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Message  mallachain Jeu 12 Nov 2015 - 0:46

Vagabond's edits look good!

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Message  Kurlem Mer 18 Nov 2015 - 18:58

Thank you.

An other personnage :

Sources control :

At the beginning of the game, after miniatures deployment, you can invert an water alchemical component position with an another element alchemical component position.

Formulas will come.
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Message  Vegabond Mer 18 Nov 2015 - 20:44

Sources control:
At the beginning of the game, after miniature deployment, you can swap the position of a water alchemical component with the position of any other element alchemical component.

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Message  Kurlem Jeu 19 Nov 2015 - 0:45

Vegabond a écrit:Sources control:
At the beginning of the game, after miniature deployment, you can swap the position of a water alchemical component with the position of any other element alchemical component.
He can swap just one water component, it's ok?


Alchemical Harpoon :
The formula targets a friendly miniature (or alchemist himself) and last until the end of the turn. The target obtains the skill armor piercing (Close Combat and Range), and the skill Ranged Weapon following one: alchemical Harpoon (3/Cool, and uses the following DAM board when it makes a shooting action with the Alchemical Harpoon:
1 2 3 3 4 4

Breaker (Wave Breaker?) :
With 4 small pawns, place on the ground a « Wave » zone of 7 inches x 2,5 inches (two profiles cards). The wave must be for the contact of the alchemist. All miniature under Wave, even partially, are moved back of x inches contrary to the alchemist and takes 2 DAM.
X is equal to the alchemist concentration level.
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Message  mallachain Jeu 19 Nov 2015 - 1:27

Kurlem a écrit:
Vegabond a écrit:Sources control:
At the beginning of the game, after miniature deployment, you can swap the position of a water alchemical component with the position of any other element alchemical component.
He can swap just one water component, it's ok?

In that case, change it to:
Sources control:
At the beginning of the game, after miniature deployment, you can swap the position of one water alchemical component with the position of any other element alchemical component.

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Message  mallachain Jeu 19 Nov 2015 - 1:36

Alchemical Harpoon :
This formula targets a friendly miniature (or the alchemist himself) and lasts until the end of the turn. The target obtains the skill Armor piercing (Close Combat and Ranged), and the skill Ranged weapon with the following weapon: Alchemical Harpoon ( 3/8 ), and uses the following DAM chart when he makes a shooting attack with the Alchemical Harpoon:
1 2 3 3 4 4

Breaker :
Using 4 small pawns, designate a « Wave » zone of 7 inches x 2.5 inches (two profile cards). The wave must be in contact with the alchemist. All miniatures even partially touched by the wave are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level.

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Message  Kurlem Jeu 19 Nov 2015 - 9:27

OK, thank you
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Message  Kurlem Ven 20 Nov 2015 - 11:42

Ch'unqay, prowler homonculus

Energy drain :
When Ch’unqay makes DAM, he can choose one stat (MIN, REF, COM or DEF). The touched miniature stat is lowered by 1 and Ch’unqay stat is increase by 1 until the end of the turn (2 points maximum by stat).
If these DAM put the touch miniature out of action, the gain of Ch’unqay stat become permanent until the end of the game (1 point maximum by stat).
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Message  Vegabond Ven 20 Nov 2015 - 20:52

mallachain a écrit:Alchemical Harpoon :
This formula targets a friendly miniature (or the alchemist himself) and lasts until the end of the turn. The target obtains the skill Armor piercing (Close Combat and Ranged), and the skill Ranged weapon with the following weapon: Alchemical Harpoon ( 3/8 ), and uses the following DAM chart when he makes a shooting attack with the Alchemical Harpoon:
1 2 3 3 4 4

Alchemical Harpoon :
Target a friendly miniature (or INSERT THIS MINIATURES NAME). The target gains the Armor Piercing (Close Combat and Ranged) skills, and the Ranged Weapon skill with the following weapon: Alchemical Harpoon (3/8 ). Use the following DAM chart when making a shooting attack with this weapon: 1 2 3 3 4 4. The formula lasts until the end of the turn.

So you gain AP close combat AND ranged? Can this weapon make close combat attacks? If so does it use the same damage chart?  (I edited this to keep the wording consistent with other formulas)

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Message  Vegabond Ven 20 Nov 2015 - 21:11

mallachain a écrit:Breaker :
Using 4 small pawns, designate a « Wave » zone of 7 inches x 2.5 inches (two profile cards). The wave must be in contact with the alchemist. All miniatures even partially touched by the wave are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level.

Breaker:
Use 4 small pawns to designate a «Wave» zone of 7" x 2.5" (two profile cards). The wave must be in contact with the alchemist. All miniatures even partially touched by the wave are moved X inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level.

Are all of these positions legal for placing the breaker cards?
O=Alchemist Miniature, Lines=Cards
 ___   ___
[___][___]O  Alchemist is centered on middle of 2.5" "wave" side.

 ___O___
[___][___]  Alchemist is centered on middle of 7" "wave" side.

 ___   ___O
[___][___]  Alchemist is at the corner of 2.5" "wave" side.

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Message  Vegabond Ven 20 Nov 2015 - 21:20

Ch'unqay, prowler homonculus

Energy Drain:
When Ch’unqay deals DAM, he can choose one stat (MIN, REF, COM or DEF). Lower the damaged miniature's stat by 1 and increase the same stat on Ch’unqay by 1 until the end of the turn (maximum 2 points per stat).
If the damaged miniature is killed, Ch’unqay's stat increase lasts until the end of the game instead (maximum 1 point per stat).

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Message  Kurlem Sam 21 Nov 2015 - 13:33

Vegabond a écrit:

Are all of these positions legal for placing the breaker cards?
O=Alchemist Miniature, Lines=Cards
 ___   ___
[___][___]O  Alchemist is centered on middle of 2.5" "wave" side.

 ___O___
[___][___]  Alchemist is centered on middle of 7" "wave" side.

 ___   ___O
[___][___]  Alchemist is at the corner of 2.5" "wave" side.

YES.
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Message  Vegabond Sam 21 Nov 2015 - 16:52

What about my Alchemical Harpoon question above?

So you gain AP close combat AND ranged? Can this weapon make close combat attacks? If so does it use the same damage chart?


Because if so I need to make a few corrections.

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Message  Kurlem Dim 22 Nov 2015 - 1:06

Vegabond a écrit:What about my Alchemical Harpoon question above?

So you gain AP close combat AND ranged? Can this weapon make close combat attacks? If so does it use the same damage chart?

I asked to the others AM members. The answer is :
- the targeted miniature gain the skill Armor Piercing (Close Combat and Ranged)
- and its gain the "ranged weapon" Alchemical Harpoon.
So Alchemical Harpoon can't be used in Close Combat. Only for range attack.
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Message  Vegabond Dim 22 Nov 2015 - 3:02

So what is the point of gaining Armor Piercing Close Combat? Would it affect other weapons the miniature carries?

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Message  Kurlem Dim 22 Nov 2015 - 19:25

Yes, is 2 differents effects.
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Message  nicoleblond Jeu 28 Avr 2016 - 16:42

Note: It seems we use "round" and not "turn"?
Round is for "round 1", end of round and we begin "round 2", ...
Turn is for alternate activation (you activate a miniature, I activate a miniature, ...)


Capability of Excavaor has changed
K'mass
Old text a écrit:At the beginning of the game this miniature chooses an element. The K'mass possesses a reserve of K'unti markers based on the chosen element; 2 for Water, Fire or Earth, 3 for Air.
At the beginning of every turn the K'mass's reserve of K’unti markers is replenished.
K'unti markers can be used if this miniature makes a successful COM roll with its K'mass.

New text a écrit:For each of the four elements, the K'mass has a reserve of K'unti markers.
4 for Water / 3 for Air / 2 for Fire / 2 for Earth
The reserves are empty in the early game. At the beginning of each round, the carrier chooses one element and receives K'unti markers to complete the reserve maximum.
K'unti markers can be used if this miniature makes a successful COM roll during an attack.

Same for climber
Old text a écrit:At the beginning of the game this miniature chooses an element. The K'grapnel possesses a reserve of K'unti markers based on the chosen element; 2 for Water, Fire or Earth, 3 for Air.
At the beginning of every turn the K'grapnel's reserve of K’unti markers is replenished.
K'unti markers can be used if this miniature makes a successful COM roll or a successful Shooting roll with its K'grapnel.

New text a écrit:For each of the four elements, the K'grapnel has a reserve of K'unti markers.
4 for Water / 3 for Air / 2 for Fire / 1 for Earth
The reserves are empty in the early game. At the beginning of each round, the carrier chooses one element and receives K'unti markers to complete the reserve maximum.
K'unti markers can be used if this miniature makes a successful COM roll or a successful Shooting roll with its K'grapnel.




Command (virato hero)
Old text a écrit:This skill can be used multiple times each turn.
During activation, this miniature can give 1 AP to a non-hero non-puljanar friendly miniature within Mind range. The chosen miniature must immediately use this AP to make a shooting attack or a charge. This skill follows the normal rules of shooting and charging. Therefore it doesn’t allow a miniature to make a second charge or a miniature without alchemical ammunition to make shooting attack with Kunturi.

New text a écrit:Virato can use this skill several times a round within the limits of available AP. During activation, he can give 1 AP to a non-hero non-puljanar (manikin and necromorph) friendly miniature within Mind range. The chosen miniature must immediately use this AP to make a shooting attack or a charge. This skill follows the normal rules for shooting attack or charge and does not entitle an extra shot or charge.


Kunturi (4/12), alchemical ammunition OOOO
old text a écrit:The Kunturis are shooting weapons that can be normally be used once per round. The model may spend one alchemical ammunition per round and suffer 1 DAM after shooting, before performing a second action or making a shooting reaction. The model can not spend alchemical ammunition if it only has a single point of life.

new text a écrit:The Kunturis are shooting weapons that can be normally used once per round. The model may spend one alchemical ammunition per round to make an extra shot normally. In this case the alchemical ammunition is destroyed and the wearer suffers 1 DAM after shooting. The model can not spend alchemical ammunition if it only has a single point of life.


Breaker (formula of Lerofon)
What do you say about word "beachcomber" for name of formula?

Old text a écrit:Using 4 small pawns, designate a « Wave » zone of 7 inches x 2.5 inches (two profile cards). The wave must be in contact with the alchemist. All miniatures even partially touched by the wave are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level.

new text a écrit:Using 4 small pawns, designate a « Wave » rectangular zone of 7 inches x 2.5 inches (two profile cards). The wave must completely cover the base of the target, and at least partially the base of the alchemist. All miniatures on which the alchemist has a line of sight and are in the area, even partially, are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level. If a model leaves combat, it does not perform disengagement roll. If the model comes in contact with an obstacle it stops. If this obstacle is an opposing model, it is placed as close without contacting.

Enhancement:
2 stones: 1 extra inch of decline
4 stones: 1 extra DAM


Fluid (formula of Water Diviner)
Old text a écrit:Target an enemy miniature. The target loses 1 DEF and 1 COM, can't benefit from the Stealth skill when it's the target of a charge attack and has a die penalty when performing cover rolls. The formula ends when target takes DAM.

Enhancement:
2 for target to lose 1 additional DEF.
2 for each additional target within range.
2 for effect to last until the end of round after the target takes DAM.

new text a écrit:Target an enemy miniature within range. DEF of the target becomes 9 and COM becomes 2. In addition, the model makes its cover rolls with a die penalty and can't benefit from the Stealth skill when it's the target of a charge attack. The formula ends when target takes DAM or it has just completed a roll to hit in combat.

Enhancement:
2 for each additional target within range.
3 for effect to last until the end of round after the target takes DAM or it has just completed a roll to hit in combat.
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Message  mallachain Jeu 28 Avr 2016 - 23:56

Here are my suggestions:

nicoleblond a écrit:
Capability of Excavaor has changed
K'mass

New text a écrit:For each of the four elements, the K'mass has a reserve of K'unti markers.
4 for Water / 3 for Air / 2 for Fire / 2 for Earth
The reserves are empty in the early game. At the beginning of each round, the carrier chooses one element and receives K'unti markers to complete the reserve maximum.
K'unti markers can be used if this miniature makes a successful COM roll during an attack.

Same for climber
New text a écrit:For each of the four elements, the K'grapnel has a reserve of K'unti markers.
4 for Water / 3 for Air / 2 for Fire / 1 for Earth
The reserves are empty in the early game. At the beginning of each round, the carrier chooses one element and receives K'unti markers to complete the reserve maximum.
K'unti markers can be used if this miniature makes a successful COM roll or a successful Shooting roll with its K'grapnel.

In both cases, change "The reserves are empty in the early game.  At the beginning of each round, the carrier chooses..." to "The reserves are empty at the start of the game. At the beginning of each round, the miniature chooses..."

nicoleblond a écrit:
Command (virato hero)
New text a écrit:Virato can use this skill several times a round within the limits of available AP. During activation, he can give 1 AP to a non-hero non-puljanar (manikin and necromorph) friendly miniature within Mind range. The chosen miniature must immediately use this AP to make a shooting attack or a charge. This skill follows the normal rules for shooting attack or charge and does not entitle an extra shot or charge.

Looks good.

nicoleblond a écrit:
Kunturi (4/12), alchemical ammunition OOOO
new text a écrit:The Kunturis are shooting weapons that can be normally used once per round. The model may spend one alchemical ammunition per round to make an extra shot normally. In this case the alchemical ammunition is destroyed and the wearer suffers 1 DAM after shooting. The model can not spend alchemical ammunition if it only has a single point of life.

The Kunturis are shooting weapons that can normally be used once per round. The model may spend one alchemical ammunition per round to make an extra shot. In this case the alchemical ammunition is destroyed and the bearer suffers 1 DAM after shooting. The model can not spend alchemical ammunition if it only has a single point of life.

nicoleblond a écrit:
Breaker (formula of Lerofon)
What do you say about word "beachcomber" for name of formula?
new text a écrit:Using 4 small pawns, designate a « Wave » rectangular zone of 7 inches x 2.5 inches (two profile cards). The wave must completely cover the base of the target, and at least partially the base of the alchemist. All miniatures on which the alchemist has a line of sight and are in the area, even partially, are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level. If a model leaves combat, it does not perform disengagement roll. If the model comes in contact with an obstacle it stops. If this obstacle is an opposing model, it is placed as close without contacting.

Enhancement:
2 stones: 1 extra inch of decline
4 stones: 1 extra DAM

I like "Breaker" better than "Beachcomber"

Using 4 small pawns, designate a « Wave » rectangular zone of 7 inches x 2.5 inches (two profile cards). The wave must completely cover the base of the target, and at least partially the base of the alchemist. All miniatures within line of sight of the alchemist that are in the area, even partially, are moved x inches away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level. If a model leaves combat, it does not perform a disengagement roll. If the model comes in contact with an obstacle it stops. If this obstacle is an opposing model, it is placed as close as possible without contacting.

Enhancement:
2 stones: 1 extra inch of movement.
4 stones: 1 extra DAM.

nicoleblond a écrit:
Fluid (formula of Water Diviner)
new text a écrit:Target an enemy miniature within range. DEF of the target becomes 9 and COM becomes 2. In addition, the model makes its cover rolls with a die penalty and can't benefit from the Stealth skill when it's the target of a charge attack. The formula ends when target takes DAM or it has just completed a roll to hit in combat.

Enhancement:
2 for each additional target within range.
3 for effect to last until the end of round after the target takes DAM or it has just completed a roll to hit in combat.
Target an enemy miniature within range. DEF of the target becomes 9 and COM becomes 2. In addition, the model makes its cover rolls with a penalty die and cannot benefit from the Stealth skill when it is the target of a charge attack. The formula ends when the target takes DAM or has completed a roll to hit in combat.

Enhancement:
2 for each additional target within range.
3 for effect to last until the end of round after the target takes DAM or it has completed a roll to hit in combat.

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Message  Vegabond Jeu 12 Mai 2016 - 17:03

K'mass
For each of the four elements, the K'mass has a supply of K'unti markers; 4 for Water, 3 for Air & 2 for Fire or Earth.
The supply is empty at the start of the game. At the beginning of each round, the miniature chooses one element and receives the number of K'unti markers stated above. K'unti markers can be used if this miniature makes a successful COM roll during an attack.
---------

K'grapnel
For each of the four elements, the K'grapnel has a supply of K'unti markers; 4 for Water, 3 for Air, 2 for Fire & 1 for Earth.
The supply is empty at the start of the game. At the beginning of each round, the miniature chooses one element and receives the number of K'unti markers stated above. K'unti markers can be used if this miniature makes a successful COM roll or a successful Shooting roll with its K'grapnel.
---------

Command. I agree. Looks fine.
---------

Kuntari
Mallachain's corrections look good. I would also change "The Kunturis are shooting weapons" to "The Kunturis are ranged weapons".
---------

Breaker (this is the better name)
Using 4 small pawns, designate a rectangular "Wave" zone 7 inches x 2.5 inches (two profile cards). The wave must partially cover the base of the alchemist and completely cover the base of at least one target. All miniatures, even partially, in the wave and to which the alchemist has line of sight are moved x inches directly away from the alchemist and take 2 DAM. X is equal to the alchemist's focus level. If a model leaves combat, it does not perform a disengagement roll. If the model comes into contact with an obstacle it stops. If this obstacle is an opposing model, it is placed as close as possible without contacting.

Enhancement:
2 stones: 1 extra inch of movement.
4 stones: 1 extra DAM.
---------

Fluid
Mallachain's corrections look good.

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Message  mallachain Mer 18 Mai 2016 - 1:39

Corrections in red

Lerofòn
Source control (on both front and back of card)

Leviathan Hunter
Reflex: 1 Penalty die

Seaman
Uncontrolled shot
Immediately resolve one simultaneous free shooting attack, on the same target and with the same bonus or penalty dice. After the attack,  the seaman takes 1 DAM, even if it has only one point of life.
"You can have that a single additional shooting by used PA." I'm not sure what you're trying to say with this.

Filibuster
Boarding
In a combat where this miniature didn’t make a charge attack, if it gets a bonus die on the COM roll and can choose a CC, it also gets a bonus die on its REF roll.

Excavaor should this be Excavator?

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Message  Vegabond Mer 18 Mai 2016 - 6:08

Corrections in red

I agree with Mallachain's edits.

General corrections, put a Period (.) at the end of each Enhancement.
All Skills on the card Front and Back should be Capitalized. Such as Energy Drain, Vital Puncture, etc.

Lerofòn
Character card; Should his name be Lerofon, Master of Waves OR Lerofon, Wave Master?
Source Control (on both front and back of card).

Formula card; Enhancement:
Remove the word "stones" for the Breaker enhancements. This word isn't used on any other formula card.

Water Diviner
Formula card; Apathy.
Target an enemy miniature within range....The formula ends when the target plays a CC. attack

Leviathan Hunter
Combat Card;
Reflex: 1D penalty
Bonus COM: 1D bonus against Quick Attack.
Uses the same wording as on the standard Brutal Attack CC.
The Special ability doesn't make sense. Specifically "If successful, it takes damage normally" If the attack is successful, he wouldn't take any damage. If the opponent is the one taking the damage, then I'd change it to;
Special: This miniature attacks with a one die penalty. If successful its opponent also loses 1 action point.

Excavator
K’unti weapon
change "reserve" to "supply".

Climber
K’unti weapon
change "reserve" to "supply".

Ch'unqay
Energy drain
"increase the same stat on Ch'unqay by 1 until the end of the round..."
If the damaged miniature is killed by this attack, Ch’unqay’s stat increase lasts until the end of the game instead (maximum 1 point per stat).

Chora
Strangulation reworded to match the layout with Choker's Stifle.

Strangulation
When this miniature makes a successful attack against an opposing miniature it is not in contact with, it may strangle the opposing miniature instead of inflicting DAM. A strangled miniature cannot move. During its activation a strangled miniature can make an opposed REF roll with the Chora Guardian by spending 1AP for each roll (the Chora Guardian doesn’t spend AP for this roll). Strangulation ends when the Chora Guardian loses one of those rolls, if one of the two miniatures is moved or if the Chora Guardian plays a CC other than Inactive.


Sharpshooter
Alchemical Ammunition OOO
The Kunturis are ranged weapons that can normally be used once per round. A miniature with this skill may spend one alchemical ammunition per round to make an extra shot. In this case the alchemical ammunition is destroyed and the bearer suffers 1 DAM after shooting. Alchemical ammunition cannot be used if it would mark off the last life point of the bearer.

Seaman Might want to change his name to Sailor.
Alchemical Ammunition O
The Kunturis are ranged weapons that can normally be used once per round. A miniature with this skill may spend one alchemical ammunition per round to make an extra shot. In this case the alchemical ammunition is destroyed and the bearer suffers 1 DAM after shooting. Alchemical ammunition cannot be used if it would mark off the last life point of the bearer.

Uncontrolled Shot*
Last sentence.
You can only make one additional Shooting attack for each AP spent.

Captain Evhan
Alchemical Ammunition OOOO
The Kunturis are ranged weapons that can normally be used once per round. A miniature with this skill may spend one alchemical ammunition per round to make an extra shot. In this case the alchemical ammunition is destroyed and the bearer suffers 1 DAM after shooting. Alchemical ammunition cannot be used if it would mark off the last life point of the bearer.

Virato
Command
During activation, he can give 1 AP to a living non-hero friendly miniature...

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Message  nicoleblond Jeu 19 Mai 2016 - 23:45

nicoleblond
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Message  Vegabond Ven 20 Mai 2016 - 16:40

nicoleblond a écrit:
Vegabond a écrit:Virato
Command
During activation, he can give 1 AP to a living non-hero friendly miniature...
Is it can not be confused with the living and dead miniatures in game?
Do the players know who are the living miniatureres?

You have two options that I can see, List each character Virato cannot affect in Command's description, OR on each non-living character add a Skill such as Undead or Non-living.

Undead
This character is not alive.

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Message  Vegabond Ven 20 Mai 2016 - 17:02

Sorry, I just noticed to keep things consistent, we should change this one.

Necromorph
Touching Fiend
...after damage is resolved, mark off all of the remaining triangles...

Vegabond
HOMONCULE
HOMONCULE

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Date d'inscription : 23/12/2014

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