ghuy nayss Eclaireur

  Age : 33 Inscrit le : 15 Aoû 2006 Messages : 60
| Sujet: Les règles officielles de Skaw et Ariel et de Durthu Jeu 31 Aoû - 14:02 | |
| Désolé pour les créations de certains mais les règles ont été pondues sur le site UK de Games (on les trouve sur le lien suivant http://us.games-workshop.com/games/warhammer/woodelves/default.htm
Cela nous donne :
SKAW :
It is said that Skaw dwells in an eyrie in the topmost branches of an old pine tree, hidden away on the slopes of the Grey Mountains. Here, he speaks with the birds of prey that dwell within the forest of Athel Loren, from the lowliest falcon to the mightiest of eagles. Though he cares little for the company of other Elves, Skaw shares their tie to the great forest and fights alongside them in its defense. In battle, Skaw directs his falcons against the foe, their razor-sharp claws and beaks tearing away gobbets of flesh with each strike. These keen-eyed living missiles are more deadly than arrows and always return to their master with blood dripping from their wicked hooked beaks and sharp talons. Once the foe is vanquished, Skaw always returns to his mountain perch without a word. Indeed, many of the Asrai believe him to have forgotten the Elven mode of speech, so long it has been since Skaw was heard to utter any word in a tongue other than that used by the birds of prey.
Skaw counts as a Hero choice in a Wood Elves army. He must be used as presented here and may not be given any additional equipment, magic items, or Spites. Skaw may never be the army General. No model currently exists in the Warhammer Wood Elf range for Skaw — you'll have to convert up your own representation of him.
NAME POINTS M WS BS S T W I A Ld Skaw 175 9 6 6 4 3 2 9 4 9 Skaw's Hawks - 4 - 4 - - 6 3 - SPECIAL RULES The Falconer. Skaw is a member of an Alter Kindred (his profile increases are included above) and so may not join units. In addition, such is Skaw's distance from Asrai society that he will never use the Leadership of the army General. Hawks. Skaw has three birds of prey that he uses as missile weapons and as weapons in hand-to-hand combat. The range of each bird is 24", and they will always hit on a 2+ at a Strength of 4. In hand-to-hand combat, the birds give Skaw an additional 3 Attacks at a Strength and Weapon Skill of 4. MAGIC ITEMS The Cape of Feathers. Crafted by Skaw himself from literally hundreds of shed eagle feathers, the weave of this cloak is incredibly resilient to arrows and other missiles.
This item grants Skaw a 4+ Armour Save against all shooting attacks. The Lash of Claws. Each of the three thongs of this whip is tipped with the talons of gigantic, and now extinct, birds of prey. Lighter than a normal lash, this weapon is a deadly tool in the hands of one such as Skaw, who is able to lacerate the flesh of a foe with the lightest stroke.
This whip allows Skaw to always strike first — if another Character has this ability, resolve the Attacks in Initiative order. In addition, any model hit by the flail loses 1 Attack (down to a minimum of 1) for the remainder of that turn.
ARIEL :
Ariel is the Queen of Athel Loren and presides over the realm together with Orion. Ariel acquired the Aspects of Isha, the ancient Elven goddess of nature, through the strange magic of the Oak of Ages at the same time as Orion gained the Aspects of Kurnous. Thus, the magical force of nature flows through Ariel as if she were the goddess Isha herself.
Ariel wields immense natural forces and weaves them according to her will. She commands the trees of the forest to grow, and vegetation to spring forth from the ground. It is Ariel who weaves enchantments around the Forest of Loren to delay and mislead intruders, or lure them onwards to their doom! If Ariel perishes in battle, the Elves will carry her away and seal her within the Oak of Ages to be reborn again in the spring.
When enemies enter the Forest of Loren, Ariel shifts shape into her sylph-like War Aspect. She grows almost twice the height of an ordinary Elf and unfolds huge wings like those of a gigantic moth, covered in tiny scales of shimmering, iridescent colors. Upon her wings are strange markings known as the Eyes of Isha, and the Spirals of Isha can also be seen in the patterns of her wings. Sometimes, Ariel's wings display the markings of the death's-head moth to indicate that she is enraged and in a vengeful mood. Moth-like antenna emerge from Ariel's head, but her face remains that of a beautiful she-Elf with piercing eyes. The upper part of her body is clad in shimmering scales of incandescent green, while the lower part trails away into infinity — like an ethereal or elemental being. She appears to glow with an inner light like the moon and trails raw magic in a shower of glittering stardust. In this form, Ariel can fly around the battlefield wielding her magic. The wafting of her huge wings over the heads of the enemy fills them with both dread and awe.
Ariel counts as a Lord and a Hero choice in a Wood Elves army. She must be used as presented here and may not be given any additional equipment, magic items, or Spites. Ariel will always be the army General, even if Orion is also present. No model currently exists in the Warhammer Wood Elf range for Ariel — you'll have to convert up your own representation of her.
NAME POINTS M WS BS S T W I A Ld Ariel, Queen of Athel Loren 600 5 5 5 4 3 4 7 2 10 MAGIC Ariel is a Level 4 Wizard and knows all of the spells from the Lore of Athel Loren. In addition, she gets +1 to cast any spells from the Lore of Athel Loren. SPECIAL RULES Ariel has the following common special rules: Fly, Forest Spirit, Terror Elemental Form. Ariel is no longer a mortal Elf and is bound to the natural world with ancient and unbreakable ties. If she chooses to move using her ground movement, she may move through all forms of Difficult Terrain without penalty. Aura of the Fey Queen. Ariel is one of the truly legendary individuals in the Warhammer world. All friendly units within 6" of Ariel are Immune to Panic. Earthbind. If Ariel is endangered, the land itself will rise to protect her by entangling those who would threaten her. Any units declaring a charge on Ariel count as moving through Difficult Terrain for the duration of the turn. In addition, if Ariel flees from combat, any enemies attempting to pursue her roll an extra D6 when determining their pursuit distance and discard the highest result. MAGIC ITEMS The Heartstone of Athel Loren. A physical representation of the many ties that bind Ariel to the forest of Athel Loren, this gemstone protects her from the effects of hostile magics.
This item grants Ariel a Magic Resistance of 2. In addition, if she successfully resists a spell targeted at her, the casting Wizard must immediately take a Leadership test. If he fails, he immediately loses a magic level and may not cast that spell for the remainder of the game.
Et our la traduction, vous êtes grand 
Dernière édition par le Ven 1 Sep - 17:34, édité 1 fois |
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Invité Invité
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Jeu 31 Aoû - 14:38 | |
| Ça a déjà été posté dans les Discussions Forestières, ça.
Juste là.  |
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ghuy nayss Eclaireur

  Age : 33 Inscrit le : 15 Aoû 2006 Messages : 60
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Ven 1 Sep - 17:33 | |
| oupssss chui une quiche 
bon je me rattrape en ajoutant Durthu (issu du WD138 d'octobre 2005) :
M_CC_CT_F_E_PV_I_A_Cd 5__6__0__6_6_6__1_5_8
Homme arbre vénérable, occupe un choix de seigneur et 2 de héros
Svg : 3+, les modificateurs de svg snt diminués de 1 (ex : une touche de F5 ne fait que -1 au lieu de -2)
Règles spéciales :
- Tenace, relance des jets pour toucher ratés au corps à corps. - Au début de la partie, l'adversaire peut désigner l'une de ses unités qui a attiré le courroux de Durthu. Lors des mouvement obligatoires des elfes sylvains, Durthu doit faire un test de Cd ou se diriger le plus rapidement possible vers cette unité si elle est visible et la charger s'il le peut. S'il ne peut pas la charger, il peut charger une autre unité si cela le rapproche de son ennemi juré. - Racines étrangleuses : comme d'hab  - Chant d'Athel Loren : 2 fois par phase à niveau 3 - Plèbe d'aigrefins : Arme de tir, portée 12 ps, touche sur un 4+. 1D6 touches de F2 (peut viser une cible différente des racines étrangleuses). Au corps à corps, ils donnent 1D6 attaques supplémentaires de F2. Toute unité ennemie perdant 1 PV à cause des attaques subissent jusqu'à la fin de la partie les effets du sort Transmutation en Plomb (en V7, l'unité engagée au CC a -1 pour toucher, pour blesser et à la sauvegarde d'armure) - Coup de branche : Au lieu de faire 5 attaques, Durthu fait une attaque de F10 enlevant 1D6 PV.
Voili voilou  |
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Invité Invité
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Lun 4 Sep - 19:53 | |
| Faudra que je l'essaie, un jour, celui-là, même si je trouve dommage qu'il ait un point de Cd de moins que les autres Vénérables, il est pourtant censé être l'un des plus vieux...
(Au passage, il coûte 450 points.) |
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Meurvine Farfadet


  Age : 13 Inscrit le : 23 Mar 2007 Messages : 41 Localisation : Ste Foy la Grande / Bergerac / Bordeau
| Sujet: Merci pour les règles !! Ven 23 Mar - 22:11 | |
| salut à vous tous,
Merci beaucoup pour les règles d'Ariel, cela faisait longtemps que je les cherchais. Mais qui est Skaw
Merci de me répondre très vite  |
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Falanirm Gardien Eternel


  Age : 22 Inscrit le : 11 Aoû 2005 Messages : 229 Localisation : 75/76/27
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Sam 24 Mar - 4:38 | |
| C'est un Fauconnier, il se baladait à l'époque avec des faucons, comme il y a eu d'autre maîtres de bêtes avec des ours, des fauves... _________________ Grosse quiche à 40K. Faisons le kéké : ES=28 V, 9 N, 9 D
Au ralenti ces temps-ci... |
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Meurvine Farfadet


  Age : 13 Inscrit le : 23 Mar 2007 Messages : 41 Localisation : Ste Foy la Grande / Bergerac / Bordeau
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Sam 24 Mar - 9:36 | |
| salut, Merci pour l'info mais au fait il n'y à pas d'Amadryade aussi forte que Drycha, enfin je veux dire qui a des règles speciales ? |
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mirodon Forestier


  Age : 14 Inscrit le : 21 Nov 2006 Messages : 139 Localisation : aussi in a big forest in grenoble !
| Sujet: Re: Les règles officielles de Skaw et Ariel et de Durthu Lun 9 Avr - 11:57 | |
| non je ne crois pas... c'est dit nul part. si il y en aurrais(=avait) une sa(=ça) se serrais(=saurait). En tout cas si il y en a d'autres postez les plz(=please)!
Modo : Attention au français tout de même... |
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