Quels changement sur triumph ? Y a des changements sur quoi d'autre ?
TRIUMPH 1FA: C
SPD STR MAT RAT DEF ARM CMD 5 11 7 7 12 18 —
Point Cost: 18
Base Size: Large Base
Construct
Bond [Siege] - If this model begins the game in Siege’s battlegroup, it is bonded to him. This model is not considered to be
bonded while under your opponent's control. While this model is bonded to Siege and in his control range, it gains boosted
ranged attack rolls.
Dual Attack - This model can make melee and ranged attacks in the same activation. When this model makes its initial melee
attacks or a power attack, it can also make its initial ranged attacks. This model can make ranged attacks even while in melee.
Rapid Fire - This model can make one basic ranged attack during your Maintenance Phase.
Shield Guard - Once per round, when a friendly model is directly hit by a non-spray ranged attack during your opponent’s turn
while within 3˝ of this model, you can choose to have this model directly hit instead. This model is automatically hit and suffers all
damage and effects. This model cannot use Shield Guard while it is incorporeal, knocked down, or stationary.
True Sight - This model ignores cloud effects when determining LOS. This model also ignores Stealth XICONX.
WEAPONS [TRIUMPH 1]
Heavy Barrel [1x] (Left) gun icon RNG: 16 ROF: 1 AOE: - POW: 15 Damage Type: Magical
Assault Shield [1x] (Right) sword icon RNG: 1 POW: 3 P+S: 14 Shield
ROCKET TURRETBase Size: Medium Base
SPD STR MAT RAT DEF ARM CMD 0 6 0 6 5 18 0
Damage: 5
Construct
Circular Vision - Models never gain a back strike bonus against this model.
Companion [Colonel Brisbane] - This model is included in any army that includes Colonel Brisbane. If Brisbane is destroyed or
removed from play, remove this model from play. This model is part of Brisbane’s battlegroup.
Created - This model does not begin the game in play.
Pack It Up - If this model is in play during your Maintenance Phase you can remove it from play.
Sentry Fire - Once per turn, when an enemy model advances into and ends its movement within 8˝, this model can immediately
make one basic ranged attack targeting that model.
Turret - This model can only advance to change its facing. This model cannot become knocked down or be pushed and is
automatically hit by melee attacks.
WEAPONS [ROCKET TURRET]
Rocket [1x] (None) gun icon RNG: 12 ROF: 1 AOE: 4 POW: 14
High-Explosive - Blast damage caused by this weapon is POW 10.
PATROL DOGFA: 1
SPD STR MAT RAT DEF ARM CMD 6 4 5 0 14 13 5
Point Cost: 2
Base Size: Small
Advance Deployment
Pathfinder
Tough
Annoyance - Living enemy models within 1˝ of this model suffer –1 to attack rolls.
Dodge - This model can advance up to 2˝ immediately after an enemy attack that missed it is resolved unless it was missed
while advancing. It cannot be targeted by free strikes during this movement.
Foxhole Buddy - While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does
not block LOS.
Leadership [Trenchers] - While in this model’s command range, friendly Trenchers models gain Dodge.
Noisy - Enemy models lose Stealth XICONX while within 8" of this model. When an enemy model makes an attack targeting a
friendly model within 8" of this model, the enemy model never gains a back strike bonus. This model loses Noisy while out of
formation.
WEAPONS [DOG]
Bite [1x] (None) sword icon RNG: 0.5 POW: 3P+S: 7
Critical Knockdown - On a critical hit, the model hit becomes knocked down.
Trencher Express Team – Weapon Crew Unit
SPOTTERGUNNER
SPD STR MAT RAT DEF ARM CMD 6 6 6 6 13 13 5 FA: 2
SPD STR MAT RAT DEF ARM CMD 6 7 6 5 13 15 5
Point Cost: Spotter & Gunner: 5
Base Size: Spotter: Small, Gunner: Medium
Damage: Gunner: 5
SPOTTER
Officer
Tough
Cautious Advance (Order) - Each affected model must make a full advance as its Normal Movement and perform the Dig In
special action, then can make a normal ranged attack as its Combat Action.
Dig In (★Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in
until it moves, is placed, or is engaged. It can begin the game dug in.
WEAPONS [SPOTTER]
Carbine [1x] (None) gun icon RNG: 10 ROF: 1 AOE: - POW: 10
Trench Knife [1x] (None) sword icon RNG: 0.5 POW: 3 P+S: 9
GUNNER
Tough
Dig In (★Action) - see above
Trollkin - This model is a Trollkin model.
WEAPONS [GUNNER]
Raevhan Express Gun [1x] (None) gun icon RNG: 14 ROF: 1 AOE: - POW: 14
Range Finder - While B2B with the Spotter in this unit, this model gains boosted attack rolls with this weapon.
Thunderbolt - Enemy models hit are pushed d3˝ directly away from the attacking model. On a critical hit, the enemy model
becomes knocked down after being pushed.
Trench Knife [1x] (None) sword icon RNG: 0.5 POW: 3 P+S: 10
TRENCHER COMMANDO OFFICERFA: 2
SPD STR MAT RAT DEF ARM CMD 6 6 8 7 13 13 9
Point Cost: 5
Base Size: Small Base
Damage: 5
Attachment [Trencher Commandos] - This attachment can be added to a Trencher Commando unit.
Advance Deployment
Officer
Pathfinder
Stealth
Tough
Anatomical Precision - When this model’s melee damage roll fails to exceed the ARM of the living model hit, that model suffers
1 damage point. A model disabled by a melee attack made by this model cannot make a Tough roll.
Granted: Reposition [3˝] - While this model is in formation, models in its unit gain Reposition [3˝]. (At the end of an activation in
which it did not run or fail a charge, a model with Reposition [3˝] can advance up to 3˝, then its activation ends.)
Mission Objective - Once per game at any time during its unit’s activation, this model can use Mission Objective. When this
model does so, choose an enemy model/unit in this model’s LOS. This activation, models in this unit gains +2 to attack and
damage rolls against the chosen model/unit.
Tactics: Quick Work - Models in this unit gain Quick Work. (When a model with Quick Work destroys one or more enemy
models with a melee attack during its Combat Action, immediately after the attack is resolved the model with Quick Work can
make one basic ranged attack.)
WEAPONS [OFFICER]
Grenade [1x] (None) gun icon RNG: 6 ROF: 1 AOE: 3 POW: 12
Cumbersome - This model cannot attack with this weapon and with another weapon on the same activation.
Carbine [1x] (None) gun icon RNG: 10 ROF: 1 AOE: - POW: 10
Trench Knife [1x] (None) sword icon RNG: 0.5 POW: 3 P+S: 9
avez vous un lien où trouver ces infos ? Je n'ai pas trouvé, merciIl faut s'inscrire sur le CID (https://cid.privateerpress.com/) de Privateer Press. ;)
C'était la minute ouin-ouin d'un joueur Orboros qui en a marre des gunlines. Merci de l'avoir lue. Vous pouvez désormais l'ignorer et retourner à vos activités normales, comme la chasse à la Bête du Gévaudan à coup de Hunter sous True Sight de Kara Sloan.Je te rassure elle fait du mal dans toutes les factions cette Kara Sloan!
C'est du n'importe quoi Triumph. "Salut, je tire à 16" POW 15, j'ignore Stealth et comme j'ai RAT 7 et tir auto-boosté avec Papy, bah la DEF 14 de ton Warpwolf, je m'en tape et boum j'ai deux tirs par tours, kthxbye."
Sérieux, ils n'ont que ça à faire chez PP de booster encore les tirs/gunlines ?
C'est du n'importe quoi Triumph. "Salut, je tire à 16" POW 15, j'ignore Stealth et comme j'ai RAT 7 et tir auto-boosté avec Papy, bah la DEF 14 de ton Warpwolf, je m'en tape et boum j'ai deux tirs par tours, kthxbye."
Sérieux, ils n'ont que ça à faire chez PP de booster encore les tirs/gunlines ?
C'était la minute ouin-ouin d'un joueur Orboros qui en a marre des gunlines. Merci de l'avoir lue. Vous pouvez désormais l'ignorer et retourner à vos activités normales, comme la chasse à la Bête du Gévaudan à coup de Hunter sous True Sight de Kara Sloan.
Le truc que je trouve un peu pèté c'est les trenchers long gunners qui sont juste immunisés au tir pendant un tour (il suffit de leur tirer dessus avec ses propres AOE ...)
Ca me dérangerait moins si c'était enemy ranged AOE attack ...
Trencher Mechaniks – Cygnar Unit
LEADER & GRUNTSFA: 3
SPD STR MAT RAT DEF ARM CMD 6 6 6 6 13 13 6
Point Cost: Leader & 2 Grunts: 5
Base Size: Small Base
Tough
Dig In (★Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in
until it moves, is placed, or is engaged. It can begin the game dug in.
Repair [d3] (★Action) - RNG B2B. Target friendly Faction construct model. If the model is in range, remove d3 damage points
from it.
WEAPONS [LEADER & GRUNTS]
Carbine [1x] (None) gun icon RNG: 10 ROF: 1 AOE: - POW: 10
Monkey Wrench [1x] (None) sword icon RNG: 0.5 POW: 2 P+S: 8
Trencher Long Gunners – Cygnar Unit
LEADER & GRUNTSFA: 2
SPD STR MAT RAT DEF ARM CMD 6 6 6 6 13 13 8
Point Cost: Leader & 5 Grunts: 11
Leader & 9 Grunts: 18
Base Size: Small Base
Combined Ranged Attack
Tough
Dual Shot - If this model uses its Normal Movement to aim, it can make one additional ranged attack this activation.
Practiced Maneuvers - Each model in this unit can ignore other models in this unit when determining LOS and can advance
through them if it has enough movement to move completely past them.
WEAPONS [LEADER & GRUNTS]
Repeating Long Gun [1x] (None) gun icon RNG: 14 ROF: 1 AOE: - POW: 10
Trench Knife [1x] (None) sword icon RNG: 0.5 POW: 3 P+S: 9
Trencher Warcaster Lieutenant – Cygnar Solo
LIEUTENANTFA: 1
SPD STR MAT RAT DEF ARM CMD FOC 6 6 6 6 14 14 7 4
Point Cost: 4
Base Size: Small Base
Damage: 5
Tough
Battlegroup Controller - This model is not a warcaster but has the following warcaster special rules: Battlegroup Commander,
Focus Manipulation, Power Field, and Spellcaster. This model must have at least one warjack in its battlegroup at the start of the
game.
Dig In (★Action) - This model gains cover, does not suffer blast damage, and does not block LOS. The model remains dug in
until it moves, is placed, or is engaged. It can begin the game dug in.
WEAPONS [LIEUTENANT]
Carbine [1x] (None) gun icon RNG: 10 ROF: 1 AOE: - POW: 10
Mechanikal Trench Blade [1x] (None) sword icon RNG: 0.5 POW: 5 P+S: 11
Damage Type: Magical
Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
SPELLS Cost RNG AOE POW DUR OFF Fire Group 2 Self Ctrl – Turn No While models in the spellcaster's battlegroup are in its control range, their ranged weapons gain +2 RNG. Fire Group lasts for one turn. Rift 3 8 4 13 RND Yes The AOE is rough terrain and remains in play for one round.
Commander Anson Hitch – Cygnar Trencher Solo
HITCH1FA: C
SPD STR MAT RAT DEF ARM CMD 6 6 7 6 13 13 10
Point Cost: 4
Base Size: Small
Damage: 5
HITCH 1
’Jack Marshal
Tough
Battle Plan - This model can use one of the following plans at any time during its activation. A friendly Faction model/unit can be
affected by only one plan each turn.
•Fire & Displace - RNG CMD. Target friendly Faction Trencher model/unit. If the model/unit is in range, it gains
Reposition [2˝]. Fire & Displace lasts for one turn. (At the end of an activation in which it did not run or fail a charge, a model with
Reposition [2˝] can advance up to 2˝, then its activation ends.)
•Target Priority - RNG CMD. Target friendly Faction Trencher unit. If the unit is in range, it gains Combined Arms.
Target Priority lasts for one turn. (When a model with Combined Arms misses an attack roll for a combined ranged attack, it can
reroll that attack roll. Each attack roll can be rerolled only once as a result of Combined Arms.)
•Tenacity - RNG 5. Target friendly Trencher model/unit. If the model/unit is in range, it gains Feign Death. (A model with
Feign Death cannot be targeted by ranged or magic attacks while knocked down.)
Foxhole Buddy - While B2B with a friendly model that is dug in, this model gains cover, does not suffer blast damage, and does
not block LOS.
Tactician [Trencher] - While in this model’s command range, friendly Trencher models can ignore other friendly Trencher
models when determining LOS. Friendly Trencher models can advance through other friendly Trencher models in this model’s
command range if they have enough movement to move completely past them.
WEAPONS [HITCH 1]
Heavy Pistol [1x] (None) gun icon RNG: 8 ROF: AOE: POW: 12
Sabre [1x] (None) sword icon RNG: 1 POW: 4 P+S: 10
Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
Trencher Long Gunner Officer – Cygnar Command Attachment
OFFICERFA: 2
SPD STR MAT RAT DEF ARM CMD 6 6 7 7 13 13 9
Point Cost: 4
Base Size: Small Base
Damage: 5
Attachment [Trencher Long Gunner] - This attachment can be added to a Trencher Long Gunner unit.
Combined Ranged Attack
Officer
Tough
Dual Shot - If this model uses its Normal Movement to aim, it can make one additional ranged attack this activation.
Duck and Cover - This model can use Duck and Cover once per game at any time during its unit’s activation. For one round,
while in formation models in this unit gain Hit the Deck!. (A model with Hit the Deck! cannot be hit by AOEs. If it would be hit by
an AOE, it instead becomes knocked down. While a model with Hit the Deck! is knocked down, ranged attacks targeting it
automatically miss.)
Granted: Precision Fire - While this model is in formation, models in its unit can reroll damage rolls. Each roll can be rerolled
only once as a result of Precision Fire.
Tactics: Marksman - When a model in this unit damages a warjack or warbeast with a ranged attack, choose which column or
branch suffers damage.
WEAPONS [OFFICER]
Repeating Long Gun [1x] (None) gun icon RNG: 14 ROF: 1 AOE: - POW: 10
Trench Knife [1x] (None) sword icon RNG: 0.5 POW: 3 P+S: 9
POURQUOI ILS ONT DROIT AUX TROLLKINS CES SALAUDS ?????Juste retour des choses ! :P
C'est moi ou le chien Cygnar est 10 fois mieux que le chien Khador, et ça pour 1 point de moins ?
Moi qui ne pensait plus rien acheter .....
Les long gunners classiques ne vont juste plus jamais voir les tables de jeu :D
https://conflictchamber.com/#c1201b_-0Fid9g9gicamieie9_iha09U9Vikil
Cygnar Army - 74 / 75 points
[Theme] Gravediggers (CID)
!!! Your army contains CID entries.
!!! You are using a pre-release theme.
(Brisbane 2) Colonel Markus "Siege" Brisbane (CID) [+28]
- Grenadier [9]
- Grenadier [9]
- Triumph (CID) [18]
Captain Maxwell Finn [0(6)]
Trench Buster (CID) [0(5)]
Trench Buster (CID) [0(5)]
Trencher Commandos (max) [16]
- Trencher Commando Officer (CID) [5]
- Trencher Commando Scattergunner (1) [2]
Trencher Infantry (max) [16]
- Trencher Infantry Officer & Sniper [5]
Trencher Long Gunners (CID) (max) [18]
- Trencher Long Gunner Officer (CID) [4]
Il manque 4 points; je sais pas quoi mettre ::)
Cygnar Army - 75 / 75 points
[Theme] Gravediggers (CID)
!!! Your army contains CID entries.
!!! You are using a pre-release theme.
(Stryker 3) Lord General Coleman Stryker [+28]
- Centurion [17]
- Ol' Rowdy [18]
Captain Maxwell Finn [0(6)]
Commander Anson Hitch (CID) [4]
Patrol Dog (CID) [2]
Trench Buster (CID) [0(5)]
Trencher Express Team (CID) [0(5)]
Trencher Commandos (max) [15]
- Trencher Commando Officer (CID) [5]
- Trencher Commando Scattergunner (3) [6]
Trencher Long Gunners (CID) (max) [18]
- Trencher Long Gunner Officer (CID) [4]
Trencher Blockhouse (CID) [14]
Dites les Trenchers c'est un peu les Kommandos de Khador ? Les figurines sont juste...inutiles... Même les grenades elles ne font pas rêver... brutal dommage pow 10 wow..
Captain Jeremiah Kraye is now included in this CID. His dev talk is currently running and will remain active until Monday 6/12.
Hunter: Advance Deployment was removed from the hunter. Many theme lists and casters were able to fire into opposing deployment zones on the top of turn one using this rule on the Hunter. This is not a style of play we wish to encourage. Its removal opens up the design space for models like the Trencher Warcaster Lieutenant.
Trencher Cannon Crew: The Cannon Crew had a very hard time moving up the field fast enough to have relevant ranges to the enemy army on crucial turns in the game. It was also very hard to justify the rule ‘Dig In’ being on the model as it really wanted to be making attacks after moving up into range. We hope the addition of Advance Deployment will help mitigate both of these problems.
Colonel Markus ‘Siege’ Brisbane: Rift was replaced with Ground Zero. This spell should be more relevant with how we would like Siege2 to be played, while also have a very flavorful feel.
Patrol Dog: Noisy has been changed to a *Action. For two points the Patrol Dog brought extreme utility to the table. Instead of increasing its cost we felt reducing its effectiveness would be a more compelling option.
Trencher Express Team: Based on feedback from both battle reports and form submissions the Express Team needed a little more specialization. Grievous Wounds fits into its design intent and adds a utility ability that is uncommon in the faction of Cygnar.
Trencher Long Gunners: The removal of Practiced Maneuvers helps further differentiate this unit from standard Long Gunners.
Trencher Long Gunner Officer: Hit the Deck was being abused with Hitch’s ability to grant Feign Death. Go to Ground should be a reasonable replacement with less abuse.
Commander Anson Hitch: Fire and Displace was still allowing for could walls to be built in rather creative ways. We have replaced it with Press the Advantage for a similar effect with no chance of cloud-wall abuse.
Trencher Blockhouse: Updated to have Military Rifles. This was an excellent suggestion from the CID forums. We are still keeping a close eye on this model. Please make sure to focus feedback on the value of the Trenches placed by the Block House.
Sur le papier j'aime de plus en plus Siege 2, par contre laisser le Hunter à 11 points sans déploiement avancé c'est un peu triste.Ca vient, une nouvelle version devrait être postée prochainement.
Je n'ai pas vu la différence de Kraye...
En gros Kraye gagne 1 point d'armure, steady, maintenant le feat donne flare et beacon aux armes de ses models (mêlée et range) et la spell list c'est :Iron horse donne pathfinder maintenant
Admonition
Countermeasure
Strangelhold
Jump start
Et une nouvelle version de full tilt qui donne +3 mouvement aux warjacks pour le tour
Le reste c'est pareil iron horse et tout
Captain Jeremiah Kraye (CID 1.1) Cygnar Warcaster
KRAYE 1FA: C
SPD STR MAT RAT DEF ARM CMD FOC 8 6 6 7 15 16 8 6
Warjack Points: +28
Base Size: Large Base
Damage: 18
Feat: Light ‘Em Up
While in Kraye’s control range, the ranged and melee weapons of friendly Faction models gain Beacon and Flare. Light ‘Em Up
lasts for one turn. (Friendly Faction models can charge or make a slam power attack against an enemy model hit by a weapon
with Beacon without being forced or spending focus. A friendly Faction model charging an enemy model hit by a weapon with
Beacon gains +2˝ movement. Beacon lasts for one turn.) (Models hit by a weapon with Flare lose Stealth XICONX and suffer –2
DEF for one turn.)
Cavalry
Parry
Pathfinder
Iron Horse - Light and heavy warjacks in this model’s battlegroup gain Cavalry XICONX, Pathfinder XICONX, and Reposition
[5˝]. When an affected warjack makes an impact attack, that attack has a base POW equal to its STR. The melee range of impact
attacks is 0.5˝. Affected warjacks do not gain Mount attacks from Iron Horse.
Reposition [5˝] - At the end of an activation in which it did not run or fail a charge, this model can advance up to 5˝, then its
activation ends.
Steady - This model cannot become knocked down.
WEAPONS [KRAYE 1]
Radcliffe Carbine [1x] (None) gun icon RNG: 13 ROF: 2 AOE: - POW: 11
Bitter End [1x] (None) sword icon RNG: 1 POW: 7 P+S: 13
Damage Type: Magical
Brutal Charge - This model gains +2 to charge attack damage rolls with this weapon.
Mount [1x] (None) mount icon RNG: 0.5 POW: 10
SPELLS Cost RNG AOE POW DUR OFF Admonition 2 6 – – UP No When an enemy model advances and ends its movement within 6˝ of target model in the spellcaster’s battlegroup, the affected
model can immediately advance up to 3˝, then Admonition expires. The affected model cannot be targeted by free strikes during
this movement.Countermeasure 2 6 – – UP No While within 5˝ of target friendly Faction model/unit, enemy models cannot make ranged attacks. Full Tilt 2 Self Ctrl – Turn No Warjacks in the spellcaster’s battlegroup currently in its control range gain +3˝ movement for one turn. Jumpstart 1 Self Ctrl – – No Models in the spellcaster’s battlegroup that are currently in its control range stand up and are no longer stationary. Affected
models can turn to face any direction. Models that were knocked down this turn are not affected by Jumpstart.Stranglehold 2 10 – 11 * Yes A model damaged by Stranglehold forfeits either its Normal Movement or its Combat Action during its next activation, as its
controller chooses.
Full Tilt 2 Self Ctrl – Turn No Warjacks in the spellcaster’s battlegroup currently in its control range gain +3˝ movement for one turn.
Cette version de Iron horse donne pathfinder à tout son bg... Je trouve ça ultra fort. Si ça reste, Kraye heavy métal va devenir populaire!
Il compte (5 + 3) * 2 alors que c'est 5 * 2 + 3.
C'est +2" de mouvement, pas +2 SPD.
En toute franchise, je suis dépité.
Dépité de voir que, peut importe ce que j'essaye de builder avec mon armée, PP donnera de toute façon plus aux autres factions.
Désolé pour ce coup de gueule mais c'est fatiguant de se sentir toujours en dessous ...
Désolé pour ce coup de gueule mais c'est fatiguant de se sentir toujours en dessous ...Je te rejoins. Certains trucs semblent tellement du n'importe quoi sur le papier qu'on a forcément des impressions super négatives. On peut se consoler en voyant que le Hunter a perdu Advance Deployment.
En toute franchise, je suis dépité.
Dépité de voir que, peut importe ce que j'essaye de builder avec mon armée, PP donnera de toute façon plus aux autres factions.
Dépité de voir que le sort de certain caster c'est le feat d'autres.
Dépité de me casser la tête pour trouver des listes pour pouvoir ne serait ce que tenir le coup dans ce métagame.
Dépité d'être fou de joie devant des nouveautés que les autres factions considéreraient comme "de la merde".
J'en veux pas aux joueurs cygnar, on leur donne des trucs complètement fumé, c'est normal qu'ils se ruent dessus.
Mais quand on sait que des casters comme Caine3 ou Brisbane2 sont considérés comme moyens/pourris, alors que dans ta faction tu serais fou de joie de l'avoir.
Désolé pour ce coup de gueule mais c'est fatiguant de se sentir toujours en dessous ...
Je suis désolé, mais un spell aussi fort que full tilt, alors que pour certaines factions c'est un feat, faut comprendre que les joueurs de cette faction trouve ça injuste, CID ou pas ...
En toute franchise, je suis dépité.
Dépité de voir que, peut importe ce que j'essaye de builder avec mon armée, PP donnera de toute façon plus aux autres factions.
Dépité de voir que le sort de certain caster c'est le feat d'autres.
Dépité de me casser la tête pour trouver des listes pour pouvoir ne serait ce que tenir le coup dans ce métagame.
Dépité d'être fou de joie devant des nouveautés que les autres factions considéreraient comme "de la merde".
J'en veux pas aux joueurs cygnar, on leur donne des trucs complètement fumé, c'est normal qu'ils se ruent dessus.
Mais quand on sait que des casters comme Caine3 ou Brisbane2 sont considérés comme moyens/pourris, alors que dans ta faction tu serais fou de joie de l'avoir.
Désolé pour ce coup de gueule mais c'est fatiguant de se sentir toujours en dessous ...
Extended control range sur le minuteman ça serait excellent. Ça réglerai son problème de l'envoyer au loin et de ne plus pouvoir rien faire avec.
quite à virer son Jump