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小丑主将技谣言 来自faeit212 Harlequin Warlord Traits: – DJ and SS can roll a D6 on the BRB tables or a D3 (that’s not a typo) on the Harlequins ones – The Troupe master can roll a D6 on every tables (BRB & codex) “Light” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1〃 every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) you can add 4 to any roll to steal the initiative 5) before deployment, choose up to D3 units from your primary detachment. every unit gain one of: deep strike, infiltrate, scout (choose as you like) 6) immediately after deployment and after scout moves, you can remove from the table your warlord and/or up to other D3 friendly units with the Harlequins faction within 12〃 of the warlord. Any units removed this way may immediately deployed using normal deploiment rules or put in Reserve “twilight” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1〃 every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) if the mission use variable lenght, you can add or substract 2 to the roll to determine if the game ends 5) any to-wound roll of 6 made by the warlord in close combat (or any to-wound roll of 5+ while making a Kiss of Death attack) gain the Instant Death special rule 6) once per game your warlord and his unit can make a “mirror leap” instead of moving: they can move 24〃, moving over other models and terrains like in open terrain but cannon end over other models or in impassable terrains. They cannot charge in the same turn “darkness” table 1) the warlord reroll all to-hit of 1 (shooting & cc) and all saves of 1 2) 4+ inv for the the warlord 3) the warlord and his unit can add 1〃 every time they move (movement, running, charging, fall back, regroup, hit&run, consolidation, sweep etc etc) 4) enemy units in base contact with the warlord or his unit must roll an additional D6 while taking Fear or Morale tests 5) at the end of the game, before declaring the winner, you can move one time only your warlord and his unit like in the movement phase, than they can run or shoot like in the shooting phase, and, next, if you so desire, can charge and fight a single turn of combact like in the assault phase (the adversary can overwath and fight normally). If your warlord is locked in combat at the end of the game, he and his unit can only choose to fight an additional turn of combat. If the warlord unit is embarked, it can disembark but the transport cannot move or shoot. After the warlord and his unit have done this extra action the game end (finally I may say…) 6) if your warlord is removed from play while in a challenge, the players roll out immediately: if you win the roll out or if it is a tie the adversary of your warlord is removed as well
梳理一下目前最新的GW授权战锤和战锤40K周边电子游戏 最近发行的: 默德海姆:诅咒之城 Mordheim: City of the Damned (抢先体验) 由Focus Home Interactive发行,Rogue Factor开发,基于中古战锤的默德海姆桌游设定的回合制策略游戏,结合了RPG元素的回合制战斗,可以个性化你挑选来在默德海姆城市中进行战斗的战队 荷鲁斯反乱:空降突击 The Horus Heresy: Drop Assault (IOS) 由Complex Games开发,荷鲁斯反乱背景的手机版的即时策略游戏,和标准的即时策略游戏一样,玩家需要建造基地,收集资源以及部署军队来拿下敌人的基地,不过更加休闲 将要发行的: 战锤40K题材: 太空废船:死翼 Space Hulk: Deathwing (暂定2015发行) 由Focus Home Interactive发行,Streum On开发,基于太空废船桌游设定的第一人称射击游戏,你控制暗黑天使战团的死翼连队的一名星际战士来对抗太空废船中所遭遇的威胁 战锤40K:弑君棋 Warhammer 40,000: Regicide (暂定2015发行) 由Hammerfall开发,一个传统桌游国际象棋的战锤40K改版,游戏包含跨平台对战,血天使确认为主要战团,会有一系列围绕他们的身临其境的单人战役,此外白疤和兽人也同样已经确认 战锤40K:永恒远征 Warhammer 40,000: Eternal Crusade (暂定2015发行) 由Behaviour开发,一款受星际战士电子游戏影响的第三人称动作射击MMO,玩家可以选择初始的4个不同阵营:星际战士,兽人,艾达和混沌,而泰伦将提供PVE内容,玩家必须为自己的阵营征服整个星球而战,每次完全征服一个星球后就转移到下一个星球再战,游戏提供免费游玩选项不过免费玩家只能玩兽人小子职业 艾森霍恩:异形审判官 Eisenhorn: Xenos (暂定2015发行) 由Pixel Hero Games开发,基于埃森霍恩三部曲第一本书异形审判官故事剧情的动作冒险游戏,玩家可以控制异形审判庭的格雷格·艾森霍恩审判官为保护帝国不受任何威胁而战 哥特舰队:无敌舰队 Battlefleet Gothic - Armada (发行时间未知) 由Focus Home Interactive发行,Tindalos Interactive开发,一款基于哥特舰队桌游的RTS太空船战斗游戏,作为由Stellar Impact幕后团队开发的游戏,这款游戏将允许玩家作为帝国,混沌,兽人或艾达而战并定制他们自己的战舰 其他题材: 血腥橄榄球2 Blood Bowl 2 (发行时间未知) 由Focus Home Interactive发行,Cyanide开发,在血腥橄榄球:星级教练开发被搁置(也可能是取消)后,团队转向开发血腥橄榄球的续作,一款奇幻题材的英式橄榄球游戏,有即时制或回合制两种玩法,赢球手段除了最多触地得分外,也可以干脆直接杀死对方整支球队 全面战争:战锤 Total War: Warhammer (发行时间未知) 由Creative Assembly开发,全战题材续作,会继承全战系列的传统机制(也就是带有RTS战斗的大战略游戏)并且基于中古战锤设定 战锤:终焉时刻-灾厄鼠潮 Warhammer: End Times - Vermintide (发行时间未知) 由Fatshark开发,一款设定在帝国城市Ubersreik的4人协作式FPS游戏,每个玩家可以控制有独特天赋的英雄之一来对阵鼠人大军 未知项目 (发行时间未知) 由Rodeo Games开发,一款手机和平板平台的回合制策略游戏,目前并无更多信息,但是确定是和GW授权有关
一篇关于哥特舰队:无敌舰队游戏的前瞻预览 Space Marines and their over-sized (overcompensating?) weaponry might get all the headlines, but for the really spectacular battles of the forty-first millennium, you have to head into space. Here gargantuan cruisers fling skyscraper-sized missiles at each other, launch hideously devastating broadsides, and when all else seems a bit too boring, smash themselves prow-first into the enemy formation and spew forth boarding craft like a swarm of wasps. Welcome to Battlefleet Gothic: Armada, an adaptation of Games Workshop’s classic spin-off boardgame that’s going to bring 40K’s brand of eternal war to the stars sometime next year. First things first, and this might disappoint a few people; the game takes place in just the two dimensions of movement, so there’s no Homeworld-style jumbles of chaos as ships zoom under and over each other in a frenzied killball. No, a battle in Armada plays out in straight lines, more like a naval encounter than a space dogfight. Facing and timing are key; missiles take time to cross the void, so you need to either pick your moment carefully, or throw caution to the winds and get up close to the enemy formation. At which point you’ll probably get yourself rammed or boarded by an ork cruiser. Yep, there’s room for the less subtle approach.Controlling several different ships all moving and shooting at the same time is obviously going to be tricky. Luckily, if you lack the twelve hands that professional RTS players require, you can make use of a neat little AI system to take some of the micromanagement off your hands. You’ll always control your admiral’s flagship directly, but everything else in your armada can be issued a series of AI instructions to determine how they approach each engagement. Before a battle you’ll enter the deployment phase. Here you can set a stance, a range and a level of disengage for each ship in your fleet. Say you want your destroyer to make an aggressive assault on the enemy. You pick the ‘aggressive’ stance, select ‘close’ required range, and if you’re feeling particularly ambivalent towards your underlings’ safety, set them to never disengage, even If they’ve taken horrific damage. Jump into the battle, and you’ll see the AI ship carry out your orders automatically. An interesting idea, but one that will stand or fall on the quality of the computer intelligence. It’s not entirely clear how the command system will effect ship skills and abilities, or whether you can issue simple ‘move here’ commands and so on while your ships are being AI controlled, but developer Tindalos did reassure me that you can change to classic RTS controls in the middle of a battle if you need to. The system isn’t entirely risk-free either; each of your subordinates comes with their own personality, from cowardly to suicidally aggressive. Send in a yellow-belly to assault an ork gun-line up close, and there’s a strong chance he’ll scarper. Now you’ve got a couple of options; you can order the cowardly blighter’s ship commissar (fanatically loyal types who love killing deserters and traitors more than they do the enemy) to put a bolt round into the captain, losing his experience and skills but sending a message that you are not to be trifled with. Alternatively, you can let him get away with it and earn yourself a ‘tolerance’ point. As every fan of 40K is aware, tolerance isn’t much of a boon in the 41st millenium, and the more of these points you rack up, the more likely your captains are to attempt similar acts of cowardice. Executing a captain immediately resets your tolerance level, so there’s a whole little sub-system going on here that’s very, very thematically consistent, and should pose some interesting questions for you.Deciding between sacrificing your assets or risking further ruin to protect them will be a big part of Armada’s campaign, which sees you play as an Imperial fleet attempting to defend the troubled Gothic sector of space. You can survey your holdings from a universe map, which tracks the advance of your alien and Chaos-warped foes. Here you can jump into battles, but also keep an eye on random events and mission trackers. One example we were shown was a planet that had been invaded by an ork fleet. The player had three turns to defeat the fighty green hooligans before the Imperial Inquisition turned up to issue an ‘Exterminatus’ order on the infested world, killing the orcs but losing you precious resources as the planet is virus-nuked out of existence. Tindalos want you to start off powerful and confident, and slowly tear apart your comfortable little existence, leaving you scrabbling to respond to multiple threats. There’s also a main port hub where you can upgrade and buy new skills, ships, and staff. Completing certain side-missions for factions unlocks new heroes and gear; help out a chapter of Space Marines and the hulking great sods wills end a squad of warriors to defend your ship from boarding actions. The developers promise a huge range of cruisers, destroyers and other goodies to get your hands on. While you can’t mess around with weapon load-outs (each class of battleship has a very specific ordnance package), you can choose new personnel and upgrades, over 60 of them in fact, to improve your fleet. There’s no building or bringing in ships once you’ve entered a battle - you play with what you have - so it’s important to keep your fleet in rude health via visits to your home port.Multiplayer can either be played in traditional player versus player skirmish battles, or a kind of mini-campaign that Tindalos is still working on. At the moment the idea is to set players against each other in a series of engagements with persistent fleet destruction, but that might change in the run up to release. Armada’s space battles, powered by the Unreal 4 engine, are in the very early stages of development right now, but the signs suggest they’ll be as gloriously explosive and chaotic as you’d hope from a Warhammer game. Missiles crash into hulls with a satisfying eruption, and ships etch warp engine trails across the void as they manoeuvre slowly into position. Damage models and full ship explosions were missing in the build I was shown, but the impressively detailed Imperial ship models and suitably apocalyptic backdrop – a jagged ruin of destroyed asteroids and floating debris – bode well. Armada looks the part, and its main campaign sounds fittingly bleak and chaotic. I didn’t get to see as much of the basic space combat as I’d have liked in my very brief preview session, but Tindalos seems to have a good handle on how to translate the measured, strategic boardgame into something a bit more action-packed without losing the essence and character of the game. Battlefleet Gothic: Armada is currently planned for release in 2016. If you’re a Warhammer fan, it’s one to keep a close eye on. Most anticipated feature: Ork admirals commanding fleets of ork pirates. To be honest, I think that’s all I’ve ever wanted my whole life.
太空废船死翼连队新访谈 They say it’s best to know your enemy, but what’s there to know? If an action game antagonist isn’t bearing down on you with a shotgun, you can be pretty sure they’re peppering you from behind a pillar at regular intervals instead. But then Alien: Isolation happened. And Shadow of Mordor. 2014’s two sleeper hits came from developers willing to make their monsters think. And now Streum On Studio have similar ambitions for Space Hulk: Deathwing. There’s a mind behind the swarm, and it’s powered by Unreal Engine 4. Deathwing’s developers have past form when it comes to playing with behaviour states. Streum On made E.Y.E.: Divine Cybermancy - an ambitious low-budget FPS that endowed enemies with individual courage stats and a choice of twelve tactical approaches. The game drew Deus Ex comparisons back in 2011, as well as the interest of Focus Interactive and Cyanide. “They contacted us because they had the IP to make a game in Warhammer 40K,” explained Streum On’s Christophe Longuépée. “We said yes, we would be interested - we are really into that universe.”The plan was to build an FPS atop the dormant Space Hulk license - the team weren’t aware of last year’s turn-based adaptation when the project started - but Streum On soon determined that it would “not be interesting” to simply reimagine the original board game as a shooter. Instead, after considering “many designs, many stories”, the team eventually tracked Space Hulk’s signal back to the 1993 DOS game from Electronic Arts. EA’s Space Hulk was a claustrophobic and cruel tactical shooter. It encumbered players with a restrictive Terminator suit, and gave them jamming weapons with which to dispatch ever-encroaching genestealers. The monsters were Giger-esque, with too many limbs and a movement speed to match. “It was really great and oppressive,” said Longuépée. “We wanted to play with that claustrophobic aspect. Small corridors and big rooms to make some contrast.” Streum On decided to incorporate some of EA’s tactical mechanics into the new game, too, and studied SWAT 4’s approach to squads. But they were determined to “keep the sense of what an FPS is” - Doom remains their single greatest influence. Early on, the studio flitted between engines - prototyped their first-person Space Hulk in CryEngine and then UDK. But they were persuaded by Epic to transfer their efforts to the new and untested Unreal Engine 4. “We were a bit afraid,” said Longuépée. “But UE4 was already more interesting than Unreal Engine 3 then. I would say there was a graphical aspect; the lights and the materials, everything seemed cool and really intuitive.” The work was tough to begin with, particularly for the graphics artists forced to “break their habits” and adapt to a new way of working. But when Deathwing’s first trailer was released last Summer, it revealed a dev team having fun with the new level of detail UE4 offered - carving Imperial prayers into bullets and zooming the camera uncomfortably close to slime-slick genestealers. “We wanted to push it to the maximum,” said Longuépée. “We have the feeling that [detail] is something that, if you have it, makes the player feel the game a different way. Even if they don’t really notice the subtleties.” Players are more likely to pick up on nuances in enemy behaviour - especially on higher difficulty modes.
丑角剧团规则和模型谣言 Here come the bouncing, flipping Harlequin rumors! Get ready Mon-keigh! Here’s the latest on the Followers of the Laughing God: via Gary’s bird 1-23-2014 Regarding Harlequin Solitaire: A new Solitaire model. He is in a dynamic pose leaping into the air with one hand out front and his harlequin caress hidden from his target reared back ready to strike the final blow. the model is supported by his jacket on the base. He has a high collar with a demon mask on his face complete with two horns. WS9 BS9 T3 W3 A6 Wargear Holosuit, Harlequin’s caress, Harlequin’s kiss, flip belt Special Rules deepstrike, eternal warrior, fear, fearless, fleet, furious charge, hit and run, precision strikes. Blitz- once per game can blitz. Roll a d6 equal to the turn number, and that is the distance he moves and ignores all models and terrain. When blitzing his attacks are increased to 10. 3+ invul save Cannot ever be joined by another character, and cannot take warlord traits Can move 12〃 in the movement phase. Can take haywire may take one item from the “Enigmas of the Black Library” list Harlequin caress S: user AP – ,melee, Caress of Death any 6 to hit causes an automatic wound regardless of of toughness at ap2, against vehicles a to hit of 6 auto glances Harelquin kiss S: user AP- melee, kiss of death. One attack is a kiss of death, resolved at S6 ap2 and if a 6 is rolled its instant death Flip belt- not slowed by difficult terrain and no penalty for charging through cover. also 2+ look out sir rolls. And this on the first week releases: -Harlequin Troupe: 6 models $40 -Harlequin Solitaire: 1 model $26 -The Masque of Vyle: by Andy Chambers Hardback 128pages $20 Also the hints for next week for issue 54 on Saturday 7 Feb *The Dance Continues Based on that White Dwarf it looks like the clowns get a 2-week release window after all.
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