Les données des Cerbereans Enforcers ne nous sont pas encore parvenues. Cependant, il est temps pour nous de contacter les équipages de Ferrymen afin d'en trouver un prêt a nous faire traverser l'étendue de désolation.
Il existe trois routes privilégiées pour l'accès aux ruines de Hive Secundus depuis Hive Primus. Nous devons en choisir une.
- La route qui passe par Port Skreg, réputée la plus rapide mais la moins empruntée... - La route qui passe par Port Mortuus, réputée la plus dangereuse mais dont les survivants étaient les plus riches... - La route qui passe par Port Ferrum, réputée la plus sure mais aussi la plus longue...
a votre avis par ou devons nous passer ?
Bonne nouvelle plusieurs équipes de Ferrymen au chômage ont été identifiées a Port Ferrum. Nous venons de recevoir les scans d’auspex et les nouvelles ne sont pas très bonne de ce côté la…
Un énorme blocus de cult genestealer semble avoir pris ancrage sur la route principale… Cela veut dire que les marchands vont être prêts a tout pour recruter des gens prêts a les aider pour passer jusqu’à l’abime… impossible de passer a coté des marges juteuses laissées par ces clients captifs en quête d’aventures…
D’autres menaces semblent évoluer en direction de notre route mais nous n’avons pas a nous en préoccuper pour le moment… les préparatifs de notre expédition peuvent continuer…
Voici quelques propositions de scénario pour la campagne:
- Chasse au monstre: Les bandes ont entendu des rumeurs qu'un terrible monstre est sorti de sa tanière suite à la chute de la comète. Il a établit son nouveau repaire dans les ruines de la ville. Vous avez entendu des légendes sur les fabuleux trésors que détiennent des telles créatures. Vous avez décidé de voir par vous même si les rumeurs sont vraies.
- Le Prince perdu: Les compteurs publics racontent souvent les histoires de la ville en ruine et à cause de cela, les enfants des classes privilégiées voient souvent la cité de Mordheim comme le lieu ou vivre des aventures romanesques. Parfois, l'un d'entre eux quitte son foyer pour rejoindre une bande de mercenaires afin de se faire un nom. Souvent, ces individus sont tués avant même d'arriver à la ville. Mais, une fois de temps en temps ils sont assez chanceux pour y arriver et les familles ne sont pas ravie que leur progéniture suive un tel destin. Un noble ou un riche marchand sera prêt a payer pour éviter l'inévitable à sa progéniture. Les bandes ont entendu dire que le fils d'un homme puissant avait été aperçu déambuler dans la ville et qu'une coquette récompense était à la clef pour qui saurait le retrouver.
- La Foule en colère: Dans l'année qui a suivi le la destruction de la ville de Mordheim, l'Empire est devenu un endroit beaucoup plus sombre. Dans ses contrées les plus sauvages, des populations rurales se battent contre les éléments pour tirer leur subsistance du sol. Les fermiers et les villageois de l'Empire sont une espèce curieuse, d'une certaine manière reculés relativement aux gens sophistiqués de la ville. Les paysans sont brutes, faiblement éduqués mais extrêmement dur à la tâche et n'ont que peu de temps pour les étrangers, en particulier ceux des grandes villes. Leur vie est souvent courte et difficile. En dépit de tout cela, les populations rurales de l'empire sont exceptionnellement brave et ont un incroyable sens de la communauté. Ils sont aussi très suspicieux des étrangers et capable de les traiter avec une hostilité surprenante. Gare à qui osera essayer de les voler !
- La chose dans les bois Votre bande voyage aux abords de la ville quand soudain vous remarquez que les bois que vous venez de traverser semblaient vous observer. Les ombres sont plus profondes ici, et des bruits étranges se font entendre. Certains de vos guerriers disent avoir vu quelque chose bouger. Vous avez entendu des rumeurs sur cette partie des forêts de l'Empire qui serait hantée par des esprits maléfiques et des créatures de la nuit...
- Le tueur de Dragons Dans une sombre caverne aux confins de l'empire sommeille un Dragon. Il rêve et voit le monde tel qui fut 700 ans auparavant. Qui osera prendre le risque de troubler son sommeil pour faire main basse sur ses fabuleux trésors ?
- Les portails facétieux Une lueur affable émane de la demeure du sorcier toute proche. A leur arrivée les bandes voient une zone plein de portails. Certains disent que les mages ont recours à ce type de structure pour cacher leurs biens les plus précieux. Pour autant aucun de ceux qui s'y sont aventurés ne sont revenus pour confirmer cette information.
Page 17 Change the price of a Horseman’s Hammer to 12 gc.
Page 24, 2nd column Add a new special rule between Armour Bonus and Bolting Mounts: “Large Target: All models mounted on a riding creature from this section count as Large Targets as defined in the shooting rules. Unridden riding creatures are not Large Targets.”
Page 60, Special Rules Add the following Special rule: “Tainted: The Carnival is a similarly unclean mass of mutation and Chaos to the Possessed and so counts as such for purposes of Exploration and Serious Injuries.”
Page 66, Nurgle’s Rot Change the fifth sentence to read: “If the Tainted One makes a successful to Wound roll of a 6 with any of his hand-to-hand attacks, the target model will contract the Rot (note: Nurgle’s Rot only affects the living, so Undead, Daemons and Possessed are immune).”
Page 71, Beastman skill tables The ‘3s’ in the table should be ticks.
Page 71, Maximum Characteristics Replace the entry with: “Profile M WS BS S T W I A Ld Ungor 6 6 6 4 4 3 7 4 7 Centigor 9 7 6 4 5 4 6 4 9 Minotaur 6 6 5 5 5 5 6 5 9 Others* 5 7 6 4 5 4 6 4 9 *This includes all the non-Centigor Heroes and the Gor Henchmen.”
Page 73, Minotaur Replace the Large special rule with: “Large Target: Minotaurs are Large Targets as defined in the shooting rules.”
Page 74, Shaggy Hide skill Replace the existing definition with the following: “The Beastman’s massively shaggy hide acts as armour, deflecting sword strokes and protecting him from harm. The model gains a 6+ Armour Save that can be combined with other armour as normal.”
Page 78, The Thing in the Woods Replace the Large Beast special rule with: “Large Target: The Balewolf is a Large Target as defined in the shooting rules.”
Page 3, Man-Eater Replace the last sentence with: “Opponents are +1 to hit the tree in hand-to-hand combat, due to the fact that it is rooted to the spot. The Tree is a Large Target.”
Page 6, Forbidden Fruit Add the following to the end of the paragraph: “The Tree is a Large Target.”
Page 7, Itsy-Bitsy Spider Add a new special rule: “Large Target: Gigantic Spiders are Large Targets as defined in the shooting rules.”
Page 9, Orc Equipment Lists Add a club at 3gc to the list of hand-to-hand combat weapons available to the Orcs.
Page 11, Troll Add a new special rule: “Large Target: Trolls are Large Targets as defined in the shooting rules.”
Page 21, Dwarf Warrior Equipment Lists Add a brace of pistols at 30gc to the list of missile weapons available to the Dwarf warriors.
Page 22, Dwarf Engineer Replace the Expert Weaponsmith special rule with: “Expert Weaponsmith: A Dwarf Engineer is a master of mechanical devices. By using stronger construction materials and time-tested secrets of Dwarf engineering, a Dwarf Engineer can increase the distance the warband’s missile weapons can shoot. Missile weapons bought from the warband’s basic equipment lists have their range increased by 3” for Pistols and 6” for Crossbows and Handguns. Range increases only apply in battles in which the Engineer takes part (though they do apply even if he is yet to enter the battlefield or has already been taken out of action in this battle). He has no effect on the equipment of Hired Swords.”
Page 25, Nicodemus Add Witch Hunters to the list of warbands that cannot hire Nicodemus.
Page 34, Great Beasts in Mordheim Insert a new sentence between the fourth and fifth (after “…a new lair in the ruined city.”): “Even so, all monsters count as Large Targets as defined in the shooting rules.”
Page 66, 2nd column Add a new special rule between Armour Bonus and Bolting Mounts: “Large Target: All models mounted on a riding creature from this section count as Large Targets as defined in the shooting rules. Unridden riding creatures are not Large Targets.”
Page 81, Trained Bear Add a new special rule: “Large Target: Bears are Large Targets as defined in the shooting rules.” Commentary on Annual Changes There was little to worry about in the Annual once it’d been brought in line with the new rulebook. A couple of omissions and a clarification, but generally it was pleasingly clean of troubles.
Page 26, 2nd column Replace the third paragraph (“A model may charge… past the enemy!”) with the following: “If an unengaged (ie, not in hand-to-hand combat) enemy model lies within 2” of the charge route, that model may choose to intercept the charger if he wishes. This ‘interception area’ is shown in the diagram above. Only one enemy model may attempt to intercept each charger. If the intercepting warrior would normally require a Fear test to engage the charger then he must pass one in order to be allowed to intercept. Failure means he will not move. If the intercepting warrior causes fear then move the models into contact and then take a Fear test for the original charger (assuming he would normally do so) as if he was the one being charged. Regardless of the results of this test it is still the original charger who counts as charging in the subsequent round of combat, not the intercepting warrior.”
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Page 26, 2nd column Add the following to the end of the last paragraph on the page: A model that charges will ‘strike first’ in the first round of the ensuing combat.”
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Page 29, Closest Target Add the following sentence as a new paragraph after the first: “You may always choose to shoot at a Large Target if you can see it, whether it is in cover or not and even if it is not the closest target.”
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Page 30, 1st column Insert the following new paragraph after the first paragraph and before the diagram: “If a shot misses its target by 1, and that target claimed the -1 modifier for cover, then the shot strikes the cover instead. Normally this doesn’t matter, but in the case where a model is concealed behind another warrior, or when the cover is a powder keg, it might be extremely important!”
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Page 3 Hit Modifiers Change the definition of -1 Moving and shooting to: “If your model has moved at all (other than standing up, or turning to face your target) during this turn.”
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Page 31, Hit Modifiers Change the definition of +1 Large Target to: “If either the target model has the Large Target special rule (such as an Ogre), or whose main ‘body’ is over 2” tall or wide (such as most buildings).”
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Page 34, Who Strikes First Replace the paragraph with the following: “Normally, models fight in order of descending Initiative with the highest striking first. If their Initiatives are equal, roll a dice to see who fights first. If a model stood up in the Recovery phase of that turn, then he will strike last irrespective of any other circumstances. Sometimes a model will be allowed to ‘strike first’ for some reason. Most commonly this is because they charged in that turn, but some equipment, skills and spells produce the same effect. If only one model ‘strikes first’ then it does so and the remainder of the combatants strike in Initiative order as described above. If there are several models who are each entitled to ‘strike first’, then they determine the order of combat between themselves by Initiative, as described above. Once all those that were eligible to ‘strike first’ have fought, any other combatants fight in Initiative order.”
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Page 38, Voluntary Rout Replace the paragraph with: “A player may choose to voluntarily Rout at the start of any of his own turns if he wishes, but only if he was already required to take a Rout test or if a quarter (25%) or more of his warband are out of action.”
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Page 39, Fear In the paragraph labelled “a)”, replace the last sentence with: “If it is failed, the model must roll 6s to score hits in that round of combat.”
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Page 39, Stupidity Replace the third paragraph with: “If the test is failed all is not well. Until the start of his next turn (when it takes a new Stupidity test) the model will not cast spells or fight in hand-to-hand combat (though his opponent will still have to roll to hit him as normal).”
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Page 39, Stupidity Add the following paragraph at the end of the Stupidity section: “Regardless of whether the test is passed or failed, the result applies until the start of the model’s following turn (when it takes a new Stupidity test).”
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Page 42, Spear Replace the Strike First rule with: “Strike first: A warrior with a spear strikes first in the first turn of a hand-to-hand combat.”
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Page 42, Spear Add a new special rule between “Strike first” and “Cavalry bonus”: “Unwieldy: A warrior with a spear may only use a shield or a buckler in his other hand. He may not use a second weapon.”
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Page 45, Sling Add the following sentence to the end of the Fire Twice at Half Range special rule: “If the model fires twice then each shot is at -1 to hit.”
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Page 53, Lucky Charm Replace the second paragraph with: “The first time a model with a lucky charm is hit in a battle they roll a D6. On a 4+ the hit is discarded and no damage is suffered. Owning two or more charms does not confer any extra benefits, the model may still only try to discard the first hit.”
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Page 54, Halfling Cookbook Replace the brackets at the end of the second paragraph with: “(note that neither an Undead warband nor a Carnival of Chaos warband can use this item).”
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Page 58, Re-Animation Replace the first sentence with: “One Zombie that went out of action during the last hand-to-hand combat or Shooting phase immediately returns to battle.”
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Page 60, Silver Arrows of Arha Replace the first sentence with: “Unlike other spells, this cannot be cast whilst in hand-to-hand combat. The spell summons D6+2 arrows which the wizard can use to shoot against one enemy model.”
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Page 65, 1st column, 1st paragraph of Weapons and Armour Replace the first sentence with: “Each warrior you recruit can be armed with up to two close combat weapons (in addition to his free dagger), up to two different missile weapons and any armour chosen from the appropriate list. For these purposes, a brace of pistols counts as a single missile weapon.”
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Page 8 , Steel Whip weapon stat line Under range, replace “4"” with “Close combat”:
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Page 85, Steel Whip weapon stat line Under special rules, replace “reach” with “whipcrack”:
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Page 85, Steel Whip special rules Replace the reach special rule with: “Whipcrack: when the wielder charges they gain +1A for that turn. This bonus attack is added after any other modifications. When the wielder is charged they gain +1A that they may only use against the charger. This additional attack will ‘strike first’. If the wielder is simultaneously charged by two or more opponents they will still only receive a total of +1A. If the wielder is using two whips at the same time then they get +1A for the additional hand weapon, but only the first whip gets the whipcrack +1A.”
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Page 95, Rat Ogre Replace the Large special rule with: “Large Target: Rat Ogres are Large Targets as defined in the shooting rules.”
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Page 117, Post Battle Sequence Stages 1-3 remain as they are. Stage 5 is renumbered stage 10. Stage 4 is replaced by the following new stages: 4 Sell Wyrdstone. This can only be done once per post battle sequence. 5 Check available veterans. Roll to see how much Experience worth of veterans is available for hire. You don’t have to commit to hiring any at this point. 6 Make rarity rolls and buy rare items. Make rolls for any rare items you intend to buy and pay for them. These items go into the warband’s stash. 7 Look for Dramatic Personae. If you want to hire any. 8 Hire new recruits & buy common items. New recruits come equipped with their free dagger and may be bought common items. This is done in any order and may be done several times. Note that newly hired recruits cannot buy rare items. They can, however, be equipped with rare items if there are any in the warband’s stash in stage 9. 9 Reallocate equipment. Swap equipment between models as desired (provided they are eligible to use it). Page 117, Death of a Leader Replace the last sentence of the second paragraph (“In the case of Undead warbands…”) with: “You can buy a Vampire after the next game, at which point the Necromancer will step down (whether he wants to or not) and lose the Leader skill.”
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Page 117, Death of a Leader Add the following paragraph at the end of this section: “If the leader of a Sisters of Sigmar, Possessed or Carnival of Chaos warband dies then their successor will be entitled to learn to use magic in their stead. The new leader may choose a prayer/spell from the appropriate list, instead of rolling on the Advance table, the first time they are eligible for an advance. After this they are considered to be a wizard/use prayers as appropriate for their warband and use the advance table as normal.”
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Page 121, Henchmen In the first paragraph of this section, change the second sentence to read: “If the dice roll indicates an increase in a characteristic which has already been increased (or is at its racial maximum), roll again until an unincreased characteristic is rolled.”
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Page 121, Characteristic Increase In the initial paragraph, change the third sentence to read: “If both are already at their racial maximum, you may increase any other (that is not already at its racial maximum) by +1 instead.”
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Page 121, Characteristic Increase Replace the existing Ogre maximum characteristics with: OGRE (Ogre Bodyguard Hired Sword) Profile M WS BS S T W I A Ld Ogre 6 6 5 5 5 5 6 5 9
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Page 121, Characteristic Increase Add the maximum characteristics for Halflings: “Halfling (Halfling Scout Hired Sword, et al) Profile M WS BS S T W I A Ld Halfling 4 5 7 3 3 3 9 4 10
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Page 122, Expert Swordsman skill description Add the following to the end: “Note that this only applies when they are armed with normal swords or weeping blades, and not with double-handed swords or any other weapons.”
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Page 122, Quick Shot Replace the description with: “Quick Shot: The warrior may shoot twice per turn with a bow or crossbow (but not a crossbow pistol).”
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Page 122, Pistolier Replace the second sentence of the description with: “If he is equipped with a brace of pistols of any type (including crossbow pistols), he may fire twice in the Shooting phase (though note that normal reloading rules apply). If he has a single pistol then he may fire it in the same turn it was reloaded.”
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Page 122, Hunter Replace the second sentence of the description with: “He may fire each turn with a handgun or Hochland long rifle.”
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Page 123, Haggle Replace the second sentence with: “He may deduct 2D6 gold crowns from the price of any single item (to a minimum cost of 1gc) once per post battle sequence.”
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Page 123, Pit Fighter Add the following at the end of the description: “It’s a good idea to define which bits of your terrain collection count as ‘buildings or ruins’ at the start of a battle to avoid confusion later.”
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Page 123, Lightning Reflexes Replace the entry with: “If the warrior is charged he will ‘strike first’ against those that charged that turn. As the charger(s) will also normally ‘strike first’ (for charging), the order of attack between the charger(s) and the warrior with this skill will be determined by comparing Initiative values.”
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Page 123, Jump Up Replace the last sentence with: “The warrior may ignore knocked down results when rolling for injuries, unless he is knocked down because of a successful save from wearing a helmet or because he has the No Pain special rule.”
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Page 123, Dodge Replace the last sentence with: “Note that this roll is taken against missiles as soon as a hit is scored to see whether the warrior dodges it or not, before rolling to wound, and before any effects from other skills or equipment (such as lucky charms).”
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Page 144, New recruits Replace the first paragraph of this section (“New warriors… at least one battle”) with: “New warriors are recruited in the same way as the original warband with the notable exception of equipment. After the start of a campaign, a new hireling can only buy Common items from his warband’s equipment chart freely. He may only be given Rare items from his warband’s equipment chart if the warband can obtain them via the normal trading rules.”
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Page 147, Recruiting Hired Swords In the third paragraph of this section, replace the first two sentences with: Hired Swords do not count towards the maximum number of warriors or Heroes a warband may have on its roster and don’t affect your income from selling wyrdstone. However, Hired Swords do count as part of the warband for purposes of Rout tests, etc whilst in battle.”
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Page 148, Ogre Bodyguard Replace the Large special rule with: “Large Target: Ogres are Large Targets as defined in the shooting rules.”
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Page 150, Freelancer Under Equipment, replace the second sentence with: “If you are using the optional rules for mounted models, a Freelancer rides a warhorse (and has the Ride Warhorse skill from the Blazing Saddles article).”
+++++++++++++++++++++++++++++++++++++++++++++++ + JOUEUR : Yarrix + FACTION PRINCIPALE : Space Marines + POINTS DE COMMANDEMENT : 12 -1 -1 -2= 8 + COUT TOTAL : 1996 + TOTAL PUISSANCE : 101 + FACTIONS : Black templars + POINTS DE RENFORT : 4 +++++++++++++++++++++++++++++++++++++++++++++++ Détachement : Patrouille 1 QG [Seigneur de Guerre] [BT] Chapelain Grimaldus : 140 pts - Crozius d'artificier, Grenades Frag , Grenades Krak , Pistolet à plasma, Anges de la Mort, Chefs Spirituels [Aura], Détermination Indomptable, Dévot, -Litanies- [Codex] 0.Litanie de la Haine, Rosarius, Servants Décérébrés, -Litanies- [Black Templars] 1.Litanie de Divine Protection, -Litanies- [Black Templars] 2.Psaume d'implacable Persécution, -Trait- [Black Templars] 1.Modèle de Piété - 3 Servitor Cénobyte : Bannière des Croisés Défunts, Sceptre d'Onction, Vestige du Temple Déchu
Chapelain Primaris à moto : 125 pts - Crozius arcanum, Fusil bolter jumelé, Pistolet bolter Absolvor, Anges de la Mort, Chefs Spirituels [Aura], -Litanies- [Codex] 0.Litanie de la Haine, Rosarius, Turbo-boost, -Litanies- [Codex] 6.Cantique de la Haine [Aura], Trait Supplémentaire (-1 PC), -Trait- [Codex SM] 6.Rites de Guerre [Aura] - Imperial Fist et Black Templars : [Black Templar] Os de Tännhauser
ELITE Dreadnought Redemptor : 195 pts - Poing de Redemptor, 2 Bolter Storm, Canon Gatling Onslaught, Macro Incinérateur à Plasma, Nacelle lance-roquettes Icarus, Anges de la Mort, Devoir Eternel, Explosion (6ps - D3 BM)
Escouade d'Assaut Terminator (10) : 450 pts - 9 Marteau Thunder, 9 Bouclier Storm, Balise de Téléportation, [Black Templars] - Porte Relique - Icône de Heinmann, Anges de la Mort, Escouades de Combat, Frappe par Téléportation - Sergent Terminator : Marteau Thunder, Bouclier Storm, [Black Templars] Champion de la Fête (-1 PC)
Détachement : Patrouille 2 QG Techmarine Primaris : 100 pts - Hache énergétique de L'Omnimessie, Méchadendrite, Servo-bras, Bolter de la Forge, Grenades Frag , Grenades Krak , Pistolet à gravitons, Anges de la Mort, Bénédiction de l'Omnimessie, Éveiller les Esprits de la Machine - 1- Upgrade Maître de la Forge : Maître de la Forge
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