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Kickstarter Last Saga

Ultimo Aggiornamento: 10/04/2017 20:15
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08/06/2014 20:06

altro aggiornamento sulla fazione dei guardiani:

MAESTRE
Holding maximum authority among the ranks of the Order of War, the Maestre is a figure of power. Examples of honor, dedication and servitude for the Tanaori society, those unparalleled warriors always go to battle leading their fellow Knights.

Heavily armored, equipped with very powerful weaponry, and with a tactical mastery, the only weak spot the Maestre has is their honor and pride, leading to some rigidity on their formations. While many enemies try to exploit that, only a few survive long to have a second look to those amazing warriors.




Mancano sette giorni! Se qualcuno si vuole unire me lo faccia sapere mi raccomando [SM=g27990]
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10/06/2014 21:02

hanno aggiunto un pò di roba ma purtroppo nessun disegno! Al massimo qualche silhouette...
tipo:



Peggio di tutti la nuova fazione disponibile tra gli starter:


The ancient family of Coelx, ruled over his home planet during millennia. Driven mad by their eager for power and control, they started the colonization of other planets, initiating a campaign of conquest and destruction never seen before in the Galaxy. Their method is simple: slavery or destruction. Humanity found the truth in that choice.

Centuries of conquest and slavery have made of its combat forces a multi-racial army. Led by members of the family, slaves are divided in function of their racial characteristics, working on the tasks that suit them more to feed the war machine of the Sovereign Empire.




come saranno??? Boh!

l'unico disegno nuovo è pure piccolino ed è l'Acheron
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11/06/2014 19:42

ecco i master in resina dei Jeghrok Brute


e del Nagrim Serf


queste invece le loro armi

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12/06/2014 20:18

due novità odierne veramente ghiotte per capire com'è il gioco!

Prima di tutto delle liste "tipiche" a 200 pt:

The Council.
Tactical Officer, with Machine gun, Fragmentation grenade and Heavy pistol: 24p
3x Fusilier, one of them with Machine gun: 31p
Black Crow: 15p
2x Commando, one with Incendiary grenade and one with Fragmentation grenade: 31p
Phantom, with Machine pistol and Smoke grenade (2): 27p
Dragon, with Heavy Grenade Launcher: 54p
Manticore, with Fragmentation grenade: 18p
Total cost: 200p

Uruhvel.

Matriarch, with Support cannon, Machine pistol and Poison grenade(2): 25p
3x Vanguard, one of them with Support cannon: 29p
Undaunted, with Flamethrower and Fragmentation grenade: 33p
Aegeon, one of them with Missile Launcher: 27p
2x Vespidae, one of them with Support cannon and one with Smoke grenade: 27p
Stalker: 21p
Calamity, with E-Field: 36p
Total cost: 200p

Raiders of Saanar.

Contractor, with Burst rifle, Fragmentation grenade (1) and Incendiary grenade (1): 22p
3x Corsairs, one of them with Burst rifle: 32p
2x Dog of War, one of them with Missile launcher and one with Flame lance: 43p
Guild Assassin, with Burst pistol and Smoke grenade (1): 28p
Free Agent, with Sniper rifle and Minion: 36p
2x Grot: 32p
Total cost: 200p



e l'altra cosa è una missione decisamente folle ma veramente interessante anche per altri giochi!
E se in un sito archeologico dopo un lungo silenzio del team si scopra che c'è un unico archeologo sopravvissuto ed ovviamente folle?
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13/06/2014 19:30

ecco i feedback del regolamento beta con i punti che verranno migliorati:

The way of the “area of effect” weapons work. This is something that needs a little love in the rules, explaining better how dispersion works for the different weapons (currently do not disperse).
High ground benefits. We will consider that, because it would add an additional tactical sense.
About cover, is patent that a miniature without cover may fall very fast (working as intended). We will emphasize on the manual that the use of cover is essential, also the bonuses will be revised too, but most likely the numbers here are ok.
The AC values will receive some adjustments. The first value will be lowered a little, to allow easiness on the application of pressure markers. We want this to be a core mechanic, so is very important. Also the counters will be substituted by markers with the current level of pressure (-1, -2 and -3) to reduce the amount of those in the gameplay.
The Damage Check table will receive some adjustments, making harder for a unit to be severely damaged or put out of combat.
Some abilities will be revised and balanced, also adding some missing on the current version of the manual.
The weapons section will be expanded, tuning some numbers and making clear some weapons abilities and explaining others.
The missions section will be upgraded, adding some flavor text and more mechanics. The released mission “Going Crazy” is a little preview of that.



e per prepararsi ad un ipotetico sprint finale (ora siamo a 14K) ecco i prossimi 3 step:


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14/06/2014 20:14

ed i guardiani ci sono!


Siamo a 15360£, arriverà anche il prossimo modello dei guardiani?
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15/06/2014 19:00

e quando mancano 4 ore e tutti gli step sono stati raggiunti eccoci il prossimo:
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19/06/2014 20:29

ecco il manticora quasi terminato:


giusto qualche dettaglio in più e poi sotto a trovare "la posa perfetta".

Per Fusto: esulta, hanno ingaggiato un secondo modellatore digitale per dimezzare i tempi di produzione [SM=g27990]
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20/06/2014 14:35

[SM=g27987]
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21/06/2014 13:33

ecco l'armeria dei corsari Saanar:
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24/06/2014 19:43

qualche modifica alla beta:

Drifting. Now all the weapons using a Round Template will have the “Drift” Special Rule, and the Round Template will have a new numbers distribution. With the new chances, the results are more even, with the most probable results of the shot going over the target.

- New “Drift” mechanic. When a weapon has Special Rule “Drift (x)”, the use when performing a shot is the following:

1. Place the template on a place, its center must be inside the maximum range of the weapon and the result “7” pointing to the opposite direction of the miniature performing the shot.

2. Roll 2d6; if the result is equal or higher than the (X) number in the Drift rule, the template keeps its placement.

3. If the result is lower, roll 2d6 to know the direction of the displacement, marked in the template.

4. The distance of the displacement is determined as the result in cm of 2d6 if the weapon is at medium range, or 4d6 if it is at long range.

- Critical Hit. New mechanic to reflect exceptional results on unmodified Power Rolls. A result of 12 on a Power Roll causes an automatic Damage Check, regardless of the total result being under the high AC value of the target. The result causing a critical strike is 12, but that can be modified by the Weapon Special Rule “Penetration” and/or the Special Rule “Bull’s eye”.

- Weapon Special Rule: Piercing Shot (X), removed.

- Weapon Special Rule: Penetration(x), Increases the chances of obtaining a Critical Hit. The number to cause that is reduced by the (X) modifier in the Weapon Special Rule. For example, a weapon with Penetration (2) causes a Critical Hit with 10, 11 or 12 in the unmodified Power Roll (12 minus 2). Additionally, when performing a Damage Check caused by a Critical Hit, the Penetration bonus is added to the result.

- New Special Rule: Bull’s eye (X). Increases the chances a Unit can obtain a Critical Hit. The number to cause that is reduced by the (X) modifier in the Special Rule. For example, a Unit with Bull’s Eye (1) causes a Critical Hit with 11 or 12 in the unmodified Power Roll (12 minus 1). Additionally, when performing a Damage Check caused by a Critical Hit, the Bull’s Eye bonus is added to the result.

- New Weapon Special Rule: Critical Damage (x). A weapon with Critical Damage has a bonus when rolling a Damage Check equal to the (X) modifier.

- Initiative Checks are no longer standard. Now each appropriate initiative roll is described on the appropriate part of the manual.

- Difficulty when performing a “Climb” has changed. The result of 2d6 plus Initiative must be equal or higher than 12 for the unit to successfully climb up to 10cm (standard floor height). Climbing less than 6cm does not need any check to be performed.

- Unit’s attributes: Some units statistics and abilities have been tuned.

- Weapon list: The weapon list has been reworked, tuning all the numbers and redesigning some weapons.

- Damage Check Table.


- Lightly Damaged: a unit with a Lightly Damaged Marker has received some damage in battle and its performance is hindered. The unit only can perform “Fire and Advance”, “Hold Position”, “Strike” or “Mend” actions. Shots or strikes against Lightly Damaged units receive a +1 bonus to both Power and Damage Check rolls.

- Severely Damaged: a unit with a Severely Damaged Marker has received wounds in battle. It can only receive “Mend” actions. Shots or strikes against Severely Damaged units receive a +2 bonus to both Power and Damage Check rolls. During your opponent’s organization phase, you must roll to check if the condition worsens for every unit with a Severe Damage Marker. If the unit fails a difficulty roll of 12 based on Resiliency, its condition deteriorates to out of combat and it’s retired from game.

- New “Mend” action: This action is available only to units with light or severe damages. The unit tries to recover from damage. Remove its Lightly Damaged Marker automatically if present; to remove a Severely Damaged Marker player must roll 2D6 + Resiliency and obtain 13 or more. On a failed roll the unit will maintain its damaged status. No matter the outcome, the unit can also move up to 5 cm as part of this action, not ending closer than 2 cm of any enemy unit base, or perform a medium range shot to the closest enemy unit in range with a Light or Medium weapon.

- Coverture: Units to win benefits from cover must be close to a piece of terrain. Distance must be lesser than 5cm, and the piece of terrain must block the line of vision between the unit firing and the target unit, no matter the weapon type used and its mechanics. Also, the terrain must be enough to cover at least 1/3 of the unit’s standard volume (supposing it is in a neutral position).
Types of cover: Light and Heavy. Light cover includes scenery elements like bushes, heaps of boxes, trees, rocks, etc. Units shooting targets under light cover receive a -2 penalty to Power Rolls. Heavy cover includes bigger or more solid elements like barricades, trenches, low walls, etc. Units shooting targets under heavy cover receive a -3 penalty to Power Rolls.

- Height advantage: Units shooting targets from a high position reduce the cover bonus of their targets by 1, when shooting targets 10cm or more below them.

- Redesigned Weapon Special Rule: Ignore cover. Shots from this weapon ignore coverture penalties to the Power Roll.

- New Weapon Special Rule: Reduce cover. Shots from this weapon ignore penalties from Light Cover to the Power Rolls.
Hand to hand combat: Units cannot perform “Mend” actions while engaged in hand to hand combat.

- Disengaging: Unit failing the Initiative Check to disengage can still perform the action if it survives to the penalty attack from the enemy, and its state permits it.

- Measurement: Distances are now measured from the closest border of the Unit’s base.

- Remodeled Round Template:



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25/06/2014 18:25

ed ecco la posa finale del Manticora:


non male!
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26/06/2014 19:40

Sembra che si stia grattando il cUlO nell'ultima immagine... anche per questo SPACCA!! [SM=g27987]
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26/06/2014 19:52

e con la potenza del "doppio modellatore digitale" ecco il contractor dei corsari

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02/07/2014 20:07

ecco finalmente il disegno de "il curatore!"
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03/07/2014 13:03

che ragnetto simpatico!!

[SM=g27987]
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06/07/2014 19:42

ed ecco come sarà il dragon!
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08/07/2014 14:18

Quando pensi di esserci per una demo? Se non ho cpaito male tu e Fusto avete i pezzi.
Anche se a proxare non ci batte nessuno. [SM=g27988]
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08/07/2014 18:52

Re:
Sergente Sturm, 08/07/2014 14:18:

Quando pensi di esserci per una demo? Se non ho cpaito male tu e Fusto avete i pezzi.
Anche se a proxare non ci batte nessuno. [SM=g27988]



adesso con le regole in semi-beta? Aspettiamo almeno la beta definitiva...

E per quanto riguarda i modelli che "abbiamo", sono quelli di carta! Perchè le miniature verranno pronte per novembre [SM=g27987]


Nel frattempo prendo l'occasione per presentare il "free agent" dei corsari:
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08/07/2014 20:51

Allora attendiamo un tuo segnale prima di scatenare l'infermo [SM=g27988]
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