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Utilizzare Fury of the Clansmen e Siege of the Citadel assieme

Ultimo Aggiornamento: 07/11/2014 09:29
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06/11/2014 09:33

Intanto riprto le regole che avevo trovato per combinare i due giochi, finalmente:

"Combining Fury of the Clansmen with Siege of the Citadel

If you have both games, you should of course take advantage of this and use them together. It is possible to use the monsters, the equipment cards and the heroes from Siege of the Citadel in Fury of the Clansmen and the other way around

Using monsters from Siege of the Citadel(SotC) in Fury of the Clansmen(FotC)
You can replace a Centurion or Necromutant in a group with a Legionnaire, Necromutant, Centurion, Razide, or even the Nepharite or the Ezoghoul!
Use the Dark Legion Reference Card for Rank 3-4 to get the attack dice and Dark Legion Reference Card Rank 5-6 for calculating the Armor Roll. Necromutants and Centurions have of course the same values as found in FotC.
Use the additional information for the conversion.
• For every point of Armor(on the Dark Legion Reference Card), the monster gets one BLACK die as Armor Roll(with the exception of the Centurion and Necromutant which of course use their FotC value).
• All monsters have three Actions in FotC.
• LEGIONNAIRES can move six steps for each movement action.
• RAZIDES can use the same Full Auto as the Clansmens Charger in FotC. They can not enter foxholes.
• The NEPHARITE gets three black dice for the leadership roll(works like the Centurions three white dice). Remember that a group can only have one leader – if a group has both a Nepharite and a Centurion, the Centurion does not get any Leadership roll. The Nepharite can not enter foxholes.
• The EZOGHOUL can move six steps for each movement action. It can not enter any square with djungle terrain or enter the building. On the other hand, it has no negative modification for crossing ruin walls or climbing upon rubble. It can not enter foxholes.
Using Doomtroopers in FotC
A Doomtrooper pair are as powerful as a complete Clansmen group so they use their own separate Initiative Counter and Start/Goal squares(use the corporation counters).
Each Doomtrooper pair has automatically two extra actions in every round except Imperial, which have three extra actions.
• Doomtroopers use the same attack dice in FotC as the they normally do and all equipment cards works normally(except the Coagulant Auto-injector and the Combat Medic Unit, these two are not used)
• Doomtroopers normally rolls four RED for Armor Roll except for Cybertronic who rolls five.
• Equipment cards: It is not possible to attack with Auto Fire Burst or Auto Fire Spread with the Punisher Combination or the Gehenna Puker. The Disrupter cancels one of the defenders Armor dice(the least one). The Grenade Launcher does the same damage as a Brainbuster. A Deathlockdrum works like a Charger HMG.
"
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