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Nathan Caroland Nathan Caroland

solkan

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About solkan

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  1. Why is the Brutal Emissary so expensive?

    All I know is I really like the conversion where the cage gets replaced by a scroll with linework.
  2. The Jury's "Innocent"

    Compare it to the language in the Decapitate trigger: "After damaging, immediately kill the target unless it discards two cards or soulstones." The target's controlling player gets to choose, because the target is presented with the choice. If it was the acting model's choice, it would be phrased something like "one Condition may be removed from the target".
  3. Guarded Treasure non-Enforcers?

    Given that any single Scheme Marker "may only count towards one Scheme during the Encounter" (Rules manual, page 93, call out box on choosing scheme markers), I think I t's going to increase the number of tokens or different scheme markers a person needs, anyway, to avoid problems. And I'm not looking forward to scheme pools which have multiple scheme marker related schemes, and saying things like "No, you can't score Set Up on that scheme marker, you used it for Guarded Treasure last turn. No, really, you locked those two markers when you scored using them, and I'm sorry you gave away the scheme now."
  4. Immuto that alters range

    Going over some combinations, I think a case could be made that the target number on Elemental Strike should be lower, perhaps as low as 1 or 2 (the progression suggests 3 but that doesn't seem to be worth the two point difference, unlike Engulf removing the for two points), to compete better with Elemental Projectile when constructing combos. That puts Elemental Strike, Focus Object (TN-4) slightly ahead of Elemental Projectile, Alter Range (TN-6 to 1), and makes a better case for "Why choose Elemental Strike over Elemental Projectile?" without Elemental Strike, Location Immuto, Increase Damage, Ignore Character (aka "I nuke the room/building I'm standing in") too good compared to Elemental Projectile, Increase Damage, Location Immuto, X ("Nuke a nearby building") which increasing the damage on Elemental Strike would lead to. Disclaimer: This is presuming a Hedge Wizard, or otherwise taking care of the elemental immuto requirement.
  5. The difference is because of the possibility of overlap. You can't have one model stand on top of another model, so you never have to worry about the case where line of sight crosses two models at the same time. In that situation, it's possible to line up models to block line of sight to same sized things behind them. That's FAQ entry 32's situation. You can have a model stand on top of a marker, and then you get in to the argument "If line of sight crosses a model and a marker's base at the same time, does that count?" That, as far as I can tell, is what the entry on blocking line of sight to a marker is addressing. Not "Can you stand in front of a marker and block line of sight to it?" Just "Can you stand on top of a marker and block line of sight to it?"
  6. Broken Promises Fluff Discussion

    I'm sorry that you feel that someone who is wrong shouldn't be corrected about the historical details of the era. How do you expect people to learn and overcome misconceptions?
  7. Follow the flames upgrade

    The ability in question: If it said "other friendly Witch Hunter within ..." then there wouldn't have been any question that Sonnia (as this model) is disqualified. I think we have to accept "other", "an other", and "another" as equivalent phrases, so no chain activating Sonnia.
  8. Fatemaster characters and suits

    When a Fatemaster character attacks a Fated character, the Fated character's player flips the cards for the duel. (The Fated is flipping their defense vs. the Fatemaster character's AV+Rank.) If that attack generates a damage flip, the Fatemaster flips damage (Core Rules, page 301) and gets to choose the card if there are positive fate modifiers on the damage flip. This is a fairly big change from 1st edition, but note that 2nd edition removed the rule about the Fatemaster touching the deck. You don't to draw twist cards because the Fatemaster character hit you and the Fatemaster flipped some cards.
  9. ACE in the hole

    The value of an Ace is 1 (lower value than a 2), not higher than a king, in this game. Why are you cheating to lose? What Ace in the Hole means is once you've got an ace, every other model (other than Lynch) has a card that they can discard (and get back). If you get two aces, you no longer care about Decapitation triggers. There's probably some other uses, but cheating down isn't generally one of them.
  10. Timing guide?

    There's essentially no such thing as "simultaneous damage" in Malifaux. If you have a situation where you're applying damage to multiple models, almost always the answer is that you resolve the damage (and it's consequences, such as killing the model and exploding) before resolving the damage to the other model. It's possible that the order that the damage is applied is going to make a difference in what happens. For example, a model with one wound left caught in a blast with a model with Black Blood: What kills the 1 wound model is determined by the order the player resolving the blast chooses. Note that if a model gets killed, it is removed from the table "immediately" (with one exception), so that it potentially changes line of sight and aura effects for the rest of what you're resolving. See above.
  11. Wendigo Disengaging Strike

    What version of the action are you looking at? According to the quoted version, the ability to perform the action DOES require the target to be Ht1 or Paralyzed. There's no "if" between the two parts of the action, it's two separate sentences (two sentences that admittedly one might expect one to be dependent on the other, but ...) Agreed that you'd still need to make the target number, and that the attack wouldn't sacrifice when used as a Disengaging strike. But you'd only be able to use it against Ht1 or Paralyzed models (that are presumably being Obey'd to Walk).
  12. Sebastion, rafkin, and mcmourning.

    You determine how much damage the model will suffer before you attempt to prevent the damage or apply it. You don't apply X damage, then retroactively remove damage and add damage.
  13. Fatemaster Flips

    Have you considered that there are reasons why the player characters are called "Fated"? When was the last time you saw an action movie where the heroes were killed by random goons? If the goons use tactics and special modifiers to gain advantages, their basic goon stats haven't changed but they can still represent a challenge. You're welcome to have your opinions, as long as you're willing to acknowledge that people have valid reasons for disagreeing with you.
  14. Death related questions

    From page 301: "If this damage would reduce the target to 0 Wounds or lower, then the target suffers a Critical Effect (ref) and must check for unconsciousness (ref)." Note the important implication: A character can be reduced to negative Wounds, and can remain conscious in that state. But if an attack does enough damage to take the character's wounds to 0 or less (even if it was already 0 or less), then it causes a critical. For instance, say Bob has 4 Wounds. Sue attacks Bob with a great sword, succeeds, and flips Severe damage. That's 6 damage, putting Bob at -2. Since Bob's negative, that's a critical effect and it's a Severe critical effect because it was Severe damage, whether or not Bob passed his Unsciousness check. So Sue flips a card and adds 2 to it to see which Severe effect happens, getting a result from 2 to 16. Let's say instead that Bob had been wounded, reducing him to 1 wound. Then he gets hit for Severe damage of 8. That takes Bob to -7, and the flip for the Severe critical effect is going to be at +7. It only takes a 12 or better at that point to get Amputated, and or is going to be instantly fatal. But let's say that Bob survives, and then takes a weak damage flip of 2 points. That puts Bob at -9, so the Weak Critical is at +9. If you flip a 6 or better on that Weak Critical, you get a 15 and reflip on the Moderate chart. If you flip a 6 or better on Moderate, that gets you a 15 or better and you reflip on the Severe chart. And once you're on the Severe chart, you're flipping at +9, so you only need a 10 or better for Amputated or worse. Take away point: At a few points negative, Weak and Moderate crits start getting re flipped onto the Severe chart. And it becomes pretty easy to push Bleeding Out up to 10 from the Severe chart and kill the character that way. Especially since amputating an arm or leg is 5 points of Bleeding Out. And then it continues. But the important thing is that being at negative wounds doesn't automatically make the character unconscious. Boring peons and minions might automatically fail their Unconscious check, but Fated with a positive AV for Toughness could stay standing and die from Bleeding Out. The math exercise for the reader is working out how many points of Poison it takes to kill a 6 wound character.
  15. Immuto that alters range

    As far as I can tell, there's a lot of the magic system which is balanced using "opportunity cost". The player has chosen to get a magic gun they can use as a melee weapon (but not completely as a melee weapon), instead of all of the other things they could do. And keep in mind that an enlarged hunting knife is 2/4/5, and a 3 scrip pistol is 2/3/4. Elemental Engulf is two points harder than Elemental Projectile but doesn't have on its range (so it doesn't randomize, and doesn't suffer cover), but that opens up a different immuto slot. Summon Gamin with the choice of two or three elemental immuto would have a lot more utility while still being able to cause damage. And then there's mind control... Anyway, don't forget the downsides for magic use, such as weakness to Counter Spell and attracting Witch Hunters. Every damned fool that picks up a spell book seems to think that the law and the Guild no longer matter.
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