We have an influx of new players, and I wanted to present a clearer breakdown of the schemes that:
Intuitively breakdown the within X" and LOS rules.
Fixes the friendly controlled/enemy controlled issue.
This also seems to be a hot topic on the forum at the moment, so thought it would be a good time to write all this up.
Just to check, is this the 'correct' interpretation of how all the schemes should work? Changes are underlined.
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1. Breakthrough
Reveal: At the end of the turn, if you have one or more friendly Scheme Markers and a friendly model in the Deployment Zone, and there are no enemy models within 4 of that model, you may reveal this Scheme and remove one such Scheme Marker to gain 1 Vp.
End: At the end of the game, if you have three or more friendly Scheme Markers in the enemy Deployment Zone, you may remove three such Scheme Markers to gain 1 VP.
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2. Take Prisoner
Reveal: At the end of the Turn, if you have a friendly model engaging the chosen model and there are no other enemy models within 4 of the chosen model, you may reveal this Scheme to gain 1 VP.
End: At the end of the game, if you have a friendly model engaging the chosen model, or if the chosen model was killed by a model controlled by your opponent, gain 1 VP.
Vendetta- as written
Assassinate - as written
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Claim Jump
At the beginning of the game, secretly choose a friendly non-Leader model.
Reveal: At the end of the Turn, if there are no enemy models within 3 of the secretly chosen model and the secretly chosen model is within 2" of the centrepoint, you may reveal this Scheme to gain 1VP.
End: At the end of the game, if the secretly chosen model is still in play with half or more of its maximum Health and within 2" of the Centrepoint, gain 1 VP.
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Hidden Martyrs
At the beginning of the game, secretly choose two friendly non-Leader models with a total combined Cost of 13 or lower.
Reveal: At the end of the Turn, if exactly one of the chosen models was killed by amodel controlled by your opponent, gain 1 VP.
End: At the end of the game, if exactly one of the chosen models is engaged by an enemy model of Higher Cost and that chosen model has more than half its maximum Health, gain 1 VP
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Sabotage:
At the beginning of the game, secretly choose a terrain piece within 3" of the enemy Deployment Zone.
Reveal: at the end of the turn, if you have two or more friendly scheme markers that meet all of these conditions:
within 2" of the chosen terrain piece
on the enemy table half
not within 3 of an enemy model
You may remove two such scheme markers to gain 1 VP.
End: At the end of the game, if the chosen terrain piece has no enemy scheme markers within 2" of it and one or more friendly scheme markers within 2" of it and on the enemy Table Half, you may remove one such friendly Scheme Marker to gain 1 VP.
Sabotage is a bit ugly no matter how you slice it.
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Catch and Release
At the beginning of the game, secretly choose a friendly Minion.
Reveal: At the end of the Turn, if the chosen model is within 1 of an enemy Master or Henchman and not engaged by any other enemy model, gain 1 VP.
End: At the end of the game, if the chosen model is in play, on the enemy Table Half and not engaged, gain 1 VP.
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Research Mission
Reveal: At the end of the Turn, if you have a friendly model within 4 of three or more different types of Markers on the enemy Table Half, including Strategy Markers, gain 1 VP.
End: At the end of the game, if you have three or more friendly models each within 2 of a different type of Marker on the enemy Table Half, including Strategy Markers, gain 1 VP.
Spread them out - as written.
Runic Binding - as written.
Right, did I miss anything? Or does this revision fix all the schemes (in regards to friendly/enemy controlled and range/LOS)?
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Maniacal_cackle
We have an influx of new players, and I wanted to present a clearer breakdown of the schemes that:
This also seems to be a hot topic on the forum at the moment, so thought it would be a good time to write all this up.
Just to check, is this the 'correct' interpretation of how all the schemes should work? Changes are underlined.
Vendetta- as written
Assassinate - as written
Sabotage is a bit ugly no matter how you slice it.
Spread them out - as written.
Runic Binding - as written.
Right, did I miss anything? Or does this revision fix all the schemes (in regards to friendly/enemy controlled and range/LOS)?
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