Lead Adventure Forum
Miniatures Adventure => Gothic Horror => Topic started by: Luisito on November 07, 2017, 01:34:47 AM
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2 Dracula's America rules Questions:
a Skinwalker in Bear form moves how many inches ?
The Pale Rider has 2 movements rate in his stats . Wich one is good?
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Hey, Luisito:
1) A Bear Skinwalker moves 4" like all other models on foot!
2) Good catch! Use the 6" move rate as shown in the profile, and not the 8" mentioned in the special rules.
Hope that helps.
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Thanks !
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No problem- the Pale Rider gaffe has been added to the Errata on my Blog! :)
Any more questions, drop them here or over on The Lead Mountaineer...
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One more question
The Brrodkin succceed to make a transfix. The victim has to make a Nerve test . The test is done with 1 Die or 3 dice ?
thanks
Luis
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Hey, Luisito:
It's a 1 Die Test- see the description for Transfix on page 99!
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Thanks dor your quick reply. My fault .😉
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If you shoot with a Sixgun and you 3 and 2 success . Do you roll the save separately?
thanks
Luis
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If I've understood your question correctly, you would resolve each Shot with the sixgun separately and so make separate Saves- to clarify, page 23 of the book says:
"If a weapon or Skill allows you to fire multiple times as a single Action, then each shot is always resolved separately, one at a time... You may even choose different Targets for each shot if you wish!"
Cheers!
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Thanks again !
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Any time! 8)
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One question who came a few times In the DA playes facebook page.
The weapon limit refers to weapons class or weapons ?
The limit its just for the first game o fo the entire campaign?
Thanks
Luis
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[edited because my answer was incorrect and I don't want to confuse folks for the future]
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So as I understand it, after the first game you could give everybody repeater rifles(if one could afford it?)
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So as I understand it, after the first game you could give everybody repeater rifles(if one could afford it?)
In one-off games, sure. Campaign rules state basic weapons only to start, pg 60.
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As I said, after the first game.
Also the new musket/hand weapon/sword, are they basic or rare weapons?
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Howdo, folks!
Things are finally starting to settle down a bit for me in the real world, so here I am again!
@Kommando_J, LeadAsbestos and Luisito: Just to reiterate and be clearer of my intentions behind the rules, the weapon limits are per Weapon, not Class- so you aren't limited to just two Rifle Class Weapons; you could take two Repeaters, two Buffalo Guns, two Carbines etc if you have the cash for them- and if your group are happy to waive the limits completely then go ahead.
In hindsight, I probably should have called the Pistol and Rifle Classes Sidearms and Longarms!
In a Campaign, you are only limited when recruiting your initial Posse- after that, you can buy whatever Weapons in whatever ratios you like for your models- the limits are simply there to keep everyone on a fairly even level at the start of the Campaign!
@Kommando_J: Close Combat Weapons should be classed as Basic Weapons- originally they were intended to be items of Gear, but a last-minute change meant that the clarification slipped through the net!
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Can a model shoot and then get a lookout tokem ? Its like cheating no ?
Thanks
Luis
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Can a model shoot and then get a lookout tokem ? Its like cheating no ?
Thanks
Luis
I say yes you can, but it a bit ambiguous. Seems right to me.
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Do a caster can cast one Bless then cast another one the next turn , having 2 Bless token on 2 diferents models ?
Thanks
Luis
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1) Can Ethereal units charge through walls? i.e. can the Ethereal see through the wall to see his target, therefore count as charging not simply engaging?
2) Broodkin can feed on downed bystanders. But any bystander that suffers a wound is immediately removed as a casualty, so there will never be any downed bystanders. We assume that if broodkin grabs a bystander, they can attack them, then feed on them?
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Hello there, good people,
I'd have a question about the Hunting Grounds.
P16 / Hellhound: the special rules states that this is "A new Unique Summoning for the Crossroad Cult".
This Entity is alreay in the standard rules so I'm not sure why it says "new" in this book. Is this a mistake or is there something I don't get?
Thanks for your help!
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My internet appears to be working again (at least, for the moment!), so let's get these questions answered!
@Luisito: you can indeed Shoot and then go on Lookout- it would certainly be feasible in 'real-life'! In my experience, this is such a rare situation that it has never been much of an issue- however I do see your point, and if enough folks have a problem with it then I'll look at changing the rule... In the meantime, feel free to disallow this with your regular opponents!
You can indeed have multiple Blessings in-play at once- as you say, as long as no model has more than one.
@Fred:
1) No Charging, I'm afraid- being Ethereal only lets you Move through walls- not see through them!
2) Good spot- a holdover from a previous iteration of the rules that snuck through! Your assumption is correct- a Broodkin that grabs a Bystander may feed on them and remove them from play as an Action!
@C12:
My first Hunting Grounds question! Yep, ignore the 'special rule' for the Hellhound- what was I thinking?!
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Thanks a lot!
Do you think a global FAQ will be posted somewhere?
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Thanks for the answers.
Regarding Shoot then Lookout. We've seen this tactic quite a lot. It effectively gives you two shooting attacks in the same turn.
Although it can be thwarted by Jams!
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Good Lord; I still have functioning internet!
@C12: I'm not sure if there's anything on the Facebook page, but I'm keeping an Errata on my Blog here:
https://lead-mountaineer.blogspot.co.uk/2017/10/draculas-errata.html
It will obviously need to be updated now!
After a bit more time has passed I'll see if Osprey will put it on their website so folks can access it without having to wade through my wittering and rubbish photography! :D
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Thanks again !
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When having Django's help you dont get the EXP and the money? I think no .
Can you Bless yourself ?
Another question. Can a building (not in the Hunting Ground) block the LOS between 2 figures in the Hunting Ground?
Thanks
Luis
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Apologies for the radio-silence, folks- recurring internet problems!
Let's see, now...
@Luisito: You still get the Underdog bonuses even with Django's help- he's really just intended to be a bit of fun, but if you prefer to keep things more balanced then I can see an argument for Django walking off with the money as a 'donation' for his services! If you prefer to house-rule it then by all means go ahead.
You can indeed Bless yourself- the Caster counts as a visible, friendly model to itself.
Objects in the Hunting Grounds are completely ignored by models in the physical realm, and vice-versa. So in your example, the building would not block LOS between the two figures. See page 14 of Hunting Grounds, under Spirit Tokens.
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Thanks
My friend is happy about the bless.
1 last quedtion from me and 1 from my mate.
Can we shoot and go on lookout ?
Can we go to the hunting ground to disengage without rolling the save ? Yes I know my friend likes tricky moves. ;) I said no to him.
thanks again
Luis
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Not a problem!
The 'Shoot then Lookout' thing has been mentioned previously, I believe- right now, yes you can do this. However if enough people take issue with it then I'll look into FAQing it!.. 8)
Your friend is a devious one! :D There is a good argument for being able to do this (Rules As Written certainly implies that you can), but I think an errata is in order-
Page 13, first bullet-point should read "Any unengaged model..."
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Hi
my friend again ! (the devious one )
Can we contact (engage) 2 figures at the same time ? I think no...
thanks
Luis
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Hey, Luis-
You can indeed Contact two (or more!) enemies at the same time- however, your friend should note that if Charging then the free Fight Action follows all the usual rules so you can only nominate one model you could see at the start of the Action as the Defender- and you certainly don't get a free Fight against each enemy you Charged! :D
You will also be losing Dice due to being Outnumbered, so this isn't the best course of action unless you are feeling really confident...
Hope that helps!
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I continue...
If the Wendigo is in contact with 2 figures. He engages one and he has one free fight action. Then at the opponent's turn the second figure can shoot at the Wendigo ?
thanks again and again.
Luis
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No problem!
Now, let me see if I have this right...
Firstly, if the Wendigo is already in Contact with an enemy then it can't perform a Charge; therefore it won't get a free Fight Action!
Secondly, a model that is Engaged in a Fight cannot make a Shoot Action.
Another, unengaged model could of course Shoot into the combat, and hope that they hit the Wendigo!..
By the way, if it's helpful to you the link below will take you to a Dracula's America Errata over on my Blog- it needs a couple of new additions, but I do try to remember to update it periodically!
https://lead-mountaineer.blogspot.co.uk/2017/10/draculas-errata.html
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I will correct my phrasing.
The Wendigo charge Willy but he contacts Willy and Harry. He engages Willy with his free fight action.At the opponent's turn Harry can shoot at the Wendigo ?
thanks
Luis
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Q: Congregation Zombis: Do they count towards the 10 model limit (campaign mode)?
Thanks!
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Q: i don’t understand the fearsome skill. If you are fighting someone with fearsome do you roll only if you want to charge them? What if they charge you? And do you roll again if the attacker is using their section action to attack you again?
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Fearsome - my reading of it is you test once per turn, the first time you are engaged by a Fearsome creature, that result then applies for the rest of the turn.
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Fearsome - my reading of it is you test once per turn, the first time you are engaged by a Fearsome creature, that result then applies for the rest of the turn.
Thanks Fred. But bizarre fearsome doesn’t scare you if someone with it attacks you.
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Thanks Fred. But bizarre fearsome doesn’t scare you if someone with it attacks you.
Working up the nerve to attack the monster is quite different than defending yourself from an attack.
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@Luisito: Harry doesn't get to Shoot, as he is Engaged by (in Contact with) the Wendigo!
@Sondermann: Yes, Congregation Zombi count towards the maximum number of models in your Posse!
@Sir_Shvantselot: Fred's interpretation is correct!
And as Mr. Asbestos says, I reasoned that when the Fearsome creature is coming at you, you have little choice but to fight! Steeling yourself to actively confront it on your own initiative is another matter... Of course, feel free to impose a Nerve Test on models attacked by a Fearsome individual as well, if that makes more sense to you!
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Grateful for Fenrir’s reply.
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Thanks again Fenrir !
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I have just finished reading the Forbidden Powers supplement for Dracula's America and thoroughly enjoyed it. However, I have encountered a problem. On page 68 is a very nice illustration of a Hex Slinger but nowhere in the book are there any rules or stats for a Hex Slinger. The caption for the illustration claims she is part of the Salem Sisterhood, which brings up another problem. This faction's benefit is that it must have three female witches - 1 Maiden, 1 Mother and 1 Crone - no more and no less. The problem is that on page 46 it states "your posse can never include any other Arcanists." The Hex Slinger most definitely looks like an Arcanist so how can she be a member of the Salem Sisterhood?
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I have just finished reading the Forbidden Powers supplement for Dracula's America and thoroughly enjoyed it. However, I have encountered a problem. On page 68 is a very nice illustration of a Hex Slinger but nowhere in the book are there any rules or stats for a Hex Slinger. The caption for the illustration claims she is part of the Salem Sisterhood, which brings up another problem. This faction's benefit is that it must have three female witches - 1 Maiden, 1 Mother and 1 Crone - no more and no less. The problem is that on page 46 it states "your posse can never include any other Arcanists." The Hex Slinger most definitely looks like an Arcanist so how can she be a member of the Salem Sisterhood?
It's actually one of the new Arcanist skills. Presumably the artwork depicts a Salem Witch with said skill.
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Thank you most kindly for clarifying that. :)
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In the Hunting Grounds book there is an illustration for a Forsaken Sharpshooter, is there a profile for that somewhere? I can't find one.
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In the Hunting Grounds book there is an illustration for a Forsaken Sharpshooter, is there a profile for that somewhere? I can't find one.
Much like the Freeman Guerrilla in the Core Book, the Forsaken Sharpshooter just appears to be a flavorful name for a regular member of the posse.
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Cool, thanks!
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HI
Its not a rules question... My friend and I managed to find the Eldritch entities amongst the Cthulhu monsters . Only one we didnt find . The lurking horror....Wich monster you are referring to ?
thanks ..................A great book!
Luis
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Probably a Hunting Horror, or even a Dimensional Shambler.
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Hey, Luis!
Keeper Nilbog is sort of correct- it has elements of a Hunting Horror but is mainly a creature of my own devising- couldn't resist the chance to add my own beastie to the Mythos! ;)
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I got the answer on FB but thanks anyway. ;),. Great materias in the last book.
Clarification needed: For Salem's Sisterhood A witch counts herself as friendly witch ?
thanks
Luis
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No worries- yep, a Witch counts as a friendly Witch to herself, so a Maiden would benefit from her own ability, for example- it's there on page 46: "Any Witch that is not Down will grant a bonus to all friendly Witches within LOS and 3", including herself".
Hope that clears it up for you! :)
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Thanks ! It was clearly written in the rules ! :)
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While "Hunting Grounds" presents rules for close combat weapons and shows prices for spears, swords and even two-handed weapons, there are no costs listed for the most basic and iconic close combat weapon: the knife. What price should be set for a knife? 1$, like a throwing weapon? Or is every character supposed to be equipped with a knife at zero costs? I have played 3 times with 4 different people and everybody has asked for knives. Or did I miss something in the rules?
One more question (Hunting Grounds, page 48): "... this counts as the Pinkerton's Activation…" Does this mean that the Pinkerton Agent is done the moment he arrives on the table or is he able to perform the two actions of his Solo Activation after he has been placed on the table?
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Hey, Nightpaw!
1) Yes, knives are assumed to be the default weapon used in a Fight where appropriate and at no cost- in a similar way, throwing knives would come under Throwing Weapons. Dracula's America focuses on shootouts with guns and the occasional bow, and so close combat is deliberately weaker than ranged combat- you can still do well with a heavy melee focus in your Posse; you just need to work a little harder for the victory, is all! :) Having said that, you will find some alternate rules that make Fighting a little stronger on my Blog:
https://lead-mountaineer.blogspot.com/2018/08/return-to-draculas-america-part-2.html
2) And yes, appearing as if from nowhere uses up the Pinkerton's entire Activation- think of your Agent as a more subtle, last-minute objective grabber, rather than an ambusher who leaps out all guns blazing! Careful positioning is the order of the day.
Hope that all helps!
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Many thanks for the clarifications!
Another question came up last Friday: If model A starts its activation in the mortal realms with a red card and switches to the Hunting Grounds, can it declare a charge in the same activation on model B that has already been in the Hunting Grounds? This situation cost the life of my Dark Confederacy Necromancer last Friday who considered himself save in the Hunting Grounds, when all of a sudden a Skinwalker Wolf changed realms, charged and downed him with the first part of its activation and slayed its hapless victim with the second part.
By the way, the Wolf seems to be a killing machine. Range 6" (8" running) and 3 + 2 + 1 = 6 attack dice while charging (7 if you give him "mean", which unfortunately was the case in the situation described above). If you can't gun this beast down before he reaches you in close combat, you are dead meat...
Thanks and regards
N.
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No problem, Nightpaw!
As to your other question, model 'A' would indeed be able to gain the Charge bonus on model 'B', as the 'shift' between realms is made at the start of the Activation before any Actions are declared. 'A' would then be able to declare a Move and Charge 'B' (assuming they can fulfil the usual Charge criteria)!
It takes a little getting used to the nuances of shifting between realms, but it can lead to all kinds of interesting situations- best advice is to take your time, try to think a few moves ahead and approach things as logically as possible. A few practice games never goes amiss before diving into a Hunting Grounds-based Campaign! :)
And yes, Wolf-Form Skinwalkers can be very scary indeed- setting up models on Lookout goes some way to locking them down a little (to go back to your example, model 'B' would have been able to get off a reactive shot on 'A' if they had been on Lookout!). Also bear in mind that they only get their +2 Dice when attacking, not defending. If a Wolf does get in amongst your Posse, pile in as many of your guys on them as possible to rob them of all their Dice with Outnumbering- safety in numbers, and all that (just be wary of 'Ornery Skinwalkers)...
Hope that helps!
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Hi Jonathan
I saw on the Black Cloud description when he gets a second corruption marker , he gets Flight (Never saw this in any DA rules book). You mean flying ?
Tough applies to Fight only or shoothing too?
The scenario 7 of FP seems a tough one. How you defeat The Minor Servitor of Dagon?
thanks
Luis
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Hi, Luis! Apologies, I've been out in the wilds again lately- glad to hear that you are enjoying Forbidden Power!
You are correct, when Black Cloud gets his second corruption marker he gains the ability to fly, following the usual rules for flying models given in the main DA rulebook. The idea is that he becomes more 'demonic' as he inflicts pain on his enemies!
Scenario 7 in FP is indeed a tricky one- the Servitor is purposefully invulnerable, so your best bet if you want to survive is just to keep away from it (remember that the beast cannot move further than 6" from Dagon's Pool, and that it's aura of madness that forces Sanity Tests also has a range of 6")! Failing that, the Order player can try to banish the Servitor by removing enemy tokens from the Monoliths. It's deliberately a tough fight for the forces of Order (and sanity), but that's the Lovecraftian Mythos for you!.. ;)
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Thanks again...
You forgot to answer to this. ;)
Tough applies to Fight only or shoothing too? My guess its just figthing.
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Ah, apologies!
Tough applies in all situations where Saves are required, unless specifically stated otherwise in the rules.
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Hi Fenrir
This came from the Facebook page:
Hi was looking for clarification on the skinwalkers & transforming in to wolves & what bonuses they can use etc. As one of our players is using this set up -
Transform two posse into wolves & moving/attacking in wolf format with "mean" & "slick" & they seem vastly over powered
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Hi Fenrir
This came from the Facebook page:
Hi was looking for clarification on the skinwalkers & transforming in to wolves & what bonuses they can use etc. As one of our players is using this set up -
Transform two posse into wolves & moving/attacking in wolf format with "mean" & "slick" & they seem vastly over powered
I would also like to know how it works with transformed skinwalkers and objectives. Can they grab them?
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Mean and slick still leave you open to good shootists. My campaign has seen very little close combat.
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Hi, Nick!
The way the question is worded seems to imply that they are using customised Posses in one-off games. In which case I'd recommend building one or two characters to go wolf-hunting! I would give such a model silver bullets, a repeater rifle or Sixgun, and possibly the Bushwhacker and/or Trick Shooter skill, if $ allow... See my general notes below for why.
In general, against a canny Skinwalker player forward-planning is often necessary with careful use of models on Lookout to get an all-important shot off before the beasts can get to you. Careful choice of a 'killing ground' for this purpose is good practice, and can even be used to funnel cautious Skinwalkers into a poor tactical position! Failing this, always 'buddy-up' and never leave your models isolated, as one-on-one a Skinwalker will tear them open like a bag of crisps- if a Skinwalker does gets in amongst your Posse, you should mob them with multiple fighters to rob them of their (quite intentional!) close-combat dice advantage. This has the added advantage of giving you the opportunity to deliver a coup-de-grace should you manage to Down a Skinwalker...
As LeadAsbestos points out, DA definitely favours shooting over melee- so I wonder if the original questioner has just had one or two very bad experiences against Skinwalkers (very possible while you are learning the ropes), and that this might have coloured their opinions somewhat!..
@Paboook: Skinwalkers can indeed hold objectives etc, as they retain all their reason and intellect- the lycanthropes of the Forsaken are frenzied, bestial killing machines, hence the reason why they cannot do the same!
Unless otherwise stated in the rules (page 106), Skinwalkers can benefit from any applicable Skills etc the same as any other model. Obviously any Shooting Skills they might have will be useless while they are in beast-form, since they cannot use guns!
Hope this all helps!
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@ Fenrir- What I want is more! More supplements, rules, campaigns, etc. There is so much more to tell in this story that I'm sad to see it "end".
We've been doing our own storyline and I've still got my great campaign in the works, but the official stuff always has taken pleasantly unexpected turns and keeps re-fueling our enthusiasm!
Fingers crossed there is still interest out there to inspire some more releases!
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@ Fenrir- What I want is more! More supplements, rules, campaigns, etc. There is so much more to tell in this story that I'm sad to see it "end".
We've been doing our own storyline and I've still got my great campaign in the works, but the official stuff always has taken pleasantly unexpected turns and keeps re-fueling our enthusiasm!
Fingers crossed there is still interest out there to inspire some more releases!
I agree. We never got to see a Mexican faction with chupacabras and such.
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@Paboook: Skinwalkers can indeed hold objectives etc, as they retain all their reason and intellect- the lycanthropes of the Forsaken are frenzied, bestial killing machines, hence the reason why they cannot do the same!
Unless otherwise stated in the rules (page 106), Skinwalkers can benefit from any applicable Skills etc the same as any other model. Obviously any Shooting Skills they might have will be useless while they are in beast-form, since they cannot use guns!
Sorry - I meant loot.
Also +1 to see a new supplement in the future ;)
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Hi Jonathan
One FP question. ;)
Since the Church of Dagon can't have more then 2 hybrids How the Protean curse spell can be useful to them ? Can't have more mutation?
thanks
Luis
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Hi, Luis!
As stated in the rules, Protean Curse cannot affect a Hybrid or any other model that already has a mutation- however you will notice that there is nothing to stop you Casting it on other models since it does not explicitly turn them into a 'Hybrid'- it just gives them a Mutation (though obviously they will no longer be able to be affected by this Power in future). So hypothetically you could end up with an entire Posse of gibbering 'mutants' alongside your two allowed 'Hybrids'!
Enjoy! ;D
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Thanks again ;)
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Hi Johnathan
Does a Grimoire give a +1 to cast Elder magic spells ?
thanks
Luis
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Hey, Luis;
Yes, you do indeed get the bonus for using a Grimoire when Casting Eldritch Spells- page 38 of Forbidden Power specifically states that they count as Arcane Powers (besides the additional rules given), so anything that affects Arcane Powers also affects Eldritch Spells! No self-respecting occultist would leave home without a small library of books! :)
Hope that helps,
J.
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Thanks again Jonathan!
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Hi Jonathan,
do the Dark Confederacy's Revenants count as "supernatural" beings? They have no such entry in the posse description, but compared to the Congregation zombies and the npc zombies, it would make sense. Is the "supernatural" entry just missing?
Thanks and regards
N.
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It makes sense that they are in essence, but the author has stated that they are not in game terms, as they are wholly dependent on the Necromancer for their abilities. He drops, they drop, so they are more tools than supernatural beings.
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It makes sense that they are in essence, but the author has stated that they are not in game terms, as they are wholly dependent on the Necromancer for their abilities. He drops, they drop, so they are more tools than supernatural beings.
I get why they aren't considered supernatural. While they are no doubt animated by supernatural means, they are just animated corpses. Their fist is nothing than a normal human fist that just happens to be animated. They're sort of like puppets.
William
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Hi all ,
Consider the following situation :
- Model A is in "Lookout".
- Model B use its first action to move, in the LOS of model A.
- Model A decides to not react
- Model B uses its second action to enter "Lookout".
=> Model A reacts
Do you think this is inline with the the lookout rules ? I think yes, but i am not sure :)
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You can't react to a reaction . Written this way.
After reread the question , yes its ok because you react to a a action not a reaction.
Luis
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Seems fine. Perfectly legal
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I came here with a couple of Questions- but one has already been answered.
Gibbering Mutant squad here I come....
My other question - Do Mutations count towards Infamy in the same way that skills do? Common sense would dictate that a person with a tentacle for an arm would be pretty infamous - but nothing in the rules states that this is the case.
Thanks in advance - fantastic game by the way!
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As far as i know, only skills provide Infamy, nothing from Powers ou Mutations. It lmight look a bit strange, as you stated, but as far as i underestand, the rule is like that.
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Hello all, question on Dark Confederacy revenants: can they hold objectives and loot? I'd say no, but I can't see that in their section. Thanks!
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I think yes, they can :)
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Hello, folks!
@Garcia5156: LeRatierBretonnien is correct- Revenants can indeed hold objectives and loot. Obviously if their Necromancer is taken out then they will be removed and so drop any loot they might be carrying!
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Fenrir it's great to see that you still keep an eye on the DA posts. I very recently got all 3 books, drawn in by the Mythos aspects in the third one as I mostly collect Lovecraftian minatures pretty exclusively these days. Was super impressed by the rules though for the most part and heavily reminded me of my all time favorite game I've played, Necromunda. Don't know if I'll ever get to play living in a small town with no gamers around but still plan on painting up a couple posses just in case. So my big question is if there is anything in the pipeline for the future of DA or is this it? Still think there is alot of potential there but I do know that sales rules all though. Whatever the case, thanks for a great game, your efforts are truly appreciated.
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@Diehard: Thanks very much for your kind words- unfortunately it is as you say; sales were not quite what Osprey had hoped compared to the likes of Frostgrave and Gaslands, so at least for the foreseeable future the 'original trilogy' are all there is likely to be! However they have not forgotten DA and it is of course still my 'baby', so I'm always more than happy to chat about it- once winter comes around I'm more likely to be indoors painting, gaming and lurking here on LAF!
I do have a heap of unreleased stuff for the game so who knows, it might still see the light of day in some way and at some point!..
In the meantime, I hope you keep getting enjoyment from the game (that is the point, after all!)- have you considered trying some solo-rules modifications? It's something I've tinkered with in the past.
There is definitely Mordheim/Necromunda DNA in DA, as they were (and still are!) some of my favourite games (I usually played Beastmen, Witch-Hunters, Delaque and Ratskins!). I most enjoy the narrative and 'light RPG' aspects of gaming, so if you approach DA in the same way (and it sounds like you are) you will get the most out of it!
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Pity to hear it's not taken off as much as the other titles (that said they did go crazy popular). I was hoping to see more on the Mexican front, and still plan on heading that way with our group.
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Thanks for the reply! I do have one other question.
If a forsaken group has a skill like lead belly on its creature form, does that add to the posse's infamy? I would imagine not, as it is not the basic form of the model. Also, there are other factions that similarly have special characters with starting skills. Do these add to the factions infamy?
Thanks so much!
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We've always played that creature skills do add to infamy if they are always in play. My Kin ghouls are Supernatural and Fearsome all the time, so the skills add infamy.
Not sure abt Forsaken
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Where can you get the info on the 'kin'?
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Its a free PDF on Ospreys site: https://ospreypublishing.com/blog/draculas_america_the_kin/ (https://ospreypublishing.com/blog/draculas_america_the_kin/)
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Thanks for the reply! I do have one other question.
If a forsaken group has a skill like lead belly on its creature form, does that add to the posse's infamy? I would imagine not, as it is not the basic form of the model. Also, there are other factions that similarly have special characters with starting skills. Do these add to the factions infamy?
Thanks so much!
As LeadAsbestos, on our side we always add the infamy due to the skills of all models in the possee. So its include skills from the creatures forms of forsaken, indians, etc.
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Thanks for the link! Time to get nasty and bitey :D
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My other question - Do Mutations count towards Infamy in the same way that skills do? Common sense would dictate that a person with a tentacle for an arm would be pretty infamous - but nothing in the rules states that this is the case.
Thanks in advance - fantastic game by the way!
I'm curious to see the author answer to that.. ;)
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Hi again. So is this the official response, creatures' skills add to infamy? And what about Dark Confederacy revenents? They have Hard to Kill but they show up temporarily and in random numbers. Do they add to a posse's infamy? If so, they certainly don't last beyond the match, so at campaign's end, they wouldn't be present to garner the extra infamy to potentially help the posse win. Odd group, that one!
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Revenants do not add infamy. My unofficial answer, of course!
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I'd say they don't add as well. However the boss may get a +1 for the fact he seems to have them around him.
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So here's another: Repeater Rifle and Trigger Happy. Please tell me one action doesn't allow 4 shots!
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So here's another: Repeater Rifle and Trigger Happy. Please tell me one action doesn't allow 4 shots!
Yes, it works, see the FAQ of the author, answering the same question :
"A model with Triggerhappy and a Repeater Rifle
can fire four shots with a solo activation?
Also correct- four shots (and 4 times the chance of a
Jam, of course)!"
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I've used the rule to simulate an SMG in a DR Who type game using the rules. Seemed fine, though deadly if lucky.
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I've used the rule to simulate an SMG in a DR Who type game using the rules.
By the hell :), what is a "SMG in a DR Who type game" ?????
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U.N.I.T needs to shoot something ;)
Not that it did them any good-messy :o
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U.N.I.T needs to shoot something ;)
Not that it did them any good-messy :o
OK, so you played with DR Who models, with DA rules, right ? Do you have written a conversion document or something like that ?
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All conversions done on back of a beer mat. Not that I changed much. Just gave our 'Dr' various spells from the book and used them as his abilities. Supernatural beasties were just that, nasty supernatural beasties etc. Lots of laughs and fun for 5 players and 1 ref/assistant.
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Lots of laughs and fun for 5 players and 1 ref/assistant.
I guess :) !
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Hi Jonathan
Do mutations from Protean curse add anything to their personal infamy?
thanks again
Luis
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Here's a question about the Sisterhood of Salem. If the crone knows summon can the other witches also summon. The rules seem like they can but, from a few games with them, summoning 3 entities at a time seems a bit strong. Is this intended? Thanks in advance.
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Here's a question about the Sisterhood of Salem. If the crone knows summon can the other witches also summon. The rules seem like they can but, from a few games with them, summoning 3 entities at a time seems a bit strong. Is this intended? Thanks in advance.
I'd play it that only the Crone was actually the Summoner, despite the others attempting to use her powers, so only 1 Summoned entity.
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I'd play it that only the Crone was actually the Summoner, despite the others attempting to use her powers, so only 1 Summoned entity.
Yeah, that's basically what I was thinking. I figured maybe only she would count as a summoner since she's the one who actually has the spell, but the game isn't really clear on what counts as a summoner. Thanks for the input.
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Here's a question about the Sisterhood of Salem. If the crone knows summon can the other witches also summon. The rules seem like they can but, from a few games with them, summoning 3 entities at a time seems a bit strong. Is this intended? Thanks in advance.
Yes you can but one of each type.
Taken from the rulebook:
A Posse can only have one Summoned model in play per Summoner at any time,
and may only have one of each type of Entity at a time (one Lesser and one Minor
Entity, but not two Lesser Entities).
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Yes you can but one of each type.
Taken from the rulebook:
A Posse can only have one Summoned model in play per Summoner at any time,
and may only have one of each type of Entity at a time (one Lesser and one Minor
Entity, but not two Lesser Entities).
That would still be 3 entities, so overpowered, imho.
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Yes you can but one of each type.
Taken from the rulebook:
A Posse can only have one Summoned model in play per Summoner at any time,
and may only have one of each type of Entity at a time (one Lesser and one Minor
Entity, but not two Lesser Entities).
I agree that the rules as written support it, I was just wondering if it was intended and was hoping to get an answer from the author to clarify. Given that he has optional rules on his blog for toning down summoning, and mentions the Crossroad Cult, I thought it odd that I couldn't find anyone mentioning the fact that the Sisterhood could be a summoning factory that laughs at the Cult.
My thought was that since the rules say you can only have one entity active per summoner, but don't define summoner, maybe the other witches weren't technically summoners. Like, are they still summoners if they move away from the crone and no longer have access to her spell? Are they only summoners during the action in which they cast the spell? What happens to their entity if they lose summoner status?
For the time being we'll probably just try it with the optional summoning points and see how that goes.
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Been watching cowboys and aliens and wondered if anybody had thought up some rules for aliens in Dracula’s America. I mean something pretty simple, using for example the Copplestone little grey men. Maybe everyone just gets arcane blast :) I guess the issue is they have such great technology.
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Doubt about down and engaged :
- A fight is ongoing between 2 models A1 and B. Model A2 is near B, able to shoot
- Model B fights A1 and wins : A1 is now down, but still in contact with B
- It's A2 turn now : is it possible for it to shoot B, or is it still considered engaged with A1 ?
Thanks !
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I’d say A2 can now shoot B
I don’t think we have ever thought of downed characters counting as engaging an enemy
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Maybe alredy asked, but :
- What is the purpose of the 'Hawkeye' skill of the Guard Dog mercenary (Hunting Grounds) ?
- Where are appearing Eldritch Entities (Frobidden Power) ?
Thanks !
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- What is the purpose of the 'Hawkeye' skill of the Guard Dog mercenary (Hunting Grounds) ?
- Where are appearing Eldritch Entities (Frobidden Power) ?
1) I really dont know!
2) in the middle of a random side except some creatures have specific entry point.
a plus !
Luis
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Hi
The Gunslinger skill allows to shoot 2 pistols in the same action. If I shot the 2 pistols in the first action, can I shoot these 2 pistols again in the second actiion?
It seems no as the rules say: Each Weapon can only be fired once per Activation.(a activation may have 2 actions)
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Yes, for me , it's a "no". One weapon can fire only once per Activation.
Thanks for the Eldritch response above :) !
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Maybe alredy asked, but :
- What is the purpose of the 'Hawkeye' skill of the Guard Dog mercenary (Hunting Grounds) ?
I was wondering if the Guard Dog makes any sense at all. It doesn't have ranged attacks, so the ability to see in the dark seems to be wasted, too. Seems to be an error. Or do I misunderstand the role of the Dog?
Edit: To clarify my question: Does it make any sense to take the Guard Dog outside Stealth Missions?
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The Guard dogs ability to "see in the Dark" helps it spot as a sentry in Stealth Missions.
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I’m rereading through the rules this evening, and starting on page 100, The Factions, I notice some may say something like:
“Only Native American Posses may join this faction” (skinwalkers) or “Native American Posses can never join this faction” (crossroads)
But what exactly is a Native American Posse? I mean, are they defined anywhere and I’m missing it? Is it a posse with a certain percentage of Native American models in it?
It appears there are some cultural/ancestry/ethnicity restrictions in regards to which factions posses can join which faction, but I don’t think these groups are spelled out anywhere. Maybe I’m missing it?
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I think that was supposed to mean like Native American hired guns can't join them?
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How do you play the Guilaos in Hunting Grounds? Do they enter the Hunting grounds freely?
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Regarding native American Posse, you have to recall that all the Fantasy stuff is an "add-on" to Dracula's America. It's core is a Wild West game. Therefore, without the Fantasy stuff, and Native American gang is a Native American posse. Does that make any sense?
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Regarding native American Posse, you have to recall that all the Fantasy stuff is an "add-on" to Dracula's America. It's core is a Wild West game. Therefore, without the Fantasy stuff, and Native American gang is a Native American posse. Does that make any sense?
I follow the separation of the wild west portion vs the fantasy add-ons, but I still don't see where a "Native American Posse" is defined. Oddly enough, I'm really not this much of a stickler for rules and very laid back, I'm just curious if I'm passing over some section.
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I do not think you are. it is simply a posse themed to be Native American as opposed to lawmen, cowboys, rustlers, etc.
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Dont know where else to ask this:
Whats the point of the Transfix Power for Broodkin?
At 6 inch range and Difficulty 2 I think 99.9% of the time it is better to shoot at my target rather than try to transfix it.
Down is always better than Done. and I have better odds to Down a target than to Transfix them.
Transfix is a 3 Dice Grit Test which needs two successes or does nothing and the target gets a 5+ Save on 1 die, no matter the number of additional successes.
On the other (red) hand: Shooting at 6inch or closer is a 3 (or more) Dice Grit test which produces a 6+ Save for the same 2 Successes, which can actually KILL the target. And it has the option to only roll one Success, which is enough to Down the target.
With their 6inch Move I would rather Charge the Target with the Broodkin than transfix them.
I understand that it is fluffy, but I dont understand the utility. Maybe against a Target in Cover and Boilerplate? Am I missing something?
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Yes, the "Transfix" spell is not really powerful. Personnaly, I raise its range to 24"", like a rifle.
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I like this idea. Even going to 12 inch makes it a better option because the increased range compared to a pistol and the movement of the broodkin.
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Doc Henry Victor West and Adam
the Doc has grit of D6 or D8? Its not clear. ;)
thanks
Luis
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Does an Arcanist with the Eldritch Tome have access to the Arcane spells in the main rulebook?