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Author Topic: Strange Aeons FAQ  (Read 128972 times)

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #105 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?
Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
Peabody Here!

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #106 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.  :'(

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #107 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?




« Last Edit: January 28, 2016, 06:45:25 PM by Mr. Peabody »

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #108 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.

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #109 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...

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #110 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? 

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #111 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.

 

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #112 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...

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #113 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.


Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #114 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!!!

Offline Grumbling Grognard

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Re: Strange Aeons FAQ
« Reply #115 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
Scott Clinton
(aka The Grumbling Grognard)

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #116 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.


Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #117 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...


Offline Litebrite

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Re: Strange Aeons FAQ
« Reply #118 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

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #119 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. :?

 

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