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Tulossa Rackhamilta

Lähetetty: Ti 06.04.2004 23:45
Kirjoittaja baretul
Toukokuussa tai vähän ennen ilmestyy taas läjä uusia rackhameja, jonkunverran on pyöriny kuvia netissä näistä eli siis:
Drune bowmen
http://www.brookhursthobbies.com/RACKHAM/drtr01.jpg
The Drune archers are equipped with a special bow that lets them
consider results of "5" as being equal to "6" on their Aim rolls.
When combined with the "Toxic" ability, this aptitude causes a terrible
threat to hover over the leading figures of the clan's enemies.

Griffin templars 3
http://www.brookhursthobbies.com/RACKHAM/grel11.jpg
Three new Griffin Templars reinforce the ranks of the Order of the
Temple. Endowed with the same characteristics as the first Templars in
the range, these new miniatures are, however, the objects of a
completely new sculpture.

Sardar the pure second incarnation
http://www.brookhursthobbies.com/RACKHAM/sardar.jpg
Having become an Adept of Light and of Earth, Sardar engages all of his
power in the incredible battle of the Rag'narok.
Here he is in his Second Incarnation with a special edition
Confrontation stats card. He is gifted with the "Leadership/10" ability
and a spell that make him an excellent choice for Commander-in-Chief of
an army.

Mid-nor dwarves cyclops
http://www.brookhursthobbies.com/RACKHAM/nmcr01.jpg
Endowed with titanic strength and with the "Sequence" and "Implacable"
abilities, the cyclopes are full-fledged bone and armour maulers.
Being faithful servants of the Despot, they also let the faithful of
Mid-Nor benefit from their "Loyal" ability.


Mountain giant (keltois seissairseille)
http://www.brookhursthobbies.com/RACKHAM/nacr02.jpg
Mountain Warriors are beings of Destiny bound to the dwarves of
Tir-Nâ-Bor. This miniatures is "giant" : around 13 cm.
The first warriors of our range gifted with the "Enormous" ability, the
giants of the mountains are titans endowed with impressive strength and
resilience.
In addition they can be given aptitudes such as "Odnir's Vow," which
gives them the "Leadership" ability.

Tulossa on myöskin:
Spellbook of primagic
Magic can take on many aspects but most magicians, no matter which
elements they master and which paths they follow, share certain effects
among the most common ones.
This spellbook includes 15 spells that can be used by all magicians.

Spellbook of necomancery
Necromancy is the magicians of Acheron's favourite path of magic. It
explores the forbidden arcana of corruption, decadence and death.
This spellbook includes 15 spells that can be used by magicians and
warrior-mages of Acheron. Many of these spells belong to several paths
of magic at the same time and can therefore be used by magicians of
other armies.

Enemmän tietoa http://www.brookhursthobbies.com/ :ssa, joka julkaisi hahmojen kuvat.
....
Jotakin statseja mitä cara julkaisi english confrontation foorumeilla tässä vähän aikaa sitten:
cara confrontation foorumeilla kirjoitti: those rules have been found in the new Ravage (french 'zine).

So,

_The giant for TNB:

enormous, hard-boiled, born killer, implacable/2
notes: res 16 , he could have a sacred weapon and will cost 159 pa (coming with one spell).

_The cyclop for mid-nor:

chain up/link or something like that (I don't know the real english name 'cause this ability appears in Fortification in france).
it's the ability that allows non-characters figurines to lower their A/D to have one more dice to fight with.. (edit: sequence)
implacable/1
notes: ini 2 and will have special powers, will cost 81 pa, coming with ritual and spell.

_Sardar 2 for lions:

adept (light and earth/ hermetism, solaris and shamanism) with power 6
notes: leadership/10, cou 7, res 7 anc cost 76 pa.

_MW drune will have the four elements and darkness with power 3
notes: A 4/6 D 4/6 , will be able to summon "special zombies" (16 pa).

_ drune bowmen:

aim 3 (stenght 4 + toxic/1) cost 17 pa.
note: maybe da 5=6 for aims but we wait for confirmation.

Lähetetty: Ke 07.04.2004 11:24
Kirjoittaja VC
Onpahan harvinaisen rumia figuja rachamilta. Yksikään ei oikein säväyttänyt. Taso näyttää laskeneen roimasti verrattuna muutamiin huipputöihin, joita siellä on joskus tehty.

Lähetetty: Ke 07.04.2004 12:25
Kirjoittaja Maedhros
VC kirjoitti:Onpahan harvinaisen rumia figuja rachamilta. Yksikään ei oikein säväyttänyt. Taso näyttää laskeneen roimasti verrattuna muutamiin huipputöihin, joita siellä on joskus tehty.
En voisi olla enempää samaa mieltä.

Lähetetty: Ke 07.04.2004 18:28
Kirjoittaja baretul
JOhtunee varmaan siitä, että ainaki mun mielestä toi rackhamin concept artin taso on laskenu aika paljon, melkeempä ainoat jotka toi vanha conceptartisti Dider Poli (joka lähti rackhamilta, ruvetakseen sarjakuvapiirtäjäksi, ansaitakseen elantonsa sillä ja tehdäkseen jotain omia projekteja mitä se oli halunnu tehdä) oli drune soul snatcher ja sarder le pur second incarnation, joista ei ole figu kuvia tieteskään tossa :D. Loput on tehnyt toi noitten toinen concept artisti, jonka tyylistä en ainakaan ite tykkää. Luulisin kanssa että noi Mid-Nor cycloopit ja mountain giant on siistejä kunhan ne vaan jaksaa postata niistä ne kaikki hahmot kykloopeista ja ton jättiläisen koko kuvan, jättiläisen naama nääs näyttää tollei aika hassulta. Niin, luulisin että rackhamilla on tällä hetkellä toinen concept artisti hakusessa, tai ainakin toivon niin :D, tässä on Didierin drune soul snatcher: http://www.brookhursthobbies.com/RACKHAM/drgm01.jpg , ja tässä on tämän toisen sällin drune mage http://www.confrontation.fr/guerrier_mage_drune.jpg , melkeempä saman näkösiä, mutta toi toinen ei oo läheskään yhtä kiva, paljo dynamisempia ja tarkempia noi Didierin mun mielestä.

http://www.confrontation.fr/geant_montagnes.jpg tossa on ton jättiläisen konsepti, ihan coolilta näyttää tossa, mutta saapa nähä sitten lopullisen tuloksen kun ne näyttää sen koko skulptin.

Niin joo tulossa on vielä drune mage (ellei se ole sitten sama figu kuin soul snatcher), ja cry havoc joka on iso fluffi pläjäys ( http://www.confrontation.fr/surprise.jpg ). Todennäkösesti nämä kaikki on tulossa jossain vaiheessa tässä kuussa, tai ens kuun alussa, tonne rackham storeen, pre orderiin ja sitten myöhemmin vielä varmaan eri nettikauppoihin ympäri maailmaa.

Niin joo ja Nico (Akerron) posti just dark planet gamesin foorumeilla uudet säännöt pariin uuteen figuun, tai statsit vain tässä vaiheessa oikeastaan:
nico dark planet games foorumeilla kirjoitti:From Joss on the Conf'federation forum

Nemesis clone (80 PA)
15
4
5-11
4-9
.
-7
.
Mutagenic/1, Born killer, Construct, Large size

Special ability
You must roll a dice before attempting any effect that targets him directly (shooting, spell, miracle)
The difficulty of the dice roll depends on the distance between the clone and the miniature that targets him:
1-10cm: 2+
11-20cm: 3+
21-30cm: 4+
31-50cm: 5+
51-60cm: 6
more than 61cm: impossible!

Once detected, he remains detected for the rest of the game. Miniatures with conciousness ignore this rule if the clone is within charge range.

The clone cannot put more than 3 mutagenic points in defense and cannot have a fear above 12.

Knight templar of Hod (38 PA)
10
4
5-7
5-7
.
6
6
Fanaticism, Bravery; War fury, Paria

Ability:
Each time he uses war fury, he gets +1 ATT and STR. This is also the case for all members of the Loge of Hod within 10cm that are using war fury.
In Rag'Narok, he can become leader of a unit of repugators and will gain the counter attack ability. If he is in a unit of templar of Hod, he loses the paria ability.

Griffin bomber (33 PA)
12.5
4
3-4
4-5
3
6
6
Pistol STR 6 range: 15-25-30
Fanaticism, Scout, Paria

Capa :

Before the game, the griffin player places 4 tokens in his deployment zone (3 fake and one trap). At the beginning of the game, the trap is revealed and the griffin player places 3 traps within 3 cm from the first one. The bomber can detonate a trap instead of shooting, without the need of a line of sight on a 2+.
All miniatures within 3 cm suffer a STR 6 hit.
On a 4+, a trap within 3cm from an exploding trap will also explode.

He is considered as an independent in Rag'Narok.

Velrys (97 PA)
12.5
5
5-5
6-7
.
7
4
POW 5
Concentration/2 (bold characteristics), Counter attack, Consciousness, Adept of water and darkness / howling, chtonian.


Alahan archers 2
10
2
2-2
2-4
3
4
2

Lähetetty: To 08.04.2004 15:52
Kirjoittaja Gorkiporki
Tuo jätti on kyllä harvinaisen ruma mutta griffinit on aika samanlaisia kun entisetkin. No onhan noissa vanhoissakin ukoissa vielä paljon maalattavaa. Voisi vaan niitä haltioita tulla joskus lisää.

Lähetetty: Su 11.04.2004 12:25
Kirjoittaja baretul
Danger planetin foorumeilla on julkastu lisää kuvia noista uusista figuista. Jättiläinen:
http://www.conf-federation.org/confront ... hp?id=1476
http://www.conf-federation.org/confront ... hp?id=1477
http://www.conf-federation.org/confront ... hp?id=1478

Huhutaan myöskin, että tuo cry havoc fluffi lehtinen pitäis ilmestyä joka toinen kuukausi, ja että Sasia Samarikselle olisi tulossa uusi skulpti kohtapuoliin.
Kyklooppi:
http://www.conf-federation.org/confront ... hp?id=1479
http://www.conf-federation.org/confront ... hp?id=1480
http://www.conf-federation.org/confront ... hp?id=1481

Lähetetty: Su 11.04.2004 12:55
Kirjoittaja Day
Mun mielestä toi kyklooppi on kyllä ihan hauska - tosta mountain giantista taas en tykkää yhtään. Olisi kyllä aikakin saada uusi sculpti Sasialle, se nykyinen on aivan järkyttävän ruma ja staattinen. yök. Pidä meidät ajan tasalla. :)

Lähetetty: Su 11.04.2004 16:45
Kirjoittaja baretul
Tuossa olis vielä, drune archer:
http://www.conf-federation.org/confront ... f08340100b

Lion archerit:
http://www.conf-federation.org/confront ... f08340100b

Griffin templari:
http://www.conf-federation.org/confront ... f08340100b

EDIT: Jotain huha on ollu että 18 pvä nää tulis rackham-storeen, ja samalla tulis ennakkotilaus mahollisuus noihin, mitä ei oo vielä saatavilla.

Lähetetty: Su 11.04.2004 17:13
Kirjoittaja Maedhros
Täytyy sanoa, että nuo Lion Archerit ovat varsin tyylikkäitä. Pienillä muutoksilla täydellisiä. Hinnoista/pakettien koosta mitään tietoa?

Lähetetty: Su 11.04.2004 18:31
Kirjoittaja Taarne
Giantti on kyllä aivan hirveä. Pitkä, huonoryhtinen kukkakeppi, jolla on koominen kirves sekä "wizard's hat" (johon pultattu sarvet). Tähän vielä päälle kokovartaloscalemail. Ei kyllä muhun iske sitten ollenkaan. Kyklooppi näyttää ihan kivalta, archerit ihan hassuja pelifiguja :) Itse pidän etenkin druneista, noita voisi käyttää vaikkapa jossain pahassa (Dark elf?) armeijassa skirmishaajina. Tai jotain. :D

Maedhros, ainakin nuo archerit on varmaan 3 kpl/10e. Kyklooppi ehkä 12e (hinta hyppää aina charactereissa 3x verrattuna noihin perussolttuihin), giantti varmaan n. 25e.

Lähetetty: Su 11.04.2004 20:13
Kirjoittaja baretul
Niin hinnoista:
Lion archers d'alahan 9.10E (3figua)
Drune bowmen 9.10 E (3figua ?)
Spellbook of Primagic 4.60E
Spellbook of Necromancer 4.60E
Griffin Templars 3 ~11.10
Sardar Tillius 10.70
Mid-Nor Cyclops 29.70 E
Giant of the Mountains 40E (13cm korkea figu)

EDIT: hehe :D, väärää tietoa, giantti tuleekin kääpiöille, ja armies of destinylle, eli siis eli sen voi ottaa kääpiöt tir-na-bor, devourerit ja örkit.

Lähetetty: Ma 19.04.2004 12:45
Kirjoittaja baretul
Tossa olis kuvia noista kohta ilmestyvistä figuista:

Drune soul snatcher:
http://www.conf-federation.org/confront ... 286f7084d0

Orc mage
http://www.conf-federation.org/confront ... 286f7084d0

Sardar Tillius Second incarnation:
http://www.conf-federation.org/confront ... 286f7084d0

Sasia Samaris (uus skulpti)
http://www.conf-federation.org/confront ... hp?id=1510
http://www.conf-federation.org/confront ... hp?id=1511

...

Danger planetin foorumeilla ilmesty myöski noi uudet lentämissäännöt:
nico danger planet foorumeilla kirjoitti: A. Flight: New rules
These rules substitute those described in the Incarnation and Rag'Narok rulebooks
1. Altitude levels
Three altitude levels are used to represent the position of the fighters on the battle field an in the air.
level 0: all miniatures in contact with the ground are at level 0, even if they are on a high element of terrain. All terrain is considered as being level 0. The level 0 is therefore not limited to the table level but includes all the elements placed upon it.
level 1: This level represents low-altitude flight
level 2: this level represents high altitude flight.

2. Deployment
All miniatures with the "Flight" ability must be deployed at level 0, unless if a scenario indicates a different initial situation.

3. Positionning the miniatures
When two miniatures or two units are above a same position on the ground but at different altitude levels, positionning both becomes tricky. To cope with this situation, the following rules must be used. As soon as a fighter takes the air, and reaches level 1 or 2, his miniature is replaced by an altitude marker. The front of the marker must be identified in order to determine the miniature's line of sight.
As long as the fighter or the unit stays at level 1 or 2, all his deplacements are done using the marker that represents him.

4. Movement on the ground and in the air
Miniatures with the "Flight" ability have 2 M. values. The first one represents their ground movement and the second one their movement while flying. A fighter who moves while at levels 1 or 2 or who takes off from levels 0 uses the second value (ie his flying "speed"). Movement in the air follows the same rules as on the ground with a few exceptions.
Only the altitude marker is moved. The size of base or the number of minis in a unit are not taken into account. Makers can freely move around each other, representing the high mobility of flying troops.
When a flying troop/unit charges or engages another one, the distance between the marker and its target is measured.

Changing flight levels
Changing flight level reduces by 5 the M. (while flying) used for moving the miniature. During a same movement phase, a miniature is only allowed one level change, whatever the direction of this level change (up or down).
Example 1: A morbid puppet flying at level 2 goes down to level 1. His flying movement value being 17.5 is reduced to 12,5. The angel therefore goes to level 1 and then may move up to 25 cm.
Example 2 : A reaper of Mid-Nor at level 0 changes his altitude level to fly at level 1. His flying movement being 15 is reduced to 10. The reaper therefore goes to level 1 and can then move up to 20cm.

Movement at level 1
At level 1, fighters ignore movement penalties due to the different types of terrain but they must move around obstacles whose height is above 15cm.

Movement at level 2
At level 2, fighters ignore all obstacles (unless other creatures also flying at level 2) and the movement penalties due to terrain types.

Landing
Once a fighter has landed at level 0, he can not use his M., on the ground or flying, to move during the movement phase in progress. He can however shoot or fight normally. He can also undergo a pursuit movement during the hand-to-hand phase. His ground movement will therefore be used. A fighter can not change his altitude level during a pursuit movement.

5 . Flying and shooting
A fighter can shoot at a target located at a level immediately above or under its own. It is not possible to shoot from the ground to level 2 or from level 2 to the ground. The distance between the shooter and its target is measured on the ground, between the base of the shooter (or the marker representing it) and the base of the target (or the marker representing it).
When a fighter aims at a target located at a different level, the difficulty of the aim test is increased by 2.
Spells and miracles are also subject to the same rule.
A fighter in the air never blocks a line of sight towards another fighter in the air and a fighter on the ground does not block line of sight on another fighter on the ground if the shooter is at level 1.

6 . Hand to hand and flight
The fights occuring at level 1 or 2 are resolved outside of the battlefield, on another table. This allows to visualize hand to hands of flying troops without obstructing the positionning of troops at level 0.
Two miniatures can be considered in contact only if they are at the same altitude level.

In flight hand to hand fight
If a hand to hand fight happens at level 1 or 2, then it's the flying movement of the fighter which is used during pursuit movement.
A fighter cannot change its altitude level during a pursuit movement.
In Confrontation, the marker on the ground is moved to simulate the pursuit movement.

Diving charge
A fighter at level 1 or 2 can do a diving charge on an opponent who is on the altitude level directly under his. This attack follows the same rules as a normal charge.
When a fighter dives, he gains +2 in INI, ATT and STR.
In Confrontation, this bonus is only valid against the charged miniature.
If, after splitting the fray, the charged miniature is not involved in the same fight as the fighter who did the diving attack, ther the bonus is cancelled.
If the charged miniature and the diving fighter end up fighting against each other after a pursuit movement, the bonus gained while diving do not apply. Whatever happens, the bonus are cancelled at the end of the turn.

Nico
Tossa olis vielä nemesis knight of the hodin säännöt, mitkä posti myöskin nico danger planetissa:
nico danger planet foorumeilla kirjoitti:From Joss on the Conf'federation forum

Nemesis clone (80 PA)
15
4
5-11
4-9
.
-7
.
Mutagenic/1, Born killer, Construct, Large size

Special ability
You must roll a dice before attempting any effect that targets him directly (shooting, spell, miracle)
The difficulty of the dice roll depends on the distance between the clone and the miniature that targets him:
1-10cm: 2+
11-20cm: 3+
21-30cm: 4+
31-50cm: 5+
51-60cm: 6
more than 61cm: impossible!

Once detected, he remains detected for the rest of the game. Miniatures with conciousness ignore this rule if the clone is within charge range.

The clone cannot put more than 3 mutagenic points in defense and cannot have a fear above 12.

Knight templar of Hod (38 PA)
10
4
5-7
5-7
.
6
6
Fanaticism, Bravery; War fury, Paria

Ability:
Each time he uses war fury, he gets +1 ATT and STR. This is also the case for all members of the Loge of Hod within 10cm that are using war fury.
In Rag'Narok, he can become leader of a unit of repugators and will gain the counter attack ability. If he is in a unit of templar of Hod, he loses the paria ability.

Griffin bomber (33 PA)
12.5
4
3-4
4-5
3
6
6
Pistol STR 6 range: 15-25-30
Fanaticism, Scout, Paria

Capa :

Before the game, the griffin player places 4 tokens in his deployment zone (3 fake and one trap). At the beginning of the game, the trap is revealed and the griffin player places 3 traps within 3 cm from the first one. The bomber can detonate a trap instead of shooting, without the need of a line of sight on a 2+.
All miniatures within 3 cm suffer a STR 6 hit.
On a 4+, a trap within 3cm from an exploding trap will also explode.

He is considered as an independent in Rag'Narok.

Velrys (97 PA)
12.5
5
5-5
6-7
.
7
4
POW 5
Concentration/2 (bold characteristics), Counter attack, Consciousness, Adept of water and darkness / howling, chtonian.


Alahan archers 2
10
2
2-2
2-4
3
4
2

nico (edited )