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pdf https://cdn.1j1ju.com/medias/23/ac/c1-neuroshima-hex-3-0-regle.pdf
Neuroshima HEX est un jeu d’affrontement tactique mettant en scène des armées engagées dans un combat sans fin. Il est basé sur le jeu de rôle Neuroshima RPG publié par Portal Games en 2003. Le monde de Neuroshima est un univers post-apocalyptique dévasté par une guerre sans merci entre les Humains et les Machines.
3,75 Mo - En Français 5,76 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/4a/3b/52-neuroshima-hex-babel13-rulebook.pdf
Babel 13, an outpost of New York... day after day it loses contact with its command. Its defenders must face enemies that they haven’t met before: the power of mutated Nature - Neojungle. The new battle starts, in which the stakes are survival. A team of trained soldiers has been sent from New York to help the base’s garrison, but will they succeed in time?
1,07 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/7d/90/b8-neuroshima-hex-duel-rulebook.pdf
Neuroshima HEX is a game of tactics, where armies wage continuous battles against each other. It is based on a roleplaying game called Neuroshima RPG published by Portal in 2001. While being familiar with the RPG is not necessary, the players will find it easier to identify with their armies if they have read or played the game.
11,01 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/99/66/6e-neuroshima-hex-mephisto-rulebook.pdf
Anomalies originating from radioactive bomb craters gave birth to monstrosities of which even pre-war scientists hadn’t dreamed. Mephisto is a giant maggot, a unique synthesis of flesh and steel, which can even threaten well-armed expeditionary forces. Contaminated craters seem tempting as a shortcut or a reservoir of valuable resources.
458,03 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/6b/ee/ab-neuroshima-hex-mississippi-rulebook.pdf
In 2050 Mississippi is a gigantic toxic sewer draining directly from the interior of Moloch territory. The river and the lands in its vicinity are hidden in poisonous fumes and is known as the Belt of Death or seedbed of mutants. Only a few can survive here and for those rare individuals who live here, the deadly toxins in the air and water are every-day reality.
906,45 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/c8/71/b9-neuroshima-hex-neojungle-rulebook.pdf
A Module must be directly linked to some unit in the Motherland (not only to adjacent to a unit in the Motherland) to affect the Motherland. Enemy tiles affecting Modules of the Motherland (for example which cancel the effect of a Module) must directly affect the Module - not just any unit in the Motherland - in order to affect the target Module.
610,09 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/b6/9b/9c-neuroshima-hex-new-york-rulebook.pdf
New York didn’t collapse. Destroyed by atomic bombs, transformed into a fortress among the ruins, it still fights in the defense of the ideals of Free America. So far it has become a capital of the small state of the same name and has start a crusade to restore the human world. At the same time it has usurped the role of guiding the nation, and removed their opponents wherever they can.
753,96 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/0a/38/97-neuroshima-hex-sharrash-rulebook.pdf
The Sharrash are a mysterious and well-organized community of mutant rats endowed with inhuman intelligence. They inhabit the underground tunnels and canals of destroyed cities, along with their degenerate human and mutant slaves. Fiercely xenophobic, they will defend their nests from any strangers, and their fighters will not hesitate to sacrifice themselves for the pack.
1,29 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/8f/e7/ff-neuroshima-hex-smart-rulebook.pdf
Smart is a part of Moloch, which has reached the southern part of the continent, where following fights with humans it was cut off from its origin, and found sanctuary deep inside the Neojungle. It resembles Moloch less and less with every passing day. Smart has completely disregarded directives.
1,26 Mo - En Anglaispdf https://cdn.1j1ju.com/medias/97/46/f2-neuroshima-hex-steel-police-rulebook.pdf
Steel Police is a wandering brigade of law and order fanatics, clad in pre-war, experimental power armor. Chemicals exuding from by the armor and cybernetic enhancements increase the organism’s abilities at the expense of the psyche – Steel Police officers will automatically respond to anything the program identifies as threat or crime. They appear out of nowhere and pacify the area amid the roar...
527,40 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/1a/f0/15-neuroshima-hex-the-dancer-rulebook.pdf
The Moloch attack on Outpost’s laboratories had unforeseen consequences: the damage to the facility set three strange creatures free. They are the product of a secret genetic research project, code name “Dancer”. Now, half-mad and with no control over their instincts, the creatures begin their fight for survival in the post-apocalyptic wasteland.
552,92 Ko - En Anglaispdf https://cdn.1j1ju.com/medias/b7/4d/68-neuroshima-hex-vegas-rulebook.pdf
Vegas felt the effects of the war to a lesser extent than the majority of US cities and is one of a few surviving civilisation centres, where you can live a higher life standard than in most parts of the ruined continent. Vegas has also become villains’ Mecca, a place where they caught the scent of money making possibilities.
1,48 Mo - En Anglais