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Author Topic: Strange Aeons Rules Questions  (Read 3538 times)

Offline Cherno

  • Scatterbrained Genius
  • Posts: 2515
Re: Strange Aeons Rules Questions
« Reply #15 on: October 01, 2012, 08:24:56 PM »
All I can say is, after having experienced extremely mixed results with Fishmen als CC units for the reasons stated above (Frenzy and Flee), I'll go for more Ranged Combat oriented Lurker lists, or use Maniacs instead if I have enough points. The Repulsive trait really hurts the poor Fishmen.

Offline superflytnt

  • Mad Scientist
  • Posts: 558
  • Cthulhu. Cthulhu never changes.
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Re: Strange Aeons Rules Questions
« Reply #16 on: October 01, 2012, 08:28:07 PM »
Yep. I rarely use anything with Hideous if I can help it for that very reason. I prefer using Cultists that are pumped up and well-armed or using critters that can either use spells or weapons...or both :)
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Offline styx

  • Scatterbrained Genius
  • Posts: 2972
Re: Strange Aeons Rules Questions
« Reply #17 on: October 01, 2012, 09:04:19 PM »
No action can be interrupted. So, the Lurker has to move his full movement before the resolve test can occur. If the resolve test is failed and the T-Agent is revulsed, he would move towards his own start line, breaking CC per the rules for Revulsion. And the T-Agent would have to roll a RES test again as a new situation happened, although it was an identical situation to the last.

This is, unfortunately, the problem with being a Lurker. The only change you could make is that RES tests interrupt actions, which would allow the above scenario to exist, ie. allowing Lurkers to Charge 1", and if the RES test fails, the Lurker could pursue with remaining movement points.

I like that....a redirect...
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