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index Combat in Baldur's GateMore Than just Hack and Slash Personal Initiative Round, Speed factors, and Casting times The Attack Roll Critical Hits and Misses Improving the Odds in Combat Dexterity Modifiers for Missile Weapons Missile weapons in combat – Rate of fire Casting SpellsSpell Disruption Saving ThrowsSave vs. Paralyzation, Poison, and Death Magic Save vs. Rod, Staff, or Wand Save vs. Petrification or Polymorph Save vs. Breath Weapon Save vs. Spell Modifying Saving Throws Morale Combat Effects and RecoveryHealing and Hit PointsNatural Healing Magical Healing Raising the Dead Paralysis Poison Combat in Baldur s Gate As discussed above, Baldur’s Gate follows the AD D rule system closely. The main difference lies in the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, to allow you to become more immersed in the story and the world of the game. More Than just Hack and Slash As important as fighting is to the AD D game, it isn’t the be-all and end-all of play. It’s just one way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boring – every encounter would be the same. Because there is more to the game than fighting, we’ll cover much more than simple hack-and-slash combat here. In addition to explaining the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that we follow a modified round based system – as described below. Everyone (characters, NPC’s, monsters) is on their own personal initiative rounds. Any time you want you can pause the game (click on the clock or hit the space bar) and assign commands – then restart the game by unpausing, in the same way. Personal Initiative Round, Speed factors, and Casting times In Baldur’s Gate, to allow for the realtime based combat and movement, each character and monster is on an independent personal initiative round, which is six seconds long. Within the personal initiative round, all of the rules of the AD D game are used, including speed factors for weapons and casting time for spells. For higher level characters who can attack more than once per round with a given weapon, the speed factor of the weapon determines when exactly in the six second round the attacks will occur. Speed factors are numbers between 1 and 10 (indicating 1/10 of a round and 10/10ths of a round respectively for a character that can attack once per round with a weapon). Casting times for priests and wizards are exactly analogous to speed factors of weapons – the casting times are between 1 and 10, and represent how quickly a mage or priest can release a spell (the lower the number, the faster the cast, just as for speed factors). Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage). Armor does not absorb damage, it prevents it. A fighter in full plate mail may be a slow-moving target, but penetrating his armor to cause any damage is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than -10 occur only with very powerful magical armors). Shields and helmets can also improve the AC of a character. Abilities and situations can also affect a character’s Armor Class. High Dexterity gives a bonus to Armor Class, for example. THACO is an acronym for ”To Hit Armor Class 0.” This is the number a character, NPC, or monster needs to attack an Armor Class 0 target successfully. THACO depends on a character’s class and level. The THACO number can be used to calculate the number needed to hit any Armor Class. At the heart of the combat system is the Attack Roll, the die roll that determines whether an attack succeeds or fails. The number a player needs in order to make a successful attack roll is also called the “to hit” number, which is determined by the computer by taking a character’s THACO and adjusting according to the Armor Class of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists, and other hand-to-hand attacks. In Baldur’s Gate the ”to hit” roll is done behind the scenes for you – if your character is successful, he hits – if not, he swings and misses. The Attack Roll When an attack is made, the Armor Class of the opponent being attacked is subtracted from the THAC0 of the attacker. The resulting number is the what the attacker must ‘roll’ in order to hit the opponent. This “roll of the die” is done with a d20, or twenty sided die, resulting in a number between 1 and 20. If the attacker rolls the number necessary or higher, then the attack is successful, and damage is done. If the attack is unsuccessful, then the attacker missed completely or was unable to penetrate the opponent’s armor. For example, a 3rd-level fighter fighter has a THAC0 of 18. He is attacking a hobgoblin with an AC of 5. The AC of the hobgoblin is subtracted from the THAC0, giving a “to hit” number of 13. If the fighter rolls a 13 or higher on the twenty-sided die, he hits successfully and does damage. Critical Hits and Misses If a character rolls a ‘natural’ 20 to hit (that is, the attack roll before modifiers are applied is a 20) then a critical hit occurs and damage for that attack will be doubled. A roll of ‘natural’ 1 is considered a critical miss and imposes a time penalty on the character to recover. Regardless of Armor Class, a ‘natural’ 20 always hits, a ‘natural’ 1 always misses. Improving the Odds in Combat In combat, many factors can modify the number a character needs for a successful hit. These variables are reflected in modifiers to the to-hit number or to the attack roll. Strength Modifiers A character’s Strength can modify the die roll, altering both the chance to hit and the damage caused. This modifier is always applied to melees and attacks with hurled missile weapons (a dagger or an axe). Magical items The magical properties of a weapon can also modify combat. Items that impart a bonus to the attack roll or Armor Class are identified by a plus sign. For example, a sword +1 improves a character’s chance to hit by one and inflicts +1 damage if the attack is successful. A suit of chain mail +1 improves the Armor Class of the character by one beyond normal, “non-magical” chain mail (which means you subtract one from the character’s AC, changing an AC of 5 to an AC of 4, for example). Cursed items have a negative modifier (a penalty), resulting in a subtraction from the attack roll or an addition to Armor Class. There is no limit to the number of modifiers that can be applied to a single die roll. Nor is there a limit to the positive or negative number (the total of all modifiers) that can be applied to a die roll. Dexterity Modifiers for Missile Weapons Dexterity affects the character’s ability to attack with a missile weapon. Like Strength modifiers, higher Dexterity will increase the chances to hit, lower Dexterity will lessen the chances of attacking effectively. Dexterity only affects the chances to hit and does not affect the amount of damage inflicted by a missile weapon. Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round. Whatever the ROF, multiple missile shots are handled the same way as other multiple attacks for the purposes of determining initiative. The ROF of each missile weapon is listed in the Weapons Tables on page pg 141. Casting Spells Both wizards and priests use the same rules for casting spells. To cast a spell, the character must first have the spell memorized. If it is not memorized, the spell cannot be cast. The caster must be able to speak (not under the effects of a Silence spell or gagged) and have both arms free (not paralyzed, for example). If the spell is targeted on a person, place, or thing, the caster must be able to see the target. It is not enough to cast a Fireball 150 feet ahead into the darkness; the caster must be able to see the point of explosion and the intervening distance. Once the casting has begun, the character must stand still. (If you choose not to have a spell caster cast a spell after you have selected the spell, but before you have selected a target, you can R-click to cancel the spell and it will not be lost from memory.) Spell Disruption If the spellcaster is struck by a weapon or fails to make a saving throw before the spell is cast, the caster’s concentration is disrupted. The spell is lost in a fizzle of useless energy and is wiped clean from the memory of the caster until it can be rememorized. Spellcasters are well advised not to stand at the front of any battle, at least if they want to be able to cast any spells! Saving Throws Saving Throws are measures of a character’s resistance to special types of attacks – poisons, magic, and attacks that affect the whole body or mind of the character. The ability to make successful saving throws improves as the character increases in level. If a saving throw is made this may reduce damage or prevent the effects of a spell or attack entirely. Some spells (e.g. the Protection spells) greatly improve saving throws against different type of attacks. Save vs. Paralyzation, Poison, and Death Magic This is used whenever a character is affected by a paralyzing attack (regardless of source), poison (of any strength), or certain spells and magical items that otherwise kill the character outright (as listed in their descriptions). Save vs. Rod, Staff, or Wand As its name implies, this is used whenever a character is affected by the powers of a rod, staff, or wand, provided another save of higher priority isn’t called for. Save vs. Petrification or Polymorph This is used any time a character is turned to stone (petrified) or polymorphed by a monster, spell, or magical item (other than a wand). Save vs. Breath Weapon A character uses this save when facing monsters with breath weapons, particularly the powerful blast of a dragon. Save vs. Spell This is used whenever a character attempts to resist the effects of a magical attack, either by a spellcaster or from a magical item, provided no other type of saving throw is specified. This save can also be used to resist an attack that defies any other classification. Modifying Saving Throws Saving throws can be modified by magical items, specific rules, and special situations. These modifiers can increase or decrease the chance of a successful saving throw. Magical items like cloaks and rings of protection give bonuses to a character’s saving throw. Magical armor allows a saving throw bonus only when the save is made necessary by something physical, whether normal or magical. Specific spells and magical items have effects, both good and ill, on a character’s saving throws. Some spells force the victim to save with a penalty, which makes even the most innocuous spell quite dangerous. (Specific information can be found in the spell descriptions below.) Morale Each creature has a base morale level that affects whether it fights or runs during a battle. The only character that is unaffected by morale is the first character you create – other characters joining your party have morale dialogue and scripts. Every creature is scripted to react somewhat differently when morale breaks – and often they will break at different levels of morale, or choose different types of attack depending on what the current morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green). Morale is positively influenced by having a leader (the topmost character in the portraits) with high Charisma, by the environment that the creature is located in (e.g. kobolds and drow like being underground more than they do wide open spaces outside), by some spells (e.g. Remove Fear), and by the type of enemies that are visible (easy enemies will raise morale). Morale is negatively influenced by factors such as being attacked by powerful magic, by seeing someone in the party killed or knocked unconscious, by losing a lot of hit points, or by spotting a difficult foe. Combat Effects and Recovery Damage, wounds, and death are what can happen to a character when an opponent attacks him successfully. Damage can also occur as a result of poison, fire, falling, acid, and by trying anything even remotely dangerous in the real world. Damage from most attacks is measured in hit points (hp). Each character has a current hit point total and a maximum hit point total. Each time a character is hit, he suffers points of damage. These points are subtracted from the character’s current hit point total. When this reaches 0, the character is dead. If one of your characters suffers massive damage, he or she will be forever dead, beyond hope of resurrection. Healing and Hit Points Once a character is wounded, the player should naturally want to get him healed. Characters can heal either by natural or magical means. Natural healing is slow, but it’s available to all characters, regardless of class. Magical healing may or may not be available, depending on the presence (or absence) of spellcasters or magical devices. The only limit to the amount of damage a character can recover through healing is the maximum hit points the character has. (Note some necromantic spells can improve maximum hit points, but only for a limited period of time.) Natural Healing Characters heal naturally at a rate of several hit points per period (eight hours) of rest. Rest is defined as low activity. If a character rests in a comfortable room in an inn, he or she will recover progressively more hit points the better the room – but of course this costs more. Camping in the wilds will allow for memorization of spells, but will not allow many hit points to be regained. Resting is only possible when there are no enemies within visible range of your party – if there are, you must move away, or make them your friends (Charm, dialogue, etc.) before you can rest. Some creatures may attack your party while resting; if this happens, you will not heal or memorize spells. Magical Healing Healing spells, potions, and magical devices can speed the process of healing considerably. The specifics of such magical healing methods are described in the spell descriptions below. By using these methods, wounds close instantly and vigor is restored. The effects are immediate. Magical healing is particularly useful in the midst of combat or in preparation for a dangerous encounter. Remember, however that the characters’ opponents are just as likely to have access to magical healing as the characters – an evil high priest is likely to carry healing spells to bestow on his own followers and guards. Healing occurs to the maximum hit point total for a given character only, never beyond this. Raising the Dead Curative and healing spells have no effect on a dead character – he can only be returned to life with a Raise Dead or Resurrection spell (or a device that accomplishes one of these effects). A newly raised character will be quite weak (one hit point) and will require additional healing to be effective in combat. Paralysis A character or creature affected by paralysis becomes totally immobile for the duration of the spell’s effect. The victim can breathe, think, see, and hear, but he is unable to speak or move in any manner. Poison A character or creature that is attacked with a poisoned weapon or by a venomous creature must make a saving throw vs poison. Depending on the type of poison, this saving throw will either negate the effects of the poison or lessen them. Poisons are usually deadly within hours, so finding quick treatment is recommended.
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Appleの基調講演をniconico ch,YouTube,mixerにて同時通訳をしている 英語がわからないAppleユーザーは公式の会場中継とmacwebcasterの同時通訳を見て最新の製品に期待しよう ※macwebcasterは中継を流すことはありません中継を見ている前提で同時通訳や感想をお送りします
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Love had me searching through a menu of men Arms reaching out to every stranger I met Then you get that feeling You try to turn your back What s the use refusing the love you lack No-one knows it better than you and I Take the hunch and we can kiss our past goodbye Taste my love you don t know what you re missing Taste my love it makes you feel so good Taste my love created for the wishes of a hungry heart Nothing you can do my love s for you Pride had me hiding in the tears of my life Small wonder I never covered that tram line Then you get that feeling Pretend it s just not real What s the use refusing the chance you need No-one knows it better than you and I Take the hunch and we can kiss our past goodbye Taste my love you don t know what you re missing Taste my love it makes you feel so good Taste my love created for the wishes of a hungry heart Nothing you can do my love s for you My love s for you My love s for you My love s for you oh baby, baby Taste my love you don t know what you re missing Taste my love it makes you feel so good Taste my love created for the wishes of a hungry heart Nothing you can do my love s for you My love s for you
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Master Enslave すべての敵ユニットを支配下に置こうと試みます Master Enslave ジェム 疲労 内部ID 691 8 800 使用 水中判定 効果 効果量 戦闘 水中可 Enslave Mind 主属性 主Lv 効果発生数 射程距離 Astral 8 1 0 副属性 副Lv 効果範囲 命中補正 - 0 666 0 領域 Lv 防御判定 抵抗判定 Thaumaturgy 9 防御無視 抵抗容易 専用国家 ゲーム内説明文 The caster unleashes vast arcane powers, ripping the free will from his foes and turning them into loyal thralls. The thralls will aid the caster until they die. There is no way to break free once enslaved by this spell. 和訳 術者は膨大な神秘の力を解き放ちます。そして敵から自由な意思を奪い去り、彼らを忠実なる奴隷へと変えます。彼らが死ぬまで、奴隷は術者を援助します。この呪文に一度屈すれば、もはや自由を取り戻す術はありません。 注記 敵すべてを一度に支配しようとする、戦闘魔法随一の豪快さを誇る魔法。効果が豪快なだけあって、要求するスキルも消費するGemの多さも豪快。 抵抗容易なため、そのままだと成功率は高いとは言えないが、敵が多ければ多いほど奪う候補は増えるので、相手が大群でさえあれば準備無しに放ってもそこそこ奪えたりもする。 とはいえ、高い効果を期待するなら抵抗貫通は十分に稼いでおくべきだろう。一般的な兵士が相手なら、無理のない範囲で得た抵抗貫通ボーナスでも十分効果がある。 要求スキルを見ると神専用にも見えてくるが、戦闘魔法ということもあり、Power of the SpheresやLight of the Northern Star、Communionを利用すれば他の魔術師でも十分扱える。とくにCommunionは莫大な疲労を分散できるので、一石二鳥と言える。 効果はあくまでEnslave Mind系列に準じ、指揮官は一般兵に降格する。抵抗容易であることもあり、戦闘型指揮官や魔術師を奪う期待は持ち難いだろう。当然ながら神にも効果は無い。 また他の寝返りと同じく、敵の守備隊(Local Defence)は奪っても戦闘後に消えるので、継続的な戦力を得たければ敵の通常軍を狙う必要がある。もちろん、単に州を陥落させたいだけであれば問題なく機能してくれる。 敵が使用してくる場合、飛行兵や全体攻撃魔法で魔術師を瞬殺するのが最善。それが不可能ならMindless部隊を利用するか、魔法抵抗を最大限高めておくことになる。無策で突っ込んでも敵の兵が増える一方になってしまうので、それだけは避けるべきだろう。 魔法抵抗を重視した装備の戦闘型指揮官や魔術師であれば喰らう確率はかなり下げられる。彼らは万一寝返っても兵士降格により著しく弱体化するので、処理も容易い。敵の護衛が少なければ少数精鋭で対応すると良い。 実際に戦闘に入る前に暗殺で魔術師を始末するという手もあるが、相手が警戒していると捗らないこともある。Earth Attackなど、強力な暗殺派遣魔法が利用できればいくらか楽に対処できるだろう。 コメント 名前 コメント
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member`s profile - Master ・ SubMaster name シーアン anima クルーチカ rank Master job シャーマン introduce Eternal Chaos2代目GMを勤めております。変態とかいうけどみんな勘違いしてるよ!ちょっと幼女が好きで元素にハァハァするだけじゃないか! name テムジー anima カラメル rank SubMaster job 魔剣士 introduce サブマスとして、しーさんの右腕となってくれてます。なかなかに面倒見のよい兄貴ですよwくーさんラブ name エルシード anima イリス rank SubMaster job 学者 introduce ギルドいちクールな幼女マスター。手際のよさもピカイチですっ
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Undead Mastery すべてのアンデッドを支配下に置こうと試みます Undead Mastery ジェム 疲労 内部ID 692 7 700 使用 水中判定 効果 効果量 戦闘 水中可 Enslave Mind 主属性 主Lv 効果発生数 射程距離 Death 7 1 0 副属性 副Lv 効果範囲 命中補正 - 0 666 0 領域 Lv 防御判定 抵抗判定 Thaumaturgy 9 防御無視 抵抗容易 専用国家 ゲーム内説明文 The caster takes control over all undead beings on the entire battlefield. Powerful undead will be able to resist the spell. 和訳 術者は、戦場に居る全てのアンデッドを支配します。強力なアンデッドは、呪文に抵抗することができます。 注記 Late AgeのErmorを戦慄させる、対アンデッド版のMaster Enslave。魔法抵抗を欠く弱い兵を大量に運用する彼らにとっては、Solar Brilliance共々終盤戦の脅威になる。 対象が限定的な以外はMaster Enslaveと同じように使えるが、アンデッド、とくに低位のアンデッドは魔法抵抗が極めて乏しいため、数を頼りに押し寄せるだけの相手には素晴らしい戦果を出してくれる。 一方、霊体をはじめとする一部のアンデッドは魔法抵抗が高めなので、上手く支配するにはそれなりの準備が欲しい。各種アイテムの抵抗貫通ボーナスはこちらでも助けになるだろう。 コメント 名前 コメント
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Raycaster 概要 車体:スポーツカー 会社:WASABI 和音:レイキャスター ドア:2枚 駆動:FR 実車:Mercedes-Benz SLR McLaren、 Chevy Corvette、Dodge Viper 解説 シリーズ皆勤のライトウェイトスポーツカー。近未来的なスタイリングとガルウィングドアが特徴。 最低地上高は高いが全高は低く、全体的に薄っぺらい流線型のフォルムに大型のヘッドライトが装備されるなど、他のどの車にも似ていない独特さを持っている。 走行性能は軽快で、ライトウェイトスポーツを感じさせる加速とハンドリング性能を持ち合わせている。 本作では珍しく、ステアリングホイールの回転が再現されている。 過去作では、セインツの幹部であったDexが愛車としていた。 よく見かけるので日ごろのアシに。 特別仕様、レアカラー 非売品ホイール(ASANTI VF603タイプ) 非売品のホイール装着車。なんともいえない形(渦巻きのような、ULTORのロゴのような・・・)。 チューンされているこの車に装着されている。明らかに付けられるタイヤとは形が違うので見つけるのは安易。 TorchやVortexにも付けられている。この仕様はスリーカウントカジノ付近でよく見かける。 画像 Raycaster Raycaster、Torchに付けられる非売品ホイール(ASANTI製・VF603タイプ)
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Blightcaster [部分編集] Category Base Item Class Cabalist Type Heavy Rifle Item Level 9 Require Level 5 Damage Type Toxic Splash 13-22/1.5m Rate of fire 60 shots/min Interrupt Strength 14 Critical Chance 0% Critical Damage 0% Range 20m Damage of Poison Effect 50% Poison Attack Strength 39 Equip Cost 11 Accu, 5 Str Modification Rockets(1) Fuel(1) Battery(1) Relic(1) ※上記に画像がないときはアイテム名.jpgでアップロードしてください。 [部分編集] BlightcasterベースのUnique Item Pestilencer? Glenn s Polluting Rotfire 関連ページ Unique Cabalist Weapons
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Raycaster 概要 タイプ クーペ 乗車定員 2 ヤミ改造工場 ○ 購入 × ベース車両 Mercedes-Benz SLR McLaren. Chevy Corvette. Dodge Viper. 解説 前作から続投のスポーツカー。 前作では、元セインツ幹部のDEXが愛車としていた。 デザイン 実在しそうでしていない、独特のエクステリアが特徴。 斜め前に跳ね上げる「バタフライタイプ」と呼ばれるドアは、SLR McLarenがモデルか。 性能 耐久性は平凡だが、動力性能に優れた扱いやすい車種。 4人乗りに改造できないことが悔やまれる。 その他 スポーツタイプではPhoenixと並びポピュラーな車種。出現エリアもほぼ共通で、Project・Factories・Docks&warehouses地区を除いた各地区で入手できる。 ステアリング操作を行うと、車内のハンドルも連動して動く。 特別仕様 非売品パーツ ディープディッシュリム 本来購入できないパーツを装備している仕様。 前輪にリム3、後輪にリム4(ともに5本スポーク)を装着している。 出現エリアであればどこでも、かつ容易に入手可能。 標準リム こちらも本来購入できないパーツ。ホイールキャップ付。 上記仕様と比べ、出現率はかなり低い。 ホイール改造時、一回適当なリムを選び購入せずに戻れば、ホイールキャップのみを外すことが可能。 レア仕様 なし クリア特典 なし 画像 Raycaster 実車 Mercedes-Benz SLR McLaren.
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マスター・トゥルカン Master Tulcan 基礎情報 所属:ワイルドカード(エーテルナス・コンティニュアム&エンピュリアン&アイアンスター・アライアンス&マーチャー・ワールド) 種別:ソロ キーパー ヒーロー 能力 SPD MAT RAT DEF ARM FOC 6 4 4 4 4 5 デプロイメントコスト:1 ベースサイズ:40mm ヘルス:3 アドバンテージ パスファインダー Pathfinder ラフテレインの移動ペナルティを無視できる。 スペシャルルール アーケインアデプト Arcane Adept ターン進行の8.(サイファーカードを1枚捨て札にできる)を処理する際、サイファーカードを1枚捨て札にする代わりにこのモデルに持たせても良い。 このモデルに持たせたサイファーカードは対戦相手にも分かるようにすること。 このモデルにはサイファーカードを一度に最大3枚まで持たせることができる。 このモデルはサイファーをアクティベート中に1枚使用することができる。 このモデルに持たせたフューリーサイファーでフューリー攻撃を行う場合はこのモデルからチャネルし、RNGは15として扱いアクションダイスはこのモデルのFOCの数(5個)使用してさらにパワーダイスをこのモデルのFOCの数(5個)加える。 このモデルが使用したサイファーカードは捨て札にする。 また、このモデルがいかなる理由でも戦場から離れた場合は持たせていたサイファーカードは全て捨て札にする。 アウェイクンドスピリット Awakend Spirit このモデルにアークをチャージすることはできない。このモデルが白兵戦攻撃や射撃攻撃を行う場合はアタックロールにパワーダイスを2個加える。 武器 フォースストライク Force Strike 種類 エネルギータイプ RNG POW 白兵 フォース 2 5 クリーヴ Cleave この武器による攻撃で敵モデルを破壊した場合、即座にこの武器で追加攻撃ができる。この追加攻撃によってさらに追加攻撃を発生させることはできない。 ヌルストライク Null strikeこの武器によって攻撃がヒットしたユニット及びボイドゲートからアークを1除去する。 設定 運用 すべてのユニットを眺めてみても一際異様としか言いようのないどうかしているヒーロー・ソロ。大変個性的な見た目の…何…なにか…なんなんだろう…。 アークエッセンス・テクノロジーを生んだエンピュリアン以前から存在している種族?キーパーに属する一体だけあって、なんとアークにまつわるルールと無縁という仕様。チャージも出来ない。そしてそれが何か?とばかりにアーク無用で強力なスペシャルルールが盛り盛りである。 最大の特徴としてサイファーを持たせることでアクティベート中に使うことができる。 そしてこのモデルがフューリーサイファーを使う場合はアクションダイス5個+パワーダイス5個などとトンデモナイ事がさらっと書かれている。 一応持たせたサイファーは公開情報かつサイファーを持たせてから使うまでの間に必ず対戦相手のターンが入るので、対戦相手も何らかの対策を立てて来るだけの猶予がある。こういうあたりにPPさんの真面目さを感じるよね。 この無茶苦茶な能力は回転中のラックのコントロールに活用したりもできそう。 当たり前なんだけどもアクティベーション中にサイファーが使える、というのはつまりサイファーカードチャンスが1ターンに3回になるという意味でもある。無法だよそんなの。確定でパワーダイスが5つ乗るフューリーを移動してから撃てるのもだいぶどうかしてるってのに…。 そっか、アークなんて使ってる原始的な奴らの法(ルール)に従う理由はないですか。 その他 設定上エンピュリアンはキーパーを敵視しているが、Thousand Worlds書籍によるとマスター・トゥルカンはエンピュリアンとも交流があって抹殺の対象にはなっておらず、そのため自軍がエンピュリアンでもキーパーであるマスター・トゥルカンを編成できる。 ミニチュアがシリーズ屈指の組立難度を誇る。ベースと4本の脚を眺めて君も途方にくれよう。