Also Rally doesn’t work like Auras and doesn’t effect the source unit.
Yeah - if a rule effects you it will say so, if it doesn’t it doesn’t!
So, this is cleared at last. ![]()
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Few more from my clubmates who were listening to the stream:
- A fearless unit that withdraws through a friendly unit will be waivered.
- Unlimited brutal is intended.
- You cannot charge with more than two units, even if one of them has wild charge and could fail (the intent is that if you gamble with WC and lose it’s on you).
From FB query that ended unresolved.
When a Witch Cage uses spell steal on someone who has an artifact that increases the number of dice they get from a spell, do you get to use the higher number of dice or do you ignore the artifact?
Witchcage rule: “This unit may choose to cast any spell that an enemy unit within 18" has, but rolling a maximum of 5 dice. For example if an enemy unit within 18" had Lightning Bolt (7), the unit with Spellsteal could cast Lightning Bolt (5).”
Spell artifact example - Diadem: “The unit gains the Fireball (4) spell, or if the unit already has a Fireball spell, its value is increased by 2.”
Not referenced in the query, but on similar line, would the steal be impacted by the ogre warlock’s Power of the Plains rule: “For each friendly unit with the Tribal Strength Trait within 6”, increase the amount of dice rolled with Fireball and Lightning Bolt by 1 to a maximum bonus of +3.”
Doppelgangers have a stealing ability, but that explicitly states what happens with items etc:
“When this unit attacks an enemy unit in Combat, it may opt to use the enemy’s profile for its Combat attacks instead of its own. If it does so then it uses the enemy unit’s Melee stat, Attacks stat and Crushing Strength value for that Turn instead of its own. Any magical artefacts the enemy unit has are ignored. The Doppelgangers themselves may still use a magic artefact as normal if they have one. Apply any bonuses and penalties granted by magic artefacts, spells, terrain or other sources after the decision on which stats to use.”
If we want to get really fussy:
Arcane Silence:
In this unit’s Movement Phase, choose one enemy unit within 12". That unit does not get the benefit of any magical artifact it has until the end of its next Turn.
Does that mean he can steal the full strength fireball since the Diadem isn’t benefiting from the artifact?
Slight confusion over whether Fearless units can actually be Routed from shooting.
Fearless and Devastated make you treat Wavering results differently, without specifically stating which takes priority.
Presuming the intent was for Fearless units to die from ranged attacks, add “Unless Devastated” to the beginning of the Fearless rule for clarity.
________
Taking a Nerve test.
If the total is equal to or higher than the unit’s Nerve value, the test is failed, and the unit is either Routed or becomes Wavering, as described below.
Effect of Nerve test.
If the Nerve test was caused by ranged attacks, the unit is Wavering until the end of its next Turn.
Fearless
When taking Nerve tests, this unit treats Wavering as Steady.
Devastated
In addition, Devastated units treat Wavering results as Routs, so any failed Nerve test causes the unit to be removed, including the test taken immediately after receiving enough damage to become Devastated.
______
Depends whether Fearless or Devastated takes priority, as they contradict each other over what happens to a Wavering result!
Needs wording tweak/faq.
Thank you for post nice to know iam not alone with some of the rules
If a withdraw leads through
a) a friendly individual with Yielding, does it waver? Withdraw is a movement and therefore the unit should be allowed to ignore it, due to the rules of Yielding.
b) an enemy individual with Yielding, is it still routed? Like above units are allowed to ignore individuals with Yielding, during a movement, no matter if it is friend or foe.
I’ve noticed than i regards to terrain, the unit centre point is important to distinguish wether a unit us inside/on top or not. For scenarios there is the majority of the unit that is the deciding factor. It would be nicer/cleaner if it was the same. Let us have unit centre point for scoring/scenario as well?
An Abyssals Dwarf Hexcaster has got the rule Feedback. Does this rule cause damage if it casts a spell like Barkskin on a friendly unit?
The rules for Feedback don’t mention “enemy unit “, but probably because nobody thought of additional spells and the regular Hex or Weakness target enemies only.
So the wording & damage mechanism has changed from 3rd (referenced Hex & Weakness and was P1 for each hit).
“In addition to its normal effects, a spell cast by this unit that scores at least one hit on the target, causes one damage (which will ensure a Ne check is taken at the end of the Ranged phase). If the spell cast would normally cause damage and does so, no extra damage is granted by Feedback however.”
While the opening sentence doesn’t preclude damage being done to your own units, the parenthesed wording can only really apply to enemies (since you never take nerve tests for your own units in the shooting phase).
As you say, it probably doesn’t take into account the Arcane library spells now available and could be more explicit.
For the mawpup launcher “They look so cute” rule:
”This unit may target a friendly unit with the Green Horde Trait. If any hits are scored, instead of causing damage, the target unit gains the Vicious (Combat) special rule until the end of the Turn.”
Can a friendly unit already engaged with the enemy be targetted? Rules as Written I’m not sure that they can, as the general rules on shooting mean you can’t target an engaged unit, but I imagine it is intended that they can? Otherwise it’s pretty useless as you shoot after charges are declared!
FAQ/Errata up. Companion to be updated by 5th March. Digital rulebook will also be amended.
why do I need a Mantic account to read the faq.
I was surprised too. Luckily I had one.
Several questions not answered.
So a Despoiler from FoA is really Infantry, despite being delivered with a 50mm base and not really fitting on a 40mm base?
No sentence lost to the different deployments and things like ‘center line’…
And suddenly Individuals are no longer (well, they were only for like 3 months) able to carry loot counters.
And if all rules for infantry count for heavy infantry too, why even mentioning it in the Basilea Command? People keep asking if some rules mention heavy infantry and some not. One clear statement and not mentioning heavy infantry in Command Orders or special rules would speak a clear language - there’s no difference and therefore you don’t need to talk about.
Even if there are plans for Heavy Infantery in Basilea the mentioning of heavy infantry is just confusing and not necessary.