Logicjoe Posted June 2, 2005 Share Posted June 2, 2005 I have decided to create my own Errata that should be a little more balanced. MTC Warlord Errata & Clarifications E) indicates Errata, which are official changes to rule text or mechanics. C) indicates clarifications to existing rules and text. M) Indicates changes I made General Mechanics: E) Models with Movement Special Abilities (Burrow, Flyer, etc) may begin the game with those abilities active unless scenario special rules state otherwise. E) Flying Models are in Line of Sight to all Models on the battlefield unless terrain situations agreed upon prior to play cause an exception. C) Equipment that upgrades Movement effects both air and ground movement. E) When returning "Defensive" attacks, a Model must choose to return either Defensive Strikes, Defensive Magic, or Defensive Shots. A Model cannot return more than one kind of Defensive Attack per activation. C) A Totem of Battle is Equipment, not a Model. C) You can activate a Troop and take no actions - this counts as the troops activation. E) If a model declares a Movement Action against a model that has multiple Discipline-check-causing abilities, the attacker takes each test separately. Any failed test results in the loss of the declared movement action, though the model may use another Movement action (if available) to try again. Special Abilities: C) SA: Reach cancels the effects of an enemy model's SA: First Strike. E) The Elf Faction Ability Feathered Sky allows Elves to volley using "number of attacks" (as per the Elf Volley Chart on page 110) in place of the normal "minimum of Five Models" requirement. M) SA: Flyer - The Mov listed on the datacard is the model's movement when in Flight. When a model with Flyer is not in Flight, its Mov is calculated using the following formula. 4 + # of legs the model has. Ex: 4 legs = 8 MOV and 2 legs = 6 MOV. C) Warmaster only allows a model to return multiple Melee Defensive Strikes. C) Skills stack unless they specifically say otherwise. C) Special Abilities that require an Invoke Special Ability action will specifically say they require it. C) The SA: Runner bonus is added at the end of a double move. C) Powers/effects that allow you to do something during anyone else's Activation all explicitly say so. E) Cross Death’s River does not require you to end the move within coherency. C) Non-corporeal models can’t end their movement under terrain unless they have SA: Burrow E) Mercy applies only to offensive melee combat. C) Pain tokens are only received when a model is slain, not stunned. C) SA: Tactician grants no option to "bury," it simply increases adds another card to the initiative deck. E) In any End Phase the bonus card(s) granted by SA: Tactician may be removed from the Draw Deck for the upcoming turn or placed back into the Draw Deck if previously removed (assuming the Model with Tactician is still in play). M) A model with SA: Spy may choose to bury one card for its troop instead of passing. E) A model with SA:360 may choose one base side to become a "rear base side" for purposes of gaining a Reach bonus. The chosen base side does not count as a rear base side for enemy models. C) SA: Tough only works the next time the model’s troop activates. The check is made before the model takes an action, so a Cleric in the troop can cast bandage before the stunned models take their Tough check. Melee Combat: E) When models on Super bases attack, having any portion of its base against any portion of the target's base counts as Valid Base Contact. E) Page 62, how to Resolve Close Combat, step F: remove "valid front side" from the paragraph. Defenders may strike back against a model touching any corner or any non-rear side. Ranged Combat: C) Blowthrough is simply a line (no width) M) Defensive Shot does require LoS, range, and all cover bonuses appy. E) On page 66, the final portion or How Cover Works should read if the terrain Cover Type is larger than a Models Base Size Value, then it blocks line of sight rather than provide any cover. C) The Base Size and Cover Values only refer to calculating if an object obstructs line of sight Discipline: C) There are 3 ways to retreat: fail a Discipline check while shaken & out of cohesion, effected by a Fear/Scare/etc spell while shaken & out of cohesion, or failing a roll to leave close combat while shaken. M) A Discipline check must be made when the Leader of a Troop is killed. Models with the Ronin SA ignore this roll. E) All Alone doesn't apply to Solos. C) After a Regroup, a leader's troop maximums are still observed but the 4:1 ratio of non-elites to elites is no longer required. C) A Fearless Model that fails its second Discipline Check to attempt to disengage from Close Combat does not Retreat, it is just remains engaged. C) When a target’s SA requires a Discipline check to engage, the checks are performed at the time the action is declared. If the Model fails its check, then it does not move from its position and the declared Action is lost. Spell Casting: C) All Spectral Minions are all part of their own troop. No card is added to the initiative deck, as they always activate right before the End Phase. E) An AoE spell that cannot affect the friendly Model will not cause that Model to become Shaken. A Casting Model is always considered friendly to itself. C) Warcry affects ANY MODEL in the Area of Effect, not just Reven models E) If a spellcasting model with SA: Defensive magic is the direct (the declared target) or indirect (caught in the area of effect) target it may perform Defensive Magic. E) Dispel vs. Area of Effect Spells: the Model with the Dispel Spell rolls d10 adds its CP +2 (casting on a friendly model bonus). If the total is 10 or higher, the entire Spell is dispelled. (normal Non-Attack Spell Resolution) E) Dispel vs. single-target Spells: the Model with the Dispel rolls d10 and adds its CP. If the total is equal to or higher than the attacking Model's MD, the spell is dispelled. (normal Attack Spell Resolution) C) A Dispelled spell is considered successful - Familiars do not return it to the casting Model’s list of unused spells. C) Dispel may be used to neutralize lingering effects (such as Shaken tokens) caused by spells. This is resolved using the Non-Attack Spell Resolution steps. E) The +2 bonus for casting non-attack spells on friendly models does not apply to Innate Spells with a fixed Casting Power (such as Warcry). Fighting Company Composition: C) The Razig's Revenge army, posted in the Downloads section of WarlordHQ, is an official roster. C) Only the models indicated on the list on page 112 have their Unique/Adept status changed. C) Only one leader per troop. Data Card Corrections: E) Prince Danithal has SA: Mage 2/4. E) Necropolis Point Costs: Elsabeth (81), Azarphan (79), Naomi (208), Malek (40), Syphrilla (90), Gauntfield (61), Nivar (57), Warriors (17), Archers (24), Breakers (20), Harvesters (19), Crypt Bats (49), Banshee (45). Revised point costs will be published in the Necropolis Faction Book. E) Skeletal Breakers are Discipline 4, not Discipline 9. Quote Link to comment Share on other sites More sharing options...
Kelcore Posted June 2, 2005 Share Posted June 2, 2005 :Topic split off from other thread (off-topic reasons) and to show that this errata is in no way shape or form official except where it's obviously reapeating what's already been said in the erratta.: Quote Link to comment Share on other sites More sharing options...
Saint of Sinners Posted June 2, 2005 Share Posted June 2, 2005 I have decided to create my own Errata that should be a little more balanced. M) SA: Flyer - The Mov listed on the datacard is the model's movement when in Flight. When a model with Flyer is not in Flight, its Mov is calculated using the following formula. 4 + # of legs the model has. Ex: 4 legs = 8 MOV and 2 legs = 6 MOV. So you think that the giant eagle should be have the move of 6 You do realize that when a bird walk it does so very slowly. And birds don't run (well except roadrunners which oddly enough don't fly well ) And even the eagle's giant leg span still would not composate for the speed you suggest for it. The best solution for the whole flyer SA was making it Flyer/#. Nice try Quote Link to comment Share on other sites More sharing options...
Qwyksilver Posted June 2, 2005 Share Posted June 2, 2005 House rules are house rules. Go nuts. Whatever. Quote Link to comment Share on other sites More sharing options...
Akela Posted June 2, 2005 Share Posted June 2, 2005 M) Defensive Shot does require LoS, range, and all cover bonuses appy. Far be it from me to dictate a player's house rules, but this one I felt I should comment on. A) The only situation where Defensive Shot may fire when normally it would not is in retaliation from a Sure Shot attack and this is the only situation that allows it (hence why the text was in the Sure Shot SA and not Defensive Shot. Therefore in this respect, in most situations your rule is redundant since Defensive Shot almost always will HAVE LOS to the target and B) Models with Defensive Shot have alread paid quite a premium in points cost to gain the Defensive Shot SA. Part of that cost includes this situation. So if you play with the above house rule you may want to give your Defensive Shot models a discount of roughly a point (2 or more against elves). Quote Link to comment Share on other sites More sharing options...
ecs05norway Posted June 2, 2005 Share Posted June 2, 2005 M) Defensive Shot does require LoS, range, and all cover bonuses appy. Far be it from me to dictate a player's house rules, but this one I felt I should comment on. A) The only situation where Defensive Shot may fire when normally it would not is in retaliation from a Sure Shot attack and this is the only situation that allows it (hence why the text was in the Sure Shot SA and not Defensive Shot. Therefore in this respect, in most situations your rule is redundant since Defensive Shot almost always will HAVE LOS to the target and B) Models with Defensive Shot have alread paid quite a premium in points cost to gain the Defensive Shot SA. Part of that cost includes this situation. So if you play with the above house rule you may want to give your Defensive Shot models a discount of roughly a point (2 or more against elves). Let's look at the actual rules. Defensive Shot, as printed in the first-printing rulebook, states: A Defending Model may perform a single Defensive Shot... ... uses normal Ranged Attack Resolution steps... ... may not be conducted against an Attacker in the Defending Model's rear 180-degree arc... ... may not be combined with any other Ranged Combat Special Abilities. Sure Shot: ... If there is even the barest sliver of space at least 1mm wide in between Obstructions then line of sight is not obstructed Scrye Shot: The Model sacrifices its Non-Combat Action ... to ignore any Line of Sight Obstructions on a single attack... Sure Shot adds, in the second printing: ... may still return its Defensive Shot attack even if normally it would not have been able to gain Line of Sight to the attacking model. Note that the rule was added to Sure Shot, NOT Defensive Shot. Why? Because it only applies to Sure Shot. Sure Shot and Scrye Shot work in different ways. Sure Shot narrows the required LOS corridor to 1mm. The "Golden Rule of LOS" is "If I can see you, you can see me", so the Sure Shot rules clarify that the target can use the same narrowed LOS corridor to return the attack. Scrye Shot does not grant Line of Sight where it did not exist. It removes the requirement for LOS from the Ranged Attack rules. For that one single attack only. The Golden Rule doesn't apply here: The model with Scrye Shot can't see the target, she's just lobbing arrows (or whatever) where she knows the target happens to be. The target doesn't have whatever mystic power gives her that advantage. What happens? Defensive Shot kicks in, the target may attempt a single Ranged Attack at the attacking model, there is no LOS, the attempt automatically fails. Quote Link to comment Share on other sites More sharing options...
Logicjoe Posted June 2, 2005 Author Share Posted June 2, 2005 That is what I am screaming but I want an offical Reaper person to make the call. Quote Link to comment Share on other sites More sharing options...
Qwyksilver Posted June 2, 2005 Share Posted June 2, 2005 Perhaps if one speaks, rather than screams, a response would happen more readily. e.g. The defensive shot states that anyone that you hit, can hit you back so long as it is in range. This seems to negate Ranked, Sure Shot and Scrye Shot. How do Defensive Strikes work against models with these SA. Quote Link to comment Share on other sites More sharing options...
Gus Landt Posted June 2, 2005 Share Posted June 2, 2005 That is what I am screaming but I want an offical Reaper person to make the call. You can't get any more official than Matt himself saying: The only situation where Defensive Shot may fire when normally it would not is in retaliation from a Sure Shot attack and this is the only situation that allows it Quote Link to comment Share on other sites More sharing options...
Logicjoe Posted June 2, 2005 Author Share Posted June 2, 2005 I forgot to mention that in tha offical errata they stat that Defensive shot does not require LoS. this statment means that it can hit a scry shooter, someone who is ranked and anything else with defensive shot. How Lame Quote Link to comment Share on other sites More sharing options...
Vil-hatarn Posted June 2, 2005 Share Posted June 2, 2005 Actually, it does make sense. By following the arc of the incoming arrow, you can figure out where it came from (the models that have defensive shot are probably skilled enough to do this) Quote Link to comment Share on other sites More sharing options...
Kelcore Posted June 2, 2005 Share Posted June 2, 2005 I forgot to mention that in tha offical errata they stat that Defensive shot does not require LoS. this statment means that it can hit a scry shooter, someone who is ranked and anything else with defensive shot. How Lame This is your only warning, Logicjoe. Keep up with the attitude instead of actual, adult conversation, and this thread gets locked down. Quote Link to comment Share on other sites More sharing options...
Akela Posted June 2, 2005 Share Posted June 2, 2005 We'll take a look at it. Happy? However, Defensive Shot is a pricy SA, and that was meant to include just about any situation that was relevant. Also, while I think logicjoe has a horrid method of getting attention to a matter, it doesn't bother me. As I've said before, I'd rather have a vehement poster with their own personal crusade than let a matter that might be an issue go unresolved. As always, we reserve the right to ignore the person. However, if any user of this forum's manner begins to offend other posters of the forum, then by all means the moderators should step in. Quote Link to comment Share on other sites More sharing options...
wildbill Posted June 2, 2005 Share Posted June 2, 2005 Actually, it does make sense. By following the arc of the incoming arrow, you can figure out where it came from (the models that have defensive shot are probably skilled enough to do this) Remember the movie Predator? At one point, Arnold throws this rock to hit a wall and try to figure out where the Predator was. The Predator used the fancy aiming thingy on his shoulder to figure out where Arnold was and shoot at him. I figure Defensive Shot is basically the same thing. Wild Bill Quote Link to comment Share on other sites More sharing options...
Gus Landt Posted June 2, 2005 Share Posted June 2, 2005 OK, I'm getting confused. The official errata says that Defensive shot does not require LoS. This would include scrye shots. However, Matt's earlier post in this thread says: The only situation where Defensive Shot may fire when normally it would not is in retaliation from a Sure Shot attack and this is the only situation that allows it Matt, since you're in here already, can you straighten me out? I'm assuming your earlier quote in this thread was simply incorrect, and you meant to include Scry Shot along with Sure Shot? Thanks! Quote Link to comment Share on other sites More sharing options...
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