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Fumble, Disbelieve, and Disenchant ruining your Fun? Go for Stormwall and Screaming shield relic

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Fumble, Disbelieve, and Disenchant ruining your Fun? Go for Stormwall and Screaming shield relic Empty Fumble, Disbelieve, and Disenchant ruining your Fun? Go for Stormwall and Screaming shield relic

Post by Admin Fri Jul 11, 2014 7:32 pm

Fumble, Disbelieve, and Disenchant are Spells that are categorized as Sorceries.

Sorceries
Spells of this type create an enormous variety of immediate effects. Some are accessible and mundane, while others are rare and mighty.
Sorceries that require a ranged combat action cannot be cast when the caster is in base contact with an opposing warrior. When a sorcery is cast, follow the sorcery’s spell text.
Casting sorceries: Give the sorcerer a ranged combat action to cast a sorcery. A sorcery’s spell text will indicate if a different type of action is required.
Sorceries do not have spell elements.

Fumble, Disbelieve, and Disenchant require a normal range combat ACTION to execute. Simply being in base contact with the caster prevents them from casting. If the caster however casts while in the 12in range of an activated Stormwall relic or is within 12in of the front arc of the wielder of Screaming Shield relic, then the spellcaster won't be able to "Resolve" the attack portion of the ACTION.


Give a close or ranged combat action to your attacking warrior (or primary attacker of
an attack formation).
2. Declare the target(s) of the attack.
3. Declare a capture attempt, if applicable.
4. The attacker chooses which of its optional special abilities to cancel and determines any
modifiers to its attack value.
5. The target chooses which of its optional special abilities to cancel and determines any
modifiers to its defense value.
6. Apply the rule of 3 to the attacker’s attack value modifiers and the defender’s defense
value modifiers, if applicable.
7. Make an attack roll and determine if the attack succeeds.
8. If the attack succeeds, calculate the damage dealt:
a. Modify the attacker’s damage value or ranged damage value, as appropriate.
b. Apply the rule of 3 to the total damage value modifiers, if applicable.
c. If capturing the target, deal no damage. Otherwise, deal damage to the target(s)
equal to the attacker’s close or ranged damage value, as appropriate. If the attack
roll was a critical hit, increase the damage dealt to each affected warrior by 1.
9. Apply effects generated by the damage dealt and/or the attack (for example, the Vampirism or Smite special abilities).
10. Give an action token to each warrior contributing to the attack.
11. Apply pushing damage to any warrior that received a second action token as a result of the action.
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Post by Guest Wed Jul 16, 2014 3:00 am

is there an "attack" portion in FUMBLE, DISENCHANT and DISBELIEVE?

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Post by Admin Fri Jul 18, 2014 3:22 pm

Kossak wrote:is there an "attack" portion in FUMBLE, DISENCHANT and DISBELIEVE?

Those above spells fall under:
Sorceries
Spells of this type create an enormous variety of immediate effects. Some are accessible and mundane, while others are rare and mighty. Sorceries that require a ranged combat action cannot be cast when the caster is in base contact with an opposing warrior. When a sorcery is cast, follow the sorcery’s spell text.
Casting sorceries: Give the sorcerer a ranged combat action to cast a sorcery. A sorcery’s spell text will indicate if a different type of action is required.
Sorceries do not have spell elements.

All range combat actions involve a range combat attack at the end. Even Bombardment and Overwatch does albeit at the beginning of the next turn. LOS (Line of Sight) and LOF (Line of Fire) requirements are ignored.


Things to remember:
- If the Caster of FUMBLE, DISENCHANT and DISBELIEVE is "Inside" the "No range attack area" of Stormwall and Screaming  shield then they get to do the Range combat action but don't get to resolve the range attack.

- If the "TARGET" of the FUMBLE, DISENCHANT and DISBELIEVE spell is "Inside" the "No range attack area" of Stormwall and Screaming  shield (spellcaster of the spells should be outside), The relics DO NOT protect them at all and will still be affected because the caster of the spells get to do the action and resolve the attack.


Ranged Combat
Ranged combat represents long-distance attacks, such as those using bows, guns, or magical spells.
Each warrior has a range value on its base. This value is the maximum number of inches that its ranged combat attack can reach. If your warrior’s combat
attack can reach. If your warrior’s range value is greater than 0 and it is not in base contact with an opposing unit, you can give it a ranged combat action. Place
one end of the ruler at the center of the attacker’s base and draw a straight line to the center of the target’s base. This line is called the line of fire.
A line of fire must pass through the attacker’s front arc, and can be no longer than the
attacker’s range value. The line of fire is blocked if it crosses a warrior’s base (friendly or
opposing) other than the attacker’s and the target’s. If the line of fire is blocked, the attacker
cannot make a ranged combat attack against the target. You can check a potential line of fire
at any time during the game. A successful ranged combat attack deals damage to the target
equal to the attacker’s ranged damage value. Unless precision is used, a warrior cannot be
given a ranged combat action to make a ranged combat attack against any target opposing
warriors in base contact with warriors friendly to the attacker.

If a line of fire passes through the target’s rear arc, the attacker gets +1 to its attack value.
A warrior with the bow or wand attack type might have an attack bonus that adds to its attack value when it is given a ranged combat action. This attack bonus
is not subject to the rule of 3.[/size]
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