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Found 77 results

  1. My group and I are new to TTB and we're still learning the rules. We understand the abstract concept of the Height aspect, but a lot of us are really detail oriented and would like to know just how tall is a height 1 or 2 character? Is height based on yards like all other measurements in the game? If so does that mean a height 1 gremlin is maxed out at only 3 feet and a height 2 human is maxed out at 6 feet? Again, we understand the abstract nature of it for actual game play, we're just wanting to know some general ranges for the flavor of our characters.
  2. Elijah Borgman and Firebranded have the "Promised to the Flame" ability, which "reduce all damage suffered by this model" while it is within 2" of a Pyre Marker. Does this mean that these models take no damage from the Burning condition (or at least Burning up to +3) so long as they are close to a Pyre marker? Is the default damage reduction down to 0 unless otherwise noted (as minimum of 1 damage)? Thanks for the help!
  3. Sorry If I'm not in the good section but does anyone knows when I will be able to purchase the rulebook, faction pack, fate deck... cause I'm searching and I'm not finding it. I know that we can download them for free but I want them physically 😕 I wanna buy some Wyrd stuff for M3E but I can't find them help me pls.
  4. So I have recently been shown this game and after our first few games I have started to learn the rules for myself by reading through the books. After looking through the various talents, triggers, and pursuits there were a few things I was unclear about 1. Duels vs Challenges: throughout the text they reference challenges and duels? They sound interchangeable but one talent will use the word challenge, such as undermine which states "This character gains + to all Intimidate Challenges made during Narrative Time." Then some triggers will use the the word duel such as the crow culinary trigger which states "that Beast gains + to all duels it makes during Narrative Time for the rest of the day."(just stated the important parts). Finally you have some triggers that use both words in the same sentence like deceive "After failing, you may make a Convince Challenge against the same target with a + to the duel. If you succeed, there are no repercussions for failing the Deceive duel." 2. The elemental weapon magia: In the description the magia states "Any character damaged by the target weapon suffers the effects of any added Elemental Immuto." Does this mean if I add fire elemental weapon to my long arm every time I hit the target automatically burns? Or does the target need to make a Wp check to resist the elemental weapon every time it is hit? The text seems imply it just happens, but looking at the magia itself it states it needs a Wp to resist. Then if the spell does require a Wp draw when is it drawn? Every time I hit with my weapon? Or is my draw made only once on the first casting and then each time I compare Wp to that number for the entire duration?
  5. So...can somebody please tell me how Coppelius would be able to get two rams for this trigger? He’s an enforcer so he can’t use soulstones. Am I missing something?
  6. So Kitty has an attack that has no printed damage track but has a ram trigger that says: Reaching Tendrils "When resolving, the target suffers +1 damage and this model Heals 1." Was this supposed to have a damage track or does the trigger just add a ping of damage and a ping of heal?
  7. When a PC gives a subordinate an Order (via the Order Action) how many AP does that subordinate receive on their turn? I cannot see anywhere that indicates this. My assumption is that they, like every other character (PC or NPC), get 2 AP. This makes sense with the frequent "Slow if activated on the turn summoned" rules. This was a source of disagreement between myself and the Fatemaster at a recent game. In a related question, the Commander's Issue Command talent; does/is the subordinate taking the (1) AP Action the same as the one that was given the Order action? Given that this also works if the Firing Line action is taken, I'm inclined to think it can be someone else.
  8. Hey guys I need some guidance. So I am wanting to use loudest squeal to push my models around the board but I am unsure as to how it works when its between friendly models. Do I relent or do I flip for attack and damage as normal. Tia.
  9. Hi all! I recently picked up Serena Bowman and had a rules question regarding her 'Always comes back around' ability. It states 'if this model is killed or sacrificed, at the end of the turn, summon Serena Bowman' How does this interact with conditions that deal damage at the end of the turn. Eg. Serena dies of burning. Does she A. Summon back immediately B. come back at the end of the NEXT turn Or the unlikely C. Not come back.
  10. I need help with a couple of questions about the rules that I'm unclear on. Mainly engagements and shooting/casting attacks. 1.) Do you randomly determine the engaged model you are shooting at ONLY if the attack used has the Projectile Symbol? (The tiny gun symbol next to range) or do you do it for ALL attacks even if the range does not have the symbol? 2.) While engaged with an enemy is it possible to use a SH or CA action that has a range but no projectile icon? If you need me to clarify I can maybe try and give an example. Thanks in advance!
  11. Sorry if this is a silly question but is it possible to stack Somers aura using his Skeeters? Eg if Sommer and both his Skeeters used the 'Do it like this Action' and discarded a Rams. (Bit card intensive with the Ca as well but with Sommers Draw rate its not to hard to set up. Especialy if you used Sami Lacorix + a Gremlin Crier to cycle and increase your hand size) Could Burt Jebson get an additional 3 rams to his duel total one from each aura? (Plus potentially 1 from Lenny, 1 from a flip/ cheat) This gives a grand total of 6 rams including his inbuilt. Crunching some numbers and thinking it may be possible to get Jebson up to a 8/9/10 damage spread with a potential 3 attacks via reckless.
  12. On the gremlin criers card it says 'When this model is killed summon a Bayou Gremlin into base contact with this model before it is removed from play' Since it doesn't say that the crier is then sacrificed I assume that you get a corpse marker & a slow Bayou Gremlin?
  13. Dear friends! We know, that the Df triggers resolve before Attacking model's triggers. And we know, that model removes from the game after "after damaging" attacking triggers. So, can we resolve Df trigger before removing a model, if this model died during the attack?
  14. I couldn't find a rule regarding the use of skills that a Fated does not possess. Apparently, it is possible to use some of the Close Combat skills, since there is a damage spread for rank 0 listed. But are all skills usable, just by assuming the rank was zero, the AV being exactly the associated aspect value in this case? Everyone can 'evade', but what about any crafting, 'history', let alone magical skills? Not being able to tackle any challenge requiring the notice skill, for instance, if you don't have the skill, seems wrong. It also seems very wrong, however, if an incredibly charming character can play an instrument better than a moderately skilled less charming person. So, is there a general rule that I've missed on how to handle this? Negative flips perhaps?
  15. Hello. I'm just wanting to check if the rules, as written, on the cheating bastard upgrade mean that markers cannot be placed in base contact with Jacob or Huggie, if there is another marker within 4". The text ends with 'it able' so my thinking is that this is refering to the normal restrictions on marker placement.
  16. For resisted damaging spells is the Damage Flip Modifier based on defender's final duel total, spell TN or worst case of both?
  17. Rules for Unbury for actions like "Pine Box" or "Into The Furnace" force an Opposed WP Duel on this Model Activation: Let's say Marshal have some Mimic in his Box. Before Marshal activates, Lucius strikes the Marshal with his Sword Cane and Declares a "Governor's Authority" trigger which gives to Marshal's Attack Actions: When Marshal activates - will he suffer on opposed WP duel. Basically it's not an Action, but rules say if Action calls for Opposed Duel - than it's an attack action (p. 38 of rules-only rulebook) I think Marshal wouldn't suffer because it's not an action, but I cannot identify what IS the right name for this opposed duel. Any thoughts?
  18. I don't really understand when Rank Values should be added to the actions of Fatemaster Characters. Using an example of the Illuminated on Page 187; this minion can make a Scintillating Cloud with the following stats: (1) Scintillating Cloud (Enchanting) AV: 5M (11M) Rg: 8 Resist: Df Target suffers 2/4/5 damage. MM Filled with Stars: After damaging, the target gains the following Condition until the end of this turn of Dramatic Time: “Brilliant Aura: Characters within 1 yard of this character have the Brilliance characteristic.” I have a few questions here: 1. Does the Illuminated always have an acting value of 11 when it attacks with Scintillating Cloud? Is there ever a time when the base acting value of 5 is considered alone or is it always modified by the rank value? 2. Will the Filled with Stars trigger only occur if the defense flip shows a mask? Also, if it does show a mask, can players cheat that mask with another card? 3. Can a Fatemaster character ever get a higher acting value than their Rank Value + Base Acting Value? I think the answer to both questions is yes, but the rules on page 6 of the Fatemaster's Guide specifically state: "This rank is not used to determine a set number the Fatemaster Character always achieves." Thank you!
  19. Hi! I wonder if bases without a lip are allowed as long as they have the correct size? I'm about to start sculpting a few new bases and would rather work with a plain surface. Best, Lohengrin
  20. Question about Scheme marker placement, Can they stack? https://youtu.be/evdgzOGEeTU?t=20m14s In this video “allowed to stack scheme markers on top of eachother”. Both the Large book pg.49 and the small book pg.56 are written the same and ready the same way. And yes, both are ambiguous. While playing I have heard both arguments but there hasn’t been any resolution. Below I break down different pros and cons for each that I have run across. The arguments FOR stacking references Section 1 Paragraph 4 “Sometimes a model will drop multiple markers. It is perfectly acceptable for two Markers to be on top of each other; both have their effects, it doesn’t matter which one is placed on top. This doesn’t specify if the “multiple Markers” can be friendly or if it's only legal to stack opposed markers. And Section 4 Paragraph 4 “Models may take a (1) interact Action to remove EVERY enemy Scheme Marker that is in base contact with the model.” The last point isn’t written in either rule book but a logic question. There are a great many Schemes and Strategies that are impossible combos; if every Marker needs a minimum of 4” between each other then certain combinations of S&S are illegal or impossible combinations. This could be a broken flaw to the game or an intentional layer of play strategy to understand the broken and illegal combos. Additional things to note, There are many synergy and metta shenanigans of certain models that almost sound like they would support stackable markers. The argument AGAINST stacking references Section 4 Paragraph 4 “Models may place a scheme Marker in base contact with themselves and NOT within 4” of another friendly Scheme Marker by taking a (1) Interact Action.” Secondly, almost every Scheme and Strategy breaks or becomes moot if you can stack markers. E.G. Line in the Sand becomes an Auto-Take every time. The rule book breaks down markers into the following sections, Markers: Three paragraphs Paragraph 1 - Description/Overview Paragraph 2 - Rules Paragraph 3 - Summary Corps Markers: Three paragraphs Paragraph 1 - Overview Paragraph 2 - Operation Paragraph 3 - Clarification Scrap markers: Three paragraphs Paragraph 1 - Overview Paragraph 2 - Operation Paragraph 3 - Clarification Scheme Markers: Four Paragraphs Paragraph 1 - Rules Paragraph 2 - Overview Paragraph 3 - Clarification Paragraph 4 - Rules
  21. Hi all! Question about the Gremlin Crier (which I think is an AMAZING model, both in hobby and play terms. Especially the one with the bell, my favourite). I've just grabbed a box of three, plan to run at least one in my new Zipp crew, with Iron Skeeters dropping them on objectives. So; The Over Excited Ability - can you draw multiple cards with multiple Gremlin Criers, for every single card discarded? From the front of the card: Over Exited "When a friendly model within 3" (Aura) of one or more models with this Ability discards one or more cards as the result of a friendly Ability or Action, this model may suffer 1 damage to draw a card. If this model's controller has six or more cards in hand after resolving this Ability, this model suffers 1 additional damage." The thing is, a Gremlin Crier Over Exited Ability is potentially triggered if a friendly discard is made within the 3" Aura of ANY Gremlin Crier on the field. "One or more models with this Ability", not "This model". That could be a massive amount of card draw over the game, especially if you heal these guys as you go, inbuilt zero action or otherwise. Makes sense in a way, Gremlin Criers calling out the news to each other... Thoughts? I've only been playing Malifaux a little while, so maybe I've missed something. EDIT: I mean, have someone discard to go defensive, and draw two or three cards in return! Nice. I like having all the 13's and Jokers in my hand. EDIT EDIT: If this topic has already been covered, my apologies
  22. Mage pursuit (from Into the Steam) has the New Manifestation or Triggered Immuto on the first level. With the New Manifestation I can alternatively add one free (no additional TN cost) Immuto to one Manifestation I already possess. With Triggered Immuto I can add one free (no additional TN cost) Immuto to one Manifestation I already possess that activates on a trigger with a specific suit. Either I misunderstood something or there is no reason to take Triggered Immuto EVER. To make things more complicated, in TTB 2ED the Manifested Power looses the information about alternative free Immuto. So according to the rules, which one should it be?
  23. As the title says, does Wall of Muscle affect melee unarmed attacks?
  24. So, while I'm writing and working up the courage to run a TTB campaign, which will be my first time as FM/GM/DM/etc. and my players are brainstorming character concepts, they discovered something strange: The 2nd edition rulebook states that a character can jump after moving for free, with the base distance of half their Ht in yards and double that if they charged. If they want to get further, they can take a TN 5 Athletics duel to increase the distance jumped by half their Ht on a success (or double that on charge), plus one additional time that for every margin of success. So if a PC takes Wall of Muscle and trains in Athletics, they can easily increase their walks and charges by 4,5 and 9 yards respectively. Not only this, if the same character has Athletics at skill rank 3, they can take the Showboating trigger, meaning that if they get a on the Athletics duel to increase their jump distance, they can take a free attack (which might get a bonus, I can't recall). All this, at no visible drawbacks. So tell me, is this a viable strategy and a free way for every character to gain 1-9 yards increase to all their movement, as well as potential free attacks everywhere if they put a little effort into it, or have we misread or misunderstood something, and it doesn't work at all like that? (I'm using a friends book, that I seldom have at hand, so I can't quote page numbers and might remember stuff wrong)
  25. Hi everyone, I'm playing a Mage in TTB 2e and I have an issue with buff Magia in general. The problem is it's too powerful, so the fatemaster doesn't want me to take most of the buff spells, and I have to agree with him, these spells are broken. The TN doesn't mean a thing for buffs, as you can prepare yourself in advance and cast it for a day or more. Mental and physical enhancements both can raise all your stats to 5, so a simple spell is better than many destiny steps. Invisibility and Swirling illusions makes you impossible to hit. Improved fate gives you a to everything. Armor and Occultation makes you tanky as hell. That's the spells I can't take as the fatemaster fells if I do, our opponents will have no chances. Could we get a fix to these spells ?
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