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Author Topic: Strange Aeons FAQ  (Read 128971 times)

Offline blackstone

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Strange Aeons FAQ
« 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.
« Last Edit: March 05, 2011, 09:52:19 PM by blackstone »

Offline Stavros Banjo

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Re: Strange Aeons FAQ
« Reply #1 on: February 18, 2011, 07:45:22 PM »
Brilliant! Many thanks for taking the time to put this together  :)
...and what fresh new hell is this?

Offline Harwood Hobbies

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Re: Strange Aeons FAQ
« Reply #2 on: February 19, 2011, 01:23:18 AM »
Thanks for all the hard work Blackstone!  Well done.

Offline LidlessEye

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Re: Strange Aeons FAQ
« Reply #3 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.

Offline sigma957

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Re: Strange Aeons FAQ
« Reply #4 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

Offline blackstone

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Re: Strange Aeons FAQ
« Reply #5 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.

Offline Anpu

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Re: Strange Aeons FAQ
« Reply #6 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.  :)

Offline jnr

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Re: Strange Aeons FAQ
« Reply #7 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.


Offline Anatoli

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Re: Strange Aeons FAQ
« Reply #8 on: February 20, 2011, 07:47:32 PM »
Thanks for putting this together!

Offline blackstone

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Re: Strange Aeons FAQ
« Reply #9 on: February 20, 2011, 09:42:33 PM »
Quote
Sigma is correct I asked that question in a email
Cheers... updated. :)

Offline jnr

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Re: Strange Aeons FAQ
« Reply #10 on: February 20, 2011, 11:10:31 PM »

Offline einarolafson

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Re: Strange Aeons FAQ
« Reply #11 on: February 21, 2011, 10:22:08 PM »
Thank you, you have done a great work!!

Offline D@rth J@ymZ

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Re: Strange Aeons FAQ
« Reply #12 on: February 23, 2011, 05:32:22 AM »
Great idea.  Perhaps worthy of more 'sticky' status on the board?!
Now you see that evil will always triumph because good is dumb...
- Dark Helmet

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #13 on: March 01, 2011, 06:45:39 PM »
Great job! Thanx Blackstone!

Offline blackstone

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Re: Strange Aeons FAQ
« Reply #14 on: March 05, 2011, 09:54:54 PM »
Updated :)

 

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