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Made in us
Dakar





Pegasus Games

miskatonicalum wrote:Witchroot tokens can be walked over, like any other token.

That is what I figured. I just thought I'd double check since the Earth Troll's Rock tokens specifically mention it.




miskatonicalum wrote:
Wildfire may need another rewording (we were running out of space).

Wildfire attacks ALL Targets in range of ALL Friendly Witchroot tokens and then removes the tokens. So you're getting a lot of attacks out of it.

I think it is clear enough. I figured that would cover most if not all of the enemies and probably one to two allies, though I didn't factor in the potential for multiple hits on an enemy from tokens near each other. I still think I personally would tend to pick commands other than Wildfire, just because I wouldn't be willing to get rid of all my witchroots very often.

At first glance the Witch seems very powerful, but then I remember that it should be comparable to the Sorcerer, and Summoner, both of which are quite awesome. The Witch, like the other MAG focused characters, also has to hold up against threats like the Berserker, or Pugilist, which takes some doing. It will be fun to try out.

   
Made in ca
Scribe of Dhunia





Montreal, QC, Canada

 miskatonicalum wrote:
Yes, the Witch still needs LoS to the Target.

But LoS from the token isn't required? So you could target something that is out of range of the Witch with a root token in range of the target, but on the other side of a solid LoS blocking terrain piece?

I kinda though LoS would be based on the root tokens instead of the Witch, when they are used. Both works, I just had another interpretation with my first read.

   
Made in us
Dakka Veteran





@Galen I can totally understand, the Wildfire is more of an alternative, Token version of an ALL MP. A last ditch attack if the Witch is going to drop soon. Also a good way to stop the opponent's Witch from using your Witchroot tokens.

That said, if there is debate to the use of abilities, all the better, nothing should really be the end-all be-all setup.

@Tonio, with the way its intended, the more important model has to have LoS, which means the attacker (usually) has LoS to the Witch, meaning the Witch can be hit/damaged/threatened. If the rules were the other way around, the opponent has little they can do against the Witch.

Although, the Root tokens can be removed. Their card (which wasn't shown in the VH) states that they can be removed by an adjacent model, but this causes silence to models near the token.

This message was edited 1 time. Last update was at 2014/06/09 05:43:02



Lockark wrote:If you stat it, they will kill it.
 
   
Made in us
Dakka Veteran





After talking with the Witch Backer, We got the inspiration to expand a bit about another aspect of Rapteras: Airships! So a Scenario based around them was quick to follow. We wanted to do something a little different, so you will find that each player has different objectives for winning the battle. This means that both players can win in their own right. This scenario is of particular use in a campaign where EXP is more than just victory points. At the bottom you will find a link to a basic design you can use for this airship battle. Hope you enjoy!


Last Flight of the Genbu
During the reign of the Arganeans, thousands of Airships were forged, powered by volatile Aethertech engines. Since their fall, most of these ships have fallen into disrepair; the knowledge of their construction lost with the Elves. Rumor persists that the 4 Great Airships still sail the clouds, captained by crews lucky enough to find and restore them to working order.

Airships were rare during the Age of Mages, but with the wide access to Air Crystal shards after the Crystal Fall, competent shipwrights can convert seafaring vessels to sailing the air. Thus began an era of Air Piracy. Little security exists except for the navies of Rapteras to combat such villains.

The Genbu, surprised by an Air Pirate attack limps towards the nearest safe harbor, aethertech engines threatening to burn out at any moment. If the great craft cannot stay aloft, the boarding pirates may well make off with the ship’s most valuable cargo, untold treasures of the Arganeans.


Party Size - 10 Crystals

Setup - One player is declared as the Defender and one as the Attacker. Place Engine Tokens and Cargo Tokens in the indicated squares on the battlefield.

Rules - The Attacker’s Models may pick up one Cargo Token at a time and Move at -1 MOV while carrying Cargo. At the end of their move Phase, an Attacking Model may remove a Cargo Token they are carrying from play while in their deployment zone. If the Attacking model is killed, the Cargo Token is placed with their Loot Token.

Quick Repairs - If at least 2C of the Defender’s models are adjacent to an Engine Token, it is not affected by Engine Burn Out. A Defending Model does not count toward this 2C requirement if any Enemy Models are adjacent to the Defending Model.

Engine Burn Out - At the end of each turn, roll a number of dice equal to the turn’s value. For each result, the equivalent Engine Token makes an Attack with the following profile: 3 ATK+MAG, AoE 2, Piercing. The Engine Token is then removed from play.

In Flight - Unlabeled Terrain is Open Air. Any model that moves onto these squares are instantly removed as if they had died. No Loot or Cargo Token is Dropped.

Battle End - 6 Turns

Rewards - The defender is awarded 1 EXP for each remaining Engine Token. The attacker is awarded 1 EXP for each Cargo Token removed from play.

Crash and Burn - If all Engine Tokens are destroyed, both players must make Church of Numina rolls for all models that participated in the battle.

Arganean Artifacts - The Defender is awarded +1 ITM for each Cargo Token remaining in play. The Attacker is awarded +1 ITM for each Cargo Token removed from play.

Last Flight of the Genbu Map
Key
Curved Beige Squares - Cargo Tokens
Gray Squares - Engine Tokens
Green Squares - Attacker Deployment
Red Squares - Defender Deployment
White Squares - Open Air
Brown Squares - Normal Terrain (Airship Deck)

This message was edited 3 times. Last update was at 2014/06/21 14:42:39



Lockark wrote:If you stat it, they will kill it.
 
   
Made in hu
Dakka Veteran






So, there is this 20% off of Endless. Does this by any chance also available for Brushfire?

How long this will last?
   
Made in us
Old Sourpuss






Lakewood, Ohio

The sale is for EFT products only, and it lasts until June 30th (almost as long as the Steam Summer Sale, but unlike Valve, we can count past to 3)

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in hu
Dakka Veteran






Have the same basic problem though, namely whatever It has on sale, I either have it or don't want.
   
Made in hu
Dakka Veteran






That's not fair though, I got a few things out from this Steam Summer sale, but Endless is not my thing.

Any chance for a Brushfire sale? I would love to get some more things to my collection.
   
Made in us
Dakar





Pegasus Games

I love the new scenario! Earlier this year I was replaying Suikoden and played on a very similar map. It wasn't in the air, but still...pirates.

The differing objectives look like a great twist. I'm impressed
   
Made in us
Old Sourpuss






Lakewood, Ohio

 Galen wrote:
The differing objectives look like a great twist. I'm impressed


Ha! Suck it Matt!

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Dakka Veteran





Yeah that was Tom's idea. A broken clock right? ;p


Lockark wrote:If you stat it, they will kill it.
 
   
Made in us
Dakka Veteran





In the vague spirit of the season of the World Cup, We wanted to do something special for Brushfire. A new game mode, designed loosely on the rule for Brushfire. These are rudimentary rules for playing the Civitan game of Deportes-Pelota (Sportsball). There is a lot of detail in this week's Post, along with a few images to help you design your own Deportes-Pelota arena. The units used in the game are intened to be generic 30/40/50mm models, allowing Brushfire players to use their already available models.

We had a lot of fun designing this and are curious to know if this is something you would like to see us expand, We've got a number of ideas and would love to hear your feedback!


Deportes-Pelota
Originating in New Muriccio, based on a local sport of the indigenous people, Deportes-Pelota is a field sport played with hooked sticks and a heavy ball called the Pelota. Two teams of 6 players attempt to score on the opposing team’s goal, an arched net at each end of the field. Once Deportes-Pelota made its way to Eutheria, the game spread rapidly and most of the continent got Pelota-fever!


Core Changes
  • Models activate individually rather than in squads.

  • Models do not make attacks or have a Vitality stat, nor can they take damage.

  • Initiative is determined by the winner of the Point Skirmish. This initiative continues through each turn until a player scores a point.

  • When a point is scored, the turn ends immediately, model positions are reset, and another Point Skirmish is rolled.

  • Models may only Move, not Rush, during the Movement Phase.

  • Models may perform one of the actions available to their Field Position during their Action Phase. Models do not have any other Phases.

  • Models may always perform Reactions, even if they have already activated.



  • Pelota
    The scoring object of the game. The Pelota is a 30mm token that can be carried by any model that ends their movement within 3” of it. While holding the Pelota, this model is called the Carrier. The Pelota is placed back on the field after a point is scored, or if an action results in it deviating.


    Scoring
    Players score points by Shooting at the opposing player’s goal with the Carrier. After a point is successfully scored all models return to their starting positions on the field.


    Field Positions
    Pointer - This model performs the Point Skirmish at the start of a match and after every point scored. This is the only model that may participate in a Point Skirmish. This model has all Field Player Actions and Reactions.

    Shooter - These two models begin the match mid field and return to this area after every point scored. This model has all Field Player Actions and Reactions.

    Guard - These two models begin the match rear field and return to this area after every point scored. This model has all Field Player Actions and Reactions.

    Goalkeeper - This model must remain within the Goal Area throughout the entire game. This model only has Goalkeeper Reactions. It may only Move during its activation.


    Field Player Actions
    Steal - Roll MS vs Carrier within 2”. On Success, Acting Model takes the Pelota from the Carrier. On Failure, the Carrier may take one Action or Move up to their Speed.

    Crash - Roll MS vs Target within 2”. On Success, Target is Knocked Back d5 inches. If Crash is used against the Carrier, the Pelota deviates d10+MS inches. On Fail, the Crasher is Stunned.

    Trip - Roll MS vs Target within 2”. On Success, Target is Stunned and make a Penalty Roll. If Trip is used against the Carrier, the Pelota deviates d5 inches.

    Pass - Roll RS vs Range Penalty. On Success, Opponent may make an Interception Roll. If Interception Fails, Target gains the Pelota. On a Failure, the Pelota deviates d10” from the Target.

    Shoot - Roll RS vs Goalkeeper’s Reaction. On Success, Opponent may make any eligible Interception Rolls. If Interception Fails, Shooter scores 1 Point, and Models are reset for Possession. If the Shoot fails, refer to the Goalkeeper’s Reaction to determine what happens to the Pelota.


    Field Player Reactions
    Interception - A model within 2” of the path of the Pelota will take during a Pass or Shoot may make an flat d10 Roll vs the Acting Model’s RS Roll. On Success the Intercepting Model takes possession of the Pelota. Models may only perform an Interception if the range of the Pass or Shoot is at least 5”. More than one model may attempt an Interception.


    Goalkeeper Reactions
    Dive - When Opponent performs a Shoot, Roll MS vs Shooter’s RS. On Success, Pelota deviates from Goalkeeper d10+MS inches. This deviation is always AWAY from the Goal, If the deviation dictates toward the goal, the Pelota deviates 180 degrees in the opposite direction.

    Catch - When Opponent performs a Shoot, Roll RS vs Shooter’s RS. On Success, Goalkeeper gains possession of Pelota and may move anywhere within their Goal Area and make a Pass.

    Goalie Steal - When Opponent Carrier ends Movement within 5”, make an MS Roll vs Carrier’s MS. On Success, Goalkeeper gains possession of Pelota and may immediately make a Pass without moving.


    Pass Penalty
    For every 1” between the Passer and their Target add +1 to the Pass Penalty
    (I.E. To Pass to a Model 10 inches away, the Passer must roll a 10 or higher)


    Body Block
    If a Model’s base interrupts the straight line between the Passer/Shooter and their target, add +2 to the Opposing Roll/Value. Body Blocking Models may also always perform an Interception even when the Shot/Pass is shorter than 5” and have a +2 on their Interception Roll.

    Recover
    If only one Player’s models are within 3” of the Pelota when it deviates, one model may Immediately Activate to take possession of the Pelota.


    Possession Skirmish
    This event occurs in two circumstances, after a shot is made successfully and when two or more opposing models are within 3” of the Pelota after it deviates.

    Point Skirmish - The Pointer for each team makes an MS Roll to gain possession of the Pelota. The higher roller takes possession. In this situation, the Winner may immediately Pass or Shoot but may not Move. This does not count as the Pointer's Activation, but the Pelota most leave the Skirmish Area before either Pointer moves out of it.

    Deviation Skirmish - Any models that have not activated, and are within 3” of the Pelota may participate in a Deviation Skirmish. Each player elects a an eligible model to roll MS. The winner temporarily takes possession. The losing model counts as having activated and may not participate further in the skirmish. If any more opposing models are eligible, The Carrier and and an opposing model roll MS again. This continues until one player has no more models to participate in the skirmish. Players may elect to not have models participate in a skirmish to save their Activation for later. When a final winner is determined, this model may take a full activation before counting as activated.


    Penalty Roll
    If a penalty roll is called for, roll a single d10. On a 7+, the model that elicited the penalty roll is removed from play until one point is scored by either team. At this point they are placed back on the field in their starting position.


    Sportsclub Teammembers
    30mm Light Units
    Runner
    Speed 6
    MS 3
    RS 5
    Nimble - The Runner may perform a Rush during the Movement Phase.

    Sniper
    Speed 4
    MS 1
    RS 4
    Perfect Aim - The Sniper’s Pass Penalty is +1 per 2 inches.

    40mm Medium Units
    Striker
    Speed 4
    MS 3
    RS 2
    Hard Shot - The Striker’s Shoot and Pass cannot be Intercepted.

    Catcher
    Speed 4
    MS 2
    RS 3
    Reach - The Catcher’s Interception and Skirmish Range is +1” and they add +1 to Interception and Skirmish Rolls.

    50mm Heavy Units
    Bruiser
    Speed 3
    MS 4
    RS 1
    Vicious - The Bruiser’s Crash and Trip range is +1”. The Bruiser cannot be Stunned by a failed Crash, and automatically passes Penalty Rolls.

    Blocker
    Speed 3
    MS 3
    RS 2
    Hulking - Before a Shoot or Pass is made by the Opponent, the Blocker may take a free Movement Phase. The Blocker’s Body Block Penalty is +3 instead of +1.


    Team Building
    Each team consists of 6 positions, 1 Pointer, 2 Shooters, 2 Guards, and 1 Goalkeeper. Each position can be filled by any of the Model Types listed above.


    Victory
    If a player scores 5 Points, or if the game plays for 20 Complete (non-point scoring) turns, the game ends. The player with more points wins the match!


    Deportes-Pelota Field
    Below is a basic image of the Field the game is played on. The Clay colored areas are the Goal Deployment Areas, The Black box within this zone represents the goal. The thinner white line represents the side through which Pelotas must pass to score. Shots attempted that pass through the Black lines stop short.

    The first green field surrounding the Goal Area is the Guard Deployment Area. The two center green fields are the Shooter Deployment Areas. The Yellow zone between the Shooter Areas, are the Pointer Deployment Area and Point Skirmish Area. In addition to the image, there are two links which provide measurements for these different areas to create your own Deportes-Pelota Field.

    http://www.on-the-lamb.com/content/wp-content/uploads/2014/07/Sportsball-field.pdf
    http://www.on-the-lamb.com/content/wp-content/uploads/2014/07/SportsBall-FieldRulers.jpg

    This message was edited 1 time. Last update was at 2014/07/05 14:15:02



    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in ie
    Dakka Veteran






    Sound's good, the description needs a little cleanup and clarification IMHO(what is the turn flow, what is "stunned" means...), but my biggest problem is that the field is too damn big. Also I feel if this game is meant to be played with BF minies, there should be weapons and bloodshed. Not that I'm the violent kind, but the models are portrayed with weaponry.

    Still, it's a free football game, so I don't want to complain.

       
    Made in us
    Dakka Veteran





    Many 'sports' games that already existe are violent, Dreadball, Bloodbowl, Kaosball, etc. With Deportes, we wanted to simulate a more normal sport game, which is why there are only a few attacks, and they only stun.

    Sorry I could have sworn I wrote an entry for stun, Stun is counts as activated until the end of the NEXT turn.

    Our playtesting suggested that 4 feet by 2 feet was a nice size, about the same as a small Brushfire game. The field is definately more empty with only 12 models on the field.


    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in ie
    Dakka Veteran






    Also, there are a few weird things about the game:

    -If you activate the model with the ball, you can shoot it to the opponent's net. The shoot mechanic doesn't seems to consider the position of the goalkeeper or the distance from the goalpost. So shooting trough the entire field is as effective as shooting from a few inches. Furthermore, there is only 5 models that would count as interfering, getting the ball, moving to have a clear line and shooting seems to be a good tactic regardless where it happens in the field.

    -The goalkeeper seems to be able to intercept regardless where it is actually.

    -When the goalkeeper intercepts, basically you choose if you roll MS or RS against the carrier's RS. Where the ball lands is not that important as if it lands on the net or not since after the carrier shots and misses, the goalkeeper's team has the next activation anyways. It looks like the ball has to be shot to the net and simply moving the carrier in does not count, so Goalie Steal does nothing different than Catch, except you can't move before the pass. This means the Goalie is free to use it's highest stat to defend the net regardless of the situation. Since no player skill helps the goalkeeper in any way. there is a clear best candidate for this position and that is the Runner with RS 5.

    -No player skill helps the Pointer either, so this position also has a best candidate.
       
    Made in us
    Dakka Veteran





    The Pass Penalty went several iterations of the game as the Range Penalty, applying to both Shooting and Passing, but we felt this added such a high penalty to shooting, combined with the Goalkeeper's bonus, that it was near impossible to ever make a goal from anywhere but close range.

    If the game was expanded to full rules, we might add a Shoot Penalty that is half the amount of the pass.

    Moving to have clear line of sight is a good idea, but as models move into position to protect the goal, they're more likely to cause Interceptions. Defenders have to move less distance to still trigger an interception the further away the Shooter is from the goal. If you get closer, your movement makes a bigger difference on avoiding those Interceptions.

    The currently listed units are simply examples, If this was expounded into a full game, We would add additional unit options to expand variety.

    Technically the Goalkeeper cannot make "Interceptions" only the specific Goalkeeper Reactions, which I assume is what you were referring to. And yes, these reactions can be taken from anywhere.

    Goalie Steal is made not as a Reaction to Shooting but as a Reaction to a model moving within 5".

    Where the shot lands can matter if the shooter has also moved their other models up the field. Against a high MS Goalkeeper they can expect lots of Dives, so having a model up there to participate in deviation skirmishes is not a terrible idea.

    A Blocker with MS 3 has a Body Block Penalty of +3, essentially a +6, beating out a Runner's RS of 5. This also makes it a great unit for Intercepting immediately after the opponent wins the Pointer Skirmish. With a Blocker as the Pointer, its almost impossible for the opponent's Pointer to move to a position where the Blocker wouldn't be able to block. A Catcher is also good in this position with the +1 to Interception Rolls. A Striker is also good as they flat out ignore Interception Rolls. If you win the Point Skirmish, at most you have to contest with a Block Penalty if you can't get the right angle on the shot.

    This message was edited 2 times. Last update was at 2014/07/09 13:26:51



    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in us
    Dakka Veteran





    Today I want to introduce a new series of scenarios for Endless, "the Trials of Battsu."



    These will be a series of Challenges that tell the story of Battsu, the Green Swordsman. Each will be designed to test your tactical skill and place you up against nearly impossible odds. The first scenario "Battsu vs The Hundred Elves" is available right now at the link above.

    So, how well will you fare against The Hundred Elves? How many can you kill before their numbers overwhelm you?

    The link in the image above will take you to the Trials of Battsu PDF, available free on WargameVault, which will be updated over the next few Visiting Hours, providing a glimpse into this new character's history, and significant battles in his life. As new VH battles are released, that one PDF will be updated to include them free of charge.

    Let us know how well you do against this Challenge, we want to hear how many Elves you can kill before they prove too much!

    This message was edited 2 times. Last update was at 2014/07/28 17:10:36



    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in us
    Dakar





    Pegasus Games

    Trials of Battsu looks like another great concept. I never would have thought of it.

    Battsu looks like a fun character to play. The art is great, very classic anime. I instantly get a feel for the character. Stat-wise he seems formidable. I'm a huge fan of piercing basic attacks. The MP regen ability is cool, and something I'd love to see in some form on a more magic oriented character.

    I noticed two discrepancies on Battsu between the card and book. The book lists Battsu as 3C while the card only has 2C, and he has one more HP on the card (8 vs 7.)
       
    Made in us
    Fixture of Dakka






    Sacramento, CA

     Galen wrote:
    The book lists Battsu as 3C while the card only has 2C, and he has one more HP on the card (8 vs 7.)


    Book is accurate, I'll fix the card in the next update.

    -Emily Whitehouse| On The Lamb Games
     
       
    Made in us
    Dakka Veteran







    A new challenge has been added to the Battsu PDF, introducing Battsu's eternal rival, the Beastman Dozz.


    The PDF also uses the Advance System, introduced in the Miasma War PDF. For those without it, Each additional Crystal a model is Advanced by, adds 5 HP to the model. With a +5C Advance, Beastman Dozz also takes two actions each turn. Normally Advances are intended to be used with AI Cards, but we wanted to show that the system can also be used with a real opponent. Boss Dozz will receive AI cards in the future, but our current testing is focusing on the core units of EFT.

    We hope this new adventure tests your skill. Let us know how you do, and anything you'd like to see in the future!

    This message was edited 1 time. Last update was at 2014/08/02 17:05:10



    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in us
    Fixture of Dakka






    Sacramento, CA

    Just a Heads up, everyone is going to be out of town this weekend.. so no Visiting Hours this week. The next Trials of Battsu will be posted on Aug 30th.

    -Emily Whitehouse| On The Lamb Games
     
       
    Made in us
    Dakka Veteran







    Part 3 is now up for the Trials of Battsu! We see a jump forward in time, to long after Battsu has become a legendary figure. How did this mysterious swordsman live for centuries? Maybe we will find out....

    For now, please enjoy this new mission, including a Variant card for the Knight!


    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in us
    Fresh-Faced New User




    Baton Rouge, LA

    I like Battsu vs the Judges mission. Equipment Retrieval makes for an interesting and fun handicap to start with. The Mandatory Stealth Sequence is a great idea - something not seen in these types of games. If Battsu gets Hand of God and Momentum early on, he could maybe even try to just straight up run for it (only fighting as necessary).

    I also like the Judge/Knight class. They seem like they could be really fun to play. The Deflect ability could be amazing, especially if Stalwart goes off really big. I actually really want to put one on my normal party.
       
    Made in us
    Dakka Veteran





    By all means! The Variant cards are there to use in place of the regular ones, if you so desire.


    Lockark wrote:If you stat it, they will kill it.
     
       
    Made in us
    Fixture of Dakka






    Sacramento, CA



    DLC 01 - The Trials of Battsu's Final Release!


    At the end of the month we will begin releasing DLC 02: The Misadventures of Gelato!


    -Emily Whitehouse| On The Lamb Games
     
       
    Made in us
    Decrepit Dakkanaut





    Biloxi, MS USA

    Is there a reason the Mage Stalker has Arcane Feast on his card and book entry twice?

    This message was edited 2 times. Last update was at 2014/09/13 23:36:03


    You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
    Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
    Hallowed is the All Pie
    The Before Times: A Place That Celebrates The World That Was 
       
    Made in us
    Fixture of Dakka






    Sacramento, CA

     Platuan4th wrote:
    Is there a reason the Mage Stalker has Arcane Feast on his card and book entry twice?


    Copy-Pasta Error, I'll get it fixed later tonight.

    The 2nd passive should be:
    Mana Deflection - The Mage Stalker can use MAG in place of DEF rolls by expending 2 MP.

    -Emily Whitehouse| On The Lamb Games
     
       
    Made in us
    Decrepit Dakkanaut





    Biloxi, MS USA

    Really liking the Mage Stalker, can't wait until we see a release. I need to give these scenarios a run sometime.

    You know you're really doing something when you can make strangers hate you over the Internet. - Mauleed
    Just remember folks. Panic. Panic all the time. It's the only way to survive, other than just being mindful, of course-but geez, that's so friggin' boring. - Aegis Grimm
    Hallowed is the All Pie
    The Before Times: A Place That Celebrates The World That Was 
       
    Made in us
    Fixture of Dakka






    Sacramento, CA

    We are pleased to announce the release of DLC 02 – The Misadventures of Gelato for Endless: Fantasy Tactics. This is a Pay What You Want release, customers are able to select any price (Including Free!) they wish when checking out. As with DLC 01 (The Trials of Battsu), we will be updating the PDF for Gelato every other week during our regular Visiting Hours post. Once you have added the DLC to your Wargame Vault account you will receive an e-mail whenever the update goes live, and there is no additional cost to download the updated files.



    Knights and Wizards, Bandits and Monsters! The village youth ran down the streets of his hometown, a small doll in his outstretched hand. His mother had carefully crafted it for his birthday. The little wooden sword and porcelain helmet made it look like a small soldier. No, a hero!
    Raising the doll higher and higher as he ran faster and faster, the young boy could think of nothing but adventure and heroism.
    And then he tripped.


    The Misadventures of Gelato is an expansion for the core Endless: Fantasy Tactics Rulebook. The Miasma War Campaign Expansion is recommended, but not required.

    - New Scenarios.
    - New units to add to your parties.

    This is an Episodic Release, the PDF will be updated to include new scenarios and units every other week.
    - Episode 01 – 9/27
    - Episode 02 – 10/11
    - Episode 03 – 10/25
    - Episode 04 – 11/08

    This message was edited 1 time. Last update was at 2014/09/27 15:36:44


    -Emily Whitehouse| On The Lamb Games
     
       
    Made in us
    Decrepit Dakkanaut






    Burtucky, Michigan

    Please tell me there will be a mini for him in the future!
       
     
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