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Phinn

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Everything posted by Phinn

  1. Crew Creator is not wrong. The cost of Ronin there is 6 SS for Outcasts faction, but being a Mercenary he can be hired for 1 additional SS by other factions. Check Crew Creator. Faction Outcasts +MODEL: Ronin - 6ss
  2. That is the reason why Paranormal Activity applies the Slow Condition after the end of enemy model's Activation rather than during the Activation.
  3. Actually no. Paranormal Activity applies Slow Condition to models that end their Activation within 3" of Paranormal Counter if they don't pass TN 15 Wp Duel. But all Paranormal Counters are removed at the end of the Turn! Which means if you place it late during the Turn, not a lot of enemy models will end their Activation near it, because most of them have already ended their Activation. I am not sure if I made this clear, but if you apply Slow Condition to the model that hasn't been already activated this Turn, it will get slowed upon it's Activation this Turn. If the model already activated, it will be slowed upon it's Activation next Turn. Slow Condition does not depend on Turns, but rather on model's Activation. It is removed at the end of model's Activation, but it's effect comes into play at the start of it, when APs are generated. That is the reason why models that gains Slow during their Activation will not suffer any consequences.
  4. Malifaux 2E - Rules Manual page 63 - Slow "The Slow Condition is removed at the end of a model’s Activation (not during the End Step)." This means that if the model that gained Slow has already ended their Activation, they would get slowed next turn. If the model would gain Slow during their Activation, it would not have any effect at all, because Slow makes you generate 1 less AP and this model allready AP generated.
  5. Opposed Duel is won by 4, resulting in (Accuracy Modifier) to the Damage Flip. Recalled Training grants to all flips for the remainder of the Turn. Normally and would cancel each out and you would perform straight Damage Flip. But in the case of One with the Void trigger you ignore all to the Damage Flip, which means that your Damage Flip would gain only .
  6. You can make a poll for people to vote.
  7. No, you use suit (or suits) of your final duel total. That is a suit of an active card. Sometimes Actions have built-in suit or your Master or Henchman can generate extra suit by spending Soulstone. In this case your final duel total would have multiple suits and would allow you to choose from several triggers. Your opponent can use suit of his or hers duel total for defensive purposes. Some defensive abilities are enabled by suits of duel totals. An example would be Ulixe's Wall of Pork. Df/Wp ( ) Wall of Pork: Immedietely increase this model's final duel total by 1 for each friendly pig within 2" up to a maximum of +2.
  8. Karmic Strike: Damage from this Attack may not be prevented using a Soulstones. One with the Void: This model ignores all modifiers to the damage flip of this Atack. Step by step example 1. Declare Action and Spend Action Points Declare '(1) My Father's Sword: (Ml 6 / Rst: Df / Rg: 2)' Action and spend 1 Action Point. 2. Perform Opposed Duel Flip Fate Card and Add Stat You perform Attack Flip. Let's say that you flip 8 . Your Duel Total equals value and suit of Active Card + your Stat (Ml 6). Your current Duel Total = 14 . At the same time your opponent performs Defense Flip. His Duel Total equals value and suit of Active Card + his Stat. In this Case Df (Rst: Df). Declare one Trigger You may declare Trigger if duel total meets it's suit requirement. In this case you may declare Karmic Strike. Determine Success If your Duel Total is equal or higher than you oppoenents Action was successful. Lets say it was. 3. Resolve Results Result of My fathers sword is "Target suffers 2/4/6 damage.". Perform Damage Flip Amount of cards you flip depends on difference of yours and your opponents Duel Total and number of and modifiers. Viz Malifaux 2E page 46 - Accuracy Modifier. That is where One with the Void would come in play (if you have declared it). Lets say you flipped weak damage. Your opponent suffers 2 damage. Damage Prevention Your opponent now has opportunity to use Soulstone (If the model has the ability to. Which means if it is Master or Henchman.) to prevent damage. And that is the part where Karmic Strike comes into play.
  9. Possible triggers are determined by suit (or multiple suits) in the final duel total. Opposed Duel Sequence 1. Declare Soulstone Use The Lone Swordsman is not a Master nor Henchman so can not use soulstone. 2. Flip Fate Card and Add Stat Add value and suit of the active card and stat. In the case of (1) My Father's Sword: (Ml 6 / Rst: Df / Rg: 2) the Stat is Ml 6. This equals model's current duel total. 3. Choose to Cheat Fate 4. Declare one Trigger You may declare Trigger if duel total meets it's suit requirement. 5. Determine Success
  10. The Action specifically says 'friendly minion or Showgirl' which means that you can't use it on Peons.
  11. To be more specific, the Opposed Duel Sequence goes: 1. Declare Soulstone Use - The Lone Swordsman is not a Master nor Henchman so can not use soulstone. 2. Flip Fate Card and Add Stat 3. Choose to Cheat Fate 4. Declare one Trigger 5. Determine Success
  12. Possible triggers are determined by suit (or multiple suits) in the final duel total. When you use Attack Action - (1) My Father's Sword: (Ml 6 / Rst: Df / Rg: 2), you perform an Attack Flip. In this case final duel total will be 6 + value and suit of the flipped card. Now you may declare one trigger. And then you determine success of an action.
  13. Those Scales of Justice are stunning! All those models look beautiful but Scales... I have no words.
  14. Conclusion: In this scenario you have to (1) Charge (via Pig Charge) your own model. Thank you everyone
  15. Originaly I didn't even think about that, I just wasn't sure about that engagement thing. Brewmaster's post raised more questions than it answered As Mat Mathonwy said, if you can charge, you have to. And in this case you can, by using Pig Charge. It sounds logical. But you can also argue that, why does it say 'may' then? Isn't this the reason, why it is worded the way it is? Can someone come up with another example, where you would choose not to use it? The only one seems to be the one Brewmaster mentioned, when your opponent controls the Action via Obey and would like to burn 2 of your APs instead of 1.
  16. Set'er off says that you have to choose legal target for charge. Charge: Target a model within LoS. Move this model up to its Cg in a straight line. This model must end the move with the target model within its engagement range or this Action may not be taken. Thus charging in the opposite direction would be against rules. But if you have only 1 AP left, you can choose not to use Pig Charge because it says 'may' and end your Activation.
  17. Piglets and Warpigs have Set'er Off and Pig Charge Abilities. Set'er Off: When this model has the opportunity to declare an Action, if it is not engaged or within 2" of a friendly Gremlin, it must take a Charge Action if there is a legal target available. Pig Charge: This model may perform the (2) Charge Action as a (1) Action. If I am forced to use 1. AP to Charge my model, can I use the 2. one to just walk away? This might be obvious, but I am new to Malifaux and just wanted to be sure. Let's say, that I was engaged in a combat and killed enemy model with 1. AP and now I am unengaged and more than 2" away from friendly Gremlin, but within threat range (Is it called threat range? Charge + Engagement range.) of my model. I am forced to use 2. AP to Charge it. Next Activation I Activate the said model. Is it considered engaged? Thank you
  18. Hold Their Hair Back Upgrade (1) Blaargh: (Ca 7 / TN: 15 / Rst: Df / Rg: 10): Target model with the Poison +3 Condition or greater looses the Poison Condition and gains the Paralyzed Condition. Note: It has built-in suit so you will only need 8 or higher, but is resisted by Defense - unlike most of Brewmaster's Actions.
  19. Bayou Gator (3) Drag Under: (Ml 5 / Rst: Df / Rg: 2): Target suffers 3/4/5 damage. Held Under: After damaging, the target gains the Paralyzed Condition.
  20. The Sow Terryfying (All) 12: Enemy models must pass a TN 12 Horror Duel if they end a Walk Action within this model's engagement range or target this model with an Action.
  21. Ophelia My Threatenin' Gun Upgrade: (1) BOOM! (Sh 6 / Rst: Df / Rg: 10): Target suffers 3/4/6 damage. Models damaged by this Action must take a TN 13 Horror Duel. After this Action is taken, discard this Upgrade. That's a Big Gun...: After damaging, all models within 3 of the target must take a TN 13 Horror Duel.
  22. About recasting... it's basically like burning a copy of DVD you bought, right? I don't think that you are allowed to do that, so you wouldn't probably be allowed to use those recasted miniatures in organized events. I would actually go as far as to say that it's illegal (I am not familiar with US legal system, it's just a guess.).
  23. Nightmares and Teddy Bears - The Dreamer Tactica by Ari and Needlebreath: http://wyrd-games.net/community/topic/102062-nightmares-and-teddy-bears-the-dreamer-tactica/ PullMyFinger - M2E Dreamer: http://pullmyfinger.wikispaces.com/M2E+Dreamer And a lot more in The Neverborn section of Faction Disscusion.
  24. Praise the almighty internet! You are welcome
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