[WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Es sind einfach zu viele... ;)
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Dill
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,wh40k 2nd edi. ,Bolt Action ,Talisman
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Re: [WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Beitrag von Dill » Mo 10. Mai 2021, 12:33

der tod steht dir gut :bravo
Dill ist bekömmlich !!!

EdgarSnow
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Re: [WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Beitrag von EdgarSnow » Mo 10. Mai 2021, 14:58

Die alten Pferde geben den Reitern diesen untoten, trottenden Gang. Schön kombiniert.

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Zigor
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Spielsysteme: Bolt Action, Lion Rampant, Warhammer, XWing_v1, Spectre, Horus Heresy, Mortal Gods, Cruel Seas, Musket&Tomahawk, Silver Bayonet, Rebels & Patriots
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Re: [WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Beitrag von Zigor » Mo 29. Mai 2023, 14:42

Bereits letzte Woche sehr "quick & dirty" bemalt (irgendwie keine Lust auf mehr), schmiegen sich diese Herren zu Pferd doch ganz gut ins Gesamtbild der Restarmee ein.
Bild

Bild


Außerdem möchter ich zeitnah mal DRAGON RAMPANT antesten...

also, hier nun die Liste
https://dickloraine.github.io/dragon-rampant-builder/
**Night of the Riding Dead --- 24 points**

* Black Knights including ASB (Heavy Riders) -- 5 points

- Unstoppable March of the Dead
- Enchanted Weapons
- No Feelings
- Leader

* Black Knights (Heavy Riders) -- 5 points

- No Feelings
- Enchanted Weapons

* Hexwraiths (Light Riders) -- 10 points

- Fear
- Blessed Weapons
- No Feelings
- Burrowing

* Death Wolves (Lesser Warbeasts) -- 4 points

- No Feelings


Blessed Weapons
At the start of each game, before deployment, roll one die to see if your weapons will give you a magical edge against your current opponents: on a roll of a 5-6, the weapon's enchantment becomes effective versus all enemy units. An effective blessed weapon rerolls all misses (once) in all Attacks (melee) or Shooting (missile).

Burrowing
A Burrowing unit may move under friends and enemies during its movement, but at the end of its move must adhere to the 3" proximity rule just like any other unit. This is still a great advantage, as units may not usually interpenetrate in Dragon Rampant. Burrowing units ignore all terrain for movement and Attacks (as will their opponent for Attacks), and they never benefit from cover. Units targeted by a Burrowing unit will only benefit from cover if it is buildings, woods, or some other overhead cover. When retreating, a Burrowing unit must move its Maximum movement, and may move under any other unit; this may result in it retreating off the table more often that you would wish!

Counter-charge
When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test for a counter-charge. Test for an Attack at 7+. If it succeeds, the two units meet a proportionate movement distance between their start positions, and both count as Attacking. If it fails, it stands in place for the enemy's charge. Counter-charge may not be used if the unit is Battered.

Enchanted Weapons
At the start of each game, before deployment, roll one die to see if your weapons will give you a magical edge against your current opponents: on a roll of a 6, the weapon's enchantment becomes effective versus all enemy units. An effective enchanted weapon rerolls all misses (once) in all Attacks (melee) or Shooting (missile).

Evade
When an enemy has successfully diced to Attack this unit, but before it moves, this unit may test to Evade at 7+. If it succeeds, it immediately carries out a Skirmish action targeting the Attacking unit only, may not move closer to the Attacking unit, and must avoid other units by 3" as usual; casualties inflicted in the Skirmish action cause a Courage test only at the end of the Attack. The charging unit then moves its full charge distance following the Evading unit; if it makes contact it Attacks with the Evading unit reducing its Armour to 1, and if it cannot contact it must move as close as possible. If the Evade test fails, the unit stands in place and awaits attack without shooting or moving, and its Armour drops to 1 during the Attack. Evade cannot be used if the unit is Battered.

Fear
Courage Tests caused as a result of Attacking (but not Shooting) by a Fear unit suffer an additional -1 to the total. Should two units that cause Fear encounter one another, the effect of this rule is cancelled between those units. Undead units are not affected by Fear.

Fleet Footed
This unit does not halve its movement in rough terrain.

Leader
The leader of the army.

No Feelings
Undead. Courage value of 0+. This means that your unit will never become Battered, but will still rout on a negative final score (their magical reanimation being broken). They also ignore the effect of Fear. Such units are, however, fragile due to a lack of armour or calcium deficiency, meaning that any hits inflicted during Attacks are rounded up (as opposed to down) when working out how many Strength Points are lost.

Ranger
This unit uses its normal Attack/Defence/Armour profile when fighting in rough terrain.

Skirmish
As an ordered activation, successful on a 7+, the unit may choose to make a half move and Shoot either before or after this movement takes place. All models in the unit Shoot with –1 to their dice scores.

Unstoppable March of the Dead
This is a Leader trait usable by a Warband consisting only of units from the Graveyard Dwellers list (see later); it may be selected instead of the rolled Trait if you roll an 8 or higher on the Leader Skills table. Your Warband only takes Courage tests for casualties from Attacking or Shooting, and when Rallying.

Wild Charge
If the unit is within Attack range of an enemy unit, you must test to activate an Attack; this is the only order the unit can be given. Wild Charge may not be used if the unit is Battered.
Hätte Jesus eine Knarre gehabt, würde er heute noch leben
Homer Simpson, Staffel 24, Folge 9

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Krautwerk
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Re: [WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Beitrag von Krautwerk » Di 30. Mai 2023, 11:02

Nice! Cooles Endergebnis :up

Bin mal gespannt, was du nach der ersten Partie sagst. Finde GW-Spielystem Alternativen immer interessant.
"Success is not final, failure is not fatal. It is courage to continue that counts." (Winston Curchill)

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Zigor
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Beiträge: 6009
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Spielsysteme: Bolt Action, Lion Rampant, Warhammer, XWing_v1, Spectre, Horus Heresy, Mortal Gods, Cruel Seas, Musket&Tomahawk, Silver Bayonet, Rebels & Patriots
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Re: [WHF CE] Resurrection! NIGHT OF THE GRAVELESS SOULS

Beitrag von Zigor » Di 30. Mai 2023, 12:15

Danke danke :) p.s. Bilder akutalisiert.
Bin wirklich zuversichtlich, gehören die "Lion Rampant"-Derivate doch zu meinen Lieblingssystemen. Bisher bin ich auch recht zufrieden mit der Abbildung, was Warhammer-spezifische Eigenschaften angeht. Natürlich ist es nicht so detailliert... aber wenn man es detailliert haben will, kannn man ja einfach Warhammer zocken ;)
Hätte Jesus eine Knarre gehabt, würde er heute noch leben
Homer Simpson, Staffel 24, Folge 9

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