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Xekros

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Everything posted by Xekros

  1. While I would like to see Will of Cadmus as an option, I have every doubt it will be. 15 actions and 5 bonus actions across 6 activations just by declaring a master seems like something Wyrd would like to avoid, especially with WoC being after everything. Having a separate upgrade for each model would be, while interesting, unlike anything they've done in 3e, and moving back towards things it seems they're trying to get away from from 2e.
  2. Really, I'm hoping they do that for all of the upgrades
  3. To keep with the hive mind theme, it could be really interesting if it's 3 separate models (as some seem to think they will be), granting them 3 activations, but sharing their actions during each activation. I'd also be curious if they have like an aura or something that allows a similar thing for nearby friendlies. Might mean they'd have to lose Parasite Tokens, though, which might not be great. I do hope they keep the hive upgrade, though.
  4. There would be a lot of thematic overlap between that and Agend 46, which I don't think is a bad thing, but it would be interesting to also see some Staggered stuff (on kill, maybe?) to set up Alan and Investigators, and maybe something that causes fear due to being an unseen killer? Could also be interesting to use a similar concept to Misaki/Ivan's Shadow Marker teleport shenanigans.
  5. I picked up Anya for the surveyors for my Seeker crew, but now I might just have to go with Syndicate, as I did love Lucius last edition. That said, where did these come from?
  6. That's how I've always understood it as well: Choose X markers, increase the TN by X*3, summon X E&E. I'd gladly be wrong, as I'm very intrigued by Cadmus, but from my reading, that's how it works.
  7. Unless I'm reading wrong, wouldn't an 11 only get you 3 E&E? It is a nice combo, but, as a curiosity, how reliable is it, what are you doing with the Nests in the first 2 activations, and why the Flush with Cash on them?
  8. Right. That part. How did I manage to forget that 😐 The Recruiters don't really have a role in the crew, as they're just slightly tankier than baseline DMs, and have some great anti-synergy on the front of their card, which always sucks, though my proposed changes fix that bit at least. Might be a good idea to make them more like the Forgotten Marshal in the sense of being summoners, but that might look bad, even though DMRs are more expensive. Perhaps they could also go in the direction of Sergeants, with more scheming potential, as the crew does need that as well.
  9. Me? Late? Never. Regardless, I enjoy trying my hand at design, and I have several thoughts on the matter of Lady J. I don't expect any of this to be balanced, but I do hope it's interesting. ---General Changes--- Final Repose: Models killed by this model ignore Demise abilities and do not drop markers when killed. After killing a model, this model may drop a Mangled Remains marker in base contact with the killed model. This would only stay on Lady J and The Judge, as I do think it's too powerful for a minion. However, the Recruiters would have a similar ability called "Leave them Nothing", which does the same, except for ignoring Demises. The most important part of this whole thing is the Mangled Remains Markers, but it does make sense that the anti-undead keyword would have anti-demise tech. One Foot Toward the Grave: When this model activates, it may push X inches toward a Corpse or Mangled Remains Marker, or an Undead or Incorporeal model in their LoS. This would go on at least the Death Marshals and Recruiters, if not all of the minions. I could also see it being a keyword ability, as the ones this keyword has are generic at best. I can see X being anywhere from 2-4. Unnatural Vigor: Once per Activation. When this model is killed, it may attempt a TN 14 Wp duel. If it succeeds, it heals 2. This is a preliminary concept, and 14 was just kind of what I came up with. It's less consistent than the current version, but at least models can always use it. Not sure if it should be a Demise ability. Pine Box: Change the range to1, change the italic text in Leeching Strength to be not italic. Add to the ability text "This model must not have a Coffinless Token. This action may be treated as having a range of 6. If used in this way and target is buried by this action, drop a Coffin Marker in base contact with it before it is removed, then this model gains a Coffinless Token. While this model has a Coffinless Token, if it comes into base contact with a Coffin Marker, it may remove that marker to remove the Coffinless Token. Models buried by this action unbury in base contact with the Coffin Marker generated by this action, if it is available, otherwise they unbury in base contact with this model." This is exceptionally wordy, but does get the point across. I don't know if it's powerful enough to warrant the Coffin Marker/Token, but, lore-wise, I'm remembering that each Marshal is bound to a single coffin, so it would be kind of strange for them to just be throwing them all over the place. If using the marker/token, I'd add a bonus action to recall it, but that might negate the limitation to the point of it being pointless. I also think the unbury should be an action on the buried model's part, but I'm not sure if that makes sense either. Maybe just give the target Slow instead of Distracted? ---Specific Changes--- Lady Justice Blindfighter: This model ignores Terrifying and cannot suffer to its attack actions. As was said before, J herself doesn't really need a buff, but I don't think anyone would complain much about it. I do think, however, that, as one of the more straightforward beater masters, she should be exceptional at it. Maybe also add Glimpse the Void somewhere (Decay?) to at least let her interact with the Bury stuff the crew does, or Beyond Time, or both. This does put a lot of text on her card, though, so maybe not? It doesn't seem like she uses half of it, though, so that may work anyway. I had more thoughts, but it's 3 A.M. and I can't remember them. Any thoughts would be appreciated, and thanks for reading.
  10. That would do it. Unfortunate, but probably busted beyond belief otherwise.
  11. I've been thinking there might be some strangeness with engagement and Parasite tokens. Specifically, that you can't engage/be engaged by a friendly model. I assume the ruling would be that the engaging model's allegiances are what matters, but I'm curious if there's a ruling on that somewhere.
  12. Not sure what you did, but it works fine now, so thanks.
  13. 1. Unfortunately for Nexus, no, a model cannot target itself with attack actions, though I don't see why the model it's drawing from couldn't be targeted. Page 23 of the Core Rulebook 2. I'm inclined to say no here as well, unfortunately again. That said, it might work, but I would expect something more like "When this model would heal..." if that's how it works. Page 25 3. As far as I know, only conditions with a +X value count as having a value, so no Fast/Slow/etc. Page 29 4. From what I can see, though I may well have missed something, Nightsilk's Create Web, then Nexus' Exoskeletal Connection x 3. Not the most efficient, but it does get 4 web markers in 2 activations, and you can still do the summon, as that's a bonus. That said, I'm not sure you really want to be hard summoning turn 1 in your deployment, as the summons are pretty slow and seem designed to be up in the enemy crew as much as possible for their pulses and such. That said, that's the only web marker generation I can see in the keyword, which seems oddly sparse. I would've thought at least the Shambling Nests would have it?
  14. My expectation for Cadmus would be: Core box: Nexus, 2 Nests, 5 Eyes and Ears Supplement 1: Meredith, 3 Berserker Husks Supplement 2: Archivist, 3 Spelleaters I can see the Nightsilk could either go in Core or Supp 1, or maybe solo, but they're not doing that much anymore.
  15. @clockworkspide No, I just completely missed the "this Activation" part, though Fragility of Life does make that work. That said, there is decent amount of Hard to Wound (all the undead in keyword), along with some shielded and armor, so they do still seem to favor fighting higher spike damage to lower ping damage. Needless to say, I'm excited to get them on the table, whenever that can happen.
  16. I'm feeling the same way about Spelleaters and the rest of the Witch Hunters, specifically in terms of Redirect Magic vs. Counterspell. Redirect Magic seems like the master version, and it's just on a random minion. At least it can be taken into the crew it's one-upping. My hope is that, now that Explorers are "done" (in as much as anything is done), they'll go back and use some of the new stuff they've come up with to update the older models with some of the new rules.
  17. Firstly, thank you so much for posting all of these. My app is broken so I can't access these myself. As for the keyword, I'm liking the looks of it, both mechanically and artistically. I'm by no means a good player, but they look like they'll trip up a lot of people, playing both as and against them, just by the sheer volume of rules. Jedza's ability to just simple duel a 2/3/4 damage track is impressive (with a 4, no less), if 1/activation. I'm not sure if it would actually be efficient, considering Drain Life, but it could certainly be used to force something through. Chronicle (Wanderer) is going to be a nightmare for "one big hit" style crews, though less useful against ping damage. I do wonder about Sophie's Bell of the Vagrant trigger, though: is it meant to read that 1) enemy models within range cannot ignore terrain, 2) they cannot ignore terrain pieces that are at least partially within range, or 3) any terrain within range cannot be ignored, but only to the extent of the aura, and not the pieces in their entirety. My expectation is 3, as that sounds most reasonable and exact, but it's worded a bit strangely.
  18. The Soulstone cap is 10 now, so there's that. I don't know if you'll want more with the masters you're looking at, though I, personally, like full sets. I'd add several scheme markers, some schemes need 3 by themselves. I've heard of cheesy builds with McMourning that can get like 5 models to Poison +10 or something turn 1, so maybe use dice for that instead? Reva uses Shielded for some stuff, iirc. Hope that helps somewhat.
  19. To my mind, you've actually proven the point that Trailblazer does work based on "specific beats general." The specific conflict arises from timing, which Trailblazer specifically calls out. The fact that the model "may" do a thing doesn't really enter into it, as far as I can tell. For example, if we replaced Follow My Path with Interact, the argument would be similar, as you can't normally take actions outside of activation, but Interact does have specific restrictions which would not be superseded by this ability, as they are not called out (engagement, range from other markers, etc.)
  20. Unfortunately for me, I got her built right before the plague, so I've yet to actually see her on the table. I can definitely see her being exceptional is most crews, though.
  21. In my relatively limited experience with it, Guild Hoffman very much likes his keyword, though I expect that's more due to the lack of OOK constructs in the faction than specific keyword synergy. They do somewhat struggle against WP focused crews, though.
  22. As the title, I can't view the cards, and each time I shut down and then reopen the app, it prompts me to download the cards again, as though I'd never done so at all. Additionally, if I try to reload a card, it opens the Cards page. I'm using a OnePlus 7 Pro on Android 10, app version 1.1.23
  23. Hey, that was me! (I'm inordinately pleased you liked the idea enough to remember it for several months. Thank you). I had several other thoughts for Witch Hunters as well, which you guys might be interested in (this is copied from my post in a previous thread, but from before the previous errata, so much of that discussion may not be relevant): All Witch Hunters - Counterspell - Remove the range restriction or change to "Enemy models within 6 must discard a card to declare triggers" Sonnia - Seeking Flames - Also ignore Dense and Stealth. Flameburst - Increase range by X, where X is the value of the Burning condition on the target. iirc, targeting happens, then range is determined, then legality is determined, which is how this is intended to work. Smothering Flame - Reduces damage received by X, where X is the damage the target would take from burning at the end of the turn. This would be neat, but maybe a bit much. Add to Df. Probably a more reasonable defensive buff, though less interesting. Samael Hopkins - Gain Sharpshooter Witchling Handler - Goad Witchling - remove minion restrictions [New ability] Follow the Pack - When a friendly Witchling model ends its activation, one friendly model within 6 of this model may move up to 2" towards the Witchling. I've only recently come up with this, so I haven't considered the numbers or aura sources well yet, but something to this effect. Thalarian Queller - [New ability] Lockdown - Remove all Lockdown Markers created by this Action. Drop a Lockdown Marker within range (6-8"). Enemy models may not be placed within 6 of a Lockdown Marker. Lockdown Markers cannot be removed except by this Action. The intent is for the marker to work like Blow it to Hell, except with a Gravity Well effect from the marker itself. This is inspired by the old Area Suppression markers, but helps a bit with the mobility issues we have. The ranges are entirely arbitrary, but something like that. Barrier to the Other World -> Lantern of Souls Preventing Demise abilities would have been more useful than slight summon damage. Also, we have Marshals for our anti-summoners, and we need some anti-demise tech. Witchling Thrall - Gain Creep Along Witchling Stalker - [New ability] Light the Way - When targeting a model without Burning, this model gains + to its attack actions. This would let them automatically add the first burning, at least, without dying.
  24. Pre-nerf, our thing was Pale Rider, which is a problem in and of itself. More helpfully, the issues in Guild are more sweeping and systemic within the faction than just buffing a couple models, though those couple of models did certainly help with their relevant masters. Additionally, this errata was intended to fix outliers, specifically those above the curve. IIRC, they'll be doing another errata in June or so to bring underperforming models up to par, which will likely include significant Guild buffs. I fear that's more along the lines of your aforementioned sunk costs than reality. Our damage output is maybe above average, but interesting things come from triggers, including a main mechanic of at least one of our crews (Family Values, Blaze). And then there's still the weirdness from the Death Marshal's build in suit, so even those we have aren't necessarily good. Or I'm just salty that I've not gotten a game in for a few months.
  25. "Friendly-controlled models within 1" of a friendly model with a Lodestone Token may take the Interact Action to move that Lodestone Token to another friendly model within 6" and LoS." I agree with you on that. The way I read that is that the interact can be any friendly-controlled models, but the Lodestone token must be on a friendly model, regardless of the interacting model.
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