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Warhammer - Rulebook

Szerző
Nottingham
Kiadó: Games Workshop Ltd.
Kiadás helye: Nottingham
Kiadás éve:
Kötés típusa: Ragasztott papírkötés
Oldalszám: 112 oldal
Sorozatcím: Warhammer
Kötetszám:
Nyelv: Angol  
Méret: 28 cm x 20 cm
ISBN: 1-872372-04-X
Megjegyzés: Színes fotókkal, illusztrációkkal.
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Előszó

Tovább

Előszó


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Fülszöveg


WARHAMMER' PLAYSHEET

I 1
TURN SEQUENCE
1 START OF TURN
2 MOVEMENT
3 SHOOTING
4 CLOSE COMBAT
5 MAGIC
MOVEMENT
The player whose turn it is moves his troops in the following order.
1 DECLARE CHARGES
2 RALLY FLEEING TROOPS
3 COMPULSORY MOVES
4 MOVE CHARGERS
5 REMAINING MOVES
_CHARGE AND REACTIONS_
Charge! - A unit may charge at double its normal move rate. Measuring is not permitted before the charge is declared. If unable to reach its target the unit moves a normal move in the intended direction. Once a charge has been declared the enemy declares his reaction. A charging unit may not manoeuvre except to make an initial wheel to bring it into line with its target.
Stand and Shoot - You may stand and shoot if the chargers come tram more than half their charge move away. Work out casualties immediately.
Hold - The unit stands and takes the charge. This is the usuai reaction for troops not armed with missile weapons.
Flee! - The unit turns tail and runs. The unit is... Tovább

Fülszöveg


WARHAMMER' PLAYSHEET

I 1
TURN SEQUENCE
1 START OF TURN
2 MOVEMENT
3 SHOOTING
4 CLOSE COMBAT
5 MAGIC
MOVEMENT
The player whose turn it is moves his troops in the following order.
1 DECLARE CHARGES
2 RALLY FLEEING TROOPS
3 COMPULSORY MOVES
4 MOVE CHARGERS
5 REMAINING MOVES
_CHARGE AND REACTIONS_
Charge! - A unit may charge at double its normal move rate. Measuring is not permitted before the charge is declared. If unable to reach its target the unit moves a normal move in the intended direction. Once a charge has been declared the enemy declares his reaction. A charging unit may not manoeuvre except to make an initial wheel to bring it into line with its target.
Stand and Shoot - You may stand and shoot if the chargers come tram more than half their charge move away. Work out casualties immediately.
Hold - The unit stands and takes the charge. This is the usuai reaction for troops not armed with missile weapons.
Flee! - The unit turns tail and runs. The unit is immediately moved its standard flee distance (2 or 3D6") away from the chargers. Fleeing troops may not shoot.
_MANOEUVRES _
Wheel - A unit may wheel as many times as you wish except in a charge, where
the unit may wheel once to line itself up to the enemy. The distance moved is the
longest distance covered by the model on the outer edge of the wheel.
Turn - A unit can turn during its movement. All the models remai? in place but
turn either 90 degrees to their left or right, or 180 degrees to face the rear. A unit
must surrender a quarter of its movement to turn.
Change Formation - A unit may add or reduce the number of ranks in which it
is deployed by 1 by surrendering half its movement. A unit may add or reduce the
number of ranks by 2 by surrendering all of its movement.
Reform - A unit can reform during its movement by adopting a new formation
facing whatever direction you wish. Reforming troops cannot move further or
shoot that turn.
_TERRAIN AND OBSTACLES_
Troops cross difficult ground at half rate. This includes woods and most scenery including steep hills. Ordinary hills are not considered to be difficult ground and may be moved over at normal rate.
Troops move across very difficult ground at a quarter of their normal rate. Very difficult ground such as sheer slopes or very thick woods is unusual in games. Obstacles - This includes fences, walls, hedges and other linear features. Troops must surrender half'of their movement to pass over an obstacle.
MARCHING
Marching troops move at double pace with their weapons shouldered. A unit may not march if there are enemy within 8" at the start of the turn. A marching unit may not turn, change its formation, or reform, but it may wheel normally. A marching unit may not shoot with missile weapons. War engines, chariots and other machines may not march.
FLEEING TROOPS
Troops fleeing during their movement phase move towards the nearest table edge, avoiding enemy and obstructive terrain where possible. Troops with a movement rate of 6' or less move 2D6". Troops with a movement of more than 6" move 3D6\ Fleeing units do not have'a strict formation - they are arranged into a rough mass of models and moved as a Single confused and tangled body.

PSYCHOLOGY
Except for hatred and frenzy, where no test is necessary, tests for psychology are taken against Leadership. Roll 2D6 - if you score equal to or less than the troops' Leadership you have passed, if you roll more than the troops' Leadership you have failed.
_PANIC_
A unit which faits a Panie test will flee in the same way as a unit broken in hand-to-hand combat or a unit which flees when charged.
1 - Test at the start of your turn if there are fleeing friends within 4".
2 - Test if a friendly unit within 12" is broken in hand-to-hand combat.
3 ! Test if you are charged in the flank or rear whilst engaged in combat.
4 - Test if fleeing friends are destroyed by charging enemy within 4".
5 - Test if general is slain.
6 - Test if you suffer 25% casualties from shooting in a single shooting phase.
_FEAR__
A unit defeated in hand-to-hand combat by an enemy that it fears is automatically broken without a Break test if it is outnumbered.
1 - Test to overcome fear if charged by an enemy that causes fear. Make this
test once the enemy déclarés his charge. If the tester faits to overcome fear then he must flee if outnumbered by the attackers. If not outnumbered, then a unit which fails its Fear test may fight on, but requires a 6 to hit during the first turn of combat.
2 - Test if you wish to charge a feared enemy. If you fail the test then you may
not charge and must remain stationary for the turn.
_TERROR_
Only one Terror test is ever taken by a unit during the game - once it has been taken no further Terror tests are required. Troops which fail their Terror test will flee immediately exactly like troops broken in combat or fleeing from a charge.
1 - Test to overcome terror if charged by or wishing to charge an enemy that
causes terror.
2 - Test if there is a terror-causing enemy within 8" at the start of your tum.
_STUPIDITY_
Test at the start of each turn. If troops fail their test:
1 - If in hand-to-hand combat half the créatures stop fighting.
2 - If not in hand-to-hand combat roll a D6.
1-3 Move forward at half speed in shambolic manner 4-6 Stand inactive or lie down for a bit
FRENZY_
Troops affected by frenzy must behave as follows.
1 - Frenzied troops must charge enemy within charge reach.
2 - Frenzied troops fight with double their number of attacks.
3 - Frenzied troops always pursue.
4 - Frenzied troops in charge range of enemy are immune to other psychology.
5 - If defeated in combat troops are no longer frenzied for the remainder of •
the game.

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