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AndrewGPaul
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« le: Mars 16, 2008, 01:57:50 »

I didn't see these already posted, so here goes;

1) Can someone explain a "permanent" aura? For example, the Saracen Djinn has three auras, one of which is permanent. Does he need to use a Concentration action to start it, or is it always on? The same goes for Baptiste Valombre's "Do you believe in life eternal?" aura

2) Can a model have multiple auras active at once, or only one at a time. For the aforementioned Djinn, can he use the Aura of Inspiration at the same time as his pemanent Aura of Protection is in operation?

3)What are the general rules for setting up the table; terrain placement, deployment zones, etc?

4) Why does the Interception ability have a numeric rating? I can't see what it does.
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BeBert
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« Répondre #1 le: Mars 16, 2008, 11:33:15 »

1) A permanent aura is always on.
2) Yes
3) You may use Terraformation but it's a bit long to explain here. Nevertheless, table is a square of 30 x 30 inches. Deployement zone is 5 inches large from your side. A lot of players don't use Terraformation and use different methods to set up the table (as ask to a thrid person, one player make the table and the other choose his side...)
4) The number after Interception indicates the range of your "Zone of Control" against Lemure.
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« Répondre #2 le: Mars 16, 2008, 11:50:50 »

I can answer 3 & 4, I'm no aura specialist unfortunately.

3) There are terraformation rules to set the table.

First you've to divide the table in 9 squares of 10x10 inches each. Once you've decided which scenario you want to play (by rolling the dice or else...), each player receives 9 terraformation tokens, there are blue tokens and red tokens, each one with a number on it (0 x1, 1 x2, 2 x2, 3 x2, 4 x2= 9 tokens).

Each one in his turn, the players put one of their token, keeping the number secret, on one of the 9 areas. Once all the tokens have been used, they're revealed. You remove the lowest token, leaving the other one.

Then, each one in his turn, the players will choose what kind of terraformation item they want to put on the areas they "won" with the tokens. You "buy" the terrain items with the points on the token left on the concerned area. For example, you have "won" an area with a 2pts token, you can "buy" a simple pile of rock (1 pt) and a medium dune (1pt too) OR a single medium dust devil (a sand whirlwind) for 2pts.

If both players have the same number on an area, it becomes a "conflict zone", where strange things happen, depending on the campaign setting.

4) The numeric rating of interception is the area of effect of the interception capacity.
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« Répondre #3 le: Mars 16, 2008, 12:19:30 »

Thanks for the help, guys.

BeBert, your answers do make the Djinn a little powerful, it seems to me; I have a 9.5" diameter circle where no-one can shoot my troops? Granted, as I found out last night, it doesn't stop a Western Grenadier chucking a grenade just outside the area and blowing up two of my Sanctified Fighters, but it does make the 4 models with arquebuses in the Westerners starter box all but useless. 

I was using the unofficial rules translation from the sticky at the top of this forum; it obviously has an incomplete translation of the Intercept ability.

As for terrain, without a list anywhere in English of the costs of terrain elements, I'll just go with the 30" square board and 5" deployment zones.

Actually, given the boards we have to hand, we'll use 36" wide by 48" deep, with 14" deployment zones.
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« Répondre #4 le: Mars 16, 2008, 12:58:03 »

Concerning the terrain elements table, you can easily do it yourself, considering what you have at home. You just have to keep it mind that the trickiest/more difficult/more interesting the element is, the more expensive it is. The size of the items can be used as criteria too.
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« Répondre #5 le: Mars 16, 2008, 13:59:23 »

Citation
your answers do make the Djinn a little powerful, it seems to me
yes, but that's the rules.

It's rigth that in this particular ( djinn vs arquebuses ), Djinn is a real problem for Westerners player. But you just have to kill Djinn which is unique (so only one to kill), and it's difficult for your opponent to keep all his troop in the protected area. Moreover, shooting in Hell Dorado is so restrictive that it don't make a great difference since you don't choose which guy you shoot.
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« Répondre #6 le: Mars 16, 2008, 15:24:50 »

Thanks for the help, guys.

BeBert, your answers do make the Djinn a little powerful, it seems to me; I have a 9.5" diameter circle where no-one can shoot my troops? Granted, as I found out last night, it doesn't stop a Western Grenadier chucking a grenade just outside the area and blowing up two of my Sanctified Fighters, but it does make the 4 models with arquebuses in the Westerners starter box all but useless. 

 

The Djinn is cool, but not terribly overpowered.  I've played Saracins for a couple months now and he is really good, but as has been said you have to keep everyone within the aura which isn't always easy.  And against armies like the Lost, it's going to be near useless as they only really have one shooter (the squamata's can shoot, just not real well).
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« Répondre #7 le: Mars 17, 2008, 00:29:10 »

BeBert, I see from reading the English rules that some Permanent auras need to be activated, if they're denoted as "active"; the Western Swashbucker's "The Lord Guides My Hand", for instance (the example is given on page 28 of the official English rules). I assume that is an exception from your answer to my question about the Djinn above?
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mathieu
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« Répondre #8 le: Mars 17, 2008, 01:00:34 »

"The Lord guides my hand" is an order, not an aura. It does requires you to spend Permanent Command points to activate, and it lasts until the end of the game once you activated it, but it doesn't have the "Permanent" key word. As you can read on p27 of these English rules, "A Permanent effect is always in effect, a player cannot voluntarily choose to end it".
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« Répondre #9 le: Mars 17, 2008, 09:53:37 »

Ah, yes, ytou're righjt, it is an order. Sorry about that. It does have the "Permanent" keyword, though.
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« Répondre #10 le: Mars 17, 2008, 22:09:04 »

in this case the permanent  keyword  is for the lost of  2 comand points   to activate the order.  meaning that you must  spend the 2CMD permantly.
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« Répondre #11 le: Mars 17, 2008, 22:23:45 »

It does have the "Permanent" keyword, though.
When an effect has the "Permanent" keyword (or any keyword for that matters), that word is alone. Not followed by a clearly indicated number of Command points. Not trying to be a smart ass, but it does make a difference Clin d'oeil
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« Répondre #12 le: Mars 17, 2008, 23:40:22 »

Ah, yes, I see now. Oops.
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