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[WARHAMMER 8.5 para Diego Villalonga] Présentation du projet


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Un projet espagnol de Diego Villalonga

En este blog colocaré todas las reglas de Warhammer 8.5. Comenzaré con todos los libros de la edición, incluyendo reglamento. Todos en PDF y con un resumen de las reglas que se han cambiado con respecto a la 8ª edición de Warhammer. A continuación pasaré a colgar los suplementos de expansión del juego. Tal como campañas, reglas de clima, nuevos personajes...

 

http://diegowar85.blogspot.fr/

 

Facebook: https://www.facebook.com/pages/Warhammer-85/613678318706402

Twitter: @diego_war85

 

 Warhammer 8.5 rulebook

 
Finally available the rulebook warhammer 8.5 in English. Missing page of the Watchtower scenario, hopefully add soon.
In it you will find all the rules for playing warhammer 8.5. I hope to have books in English armies this month, along with some other surprises.
Perhaps this book may contain a typo, please contact me to report any error, thank you.

A greeting.

Download: https://www.dropbox.com/s/q6qh7ymwdpn8j1g/Rules4555.pdf?dl=0

Summary of Changes:


Pg. 6   IMPORTANT: Units with no special rules fast cavalry or skirmisher have to keep training of at least 3 models per row.
 
Pg. 11 But draw a line through the eyes of the model to its target may serve as guidance only way, since our miniatures are representations on a battlefield, which, is dusty and hard to see through it. In addition, soldiers in the battlefield move, crouch and are not statically. Then, to represent the line of sight use a series of simple rules.
First to determine what you see and do not see a thumbnail for his 90th determine what your front and to see another model, this will have to draw a line from its front arc to the base of it.
Moreover, the models can be covered each other or be covered by elements of scenery. To represent this we will define a number of levels to represent the sizes of thumbnails and according to which will see or not, through it (from its base), not surprisingly, a soldier can not hide behind a giant . Size levels are as follows:
-Level 1: crawling Swarms (Such as swarms of the jungle, Nurglings, ....)
-Level 2: Thumbnails Beast War Infantry and types, and large swarms as ghostly as bats or flying Hosts. Also they considered in this class war machines.
-Level 3: horses and chariots.
-Level 4: monstrous infantry, monstrous cavalry and monstrous beasts. Also considered at this level special units no big goal considered (such as the Temple of chaos)
-Level 5: Monster and large objectives.
LINE OF VISION AND SCENERY
The scenery is very useful for preventing line of sight. To represent this we will frame the scenery elements at different levels of size, to determine who may or may not cover.
-Level 1: rigid walls
-Level 3: huts.
-Level 4: low hills, forests and low storey buildings.
-Level 5: hills, forests and buildings of more than one plant.
For the rest of scenery that is not covered here will be assigned a level before starting the game.
The units uploaded to a hill or on the upper floors of towers or buildings will have a greater ability to see on the battlefield, so they can see on the units that are behind another unit (draws an imaginary line from the hill to the base of its purpose if there is any doubt in these cases).
 
Pg. 14 You'll notice that this rule does not apply to the random movement or charge moves discussed later. This is quite sensible, as the whole point of charging is to get a unit into base contact with an enemy. Occasionally, a unit will have approached to within 1´´ of a unit it did not charge as the result of moving into contact with a unit it did charge. This is perfectly acceptable, although players may wish to nudge the units further apart to maintain a suitable degree of clarity.
 
Pg. 17 To represent this unit gets +1 Initiative and +1 to the Combat result.
 
Pg. 18 You will not have negative bonus for Firing at Long Range.
The wounds of stand and shoot accounted for the outcome of the battle, also the shots to the load, which will be held at the same time.
 
Pg. 19 If for any reason this is not possible. Such as whether land or have to dodge another unit, the charging unit will move (like a typewriter) such that the maximum thumbnail put in action by placing both units downtown center. If the charging unit cannot perform this movement the unit will receive the load.
 
Pg. 31  To determine the winds of magic use the table to the left of this page.
ROLL OF THE WINDS OF MAGIC:
According to the points that are played the following magic dice are thrown according to the following table:
0-1999- 2D3 The highest will be given dispel dice.
2000-2999-2D6 The highest will be given dispel dice.
+ 3000-2D6 or 4D6 If you are using the 2 dice will be higher dispersion, the 4 given the power reserve and the maximum is 24.
You cannot be achieved by more than 3 dice magic phase of the roll winds of magic. Because magic items, Units, Channeling,  etc…
 
Pg. 41 Unless expressly stated, under no circumstances may repeat the results of 1 natural, since a 1 in 1D6 always be a failure to hit.
* Weapons of template, such as cannons, catapults and all weapons that work how are you will not have bonuses to impact Large target, but against buildings.
 
Pg. 42 The Solft Cover provides little protection against ranged attacks, but its greatest advantage is its ability to hide the purpose of the vision of the shooter. If more than half of the base of the unit is in a forest or after a forest, go or shrubs (or other light barriers). This does not apply if the firing unit is located within the same forest. , We say that is behind soft cover. The soft cover modifier of -1 inflicts shooting.
 
The hard cover is more robust obstacles, it is considered after hard cover if:
 - More than half of the base unit is covered by an element that blocks line of sight. Exception: If a unit has half or more of their thumbnails on a hill (albeit partially) the unit does not receive heavy coverage that same hill.
- The unit is defending a building
- The unit is defending an obstacle to the front to receive shots
- Most of the base of the unit is in Ruins
- More than half of the base of the unit is behind an intervening unit. Units that are on hills (both shooting and getting shot) ignore any other intermediary unit, unless they are also on a hill.
 
Large target will never benefit from heavy coverage by obstacles interposed ruins or units, unless the intermediary unit is another objective Grande. When a large target shoots, ignore the penalties for intervening units, unless the intermediary unit is another large target.
Hard cover inflicts a -2 shooting modifier. Note that the To Hit penalti.es for hard and soft cover do not stack - in a situation where a target would benefit from both soft and hard covert simply apply a -2 shooting modifier for cover.
 
Pg. 51 There are four exceptions:
-Impact Hits: always stick together first.
- The rule Always hits first: to stick together first (always after impact hits) (plus repeat to impact if it exceeds or equals the rival Initiative). If sticking first two miniatures are in combat it is determined who hits first depending on the I (Initiative), stick together first those with the highest initiative.
- The rule always attacks last: You always attack last. If you stick last two miniatures are in combat it is determined who hits first depending on the I (Initiative), stick together first those with the highest initiative.
-Stomp and thunderstomp: Always stick together last, even after the thumbnails that are stuck in last place.
 
The orcs have +1 Initiative for charge.
 
The required value to Impact can never be better 3+ or worse 5+. Unless expressly stated, under no circumstances may repeat the results of 1 natural, since a 1 in 1D6 always be a failure to hit.
 
Pg. 56 The disrupted units lose impassive and never be impassive. If an impassive combat unit a unit with at least one full row (5 miniatures in the case of infantry), will flank -1 Leadership and if from rear a -2 Leadership their Break test.
 
Pg. 57 DETERMINED FLEE
Upon completion of a combat unit (not Immune to Psychology) have won or lost it, you can decide flee whenever the enemy unit with which he faces has not fled. Flee perform a movement in the same. The enemy unit or units may decide to pursue the fleeing unit, provided that they have won the battle, if not, cannot pursue. If you can pursue conduct a pursuit movement.
 
Pg. 67 FIREARMS
Firearms are the cannons, muskets, pistols, ....  All weapons with this rule that will have a -1 modifier to the Salvation Regeneration. These weapons also can never be poisoned weapons.
The attacks are made by Initiative
 
Pg  69 ETEHEREAL
The close combat attacks of Ethereal creatures are magical. Conversely Ethereal creatures have a ward save of 2+ attacks than are not magic. Spells and magic attacks will hurt him normally.
Pg 69. FAST CAVALRY
Fast cavalry can use projectile weapons charge, as if they were weapons with the Quick to fire special rule. They cannot use their weapons if they have the special rule slow to fire or Move or fire.
ARMOUR
A unit or character cannot benefit from this rule if you get a save exceeding 6+ armor.
IMPACT HITS
The cavalry does not perform fast Impact Hits.
 
Pg 74. QUICK TO FIRE
Quick to fire not suffer a -1 to hit by move and shoot, can stand and always shoot (even if the enemy, close) and in doing so may hold the position. In addition, Quick to fire can be triggered when the units are to the load, the unit will have a -1 to hit if fired their weapons in the load.
The units that make failed charge can fire their weapons ever shot when they are located near the target unit enough, once the unit moved his motion failed charge, so they are within reach of the weapons of the unit load.
The shots will be taken as the shooting in the reaction of charge Stand and shoot, and follow their same rules therefore be taken into account in deciding who wins the first round of combat. If the unit charged states flee, the unit can not shoot the load.
 
Pg 71. FRENZY
Overrun if you have a unit that you can see, if there are no enemy units in view reorganize the unit to see one.
 
Pg 73 KILLING BLOW
If a model with the special rule Killing blow rolls a 6 to wound you cannot perform any Armor save or Regeneration.
HEROIC KILLING BLOW
Heroic Killing Blow works exactly like Killing blow, but instead of making a single wound produces instant death.
LARGE TARGET
The units, with large targets special rule do not get coverage as walls and other obstacles, but if they can get coverage if you are covered by a building or scenery covering large as half of the base. You cannot get coverage by other units with special rule Large Target. The main objectives are so huge that you have a +1 to hit against them by bullets or shot.
 
Pg. 77 Thumderstomp
Units with Thunderstomp undertake 1D6 impacts infantry, swarms and beasts of war, 1D3 cavalry and war machines and 1 to monstrous infantry, monstrous cavalry and monstrous beasts.
Pg. 79 UNSTABLE
When Unstable unit lose a combat, the unit must make a Leadership test and lose a wound, without the possibility of salvation of any kind, for every point that fail the check. To calculate the number of wounds received take the leadership of the unit is subtracted from the combat result and subtract the result of the leadership test, if the amount that comes out is negative this will be the number of casualties that will receive the unit if the result is positive will not receive any wound (such as a unit 8 wights lose a fight, his leadership is 6, leadership checks and rolls a 7, so: 6 - 8-7 = - 9, for both You receive nine injured). Double-check bags 1 in these dead miniatures in battle they get back up that is all wounds received in combat recover. With a double full unit 6 is removed.
The characters than Unstable cannot join units that are (even if temporarily become Unstable for any reason).
A unit that can be impassive, provided they have more rows than the opponent.
 
Pg 74 MONSTER AND HANDLERS
The handlers are not unit per se, so for most purposes of the game, we will overlook, considering as if the unit was simply the monster itself. When your monster receives an unsaved wound, which is not received in combat, roll 1D6: on a roll of 1-5 the monster suffer the wound normally, but with a fined 6 a miniature Handlers is removed. If the monster is out strip caregivers 1D6: On a roll of 2-5 nothing had happened, with a score of 1 monster he gets a special rule Stupidity and a 6 Special Rule Frenzy.
Pg 72 HATRED
The affected units hatred must always pursue hate units.
Pg 73 MAGIC RESISTANCE
Thumbnails with Magic Resistance have added their special lifesavers when used against damage from spells modifier. Said modifier is the number shown in parentheses after this special rule. Thus Magic Resistance (2) offer a modifier + 2 (turning a special 5+ saving, for example in a special saving 3+). Magic Resistance may even grant special saves on thumbnails that do not have them. A model with Magic Resistance (3) that has no special salvation, you will get a 4+ ward save against damage from spells. Also, if a unit with Magic Resistance is the target of a spell, spell difficulty increase as much as the number in brackets .If a character Magic Resistance joins a unit, all models in the unit will benefit from Resistance to magic. If a model has two different values ​​of resistance to magic not accumulate, but the best of them will be used.
 
Pg. 75 RANDOM MOVEMENT
Units with random movement may come within 1 "of miniatures friends, enemies or impassable terrain, but they can never end its move within 1" of these.
 
Pg. 78 SKIRMISHERS
The characters Infantry type and alone are considered skirmishers.
SHOT AND SKIRMISHERS
Skirmishers can use projectile weapons load, as if they were Quick to fire weapons. They cannot use their weapons if they have the special rule Slow to fire or Move or fire.
VIEW
Skirmishers units that are the infantry type will have a wider angle than the other vision units, due to its more open formation. To represent skirmishers have a viewing angle of 180º instead of 90º.
 
Pg. 79 TERROR
A unit charge to a miniature cause Terror will have to conduct a Leadership test, if passed will usually charge, if not, can charge that turn. They are counting as if they had made a failed charge.
 
Pg. 81 INFANTRY
Infantry - Maximum size 50 miniatures
Pg 82 MONSTROUS INFANTRY
Monstrous infantry - Maximum size 18 miniatures
PALANQUIN
The palanquins have all the rules of the infantry, but the cavalry used as the attribute of resistance and greater wounds.
If palanquin unit joins an infantry unit care can use the rule “Look Out, Sir!"
Pg 83 CAVALRY
Cavalry units have two values of resistance and Injuries, always the most be used (if the frame has Resistance 4 and rider 3 the set will Resistencia 4). If the attribute most wounds reaches 0, it is considered that the whole model is dead. When the enemy tries to hit in combat cavalry miniature Weapon Skill that will also be used as the set.
When the miniature cavalry attack each of its members to use its own attributes Attack, Strength and Weapon Skill. Moreover, we assume that the rider has full control over the mount, so always the attribute of leadership Rider is used, unless a rule states otherwise.
Finally, if rider or saddle has a projectile weapon, they use their own attributes Ballistic Skill.
 
DESTRUCTIVE CHARGE
At the turn charging cavalry units count with the special rule for Impact hits (1), provided that the type loaded against infantry units. The force of impact is that mount to charge with +1 to Strength.  If the charge you get a double result 6 The impact will an additional +1 to Strength.

In addition, cavalry units equipped with two-handed weapon, not add +1 to the Initiative to charge, but in order of Initiative attack.
 
Pg. 84 If a model makes a cavalry armor save saving value that will be used will be the rider. If the frame is equipped with fence (own armor), the rider armor save will increase by +1.
Monstrous cavalry - Maximum size 12 miniatures
Pg 85 Swarms will suffer a wound for every point they lost the combat.
War beasts - Maximum size 40 miniatures
 
Pg. 86 Monstrous beasts - Maximum size 12 miniatures
Pg. 87 Chariots - maximum size 10 miniatures
The chariots made supporting attacks, but only the crew of the car, but may do so with all their attacks. Neither the Impact Hits nor mounts can attack from the second row.
Pg. 92 SPEARS (FOOT)
Units with Spears, will have the special rule: Fight in Extra Rank, which have not always Charge. Moreover, armed with spears unit when it receives a Charging from the front denies all the advantages you get the enemy to Load unit (do not get the +1 Initiative, or any modifier to the Force by spear or lance or attacks additional special rule by devastating Charging, for example) but will get the +1 to the result of combat. Cavalry units may not conduct Impact Hits, other units with the special rule Impact Hits undertake half of their impacts (rounded up) to the armed units with spears.
Pg. 94 CHAMPION
CHAMPION AND CLOSE COMBAT
As an exception to this one model in base contact with a champion can direct their attacks towards the unity of this and the champion will remain the last to die.
Pg. 95 The Rule Last Stand is eliminated
Pg. 97 Remember that the individual characters, infantry type, are considered skirmishers and therefore have a -1 to be hit by shot.
Pg. 98 Unless otherwise stated, a character cannot join units of Monster (Too hard to be being stood on), or Units of Chariots, unless other units chariots and the character type is Chariot type, or to units of swarm (too much danger of being eaten), or a war machines (too much danger of being obliterated), or flying units, unless the character is the same type of unit and he has the special rule fly. Similarly a character that is itself a monster or riding a monster or a chariot, join other units- It´s just too dangerous for members of the units in question (unless it is a chariot and joins a chariots unit). A character cannot join a unit who is already engaged in combat or fleeing.
Pg. 100 Units may only attack models that are base to base, but in the case of characters in a unit, a miniature to attack a character that is in a unit may decide to attack the unity of this, although not this base to base with the same. This represents the chaos of battle as soldiers are not static dolls as miniature that represents them.
Pg .104 Excess wounds caused against mounts count for the purposes of overkill. If a character is slain but his mount is not, the mount will (after taking its Monster Reaction tests) continue fighting in the challenge until it or the foe is slain (or flees).
Pg. 106 CHARIOTS MOUND
It uses the same rules as the Ridden monsters (see below). The whole model is considered a unique miniature shock effects or Wound, so that the highest resistance and wounds applied.
RIDDEN MONSTER
The characters ridden monsters used the rules of the cavalry, that is, it is taken as the Resistance miniature highest resistance (between Monster and rider) and attributes greater wounds. When defending set the higher skill weapons were used. When they are attacking each item, monster and rider, attack with their own attacks, profile and special rules. The whole model is treated as a monster type miniature (though the mounted character cannot damage buildings unless there is another rule to the contrary). And you can not join units.
The monstrous creatures follow the rules of the cavalry, so that does not provide benefits for armor save their riders. Moreover, certain monsters are heavily armored, with tougher than steel flakes (or are stone). To represent this, these models get upgrades to their armor save depending on how the monster armor save (or chariot) which is mounted, the armor save frame is reflected in the whole model of joining rider salvation, up to +3 follows:
0+ armor save: +0
6+ armor save: +0
5+ armor save: +1
4+ armor save: +2
3+ armor save: +3
Pg. 107 When  it comes to attacking back enemies in base contact with the monster rolls to impact the highest Skill weapons (usually the rider) and rolls to strike against the highest resistance (usually the monster). Wounds are subtracted made to attribute greater Wounds and when it reaches 0 the whole model is considered dead.
Pg. 108 To represent the battle standard´s steadying presence, friendly models within 12" of the Battle Standard Bearer re-roll Leadership tests of any kind, including Panic tests, Break tests, Fear tests, Rally tests and so on. Remember that you must always accept the second result to be valid. This ability cannot be used if the Battle Standard Bearer is himself fleeing - no one takes heart from the sight of a coward. With this in mind, It´s always best to attempt to rally your Battle Standard Bearer before you take other Rally tests, if you can.
Pg. 109 The war machines use the attributes of the envelope to pass attributes test.
Pg. 113 The Cannons used the reliability of its endowment projectiles. Select a point, with the normal rules of shooting, where you want to impact the barrel and Roll to hit normally using the Ballistic Skill endowment. The barrel has no impact +1 for great goals, but if buildings.
If you hit the shot solves the canyon and the rebound in the selected place (remember that you cannot select individual characters or champions thumbnails within a unit). If he rolls a 1 To Hit will have to roll on the table of problems. If not you hit and you get no result will be no problems the shot missed its main target and disperse. He rolls die artillery and other dispersion and disperses where the cannonball falls as many UM dial Artillery dice at the address given dispersion dial. Here the cannon shot and the rebound in the direction marked from that point the cannon will be resolved.
When the firing against an obstacle will take a hit of this canyon, where the obstacle is destroyed cannon ball can move on to the unit after the obstacle.
 
Catapults uses Ballistic Skill (Hp) of its endowment, choose a unit under the normal rules of shot, then strip to hit. If the shot does not hit fixes as indirect shot. Yes impact is achieved fully place it anywhere within the line of sight of the catapult, a distance between the minimum and the maximum range of the weapon. The template cannot be placed on thumbnails friends or on enemy models whose unit is engaged in combat (although it may end up impacting thumbnails friends mistakenly, as we shall see below). If you place the template on an enemy unit, shall be affixed on a single central hole miniature. Catapults do not have a big impact +1 by Objectives, but the will to buildings.
The rules of dispersion are on page 9, but in short what you have to do is move away UM equal to the result obtained in as artillery in the direction of the arrow of dispersion, but, in the case of have hit, subtract the Ballistic Skill dispersion.
Pg 120. Chariots units will have to check for dangerous ground if they move through Forestry.
Pg. 119 Chariots units will have to check for dangerous ground if they move through obstacles.
Pg. 127 GARRISONIG A BILDING
The units can enter and garrison buildings under the rules of Warhammer rulebook 8.5, but not all units can enter a building by its size. So infantry units or beasts of war may introduce 10 models by floor of a building units monstrous infantry, monstrous beasts or swarms may introduce a total of 3 miniatures for each floor of a building.
Furthermore, by introducing the unit in the building we left as it is on one side where we do not interfere in the game to see the effects they might have on the same spells and war machines.
Pg. 128 BUILDING AND MAGIC
The effects of magic dysfunctions in garrisoned units, are calculated by placing the template in the supposed unity that is in the building.
If garrisoned unit is hit by a spell template will suffer 1D6 hits or checks whether this is caused by a small staff, if caused by a large workforce will suffer 2D6 impacts. Some spells can damage buildings, these effects will come in the description of the spell itself.
TEMPLETE WEAPONS
War machines, Cannons and catapults (and other special machines that use rules, as mortar, cannon of chaos, ...), can destroy buildings, plus these are some easy targets. Cannons and catapults can do much damage to a building, and if this collapses, hurt thumbnails that are within. Buildings can only be injured by guns and catapults (in its central hole).
The buildings are easy to hit, so do not benefit from any negative modifier for shooting and are considered major objectives (+1 to hit).
When a cannon or catapult impact on building unity within the same impacts are 1D6 F10, in the case of the canyon, and the force of the catapult, in the case of the catapult. It also solves the impact on the building in question. If you have a weapon impacts by using large template will suffer 2D6 impact force of the weapon.
 
If a unit has raided a building, it is considered that it is engaged in combat, so that in the next phase of combat (that of the garrisoned unit) the unit will make the assault on the building.
Pg. 130 The attacking unit’s type infantry, war beasts, monstrous beasts and monstrous infantry can decide garrisoned in the building reorganize their ranks or chase the fleeing unit. If the unit is monstrous Cavalry or Cavalry you can reorganize their troops or chase the fleeing unit. Any other type of unit can only maintain position and reorganize.
Pg, 131. BUILDINGS AND MONSTERS:
Some monsters have the power to destroy both buildings and sections of the castle, for this, the monster must be the monster type and also have the Large target special rule. If so, the monster may assign its attacks on the building, in which case would impact automatically. 

The Giants are very good at destroying buildings to attack a building like that always gets the result Jump up and down, takes 2D6 automatic hits with the strength of giant +1.
FLAMETHROWERS AND BREATH WEAPON:
If a building is hit by a flamethrower or breath attack, the unit will receive 2D6 impacts inside with strength of breath weapon or flamethrower. If the attack is considered very flamboyant and the building is made of wood that immediately you lose 1D6 wounds.
 
The buildings are assumed to have the following profiles:

Shack: T5 W5 Special Rules: Flammable, they can be damaged by impacts that are flamboyant but not in the above cases to damage buildings (such as knowledge of fire spells)

Wooden building: T8 W8 Special Rules: Flammable, they can be damaged by impacts that are flamboyant but not in the above cases to damage buildings (such as knowledge of fire spells)

Section wooden castle wall: T9 W11 Special rules: Flammable, they can be damaged by impacts that are flamboyant but not in the above cases to damage buildings (such as knowledge of fire spells)

Wooden castle tower: T9 W14 Special rules: Flammable, they can be damaged by impacts that are flamboyant but not in the above cases to damage buildings (such as knowledge of fire spells)

Stone building firm: T10 W10

Section stone castle wall: T10 W12

Stone castle tower: T10 W15
 
COLLAPSE OF A BUILDING
If the wounds of a building come to 0, the building been destroyed. The building was removed and replaced by ruins, which are considered dangerous ground. If the building belonged to a group of buildings, buildings 6 UM mime or less will receive 1D6 impacts 9. Force Obstacles and other elements that may be injured receive Impacts 1D3 Strength 6.
If within one he found a destroyed unit is garrisoned be damaged by debris building and will have to throw 1D6 and consult the table below this collapse.
 
TABLE OF COLLAPSE
1-2: The building collapses on top of their occupants: Each member of the unit is hit Strength 5.
3-4: The debris falling into the unit struggling to dodge: All members of the unit must perform or check Initiative, those who do not pass will undergo a Strength 5 hit.
5: Some debris falling on the unit producing low: The unit receives 2D6 impacts Strength 4
6: Miraculously drive out almost unscathed in the building: The unit receives 1D6 impacts Strength 4
 
Pg. 136 The basic units of the army will be a marked by an asterisk these are called Main unit, that unit is compulsory inclusion in the army, at least one, or more, but with a total number of models in the units as stated in below. The number of models of this type should be at least 20 miniatures if infantry, 10 cavalry and if 6 if monstrous infantry. If multiple main units in an army you can put any of them. For example, to make a list of Warriors of chaos we see the Marauder's main unit, so you have to include a unit 20 Marauder or two units of 10 Marauder least. If you play more than 3000 points minimum units shall be doubled miniatures.
MAXIMUM POINTS
units have a maximum of points will depend on the size of the game to play, in addition to the size restrictions of each unit type discussed above, a unit may not exceed more than 20% of the army.
Pg. 139 Units of hosts that can be trusted winged alignment are the same and are described in Table alliances. At the end of the day, these armies fighting for the same goals and that common cause probably is further enhanced by various oaths centuries old, and the weight that represents share a common history.
Pg. 140 Armies units that can be suspect partners are the same alignment and are described in Table alliances. At the end of the day, these armies often enemies, but can be joined by a common goal. Or in some cases they may be slaved to each other.
Army units that can be Desperate allies are very fragile alliances and are described in Table alliances. At the end of the day, these armies often enemies, but can be linked by a common purpose, or in some cases can enslave one another.
Pg. 143 CONTINGENT ALLIES
In forming your army you can include part of an army troops with which you can ally yourself, this allied army that binds to yours we call allied contingent. To perform alignments and decide that armies can ally the table on the previous page is used. With regard to the rules are the same as the alliances of 2 or more armies set out above.

CONTINGENT FORM A PARTNER
- You can include your initial points apart from 25% of your army as an ally of a particular army contingent (if your army is 3000 points may for example be up 750 points allied contingent).

-A When making the proportions of heroes, basic, special and unique the main army and allied contingent, the point value of each take, without the other, this value is 3000 points, 2250 points for the main army and 750 points for the allied contingent, if the allied contingent is 750 points.

-In The allied contingent must have at least one Hero, to undertake the functions of the General allied contingent, so, allied contingent units, and army units if Allies are related, they can use their leadership by Inspiring presence Special rule.

- The list of army contingent will be the inclusion of a Hero (same as done in general) and must have a Main Base Unit. Then you can include all the basic units you want, two special units and a unique unit.
No bearer may include battle.

- An ally army can only include a hero, as a general of the army and this in turn may not be elected to the Commanders category (Nobody likes to be near able to defeat an opponent or take your command).

- You'll never have a number higher than your main army units.
 
Pg. 147 Any enemy unit destroyed or fleeing the board gives all points of victory. A reduced below half their injuries unit or give half of his victory points, rounded down.
You get 50 victory points for each challenge you've earned throughout battle.
 
You get 25 points for each victory and eliminated Banner 100 victory points if you delete the Battle Standard Bearer.
 
Quadrants
Divide the battlefield into 4 parts. If one of these parts is a unit of at least one row of one side, and in that quadrant there are only units of that side. That side won 25 victory points.
 
Pg. 154 (lack) You must place a building in the center of the table. You can use any model of building or element similar scenery. The building is a stone tower on 3 floors.
 
The player who controls the battle starts the game.
 
Make use points to determine the winner as described on page 143, considering that the player controlling the Watchtower win 500 points Victoria extras.
 
Pg. 156  1 Strength of this spell.
 
Pg. 158 Final transmutations is a direct damage spell with a range of 18". Roll 1D6 for each miniature of the target unit - on a 5+, the miniatures can turn to gold and suffers 1D3 wounds. The Final Transmutation does not allow saving throws armor. Models of character type within a unit only will be affected by this spell with a score of 6 on the roll.
Pg. 160 Regrowth is a spell augmentation with a range of 24 ". The target unit automatically recovers deleted worth Wounds 1D3 + 1 miniatures, miniatures cavalry counted as two models, and models with multiple injuries count as many thumbnails as wounds have. A model cannot be "Resuscitate" unless the value obtained in miniatures does regenerate every one of his wounds. The wounds of the unit is recovered in a very strict order, first champion was resurrected, then the musician (the bearers are not raised, if the bearer has died, the banner will be lost for the rest of the battle). The resurrection of these miniatures displaces the remaining troops of the unit as needed. After that, the troop units with multiple wounds (including miniature control group) to heal wounds original value. Finally, any remaining unallocated wound be used to raise troop miniatures unit (remember it is to be cured in full to his resurrection, or if the cavalry 2 wounds). These miniatures will be added to the first row of the unit until it is at least 5 miniatures, from here may be added to both the first and the last row. If the unit already has more than 1 row miniatures can only join the back row. The resurrection spell cannot make a unit recovers more injuries than their original size and cannot be used to heal characters or monsters. The wizard may decide to increase its reach to 48". In this case, the difficulty will be 15+.
 
The Dwellers below does not affect flying miniatures. The Dwellers below is a direct damage spell with a range of 12 ". All models in the unit must pass a Strength check or suffer a wound. Those who inhabit Underground does not allow saving throws armor. The wizard can extend the range of the spell to 24". In that case, the difficulty will increase to 21+.
 
Pg. 162 Pit of shades is a direct damage spell. Place the small round template anywhere Sorcerer 24 ", and dispersed 1D6 inches from there. All models that remain under the template must pass an Initiative test or be pulled into ... iDEATH! They suffer a wound without armor saving throw possible, miniature it is right in the center hole of the workforce suffer 1D6 wounds if the check fails. The sorcerer can choose to create a major portal using the large template round, rather small. In that case, the difficulty will increase to 17+, and the template 2D6 inches disperse. This spell does not affect flying models.
 
Okkam´s mindrazor  is an augment spell a range of 18 " and last until the  of the caster´s next Magic phase. While the spell is active, the models in the target unit will use his Leadership, unmodified (will not be affected by a hero in the unit, the inspiring presence of general and mounts use their own leadership, not the rider ) instead of its force when performing the roll to wound their attacks in combat (any Strength modifier that give their weapons will be ignored). The wizard can extend the range of the spell to 36". In that case, the difficulty will increase to 25+.
 
Pg. 163 Wizard who practice the magic of death can channel the life force of their opponents in their own spells. When a Lore of Death spell is removed successfully and not be dispersed roll 1D6, on a 4+ recover a given energy.
PURPLE SUN
Remains in play. Purple Sun is a magical vortex that uses the small round template. Once template is place, the player then nominates the direction in which the Purple Sun will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by 3. Any model touched by the template must pass an Initiative test or suffer a wound without armor saving throw possible. If the Artillery dice roll is a misfire, centre on the template on the caster and roll a scatter dice and a D6. The template moves the number of inches equal to the result of the D6, in the direction shown on the scatter dice (if you roll a Hit!, use the little arrow shown on the Hit! symbol). In either event, in subsequent turns, the Purple Sun travels in a random direction and moves a number of inches equal to the roll on an artillery dice. If a misfire is rolled in subsequent turns, the Purple Sun collapses in upon itself and is removed. A particularly brave Wizard can infuse the Purple Sun of Xereus have with more power, so that it uses the large round template instead. If he does so, the casting value is 25+.
 
Pg. 167 Only miniature walk.
 
Pg. 168 One use only. This scroll can be used when the wizard attempts to cast a spell. During this attempt, the difficulty of the spell is reduced by half. This scroll can not be used to boost a spell.
 
Pg. 169 The building is a stone tower of 1D3 plants.
 
The bearer of the Crown of command gets +1 to Leadership.

One use only. Only infantry or cavalry characters. Potion can drink at the beginning of any phase of the miniature player. The drinker immediately regains 1D6 wounds.

 

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