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Personnaliser

Black Book Éditions, le site de référence des jeux de rôle

Warhammer : et de 4 ! 4804

Forums > Jeux de rôle

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Geoffroy11303

Je me suis fait la meme reflexion en la voyant.

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Geoffroy11303

Oui, je pense que c'est voulu pour signifier un retour aux sources.

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C'est effectivement un clin d'oeil à la première couverture ^^

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Philibert vient de décaler la date de sortie du livre de base en français pour fin mai-début juin.
Il y a donc de bonnes chances que l’annonce d’une sortie au 1er trimestre se révèle erronée.
Et dire que je venais juste de le précommander avec The Witcher... 😓
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Nico du deme de Naxos

Il y a eu une vidéo Casus TV lors du FIJ qui annonçait le décalage en avril.

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Nico du deme de Naxos

Un JDR qui sort le jour J et à l'heure H c'est devenu une sorte d'arlésienne de nos jours .....

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  • MASTER
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Toholl03

De nos jours nous sommes mis au courant plus rapidementvia internet c 'est tout ce qui change.clin d'oeil

Quelques explications en images pour faire patienter:

C 'est le focus 2 sur les tests d opposition.

13MAR/19Off

Warhammer: Astounding Success!

Last week we brought you part one in our new series of WFRP Blog posts. If you missed it you can catch up here. Today, Cubicle 7 writer Ben Scerri is looking at Success Levels. Join the chat over on Facebook and Twitter and let us know what you think!

Hi, folks! It’s Ben again. The Old World is a brutal place, where it’s a struggle just to get by, and all-too-often you’re only winning because someone else is losing more than you… So today, I’m going to tackle something very core to the game: Success Levels!

Hang in there, buddy.

Success Levels (SL) come up in three main areas of play: Dramatic Tests, Opposed Tests, and specifically Opposed Tests in Combat. Let’s begin at the beginning, shall we?

Success Levels in Dramatic Tests

Sometimes it’s not good enough to know if you merely succeed or fail, and we need to know how much of a fool (or, Sigmar help us, a hero) you made of yourself. In these instances, we use Dramatic Tests. The Test follows the same usual pattern as a Simple Test, but the number you rolled, in addition to being higher or lower than your Skill or Characteristic being Tested, is important.

Salundra and Gunnar stroll into the Red Moon Inn in Ubersreik, excited by the prospect of a stiff drink to wash away the troubles of the day. Unfortunately, tonight the pub is patronised by a rowdy gang of locals who mistake Salundra’s noble swagger for the walk of the hated Altdorfers! A thug gets to his feet, swaying slightly, and starts ranting to the crowd about how unwelcome Altdorfers are, attempting to get the two thrown out. Salundra decides to make a joke of the man, and perhaps earn herself some free drinks from the locals, so she rolls a Charm Test. Because this Test has a range of potential results, it’s a Dramatic Test. Salundra rolls a 91 against her Charm of 28!

Once you’ve rolled, first figure out if you succeeded or failed, like a Simple Test. Remember, if the roll is equal to or lower than the target, you succeed; otherwise, you fail.

91 is a lot higher than Salundra’s target of 28, so this is a failure…

Next, we minus the target’s ‘tens’ column from the roll’s ‘tens’ column, to discover the SL. If the roll was a failure, we do the reverse.

The tens of the target was ‘2’, and the tens of the roll was ‘−9’. Therefore, 2 − 9 = −7 SL!

7 SL on a Dramatic Test is an Astounding Failure, which means, not only does Salundra fail to swing the crowd to her side, she gets a few ‘free’ drinks thrown her way… And not in the way she was hoping!

Success Levels in Opposed Tests

When two or more Characters go head-to-head, we call for an Opposed Test. All parties involved make a Test with a relevant Skill or Characteristic (it might be the same one, such as in a horse race both parties would Test Ride, or it might be different Skills, such as a thief hiding with Stealth and a guard searching with Perception) and then compare to see who won. Opposed Tests add a whole new element to SL, because an Opposed Tests doesn’t focus on Success and Failure as much as who scored more SL.

Gunnar can see the situation is turning quick, and if anyone knows when a fight’s about to break out, it’s a Slayer. He can see most of the patrons are armed at least with cudgels and daggers, so he decides to intimidate the instigator with his axe, hoping the crowd is encouraged to not draw their weapons, and leave this one to fists only.

Gunnar rolls 45 against his Intimidate of 43 — a failure with −0 SL. The thug rolls a 64 against his Cool of 29 — a failure with −4 SL. Even though both characters ‘failed’, Gunnar failed by fewer −SL, so won the Opposed Test: the patrons in the bar are still going to brawl, but they’re keeping their weapons in their belts as Gunnar slides his thumb along the edge of his axe, just like the great Troll Slayers do…

The Character who rolled better on an Opposed Test is considered the ‘winner’, with the other character being the ‘loser’. Please note that winning is not the same as succeeding! For most Opposed Tests, this distinction isn’t important...but it becomes very important when we get to combat. Speaking of which...

Success Levels in Combat

Most Actions in Combat will be Opposed Tests — either attacking an opponent with a Melee Skill, or using another Skill to gain Advantage over an opponent. But Combat is more dynamic than your average Skill Tests, and the range of potential outcomes and complications grows alongside that.

When a character attacks another character in melee, they roll an Opposed Test with the appropriate Skill — Melee (Basic), Melee (Two-handed), etc. The Defender rolls with an appropriate Skill, depending on how they’re protecting themselves — Melee (Basic) if they’re parrying with their main weapon, Melee (Parry) if they’re using a main gauche or similar, or Dodge if they’re trying to get out of the way entirely!

The result of this roll is different depending on who wins the Opposed Test: if the Attacker wins, they deal Damage, and if the Defender wins, the blow is deflected.

Salundra seizes the initiative and dives at the thug, swinging her fists wildly — she rolls 14 against her Melee (Brawling) of 49: success with +3 SL! The thug, blindsided by Salundra’s ferocity, attempts to duck out of the way — he rolls 33 against his Melee (Brawling) of 36: success with +0 SL.

The difference in the SL of an attack Action — in both melee and at range — is added to the Damage dealt. If this would be a negative difference, it is made positive (e.g. −1 SL vs −6 SL = +5 SL).

The total SL is +3 for the above attack, and Salundra is Unarmed with a Damage of +SB+0. Salundra’s Strength is 36, so her Strength Bonus is 3, making a total Damage of 6! The thug is wearing no armour on his Right Leg (where the blow hit), so only reduces this by his Toughness Bonus of 3, to 3 Wounds. Salundra went low, it seems, and only narrowly missed a punch to the groin!


C
riticals & Fumbles

But remember what I said about winning not being the same as succeeding? Take another look at the thug’s roll above — a 33… That’s a Critical! Remember that rolling doubles on a successful Melee Test results in a Critical, whilst rolling doubles on a failed Test results in a Fumble.

Even though the thug failed to win the Opposed Test — and therefore was hit by Salundra — he managed to deal a Critical Wound to her!

The thug rolls 1d100 to determine where the Critical Wound falls, and scores a 19 — Left Arm. He rolls 1d100 on the Critical Wound Table, and scores a 22 — a Sprain! Whilst Salundra goes low to punch the thug in the groin, he jumps back and swings his fist down. The blow cracks against Salundra’s left shoulder, janking it out of place, and giving her a Torn Muscle (Minor) injury, as well as dealing 1 Wound unmodified by her Toughness Bonus or Armour!

In this way, combat is always dangerous. There is never a situation where you’re entirely safe to get mucked in!

Gunnar follows Salundra into the fray, swinging his ham-sized fists left and right. He goes to beat up one of the thug’s cronies, and rolls a 55 against his Melee (Brawling) of 45 — a failure with −1 SL. The crony is so utterly thrown off by this assault, he rolls a 92 against his Melee (Brawling) of 31 — a failure with −6 SL! Gunnar won the Opposed Test, so deals Damage equal to the difference in the SL (+5) added to his SB (3) for a total of 8 Wounds!

However, Gunnar also rolled a double on a failed Test, so Fumbled. He rolls 1d100 on the Oops! Table, scoring a 44 — his manoeuvre left him out of place, with a −10 penalty on his next Action. Not surprising, given how reckless he was being!

When SLs are Tied

In the event that both Characters score the same SL on an Opposed Test, we compare the relevant Skill or Characteristic being rolled, with victory going to the higher trait. If there’s still a tie, the GM can either count it as a stalemate and nothing progressed that Round — two equally matched fighters circling each other, failing to get the upper hand — or the GM may ask for the Test to be retaken.

The crony recovers from Gunnar’s blow to the gut, and swings a fist in return, rolling a 25 against his Melee (Brawling) of 31 — success with +1 SL. Gunnar, surrounded on all sides, decides to duck to the side, rolling a 21 against his Dodge of 33 — success with +1 SL. The SLs are tied, but Gunnar’s Dodge (33) is greater than the crony’s Melee (Brawling) (31), so Gunnar wins the bout, and the swing goes over his head through empty space.

‘It’s Not About Winning or Losing…

...it’s how you die along the way.’

Right? That’s how the saying goes, yeah?

Success Levels add a level of granularity that lets Players and GMs alike express the true range of possibilities in WFRP — from horrible farce to dashing heroics. If you’ve any questions about the above, ask away on our social media channels, and we’ll answer you as soon as we’re finished beating up these rascals in the Red Moon Inn (because, let’s face it, Salundra and Gunnar are going to need all the help they can get).

Until next time, folks!

Le focus 3 traite du Chaos ( pas de révélations mais les illustrations nous mettent dans le bain!) amoureux

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Nico du deme de Naxos

Confirmé il y a 5 mn sur le facebook de Khaos Project.

Le kit W40K Wrath & Glory le 22/03 en Boutique et Warhammer v4 LDB VF au mieux fin Mai.

Ldb Collector et Boite d'initiation viendront ensuite rapidement...

Ldb de Wrath & Glory pour courant Mai aussi.

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  • MASTER
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Nonobub

Le recul est dû à l intégration de la toute dernière MàJ VO qui nécessite de refaire la maquette.

W4 teste ma patience.démon

@pour ceux qui attendaient une réponse de BBE (je comprenais mise en vente sur le site?): voici la réponse

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Plusieurs focus sont sortis depuis la dernière fois en VO voici celui sur le Hafling

We hope that by now you are getting into our weekly WFRP blog posts by C7 writer Ben Scerri. If you've missed any, you can catch up on our blog anytime. As always we would love to hear your feedback on our Facebook and Twitter pages. For now, let's get stuck into blog number 6!

Hello, everyone! My name is Ben, and I’m here to discuss the most diminutive yet least disparageable (despite popular belief) Species currently available during Character Creation: the Halflings! There are a few misconceptions concerning Halflings online, and I’m here to clear these up. The focus today is the Size rules on page 341 of Warhammer Fantasy Roleplay Core rulebook. For many, what I discuss here will be obvious; but for some, it will come as a surprise. So, grab your best Rumster's pie and settle into your comfy chair, and let's talk Halflings!

Technically Small

All Halflings, at Character Creation, get the Small Talent (page 145). This means the Size rules in the Bestiary (page 341) apply to them. Given no other Species (currently...) start with Small, this means Halflings appear to be at a significant disadvantage to almost every Character and Creature they might meet, right?

Not quite...

Yes, being Small has its drawbacks (and we Maltese know all about height issues, trust you me) but it's also a blessing in disguise... you just need to know how to think about it. To that end, I'm going to discuss each of the parts of the Small Trait, and what they mean for the mechanics and fiction of a Halfling Character.

Size Combat Modifiers

There are many modifiers a Character gets depending on size. If a Character is bigger than their opponent, they gain the Damaging Quality, multiply their damage by the number of steps, and all successful strikes activate the Deathblow special rule (page 160)! However, if a Character is smaller, they gain a +10 bonus to hit their opponent. One thing to note, here, is +10 to hit... Not 'to hit in melee', but ANYWHERE!

By itself, this might not seem like such a big deal... until you remember that one of the best ways to get rid of Advantage is to shoot at someone, because they can take damage from an unopposed Test. Whilst a Halfling would certainly suffer greatly in melee, their size difference makes them an ideal sniper on the battlefield! Indeed, the State Army of Mootland is dominated by Halflings armed with slings and shortbows, largely because this is an area where they excel. So, if you are playing a Halfling, or you are a GM using Halfling NPCs, play to the strengths and arm the doughty fellows with appropriate ranged weapons.

Defending Against Big Creatures

When parrying big folk, you receive a penalty of –2 SL for each step your attacker is larger. This is another great reason why Halflings shouldn’t be looking to charge into combat against most enemies, but there’s more to it than that. Note the penalty isn’t applied to use of the Dodge Skill.

Again, this might not seem like much, but actually, it’s rather freeing. When an option is, essentially, closed to a Character — i.e. it’s a pointless choice to make, because it’s never going to work — then all the resources (the XP) that other Characters are spending on those choices are suddenly freed up for other things. So, whilst your Halfling may never be much of a fencer, or be known as Bullingham the Boxer, your Character is likely to have a higher Dodge than anyone else in the party, and that really pays off when you go up against really big guys like Ogres, Trolls, or worse. Your Character is prepared. The others are less likely to be.

Fear and Terror

Here’s where things really start to turn south for our intrepid Halfling Heroes: whenever they’re confronted with a Creature they perceive to be aggressive, they suffer from Fear or Terror (page 191), depending on its size. For Humans, Dwarfs, and Elves, this means the Halflings have to deal with Fear 1, contested by the Cool Skill.

Now, this is a big deal. Halflings can keep their distance — but they will likely be outrun by a Human, if they’re pursued, and will have to Test against gaining Broken Conditions in that event — but running isn't really a solution. Fortunately, Halflings have a high Willpower (and thus, better Cool), so they have a good chance of resisting this Fear, but that's never certain. Indeed, many Halflings will find themselves fleeing difficult combats at the most unfortunate times unless they are careful.

The real clincher to being succesful in combat requires not being confronted by a Creature you perceive as aggressive. In other words, keep away from the big folk, and the Psychology Tests to avoid Fear are never a problem. Facilitating this, Halflings start with access to Stealth, Perception, and Intuition, and you should seriously consider bumping these Skills. Reading the big folk, understanding their emotions, and keeping out of their way, is very literally a survival mechanism for the Halfling Species. They’ve evolved to keep out of the way of others and appear unassuming and unthreatening, because a showy Halfling is a stomped-on Halfling!

So, yes, Halflings suffer from Fear and Terror far more frequently than their bigger brethren... but they are very small (the shortest of the Species by a considerable margin — for all they are also the most rotund!). So, remember Halflings need to keep an eye out for danger to a much greater degree than their long-legged friends, and that they need to work together to bring down bigger enemies.

Moving in Combat

And, since we're discussing combat, it’s worth noting that larger Creatures are able to move out of melee combat without having to Disengage from smaller opponent. This means that, even if your Halfling manages to become proficient in hand-to-hand combat, the Character will still never be the equal of their larger opponents. After all, the bigger folk can just move away without worry, pushing the smaller folk aside with relative ease! What’s more, other than Dwarfs, all the other Species have a higher Movement than Halflings, so should opponents flee, they often manage to escape.

Opposed Strength

Somewhat unsurprisingly, bigger is best when it comes to Opposed Strength Tests. Smaller creatures receive significant disadvantages when trying to use brute force against larger targets. However, like everything else, this rule shouldn’t be saying to you: 'Try to perform an Opposed Strength Test and fail', but rather 'When a Human would normally perform an Opposed Strength Test, you have to think more creatively.'

Halflings, being disadvantaged and marginalised in the world, need to come up with more creative solutions to their problems. It’s obvious that a Halfling can’t grapple an opponent in combat and will be overpowered... but that just means they need a net, right? Or a trap...

Stomp

Whilst this mechanic sounds like it's for use by Creatures larger than Humans (like Dragons, for example) as they squash adventurers with impunity, because Halflings are Small, they’re at risk of being Stomped by just about everything they might encounter. Which means Stomp is another one of those Big-Folks-Have-It-All mechanics, which reinforces the need for a Halfling to get out from underfoot, as Humans with easily kick them aside (or perhaps punch), in addition to their normal attacks.

Wounds

And finally, we come to the Wounds.

Halflings don’t add their Strength Bonus when calculating their Wounds, unlike Humans, Dwarfs, and Elves, which means they end up with (on average) 2 fewer Wounds than their companions. This isn’t so much of a problem — maybe one small hit more can be absorbed by bigger Characters. But a lot of people think that Average sized Creatures would deal twice their Damage to a Small Creature: this is not the case when using the full Size rules in WFRP. The Damage multiplication is based on the number of Size steps between the fighters. An Average Creature is only one step larger than a Small Creature, so their Damage is only multiplied by 1 (which means it is unchanged).

Considering all of the above comments, a Halfling caught in melee is in trouble and is very likely to be hurt badly… But a Halfling on the sidelines is unlikely to be the target of many enemies; perhaps only with Ranged weapons. Therefore, fewer Wounds (at the normal rate of Damage) is nothing to worry about…

Unless they have an Ogre, that is.

What Does All This Mean

All of this, together, should be painting a pretty clear picture: Halflings should probably avoid close combat. The trope of the sneaky, charming Halfling isn’t one of laziness, but rather, one of biological imperative. Halflings just can’t survive in the world of the big folk unless they are careful. So what would a life be like when everything you do you have to be wary of your size, and be careful of the world around you?

It doesn’t take much to consider what this would be like, and there are folks in the real world who can relate to these experiences…

Halfling Clans

As a Halfling, you need to stick close to other Halflings. They’re the only ones who really understand you, after all. As such, Halfling clannishness makes a lot of sense in practice. Massive families who live very close together, and who spend all their time in proximity, not only support each other socially, but also provide help when the big folk come calling.

Friend of the Big Folk

But a Halfling adventurer can’t stay at home all the time, so they need big folk — friends and allies — to have their backs. Therefore, it’s no surprise that Halflings are very good at making friends —they have the highest Fellowship of all the Species, and begin with Charm — and are swift to adopt the culture of others when living amongst them. In fact, the larger their companions, the friendlier Halflings seem to get. Halflings and Dwarfs may not get along very well, but Halflings and Humans are often firm friends, and Halflings and Ogres... Well, they are as thick as thieves!

A Culture of Sharing

Because Halflings live in such close proximity to their fellows, and have to rely on less from the outside world, they share everything they have... so much so that they don’t really have the same concept of ownership as the other Species. That’s why they get in trouble so often for ‘stealing’ things, when really they’re just borrowing them, with the full intention of giving them — sharing them — back with those they took them from, or, at the least, with those who need them.

It’s a Big (Old) World Out There

No one said being a Halfling was easy… Least of all the Halflings! But that shouldn’t be a deterrent to enjoying the Halfling experience. Halflings, just like Elves or Dwarfs, offer a completely different playing experience to a Human Character. If that’s not what you’re after, then naturally, the drawbacks of being a Halfling count against you. But if you embrace those differences, you can have a truly rewarding play experience!

Let us know on our social media channels which Species is your favourite to play, and why!

L'annonce des 10 ans de C7 dont c 'est le premier jour aujourd hui et et une info sur la Campagne de l Ennemi Intérieur Director's Cut: le volume 1 (une réflexion des deux auteurs de la CEI originale et les deux aventures de départ) et son compagnon un livre d'aide (il y aura 5 volumes et un compagnon lié à chaque volume, un peu comme Middenheim, la cité du Loup Blanc) contenant des règles sur le voyage terrestre et les patrouilleurs ruraux, présentation de l Empire (je pense qu elle sera aussi complète que celle d origine, voir plus content) et trois petits scénarios dont deux anciens du supplément Repose Sans Paix (VF seulement W1) : "Sur la Route" et "L'Affaire du Joyau Caché".

We are delighted to officially announce that WFRP: Enemy in Shadows - Enemy Within Campaign Director's Cut Vol. 1 and the Enemy in Shadows Companion are due in stores in Quarter 3 2019! #WARHAMMERWEDNESDAY

Enemy in Shadows - Enemy Within Campaign Director's Cut Vol. 1

At the appointed time, we shall rise from our secret places and throw down the towns and cities of the Empire. Chaos will cover this land, and we, the Chosen Servants, shall be exalted in HIS eyes. Hail to Tzeentch, Changer of the Ways! Njawrr’thakh ‘Lzimbarr Tzeentch!’

The Enemy Within is the revised and updated Director’s Cut of one of the most highly regarded roleplaying campaigns ever written. Enemy in Shadows presents the first part of the epic Enemy Within campaign, the sequence of Warhammer Fantasy Roleplay adventures that inspired a generation of gamers. So, gather your heroes as you take them from humble beginnings as penniless adventurers to the halls of the great and powerful, where every decision can change the fate of the Empire.

Enemy in Shadows Includes:

  • The first two adventures of the Enemy Within campaign: Mistaken Identity, and Shadows over Bögenhafen, both of which are revised and updated by Graeme Davis, legendary WFRP author, and one of the original writers of the campaign.
  • A selection of ‘Grognard Boxes’ that add entirely new ways to play through the adventures, ensuring even those who have played the Enemy Within campaign before will find Enemy in Shadows fresh and new.
  • A complete guide to Bögenhafen, one of the most important towns in the Reikland, full of exciting locations to visit and explore.

Enemy in Shadows Companion

The indispensable companion to the Enemy in Shadows and the first part of the epic Enemy Within campaign. The Enemy in Shadows Companion is the first of our 5-part series of companion volumes to the Enemy Within campaign. It contains a wealth of supplementary material to not only expand Enemy in Shadows, but also support any WFRP games set in the Empire.

Enemy in Shadows Companion Includes:

  • Guest Commentaries: Phil Gallagher and Graeme Davis, two of the original Enemy Within campaign writers, reflect on creating one of the greatest campaigns ever written.
  • The Empire: A deep examination of the Empire, the primary setting for the Enemy Within campaign.
  • Ready-made Characters: A selection of 6 pre-generated Characters, with a variety of optional secrets and relationships to personalise them to taste.
  • Road Travel: Full rules for travelling the roads of the Empire, and the road wardens who patrol them.
  • Supporting Cast: A huge cast of incidental NPCs that can be added to any WFRP adventure, with hints and tips for how to use them.
  • Bonus Content: A collection of short adventures and encounters that can be added to any WFRP game, including revised and updated versions of classics such as On the Road, The Affair of the Hidden Jewel, and The Pandemonium Carnival.

We will update you more as we can!

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En effet, les règles sur Warhammer: Astounding Success! changent quand même pas mal la donne !

Si je comprends bien, il faut désormais compter pour les dégâts la différence de SL et pas seulement son propre SL

Et c'est ce genre de modifications des règles de base qui font le retard de la VF, qui va les intégrer ?

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  • JeromeR
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  • Ced Hobbit Pro
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c4mp3ur

C'est comme ça depuis le début de la v4.

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c4mp3ur

Je ne comprends pas trop la question.

La façon de lire les tests (un échec n 'est pas forcément un échec mais est perçu comme un résultat de piètre qualité qui peut l emporter sur un résultat de qualité encore pire) et les SL sont l un des changements de cette édition de Warhammer et les SL ne sont pas modifiés par les focus.

Les focus sont une mise en valeur d un sujet pas une modif des règles.

Le retard de la VO et l intégration des derniers erratas VO sont la cause du retard de la VF.

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c4mp3ur

C'est effectivement qu'une explication de règles comprises dans le bouquin de base. Des précisions ont déjà été apportées dès l'origine, y compris au début de ce post clin d'oeil

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Précommande de Rough Nights and Hard Days et mise à disposition immédiate du PDF (possibilité d'acheter déjà le pdf uniquement sur Drivethrurpg) (désolé, je ne sais toujours pas comment insérer d'image sur le forum).

Je n'ai pas encore lu en détail.

Sur le plan de la forme, on est toujours sur la qualité de la V4, avec des illustrations spécifiques à l'ouvrage et toujours très jolies et mettant dans l'ambiance, tant au niveau des PNJ que des lieux et scènes (on est sur quelques chose de très proche de ce qui s'est fait pour le starter set).

Concernant les scénars, je les ai juste survolé, mais il semble que l'on soit sur quelque chose de "warhammerien", avec des choses à la fois baroques, un pincée de cultistes, de faction différentes et autres joyeusetés de ce genre (A noter sur le dernier scénar quelques éléments complémentaires sur Ubersreik). C'est plutôt urbain (trois scénars sur 5 à KEMPERBAD, NULN et UBERSREIK et pour le reste, un scénar dans une auberge et le second dans un chateau pour un mariage), les scénar peuvent être joués indépendamment ou peuvent constituer une mini campagne. Un chapitre prévoit même l'inclusion de la mini campagne au sein de la campagne de l'Ennemi Intérieur.

L'aide de jeux sur... les jeux m'a l'air assez sympa et pas trop superficielle (genre on balance trois quatre jeux de bar pour faire background et basta. Là, on a la description d'une douzaine de jeux de différents types pratiqués par différents milieux sociaux avec leur historique et leur règles (jeux de cartes, de plateaux, et autres jeux de fléchettes et de bars de fer). Pas de BloodBowl mais toujours le MiddenBowl (décrit dans le supplément sur Middenheim il me semble) ).

Seconde aide de jeu sur les gnomes et les règles pour en créer un perso: ça m'a un peu surpris (bon après tout, les gnomes sont dans les bestiaire de la V1). A mon sens, un peuple qui doit être ultra réservé aux PNJ. Ce sont des êtres que beaucoup confondent avec les halflings, et qui sont en tant que gnomes à part entière considéré même comme un mythe par la plupart. Et surtout possibles capacités magiques naturelles (les capacité de canalisation d'ULGU et de langage (magick) sont des compétences qui peuvent être achetés à la création comme compétence de peuple) Je trouve ça un peu moyen, étant donné qu'on est pas à DONJ et que même les elfes n'ont pas ça à la base (bon, ils ont déjà beaucoup ^^). Mais la personnalité qui est décrite est très forte (dans le genre lutin roublard mytérieux et magiques) et leur illustrations sont très belles et donnent envie (mais bon, quand même...).

A voir s'agissant des scénar par contre... Je n'ai fait pour le moment que survoler.

A noter également sortie d'un supplément gratuit sur les bâtiments du Vieux Monde en PDF: Je pense que ça devait être quelque chose qui devait être inclus dans le livre de base et qui en tout cas est très semblable à ce que l'on retrouvait dans le livre de base de la V1 (plan et descriptif des fermes, auberges relais, etc...)

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Est-ce que le starter set est prévu en français, avant que je ne craque pour la VO ?

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  • Slhoka
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Arbonako

Oui, mais aucune date n'est transmise aujourd'hui, juste un rapidement après le livre de base (comme pour l'écran). clin d'oeil

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  • Arbonako
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Slhoka

ok merci

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nouveau site cubicle7

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Les 11 et 12 mai il y aura le Warhammer Fest.

Du 31 mai au 2 juin la UKGE