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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: blackstone on February 18, 2011, 07:28:40 PM

Title: Strange Aeons FAQ
Post by: blackstone on February 18, 2011, 07:28:40 PM
In order to find answers to some questions that came up last game I've been reading through all the questions raised in past posts and thought it'd be good to compile all the Q&A's in one place for future reference.  Seems most common questions have been raised and answered now.

Uncle Mike and more experienced players may want to read through and post corrections to any errors in the FAQ.  ;)

Strange Aeons FAQ.

Build and Base Points.

Q. Can base points ever exceed 15.
A. Yes. If your initial Threshold models gain enough skills the total Build Points may reach higher than 15. If an agent dies then you can replace with another model/s up to 15. If you character reaches 15 Build Points alone no extra agents/cillians can be re-equiped.

Q. My character is now 15 Build Points and working alone. Does this mean no more re-eqiup phases are possible?
A. Yes the model will not be able to re-equip unless trading in a trophy.

Q. Do starting skills add the the Base Point total?
A.No, the initial Free Skill you select with any Character or Agent, and the characeters Command skill, are included in their profile, and does not add an additional Base Point over and above the model cost.  Only skills acquired as the result of a scenario win will add Base Points.

When building a starting Threshold list you may have Total BP of 15 (Build +Base). This is meant to represent a starting Threshold group, basic training and gear, little field experience. (See main rulebook pg. 25)
To clarify:
-BASE POINTS are Threshold Personnel initial cost and Skill Upgrades (when earned in the post-game Skill Phase...@ +1BP each).
-BUILD POINTS are all weapons and gear.
For an example read thru 'Building A Threshold List' on pg.29.

Re-Equip Phase
Whenever you lose a model to a 'major injury' (pg.19,20) result of 'Dead', (11-15 for Agents and Characters and a 1-3 for a Civillian) you may re-equip your list in the post-game Re-Equipment Phase. Think of this as being resupplied by home base...getting new agents and weapons to replace those lost in the field. (...although if your Character dies its 'game over' and time to write up a better list.)

Total Base Points (character+ agents + civilians + skills) can now be raised back to 15 and Total Build Points can be adjusted up or down as much as you like (as equipment is discarded or added). Just remember that the more build points you add, the bigger/better the Lurkers force will become!

NOTE: You can go past the 15 Total Base Points by gaining experience skills after game but the canny player will notice that a maxed out Character could be 15 Base Points all by himself. This dynamic creates a phenomenon in which the most experienced characters become so estranged and individualistic they end up working and dying alone or in the company of one or two of their most steadfast friends by their side.

Q. During re-eqiup phase can I sell equipment that came with an Agent, i.e. his .45 to lower his Base Points?
A. No. All models come with the weapons and gear listed on the profile. These weapons cannot be traded or sold...but, you can buy other stuff as well as...

Scroll and Tomes.

Q. I found a scroll/tome but have no models that can translate it.
A. The scroll/tome can be placed in the library until a model gains the required skill (read languages) or a Scholar is hired to translate.

Q. A model gained read lanuages and I have scrolls/tomes in the library when can they be translated.
A. After winning a game a player can chose to not search for map pieces with a model and instead translate the scroll/tome.

Q. Does this mean the scroll/tome has to be equiped during game so it can be translated in the end game.
A. No. You forego searching for a map piece in order to translate the item elsewhere.

Q. What happens to scrolls/tomes once translated.
A. They are removed from the library if they were placed there. If they are translated during the post game phase of the game they were found in there is no need to record the scroll/tome, only the spells gained.

Q. Do spells need to be equiped to a model before the start of a game.
A. Yes. Also if the model is removed from play and the injury table result is dead the spell is lost along with all other items... magical artifacts, extra gear etc.

Q. Can threshold purchase spells?
A. No. Threshold have to earn them in scenarios...some lurkers can purchase spells at the price indicated in the profile.

Trophies.

"Trophies may be 'traded in' in order to re-equip at any time the threshold player wants."  

Q. Can trophies be traded in during a game?
A. No only in the post game re-equip phase. It allows a re-equip even if no agent has died.

Combat.

Q. Is a model reduced to 0 wounds dead?
A. No. A model can continue taking actions if nominated until a roll on the injury table removes the models from play. 0 wounds has no detrimental effect on the model other than any damage sustained by the figure will now result in an injury table roll.

Extra combat examples by Uncle Mike.

Example #1: Agent vs. Cultist

Agent shoots with a .45 (1 shot due to rate of this gun and needing a 5+ 'to hit' because of the models Dexterity) and hits the Cultist (by rolling a 5...) Now the Agent rolls 'to wound' the Cultist (who is in the open and gets no save of any kind).  The Damage of the weapon is 1D+2 and the Cultist has a Constitution of 5. The Agent rolls one dice and adds the +2. lets say he rolls a 4. 4+2=6 The Agent has exceeded the Cultists Constitution by 1 (Damage of 6 minus Con of 5 =1) Now that he has (1. hit and (2. wounded the target, the Agent may now (3. roll for injury. Two dice are rolled and added together and the 'left over' 1 is added and the results checked on the Injury table on page 19.

Example #2: Character vs. Maniac

Maniac charges the Character (who passes his Fear test...) and a round of close combat is fought (at the end of the Action). Both Players check the models profiles for Attacks and take that number of dice and roll them 'to hit' (Character rolls 3 dice as does the Maniac) as well as adding the Close Combat Bonus for the weapon being used (maniac has a Cleaver with a C.C.B of +2 and Character has a Bowie knife with C.C.B. +1). The dice are rolled simultaniously and the highest is chosen and C.C.B. added. The Character rolls a 3, 4 and 5 and the Maniac rolls a 2, 3 and 5.  Character has a score of 6 (roll of 5 +1C.C.B.) and the Maniac has a score of 7 (roll of 5 +2C.C.B.) The Maniac wins by 1. So the Maniac rolls 1 Dice 'to wound' and adds the damage of the weapon used (Cleaver Dam.1D+2). He rolls a 4 and adds the +2=6. This matches the Constitution of the Character and a Wound has been caused! However, no roll for injury is required as only one wound has been removed. (Character has 2 Wounds and only one was removed from this combat.) The models remain locked in Close Combat.
Lets assume that that was the Maniacs second Action, now it is the Characters Turn but before nominations a round of close combat is fought to clear up any remaining close combats. Both players roll the dice 'to hit' (see Attacks characteristic on profile: both have 3) Character rolls a 5, 3 and 6. The 6 is rolled again and another 6 is rolled: a Critical Hit! (adds +2 damage on top of the actual damage...) and the Maniac rolls a 2, 4 and a 1. The 1 goes to the Character (Critical Miss). So, Character wins! (Rolled 6 + 1C.C.B. +the Maniacs 1=8.) The Maniac looses with a 6 (rolled 4+ 2C.C.B. =6) The Character wins by 2. Two dice are rolled 'to wound', a 4 and a 5. The damage is added as well as the bonus for being a critical but only the highest dice is used (5+1Dam.+2 Crit=8) The Constitution of the Maniac is 6 so in the end he is beaten by 1. 6 ties Constitution and so removes the first Wound, 7 removes the second Wound and 8 is one point extra. Now that both Wounds have been removed 2 dice are rolled for Injury and the 1 is added to the total.  A 5 and a 6 are rolled. Added together (11) and the 1 added (11+1=12) The Maniac is dead! Hooray good guys win!!!

Q.How does shooting into close combat work?
A.If a model shoots into a close combat roll 'to hit' as usual. If you hit roll another dice: 1-3 hits one, 4-6 hits other. To get around this you can always get the skill Enemy Cover (Pg. 49 S.A. Rulebook)

Q.Can a bow (or other weapon for that matter) have more than one upgrade? For example, if buying metal point arrows and poison tipped arrows could the character have an arrow with both properties or just the choice of either or would the second upgrade be disallowed?
A.You can buy as many upgrades for a weapon as you like but they do not stack with each other, rather they are multiple options that can be switched between as needed in a game. So, no flaming, poisonous metal tipped arrows...

Q. Dynamite. Is this a one-shot weapon?
A. Dynamite is not a 1 shot weapon. But does require a Ready action...and don't roll a 1...

Q. Demolitionist refers to running out of dynamite- how do you run out?
A. Once you roll a 1, not only do you blow yourself (and your friends...) up but the dynamite is lost and must be re-equipped once you get the chance. Clarification is needed in the rules for sure...

Q. When using dynamite and you roll a one, do you place the template on the poor slob, possibly damaging others, or do you just roll to wound the thrower?
A. Always place that template...

Q. Are human lurkers affected by other lurkers that cause fear or terror?
A. All Human Lurkers are affected. Can be a little tricky if you are using Cultists and a Mummy in the same list. Drug Crazed can be a great Plot Point to get around this. Also, key Humans can be given the skills Rugged and Fearless...

Q. In the demon summoning scenarios, if lurkers fail their resolve test when attempting suicide do they roll on the insanity table, or just treat it as a failed action?
A. Gotta roll on the Insanity Table. Cultist looks down at the knife and thinks, "What am I doing? I have so much to live for! I'm afraid...and confused".

Q. If a model moves into base-to-base with its first action i.e. a charge and the following close combat results in a draw or face-up state for the opposing model, can the initial model use it's second action for another charge and second bout of CC?
A.
Here's how your options break down after a first action combat:
Draw, or both models remain Normal
 - No choice here; must stick around and spend the second action on a Charge to fight again.
Opponent is Face Up or Face Down
- You may choose to walk away without penalty, or to declare a Charge and fight again.  If the opponent is Face Down, they are automatically removed as a Major Injury.

Remember that after winning the 'hit' roll, you also always have the option to move 2" away rather than rolling to Wound.

Q. The result of a close combat was an Agent with a face-up zombie, then the agent was charged by a cultist. Would cultist gain the +1 bonus from multiple opponents. We said yes on the night since the zombie was considered to still be in base-to-base.

A. Yup, the zombie adds the +1 bonus to Attacks.

Q.


Alert.

Q. Is alert a third action?
A. No. Any model that is Alert may make one Shooting attack during the opposing players Turn.

Q. Can I use a weapon with ready if my model is Alert and has the Lightning Fast skill.
A. No, although the model may ignore the Ready special ability on weapons because of Lightning Fast, an Alert model may still never use Dynamite and Bolt Action Rifles.

Armour and Armour penetrating weapons.

Q. I'm up against a creature with 2 points of armour so Con is 6/8. Will a weapon with AP1 reduce the creatures Con to 7.
A. Yes.

Q. I shot a cultist with no armour with an AP1 weapons. Will this reduce the cultist Con by one?
A. No. AP weapons affect armour only.

Psychology.

Q. In one turn cultist A sees a friendly figure die within 5" and he is then the last model of his faction in play. Does the cultist take have to make 2 relsove checks?
A. Yes.

Q.If an agent suffers from Amnesia, and they lose a skill, is the Base Point cost of the model lower by 1?
A. No.  They retain the skill and the cost but can't us it.

Actions.

Q. A model with command nominates another model also with command. Can the second model then make more nominations.
A. Yes.

Q.Should a character having passed a resolve test for Fear have to take another test in a new turn if still in the range of the same Fear or does that not constitute a new situation? If a character having passed a resolve test for Fear moves out of range of the Fear and then is brought into range of the same Fear again does that constitute a new situation?
A.Once the test has been taken (pass or Fail...) the model need not take another test for the same thing. If a model has say, Fear and Hideous the opponent would have to take the Fear test (only once) and the Hideous test (again, only once) when they came up in game play. Hope that helps.

 
Q. I have no models remaining on the table with the Command skill. Can I only perform 2 actions with 1 model I nominate?
A. Yes.

Q.When a Scenario requires multiple Other-Actions be spent to fulfil requirements, can multiple models contribute activations to meet the requirement?
Could two models contribute one Action each to search an Objective Marker for 'Retrieve The Artefacts'; or could a group of four models contribute two Actions each to purify the Scene of Horror for 'The Bad Place'?
A. Yup!

Items.

Q. Can Lucky Hat be used during the post-game sequence?
A. You can use Lucky Hat during the post game.
Title: Re: Strange Aeons FAQ
Post by: Stavros Banjo on February 18, 2011, 07:45:22 PM
Brilliant! Many thanks for taking the time to put this together  :)
Title: Re: Strange Aeons FAQ
Post by: Harwood Hobbies on February 19, 2011, 01:23:18 AM
Thanks for all the hard work Blackstone!  Well done.
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on February 19, 2011, 05:00:58 PM
Thank you indeed!  You've saved me a task I was very much dreading.  Mike is away at a convention this weekend, but I expect he'll review this in detail when he returns.  Looks quite accurate to me so far.
Title: Re: Strange Aeons FAQ
Post by: sigma957 on February 19, 2011, 09:28:34 PM
Alert.
Q. Can I use a weapon with ready if a model is Alert.
A. Only if the model has the Lightning Fast skill.

Going by VUK, I think this might be incorrect.

VUK page 23
Ready
A Ready weapon may only be fired if an Action is performed immediately prior to shooting. This
action may not be “carried over” between Turns. An Alert model may not use a Ready weapon.

VUK page 28
Lightning Fast
Requirements: Dexterity 4+ or better

The model may ignore the Ready special ability on weapons.
An Alert model may still never use Dynamite and Bolt Action Rifles.


Other than that an excellent compilation
Title: Re: Strange Aeons FAQ
Post by: blackstone on February 20, 2011, 05:26:20 PM
That's interesting sigma... I paraphrased from Uncle Mike for that one. May be that the VUK rule will apply to SA.
Title: Re: Strange Aeons FAQ
Post by: Anpu on February 20, 2011, 05:53:48 PM
That would make the sniper specialist a bit obsolete especially his ever watchful, considering he is carrying a bolt action rifle. I guess he can be reconstructed though.  :)
Title: Re: Strange Aeons FAQ
Post by: jnr on February 20, 2011, 06:24:12 PM
Sigma is correct I asked that question in a email, just that some things in this edition of Strange Aeon need’s changing or clarified in the second edition.

Title: Re: Strange Aeons FAQ
Post by: Anatoli on February 20, 2011, 07:47:32 PM
Thanks for putting this together!
Title: Re: Strange Aeons FAQ
Post by: blackstone on February 20, 2011, 09:42:33 PM
Quote
Sigma is correct I asked that question in a email
Cheers... updated. :)
Title: Re: Strange Aeons FAQ
Post by: jnr on February 20, 2011, 11:10:31 PM
you might want to put these in
http://leadadventureforum.com/index.php?topic=24324.0
Title: Re: Strange Aeons FAQ
Post by: einarolafson on February 21, 2011, 10:22:08 PM
Thank you, you have done a great work!!
Title: Re: Strange Aeons FAQ
Post by: D@rth J@ymZ on February 23, 2011, 05:32:22 AM
Great idea.  Perhaps worthy of more 'sticky' status on the board?!
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on March 01, 2011, 06:45:39 PM
Great job! Thanx Blackstone!
Title: Re: Strange Aeons FAQ
Post by: blackstone on March 05, 2011, 09:54:54 PM
Updated :)
Title: Re: Strange Aeons FAQ
Post by: GodzillaRabbit on March 08, 2011, 12:08:49 AM
I'm fairly new to the game and am a little sticky on a few rules, first in regards to face down in base-to-base; is the face down model removed as a major injury as soon as they go face down or is it the start of a combat in which they are already face down? Also can face down models in combat be nominated to stand up between the combat rounds to make my second scenario feesable?

Another point that my friends and I had different opinions on was what was considered a " new situation" for resolve checks. Our example was a character rolling a check against a demonic hound due to hideous then having to roll mother hideous test later against a zombie, does he have to roll for both as they are different monsters or are they considered the same because it's the hideous rule both times?

And my final question for now is concerning last man standing if you fail that rule does the model just roll on the insanity table or are they removed from the table?
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on March 08, 2011, 06:29:14 AM
Any attack made against a Face Down model results in an automatic Major Injury, so it isn't automatic - a model has to declare a Charge Action to take out another model in this fashion.  The exception to this is the Close Combat fought at the beginning of a turn - this attack is "free", thus the Face Down model can be removed without taking an Action.  If I'm understanding your scenario correctly, a model has Charged on its first Action, lost the Close Combat round and been placed Face Down.  In that instance, you would be able to spend your second Action to Change State to Face Up, after which you'd immediately fight another round of Close Combat (at a -1 Att penalty).  Mike will correct me if I've interpreted this erroneously.

In terms of your Resolve check question, yes, the Zombie would constitute a "new situation" and trigger another test.  The poor agent has just come to terms with the existence of eldritch dogs - imagine his horror at turning and now finding himself set upon by the decaying undead!  Rough day at the office, that.

Failing a last man standing check results in an Insanity roll.  Just hope for Frenzy!
Title: Re: Strange Aeons FAQ
Post by: GodzillaRabbit on March 08, 2011, 01:50:56 PM
Awesome :D thanks for clearing all that up for me. I'll be putting my better understanding of the rules to good use tonight :) anyone in the Calgary area should come down to great white entertainment at southcenter on tusedays, they have a night just for SA
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on March 08, 2011, 02:44:35 PM
I'll be there.  8)
Title: Re: Strange Aeons FAQ
Post by: GodzillaRabbit on March 08, 2011, 11:53:37 PM
Sweet :) my character died last Tuesday and I'm stoked to try out my new team leader and some of the new lurkers I painted up :D
Title: Re: Strange Aeons FAQ
Post by: Argonor on April 28, 2011, 10:25:48 AM
This is a valuable source, thanks for the effort, Blackstone!
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on April 28, 2011, 03:29:46 PM
The FAQ will appear in Shocking Tales #2.  Always handy to have a copy around at the game table!
Title: Re: Strange Aeons FAQ
Post by: Argonor on April 29, 2011, 07:33:21 AM
Great! Just ordered a copy + an extra full set of books. Also downloaded VUK beta, read it on the train yesterday and this morning, and am thrilled. Soon time to paint some more Lurkers (and the forecast says rain from the middle of next week, so I might actually get off garden duty a couple of nights)!
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on July 13, 2011, 04:58:31 AM
Just giving this a bump to get it back on Page 1
Title: Re: Strange Aeons FAQ
Post by: Argonor on July 13, 2011, 11:56:02 AM
Get Mike to sticky it?
Title: Re: Strange Aeons FAQ
Post by: D@rth J@ymZ on July 18, 2011, 05:28:08 PM
Get Mike to sticky it?

Ewww.  :)  Good idea though. Seriously.
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on July 21, 2011, 04:57:41 AM
Yes please. Sticky, sticky, sticky. o_o
Title: Re: Strange Aeons FAQ
Post by: Kamiya on August 24, 2011, 06:04:17 AM
I can't seem to find the rules about "Trophies" in the books. Can someone please point me to where they can be found.

Also, this has been requested many times but Uncle Mike or some other moderator with the right authorities, can you please make this useful thread sticky?
Title: Re: Strange Aeons FAQ
Post by: Sheerluck Holmes on August 24, 2011, 06:15:33 AM
I can't seem to find the rules about "Trophies" in the books. Can someone please point me to where they can be found.


p62 - "The Trophy Hunt" - this is the only reference in the rule book I can find at the moment, but there may be more.
Title: Re: Strange Aeons FAQ
Post by: Kamiya on August 24, 2011, 07:14:36 AM
Thank you!
That made things a lot clearer about the trophies.

I have a second question about Quest Scenarios, in the main rulebook pg. 57 Game Sequence it says

Quote
under no circumstances may the same Quest be played twice in a row.

It is my English spooking now, just have to confirm that this means that I can play the same quest scenarios as many times as I want as long as they are not played in a row, right?
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on August 24, 2011, 08:12:24 AM
Yup. You got it.  :)
Title: Re: Strange Aeons FAQ
Post by: Kamiya on August 24, 2011, 08:26:29 AM
Thank you!
I was a little bit disappointed because at first I thought the quests only were meant to be played once, but this is great!
Title: Re: Strange Aeons FAQ
Post by: Kamiya on August 30, 2011, 06:02:28 AM
Does the "Handcannon" and "Heat Ray" weapons count as handguns or are they 2 handed like rifles? I want to know if I can use one in right hand while using a common handgun like the .45 in my offhand
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on August 30, 2011, 04:50:43 PM
So far as I'm aware, you can only dual-wield a ranged weapon specified as a Handgun.  Thus only .22 and .45 Handguns are eligible at present.

And believe me, once you've armed yourself with the Heat Ray, all other guns seem obsolete!
Title: Re: Strange Aeons FAQ
Post by: Kamiya on August 30, 2011, 05:35:35 PM
Cool, thanks for the answer!
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on August 30, 2011, 06:57:37 PM
It should also be noted that the Special Branch Prototype Weapons are only available after Promotion.  :(
Title: Re: Strange Aeons FAQ
Post by: Dolmot on October 16, 2011, 08:39:05 PM
OK, we started another campaign. Now I have a few old & new questions.

1) How does Multiple Injuries work for Agents? Very literally speaking, it happens like this:
- "When an Agent is removed as a Major Injury roll D66, subtract 1 from the value of the first die, and consult the table".
- Table entry says: "Roll D3 times on this table". (No modifier mentioned.)
So, are the further results unmodified or does that -1 apply every time when an Agent consults the table?

2a) Falling: If a model does not fail it test (which would cause a Major Injury) nor hit another model (goes Face Down), are there any ill effects whatsoever? We just had a model pushed a few inches back and several inches down by a shotgun blast. Can he keep moving like nothing had happened?
2b) Which rules should we use for jumping intentionally down from elevated positions? Is it Falling or Jumping, and which height starts to count as potentially dangerous?

3) Werewolf has Parry both as a skill and in its Claws entry. Is this intentional, that is, does it have two parries?

4) Can I get automatically succeeding shooting/casting rolls if the base stat is 2+ and I use Accurate or Bookish skills?

5) Which dice can I modify with the Lucky Hat? Those rolled by me? Those affecting the model itself (such as Injury Table, rolled by the opponent)? Or affecting a friendly model? Any dice (including opponent's)?

The question of combining saves is still a bit open too. Dodge is taken "in addition to Cover Saves", but how about Plot Points (Black Sabbath, Full Moon), Spell saves and so on. Do I modify the previous saves or take a lot of separate ones?
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 19, 2011, 04:33:53 AM
Hey Dolmot,

1) The -1 always applies to the roll. And you can roll multiple-multiple injuries. If that makes sense...

2a) I would say it could keep moving...although a Face Up result may actually be best...Thoughts?

2b) Anything with a start and end position of no more than 1" is a Jump. Anything over 2" is falling. I figured the average guy can't fall very far without risking injury...

3) Totally intentional. It has 2 Parries.

4) Yup. At this point in your career the Lurker may wish to invest in some Dodge, Duck, Tough and Thick Skin skills. As well as playing the scenery for maximum cover.  >:D

5) Any dice of either player.

I've seen it played either way as the rules do not specifically state what to do. Personal preference really as I think both are fine as long as the players agree.  :)

Hope that helps and thanks for you questions...they always keep me reading through the book!
Title: Re: Strange Aeons FAQ
Post by: Dolmot on October 19, 2011, 09:36:25 PM
Thanks for the answers this far. Some commentary:

And you can roll multiple-multiple injuries. If that makes sense...

It might, but is it consistent with "roll D3 times on this table, rerolling any further Multiple Injuries results"?

Quote
2b) Anything with a start and end position of no more than 1" is a Jump. Anything over 2" is falling. I figured the average guy can't fall very far without risking injury...

Well, the scenario I was describing is basically dropping straight down. Rules for Jumping say that if the gap (which I understand as the horizontal distance) is less than 2", there's no test. In this case there's no horizontal movement at all. Therefore it's dubious whether Jumping should apply here.

Regarding height, models can cross 1" obstacles with no penalty and 1-2" with only a minor slowdown. Scaling such obstacles probably includes dropping down from them, so I'd say controlled falling should be fairly safe up to that point. I don't think it makes much sense to take tests for <1" height. That would mean risking death at every doorstep.

Quote
2a) I would say it could keep moving...although a Face Up result may actually be best...Thoughts?

I think it depends whether we're talking about voluntary descent or being thrown through a window by a shotgun blast.

It could make sense to allow Jumping down something like 2-4" as the model's own action by taking the standard Dx test. If that's successful, everything is fine. All failed Jumps and involuntary push-backs of over 2" would result in Falling (like they already do) with a minimum result of Face Up. In other words, voluntary jumping is a test of skill. Crashing down for any reason becomes a test of toughness with at least some negative effects.

Quote
4) Yup. At this point in your career the Lurker may wish to invest in some Dodge, Duck, Tough and Thick Skin skills. As well as playing the scenery for maximum cover.

Actually, the very easiest way to achieve 1+ rolls is to give Bookish to a High Priest. It's the Threshold player who can give up all hope of seeing that (un)lucky '1'.

(Now when I read the Bookish entry, I assume it doesn't really mean "adds +1 to its Resolve", right? "Resolve roll" might be more appropriate...)

Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 19, 2011, 11:34:39 PM
Back again...

1) Oops...you are correct here. I am totally out to lunch with my first reply.  :? Although, the -1 does always apply...

2b) Fair point. I agree.

2a) I like voluntary vs. involuntary...will need a little testing but your solution looks fine.  :) You will end up getting a rule credit in the Second Edition as I think this should be clarified.

4) Also true. But the High Priest should be the cats meow when it comes to slinging spells...not like those Cultists are very proficient... ;) And correct again, it would be more appropriate.

Any more for any more?

Title: Re: Strange Aeons FAQ
Post by: Dolmot on October 22, 2011, 06:44:02 PM
Now when I think about it, this "death or nothing" outcome of falling sounds a bit drastic. After all, there is a mechanic which takes into account your constitution and remaining wounds, and causes varying levels of injuries. What I'm hinting is a common Damage roll with a +[inches fallen] bonus. Anything can happen, but if it's over 4 inches you fall, it'll probably be nasty anyway...
Title: Re: Strange Aeons FAQ
Post by: The Eponymous M on November 03, 2011, 09:24:15 AM
Ok, tried out the demo game with my brother last night and a couple of things came up that may be either our interpretation of the rules, or just not clear in the cut down version:

If a model starts the turn engaged in close combat, can it fight the combat, score the hit and THEN use two actions?
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on November 03, 2011, 04:53:16 PM
Yes.  Any models engaged in base-to-base at the beginning of either player's turn will fight a single round of close combat.  This takes place before nominations are made for the turn.  If that model is subsequently nominated that turn, it may still take two actions as normal.  However, if you still find yourself in base-to-base with a Normal enemy model (ie. not Face Up or Face Down) after the "free" combat, your only option will be to take Charge actions to continue fighting.
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on April 02, 2012, 05:15:31 PM
With a new book out, time to bump the FAQ back to the top!
Title: Re: Strange Aeons FAQ
Post by: Mason on April 02, 2012, 05:18:47 PM
Uncle Mike;

Maybe it is time to make the FAQ a 'sticky'....
Title: Re: Strange Aeons FAQ
Post by: styx on April 02, 2012, 09:39:00 PM
Here is some general rules question:

P.14 Terrain, do players need to discuss what terrain you can climb up or can you just assume that? Example, I have a 4"tall (to the next floor) ruined building or perhaps a hill with a facing on that side. I can just assume they can climb up it using handholds? I would assume unless you say something is impassable it can be climbed?

 
Title: Re: Strange Aeons FAQ
Post by: D@rth J@ymZ on April 02, 2012, 11:46:04 PM
We normally sort out what is impassible, what suffers a -MOV penalty, what grants saves, etc. before the game starts.  On the fly agreements for cover or impassible ground should be agreed upon by both players; and they might not even be the same for both players. For example, one model gets a 6+ cover save against shooting due to cover in the line of sight (a tree or something similar) but his opponent gets a 5+ due to his better positioning in terms of the cover of the tree.

I normally don't assume ground is impassible, just in case you are treating it as impassible ground then your opponent decides to "cliff-jump" with no penalty right into CC with your Character model. lol  A 4" cliff, on the other hand, is a fairly universal sign of impassible ground.  ::)  Handrails would have to be agreed by both players.

I'd suggest talking it out first, as is the tradition of gentlemen gamers the world over.
Title: Re: Strange Aeons FAQ
Post by: styx on April 05, 2012, 05:30:48 PM
P19 on Morbid Adventures: Darkest of the Hillside Thickets. What should be the recommended size for a thicket? A base size used for a model? Something larger? It mentions it blocks LOS but does not say how large, so size to blocking LOS could be important.

p28 Trophy Hunt: When it says Re-equip at any time. I am not sure how this works.Can I:
1) in the middle of the game I can swap gear and re-equip my team?
2) just after the Scenario is rolled or picked, then the trophy is used to re-equip before playing that scenario? (i assume this is the intent of the rule)

If it is #2, I would suggest changing the wording in the next reprint/edits from the last line to something like: "Trophies may be 'traded in' prior to playing a scenario after the Re-equipment phase when the scenario is rolled/chosen."

Also in Shocking Tales 2, what did you use as Dinosaurs for you games Uncle Mike? I was thinking of buying some cheap Dollar Store or Toy'R'US figures to save a few bucks on buying model kits I may not use more than a few times.
Title: Re: Strange Aeons FAQ
Post by: mdomino on April 07, 2012, 06:09:21 AM
Morbid Adventures- looks like the searching for map pieces function has changed a bit. For example in The Bag Man and Escape into Danger map pieces are now found on a 5-6 roll, while map pieces aren't mentioned at all in Monster Attack and Retrieve the Artifacts. Does the Treasure Hunting Phase rule on p57 of the main rulebook still apply even though it isn't mentioned in the scenarios? The success number for map piece searching is still '6' unless specifically stated in the scenario?
Mike D
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on April 07, 2012, 06:20:09 AM
There's no absolute specification on the size of thickets - anything you and your opponent agree on is fine, though I'd probably stay within the range of a 40mm base minimum, CD-sized maximum.

Trophies can only be used during the post-game Re-equip Phase.

Map Pieces may be searched for after winning ANY scenario, Basic or Quest, and are found on a roll of 6 unless otherwise specified by the scenario.  Quest scenarios, however, generally offer an alternative Treasure option, which the winning player will typically want to exercise in lieu of searching for Map Pieces.
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on July 27, 2012, 12:55:52 PM
Hello,

I have few more questions that turned up while playing.

Amnesia, as per FAQ, lets character keep the skill, but he cant use it. Does this mean I can't relearn the skill (take the same skill again), or I can do that and actually have same skill picked two times.

And regarding frenzy. If it is lurker's turn and zombie charges a player that failes resolve check and beomes frenzy...how do they fight?

We were playing that:
game stops (:P)
frenzy model charges with double attacks
if draw, zombie continues charge that has caused hideous test, but frenzied model has normal attacks
and so on, normal.

What if player would charge zombie and get frenzied, does frenzy count as current action boost or another action?
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on September 11, 2012, 09:28:18 AM
Could anyone please clarify the question above?

And I would like to ask...what counts as "one turn" in the game? Treshold and lurker models act in "turns" as one by one. But a game turn is probably when each of them has their own "turn"? So, when you can search treasure on turn 3, that is when Treshold activates for the third time? Or could it be second (if they started the game the turns would be treshold - lurkers - treshold) I guess the answer is obvious, but better safe than sorry! So, for the defensive mission, turn 13 is when both sides get 13 activations, I presume?

And for the graves mission, where the game ends if all the graves are removed from table, or models from one side...who wins if all graves are removed, lurkers?

Thanks for help!
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on September 12, 2012, 04:57:15 PM
I can answer a few bits of this at least.  Mike explained the Frenzy situation to me a while back, but I think I'd get it muddled if I tried to explain.  So, on to the easier stuff!

You can absolutely re-learn a Skill that was lost to Amnesia, but it will indeed take up an extra slot.

Turns are per player, so Threshold takes a turn, Lurkers take a turn, on and on.  Though we never actually use the terminology, I believe a Threshold + Lurker Turn (in whichever order) would be considered a "Round".

Desecration of all graves in Body Snatchers would be considered a Lurker win, as they've successfully spirited away all the remains from the graveyard.  Threshold's objective is to stop the grave robbers, and the rewards they can obtain from winning are not in fact grave contents, but arcane objects left around the graveyard by nefarious sorts.  Looking over the scenario again, we never actually made this clear outside of the opening fluff passage.

 
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on September 12, 2012, 05:59:53 PM
Thanks for clarifications! So, when something happens this or that turn, its really good to have the 1st turn!
I can imagine how easily it is to forget to specifically note something in the rulebook as everything makes sense in someones head!

If you could post the frenzy for dummies once in a near future, that'd be very awesome, too!
Title: Re: Strange Aeons FAQ
Post by: cuchulain23 on September 30, 2012, 07:13:58 AM
Question about fear and charging into hand to hand. Does a model that causes fear make the enemy roll a resolve test as soon as they are in range of the fear? Or does the fear causing model get to charge into hand to hand without the other model potentially running away by failing a resolve test thus never actually reaching them?

Regards,

Cuchulain23
Title: Re: Strange Aeons FAQ
Post by: Black Cavalier on January 18, 2013, 10:51:45 PM
What is the result of giving a Crippled agent the Heroic skill?

Crippled (only 1 Action per turn)
Heroic (may take 3 Actions in 1 turn, once per game)

At 1st I thought Crippled would override Heroic, since Crippled says only 1 action per turn.

But then I realized that an uncrippled agent's actions aren't really different in that they have "only 1 or 2" actions per turn.

So if Heroic can enhance an uncrippled agent, why can't it enhance a crippled agent?

& if it can, the strictest reading of the Heroic skill means a crippled agent would go from 1 to 3 actions (since Heroic specifically states 3 actions).

But in the spirit of the rules, I think it could be argued that Heroic gives +1 action instead of a hard & fast 3 actions, so a cripple would get 2 actions.

What would your interpretation be?
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 19, 2013, 01:55:07 AM
Just like it says, 'Three Actions, one Turn'...it's a good value for a crippled Agent.  :)
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on March 16, 2013, 07:23:08 AM
I've got another question! :D

Yesterday I've finally shown a game to a buddy and we've played few games. There were several questions but I've forgot most of them, as we've just fixed it as we saw fit.

Oh, I've remembered one more now!

So, we play a game and one of his agents has been majorly injured by Cult leader - resulting in Hate! - now, hate rule in "basic rules" section says that a model hates certain kind of models, ie human, humanoid, beast... - but in injury table it hates "model" that made that injury. We've discussed it a bit and figure there is no sense for agent to hate all humans, but only cult leaders. And all of them, as there is always "other one" in lurker games. That was correct?

Secondly, one of his agents is suffering from teratophobia (I think...the one where all lurkers are hideous and cause fear). He was shooting at my formless thing outside 5" but inside 8". So I've launched a pseudopod at him and brought him to me. So, we figured he has to roll resolve check for fear and hideous. I believe that is correct. But...he has failed fear resolve check and ran away 5 inches. How is that solved? You still roll hideous? You don't even let him run away, as he's engaged in combat?

Thanks!
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on March 18, 2013, 03:29:12 PM
Just saw this...here goes: I agree with your interpretation of Hate. He will now Hate all Cult Leaders. The guy with Terataphobia isn't so lucky...he will fail his test and attempt to run away (a free wound for the Lurker player), assuming he isn't cut down he may be used as usual in the next Turn.
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on March 18, 2013, 03:37:28 PM
Thanks for help, but with the second guy, that is if he runs away from close combat, but that is how it was:

I had a formless thing 6" from that agent. So I grabbed him with a tentacle and pulled him into close combat. So, he had to roll for fear, as was now in 5". He failed and ran away. So, we could say he was not in base to base yet, as he has ran away when he had to roll for fear (while being dragged to base to base with a tentacle). If he isn't in base to base, he just runs away. And doesn't test for hideous as well. If he is base to base (so, formless thing drags him to its base, he rolls fear, fails, runs away, gets a wound) - does he has to test for hideous as well, as he was in base to base?

It is a so-so situation. Thinking about it now, I would say it gets dragged to base to base, tests FEAR as if in base to base (gets wounded if revulsion) - if he runs away, he doesn't test hideous this time, if he passes resolve check for fear, has to pass for hideous as well. The thing is, tentacle reaches further than fear, so it can produce a dodgy situation.
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on March 18, 2013, 05:06:10 PM
Ack, it's the old Instant vs. Interrupt situation from Magic all over again!  lol

What may make situations like this easier is if Psychology checks are only taken after the Action which initiates them has been resolved.  In this case, a Formless Thing uses a Shoot Action to fire out a pseudopod to drag in a Human.  Prior to taking this Action, neither the conditions for Fear or Hideous are met, as the models are 6" apart.  After the Action has been completed, the Human model is in base-to-base with the Formless Thing, forcing checks for both Fear and Hideous.  This approach strikes me as a little more manageable (albeit a rather unfortunate situation for the targeted Human) than attempting to deal with the confusion of making checks mid-Action.  Seems workable to me, but Mike can correct me if this is impracticable for any reason.

Speaking of, I see Mike has formally changed the definition of Hate!  Time to make some edits....
Title: Re: Strange Aeons FAQ
Post by: Mathyoo on March 24, 2013, 01:20:28 PM
Thanks for all the clarifications, but new game new questions  lol

We've played "problem with the dead things" scenario + just started strange case of H.P. Lovecraft.

I had 21 points to spend - a mummy, banshee, 2 zombies.

Now, banshee...she screams, agent fails resolve check. What then? It says all attacks against its own profile.
How would I resolve if I got character with 3 attacks and a bowie knife and a pitchfork? We threw 3 attacks, took the highest one, threw for a wound. But as he can't loose to hit...why'd that make sense? Are 3 attacks = 3 dice to wound, then take the highest? That would make much more sense. As for weapons, I guess it takes best melee weapon?

Zombie respawning...I was respawning zombies all day long, from same grave, as it died. I find it impossible for agents to win this scenario if zombie keeps respawning on same last grave and agents have only 1 model left. And there is no restrictions for 1 per-turn?

Can Lovecraft use actions to purify graves? I think I've read it somewhere.

Lastly, the chase scenario - do lurkers use points of whole treshold list or just from the used agent?

Wait, one more thing, if battle axe doesn't kill and uses "power", this means lurker is pushed out of cc, does he get that extra hit for running away from CC?

Thanks! :D
Title: Re: Strange Aeons FAQ
Post by: Argonor on December 21, 2013, 09:21:36 PM
I have a couple of questions regarding VUK that came up while reading - some of them may have been explained before, but I was away from the hobby for almost 2 years, so:

1: Number of Skills:
The cult Magus may gain up to 10 skills: This is in addition to his starting skills, right?

2: I found a chainsaw in the rules for the Dunwich Folk; is that supposed to be a motorized saw like the ones we use nowadays for cutting down swathes of zombies, or is it something else (I don't think the motorized saw had been invented in the 1920's)?

EDIT:

3: Cult Unity Test; is that the test some members make if you can't pay upkeep? Or is it something else? It's only mentioned once, right at the end of the book...
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on December 21, 2013, 11:10:24 PM
1: Number of Skills:
The cult Magus may gain up to 10 skills: This is in addition to his starting skills, right?

Correct.  All skills included with any model's profile are considered 'free'.

2: I found a chainsaw in the rules for the Dunwich Folk; is that supposed to be a motorized saw like the ones we use nowadays for cutting down swathes of zombies, or is it something else (I don't think the motorized saw had been invented in the 1920's)?

Yeah, we took a bit of liberty there.  The first commercial chainsaw was introduced in 1925, but it was a two-man monster that wouldn't have been much use in a fight unless you could somehow toss your opponent onto it while it was in operation.  The modern portable form is a post WWII development, so those intent on having some degree of historical accuracy (in their game about fighting tentacled beings from beyond) should probably skip over the chainsaw!  Well, that or at least make it a 2-man weapon.

3: Cult Unity Test; is that the test some members make if you can't pay upkeep? Or is it something else? It's only mentioned once, right at the end of the book...

A Cult Unity Test is required when your models in play drop below 50% of their starting numbers.  Covered in detail on pg.15.

And I just saw Mathyoo's questions from, oi, nine months ago! Will get to those next....
Title: Re: Strange Aeons FAQ
Post by: Argonor on December 21, 2013, 11:32:30 PM
A Cult Unity Test is required when your models in play drop below 50% of their starting numbers.  Covered in detail on pg.15.

OK, must have missed that - shall go reading...

Thanks for the answers!
Title: Re: Strange Aeons FAQ
Post by: Pseudopod on February 10, 2014, 01:31:23 PM
Questions regarding Alert/ Ambush.

This is the most contentious rule that has caused us so many problems in our games. Please help!

Alert: Any model that is Alert may make one Shooting attack during the opposing player's Turn, immediately after the target model has taken an action.

Ambush: The model is considered Alert, even after taking actions.

1) Lurkers have first nomination and move a cultist within 10" of an Alert Threshold agent (A). The Threshold player chooses to shoot and causes a major injury to the cultist, the cultist's turn ends. Threshold activates A and moves forward, Threshold agent A has the Ambush skill. Back to the lurker turn and another cultist moves within 10" of A.

i) Does A get to shoot since according to the rules at the top of page 12 this constitutes a new "Turn"?
ii) Once all models are activated (what I'd call the end of a round) is a model with Ambush still considered Alert?

2) Lurkers have first nomination and choose to nominate a Mummy, the Mummy commands two nearby Ghouls. Ghoul 1 moves within 10" of Alert agent A, A chooses not to shoot. Ghoul 2 moves within 10" of A, A chooses not to shoot. The Mummy moves within 10" of A and A chooses to shoot.

i) The wording of Alert states that a model "may" make a Shooting action. Does this mean the Alert model can choose to pick his targets as per the example above? If this is the case it is my view that it somewhat defeats the idea that Alert shooting is a reaction shot.

3) Lurkers have a nomination and choose a cultist that is armed with a .22. The cultist is within 10" of Alert agent A. The cultist's first action is to shoot agent A. Agent A chooses to shoot back as per the rules for Alert. The cultist is lucky and the Agent is taken off with a Minor Injury.

i) Does the Agent still get to shoot back to simulate a simultaneous action or is he not allowed to since he is no longer on the table after the cultist's shooting attack has been resolved?

4) Lurkers have a nomination and choose a cultist 5" away from Alert agent A. The cultist charges agent A.

i) What is resolved first Alert Shooting or Combat?
ii) If the agent is hideous due to an injury what is resolved first?
iii) As per example 3 if Combat is resolved first and the agent is removed from the table does he still get his Alert shot?

Okay, I could go on about this. I hope this post communicates the difficulty we are having with this area of the rules. I think that the problem stems chiefly from the fact that the rules need another stopper in the turn sequence called a Round. IMO Ambush should be a once per Round skill and it should be a "Must" rather than a "May" skill meaning that the Alert model shoots the first enemy that crosses it's path, it being a reaction shot after all. This allows the Lurker player to bait out reaction shots.

I'm interested to hear what others think of this and how they use these rules in their games of Strange Aeons.
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on February 10, 2014, 04:14:12 PM
1) Lurkers have first nomination and move a cultist within 10" of an Alert Threshold agent (A). The Threshold player chooses to shoot and causes a major injury to the cultist, the cultist's turn ends. Threshold activates A and moves forward, Threshold agent A has the Ambush skill. Back to the lurker turn and another cultist moves within 10" of A.

i) Does A get to shoot since according to the rules at the top of page 12 this constitutes a new "Turn"?
ii) Once all models are activated (what I'd call the end of a round) is a model with Ambush still considered Alert?

A model with Ambush is perpetually Alert, so there's never any sort of 'reset'.  Some of your confusion here may be stemming from the definition of a Turn.  There's really no such thing as a round, just alternating Turns, on which each player may nominate the model of their choice (plus additional models when utilizing Command/Lieutenant).  It's entirely possible a game could complete with certain models never being nominated; I could, for example, choose to repeatedly nominate the same model every Turn and ignore the others all game.

2) Lurkers have first nomination and choose to nominate a Mummy, the Mummy commands two nearby Ghouls. Ghoul 1 moves within 10" of Alert agent A, A chooses not to shoot. Ghoul 2 moves within 10" of A, A chooses not to shoot. The Mummy moves within 10" of A and A chooses to shoot.

i) The wording of Alert states that a model "may" make a Shooting action. Does this mean the Alert model can choose to pick his targets as per the example above? If this is the case it is my view that it somewhat defeats the idea that Alert shooting is a reaction shot.

I believe you can indeed select your target, though I'll have to defer to Mike for a definitive ruling.  Alert isn't so much a reaction shot as a reflection of a model that is particularly aware and able to anticipate/counter the enemy.

3) Lurkers have a nomination and choose a cultist that is armed with a .22. The cultist is within 10" of Alert agent A. The cultist's first action is to shoot agent A. Agent A chooses to shoot back as per the rules for Alert. The cultist is lucky and the Agent is taken off with a Minor Injury.

An Alert/Ambush shot is always taken after the target model's Action has been fully resolved - it's not a simultaneous response, but a reaction to the target's Action.  Thus in this case the Alert model never gets a chance to shoot back, as it is removed by injury at the conclusion of the Lurker Action.  Similarly, in your following example:

4) Lurkers have a nomination and choose a cultist 5" away from Alert agent A. The cultist charges agent A.

the Cultist's Charge must be fully resolved prior to the Alert shot being taken.  In fact, the only circumstance in which the Agent may take the shot is if they manage to win the close combat and elect to back away 2" rather than rolling to wound, as shots may never be taken in base-to-base.
Title: Re: Strange Aeons FAQ
Post by: Pseudopod on February 10, 2014, 05:27:19 PM
Thanks so much for taking the time to answer my questions.

A model with Ambush is perpetually Alert, so there's never any sort of 'reset'.  Some of your confusion here may be stemming from the definition of a Turn.  There's really no such thing as a round, just alternating Turns, on which each player may nominate the model of their choice (plus additional models when utilizing Command/Lieutenant).  It's entirely possible a game could complete with certain models never being nominated; I could, for example, choose to repeatedly nominate the same model every Turn and ignore the others all game.

Wow, we've played around 40 odd games and we've always nominated until everyone has been chosen and then reset to the top of the round. In scenarios where turns matter we've always counted rounds rather than 1 nomination = 1 turn. Incidentally, the game has been just fine like this barring the mess we've got into with Alert/ Ambush. This point changes EVERYTHING though! I'm not sure where we got the habit of playing in rounds, most likely a hang over from various other game systems merging in our collective brain. I'm looking forward to playing games with this understanding.

Thanks again.
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on March 04, 2014, 11:27:07 PM
Yikes, can't believe I left this for almost a year.  Well, no time like the present...

We've played "problem with the dead things" scenario + just started strange case of H.P. Lovecraft.

I had 21 points to spend - a mummy, banshee, 2 zombies.

Now, banshee...she screams, agent fails resolve check. What then? It says all attacks against its own profile.
How would I resolve if I got character with 3 attacks and a bowie knife and a pitchfork? We threw 3 attacks, took the highest one, threw for a wound. But as he can't loose to hit...why'd that make sense? Are 3 attacks = 3 dice to wound, then take the highest? That would make much more sense. As for weapons, I guess it takes best melee weapon?

Self-inflicted attacks will automatically hit, so you do indeed skip straight to the roll to wound.  In the event of multiple weapons, I'd say whatever the model last fought with probably makes the most sense.  Alternatively, you could determine it randomly, which makes a certain amount of sense under the circumstances.


Zombie respawning...I was respawning zombies all day long, from same grave, as it died. I find it impossible for agents to win this scenario if zombie keeps respawning on same last grave and agents have only 1 model left. And there is no restrictions for 1 per-turn?

Threshold actually needs to leave some Zombies alive if they want to search the crypt, as killing all of them would immediately end the game (remember that they won't respawn until the beginning of the next Lurker Turn).  I can see where this would prove challenging if the only remaining grave was close to the crypt though, and you may be right that the respawns should be limited to one Zombie per grave per Turn, as having a multitude of undead suddenly appear in one spot is a bit of bit nasty reward for purifying the rest of the table.

Can Lovecraft use actions to purify graves? I think I've read it somewhere.

For all scenarios except The Chase, Lovecraft functions as any other Threshold model would, with the one caveat being that you can never use him to attack anything.

Lastly, the chase scenario - do lurkers use points of whole treshold list or just from the used agent?

Just the value of the selected model, so far as I'm aware.  The scenario should specify this for clarity.

Wait, one more thing, if battle axe doesn't kill and uses "power", this means lurker is pushed out of cc, does he get that extra hit for running away from CC?

By the letter of the rules, involuntarily leaving combat does grant a free Wound, but I don't think that was the intention here.  Once you're in Close Combat, you're usually not looking to knock your opponent out of range.  My preference would be to create a new weapon ability that automatically knocks the target Face Up if it doesn't suffer an Injury from the hit, but that's just me.
Title: Re: Strange Aeons FAQ
Post by: gmanrocks on March 25, 2014, 03:21:20 PM
Hi All

Quick question, I know this has been brought up before, but it's not quite sinking in, sorry.

with Lurkers with two Con values, such as a Formless Thing's 6/8, I've read threads that says the lurker uses the higher con value, in this case 8 for regular attacks, but if using a weapon with AP against it uses the lower one, 6 As such, does it work out that because you're using an AP1 weapon, it's the lower value, 6, then an AP2 weapon makes it 5?

Am I right in thinking this, or does it work out like AP1 makes the value 7, and AP2 make it 6? In which case, why is the lower number there?

Sorry if this is a little bit of a dumb question.


Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on March 25, 2014, 03:32:03 PM
Please correct me if I'm getting this wrong, but this is how we play it:

AP reduces the higher (armoured) Con value, point-for-point.

So a weapon with AP1 versus the Formless Thing's 6/8 Con, would start calculating damage at Con 7.

However, If an opponent had no armour, the AP value has no affect... So an AP1 weapon versus a Con 6 foe would start calculating damage at Con 6.

It's worth noting that the game mechanics limit how high an unarmoured Con can go. Armour and Armour Piercing weapons help create and balance the tough stuff.
Title: Re: Strange Aeons FAQ
Post by: gmanrocks on March 26, 2014, 10:40:03 AM
Quote
Please correct me if I'm getting this wrong, but this is how we play it:

AP reduces the higher (armoured) Con value, point-for-point.

So a weapon with AP1 versus the Formless Thing's 6/8 Con, would start calculating damage at Con 7.

However, If an opponent had no armour, the AP value has no affect... So an AP1 weapon versus a Con 6 foe would start calculating damage at Con 6.

It's worth noting that the game mechanics limit how high an unarmoured Con can go. Armour and Armour Piercing weapons help create and balance the tough stuff.

Thanks for the reply. I think I get it. So in this case, the Formless thing's Con is 8, unless it had no armour, in which case it's 6?...If that's so, is there an option for it to have the lower Con, or is that when something is used against it that ignores armour? (if something like that exists. I haven't read all the expansions yet)
Title: Re: Strange Aeons FAQ
Post by: Mason on March 26, 2014, 10:53:08 AM
In your example, using the Formless Thing Con of 6/8, you always use the Con of 8 as the basic stat, which can be reduced to as low as 6, but no more, by AP weapons.

It is not wearing armour, as such, it is just that its superior toughness can be reduced somewhat by AP weapons.
 ;)

Title: Re: Strange Aeons FAQ
Post by: gmanrocks on March 26, 2014, 11:09:15 AM
Quote
In your example, using the Formless Thing Con of 6/8, you always use the Con of 8 as the basic stat, which can be reduced to as low as 6, but no more, by AP weapons.

It is not wearing armour, as such, it is just that its superior toughness can be reduced somewhat by AP weapons.

Ahhhhh. I get it. So the lower of the too numbers is the minimum it can be reduced too.

Thanks. Was scratching my head a little there. :P
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on March 26, 2014, 04:23:35 PM
These gents absolutely have the right of it!  Just to get myself a bit of practice writing an 'official' interpretation, which I'll have to do eventually anyhow:

Models with armour, whether equipped as gear or an inherent part of their profile, will have two Constitution ratings, represented as X/Y.  X represents the profile's 'native' Constitution, while Y represents 'armoured' Constitution.  Only points of Constitution granted as a bonus by armour can be reduced by an AP weapon.
Title: Re: Strange Aeons FAQ
Post by: Klener Zorn on November 02, 2014, 09:39:33 AM
theres something i noticed about the rukes considering the scrawny one
in a game i played yesterday i noticed that while you play a scrawny one a cultist is supposed to kill himserlf at the pentacle to activate it.....yet the rules do not point out that he "has to pass a resolve check ? " when he attempts suicide....
yet when you play the monolith adventure the cultists have to do so

i guss you forgot to add it to the rules ?
or does he have to do so ?
Title: Re: Strange Aeons FAQ
Post by: LidlessEye on November 02, 2014, 07:53:12 PM
Good catch!  Yes, that Cultist should be required to pass a resolve test.  I think what we'll do is insert a general section for sacrifices and suicides in the 2nd Edition, such that the same circumstances always apply.
Title: Re: Strange Aeons FAQ
Post by: cuchulain23 on October 06, 2015, 01:29:16 AM
My friend and I were looking at skills and a question presented itself: Does Firearms Enthusiast and Dexterity 2+ mean you would never miss? Or is a 1 always a miss as I think it is?
Title: Re: Strange Aeons FAQ
Post by: styx on October 22, 2015, 03:27:50 AM
I was cruising through my figs and the book last night, then it hit me....where the the suicide cultist? I miss my old buddy loaded up with dynamite ready to blow! What happened?????
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 23, 2015, 02:24:00 AM
He was removed so more and better Lurkers could take his place. Although, you aren't the first to ask...possibly he will re-surface at some future point... :)
Title: Re: Strange Aeons FAQ
Post by: Litebrite on October 23, 2015, 03:47:57 AM
Hey UM, you haven't answered cuchulain23's question.

From what I read in the rules, it looks like that means the figure always hits if it has a dex of 2+. Just the same with a skill of Accurate and an action is spent to aim = Auto hit (but you still have to roll to see if you have a Critical Miss leading to a Jam).

Lem
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 23, 2015, 04:19:05 AM
We play that 'one' is always a miss.  :)
Title: Re: Strange Aeons FAQ
Post by: cuchulain23 on October 23, 2015, 04:30:27 AM
Thanks for the reply, I thought that was the case. I interpreted it to mean you never jam though.
Title: Re: Strange Aeons FAQ
Post by: Litebrite on October 23, 2015, 04:38:46 PM
Hi UM,

I think you will need to state that in the "Rolling 'to Hit' " rule for future printings. It doesn't say that anywhere and is only implied by the Critical Miss Advanced rule.

Lem
Title: Re: Strange Aeons FAQ
Post by: Litebrite on October 24, 2015, 04:09:11 AM
I would like to verify something.

Is the Sequence of the game turn:

A:
Close Combat
First Player Upkeep
First Player Nomination and Actions
Close Combat
Second Player Upkeep
Second Player Nomination and Actions

Or

B:
Close Combat
First Player Upkeep
First Player Nomination and Actions
Second Player Upkeep
Second Player Nomination and Actions

I had thought I had sorted it out, but now looking over the rules again, I am unsure again. Especially when you have continuing Close Combats (often occurs in our games) but is not really shown in the game example at the back of the Rules book.

Thanks in advance.

Lem
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 24, 2015, 04:40:05 AM
 'A' is correct.
Title: Re: Strange Aeons FAQ
Post by: Litebrite on October 24, 2015, 05:12:48 AM
Thanks. Greatly appreciated.

Lem
Title: Re: Strange Aeons FAQ
Post by: Tsu on October 26, 2015, 09:40:24 AM
Scrawny ones - Question:

5 Pts for 3 Pentacles, no limit and no points on Scrawny Ones
or
5 Pts for each possible spawning Scrawny One, e.g. I pay 10 Pts and can summon up to 2 Scrawny Ones
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 26, 2015, 11:38:55 PM
The first one is correct. Seems like a good deal but those sacrifices can add up fast...
Title: Re: Strange Aeons FAQ
Post by: Tsu on October 27, 2015, 03:51:48 PM
Equipment - Lurkers

Quote
Weapons: Any up to 0.5EP. This model may purchase items from the Master Weapons Table.

a) This model has up to 0.5EP of weapons allready included in his profile cost and may receive additional weapons
or
b) You have to pay up to 0.5EP in addition to the base cost and may buy additional weapons
or
c) You have to pay up to 0.5EP in addition to the base cost and may NOT buy additional weapons
or
d) This model has up to 0.5EP of weapons allready included in his profile cost and may NOT buy additional weapons

?
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 27, 2015, 04:40:20 PM
Yeah. The wording on this bugs me...my fault and possibly it will be clarified in future printings.

Regardless, the answer is: 'a'.

The thought was that you always have something...with cultists they can shoot or stab, poorly. The choice is yours!  :?
Once you play a few games it becomes second nature. I treat it like a second weapon option for Cultists anyway. That is to say that I would buy a Shotgun and use the 'free' weapon as a Club...or buy a Cleaver and use the 'free' weapon as a .22. Thus making sure that each model has both a close combat and shooting weapon of some sort. 
Title: Re: Strange Aeons FAQ
Post by: rcketscientst on October 28, 2015, 04:16:27 PM
I have a somewhat related followup question.  For the purposes of the solo play cards, if a cultist (lurker) is armed with both a close combat weapon and a ranged weapon, how do you categorize them?  Use:

a) the weapon that cost more EP

or

b) the weapon that the .5 EP was spent on

Thank you.
Title: Re: Strange Aeons FAQ
Post by: styx on October 28, 2015, 07:10:40 PM
I would say they would be classified by the most expensive weapon.
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on October 28, 2015, 07:40:07 PM
That would be my feeling as well...although I didn't write those rules. I'll see what I can do about getting someone qualified to answer this one... ;)
Title: Re: Strange Aeons FAQ
Post by: Basement Dweller on October 29, 2015, 04:02:30 AM
I have a somewhat related followup question.  For the purposes of the solo play cards, if a cultist (lurker) is armed with both a close combat weapon and a ranged weapon, how do you categorize them?  Use:

a) the weapon that cost more EP

or

b) the weapon that the .5 EP was spent on

Thank you.

Choosing option a) is a safe choice and will be the right choice most of the time.  The intention was for the player to classify the model based on what you intend him to do and this is likely going to coincide with the more expensive weapon.  However, if the model has a .22 (0.5EP) and a cleaver (1EP) for example, you may still want to classify him as ranged, especially on a list that doesn't have much shooting.

Hope that helps!
Title: Re: Strange Aeons FAQ
Post by: rcketscientst on October 29, 2015, 04:32:12 PM
That answers my question, and gives me a good idea of the intent of the "rule".  Thank you.

I have another couple questions about lurkers in general.

1) In the creation section (page 36 of the second edition book), it mentions adding equipment and skills.  There is no mention of being able to add to the stat line (by spending points while making a Lurker list for a game.)  There is mention in the Nemesis section for campaign play, but nothing for plain, old Lurkers in Basic or Advanced scenarios.  Is this allowed/intended, as part of the basic rule set?

2) Also regarding creating a Lurker team for a game, I cannot find a cost for buying magic spells.  Specific lurker profiles in the "beastiary" section address this issue, but nothing for lurkers.  As an example, if I take a Cultist Leader, spend a point to give him Speak Languages, he can cast spells.  So how do I buy him spells?  Or are they for free?  Or is there a generic table/listing (i.e. basic spells = 2 EP each, evil spells = 3 EP each, necronomicon spells = 4 points each), that I am missing?

I am new to the game and trying to reign in my OCD, but......
Title: Re: Strange Aeons FAQ
Post by: Mason on October 30, 2015, 09:48:39 AM
It may be an idea to split this thread into two, chaps.

Editions 1 and 2.

As a lot of the posts refer to first edition this may cause some confusion... ;)

Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on November 09, 2015, 04:30:06 AM
I am a poor moderator and will never get around to this idea of yours Mason (although it is a good one...) so let me say now, here, for the record, let us only talk about Second Edition from this point forward!
Title: Re: Strange Aeons FAQ
Post by: Sir_Lunchalot on November 18, 2015, 10:06:50 AM
Hey Uncle Mike, I read through the rulebook and I really like what I've seen so far. I just need to get my minis painted up so I can get out and play some games. I do have two questions about re-equipping.

1) What happens if I have a threshold list that is at or above the maximum PP total? For example, if my starting list is a character and three agents (10 pp) with 5 EP worth of gear between them, what happens if I get an advancement before I hit 5 wins? Am I not allowed to re-equip until someone retires or I win 5 games? or am I just not allowed to buy new agents but can still play around with my equipment?

2) When re-equipping, am I allowed to go up to the maximum determined by my number of wins or what I had prior to the game that triggered the re-equip? For example, if my starting threshold list (15 points) loses enough games in a row that I need to re-equip, am I limited to the 15 points (assuming no advancements) that I currently have, or can I bring my total up to the 10 PP and 10 EP?

Thanks!
Title: Re: Strange Aeons FAQ
Post by: mdomino on November 21, 2015, 02:49:27 AM
Once you buy threshold personnel, they generally stay on your list until death or retirement. If you are at 10 PP and get advances, you take them as usual. This takes your PP over the max of 10. You can't add personnel when re-equipping in this instance, but you can re-quip normally. Your EP is still limited to 10 until you are promoted.

Your first re-equip after starting your threshold list allows you to go up to 10 and 10.
Mike D


1) What happens if I have a threshold list that is at or above the maximum PP total? For example, if my starting list is a character and three agents (10 pp) with 5 EP worth of gear between them, what happens if I get an advancement before I hit 5 wins? Am I not allowed to re-equip until someone retires or I win 5 games? or am I just not allowed to buy new agents but can still play around with my equipment?

2) When re-equipping, am I allowed to go up to the maximum determined by my number of wins or what I had prior to the game that triggered the re-equip? For example, if my starting threshold list (15 points) loses enough games in a row that I need to re-equip, am I limited to the 15 points (assuming no advancements) that I currently have, or can I bring my total up to the 10 PP and 10 EP?

Thanks!
[/quote]
Title: Re: Strange Aeons FAQ
Post by: mdomino on December 22, 2015, 03:19:40 PM
Psychology? Just a clarification; what constitutes a new situation for testing insanity? If I have tested hideous once for a zombie, do I test again for the same zombie in the rare instance I get back into base to base? Do I have to test for new zombie #2, #3, etc? I suspect the answer is no to all the above questions, but if a new hideous creature appears- elder thing- I am required to test? Someone at the game over the weekend suggested the language in the rulebook suggests only one test for each condition each game; if I test hideous once in a game I don't have to take any other hideous test regardless of game conditions. Thanks.
Mike D
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on December 22, 2015, 04:30:10 PM
You would have to test for each Hideous thing you haven't been in base to base with (Zombies #2 and #3) but not if you go back in base to base with the original Zombie.
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on December 22, 2015, 05:43:29 PM
Do we test Psychology before resolving Alert actions?
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on December 28, 2015, 02:30:26 AM
Questions about Animals and Death:

1. Does the death of an animal allow a Threshold list with an Animal Handler to re-equip?
1.a How are these 'sentient weapons' replaced if expended?

2. The Animal section, on page 118, describes animals are to be treated as children when suffering a Major Injury... Is that only for the purpose of determining whether or not the model recovers, or also for Black Marks?

3. This one is for both Lurkers and Threshold lists. Does the death of an allied animal provoke a resolve check in models subject to psychology?

Thanks for yer time. Hope none of these are deadly redundant, or have already been tackled elsewhere!  :)




 
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on December 30, 2015, 01:57:36 AM
Hey Peabody! Let us answer some of these...the first answer is: always Psychology first.

Next, the animals.
1. No.
2. Good question.  :) Only for Injury...unless you are an animal lover. Either way works well, just depends on your level of empathy.
3. Yes. For both. The animal is treated as a member of the list in this case.

Let me know what you choose in the case of 2. I'm curious about your moral make-up...
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on December 30, 2015, 06:59:45 AM
Well, I find it becoming increasingly flexible, especially as I keep loosing these pets. ;D The Animal Handler skill-tree is getting some serious attention from our little group at the moment.

So how do we replace animals removed as major injuries?

For that matter, how are weapons destroyed by the Destroy Weapon skill replaced?
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on December 30, 2015, 03:39:18 PM
You will be waiting for a Re-Equip I'm afraid...although these are slightly easier to come by in Second Edition you will still feel the loss.  :'(
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on January 24, 2016, 05:07:25 PM
Here's a couple more:

A model with Morphine is Face Up when it takes its final wound. Does Morphine allow the model to go from FU (or Face Down for that matter) to Normal?

When a model is taken out by a Mob and then rolls 'Hatred' on the Major Injury table... Does the model hate Mobs or the type of Lurker that made-up the Mob?

A two-parter regarding the fluidity of Mob Movement:
Can a Mob's base squeeze between bits of terrain?
Can a Mob enter buildings?




Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 29, 2016, 04:21:18 PM
Just seeing this now and I'm out the door for the day... :-[

I'll get back to this later.
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 30, 2016, 01:30:14 AM
Gonna gloss over the Morphine question until I go over the exact wording...onto the others...

Hatred: Lucky you(?)! You would hate both the type of Lurker and the Mob comprised of that type.

Mob Movement is dependant on your preference and personal scenery collection. That said, I'd say that a Mob can enter buildings and can squeeze through a space no smaller than half of the Template...but, this would be a 'house rule'.

Now to check that Morphine...
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 30, 2016, 04:51:42 AM
Morphine (Pg.33 2nd Ed.) says: Models with Morphine that are removed from play with a Minor or Major Injury may remain in play for one Turn (in the Normal state)...

So, technically you get removed then returned to play (Normal) for one Turn. I think this answers your question? 
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on January 30, 2016, 05:37:32 AM
Thanks for the answers, much appreciated.

I like giving the Mob some flexibility to move through terrain, it's a fair compromise for a fun unit type.

 
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 30, 2016, 03:17:13 PM
We had to slim down the Mob entry for Second Edition, just to fit everything in the book. Probably could have used a bit more clarity...
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on January 30, 2016, 06:37:54 PM
There is so much to explore in this game it's take a while to get to playing with Mobs. But now that we are playing with them, they are proving to be devilish. 

Give'em some spears and they become a menacing foe in Close Combat. But also give just one of them a Molotov, and when the Mob breaks, that one chap has a little surprise to share.

We use different coloured Attack Dice to note any variety in equipped weapons when rolling to hit with a mob. So a mob of Tcho-tcho's might have 2 spears, 2 natural weapons and 1 molotov / natural weapons. The roll to attack would have 4 red dice for the spears and six black for the natural weapons.

Mobs can't use missile weapons, so the molotov can't be used until the Mob is broken.

Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on January 30, 2016, 09:26:48 PM
A man after my own heart.  :) I'm a big fan of the 'Mob with a shotgun' play. As you say, useless until the Mob disbands...but then!!!
Title: Re: Strange Aeons FAQ
Post by: Grumbling Grognard on February 01, 2016, 01:21:17 AM
A man after my own heart.  :) I'm a big fan of the 'Mob with a shotgun' play. As you say, useless until the Mob disbands...but then!!!

lol, that had never occurred to me.   :D
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on February 01, 2016, 02:13:19 AM
Yeah, it's good.

Also, you only have to give a mob one 'decent' weapon. Then all attacks will be resolved with it. Of course then you miss out on a natural attack, like the Tcho-tcho's poison. That's why we use different coloured dice to track attacks. That's more house-rule territory though.

Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on February 06, 2016, 07:39:51 PM
One more about Dogs:

Will Dogs use a Character's Resolve or only their own?


Note: The skill 'Shrill Whistle' specifically allows a Dog to use its Handler's Resolve, so I'm guessing that Dogs default to only using their own Resolve. However curious minds want to know...

Title: Re: Strange Aeons FAQ
Post by: Litebrite on February 17, 2016, 02:10:25 AM
This may be a dumb question, but I need to clarify this for my ongoing campaign.

Q: When a Threshold member suffers a major wound of "Amnesia", does the charater's PP cost get reduced by one with the loss of the skill, or does it stay with an "X" denoting its loss? (Thus keeping the higher PP character's cost).

Lembit
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on February 17, 2016, 05:09:29 AM
Mr. Peabody, it is as you have assumed.  :)

Lembit, the PP stays the same but the skill is removed. No breaks for those agents I'm afraid. :?
Title: Re: Strange Aeons FAQ
Post by: Litebrite on February 18, 2016, 02:35:52 AM
Thanks UM. Just as I thought.

Lembit
Title: Re: Strange Aeons FAQ
Post by: jasper on February 23, 2016, 07:20:33 PM
Regarding the solo deck.

"On each Lurker Turn, you will draw a number of Action Cards equal to the number of Nominations the Lurker force is entitled to".

Does this mean that is there is 1 lurker with the command skill in the lurker force, I will draw 3 cards?
Title: Re: Strange Aeons FAQ
Post by: Basement Dweller on February 24, 2016, 11:59:03 PM
Hi Jasper,

Yes, that is correct.

Let us know if you have any other questions.
Title: Re: Strange Aeons FAQ
Post by: jasper on March 20, 2016, 10:37:01 AM
Question about a turn.

You start with close combat
Then upkeep
Then nominations team 1
Then actions team 1

What happens then?
A) nominations team 2
B) start of a new turn with cc, upkeep and then nominations and actions team 2?

A played using option A sofar
Title: Re: Strange Aeons FAQ
Post by: Malebolgia on March 20, 2016, 10:47:21 AM
Yes, option A
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on March 20, 2016, 04:10:23 PM
Think of it as a bit like chess and you are on the right track.
 
Play passes back and forth between players with each turn being the movement of one piece. However pieces with Command, Lieutenant or similar abilities get to nominate other pieces during their turn.

Title: Re: Strange Aeons FAQ
Post by: Grumbling Grognard on March 21, 2016, 02:05:31 AM
Well, screw me.   I've been playing it as "B".

Hmmm...I am not sure I don't like it better that way.  Close combat resolves much faster this way.   ::)

Scott
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on March 21, 2016, 02:17:00 AM
Lets not get derailed! You are both in the ballpark, and I should have paid closer attention, but 'B' is technically right.

At the start of any turn models in base-to-base contact must fight a round of close combat. Then any upkeep for fire, poison or psychology stuff is dealt with. Then nominations can happen...



Title: Re: Strange Aeons FAQ
Post by: Malebolgia on March 21, 2016, 10:24:55 AM
Disagree there with you Mr. Peabody...

Quote
1. resolve combats
Models that begin the Turn in base-to-base with an enemy (usually due to a drawn combat on the previous Turn) must always fight a round of Close Combat with their opponent(s) before the rest of the Turn may proceed. See the Charge Actions section for details of how combat is undertaken.

Quote
3. nominations
On each player’s Turn, they will choose one model to Nominate.

Note the underlined text. I see a difference between THE turn and a PLAYER'S turn. IMO Each turn is divided into the player's turns. Therefore you do combats only once and not before each player nomintes his models.
At least, that is how I played it ever since the first rulebook was released :D.
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on March 21, 2016, 04:32:23 PM
I don't want to suggest you change what has been fun & has been working for you.

But when Uncle Mike has run demo games out here, each player's turn has always begun with resolving any close combats for models in contact.



Title: Re: Strange Aeons FAQ
Post by: Grumbling Grognard on March 21, 2016, 08:08:44 PM
I don't want to suggest you change what has been fun & has been working for you.

But when Uncle Mike has run demo games out here, each player's turn has always begun with resolving any close combats for models in contact.

That is cool.  And, as much as "Uncle Mike" is one of my two favorite Uncles (okay...I only have one 'real' uncle left these days so you got me there....   ;)  ); I had no intention of changing the way we play, regardless.   8)

IMHO, the other way, with only one CC per/turn would make CC too slow and (again IMO) would give a distinct advantage to one player over the other, as the order that the players move in the turn never changes (i.e. the player moving second would have an edge IMO).

My over-valued 2 cents,
Scott
Title: Re: Strange Aeons FAQ
Post by: Malebolgia on March 21, 2016, 08:54:36 PM
If Mike explains it that way, then that's the way it is! 8)
Hmmm, don't know whether I like it that way honestly. Close combat is quite powerful and this way even more. Thank god I never played it this way in the first edition with the Werewolf...:D. That thing was a MONSTER without the extra edge ;)
But good to know!
Title: Re: Strange Aeons FAQ
Post by: Grumbling Grognard on March 22, 2016, 01:58:47 AM
<smack!>  o_o

I just realized WHY I have always played this way.  My favorite skill "Jump Up" clearly says that it is used only in the player's turn.  That would require two close combats per turn...  I just never thought it out before.

Jump Up
Never long off your feet; it’s a good way to keep alive. At the beginning of each of its Turns, prior to resolving combats, this model may take a free Change State Action.


Scott
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on March 23, 2016, 03:44:35 AM
B is correct.  :)
Title: Re: Strange Aeons FAQ
Post by: jasper on March 23, 2016, 06:27:37 AM
B is correct.  :)

Tnx Mike, so even more close combat action ;-)
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on March 23, 2016, 01:35:30 PM
Not as bad as it appears. Well, potentially. Although it does mean more close combat it also means more opportunity for the Threshold Character (the best model in close combat and usually the most commonly charged model on the Threshold team...) to escape from close combat and be available for nominations.
Title: Re: Strange Aeons FAQ
Post by: jasper on March 23, 2016, 02:14:45 PM
Not as bad as it appears. Well, potentially. Although it does mean more close combat it also means more opportunity for the Threshold Character (the best model in close combat and usually the most commonly charged model on the Threshold team...) to escape from close combat and be available for nominations.

I really need to read the nominations part again. ;-)
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on March 23, 2016, 05:36:10 PM
I think the opportunity Mike hinted at is that when a model wins a CC it can elect to move out of base-to-base instead of rolling to wound.

Since the round of CC at the top of a turn comes before nominations, this would be a good play for a Character, a model with Lieutenant or a model that needs to get back into command range.

See p.11 - Leaving Close Combat

Title: Re: Strange Aeons FAQ
Post by: Litebrite on March 23, 2016, 09:03:16 PM
The most important part in my view is from the Command rule:

"Command cannot be used if the Commanding model is in Close Combat during the Nominations Phase".

Threshold characters need to fight as a team.
Title: Re: Strange Aeons FAQ
Post by: D@rth J@ymZ on March 27, 2016, 03:56:34 AM
Nailed it. ^^^  :)
Title: Re: Strange Aeons FAQ
Post by: Litebrite on June 11, 2016, 02:01:34 PM
We are working out the battle resolution and my buddy has rolled a "Free Skill choice" from the Serious Wound Table.  Does this free skill aquired count as an advancement for the figure towards their advancement limits (I know it is 0 PP)? 

My thought is no, because the advancement table has not been consulted.

Lembit

Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on June 13, 2016, 04:59:36 PM
You are correct Litebrite, totally free. One of the only 'nice' things that happens (infrequently...) in Strange Aeons so I can see why you were confused!  ;)
Title: Re: Strange Aeons FAQ
Post by: ojdota on July 23, 2016, 02:21:20 AM
How do Threshold agents acquire spells? and how do you cast a spell in game? Sorry if these are dumb questions   o_o
Title: Re: Strange Aeons FAQ
Post by: Grumbling Grognard on August 01, 2016, 06:13:56 PM
How do Threshold agents acquire spells? and how do you cast a spell in game? Sorry if these are dumb questions   o_o

Sorry, I just saw this...  Not at all stupid and the short answer is with great difficulty and much regret (by design).   ;)

Firstly, you need a few skills to cast spells.  Read Languages and Speak Languages are both absolutely required.  "read" to translate the spells (ie. learn them) and "speak" to actually cast them in combat.  There are upgrades as well but these are the basic requirements to cast (ex: "Bookish" and "Arcane Master").

Secondly, you need to actually *find* a spell.  Without a spell none of the above is worth much (no kidding!  ;D ), and there are several skills that can increase your chances to find one or translate one (what?!?  you did not think that was automatic did you!?!  have you even read any of Lovecraft's stuff?!   ;)   )

In short, it can be done, but is not easy and of course magic is not the be-all-end-all in the game either.

edit: see p120 in the 2ed digital pdf for details

Scott
Title: Re: Strange Aeons FAQ
Post by: Olaffsen on October 19, 2016, 10:12:12 AM
Do human lurkers (i. e. cultists) have to take an insanity test, if a hideous (lurker) model comes into base to base?
(Say an agent and a cultist are already in melee and a fishman charges into base to base contact with both.)
Title: Re: Strange Aeons FAQ
Post by: Mason on October 19, 2016, 10:57:16 AM
Do human lurkers (i. e. cultists) have to take an insanity test, if a hideous (lurker) model comes into base to base?
(Say an agent and a cultist are already in melee and a fishman charges into base to base contact with both.)

Yep!

The fun of playing with Hideous beasties as a Lurker player.
 :D

Title: Re: Strange Aeons FAQ
Post by: Olaffsen on October 19, 2016, 11:20:50 AM
 :o
Oh my god, this game is so fantastic!

Thanks, Mason.
Title: Re: Strange Aeons FAQ
Post by: Mason on October 19, 2016, 11:43:51 AM
:o
Oh my god, this game is so fantastic!

Thanks, Mason.


Dont forget: Fear works on Human Lurkers too.
 ;)

Title: Re: Strange Aeons FAQ
Post by: Ballardian on December 01, 2016, 01:32:33 PM
Returning to to the game after a little while away I found myself uncertain about the 'Unarmed' rule - previously I'd been playing it thusly;

 if you enter c/c, your c/c weapon has to be equipped - if you're holding any 2-handed firearm you're going to need to sling/drop it & equip your c/c weapon, at the cost of an action, to get the  CCB & damage value of the c/c weapon - so, if attacked in c/c before you've done this you could be considered unarmed.

However, it would seem that the RAW is simpler - if the model has got a c/c weapon (whether its currently 'in hand' or not) you can use it & therefore do not count as unarmed.

(I think the confusion may be due to the gaming group house-ruling & that it became 'official' in my head over time o_o - all attempts at clarification would be welcome.)
Title: Re: Strange Aeons FAQ
Post by: Mason on December 01, 2016, 01:37:58 PM

However, it would seem that the RAW is simpler - if the model has got a c/c weapon (whether its currently 'in hand' or not) you can use it & therefore do not count as unarmed.

This option is how we have always played it out.

I assume that is the intention in the rules, but it keeps things nice and simple too, which is always a bonus.
No need for too much bookkeeping, I reckon.
 ;)
Title: Re: Strange Aeons FAQ
Post by: Ballardian on December 01, 2016, 01:43:09 PM
Cheers for the clarification :)
Title: Re: Strange Aeons FAQ
Post by: Mr. Peabody on December 01, 2016, 04:10:00 PM
The thing I would be looking out for there is the "2-Hand" special weapon rule.
 
Quote from: -p 112 SA 2nd Ed
A model may never equip more than one 2-Hand weapon to its profile.

This puts a reasonable limit on the "golf-bag of weapons" effect.  ;)

Title: Re: Strange Aeons FAQ
Post by: Ballardian on December 01, 2016, 04:29:20 PM
Indeed Mr Peabody, I don't think we've ever broken that rule, but shotgun & knife have been a pretty common initial loadout amongst my group & I'd allowed previously adopted house rules to make it a little more complicated (in my head at least) than the RAW intended - still, clarity has now returned!
Title: Re: Strange Aeons FAQ
Post by: tikitang on August 10, 2017, 03:58:06 PM
This seems like a good place to ask this question...

Can Bows, or thrown weapons such as Spears, Jam on a Critical Miss? Or is it only firearms?

In a similar vein, I have some Degenerate Lurkers armed with Bows. Their Filthy rule says: "Any Shooting weapon used by a Degenerate will Jam on a roll ‘to hit’ of 1."

Again, does this apply to Bows or thrown weapons?

Cheers!
Title: Re: Strange Aeons FAQ
Post by: Mason on August 10, 2017, 05:03:21 PM
I would say: 'Yes'.
A bow string can snap or a thrown weapon be fumbled or a quiver dropped, for instance.
Otherwise they would have a slight 'advantage' over firearms.

Title: Re: Strange Aeons FAQ
Post by: tikitang on August 10, 2017, 06:32:26 PM
Quote from: Mason
A bow string can snap or a thrown weapon be fumbled or a quiver dropped, for instance.

Thanks; this is exactly what I was thinking.
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on August 11, 2017, 04:56:16 PM
We also play as 'yes' around the shop. Although it is still up for debate about a Formless Thing jamming its pseudopods... o_o
Title: Re: Strange Aeons FAQ
Post by: Mason on August 11, 2017, 05:50:28 PM
We also play as 'yes' around the shop. Although it is still up for debate about a Formless Thing jamming its pseudopods... o_o

Over excitement causing a fumble...?
 ;)

 
Title: Re: Strange Aeons FAQ
Post by: Litebrite on December 28, 2017, 08:02:11 AM
Humanoid and Phobia's

Since Humanoids are immune to Psychology,  I would assume that any Phobia they roll on the Injury table (A nemisis is rolling) would be a "No Effect".

Lembit  :)
Title: Re: Strange Aeons FAQ
Post by: Mason on December 28, 2017, 11:09:39 AM
Humanoid and Phobia's

Since Humanoids are immune to Psychology,  I would assume that any Phobia they roll on the Injury table (A nemisis is rolling) would be a "No Effect".

Lembit  :)

I would see that the same way too.

Of course, it could be fun to give a Nemesis a phobia, it could be just that something has happened to tip him over the edge in a different, alien way.
Depends on the phobia rolled, of course....

Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on December 30, 2017, 07:48:57 AM
You are correct Lembit...also, agree with you Mason.  :)
Title: Re: Strange Aeons FAQ
Post by: Seeing-Eye Dragon on August 07, 2018, 05:55:14 PM
Hi,

I've just found the second edition of this game and I'm loving it! I have a few rules questions though. It seemed like this thread comes back to life more times than Herbert West's cat so I thought here would be a good place to ask them.

The 'degenerate' lurker profile has a stat of 1d6 for resolve. It doesn't seem to have any rule to explain this, however. Should it have a similar rule to the 'maniac'? Alternatively, do you give every 'degenerate' in your list different randomised resolve stats?

Following on from this, what happens if you roll a 1 for a randomised stat like this? You can critically hit or miss in combat but I couldn't find anything in the rules about a 1 being an auto-fail for resolve tests. Is a model with a resolve of 1+ therefore immune to psychology?

Lots of the lurker profiles say that a model can take 'X' number of EP points for weapons. It then says they can take these from a specific weapons table. Are the costs for the initial specified weapons included in the profile already or are they the maximum a model can spend on weapons? It's pretty limiting for some models if it's the latter and I can't find any clarification in the rules.

Is a model who is immune to fear also immune to 'hideous' models? I thought not since they're rules with different names but they have the same effect so I'm not sure.

Thanks in advance for any help.
Title: Re: Strange Aeons FAQ
Post by: Uncle Mike on November 04, 2018, 02:45:06 PM
Hey Seeing-Eye Dragon, sorry for the long delay.Been a while since I've played so I hope I get the answers correct! ;) Anyway, here goes:

The random Resolve is rolled whenever the need arises...each circumstance requires a roll, then a roll. Thus ensuring that you will never know what will set them off!

If you roll a '1' for a particular test, you would auto-pass.

Those profiles come with some sort of weapon at the cost listed, which is already included in the profile. However, you can buy other stuff as you like, assuming the Special slot (Human, Beast...) allows for that.

Fear and Hideous are different things, so, 'no'. Furthermore, if you cause Fear you are not immune to it...(again, unless your Special slot says that you are immune to Psychology of course...)

Hope that helps!