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solkan

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About solkan

  1. Please explain why you're not questioning Explosive Demise working when the model is killed, but you're questioning one of the other model's abilities working when it's killed. Why do you have a double standard as far abilities working when the model is killed? You're confused because you've made up a distinction that the authors of the rules aren't using.
  2. What "ruling" are you talking about? As far as I can tell, part of the problem here is that you're killing yourself with your own words. The Head hunter markers are not "dropped" by the killed model. The Amalgamation ability: From the Characteristic rules, one of the places where the rules use the term "drop" in conjunction with "marker": Note the highlighted text concerning "dropping" markers. On page 49, the rules are consistent and also use the term "drop" in the text for Corpse and Scrap markers. From the rules for Headhunter: No marker is being "dropped" (either using the specific term drop, or using the mechanical definition embodied in the Marker rules), so Amalgamation has no interaction with the strategy. Edit: "drop" is not a synonym for "place" when used to describe an action being performed on markers. It means a specific type of placement for markers.
  3. Please see the other thread concerning the timing of headhunter.
  4. Try the simpler question: Why am I resolving Explosive Demise after/when the model has been killed? It's the same answer. The Searing Mark ability only requires that the model cause the damage. Sure, that's one way of looking at it. But you're at least partially misguided on the "the model's card is still relevant to the represented model." Remember the definition of an Ability: The model was killed. So you resolving Explosive Demise because Explosive Demise changes what happens when the model is killed. While you're resolving Explosive Demise, the model is causing damage, so Searing Mark applies because that changes what happens when the model causes damage. A model's rules don't stop applying just because the model is dead or sacrificed. As long as the model is in the game, all of its abilities still apply. You don't remove the model from the game until after it's been removed from the table and thus after resolving its death (including whatever abilities or conditions would apply).
  5. Yes, it does. It's not optional. It's mandatory because they're both abilities. When a model suffers damage due to Explosive Demise, it's being damaged by the Witchling Stalker so Searing Mark applies. If Searing Mark specified "damaged by this model's attacks" then it wouldn't apply. Otherwise the FAQ concerning killing a model using an ability would be meaningless:
  6. It's worth pointing out the FAQ has statement that it's possible to try to overlook: The easy to overlook part is "without actually leaving the engagement range". So it takes two Walk actions to leave engagement: 1. One Walk action to move to a position in engagement range but out of line of sight. This gets the models no longer engaged, but they're in engagement distance of each other. 2. A second Walk action to move out of Engagement range from the position where the models aren't engaged. If you try to do that in one Walk action, it triggers a disengaging strike. Note that the answer even emphasizes this at the end: No disengaging strike occurs unless the model is also leaving the engagement range.
  7. I can only speculate that your friend was trying to somehow make the Enrage ability work as a Condition. It's not a Condition, so the only way Enrage would end is when the timing clause becomes false. In other words, Ototo would have have to no longer have six or fewer Wd remaining.
  8. It's quite simple. You misunderstand what the FAQ is saying. The model doesn't become part of the Hungering Darkness's Crew (or have its friends and enemies change) while it's controlled by the Hungering Darkness's player. Because, once again: so see the first paragraph of the callout: In other words, temporary control of a model or its actions doesn't change which crew it belongs to.
  9. From the Terrain Traits section: As Ludvig wrote, it's expected that you define buildings to have the Enclosed trait. No "sinking through the floor" into an Enclosed building using Flight. In addition to that, there's the Engagement and Elevation call out box: So moving to a point at a different Ht qualifies as leaving engagement range if the elevation difference is great enough. And there's also the matter of the FAQ concerning Flight where the moving model has to pay the difference in Ht elevation between its starting and ending point, so that change of elevation from Ht5 to Ht3 isn't "free".
  10. That sounds like you're committing the fallacy which says that two Ht2 models standing on top of a Ht2 impassible blocking wall can't see each other because there's a Ht2 wall in the way. Two models standing on top of a wall are not standing in the wall, and they can't be because the wall the impassible. More importantly, the enclosed trait makes an explicit distinction between the models "in" the terrain and the models "on" the terrain:
  11. I'm sure some day you'll understand why people complain about the noise and traffic obstructions. And you'll understand why the various booths that have put in crowd and line management policies have those those policies.
  12. From the exhibitor rules (A.k.a "The document that you signed that says you can't!" Also the reason why no one gives out stickers at Gen Con...): Fire and safety rules are, naturally, enforced by people who have stern faces and repeat several times that enforcing the rules and removing offending items gives them no pleasure. There's a reason why the giant D&D exhibits are in the gaming hall, and not the vendor hall. Although I'm a bit terrified to think how much that costs, given what the table fees and both fees are like.
  13. Right. Now put two Ht1 models on top of your Ht1 walkway system (Ht1 blocking, hard cover) and check if they can see each other. Next, stand two Ht2 models on top of a Ht2 wall and try to determine whether they can see each other. Can you work out the part where the line of sight rules have pieces unwritten that are required to produce reasonable result? Or do you need someone to provide links to one of the several previous line of sight threads?
  14. No, all of that requires claiming that you're scoring from the act of killing the model, but from having a model in a "killed" game state. The problem with that claim is that there's no such thing. All of the references to "when a model is killed" or "when X kills a model" refer to an event. Because the state of a model when it is killed is "dead". Otherwise, you get nonsensical interpretations for abilities like Scent of Blood: "Is killed" is an event. Edit: The problem with claiming that Finish the Job and scenario scoring would go to General Timing in this condition is that you're trying to apply General Timing to a condition that isn't true (yet). In Warmachine/Hordes, the rules specify that the players have to recheck trigger conditions while evaluating events. Malifaux has no such rule specifying that conditions are rechecked. So the model with Finish the job gets killed, and you see which effects need to be resolved. The only one that is true is Finish the Job, because the model isn't near a scheme marker. So only Finish the Job gets resolved. If a living model with Finish the Job was standing next to a Scheme marker and Bette Noir was standing nearby, in that situation you would have three effects to resolve: - Scent of Blood (on Bete Noir, standing nearby) - Finish the Job (on the killed model) - The Scheme rule (a model is killed near a scheme marker) So you go to General Timing to see what order those effects evaluate in if the order matters. But if Bete Noir was 25" away from the killed model, you don't check Scent of Blood to see what happens. Because it wasn't triggered.
  15. The marker wasn't there when the model was killed, placing it during the process is too late.