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solkan

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About solkan

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  1. The target isn't actually attacking themselves. Pandora is performing an attack on the target that is copying (most of) the effect of one of the target's attacks. So if you target Perdita and are successful, you pick one of Perdita's non-Shockwave Attack Actions, and suddenly Self Loathing has that action's effect, cost, and special restrictions for the rest of the Action resolution process. Throughout the entire process, Pandora is the acting model and Perdita is the target of the action. As an important note, the newly cost and special restrictions do get resolved. A lot of those are good things (like being able to remove Scrap Markers to power up a "not-Rail Driver" attack against Neil Henry, for instance, but you could wind up with action combinations that you can't fulfill and thus cause your own action to fail. For instance, if Allison Dade is leading a Guild crew, using Self Loathing and copying Blackmail against her is going to fail. And trying to use Self Loathing multiple times on non-Leader Allison Dade you won't be able to copy Blackmail more than once.
  2. "All Pushing is horizontal" in the Push description is trying to say that a push travels parallel to the table surface (particularly with things like hills and staircases), as opposed to a perfect bubble level "horizontal". So the general movement rules for falling apply, and then you continue the push in that "same" direction if you push off a surface (like the top of a roof) into the air.
  3. And, to elaborate on CD1248's answer... The Overheat trigger doesn't specify a timing, so it's an After Succeeding trigger. So the sequence of events will be: Resolve the effect of the action. the "Target suffers 1/2/3 damage", where you flipped and got 2, and then went through the Damage Timing steps for that damage. This is step 2.e in the master timing chart, or Step 5 if you're looking at Resolving Actions. In Step 2.f (Step 6 of Resolving Actions), you resolve the Overheat trigger. So now you go through the Damage Timing steps again for potentially more models than just Taelor. That's how much timing difference there is between the two damage effects. Significantly, if the dove flipped a black joker for the damage flip, that doesn't cancel out the pulse damage. Likewise, excess damage reduction (due to soul stones, Armor, and Shielded) don't carry over to the pulse; the pulse gets resolved (and reduced) independently.
  4. You’ve got the distinction wrong. The Nightmare boxes are not sold through regular distribution, so they’re not in the card packs. The Alt models that could be ordered through a distributor were included. If you could only buy it directly from Wyrd (because it wasn’t offered through distributors to game stores), even if Wyrd offered it for sale a few times a year, then the card won’t be in the card packs.
  5. Nah. That’s how you can tell what sort of character Yamaziko has. All that jumping, pole dancing, and acrobatic nonsense for the other models, but instead she’s got a solid three (or four) points of contact.
  6. PDFs of those cards are available for free (in the Tableflip Dropbox folder), and eventually should be available from the print on demand service. Last word was that Wyrd was trying to find a print on demand service in Europe but no promises, yet.
  7. There is no line of sight required between Zoraida and the model for Eyes in the Night. Because the ability only specifies “friendly Swampfiend models within 12” and enemy models with a Voodoo Upgrade attached.” Rasputina needs line of sight to her Ice Pillars because her ability says “Ice Pillar Markers within 8” and the Aura rules specify that line of sight is a requirement to be in range of an aura. Zoraida does not need line of sight to the Swampfiend to draw line of sight using Eyes in the Night. The Swampfiend just has to be as specified—within 12”. If she’s got a Voodoo upgrade on an enemy model, there’s no range or line of sight limitation to use that enemy model with the Voodoo Upgrade on it.
  8. Yes, you do. Because in order to resolve “deals 1 damage to Viktoria” you have to go through the damage sequence. Just like if a model had an ability “When this model suffers damage, push it 1” in any direction”, that push happens during the damage sequence. The only notion of simultaneous damage that exists is for blasts, Auras and pulses. If you had Viktoria and a bunch of Mercenary models clustered around the Nephilim model, the Black Blood damage will be simultaneous for Viktoria and all of the Mercenary models. It doesn’t retroactively become simultaneous with the damage that caused it to happen. (You’re on Step 5 of the Damage Timing for the Damage that the Nephilim just took. The Black Blood damage is starting its own Damage Timing from Step 1 again. Trying to mix the two together would require making up rules.)
  9. Misery is both a “once per” Ability and a “may” ability. Misery doesn’t go off unless you want it to, and it can only go off once per Activation for the generating model. That contrasts with Life Leech which doesn’t say “may”, so always tries to go off. So what happens is something like this: Simple case: Player A’s gains Focused +1 in range of Pandora. Looks over at Player B and asks “Do you want to use Misery on me?” If B says no, Pandora waits until the next time a model gains a Condition to use her Misery. Multiple model case: Player A’s a soulstone crazy Arcanist with a Soulstone Miner surrounded my Candy and 3 Sorrows (everyone’s within Aura 4). The Soulstone Miner activates and gains Stunned to get that Soulstone, and both players realize that satisfied the conditions for those Miseries. Now the Neverborn player chooses which of the Miseries to set off. (Note: There’s absolutely no benefit to having all (or even just more than one) of the nearby models with Misery say “Yes, I want to use my ability.” That would be a pretty obvious player mistake, to the point where one should really just stop and tell the other player “No, that’s a stupid thing to do. Choose one of them instead.” But if someone really really wanted to, they could set off all of the extra Misery abilities for no benefit.) The ones that don’t set off their Misery haven’t used it, they can still set theirs off if their conditions are satisfied later that Activation. Then, of course, because it’s the start of the Soulstone miner’s Activation, Life Leech on all of those Sorrows and Candy gets resolved. Unlike Misery, there’s no “may” so all of the Life Leech Auras go off, and the Soulstone Miner’s controller chooses which one of the four models’ (Candy and the 3 Sorrows) Aura it gets affected by (determining which one of the four it suffers 1 damage from). All four models with Life Leech Heal 1.
  10. There's a very important word that's easy to overlook when reading Misery: "this model may either move it up to 2" or have it suffer 1 damage." (I'm pointing this out because it feels like I've made the same mistake describing what Misery does, and I'm not sure if the word snuck in there or if I misread it a few times...) In other words, Misery doesn't specify a choice moving the model with Misery and damaging the enemy model. The choice is between damaging the enemy model or moving the enemy model. So only one model is going to be affected by multiple overlapping Misery auras. All of the sorrows heal 1, and the model that activated suffers 1 damage. Because "this model Heals 1 and the enemy model suffers 1 damage" isn't specifying that the healing is dependent on the enemy model suffering damage from that model (or even actually suffering that damage, in case it gets reduced to 0). There's a really interesting rules interaction, though, which may matter in various scenarios: - When the enemy model activates in range of multiple models with Life Leech, the control of the activating model chooses which one of the Life Leech aura instances inflicts the point of damage. - All of the auras are set into motion and try to inflict the damage, and they all heal their generating models 1 point, but only one of the auras actually resolves "the enemy model suffers 1 damage", regardless of whether that 1 damage is prevented. So if you're ever in a situation where it matters which Sorrow inflicts the 1 damage, it's going to go the wrong way.
  11. Safest way might be repeated freeze/thaw cycles on the model, because that tends to make superglue become brittle and break more easily. Soaking in plastic-safe cleaning products like Simple Green might help, too, but it’s slow.
  12. Ten Scrip in the faq/errata pool on the words “summon a Malifaux Rat” being replaced by the equivalent of “remove one Blight Token on the Killed model to summon one Malifaux Rat”.
  13. Object, like model, isn’t formally defined. Howver, object is the word the developers were brow beaten encouraged through positive feedback to use to refer to “stuff in the game”. So, for the record, “object” means whatever it is that the particular rule could apply to. “Objects cannot be dropped or placed” thus prohibits the dropping of markers, the placing of markers, the placing of models, and whatever other game elements those verbs could be applied to. In other words, the effects which say “instead of dropping a shockwave marker, center a shockwave” over an Ice Pillar Marker have a reason for using that approach.
  14. Right now, the only specific guidance for what “End Activation” means is for M2E. The big difference between M2E and M3E is that the “take actions” step that you’re skipping out of is where half of the mechanic for resolving generated actions is: “But you can take actions outside of your Activation” is about equally relevant for M2E and M3E. From the M2E definition of ending Activation, Actions you had queued up or try to queue up at the end of the current action aren’t going to get resolved if it’s your Activation and you’re told to end it. It doesn’t matter that you could have resolved those actions if you had started them outside your Activation.
  15. Alternately, no, you don’t because the ability specifies that the crew, not the model, gains the pass token, and the ability lacks a + in its name.
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