Re: Uudet julkaisut
Lähetetty: Ke 17.04.2013 00:26
Tilaat vaan tota päätä joku 50 kappaletta heti kun storeen tulee, sit vaihdat kaikille kastereilles sen. Esimerkiks eLyly ois aika siisti.Der Dexter kirjoitti:ei kun se on niin komia...
Mukana Suomen miniatyyripeliskenessä jo vuodesta 2002
https://www.sotavasara.net/keskustelu/
https://www.sotavasara.net/keskustelu/viewtopic.php?t=102787
Tilaat vaan tota päätä joku 50 kappaletta heti kun storeen tulee, sit vaihdat kaikille kastereilles sen. Esimerkiks eLyly ois aika siisti.Der Dexter kirjoitti:ei kun se on niin komia...
MoM forums kirjoitti:Same Cost as Joe
Same stats as a Great Bear, -1 MAT, +1 ARM.
Weapon Master(reach)
Jack Marshal(no drive)
Unyeilding
No Sleeping On the Job(Iron Fang)
*Action - CMD range, give +2 Speed(maybe movement) to a unit that issues a Shield Wall Order. You can not charge or run to get this bonus, must shield wall. Was told the minifeat would not count on its own, however never saw the wording directly. To know its interaction with shield wall. Two theories, if you shield wall then mini feat you will move either 14 or 16, don't know for sure.
You could have 2.
Jos tuo *Action ei rajoitu Iron fangeihin, Man-o-War Shocktrooperit rakastavat sitä. Irusk2:n kanssa ne saadaan etukentälle jo aika vauhdilla.Merimetsä kirjoitti:IF Kovnik on vissiin spoilattu. Ei vaikuta huonolta jos haluaa spämmätä IFP:tä. Joku tuffijuttu vielä päälle ja menoksi.MoM forums kirjoitti:Same Cost as Joe
Same stats as a Great Bear, -1 MAT, +1 ARM.
Weapon Master(reach)
Jack Marshal(no drive)
Unyeilding
No Sleeping On the Job(Iron Fang)
*Action - CMD range, give +2 Speed(maybe movement) to a unit that issues a Shield Wall Order. You can not charge or run to get this bonus, must shield wall. Was told the minifeat would not count on its own, however never saw the wording directly. To know its interaction with shield wall. Two theories, if you shield wall then mini feat you will move either 14 or 16, don't know for sure.
You could have 2.
Designed to be an anchor point around which other Convergence models would operate, the Reciprocators are armed to maximize their vessels’ resilience. The shield design utilized by the Convergence has been covered in numerous places, but the Reciprocator unit is where this iconic element originated. Boasting the Shield Wall ability, a unit of Reciprocators can reach an admirable ARM 20. Each trooper has eight damage boxes, so only concentrated firepower has any hope of bringing these clockwork soldiers down. In addition to their toughness, the unit’s protean halberds make them a serious melee threat as well.
Protean weaponry is another product of our intense discussions on Convergence tactics and one of my favorite attributes of the faction. Each protean weapon is designed with two different modes, allowing their users greater tactical flexibility. The Reciprocators protean halberds grant either Set Defense for an effective DEF 14 against charge attacks or Empowered Attack, which grants +2 to damage rolls for an effective P+S 14. This combination of abilities makes Reciprocators an indispensible unit capable of blunting enemy assaults and then striking back with even greater power.

The Eradicators represent the heavy shock troops of the Convergence. By far my favorite of the heavy infantry options, the Eradicators’ only mission is to close with the enemy and destroy them utterly. While their base ARM 15 might seem low for troops rushing heedlessly at the enemy, a pair of protean bucklers grants a +2 ARM bonus while utilizing the Shields Up ability. Once within charge range, the unit’s protean bucklers snap open to reveal wicked fighting claws, granting the unit +2 to attack rolls for an effective MAT 9. As if this unit wasn’t potent enough, Side Step allows them to rip apart enemy formations with surgical precision.

One of the few ranged units in the Convergence, the Perforators wield powerful protean javelins whose Armor Piercing ability makes them the bane of heavy armor. While their javelins have fairly limited range, their weapon's Variable [Ranged] ability Snipe combines wonderfully with the unit’s Assault (Order), letting the Perforators attack targets up to 18˝ away. Throw in the Diffuser’s Beacon ability to raise the Perforator’s threat range to 20˝ and the Flare ability from an Attunement Servitor to bring their effective RAT to 7, and Perforators are more than capable of going toe-to-toe with the ranged units of any other faction. When greater hitting power is called for over additional range, the Perforators can use the Empowered Attack ability to push their javelins to an effective POW 8. If an opponent survives their javelins, gear blade melee weapons can finish the job.

Jos pelaisi 2+ 'caster pelejä, niin jokainen 'jack marshal kyllä tuo ihan kivaa lisää "menetettyjen" jaskojen aktivoimiseen. Mutta ne onkin niitä hivenen isompia pelejä siis, muuten kyllä oikeasti vaativat sen CMD9+ ja joku kunnollinen drive (damn you Meg).Celebdae kirjoitti:Cygnarillahan joka toinen yksikkö/soolo voi teoriassa marshaloida warjackeja. Niin ei toki tapahdu, koska siitä ei ole mitään hyötyä ilman jotain kunnon bonaria. Toi jack marshall yksinään on nykyään käytännössä fluffisääntö.
Focus and fury forums kirjoitti:Syntherion
5 9 6 5 13 18 10
6 warjack points.
Focus 6
Feat: While in his control area models in his BG can charge for free and gain weapon platform
Range 11 pow 11 gun
2x pow14 melee
Construct/Pathfinder
Clockwork Vessel
Field Marshal - Auto repair: Deal d3 during control phase
Repairable
resourceful
Spells:
Convection
Hot Shot
Magnetic Hold( cost 3, range 8 off, upkeep) -2 spd and Def, faction models with construct get +2" of movement when charging an affected model.
Synergy
Reconstruct(respawn for warjacks)
Galvanizer
5 7 X X 12 16
Circular vision
Repair 9
Crit grievous wounds on pow 12 weapon
Diffuser
3 points
5 7 X X 12 16
range 11 gun pow 11
Circular vision
Beacon - friendly models can charge or slam a model affected by this for free and gain +2" when doing so
Luck
Mitigator
4 points
5 7 X X 12 16
Circular vision
range 7 pow -
Pucture and quake on ranged weapon
Cipher
4 12 X X 10 19
attack types for gun: models hit suffer pow 6 blast dmg. Aoe is rough terrain and stays in play. models hit suffer -def.
Steady
Arcing fire
Inverter
8 points
4 12 X X 10 19
pow 17 (reach)
pow 20
steady
Meteor hammer is chain weapon
Macropummeler has discharge(after making an attack, cant use this weapon for one round) and knockdown
Monitor
4 12 X X 10 19
8 points
True Sight
Steady
range 13 pow 13 gun
pow 17 open fist
Saw has crit brutal dmg
open fist has sustained attack.
Clockwork Angels
7 5 6 5 14 12 7
3 points
AD
CRA
Construct
range 10 pow 10 gun, magic weapon
pow 10 melee weapon, brutal charge, magic weapon.
Blade shield
Clockwork vessel
Flight
Reform
Accretion servitors
6 3 5 5 12 13
3 for 1 point
Construct
pathfinder
Bodge(heal 1)
steady
strip(1 dmg to jack)
LOLWUT.Merimetsä kirjoitti:Focus and fury forums kirjoitti: Reconstruct(respawn for warjacks)
14 / 12. CMD 7demel kirjoitti:aika kevyttä noiden DEF/ARM lukemat ainakin on, noin niinkuin perustana. Clockwork enkulit: def 12, arm7 ? hieman ne on haavoittuvia.
Jääks Griffonspämmi kevyeksi Galvanizerspämmin rinnalla? :DSytherian +6pts
- Galvanizers x14 42pts
Optifexe Nodemans x4 4pts
Attunement Servitors x9 6pts
Optifex Unit x2 4pts (I think)
:(TheEmu kirjoitti:Jääks Griffonspämmi kevyeksi Galvanizerspämmin rinnalla? :DSytherian +6pts
- Galvanizers x14 42pts
Optifexe Nodemans x4 4pts
Attunement Servitors x9 6pts
Optifex Unit x2 4pts (I think)