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arnvald


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MessagePosté le: Mar 12 Fév - 14:25 (2008)    Sujet du message: les héros Répondre en citant

Les héros :


Les héros sont représentés sur le plateau de jeu par une figurine et siègent au conseil de guerre. Il ne peut y avoir plus d'un héros par camp. Une unité est dirigée par un héros s'ils sont dans le même hexagone.
 
Niveau : Nombre de pions de niveau requis pour avoir ce héros dans son Conseil de Guerre (3ième niveau max).
Activation : Le héros peut être activée soit avec une carte de commandement comme une unité indépendante ou en même temps que l’unité dirigée soit en payant 3 pts d’arcanes.
Déplacement : Si l'unité qu’il dirige est activée, le héros peut se déplacer avec celle-ci. Il peut bouger de façon indépendante de trois hexagones sans limitations de terrains sauf ceux impraticables et peut se faufiler entre des unités amies.
Combat : un héros ne peut combattre seul une unité ennemie ou une créature.
 
Avantages accordés : Le héros inspire les unités [intrépide+1, "coups touchés" pour chaque symbole "arcane" obtenus en mêlée, poursuite comme cavalerie]  adjancentes.
 
Elimination:
 - Si le héros est seul sur son hexagone et qu'il est attaqué, un jet d’attaque avec un résultat arcane suffit à l'éliminer. Tout autre résultat engendre une retraire obligatoire de trois cases.
- S'il est rattaché à une unité et que celle-ci subit des pertes, effectuez un test de "mort héroïque" avec 2 dés et il est seulement éliminé avec deux résultats « arcanes ».  Il retraite avec l’unité dirigée le cas échéant.
- si l'unité du héros est éliminée, un résultat "arcane" sur le jet d'attaque suffit également pour le tuer sinon, tout autre résultat engendre une retraire obligatoire de trois cases.
- Un héros éliminé compte comme un point de victoire.
 
Capacités héroïques :
X = niveau du héros (coût payé pour obtenir le héros au conseil du guerre)
Y= niveau du maître arcane auquel la capacité est liée
Zone d’influence : X hexagones de rayons autour du héros dont l’unité du héros
Coût : à payer pour obtenir le héros au conseil du guerre / à payer pour activer la capacité
Attention, les capacités héroïques même cumulées à d’éventuels autres bonus spéciaux (compétences raciales, cartes arcanes, …) ne peuvent jamais faire plus que doubler la capacité de combat initiale. Un héros ne peut cumuler que deux capacités héroïques découlant d’un maitre des arcanes présent au conseil de guerre (biclassage au max)
 
Guerrier (coût : +1 niveau / 4 pions Arcane):
Pendant votre phase de combat, vous pouvez choisir, dans la zone d’influence du héros, une unité activée qui combattra avec Y dés supplémentaire pour le tour entier, y compris lors d’une attaque bonus. Cette capacité est liée au niveau du maître des arcanes guerrier.
 
Robin des bois / Archer elfique (+ 1 niveau / gratuit): S’il est rattaché à une unité tirant à distance, celle-ci bénéficie d'un coup touché pour chaque symbole arcane obtenu en combat à distance. De plus, les restrictions de déplacement liées au terrain en forêt ne s'appliquent pas pour cette unité (mais les restrictions de combat s'y appliquent). Il ne donne aucun avantage à une unité de cavalerie.
Berserk (+1 niveau / gratuit):
Pendant la phase de combat, ce pouvoir  permet à une unité déjà activée située dans la zone d’influence de héros une attaque bonus supplémentaire en mêlée avec +Y dés sans riposte possible. Après son attaque bonus, quel que soit le résultat, votre unité perd une figurine. Cette capacités est liée directement au niveau du maître des arcanes guerrier (Y = niveau ce celui-ci).
 
Brigand  (+1 niveau / 3 pions d’arcanes):
Pendant votre phase de combat, vous pouvez choisir, dans la zone d’influence du héros, une unité activée qui se déplacera de Y hexagones supplémentaire sans restriction de terrain sauf si infranchissable et pourra passer à travers des unités amies. Cette capacité est liée au niveau du maître des arcanes brigand (niveau = Y). Ne peut être utilisé avec une unité rouge ou de cavalerie.
 
Maitre des arcanes  (+1 niveau / gratuit ):
Cette capacités est liée directement au niveau du plus puissant maitre des arcanes hors commandant présent au conseil de guerre (Y = niveau de celui-ci). Tout symbole arcane obtenu par l’unité dirigée par le héros lui permet de prendre Y cartes d’arcanes. Ce pouvoir permet temporairement à un joueur de ne pas respecter la limite du nombre de cartes d’arcanes max dans sa main. A la fin de son tour, lors du tirage des nouvelles cartes, il procède normalement et puis, se défausse des cartes d’arcanes de son choix afin de respecter la limite habituelle.
 
Commandant (+ 1 niveau / 3 pions d’arcanes):
Pendant votre Phase d’activation, si vous avez joué une carte Zone, vous pouvez activer Y unité(s) présentes dans la zone d’influence du héros même si hors de la zone couverte par cette carte. Cette(ces) unité(s) compte(nt) dans le nombre d’unités indiqué par la carte et agisse(nt) normalement.
 
Clerc (+1 niveau / 3 pions d’arcanes ):
Cette capacité permet au clerc de soigner une unité présente dans sa zone d’influence. Lancez Y dés de soins (couleur de la bannière de l’unité soignée = un figurine récupérée / arcane = retrait d’un jeton handicapant comme peur, venin ou toile / avantage offensif = au choix)
Cette capacités est liée directement au niveau du maître des arcanes clerc (Y = niveau ce celui-ci).
 
sorcier (+1 niveau / gratuit )
Tout symbole arcane obtenu par toutes les unités amies de la zone d’influence du héros lors d’un combat en mêlée, permet à celui-ci de collecter Y pions d’arcanes directement chez l’adversaire. Tout pt d’arcanes manquant fait magiquement un coup touché supplémentaire (déjà un coup touché sur un arcane car unité inspirée) contre l’unité ennemie ciblée. Cette capacités est liée directement au niveau du maître des arcanes sorcier (Y = niveau ce celui-ci).
 
 

Nécromant (+1 niveau / 3 pions d’arcanes ):
Cette capacité permet au clerc de nécroanimer les pertes d’une unité amie présente dans sa zone d’influence. Lancez Y dés de nécroanimation (couleur de la bannière de l’unité soignée + avantage offensif  = un figurine récupérée par nécroanimation). Les troupes ainsi récupérées forment une unité mort-vivante. Cette capacités est liée directement au niveau du maître des arcanes sorcier (Y = niveau ce celui-ci).
 
Objet magique / sortilège ( 0,5 à 1,5 niveau / arcane divisé par deux)
Chaque héros peut aussi être doté d’une capacité arcanique (objet magique ou sortilège lié à une carte d’arcane) si elle est apparentée à une autre de ses capacités héroïques.  La puissance de la capacité arcanique est limitée par le niveau du maitre des arcanes
 
Coût initial en arcane / puissance arcanique / coût en niveau de héros
1 à 4                                       niveau un                     0,5
5 à 6                                       niveau deux                  1
7 et +                                      niveau trois                  1,5
 
 
 
 
 
 
 
 
 
 
 
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MessagePosté le: Mar 12 Fév - 14:25 (2008)    Sujet du message: Publicité

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arnvald


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MessagePosté le: Mer 20 Fév - 12:57 (2008)    Sujet du message: les héros Répondre en citant

Lore Masters

The 4 lore masters provide different powers, roughly summarized below:

Rogue: stealth and subterfuge
Cleric: healing and protection
Warrior: improved hand-to-hand combat
Wizard: affect your enemy at a distance

Each class has 4 “spells” unique to that class. A given lore master knows 1 “spell” per level, and she may cast it repeatedly. For example, if your lore council has lvl 2 Commander, Rogue and Cleric, then you have access to 2 Rogue spells and 2 Cleric spells during the game. These spells are picked once at the beginning of the game and cannot be changed during the game.

The Spells

Most of the spells are drawn from existing lore cards since I figured they would be roughly balanced. Low cost spells were a little tricky, because they would tend to be “always on” which isn’t what I wanted. I tried to include effects that would scale with level, and I favored effects that have a lot of flavor and interesting effects.

Some effects have variable cost or variable level or both. To activate the more powerful effects, more lore must be paid. In some cases, only a higher level lore master can achieve the more powerful effect. A high level caster can always choose to cast a spell at a lower (cheaper) power level.

In this scheme, a higher level lore master has access to more spells, and many of the spells can be cast in more powerful versions as well. This provides incentive to take the higher level lore master.

Cleric Lore Abilities
Fearless
Lore: 3
Timing: before your opponents die roll
Target: 1 defending unit
Effect: defender ignores all flags this turn

Heal
Lore: 3
Timing: with your command card
Target: 1 weakened unit
Effect: roll 1d/lvl, target regains 1 figure + 1/lore rolled

Bravery
Lore: 5
Timing: before your opponents die roll
Target: 1 defending unit
Effect: unit is bold this turn

Mass Courage
Lore: 7
Timing: in response to your opponent’s command card
Target: all defending units
Effect: all units ignore 1 flag and 1 banner color hit

Rogue Lore Abilities
Backstab
Lore cost: variable, base of 2
Timing: after your opponent’s die roll
Target: 1 attacking enemy unit
Effect: for each additional lore you spend above 2, one bonus strike effects your opponent, not you

False orders
Lore: variable, base of 3
Timing: in response to your opponent’s command card
Target: your opponent
Effect: after your opponent plays a command card, draw 1 card/lvl from their remaining command cards, select another card for them to play instead. Each card drawn costs 1 lore above the base cost of 3. For example to draw 2 cards costs 5 lore.

Stealth
Lore: 5
Timing: during movement
Target: 1 ordered unit
Effect: Target may extend its move by 1 hex/lvl + 1 hex and still battle. In addition, target may move through friendly and enemy units. It must still end in an empty hex.

Sneak Attack
Lore: 9
Timing: during movement
Target: 1 ordered unit
Effect: Target may move up to 3 hexes + 1 hex/level and melee with +1d and then move up to the same distance again. Target may not make any follow-on attacks, and the opponent may not battle back.

Warrior Lore Abilities
Charge
Lore: 3
Timing: during movement
Target: one ordered unit
Effect: target may move one extra hex per level; target must end adjacent to an enemy, and target must melee if possible

Berzerk
Lore: variable, base of 3
Timing: during melee
Target: one ordered unit
Effect: target rolls +1d/level for entire turn; all potential bonus strikes apply (eg infantry vs cavalry); all bonus strikes are re-rolled once for possible additional effects. Costs 3 lore + 1 lore/level. For example, to cast this spell at level 2 costs 5 lore and gives 2 bonus attack dice.

Bonus attack
Lore: 5
Timing: during follow-on actions
Target: 1 ordered unit
Effect: After a melee in which an enemy is killed or retreats, target may make a pursuit and bonus attack, even if on foot. A mounted unit may make a second pursuit and bonus attack.

Cry Havoc
Lore: 9
Timing: along side command card
Target: all ordered units
Effect: For each level above 1, targets roll +1d for entire turn; targets also hit on Lore in addition to regular hits.

Wizard
Slow
Lore: 3
Timing: before your opponent’s dice roll
Target: 1 attacking unit
Effect: Target rolls 2d in battle the entire turn; nothing can increase this number;

Magic Missile
Lore: variable, base of 3
Timing: with command card
Target: 1 defending unit per level
Effect: Target 1 defending unit per level; roll 2d and score hits on banner colors and lore; costs 3 + 1/level; the same unit cannot be targeted twice

Mists of Terror
Lore: 6
Timing: with command card
Target: all enemy units
Effect: targets are frightened for the entire turn; note that targets may be bold and frightened at the same time; also some lore effects may allow targets to ignore some flags

Fireball
Lore: 10
Timing: with command card
Target: 1 enemy unit
Effect: roll 1d/level + 2d; any lore kills unit instantly; banner colors are hits
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MessagePosté le: Mer 20 Fév - 12:58 (2008)    Sujet du message: les héros Répondre en citant

This is something I have been working on, on and off when work was slow, for the past couple days. It just popped into my mind when I read the topic about the spark that Battlelore needs. I should preempt this with the fact that this is very much a rough draft. However, I am open for feedback and think it will work with some help from the community. I know that Days of Wonder is building a Hero module, however I figured “what the hey,” if anything I only lose some of my freetime. I should also mention that no these are not playtested – I have not had a game recently due to work and my usual partner doing wedding preparations, and I have never played C&C Ancients (stickers and I don’t work) so I only have a basic grasp at how the hero system works in that game.

Currently I am saying one hero per side. I hope to work on the other parts over the course of the next few weeks, but it is the beginning of my early con season and free time to playtest is kinda short – gotta keep that ten player Saturn Bomberman running throughout the southeast. So with that out of the way:


Heroes act the same as the unit they are apart of, and they are the second to last to die. ee. If you add a character to a unit of green troops it is acts like a green troop. This is true unless specifically noted that they have to be part of a certain colour group, ie Red Infantry. Units containing heroes are always bold and may ignore the first flag rolled against them.

Heroes may have powers fueled by lore, if so they work like Monster powers.

Generic Classes:
Mage
Siege Engineer – Must be part of a Red Infantry Unit
Horsemaster – or whatever other mount you care to ride
Weapon Specialist
Tinker
More to come.


Mage’s Spellbooks:
Nature:
Quick Move – One (1) Lore
Roll four (4) dice, if you roll a lore symbol or the hero’s units color they gain plus one hex to movement

Grow Forest – Five (5) Lore
Grows a forest hex in any open hex within a two hex radius. If there is a unit on the hex they must roll a die for each model, each flag rolled is played as normal. The forest works exactly the same as any other forest for the rest of the game. – Yes it makes Clerics even more broken, trying to work that out.

Entangle – Three (3) Lore
The unit is entangled in vines, it may not move or battle. All flags and helmets rolled against it are hits. To free the unit the owner must issue an order and pay one (1) lore – cost units movement for the turn.


Pyromancy:
Magic Fire – Four (4) Lore
One hex range, four (4) dice attack. Can burn forest hex to normal terrain.

Summon Fire Elementals – Eight (Cool Lore
In an adjacent hex a unit of three Fire Elementals are summoned. They are not affected by terrain effects, but cannot cross rivers, even on bridges, and light forest on fire as they move through them – same effects as the Magic Fire spell apply. They can move two hexes and fight, fight as a full red unit. All helmets and Bonus Strikes hit, Lore heals them one unit (up to three), while Flags are ignored..

Berserk Charge – Four (4) Lore
All units in the flank(s) the hero’s unit is in are either plus one (1) die in combat or plus one (1) hex in movement – Must be declared which before movement.

Pillar of Fire – Five (5) lore
Two hex range. Causes a wall of fire to protect one hex for x number of turns. Where x is represented by the number of lore rolled on four (4) dice. Nothing can pass through the Pillar of Fire’s hex.


Alchemy:
Disjunction – Four (4) Lore
Renders enemy units weapons to base weapon for that unit type for turn – ie Long Swords to Short Swords, Long Bows to Short Bows

Spellforge – Three (3) Lore
Makes hero’s unit a Red unit for one turn. Not applicable if there is not a higher level or already at max level.

Lore flow – special
Doubles lore intake for lore paid amount of turns, two lore per turn. This does not count for lore gathered from Lore spells, only from rolls.

Resist Missile – Five (5) Lore
Makes hero’s unit invulnerable to missile fire for one turn.


Illusion:
Scare/Fear – Three (3) Lore
Enemy unit must take a panic test.

Transform – Five (5) Lore
Pick a unit within range, roll a single die. If it rolls a helmet, it becomes a unit of that level. If it rolls a lore, it becomes that many pieces of lore and is removed from the battlefield, if it is a flag that unit is destroyed, and if it is a Bonus Strike there is no effect. Works on both allies and enemies.

Mutate – Six (6) Lore
Takes enemy unit down one level permanently – if possible.


Necromancy:
Summon Skeleton – Five (5) Lore
Summons a unit of four Skeletons in an adjacent hex. Skeletons are green units who fight with short swords. All flags are hits while lore has a chance to revive a skeleton. If the skeleton unit is hurt it can be revived one unit at a time if lore is rolled then a helmet or lore is rolled again. Skeleton units can be combined if they are compatible – meaning a unit of three can combine with a unit of one, however a unit of three cannot take a figure from another unit of three. Meaning two units of one can become a unit of two. When skeleton units are killed they count as a victory point.

Klaatu Barada Nikto! – Seven (7) Lore
Effect last one round (meaning both turns), any unit destroyed in the hero’s flank – only one flank counts this time, if you are inbetween flanks you cannot use this power. All figures destroyed are revived as skeletons in hexes next to the hero. This excludes skeletons, in that they are already skeletons and thus finally dead.


Siege weapons:
Siege engineers can only create and control one weapon at a time. It operates independently from the Engineer but it takes a full turn to create. When building, the unit has no chance to fight or fight back. Engineers have to be part of Red Infantry units, since they carry such heavy tools and need the skill and strength of the veteran troops.

Siege weapons are only hit on bonus strike rolls.

Cannon – One (1) figure in unit – Seven (7) Lore
Range – 4,3,3,2,2,1, so 1-6 hexes.
Roll 2 dice before you fire, if any flags are rolled you overshoot that many spaces, lores equate to under shooting. So if you state four hexes, and roll two lore, you only shoot two hexes. You roll the amount of dice for your stated location, not the actual place hit. Cannons are affected by line of sight but they can attack into towns, but not into forest. Cannot obtain Lore from combat.

Catapults – Two (2) figures in unit – Five (5) Lore
Range – 0,2,2,2,2, so 2-4 hexes.
Catapults are not affected by line of sight and can attack into towns but not into forest.
Two dice attack.

Trebuchet – only for epic games – Eight (Cool Lore
Range – 0,0,0,0,3,3,3,3,3,3 , so 5-10 hexes
Work like big Catapults.

Archer Stakes – Two (2) Lore
Engineers can plant a hex worths of archers stakes. It will cost the units attack phase, it can however battle back. These stakes do not count against the engineers siege weapon count, however they can only lay two sets of stakes.


Horsemaster:
Horsemasters increase the move and power of all rider units in the flank by one (1).

“Ride round our possession and flank them” - Three (3) Lore
Riders in one flank other than the one hero is in, can use his power.

Rally – Five (5) Lore
All riders on the board get the same power as those in the flank on the hero.

“Retreat, Retreat” - Three (3) Lore
All Riders on the board can retreat one hex.


Weaponmaster:
The Weaponmasters unit fights with four (4) dice and can move two (2) hexes and fight, but it takes hits on the colour of the unit. Meaning it may be a blue unit, but it fights like a red and moves like a green. This includes all foot units, including bowyers. Terrain reductions are still in effect.

Charge – Ten (10) Lore
Instead of playing a Command card you can give each infantry unit one command.

Obelix Strength – Four (4) Lore
All Infantry on the hero's flank can either fight or move. If they move they can move two (2) hexes, if they fight they fight with four (4) dice. All units not containing the hero cannot have the number of dice increased past four (4) by any other ability, lore, or other power. Terrain reductions are still in effect.


Tinker:
Mechanical Reinforcements - Special
If unit has suffered causalities, the tinker can replace one figure with a mechanical replica - one (1) figure per turn. The unit must be within three (3) hexes of the Hero. The cost varies per unit type:
Green – 1 lore
Blue – 2 lore
Red – 3 lore
The cost of this power is doubled if the Tinker is with a specialty unit – ie a Band.

Summon Clockwork Golem – Nine (9) Lore
The golem arrives into a hex that is adjacent to the tinkers unit. It is hit only on Blue rolls and can take two (2) hits before it is slain. It moves one (1) hex and attacks with three (3) dice. It is immune to flags, but if two (2) flags are rolled it takes one (1) hit. Lore is not collected in any battle the Golem is part of. It does not affect morale. The golem can chose to self destruct if it has full life, if it self destructs it causes three (3) dice of damage to the adjacent hexes, friend or foe. The golem can only be summoned once per game.

Road – Three (3) Lore
A road five (5) hexes long is created from the tinker’s location in the commanders choice of direction. When on a road, each hex moved counts as half a hex – fractions are rounded down. Roads are usable by either side and may attach to other roads already on the map. If roads are created on or through hexes that already have units on them, friend or foe, they are unharmed.



As you can see these all need to be worked on and tweaked, but I think there is potential here. And yes the Horse and weaponmasters need the most work out of them all – I was racking my brain while watching Asterix and Cleopatra. So any thoughts? Good? Bad? Close your BGG account and go home?
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MessagePosté le: Mer 20 Fév - 13:15 (2008)    Sujet du message: les héros Répondre en citant

extrait de posts à retravailler Cool
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