Let’s just jump right in, shall we?
- For close combat attacks that can spend a die effect to become an area of effect weapon (such as the Huge Club), it looks like they will also damage the attacker.
“Damage from an area effect weapon is applied to every model (friendly or not) whose base is partially or wholly caught in the area of the effect” - rulebook, pg 46
Is this intentional? It makes sense for things like grenades, less so for what is presumably supposed to be a wildly wide swing of a club.
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There’s a corner case where looks to be possible to gain AP during another model’s activation: defending against Battle Cry. Is there a reason you wouldn’t gain an AP if you rolled that icon? If not, would the result be that you gain 1 AP, which you must then wait to spend until the next time you activate that model?
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“Impassable Terrain Unless otherwise agreed, no model can move through Impassable Terrain.” - rulebook, pg 37
If you have two pieces of impassable terrain (say the corners of two buildings) less than a base width apart (say 25cm), am I correct in thinking that unless your opponent agrees, you aren’t able to move a model through that gap?
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Since you can’t move through the bases of enemy models, nor through impassable terrain, is it possible to engineer a situation where you’ve either surrounded an enemy or backed them into a corner, and they are not allowed to attempt to leave close combat (since they have no legal move out of base contact)?
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In settlement mode, how do structures that require a perk work? Do you just have to have that perk available to you (aka you paid the settlement caps cost)? Do you have to have taken the perk during the previous battle to build/use those structures during that settlement phase? And how do the perks which give a free such structure interact with this?
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In the Campaign handbook, the Ranger Outpost structure costs 100 caps. In the Settlement Sheet file, it’s listed at 500. Which is correct?
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How exactly do mission rewards work in settlement campaign mode? Some scenarios specify rewards for winners and losers, some just for winners [ex Benny’s Request, in which a minor victory is worth LESS than a default loss] and some not at all (this one is easy, you use the default). I only noticed one that specifically stated that the loser gets nothing.