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Message  nicoleblond Mer 30 Sep 2015 - 0:17

It's topic for naashti translation


English Naashti Dar-mekhi-web-couleur
Dar~Meh'ki, vigil of Chim~Eth
Dorsal plates 000
Once a model with this skill suffers DAM in a roll COM or shoot, it reduces the number of current DAM dorsal plates without minimum. The model loses 1 dorsal plate. This skill has no effect on the DAM inflicted directly without dice roll. The model have at least one dorsal plate can not running.

Chief Ouroboros
A model with this skill has an aura whose radius is equal to his Spirit. Any friendly ouroboros (~ Our'os) model in this aura can replace his Spirit by the Spirit Chief Ruroboros for any roll associated with this feature. In addition, a Chief ouroboros always uses white dice for the initiative roll.

Relentless supervisor
Once per round, when an enemy model ends a movement (walking, running, engagement or charge attack), Dar-Meh'Ki can use this skill to make a charge attack against it. If the model is out of charge range, skill has no effect and can not be used again this round. This skill can be used even if Dar Meh'Ki is in combat, and / or if he ran or charged this round. It does not end with displacement and allows Dar Meh'Ki to charge attack twice in that round. If he leaves combat, it performs a disengagement roll normally. If the enemy model was performing a charge attack, the combat against Dar Meh'Ki is resolved first. This skill can not be used when Dar Meh'Ki is the target of charge attack.



Master Water Lightning
Fireproof
The model with this skill does not suffer DAM lava.

Formulas
Magmatic puddle
The Alchemist places magmatic puddle to a distance of 6 inches from him. It must have line of sight to the puddle and can not be placed below another model that alchemist. A magma puddle is represented by a marker 2 inches in diameter. Any model that passes over a puddle suffers 1 DAM. The formula lasts until end of round.

Enhancement
2 stones for extra puddle
2 stones to additional 1 DAM


Lava flow
The Alchemist places a rectangular template 1 inch wide by 4 inches in length, in contact with its base. Any model that is or passes in the lava flow takes 1 DAM. The lava flow remains until end of round.

Enhancement
2 stones for 2 more inches in length
2 stones for another lava flow
2 stones for 1 additional DAM



English Naashti Klaph-ouros-web
Klaph~Our'os of Chim~Eth
Unchanging plate
The model with this skill can not lose his last dorsal plate.




English Naashti Waw_ouros-web-couleur
Waw~Our'os of Chim~Eth
Waterspout Fire
When the model with this skill makes a shot, it may decide to carry two shots instead of using dice lower health status to its current level of health. Two shots in serious condition (yellow) instead of one shooting in unhurt condition (white) or two shots in critical condition (red) instead one of serious condition (yellow). This skill has no effect if model is in critical condition (red). Two shots are treated as two simultaneous attacks on the same target. Operates in reaction.



English Naashti Naa-sabreur
Swordman-Naa of Zay-Hin
Sly
A model with this skill can choose 2 CC in combat. After development of CC, the player chooses the CC he wants among 2. If the opponent plays inactive or parade, the sneaky attack can choose his combat card after his COM roll.



English Naashti Naa-reitre-web
Naa trooper of Al~Eph
Double attack
Whenever the model with this skill plays a CC other than "inactive", it can use this skill to win a free CC other than "inactive" against another model with whom it is also in combat. The use of this skill is announced just prior to unveil its CC. Combat take place one after the other. The model reduces its 1 COM value for both fights.
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Message  mallachain Mer 30 Sep 2015 - 2:05

1st round of edits:

Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When a model with this skill takes DAM from COM or being shot, it reduces the DAM by the number of current dorsal plates. The model loses 1 dorsal plate. This skill has no effect on DAM inflicted directly without a dice roll. The model must have at least 1 dorsal plate for this skill to be effective.

Chief Ouroboros
A model with this skill has an aura whose radius is equal to his Spirit. Any friendly ouroboros (~ Our'os) model in this aura can use the Spirit Chief Ruroboros' Spirit for any roll associated with this attribute. In addition, a Chief ouroboros always uses white dice for initiative rolls.
I'm not sure what Spirit is. Is it the same as Mind?

Relentless supervisor
Once per round, when an enemy model ends a movement (walking, running, engagement or charge attack against another model), Dar-Meh'Ki can use this skill to make a charge attack against the enemy model. If the model is out of charge range, the skill has no effect and can not be used again this round. This skill can be used even if Dar Meh'Ki is in combat, and / or if he ran or charged this round. The skill does not end with the movement and allows Dar Meh'Ki to make two charge attacks in the round. If he leaves a combat, he performs a disengagement roll as normal. If the enemy model performed a charge attack against another model, the combat against Dar Meh'Ki is resolved first. This skill can not be used when Dar Meh'Ki is the target of a charge attack.

Master Water Lightning
Fireproof
A model with this skill does not suffer DAM from magma/lava.

Formulas
Magmatic puddle
The Alchemist may place a magmatic puddle marker up to 6 inches away. The Alchemist must have line of sight to the puddle and it can not be placed under another model. A magmatic puddle is represented by a marker 2 inches in diameter. Any model that passes over a puddle suffers 1 DAM. The formula lasts until end of round.

Enhancement
2 stones for an extra puddle
2 stones to increase DAM by 1

Lava flow
The Alchemist places a lava flow template (1 inch wide by 4 inches long) in contact with its base. Any model that is in or passes through the lava flow takes 1 DAM. The lava flow remains until end of round.

Enhancement
2 stones to increase the length by 2 inches
2 stones for another lava flow
2 stones to increase DAM by 1

Klaph-Our'os of Chim-Eth
Permanent plate
A model with this skill can not lose it's last dorsal plate.

Waw-Our'os of Chim-Eth
Waterspout Fire I'm not sure about this title - what kind of attack is it?
When a model with this skill makes a shot, it may decide to fire two shots instead by using dice of a lower health status than it's current health: Two shots in serious condition (yellow) instead of one shot in unhurt condition (white); or two shots in critical condition (red) instead of one shot in serious condition (yellow). This skill has no effect if the model is in critical condition (red). The two shots are treated as two simultaneous attacks on the same target. This skill can be used as a reaction.

Swordman-Naa of Zay-Hin
Sly
A model with this skill can choose 2 CC in combat. After his opponent reveals it's CC, the player chooses the CC he wants among 2 in his hand. If the opponent plays inactive or parry, the sly attacker can choose his combat card after his COM roll.

Naa trooper of Al-Eph
Double attack
Whenever a model with this skill plays a CC other than "inactive," it can use this skill to gain a free CC other than "inactive" against another model with whom it is also in combat. The use of this skill is announced just prior to revealing its CC. Combat take place one after the other. The model reduces its COM value by 1 for both fights.

mallachain
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Message  nicoleblond Mer 30 Sep 2015 - 12:51

Mallachain a écrit:Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When a model with this skill takes DAM from COM or being shot, it reduces the DAM by the number of current dorsal plates. The model loses 1 dorsal plate. This skill has no effect on DAM inflicted directly without a dice roll. The model must have at least 1 dorsal plate for this skill to be effective.
A ouroboros equiped with dorsal plates cannot running.
I translate like this.
Nicoleblond a écrit:The model have at least one dorsal plate can not running.
I think my translation are not right Very Happy

Mallanchain a écrit:I'm not sure what Spirit is. Is it the same as Mind?
Yes, I stand corrected.

Chief Ouroboros
A model with this skill has an aura whose radius is equal to his Mind. Any friendly ouroboros (~ Our'os) model in this aura can use the Mind Chief Ouroboros' Mind for any roll associated with this attribute. In addition, a Chief Ouroboros always uses white dice for initiative rolls.
Right? Very Happy


Mallanchain a écrit:Waw-Our'os of Chim-Eth
Waterspout Fire I'm not sure about this title - what kind of attack is it?
When a model with this skill makes a shot, it may decide to fire two shots instead by using dice of a lower health status than it's current health: Two shots in serious condition (yellow) instead of one shot in unhurt condition (white); or two shots in critical condition (red) instead of one shot in serious condition (yellow). This skill has no effect if the model is in critical condition (red). The two shots are treated as two simultaneous attacks on the same target. This skill can be used as a reaction.
It's shooting attack that allows to make 2 shoots instead 1.
I've other purpose
Flood fire?
Rained fire?
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Message  mallachain Mer 30 Sep 2015 - 18:35

nicoleblond a écrit:
Mallachain a écrit:Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When a model with this skill takes DAM from COM or being shot, it reduces the DAM by the number of current dorsal plates. The model loses 1 dorsal plate. This skill has no effect on DAM inflicted directly without a dice roll. The model must have at least 1 dorsal plate for this skill to be effective.
A ouroboros equiped with dorsal plates cannot running.
I translate like this.
Nicoleblond a écrit:The model have at least one dorsal plate can not running.
I think my translation are not right Very Happy
Now I understand. It should read: "An ouroborus equipped with dorsal blades cannot run."

nicoleblond a écrit:
Mallanchain a écrit:I'm not sure what Spirit is. Is it the same as Mind?
Yes, I stand corrected.

Chief Ouroboros
A model with this skill has an aura whose radius is equal to his Mind. Any friendly ouroboros (~ Our'os) model in this aura can use the Mind Chief Ouroboros' Mind for any roll associated with this attribute. In addition, a Chief Ouroboros always uses white dice for initiative rolls.
Right? Very Happy
You've got an extra Mind in there. It should read: "Any friendly ouroboros (~ Our'os) model in this aura can use the Chief Ouroboros' Mind for any roll associated with this attribute."

nicoleblond a écrit:
Mallanchain a écrit:Waw-Our'os of Chim-Eth
Waterspout Fire I'm not sure about this title - what kind of attack is it?
When a model with this skill makes a shot, it may decide to fire two shots instead by using dice of a lower health status than it's current health: Two shots in serious condition (yellow) instead of one shot in unhurt condition (white); or two shots in critical condition (red) instead of one shot in serious condition (yellow). This skill has no effect if the model is in critical condition (red). The two shots are treated as two simultaneous attacks on the same target. This skill can be used as a reaction.
It's shooting attack that allows to make 2 shoots instead 1.
I've other purpose
Flood fire?
Rained fire?
How about "Rain of Fire"

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Message  Vegabond Mer 30 Sep 2015 - 18:39

I really like the look of the natural snakemen. I'm not sure about the armored versions, are they robots or golems; their arms look mechanical. Anyway here is my attempt:

Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When suffering DAM from COM or Shooting attacks, a miniature with this skill reduces the value of DAM inflicted by 1 for each active dorsal plate, then mark off 1 dorsal plate. This skill has no effect on DAM directly inflicted without a dice roll. A miniature with at least one dorsal plate can't run. (worded similar to Tough)

Chief Ouroboros
A miniature with this skill has an aura with a radius equal to his Mind attribute. Any friendly Ouroboros miniature in this aura may use the Mind attribute of Chief Ouroboros instead of its own for any roll linked with this attribute. In addition, Chief Ouroboros always uses white dice for the Initiative roll. (This skill is the same as Leader, except it only effects Ouroboros? Does that matter? Could it be changed to Leader?)

Relentless Protector
Once per round, when an enemy miniature ends a move action (walk, run, engagement or charge), Dar-Meh'Ki can make a charge attack against it, unless Dar-Meh'Ki is the target of the charge attack. If the target miniature is out of charge range then Dar-Meh'Ki doesn't move and he can't use this skill again this round. Dar-Meh'Ki can charge even while in combat, and/or if he ran or charged this round. This allows Dar-Meh'Ki to charge attack twice in a round. If Dar-Meh'Ki leaves combat, he performs a disengagement roll normally. If the target miniature was performing a charge attack, Dar-Meh'Ki's combat is resolved first.

Master Water Lightning (<--Is this a Skill? Why does it have two names?)
Fireproof                    (<--Is this a Skill? Why does it have two names?)
A miniature with this skill is immune to lava DAM.

Formulas
Magmatic puddle
Target an area up to 6" away, but within line of sight and place a 2" diameter token representing a Magmatic puddle. The puddle can't be placed under another miniature. Any model that passes over a puddle suffers 1 lava DAM. The formula lasts until the end of the round. (Should this be lava damage so Dar-Meh'Ki is immune to it?)

Enhancements:
2 to place an extra puddle.
2 for 1 extra DAM inflicted.

Lava flow
Place a rectangular template 1" wide x 4" long, in contact with the Dar-Meh'Ki's base. Any model that is touching or passes over the lava flow takes 1 lava DAM. The formula lasts until the end of the round. (Should this be lava damage so Dar-Meh'Ki is immune to it?)

Enhancements:
2 to increase the length by 2 inches.
2 to place an extra flow.
2 for 1 extra DAM inflicted.


Klaph-Our'os of Chim-Eth
Unchanging plate
A miniature with this skill can't lose its last dorsal plate.


Waw-Our'os of Chim-Eth
Waterspout Fire (How about Rapid Fire, a double meaning)
When the miniature with this skill makes a shot, it may decide to make two shots instead by using dice of a lower health status than its current health: Two shots in grave condition (yellow) instead of one shot in unscathed condition (white); or two shots in critical condition (red) instead of one shot in grave condition (yellow). This skill has no effect if the model is in critical condition (red). The two shots are treated as two simultaneous attacks on the same target. This skill can be used as a reaction.


Swordman-Naa of Zay-Hin
Sly
A miniature with this skill can choose 2 CC in combat. After the opponent reveals his chosen CC, this miniature reveals one of the 2 CC he chose. If the opponent plays inactive or parry, this miniature can choose his combat card after his COM roll.


Naa trooper of Al-Eph
Double attack
Whenever a miniature with this skill plays a CC other than "inactive", it can use this skill to make a separate attack (can't play "inactive" CC) against another model with whom it is also in combat. The use of this skill is announced just prior to revealing its CC. Combat takes place one after the other. The model reduces its COM attribute by 1 for both fights.

Vegabond
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Message  nicoleblond Mer 30 Sep 2015 - 21:20

Vegabond a écrit:Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When suffering DAM from COM or Shooting attacks, a miniature with this skill reduces the value of DAM inflicted by 1 for each active dorsal plate, then mark off 1 dorsal plate. This skill has no effect on DAM directly inflicted without a dice roll. A miniature with at least one dorsal plate can't run. (worded similar to Tough)
It doesn't work exactly like tough.
Example: Garlan is in combat with Dar-Meh'ki (it has all level dorsal plates)
Garlan inflict 3 DAM to Dar-Meh'ki. Dar-Meh'ki takes no damage but it loses one dorsal plates.

Other Example (Dar-Meh'ki has all level dorsal plates)
Garlan inflict 5 DOM to Dar-Meh'ki. Dar-Meh'ki loses two life points and it loses one dorsal plates.

It's the same like tough to calculate damage but it loses only one dorsal plates for each damage.


Vegabond a écrit:Chief Ouroboros
A miniature with this skill has an aura with a radius equal to his Mind attribute. Any friendly Ouroboros miniature in this aura may use the Mind attribute of Chief Ouroboros instead of its own for any roll linked with this attribute. In addition, Chief Ouroboros always uses white dice for the Initiative roll. (This skill is the same as Leader, except it only effects Ouroboros? Does that matter? Could it be changed to Leader?)
Yes, it's same as leader, except it only effects ouroboros. That's why we don't attribute "leader".


Vegabond a écrit:Master Water Lightning (<--Is this a Skill? Why does it have two names?)
No, it's name of character. I don't have picture now.
In french, we say "maître de l'eau-foudre" (master of water-lighting). In history of naashti, they drink water mixed with lava. Can we say "water-lighting?"

Vegabond a écrit:Fireproof (<--Is this a Skill? Why does it have two names?)
Yes, it's skill. That's right ?

Vegabond a écrit:Magmatic puddle
Target an area up to 6" away, but within line of sight and place a 2" diameter token representing a Magmatic puddle. The puddle can't be placed under another miniature. Any model that passes over a puddle suffers 1 lava DAM. The formula lasts until the end of the round. (Should this be lava damage so Dar-Meh'Ki is immune to it?)
It's formula of master water lightning.

Vegabond a écrit:Lava flow
Place a rectangular template 1" wide x 4" long, in contact with the Dar-Meh'Ki's base. Any model that is touching or passes over the lava flow takes 1 lava DAM. The formula lasts until the end of the round. (Should this be lava damage so Dar-Meh'Ki is immune to it?)
It's formula of master water lightning.
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Message  Vegabond Jeu 1 Oct 2015 - 0:50

English Naashti 11538006_10153897423828912_4890281176125754086_n
nicoleblond a écrit:
Vegabond a écrit:Dar-Meh'ki, vigil of Chim-Eth
Dorsal plates 000
When suffering DAM from COM or Shooting attacks, a miniature with this skill reduces the value of DAM inflicted by 1 for each active dorsal plate, then mark off 1 dorsal plate. This skill has no effect on DAM directly inflicted without a dice roll. A miniature with at least one dorsal plate can't run. (worded similar to Tough)
It doesn't work exactly like tough.
Example: Garlan is in combat with Dar-Meh'ki (it has all level dorsal plates)
Garlan inflict 3 DAM to Dar-Meh'ki. Dar-Meh'ki takes no damage but it loses one dorsal plates.

Other Example (Dar-Meh'ki has all level dorsal plates)
Garlan inflict 5 DOM to Dar-Meh'ki. Dar-Meh'ki loses two life points and it loses one dorsal plates.

It's the same like tough to calculate damage but it loses only one dorsal plates for each damage.
I understand, I was just saying it is worded similar to Tough.

nicoleblond a écrit:
Vegabond a écrit:Chief Ouroboros
A miniature with this skill has an aura with a radius equal to his Mind attribute. Any friendly Ouroboros miniature in this aura may use the Mind attribute of Chief Ouroboros instead of its own for any roll linked with this attribute. In addition, Chief Ouroboros always uses white dice for the Initiative roll. (This skill is the same as Leader, except it only effects Ouroboros? Does that matter? Could it be changed to Leader?)
Yes, it's same as leader, except it only effects ouroboros. That's why we don't attribute "leader".
What designates a miniature as Ouroboros? The faction symbol? Would it be better to say "Any friendly faction miniature in this aura..."

nicoleblond a écrit:
Vegabond a écrit:Master Water Lightning (<--Is this a Skill? Why does it have two names?)
No, it's name of character. I don't have picture now.
In french, we say "maître de l'eau-foudre" (master of water-lighting). In history of naashti, they drink water mixed with lava. Can we say "water-lighting?"
Master Water-Lightning would be best then.

nicoleblond a écrit:
Vegabond a écrit:Fireproof (<--Is this a Skill? Why does it have two names?)
Yes, it's skill. That's right ?
Fireproof is correct. Especially for someone who can drink lava!

nicoleblond a écrit:
Vegabond a écrit:Magmatic puddle
Target an area up to 6" away, but within line of sight and place a 2" diameter token representing a Magmatic puddle. The puddle can't be placed under another miniature. Any model that passes over a puddle suffers 1 DAM. The formula lasts until the end of the round. )
It's formula of master water lightning.
OK, edited above.

nicoleblond a écrit:
Vegabond a écrit:Lava flow
Place a rectangular template 1" wide x 4" long, in contact with the Dar-Meh'Ki's base. Any model that is touching or passes over the lava flow takes 1 DAM. The formula lasts until the end of the round.
It's formula of master water lightning.
OK, edited above.

Vegabond
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Message  nicoleblond Jeu 1 Oct 2015 - 13:54

Vegabond a écrit:What designates a miniature as Ouroboros? The faction symbol? Would it be better to say "Any friendly faction miniature in this aura..."
It's not faction symbol. We use word (~ Our'os) in name or character.

Can we use this sentence?
Mallanchain a écrit:A model with this skill has an aura whose radius is equal to his Spirit. Any friendly ouroboros (~ Our'os) model in this aura can use the Chief Ouroboros' Mind for any roll associated with this attribute. In addition, a Chief ouroboros always uses white dice for the initiative roll.
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Message  Vegabond Ven 2 Oct 2015 - 4:16

This format matches the Leader skill.

A miniature with this skill has an aura with a radius equal to his Mind attribute. Any friendly Ouroboros (~ Our'os) miniature in this aura may use the Mind attribute of Chief Ouroboros instead of its own for any roll linked with this attribute. In addition, Chief Ouroboros always uses white dice for the Initiative roll.

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Message  Kurlem Dim 25 Oct 2015 - 16:39

Stifler of Dal-Eth

Breathlessness :

When the stifler makes a success of a jet of attack against an opposite figurine with whom it is in fight, he can stifle it free. As long as it is stifled, the figurine can make neither action,no movement, no attack, no benefit from the rule on the watch. During its activation, the stifled figurine can make jets of COM in opposition with the stifler by spending 1PA on every jet (the stifler does not spend PA to make the jet of COM in opposition). The breathlessness comes to an end as soon as the stifler loses one of these jet, if one of the two figurines is moved or if it stifled another figurine. A friendly figurine which finishes an action in the contact of the stifler figurine can end free the breathlessness.


Edit....

Choker of Dal-Eth

Stifling
When a choker successful attack roll against an opposing miniature whom he is in combat, he can stifle free. As long as it is stifled, miniature cannot perform action, movement, attack, neither benefit rule on the lookout. During his activation, stifled model can make COM roll in opposition with choker by spending 1AP for each roll (choker doesn't spend AP to perform the COM roll in opposition). Stifle ends when choker loses one of those roll, if one of the two miniatures is moved or if it stifles another miniature instead. A friend who ends an action in contact with the stifled miniature can free end choking.
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Message  Vegabond Lun 26 Oct 2015 - 0:01

Choker of Dal-Eth

Stifle
When this miniature makes a successful attack against an opposing miniature it is in contact with, it may stifle the opposing miniature. A stifled miniature cannot perform actions, move, or attack (including On Watch). During its activation a stifled miniature can make an opposed COM roll with the Choker by spending 1AP for each roll (the Choker doesn't spend AP for this roll). Stifle ends when the Choker loses one of those rolls, if one of the two miniatures is moved or if the Choker chooses to Stifle another miniature. A friendly miniature who ends its movement in contact with a stifled miniature can end Stifle for free.

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Message  Kurlem Lun 26 Oct 2015 - 0:42

Thank you!

Sidh-Our'os of Chim-Eth

Guard (Naashti) :
When a friendly Naashti miniature up to inches is the target of a shooting, formula, charge or engagement, the miniature with this skill can take its place for free. The position of the two miniatures is changed and no reaction mouvement or shot can be declared by the Guard. This skill has no effect if the guard is already in combator is target by the same action as the miniature he wants to protect. Its use is declared after all the effects of an action have been announced (eg, enchancements to a formula).

Protector :
The miniature with this skill can use the skill Guard ( Naashti) even if it is in fight, by spending 1 PA.
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Message  Vegabond Lun 26 Oct 2015 - 0:58

Sidh-Our'os of Chim-Eth

Guard (Naashti):
When a friendly Naashti miniature (within an inch) is the target of a shooting, formula, charge or engagement, this miniature can take its place for free. The two miniatures swap positions and no reaction movement or shot can be declared by the Guard. This skill has no effect if the Guard is already in a Fight or is targeted by the same action as the miniature he wants to protect. Declare the use of Guard after all the effects of the action have been announced (eg, enchancements to a formula).

Protector:
The miniature with this skill can use the Guard (Naashti) skill even if it is in a Fight, by spending 1 AP. No disengagement roll is made.

Question, Can this skill be used to Guard any Size model? So a Size 1 and Size 3 model can swap places?

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Message  Kurlem Mer 28 Oct 2015 - 22:25

Vegabond a écrit:

Question, Can this skill be used to Guard any Size model? So a Size 1 and Size 3 model can swap places?

Yes. For example the Chonkey can be use guard to the Blade of the Tiger guard ! Very Happy
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Message  Olivier.B Jeu 29 Oct 2015 - 9:24

Protector:
The miniature with this skill can use the Guard (Naashti) skill even if it is in a Fight, by spending 1 AP. No disengagement roll is made.
This ability is changing.
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Message  Vegabond Jeu 29 Oct 2015 - 15:51

Olivier.B a écrit:Protector:
This ability is changing.

A miniature with this skill can use the Guard (Naashti) skill even if it is in a Fight by spending 1 AP and passing a disengagement roll.

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Message  Kurlem Dim 1 Nov 2015 - 23:39

An other profil :

Sentinel of Mem-Eth :

Autoscrew's control 4 AP :
The miniature possesses a reserve of 4 AP by available turn only for autoscrews. Every autoscrew being unless 8 inches of a controller during his activation can take from this reserve until 2 AP. This AP can be used to make actions and/or kept to be on the watch.

information : Autoscew is a miniature's type, look like a small robot. They have zero AP.
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Message  Vegabond Lun 2 Nov 2015 - 1:47

Autoscrew Controller 4 AP :
This miniature possesses a 4 AP reserve (per turn) only usable by autoscrews. When an autoscrew miniature activates within 8 inches of this miniature it can use up to 2 AP from the reserve. These AP's can be used to make actions and stay/go On Watch.

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Message  Kurlem Mar 3 Nov 2015 - 23:19

OK, I was not goog for this skill Smile

Thank you for your help!
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Message  Kurlem Ven 13 Nov 2015 - 13:19

Sul-Koor'z

Exuberant:
When an opposite miniature wants make shooting attack during her activation and possesses a line of sight on Sul-Koor'z, this it automatically targeted, even if it is out of range.

First formula :
Iridescent reflection :
Target alchemist himself. It receives two markers iridescent reflection. When it targeted by one or several simultaneous shootings attacks, he can spend a marker iridescent reflection to cancel the possible Aim bonuses, and make 1 REF roll for every shooting attack. If the roll  is equal or upper to the shooting roll, the shooting does not make DAM.

Second formula (my translation was very fast, I hope is not very bad. Embarassed )
Energy diffraction
The alchemist places a 1 inch in diameter marker within line of sight. Any figurine being between the base of the alchemist and the marker takes DAM according to its distance with the alchemist and the concentration level of this one. The marker is discarded after the DAM resolution.

DAM imposed according to the distance with the alchemist:
0 to 4 inches : DAM = concentration level
4 to 8 inches : DAM = concentration level – 1
8 to 12 inches : DAM = concentration level - 2
12 to 16 inches : DAM = concentration level - 3
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Message  Vegabond Ven 13 Nov 2015 - 21:28

Sul-Koor'z

Exuberant: (<-Not sure if this is what is meant. It means cheerful, excited, lively.)
Sul-Koor'z can automatically be targeted, even when out of range, by enemy miniatures that have line of sight to him. (It sounds like he moves around a lot so he becomes easier to target. What does "automatically targeted" mean? Aren't all miniatures within line of sight automatically targeted? Does it extend the range of enemy weapons and formula's? I doubt this.)

Iridescent Reflection:
Target Sul-Koor'z. He gains two Iridescent Reflection markers. When he is targeted by one or more simultaneous shooting attacks, he can spend a Iridescent Reflection marker to cancel all Aim bonuses, and make 1 REF roll for each shooting attack. If the roll is equal to or higher than the shooting roll, the attack does not cause DAM.

Energy Diffraction
Place a 1" diameter marker within line of sight of Sul-Koor'z. Any miniature's base that lies between Sul-Koor'z and the marker takes DAM according to its distance from Sul-Koor'z and Sul-Koor'z's concentration level. Discarded the marker after DAM resolution.
0-4"; DAM = concentration level
4-8"; DAM = concentration level -1
8-12"; DAM = concentration level -2
12-16"; DAM = concentration level -3
[/quote]

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Message  Kurlem Sam 14 Nov 2015 - 0:32

Sul-Koor'z

Exuberant: (<-Not sure if this is what is meant. It means cheerful, excited, lively.) not exacly, I found that : rip-roaring or rumbustious; is better?


Sul-Koor'z can automatically be targeted, even when out of range, by enemy miniatures that have line of sight to him
. Is not the good effect  Surprised
Opponent bowmen can't choose other target if they see Sul-Koor'z, even if he is out of range. They have no choice, he is the only one avaible target if they see him.
Understand my poor english?  Embarassed


Does it extend the range of enemy weapons and formula's? NO!

Iridescent Reflection:
Target Sul-Koor'z. He gains two Iridescent Reflection markers. When he is targeted by one or more simultaneous shooting attacks, he can spend a Iridescent Reflection marker to cancel all Aim bonuses, and make 1 REF roll for each shooting attack. If the roll is equal to or higher than the shooting roll, the attack does not cause DAM.

ok  Very Happy

Energy Diffraction
Place a 1" diameter marker within line of sight of Sul-Koor'z. Any miniature's base that lies between Sul-Koor'z and the marker takes DAM according to its distance from Sul-Koor'z and Sul-Koor'z's concentration level. Discarded the marker after DAM resolution.
0-4"; DAM = concentration level
4-8"; DAM = concentration level -1
8-12"; DAM = concentration level -2
12-16"; DAM = concentration level -3

ok, thank you!
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Message  mallachain Sam 14 Nov 2015 - 1:23

Kurlem a écrit:Sul-Koor'z

Exuberant: (<-Not sure if this is what is meant. It means cheerful, excited, lively.) not exacly, I found that : rip-roaring or rumbustious; is better?

Sul-Koor'z can automatically be targeted, even when out of range, by enemy miniatures that have line of sight to him
. Is not the good effect  Surprised
Opponent bowmen can't choose other target if they see Sul-Koor'z, even if he is out of range. They have no choice, he is the only one avaible target if they see him.
Understand my poor english?  Embarassed
If that's the case, then this should work (I changed the title to Boisterous because it's a more common term - I had no idea what Rumbustious was  Very Happy ):

Boisterous: Whenever an enemy miniature with a ranged attack has line of sight on the Sul-Koor'z, the enemy has no choice but to target the Sul-Koor'z, and only the Sul-Koor'z, even if he is out of range.

Slight edit on the formula:

Iridescent Reflection:
Target Sul-Koor'z. He gains two Iridescent Reflection markers. When he is targeted by one or more simultaneous shooting attacks, he can spend an Iridescent Reflection marker to cancel all Aim bonuses, and make 1 REF roll for each shooting attack. If the roll is equal to or higher than the shooting roll, the attack does not cause DAM.

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Message  Vegabond Sam 14 Nov 2015 - 1:56

mallachain a écrit:Whenever an enemy miniature with a ranged attack has line of sight on the Sul-Koor'z, the enemy has no choice but to target the Sul-Koor'z, and only the Sul-Koor'z, even if he is out of range.

It depends on how he is distracting his opponents. Is it with movement, colorful clothing/gems, his voice, hypnotic vision or something else? How about Radiant?

My suggestion;
Radiant
An enemy miniature within line of sight of Sul-Koor'z that wants to make a shooting attack must target Sul-Koor'z. If he is out of range the attack automatically fails.

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Message  Kurlem Sam 14 Nov 2015 - 23:31

mallachain a écrit:

Boisterous: Whenever an enemy miniature with a ranged attack has line of sight on the Sul-Koor'z, the enemy has no choice but to target the Sul-Koor'z, and only the Sul-Koor'z, even if he is out of range.
Yes, but he can make other action.

Radiant is better than boisterous; what do you think about "excessive"?

Vegabond a écrit:Radiant
An enemy miniature within line of sight of Sul-Koor'z that wants to make a shooting attackmust target Sul-Koor'z. If he is out of range the attack automatically fails.
Humm, not exacly because they can still use ranged attack reaction.

Radiant
When an opposing miniature makes a shooting attack during his activation within line of sight of Sul-Koor'z, this is automatically targeted even if it is out of range.
or
When an opposing miniature within line of sight of Sul-Koor'z makes a shooting attack during is activation, this is automatically targeted even if it is out of range.
or Razz
When an opposing miniature makes a shooting attack during is activation, if he is within line of sight of Sul-Koor'z then is automatically targeted, even if it is out of range.

One of these sentences is correct?
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