Post by osiris on Nov 30, 2020 21:22:11 GMT -5
UPDATED March 2021
FAQ & ERRATA
Q: Can a Posse just be a Boss or do you need to fill the first slot?
A: You can take a Boss on their own but to gain any of the rules found on a Posse card you must take at least one slot in the Posse.
Q: Can models be deployed onto the table already embarked in a vehicle?
A: Yes units may start the game embarked in a vehicle and both the unit and the vehicle are deployed as a single deployment.
Q: My model has hazard condition and no available Fortune. When I end my activation what happens first? Do I regain Fortune or do I make the check for hazard?
A: Regaining Fortune is the very last step at the end of an activation. All condition rolls are made first so you cannot used regained fortune before making the check.
Q: Can Morgan Earp use Largesse if he is taken in the 5th slot of the Tombstone Theme Posse?
A: He can use Largesse in exactly the same way he would if he were the only Boss in the Posse.
Q: When a player spends a Fortune to declare Take One For The Team. Where does the Fortune originate from?
A: The initial target is the one that spends the Fortune.
Q: What happens if the model I nominate for Take One for the Team is out of range of the attack?
A: The target model you are using to ‘Take One for the Team’ must be in range and line of sight of the attack
Q: When do you play the Guts side of the adventure card that has bonuses to a units’ Attributes?
A: Anytime before the die is rolled. Adventure cards are applied immediately. The increased Attribute needs to have already occurred before you calculate the roll.
Q: Can I use the Restore Card at any time?
A: Yes you can. When you use it, restore the chosen unit’s fortune back up to its starting value. So if it has a fortune rating of 2 then restore back to 2 regardless of what Fortune they had left.
Q: Can I use Guts cards to gain a bonus to an attribute in my opponent’s activation and does it last for the whole of their activation?
A: Yes you can use Guts cards that provide bonuses to attributes at any time during the turn and can be combined or stacked as you wish. This can even be during your opponent’s activation. Guts bonuses last for the whole of that activation.
Q: How far can a model jump?
A: A jump is part of a move action. See the errata for jumping below.
Q: Can mounted models or models on M(O) bases use portals?
A: Yes.
Q: The Heavy weapon trait says it can not be fired in an Activation that you make a Move Action. Can you shoot then move?
A: No, if your model is carrying a heavy weapon, when you activate it, you decide if you want to move or shoot. If you do one, then you forfeit the other
Q: If an enemy unit with a melee of 1” or more engages a unit inside a building. Is the unit inside a building trapped inside, as a unit can’t exit a building if it is engaged?
A: Engaged units cannot perform Get Out Actions so cannot leave buildings.
Q: Are Reserves half the force or half the Posse?
A: Half the force. If you have a posse with five units and a second posse with four units within your Force, up to five total units from the force may be placed in Reserve. This could be all of the first posse or part of both.
Q: Can a model in reserve use fortune to re-roll a failed Reserve test?
A: Yes
Q: Can a Reserve check be focused?
A: No.
Q: Can a unit in a posse use the Fortune from a boss (with Largesse) if the boss is held in reserve?
A: The boss’s posse can not use their fortune because the boss is not in the play area. To use the boss’s fortune they must be present on the play area. However, units can use Largesse if the posse’s boss is in a transport or building because they are still considered present on the battlefield.
Q: How do you draw Line of Sight to a target?
A: Line of Sight is drawn from the activating model using a column the same width as its base size toward a targeted model. The line of sight column must cover as much of the target model’s base as possible, and cannot extend past the target model's base in order to avoid intervening obstacles/terrain. The light of sight column may only extend beyond the target model's base if the target model's base is already completely covered by the line of sight column (as would be the case when a target model is of a smaller base size than the attacking model) If any portion of the corridor is interrupted, then targeted model is obscured, as shown in the picture.
Q: Can a model being transported by a vehicle be targeted by an attack, if they can be targeted do they gain any bonuses to grit?
A: Yes, a unit that is embarked in a vehicle can still be targeted as long as the attacking unit has line of sight to the vehicle. The vehicle provides obscured to the embarked unit and the embarked unit is also considered to be Hunkered.
Q: Do weapons like lasso or smoke bombs do damage?
A: Yes.
Q: Does Brutal apply to per hit or per action.
A: Brutal only applies an extra wound per action. So a single attack will apply a maximum of 1 extra hit per action regardless of the Rate of Attack
Q: When a weapon with a Rate of Attack higher than 1 achieves a critical success. What happens in that action?
A: The individual die that scores critical success gains the additional quality from the critical. The player controlling the Activated unit decides which shot to resolve in which order.
Q: How do template weapons affect units inside buildings or transports?
A: Template weapons will only hit one occupant of a building or transport unless it has the Engulf quality.
Q: Where can a unit be deployed after a weapon with the Beacon Quality successfully hits a target?
A: As close to the target unit as possible within your deployment area.
Q: When using a torrent weapon as a free shoot action are the hits automatic?
A: No. You must roll one die to hit and then if that is a success against the target you score D5 hits with a max of 1 per model in the target unit.
Q: Can you ever re-roll a critical miss?
A: Currently No. This can only happen if a future rule specifically permits it. Rules that use general terms such as “This unit may re-roll any failed combat checks” for example, do not allow that unit to reroll a critical fail.
Q: Are building rooftops Area Terrain?
A: Yes. It is advised to remember the heights of the building though.
Q: How do the Linked & Moving Target interact with each other if combined in the same combat action?
A: They both take effect on the roll. Linked re-rolls the misses and Moving Target re-rolls the hits. In this situation you would pick up all the dice in the first roll that did not achieve either critical success or critical failure (as these cannot be re-rolled) and roll them again applying the result of the second roll. Remember now, that none of these dice can be re-rolled a second time.
Q: If I fail a grit check caused by a Hazard condition at the end of my activation and I use Mettle to keep them alive do I keep the hazard condition on the unit?
A: Yes. As the Grit check was not passed the Hazard condition persists.
Q: If a model in a unit has the Hazard condition and their unit is hit again by a weapon that has the Hazardous quality, does the hit gain the Lethal quality even though some models in the unit do not have the Hazard condition?
A: Yes. If one or more models in the unit have the Hazard condition, a hit from a weapon with the Hazardous Quality gains Lethal.
Q: If a unit suffers from multiple Negative Conditions. Which order should I resolve them?
A: This really only applies to Disordered and Hazard which are both resolved at the end of a unit’s Activation. In cases like this, the Conditions should be resolved in the order they appear in the rulebook: Disorder then Hazard. (Stunned would have been resolved at the beginning of the activation already)
Q: A unit moves to a piece of cover and makes an In Cover Free Move Action. During my opponent’s Activation my unit becomes Disordered. Does my unit lose the benefit of the In Cover Action?
A: No, while a unit cannot make In Cover Free Actions while Disordered, the unit was not affected by Disorder when it made the In Cover Action in its activation. Gaining Disordered, Stunned, or Hazard does not cause the unit to lose the “In Cover” benefit, it only prevents them from making the free action to gain it. The “In Cover” benefit ends when the model is no longer in base contact with that terrain piece.
Q: When are negative conditions applied with weapons?
A: Weapons with the Hazardous quality apply Hazard to the target model immediately upon a successful Aim or Fight check with a weapon. Weapons with the Stun quality apply the Stunned condition to a target model after a successful grit check. Weapons with the Disorder condition apply Disordered to the unit after a failed Grit check (the grit check, and associated wound are fully resolved first however, so Mettle could still be used for that check). Weapons with the Disrupt quality applies both Stunned and Disordered, but immediately on a successful aim or fight check against any MACHINE or CONSTRUCT target unit.
Q: What happens if a unit has Tough and is hit by a weapon with the Stun, or Disrupt Quality?
A: The Initial target in the unit benefits from the Tough Common Rule, however once the model becomes Stunned, the unit can no longer benefit from the Tough rule (even against remaining hits from the same Attack) until it loses the Stunned Condition.
Q: Does Moving Target last until the end of the turn or until the unit's next activation?
A: End of the current game turn.
Q: Does Moving Target benefit from a Trailfinder move?
A: Yes. Trailfinder Moves are part of the first turn.
Q: Can you use Quick and the Dead against Strike actions?
A: Yes.
Q: If I use Quick and the Dead (QatD) and succeed, are all subsequent actions from the same unit ignored? Does the attacking unit then need to target another unit if it has further actions to take?
A: No. Quick and the Dead negates all attacks that would be rolled from a single combat action. As it is a reaction, it must be used before dice are rolled (after being declared as the Initial target). This means that if you are targeted by a multiple model unit (that does not have massed fire) you can only negate one of the declared attacks from one model in the unit. All subsequent combat actions are unaffected by the use of QatD
Q: How does Quick and the Dead (QatD) work against Massed Fire?
A: Normally, a successful QatD by the target, will negate all dice to be rolled from a single Combat action. This means no dice are rolled and no effects triggered. Against a unit using Massed Fire, a successful QatD will reduce the total Rate of Attack by an amount equal to the QatD result. For example, if the target unit’s QatD result was 15, it would reduce the Rate of Attack by 15. Note that results of less than 10 are unsuccessful and will not reduce the rate of attack at all.
Q: If a unit with Mettle removes the disordered condition and is wounded again in the same turn can it use Mettle again?
A: Yes.
Q: What happens if a unit has Mettle and is hit by a weapon with the Disorder or Disrupt Quality?
A: Because the Disorder from the weapon quality is only applied after a fully resolved failed grit check, the Initial target in the unit benefits from the Mettle Common Rule and when the model fails a Grit Check the unit may use Mettle to cause the entire unit to become disordered rather than have the model Wounded. Against a subsequent failed Grit check the unit cannot benefit from Mettle (even against remaining hits from the same Attack) as it now has the Disordered Condition.
Q: Does the -2 to Aim from the Firing Platform Special Rule already include the -1 for Hunkered or is it -3 overall?
A: The -2 to Aim includes the -1 for being Hunkered. The penalty is -2 overall.
Q: Do you have to spend an Action Point for the Reserve move action in special rules like Blessings of the Allshard and Spectral Summoning?
A: Yes, even though you spend the fortune to automatically pass the check during a Reserve move action, you still need the Action Point to do the action. Note: The models using this to arrive must be placed in base contact with the unit with these attributes. If they cannot be placed, then you lose these models, and they count as destroyed.
Q: If using the Arcane Mastery ability do you still take all modifiers into consideration?
A: Yes all modifiers are still taken into account as normal.
Q: When using Combined Fire do you split every different weapon in its own group?
A: Yes. When this unit makes a Shoot Action, each model may choose to forgo making its own Aim Check and instead add +1 to the Aim Attribute or -1 to the Piercing value of another model equipped with the same weapon in the unit.
Q: Can you stack both Creation and Forceful Strike in the same action to double the piercing value twice?
A: Yes you can. If the piercing of the weapon is -1 you can use Creation to take it to -2 and then forceful strike to take it to -4. Remember, if you use Forceful Strike in an Action that Action can only have a maximum Pierce of -6
Q: If only part of a unit are within range of an ability that grants a benefit to a unit, does the whole unit gain the benefit? For example if only some members of a unit are within 6” of a Hexalith in the absolute power posse does the whole unit gain the Shrouded ability?
A: Yes the whole unit will gain the benefit
Q: Rebel Yell has been used while no unit with the Confederate trait is within 8" (at the time the action has been made). During a subsequent activation in the same turn, a unit with the Confederate trait moves within 8" of the unit that used Rebel Yell. Does that activated unit gain +1 Limit?
A: Yes. Think of it like an “aura” around the unit that used Rebel Yell. Units leaving the area would also lose the benefit.
Q: When does the Gambler ability take effect?
A: The ability takes effect as soon as that unit is activated and before it performs any actions.
Q: What are the negatives and bonuses applied to models involving Trick Shot?
A: The targeted model does not gain the obscured bonus to its grit check from intervening models or terrain. It would still gain the +1 bonus from being hunkered down if it was hunkered. The Activated model still gains the negative modifiers to its Aim check from obscuring terrain and models. The benefits of trick shot apply to a single combat action.
Q: I have 2 K9 Gun Dogs in a unit, one fitted with a Liberty Gatling Gun, the other fitted with a Gallant Rocket Pod; how does Tasked interact with this?
A: Although they may fire different weapons, they will both need to target the same unit. If the target is destroyed before the second attack resolves, the attack is wasted and cannot be re-targeted.
Q: Do Smokescreens block line of sight?
A: The smokescreen will fill an area the size of the template stated and the height of the width of the base. Remember according to normal line of sight rules, an attacking model cannot have line of sight over models or terrain that are larger than its base, unless the target is also larger than the base size of the intervening model.
Q: Does Compel count to your action limit?
A: No, it is a free action. Remember also that for each successful compel against a unit, that unit gains a cumulative +2 mind for the rest of the activation.
Q: Does a Hexalith count as part of a posse if included with the Dark Council ability, and therefore would it gain shrouded as part of The Third Man’s Absolute Power theme posse?
A: Yes. Only strategic units are specifically mentioned as not being part of a posse, Hexaliths are not strategic units.
Q: Can a unit that can bring a Hexalith via a special rule also bring a unit of Spirit Apparitions via Hexalith’s Spectral Summoning rule?
A: Yes, Units which bring Hexaliths as an ability are also granted the ability to bring Spirit Apparitions. They do not occupy a slot, but they are friendly to the posse.
Q: How does Massed Fire work within a unit?
A: When making a Shooting Action with a unit with Massed Fire the process is as follows:
First, The controlling player selects a model armed with a ranged weapon in the unit. This is the shooting model. Then every model with the same weapon in the unit that is in range and has line of sight must add its Rate of Attack to the shooting model. Every model that can do this must do this. Finally, the firing model calculates obstructions (for obscured bonus/penalties) and then rolls their new RoA barring any reactions from the targeted model.
If a model and/or models in the unit have different weapons than the nominated model and are in range they shoot separately. Following the same rules.
Models that have the same weapon but are not in range or LOS do not add to the RoA and can not fire separately.
Q: How does Massed Fire work with Failsafe detonators
A: Massed Fire does not apply to weapons with a range of SELF. Each Model in a Unit can choose to use these weapons independently of the Massed Fire rule if they are armed with them.
Q: How does Massed Fire work with Give Em Hell
A: A unit with Massed Fire must also do this with Give Em Hell reactions. All weapons still change to RoA 1, but then nominate a firing model. Then all assisting models will add their ROA of 1 to the Shooting model’s ROA of 1.
Q: Do special rules like Rapport mean once per every activation or once per the units' activation?
A: The critical success is only useable during that unit’s own activation. All Abilities that refer to 'once per activation', should be replaced to read 'once per this unit's activation', unless otherwise specified.
Q: When resolving hits from a weapon with Displace, if I cause more than one hit on my target, when do I move the target and how many times?
A: Fully resolve each hit separately, so, upon hit, move the target, then finish resolving that hit completely through the grit check process. Then for the next hit, do it again, move the model, and fully resolve the hit.
ERRATA:
Reactions:
Use the following text to replace all references to Reactions in the main rulebook on pages 20 and 30. The detailed descriptions describing Backstab and Give 'em hell are still valid.
Reactions are a type of Free Actions that are triggered by another Action taking place. You may not Focus a Reaction.
Reactions are taken by a Model, who is currently not the Active Model, when it is the target of an Action (typically a Combat Action). A unit may only perform one Reaction to an Action. Reactions are as follows:
Quick and the Dead
Veteran Instincts
Give ‘em Hell
Take one for the Team
Amber Clade
Blessings of the Allshard
Even in Death
Flight or Fight
Indomitable
Loyal Companion
Meat Shields
The Wayland Way
Backstab
Reactions occur before the triggering Action is completed. Resolve the Reaction in full, then resolve the initial Action from after the declare Initial Target step. Models who are forced to make an Action under the Compel or Dark Council abilities cannot use Reactions for the duration of that Action.
The following text replaces the entry for VETERAN INSTINCTS on page 14
VETERAN INSTINCTS: When this model is nominated as the Initial Target of a Combat Action, as a Reaction, this unit can spend two Fortune Chips to immediately gain the On Lookout Condition. You may then make a Give ‘Em Hell reaction to the attack as though you had the Condition prior to being targeted. (This is a special “Give 'Em Hell” that is part of Veteran instancts and therefore is allowed because it is not a separate reaction. Veteran Instincts cannot be used by a model during its own activation. Additionally, Veteran Instincts cannot be used by disordered units, because the disordered condition removes the On the Lookout condition and prevents units from gaining On the Lookout.
The following text replaces the entry for TAKING ONE FOR THE TEAM on page 14
TAKE ONE FOR THE TEAM: When a model is nominated as the Initial Target of either a Shoot or Strike action, as a REACTION, that model may spend a Fortune Chip and then nominate a different friendly model within 3” of itself who is also within range and line of sight of the attack to become the Initial Target instead of themselves. The new Target model may not make a REACTION of its own.
The Following text replaces the entry for INTERRUPT on page 16:
“This card may be played immediately before your opponent draws an action point card. You perform an activation instead of your opponent. At the end of your activation, your opponent may perform two activations back to back before play returns to the normal alternating player activations. All of these activations can be affected by teamwork, triggered activation cards, or further interrupt cards as normal.
Your opponent may play an interrupt card to counter this card completely, in which case, both cards are discarded and play proceeds as normal”
The following text replaces the entry for JUMP on page 23:
If, during a move action, a model wishes to move across a gap that is larger than its own base size, it must jump to cross the distance without falling. This would allow units to jump across small gaps between terrain that they might be standing on, or across small ravines, etc. A Model may still only move a total horizontal distance of its Quick attribute from its starting position. If the desired final position of the movement is no more than one base size in height difference (up or down) then the model may make a Quick Check to jump over the gap in terrain. The model gains a +1 to this check for each full inch of movement used from their starting position before reaching the gap that they are attempting to jump across. If this Quick check fails, the model will suffer the effects of FALLING as described on page 23.
If the model Focused its move action, or used the Dash move action, the total horizontal distance of the gap being jumped cannot exceed the Quick attribute of the model performing the jump.
The following text replaces the entry for AMMO CLIP on page 43:
A weapon with ammoclip chooses one of the four weapon qualities (Brutal, Disrupt, Shred, or Stun) to have in addition to its normal qualities during the attack. It is chosen during the attack declaration before your opponent is given the chance to make reactions and lasts for the entire attack action.
The follow text replaces the entry for MOVING TARGET on page 46:
If this unit makes any move action (including skyleap/flight) and ends its activation with a displacement of at least 7” from its previous position, then all successful Aim Checks made against this unit for the rest of the turn must be re-rolled.
The following is a modification to the game size as noted on page 48:
The printed board size in the rulebook is from an older version with different points values. Games of up to 1199 points can be played on an area of at least 3’x3’, games larger than that should be played on an area of at least 4’x4’. Players may want to increase the size even further for larger games.
The following modification should be made to the Apex Exemplar Unit Card:
This unit has Teamwork until the Hellions unit is released.
The Galvanic Mysteries Theme Posse should be modified to read:
If all slots in this posse are filled with one or more units, then all Reanimated units in this posse have a limit of 2 and not 1 even with the disordered condition. Augusta Byron is the only unit with the BOSS Trait permitted in this Posse.
The Lynch Mob Theme Posse should be modified to read:
Angry mobs gain the LAWMEN and DEPUTY traits and as such can be included to fill the slot requirements of this posse. All Deputy units in the Posse may re-roll failed Yeller Checks. Kingsley Stern is the only unit with the BOSS Trait permitted in this Posse.
The Structure Trait should be additionally defined as follows:
Models with this Trait are able to be targeted by shoot and strike actions even though they are never considered to be engaged, and cannot cause other models to be engaged.
All instances of the phrase “Once per activation”:
As mentioned above: ALL abilities that include “once per activation” should be changed to read: “once per this unit’s activation”
NEEDS REVIEWED BY CHRIS/STUART
Add Closework to Failsafe Detonators.
(potential alternative: remove Failsafe Detonator as a weapon and instead make it a special rule similar to Triggered Detonation on Booby Trap)?
Add the following to Suicide:
"Weapons with Suicide are exempt from Massed Fire and Massed Melee." -?Is this necessary?
Add the following to Carpathogen:
"In addition this unit may spend a fortune to detonate a friendly unit with Failsafe Detonators in line of sight as a free action."
Adding these things, returns the use of Failsafe Detonators which gives the Enlightened players two ways to tactically use them. One being through the boss tactics, and the other through the unit during their activation.