En direct du warfo (qui a réouvert, d'où les interventions moins fréquentes de joker
QUOTE
MAGIC
---I forgot to check up on whether wizards must use their own dice. I have failed tou all. In apology, I give you this:
miscasts:
2 Your spell fails. Your wizard DIES, replace the model with a fine red mist. All models in base contact take a S10 hit, no armor save.
3-4 Your spell fails. All models in base contact take a S6 hit, including the wizard, no armor save.
5-6 Your spell fails. The caster takes a S8 hit. your opponant may now cast one of their own spells at basic casting value witout using dice etc.
7 Your spell fails. your cater takes a S2mort hit. The magic phase is over.
8-9 Your spell fails. The caster takes a S4 hit, and all remains in play spells are automatically dispelled. The magic phasee is over.
10-11 Your spell fails. Your wizard loses a magic level. If your wizard is now lvl 0, he can't use arcane items.
12 Your spell is cast with irresisitable force, and then is removed from the mind of the caster.
---Sorry if I forgot a detail or two, but that is the gist of it.
FIRE (better)
Burning Head: + causes panic tests if the targets suffers any casualties.
Wall of Fire: causes a S4 hit to every model in the front rank. if the target unit moves at all for any reason every model in the unit takes a S4 hit. Against units with a 360 LOS it works like Fire Ball.
METAL (much better)
Rule of Burning Iron: Starts at S2 vs no save, +1S for each point of armor save, to a max of S7 at 2+. No armor save allowed.
Transmutation of Lead: cast on an enemy unit in hth, every model gets -1 to hit, -1 to wound, -1 on saves.
Super metal Burning Thing of Death (not real name): 2D6 hits like the Rule of Burning Iron.
HEAVENS (sorta nerfed)
the fiest spell is Portent of Far, switched with Second Sign.
The lightning bolt spells now have unlimited range, they require LOS, but still not magic missiles (and may not be cast into combat).
New spell (3rd on the list after Second Sign). 7+ I think. 4+ ward save vs normal+magical missiles.
No storm of Cronos
The comet is S4
DEATH (better, jus because of Pit of Shades)
Creeping Death causes 3D6 S1 hits if you care.
SHADOW
Pit of Shades 12+. Use the small round template. All models underneath are hit automatically, partials on a 4+. All models affected must pass an initiative test or DIE, NO SAVES OF ANY KIND. That includes you, Mr. Slann.
BEASTS (better)
Bear?s Anger is now the first spell.
The Beast Cowers. Mounts don't attack at all.
Healing Hand type spell. Restores all wounds to the caster I think.
LIFE (still good)
Mistess of the Marsh is 4+
Rain Lord: models with missile weapons get -1 to hit. With Armor Piercing weapons it is -2. War Machines + other things fire on a 4+.
Master of Wood, Master of Stone: both if within 12? of the caster or a wood. LOS required. S4 / S5
LIGHT (not as sucky)
Burning Gaze is now the first spell. S6 vs demons and undead.
Healing Hand restores 1 wound. No range or LOS required.
They took away Dazzling Brightness (the really good one) and replaced it with 2D6 S5 (S6 vs demons / undead) hits.
---I forgot to check up on whether wizards must use their own dice. I have failed tou all. In apology, I give you this:
miscasts:
2 Your spell fails. Your wizard DIES, replace the model with a fine red mist. All models in base contact take a S10 hit, no armor save.
3-4 Your spell fails. All models in base contact take a S6 hit, including the wizard, no armor save.
5-6 Your spell fails. The caster takes a S8 hit. your opponant may now cast one of their own spells at basic casting value witout using dice etc.
7 Your spell fails. your cater takes a S2mort hit. The magic phase is over.
8-9 Your spell fails. The caster takes a S4 hit, and all remains in play spells are automatically dispelled. The magic phasee is over.
10-11 Your spell fails. Your wizard loses a magic level. If your wizard is now lvl 0, he can't use arcane items.
12 Your spell is cast with irresisitable force, and then is removed from the mind of the caster.
---Sorry if I forgot a detail or two, but that is the gist of it.
FIRE (better)
Burning Head: + causes panic tests if the targets suffers any casualties.
Wall of Fire: causes a S4 hit to every model in the front rank. if the target unit moves at all for any reason every model in the unit takes a S4 hit. Against units with a 360 LOS it works like Fire Ball.
METAL (much better)
Rule of Burning Iron: Starts at S2 vs no save, +1S for each point of armor save, to a max of S7 at 2+. No armor save allowed.
Transmutation of Lead: cast on an enemy unit in hth, every model gets -1 to hit, -1 to wound, -1 on saves.
Super metal Burning Thing of Death (not real name): 2D6 hits like the Rule of Burning Iron.
HEAVENS (sorta nerfed)
the fiest spell is Portent of Far, switched with Second Sign.
The lightning bolt spells now have unlimited range, they require LOS, but still not magic missiles (and may not be cast into combat).
New spell (3rd on the list after Second Sign). 7+ I think. 4+ ward save vs normal+magical missiles.
No storm of Cronos
The comet is S4
DEATH (better, jus because of Pit of Shades)
Creeping Death causes 3D6 S1 hits if you care.
SHADOW
Pit of Shades 12+. Use the small round template. All models underneath are hit automatically, partials on a 4+. All models affected must pass an initiative test or DIE, NO SAVES OF ANY KIND. That includes you, Mr. Slann.
BEASTS (better)
Bear?s Anger is now the first spell.
The Beast Cowers. Mounts don't attack at all.
Healing Hand type spell. Restores all wounds to the caster I think.
LIFE (still good)
Mistess of the Marsh is 4+
Rain Lord: models with missile weapons get -1 to hit. With Armor Piercing weapons it is -2. War Machines + other things fire on a 4+.
Master of Wood, Master of Stone: both if within 12? of the caster or a wood. LOS required. S4 / S5
LIGHT (not as sucky)
Burning Gaze is now the first spell. S6 vs demons and undead.
Healing Hand restores 1 wound. No range or LOS required.
They took away Dazzling Brightness (the really good one) and replaced it with 2D6 S5 (S6 vs demons / undead) hits.
pour les plus anglophobes d'entre vous, voici la traduction, sacripans:
fiascos (le sort échoue à chaque fois):
2: le magos claque, chaque fig au contact mange une touche F10 sans save.
3-4: le lanceur et toute fig au contact prend une touche F6 sans save
5-6:le lanceur prend nue touche F8. L'adversaire lance un sort égal ou moins puissant.
7: le lanceur prend une touche F2, la phase de magie prend fin.
8-9: le lanceur prend une touche F4, tous les sorts restant en jeu sont dissipés, fin de la phase de magie.
10-11: le lanceur perd un niveau. S'il passe niveau 0, il ne peut plus utiliser d'objets caballistiques.
12: le sort passe avec pouvoir irrésistible, mais le lanceur l'oublie pour le reste de la partie.
DOMAINE DU METAL
règle du fer ardent: F2 sans save, +1F par pt de svg de la cible, max F7.
transmutation en plomb: cast on an enemy unit in hth (??), chaque figurine a 61 pour toucher, pour blesser et à la svg.
super blast métallique de la mort qui tue (pas le vrai nom): comme regle du fer ardent, mais 2D6 touches.
CIEUX
présage de far devient le premier sort, à 5+, second signe devient le ...second sort, à 6+.
eclair fourchu et foudre d'Uranon: portée illimitée, mais lignes de vues nécessaires.
nouveau sort (3e du domaine): 7+, donne une save inv de 4+ contre la magie et les tirs.
Tempête de Chronos passe à la trappe.
Comète avec F4.
MORT
le premier sort fait 3D6 touches F1
OMBRE
Abîme de noirceur: 12+. gros gabarit. les figs recouvertes sont affectées, les partiellement recouvertes sur 4+. Chaque fig affectée doit réussir i=un test d'initiative sous peine de mourrir,sans save même inv. Bourrin. Shootez le Slaan.
BÊTE
1er sort: fureur de l'ours
peur animale: les montures n'attaquent plus du tout.
nouveau sort de guérison, qui soignerait tous les PV du lanceur.
VIE
maîtresse des marais: 4+
seigneur de la pluie: les armes de tir ont -1 pour toucher. Les armes perforantes ont -2. Les machines de guerre tirent sur 4+.
maître du bois (F4) et du roc (F5): lignes de vue requises.
LUMIERE
1er sort: regard embrasé, F6 contre les démons et les MV.
guérison ne fait regagner qu'1PV.
aveuglement (je crois) est remplacé par 2D6 F5, F6 contre démons et MV.
Alors'