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Masque

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Everything posted by Masque

  1. I have read, and re-read, and re-re-read the Firing into Melee section on page 44 of the Rules Manual. Am I correct that if I have a model shoot at an enemy who is within their melee range of another enemy the shot will be randomized? Or does this rule only apply if someone is actually engaged in melee? It is not super clear. The first paragraph is entirely fluff. The second paragraph has no requirement that anyone actually be engaged with an enemy.
  2. Since those threads the rules for Bury have changed. The Rules Manual makes no stipulation that only the effect that Buries a model can unBury that model.
  3. I'm going to be playing my first games both with and against Bete soon since a friend and I have both recently hired her on. I'm a little unclear on a few of her rules so I'm looking for some help. 1. Can she use Drawn To Death to escape from a Pine Box or Disappearing Act? 2. Feed on Death is worded insanely. As written it seems Feed on Death itself goes away at the Start Closing Phase if Bete happens to be in play and thus she'll never gain Fast again. As long as she keeps getting Buried before the Start Closing Phase though she keeps the ability and can keep gaining Fast. 3. If a Living model is Killed and Bete uses Drawn to Death to enter play does she immediately gain Fast from Feed on Death? 4. If Bete has one of her Depraved Tactics and is then Buried she will still have it if she is Drawn to Death next turn. Can she then gain another Depraved Tactic or will this only change which she has active? 5. One with the Night allows Bete to be Drawn to Death next turn but nothing about it seems to prevent her from being Drawn to Death this turn. Is there supposed to be a limitation here rather than an allowance?
  4. This is how I've understood it to work. Things like Linked In, Alpha, and Family Tree basically interrupt the Simultaneous Activation chain. The problem is that this seems a bit inconsistent with how I understand Simultaneous Activation itself to function. In threads like this one http://wyrd-games.net/forum/showthread.php?t=20931&highlight=Companion+Start+Activation , it is implied that all the models that are activating get any 'start of activation' effects then they act one at a time. If this is true, shouldn't they also all end at the same time after they have all acted?
  5. So a Reactivated model may never be Linked In? Even if the opponent has activated a model after the model activated and gained Reactivate but before Ramos activates and tries to Linked In?
  6. I don't see that stipulation anywhere in the rule for Reactivate. Let's make the situation a little simpler: 1A Activate Steamborg 1B Opponent actvates a model 2A Activate Brass Arachnid to Stoke Steamborg 2B Opponent actvates a model 3A Activate Ramos to Linked In Steamborg Shouldn't the Steamborg go before the opponent?
  7. Is this a change per the Rules Manual? It is contradictory to this ruling: http://wyrd-games.net/forum/showpost.php?p=140072&postcount=9
  8. The important rule here belongs to Killjoy, check him out.
  9. I know it's defined in the Rules Manual and I know there have been several post Rules Manual threads clarifying several points of the Spirit rule but I'm still a little unsure of a few things. Is there any chance of getting a complete rewrite of the rule all in one thread? If so, here are some things that need to be addressed in addition to the wording in the Rules Manual: 1. Stopping on Impassable terrain is allowed but stopping inside Impassable terrain is not. 2. Spirits ignore Severe terrain. 3. Spirits ignore Hazardous terrain. (assuming they do) 4. Other models may move through Spirits. (assuming they can) 5. Inflicting damage comes before suffering damage so things like Critical Strike are added before halving damage. (In the Rules Manual these seem like the same step so division would come before addition.) A couple of side questions came to mind while writing that list: If a Spirit has Flight can it stop in Impassable terrain or not? Spirit says it can but Flight says it can't and can't usually wins in these cases but that seems odd here. If a Spirit has Armor, incoming damage is halved then subtracted from since those both apply during suffer damage, right?
  10. I appreciate all the clarification. While I accept that this is how things work I think it a bit strange that Reactivate isn't allowed to carry over to future turns in the same way as Paralyze, Fast, and Slow since it is a very similar effect.
  11. Thank you very much for answering. Just to be clear, it ends at the start of the model's second activation or at the Resolve Effects step, whichever comes first? Also, Reactivate after a second activation is merely a Paralyze shield. Correct?
  12. Are we sure that is what is happening? Can I at least get confirmation from a Rules Marshall that you guys are thinking about the answer instead of just ignoring this thread?
  13. If a model with Fast on it's card gains Slow when does it regain Fast?
  14. Fast works during your "current or next activation" according to the Rules Manual, so no, you can't wait.
  15. I noticed that several Rules Marshalls posted to various rules threads earlier today. Can we get some attention here too?
  16. Nothing about the Reactivate rule says you can't gain it more than once during a turn. You just can't actually use its (normal) benefit more than once during a turn. I'd really like to get an actual answer to my original question, preferably from a Rules Marshall or someone with a rules quote or link to a previous forum post. Please don't tell me again that you can't activate a model more than twice in a turn, I know this, it was never in question or dispute.
  17. Wow, thanks for giant unhelpful text. I do not disagree with this statement in any way. Did you actually read my posts? Here's another example of why it's important when it goes away. Let's say a model gains Reactivate and then activates twice during a turn. Then the model gets Paralyzed. If it still had Reactivate until the Resolve Effects step then Paralyze would be cancelled. If Reactivate went away at the beginning or end of the model's second activation then it would be Paralyzed and miss it's activation next turn.
  18. That is beside the point. For example, if it lasts until the end of the model's second activation in a turn then if you give a model Reactivate, activate it twice, then give it Reactivate again it would still have Reactivate next turn. Depending on when it goes away affects quite a few situations I can think of so I want to know the answer to my original question.
  19. If a model gains Reactivate when does Reactivate go away? I can see three possibilities: 1. At the start of the model's second activation during a turn. 2. At the end of the model's second activation during a turn. 3. During the Resolve Effects step as normal for gained abilities. All of these can lead to different situations where multiple Reactivations or other abilities are involved so it would be helpful to know which is correct (or if something else is correct).
  20. I recently came across this thread... http://wyrd-games.net/forum/showthread.php?t=9515 ...and I was wondering about the deck shown in that video. Was it ever made available in any way? What about the cards on pages 44 and 47 of Wyrd Chronicles #2? Any chance of .pdfs or other files of those decks being made available so that enterprising people can print them themselves?
  21. I've been using some of the resources you provide on your site and I noticed a couple mistakes you may want to fix at some point. In your scheme cards Kirai's last name is mispelled "Ainkoku" instead of "Ankoku". On your quick reference sheet the rules for flipping a red joker on damage prevention are wrong (was that how it used to be?). In your crew creator the Steamborg is listed as unique instead of rare 1. Hopefully I can help you help everyone. Thanks for providing these great resources.

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