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Author Topic: Ghost Archipelago Rules Thread  (Read 59333 times)

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #15 on: December 05, 2017, 08:23:45 AM »
Hey Evilsham,

Hope you managed to have a fun game despite the questions.

The Beast Cry spell is completely separate from 'normal' random encounter rolls. Play the spell exactly as written. All 'normal' random encounter rolls follow the specific scenario rules.

The cage is opened, immediately after a successful Fight Roll is made (so this is who gets the xps if that's what you are asking).

Offline evilsam

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Re: Ghost Archipelago Rules Thread
« Reply #16 on: December 05, 2017, 05:39:04 PM »
Thanks for the quick reply.

The cage is opened, immediately after a successful Fight Roll is made (so this is who gets the xps if that's what you are asking).

I was trying to ask more about handling the Dricheans. The scenario says that once the prisoner is freed, they will move towards the prisoner rather than a random move. Is the prisoner freed once the cage is opened or when a crewman "picks up" the prisoner to start escorting him off the board?

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #17 on: December 07, 2017, 03:43:23 PM »
Ah, got you. The prisoner is freed as soon as the cage is opened.

Offline critsmash

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Re: Ghost Archipelago Rules Thread
« Reply #18 on: January 09, 2018, 09:40:47 AM »
Not sure if we are playing the small boat rules correctly:
1. Can small boats be activated in the soldier phase?
2. If a soldier is in the boat and the heritor is not, but still within 3", can the boat be activated by the soldier in the heritor phase?   

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #19 on: January 15, 2018, 08:06:20 PM »
1) Yes - if there is no one in the boat who activates sooner than that in the turn.

2) Yes - whenever the first figure in the boat activates, that's when the boat moves.

Offline Knabe

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Re: Ghost Archipelago Rules Thread
« Reply #20 on: February 06, 2018, 05:03:43 AM »
Joe,

A couple questions about the Vine Warden spell Plant Walk:

1. A figure is standing in an area of vegetation, can Plant Walk be used to move the terrain with the figure moving along with it?  Or is this not allowed since the terrain piece may not be moved onto or through another figure?

2. Can you move a terrain feature containing a treasure?  And will the treasure move along with the terrain?

Thanks much.

Knabe

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #21 on: February 06, 2018, 10:19:57 AM »
Hey Knabe,

I like your thinking.

1) No, unfortunately this would count as moving over a figure.

2) Sure, nothing against that. The treasure goes with it.

Offline Dalcor

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Re: Ghost Archipelago Rules Thread
« Reply #22 on: February 11, 2018, 12:19:03 AM »
1. Lightning Strike I presume there is reason it is not shooting attack (because there will be no cover against it and it avoid shooting into combar rule). However what happen if person targeted by Lightning Strike enters into the building, cave or dive into the water?

2. Blood Suckers are not hindered by movement penalty in deep water, however do they still suffer -2 Fight penalty there.

3. No two weapons fighting bonus for heritor or warden right?

4. Ladder can be used to cross any difficult terrain or as a bridge over troubled water, so the model can move over it without penalty?

5. Beast Cry will call any creature from the encounter table? Even undead? if it will be animal by chance, can I control or command it later on?

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #23 on: February 12, 2018, 01:58:11 PM »
1. It's purely a rules thing. Whever you go - the Lightning will find you.

2. Blood suckers? Do you mean creatures with flying. An oversight - flyers shouldn't suffer a Fight penalty for being in water.

3. No. The two weapon bonus doesn't exist in GA.

4. No. It sticks to the side of a terrain piece, not lays across. Your version probably would have made for a better spell.

5. Yes. And Yes.

Offline CPalmer

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Re: Ghost Archipelago Rules Thread
« Reply #24 on: February 12, 2018, 06:00:07 PM »
Question about the Vine Warden spell Warp Weapon.

 It says the effects are permanent.  Does this mean for the game or the whole campaign?  

In other words, if a Vine Warden destroys an archer's bow, is he left with nothing but a dagger for the rest of the campaign?

 Or is there assumed to be some sort of "free" weapons locker on the main ship?  

"I have wrought my simple plan,
if I give one hour's joy,
to the boy who's half a man,
or the man who's half a boy!"
-Sir Arthur Conan Doyle

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #25 on: February 16, 2018, 01:46:32 PM »
All mundane weapons can be replaced for free after a game. So, as far as most soldiers are concerned it is only for the game. However, since it can effect superior and magic weapon as well, these are not freely replaced and the effects carry over from game to game.

Offline CPalmer

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Re: Ghost Archipelago Rules Thread
« Reply #26 on: February 16, 2018, 07:30:09 PM »
Thanks for the clarification, Joe!

Offline Bloggard

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Re: Ghost Archipelago Rules Thread
« Reply #27 on: February 20, 2018, 09:25:45 AM »
question probably seems a bit dim, but how should people play the 'pit' and 'pool' spells in terms of the affected figure/s ... ?

is it just a delay (but how 'deep' is the pit for example) with movement needed to escape or is there a magical restraining effect etc?


Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #28 on: February 21, 2018, 01:39:50 PM »
The pit is 2" deep, as stated in the spell. It can be climbed out of the same as any terrain. The pool essentially will force figures to make a swimming roll to escape

Offline Bloggard

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Re: Ghost Archipelago Rules Thread
« Reply #29 on: February 21, 2018, 05:25:42 PM »
oops - re: pit spell description. apologies.

but thanks for the clarifications Joe.

 

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