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 7eme edition...tout les regle

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highelf
Serf
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Nombre de messages : 6
Age : 39
Localisation : BXL,Etterbeek
Date d'inscription : 12/12/2005

MessageSujet: 7eme edition...tout les regle   Lun 4 Sep à 11:53

SETTING UP THE GAME:
a. selecting terrain features: both players roll D6, highest score must begin with putting 1 feature on the table, at least 12 inch away from center, then other player must put one feature on table (same restriction), then first player choses to stop or continue...after a player has selected to stop, the other player can put 1 more feature on the table, then table is considered set up.
b. Select spells/lores for all wizards form both sides, before units are deployed. Roll a dice to see who goes first.
c. Both players roll D6, highest roll must set one of his units up at a table edge of his choise. Then other players sets up one of his units on the opposing table edge. Continue setting up units in this way, warmachines are deployed at the same time but do not have to be placed togeter, all charcters are deployed after all other units are set up.
d. Roll a D6 to see who may put scout unit first, highest roll choses.
e. Roll a D6 to see who will get first turn, highest roll choses.

TURN PHASES:
START OF TURN:
a. All units within 6 inch of a enemy Terror causing unit must pass Ld test or flee directly away in a strait line from Terror causing unit.
b. All units suffering from Stuppidity must pass Ld test (see compulsory move phase)
c. All other "at start of turn" test must be taken (bv Animosity)

MOVEMENT:
a. Declare ALL charges
b. Declare ALL charge reactions
c. Rally ALL fleeing troops (execpt if the fleeing unit paniced THIS TURN, bv Terror test)
d. Compulsory moves are worked out, move in a strait line away from sorce or if rally attempt failed to nearest table edge. (move fleeing units,move stupid units and move all units who chose a FLEE as charge reaction in the order the charges were declared)
e. Work out "stand and shoot" reactions, if charging unit must take panic test and fails, move immediatly directly away from the sorce.
f. Move ALL charging units in the order they were declared.
g. Remaning Moves. Move ALL other units as normal

MAGIC:
a. Each wizard generates his OWN Power Dice, plus 2 PD pool (can be used by any wizard), opponent generates Dispel Dice pool.
b. Cast spell, by nominating wizard casting spell and target of the spell.
c. If cast succesful, opponent choses/attempts to Dispel
d. If spell is not dispelled, measure range and apply effect if within range.
e. Repeat b to d
f. At end of magic phase, players can use left over PD or DD to dispel "Remains in play" spells that were NOT cast this turn. Start with player who's turn it is.

SHOOTING:
a. Declare ALL ranges for ALL guess range weapons
b. Measure and apply effect
c. Choose a missile unit , declare its target, measure whitch models can see target and are in range, work out shots. (all models not in range or with no line of site miss automaticaly)
d. Choose a second missile unit and repeat

CLOSE COMBAT:
!! Each combat is worked out completely, break tests, panic tests, flee and pursuit, BEFORE you move to 2nd combat. Player who's turn it is chooses the order in which the combats are worked out.

a. Work out combat, losers take break test
b. If failed, winning players chooses to restain pursuit first (frenzy/hatred units must always pursue) OR if winning unit was engaged in more than one front/flank/rear, winning player chooses to which flank, front or rear he will pursue (ALL units to that flank/rear are destroyed if pursuer rolled equal or higher)
c. Lossing player rolls flee distance for each unit separetly
d. Winning player rolls pursue distance for each unit separetly
e. Remove ALL units to the side which the winning unit pursued, if there flee roll was less/equal to pursuit roll
f. Move ALL succesfull fleeing units DIRECTLY away (strait line) from largest unit strenght pursuer

DON'T FORGET:
1) if fleeing unit touches/moves though a enemy unit of Unit strenght 5 or more, impassable terrain or the table edge, while fleeing it is DESTROYED
2) if fleeing unit is unit strenght 5 or more and touches/moves though a friendly unit. That unit must pass a panic test or flee in same direction.
g. Move all succesfull/unsuccesfull pursuing units there FULL distance

EXEPTIONS:
1. Units destroyed in combat can only be OVERRUN if:
a. This was the first turn of combat
b. The unit making the overrun was charging this turn
2. OVERRUN is optional,no restrain roll needed(frenzy/hatred ALWAYS overrun)
3. A unit that pursued of the table, comes back into play in the REMAINING MOVES part, and can never march, but can magic, shoot etc.
4. A unit that Pursues/Overruns into a fresh enemy ,can attack again as if charging ,IF the fresh enemy unit was already in combat AND that combat was not yet completed THIS TURN. If combat is won again, this Pursueing/Overruning unit CAN NEVER overrun/pursue again. (not even if frenzy/hatred)

PSYCHOLOGY:
all tests 6 inch
TERROR: "at start of turn" and if charging or being charged
PANIC:
1. if unit takes 25% or more casualties in THAT PHASE (except CloseCombat phase)
2. if a friendly unit of Unit strenght 5 or more was destroyed within 6 inches
3. if a unit breakes from close combat (any unit strenght!)
4. if a friendly fleeing unit of Unit strenght 5 or more moves through/touches your unit
EXECPTION: if this happens to a unit which chose a HOLD as charge reaction, it does not flee in same direction as fleeing unit, but just changes its charge reaction to FLEE.


CHARACTER IN UNITS:
-IF a character is immune to psychology, and joins a unit NOT immune to psychology, then the character loses his immunity for as long as he is with the unit.
-IF a character is NOT immune to psychology, and joins a unit that is immune to psychology, then the character BECOMES immune for as long as he is with the unit.
-IF a character is stubborn, and joins a unit that is NOT stubborn, then the unit BECOMES stubborn for as long as he is with the unit.
-IF a character is NOT stubborn, and joins a unit that is stubborn, then the player can chose to use the characters modified Ld or the units UNmodified Ld, withever is highest.
-IF a character is fear/terror causing, and joins a unit NOT fear/terror causing, then the unit becomes immune to fear/terror
-IF wishing to charge a unit that does NOT cause fear/terror, but has a character in it that DOES cause fear/terror, then the charging unit must ONLY test if THAT character would end up in close combat with the charging unit.
-IF a character with Frenzy/Hatred is in a unit NOT Frenzy/Hatred, then that character must declare a charge out of the unit, ONLY if that unit did not elect to charge that turn.
-A unit with a Frenzy/Hatred character in it MUST always pursue/overrun

CHARIOTS:
a. Chariots do IMPACT hits if:
-charging
-being charged in the FRONT, when it charged the PREVIOUS turn
-making a COMPULSORY MOVE through friendly/enemy unit
b. Mounts of chariot can only attack to the front, crew to any side
c. In a challange, crew my not attack AT ALL, steeds can join attack in challenge
d. If chariot destroyed, a character riding it does not take a hit, just place him/her in base contact, then remove chariot.

WARMACHINES:
a. Crew can ALWAYS elect to pursue/overrun(my leave warmachine) , no restrain roll is needed. (Hatred/Frenzy crew MUST pursue/overrun)
b. Warmachine is IMMUNE to poison (crew is NOT immune)
c. Cannon Grapeshot is Breath template, resolved at STR = artillary dice, armour piercing, D3 wounds
d. Stone throwers have min range of 12 inch and max range of 60 inch

NEW:

Defending an obstacle:
-all charge bonuses are lost, fight combat as if 2nd round after a tie
-defenders can elect to restrain, no roll needed. Hatred/Frenzy MUST pursue/overrun

Swarms: Crumble
-after combat swarms take 1 extra wound for each point it lost the combat by (no saves)

WEAPONS:
-Handweapon/shield bonus Armour save of +1, only if on foot AND fighting in the FRONT. (no +1 for handweapon/shield if fighting in flank/rear)
-Greatweapons(when mounted +1STR, when on foot +2STR) strike last
-Pistol: in Close combat counts as handweapon, BRACE of PISTOLS counts as 2nd handweapon
in shooting: 8 inch range, no penalty for movement or long range
STR 4 armour piercing, can ALWAYS stand & shoot
(even if charging unit is within half charge range)
BRACE of PISTOLS: multiple shot 2x
COMBAT RESOLUTION:
- If charged in flank/rear by a unit of Unit strenght 5 or more (except flying units, and skirmishers) The charged unit loses his rank bonus for that TURN.
- Combat resolution +1 for a unit banner CAN be combined with +1 for Battle Standeard Bearer for total of +2

SHOOTING CANNONBALL/BOLT:
-a straight line from warmachine to chosen point on table, all RANKS touched are counted, NOT models.

VICTORY POINTS:
-Calculating VP for units (including characters) that are at 50% or less of starting wounds.
-Table Quarters can only be contested/claimed by a unit of US 5 or more

Voila, Mon frencais n'est pas tres bonne, donc peut etre une du vous peux tradoiser??
tu peux etre sur que ce sont pas des remour par ce que j'ai lit tout sa moi meme Wink

salu
Lars
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Le gob flamboyant
Baron
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Nombre de messages : 435
Age : 28
Localisation : Bruxelles
Date d'inscription : 30/04/2005

MessageSujet: Re: 7eme edition...tout les regle   Lun 4 Sep à 12:16

Merci et bienvenue à toi.

_________________
"Chaque peuple excelle dans un domaine: Forge, Magie, Art etc... Nous les Noldors, nous excellons dans l'excellence elle même"
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Milon
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Nombre de messages : 42
Localisation : Marche-en-Famenne
Date d'inscription : 19/07/2006

MessageSujet: Re: 7eme edition...tout les regle   Lun 4 Sep à 15:13

c'est bien, mais dans 5 jours ont les a en Français
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elf999
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Localisation : Molenbeek, Bruxelles
Date d'inscription : 09/08/2006

MessageSujet: Re: 7eme edition...tout les regle   Lun 4 Sep à 18:55

ouais traduisez svp, j'capte rien
(pas mot pour mot mais en gros
merci
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ximu
Commerçant
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Nombre de messages : 76
Date d'inscription : 22/08/2006

MessageSujet: Re: 7eme edition...tout les regle   Lun 4 Sep à 23:07

thx^^

en GROS ce sont les règles que asarnil a posté un peu plus tôt.
mais ici c est plus complet et phase par phase.

pour la traduc c est trop long mais déjà avec le post d asarnil t as une petite idée des changements^^
++
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elf999
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Date d'inscription : 09/08/2006

MessageSujet: Re: 7eme edition...tout les regle   Mar 5 Sep à 8:42

merci^^
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