Showing posts with label faq. Show all posts
Showing posts with label faq. Show all posts

Friday, 18 November 2016

New DC Universe Rules, Marvel Updates, Scenarios and Character Cards!!!!!


Knight Models have just posted up TONS of stuff for the SuperHero Universe Games.

These new files (linked below) include the DC Rules with new scenarios and 24 Batman Game to DCU character cards and a team card.
Marvel FAQ, new rules updates, new scenarios, character updates Spiderman to MCU character cards and team cards.

Marvel V3 Rulebook (Product Data Sheet)

Marvel Rules Update - Character update, new Scenarios, Spidey, Punisher, Green Goblin, Daredevil and team cards.

DC Rulebook - (Product Data Sheet) Including over 20 Batman Game character cards for DCU

You can check out peoples thoughts and add your own the the official KM SuperHeroes Facebook Group

Everyone below gets cards!!!





























Wednesday, 9 November 2016

New Batman FAQ and Tournament Rules



Knight Models have recently update the FAQ and Tournament Rules for the Batman Miniature game.
Both can now be found on the KM webite under the Batman Rules section as free downloads.

Just go to the page a click on the link called "Product Data Sheet"

Or.... find them here.

FAQ is HERE

Batmatch Tournament Rules are HERE

Anything stand out to you as a big change?

- Hendybadger

Monday, 13 June 2016

Official Marvel Universe Errata and FAQ 3


Since the release of the Marvel Universe Miniatures Game, Knight Models have taken on board all of the already large communities comments.
With this in mind, the new Errata / FAQ makes some alterations to the core rules and clarifies others as well as updating some older characters and adding new scenrios.

The Updated v3 PDF of the Marvel rules can be found HERE (Product Data Sheet)
(currently 1 mistake. Grab Throw is Blue not Red)

The v3 FAQ with character updates and scenarios is HERE (Dropbox) or below (Scribd direct)



A Few key points to take in from the V1 / V2 rules -

Core Rules

Throwing now only has 1 hit roll on the grab and doesn't need to be aimed at something

Some Attacks like Grab/Throw, Spray and Expansive Wave no longer cause models to become a 'Target' so Bodyguard can't be used on them.

Move, Displace, Place and Remove have been cleared up in Special Power

Final Phase Order added. Stamina rolls - Skills/Powers end - VP count

Models do NOT block Line of Sight

Climbing and Jumping are now an additional 1 POW. Not half movement.

Spray Attacks are Auto Hit

Awkwardness, Dazzle and Distrat are until End of Round or until the target Activates

Several new Skills added - Close Combat Master, Defensive Teamwork, Energy, Fury, Heroic Action, Power Master, Power Thief, Power Transference, Solid


Released Character Updates

Sentry-
Void is now Passive
Unstable is now Passive
Unstable adds "Sentry retuns with all Red Attacks unused and Full Endurance. Classed as Incap for VP the first and second time he is reduced to 0 Endurance"

Sabretooth- 
Advanced Pounce is range -

Rogue-
Gains Power Thief
Does not gain +1 Dmg on Strike from Emma Frost
Does not copy Attacks

Hulk-
Gains Fury

Thor-
Gains Heroic Action

Emma Frost-
Gains Power Master

Nova-
Gains Energy

Ms Marvel-
Gains Energy

Vision-
Gains Power Transference/2

Gamora-
Gains Close Combat Master

Drax-
Gains Fury and Elite Fighter

Lady Mastermind-
Gains Power Transference/3 and Thermal Vision

Jean Grey-
Gains Energy and Power Master

Deadpool-
Bodyslide can move ANY Deadpool

Hawkeye-
Hook Arrow Displaces and can be used to move onto an edge of a rooftop in LoS

Thing-
Thunderclap is Energy not Physical

Toad-
Attack Value is 6

Wolverine-
Gains Soldier and Close Combat Master
Fastball Special follows new Throwing rules

Captain America-
Gains Heroic Action
Shield Block is Range 4"

Colossus-
Gains Solid


If you have any questions, please post them below and I will help out where I can.

- Hendybadger





Monday, 18 April 2016

Batman FAQ 6.2 is up!


Hi Batfans,
Sorry for the quiet week, I have been insanely busy. But lots to come on here over the next couple of weeks.

First up, the new Batman Miniature Game FAQ is up HERE.
I thought I would cover a few of the key points in this post.

Shooter now ignores Pings! from Protective and Vehicles. - Makes sense.
Bots are now Immune to Terror - Also makes sense.

Model do NOT block Line of Sight and may NOT carry two items that need MC, such as Loot.

This is a nice addition,
Spring into the Air now includes a Vertical Jump. Really handy for models to get up buildings quickly.

Manipulate does NOT count as a movement action. You can now load up with Ammo and still use your full RoF if you don't move.

Henchmen may NOT take equipment that lets them take a second copy of a Trait they already have.

Special Deployment order is Undercover - Hidden - Plants

The Batsignal can now be placed on rooftops in the Enemy Deployment zone. If there is no Enemy Deployment Zone, it can be placed ANYWHERE!

Workers Rep goes to 21 from 18

Pavilion B gains Fast

Echo gains Brutal

Arkham City Robin gains Combo: Bo

Batman AC and Batman AK both gain Martial Expert. This is a Critical on the Collateral dice on a 4+ instead of the usual 6.

There are several other clarifications as well.

What do you think of these new changes?
I know I will be using AC Bats and Robin more!

- Hendybadger

Tuesday, 29 March 2016

Marvel Mini Games FAQ 1.1 is up!


The Official Marvel Mini Games FAQ 1.1 is now up!

You can find it HERE and in top bar of this page ^.

Working with Knight Models, we have cleared up as many situations as possible with this update.
Hope you enjoy it!

- Hendybadger

Wednesday, 10 February 2016

Batman FAQ and Errata Update 6.0


The Batman Miniature Game has just had an update to the FAQ.
You can find the full document HERE

Not a whole lot has changed apart from two big additions.

$0 Finance Bosses!
This means that any Sidekicks you want to lead crews are now a lot more viable and give your crew more options. Great for Deathstroke, Arkham Knight, Red Hood, Comic Talia and more!

Supernatural gains Magic.
Models with the Supernatural Trait now also gain the Magic Trait. So Grundy and Swamp Thing now ignore Invulnerable, Incorporeal and Tough Skin.

What do you think of these changes?
Do they open up new options for you?

- Hendybadger

Tuesday, 10 November 2015

Batman FAQ V5 is up!


The latest update of the Batman Minis Game FAQ is now up on the Crits Kill People Blog.

Some clarifications, new Traits and Deathstroke becoming an official Scarecrow Sidekick.

What stands out the most to you?

- Hendybadger

Friday, 19 April 2013

Deep Wars Updated FAQ + Errata now on Antimatter Games






An update Deep Wars FAQ and Errata can now be found on the Antimatter Games website >HERE<.

For your convenience I have also copied it below.


FAQ

1. How do turns work?

A: The turn relates to the player and not to the models. When it is player A’s turn, that player can choose to activate models but may fail on the first one, transferring the turn to player B. If player B activates all of his or her models, the turn switches back to player A, who may then fail on the first model, turning over the turn to Player B again. This is where it is important to activate wisely. Turns are fluid in this game and do not imply that every model gets a chance to activate in one block of time. Models can only activate once during the turn for a player though.

 

2. Is a model affected by poison, corrosion or zone spell effects if it is not activated?

A. No, the effects of a poisoned, corroded or any other state only get applied (Resistance check, etc.) once the model activates. Models get a chance to leave zone spell and move towards healers or keep fighting when poisoned. The initial attack for poison or corrosion does require a Resistance Check though.


3. Why is it so hard to activate?

A. It is difficult for high Q troops to activate if they do not have a Leader, Commander or Deep Caller, which gives then a +1 bonus to the roll when within one Long stick. The +1 bonus can make a huge difference in a battle. Hero points from one model activating with three actions and killing an enemy can be used on the same turn for the next model in activation, giving a +1 bonus to the activation rolls.


4. Does armor still work when transfixed or fallen?

A. Yes, armor always works and is not damaged. Weapons can be damaged however.


5. How are wounds handled?

A. The basic rule for combat is that a model that loses in combat, either H2H or ranged, can be fallen or recoil. Fallen models are technically wounded, and are easier to hit and die if lose in combat one more time, although they can recover and “heal”. Models that recoil are not wounded, and are just moved away from combat. Body parts can be targeted and disabled. This silhouette of the model on the game card shows the different targetable regions and their current status. If a subsystem or body part is damaged (losing a combat roll), mark the first box. If destroyed (two losses in combat or doubled), mark the second box. Non-targeted attacks hit the body – mark one box if fallen or transfixed and remove when recovered. The head or controls are destroyed with one damaging strike, resulting in death.


Errata and New Rules


1. A tie when the defender has no armor goes to the attacker. The defender
Recoils. Pg.35
 

2. The Gulp ability takes effect on a successful attack, winning verses the defender, or a tie if the defender has no armor. Pg.73
 

3. Quick Move Activation (new rule). A player may choose to activate all models for a turn, for one move each, without the option to roll for actions. This cannot be used to move adjacent to an enemy. Pg.25

4. Step & Attack (new rule). A model with one action may move its base width and attack using one total action. pg.35

5. Mantaform Hunter-Killer mech has the Big Special Ability. pg.140

6. Matlal the Elder – Technologist of Atalán has as special items: Propulsion System (CL 1), Crystal Imager (CL2), Ghost Device (CL 2), Refractive Field (CL 2). pg.139

7. Lighting Torpedo changed to Lightning Torpedo. pg.154

8. Temporary Hero Points can now be used by the next activating model of a warband within 1 Long stick of the heroic model to give +1 to activation dice. This is like a temporary Leader bonus to help a warband activate model after model as they see their comrades being heroic. Hero points can still be used as before, by the heroic model on the next turn of the player, but can now be used for activation by that model also. pg.97

9. Table of Shallow Shelf Wild Creatures numbering fixed, removing duplicate values. pg.113

10. Cthan the Ravenous is supposed to have Mounted as an ability and a point cost of 243. This is updated in the new PDF 1.5. pg.144

11. Only one zone spell may be cast at a time.

12. Just a small edit to the custom model steps on page 153. step 4 says to round down the points sum to the nearest 10. What this means is round down the warband points sum, not the amount for that model. This step is not really needed here since it is described in the Warbands section on page 23. This step has been removed in the newest update of the rulebook.

Does this answer any questions you have about the rules?
Are there any other things you would like cleared up?

Hendybadger awaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!

Saturday, 16 March 2013

Deep Wars FAQ + Errata


Antimatter Games have posted an FAQ and Errata for the new underwater game Deep Wars.
You can find it on their fourm >HERE< and I have also reposted it below.

DeepWars FAQ

1. Just a small edit to the custom model steps on page 153. step 4 says to round down the points sum to the nearest 10.

What this means is round down the warband points sum, not the amount for that model. This step is not really needed here since it is described in the Warbands section on page 23. This step has been removed in the newest update of the rulebook.

2. How do turns work?
A: The turn relates to the player and not to the models. When it is player A's turn, that player can choose to activate models but may fail on the first one, transferring the turn to player B. If player B activates all of his or her models, the turn switches back to palyer A, who may then fail on the first model, turning over the turn to Player B again. This is where it is important to activate wisely. Turns are fluid in this game and do not imply that every model gets a chance to activate in one block of time. Models can only activate once during the turn for a player though.

3. Is a model affected by poison, corrosion or zone spell effects if it is not activated?
A. No, the effects of a poisoned, corroded or any other state only get applied (Resistance check, etc.) once the model activates. Models get a chance to leave zone spell and move towards healers or keep fighting when poisoned. The initial attack for poison or corrosion does require a Resistance Check though.

4. Why is it so hard to activate?
A. It is difficult for high Q troops to activate if they do not have a Leader, Commander or Deep Caller, which gives then a +1 bonus to the roll when within one Long stick. The +1 bonus can make a huge difference in a battle. Hero points from one model activating with three actions and killing an enemy can be used on the same turn for the next model in activation, giving a +1 bonus to the activation rolls.

5. Does armor still work when transfixed or fallen?
A. Yes, armor always works and is not damaged. Weapons can be damaged however.


DeepWars Errata & New Additions


1. Pg.35 A tie when the defender has no armor goes to the attacker. The defender Recoils.

2. Pg.73 The Gulp ability takes effect on a successful attack, winning verses the defender, or a tie if the defender has no armor.

3. Pg.25 Quick Move Activation (new rule). A player may choose to activate all models for a turn, for one move each, without the option to roll for actions. This cannot be used to move adjacent to an enemy.

4. pg.35 Step & Attack (new rule). A model with one action may move its base width and attack using one total action.

5. pg.140 Mantaform Hunter-Killer mech has the Big Special Ability.

6. pg.139 Matlal the Elder – Technologist of Atalán has as special items: Propulsion System (CL 1), Crystal Imager (CL2), Ghost Device (CL 2), Refractive Field (CL 2)

7. pg.154 Lighting Torpedo should be Lightning Torpedo

8. pg.97 Temporary Hero Points can now be used by the next activating model of a warband within 1 Long stick of the heroic model to give +1 to activation dice. This is like a temporary Leader bonus to help a warband activate model after model as they see their comrades being heroic. Hero points can still be used as before, by the heroic model on the next turn of the player, but can now be used for activation by that model also.

9. pg.113 Table of Shallow Shelf Wild Creatures numbering fixed, removing duplicate values.

10. pg.144 Cthan the Ravenous is supposed to have Mounted as an ability and a point cost of 243. This is updated in the new PDF 1.5

That is a 50mm base! Its huge!
 That makes the Scaly Horde Commander even meaner! RAWR!

What do you think of these changes?

Hendybadger awaaaaaaaaaaaaaaaaaaaaaaaaaay!

Tuesday, 17 July 2012

New Pulp City Previews, FAQ and Errata + Fenris Citizens

First of all, apologies for the lack of posts over the last few days.
I have actually been playing games! I know, wow!

Right, got lots of Pulp City goodness for you today. 3 previews, a sneak peak, FAQ, Errata and some 'grimm' news.

At the top you can see 3 apes. All of different origins. Mystery, Nature and Science. These are the Primates of Power.
Upgrades to several Lvl2 ARC Supremes making them more powerful Lvl3 team leaders.
Current Supremes we know can level up so far are Guerilla and Dr Red. But it has also been mentioned that 'most' ARC Lvl2 Supremes can use the Primates so my guess is everyone apart from Apebot.

Onto the new previews of these stunning little creatures.
All from the Pulp City Facebook Page




Love the look of these little guys. Cant wait to see some more shots of them and finally get my hands on them as well.

Talking of shots, this was taken by a security drone in one of Pulp Cities warehouses.
 Could it be one of the Terror Cotta Warriors rumoured to be imported by the Jade Cult?
A dock worker described a recent load to a police artist

While we are on the subject of minis, the Grimm have also been mentioned recently.
Pulp City are moving over to blister packs for their releases. When this happens the new Grimm models AND the old ones will both be released for general sale. No more Ltd Ed beasties!

On the rules side of Pulp City (and what great rules they are) there have been 2 new updates.

An Errata that can be found >>HERE<< 
and an FAQ that's >>HERE<<

Both of these PDFs clear up some points in the rulebook and with a couple of the Supremes.
Supreme Zed CAN be healed by Sanguine!!!!!!!
Worth checking them out, might just answer any questions you have.

Finally for today's post is some 'Not Official' Pulp City news.
A set of modern people standing tokens from Fenris Games
2mm black plastic city dwellers. Perfect for using as citizens in a Pulp City game!

What do you think of all of these goodies then?

Hendybadger awaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay!

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