On another weird note. The Doomtrooper card “false event” cancels the next drawn event effect. So it has the standard text "Play at the start of the Dark Legion player’s turn, before an event is drawn.
If you have ever played ANY dungeon crawler, you keep those cards for a really bad event. Not just any random one.
I would House Rule False Event so it can be played immediately after the text of an Event Card has been read, to cancel the effect caused by that text. As long as all players are in on it, house rules are a good way to tailor a game to make more sense to you.
Another rules question:
Traps: do they just work once, when they are first triggered? Or can they trap more victims after that?
Thanks
The trap tokens will cause damage when moved over.
So, if multiple characters move over them, they carry on causing damage?
Yes, that is correct.
Re regarding tech attacks on Manus kit. The Manus Combo upgrades the AoE attack to roll 2 die. Therefore it can hurt doomtroopers.
And a question of my own.
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The Nimrod rolls attack die twice when attacking a single target. Does that mean you add the hits together (A) or you count it as two attacks (B)? In the old game you added em together, but I feel it isn’t clear in the new rules.
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If (B) is correct do both shots get concentrated fire bonus from subsequent attacks?
I feel like B is a bit more balanced, taking into consideration the other changes modiphius made to the old game. That is if conc fire applies to both attacks.
After 2 missions, I have a couple of questions:
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Equipment: The +[white die] / +[red die] ability of certain cards is not really explained in the rules. I take it this means, that after allocating the die of the weapon, the doomtrooper gets an additional die and thus possibly going over the limit of the weapon and cooperation. Is this correct?
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Movement:
A) How do the entrance tiles (red arrow / white arrow)? As the rules always say to place the figures near the entrance, do I need to spend a movement point to move onto the entrance tile before actually moving onto the normal tile (and vice versa)? For instance, if my Doomtrooper is near the entrance, off the board, where does it land if it takes the move action on moves its first square: on the entrance, on the edge of the tile near the entrance (i.e. one of four spaces), or one space away from the edge of the tile?
B) Corners of walls: The printed-on walls sometimes encompass a corner of a square completely. May I move through that corner or is it considered blocked?
C) Are there images of what kind of terrain on the tiles actually block movement?
D) Triggering the force card: I only draw the force card of a new tile, if my Doomtrooper has finished her current action, correct? -
Line of Sight:
A) Do encompassed corners (as above) block line of sight?
B) Do the figures of the own team block line of sight? -
First campaign, first mission, first round: What happens if the Dark legion player is the first player to start the game? Play as normal? As he has nothing to do.
Hey there!
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is correct. The Icon on the weapon show how many of your Doomtrooper dice you can use, equipment, card effects and concentrated fire adds to the pool.
A) I take it the arrows are just markers. It’s just one movement for the first square on the actual tile and only the two squares right in front of the arrow to step onto it.
B) I’m on the edge here myself (pun intended). While diagonal move and attack is allowed, blocked corners are making the game way more tactical. So we played it, if the corner of a square still shows wall graphics, no move or attack is possible. Makes the use of Traps more interesting… for good, or ill. ^^
A) Yes, as los is determined by mid base to mid base, those corner walls will block it.
B) Yes, every figure blocks los.
- I took the the DL out for the first drawing, because i saw one of the first players videos do so and took it for granted. Just looked it up in the rules and can’t find anything. But it works and i keep it that way.
He or she should play as normal, but try to create choke points for when the Doomtroopers eventually arrive.
Hi Alpharius,
The reason behind this choice is to make the players make a decision in a crucial moment of the game. In a climactic moment the importance of having a turn without a negative event could be paramount. Allowing Doomtrooper players to play Doomtrooper cards that would affect event cards after the event card has been read out loud severely unbalances the game, making it too challenging for the Dark Legion player.
Hi Christoffer,
The reason for the Manus Kit to target all adjacent figures, including Doomtroopers, is to legislate for expansions. Who knows? Maybe one of your Doomtroopers could see their defense value reduced to zero…
Hi Kollar,
When a Doomtrooper holding the Nimrod Autocannon attacks a single target, the attack is considered a single Attack action. As such, all dice are rolled together, and only one armor check applies. As per the rules, when using concentrated fire the firearm specialist gains an additional white die for the rest of their attack actions against the same target. Regardless how many Dark Legion creatures are targeted, using the Nimrod Autocannon counts as a single Attack action, so the bonus would still be a single white die to one of the two rolls, and not the other one.
Thanks for the input.
Let’s hope the dev team is able to clear up these questions even further.
Concerning the corners, especially the images concerning the LoS in the rules make me think that these corners neither block movement nor line of sight.
I always looked at it as line of sight is not affected by the lines on the board if you’re aiming or moving in a straight diagonal line. The old game had lines that were larger on one side and “could” block line of sight. That feels like that is looking into it too much and leaving too much open to debate.
As I have some additional questions, I will re-post the whole thing. I hope the @Modiphius-DevTeam will answer them all:
- Equipment: The +[white die] / +[red die] ability of certain cards is not really explained in the rules. I take it this means, that after allocating the die of the weapon, the doomtrooper gets an additional die and thus possibly going over the limit of the weapon and cooperation. Is this correct?
- Movement:
A) How do the entrance tiles (red arrow / white arrow)? As the rules always say to place the figures near the entrance, do I need to spend a movement point to move onto the entrance tile before actually moving onto the normal tile (and vice versa)? For instance, if my Doomtrooper is near the entrance, off the board, where does it land if it takes the move action on moves its first square: on the entrance, on the edge of the tile near the entrance (i.e. one of four spaces), or one space away from the edge of the tile?
B) Corners of walls: The printed-on walls sometimes encompass a corner of a square completely. May I move through that corner or is it considered blocked?
C) Triggering the force card: I only draw the force card of a new tile, if my Doomtrooper has finished her current action, correct? - Line of Sight:
A) Do encompassed corners (as above) block line of sight?
B) Do the figures of the own team block line of sight? - In missions stating that the Doomtroopers start on a certain tile, when are the Doomtroopers placed on that tile? On their first turn or during setup? If the latter is the case, during which step of the setup?
- First campaign, first mission, first round: What happens if the Dark legion player is the first player to start the game? Play as normal? As he has nothing to do.
- First campaign, Mission 4:
A) Do the corporation players ‘only’ gain 2 PP per mission or do they also gain the PP mentioned on the secondary cards drawn (which act as the primary mission)?
B) How does this thing with the Dark Legion Resources work? Is it correct to assume that one needs to do the following?
I. Return Force cards 33 and 35 to the box.
II. Shuffle 1-32 together and draw X cards (whereas X equals 5 times the number of corporations participating in the mission).
III. Shuffle these drawn X cards, remove one card from these X cards and add card 34 to these cards and shuffle these cards and place one per corporation on each tile.
IV. Take all the remaining cards (i.e. all cards except 33 and 35 and the ones placed on the tiles) and shuffle them to form the reinforcement draw pile. - First campaign, Mission 5:
A) What are the entrance tokens on tile 11 for? Are these solely for the reinforcements created by killing for DL units?
B) What kind of reinforcement stops after round 4 and what at 6? (my guess: Do not draw reinforcement cards mentioned on the event cards during round 5 and 6; Do not draw reinforcement cards for killing DL units during round 6.
I hope these questions get an official answer.
#2 movement
A) The white arrows don’t count as a square for movement, they’re just marking the entrances. You’ll move 3 squares into the initial sector.
B) You should be able to be move freely in the sectors except for sectors like the pit.
C) Yeah, finish the movement action, then the DL places figures. Gotta keep in mind that DL figures can’t be placed next to doomtrooper entrances and that includes diagonally.
My group ran these missions yesterday and it was quite confusing so would also like som clarity here, how is mission 4 really set up?
As for mission 5, it would matter a great deal whether or not the DL player can reinforce the mid section or not. We ruled that it could not, but that made the mission very simple - sure waves of baddies came in at force in the beginning but these where as quickly cut down, and with no reinforcements in the last round we cleared out the last enemies quickly in that round. If Baroths interpretation is correct, that would make it more fair for the DL player though.
The way to sort the reinforcement cards for mission 4 is just explained in a bad way in the rulebook.
What it is all about really is that its important that the Nepharite is mixed into the cards that go out on the section tiles. This to make sure that it will come into play.
That is how I understood it.
Regarding mission 5 im pretty sure there are som errors from last version of the rulebook. All the entry tiles shown can be used by the DL and the standard reinforcements ends at round 4 but DL kan keep on getting them when killed by DT.
The part about round 6 and not mentioning tile 11 as entry point is what’s left from last draft of the rules.