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Listes des règles optionnelles NETEPIC

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Listes des règles optionnelles NETEPIC

Message par Napalm le Sam 26 Juin - 17:36

Liste des règles optionnelles de netepic (dernière version connue des bouquins):

Livre de base:

1 Optional Rule: Controlling Objectives
Normally, you merely need to have the closest valid unit to the objective to control it. As an optional rule, you control the objective if you have the only valid units within 15 cm of the objective. This is a small semantic change but has significant battlefield implications.

2 Optional Rule: Hidden Setup
Instead of placing their models on the table in plain sight, players
may wish to set up their forces without the opponent being aware of their
location. There are several ways to do this, such as placing a curtain
across the middle of the table, placing dummy cards on the table, or
sketching out the battlefield and marking unit locations.

3 Optional Rule: Transports are Separate Detachments
Detachments that consist of both troops and transport vehicles
(e.g. Space Marines and Rhinos) do not need to retain coherency between
the different types of units – the transports can head out on their
own. The Marines must maintain coherency between themselves, as
must the Rhinos, but there may be more than 6 cm between the Marines
and the Rhinos.

4 Optional Rule: Moving Last
Being able to make the last move is an advantage and should go to the winner of initiative. Because armies may not have equal numbers of detachments, the winner of initiative may select one unit and have it activate last. After the players have alternated moving their units and his opponent has moved any remaining units, the winner of initiative may then make the last move.

5 Optional Tunneler Rule:
Tunnelers are designed to appear in the middle of enemy formations and use their weapons to clear space around them. The embarked troops then have somewhere to go and may emerge from the tunneler. With this rule, tunnelers may fire all their weapons during the Movement Phase as soon as they appear.

6 Optional Rule: Overrun
Large units (such as titans) may move over smaller ones (like
infantry) and have a chance of killing them on the way. In order to perform
an overrun you must be at least two pinning classes larger than your
opponent (e.g. tanks to infantry, titans to tanks, etc). Move the attacking
model and roll a D6 as you pass over enemy units. On a “6” the target
takes a hit with 0 TSM. If the target survives it moves aside (a few centimeters
at most) and lets the larger one pass. There is no penalty for this
and the overrun detachment does not lose its action (as it does with the
Eldar Deathspinner or Eldrich Storm).

7 Optional Rule: Zone of Control
You can’t just ignore the enemy as you run around the battlefield
– if you get too close you either have to run right up to an opponent or
risk having them shoot as you pass by. This is known as a Zone of Control
and refers to a unit’s ability to threaten the nearby area. Units create
a Zone of Control that extends for 3 cm around the unit (the size of a
barrage template centered on the model). Units that are pinned do not
create a Zone of Control.
Units may not enter an enemy Zone of Control at any point during
movement unless they meet one of the following requirements:
1) The moving unit cannot be pinned by the model creating the
Zone of Control. For example, tanks may ignore infantry while moving.
2) The moving unit is on Charge Orders and moves directly into
base-to-base contact with the model creating the Zone of Control.
Units on Advance Orders must stop 3 cm from the model exerting
the Zone of Control, or go somewhere else. If a model is pinned
in Close Combat during the Movement Phase its Zone of Control will
immediately disappear. This will allow other units to move around it and
continue on.

8 Optional Rule: Special Cards for Cavalry Companies
If a player purchases an infantry or cavalry company and a Special Card consisting of a single or small group of people, the Special Card may gain the same movement rate as the company for no extra cost. The character is assumed to be mounted in the same sort of vehicle as the company, but all other characteristics (such as Armour Save, CAF and weapons) remain the same.
Example: A Major is purchased for an Imperial Guard Land Speeder Company. He gains a 30 cm Skimmer movement rate, but does not gain a Multi-Melta.

9 Optional Rule: Broken Units in Close Combat
Under the original Space Marine rules, broken troops are less effective in Close Combat as they know they’ve taken a beating and are ready to run away. At the start of the Close Combat Segment, any broken unit that is engaged in Close Combat must make a morale check. If it passes it may fight normally, but if it fails it goes on Fall Back Orders and suffers the associated -2 CAF penalty. If the unit is already on Fall Back Orders it will immediately rout and be destroyed, inflicting no casualties in combat.

10 Optional Rule: Titan Battle Groups
Titan Battle Groups (also called Bio-titan Broods or Big Mobz) are a Company Card consisting of 3 titan hulls. When forming a Battle Group round up the purchase values for each individual Titan then add those for the total Battle Group cost. Titans in a Battle Group have a 25 cm unit coherency.
Big Mobz are battle groups where you can have both Great Gargants and Slasha Gargants. The largest becomes the Boss Gargant and automatically receives a full compliment of power fields. All Gargants in the Big Mobz must be within 25 cm from the Boss Gargant to receive orders. If the Boss Gargant is destroyed the player may designate another one in the End Phase.
Example: A Warlord Battle Group consisting of three of the above-mentioned Warlords costs 2550 points and each titan is worth 9 VPs.

Space marines:

11 Optional Rule: Traditional Companies
Traditionally, a Chapter is composed of ten infantry companies and these are of specific types. The best and most experienced soldiers are collected in a Chapter’s 1st Company, and are fielded as either Veteran Marines or Terminators. These are the best of the best, and only one Company of Veterans or Terminators may be fielded. Similarly, the 10th Company contains the young and inexperienced and is composed of Scout Marines.
A standard Chapter has one Veteran or Terminator, four Battle, two Tactical, one Assault, one Devastator and one Scout Companies. You can choose to field any and as many of these that you want, choosing and paying for the Company Cards as normal, but you cannot exceed the number of each type of company available. This restriction does not apply to Support Cards: any company may take tanks, artillery, fliers and so on. Only the Companies are limited in number, i.e. an army can never have more than one Veteran Company, though Veteran Detachments may be bought as support for any company.

12 Optional Rule: Footsloggers
Players may purchase non-mechanized infantry companies. The existing company cards include Rhinos, and a player may drop 9 Rhinos (the commander keeps his) and reduce the cost of the company by 100 points. If this option is taken, the troops may not start the game loaded on any other type of transport (such as Thunderhawks or Drop Pods).

13 Optional Rule: Pre-Heresy Armies
Many weapons of war have been developed since the Horus Heresy. If you’d like to create a historically accurate army list, you may only purchase the following units:
Infantry: Assault, Devastator & Tactical Marines, Terminators
Cavalry: Bike, Land Speeder
Walkers: Mutilator & Destroyer Dreadnaught Squads, Robots
Vehicles: Drop Pods, Land Raider, Predator, Rhino, Vindicator
Light Artillery: Rapier, Mole Mortar, Tarantula, Thudd Gun
Heavy Artillery: Whirlwind
Titans: All

Chaos:

14 Optional Rule: Divided Powers
Chaos cards represent the influence of Chaos Gods, who look after their own and are not predisposed to take care of their rivals. If more than one Chaos Power is involved in a battle, separate the cards gained from each Power into separate piles. Each pile may be played only on units from that Power’s list or the Standard list.

15 Optional Rule: Combined Powers
If you run a Codex Army you can buy units from all four Powers. This is a powerful advantage, and to balance it out you lose Chaos Reward Cards to represent the strain of holding such a diverse force together. Suggestions are:
1) For small armies (~6000 points) you lose one card for each Power you field after the first.
2) Larger armies gain only two cards for each Greater Daemon.

16 Optional Rule: Animosity
Greater Daemons don’t like each other very much. In fact, some of them hate each other so much that they
may be overcome by their personal hatred, ignore any mutual foes and attack their rival. This is called animosity. At
the end of the Orders Phase, point to each of your Greater Daemons and roll a D6 for every other Greater Daemon that
it can see and is within 50 cm. On any result of 4+, that Greater Daemon will attack the rival Greater Daemon –
generally this is by placing it on Charge Orders, but be reasonable and use its most effective attack. A Greater Daemon
of Tzeentch is more likely to go on First Fire and target its opponent. If there’s more than one valid target, determine
the lucky one randomly. Daemons from the same Power do not need to make animosity checks.
One of the annoying things about having Greater Daemons run amok is that they take the local Chaos troops
with them. Greater Daemons have an aura of raw Chaos energy that inspires allies, terrorizes everyone and commands
those nearby to do their bidding. This is a good thing when it comes to morale checks, but bad when animosity occurs.
All Chaos troops with a model within 10 cm of a Greater Daemon under the influence of animosity receive the exact
same orders as the Greater Daemon, and must direct all Charges / weapons fire at the same enemy.
To prevent players from maneuvering troops to keep their Greater Daemons from entering combat with each
other, Greater Daemons will overrun things in their way. Roll a d6: 1-4 the little thing dodged, 5-6 it dies as the
Greater Daemon stomps it flat. Big obstacles (like titans) are merely avoided along the way. If a Greater Daemon
simply can’t get to its enemy it’ll attack whatever is in between (friend, foe or inanimate object).

17 Optional Rule: Chaos Titan Mutations
Any titan that does not have fixed weapons may make a roll on the table below. If you have customized your model to display a mutation you may choose that one instead of rolling.


Orks:

18 Optional Rule: Ork Hordes
Unlike other armies that are limited to 5 Support Cards per Company,
Ork Clans have the option of purchasing an additional 5 Support Cards above
and beyond the normal limit (10 in all). These additional Support Cards may
only be Extra Boyz, allowing large hordes of greenskins in a single clan.

19 Optional Rule: Evil Suns Transports
When buying extra Boyz or extra Nobz for an Evil Suns Clan, they can
take three Boyz stands plus one Battlewagon rather than four Boyz stands.

20 Optional Rule: Big Mobz
Big Mobz are battle groups for Orks, where you can have both Great
Gargants and Slasha Gargants. Choose a mix of Great and Slasha hulls, and
the most expensive model becomes the Boss Gargant and automatically receives
a full compliment of power fields (12 in case of the Great Gargant). All
Gargants in the Big Mobz must be within 25 cm of the Boss Gargant to receive
orders for the turn. If the Boss Gargant is destroyed another takes it place in
the following turn.


Adeptus Mechanicus:

21: Optional Devotional Bell Effect:
In addition to the effect above, Greater Daemons may not use Chaos Reward
Cards to negate wounds within if they are within 25 cm of the bell.

Garde Imperiale:

Rien

Eldars:

22: Optional Rule: Required Units
Under the original Space Marine rules, you must field at least two Support Cards of Aspect Warriors for each Exarch unit purchased. This rule was printed on the Army Card but not in the rulebook, so it’s usually ignored.

23: Optional Farseer Power:
2) Guide: One Eldar infantry detachment within 25 cm gains a +1 To-Hit bonus this turn.

24: Optional Rules: Warp Hunter Variants
More Accurate Weapons: The warp template only scatters once, then works as normal.
Simplified Rolling: The template scatters once for 3d6 cm. If a HIT is rolled on the scatter dice, reroll it once: only a second HIT will leave the template in place.
Alternate Warp Effect: The template scatters normally the first turn and remains in play. In the next Compulsory Movement phase it scatters 2D6 cm again, and is removed in the End Phase.

25: Optional Rule: Combined Barrages
If a titan is equipped with two Missile Launcher wings, they may be combined as per the artillery rules.

Squats:

26: Optional Rule: Eldar Antipathy
There is an ages-old antipathy between the two races, and the following options have been suggested:
1) If you field a Squat-Eldar force, you suffer a –1 to all Initiative rolls.
2) You may field a Squat-Eldar force only if your opponent is fielding Chaos or Tyranids.
3) All Squats within 10 cm of an Eldar unit have -1 Morale (because you just can't trust them...).

27: Optional Rule: Squats on The Defensive
Squats tend to be particularly fierce when defending their home worlds, so Squat infantry defending their
home world may reroll Close Combat dice as if they were facing Orks. This rule does not apply to Clans since they
have their own special rules. This rule would only be used in a specific scenario or campaign, with the Squats as the
defending army.

28: Optional Rule: Defensive Aerial Fire
Since the Squats lack an effective air force their Fliers have developed extended defensive capabilities
against enemy fliers. If a Flier is on Advance Orders, it may be activated to Snap Fire at incoming enemy Fliers, and
if it is already on First Fire Orders it does not suffer the usual –1 To-Hit penalty for Snap Fir

29: Optional Rule: Deathseekers
As the Squats in a Slayer Cult actively seek death, they give no Victory Points if destroyed. Instead, they
give 4 VP to your opponent if they are not Broken at the end of the battle.

30: Optional Rule: Increased Firepower
After the position of the initial template is determined, take two more 6 cm templates and scatter them from
the center of the first one. These extra barrages scatter 2D6 cm (4D6 on indirect fire).

Tyranids:

31: Optional Rule: Genestealer Cults
After the large Tyranid invasions it became evident that the Genestealer Cults were an advance force sent to
weaken target worlds. These cults grow slowly and infiltrate key positions, and when Tyranids forces arrive in the
star system they rise up and attack, causing mass confusion and paving the way for the invasion. As an optional rule,
a Tyranid army may put up to 25% of it’s points into the PDF army list.

32: Optional Rule: Inorganic Allies
If your opponent agrees, you may put up to 25% of your points into a purely inorganic ally (e.g. Necrons).

33: Optional Lictor Special Ability: Ambush
Lictors may have the Ambush special ability instead of Infiltration (cost and stats are unchanged). Units
with this ability are deployed after all other units have been placed. They may be placed anywhere on the battlefield
as long as they are deployed either in terrain that provides at least a -1 To-Hit modifier, or are out of sight of the
enemy. Ambushing units may not be set up closer than 5 cm to any enemy unit or in the enemy player's deployment
zone.

34: Optional Rules: Stronger Bio-Titans
Some people may have a preference to stick with the classic rules for Multiple Wounds and for wounding a
Bio Titan. In this case, a Tyranid player may make regeneration rolls for all wounds in the end phase, not only those
inflicted in that turn. Also, weapons with a Penetrating X rating may only add the Penetrating value to the roll on
the Critical Hit Damage Table. The attempt to cause a Critical Hit in the first place is without the benefit of the
Penetrating value.

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Re: Listes des règles optionnelles NETEPIC

Message par Napalm le Sam 26 Juin - 17:56

Voilà mon avis sur toutes ces règles:

Livre de base:

1 Optional Rule: Controlling Objectives
Je suis pour
Autre variantes: contestation ou plus proche?
Contestation: si les deux camps ont des troupes a moins de 15cm, l'objectif n'est a personne.
Plus proche: le camp de la fig la plus proche est le propriétaire de l'objectif (ou le conteste dans le cas des tyranides ne comptant pas les points).
Les deux me vont, faut juste se mettre d'accord avant. La constestation ralentit un peu les parties car on a forcément moins de points d'objectifs.

2 Optional Rule: Hidden Setup
On le fait déjà quand on peut, c'est mieux.

3 Optional Rule: Transports are Separate Detachments
Ca donne effectivement des avantages à certaines armées ayant des compagnies motorisées (eldars et marines en majorité).
Les GI et Orks ne sont pas vraiment affectés car ils ont déjà leur chaine de commandement.

4 Optional Rule: Moving Last
Je suis pour.

5 Optional Tunneler Rule:
Pourquoi pas, faudrait déjà jouer des tunnelers :p

6 Optional Rule: Overrun
Pourquoi pas, c'est "logique".

7 Optional Rule: Zone of Control
Je suis pour.

8 Optional Rule: Special Cards for Cavalry Companies
Je suis pour, c'est logique, le colonel qui accompagne des motards ne sera pas à pied.

9 Optional Rule: Broken Units in Close Combat
Je suis pour.

10 Optional Rule: Titan Battle Groups
Je cherche l'intérêt: avant la réduction sur le cout des battlegroups était abusive, là on a juste une contrainte de distance entre les titans, donc c'est nul.

Space marines:

11 Optional Rule: Traditional Companies
Je suis pour, on le fait déjà (ne pas sortir plusieurs compagnie dévastator etc).

12 Optional Rule: Footsloggers
Pourquoi pas.

13 Optional Rule: Pre-Heresy Armies
Pourquoi pas dans un scénar.

Chaos:

14 Optional Rule: Divided Powers
pas con mais compliqué à gérer.

15 Optional Rule: Combined Powers
Bof. Le problème du chaos actuellement à netepic, c'est qu'il est un peu trop calqué sur 40k et donc prévu pour que l'on prenne pas mal de marines du chaos avec pleins de véhicules, et du coup si on le joue à l'ancienne comme du temps de renegades, il est un peu faiblard.

16 Optional Rule: Animosity
A moitié pour. Je trouve crétin que Khorne et slaanesh s'aiment bien par exemple, mais je ne vois pas pourquoi il irait se batter avec nurgle.
Je suis pour le respect de l'animosité du fluff: Khorne n'aime pas slaanesh, Tzeench n'aime pas Nurgle, c'est tout.

17 Optional Rule: Chaos Titan Mutations
Pourquoi pas.


Orks:

18 Optional Rule: Ork Hordes
Je suis pour.

19 Optional Rule: Evil Suns Transports
Je suis pour.

20 Optional Rule: Big Mobz
Même chose que 10.


Adeptus Mechanicus:

21: Optional Devotional Bell Effect:
Ce truc est aussi abusé qu'une carte anti couleur à magic. Avec ou sans la règle optionnelle.
Je suis pour à la limite quand on ne sait pas qui joue quoi à l'avance (tu peux acheter une cloche mais pas obligé qu'elle te serve).

Garde Imperiale:

Rien.
Je suis pour :p

Eldars:

22: Optional Rule: Required Units
Pourquoi pas... Vu le prix des exarchs en général on les joue dans des armées où il y a des aspect warriors...

23: Optional Farseer Power:
Je suis pour.

24: Optional Rules: Warp Hunter Variants
Le warp hunter avec les règles de base est encore plus nul qu'un whirlwind et personne ne le joue. Il restera assez nul (et peu joué) avec toutes les règles optionnelles.

25: Optional Rule: Combined Barrages
Pourquoi pas.

Squats:

26: Optional Rule: Eldar Antipathy
Pourquoi pas.

27: Optional Rule: Squats on The Defensive
Pourquoi pas.

28: Optional Rule: Defensive Aerial Fire
Pourquoi pas.

29: Optional Rule: Deathseekers
Je suis pour.

30: Optional Rule: Increased Firepower
Je suis pour.

Tyranids:

31: Optional Rule: Genestealer Cults
Pourquoi pas.

32: Optional Rule: Inorganic Allies
Je suis contre, c'est stupide (et je n'aime pas les nécrons).

33: Optional Lictor Special Ability: Ambush
Je suis pour.

34: Optional Rules: Stronger Bio-Titans
Je suis bien sur pour Very Happy
Sans rire: C'est la règle originale des bio titans. Avec cette règle les bio titans deviennent effectivement des plaies. Mais sans, en un tir de volcano ils sont direct mal en point.
En compromis on peut utiliser les critiques comme dans la règle optionnelles et ne pas pouvoir régénérer les points de vie des tours précédents, ça les baisse déjà sacrément.
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Re: Listes des règles optionnelles NETEPIC

Message par el presidente le Sam 26 Juin - 20:15

beau boulot
que dire si ce n'est que je suis d accord avec toi, mais sur la regle des transports , lors de l activation les rhinos et les marines c est en meme temps meme avec des ordres separés et pas de ligne commandement.
la regles squats sur les eldars est bien drole
bon pour le biotitan......tu connais mon point de vue Twisted Evil
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Re: Listes des règles optionnelles NETEPIC

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