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> hydres elfe noirs
cyclop
post 07/03/06 , 15:43
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Voilà, je viens de m'acheter un (ou une) Hydre. Je joue Elfes Noirs. J'ai entendu dire qu'il existait plusieurs types d'hydres, mais j'ai cherché et je n'ai pas trouvé. Est-ce que quelqu'un sait de quoi il s'agit et si ça en vaut la peine ?

Ce message a été modifié par Étienne, Duc d'Aquitanie - 07/03/06 , 18:19.
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superangron
post 07/03/06 , 16:46
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bien le bonjour à toi ami des hydres mais il me semble que les différentes règles dont tu parles sont malheureusement non -officielles (enoras pourra te dire d'où elles viennent , lui aussi aime beaucoup les hydres...et il voulait faire comme toi )
De mémoire , il me semble qu'il y avait différents bonus , en svg ou en F , ou encore en cc ...etc

Mais rien ne doit t'empécher de les utiliser avec des amis si ces derniers sont d'accord.

-superangron-


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" Tu m'as ramassé de ton plein gré et ce fut ta première erreur. Ta seconde a été de m'écouter. Mes serviteurs n'ont pas droit à une troisième erreur, misérable mortel..."
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Etienne, Duc d'Aquitanie
post 07/03/06 , 18:08
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QUOTE
voila je vien de m'acheter un (ou une) Hydre blink.gif . je joue EN smile.gif . J'ai entendu dire ke il existait plusieur types d'hydres mais j'ai cherché et g pa trouvé  sad.gif . Est-ce que qqun sait de quoi il s'agit et si sa en vaut la peine? smile.gif
Deux lignes, quatre smileys...La Charte, mon ami, la Charte est ton amie, et tu ferais bien de t'y faire avant de reposter...De même, ne débarque pas sans frapper, vas te présenter dans la Section appropriée...
QUOTE
un (ou une) Hydre
Une Hydre, voyons, tu sors d'où, toi (j'aurais pu le savoir si tu t'étais présenté dans la Section appropriée, remarque...) ?
Donc ton prochain post se doit d'être ta présentation en bonne et due forme, et applique-toi, garnement !

Pour revenir au sujet, les règles pour les Hydres de Guerre sont disponibles dans le White Dwarf 89 (Septembre 2001), et te permettent d'aligner au choix :
  • Une Hydre de Guerre Royale, "L'Élue de Malékith",
  • une Fille de Daerlythe, "La Vengeance de Rakarth",
  • une Hydre de Guerre Vétérane, "La Griffe de Khaine".
Pour les règles faudra que tu trouves le White Dwarf par toi-même, ou une bonne âme consentante, on peut bien évidement pas te les donner sur ce Forum.
En espérant te voir te présenter rapidement, éviter les abréviations (EN pour Elfes Noirs passe, mais le reste, non...) et améliorer ta ponctuation (majuscule au début d'une phrase, point à la fin, etc)...superangron aussi, tu pourrais améliorer la présentation.
Titi - l'art du lien hypertexte à répétition...Et sans malus pour toucher !


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Enoras
post 07/03/06 , 20:03
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Salut ami !

Les règles sont en anglais, je suis sympas c'est rien que pour toi;) , par contre la traduction tu la fera toi même...
Les régles ne sont pas officielles. dry.gif

Enoras

THE ROYAL WAR HYDRA ? Points/model: +35
Profile
M WS BS S T W I A Ld
The Royal Hydra 6 4 0 5 5 6 2 5 6


SPECIAL RULES
Armour Plates: +1 Armour Save from bony protrusions. The Royal Hydra has an Armour Save of 3+.

Acidic Breath: Counts as a S2 breath weapon that ignores Armour Saves.

Splashback: Any unsaved wound it suffers in close combat causes a S2 hit on the attacker (no Armour Save), as its acid blood spills forth.

Mentally Scarred: The transformation these Hydras undergo is quite traumatic. When faced with great pain, there is a chance that a Royal Hydra may go catatonic. When it is reduced to 3 Wounds or less, the Hydra becomes subject to the rules for stupidity for the remainder of the game. Test each turn, as described on page 82 of the Warhammer rulebook, but you may use the Beastmasters' Leadership value since they have been specially chosen for their ability to ?inspire? the Hydra to continue fighting.

THE SPELLTHIRSTER ? Points/model: +20
Profile
M WS BS S T W I A Ld
The Spellthirster 6 3 0 4 5 6 2 4 6


SPECIAL RULES
Daerlythe?s Aura: A legacy from their sire, all Spellthirster Hydras have Magical Resistance (2) (see page 114 of the Warhammer rulebook). In addition, nearby units gain a diminished measure of this protection. Dark Elf units within 6" count as having Magical Resistance (1). Such was the power of Morathi?s incantation that any High Magic spells dispelled with the aid of Daerlythe?s Aura are destroyed on a further D6 roll of 4+.

Physically Weakened: Daerlythe?s fighting prowess was reduced as an unfortunate side effect of Morathi?s spell. This has also been passed onto his offspring. See profile.

Chosen of the Convents: Spellthirsters are so rare, and so strongly linked to the Dark Arts, that they may only be used by Dark Elf armies which contain at least a level 2 Sorceress.

VETERAN WAR HYDRAS ? Points/model: +25
Profile
M WS BS S T W I A Ld
Veteran Hydra 6 4 0 5 5 6 2 5 6


SPECIAL RULES
Accustomed to battle: All Veteran Hydras are so familiar with their handlers, and so accustomed to battle, that they will often continue to fight even if their Beastmasters are killed. All Veteran Hydras therefore add +1 to their Leadership when taking Monster Reaction tests.

Veteran: Roll a D6 at the beginning of each game to determine what special ability your War Hydra has!
1. FETCH!
After both armies are set up, nominate one enemy character model (Lord or Hero). The Hydra will focus all its attentions on bringing that character?s limp form back to his general. It will always move as far as possible directly towards that character ? charging if it can. It may ignore the usual shooting rules and choose that character as a target if it is in range of the Hydra?s breath weapon. If the Hydra declares a charge against that character it may add a D6" to its charge distance ? this represents the Hydra?s bloodthirsty enthusiasm. In close combat, if the character is in a unit, the Hydra will effectively issue a challenge (with a loud roar, and by bowling all others aside!). All usual rules for challenges apply, so if it is declined the Hydra can fight the unit as normal. If the character is mounted on a monster, the Hydra will ignore the mount, although its handlers are free to allocate attacks as they wish. The Hydra also gets +1 S and +1 A in close combat against the chosen character.

2. ESCORT
The Beastmasters have trained this Hydra to restrain its killing instincts and act in a defensive role. Before the battle, nominate one friendly Dark Elf unit for the Hydra to guard. For the rest of the game, as long as it isn't engaged in close combat, the Hydra must stay within 6" of that unit wherever possible. It may charge an enemy unit, even if this move takes it beyond the 6", but as soon as it is no longer engaged, it must move to within the 6" distance as soon as possible. As this would probably take it too far out of position, the Hydra will always attempt to restrain from pursuing a fleeing enemy. It may add +1 to its Leadership for these tests (remember you get to use the Beastmasters' Leadership, too!)

If the War Hydra is within 6" of the escorted unit when the enemy declares a charge against them, the Hydra may immediately make a normal move (before the chargers). If, after this special move, your opponent is unable to charge the target unit then they must decide to either stop the charge, in which case they do nothing for the remainder of the turn, or charge the Hydra instead, using all of the normal rules.

3. BATTLE LOVER
Always among the first to engage the enemy, this Hydra bounds forward towards the foe at the first opportunity ? often against his handlers' wishes. You must make a free 2D6" move with the Hydra and its Beastmasters after all troops have been set up (including scouts), but before the battle begins. This move must be made directly towards the nearest visible enemy. This will often leave it exposed and vulnerable, but a wily General should be able to use this to his advantage?

4. CHAMELEON SKINNED
Among its many trophies, this particular Hydra has been bathed with magical oils. Once in contact with the scales on the Hydra?s skin, the oil reacts and causes the Hydra?s skin to shimmer and blend in with its surroundings. Enemy missile weapons suffer a -1 to hit penalty when shooting at the Hydra and its Beastmasters. When an opponent shoots a war machine that uses Artillery dice, the Dark Elf player may roll an Artillery dice of his own. The Dark Elf player may (but doesn't have to) choose to use this extra dice in place of the one rolled by the opponent. This represents how difficult it is for war machine crews to discern the Hydra?s exact location. If the Dark Elf player rolls a Misfire, the war machine?s crew manages to get a clear view of the Hydra for a moment, and their own dice roll is used.

5. BLOODTHIRSTY
This Hydra has seen so much war that it now has trouble differentiating between friend and foe. It is unpredictable and always looking for the taste of blood. Whenever possible, the Hydra will always march towards the closest enemy unit, and must always charge the closest chargeable unit, friend or foe ? so irritable is this great beast, that it won't tolerate the presence of anyone but its handlers. In other words, keep your troops out of its way! To represent its love of killing, the Hydra gets an extra D6 Attacks on the turn it charges. These Hydras are often a liability on the battlefield, and have to be used carefully. Even so, some Dark Elf generals can't resist the carnage.

6. KHAINE SMILES UPON YOU!
You may choose the type of Veteran Hydra that joins your forces for this battle.
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