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Found 15 results

  1. Hello. 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.
  2. A quick sanity check about stunned. According with the rules from the page 21, models who gains slow, fast or stunned apply their effects immediately. Stunned make bonus action counts against the action limit for the turn. So: If one model gain stunned in the middle of its activation (let's say for Pandora's defensive trigger) and that model had already used his bonus action, would that bonus action count against his action limit for that turn? I think it does because even if the action didn't count when it was performed, the stunned condition make it counts against it when it's applied. But I've heard other players saying that the stunned condition doesn't apply retroactively to make that bonus action count against the limit. Which is the right reading? Ty in advance!
  3. Hi All, I'm new to Through the Breach and have created a fun Magewright/Gunslinger character, with the emphasis on the latter pursuit. He uses Elemental Weapon with the Ice Immuto on his pistol. When the right criteria have been met he can "freeze" an enemy and give them the Paralyzed Condition which lasts until the end of the enemy's turn. My question is: If someone is Paralyzed, they "generate no AP and can declare no Actions on her turn during Dramatic Time," can they make a Disengaging Strike against someone moving out of their engagement range? Is there an official ruling on the Paralyzed Condition? If someone is Paralyzed and can't take any actions on their turn, how could they possibly take the Disengaging Strike Action (which is a Melee Attack Combat Action) on someone else's turn! We are debating this issue in my group because of the wording "on her turn," which some people have interpreted as they are only Paralyzed on their turn, not someone else's. Any official rulings or advice would be great. Thanks, having a blast playing the game.
  4. Hello everyone! This is my first attempt at writing a Tacitca for use. I'm writing it for a master which I played a lot (and influenced) during the Beta, so I know a few of his tricks. The main idea is to share these with new players attempting to start him or old players trying some new tricks out. I speak, of course, of Hamelin. To make things easier, first blocks will describe the master without any upgrades. Improvents on certain things will be noted under the respective upgrade section. Stats First thing to see are his stats, which are pretty decent, yet average, across the board. A good wound pool and great wp, his other stats are among the average mold. He however, lacks any station characterstics (living, undead, etc) which means there are quite a few abilities that don't work on him, wheter good or bad. Lastly, he starts with a meager cache of 1. Remember this when construction your crews. Defenses Hamelin has two abilities toward defense: Nihilism, and Lure of Emptiness. He doesn't have any damage migation abilities, such as Armor, or Hard to Wound. Lure of Emptiness grants backup lives with nearby stolen. When Hamelin is killed or sacrificed, he may sacrifice a nearby stolen instead and heal some wounds. An useful ability that migates a bit Hamelin's innate squishiness. However, watch out for having a lack of stolen in a critical moment, as Hamelin is easily hit and takes the full brunt of an onslaught. Nihilism, on the other hand, is one of the most powerful defensive abilities in the game. It allows you to ignore any conditions as you see fit. This is entirely optional, and allows you to still gain the condition if you like it. Perfect if your opponent is handing positives mixed with negatives, as you get to ignore the negative conditions while keeping the postive ones. Don't forget to thank your opponent after that. Another thing to note is the Tyrant characterstic. This grants weaknesses towards the infamous Relic Hammers. Keep them away from Hamelin's face! (Relic Hammer bearers are Johann, The Captain, and Taelor) Blighted Blighted is the condition that Hamelin and his friends spreads out like candy. What does it do, you ask? Absolutely nothing. Don't let this discourage you! While I am saying that it does nothing, it does have important tricks to consider. The most important and deadly to remember is Bleeding Disease. This nasty spell deals damage equal to the current blighted stack to an enemy. It does not remove the stack, so you can freely fire away, racking huge damage for only a few AP spend. There are also other tricks with certain models, but we'll leave that for later. Blighted increases on it's own at the end of turn. Nifty right? Rats Hamelin wouldn't be Hamelin without his little rats. One rat is an unintersting sight, but there are far more hiding right out there. Rats spawn for free when an enemy within 6 of Hamelin dies. Other models can also spawn them. Rats are weak, cheap, small, and pathetic. They think so too, so they swarm together when there are four of them close to each other. (friendly or enemy) The resulting Rat Kings are more intimidating, providing a nasty way of getting rid of scheme markers, as well as improved damage output. (it's a little better) Due to the free rats, expect to always being able to out activate enemies. Actions Hamelin has several actions open to him. First of all, the Black Staff is his basic melee attack. It has a unimpressive damage track of 1/2/4, but ml 6 is nothing to scoff at. It has always access to two basic triggers, one which hand out blighted and another which increases damage by the blighted on the target, to a maxium of +3. His second action, are the Pipes, which is basically a lure. It has an auto trigger that deals damage and moves the target further if it has blighted. Lastly, bleeding disease has been covered already. Under tactical actions, he has a Lure Malifaux Citizen, a (0) that allows him to summon a Stolen in base contact. Stolen are jeleous and murder all non-stolen totems summoned this way. If you spend a soulstone, you are capable of hitting a trigger that allows him to do it all again. (sans trigger) Upgrades Of course, there are always upgrades, and Hamelin is no exception. The Plague First of his upgrades, Virulent denies any removal of Blighted within 6 of Hamelin. Prefect for letting enemies build larger stacks of blighted. Secondly, it allows the usage of two triggers, both which trigger automaticly. The first hands out blighted, which is handy for putting blighted on ranged. The second only goes of on blighted+4, but grants the target a condition that forces the enemy to discard two cards for each interact action... Or it simpely fails. Putting blighted on range is The Piper Hamelin's near-auto-take limited upgrade grants two powerful abilities. Irresistable Dance, and Obey. Ireresistable Dance forbids enemies from ending charges within 6 of Hamelin. Protecting him and his crew from charges, it negates one of the weaknesses Hamelin has. Obey with a build in suit is a very powerful tool in any master's crew, and Hamelin is no different. Tools of the Tyrant This upgrade grants triggers to the Black Staff, as well providing even more interact denial. Unhealty pallor allows Hamelin to heal for each blighted model within 3. Blight your friends first, and then use them as health packages! Remember that blighted doesn't do anything when not forced upon you.... The second trigger puts blighted on a single target within 3" of the damaged model. It allows you to put blighted on certain elusive models hiding away from your ranges. It has it's usages whithin certain combo's, such as setting up the 1 AP charges using Drawn to Contagation. The main selling point of Tools, however, is Face The Inevitable, a 6 that let's interact actions of enemies fail unless they discard a card. Suddely delivering messages, or distracting becomes a lot harder to do. Sewer King Last of the four Hamelin restricted upgrades, Sewer King grants Infiltration (Lost) allowing you to hire up to four out of faction Lost models. Currently they are Crooligans, Baby Kade, Iggy, and Candy. More on them later. It also grants Useless Toy, a (0) that let's you sacrifice any model of choice to draw two cards. If a stolen is sacrificed, enemy models within 3 of the stolen get blighted. Of course, you wouldn't want to kill stolen off all the time, as sometimes it's better to get rid of a near-dead model that has already activated. Or you could just kill rats. Infectious Melody A Nihilist option, infectious melody allows Peons and Minions to gain fast at the start of their activation. They die at the end of that activation, going out in a blaze of glory. Sometimes you just need that 1 additional AP. Survialist Not Hamelin exclusive, but deserved a special metion here. Most importantly, it grants him ridicilous levels of defense in the form of Hard to Kill. Hard to Kill works hand in hand with Lure of Emptiness, soaking attacks in tandem. First, hard to kill goes off, reducing you to 1 wound. Then, lure of emptiness goes off, healing you above Hard to Kill thresshold.. It's certainly worth the ss if you find that you die too often. Oh, it also grants on healing flips. Spreading & Utilizing Blighted Decided to make a list of sources & blighted utilities. Spreading Blighted For all intents and purposed, Rats & Rat Kings are immune to Blighted. Diseased gives blighted to enemies that activate within 3. Source: Obedient Wretch & The Stolen, ability. The Taint trigger gives Blighted +1 for each in the final duel total. Source: Hamelin, Black Staff. The Decaying trigger gives Blighted +1. Source: Hamelin, Pipes. Requires The Plague upgrade. The Contagious Touch trigger gives Blighted +1 to a model within 3" and LOS of the target when damaging. Source: Hamelin, Black Staff. Requires Tools of the Tyrant upgrade. Useless Toy, when you sacrifice a Stolen with this action, all enemy models within 3 of the sacrificed Stolen gain Blighted +1. Source: Hamelin. Requires Sewer King upgrade. Feed On Anima gives Blighted +1 on a hit. Source: Nix Rusty Trap gives Blighted +1 on a hit. Source: Rat Catcher Swarm of Yellow Teeth gives Blighted +1 on a hit. Source: Rat King. The Spray of Filth trigger gives Blighted +1 to all models 6 when the target is killed. Source: Rat King. Yellow Teeth gives Blighted +1/+2/+3 depending on the damage flip. Source: Malifaux Rat Drink Spirit gives blighted to all within 4 unless a Wp test is passed. Nihilist models are immune Source: Nix Using Blighted Bleeding Disease deals damage equal to the Blighted condition of the target. Source: Hamelin, Nix, Stolen & Obedient Wretch. The Black Death deals damage equal to the Blighted condition of the target, to a maxium of 3. This is a seperate damage source. Source: Hamelin. Voracious Rats summons a Malifaux Rat when a model with Blighted is killed within 6. Source: Hamelin & Rat Catcher Pipes moves the target equal to it's Cg when the target is blighted. Source: Hamelin The Sick In Bed trigger gives the target the Sick In Bed condition if it's blighted condition is 4 or greater. Source: Hamelin, Pipes. Requires The Plague upgrade. The Unhealthy Pallor trigger heals Hamelin for each model with Blighted within 3. Source: Hamelin, Black Staff. Requires Tools of the Tyrant upgrade. Models with Blighted +4 within 6 of an activated Plague Pit can't take interact actions. Source: Nix The Quarantine trigger increases the attack damage by 2 if the target has Blighted +3 before the action is declared. Source: Rat Catcher, Rusty Trap. Models with Drawn to Contagion can charge models with Blighted as a (1) action. Source: Rat King & Nix, Hollow
  5. Hello everyone, there was a question regarding Warding Runes and a condition received while the model was not in range of the blood ward aura. Example: A model with Warding Runes receives paralyze while outside of the Blood Ward. Later on (before the paralyzed model activates) the Ox-Mages comes in range again. The question now is: What happens? I think there are two outcomes possible. The Blood Ward says: This model is immune to conditions from enemies. A ) The model still has the condition, but is immune to it and therefore removed. B ) The condition still remains, but per se has no allignment if enemy or friendly. Therefore the model stays paralyzed. I know this topic came up two times before, but there was no clear ruling and i would highly appreciate if we could clear it out. Thanks mates! See you in the Bayou :).
  6. I have 2 questions about Cut of Hinamatsu, I will explain some logic to go with it. First: If I attack a model which has the condition of Cut by Hinamatsu and flip the black joker do I still do the damage of the Cut by Hinamatsu condition? Cut of Hinamatsu +number reads “This models suffer +1 damage from attacks from enemy Hinamatsu models.” The rest of it is about when it goes away. Jokers and the damage flip according to page 52 reads “The Black Joker always deal no damage, so Triggers which are declared after damaging or while damaging (such as Critical Strike) are not applied.” This damage is not a trigger so the trigger part does not matter. There are 2 easy arguments: 1: Rule book said you deal no damage and so you deal no damage, I do not think this is correct. 2: Himatsu deals 0 damage from his attack and then you apply the condition on the enemy to Cut of Hinamatsu to increase the deal that is damage. This seems much more in line with various other logic in the game, such as how conditions tend to work and the way reductions/preventions work. The Second question: On Hinamatsu attack it state the target suffers damage and gain the Cut of Hinamatsu +1 condition. This has no timing mechanism in it so as the act player I get decide the order, am I correct? If so I would think this to strong. Rational: I could Cut of Hinamatsu +1 and then do damage making my non-black joker minimum 2. Then when you get to Cut of Hinamatsu +3 on the next attack I can damage you for 4 have the condition reset and then give you Cut of Hinamatsu +1. When I played Hinamatsu last night I always did it after the damage flip.
  7. Hey all, I had a question about Banasuva's (0) which lets him take an ability or action from a friendly Gamin in range. Specifically, if he takes Armor +1 or Armor +2, is that Armor considered a Condition or just an innate part of his card until the end of the turn? The ability does not mention Conditions, just says it gains the ability or action, but I can't think of another time when you get Armor when it's not a Condition.
  8. Blessings of the Blood says that "Friendly models which begin their Activation within 6 of this model may discard two cards at the start of their Activation to end all Conditions on them." Does this mean a model can remove Paralyze since this Condition is normally removed at the end of the Activation?
  9. Hey guys. Hungering Darkness has a trigger on an attack, You are Mine, which says: "If the target model has the Under the Influence Condition, that Condition is not removed until the end of the game." Does this mean it's not removed by the end of turn as normal but can still be removed by other abilities, such as Lucius' Totem og Chiaki the Niece, or can it not be removed by any means at all?
  10. Focus under General Tactical Actions reads: (1) Focus: The model gains the following condition until the end of the turn: "Focused +1: This model may remove this Condition when declaring an Action to gain a number of [+] to the Action's duel and damage flip equal to the value of the Focused Condition removed." Under the section on conditions, focused is a condition that reads: Focused is a Condition that is gained by a model taking the Focus Action. It reads: Focused +1: This model may remove this Condition when declaring an Action to gain a number of [+] to the Action's duel and damage flip equal to the value of the Focused Condition removed." I've always played this as focused lasting until the end of the turn. I was recently playing against someone using Airburst on Sensei Yu which has a trigger that reads: Winded: After resolving, this model gains the Focused +1 condition. The question is, does the Focused +1 condition granted by the trigger end at the end of the turn? The (1) Focus tactical action says you gain the condition until the end of the turn. But, there isn't anything under the condition that says it only lasts until the end of the turn. If you gain the condition some way other than using the tactical action (lots of ways to do that in Ten Thunders) does it stick around until you use it?
  11. According to the SRB Pg. 61, So the rules are very clear about stacking and unique conditions. But I am curious about how the unique conditions Reactivate and Paralyzed interact. They don't stack nor do they seem to cancel each other out similarly to Fast and Slow. Would someone clarify how these conditions interact with each other.
  12. This came up in a game last week and I'm curious as to what the proper action is here as it's similar to the situation of Flat vs. Impossible to Wound. Bad Juju has an upgrade that when he is reduced to 0 wounds, he is buried, healed back to full and all conditions are to be removed from him. 9: Mark For Death This Scheme may not start revealed. All non-Peon models in this Crew may target a non-Peon enemy model they are engaged with with a (1) Interact Action to give the target the following Condition for the rest of the game: “Marked: This condition may not be removed or ended.” Reveal this Scheme once an enemy model gains the Marked condition. When an enemy model with the Marked Condition is reduced to 0 Wounds or leaves play, gain 1 VP *note that it does not mention removing the condition after you score. I know in most cases, Model Card takes priority, but we were unsure of how this actually plays out legally as to which trumps which. Thoughts?
  13. If Vasilisa puts the Sewn Lips condition on Shenlong what happens when Shenlong (who's Flow Like Water makes him immune to damage caused by conditions) tries to remove it at the beginning of his activation? 1) Shenlong is immune to damage caused by conditions so he removes Sewn Lips and suffers no damage. Sewn lips does not say take 1 damage to end this condition. I think the condition ends and deals 1 damage to Shenlong which he does not take because of his immunity, but I'm not incredibly confident of this answer, but being a TT player I might just be seeing the way I want to see it. 2) Shenlong is not able to remove the condition by taking a point of damage. If you interpret it as Shenlong must take 1 damage to remove the condition, but he is immune to the damage so he cannot take the damage, so the condition cannot be removed. Sewn Lips: After succeeding, the target gains the following Condition for the rest of the game: "Sewn Lips: This model may not take Tactical Actions other than Walk. This model may end this Condition by suffering 1 damage at the start of its Activation." Flow Like Water: This model is immune to damage caused by Conditions, and may choose not to lower the value of (or end) the Focused, Poison, and Burning Conditions during the Upkeep Step.
  14. Is there any ruling on how the interaction between models that remove immunity to Burning/Poison work with Shenlong who is immune to damage from Condition and not the Conditions themselves?
  15. So who is everyone's preferred model to turn too for condition removal in ressers: Chiaki or Johan, and why?
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