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Advance

-Jog, sprint or charge are advances, any other type of movement of a model is a reposition. Dodges

and Pushes are repositions, not all repositions are Doges or Pushes (ie lure)

ARM:
-Does not have any effect on plays, only attacks.
-Negative values do not increase numbers of hits

Charges
-Must be in a straight line
-May result in a model charging 'past' the target, so long as the charging model ends its advance

engaging the target the charge is successful.Do not need to be 'towards' the target model if target
model is out of range. I.E. Furious models may use this as a free Sprint as long as the Charge is still
in a straight line and the charging model's activation is ended immediately if the Charge move ends
without the charge target in melee.

Cover:
-Cover templates such as smoke bombs do not affect LoS, only TAC

Crowding out:
-Ignores the target model in both plays and attacks.
-AOE plays may be crowded out, however there is no target model.

Dodges
See Pushes below
Engaging the goal:
-You cannot engage the goal token to make a shot more difficult, but you can be an intervening

model.
Entering an Aura:
-Defined as the following: 'When a model Advances or Repositions and that movement takes the

model 'within' another player's aura'.


-Mercury and Calculus cant move up to other people to have them enter it.

Entering an AOE:
-"Models entering or ending their activation in this ongoing-effect AoE suffer the XXX condition."

-If a model is pushed into the AoE, or in any way moves into the AoE during its activation, or outside
its activation, it has entered the AoE and will trigger the effect. The 'enter' and 'end activation'
triggers are separate.
Friendly
-A model counts as friendly to itself

Icy sponge:
-No icy sponge tokens means no coming back onto the pitch even if you have health.
-Full HP is not an icy sponge recovery level.
-If a player is pushed off the pitch and Taken Out with a number of HP above their first Icy Sponge

level and below the second, they may remove the single Icy Sponge to recover health up their their
second Icy Sponge level

Influence Allocation
-Each model may only be allocated Influence up to their max-INF. This applies at all times. Models

may still receive INF above their max by other means, such as topping out, superior strategy bag of
coffers but NOT Old Jakes for example.

Kicks
-A Pass is a type of Kick action which targets either a player or a point on the pitch. It is not at goal,

that is a Shot.
-You can't Kick (shot or pass) unless the target point is within range. Under "Kicking Sequence":
----The Ball path during a kick is:

center to center for a Pass,

center of the kicking model to any point on the goal for a Shot

Kick Scatter:
-Used for missed shots on goal, centered on the goal and pointing away from the kicker as usual.

-The goal token is a barrier. If, after the scatter, the ball path passes over the goal token, the ball
would contact the goal token and stop, as per normal for a barrier.

Kick modifiers
-You may engage the kicker or count as intervening but not both
-You may be engaging the kicker and receiving player.
-You may be intervening and also engage the receiving player
-You may be intervening, engaging the receiver and also blocking LOS all at the same time

Knocked Down:
-KD models still have active auras and a melee zone (for the purposes of unpredictable movement)
-They may not engage a kicker but can intervene (no TN change, but -1 dice pool)
-Sacrificing movement to stand up does not count as an advance, so does not trigger things that are

reliant on a model 'ending an advance' such as unpredictable movement, counter charge,


responsive play etc.
Named source:
-Means plays of the same name, so 2x gut and string does not stack, but Super Shot and Football

Legend do.
-Used for taken out players as well as KD players.

Parting Blow:
-Occurs any time you leave a melee range, even if you entered it during the same movement action.
-Does not apply to repositions (dodge, push).
-You are hit after leaving range, so are not still engaged with the person hitting you after the blow (eg

if KD).

Playbook Damage Result


-A playbook damage result is a playbook result which contains a damage component (i.e. a

number). Plays triggered from a playbook result are not playbook damage results (for example
scything blow).

Pushes/Dodges:
-Single push of length defined by the number of arrows, not a series of 1 pushes.
-Dodges dont have to be in a single straight line, while pushes do.
-When selecting a playbook result with a dodge, you may choose not to dodge (see dodge wording

on pg 47). In the event you choose not to dodge minefield, or similar, would not trigger.
-Pushes do not need to be directly away, unless specified otherwise (brick, mallet, tower etc)
-Pushes / dodges are repositions

Pulses
Pulses do not target, you do not roll to hit.

Ranged plays:
-Do not randomise when targeting models engaged in melee

Snap to:
-Does not apply along the balls path, just at the final landing spot.

Standard Scatter:
-Ball snaps to nearest player within 1 from final landing spot. The ball cannot be intercepted during
the scatter.

Tackle:
-Cannot select a T result if the target doesnt have the ball. You may select a playbook result
comprising multiple components as long as you can resolve at least 1 component. E.G. you may
select a result that contains T and < even if the opponent has not got the ball since you could still
resolve the dodge.
Terrain/Obstructions:
-Cover applies if the target model is within 1 of the obstruction, regardless as to where the attacker
is positioned.
Barriers - you can't kick (pass or shot) over a barrier. Applies to parting blows if the target is
still in cover.

Wrapping the playbook:


-All happens simultaneously, so while you can choose any order for the multiple results, no bonuses
from those results apply to others only bonuses active before the attack started.

Momentum
-All Momentum is used up when it's added to the Initiative roll, there is no carry over into the next
turn.

Behind the goal:


-If the ball scatters off a teams goal, it does not count as having touched one of their models so they
may generate MP until one of them touches it.

Bonus Time:
-Applied after all other modifiers have been calculated

Come on Mate:
-Does not require LoS.
Counter Attack
-You may not counter attack a counter attack.
-The only legal instance of counter attacking a counter attack is from a Plot Card, see Protect Your
Balls below

Defensive Stance
-You may Defensive stand when knocked down.
-You may Defensive Stand and Counter Attack in response to the same charge

Gliding:
-An active model may spend [1] MP to move across rough-ground without penalty for the remainder
of the turn.

Passing:
-Successful kicks to a spot on the field do not generate MP as they are not a successful pass.
-Neither is a snap-to that goes to your own team, so no MP there.

Run the length:


-Occurs before your activation ends, goal kick happens after.
Snap Shots
-When a goal is scored the current activation (of the model that made the pass) immediately ends.

Plot Decks:
-Players share a Guild Plots deck
Protect Your Balls
-May be played in response to a tackle even if Don't Touch The Hair has also been
played, PYB is an 'immediate' CA. i.e. before DTTH occurs. Does not require
'declaration' of a counter attack.

Sideline Repairs:
-Works as Icy sponge does (arrive and move), but on any edge in your half.

Vengeance:
-Does not trigger when models are pushed off the pitch the crowd causes the taken out condition,
not the opposing player. Still get VP though.

Take a Breather:
-Poison, KD, Burning and Bleed are the only current conditions (and so can be cleared by Take a
breather).

Taken out by Conditions:


-VP awarded as normal (2VP).
-No momentum gained as not a player taking the model out.
-Icy sponge happens after conditions so could come back on immediately.

Stacking:
-The same conditions cannot be stacked, such as Bleed x2 for 6 damage

Bag of Coffers:
-During Coins activation, can grant 1inf and one free use of bonus time to a model.
-May go over max-INF see Influence allocation above

Bezerk:
-The free attack does not have to be against the same target, or even immediate you can move
before taking it if you are eligible.
-You cannot bezerk outside your activation (eg when seduced).

Counter Charge:
-Does not cost influence.
-Occurs before the attack part of a charge
-Is an Attack (ie is not a counter attack) and therefore does generate momentum as normal.

Fear:
-If you are not spending Influence to make a Play or Attack targeting the Fear model, you do not
trigger Fear (includes furious, puppet master attacks, and bezerk attacks)
-Charges that are paid for with Inf cost extra.
-AOE Plays and Attacks (such as Lob Barrel) do not target a model and so do not trigger Fear.

Follow up:
-Reposition, not advance, so does not take parting blows.
-Parting blows by the following up model are resolved prior to the follow up reposition.

Flying:
-When this model moves it ignores other model's bases, terrain and ground. It cannot end it's
movement overlapping another base or barrier terrain.

- Foul Odour is rough-ground, so Dirge would ignore it while making a move

Gluttonous Mass
-Negates the entirety of a playbook result, including parts like dodges and momentum generation.
The result basically just doesnt happen.
-AOE Plays and Attacks (such as Lob Barrel) do not target a model and so do not trigger.

Lifedrinker:
-1HP regained per attack each new attack can generate 1HP
-Single attacks with multiple playbook results or multiple targets only get 1HP (eg scything blow).

Maverick:
-Ignores friendly Foul Odour, or in fact any friendly play (lob barrel, scything blow)
-Anything benefiting Rage, so Singled Out increasing his TAC, or Marked Target increasing his MOV,
would not affect Rage due to Maverick. Anything that debuffs an enemy model (Thousand Cuts,
Dirty Knives) would still have the effect as it's not affecting Rage.

Momentous Inspiration:
-Triggering a play off the playbook (such as scything blow) does not generate hits for the character
play so does not grant the extra momentum.
-Triggers on hit when using a character play that has a damage component, does not need the
damage to actually occur.

Responsive Play:
-Does not cost influence.
-Occurs before the attack part of a charge
-Is an Attack (ie is not a counter attack) and therefore does generate momentum as normal

Regeneration:
-Works off field (while taken out), occurring before conditions and icy sponges are resolved.

Rush Keeper:
-Does not cost influence.
-Occurs before the attack part of a charge
-Is an Attack (ie is not a counter attack) and therefore does generate momentum as normal.

Skilled with Shadow


-Does not negate the -1 dice due to cover so the net effect is +1 Tac.

Swift Strikes:
-If damage is reduced to 0 (such as by tough hide), no damage has been caused and
therefore the dodge does not trigger (apples for other 'on damage' effects, such as venomous
strike, life drinker, crucial artery). **This is a change to the previous ruling.**

Tough hide:
-Works on all plays normal, legendary and heroic.
-Does not work on character traits.
-see also the errata.
Unpredictable Movement:
-From base contact, a 2 move leaves model still within 2.
-Occurs before the attack part of a charge.

AoE plays:
-Roll for each model hit separately.
-Do not need LoS.
-Do not roll to hit a target spot, only for models under the AoE.

Balls Gone:
-Overrides Close Control as it is not a tackle result, but a play incorporating a tackle.
-Does not trigger Protect your Balls (Plot) for the same reason.
-May give the ball to the model triggering balls gone. (ie greyscales can give it to himself)

Clone
-Negates the entirety of a playbook result, including parts like dodges and momentum generation.
The result basically just doesnt happen.

Creation:
-If a model is returned to play, it does not get a second activation if it has already activated.
-It does get to activate if it hasnt already done so that turn, and returns with whatever influence it
had when taken out in order to do so. It cannot be allocated any new influence.
-When a player who can subsequently be 'created' is taken out the first time, VP's are generated as
normal. If they are taken out again, following use of the creation trait, they do not give VP's

Forceful Blow
-Forceful Blow will only trigger once in the case of a wrapped Playbook.

Goad:
-If you can charge/counter charge while still advancing directly towards the goader, it is fine to
charge someone else. Otherwise, you cant move so the charge would fail.

Horrific Odour:
-As fear, only triggers if INF is being spent. So no impact on snapshots etc.

Lob barrel:
-Push and KD are simultaneous, active player chooses the order in which they resolve. (This is a
change from the previous ruling.)
-Cannot push the ball.
-Centering the template over a model lets you choose the direction of the push.

Lure:
-Movement caused by this play is a reposition (but not a Dodge or Push - so cant be done if knocked
down), not an advance.
Overclocked:
-Active player chooses when it occurs i.e. before or after second wind.

Puppet Master:
-The opposing model forced to perform actions generates MP for the active team.
-Becoming friendly to the opposite team makes you enemy to your own team (for parting blows etc).
-Being friendly prevents you voluntarily walking off the pitch.
-Play can be applied to friendlies and even the origin model.

Ramming Speed
-Works on models who is base to base at start of advance (assuming ramming speed has been
used)

SecondWind
-Ramming Speed applies during it
-Is outside activation. May not unsnap the ball or spending MP. May snap the ball to itself.
-Choose order of overclocked / second wind use.
-Applies to all of the models activations (i.e. superior strategy models would get it twice)
-May be used after scoring a goal (and after doing a dodge following scoring a goal)
Seduced:
-The opposing model forced to perform actions generates MP for the active team.
-Becoming friendly to the opposite team makes you enemy to your own team (for crowding out etc).

Seismic Kick
-Hits models under the ball path (except the receiver) automatically

True Replication:
-Can clone plays with GB icon costs, allowing Midas to use them from his playbook.
-Requires you to Target (and therefore pass a TN test) the enemy model.

Casket Time:
-See errata.
-Play must be activated before an attack that takes out a player (not after discovering that you are
able to take them out).

Mine Field:
-Works on all repositions, in and out of activation
-This will be reflected in an upcoming errata, but until then, please play Minefield with the following
wording:

-Enemy models suffer [1] DMG each time they end a Reposition move in the aura. Enemy models
starting an Advance in the aura or entering the aura as part of an Advance suffer [4] DMG. This
aura only triggers once per Advance.

Pseudoepigraphy (LP):
-Each Inf spent (up to 3) after using this play generates 1MP

Strike from the Shadows


-This Play may not be used while making an Advance

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