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Author Topic: Strange Aeons FAQ  (Read 155809 times)

Offline Ballardian

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Re: Strange Aeons FAQ
« Reply #150 on: 01 December 2016, 01:43:09 PM »
Cheers for the clarification :)

Offline Mr. Peabody

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Re: Strange Aeons FAQ
« Reply #151 on: 01 December 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.  ;)

Television is rather a frightening business. But I get all the relaxation I want from my collection of model soldiers. P. Cushing
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Offline Ballardian

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Re: Strange Aeons FAQ
« Reply #152 on: 01 December 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!

Offline tikitang

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Re: Strange Aeons FAQ
« Reply #153 on: 10 August 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!
« Last Edit: 10 August 2017, 06:29:49 PM by tikitang »
Between the idea
And the reality
Between the motion
And the act
Falls the Shadow

Offline Mason

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Re: Strange Aeons FAQ
« Reply #154 on: 10 August 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.


Offline tikitang

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Re: Strange Aeons FAQ
« Reply #155 on: 10 August 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.

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #156 on: 11 August 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

Offline Mason

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Re: Strange Aeons FAQ
« Reply #157 on: 11 August 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...?
 ;)

 

Offline Litebrite

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Re: Strange Aeons FAQ
« Reply #158 on: 28 December 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  :)

Offline Mason

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Re: Strange Aeons FAQ
« Reply #159 on: 28 December 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....


Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #160 on: 30 December 2017, 07:48:57 AM »
You are correct Lembit...also, agree with you Mason.  :)

Offline Seeing-Eye Dragon

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Re: Strange Aeons FAQ
« Reply #161 on: 07 August 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.

Offline Uncle Mike

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Re: Strange Aeons FAQ
« Reply #162 on: 04 November 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!

 

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