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English proofreading to do - skills and formulas

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English proofreading to do - skills and formulas Empty English proofreading to do - skills and formulas

Message  nicoleblond Ven 19 Déc 2014 - 14:02

This topic is to see if the skills are understandable, logical, and well written in English. Thank you to ask questions, to make your corrections. I will publish in as this first post with corrections. If you are unsure about solving ability, do not hesitate to ask questions Very Happy

General remarks

which term to use for the fight? fight ? Combat ? Batlle ?
And there are two types of combat: base to base combat and combat with reach. The term was used "close combat", but I have the impression that it was for the base to base ?


Can we use abbreviations for certain terms?
COM for combat
MIN for mind
REF for reflexes
DEF for defense
DAM for damages


When two miniatures are in base to base fight ? close combat
When two miniatures are in fight but one of the two own long reach skill ? Fight
When a miniature charge attack a ennemy miniature ? charge
When a miniature without long reach is in combat with a miniature with long reach. The miniature without long reach is activate, it want to fight? Engagement


Generic skills

Alchemist of the Outer Circle (Air, Earth, Water, Fire)
At the end of an action, when the alchemist draws from a scenery that contains a component token of his affinity, he collects 4 alchemical components. For a component token of another element, he only collects 2 alchemical components. An alchemist can collect only one component token per turn.

Alchemist of the Inner Circle (Air, Earth, Water, Fire)
At the end of an action, when the alchemist draws from a scenery that contains a component token of his affinity, he collects 6 alchemical components. For a component token of another element, he only collects 2 alchemical components. An alchimist can collect only one component token per turn. An alchemist of the Inner Circle has a bonus dice for his alchemy's rolls.

Long Reach
Miniatures with this skill don't need to be in contact to fight. They can initiate a fight up to 1 inch all around them. A player may choose to measure at any time the Long Reach's range of its miniature. He can't measure the Long Reach's range of an opposing miniature. During disengagement, a miniature with Long Reach which loses opposition reflex's roll can't be wounded by miniatures without Long Reach skill. A miniature without Long Reach skill attacked by a miniature with Long Reach skill, but without being in contact, may engage during its activation.

Wild Beast
A Wild Beast can only be recruited in a troop if it is linked with a Tamer. A Wild Beast is not considered as a member of the nation in which it has been recruited and is not affected by the Chief skill. A Wild Beast can't complete scenario's requirements. A Wild Beast can't use the Parry CC.

Leap
Leap skill can be used during a walk, run or charge, in order to leap over obstacles and miniatures of size 3 or less. This is not an additional movement. The length of the leap can't be greater than the miniature's Walking value. Moreover, a miniature with Leap can attack miniatures that it can't see at the beginning of its movement. It can't finish its movement on unreachable scenery.

Thrust  (or master strike ?)
Miniature with this skill can use special CC named X.
What is the term used when a miniature has a special attack in combat?

Cavalry
During a charge attack, a miniature with this skill gains 2 bonus dice to its COM roll instead of just one, and reads results on DAM table one column to the right. Can be combined with the Brutal CC.

Leader
A miniature with this skill has an aura whose radius is equal to his Mind attribute. Any friendly miniature in this aura may use the Mind attribute of the Leader instead of its own for any roll linked with this attribute. In addition, a Leader always uses white dice for the Initiative roll.

Templar Constable
When Lotharius is recruited into an Avalonian warband, Templars have their recruitment limit increased to 2. As long as Lotharius is in play, all Templar Novices gain the Expert (Brutal) skill.

Tough
When it suffers DAM from COM or Shooting roll, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects Tough/+x coming from several formulas are not cumulative.

Tamer
A miniature with this skill may be associated with as many miniatures endowed with Wild Beast skill as its number of AP. Once per turn, the card of the miniatures linked with a Tamer can be activated or reactivated immediately after activating this Tamer. This activation takes place before the opponent regains control, and follows the normal rules of activation. As long as a it is within the Mind range of the Tamer, the Wild Beast may substitute its Mind with Trainer's one for all dice roll linked with this characteristic.

Frightening
Before a fight is initiated by or against a miniature endowed with this skill, the opponent must make a Mind roll with a difficulty level of (X). If the roll is a failure, as long as it will stay in fight with the Frightening miniature, the opponent will obtain a penalty die to all dice rolls. The effects of several Frightening skills are cumulative.

Sequential Attack
When a miniature endowed with this skill makes a COM dice roll with success when a attack CC is used, whether it inflicted DAM or not, it can try immediately and freely a second COM dice roll against the same opponent, before it fights back. For the second COM dice roll, the opponent is Inactive and DAM are shifted one column to the left on the DAM table. A miniature with this skill can only get one additional COM dice roll by attack CC.

Entanglement
When a miniature endowed with this skill starts a fight or that a fight is started against this miniature, it first makes a free COM roll without any reaction from the opponent. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as it stays in a fight with the miniature endowed with this skill, the entangled miniature suffers a dice penalty for all COM dice roll as a malus of -2 to its DEF. If it wants to disengage from combat, the entangled miniature must spend 1 AP before making his move action.

Pack Spirit
When a Khergar attacks an enemy miniature already in fight with another Khergar, it gains the Sequential Attack skill.

Expert Normal, Quick, Brutal, Parry
A miniature with this skill gains one bonus dice for its combat roll when it chooses (x) CC.

Feint
A miniature with this skill can change his Combat Card by “Inactive”, after both opponents have revealed their combat card. Feint can not be used while charging attack.

Stealthy
A miniature with this skill is deployed after all other miniatures. It is still considered as being covered for shoot and it can react to make lose sight bonus of a shooter that targets even if this reaction does not bring back a real cover (scenery, etc …). In addition it cannot be attacked or engaged by an opposing miniature over 4 inches of it. If a miniature attack or engage it over 4 inches, attack or engagement is failed, it walks without placing in contact with the stealthy miniature.

Guard
A miniature with this skill protects any friendly miniature up to 2 inches or less. When kept miniature is the target of a shooting, formula, charge attack or engagement, Guard can take its place for free. The location of the two miniatures is exchanged and no reactionary movement or shot can be played by the Guard. This skill has no effect if the guard is already in fight or itself targeted by the same action as the miniature he keeps. Its use is said after all the effects of an action have been announced (eg, improvements to a formula).

Hemotoxic
As long as the miniature with this skill is in serious condition (yellow) or critical (red), when an opponent miniature in contact inflicts DAM by an attack, it deals 1 DOM in return.

Impassible
As long as they are up to 4 inches or less of Monk Collector, friendly no-hero miniatures and Monk collector itself can't get dice penalty to their dice rolls.

Master (Close Combat) or Master (combat) ?
Once per turn, during activation or reaction, miniature with this skill can perform a free combat action.

Master (Ranged)
Once per turn, during activation or reaction, miniature with this skill can perform a free shooting action.

Armor Piercing (Close Combat) or Armor Piercing (Combat) ?
When a miniature with this skill makes DAM, it ignores the effects of Tought skill.

Armor Piercing (Ranged)
When a miniature with this skill makes DAM in ranged attack, it ignores the effects of tough skill.

Ranger
Once per turn, during its activation, miniature with this skill can perform a free walk. This move follows the normal rules of movement, but is not considered an action.

Untouchable
When a miniature with this skill uses Parry CC, it can force his opponent to reroll combat's roll before to do itself. Second roll must be kept.

Fearless
A fearless miniature doesn't make a Mind attribute roll related to the Fearsome skill. It is considered to be automatically successful.

Tactician
A miniature with this skill makes Initiative rolls with a Bonus dice.

Marksman
A miniature with this skill ignores all cover effects (Stealth, scenery, miniature, contact). It can use this skill once or twice per turn, following the specified number. The use of this skill must to be announced just before the roll ranged attack.



Avalon

Religious authority
Once per turn during its activation, Priest may designate a non-hero friendly miniature and not an alchemist in range of Mind. This miniature can immediately perform an action that normally requires 1 AP.

Stubborn
Avalonian Colossus cannot be the target of skills, special abilities and friendly formulas.

Icon
Once per turn, a friendly miniature to 2 inches Caelina can keep it as if he owned the Guard skill.

Master herbs and poisons
At the beginning of a round, Mordren may choose one of the following effects. Each can be chosen once per game.
- Toxic sap outgrowth of Beathacrann: during the round, miniatures have lost at least 2 life following an attack Mordren see their fall COM 2 until end of turn.
- Root powder of the barony of Cumasc: Mordren aquiert competence Coriace / 1 until end of turn.
- Vapours sealed the Cursed Barony: the next figure to which Mordren deals combat in DOM no longer be able to move to the end of the round.
- Stimulating herbs monastery Compline: Mordren the displacement values become 5/7/12 until end of turn.

Life Transfer
Once per activation, Deacon Leodegarius can transfer 1 DAM to one or more avalonians friends at 4 inches or less. It may transfer only 1 single DAM on each miniature.



Templar

Laying on of hands
Once per turn during its activation, hospital can treat a friend Avalonian in contact. The hospital tick one or more of its white life points. For each selected point of life, Avalonian friend is treated from two points of life.

Templar Veteran
When Seneschal Deicolus is recruited in a warband, limiting Templar Novices increases 6. When Seneschal Deicolus uses Parry CC, if combat roll is greater than 5 of its opponent, he performs Normal Attack and he recover action point that he used to play CC.

sacred censers
Whenever the auxiliary templar or a friendly miniature within 6 inches or less of it suffers DAM, 1 DAM is automatically ignored. Unlike Tought skill, this effect will ignore one DAM inflicted by a formula or effect requiring no roll. The effects of sacred censers are not cumulative.


Khaliman

Recurve Bow
ranged weapon araoui

Ifrit Hunter
An Ifrit'Quaniss gains the Armor Breaker (Close Combat) skill and 1 Bonus dice for any Com roll targeting a Size 3 opponent.

Clairvoyant or farseeing ?
No enemy model in close combat with Iëcha can use the skills Master, Expert, untouchable or Feint.

Brutal Strike
Once per turn, during a Brutal Attack, if Ibrahim succeeds a Combat roll, he can choose to push back the opponent’s miniature one inch away. The miniature is pushed back in the opposite direction of Ibrahim’s base. If the miniature leaves a combat, it doesn’t have to make a disengagement. If the miniature comes into contact with an obstacle, it stops. If the obstacle is an opponent’s miniature, the miniature is placed as close as possible to the obstacle without being in contact. The skill Sequential Attack can’t be used with a Brutal Strike.

Deadly Dance
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and not a quick attack.

Alchemical Decline
At the end of every turn, the Djinn suffers 1 DAM. A friendly Khaliman alchemist can freely spend 1 alchemical stone to prevent that DAM. Alchemist can spend an extra stone to heal the Djinn by one life square. If alchemist is a summoner, the Djinn is healed two life squares instead of just one.

Preventive Strike
Once a miniature charge attack a Guardian, it can make a free opposition reflex roll with it. If the Guardian wins roll, it immediately and automatically attack that inflicts DAM is indicated by reflex roll. Moreover, as long as it is not in contact, a Guardian can still use Guard skill.

High Dignitary
When Dahlia is recruited by a Khaliman warband, Ghulams see their recruitment limitation increase by 2. Moreover, all Ghulams gain the skill Expert (Parry) as long as Dhalia Ibn Malikh is alive.

Diplomatic Immunity
As long as miniature with this skill does not make combat roll or ranged attack roll, any miniature that announces a attack charge against it must first win a spirit roll in opposition with it. In case of failure of this roll, no action points are spent, attack charge is canceled and will not be attempted until end of turn. The active miniature can perform other actions instead.

Chaotic Inspiration
Once per turn, when Abdelan makes an opposed roll against an enemy miniature, he can decide to swap one of the dice he rolled with one of the dice his opponent rolled.

Roaring Wave
Once per turn during its activation, the Djinn can spend 1 AP to perform a CC Normal Attack against all opponents miniatures that are up to 1 inch of him. We solve each attack separately in the order chosen by the Djinn. It is not possible to play when the reaction Djinn uses this ability.

Pacifist
Hakim and any miniature are 5 inches or less of it, any combat action or reaction, shooting or alchemy that target an enemy model, requires 1 AP more to be done.

Foreknowledge
Oracles Khalimanes have no line of sight restrictions. In combat, any opposing model must reveal his CC before the oracle chooses its.

Alchemical Servant
When a summoner is recruited into a warband, the recruitment limitation of Mahritin Djinn is increased to 2.

Superior Will
Once per turn, during her activation, Dahlia can select an enemy miniature within her line sight. Dahlia makes a Mind test with a difficulty of 15. If Dahlia succeeds, the card corresponding to the enemy miniature will have to be the next one activated by the opposing player during this turn with no possibility to pass. If the chosen miniature can not activate or reactivate, the effect is lost.


Escapees

One-eyed
If Hakan gets a dice aiming bonus, it's a red dice.

Chains
Once per turn during his activation, the choker can freely attempt to catch an enemy model in line of sight with a size of 1 or 2 and within 4 inches of him. He performs a Combat Roll. If this roll is successful, the enemy model is moved 4 inches toward the choker using the shortest path and placed base to base with him, the enemy model loses 1 AP. The model doesn't contact with other characters and doesn't perform a disengagement roll if it was in close combat. The choker and the captured model are now considered in close combat. If Combat roll is missed or if the model cannot be brought into base to base contact with the choker, the capture fails.

Cuttendon
During combat, if Skinner gains a bonus dice for its Combat Roll, it gains same bonus when using skill “Sequential Attack”.

Cumbersome
During his activation, Hakan cannot spend 2 AP following while using his scorpion.

Escapees
The Escapees ignore the effet of the ability “Diplomatic Immunity”.

Alchemical Explosion
Ifrit inflicts 2 DAM to all miniatures within 2 inches from him and 1 DAM to all miniatures between 2 to 4 inches from him. He must have a line of sight on the miniatures. This ability doesn't cancel the effects of the Tough Skill.

Alchemical necrosis
At the end of each turn, the Ifrit suffers 1 DAM. During his activation, if he is in contact with an alchemist, he can spend 1 AP to remove two alchemical stones from alchemist's stone pool. Then he heals himself two hit points of life. In addition, all alchemist in play must spend one additional component to prepare formulas.


Aurlok

Bees
The Bees are bound to a hive token. At the moment of the placement of a hive token, all the miniatures within 2 inches of the hive token suffer a Combat roll with a value of 4. This attack is made without CC and without any reaction. After, all miniatures doing a movement, an action or a reaction in the effect area of a hive token suffers a bees attack, limited at an attack by hive and by turn. A miniature within reach of many hive tokens will suffer as much of an attack as a hive. Remove immediately the hive token if the bees cause 3 DAM during an attack. The hive-Thrower is immune to the effect of the bees.

Toxic Frogs
At the beginning of his activation, Ca'apiti lick a frog and chooses one of the following effects, which last until he licks another frog.
Bullfrog: Ca'apiti gains Tough/+1;
Golden Toad: Ca'apiti gains Ranger and Reflex +2;
Black Tree Frog: Ca'apiti gains Combat +1 and DAM +1.

Aftershock
Free once per turn during its activation, the Manitou-Warrior can spend 1 AP in order to activate Aftershock. Any figure within 4 inches of the Manitou-Warrior immediately loses 1 AP

War Horn
The effect lasts as long as the carrier of Aurlok Cor War is Indemne state (white) or Severe (yellow). All enemy models in combat and a range of 6 inches or less of War Horn apply the following effects in State Indemne (white), they rolls the yellow dice in combat. In Grave Condition (yellow), they rolls red dice.

Empathy
As long as a friendly Aurlok is within 6 inches of the Medicine Shaman, he can prevent 1 point of damage per attack. The Shaman takes the damage instead. This ability cannot be used if the shaman has only one hit point left. Taking damage by using this ability does not reduce the focus level of the shaman.

Spirit
A spirit is considered as having the Fearless skill. It cannot be the target of alchemical effects, allied or enemy. A spirit may disengage without making an opposed Ref roll.

Hive Throwing
A Launcher Hives has 3 hives for the entire game. Once per turn, the Hives Launcher can launch a hive free. It can launch additional hives for 1 AP per hive. He then places one or more markers in its line of sight up to 10 inches of it to represent each hive launched. Markers hive are 1 inch in diameter and are size 0.

Wolf Leader
When Wolitse is recruited, all wolf-warriors thunder acquire Stealth ability as Wolitse is alive.

Swarm of Crows
Once per turn, Tamel'Seh can measure a distance before choosing an action. Any enemy miniature in base contact with Tamel’Seh has one penalty dice to all its combat rolls.

Steel grip
For all his COM rolls, Tanka Wanka can ­replace on dice of any color by a white dice.

Possession of Waga
As soon as he or an allied Aurlok miniature within 6 inches of the Manitou-Warrior takes 1 DAM by miniature or ennemies effect, cross out one of the squares on the possession line of the Manitou-Warrior (he own 10). Damages taken by empathy abilitie doesn't work. Once all the squares have been crossed out, replace the miniature of the Auroch Manitou-Warrior with that of the Possessed Auroch Manitou-Warrior. The latter keeps any game effect as well as DAM previously suffered by the Auroch Manitou-Warrior.

War Drum
The effect lasts as long as the wearer Aurlok War Drum is Indemne state (white) or Severe (yellow). He and all Aurloks fight friends to a range of 6 inches or less of it have a bonus dice on their roll while playing a combat card Attack. This bonus dice can not be combined with the bonus dice charge attack. They can not play CC Parade or Inactive during their activation.

Vision of the Mind
Once per turn, during his activation, Watanka can choose a miniature within range of his Mind stat. The effect of the Vision last until the end of the turn.
- If the designated miniature is an enemy, it can no longer benefit from cover or the Stealthy skill.
- If the designated miniature is an ally, this miniature gains the Stealthy skill. If it already had it, it can no longer be the target of ranged attacks.

Will of the Elders
When the Night-Shaman suffers DAM, he may spend two alchemical stones to avoid losing his current concentration level.


Walosi

Furious Attack (strike master or thrust ?)
Attack Normal CC
Bonus : +1 against Brutal Attack
Reflex : -
Special: DAM inflicted are played right column. If the Sentinel is Grave State (yellow), it reads the DOM it inflicts on the 2nd row of the table of DAM.

Mutagenic metabolism
When Pitekica is recruited in warband, limiting shaman-medicine Toad increases 2. Until Pitekica is alive, they gain hemotoxic ability and toad-hiver gains jump ability. When the last point of life of a friendly miniature Walosi is checked, it is not removed from the game as it is within range of Mind Pitekica. It can be normally played as if the last point of life was not checked. At the end of the round, if miniature has not been healed, it is removed from the game.


Triad

Acrobat
Each time Xian Ling suffers DAM in a close combat he can choose to make a Reflexes Roll with a difficulty level equal to an Attack Roll made by his opponent. If this roll is successful, Xian Ling does not suffer any DAM. More, as long as Xiang Ling uses white or yellow dices, he has a bonus dice for his Reflexes Roll.

Alchemical Weapon
When in close combat against an alchemist, an Inquisitor of the Dragon Guard reads the DAM it inflicts on the second line of his DAM table.

Poisoned Weapons
When a miniature with this ability inflicts DAM in close or ranged combat, its target suffers a 1 dice Penalty to all of its rolls until the end of the turn.

Alchemical Control
An Alchemist of the School of the Crystal Sun only loses a concentration level when he takes DAM if the amount of DAM suffered is higher than his current concentration level.

Servant
A Chonkey can harvest Alchemical components like an alchemist. He can only harvest 2 components at a time. He can only carry two components at a time and can give them to an alchemist in base contact during his activation.

Alchemical Mastery
If a formula of the Alchemist has been completed and the result of the roll is a failure, the Alchemist can spend alchemical stones in order to increase his result of the roll. He can spend one Alchemical stone to increase the result by 1. The number of stones he can spend this way is limited to his Focus Level +1.

Opportunist
Once per turn, Chen Sze can choose to activate or reactivate herself right after a Shadow or Whisper miniature has been activated. Her activation occurs before the opponent gets to activate his next miniature.

Fast as Lightning
When a miniature leaves base to base contact with him, Feng Sao can perform a Quick Attack without making an opposed Ref roll. He can make this attack even if the situation would not normally allow him to do so.

Sergeant
Sergeant may be recruited if 3 Triadic Guards are recruited. All friendly triadic guards gain the skill Expert (Parry) as long as Sergeant of Triadic Guard is alive.

Alchemical Support
Once per turn, during its activation, a disciple can give all or part of the components it has to an allied alchemist in base contact.

Strategist
When Fu Nihao is recruited, his opponent must deploy all its miniatures first except with the Stealth skill. The player who recruited Fu Nihao then deploys his miniatures. Then the miniatures with the Stealth ability are deployed, starting with the player who was deployed first. Other rules concerning the deployment are applied. If both players have recruited Fu Nihao, this ability has no effect and the normal rules of deployment are applied.


Name of nation and heroes

Kingdom of Avalon
Knight Legate Garlan de Brall
Deacon Leodegarius
Prioress Caelina of the Abbey of Matines
Constable Lotharius of the Temple of Vespers
Knight-Errant Mordren de Klarmen
Berac'h the Jailor

Templars
Deicolus, Senechal of the Templar of the Complies

Khaliman republic
Sheik Araoui Ibn Khalid, Khaliman Diplomat
KabirSheik Hakim Ibn Khalid, Khaliman ambassador
Iëcha Bint Sorhna, Guardian of the snow
Dahlia Ibn Malikh
Ibrahim Ibn Suleman
Abdelan Ibn Malikh

The Escapees from the prison of the Tooth
Am'n Ayassarr, Ifrit Pyritin
Hakan Ibn Suleman, The One-eyed

Aurlok Nation
Tecum'Seh, Crow Sachem
Tamel’Seh Far Eye
Tha'pioca the Pot-Bellied
Ca'apiti Red-Eyes
Wolitse Night-Breeze
Watanka the Venerable
Tanka Wanka

Walosi clan
Pitekica, Spirit-Shaman of Ostiliha

Empire of the Jade Triad
Captain Lee Ping of the Xi-Yì militia
Xian Ling, of the School of the Hazed Monkey
Fu Nihao, Captain of the Triadic Army
Feng Sao of the School of the Long Breath
Chen Sze



Alchemical formulas

Corrosive Incense (or Corrosive Oil ?)
The formula targets a friendly Avalonian within range or Deacon himself. For its next combat roll, the target increases the amount of inflicted DAM by 1.
Improvement: 1 for an additional target. 2 for the effect to last until the end of the turn where the target inflicts DAM

Corruptive Bonding
The formula target a friendly figure (other than Deacon himself) and an enemy model within range. The friendly model usuffers a number of DAM equal to the rest of the life. The Avalonian player then determines its improvements. Then he distributes as many DAM between enemy targets as yellow and red points of life checked the friendly model.
Improvement: 2 for additional enemy target in range, or 3 for two more enemy targets in range, or 4 for three more enemy targets in range.

The Stone Oremus
The Formula targets the Prioress Caelina herself. The range indicates an area of effect around her. Along with all allied models within range, she gains the skills Tough/1 (or Tough/+1 if it already had that skill) and Master Strike (Robust). The Formula ends and the end of the turn where Caelina is wounded.
1 to increase the range by 1 inch. 3 to increase the tough level by 1

Lethal Blessing
The Formula targets an allied miniature within range (or Caelina herself). The Formula takes effect when an Attack CC is played against the target. The target’s opponent suffers an amount of DAM equal to the Tough skill of the target.
1 for 1 extra target. 2 for the effect to last until the end of the turn where a combat card is played against the miniature

Prayer to the Stones
The Formula targets the priest himself. The range indicates an area around the priest. The priest and all friendly Avalonian miniatures within this area become Tough(1). The value of Tough is increased by one if the miniature was already tough. This effect disappears as soon as the priest is wounded.
1 for one additional inch range

Litany of Brambles
The formula targets a friend Avalonian in range or the Priest himself. Each time the target takes DAM by an attack of a miniature in contact, it suffers 1 DAM in return. The formula lasts until the end of a turn where the target is wounded.
Improvement: 1 for an additional target in range.
2 for 1 extra DAM inflicted.

Angelus Vitae
The Formula targets an allied non-hero Avalonian miniature or collector monk himself. For its next close combat, the target gains the skill Expert (Brutal). If it already had that skill, it gains the skill Expert (Normal) instead.
2 for 1 extra target. 2 for the effect to last until the end of the turn when targets played a CC other inactive CC.

Benevolence of the Beathacrann
The Formula targets an allied Avalonian miniature within range or collector monk himself. Until the end of the turn, on all of its rolls, the target may choose to gain a Bonus dice. If a dice roll which has benefited from this effect results in a failure, the target's DEF becomes 2 until the end of the turn.
2 for 1 extra target.

Swiftness of Koga
The formula targets a friendly non-hero Aurlok within range. The target increases its movement characteristic by 1/1/2 until the end of the turn. Any miniature shooting at the target of the formula may not count an aiming bonus.
2 for an additional target within range

Spear of the Land
The formula targets a friendly non-hero Aurlok within range. The target acquires the skills Long Reach, Expert/Brutal and Armor Piercing (Close Combat) until the end of the turn.
Improvement: 2 for an additional target within range

Kiss of Walosi
The Formula targets a friendly Aurlok within range or shaman himself. The target heals one hit point.
Improvement: 2 for an additional target in range. 2 for an additional hit point healed

Animal Fury
The formula targets enemy model in range. The target suffers a number of DAM equal to the number of points of yellow checked lives of the Shaman.
Improvement: 2 for an additional target in range.

Howl of Ill Omen
The formula targets the Shaman himself. Night-Shaman acquires frightened skill (12) until end of turn. Range indicates an area of effect around it. All enemy models within range must make a Mind roll or suffer skill's effects until end of turn.
Improvement: 1 for 1 inch extra range.
1 to increase the level of skill by 1.

Convocation of the Elders
The Formula allows the Night-Shaman to summon an Ancestor-Spirit or a Hero-Spirit within range. These spirits will be able to be activated normally during the turn in which they are summoned. Only one spirit may be summoned at a time and each type of spirit may only be summoned once per game. The spirit disappears if the Shaman dies or loses his last level of Concentration. A Spirit may never be recruited into a warband, it must be summoned.


Aerial diversion
The formula targets two friendly miniatures within range (a target could be Xian Ling). The two miniatures immediately swap positions. No disengagement roll is required if either of these miniatures are in close combat with an enemy miniature.
Improvement: 2 for one additional inch range

Deadly Taunting
The formula targets an enemy miniature in range that still has APs left. The target takes a -1 penalty on its value combat until end of turn. At the end of its activation, if it has not played CC other than inactive CC, it suffered 3 DAM.
Improvement: 1 for an additional target. 2 for an additional DAM

Sharp Tornado
The Formula targets Feng Sao himself, but the range indicates an area of effect around him. Feng Sao makes an alchemy roll without a difficulty. All models within the area of effect must make a Ref roll with a result equal to or higher than Feng Sao's Alchemy roll. Any miniature failing this test is automatically moved directly away from Feng Sao a distance in inches equal to his current concentration level. Each miniature thus moved suffers 1 DAM per inch moved, even if it is stopped by an obstacle or another miniature before it has fully moved. Models which were in close combat do not make disengagement rolls. Models which end up in base to base contact after moving can fight normally. The Formula ends once the effects have been resolved.
2 to increase the range by 1 inch. 1 to increase the final Alchemy roll by 1.

The Wind's Influence
The Formula targets an enemy miniature within range. This miniature will have one dice penalty on any Reflexes rolls and reads all damage one column to the left in close combat. This effect lasts until the end of the turn.
2 for an additional target within range

Blast of Wind
The formula targets enemy model that is considered grounded. While the target is not spending 1 AP when activated to rise, its DEF is equal to 8, it can not act, can not benefit from the watch rule, or benefit from an attack against an opponent of disengaging a fight in which it is located.
Improvement: 2 for an additional target within reach

Lightness of the wind
The Formula targets an allied miniature of Size 1 or 2 within range (or disciple himself), that is not a Hero. Until the end of the turn, either the target gains the Ranger skill, either the target can disengage without making an opposed Reflexes roll, at the choice of the player.\\2 for an extra target within range. 1 to stack both effects.

Blinding Whirlwind
The Formula targets the alchemist himself, but the range indicates an area of effect around him. All allied models within range gain the Stealthy skill. Any miniature trying to make a ranged attack targetting a miniature on watch with the Stealthy skill within the area of effect will have one Penalty dice to its test. The Formula lasts until the end of the turn.
2 to increase the range by 1 inch.

Avenging Gale
The Formula targets the alchemist himself, but the range indicates an area of effect around him. The alchemist can spend an Alchemical Stone in order to increase by 1 any Combat or Ranged attack roll, or any DAM inflicted by a non-hero allied within the area of effect. The alchemist can use that effect as often as he wishes during a turn, but he cannot spend more stones than his current concentration level. The Formula ends when the concentration level of the alchemist reaches 0.


Jest of Fate
Until the end of turn, when the target miniature of this formula is in combat, it chooses randomly a CC between quick, normal and brutal.
1 for an additional target within range. 3 for khaliman player to choose the CC (between quick, normal and brutal) played by target miniature.

Alchemical scimitar
The formula Iëcha target itself. The effects of it last until end of turn during which Iëcha is wounded. As the effects last, Iëcha can not lose his concentration. It acquires one bonus dice to all Combat roll and its table of DAM is 4-4-5-5-6-6.

Uchronia
The Formula targets a friendly Khaliman within range or Oracle herself. For this turn, he will be able to re-roll one of the dice for any roll. The Formula ends when the target uses it.
Improvement: 1 for an additional target within range. 3 for the Formula to last until end of the turn

Premonition
Formula targets Oracle itself and range indicates an area of effect around it. The formula ends as soon as the level of concentration of the oracle is 0. The Oracle and all inactive friendly Khaliman in the area of effect can perform a reaction as if it had AP. There is no limit to the number of reactions that can perform with this formula. A reaction can be a reaction movement, a reaction fire or play a CC combat other Inactive CC during a combat.
Improvement: 1 for 1 inch extra reach.

Water Sprite Tutor
The Formula targets the summoner herself, but the range indicates an area around the summoner. The Summoner gains a number of “Wave” tokens equal to her current concentration level. Any friendly miniature within range can use white dice for any of its rolls. Each time a miniature uses this effect, the Summoner removes one “Wave” token from her reserve.
Improvement: 3 to double the range of the Summoner's Formulas (this improvement can only be performed once).

Water Sprite Guard
The Formula targets the Summoner herself, but the range indicates an area around the Summoner. The Summoner gains a number of “Wave” tokens equal to her current concentration. Summomer or any friendly miniature within range can use: 1 token so that the next DAM roll it suffers is read two columns to the left; 2 tokens so that the next DAM roll it suffers is read three columns to the left.
Improvement: 2 for 1 extra “Wave” token.

Walosi's guile
The formula targets a friendly miniature or Pitekica itself. Target acquires Master strike (Walosi's guile) and Leap ability. If it already own Leap ability, the combat card does not cost AP to be used. The effect ends when the target uses the master strike.
2 for an additional target.
Walosi's guide
Quickly Attack CC
Reflex: 2 bonus dice
Special
Miniature does not make roll COM. It immediately performs a walk, even if it has charged or ran this turn. It enjoys one bonus dice for his reflex roll during disengagement. The rules of disengagement are applied normally. This combat card can be played if opponent is not in range combat.

Walosi's explosion
Each hemotoxic miniature in range inflicts 1 DAM all miniatures up to 1 inch. Hemotoxic miniatures are immune.
3 for friendly miniature in range becomes hemotoxic until end of round.
3 for 1 extra inch of reach around hemotoxic miniatures


Dernière édition par nicoleblond le Mar 23 Déc 2014 - 22:53, édité 2 fois
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Message  mallachain Lun 22 Déc 2014 - 17:24

As far as terms to use for combat - how about engagement? Then you can use close combat for base-to-base fights.

I've gone through the General Skills so far and here are my edits (questions about interpretation are in red):

Alchemist of the Outer Circle (Air, Earth, Water, Fire)
At the end of an action, an alchemist may harvest components from a scenery element. If the scenery element contains tokens he has an affinity for, he collects 4 alchemical components; if the scenery element contains tokens of other elements, he only collects 2 alchemical components. An alchemist can only collect one component token per turn.

Alchemist of the Inner Circle (Air, Earth, Water, Fire)
At the end of an action, an alchemist may harvest components from a scenery element. If the scenery element contains tokens he has an affinity for, he collects 6 alchemical components; if the scenery element contains tokens of other elements, he only collects 2 alchemical components. An alchemist can only collect one component token per turn. An alchemist of the Inner Circle has a bonus die for his alchemy rolls.

Long Reach
Miniatures with this skill don't need to be in contact to fight. They may attack any figure within 1 inch. A player may choose at any time to measure the Long Reach range of his miniature. He can't measure the Long Reach range of an opposing miniature. During disengagement, a miniature with Long Reach which fails it's opposition reflex roll can't be wounded by miniatures without the Long Reach skill. A miniature without Long Reach that is attacked by a miniature with Long Reach, but is not in base-to-base contact, may engage it's opponent during it's activation.

Wild Beast
A Wild Beast can only be recruited by a force if it is linked with a Tamer. A Wild Beast is not considered a member of the nation in which it has been recruited and is not affected by the Chief skill. A Wild Beast can't complete a scenario's requirements. A Wild Beast can't use the Parry combat card.

Leap
The Leap skill can used during a walk, run or charge in order to leap over obstacles and miniatures of size 3 or less. This is not an additional movement. The length of the leap can't be greater than the miniature's Walking value. However, it can't finish it's movement on unreachable scenery. Additionally, a miniature with Leap can attack miniatures that it can't see at the beginning of its movement.

Master Strike (I like Master Strike - it sounds impressive)
Miniatures with this skill can use a special CC named X.

Cavalry
Fine as written.

Leader
Fine as written.

Templar Constable
Fine as written.

Tough
When it suffers DAM from COM or a Shooting roll, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects of Tough/+x coming from several formulas are not cumulative.

Tamer
A miniature with this skill may be associated with as many miniatures endowed with the Wild Beast skill as its number of AP.
(Does this mean if a Tamer costs 25 AP, he can have 25 Wild Beasts? Or can he have 25 AP worth of Wild Beasts?)
Once per turn, the card of the miniatures linked with a Tamer can be activated or reactivated immediately after activating this Tamer. This activation takes place before the opponent regains control, and follows the normal rules of activation. As long as it is within the Mind range of the Tamer, the Wild Beast may substitute its Mind with the Trainer's Mind for all dice roll linked with this characteristic.

Frightening
Before an combat is initiated by or against a miniature endowed with this skill, the opponent must make a Mind roll with a difficulty level of (X). If the roll is a failure, the miniature suffers a penalty die to all dice rolls while it stays in combat with the Frightening miniature. The effects of several Frightening skills are cumulative.

Sequential Attack
When a miniature endowed with this skill makes a successful COM dice roll when an attack CC is used, whether it inflicts DAM or not, it can immediately attempt a second COM dice roll against the same opponent, before the opponent fights back. For the second COM dice roll, the opponent is Inactive and DAM is shifted one column to the left on the DAM table. A miniature with this skill can get only one additional COM dice roll per attack CC.

Entanglement
When a miniature endowed with this skill starts a fight or is engaged in fight by another miniature, it gets a free COM roll while the opponent is not allowed any reaction. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in the fight with the miniature endowed with this skill, the entangled miniature suffers a -2 dice penalty to its DEF for all COM die rolls. If it wants to disengage from combat, the entangled miniature must spend 1 AP before making his move action.

Pack Spirit
Fine as written.

Expert Normal, Quick, Brutal, Parry
A miniature with this skill gains one bonus die for its combat roll when it chooses (x) CC.

Feint
A miniature with this skill can change his Combat Card to “Inactive” after both opponents have revealed their combat card. Feint can not be used with a charging attack.

Stealthy
A miniature with this skill is deployed after all other miniatures. It is still considered as having cover for shooting attacks and it can react to make the shooter that targets it lose it's sight bonus even if this reaction does not bring it back to real cover (scenery, etc.). In addition it cannot be attacked or engaged by an opposing miniature over 4 inches away from it. If a miniature attacks or engages it from over 4 inches away, the attack or engagement is failed. The miniature walks without placing it in contact with the stealthy miniature.
(how far away is the moving miniature placed?)

Guard
A miniature with this skill protects any friendly miniature within 2 inches. When the guarded miniature is the target of a shooting, formula, charge attack or engagement, the Guard can take its place for free. The location of the two miniatures is exchanged and no reactionary movement or shot can be played 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 guards. This skill's use is said after all the effects of an action have been announced (eg, improvements to a formula).

Hemotoxic
As long as the miniature with this skill is in serious condition (yellow) or critical (red) when an opponent miniature in contact inflicts DAM by an attack, it deals 1 DAM in return.

Impassible
As long as they are within 4 inches of Monk Collector, friendly non-hero miniatures and the Monk collector itself get no dice penalties to their dice rolls.

Master (Close Combat)
Once per turn, during activation or reaction, a miniature with this skill can perform a free combat action.

Master (Ranged)
Once per turn, during activation or reaction, a miniature with this skill can perform a free shooting action.

Armor Piercing (Close Combat)
When a miniature with this skill makes a DAM roll, it ignores the effects of the Tough skill.

Armor Piercing (Ranged)
When a miniature with this skill makes a DAM roll for a ranged attack, it ignores the effects of the Tough skill.

Ranger
Once per turn, during its activation, a miniature with this skill can perform a free walk. This move follows the normal rules of movement, but is not considered an action.

Untouchable
When a miniature with this skill uses the Parry CC, it can force its opponent to reroll it's combat roll. The Second roll must be kept.

Fearless
Fine as written.

Tactician
A miniature with this skill makes Initiative rolls with a Bonus die.

Marksman X
A miniature with this skill ignores all cover effects (Stealth, scenery, miniature, contact, etc.). It can use this skill once or twice per turn, depending on the specified number. The use of this skill must to be announced just before the ranged attack roll.

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Message  mallachain Lun 22 Déc 2014 - 17:44

Here are my edits on the Avalon section:

Avalon
Religious authority
Once per turn during its activation, a Priest may designate a non-hero friendly miniature that is not an alchemist within Mind inches. This miniature can immediately perform an action that normally requires 1 AP.

Stubborn
Avalonian Colossus cannot be the target of skills, special abilities and formulas performed by friendly fighters.

Icon
Once per turn, a friendly miniature within 2 inches Caelina can guard it as if it had the Guard skill.

Master herbs and poisons
At the beginning of a round, Mordren may choose one of the following effects. Each can be chosen once per game.
- Toxic sap outgrowth of Beathacrann: during the round, miniatures that have lost at least 2 life following an attack from Mordren receive a -2 on their COM until the end of turn.
- Root powder of the barony of Cumasc: Mordren gains Coriace (what is Coriace?)/ 1 until end of turn.
- Sealed vapors of the Cursed Barony: the next figure that Mordren damages in Combat cannot move until the end of the round.
- Stimulating herbs from the monastery of Compline: Mordren's movement values become 5/7/12 until end of turn.

Life Transfer
Once per activation, Deacon Leodegarius can transfer 1 DAM to one or more friendly avalonians within 4 inches. He may transfer only 1 single DAM to each miniature.

Templar
Laying on of hands
Once per turn during its activation, the hospitalier can treat a friendly Avalonian in contact. The hospitalier ticks one or more of its white life points. For each selected point of life, the Avalonian friend is healed two points of life.

Templar Veteran
When Seneschal Deicolus is recruited in a warband, the limit on Templar Novices increases to 6. When Seneschal Deicolus uses the Parry CC, if the combat roll is 5 greater than that of it's opponent, he performs the Normal Attack and he recovers the action point that he used to play the CC.

Sacred Censers
Whenever the auxiliary templar or a friendly miniature within 6 inches suffers DAM, 1 DAM is automatically ignored. Unlike the Tough skill, this effect will ignore one DAM inflicted by a formula or effect requiring no roll. The effects of sacred censers are not cumulative.

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Message  mallachain Lun 22 Déc 2014 - 18:06

Here are my edits for the Khaliman:

Khaliman
Recurve Bow
ranged weapon araoui (I don't recognize this word.)

Ifrit Hunter
An Ifrit'Quaniss gains the Armor Breaker (Close Combat) skill and 1 Bonus die for any Com roll targeting a Size 3 opponent.

Farseeing or maybe Prescient
No enemy model in close combat with Iëcha can use the skills Master, Expert, Untouchable or Feint.

Brutal Strike
Once per turn, during a Brutal Attack, if Ibrahim succeeds with a Combat roll, he can choose to push the opponent’s miniature one inch back. The miniature is pushed in the opposite direction of Ibrahim’s base. If the miniature leaves a combat, it doesn’t have to make a disengagement. If the miniature comes into contact with an obstacle, it stops. If the obstacle is an opponent’s miniature, the miniature is placed as close as possible to the obstacle without being in contact. The Sequential Attack skill can’t be used with a Brutal Strike.

Deadly Dance
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and does not move 1 column to the left.
(Sequential Attack doesn't mention that the attack is a quick attack, though the description mentions moving damage 1 column to the left.)

Alchemical Decline
At the end of every turn, the Djinn suffers 1 DAM. A friendly Khaliman alchemist can freely spend 1 alchemical stone to prevent that DAM. The alchemist can spend an extra stone to heal the Djinn by one life square. If the alchemist is a summoner, the Djinn is healed two life squares instead of just one.

Preventive Strike
Once a miniature charges to attack a Guardian, it can make a free opposition reflex roll with it. If the Guardian wins the roll, it immediately and automatically attacks and inflicts the DAM that s indicated by the reflex roll. Moreover, as long as it is not in contact, a Guardian can still use the Guard skill.

High Dignitary
Fine as written.

Diplomatic Immunity
As long as a miniature with this skill does not make a combat roll or ranged attack roll, any miniature that announces a charge against it must first win an opposed spirit roll. If this roll fails, no action points are spent, the charge is canceled and can not be attempted until next turn. The active miniature can perform other actions instead.

Chaotic Inspiration
Once per turn, when Abdelan makes an opposed roll against an enemy miniature, he can decide to swap one of the dice he rolled with one of the dice his opponent rolled.

Roaring Wave
Once per turn during its activation, the Djinn can spend 1 AP to perform a Normal Attack CC against all opponents miniatures that are within 1 inch. Each attack is determined separately in the order chosen by the Djinn. It is not possible for the Djinn to perform this ability as a reaction.

Pacifist
Any combat action, reaction, shooting or alchemy that targets Hakim or any miniature within 5 inches of Hakim, must spend 1 additional AP to perform the action.

Foreknowledge
Fine as written.

Alchemical Servant
When a summoner is recruited into a warband, the recruitment limitation of Mahritin Djinn is increased to 2.

Superior Will
Once per turn, during her activation, Dahlia can select an enemy miniature within her line sight. Dahlia then makes a Mind test with a difficulty of 15. If Dahlia succeeds, the card corresponding to the enemy miniature will have to be the next one activated by the opposing player during this turn with no possibility to pass. If the chosen miniature can not activate or reactivate, the effect is lost.

Escapees
One-eyed
If Hakan gets a dice aiming bonus, it's a red dice.

Chains
Once per turn during his activation, the choker can freely attempt to catch an enemy model. The enemy must be in line of sight, have a size of 1 or 2,  and be within 4 inches. The choker performs a Combat Roll. If this roll is successful, the enemy model is moved 4 inches towards the choker using the shortest path and placed in base-to-base contact with him. The enemy model loses 1 AP. The model can't come into contact with other characters and doesn't perform a disengagement roll if it was in close combat. The choker and the captured model are now considered in close combat. If the Combat roll is missed or if the model cannot be brought into base to base contact with the choker, the capture fails.

Cuttendon
During combat, if Skinner gains a bonus die for its Combat Roll, it gains the same bonus die when using the “Sequential Attack” skill.

Cumbersome
During his activation, Hakan cannot spend 2 AP after using his scorpion.

Escapees
The Escapees ignore the effect of the ability “Diplomatic Immunity."

Alchemical Explosion
Ifrit inflicts 2 DAM to all miniatures within 2 inches and 1 DAM to all miniatures between 2 to 4 inches. He must have a line of sight on the miniatures. This ability doesn't cancel the effects of the Tough Skill.

Alchemical Necrosis
At the end of each turn, the Ifrit suffers 1 DAM. During his activation, if he is in contact with an alchemist, he can spend 1 AP to remove two alchemical stones from alchemist's stone pool. He then heals two points of life. In addition, all alchemists in play must spend one additional component to prepare formulas.

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Message  mallachain Lun 22 Déc 2014 - 18:32

Here's my Aurlok edits:

Aurlok
Bees
The Bees are bound to a hive token. At the moment of the placement of a hive token, all miniatures within 2 inches of the hive token suffer a Combat roll with a value of 4. This attack is made without CC and without any reaction. After, all miniatures doing a movement, an action or a reaction in the area of effect of a hive token suffers a bees attack, limited to one attack by hive per turn. A miniature within reach of many hive tokens will suffer attacks from each hive. Immediately remove the hive token if the bees cause 3 DAM during an attack. The hive-Thrower is immune to the effect of the bees.

Toxic Frogs
At the beginning of his activation, Ca'apiti can lick a frog and choose one of the following effects, which last until he licks another frog.
Bullfrog: Ca'apiti gains Tough/+1;
Golden Toad: Ca'apiti gains Ranger and Reflex +2;
Black Tree Frog: Ca'apiti gains Combat +1 and DAM +1.

Aftershock
Once per turn during its activation, the Manitou-Warrior can spend 1 AP in order to activate Aftershock. Any figure within 4 inches of the Manitou-Warrior immediately loses 1 AP

War Horn
This effect lasts as long as the carrier of Aurlok Cor War Horn is Unharmed (white) or Severely Wounded (yellow). All enemy models in combat and within 6 inches of the War Horn apply the following effects: If Unharmed (white), they roll yellow dice; If iSeverely Wounded (yellow), they roll red dice.

Empathy
Fine as written.

Spirit
Fine as written.

Hive Throwing
A Hive Thrower has 3 hives for the entire game. Once per turn, the Hives Thrower can launch a hive for free. He can launch additional hives for 1 AP per hive. He then places one or more markers in its line of sight up to 10 inches away to represent each hive launched. Hive markers are 1 inch in diameter and are size 0.

Wolf Leader
When Wolitse is recruited, all Wolf-Thunder Warriors acquire the Stealthy ability as long as Wolitse is alive.

Swarm of Crows
Once per turn, Tamel'Seh can measure a distance before choosing an action. Any enemy miniature in base contact with Tamel’Seh has one penalty die to all its combat rolls.

Steel grip
For all his COM rolls, Tanka Wanka can ­replace one die of any color with a white dice.

Possession of Waga
As soon as he or an allied Aurlok miniature within 6 inches of the Manitou-Warrior takes 1 DAM from an enemy miniature or effect, cross out one of the squares on the possession line of the Manitou-Warrior (he has 10). Damage taken by the Empathy ability don't apply. Once all the squares have been crossed out, replace the miniature of the Auroch Manitou-Warrior with that of the Possessed Auroch Manitou-Warrior. The possessed figure keeps any game effect as well as DAM previously suffered by the Auroch Manitou-Warrior.

War Drum
This effect lasts as long as the Aurlok War Drum bearer is Unharmed (white) or Severely Wounded (yellow). He and all friendly Aurloks within 6 inches  have a bonus die to the attack roll when playing an attack CC. This bonus die can not be combined with the bonus die from charging. They can not play Parry or Inactive CCs during their activation.

Vision of the Mind
Once per turn, during his activation, Watanka can choose a miniature within range of his Mind stat. The effects of the Vision last until the end of the turn.
- If the designated miniature is an enemy, it can no longer benefit from cover or the Stealthy skill.
- If the designated miniature is an ally, this miniature gains the Stealthy skill. If it already has it, it can no longer be the target of ranged attacks.

Will of the Elders
Fine as written.


Walosi
Master Strike
Attack Normal CC
Bonus : +1 against Brutal Attack
Reflex : -
Special: DAM inflicted is read on column to the right. If the Sentinel is Severely Wounded (yellow), it reads the DAM it inflicts on the 2nd row of the DAM table.

Mutagenic metabolism
When Pitekica is recruited in a warband, the limitation on Toad Medicine Shaman increases to 2. While Pitekica is alive, Toad Medicine Shamen gain the Hemotoxic ability and Toad Hive Throwers gain the jump ability. When the last point of life of a friendly miniature Walosi is checked, it is not removed from the game if it is within Mind range of Pitekica. It can be normally played as if the last point of life was not checked. At the end of the round, if the Walosi has not been healed, it is removed from the game.

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Message  mallachain Lun 22 Déc 2014 - 18:38

Here are my Triad edits:

Triad
Acrobat
Each time Xian Ling suffers DAM in a close combat he can choose to make a Reflexes Roll with a difficulty level equal to the Attack Roll made by his opponent. If this roll is successful, Xian Ling does not suffer any DAM. Additionaly, as long as Xiang Ling uses white or yellow dice, he has a bonus die for his Reflexes Roll.

Alchemical Weapon
When in close combat against an alchemist, an Inquisitor of the Dragon Guard reads the DAM it inflicts on the second line of the DAM table.

Poisoned Weapons
When a miniature with this ability inflicts DAM in close or ranged combat, its target suffers a 1 die Penalty to all of its rolls until the end of the turn.

Alchemical Control
Fine as written.

Servant
Fine as written.

Alchemical Mastery
If an alchemist completes a formula and fails his roll, the alchemist can spend alchemical stones in order to increase the result of the failed roll. For each alchemical stone spent, the result is increased by 1. The number of stones the alchemist can spend this way is limited to his Focus Level +1.

Opportunist
Fine as written.

Fast as Lightning
Fine as written.

Sergeant
A Sergeant may be recruited if 3 Triadic Guards are recruited. All friendly triadic guards gain the skill Expert (Parry) as long as the Sergeant of Triadic Guard is alive.

Alchemical Support
Once per turn, during its activation, a disciple can give all or some of the components it has to an allied alchemist in base contact.

Strategist
When Fu Nihao is recruited, his opponent must deploy all its miniatures first except those with the Stealthy skill. The player who recruited Fu Nihao then deploys his miniatures. The miniatures with the Stealthy ability are then deployed, starting with the player who was deployed first. Other rules concerning the deployment are applied. If both players have recruited Fu Nihao, this ability has no effect and the normal rules of deployment are applied.

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Message  mallachain Lun 22 Déc 2014 - 19:38

Here are my edits for the Alchemical formulas:

Alchemical formulas
Corrosive Incense (incense works better for a ranged item)
The formula targets a friendly Avalonian within range or the Deacon himself. For its next combat roll, the target increases the amount of inflicted DAM by 1.
Improvement: 1 for an additional target. 2 for the effect to last until the end of the turn where the target inflicts DAM

Corruptive Bonding
The formula targets a friendly figure (other than Deacon himself) and an enemy model within range. The friendly model suffers a number of DAM equal to the rest of its unchecked life points. The Avalonian player then announces any improvements. He can then distribute a number of DAM points among enemy targets equal to the yellow and red hit points that were inflicted on the friendly figure.
Improvement: 2 for additional enemy target in range, or 3 for two more enemy targets in range, or 4 for three more enemy targets in range.

The Stone Oremus
The Formula targets the Prioress Caelina herself. The range indicates an area of effect around her. Along with all allied models within range, she gains the skills Tough/1 (or Tough/+1 if it already had that skill) and Master Strike (Robust). The Formula ends and the end of a turn where Caelina is wounded.
Improvement: 1 to increase the range by 1 inch. 3 to increase the Tough level by 1

Lethal Blessing
The Formula targets an allied miniature within range (or Caelina herself). The Formula takes effect when an Attack CC is played against the target. The target’s opponent suffers an amount of DAM equal to the Tough skill of the target.
Improvement: 1 for 1 extra target. 2 for the effect to last until the end of the turn where a CC is played against the miniature

Prayer to the Stones
The Formula targets the priest himself. The range indicates an area around the priest. The priest and all friendly Avalonian miniatures within this area become Tough(1). The value of Tough is increased by one if the miniature already has Tough. This effect disappears as soon as the priest is wounded.
Improvement: 1 for one additional inch range

Litany of Brambles
The formula targets a friendly Avalonian in range or the Priest himself. Each time the target takes DAM from an attack by an enemy miniature in contact, the enemy miniature suffers 1 DAM in return. The formula lasts until the end of a turn where the target is wounded.
Improvement: 1 for an additional target in range.
2 for 1 extra DAM inflicted.

Angelus Vitae
The Formula targets an allied non-hero Avalonian miniature or the collector monk himself. For its next close combat, the target gains the skill Expert (Brutal). If it already had that skill, it gains the skill Expert (Normal) instead.
Improvement: 2 for 1 extra target. 2 for the effect to last until the end of the turn when targets played a CC other than inactive CC.

Benevolence of the Beathacrann
The Formula targets an allied Avalonian miniature within range or the collector monk himself. Until the end of the turn, on all of its rolls, the target may choose to gain a Bonus die. If a dice roll which has benefited from this effect results in a failure, the target's DEF becomes 2 until the end of the turn.
Improvement: 2 for 1 extra target.

Swiftness of Koga
Fine as written.

Spear of the Land
Fine as written.

Kiss of Walosi
The Formula targets a friendly Aurlok within range or the shaman himself. The target heals one hit point.
Improvement: 2 for an additional target in range. 2 for an additional hit point healed

Animal Fury
The formula targets an enemy model in range. The target suffers a number of DAM equal to the number of points of yellow checked points of the Shaman.
Improvement: 2 for an additional target in range.

Howl of Ill Omen
The formula targets the Shaman himself. The Night-Shaman acquires the Frightening (12) (Is this a 1 or a 2? I can't believe it's a 12) skill until the end of turn. The range indicates the area of effect around it. All enemy models within range must make a Mind roll or suffer the skill's effects until the end of turn.
Improvement: 1 for 1 inch extra range.
1 to increase the level of skill by 1.

Convocation of the Elders
Fine as written.

Aerial diversion
Fine as written.

Deadly Taunting
The formula targets an enemy miniature in range that still has APs left. The target takes a -1 penalty on its combat value until the end of turn. At the end of its activation, if it has not played CC other than inactive CC, it suffers 3 DAM.
Improvement: 1 for an additional target. 2 for an additional DAM

Sharp Tornado
Fine as written.

The Wind's Influence
The Formula targets an enemy miniature within range. This miniature will have a one die penalty on any Reflexes rolls and reads all damage one column to the left in close combat. This effect lasts until the end of the turn.
Improvement: 2 for an additional target within range

Blast of Wind
The formula targets enemy model within range. The target is thrown to the ground. Until the target is spends 1 AP when activated to rise, its DEF is equal to 8, it can not act, can not benefit from the watch rule, or benefit from an attack against an opponent disengaging from a fight in which it is involved.
Improvement: 2 for an additional target within reach

Lightness of the Wind
The Formula targets an allied miniature non-hero of Size 1 or 2 within range (or the disciple himself). The player can apply one of the following to the target until the end of the turn: the target gains the Ranger skill; or the target can disengage without making an opposed Reflexes roll.
Improvement: 2 for an extra target within range. 1 to stack both effects.

Blinding Whirlwind
The Formula targets the alchemist himself, but the range indicates an area of effect around him. All allied models within range gain the Stealthy skill. Any miniature trying to make a ranged attack targetting a miniature on watch with the Stealthy skill within the area of effect will have one Penalty die to its test. The Formula lasts until the end of the turn.
Improvement: 2 to increase the range by 1 inch.

Avenging Gale
The Formula targets the alchemist himself, but the range indicates an area of effect around him. The alchemist can spend an Alchemical Stone in order to increase any Combat, Ranged attack roll, or any DAM inflicted by a non-hero ally within the area of effect by 1. The alchemist can use that effect as often as he wishes during a turn, but he cannot spend more stones than his current concentration level. The Formula ends when the concentration level of the alchemist reaches 0.


Jest of Fate
Until the end of turn, when the target miniature of this formula is in combat, it randomly chooses between a quick, normal and brutal CC.
Improvement: 1 for an additional target within range. 3 for the khaliman player to choose the CC (between quick, normal and brutal) played by target miniature.

Alchemical scimitar
The formula targets Iëcha itself. The effects last until end of a turn in which Iëcha is wounded. As long as the effect lasts, Iëcha can not lose his concentration, it acquires one bonus die to all Combat roll and its table of DAM is 4-4-5-5-6-6.

Uchronia
The Formula targets a friendly Khaliman within range or the Oracle herself. For this turn, the target will be able to re-roll one of the dice for any roll. The Formula ends when the target uses it.
Improvement: 1 for an additional target within range. 3 for the Formula to last until end of the turn

Premonition
Formula targets the Oracle itself and the range indicates an area of effect around it. The formula ends as soon as the level of concentration of the oracle is 0. The Oracle and all inactive friendly Khaliman in the area of effect can perform a reaction as if it had AP. There is no limit to the number of reactions that can be performed with this formula. A reaction can be a reaction movement, a reaction fire or to play a CC combat other than the Inactive CC during a combat.
Improvement: 1 for 1 inch extra range.

Water Sprite Tutor
Fine as written.

Water Sprite Guard
The Formula targets the Summoner herself, but the range indicates an area around the Summoner. The Summoner gains a number of “Wave” tokens equal to her current concentration. The Summomer or any friendly miniature within range can use: 1 token so that the next DAM roll it suffers is read two columns to the left; 2 tokens so that the next DAM roll it suffers is read three columns to the left.
Improvement: 2 for 1 extra “Wave” token.

Walosi's guile
The formula targets a friendly miniature or Pitekica itself. Target acquires the Master strike (Walosi's guile) and Leap abilities. If it already has the Leap ability, the combat card does not cost AP to be used. The effect ends when the target uses the master strike.
Improvement: 2 for an additional target.
Walosi's guide
Quick Attack CC
Reflex: 2 bonus dice
Special
Miniature does not make a COM roll. It immediately performs a walk, even if it has charged or run this turn. It enjoys one bonus die for its reflex roll during disengagement. The rules of disengagement are applied normally. This combat card can be played if the opponent is not in range combat.

Walosi's explosion
Each hemotoxic miniature in range inflicts 1 DAM to all miniatures within 1 inch. Hemotoxic miniatures are immune to the DAM from the explosion.
Improvement: 3 for friendly miniatures in range to becomes hemotoxic until end of round.
3 for 1 extra inch of range around hemotoxic miniatures

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Message  nicoleblond Mar 23 Déc 2014 - 0:29

mallachain a écrit:As far as terms to use for combat - how about engagement? Then you can use close combat for base-to-base fights.
I think that we can't use "engagement" for "combat" of "fight", because "engagement" is already a term. When a miniature with long reach charge attack a miniature without long reach, the two miniatures are "declared" in fight. When the miniature without long reach is activate, it can "engage" (it's note a charge attack) the miniature with long reach.

What terms we can use?
When two miniatures are in base to base fight ? close combat (seems OK) ?
When two miniatures are in fight but one of the two own long reach skill ? Combat ? Fight ?
When a miniature charge attack a ennemy miniature : charge attack ?
When a miniature without long reach is in combat with a miniature with long reach. The miniature without long reach is activate, it want to fight, it engages : engagement ?


mallachain a écrit:
Alchemist of the Inner Circle (Air, Earth, Water, Fire)
At the end of an action, an alchemist may harvest components from a scenery element. If the scenery element contains tokens he has an affinity for, he collects 6 alchemical components; if the scenery element contains tokens of other elements, he only collects 2 alchemical components. An alchemist can only collect one component token per turn. An alchemist of the Inner Circle has a bonus die for his alchemy rolls.
There is a thing that I don't understand. Why "dice" becomes sometimes "die"?
When i use google translate for "dé supplémentaire", it gives "bonus die" and it's right.
It seems that "bonus die" is an expression. I thought that was a mistake.

mallachain a écrit:
Tamer
A miniature with this skill may be associated with as many miniatures endowed with the Wild Beast skill as its number of AP.
(Does this mean if a Tamer costs 25 AP, he can have 25 Wild Beasts? Or can he have 25 AP worth of Wild Beasts?)
Once per turn, the card of the miniatures linked with a Tamer can be activated or reactivated immediately after activating this Tamer. This activation takes place before the opponent regains control, and follows the normal rules of activation. As long as it is within the Mind range of the Tamer, the Wild Beast may substitute its Mind with the Trainer's Mind for all dice roll linked with this characteristic.
A Tamer own 3 AP. It can only recruit 3 wild beast.

mallachain a écrit:
When a miniature endowed with this skill starts a fight or is engaged in fight by another miniature, it gets a free COM roll while the opponent is not allowed any reaction. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in the fight with the miniature endowed with this skill, the entangled miniature suffers a -2 dice penalty to its DEF for all COM die rolls. If it wants to disengage from combat, the entangled miniature must spend 1 AP before making his move action.
Is not missing the word "and"?
a -2 dice penalty to its DEF "and" for all COM die rolls


to be continued...
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Message  mallachain Mar 23 Déc 2014 - 3:55

nicoleblond a écrit:
I think that we can't use "engagement" for "combat" of "fight", because "engagement" is already a term. When a miniature with long reach charge attack a miniature without long reach, the two miniatures are "declared" in fight. When the miniature without long reach is activate, it can "engage" (it's note a charge attack) the miniature with long reach..

Ahh. I missed that "engagement" was a term already used.

nicoleblond a écrit:What terms we can use?
When two miniatures are in base to base fight ? close combat (seems OK) ?
Works for me.

nicoleblond a écrit:When two miniatures are in fight but one of the two own long reach skill ? Combat ? Fight ?
I think the terms need to be very different to avoid confusion, so I would vote for Fight.

nicoleblond a écrit:When a miniature charge attack a ennemy miniature : charge attack ?
As I understand it, When you charge, you either enter a combat or come up short, so I would just use "Charge" instead of "charge attack."

nicoleblond a écrit:When a miniature without long reach is in combat with a miniature with long reach. The miniature without long reach is activate, it want to fight, it engages : engagement ?
Yes, this makes sense - a Long Reach combat is an engagement.

nicoleblond a écrit:There is a thing that I don't understand. Why "dice" becomes sometimes "die"?
When i use google translate for "dé supplémentaire", it gives "bonus die" and it's right.
It seems that "bonus die" is an expression. I thought that was a mistake.
Dice is the plural form and die is the singular form. If you have one it's "die," two or more is "dice."  

nicoleblond a écrit:
mallachain a écrit:
Tamer
A miniature with this skill may be associated with as many miniatures endowed with the Wild Beast skill as its number of AP.
(Does this mean if a Tamer costs 25 AP, he can have 25 Wild Beasts? Or can he have 25 AP worth of Wild Beasts?)
Once per turn, the card of the miniatures linked with a Tamer can be activated or reactivated immediately after activating this Tamer. This activation takes place before the opponent regains control, and follows the normal rules of activation. As long as it is within the Mind range of the Tamer, the Wild Beast may substitute its Mind with the Trainer's Mind for all dice roll linked with this characteristic.
A Tamer own 3 AP. It can only recruit 3 wild beast.
In that case, it should read: "A miniature with this skill may be associated with as many miniatures endowed with the Wild Beast skill as it has AP (i.e. if the Tamer has 3 AP, it can have 3 Wild Beasts)."

nicoleblond a écrit:
mallachain a écrit:
When a miniature endowed with this skill starts a fight or is engaged in fight by another miniature, it gets a free COM roll while the opponent is not allowed any reaction. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in the fight with the miniature endowed with this skill, the entangled miniature suffers a -2 dice penalty to its DEF for all COM die rolls. If it wants to disengage from combat, the entangled miniature must spend 1 AP before making his move action.
Is not missing the word "and"?
a -2 dice penalty to its DEF "and" for all COM die rolls
You are correct.

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Message  nicoleblond Mar 23 Déc 2014 - 22:40

Mallachain a écrit:Stealthy
A miniature with this skill is deployed after all other miniatures. It is still considered as having cover for shooting attacks and it can react to make the shooter that targets it lose it's sight bonus even if this reaction does not bring it back to real cover (scenery, etc.). In addition it cannot be attacked or engaged by an opposing miniature over 4 inches away from it. If a miniature attacks or engages it from over 4 inches away, the attack or engagement is failed. The miniature walks without placing it in contact with the stealthy miniature.
(how far away is the moving miniature placed?)
The miniature must make a walk without being in contact with the stealthy miniature.

Mallachain a écrit:- Root powder of the barony of Cumasc: Mordren gains Coriace (what is Coriace?)/ 1 until end of turn.
Ah sorry... It's Tough skill. Coriace is french name.

translation a écrit:- Sealed vapors of the Cursed Barony: the next figure that Mordren damages in Combat cannot move until the end of the round.
- Stimulating herbs from the monastery of Compline: Mordren's movement values become 5/7/12 until end of turn.
We use "end of the round" and after "end of turn". It's same effect. Should we not use "end of turn" only?

Mallachain a écrit:Recurve Bow
ranged weapon araoui (I don't recognize this word.)
Sorry. Araoui is name of the hero.

Mallachain a écrit:Deadly Dance
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and does not move 1 column to the left.
(Sequential Attack doesn't mention that the attack is a quick attack, though the description mentions moving damage 1 column to the left.)
translation a écrit:Sequential Attack
When a miniature endowed with this skill makes a COM dice roll with success when a attack CC is used, whether it inflicted DAM or not, it can try immediately and freely a second COM dice roll against the same opponent, before it fights back. For the second COM dice roll, the opponent is Inactive and DAM are shifted one column to the left on the DAM table. A miniature with this skill can only get one additional COM dice roll by attack CC.
I think this is well explained? Is that so or not?

translation a écrit:Mutagenic metabolism
When Pitekica is recruited in a warband, the limitation on Toad Medicine Shaman increases to 2. While Pitekica is alive, Toad Medicine Shamen gain the Hemotoxic ability and Toad Hive Throwers gain the jump ability. When the last point of life of a friendly miniature Walosi is checked, it is not removed from the game if it is within Mind range of Pitekica. It can be normally played as if the last point of life was not checked. At the end of the round, if the Walosi has not been healed, it is removed from the game.
It seems that we use "leap" and not jump.
At the end of the turn ?

Mallachain a écrit:Howl of Ill Omen
The formula targets the Shaman himself. The Night-Shaman acquires the Frightening (12) (Is this a 1 or a 2? I can't believe it's a 12) skill until the end of turn. The range indicates the area of effect around it. All enemy models within range must make a Mind roll or suffer the skill's effects until the end of turn.
Improvement: 1 for 1 inch extra range.
1 to increase the level of skill by 1.
It's 12. To success a test frightening, you roll two dices (according color of life point of miniature) and you add mind value. The result must be equal or more that the value of frightening.
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Message  mallachain Mer 24 Déc 2014 - 5:36

nicoleblond a écrit:
Mallachain a écrit:Stealthy
A miniature with this skill is deployed after all other miniatures. It is still considered as having cover for shooting attacks and it can react to make the shooter that targets it lose it's sight bonus even if this reaction does not bring it back to real cover (scenery, etc.). In addition it cannot be attacked or engaged by an opposing miniature over 4 inches away from it. If a miniature attacks or engages it from over 4 inches away, the attack or engagement is failed. The miniature walks without placing it in contact with the stealthy miniature.
(how far away is the moving miniature placed?)
The miniature must make a walk without being in contact with the stealthy miniature.
In that case, the last sentace should be something like: "The miniature is placed as close to to the Stealthy miniature as possible without being in contact."

nicoleblond a écrit:
translation a écrit:- Sealed vapors of the Cursed Barony: the next figure that Mordren damages in Combat cannot move until the end of the round.
- Stimulating herbs from the monastery of Compline: Mordren's movement values become 5/7/12 until end of turn.
We use "end of the round" and after "end of turn". It's same effect. Should we not use "end of turn" only?
That's a good idea - it will cut down on confusion to standardize.

nicoleblond a écrit:
Mallachain a écrit:Deadly Dance
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and does not move 1 column to the left.
(Sequential Attack doesn't mention that the attack is a quick attack, though the description mentions moving damage 1 column to the left.)
translation a écrit:Sequential Attack
When a miniature endowed with this skill makes a COM dice roll with success when a attack CC is used, whether it inflicted DAM or not, it can try immediately and freely a second COM dice roll against the same opponent, before it fights back. For the second COM dice roll, the opponent is Inactive and DAM are shifted one column to the left on the DAM table. A miniature with this skill can only get one additional COM dice roll by attack CC.
I think this is well explained? Is that so or not?
Yes. I just wanted to make sure that removing the reference to quick attack (in the Deadly Dance ability) was OK.

nicoleblond a écrit:
translation a écrit:Mutagenic metabolism
When Pitekica is recruited in a warband, the limitation on Toad Medicine Shaman increases to 2. While Pitekica is alive, Toad Medicine Shamen gain the Hemotoxic ability and Toad Hive Throwers gain the jump ability. When the last point of life of a friendly miniature Walosi is checked, it is not removed from the game if it is within Mind range of Pitekica. It can be normally played as if the last point of life was not checked. At the end of the round, if the Walosi has not been healed, it is removed from the game.
It seems that we use "leap" and not jump.
At the end of the turn ?
Yes to both.

nicoleblond a écrit:
Mallachain a écrit:Howl of Ill Omen
The formula targets the Shaman himself. The Night-Shaman acquires the Frightening (12) (Is this a 1 or a 2? I can't believe it's a 12) skill until the end of turn. The range indicates the area of effect around it. All enemy models within range must make a Mind roll or suffer the skill's effects until the end of turn.
Improvement: 1 for 1 inch extra range.
1 to increase the level of skill by 1.
It's 12. To success a test frightening, you roll two dices (according color of life point of miniature) and you add mind value. The result must be equal or more that the value of frightening.
Ahh. I didn't realize that.

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Message  Vegabond Dim 28 Déc 2014 - 19:47

I rewrote the abilities. Please read them for changes. Questions are in BOLD.
Why not use the stuff already translated in Genesis?

A few of my questions were on end of turn and end of round.
I thought the game played like;
Start of round
you take a turn
I take a turn
you take a turn
I pass
you pass
End of Round.


General remarks
which term to use for the fight? fight ? Combat ? Battle ? I think it depends on the situation.

Generic skills

Alchemist of the Outer Circle (Air, Earth, Water, Fire)
At the end of an action, when the alchemist draws from a scenery that contains a component token of his affinity, he collects 4 alchemical components. For a component token of another element, he only collects 2 alchemical components. An alchemist can harvest only one component token per turn.

Alchemist of the Inner Circle (Air, Earth, Water, Fire)
At the end of an action, when the alchemist draws from a scenery that contains a component token of his affinity, he collects 6 alchemical components. For a component token of another element, he only collects 2 alchemical components. An alchemist can harvest only one component token per turn. An alchemist of the Inner Circle has a bonus die for his alchemy rolls.

Long Reach (I'd suggest changing this to just Reach)
Miniatures with this skill don't need to be in base contact to attack. They can initiate a close combat up to 1 inch away. A player may choose to measure his (and only his) miniatures Reach range at any time. When disengaging, a miniature with Reach that loses the opposition Reflex roll can't be wounded by miniatures not in base contact without Reach. A miniature without Reach attacked by a miniature with Reach, but not in base contact, may engage that miniature during its activation.

Wild Beast
A Wild Beast can only be recruited in a warband if it is linked with a Tamer. A Wild Beast is not considered a member of the nation in which it has been recruited and is not affected by the Leader skill. A Wild Beast can't complete scenario requirements. A Wild Beast can't use the Parry CC.

Leap
Leap skill can be used during a walk, run or charge, in order to leap over obstacles and miniatures of size 3 or less. This is not additional movement. The distance of the leap can't be greater than the miniature's Walk value. Moreover, a miniature with Leap can attack miniatures that it can't see at the beginning of its movement. It can't finish its movement on blocking terrain.

Master Strike (X)
A Miniature with this skill can use a special CC named X.


Cavalry
While charging a miniature with this skill gains 2 bonus dice to its COM roll instead of one, and reads results on the DAM table one column to the right. Can be combined with the Brutal CC.

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

Templar Constable
When Lotharius is recruited into an Avalonian warband, Avalonian Templars have their recruitment limit increased to 2. As long as Lotharius is in play, all Templar Novices gain the Expert (Brutal) skill.

Tough (X)
When it suffers DAM from COM or Shooting, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects Tough/+x coming from several formulas are not cumulative. Is this last sentence a rules change?

Tamer
A miniature with this skill may be associated with as many miniatures endowed with Wild Beast skill as its number of AP. Once per turn, the card of the miniatures linked with a Tamer can be activated or reactivated immediately after activating this Tamer. This activation takes place before the opponent regains control, and follows the normal rules of activation. As long as it is within the Mind range of the Tamer, the Wild Beast may substitute its Mind with the Tamer's for all dice rolls linked with this characteristic.

Frightening (X)
Before combat is initiated by or against a miniature with this skill, the opponent must make a Mind roll with a difficulty level of (X). If the roll is failed, the miniature becomes scared. As long as the scared miniature remains in combat with the Frightening miniature, the scared miniature suffers a penalty die to all dice rolls. The effects of several Frightening skills are cumulative.

Sequential Attack
When a miniature with this skill uses a CC and makes a successful COM roll, whether it inflicted DAM or not, it can immediately make a free (Quick Attack?) COM roll against the same opponent, before it attacks back. For the second COM roll, the opponent is Inactive and DAM is shifted one column to the left on the DAM table. A miniature with this skill can only get one additional COM roll from this CC.

Entanglement
Before combat is initiated by or against a miniature with this skill, it makes a free COM roll without any reaction from the opponent. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in combat with the Entangling miniature, the entangled miniature suffers a penalty die to all COM rolls and has of -2 penalty to its DEF. An entangled miniature must spend 1 AP to disengage from combat.

Pack Tactics
When a Khergar attacks an enemy miniature already in base contact with another Khergar, it gains the Sequential Attack skill.

Expert (Normal, Quick, Brutal, Parry)
A miniature with this skill gains one bonus die for its COM roll when it chooses (x) CC.


Feint
A miniature with this skill can change its Combat Card to “Inactive” after his opponent has revealed his Combat Card. Feint can not be used while charging.

Stealth
A miniature with this skill is deployed after all other miniatures. If both players have Stealth miniatures the player who deployed first places his Stealth miniatures first. A Stealth miniature is always considered as Under cover for shooting attacks and can react to deny the shooter its aiming bonus. In addition it can't be charged by a miniature over 4 inches away.

Guard
When a friendly miniature up to 2 inches away 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 reactionary movement or shot can be declared by the Guardian. This skill has no effect if the guard is already in combat or is targeted 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, enhancements to a formula).

Hemotoxic
As long as the miniature with this skill is seriously (yellow) or critically (red) wounded, if an opposing miniature in base contact inflicts DAM by an attack, it deals 1 DAM in return.

Impassible. (I'd suggest changing this to Indomitable)
The Collector-Monk and all friendly non-hero miniatures within 4 inches cannot have penalty dice to their dice rolls.

Master (Close Combat)
Once per turn, during activation or reaction, a miniature with this skill can perform a free close combat action.

Master (Ranged)
Once per turn, during activation or reaction, a miniature with this skill can perform a free shooting action.

Armor Piercing (Close Combat)
When a miniature with this skill inflicts DAM, it ignores the Tough skill.

Armor Piercing (Ranged)
When a miniature with this skill inflicts DAM with a ranged weapon, it ignores the Tough skill.

Ranger
Once per turn, during its activation, a miniature with this skill can perform a free walk. This move follows the normal rules of movement, but is not considered an action.

Untouchable
When a miniature with this skill uses the Parry CC, it can force its opponent to re-roll his combat dice before it makes the Parry roll. The second roll is used and cannot be rolled again.

Fearless
A fearless miniature doesn't make a Mind attribute roll related to the Frightening skill. It is considered to be automatically successful.

Tactician
A miniature with this skill makes Initiative rolls with a Bonus die.

Marksman (X)
A miniature with this skill ignores all cover effects (Stealth, scenery, miniatures). It can use this skill (X) number of times per turn. The use of this skill must to be announced before the ranged attack roll.

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Message  Vegabond Dim 28 Déc 2014 - 19:49

Avalon

Religious authority
Once per turn during its activation, Countryside Priest may designate a non-hero, non-alchemist friendly miniature within Mind range. This miniature can immediately perform an action that normally costs 1 AP.

Stubborn
Avalonian Colossus cannot be the target of skills, special abilities and friendly formulas. (So friendly skills and special abilities CAN affect him)?

Icon
Once per turn, a friendly miniature within 2 inches of Caelina can protect her as if it had the Guard skill.

Master of Herbs and Poisons
At the beginning of a round, Mordren may choose one of the following effects. Each can be chosen once per game.
- Toxic sap of the Beathacrann: during this round, any miniature that Mordren has inflicted 2 or more wounds on has a -2 penalty to COM until end of turn.
- Root powder from the barony of Cumasc: Mordren gains Tough/1 until end of turn.
- Vapors from the Cursed Barony: the next miniature that Mordren inflicts combat DAM to can't move until the end of the round.
- Stimulating herbs from the monastery Compline: Mordren movement values become 5/7/12 until end of turn.
(Is the effect chosen at the beginning of the Round before anyone has activated, or at the beginning of Mordren's activation?)

Life Transfer
Once per turn during his activation, Deacon Leodegarius can transfer 1 DAM to one or more friendly avalonians within 4 inches. He can only transfer 1 DAM to each miniature in range.


Templar

Lay on Hands
Once per turn during its activation while unharmed, Hospitaler can heal a friendly Avalonian in base contact. For each white life point the Hospitaler checks off, the friendly Avalonian heals two points of life.

Templar Veteran
When Seneschal Deicolus is recruited into an Avalonian warband, Templar Novices have their recruitment limit increased to 6. When Seneschal Deicolus uses the Parry CC, if his COM roll is 5 or greater than his opponent, he can perform a Normal Attack and recover the action point that he used.

Sacred Censers
Whenever the Auxiliary Templar or a friendly miniature within 6 inches of it suffers DAM, ignore 1 DAM. Unlike the Tough skill, this effect will ignore 1 DAM inflicted by a formula or effect requiring no roll. The effects of sacred censers are not cumulative.

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Message  Vegabond Dim 28 Déc 2014 - 20:17

Khaliman

Ifrit Hunter
An Ifrit'Quaniss gains the Armor Piercing (Close Combat) skill and 1 Bonus dice for any Com roll targeting a Size 3 opponent.

Clairvoyant
Enemy miniatures in close combat with Iëcha can't use the skills Master, Expert, Untouchable or Feint.

Brutal Strike
Once per turn during a Brutal Attack, if Ibrahim wins a COM roll, he can choose to push the opponent’s miniature one inch directly away from Ibrahim’s base. If the miniature leaves a combat, it doesn’t have to make a disengagement roll. If the miniature comes into contact with an obstacle, it stops. If the obstacle is an opponent’s miniature, the miniature is placed as close as possible to the obstacle without being in contact. The skill Sequential Attack can’t be used with a Brutal Strike.

Deadly Dance
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and not a quick attack.

Alchemical Decline
At the end of every turn, (Should this be once per Round?) the Djinn suffers 1 DAM. A friendly Khaliman alchemist can freely spend 1 alchemical stone to prevent that DAM. Alchemists can spend an extra stone to heal the Djinn by one life point. If the alchemist is a summoner, the Djinn is healed two life points instead.

Preventive Strike
When this miniature is charged it can make a free opposition Reflex roll against the charger. If this miniature wins the roll, it immediately inflicts DAM equal to the difference of the reflex roll results to the charger. Moreover, as long as it is not in base contact with an enemy it can still use the Guard skill (if applicable).

High Dignitary
When Dahlia is recruited into a Khaliman warband, Suleman Ghulams have their recruitment limit increased to 4. As long as Dhalia Ibn Malikh is in play, all Suleman Ghulams gain the Expert (Parry) skill.

Diplomatic Immunity
Until a miniature with this skill makes a combat roll or ranged attack roll, any miniature that announces a charge against it must first win an opposed Mind roll with it. If the attacker fails the roll, no action points are spent, the charge is canceled and the active miniature can perform other actions instead.

Chaotic Inspiration
Once per turn, when Abdelan makes an opposed roll against an enemy miniature, he can decide to swap one of the dice he rolled with one of the dice his opponent rolled.

Roaring Wave
Once per turn during its activation, the Djinn can spend 1 AP to perform a Normal Attack against all enemy miniatures up to 1 inch away. Resolve each attack separately in the order chosen by the Djinn. It is not possible to play a reaction when the Djinn uses this ability.

Pacifist
Hakim and all miniatures within 5 inches must spend 1 AP more for any combat action or reaction, shooting or alchemy formula that targets an enemy miniature.

Foreknowledge
The Sorhna Oracles always have a clear line of sight. In combat, any opposing miniature must reveal his CC before the Oracle chooses its.

Alchemical Servant
When a Sorhna Summoner is recruited into a Khaliman warband, Mahritin Djinn have their recruitment limit increased to 2.

Superior Will
Once per turn during her activation, Dahlia can select an enemy miniature within her line of sight. Dahlia makes a Mind test with a difficulty of 15. If Dahlia succeeds, the card corresponding to the enemy miniature must be activated on the opposing players next turn without the possibility to pass. If the chosen miniature can not activate or reactivate, the effect is lost.


Escapees

One-eyed
If Hakan gets a shooting aiming bonus, it's a red die.

Chains (This doesn't require an action point? The choker could walk 10 inches across the board, pull a model off an objective (stripping it of its action point to defend itself) then Attack it. Seems pretty powerful to be a free action.)
Once per turn during his activation, the Choker can freely attempt to capture a size 1 or 2 enemy miniature in line of sight and within 4 inches by performing a COM Roll. If successful, the enemy miniature is drug by the shortest path into base contact with the Choker and loses 1 AP. The miniature doesn't contact other miniatures and doesn't perform a disengagement roll if it was in close combat. If the COM Roll is unsuccessful or if the model cannot be brought into base contact with the Choker, the capture fails.

Cut Tendon
During combat, if the Skinner gains a bonus die for its COM Roll, it gains same bonus when using skill “Sequential Attack”.

Cumbersome
During his activation, Hakan must spend 2 AP to fire his scorpion. (I'm not sure this translated properly)

Escapees
The Escapees ignore the effect of the ability “Diplomatic Immunity”.

Alchemical Explosion
Ifrit inflicts 2 DAM to all miniatures within 2 inches and 1 DAM to all miniatures between 2 to 4 inches from him. This effect requires line of sight to the targets. This ability doesn't bypass the Tough Skill.

Alchemical Necrosis
At the end of each turn, (Should this be every Round?) the Ifrit suffers 1 DAM. During his activation, if he is in base contact with an alchemist, (friendly or enemy?) he can spend 1 AP to use two alchemical stones from the alchemist's stone pool. Then he heals himself two life points. In addition, all alchemists in play must spend one additional component to prepare formulas.

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Message  Vegabond Dim 28 Déc 2014 - 20:19

Aurlok

Bees
The Bees are bound to a hive token. At the moment the hive token is placed, all miniatures within 2 inches suffer a Combat roll with a value of 4. This attack is made without CC and without any reaction. After a miniature moves, performs an action or a reaction in the hive's 2 inch area of effect it suffers a bee attack. A miniature can be affected by multiple hive tokens on its turn, but each hive can only attack once per turn. Immediately remove the hive token if the bees causes 3 or more DAM during an attack. The hive-Throwers are immune to the effect of the bees.

Toxic Frogs
At the beginning of his activation, Ca'apiti licks a frog and chooses one of the following effects, which last until the beginning of his next activation.
Bullfrog: Ca'apiti gains Tough/+1;
Golden Toad: Ca'apiti gains Ranger and Reflex +2;
Black Tree Frog: Ca'apiti gains COM +1 and DAM +1.

Aftershock
Once per turn during its activation, the Manitou-Warrior can spend 1 AP in order to activate Aftershock. Any miniature within 4 inches immediately loses 1 AP. (Does this only affect 1 miniature, or all figures in range?)

War Horn
This effect lasts as long as the Auroch with War Horn is Unharmed (white) or Severely (yellow) wounded. All Unharmed (white) enemy miniatures within 6 inches roll yellow dice in combat and all Severely (yellow) wounded miniatures within 6 inches roll red dice in combat.

Empathy
The Medicine Shaman can redirect 1 point of damage (per attack) from a friendly Aurlok within 6 inches to himself. This ability cannot be used if the shaman has only one hit point left. Taking damage by using this ability does not reduce the shaman's focus level.

Spirit
A spirit has the Fearless skill. It cannot be the target of alchemical effects, allied or enemy. A spirit may disengage without making an opposed Ref roll.

Hive Throwing
A Hive-thrower has 3 hives for the entire game. Once per turn, the Hive-thrower can throw a hive for free. It can throw additional hives for 1 AP each. For each hive thrown, place a token within line of sight and up to 10 inches. Hive markers are 1 inch in diameter and are size 0.
Wolf Leader
As long as Wolitse is in play, all Wolf Thunder-Warriors gain the Stealth skill.

Swarm of Crows
Once per turn, Tamel'Seh can measure a distance before choosing an action. Any enemy miniature in base contact with Tamel’Seh has one penalty die to all its COM rolls.

Steel grip
For all his COM rolls, Tanka Wanka can ­replace one die of any color with a white die.

Possession of Waga
As soon as the Manitou-Warrior or a friendly Aurlok miniature within 6 inches takes 1 or more DAM from an enemy or an enemies effect, check off one square on the Manitou-Warrior's possession line. Damage redirected to a miniature with the Empathy ability doesn't count. Once all the squares are crossed out, replace the Manitou-Warrior miniature with the Possessed Manitou-Warrior miniature. Make room for the miniature by moving as few models as possible. The possessed miniature keeps any game effects and the DAM previously suffered by the Auroch Manitou-Warrior.

War Drum
This effect lasts as long as the Auroch with War Drum is Unharmed (white) or Severely (yellow) wounded. He and all friendly Aurloks within 6 inches gain a bonus die when making an attack with a CC. This bonus die can't be combined with the bonus die from charging. Also they can't play Parry or Inactive CC during their activation.

Vision of the Mind
Once per turn during his activation, Watanka can choose a miniature within range of his Mind stat. The effect of the Vision lasts until the end of the turn. (Should this last until the end of the Round?)
- If the designated miniature is an enemy, it can no longer benefit from cover or the Stealth skill.
- If the designated miniature is an ally, it gains the Stealth skill. If it already had it, it can't be the target of ranged attacks.

Will of the Elders
When the Night-Shaman suffers DAM, he may spend two alchemical stones to avoid losing his current focus level.


Walosi

Furious Attack (Master Strike)
Normal Attack CC
Bonus : +1 against Brutal Attack
Reflex : -
Special: DAM inflicted is shifted 1 column to the right. If the Sentinel is Seriously Wounded (yellow), it reads the DAM it inflicts on the 2nd row of the table of DAM.

Mutagenic metabolism
When Pitekica is recruited into a Walosi warband, Toad medicine-shaman has his recruitment limit increased to 2 (or 3?). As long as Pitekica is in play, Toad medicine-shaman gain the Hemotoxic skill and Toad Hive-Throwers gain the Leap skill. Additionally, when the last point of life of a friendly Walosi miniature within Pitekica's Mind range is checked off, it is not removed from play. Instead it can continue to be played with 1 life. If the miniature has not been healed by the end of the Round, remove it from play.

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Message  nicoleblond Mar 30 Déc 2014 - 22:33

Vegabond a écrit:I rewrote the abilities. Please read them for changes. Questions are in BOLD.
Why not use the stuff already translated in Genesis?
Yes, we do.

Vegabond a écrit:
A few of my questions were on end of turn and end of round.
I thought the game played like;
Start of round
you take a turn
I take a turn
you take a turn
I pass
you pass
End of Round.
OK. It's also the end of the round when all miniatures have been activated.

Vegabond a écrit:
Long Reach (I'd suggest changing this to just Reach)
Miniatures with this skill don't need to be in base contact to attack. They can initiate a close combat up to 1 inch away. A player may choose to measure his (and only his) miniatures Reach range at any time. When disengaging, a miniature with Reach that loses the opposition Reflex roll can't be wounded by miniatures not in base contact without Reach. A miniature without Reach attacked by a miniature with Reach, but not in base contact, may engage that miniature during its activation.
In genesis, "long reach" was used, and I wonder if "long reach" is better that "reach"?
Can you discuss with mallanchain for this word?


Vegabond a écrit:
Tough (X)
When it suffers DAM from COM or Shooting, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects Tough/+x coming from several formulas are not cumulative. Is this last sentence a rules change?
This change was explained in the faq.

Vegabond a écrit:
Stubborn
Avalonian Colossus cannot be the target of skills, special abilities and friendly formulas. (So friendly skills and special abilities CAN affect him)?
No. Avalonian colossus can be the target of ennemies skills and formulas, but not friendly skills and formulas.
Maybe, we write : "Avalonian Colossus cannot be the target of friendly skills, abilities and formulas."

Vegabond a écrit:
Master of Herbs and Poisons
At the beginning of a round, Mordren may choose one of the following effects. Each can be chosen once per game.
- Toxic sap of the Beathacrann: during this round, any miniature that Mordren has inflicted 2 or more wounds on has a -2 penalty to COM until end of turn.
- Root powder from the barony of Cumasc: Mordren gains Tough/1 until end of turn.
- Vapors from the Cursed Barony: the next miniature that Mordren inflicts combat DAM to can't move until the end of the round.
- Stimulating herbs from the monastery Compline: Mordren movement values become 5/7/12 until end of turn.
(Is the effect chosen at the beginning of the Round before anyone has activated, or at the beginning of Mordren's activation?)
It's beginning of Mordren's activation.

Vegabond a écrit:
Chains (This doesn't require an action point? The choker could walk 10 inches across the board, pull a model off an objective (stripping it of its action point to defend itself) then Attack it. Seems pretty powerful to be a free action.)
Once per turn during his activation, the Choker can freely attempt to capture a size 1 or 2 enemy miniature in line of sight and within 4 inches by performing a COM Roll. If successful, the enemy miniature is drug by the shortest path into base contact with the Choker and loses 1 AP. The miniature doesn't contact other miniatures and doesn't perform a disengagement roll if it was in close combat. If the COM Roll is unsuccessful or if the model cannot be brought into base contact with the Choker, the capture fails.
This skill is free for choker. It's powerful but it's equilibrate within escapees faction.

Vegabond a écrit:Cumbersome
During his activation, Hakan must spend 2 AP to fire his scorpion. (I'm not sure this translated properly)
Scorpion is his ranged weapon. It's crossbow.

Vegabond a écrit:Alchemical Necrosis
At the end of each turn, (Should this be every Round?) the Ifrit suffers 1 DAM. During his activation, if he is in base contact with an alchemist, (friendly or enemy?) he can spend 1 AP to use two alchemical stones from the alchemist's stone pool. Then he heals himself two life points. In addition, all alchemists in play must spend one additional component to prepare formulas.
Enemies alchemistes.

Vegabond a écrit:Aftershock
Once per turn during its activation, the Manitou-Warrior can spend 1 AP in order to activate Aftershock. Any miniature within 4 inches immediately loses 1 AP. (Does this only affect 1 miniature, or all figures in range?)
All figures in range.
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Message  Vegabond Mer 31 Déc 2014 - 16:19

Vegabond a écrit:
A few of my questions were on end of turn and end of round.
I thought the game played like;
Start of round
you take a turn
I take a turn
you take a turn
I pass
you pass
End of Round.
OK. It's also the end of the round when all miniatures have been activated.

So some of the Skills will need to be reworded. End of Turn IS NOT the same as End of Round and this will make some skills really weak. End of turn lasts until the current model is done acting. End of Round is when ALL models have activated. This will effect the following Skills; Alchemical Decline, Alchemical Scimitar, Deadly Taunting, Howl of Ill Omen, Jest of Fate, Mutagenic Metabolism, Poisoned Weapons & Vision of the Mind. Please make sure they are how you want the powers to act. Cool


Vegabond a écrit:
Long Reach (I'd suggest changing this to just Reach)
Miniatures with this skill don't need to be in base contact to attack. They can initiate a close combat up to 1 inch away. A player may choose to measure his (and only his) miniatures Reach range at any time. When disengaging, a miniature with Reach that loses the opposition Reflex roll can't be wounded by miniatures not in base contact without Reach. A miniature without Reach attacked by a miniature with Reach, but not in base contact, may engage that miniature during its activation.
In genesis, "long reach" was used, and I wonder if "long reach" is better that "reach"?
Can you discuss with mallanchain for this word?

I've sent out an email.

Vegabond a écrit:
Tough (X)
When it suffers DAM from COM or Shooting, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects Tough/+x coming from several formulas are not cumulative. Is this last sentence a rules change?
This change was explained in the faq.

Where is this FAQ? Is it in English also?


Stubborn
Avalonian Colossus cannot be the target of friendly skills, abilities and formulas.

"The above rewording is perfect."


Master of Herbs and Poisons
At the beginning of Mordren's activation, he may choose one of the following effects. Each can be chosen once per game.
- Toxic sap of the Beathacrann: during this round, any miniature that Mordren has inflicted 2 or more wounds on has a -2 penalty to COM until End of Round.
- Root powder from the barony of Cumasc: Mordren gains Tough/1 until End of Round.
- Vapors from the Cursed Barony: the next miniature that Mordren inflicts combat DAM to can't move until the End of Round.
- Stimulating herbs from the monastery Compline: Mordren's movement values become 5/7/12 until End of Turn.

Vegabond a écrit:Cumbersome
During his activation, Hakan must spend 2 AP to fire his scorpion. (I'm not sure this translated properly)
Scorpion is his ranged weapon. It's crossbow.

I understand that. From the original translation you did, it was hard to discover the actual intent of the skill. I assume I got it right above.


Alchemical Necrosis
At the end of each Round, the Ifrit suffers 1 DAM. During his activation, if he is in base contact with an enemy alchemist, he can spend 1 AP to remove two alchemical stones from the alchemist's stone pool to heal himself two life points. In addition, all alchemists in play must spend one additional component to prepare formulas.

What if he can only remove 1 Stone? Does he heal 1 Life Point?


Aftershock
Once per turn during its activation, the Manitou-Warrior can spend 1 AP to activate Aftershock. All miniatures within 4 inches immediately lose 1 AP. [b]

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Message  Vegabond Mer 31 Déc 2014 - 17:00

Triad

Acrobat
Each time Xian Ling suffers DAM in a close combat he can choose to make a REF Roll with a difficulty level equal to the Attack Roll made by his opponent. If this roll is successful, Xian Ling does not suffer any DAM. As long as Xian Ling uses white or yellow dice, he gets a bonus dice for his REF Rolls.
(Is this a new attack roll or the one used to hit Xian Ling in the first place?)

Alchemical Weapon
Inquisitor of the Dragon Guard uses the second line of his DAM table when in close combat with an enemy alchemist.

Poisoned Weapons
When a miniature with this ability inflicts DAM in close or ranged combat, its target suffers one Penalty die to all of its rolls until the End of Round.

Alchemical Control
An Alchemist of the School of the Crystal Sun only loses a Focus Level when he suffers DAM higher than his current Focus Level.

Servant
A Chonkey can harvest Alchemical components like an alchemist. He can only harvest and carry 2 components at a time. During his activation, Chonkey can give any number of components it has to a friendly alchemist in base contact.

Alchemical Mastery
If a formula of the Alchemist has been completed and the result of the roll is a failure, the Alchemist can spend alchemical stones in order to increase the result of the roll. He can spend one Alchemical stone to increase the result by 1. The number of stones he can spend this way is limited to his Focus Level +1.

Opportunist
Once per turn, Chen Sze can choose to activate or reactivate immediately after a Shadow or Whisper miniature has been activated. Her activation occurs before the opponent gets to activate his next miniature.

Fast as Lightning
When a miniature leaves base contact with him, Feng Sao can perform a Quick Attack without making an opposed REF roll. He can make this attack even if the situation would not normally allow him to do so.

Sergeant
Sergeant may only be recruited if 3 Triadic Guards are recruited. As long as Sergeant of Triadic Guard is in play, Triadic Guards gain the skill Expert (Parry).

Alchemical Support
Once per turn during its activation, a Disciple can give any number of Alchemical components it has to a friendly alchemist in base contact.

Strategist
If Fu Nihao is in a warband, his opponent must deploy all his miniatures first except those with the Stealth skill. Fu Nihao’s player then deploys his miniatures. Next Stealth miniatures are deployed, starting with the player who deployed first. Other deployment rules are applied. If both players have recruited Fu Nihao, this ability has no effect and the normal rules of deployment are applied.


Dernière édition par Vegabond le Mer 31 Déc 2014 - 23:21, édité 1 fois

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Message  nicoleblond Mer 31 Déc 2014 - 20:07

Vegabond a écrit:Please make sure they are how you want the powers to act.
OK, I'll watch it. I think generally, it's end of round.

vegabond a écrit:Where is this FAQ? Is it in English also?
No, french faq.

vegabond a écrit:Alchemical Necrosis
At the end of each Round, the Ifrit suffers 1 DAM. During his activation, if he is in base contact with an enemy alchemist, he can spend 1 AP to remove two alchemical stones from the alchemist's stone pool to heal himself two life points. In addition, all alchemists in play must spend one additional component to prepare formulas.

What if he can only remove 1 Stone? Does he heal 1 Life Point?
Very Happy The question was never asked. We consider he can't remove 1 stone.

vegabond a écrit:Acrobat
Each time Xian Ling suffers DAM in a close combat he can choose to make a REF Roll with a difficulty level equal to an Attack Roll made by his opponent. If this roll is successful, Xian Ling does not suffer any DAM. As long as Xian Ling uses white or yellow dice, he gets a bonus dice for his REF Rolls.
(Is this a new attack roll or the one used to hit Xian Ling in the first place?)
No, it's the one to hit Xian Ling, it's not a new attack roll.
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Message  Vegabond Mer 31 Déc 2014 - 23:18

Alchemical formulas

Corrosive Oil (I like Oil, reminds of the oils used in Dungeons & Dragons Smile )
Target Deacon Leodegarius or a friendly model within range. For its next COM roll, the target increases the amount of DAM it inflicts by 1.
Enhancement:
1 for an additional target.
2 for the effect to last until the end of the turn in which the target inflicts DAM.

Corruptive Bonding
Target a friendly model (other than Deacon Leodegarius) and an enemy model within range. The friendly model suffers DAM equal to its current life points. The active player then chooses Enhancements. Next he distributes DAM equal to the number of yellow and red life points checked off the friendly model between the enemy targets.
Enhancement:
2 for an additional enemy target in range.
3 for two more enemy targets in range.
4 for three more enemy targets in range.

The Stone Oremus
Target Prioress Caelina. The range indicates an area of effect around her. She and all allied models within range gain the skills Tough/1 (or Tough/+1 if it already has that skill) and Master Strike (Robust). The formula ends at the end of the turn in which Prioress Caelina is wounded.
Enhancement:
1 to increase the range by 1”.
3 to increase the Tough level by 1.

Lethal Blessing
Target Prioress Caelina or an allied model within range. The formula takes effect when an Attack CC is played against the target. The attacker suffers DAM equal to the Tough skill of the target.
Enhancement:
1 for 1 extra target.
2 for the effect to last until the end of the turn in which a CC is played against it.

Prayer to the Stones
Target the Countryside Priest. The range indicates an area around the priest. He and all friendly models within this area gain the skill Tough/1 (or Tough/+1 if it already had that skill). The formula ends at the end of the turn in which Countryside Priest is wounded.
Enhancement:
1 to increase the range by 1”.

Litany of Brambles
Target Countryside Priest or an allied model within range. Each time the target takes DAM by an attack of a miniature in base contact, it suffers 1 DAM in return. The formula ends at the end of the turn in which the target is wounded.
Enhancement:
1 for an additional target in range.
2 for 1 extra DAM inflicted.

Angelus Vitae
Target Collector Monk or a friendly non-hero model within range. For its next close combat, the target gains the skill Expert (Brutal). If it already has that skill, it gains the skill Expert (Normal) instead.
Enhancement:
2 for an additional target in range.
2 for the effect to last until the end of the turn in which the target played a CC other than Inactive.

Benevolence of the Beathacrann
Target Collector Monk or a friendly model within range. Until the end of the turn the target may choose to gain a Bonus die on all of its rolls. If a dice roll which has benefited from this effect results a failure, the target's DEF becomes 2 until the end of the turn. (target's DEF becomes 2 or is reduced by 2?)
Enhancement:
2 for an additional target in range.

Swiftness of Koga
Target a friendly non-hero model within range. The target increases its movement characteristic by 1/1/2 until the end of the round. Any model shooting at the target may not gain an aiming bonus.
Enhancement:
2 for an additional target in range.

Spear of the Land
Target a friendly non-hero model within range. The target gains the skills Long Reach, Expert (Brutal) and Armor Piercing (Close Combat) until the end of the round.
Enhancement:
2 for an additional target in range.

Kiss of Walosi
Target Toad Medicine Shaman or a friendly model within range. The target heals one life point.
Enhancement:
2 for an additional target in range.
2 for an additional life point healed.

Animal Fury
Target an enemy model within range. The target suffers DAM equal to the number of checked off yellow life points of the Toad Medicine Shaman.
Enhancement:
2 for an additional target in range.

Howl of Ill Omen
Target the Wolf Night-Shaman. The range indicates an area of effect around him. He gains the skill Frightening (12) until the end of the turn. All enemy models within range must make a MIN Roll or suffer the skill's effects until the end of the turn.
Enhancement:
1 to increase the range by 1”.
1 to increase the Frightening level by 1.

Convocation of the Elders
The Wolf Night-Shaman may summon an Ancestor-Spirit or a Hero-Spirit within range. These spirits can be activated normally during the round in which they are summoned. Only one spirit may be summoned at a time and each type of spirit may only be summoned once per game. The spirit disappears if the Wolf Night-Shaman dies or his Focus Level becomes 0. A Spirit may never be recruited into a warband, it must be summoned.

Aerial diversion
Target two friendly models within range (one can be Xian Ling). The two models immediately swap places. No disengagement roll is required if either model is in close combat with an enemy model.
Enhancement:
2 to increase the range by 1”.

Deadly Taunting
Target an enemy model within range that has remaining APs. The target applies a -1 penalty to its COM value until the end of the turn. At the end of its activation, if it has not played a CC (other than Inactive), it suffers 3 DAM.
Enhancement:
1 for an additional target in range.
2 for 1 extra DAM inflicted.

Sharp Tornado
Target Feng Sao. The range indicates an area of effect around him. Feng Sao makes an Alchemy roll with no difficulty level. All models within the area of effect must make a REF roll with a result equal to or higher than Feng Sao's Alchemy roll. Any model failing this test is immediately moved directly away from Feng Sao a number of inches equal to his Focus Level, starting with models furthest away. Each affected model suffers DAM equal to Feng Sao’s Focus Level. Models which were in close combat do not make disengagement rolls. Models which end up in base contact after moving can fight normally. The formula ends once the effects have been resolved.
Enhancement:
2 to increase the range by 1”.
1 to increase the Alchemy roll by 1.

The Wind's Influence
Target an enemy model within range. The target gains a penalty die on REF rolls and reads all close combat damage one column to the left. This effect lasts until the end of the turn.
Enhancement:
2 for an additional target in range.

Blast of Wind
Target an enemy model within range. The target is knocked down. Until it spends 1 AP during its activation to get up, its DEF becomes 8, it can’t act, it can’t benefit from the On Watch rule and it can’t make attacks against disengaging opponents.
Enhancement:
2 for an additional target in range.

Lightness of the wind
Target the Disciple or a friendly Size 1 or 2 non-hero model within range. Until the end of the round, the target gains the Ranger skill or it can disengage without making an opposed REF roll.
Enhancement:
2 for an additional target in range.
1 to stack both effects.  (If I spend 3, can I choose 2 targets and they both get all effects?)

Blinding Whirlwind
Target the Alchemist. The range indicates an area of effect around him. He and all friendly models within range gain the Stealth skill. Any model making a ranged attack against a model On Watch with the Stealth skill in the area of effect gains a penalty die. The Formula lasts until the end of the round.
Enhancement:
2 to increase the range by 1”.

Avenging Gale
Target the Alchemist. The range indicates an area of effect around him. He can spend an Alchemical Stone to increase any Combat or Ranged attack roll by 1, or any DAM inflicted by a friendly non-hero model within the area of effect. He can use this effect multiple times during a turn, but he cannot spend more stones than his current Focus Level. The formula ends when the Focus Level of the Alchemist is 0.

Jest of Fate
Target an enemy model within range. The target model must choose a CC (Quick, Normal or Brutal) randomly when in combat. The formula lasts until the end of the turn.
Enhancement:
1 for an additional target in range.
3 for Iëcha’s player to choose the CC (Quick, Normal or Brutal) played by target.

Alchemical Scimitar
Target Iëcha. Iëcha can’t lose her Focus Level, she gains a bonus die to all COM rolls and her DAM table is 4-4-5-5-6-6. The formula ends at the end of the turn in which Iëcha is wounded.

Uchronia
Target Sorhna Oracle or a friendly model within range. The target can re-roll one of the dice for any roll. The formula ends when the target uses the re-roll or at the end of it’s activation.
Enhancement:
1 for an additional target in range.
3 for the Formula to last until end of the round.

Premonition
Target Sorhna Oracle. The range indicates an area of effect around her. The Oracle and all friendly inactive models in the area of effect can perform reactions as if they had 1 AP. There is no limit to the number of reactions that can be performed with this formula. Legal reactions are; reaction movement, reaction fire or playing a CC combat (other than Inactive) during a combat. The formula ends when the Focus Level of the Oracle is 0.
Enhancement:
1 to increase the range by 1”.

Water Sprite Tutor
Target Sorhna Summoner. The range indicates an area of effect around her. The Summoner gains a number of “Wave” tokens equal to her current Focus Level. The Summoner or any friendly model within range can remove 1 “Wave” token to use white dice for any of its rolls.
Enhancement:
3 to increase the range by 1” (this Enhancement can only be used once per casting).

Water Sprite Guard
Target Sorhna Summoner. The range indicates an area of effect around her. The Summoner gains a number of “Wave” tokens equal to her current Focus Level. The Summomer or any friendly model within range can remove 1 “Wave” token to reduce the next DAM roll it suffers two columns to the left. Or remove 2 tokens to reduce the next DAM roll it suffers three columns to the left.
Enhancement:
2 for 1 extra “Wave” token.

Walosi's Guile
Target Pitekica or a friendly model within range. The target gains the skills Master Strike (Walosi's Guile) and Leap. If it already has Leap, the Walosi’s Guile CC costs 0 AP to use. The formula ends when the target uses Master Strike.
Enhancement:
2 for an additional target in range.

Walosi's Guile
Quick Attack CC
Reflexes: 2D Bonus
Special
This model does not make a COM roll. Instead it immediately performs a walk, even if it has charged or ran this turn. It gains one bonus REF die to disengage. Apply the rules of disengagement normally.
(I deleted the last sentence because it didn’t have any relevance)

Walosi's Explosion
Each model with the skill Hemotoxic within range inflicts 1 DAM to all models up to 1 inch away. Hemotoxic models are immune.
Enhancement:
3 to make a friendly model in range gain Hemotoxic until end of round.
3 for 1” extra area of effect around the Hemotoxic models.

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English proofreading to do - skills and formulas Empty Re: English proofreading to do - skills and formulas

Message  nicoleblond Jeu 1 Jan 2015 - 11:44

Vegabond a écrit:Benevolence of the Beathacrann
Target Collector Monk or a friendly model within range. Until the end of the turn the target may choose to gain a Bonus die on all of its rolls. If a dice roll which has benefited from this effect results a failure, the target's DEF becomes 2 until the end of the turn. (target's DEF becomes 2 or is reduced by 2?)
Enhancement:
2 for an additional target in range.
Target's DEF becomes 2.

Vegabond a écrit:Lightness of the wind
Target the Disciple or a friendly Size 1 or 2 non-hero model within range. Until the end of the round, the target gains the Ranger skill or it can disengage without making an opposed REF roll.
Enhancement:
2 for an additional target in range.
1 to stack both effects. (If I spend 3, can I choose 2 targets and they both get all effects?)
Yes, that's it. Very Happy

Vegabond a écrit:Walosi's Guile
Quick Attack CC
Reflexes: 2D Bonus
Special
This model does not make a COM roll. Instead it immediately performs a walk, even if it has charged or ran this turn. It gains one bonus REF die to disengage. Apply the rules of disengagement normally.
(I deleted the last sentence because it didn’t have any relevance)
The last sentence is used in case if a model own long reach skill and target's formulas don't own long reach, and two models are in (melee ? not base to base contact). Walosi's Guile formula give is a combat card to target. Formula will be used when model use combat card. Combat card is considered like quick attack. Normally, you don't use quick attack combat card when your opponent own long reach skill, you must use parry or inactive only. This last sentence is to explain that target's formula can use combat card even opponent own long reach skill.
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Message  Vegabond Jeu 1 Jan 2015 - 17:38

nicoleblond a écrit:
Vegabond a écrit:Walosi's Guile
Quick Attack CC
Reflexes: 2D Bonus
Special
This model does not make a COM roll. Instead it immediately performs a walk, even if it has charged or ran this turn. It gains one bonus REF die to disengage. Apply the rules of disengagement normally. This CC can be played if your opponent isn't in base contact, but has played a CC against you (such as the case with Reach).
The last sentence is used in case if a model own long reach skill and target's formulas don't own long reach, and two models are in (melee ? not base to base contact). Walosi's Guile formula give is a combat card to target. Formula will be used when model use combat card. Combat card is considered like quick attack. Normally, you don't use quick attack combat card when your opponent own long reach skill, you must use parry or inactive only. This last sentence is to explain that target's formula can use combat card even opponent own long reach skill.

Ah, in that case I reworded my above description.

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Message  nicoleblond Mar 27 Jan 2015 - 17:59

I verify translation one last time..

Generic skill
Leap a écrit:Leap skill can be used during a walk, run or charge, in order to leap over obstacles and miniatures of size 3 or less. This is not additional movement. The distance of the leap can't be greater than the miniature's Walk value. Moreover, a miniature with Leap can attack miniatures that it can't see at the beginning of its movement. It can't finish its movement on blocking terrain.
Attack ? Do we use charge instead ?

cavalry a écrit:While charging a miniature with this skill gains 2 bonus dice to its COM roll instead of one, and reads results on the DAM table one column to the right. Can be combined with the Brutal CC.
die instead ?

Tough a écrit:When it suffers DAM from COM or a Shooting, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects of Tough/+x coming from several formulas are not cumulative.
We don't specify that it's a roll COM and a Shooting Roll. Is it explicite ?

Entanglement a écrit:Before combat is initiated by or against a miniature with this skill, it makes a free COM roll without any reaction from the opponent. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in combat with the Entangling miniature, the entangled miniature suffers a penalty die to all COM rolls and has of -2 penalty to its DEF. An entangled miniature must spend 1 AP to disengage from combat.
I wonder if it's well translated. In french version, we say that entangled miniature must spend 1 AP to disengage from combat before to make an action movement. The entangled miniature doesn't disengage if it doesn't make an action movement.

pack tactics a écrit:When a Khergar attacks an enemy miniature already in base contact with another Khergar, it gains the Sequential Attack skill.
It don't need khergar must be in base contact, combat only. I purpose:
When a Khergar attacks an enemy miniature already in combat with another Khergar, it gains the Sequential Attack skill.

Armor Piercing (Close Combat) a écrit:When a miniature with this skill inflicts DAM, it ignores the Tough skill.
Do we precise in combat? In future, it could be that a model own armor piercing (close combat) and it own a ranged attack. Armor Piercing (close combat) is only for combat (base to base and melee (long reach)).
I purpose :
When a miniature with this skill inflicts DAM in combat, it ignores the Tough skill.

Marksman x a écrit:A miniature with this skill ignores all cover effects (Stealth, scenery, miniatures). It can use this skill once or twice per round, depending on the specified number. The use of this skill must to be announced before the ranged attack roll.
In french version, we specify (stealth, scenery, miniatures, base to base combat).



Khaliman
Ifrit Hunter a écrit:An Ifrit'Quaniss gains the Armor Piercing (Close Combat) skill and 1 Bonus dice for any Com roll targeting a Size 3 opponent.
die?

Farseeing a écrit:Enemy miniatures in close combat with Iëcha can't use the skills Master, Expert, Untouchable or Feint.
I think that "close combat" is "base to base". Skill works with opponent that own long reach skill. I purpose:
Enemy miniatures in combat with Iëcha can't use the skills Master, Expert, Untouchable or Feint.

Brutal Strike a écrit:Once per round during a Brutal Attack, if Ibrahim wins a COM roll, he can choose to push the opponent’s miniature one inch directly away from Ibrahim’s base. If the miniature leaves a combat, it doesn’t have to make a disengagement roll. If the miniature comes into contact with an obstacle, it stops. If the obstacle is an opponent’s miniature, the miniature is placed as close as possible to the obstacle without being in contact. The skill Sequential Attack can’t be used with a Brutal Strike.
I think that we use "succeed" instead wins.
I think we must say : "... the miniature is placed as close as possible to the opponent without being in contact..."
The skill Sequential Attack can’t be used with a Brutal Strike : it's the reverse. Brutal strike can't be used with skill sequential attack.

Deadly dance a écrit:When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and not a quick attack.
In french version, we talk about DAM is not shifted one colum to the left. I purpose :
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and DAM is not shifted one column to the left.

Diplomatic Immunity a écrit:Until a miniature with this skill makes a combat roll or ranged attack roll, any miniature that announces a charge against it must first win an opposed Mind roll with it. If the attacker fails the roll, no action points are spent, the charge is canceled and the active miniature can perform other actions instead.
In french version, we specify "until end of round" if model cannot charge diplomatic model.
I purpose: "... If the attacker fails the roll, no action points are spent, the charge is canceled and it cannot try until the end of the round. The active miniature can perform other actions instead."

Roaring Wave a écrit:Once per round during its activation, the Djinn can spend 1 AP to perform a Normal Attack against all enemy miniatures up to 1 inch away. Resolve each attack separately in the order chosen by the Djinn. It is not possible to play a reaction when the Djinn uses this ability.
Use instead?


Escapees
chains a écrit:Once per round during his activation, the Choker can freely attempt to capture a size 1 or 2 enemy miniature in line of sight and within 4 inches by performing a COM Roll. If successful, the enemy miniature is drug by the shortest path into base contact with the Choker and loses 1 AP. The miniature doesn't contact other miniatures and doesn't perform a disengagement roll if it was in close combat. If the COM Roll is unsuccessful or if the model cannot be brought into base contact with the Choker, the capture fails.
combat instead close combat ?

Aurlok
Steel grip a écrit:For all his COM rolls, Tanka Wanka can ­replace one die of any color with a white die.
dice instead?

Vision of the Mind a écrit:Once per round during his activation, Watanka can choose a miniature within range of his Mind stat. The effect of the Vision lasts until the end of the round.
- If the designated miniature is an enemy, it can no longer benefit from cover or the Stealth skill.
- If the designated miniature is an ally, it gains the Stealth skill. If it already had it, it can't be the target of ranged attacks.
and

Will of the Elders a écrit:When the Night-Shaman suffers DAM, he may spend two alchemical stones to avoid losing his current focus level.
In rulebook, we talk about level of concentration.


It remains Triade section, cartel of the sabre section and alchemical formulas section.
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Message  mallachain Mar 27 Jan 2015 - 23:42

nicoleblond a écrit:Generic skill
Leap a écrit:Leap skill can be used during a walk, run or charge, in order to leap over obstacles and miniatures of size 3 or less. This is not additional movement. The distance of the leap can't be greater than the miniature's Walk value. Moreover, a miniature with Leap can attack miniatures that it can't see at the beginning of its movement. It can't finish its movement on blocking terrain.
Attack ? Do we use charge instead ?
Yes, it should be charge.

nicoleblond a écrit:
cavalry a écrit:While charging a miniature with this skill gains 2 bonus dice to its COM roll instead of one, and reads results on the DAM table one column to the right. Can be combined with the Brutal CC.
die instead ?
No. Dice is correct.

nicoleblond a écrit:
Tough a écrit:When it suffers DAM from COM or a Shooting, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1. This skill has no effect on DAM directly inflicted without a dice roll. The effects of Tough/+x coming from several formulas are not cumulative.
We don't specify that it's a roll COM and a Shooting Roll. Is it explicite ?
Let's change the first sentence to: "When suffering DAM from COM or Shooting attacks, a miniature with this skill reduces the value of DAM inflicted by x, to a minimum of 1."

nicoleblond a écrit:
Entanglement a écrit:Before combat is initiated by or against a miniature with this skill, it makes a free COM roll without any reaction from the opponent. If the roll is successful, the opponent suffers no DAM but is considered entangled. As long as the entangled miniature remains in combat with the Entangling miniature, the entangled miniature suffers a penalty die to all COM rolls and has of -2 penalty to its DEF. An entangled miniature must spend 1 AP to disengage from combat.
I wonder if it's well translated. In french version, we say that entangled miniature must spend 1 AP to disengage from combat before to make an action movement. The entangled miniature doesn't disengage if it doesn't make an action movement.
"An entangled miniature must make a movement action and spend 1 AP to disengage from combat."
Also, I noticed another error in the next to last sentence: "...the entangled miniature suffers a penalty die to all COM rolls and has a -2 penalty to its DEF." replace "of" with "a".

nicoleblond a écrit:
pack tactics a écrit:When a Khergar attacks an enemy miniature already in base contact with another Khergar, it gains the Sequential Attack skill.
It don't need khergar must be in base contact, combat only. I purpose:
When a Khergar attacks an enemy miniature already in combat with another Khergar, it gains the Sequential Attack skill.
I agree.

nicoleblond a écrit:
Armor Piercing (Close Combat) a écrit:When a miniature with this skill inflicts DAM, it ignores the Tough skill.
Do we precise in combat? In future, it could be that a model own armor piercing (close combat) and it own a ranged attack. Armor Piercing (close combat) is only for combat (base to base and melee (long reach)).
I purpose :
When a miniature with this skill inflicts DAM in combat, it ignores the Tough skill.
I agree.

nicoleblond a écrit:
Marksman x a écrit:A miniature with this skill ignores all cover effects (Stealth, scenery, miniatures). It can use this skill once or twice per round, depending on the specified number. The use of this skill must to be announced before the ranged attack roll.
In french version, we specify (stealth, scenery, miniatures, base to base combat).
Let's change it to: "(stealth, scenery, miniatures, miniatures in combat)"

nicoleblond a écrit:Khaliman
Ifrit Hunter a écrit:An Ifrit'Quaniss gains the Armor Piercing (Close Combat) skill and 1 Bonus dice for any Com roll targeting a Size 3 opponent.
die?
You are correct. It should be "die".

nicoleblond a écrit:
Farseeing a écrit:Enemy miniatures in close combat with Iëcha can't use the skills Master, Expert, Untouchable or Feint.
I think that "close combat" is "base to base". Skill works with opponent that own long reach skill. I purpose:
Enemy miniatures in combat with Iëcha can't use the skills Master, Expert, Untouchable or Feint.
I agree.

nicoleblond a écrit:
Brutal Strike a écrit:Once per round during a Brutal Attack, if Ibrahim wins a COM roll, he can choose to push the opponent’s miniature one inch directly away from Ibrahim’s base. If the miniature leaves a combat, it doesn’t have to make a disengagement roll. If the miniature comes into contact with an obstacle, it stops. If the obstacle is an opponent’s miniature, the miniature is placed as close as possible to the obstacle without being in contact. The skill Sequential Attack can’t be used with a Brutal Strike.
I think that we use "succeed" instead wins.
Try this: "...if Ibrahim succeeds on his COM roll, ..."
nicoleblond a écrit:I think we must say : "... the miniature is placed as close as possible to the opponent without being in contact..."
I agree.
nicoleblond a écrit:The skill Sequential Attack can’t be used with a Brutal Strike : it's the reverse. Brutal strike can't be used with skill sequential attack.
"Brutal Strike can't be used with the Sequential Attack skill."

nicoleblond a écrit:
Deadly dance a écrit:When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and not a quick attack.
In french version, we talk about DAM is not shifted one colum to the left. I purpose :
When a Der'wish gets an extra attack due to the Sequential Attack skill, it is considered to be a normal attack and DAM is not shifted one column to the left.
I agree.

nicoleblond a écrit:
Diplomatic Immunity a écrit:Until a miniature with this skill makes a combat roll or ranged attack roll, any miniature that announces a charge against it must first win an opposed Mind roll with it. If the attacker fails the roll, no action points are spent, the charge is canceled and the active miniature can perform other actions instead.
In french version, we specify "until end of round" if model cannot charge diplomatic model.
I purpose: "... If the attacker fails the roll, no action points are spent, the charge is canceled and it cannot try until the end of the round. The active miniature can perform other actions instead."
"...the charge is cancelled and it cannot attempt to charge this miniature until the end of the round. The active miniature can perform other actions instead."

nicoleblond a écrit:
Roaring Wave a écrit:Once per round during its activation, the Djinn can spend 1 AP to perform a Normal Attack against all enemy miniatures up to 1 inch away. Resolve each attack separately in the order chosen by the Djinn. It is not possible to play a reaction when the Djinn uses this ability.
Use instead?
I think this works better: "The enemy miniatures cannot make reactions when the Djinn uses this ability."

nicoleblond a écrit:Escapees
chains a écrit:Once per round during his activation, the Choker can freely attempt to capture a size 1 or 2 enemy miniature in line of sight and within 4 inches by performing a COM Roll. If successful, the enemy miniature is drug by the shortest path into base contact with the Choker and loses 1 AP. The miniature doesn't contact other miniatures and doesn't perform a disengagement roll if it was in close combat. If the COM Roll is unsuccessful or if the model cannot be brought into base contact with the Choker, the capture fails.
combat instead close combat ?
Yes. I noticed another error in the second sentence: "...the enemy miniature is dragged by the shortest..." replace "drug" with "dragged".

nicoleblond a écrit:Aurlok
Steel grip a écrit:For all his COM rolls, Tanka Wanka can ­replace one die of any color with a white die.
dice instead?
No. Die is correct.

nicoleblond a écrit:
Vision of the Mind a écrit:Once per round during his activation, Watanka can choose a miniature within range of his Mind stat. The effect of the Vision lasts until the end of the round.
- If the designated miniature is an enemy, it can no longer benefit from cover or the Stealth skill.
- If the designated miniature is an ally, it gains the Stealth skill. If it already had it, it can't be the target of ranged attacks.
and
I agree.

nicoleblond a écrit:
Will of the Elders a écrit:When the Night-Shaman suffers DAM, he may spend two alchemical stones to avoid losing his current focus level.
In rulebook, we talk about level of concentration.
You are correct. It should be "concentration".

I'm not surprised that there are still errors in the skill section. It was the first one we went through. Very Happy

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Message  nicoleblond Mer 28 Jan 2015 - 11:37

Triade section

acrobat a écrit:Each time Xian Ling suffers DAM in a close combat he can choose to make a REF Roll with a difficulty level equal to the Attack Roll made by his opponent. If this roll is successful, Xian Ling does not suffer any DAM. As long as Xian Ling uses white or yellow dice, he gets a bonus dice for his REF Rolls.
Use combat instead?
and a comma after combat ?


Alchemical Weapon a écrit:Inquisitor of the Dragon Guard uses the second line of his DAM table when in close combat with an enemy alchemist.
Use combat instead?


We've changed the sentence of this skill...
Poisoned Weapons a écrit:When a miniature with this ability inflicts DAM in close or ranged combat, its target becomes poisoned until end of round. A poisoned miniatures suffers one penalty die to all of its rolls.


Alchemical Control a écrit:An Alchemist of the School of the Crystal Sun only loses a Focus Level when he suffers DAM higher than his current Focus Level.
Concention level instead.
An Alchemist of the School of the Crystal Sun only loses a concentration level when he suffers DAM higher than his current concentration level.


Alchemical Mastery a écrit:If a formula of the Alchemist has been completed and the result of the roll is a failure, the Alchemist can spend alchemical stones in order to increase the result of the roll. He can spend one Alchemical stone to increase the result by 1. The number of stones he can spend this way is limited to his Focus Level +1.
concentration level instead.


Sergeant a écrit:Sergeant may only be recruited if 3 Triadic Guards are recruited. As long as Sergeant of Triadic Guard is in play, Triadic Guards gain the skill Expert (Parry).
alive instead ?


Alchemical Support a écrit:Once per round during its activation, a Disciple can give any number of Alchemical components it has to a friendly alchemist in base contact.
We don't say that this skill is free. I purpose:
Once per round during its activation, a Disciple can freely give any number of Alchemical components it has to a friendly alchemist in base contact.



Formula section

Angelus Vitae a écrit:Target Collector Monk or a friendly non-hero model within range. For its next close combat, the target gains the skill Expert (Brutal). If it already has that skill, it gains the skill Expert (Normal) instead.
Enhancement:
2 for an additional target in range.
2 for the effect to last until the end of the round in which the target played a CC other than Inactive.
COM roll instead.


Convocation of the Elders a écrit:The Wolf Night-Shaman may summon an Ancestor-Spirit or a Hero-Spirit within range. These spirits can be activated normally during the round in which they are summoned. Only one spirit may be summoned at a time and each type of spirit may only be summoned once per game. The spirit disappears if the Wolf Night-Shaman dies or his Focus Level becomes 0. A Spirit may never be recruited into a warband, it must be summoned.
concentration level instead.


Aerial diversion a écrit:Target two friendly models within range (one can be Xian Ling). The two models immediately swap places. No disengagement roll is required if either model is in close combat with an enemy model.
Enhancement:
2 to increase the range by 1”.
combat instead?


Sharp Tornado a écrit:Target Feng Sao. The range indicates an area of effect around him. Feng Sao makes an Alchemy roll with no difficulty level. All models within the area (1) of effect must make a REF roll with a result equal to or higher than Feng Sao's Alchemy roll. Any model failing this test is immediately moved directly away from Feng Sao (2) a number of inches equal to his Focus Level, (3)starting with models furthest away. Each affected model suffers (4) DAM equal to Feng Sao’s Focus Level (5). Models which were in (6)close combat do not make disengagement rolls. The formula ends once the effects have been resolved.
Enhancement:
2 to repel an extra inch
1 to increase the Alchemy roll by 1.
(1) we add a sentence for this skill. (fully hidden miniatures by scenery elements are not affected)
(2) for ?
Concentration level instead
(3) starting with models furthest away. This sentence is not in french version but this remarks is interesting because it's not clear in which order miniatures are moved.
(4) one DAM
(5) even if it is stopped by an obstacle before. If this obstacle is a model, it is placed as close without contact.
(6) combat instead?


The Wind's Influence a écrit:Target an enemy model within range. The target gains a penalty die on REF rolls and reads all close combat damage one column to the left. This effect lasts until the end of the round.
Enhancement:
2 for an additional target in range.
combat instead?


Avenging Gale a écrit:Target the Alchemist. The range indicates an area of effect around him. He can spend an Alchemical Stone to increase any Combat or Ranged attack roll by 1, or any DAM inflicted by a friendly non-hero model within the area of effect. He can use this effect multiple times during a round, but he cannot spend more stones (1) than his current Focus Level. The formula ends when the Focus Level of the Alchemist is 0.
Concentration level instead.
(1) Do we specify alchemical stones?


Alchemical scimitar a écrit:Target Iëcha. Iëcha can’t lose her Focus Level, she gains a bonus die to all COM rolls and her DAM table is 4-4-5-5-6-6. The formula ends at the end of the round in which Iëcha is wounded.
Concentration level


Uchronia a écrit:Target Sorhna Oracle or a friendly model within range. The target can re-roll one of the dice for any roll. The formula ends when the target uses the re-roll.
Enhancement:
1 for an additional target in range.
3 for the Formula to last until end of the round. (1)
(1) it miss a part of sentence : "while effects of formula is used."


Premonition a écrit:Target Sorhna Oracle. The range indicates an area of effect around her. The Oracle and all friendly inactive models in the area of effect can perform reactions as if they had 1 AP. There is no limit to the number of reactions that can be performed with this formula. Legal reactions are; reaction movement, reaction fire or playing a CC combat (other than Inactive) during a combat. The formula ends when the Focus Level of the Oracle is 0.
Enhancement:
1 to increase the range by 1”.
Concentration level instead.


Water Sprite Tutor a écrit:Target Sorhna Summoner. The range indicates an area of effect around her. The Summoner gains a number of “Wave” tokens equal to her current Focus Level. The Summoner or any friendly model within range can remove 1 “Wave” token to use white dice for any of its rolls.
Enhancement:
3 to double the range of the Summoner's Formulas (this enhancement can only be performed once).
Concentration level instead.


Water Sprite Guard a écrit:Target Sorhna Summoner. The range indicates an area of effect around her. The Summoner gains a number of “Wave” tokens equal to her current Focus Level. The Summomer or any friendly model within range can remove 1 “Wave” token to reduce the next DAM roll it suffers two columns to the left. Or remove 2 tokens to reduce the next DAM roll it suffers three columns to the left.
Enhancement:
2 for 1 extra “Wave” token.
Concentration level instead.
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