Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:23
Y aura t'il une version française ?
On risque de trouver pas mal de bouquin sous le sapin cette année
SSB
Nombre de messages : 1960 Age : 49 Localisation : Neuilly sur Seine
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:28
Phags a écrit:
Y aura t'il une version française ?
Oui oui, si tu regardes les images du livre des règles que j'ai chopées, les pages 72-73 sont en français !
Et puis chez GW, il y a toujours cette volonté de te faire croire que tout va être en VF et en fait non... Juste la boite de base...
NodeR et POLo aiment ce message
Invité Invité
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:39
Et je ne vois pas de cartes spéciales.... :/
timbur
Nombre de messages : 3974 Age : 43 Localisation : Oui.
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:46
Khorbier a écrit:
Et je ne vois pas de cartes spéciales.... :/
Zebulon aime ce message
Mormatt
Nombre de messages : 140 Age : 33 Localisation : Arcis sur aube
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:50
C est officiel, c est bon sa, plaisir d'offrir, joie de recevoir.
SSB
Nombre de messages : 1960 Age : 49 Localisation : Neuilly sur Seine
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 19:51
Ha, ça, si ils peuvent avoir revu leur système de merde de BB2016, perso, je suis preneur. Les cartes spéciales, ça pourrait être grandiose, mais c'est tendax a gérer !
NodeR aime ce message
Zebulon
Nombre de messages : 332 Age : 47
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 20:53
La compétence Très Longue Jambe semble teaser une nouvelle action faites par un test d'agilité : un bond par dessus un jouer sonné ou au sol.
Sur la feuille d'équipe, il y a bien une case XP non dépensé?
Colonel Castor
Nombre de messages : 4868 Age : 92 Localisation : Rennes
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 21:05
J'espère qu'ils n'oublieront pas le géant
NodeR, Zebulon, Rascal Ier et POLo aiment ce message
Sebco
Nombre de messages : 5103 Age : 52 Localisation : Chambéry (73)
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 21:48
Les inducements remplissent les pages 88 à 95, y'a peut-être de la place pour lui dans ce nouveau bouquin de règles, même s'il en prend beaucoup.
Pour les Cartes Spéciales, perso je les aimais bien dans leur version LRB (servant d'inducement, avec des catégories de cartes à 50.000, d'autres à 100.000 et quelques unes très puissantes /chères à 200.000 et même 400.000).
timbur
Nombre de messages : 3974 Age : 43 Localisation : Oui.
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 22:12
Oui elles étaient sympas. Tarte à la crème !
SSB
Nombre de messages : 1960 Age : 49 Localisation : Neuilly sur Seine
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Lun 3 Aoû - 22:44
J'ai recopié ce qu'on pouvait lire des compétences. Pour les curieux (et les myopes... )
GENERAL SKILLS
Block:
When a Both Down result is applied during a Block action, this player may choose to ignore it and not be Knocked Down, as described on page 57.
Dauntless:
When this player performes a Block action (on its own or as part of a Blitz action), if the nominated target has a higher Strengh characteristic than this player before counting offensive and defensive assists but after applying any other modifiers, roll a D6 and add this player's Strengh characteristic to the result. If the total is higher than the target's Strengh characteristic, this player increased their Strengh characteristic to be equal to that of the target of the Block action, before counting offensive or defensive assists for the duration of the Block action.
If this player has another Skill that allows them to perform more than one Block action, such as Frenzy, they must make a Dauntless roll before each separate Block action is performed
Dirty Player (+1):
When a player commits a Foul action, either the Armour roll or Injury roll made against the victim may be modified by the amount shown in brackets. This modifier may be applied after the roll has been made.
Fend:
If this player is pushed back on the result of any Block dice result being applied against them, they may choose to prevent the player that pushed them back from following-up. However, the player that pushed them back may continue to move as part of a Blitz action if they have Movement Allowance remaining or by Rushing.
This Skill cannot be used when this player is chain pushed, against a player with the Ball & Chain trait or against a player with the Juggernaut Skill that performed the Block action as part of a Blitz.
Frenzy:
Every time this player performs a Block action (on its own or as part of a Blitz action), they must follow-up if the target is pushed back and if they are able. If the target is still Standing after being pushed back, and if this player was able to follow-up, this player must then perform a second Block action against the same target, again following-up if the target is pushed back.
If the player is performing a Blitz action, performing a second Block action will also cost them one square of their Movement Allowance. If this player has no Movement Allowance left to perform a second Block action, they must Rush to do so. If they cannot Rush, they cannot perform a second Block action.
Note that if an opposition player in possession of the ball is pushed back into your End Zone and is still Standing, a Touchdown will be scored, ending the drive. In this case, the second Block action is not performed.
A player with this Skill cannot also have the Grab Skill.
Kick:
If this player is nominated to be the kicking player during the kick-off, you may choose to halve the result of the D6 to determine the number of squares that the ball deviates, rounding any fractions down.
Pro:
During their activation, this player may attempt to re-roll one dice. This dice may have been rolled either as a single roll or as part of a multiple dice roll or as part of a dice pool, but cannot be a dice that was rolled as part of an Armour, Injury or Casualty roll. Roll a D6:
On a roll of 3+, the dice can be re-rolled. On a roll or 1 or 2, the dice cannot be re-rolled.
Once this player has attempted to use this Skill, they may not use a re-roll from any other source to re-roll this one dice.
Shadowing:
This player can use this Skill when an opposition player they are Marking voluntarily moves out of a square within this player's tackle Zone. Roll a D6, adding the MA of this player to the roll and then substracting the MA of the opposition player. If the result is 6 or higher, or a natural 6, this player may immediately move into the square vacated by the opposition player. This player does not need to Dodge to make the move. If, however, the result if 5 or lower, or the roll is a natural 1, the Skill has no further effect.
A player may used this Skill any number of times per turn, during either team's turn. If an opposition player is being marked by more than one player with this skill only one player may use it.
Strip Ball:
When this player targets an opposition player that is in possession of the ball with a Block action (on its own or as part of a Blitz action), choosing to apply a Push Back result will cause that player to drop the ball in the square they are pushed back into. The ball will bounce from the square the player is pushed back into as if they had been Knocked Down.
Sure Hands:
This player may re-roll any failed attempts to pick up the ball. In addition, the Strip ball Skill cannot be used against a player with that Skill
Tackle:
When an active opposition player attempts to Dodge from a square in which they were being Marked by one of more players from your team with this Skill, that player cannot used the Dodge Skill.
Additionnaly, when an opposition player is targeted by a Block action performed by a player with this Skill, that player cannot use the Dodge Skill if a Stumble result is applied against them.
Wrestle:
This player may use this Skill when a Both Down result is applied, either when they perform a Block action or when they are the target of a Block action. Instead of applying the Both Down result as normal, and regardless of any other Skills may possess, booth players are placed Prone.
MUTATIONS
Big Hand:
This player may ignore any modifier(s) for being Marked or for Pouring Rain weather conditions when they attempt to pick up the ball.
Claws:
When you make an Armour roll against an opposing player that was Knowked Down as the result of a Block action performed by this player, a roll of 8+ before applying any modifiers will break their armour, regardless of their actual armour value.
Disturbing Presence:
Whern an opposition player performs either a Pass action, a Throw Team-mate action, or attempts to either interfere with a pass or to catch the ball, they must apply a -1 modifier to the test for each player on your team with this Skill that is within three squares of them, even if the player with this Skill is Prone, Stunned of has lost their Tackle Zone.
Extra Arms:
This Player may apply a +1 modifier when they attempt to pick up or catch the ball, or when they attempt to interfere with a pass.
Foul Appearance:
When an opposition player declares a Block action targeting this player (on its own or as part of a Blitz action), or any Special action that targets this player, their coach must first roll a D6, even if this player has lost their Tackle Zone. On a roll of 1, the player cannot perform the declared action and the action is wasted.
Horns:
When this player performs a Block action as part of a Blitz action (but not on its own), you may apply a +1 modifier to this player's Strengh characteristic. This modifier is applied before counting assists, before applying any other Strengh modifiers and before using any other Skills or Traits.
Iron Hard Skin:
The Claws Skill cannot be used when making an Armour roll against this player.
Monstrous Mouth:
This Player may re-roll any failed attempt to catch the ball. In addition, the Strip Ball Skill cannot be used against this player.
Prehensile Tail:
When an active opposition player attemps to Dodge, Jump or Leap in order to vacate a square in which they are being Marked by this player, there is an additionnal -1 modifier applied to the active player's Agility test.
If the opposition player is being Marked by more than one player with this Mutation, only one player may use it.
Tentacles:
This player can use this Skill when an opposition player they are Marking volontarily moves out of a square within this player's Tackle Zone. Roll a D6, adding the ST of this player to the roll and then substracting the ST of the opposition player. If the result is 6 or higher or if the result is a natural 6, the opposition player is held firmly in place and their movement comes to an end. If, however, the result is 5 or lower, or the roll is a natural 1, the Skill has no further effect.
A player may use this Skill any number of times per turn, during either team's turn. If an opposition player is being Marked by more than one player with this Skill, only one player may use it.
Two Heads:
This player may apply a +1 modifier to the Agility test when they attempt to Dodge.
Very Long Legs:
This player may reduce any negative modifier applied to the Agility test when they attempt to Jump over a Prone or Stunned player (or to leap over an empty square or a square occupied by a standing player, if this player has the Leap skill) by 1, to a minimum of -1.
Additionally, this player may apply a +2 modifier to any attempt to interfere with a pass they mark.
Finally, this player ignores the Cloud Burster skill.
PASSING SKILLS
Accurate:
When this plauer performs a Quick Pass action or a Short Pass action, you may apply an additionnal +1 modifier to the Passing Ability test.
Cannoneer:
When this player performs a Long Pass Action of a Long Bomb Pass action, you may apply an additionnal +1 modifier to the Passing Ability test.
Cloud Burster:
When this player performs a Long Pass action or a Long Bomb Pass action, you may choose to make the opposing coach re-roll a successful atemp to interfere with the pass.
Dump-off:
If this player is nominated as the target of a Block action (or a Special action granted by a Skill of Trait that can be performed instead of a Block action) and if they are in possession of the ball, they may immediately perform a Quick Pass action, interrupting the activation of the opposition player performing the Block action (or Special action) to do so. This Quick Pass action cannot cause a Turnover, but otherwise all of the normal rules for passing the ball apply. Once the Quick Pass action is resolved, the active player performs the Block action and their team turn continues.
Fumbleroosky:
When this player performs a Move of Blitz Action whilst in possession of the ball, they may choose to 'drop' the ball. The ball may be placed in any square the player vacates during their movement and does not bounce. No Turnover is caused.
Hail Mary Pass:
When this player performs a Pass action (or a Throw Bomb action), the target square can be anywhere on the pitch and the range ruler does no need to be used. A Hail Mary pass is never accurate, regardless of the result of the Passing Ability tes. It will always be inaccurate at best. A Passing Ability test is made and can be re-rolled as normal in order to determine if the Hail Mary pass is Wildly Inaccurate or is Fumbled. A Hail Mary pass cannot be interfered with. This Skill may not be used in a Blizzard.
Leader:
A team which has one or more players with this Skill gains a single extra team re-roll, called a Leader re-roll. However, the Leader re-roll can only be used if there is at least one player with this Skill on the pitch (even if the player with the Skill is Prone, Stunned or has lost their Tackle Zone). If all players with this Skill are removed from play before the Leader re-roll is used, it is lost. The Leader re-roll can be carried over into extra time if it is not used, bit the team does not receive a new one at the start of the extra time. Unlike standard Team re-rolls, the Leader re-roll cannot be lost due to a Halfling Master Chef. Otherwise, the Leader re-roll is treated just like a normal team re-roll.
Nerves of Steel:
This player may ignore any modifiers for being Marked when they attempt to perform a Pass action, attempt to catch the ball or attempt to interfere with a pass.
On The Ball:
This player may move up to three squares (regardless of their MA), following all of the normal movement rules, when the opposing coach declares that one of their players is going to perform a Pass action. This move is made after the range has been measured and the target square declared, but before the active player makes a Passing Ability test. Making this move interrupts the activation of the opposition player performing the Pass action. A player may use this Skill after an opposition player uses the Dump-off Skill, but should this player Fall Over whilst moving, a Turnover is caused.
Additionnaly, during each Start of Drive sequence, after Step 2 but before Step 3, one Open player with the Skill on the receiving team may move up to three squares (regardless of their MA). This Skill may not be used is a touchback is caused when the kick deviates and does not allow the player to cross into their opponent's half of the pitch.
Pass:
This player may re-roll a failed Passing Ability test when performing a Pass action.
Running Pass:
If this player performs a Quick pass action, their activation does not have to end once the pass is resolved. If you wish and is this player has not used their full Movement Allowance, they may continue to move after resolving the pass.
Safe Pass:
Should the player fumble a Pass action, the ball is not dropped, does no bounce from the square this player occupies, and no Turnover is caused. This player retains possession of the ball and their activation ends.
TRAITS
Ball & Chain:
When this player is activated, the only action they may perform is 'Ball & Chain Move' Special action. There is no limit to how many players with this Trait may perform this Special action each team turn.
When this player performs this Special action:
• Place the Throw-in template over the player, facing towards either End Zone oe either sidelines as you wish. • Roll a D6 and move the player one square in the direction indicated • A player with a Ball & Chain automatically passes any Agility test they may be required to make in order to Dodge, regardless of any modifiers. • If this movement takes the player off the pitch, they risk injury by the Crowd. • If this movement takes the player into a square in which the ball is placed, the player is considered to have moved involuntarily. Therefore, they may not attempt to pick up the ball up and the ball will bounce.
Reapeat this process for each square the player moves.
If this player would move into a square that is occupied by a standing player from either team, they mus perform a Block action against that player, following the usula rules, but with the following exceptions:
• A Ball & Chain player ignores the Foul Appearance • A Ball & Chain player must follow-up if they push back another player.
If this player moves into a square that is occupied by a Prone or Stunned player from either team, for any reason, that player is immediately pushed back and an Armour roll is made against them.
This player may Rush, Declare that the player woll rush before placing the Throw-in template and roll a D6 to determine direction:
• If this player Rushed into an unnocupied saqure, move them as normal and roll a D6: - On a roll of 2+, this player moves (illisible). - On a roll of 1 (before or after modifiers) the player Falls Over. • If this player Rushed into a square that is occupied by a standing player from either team, roll a D6: - On a roll of 2+, this player moves (illisible) and will perform a Block action against the plauer occupying the square as described in the rules. - On a roll of 1 (before or after modifiers) the player occupying the square is pushed back and this player will Fall Over after moving into the vacated square.
If this player ever Falls Over, is Knowked Doew, or is PLaced Prone, an Injury roll is immediately made against them (no Armour roll is required), treat Stunned result as KO'd result.
A player with this Skill cannot have the Diving tackle, Frenzy, Leap, Multiple Block, On the Ball or Shadowing skills.
Bombardier:
When activated an if theyr are Standing, this player ca perform a 'Throw Bomb' Special action. This Special action is neither a Pass action nor a Throw Team-mate action, so does not prevent another player performing one of these actions during the same team turn. However, only a single player with this Trait may perform this Special action each team turn.
A Bom can be thrown and caught, and the throw interfered with, just like a ball, using the rules for Pass actions as described on page 48, with the following exceptions:
• A player may not stand up or move before performing a Throw a Bomb action. • Bombs do not bounce and can come to rest on the ground in an occupied square. Should a player fail to catch a Bomb, it will come to rest on the ground in the square that the player occupies. • If a Bomb is fumbled, it will explode immediately in the square occupied by the player attempting to throw it. • If a Bomb comes to rest on the ground in an empty square of is caught by an opposition player, no Turnover is caused. • A player that is in possession of the ball can still catch a Bomb. • Any Skills that can be used when performing a Pass action van also be used when performing a Throw Bomb Special action with the exception of On The Ball.
If a Bomb is caught by a plauer on either team, roll a D6: • On a roll of 4+, the bomb explodes immediatyely, as described below. • On a roll of 1-3, that player must throw the Bomb again immediately. This throw takes place out of the normal sequence of play.
Should a Bomb ever leave the pitch, it explodes in the crowd with no effect (on the game) before the crowd can throw it back.
When a Bomb comes to rest on the grouynd, in either an unoccupied square, in a square occupied by a player that failed to catch the Bomb, or in a square occupiped by a Prone or Stunned player, it will explode immediately:
• if the Bomb explodes in an occupied square, that player is automatically hit by the explosion. • Roll a D6 for each player (from either team) that occupies a square adjacent to the one in which the Bomb exploded: - On a roll of 4+, the player has been hit byy the explosion - On the roll of 1-3, the player manages to avoid the explosion • Any Standing players hit by the explosion are Knocked Down. • An Armour roll (and possibly an Injury roll as well) is made against any player hit by the explosion, even if they were already Prone or Stunned. • You may apply a +1 modifier to either the Armour roll or Injury roll. This modifier may be applied after the roll has been made.
Dernière édition par SSB le Mar 4 Aoû - 12:58, édité 3 fois
JeanBanana
Nombre de messages : 407 Age : 36 Localisation : Bourges
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 5:15
Woaw merci pour le travail de réécriture ! J'aime beaucoup les nouvelles compétences, ça rajoute quelques options qui peuvent être intéressantes.
Pouet-Pouet - Freddy
Nombre de messages : 270 Age : 48 Localisation : Le Puy-en-Velay (43)
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:27
Des bretonniens dans la boite, versus (personne) Rien sur le pitch, plateau.
Semble avoir des changements sur les degouts, juste graphique.
Sur une photos de deux pages du livre, elles sont en fr, donc une traduction de prévue. J'ai apprécié les précisions sur minus et les blessures, rien de neuf.
120 € le tout le suppose, ouch que c'est cher.
"Go The Hakes !!"
Nombre de messages : 5342 Age : 50 Localisation : Ar Pouldu. ’’le halfling est lent mais le troll est patient’’
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:33
Ce sont des impériaux, nuance
Longusbarbe
Nombre de messages : 1986 Age : 50 Localisation : Jonzac
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:46
Dans l'annonce de GW et sur l'illustration de la couv' rien ne laisse penser que ce seront des orcs sauvages dans la boîte.
Jarnos
Nombre de messages : 343
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:51
JeanBanana a écrit:
Woaw merci pour le travail de réécriture ! J'aime beaucoup les nouvelles compétences, ça rajoute quelques options qui peuvent être intéressantes.
Complètement d'accord avec toi. Je pense qu'on s'oriente vers un jeu plus "tequenique que taquetique" comme dirait Deschamps, avec un jeu de balle plus fin et le retour du fameux "Bloodbowl de mouvement"
timbur
Nombre de messages : 3974 Age : 43 Localisation : Oui.
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:56
Attention à ce que l'on ne passe pas non plus d'un jeu qui favorise les elfes à un jeu qui favorise les elfes.
Rascal Ier aime ce message
"Go The Hakes !!"
Nombre de messages : 5342 Age : 50 Localisation : Ar Pouldu. ’’le halfling est lent mais le troll est patient’’
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 6:57
...ou pire : les elfes !
timbur
Nombre de messages : 3974 Age : 43 Localisation : Oui.
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 7:01
...Parle pas d'malheur !
SSB
Nombre de messages : 1960 Age : 49 Localisation : Neuilly sur Seine
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 7:21
A ce sujet...
L'histoire des caracs me semble peut-être mettre un (petit) frein aux Sylvains... Des fois qu'ils n'aient pas tous 2+ à la PA....
ghorghor
Nombre de messages : 1815 Age : 49 Localisation : Sock's
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 7:25
Lancer précis se retrouve coupé en 2 compétences mais Safe pass me semble totalement fumé pour un passeur 2+. Même le 1 naturel ne cause pas de turnover...
"Go The Hakes !!"
Nombre de messages : 5342 Age : 50 Localisation : Ar Pouldu. ’’le halfling est lent mais le troll est patient’’
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 7:27
La logique voudrait que ce soit 4+ pour tous sauf le lanceur (comme les gutters skavens et le lanceur).
Mais bon, le lobby elfique est puissant...
La GRANDE nouvelle reste le hooligan gobelin qui perd ''idole des foules'' pour........ Joueur vicieux
What else ?
timbur et Roze aiment ce message
Davey
Nombre de messages : 426 Age : 53 Localisation : Alençon
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 7:43
le plus compliqué c'est par rapport à la date de sortie (cet été ou cet hiver ?)
par rapport aux ligues (septembre) & tournois (2021) selon le délai que laisse la sortie
Laerthis
Nombre de messages : 253 Age : 35 Localisation : Paris
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 8:17
Go The Hakes !! a écrit:
La GRANDE nouvelle reste le hooligan gobelin qui perd ''idole des foules'' pour........ Joueur vicieux
What else ?
MERVEILLEUX!!!!
chewbac aime ce message
Sebco
Nombre de messages : 5103 Age : 52 Localisation : Chambéry (73)
Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3) Mar 4 Aoû - 8:44
Un grand merci pour les comps, SSB!
Au passage, on découvre que tous les joueurs pourront maintenant sauter (jump over) par dessus d'autres joueurs couchés (sur le dos ou stunned) avec un jet d'agilité et que Leap permettra aux joueurs qui l'ont de sauter en plus par dessus les cases vides et les joueurs debout (bref de sauter dans tous les cas, comme maintenant).
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Sujet: Re: Nouvelle édition de Blood Bowl par Games Workshop (part 3)
Nouvelle édition de Blood Bowl par Games Workshop (part 3)