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Found 8 results

  1. A scenario occurred in a game last night and I would love clarification and the thoughts of the community. Prefix: (taken from the Large rule-book and online FAQ) • Engagement range: equal to the distance of its longest range Close (y) Attack. • Models are engaged with each other if either model is: 1. Within the engagement range of the other 2. At least one of the models has LoS to the other. • Disengaging strikes occur before moving – “If a model wishes to leave an enemy model's engagement, it must declare that it wishes to do so before moving. • Models may take walk actions if they do not leave engagement range • Models may take a walk action while engaged and walk out of LoS while staying within engagement range which will not evoke a disengaging strike. “Disengaging strikes only occur if the model intends to leave the engagement range. Although the models will no longer be engaged once their LoS to each other is broken, no disengaging strike occurs unless the model is also leaving the engagement range.” Here’s what happened last night: A ht:1 Watcher was engaged with an enemy model. Both were on top a Ht:5 building. Inside the building there was a 2nd floor level at Ht:3. There was a theory that since the Watcher has Flight, he can ignore the ground he was standing on and sink to the Ht:3 floor immediately below him; thus not invoking a disengaging strike. “Flight: This model is immune to falling damage and may ignore any terrain or models while moving.” Seems cheesy and definitely not how the game is supposed to be played. I would love to know how to support my claim that this isn’t in good taste but don’t know how to.
  2. I get a lot of questions regarding Flight and Incorporeal mechanics so I constructed a somewhat comprehensive look at the two. I would love feedback. Looking for fact checking as well as any mechanics that I missed that would be good to include. Flight: This model is immune to falling damage and may ignore any terrain or models while moving. Incorporeal: This model ignores, and is ignored by, other models and terrain during any movement or push. Reduce all damage this model suffers from Sh: and Ml: attack actions by half. Fall Damage: • YES: Flight ignores fall damage • NO: Incorporeal does not ignore fall damage Ignore Models During Moving: • YES: Flight ignores/is ignored • YES: Incorporeal ignores/is ignored Ignore Terrain During Moving: • YES: Flight ignores/is ignored • YES: Incorporeal ignores/is ignored Ignore Models During Push: • NO: Flight does not ignore/is ignored • YES: Incorporeal ignores/is ignored Ignore Terrain During Push: • NO: Flight does not ignore/is ignored • YES: Incorporeal ignores/is ignored Ignore Models During Charge: • NO: Flight does not ignore/is ignored • NO: Incorporeal does not ignore/is ignored Ignore Terrain During Charge: • NO: Flight does not ignore/is ignored • NO: Incorporeal does not ignore/is ignored *Note that Flight and Incorporeal do not affect any LoS mechanics. *All models stop immediately when the rules use “Base to base” see FAQ #73 73) If a model is pushed “into base contact” with an Incorporeal model, can it move through the Incorporeal model and stop on the other side? No. It stops as soon as base contact is achieved. *Addendum regarding elevation, see FAQ #57-58. 57) If a model is pushed off of an edge high enough to necessitate a fall, does it fall immediately? Could it be pushed far enough to reach another surface of equal height (assuming there was such a surface)? Models which fall due to a push, fall immediately (models also generally fall immediately during regular movement unless they have Flight or Incorporeal). The model would be pushed off of the ledge and then immediately fall and take any necessary falling damage upon reaching the ground. Then, if there is any distance left required by the push (and the model is still in play), it will push the remaining distance. 58) How do the Flight and Incorporeal abilities interact with vertical terrain? Can a model with Flight end its move a further vertical distance from its starting point than its Walk stat would normally allow? Can a model with flight “leap” over a gap in two pieces of terrain? A model with Flight ignores terrain for all purposes while moving. However, the distance the model moves is still limited by the length of the move the model is allowed to take. Add the distance the model moved horizontally in relationship to its starting point to the distance the model moved vertically upwards (downwards movement is falling and it is never counted against a model’s movement total) in relationship to its starting point. This value may not exceed the distance allowed by the move the model was making. For example, a model with a Wk of 6 and Flight declares a Walk Action. It is on a Ht 3 building and wishes to move to a point on a separate terrain piece (a Height 5 building) which is 3" away. It takes the model 5" of movement to get there (3" of horizontal movement and 2" of vertical movement because the difference between the Heights of the buildings is 2, and the model is moving upwards). Since the model has a Wk of 6, it can make it to the desired point on the Ht 5 building and still has 1" of movement to use as it wishes once it gets there. Incorporeal models move in the same way, though they may take falling damage if the end point of their move is on a lower Ht, depending on the terrain (see falling, Core Rulebook pg. 42).
  3. Can someone clarify the new FAQ's in previous rulings incorprial models always took falling damage. this seems to be confirmed in the new question #9 However, question #8 states that,"Models also generally fall immediately during regular movement unless they have Flight or Incorporeal) what do they mean by this?
  4. So it was brought to my attention the other day that Flight ignoring terrain doesn't mean it ignores the impassible/climbable wall of a building, so it still has to measure up the wall to fly up. Makes sense, thank you FAQ. But that brought to mind this question: If a model with Flight begins its move on, say, a Ht 2 building and wanted to walk to the next Ht 2 building which is across an alley, is it considered to drop down, cross the alley, and then fly up the wall to the roof of the second building? Or is the model considered to stay at the height it began the move, fly the width of the alley, and land on the second roof? What if it's doing this, but the second building is Ht 3? I feel like the second option makes more logical sense, but I can't find anything that says which to do for sure. Please help.
  5. I'd like to ask how does flight work when moving from a Ht3 terrain to another Ht3 terrain. We've assumed so far in our community that since nothing indicates it does not fall as soon as it moves of the terrain, it has to fall and then fly up to another terrain. However, the Enclosed terrain trait contains the following example: "A Nephilim may fly over a building or take flight from its rooftop, but may not teleport through the wall". Does that simply mean it can fly down from the rooftop, or does it refer to flying from one terrain to another without having to fall?
  6. This seems like an elementary question and would be surprised if it hasn't been answered already but here goes: do models with Flight or Incorporeal only spend movement for vertical distance when their end point results in a change in elevation? For example, a model with Flight moves 3" plus any horizontal distance to get on a Ht 3 rock. Would the model still have to spend 3" of vertical movement if it just "flew over" the rock and ended up on the other side? I'm sure this would make more sense with a picture but i don't know how to make one, sorry.
  7. Taking a break from some long overdue Spring cleaning in my den to post an idea of running an episode of our campaign on a train. As was discussed over on the Cool range of Old West buildings thread, S scale is probably the best bet for having a train as terrain in Malifaux, whereas something much larger, like G, would be ideal for running an adventure on a train. So, while I've wanted to do this for awhile, I think the new Campaign Rules from Wyrd Chronicles #5 make it more worthwhile. Sure, pushing models off of the train could still be a valid strategy, but the Finished Off flip would determine whether those models live to fight another day, rejoining their crew at the next station. On that note, let me start with some questions and considerations: Should a model be pushed off our very limited table edge, I'd say that models with Flight or Float should be able to return to the train on their next activation (in lieu of a Finished Off flip) even if just the top of it, 6" further back on the train from where they were pushed off, at the cost of at least 1 AP. If pushed off the caboose (or other end car), maybe up that to an All Action to return to the roof or rear-most banister of the final car. Some models may be odd choices in this setting, but we'll see how they play out. [At the beginning of the scenario, if this were a one-shot or the first episode of a Campaign, maybe the players would forgo certain models. But in the middle of a Campaign, they won't have much choice in the matter.] Major examples would include McCabe, aLeveticus, and all four Riders. Riding a horse on a train might not be very practical. Riding along side, could work, assuming the train hadn't gotten up to speed yet, or was slowing entering a station, but wouldn't really apply to a full game of a train racing along. The doors are going to be tough to get through for larger models, as has been discussed on various TerraClips threads (that I may add links to later). So, while a mounted model may be able to race from one end of a car to another, navigating through a door, onto and across the ledges to the next door, and through it, is likely going to be very AP intensive or at least full of movement penalties. Another consideration: Should we go with set Strategies, and, if so, how best to implement them? I'd think Treasure Hunt would be an obvious choice for a train, but it'd present its own complications. Would it be in the middle, with both crews racing towards it (especially in shared)? Would it be guarded in the caboose? With three crews, I'd say Monkey Wrench or Stand Fast from the Multi-player rules (found in Wyrd Chronicles #4) could make for an interesting choice. [In a campaign, the randomly selected middle player would gain the extra ss of models as only temporary models, treatable as Summoned later, so as to not have one player automatically have an unfair advantage.] How best to deploy crews? One crew in the caboose and the other in the first car past the tender might make sense for some Strategies, but would be rather odd in others. Maybe even split up one crew to caboose and engine, while the other crew deploys in the middle. One crew inside the train, treating the whole thing as a standard deployment zone, while the other deploys on the roof, doing the same? I'm sure I'll think of other issues or quandaries, but I'm eager to hear your input as to how best implement a game like this. Thanks in advance, --Johnny
  8. So, since Flight and Float have no Ht attribute attached to them, how the hell do we determine range? In theory, can't they shoot up in the air an infinite amount and then dive back down the same amount? I'm sure most will say "House Rule...blah, blah, blah" about how far up and down they can move for terrain and walls and what not, but what I'm talking about are the situations when a Night Terror (with Flight) is sitting on the other side of a platform (2nd Story) and is pecking me with it's claws and then we turn around to attack it and it's out of my melee range because it's 2in away technically because it's sitting on the board below my level. Please help me discover the ruling or how to determine the Altitude of a Model with Flight!
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