Citation :
Le 9/9/2017 à 13:14, yber a dit :
Donc pour l'instant pas de règles spéciales pour les Arlequins ou les nécrons.
<a contenteditable="false" data-ipshover="" data-ipshover-target="<___base_url___>/profile/4899-yber/?do=hovercard" data-mentionid="4899" href="<___base_url___>/profile/4899-yber/">@yber</a> La flemme de faire des listes que je n'utiliserais pas (je n'ai ni Necron ni Arlequins [img]<fileStore.core_Emoticons>/emoticons/default_wink.png[/img]) mais tu peu utiliser ca pour l'inspiration:
The Necrons
Necron Lord
Cran: 2+/2+
Combat: +5
Tir : +5
Rapidité : +1
Armure : 8+
Leader, Terrifying [5pts].
Necron Immortal
Cran: 3+/2+
Combat: +3
Tir : +4
Rapidité : +1
Armure : 8+
Terrifying [5pts].
Necron Pariah
Cran: 3+/2+
Combat: +4
Tir : +3
Rapidité : +1
Armure : 8+
Terrifying [5pts], Immune to Psyker
powers [5pts].
Necron Wraith
Cran: 3+/2+
Combat: +5
Tir : +1
Rapidité : +3
Armure : 8+
Terrifying [5pts].
Necron Flayed One
Cran: 3+/2+
Combat: +4
Tir : +1
Rapidité : +0
Armure : 8+
Terrifying [5pts].
Necron Warrior
Cran: 3+/2+
Combat: +3
Tir : +3
Rapidité : +0
Armure : 8+
Terrifying [5pts].
Necrons have a special rule relating to their Grit rolls. A Necron's Grit roll is normally 3+, but when rolling after being knocked down, their Grit roll is reduced to 2+. If a Necron fails this roll, then they“phase out” and are removed from the game.
Et l'arsenal est ici
Arlequins:
Troupe Master
2+
+4
+3
+2
7+
Leader. Terrifying [5pts].
Shadowseer
3+
+4
+3
+2
7+
May have Psyker powers @ 10 pts each
Death Jester
3+
+4
+3
+1
7+
Harlequin
3+
+4
+3
+2
7+
Solitaire
2+
+5
+3
+2
7+
Max. 1 per retinue
Elite Few
There is no minimum number of models in a Harlequin Troupe.
Flip Belt
This anti-gravity device enhances Harlequins’ already superhuman acrobatic abilities, allowing them to leap around obstacles and enemies with ease. Harlequins never have their movement rate reduced by terrain, and may move through enemy figures without stopping in base-to-base contact. If a Harlequin begins its move in contact with any enemies, it may break away without incurring a free attack. Every member of this retinue must have a flip belt. This costs 8 points per model.
Creidann Grenade Pack
A Creidann Grenade Pack is loaded with 6 hallucinogen grenades. It is treated as a Grenade Launcher, except that it may be fired in addition to a handheld ranged weapon, and hits do not cause Grit rolls. Living creatures hit by it instead treat all enemies as Terrifying for the whole of the following turn. Targets that are not living creatures are completely unaffected. This costs 3 points.
Harlequin’s Kiss
The Harlequin’s Kiss is a nozzle-like weapon that, when thrust into a crack in an opponent’s armour, projects a thrashing monofilament wire that shreds the target’s flesh and bones alike. Any living creature hit by the Harlequin’s Kiss automatically fails its Grit test. This costs 5 points.
Jokaero Digital Weapons
The Solitaire may purchase up to two Jokaero Digital weapons to use in addition to his own personal ranged weapon, at a cost of 1 point each. The +1 combat bonus from each can also be added to melee combat attacks.
Neuro-Disruptor
The Neuro-Disruptor is a crystalline Pistol weapon that disrupts its target’s central nervous system. Roll to hit as normal. If the shot hits, there is no Grit roll. The target is automatically ‘knocked down’, just as though it had rolled exactly its Grit value after taking a hit.
Shrieker Cannon
The virulent ammunition of the Shrieker Cannon causes violent reactions in its victims’ bodies, resulting in gruesome explosions of flesh. If a living creature is killed by a Shrieker Cannon, every friendly model within 6” must pass a Terror test or retreat D6” directly away from the casualty.