!) à racler les bavures, la chaîne et une dent ont cassé et un doigt a failliby passer malgré mes précautions. 

    Ça ne serait jamais arrivé avec une grappe plastique. 

     

    À ça on ne peut que répondre, il y a bonne résine d'impression et mauvaise résine d'impression, sans compter une photopolymérisation peut-être trop longue.

  12. Il y a 8 heures, Elthion a dit :

    Oui exactement. Je pense commencer par les statistiques dans un premier temps et je verrai comment mon modèle se comporte avec les règles spéciales. J'ai un ami qui va m'aider à labelliser les stats de v6/7/8. Je vais déjà commencer avec un petit modèle en me focalisant sur une armée pour ne pas voir trop gros. Ça me permettra de voir si j'ai des résultats corrects avant de me lancer dans un gros truc ;).

     

    J'ai un peu du mal à voir comment ça peut fonctionner étant donné que selon chaque livre d'armée, les règles ne sont pas forcément les mêmes concernant l'adaptation. Ceci étant dit par rapport à toutes les données, elles sont sur les Battle Scribe Data ou Warhammer Fantasy Online Rules Index Project https://www.whfb.app/

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