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Rex4r

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Posts posted by Rex4r

  1. Kaeris Reborn has some Burning Condition.
    In the End Phase she suffer damage from the Burning Condition.
    Kaeris use Scorching Radiance Ability to transfer damage to Model A.

    Quote

    Scorching Radiance: When this model would suffer damage from Burning during the End Phase, it may have another model within 3 :aura suffer that damage instead, then reduce this model's Burning Condition by an equal amount.

    1. Is the source of this damage count Kaeris or Burning?

    2. Can the damage taken by Model A be reduced by abilities that reduce burning damage (such as fireproof)?

    3. If the Model A is killed by this damage, who is it treated as killed by?
    Kaeris because she transfer the damage from herself to Model A?
    No one because damage was from Burning Condition?

  2. Have some questions about Kaltgeist's Icy Form
    image.png.9c110c1d35d480d7a2f441d69c5b7ce2.png

    1. Enemy model activates within 1" from Kaltgeist. Should it discard a card or gain Slow from Rasputina's Harsh Winter Ability?
    image.thumb.png.f30d6a13df7b3780cf0e0c7a429a8886.png

    2. Rasputina stands behind Kaltgeist. Enemy model attack Rasputina with :ranged Attack Action. Can Rasputina treat Kaltgeist as Ice Pillar and get Cover? Or even completly block LoS from enemy with Kaltgeist-Ice Pillar?

  3. 10 hours ago, santaclaws01 said:

    "A model that ignores Terrain ignores and is unaffected by all of that terrain’s traits"

    Yes, but "One with Everything" allow to ignore the EFFECTS of terrain, not to ignore the Terrain.

    Difference in wording raised doubts.

    But I see that most people think that "ignore the effects of terrain" and "ignore the terrain" are the same thing. Ok.

  4. 50 minutes ago, diki said:

    Your questions should include the text of freindly terrain markers.

    Example of friendly Markers:

    1. Ht 4, Blocking, Destructible, Impassable Ice Pillar Marker
    2. 50mm Hazardous (Burning +1) Pyre Marker
    3. Ht 2, Blocking, Destructible Decoy Marker (you can hire Colette)
    4. Ht 4, Blocking, Impassable Pylon Marker (or you can hire Hoffman)

     

    50 minutes ago, diki said:

    Does letting an Ice golem stand in or walk through an ice pillar break anything?

    Yes, it can break rules some time. 

    Walk through Ice Pillar it's not a problem, many models can move through Impassable Terrain while moving. 
    But if "One with Everything" allows the model to completely ignore Impassable Terrain while Sandeep is alive, then the model can stand on impassable terrain.
    This can be a problem if Sandeep is killed while the other model is standing on the Ice Pillar.

  5. The wording "effects of friendly terrain Markers" is misleading, since I never saw the concept of "effects of terrain" anywhere in the rules.

    I can assume that in the Terrain Traits section (Core Rulebook, pg 37) there is an enumeration of Traits and their effects. If non-bold text is terrain effects, then the "One with Everything" ability allows you to ignore it and pass through Impassable Terrain and draw LoS through Blocking Terrain.

    image.thumb.png.f33673e20aeb08bd962fa63f083073c7.png

  6. Quote

    One with Everything: Friendly Academics and Elementals may ignore the effects of friendly terrain Markers and the effects of other friendly model’s Demise Abilities and Shockwave Actions.

    What actually means "may ignore the effects of friendly terrain Markers"?

    1. Can friendly models ignore Hazardous Terrain?

    2. Can friendly models ignore Severe Terrain?

    3. Can friendly models ignore Blocking Terrain? Pass LoS through it? Ignore Shadow from it?

    4. Can friendly models ignore Impassable Terrain? Move through it?

  7. 2 minutes ago, Adran said:

    Actually, the more I look at it, it seems you are ignoring the rules for sequential effects, see the bolded line. 

    SEQUENTIAL EFFECTS
    Sometimes, an effect will create additional effects as it resolves. In these cases, fully resolve the initial effect before moving onto any additional effect. Additional effects are then resolved in the order they were generated, after any effects which had been previously generated have resolved.

    The blast damage steps have already been generated. So any newly generated effects have to go to the back of the queue (with the exception that actions are always at the very back of the queue)

    Oh.. you are right, thanks. Totally forgot about sequential effects.

  8. 9 minutes ago, Adran said:

    Because he views the Initial damage timing is that of the Blast damage.

    The rules actually say resolve the demise damage after the initial damage in the order it was generated. 

    So if the Initial damage is the following steps (In the order of the Defenders choice)

    Defender

    :blast on A

    :blast on B

    :blast on C

    And when you generate new damage steps, they will be added to the bottom of the list

    I see next rule:

    Quote

    If multiple models suffer damage at the same time (such as from a Shockwave or Blast), resolve the damage timing of each model completely one at a time.

    According to this rule each model has its own Damage Timing.
    And "initial damage timing" for damage from Demise it's A's Damage Timing.
     

    By what rule damage from Blast it's one Damage Timing for all damaged models?

  9. 5 minutes ago, Maniacal_cackle said:

    I think it is...

    1. Attacker generates damage on A, B, C.

    2. You can't resolve damage on multiple models simultaneously, so you resolve damage on A first.

    3. This creates demise damage (but damage resolves in the order it was generated - the blast damage on B and C was generated before this damage).

    4. Model A done.

    5. Attacker damage on B was the next thing generated, so resolved.

    6. Etc.

    7. Resolve attacker damage on C.

    8. Etc.

    9. Resolve demise damage on B (too late, it is already dead).

    But why do you ignore the first paragraph of the rules?

    Quote

    If any model suffers damage asa result of an effect generated during this timing structure, the damage timing for that model is resolved after completely resolving all (6) steps of the initial damage timing, in the order in which the damage wasg enerated

    Blast generate 3 Damage Timings: for A, for B, for C.

    The rule above says that Damage Timings from Demise resolve right after A's Damage Timing resolved.

  10. 1 hour ago, Maniacal_cackle said:

    Okay, I think the attacker got the kills xD

    But why?

    Model A should suffer damage from blast first because of 

    Quote

    If multiple models suffer damage at the same time (such as from a Shockwave or Blast), resolve the damage timing of each model completely one at a time.

    Damage Timing start for Model A
    1. SS for :-flip damage flip - skip
    2. Damage flip - skip
    3. Damage reduce
    4. The model lowers its Health to 0
    5. After damage effects - skip.
    6. Health = 0 - kill
    6.a. Heal/Replace - skip

    6.b. After killing triggers - skip
    6.c. Any effects that resolve after the model iskilled (such as placing Corpse or ScrapMarkers) resolve at this point - resolve Demise here
    6.d. The killed model (its model, Stat Card, and any Upgrades) is removed from the game
    Damage Timing end for Model A
    Start Demise resolving

    Right after resolving Model's A Damage Timing it's explode and deal damage to Models B and C because of

    Quote

    If any model suffers damage asa result of an effect generated during this timing structure, the damage timing for that model is resolved after completely resolving all (6) steps of the initial damage timing, in the order in which the damage was generated.


    And from this point of view, the order is as follows:
    1. Blast deals damage to Model A.
    2. Model's A Demise(Explosive) deals damage to Model B.
    3. Model's A Demise(Explosive) deals damage to Model C.
    4. Blast deals damage to Model B (but cannot, since it is already killed).
    5. Blast deals damage to Model C (but cannot, since it is already killed).

    Model A is the killer of Models B and C

  11. There are 5 models: Attacker and 4 enemy models (Defender and 3 other models (A, B, C) with 1 wound each).

    The Attacker attack the Defender and deal damage with :blast. Models A, B, C are under :blast Marker and should be damaged.

    Model A has Demise(Explosive) and Models B and C in 2" :new-Pulse: from Model A.
     

    Quote

    Damage Timing: If multiple models suffer damage at the same time, resolve the damage timing of each model completely one at a time.

    The owner of enemy models choose to resolve damage on Model A first.

    In step 6.a. of Damage Timing Demise should be resolved.

    Quote

    Damage Timing: When a model suffers damage, it follows the timing structure below. If any model suffers damage asa result of an effect generated during this timing structure, the damage timing for that model is resolved after completely resolving all (6) steps of the initial damage timing, in the order in which the damage was generated

    After resolve damage timing of Model A, Demise should deal damage to Models B and C.

     

    Question: who kills Models B and C (Attacker or Model A) and why?

    P.S. A similar situation can occur with :new-Pulse:and Shockwave, Black Blood and other abilities, that deal damage after suffering damage.

  12. Had next situation:

    1. Mouse (or any other model with Accomplice) start Activation.
    2. Mouse do something.
    3. Mouse end Activation and use accomplice to activate Mechanical Rider via Chain Activation.
    4. Mechanical Rider start Activation.
    5. Mechanical Rider do something.
    6. Mechanical Rider use Revelation on third model.
    7. Mechanical Rider end Activation.

    Question: is it possible to activate the third model through Chain Activation from Revelation or not?

  13. Why the question appeared:
    I reread the FAQ and drew attention to point 1.9.

    Quote

    9. If a model is killed from falling damage, who is it treated as killed by?

    a) The model that generated the move which caused the killed model to fall is treated as killing the model

    In this case source of damage - falling damage (another effect, not Action), but model that generated the move treated as killing.

    Case with move into Hazardous Terrain looks similar.

  14. 1 minute ago, trikk said:

    No. 
    The model died to Hazardous Terrain don't count as killed by a model.

    FAQ:
    *If a model is generating Hazardous Terrain, and that Hazardous Terrain kills a model, is the model that is generating the Hazardous terrain considered to have killed the model?* a) No. Models killed by the effects of Hazardous Terrain aren’t treated as killed by any specific model.

    It's different case.

    This FAQ describe case when Model was killed by Hazardous aura.

    I ask about move other model into Hazardous Terrain.

  15. 13 minutes ago, solkan said:

    What about them, and why are you quoting the M2E “You’re not allowed to fall onto another model” part of the answer when the M1.5E part actually gives you something to use in that situation?

    You said

    1 hour ago, solkan said:

    In M2E, the answer was that you weren't allowed to have Model B's base overlap Model A, so the situation is not permitted to happen.

    Can I place one model above another if they are at different heights (for example: table and bridge archway, 1st floor and roof)?

  16. 33 minutes ago, solkan said:

    In M2E, the answer was that you weren't allowed to have Model B's base overlap Model A, so the situation is not permitted to happen.

    But what about bridges and buildings with multiple floors?

    If model A is on the roof or 2nd+ floor of a building above the 1st floor door, then model B cannot enter through the 1st floor door because it will cause an overlap ??

    If Model A is on the bridge's archway, then Model B cannot move under archway because it will cause an overlap??


    image.thumb.png.de939061e4a525114c8daed73d75f37d.png

     

    It's super strange 😕

  17. Hello.

    Malisurus Rex stand at the top of the Destructible Terrain. He declare Tail Whip with Territorial triger.

    Quote

    Territorial: Until the End Phase, this model ... cannot be moved or Buried.

    What will happen if Destructible Terrain will be destroyed by other model?

    Is a fall considered as a move, and if it is, will a Malisurus Rex fall?

     

    Same question about model with Laugh Off, that stand at the top of the Destructible Terrain which destroyed during enemy model's Activation.

    Quote

    Laugh Off: If this model would be moved during an enemy model's Activation ... it may choose not to.

     

  18. Hello.

    I have 2 similar questions:

    1. Model A stands on the roof of a building. Model B is on the ground btb to the building. Model A will move off the roof and must fall onto model B. What happens in this case?

    2. Model A is at the top of the Destructible Terrain Ht 2+. Model B Sz 1 comes btb to this Terrain under Model A and destroys the Terrain. What happens in this case?

  19.  

    Hello.

    Quote

    Incorporeal: Reduce all damage this model suffers from Attack Action by 1, to a minimum 0.

     

    Quote

    Smolder: Reduce the value of target's Burning condition by 1. Target suffer 1 damage form Burning.

     

    Quote

    Immolate: Target suffer damage from Burning Condition equal to the value of its Burning Condition

     

    Quote

    Blood Poisoning: Target suffer damage from Poison Condition equal to the value of its Poison Condition

     

    Do the Incorporeal reduce damage suffers from Smolder, Immolate, Blood Poisoning, e.t.c.?

    Incorporeal reduce damage suffers from Attack Actions, but Actions like Immolate or Blood Poisoning make target suffer damage from Condition, not from Attack Action.

  20. Pretty good app, but it can be better.

    I have some suggestions:

    1. After the checkbox of model activation has been checked, automatically remove Conditions that end at the End of Activation.

    2. After increasing the Turn number:

    2.1. Automatically count the amount of Pass Tokens. You can display the previous amount that may be needed to determine the initiative in parentheses.

    2.2. Automatically remove Conditions that end at the End Phase.

    2.3. Optional (can be disable in the settings) automatically deal damage to models with Poison/Burning.

    2.4. Optional (can be disable in the settings) confirmation of the increase Turn number.

    3. Fix swipe to flip the front/rear of the model's card. Now you need to draw exactly horizontally to flip the card. A little movement vertically opens the next/previous card.

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