List of questions about the 35 last units.

By Coral Beach, in Mutant Chronicles

This is a list of questions adressed to FFG staff about the 35 last units. I post them here, and later their answers, for players who would have some similar questions and don't want to overflow FFG staff :

Fig n°58 - Praetorian Behemoth. Will its ability of moving ignoring terrain restrictions apply to end its movement on a wall or only pass through wall during its movement (like a flying unit) ? And will this ability permit it to pass through friend units or apply same limitation as two based units movement ?

Fig n°79 - Reanimated Ezoghoul. This unit may be replaced as an Ezoghoul Shade when destroyed, but will its gold fig be counted in the opponent victory points or the gold fig be only taken off from play and only the replacement bronze fig will be counted later if destroyed ?

Fig n°77 - Mercurian Spawn. What are its attributs ? Logically, DARK LEGION and MONSTER but I'd like a confirmation.

Fig n°78 - Nepharite of Ilian. Will this unit may support an attack ? I explain : support units can't use Special Ability so this will neutralize its ability to copy ennemy combat dice.

Fig n°74 - Brass Apocalypt Enforcer. Will this unit have free attack action against all ennemy units which attack it regarless range OR only adjacent ennemy units which move or attack it ?

Fig n°72 - Ranger Sniper. Will the free attack of this unit be used only once per activation or indefinitely as soon as it inflicts at least one point of damage at each attack against the same target ?

Fig n°81 - Scion of Ilian. Will its special ability permit to consider a blanck result (a dice without range indicated) as a 0 value or the unit must consider only the least value indicated by dice (only taking account dice with a range value indicated) ?

Fig n°82 - Templar of the Wheel. Will its healing ability may be triggered if an ennemy HERETIC unit is placed on guard or this special ability is limited to only allies ?

Fig n°79 - Reanimated Ezoghoul. This unit may be replaced as an Ezoghoul Shade when destroyed, but will its gold fig be counted in the opponent victory points or the gold fig be only taken off from play and only the replacement bronze fig will be counted later if destroyed ?

I guess the opponent will earn points for destroying the gold Ezoghoul, and if he destroys the Shade, he will earn points for a bronze figure, too.

Good questions Coral. I agree with with above poster on the ezoghoul you should get gold and bronze. I also think the Praetorian cards says ignores terrain so I think it even does this to walls! The others I will ponder as I go to work

Liss

Here is my take on it. I am not an official rules person by any stretch of the imagination. But I do play the game a bit.

Fig n°58 - Praetorian Behemoth. Will its ability of moving ignoring terrain restrictions apply to end its movement on a wall or only pass through wall during its movement (like a flying unit) ? And will this ability permit it to pass through friend units or apply same limitation as two based units movement ?

It seems worded a lot like the "flying" keyword so I think he cannot end on wall terrain. You can always pass through friendly units, even non-flyers. I am uncertain what limitations you are referring to with regards to the two hex based units.

Fig n°79 - Reanimated Ezoghoul. This unit may be replaced as an Ezoghoul Shade when destroyed, but will its gold fig be counted in the opponent victory points or the gold fig be only taken off from play and only the replacement bronze fig will be counted later if destroyed ?

I agree with above posts as that seems to keep with what we see in similar units (necromutants).

Fig n°77 - Mercurian Spawn. What are its attributs ? Logically, DARK LEGION and MONSTER but I'd like a confirmation.

Yes, "DARK LEGION. MONSTER." Those were accidentally left off the card.

Fig n°78 - Nepharite of Ilian. Will this unit may support an attack ? I explain : support units can't use Special Ability so this will neutralize its ability to copy ennemy combat dice.

I think not. It has no dice to do so as you pointed out.

Fig n°74 - Brass Apocalypt Enforcer. Will this unit have free attack action against all ennemy units which attack it regarless range OR only adjacent ennemy units which move or attack it ?

Sounds to me that any attack regardless of range would trigger the free attack. As would a figure moving adjacent but not attacking.

Fig n°72 - Ranger Sniper. Will the free attack of this unit be used only once per activation or indefinitely as soon as it inflicts at least one point of damage at each attack against the same target ?

I would think you could keep attacking as long as you continue to do damage.

Fig n°81 - Scion of Ilian. Will its special ability permit to consider a blanck result (a dice without range indicated) as a 0 value or the unit must consider only the least value indicated by dice (only taking account dice with a range value indicated) ?

According to the rules pg. 19 "No accuracy value means the die has rolled 0 accuracy" so blanks should be considered 0 value.

Fig n°82 - Templar of the Wheel. Will its healing ability may be triggered if an ennemy HERETIC unit is placed on guard or this special ability is limited to only allies ?

In the spirit of the rules, I think it should only be allied HERETIC units that trigger the healing.

FFG Brian said:

Fig n°72 - Ranger Sniper. Will the free attack of this unit be used only once per activation or indefinitely as soon as it inflicts at least one point of damage at each attack against the same target ?

I would think you could keep attacking as long as you continue to do damage.

This would be way too hard in my opinion!

Because the Sniper Ranger is a "Ranger" he can get the dice bonus from an gold Ranger. If there are two Goldranger in the army (as i see often in an capitol army) and they are adjacend to the sniper he can attack with 6 green dice and accuracy +2. There is nearly no chance to miss or not inflict damage against an unarmored unit. In the unlikely event of no damage in a row of several free attacks, just take the "Radio Target Coordinates" and you can continue your certain kill.

Even the 20 hitpoint behemoth is absolutly no problem this way and when you remove the order token with mitch hunter and activate the sniper again, you get another certain kill.

In my opinion the sniper may get only one free attack per activation or the "Ranger" key word should be replaced by "assassin".

FFG Brian said:

I am uncertain what limitations you are referring to with regards to the two hex based units.

I make reference to the "Alternate Movement of Double-based Units" pg 14 of the rulebook : Another option is to move both halves of the unit in a single direction, keeping them in the same relationship to one another. This move can only be made if the unit is not moving through other units, and if no part of the unit would pass through a wall while making the move.

So logically, this four based unit can't pass throught other units during a movement but may pass thought a wall as long as it doesn't stop on it. In the case of a big battle with Algeroth, as I tested this faction heavily, the Praetorian Behemoth would be often blocked by friendly units (today I restrict the number of double based units to not have such problem). Perhaps the Preatorian Behemoth is designed for more larger battles.

But else, thanks for the answers (I don't have any official answers from FFG staff since end of january).

it's not about a unit, but it's regarding LL so I'll ask here: there's any official ruling on lava terrain ?

I suppose it blocks movement but not LoS... any other ruling?

I would hope that the lava does not block movement completely. The new map from LL has the map split by a river of lava. I would think it slows movement, or causes damage, or maybe you cannot end movement on a lava space or some other movement penalty.

"Alternate Movement of Double-based Units" only refers to double based units. I am not sure if it applies to the four hex base figures. We are playing that it doesn't until we hear otherwise. To me it would be a unnecessary limitation of these larger units.

As for the Ranger Sniper, are there any other units in the game that get a free action or token or anything after some trigger? We could base a ruling off that.

The lava on A03 - It's impeding terrain because of the yellow line, but otherwise there are no additional rules. There is lava on either A01 or A02 (I forget which) and those didn't have any additional rules either. At one point, I think there was talk about making the lava on A03 do damage but it was dropped. I suppose you could have the lava do 1 damage for any unit that ended movement within the lava. Or even harsher, 1 damage for any unit that passed through the lava.

As I side note, we are playing lunch games against the Behemoth and man he is a BEAST!

To FFG Brian.... this is a little off topic....but since you probably visit the Source Comics and Games from time to time I was wondering if you organized/played (or knew of ) any MC games at the store. I live south of the Twin Cities and venture up to the Source every once in awhile. It would be great to play some MC with/against other players.

FFG Brian said:

"Alternate Movement of Double-based Units" only refers to double based units. I am not sure if it applies to the four hex base figures. We are playing that it doesn't until we hear otherwise. To me it would be a unnecessary limitation of these larger units.

I will take this in account in the new unofficial FAQ version. Thanks again.

Bobby-Winky said:

I would hope that the lava does not block movement completely. The new map from LL has the map split by a river of lava. I would think it slows movement, or causes damage, or maybe you cannot end movement on a lava space or some other movement penalty.

I haven't noticed the yellow line (my LL packs hasn't arrived yet). if so, I think it should be treat as any other impeding terrain.

thank you.

FFG Brian said:

As for the Ranger Sniper, are there any other units in the game that get a free action or token or anything after some trigger? We could base a ruling off that.

For "multiple triggering" during the same round there is the Venerable Technomancer which trigger a free attack at each command card played (in the A02 map, this will be astonishing with several free attacks during the same round). I used to play both of them and Bestial Speed cards on other units in order to trigger this special ability against a large number of ennemies.

The Ranger Venusian Sergeant which discard its order token at each command card played (few experimented but useful at the end of the game when you have plenty order tokens unused).

The Capitol Ranger which move 1 hex at each command card played (experimented but rarely useful).

The Fury Elite Bishop which move all allied FURY units at each movement (if you have 4 of them, this is 4 free hexe movement during a same round). Never experimented yet.

The Inquisitor Fury promotionnal card attached to Nikodemus which trigger free attack against attacking silver and bronze ennemies (never experimented yet ).

Else the other units belonged to the Second set (n°55 to 83) use often this "mulitple triggering" mecanism :

  • Ranger Sniper (free attack if damage inflicted during an attack). Think about Fire at Will command cards which may result in three "automatic" deaths in a same activation.
  • Brass Apocalypt Enforcer (free attack if attacked or adjacent movement)
  • Ezoghoul Shade (free recovering in deployment zone if destroyed (50%))
  • Templar of the Wheel (1 point healing if allied HETERIC put on guard)

But, concerning the Ranger Sniper, the limitation of the free attacks taken against the same target is yet quite limitativ. It's not the same thing than free attacks against different ennemies. And this special ability is quite deterrent for opponents who rely only of high health units. This is a game balancing in favor of low health units which is quite new in the game.

Coral Beach said:

But, concerning the Ranger Sniper, the limitation of the free attacks taken against the same target is yet quite limitativ. It's not the same thing than free attacks against different ennemies. And this special ability is quite deterrent for opponents who rely only of high health units. This is a game balancing in favor of low health units which is quite new in the game.

It doesn't make the Ranger Sniper + Ranger Commander + Fire at Will (cc) combo any less outrageously powerful than it is. I also agree that Ranger Sniper should have the Assassin trait rather than Ranger. Change the name of this beast while you're at it too, since Ranger has to go. Dice boosting which feeback into a barrage of free attacks until 1 to 3 enemies are dead is not a sound design.

Bobby-Winky said:

To FFG Brian.... this is a little off topic....but since you probably visit the Source Comics and Games from time to time I was wondering if you organized/played (or knew of ) any MC games at the store. I live south of the Twin Cities and venture up to the Source every once in awhile. It would be great to play some MC with/against other players.

I have been running the MC league at the Source and we are just wrapping up our league. The final night is April 27th. You are more than welcome to show up and play. I think the plan is to just play a giant game with whomever shows. Perhaps a 5/5/5 or 7/7/7 maybe larger. It will depend on how many people show. Also we are allowing proxies of any of the unreleased units if you want to field test them.