When a figure is doubled in combat, it is put out of action, and laid on its backwith a possibility of being healed later on. Can it also be given a coup de grace (similar to attacking a sleeping foe)?
Honestly, I don't like the idea of oof staying on board without the ability of opponents to finish them off, and likewise I'm not quite content with the enormous lethality coup de grace would bring.
Exactly. I figure instead of bringing a Healer just bring another fighter. The points spent on a Healer could be used elsewhere to beat the opponent faster. Perhaps magic items like Healing Potions could be 'purchased' for models?
I hope I'm posting this in the right spot. But just for clarification, what is the difference between the Armored and Heavily Armored traits? Besides the penalties for wearing them, is there a difference in advantages?
As well, on pg. 50, it says: "Personalities are more powerful characters, and a warband may spend up to one third of its available points on them."
However, on pg. 8, it says: "...the total point value of all models in each warband must not exceed 400, and...
I'm using Slow for some of my jellyfish people (Wrath of Kings minis of House Hadross). Walking on tentacles seems Slow to me instead of Short movement. Pain in the butt for group moves with other units though.
Does the backfire for Blast only prevent magic _this_ turn, as direct result of failures? Or does it mean no magic next turn?
First excitement, during deployment, the dog came next to the table and lay down on the felt where it hung off the table onto the floor. All the terrain and figures suddenly took off towards the side. What rule covers that?
By the way: I'm not interested in the mushroom men myself, though I'm glad someone is doing them. But it did make me think very different things...
I have yet to test the armor myself, but it seems likely that I will settle for:
1) 1 level of armor that adjusts by +1 after the roll
2) three levels of shields calling them Melee Block, Block and Expert Block - roll a die, on a 5-6 you can downgrade an effect you suffered. First rule represents bucklers/small shields and applies only to melee, second rule applies to ranged as well, third rule applies to magic attacks and dragon fire as well.
Nobody gets reduction in movement unless they take...
I apologize if this has been clarified elsewhere, but I can't seem to find a clear statement.
How does Heavily Armored (Or the movement-reductions in general) interact with models that have the Short Move Trait?
Do they have to spend 2 actions to move a short stick, reduce their move to 1 base (A 'step') or remain unaffected? Or something completely different?
The first or second option would tend to invalidate Heavily Armored Dwarven infantry - making them hopelessly slow. But that may be...
It's also thematic. Dwarves are not usually slowed by wearing armor since they can carry traditionally carry great weights
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Thanks Guys! I've got a couple of ideas for how to go but would love some more suggestions.
If you have joined these forums in order to play test a specific game, and have been given a recognition code, then you will be unable to see the play test forum until an administrator has added you to the appropriate group.
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Jonathan, I just added you, you should be able to see the forum now
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A range of highly detailed 28mm fantasy miniatures and supporting gaming rules by Andrea Sfiligoi, creator of Song of Blades and Heroes
The kickstarter is under way, and has already funded and starter to build up stretch goals.
The original goal was to develop a series of 6 miniatures, along with printed and PDF copies of Andrea's latest rule set, which is both a stand alone game, and also compatible with SBoH.
Since the campaign began, a special edition miniature has been added to the...
The kickstarter has done pretty well since the last post in this thread.
Worm rider and Pillbug Cavalry have been unlocked.
A new miniature "Flying Eye Fungus" has been added following a couple of Master of Fungi pledges.
Just 2 more pledges required to unlock Andrea Underoot and his pig mount Davey Snoutbottom.
Less than $500 to go before Grasshopper Fast Cavalry is unlocked.
I think these traits need to be different, Swamp Walk is technically covered by Amphibious.
Amphibious - Amphibious models may cross bogs, swamps , lakes, and any kind of water terrain with no movement penalty. Shallow water is treated as rough terrain
Swamp Walk - The model’s movement is not reduced in swamp terrain. Models with this ability can also recognize quicksand before stepping into it.
Is the statement about shallow water in Amphibious just to clarify how water affects a model's...
Yes that's what I recommend in the beginning section of the rules - that player state what is what before deploying the figures.
I have received some messages from potential pledgers who would like a RPG-background and mechanics book to be added to the Fightin' Fungi Kickstarter. I think I can develop a 48-page Fightin' Fungi supplement, probably as a cheap PDF add-on. I have some art that will not fit into Fightin' Fungi and I can always do a bit more.
How many of you play Tales of blades and Heroe s or would be interested in picking it up to play in the Sun-Kissed Vale? The rpg booklet could be 50% mechanics and 50%...
TBH and TBP are two 90 pages books - to distill them with enough info to let you play a full rpg and still have some info would create a 120+ p book.
A pledger sent me a feedback email and I am reposting it here (with his permission) so my replies can shed some light on the whys and hows of Fightin'Fungi.
FEEDBACK LETTER (MY REPLIES BELOW)
The game is really fun and fairly easy to pick up. I think the strength of the game is in its simplicity but a couple of things seemed unnecessarily complicated. For this reason here is my thoughts on the game and book so far. Please don't take this as a criticism as it is really awesome.
Sounds like that could be a possible avenue someone could pick up. Song of Blades and Heroes Tutorials....shame I don't have a video camera.
These message boards have existed for a while, but we've never really had much need of them.
We've decided to change all that, and start the process of building a community up around tabletop game development and playtesting.
We have partnered up with a few tabletop game companies, and will be providing a series of playtesting and development forums. Each of these forums will have a different permissions group, access initially being granted to backers of our various upcoming Kickstarter...
Just wanted to cover a few basics as far as ZBrush goes. Obviously its a bit of a learning curve going from physical sculpting to working in digital media, and I'm far from being an expert in the field, but I'd like to share a few of my most common tools and techniques I use - hopefully others will add to the list and we can all bounce off each other and try out something new and useful!
I tend to start using a lot of low resolution Dynamesh - a sphere first to rough out the shape of...
Legend! Thats immensely helpful!
I was watching another youtube tutorial the other day that added another tool to my arsenal - The Matchmaker brush. If you have a flat relief image such as on a spacemarine shoulder pad, orientate the relief as a new sub tool hovering above the pad itself, and then apply the matchmaker brush. The relief deforms to the same shape as the mesh below it so you don't have to try to manually move it to shape (as I did when I last tried to do something like that!)