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 [Règles] Anthony Case nouvelle maj

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kupra

kupra


Messages : 520
Date d'inscription : 29/07/2011
Age : 42
Localisation : Toulouse

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeDim 16 Sep - 23:40

Bonsoir,

Veuillez trouver sur ce lien la dernière maj (juillet 2012) des règles proposées par Anthony Case :
https://www.box.com/shared/hs3h5bu41a

Et certaines des modifs qu'il a apportées par rapport aux règles officielles :

///// 24th July 2012
- Plasma pistol: The Strength of a Critical result hit has been increased from D2 to D3
- Trading Posts Miscellanous items errrors fixed: Photo-contacts should be common. Stummers should be Rare. Grapnel "Rare" shouldn't be red
- Smoke Bombs: Removed "just like a regular grenade" to prevent confusion
- Hit Modifiers chart: Reworded the Charging mod for clarity


///// 26th May 2012
- Halving Values paragraph added explaining that fractions are now always rounded up
- Flesh Wounds: Fighters now go OOA if either WS or BS is reduced to zero
- Clarify that following-up is a continuation of hth, so no swapping weapons
- Broken/Fear: Weapon Skill is reduced to 1 instead of zero
- Falling: Fighters now go auto-OOA from heights greater than 10 instead of 12. Clarify that falling damage follows High Impact rules
- Massive Weapons: Charging now confers a -1 attack dice penalty on opponent (min 1)
- Photon Grenades: Revert to official (blinded are reduced to WS 1)
- Smoke Greandes: Revert to official (fighters inside are reduced to half WS)
- Catfall: Changed - Falling damage is ignored if an I test is passed. Can voluntarily jump from any height
- Armourer: You can now choose which failed Ammo roll to ignore instead of first
- Workshop: You can now choose which failed Ammo roll to ignore instead of first
- Friendly Doc: Each Doc can now only patch up one fighter per battle


///// 14th September 2011
- Bookmarks added
- Territories: Moved - 51-52: Drinking Hole, 53-54: Workshop, 55-56: Guilder Contact, 61: Mineral Outcrop
- Workshop: Clarify that re-rolls take precendence
- Mineral Outcrop: Income reverted to D6x10. No longer becomes exhausted, instead a roll of 6 generates an extra D6x10 credits


///// 13th September 2011
- A hell of a lot of grammar and spelling corrections
- Needle Weapons: Clarify that comatosed fighters count as down
- Hallucinogen: Made several changes/clarifications to the Over There!, Traitors! and Errrr... rules
- Hellfire Bolts: An Ammo roll of 1, 2 or 3 now results in a test to explode rather than automatically exploding
- Blinded In One Eye: Replaced with Partially Blinded
- Captured: Clarified that models auto-exchanged are done so with their equipment. Clarified that models and their gear can be treated separately for ransoms
- Rare Trade Chart: Lobo-chip was wrongly listed in here. Slight increase in chance of rolling Silencer/Screamer/Stummers. Can now choose between buying Screamers/Stummers. Ratskin Map/Concealed Blade switched. 41-56 sub-lists now ordered by cost.
- Stummers: Revert to official cost of 10+3d6
- Rescue: Clarify that the Gateway is not used
- Shoot Out: Fighters must move the 1", it's not optional
- Pitch Black: Fighters wearing photo-contacts, photo-visor, infra-red goggles or bionic eyes roll 3D6 when seeing if they trip


///// 8th September 2011
- Smoke Bombs: Reference to the -1 to-hit was wrongly left uncrossed on page 47


///// 12th August 2011
- Clarified that a "Hit & Misfire" results in the weapon malfunctioning as explained in the Ammo Rolls section
- On Fire: reference table has been corrected
- Tweaked the Ammo Rolls wording so it doesn't infer that a 7+ to hit can potentially not require an ammo roll


///// 27th July 2011
- Added weapon templates and referenced them in the Templates section


///// 26th July 2011
- Corrected wrongly displayed cost of plasma gun and grenade launcher in the House Weapon Lists


///// 23rd July 2011
- Stinger Pouch: clarify that it's used and held by a gang member like ordinary equipment rather than being kept in the gang's stash


///// 23rd June 2011
- Removed the 'surprise' rule that stopped fighters running into within 8"
- Fighters can now go into hiding at any point during their move
- Now only Juves and down fighters don't count for escaping pinning, Bottle tests and for the Leader's Ld/I bestow range
- Down: Revert to Official - can now crawl 2" again
- HTH: Fighters that recently fired a basic, special or heavy weapon can now swap weapons without limit
- Special Injury Weapons in HTH: Special rules only apply if the weapon specifically inflicted an OOA result in HTH combat. Down fighters automatically taken OOA don't count. Web Pistol wording tweaked to conform
- Bottle Roll: Revert to Official - bottle rolls now based on fighters participated in game, not full gang. Bottle rules reverted back to official in scenarios: Hit & Run, The Raid, Rescue (except Raid/Rescue attackers don't take Bottle rolls until 50%)
- Massive Weapon: In the case of a tie Initiative is halved instead of auto-lose
- Auto-repairer: Heavy must not have gone out of action
- Clip Harness: Revert to Official except - Clarify that the fighter can do other things as well as fastening harness. HTH now auto-unfastens harness. A fastened harness now completely prevents falling
- Skull Chip: Revert to Official cost of 30cr. Malfunction rule replaced with a failed re-roll means the chip no longer has an effect for the remainder of the game
- Lobo-chip: Revert to Official cost of 20cr and Common. Still permanently reduced I to 1, but now makes the fighter immune from stupidity, frenzy, hatred, fear and terror and cannot be broken
- Bionic Implant: Can now remove any serious injury
- Hook Rope: Removed
- Berserker Chip: Strength bonus increased to +2
- Serious Injuries: Tightened up the wording to better explain injuries that eventually have no cumulative effect - Leg Wound, Hand Injury
- Van Saar Juve: Revert to Official - Combat skill choice back to Techno
- Leap: Changed - straight +D6" when running or charging
- Sprint: Revert to Official - Mx3 when running or charging
- Disarm: Changed to a simpler version. Note it's now the fighter not the enemy that takes the I test
- Escape Artist: Clarify that it's treated as a Full Recovery result instead
- Sneak Up: Changed - if counts as fleeting target then overwatcher's Initiative reduced to 1
- Impetuous: Changed - pinned/down/follow-up can move 4" instead of 2"
- Gunfighter: Sustained fire style targeting restriction removed
- Rapid Fire: Sustained fire style targeting restriction removed and can now be combined with Gunfighter for 3 shots
- Body Slam: It's now the fighter not the enemy that takes the S test
- Hurl Opponent: Changed - Can be used at start of hth phase. Model must take S test. If passed is hurled D6"
- Head Butt: Replaced with Juggernaught - if hit but isn't wounded then take S test. If passed isn't pinned
- Crushing Blow: Replaced with Hard as Nails - if taken OOA then roll D6. 6 = Full Recovery
- Berserk Charge: Changed - Rolls +D3 Attack dice on turn of charge
- Ratskin Scout: Revert to Official - back to 3 advances and Explore rule returned. WS/I roll combined to increase chance of rolling skills
- Renegade: Removed
- Gang Fight/Ambush: Remove rule increasing chance of taking over territories when the winner has less than halve of the territories
- Shoot Out: Line of sight blocking terrain cannot be placed inbetween the gangs
- The Heist: Removed
- New scenario: Package Run - useful for small gangs to still make creds against larger gangs (Attacker fighters: 1-2=4, 3-4=5, 5-6=6. Deploy within 24" of chosen edge. Defender fighters: 1=3, 2-3=4, 5-6=5, 6=6. Deploy within 8" of opposite edge. Must nominate which defender has package, rest have decoys. Defender gets first turn. If defender goes OOA then replaced with loot counter. If attacker base-to-base with counter then must reveal whether it's the packaged or a decoy. Gang must take package off attacker's edge. If defender does this then the model gets +10XP. Winner gets D6x10cr). Add scenario to Guilder Contact bonus


///// 4th June 2011
- Weapons Reference added
- Fighters taken OOA in HTH can now be 'finished off' with a weapon of your choosing assuming he has a weapon with special injury rules
- Shotgun: Hot Shot regain Knock-back rule
- Web Pistol: Capture rules replaced, any models taken OOA in HTH combat are captured on 4+. Clarify that any extra hits allocated to the pistol in HTH are wasted.
- Grenade Launcher: Cost reduced to 60cr.
- Plasma Gun: Cost increased to 80cr.
- Krak Grenades: Cannot be used for Demolition when allocated to a grenade launcher
- Carapace Armour: Now also provides 6+ save against Arm Wounds
- Sights/Ammo: If a fighter can shoot several times in a turn then the same sights/ammo type must be used for all shots
- Hellfire Bolts: Can now be used with a storm bolter. Tweaked wording so explosion is reliant on a failed Ammo roll
- Auto-repairer/Weapon Reload/Armourer: Changed the wording so that they "ignore" failed Ammo rolls so it no longer implies explosive ammo still explode if failed
- Ratskin Map: On a roll of 5 you can now choose either Vents or Tunnels and the territory is added not swapped
- Weapon Reload: Clarify how guns with multiple ammo types work
- Skill name changes reversed back to originals (Infiltration, Crushing Blow, Hip Shooting, Gunfighter)
- Sneak Up: Tweaked wording so it no longer implies that the sentries rule is reliant on hiding
- Leap: Replaced, can make a 3" high leap each turn plus makes falling when jumping across gaps less likely
- Sprint: Non-movement related actions cannot be made when sprinting
- Berserk Charge: Replaced, increases charge range by +D6"
- Underhive Scum: Now has the old Quick Draw skill. Added a dual laspistols + Hotshots option
- Bounty Hunter: Now has 4 advances instead of 3. Models he takes OOA in HTH combat are again auto captured but now he himself must not go OOA
- Ratskin Scout: Now has 4 advances instead of 3. Replaced Step Aside for Catfall
- Desparado: Bit of an overhaul, now Renegade
- Wounding Hits: Hopefully cleaned the issue with flesh wounds up
- Shoot Out: Clarify that non-guns can be used during a Fast Draw


///// 23rd February 2011
- Tweaked Ambush Skill wording so it can be combined with Quick Witted and Fast Shot.
- Corrected a whole bunch of wrongly costed items in the Gang Recruitment section. Also corrected wrong colours here and in the Trading Post.
- Corrected the skills chart for Goliath/Orlock Juves (Ferocity was missing).
- Trafficker skill renamed back to the original Fixer.


///// 28th August 2010
- Word tweak to clear up capturing territory rule addition in Gang Fight and Ambush scenarios.
- Added missing Drum Magazine rules.
- Added missing Suspensor to the Trading Post.

///// 12th August 2010
- Played around with the plasma rules so low power is more usuable and high power is a powerful but risky choice.
- There's now a straight -1 to-hit when on overwatch which replaces the Appearing mod.


Nous venons de commencer à jouer en utilisant ces règles...
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Little
Admin
Little


Messages : 907
Date d'inscription : 19/07/2011
Age : 45
Localisation : Orthez (64)

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeLun 17 Sep - 16:33

Hésitez pas à faire des retours d'expériences, quitte a inclure lesdites modifications dans le livre des règles (si ça ne dénature pas de trop le bouquin)
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https://hunderhive.forumgratuit.org
kupra

kupra


Messages : 520
Date d'inscription : 29/07/2011
Age : 42
Localisation : Toulouse

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MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeSam 22 Déc - 11:23

Little a écrit:
Hésitez pas à faire des retours d'expériences, quitte a inclure lesdites modifications dans le livre des règles (si ça ne dénature pas de trop le bouquin)

On utilise ses règles depuis quelques parties, elles sont vraiment bien... enfin règles est un bien grand mot, ce sont quelques ajouts et précisions. D'ailleurs il a encore fait une maj en novembre :
https://www.box.com/shared/hs3h5bu41a

Ce qui a changé :

Okay just uploaded the updated NCE. Here's the changelog again, the only differences from the one a couple of posts up is the autoslugger and plasma weapon stuff.

- Armour Saves: An original roll of 1 is now always a failure
- Bottle Rolls: Fighters that voluntarily leave a game (e.g. attackers moving off a table edge in a Raid), count as OOA for purposes of the bottle roll
- Stub Guns: Change dum-dum auto-explode to must test to explode on an ammo roll of 1-3
- Heavy Plasma Gun: Critical result now inflicts a D3 hit instead of D6
- Plasma Pistol / Plasma Gun / Heavy Plasma Gun: Explode result on Gets Hot table removed, Critical is now 1-2
- Storm Bolter: Removed
- Autoslugger: Added
- Silencer: Can now be fitted to an autoslugger
- Drum Magainze: Can now be fitted to an autopistol or autoslugger
- Cawdor House Weapon List: Grenade launcher replaced with autoslugger
- Goliath House Weapon List: Meltagun removed. Grenade launcher moved to Leader Only. Autoslugger added to Special Weapons
- Orlock House Weapon List: Flamer replaced with autoslugger
- Missile Launcher: Cost reduced to 140
- Armour: Removed injury save special rules
- Melta Bombs / Krak Grenades: Clarify that only terrain can be targeted using the Demolition rule, not fighters
- Missed games (e.g. due to an Infected Wound) count as OOA for the purposes of post game actions
- Hard as Nails: Reworded for clarity
- Ratskin Scout: Explore ability can't be used if went OOA
- Hit & Run: Special deployment rules cannot be used by defenders
- Ambush: Special deployment rules cannot be used by defenders. Clarify that a group that rolls a 6 must still set up as a group
- Package Run: Special deployment rules cannot be used by defenders


Dernière édition par kupra le Jeu 10 Jan - 21:02, édité 1 fois
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kupra

kupra


Messages : 520
Date d'inscription : 29/07/2011
Age : 42
Localisation : Toulouse

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeJeu 10 Jan - 20:35

Mise à jour ! Trop fort ce mec !

https://m.box.com/view_shared/hs3h5bu41a

Ce qui a changé :

- Hidden fighters remain hidden when firing silent weapons on a roll of 4+.
- Carapace armour: Initiative penalty changed to straight -1 mod.
- Force Field: Replaced special save with -1 Strength/Save Mod. Increased cost to 100cr.
- Lascannon: Inflicts nerve tests on fighters taken down or out of action within 6" instead of the usual 2".
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MaxE

MaxE


Messages : 351
Date d'inscription : 11/08/2011
Age : 38

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeJeu 17 Jan - 13:51

tiens ça m'avait échappé dites donc!

Merci en tout cas!
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kupra

kupra


Messages : 520
Date d'inscription : 29/07/2011
Age : 42
Localisation : Toulouse

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeDim 2 Juin - 17:57

MAJ de fin mai :
https://www.box.com/shared/hs3h5bu41a

Ce qui a changé par rapport à la version précédente :
///// 20th May 2013
- Gang Recruitment: Clarify that unless noted otherwise a fighter cannot modify or change his equipment mid-game
- Jumping Down: Clarify that you cannot voluntarily jump down from a height greater than 3"
- House Weapon List: Goliath: Replace sword with flail. Replace LOW grenade launcher with meltagun. Replace SW flamer with grenade launcher. Orlock: replace SW Grenade Launcher with Flamer. Replace LOW meltagun with grenade launcher
- Hurl Opponent: The hurled fighter is pinned and if thrown at another figher then both are pinned
- Territories: Clarify that territory special rules apply even when not worked
- Vents/Tunnels: No more than 50% of the gang's initially deployable fighters can use Vents and Tunnels
- Trading Post: Clarify that the base D3 rare items are offered to the gang as a whole - i.e. a gang leader going OOA won't affect this
- Raid: Attacking player cannot move a sentry into an obviously harmful position (e.g. off a ledge). Clarify that sounding the alarm mid-turn only has an effect from the end of the turn onwards. If at the end of the turn a sentry can see a persistent template (e.g. a smoke cloud) then he will sound the alarm on a roll of 4+
- Pitch Black: Rename to Blind Fight. Change "1-2: Scavengers" roll to "1: Hit & Run, 2: Scavengers". Ratskin Scouts and fighters with a bionic eye count as wearing photo-visors
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kupra

kupra


Messages : 520
Date d'inscription : 29/07/2011
Age : 42
Localisation : Toulouse

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeDim 21 Juil - 10:11

MAJ de Juillet :
///// July 2013
- Rapid Moving Target: Clarify that when shot on overwatch the current turn is used, not the previous
- Pinned: remove overwatch clause. Clarify that all hits from any source pin unless noted otherwise
- Revert to official - broken fighters are considered 'helpless' for pinning/leader Ld range
- Flesh Wounds: revert to official of both WS/BS must reach 0 to auto-OOA. Clarify the auto-OOA in respects that a characteristic cannot be reduced 0
- Jumping Down: fighters can jump down from any height (note still counts as auto-fall if over 3"). Falling movement count at 1/2 rate
- Bionics can no longer be destroyed. A roll of 1-3 means he suffers the injury following the usual rules
- Bionic Implant: cost increased to 50cr
- Bionic Eye: replace - counts as photo-visor + infra-goggles. Revert to official smoke rule bonus
- Bionic Leg: replace - Revert to official +1A in hth combat. If I test is failed when jumping down, roll a D6. On 4+ the fighter suffers no damage, isn't pinned and can continue his move
- Bionic Arm: S/I boost increased to +2
- Bionic Chest: counts as respirator. Straight 6+ armour save instead of only against ranged shots from the front

Règles complètes téléchargeables ICI
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Alistair

Alistair


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Date d'inscription : 24/08/2011
Age : 47
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[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeMar 19 Jan - 13:05

Salut Kupra et tout le monde ... je regardais un peu tout ce qu'il y avais en terme de règles. J'ai plein de doc dans tout les sens sur mon ordi car j'avais récupéré pas de chose à l'époque afin de faire une bibliothèque spécial NECROMUNDA. J'ai pratiquement fini la structure, me manque qu'un tri à faire sur tout les docs (et j'en ai plein qui se ressemble pas mais ce répète donc prendre la meilleur présentation) et mettre sur un serveur.

Mais je me pose la question, qu'en est-il aujourd'hui ? avec quoi joué vous et pourquoi ?
Qu'es ce qui est officiel et non officiel ? Anthony case il en est ou ? plus de maj depuis 2013 ? existe t-il une VF de ce doc et si non quelqu'un peu le traduire ? (j'en ferais la mise en page si jamais)

J'aurais peut-être du faire un autre post (little?)
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Vladlerouge




Messages : 110
Date d'inscription : 04/09/2015
Age : 38
Localisation : Toulouse

[Règles] Anthony Case nouvelle maj Empty
MessageSujet: Re: [Règles] Anthony Case nouvelle maj   [Règles] Anthony Case nouvelle maj I_icon_minitimeMer 20 Jan - 8:43

En gros la plupart des gens utilisent NCE, necromunda community edition, une version amélioré du livre de base et d'outlander.
Pourquoi? Parce que les règles sont mieux détaillé et plus compréhensibles, et on a pas a chercher dans 52 supplément non officiels pour trouver le point de règle qu'on cherche.

C'est Anthony qui s'en occupe, la dernière version date de 2015.
https://yaktribe.org/community/vault/categories/necromunda.2/

Une traduction est en cours ici https://hunderhive.forumgratuit.org/t564-necromunda-community-edition
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