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vitriol

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  • Birthday 09/17/1992

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  1. There is no problem with a Witchling Stalker targeting Hopkins with Dispel Magic, and Paralysed can be removed by the spell like any other effect. He would make a resistance flip on a successful cast as normal, however, after establishing dual totals you can have him reduce the difference in the dual totals to 0 because he is a friendly model (So he just fails to resist). After Paralyzed is dispelled from Hopkins he can activate as normal that turn As for the extra credit, I know you can't dispel counters from models, and I am almost 100% sure you can't dispel tokens. Hope that helps.
  2. AP is not assigned at the beginning of an activation. If you gain any AP during your activation you can use it. In this case Myranda gains (+1) Melee Expert upon transformation and can make a strike with that specific AP during the same activation
  3. The tone of her skin is exquisite. I would be obliged if you would give a quick run down on the methods you used with the skin. But not before you've "sorted them out" of course
  4. Fair enough, one more and I think that'll be about it. 7:Although the Decoy models replace their card with Colettes and can perform actions as if they were Colette, for the purposes or schemes or strategies, they are not Colette Example: An unrevealed decoy killing an opponents leader model would not gain the additional 2VP for contain power, but it could (if such an interact existed) perform a master specific interaction.
  5. Reading through again Yeah, this rule simply wouldn't work if that wasn't the case. The reason I interpreted it otherwise, is that it is seemed an unnecessarily convoluted way to say that they activate simultaneously. Also, keeping it in one thread, 6:Does the limit of 6 general AP for their activations extend to any activations gained as a result of Reactivate? (figure it does, but I'm hopeful otherwise)
  6. Some things I've been having problems wrapping my head around. :Hiding_Puppet: Just some clarifications first, this is how I think the rules are meant to work, correct me if I am wrong: 1:Whilst not revealed as a Decoy, each Avatar Colette shares the same (physical) card, ergo, each Avatar Colette model shares the same wound stat. 2:When an unexposed Decoy model suffers wounds or damage, the wounds are resolved with Avatar Colettes card and then the model is revealed as a decoy (resolve damage, then reveal as a decoy) when an unexposed Decoy model is killed or sacraficed, the model is revealed as a decoy before being removed from play. In other words, a Colette, Avatar of Deception was not just killed/sacraficed (reveal as a decoy, then remove from play) 3:The seperate Avatar Colette models do not share effects (each is an individual model and is affected individually) 4:From Shell Game is stating: During their first activation (immediately upon manifesting) all Avatar Colettes activate simultaneously, and on no turn after do they activate simultaneously. and is not saying: All Avatar Colettes activate simultaneously. And then just a quick rules questions: If an unrevealed Decoy is revealed during its activation (Wicked and disengaging strikes, Quick Draw, etc) what happens? Upon gaining a new card, does a model gain a new set of general AP? Thanks in advance.
  7. Models with the construct or object characteristic are immune to morale duels, but not willpower duels.
  8. I'm sure any irreverence on his part was born of a lack of familiarity
  9. Yes. Although it has a melee range it is still a spell, so it falls under the additional 3" to spell rng portion of the spell description, and not under the additional 3" to ranged weapon portion of the spell description.
  10. Might be a problem with card version. This is how Celebrity reads in my Rising Powers and on my card.
  11. Besides modifying duel totals, cheating fate can be used on any damage flip made by a model you control that doesn't specify that the damage flip cannot be cheated. Of course as you mentioned, you can do neither if the flip is at a negative twist. Soulstones may be used to flip an additional card after cheating fate in a duel, make damage prevention flips, healing flips (as an action), and can also be discarded to allow a crew to re-flip initiative. Page references for the RM because it seems handy: cheating fate (pg24 "Using Cards") using soulstones (pg14 "Using Soulstones") Pretty sure I didn't miss anything.
  12. The Peacekeeper is immune to influence. Getting the Enchanting Performance trigger on the first swing would be the way to go, making a second attack to get off hypnotic as well may still be a good idea to absolutely make sure the paralyze gets off. Besides, the 2" melee range of blinding plus the 3" push on a successful cast and 4" from the Swirl of Motion trigger can often retreat the Duet to a safe distance, so that a walk as the third action is unecessary.
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