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Stinkmunk

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Posts posted by Stinkmunk

  1. Avatar is still the same character, so all conditions carry across.

    ---------- Post added at 11:57 PM ---------- Previous post was at 11:56 PM ----------

    Hog Whisperer actually lost a point of Df and gained a pt of Melee and now costs 5

    Again, my apologies for inaccuracies on this... The last set of low res cards were different from the high res in some cases I suppose? I only have the low res beta final week to Compare with.

  2. Bayou gremlin is the same, although Squeal! Got better. It now is High Pitched Squeal and triggers regardless of whether the Ml attack against the gremlin was successful.

    ---------- Post added at 11:34 PM ---------- Previous post was at 11:32 PM ----------

    Hog Whisperer is the same but costs 5.

    ---------- Post added at 11:40 PM ---------- Previous post was at 11:34 PM ----------

    The flame thrower gun comes with a (1) move and Burn! Similar to the freikorps specialist but targeting kin.

    The horror causing gun comes with (0) Move it! Which lets Ophelia force a kin to perform an action.

    The seeker gun come with a (0) Your Turn! Which lets Ophelia place a kin somewhere else within 8".

  3. Cursed Object got a great rewrite! It doesn't use scheme markers anymore, you hand cursed objects to your opponent and they have to dump them otherwise you can remove the conditions to score at the end of the turn (max one per turn).

    Vendetta may not be revealed. There is an exception made for zero cost models, so Vik can't just...choose it for everyone. It now scores in a 1,2,3 for: attacking first, having target gone at end of game and doing it yourself. It's not an all or nothing proposition anymore.

    Make Them Suffer again, not all or nothing. It is now about having your Master and Henchmen kill the enemies every turn to score. One point per turn for killing at least one enemy Minion or Peon.

    Take Prisoner score 2 points now

    Spring the trap doesn't rely on your enemy coming into your half to score full points anymore, but gets a bonus for your opponent having equal to or greater models in their crew when the trap is sprung.

    ---------- Post added at 08:28 AM ---------- Previous post was at 08:26 AM ----------

    Power Ritual can only score one table corner within your deployment now.

    Enough from me, back to the Con!

  4. Note: all comparisons are with the last set of low res cards, which I hope were the same as the high res ones. If not, some of this might be old news.

    The Rising Sun - Huggy doesn't die and come back anymore, instead works more like Beta Levi. Bury, heal and return. Upgrade lost Squeal.

    Expert Cheater - Got a price bump but picked up Squeal.

    Wanna See A Trick - is functional! I can't wait to try it out now. Triggers a shuffle at the end of Lynch's activation. It also got cheaper.

    Endless Hunger - cheaper, and not as good. Good change though. Lynch has to carry it, meaning that Hungry is better when he's around.

    ---------- Post added at 07:46 AM ---------- Previous post was at 07:44 AM ----------

    Very intriguing....

    Does Hungering Darkness' ability to return to the board after death (previously a Lynch upgrade) still sit on Lynch, or did it move to HD so that he can return when he leads the crew?

    Still sits on Lynch, but it's a lot cooler now since he doesn't die, he Leviticuses...

  5. That's awesome. I was expecting Tannen or Graves to go henchman. Pleasantly surprised!

    Same.

    but no, he's a full Henchman now with all the responsibilities. The downside is that he loses his ability to pick up Casting Expert as a Leader since that Upgrade sits on Lynch now. The upside is that in a full game with Lynch as a leader Huggy now has 2 slots at his disposal since Lynch can carry his Casting Expert luggage.

    Most of the Dark Debts upgrades got reworked as well.

  6. 1. The Stalker does damage, adds a burning condition (not a counter) then the target dies. If something triggers off of damaging, the condition or the death then they will have a chance in this case. Sonnia can summon a new Stalker.

    2. Fredgar is correct, but its complicated. If nobody had burning but your stalker had poison then in my mind there is a strong argument to apply the burning damage that phase since you hadn't resolved any burning yet. If there was still burning to resolve, not including the interaction you mentioned, then it could be said to be the First player's choice as to whether to do burning first or poison first.

    Interesting things stem from this: What is the guy standing next to the dying Stalker already had Burning +1? Does he take 2 damage (resolve poison, explosion then burning) or take 1 damage and hold a Burning +1 for later (resolve burning, poison then explosion)? In this case it again comes down to who won initiative that round since both players have models involved in the chain.

  7. OK, that was what I thought. Thanks guys. Glad I wasn't entirely off base.

    If the Avatars are all in book 2 I personally hope that the rules for Avatars are in the same book. Not that I mind reading new rules next week, just for look-up purposes.

  8. Nix was using software from google I think, to good effect tracking things, you might send him a PM.

    I will Fetid, thanks for the idea.

    There's the model tracker that's in my sig, which won't get altered to v2 costs and faction lists until wave 2 of the beta is finished most likely. That would allow you to track how much you have and how much is painted.

    I think your stuff is very pretty Mako, I gave you a shout-out in the blog. I will likely switch over to your system in the future, once I overcome some... computer challenges.

    Any thoughts on photo hosting? A friend of mine just suggested that I store them in Google Drive and pull them across with a url shortener.

  9. Like so many of you out there, I follow the Icosahedral Calendar which means my New Year is coming up in a scant 8 days, to be celebrated in the usual fashion with a four-day festival in Indianapolis.

    I'm going to be pretty busy over the next week preparing for the pilgrimage, so I'm making my New Year's Resolution a week early this year:

    I'm looking for a good way to track my progress - so far I have a tracker up on my blog (address in signature), but I'm pretty new to that whole scene so does anyone have any suggestions? What's a good place to host a lot of pictures? Currently I'm using photobucket but I don't know if that's the right choice.

    68debc2f-5f31-4c03-8467-38bfa44cf986_zpsa87fa195.jpg

  10. Flight: This model is immune to falling

    damage and may ignore any terrain or

    models while moving.

    Incorporeal: This model ignores, and is

    ignored by, other models and terrain during any

    movement or push. Reduce all damage this

    model suffers from Sh and Ml Attack Actions

    by half.

    Interesting! Good find. I think as far as RAI goes, we know what was intended for flight in terms of verticality, but incorporeal - I could argue that either way. But I don't imagine falling damage would apply either if you are moving back down through the building.

    RAW I agree with you, there is no distinction, so either they both can get to the top of the building or neither can. If the each step off the building the flying model takes no damage and the incorporeal model takes full damage.

    It's interesting that nowhere in Flight is there any text that lets you fly.

  11. Very nice Smooth,

    For fun, I'm considering printing out something like this, black-edging them to cover the white and gluing them to the bottom of some 30mm cabochons to create a cool looking marker... but have some flat ones handy in case things get crowded. What do you think?

  12. Oh very nice! This is what I would use as a game aide, something simple and clean.

    I will still be modeling up my own, but I will save this link for the future. With so many markers on the board now, and the fact that they don't take up real space from a rules perspective, I might be in the market to buy some flats.

  13. I've been looking all over for this with no luck.

    When I was at GenCon last year I saw one company selling appropriately scales cacti. I think I'm going to try to pick those up this year and use them for scheme markers. It would fit the Ortega theme.

  14. I must have missed this, but I thought I'd ask the community for clarification?

    The Avatars are referenced in the Book 1 beta on page 39 with a check out page @@ placeholder. I had originally assumed this meant that the general rules for Avatars would be in the first book. Now it sounds like that is not the case.

    Is the plan to include them in Book 2 then? If so, that means there will be a heck of a lot more models in the second wave Beta than the first (not that I mind!). If not though, it would mean our Avatars are on the shelf for quite a while longer.

    Is there something official on this? The lat thing I remember was from the podcasts where they aid that by the time the second wave of arsenal decks were out all of our toys would be table legal.

  15. I just played a great game of M2E with the Story Encounters rules, but we ran into a few issues... Carnivorous Plants don't actually seem to do anything.

    Each player places one 50mm Plant Marker within 6" of

    the centerline of the board. Plant Markers are Ht 0, Severe,

    Hazardous Terrain which deal 1/4/7 damage. Any model

    which ends a move or push within 3" of a Plant Marker

    must succeed on a TN 14 Wk duel or be pushed into base

    contact with the Plant Marker. If a Blast Marker is placed

    over a Plant Marker, discard the Plant Marker.

    If I fail my Wk duel, I get pushed into base contact with the Plant Marker. The Plant Marker doesn't actually attack me in anyway, it relies on doing damage to me as Hazardous Terrain, which in turn requires me to enter it (or activate within it).

    The game is pretty clear that moving into base contact with something is not the same as entering something... otherwise I'd never be able to be in base contact with impassible terrain for example.

    The way we played it, to keep it interesting, was that the Terrain did a damage flip on you when you moved into contact... but that caused a problem too since we would have to take another flip when the model was activated again.

    Any thoughts on this? Am I missing something?

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