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Skills
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bouncergriim



Joined: 29 Sep 2007
Posts: 298


Location: Fort Worth, TEXAS

PostPosted: Fri Oct 12, 2007 5:04 am    Post subject: Skills Reply with quote

Basic midfielder Rally : Rally (Midfielder/Basic): This player is never out of the action when down. This player may pay one pace of Jog and have it count as paying three to improve his chances for a Get Up challenge.

How does this work/need to be reworded now that you only pay 2 extra instead of three?


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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
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PostPosted: Fri Oct 12, 2007 12:31 pm    Post subject: Reply with quote

It can be reworded ...

Basically a player with Rally never is effected by the -2 modifier for being Dazed.

I think the skill still works in a way ... as you pay 3 total instead of 1 normally and Rally would make you understand that it just needs to be 1 ... however I agree that wording needs to be better.

Galak
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GalakStarscraper
The Big Man


Joined: 24 Nov 2005
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PostPosted: Fri Oct 12, 2007 12:42 pm    Post subject: Reply with quote

Would this change make that clear?

Quote:
Rally (Midfielder/Basic): This player is never out of the action when down. This player's Get Up challenge roll ignores the -2 modifier if the player is Dazed.


Galak
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GrumpyGrizzly



Joined: 11 Sep 2007
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Location: Bergen, Norway

PostPosted: Fri Oct 12, 2007 1:04 pm    Post subject: Reply with quote

GalakStarscraper wrote:
Would this change make that clear?

Quote:
Rally (Midfielder/Basic): This player is never out of the action when down. This player's Get Up challenge roll ignores the -2 modifier if the player is Dazed.


Galak


Perfect Galak. Clean, simple, and too the point.
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Tarota



Joined: 19 Sep 2007
Posts: 101


Location: Colorado

PostPosted: Fri Oct 12, 2007 4:17 pm    Post subject: Reply with quote

GalakStarscraper wrote:
Would this change make that clear?

Quote:
Rally (Midfielder/Basic): This player is never out of the action when down. This player's Get Up challenge roll ignores the -2 modifier if the player is Dazed.


Galak


Except:
1) It's a +2 modifier if the player is Dazed.
2) You can no longer use Rally to help you get up next to opposing players. This might be intentional, though?
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GalakStarscraper
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PostPosted: Fri Oct 12, 2007 4:21 pm    Post subject: Reply with quote

Tarota wrote:
Except:
1) It's a +2 modifier if the player is Dazed.
Ugh .. yes you are correct +2 ... my bad.

Quote:
2) You can no longer use Rally to help you get up next to opposing players. This might be intentional, though?
Yah it was intentional. There is a Grit skill that give -1 modifiers to Get Up rolls ... so having Rally allow a constant -2 is ability overlap ... so I'm modifying it to reference only the Dazed part of the role.

Galak
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Lychanthrope



Joined: 22 Nov 2006
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Location: Bristol, IN USA

PostPosted: Fri Oct 12, 2007 6:58 pm    Post subject: Reply with quote

LOL

I hear a 4.91.
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bouncergriim



Joined: 29 Sep 2007
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Location: Fort Worth, TEXAS

PostPosted: Fri Oct 12, 2007 7:05 pm    Post subject: Reply with quote

Sorry to add more, but I thought I would try to check the wording of other skills while I was at it. Again, I have not played the game yet, so my question are all newbie and theoretical.

Not trying to give you more work Tom, but I just am a bit of rules lawyer in our FF league and am trying to sort the Elfball rules out before I introduce it to them.

So here it goes:

On skills if it doesn’t specify only once per turn then it can be used multiple times. Like adding two dice to shoves if you are psycho?

Sprinter: Sprinter (Jog/Advanced): You may perform the Dash challenge as many times per action as you want without paying Momentum. Instead of Momentum paid, this player uses his Jog attribute to determine how many challenge dice can be rolled for the Dash challenge (maximum of 6). The number of successes needed for each Dash challenge is equal to number of Dash challenges the player has attempted this action plus 1. For example, if you are attempting your 3rd Dash challenge, you must roll 4 or more successes.

Can you use this ability if you have no momentum; the rules say you need momentum to perform a dash. Secondly do you get a free challenge for every dash or only one at the end?

Resilient (Grit/Basic): Tough as nails … this player is very difficult to take out of the game. Resilient may be used once per action and allows you to replace one die of your choice from any challenge using the Grit attribute (you must use the result from the new roll in place of the original die roll).

This can only be used during your action or during a turn. I ask this for if you are hit in your opponents action can you replace one die from an injury. Or does this only really work for getups in your turn. I am a little confused.

Enrage (Monster/Advanced): This player strikes back with a vengeance when attacked. This player may add two Momentum counters to the Momentum track if an Impact, Tackle, or Shove challenge was attempted against him on the opponent's previous turn. Note: use of the abilities Cutblock, Steal, and Cheapshot against this player in the previous turn also count for triggering the Enrage ability.

This only gives you two momentum counters regardless on the number of shoves, tackles or impacts this monster? Does he have to be the one activated to make this happen?
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GalakStarscraper
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PostPosted: Fri Oct 12, 2007 7:51 pm    Post subject: Reply with quote

bouncergriim wrote:
On skills if it doesn’t specify only once per turn then it can be used multiple times. Like adding two dice to shoves if you are psycho?
Correct unless stated it can be used multiple times.

Quote:
Can you use this ability if you have no momentum;
Yes

Quote:
the rules say you need momentum to perform a dash. Secondly do you get a free challenge for every dash or only one at the end?
The ability overrides the normal rules for Dash. Each successful Dash would gave you either one extra Jog or one extra Jog and a free challenge.

Quote:
This can only be used during your action or during a turn. I ask this for if you are hit in your opponents action can you replace one die from an injury. Or does this only really work for getups in your turn. I am a little confused.
Doesn't specify that it needs to be your action ... just an action. So yes it can be used on hits from your opponent.

Quote:
This only gives you two momentum counters regardless on the number of shoves, tackles or impacts this monster? Does he have to be the one activated to make this happen?
Its 2 total which is how I believe the text does read ... can try to make that even more specific. And yes he needs to be the one activated which is implied but could be made more specific.

Galak
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bouncergriim



Joined: 29 Sep 2007
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Location: Fort Worth, TEXAS

PostPosted: Tue Oct 16, 2007 1:18 pm    Post subject: Reply with quote

Buff (Might/Basic): The player has spent an extensive amount of time weightlifting and developing muscle mass. Buff may be used once per action and allows you to replace one die of your choice from any challenge using the Might attribute (you must use the result from the new roll in place of the original die roll).

Can buff be used on a face off, or is that not an action. I ask cause on pg 5 it keeps refering to this first action and I am not sure when that first action started.

Based on how I would read it personally I would say no you can't use buff on the face off, because your action doesn't start until you win this challenge, but much of this logic is implied and I don't see it specifically mentioned.

Second question, not a skill question. If you wanted you could set up only 5 players even if you have some in reserves right? I was thinking a gnome team might want to do this if one of their contraptions was out until after the next test started and the wanted to send it in as soon as they could (on their first action, instead of moving a player).
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GalakStarscraper
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Joined: 24 Nov 2005
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PostPosted: Tue Oct 16, 2007 3:26 pm    Post subject: Reply with quote

bouncergriim wrote:
Based on how I would read it personally I would say no you can't use buff on the face off, because your action doesn't start until you win this challenge, but much of this logic is implied and I don't see it specifically mentioned.
I need to think about this. I think Buff should work on the face-off and might need to clean up Buff to make this clear ... thanks for looking over the skill list in more detail ... much appreciated.

Quote:
Second question, not a skill question. If you wanted you could set up only 5 players even if you have some in reserves right? I was thinking a gnome team might want to do this if one of their contraptions was out until after the next test started and the wanted to send it in as soon as they could (on their first action, instead of moving a player).
There is nothing in the rules requiring you to set up more than the 1 player you must place in the face-off circle for a Test. So yes this would be a legal play.

Galak
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bouncergriim



Joined: 29 Sep 2007
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Location: Fort Worth, TEXAS

PostPosted: Thu Oct 18, 2007 6:20 am    Post subject: Reply with quote

Psychos add 2 dice to any shove challenge. So if you have might 5 and add two dice that would be seven challenge dice. I thought it was in the rules somewhere that you could only roll 6 dice at first (not counting later conditional rolls) but couldn't find it in the rules.

Just trying to find where it says only 6 dice for a challenge.
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GrumpyGrizzly



Joined: 11 Sep 2007
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Location: Bergen, Norway

PostPosted: Thu Oct 18, 2007 8:31 am    Post subject: Reply with quote

bouncergriim wrote:
Psychos add 2 dice to any shove challenge. So if you have might 5 and add two dice that would be seven challenge dice. I thought it was in the rules somewhere that you could only roll 6 dice at first (not counting later conditional rolls) but couldn't find it in the rules.

Just trying to find where it says only 6 dice for a challenge.


I didn't see any rule on this either. There is as creation rule that says that no non-jog stat may be above 6. The potion results also state that no stat may be raised above 6. That's probably what you were thinking of.
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GalakStarscraper
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PostPosted: Thu Oct 18, 2007 11:56 am    Post subject: Reply with quote

Psycho should be limited to 6 dice total.

I'm going to collect all these clarifications over the next few weeks before putting out a new edition.

These are all great catches.

Tom
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bouncergriim



Joined: 29 Sep 2007
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Location: Fort Worth, TEXAS

PostPosted: Thu Oct 18, 2007 5:05 pm    Post subject: Reply with quote

Taunt it says it works like a dash, but it doesn't specifcally say you don't get momentum counters from extra successes. I would assume since it is like a dash then you wouldn't get any momentum counters.


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