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The new preview is out and it takes us through the Mage and Necromancer classes. Enjoy
www.fantasyflightgames.com/edge_news.asp
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Unclechawie said:
The new preview is out and it takes us through the Mage and Necromancer classes. Enjoy
Sorry Runemaster, not Mage.
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Looks pretty cool to me. Runemagic looks like it's being expanded in some interesting ways (the ability for mages to add the "Rune" keyword to weapons implies a level of control over rune creation that was previously unknown in the world at large.)
Necromancer also seems to be nicely "fleshed" out. =P I'm a little sad to hear that the Necromancer's reanimate is the only familiar in 2e (besides those in the conversion kit, of course), but I'll still find a way to enjoy this game, I imagine =)
MP3 killed the radio star
Runic Sorcery's conditions i wonder what are thous (1+ damaga 1+ range or something special like stun target or knockback …). Any guess?
Lupin89 said:
Runic Sorcery's conditions i wonder what are thous (1+ damaga 1+ range or something special like stun target or knockback …). Any guess?
pretty much everything that is a condition in the game. stun, immoblize, rage maybe, bleed maybe, daze, (mind you I'm going based on 1st ed. on some of these), burn and bleed, . wouldn't KO'd be a condition too? hmm…….
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The four conditions included in the 2E base game are Stun, Immobilize, Disease and Poison.
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Gotta say, I'm loving the Necromancer. Probably my favourite class seen so far.
A pet zombie. Awwwww….
Something I not completely clear on (may have missed it somewhere):
Are spells (Runes) considered weapons?
In other words, is Arcane Bolt considered a Magic and/or Rune weapon for the purposes of say, Runic Knowledge?
Do you know what the 'chain of command' is? It's the chain I go get and beat you with til you realize who's in ruttin' command here. - Jayne Cobb
klempad said:
Something I not completely clear on (may have missed it somewhere):
Are spells (Runes) considered weapons?
In other words, is Arcane Bolt considered a Magic and/or Rune weapon for the purposes of say, Runic Knowledge?
Yes, runes are weapons.
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Sausageman said:
Gotta say, I'm loving the Necromancer. Probably my favourite class seen so far.
A pet zombie. Awwwww….
Same here. But then again, I love playing the undead (Runewars, Warhammer).
Up the Irons!
Here's a question: exactly when and how does the reanimate activate? Does the necromancer have to spend his/her actions to make it do stuff, or does it have its own turn? An extra, more or less full-strength turn every round seems a little too powerful, while just an extra option for attacking (which doesn't really add much) seems rather useless. So I'm not sure. And what's with the "It may perform 1 attack action during its activation"? Why would this need to be specified? At first I thought that familiar cards might specify all the actions the familiar could take, but that would mean the reanimate couldn't move, which not only would make it pretty hard to use effectively but would render its movement characteristic purposeless. Could the phrase really mean "It may perform no more than 1 attack action during its activation"? If so, that's some pretty terrible word choice, but then, I suppose that wouldn't be altogether surprising….
What remains, it would seem, has no artistic significance.
Walk said:
Here's a question: exactly when and how does the reanimate activate? Does the necromancer have to spend his/her actions to make it do stuff, or does it have its own turn? An extra, more or less full-strength turn every round seems a little too powerful, while just an extra option for attacking (which doesn't really add much) seems rather useless. So I'm not sure. And what's with the "It may perform 1 attack action during its activation"? Why would this need to be specified? At first I thought that familiar cards might specify all the actions the familiar could take, but that would mean the reanimate couldn't move, which not only would make it pretty hard to use effectively but would render its movement characteristic purposeless. Could the phrase really mean "It may perform no more than 1 attack action during its activation"? If so, that's some pretty terrible word choice, but then, I suppose that wouldn't be altogether surprising….
Presumably this is all in the rulebook.
I would guess that the very fact that the familiar has a Speed rating enables it to move, and the special text allows it to attack (once per activation). I would also guess the familiar takes its activation after the controlling hero.
Want to use more expansion monsters in a RtL campaign? Download my dungeon level loadout sheet. Want more varied and interesting abilities for the heroes? Have a look at my Craft cards! After a more thematic Android experience? Check out Android: The Directors Cut. Tired of the same old plots? Try The Directors Cut - Alternate Plots. Want a different way to play BSG: Pegasus? Look at Pegasus: Razor Cut.
Bleached Lizard said:
Walk said:
Here's a question: exactly when and how does the reanimate activate? Does the necromancer have to spend his/her actions to make it do stuff, or does it have its own turn? An extra, more or less full-strength turn every round seems a little too powerful, while just an extra option for attacking (which doesn't really add much) seems rather useless. So I'm not sure. And what's with the "It may perform 1 attack action during its activation"? Why would this need to be specified? At first I thought that familiar cards might specify all the actions the familiar could take, but that would mean the reanimate couldn't move, which not only would make it pretty hard to use effectively but would render its movement characteristic purposeless. Could the phrase really mean "It may perform no more than 1 attack action during its activation"? If so, that's some pretty terrible word choice, but then, I suppose that wouldn't be altogether surprising….
Presumably this is all in the rulebook.
I would guess that the very fact that the familiar has a Speed rating enables it to move, and the special text allows it to attack (once per activation). I would also guess the familiar takes its activation after the controlling hero.
i think about same as you two
Reanimate: (i call him Skull Jack and his clan) it is like OLs monsters: 1 move 1 attack and stays on the board
Raise Dead: to call Skull Jacks Ugly uncle Bob for time to time for Jack to collect his bones from ground and repair himself (i think you need to remove current one before to summon. Not sure though could be that you can summon new one to place around you spot)
Dark Command: give you use monster you killed for make 1 move and 1 attack (if knowledge test pass)
For person that asked about on this
klempad said:
Something I not completely clear on (may have missed it somewhere):
Are spells (Runes) considered weapons?
In other words, is Arcane Bolt considered a Magic and/or Rune weapon for the purposes of say, Runic Knowledge?
It might have been better if there were a "Weapon" keyword for weapons, but I'm pretty sure the Arcane Bolt is a weapon card. It's got hands in the corner, indicating it needs to be equipped like an item, it's got attack dice down the right side like other weapons do, and it has the green bow icon which presumably indicates it is a ranged weapon. It certainly looks like a weapon card, anyway.
Apparently "Magic" is a keyword now instead of a third attack type, which is probably better in the long run. If nothing else, it opens the door for "Melee" magic attacks that don't require range to be counted, which is a good thing IMHO.
MP3 killed the radio star
Steve-O said:
Apparently "Magic" is a keyword now instead of a third attack type, which is probably better in the long run. If nothing else, it opens the door for "Melee" magic attacks that don't require range to be counted, which is a good thing IMHO.
Or monsters/lieutenants who can't be hit by any attack without the magic keyword.
Up the Irons!
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