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Collected Clarifications Thread. Check here before posting new questions! (updated 23/03/18)

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This thread contains a list of questions asked and answered in this forum section, so we don't get the same question repeated as the previous answer was buried in the back pages. We will attempt to keep this up to date, but it won't be instantaneous (if you see something missing though, PM me a link to the thread). If it's in here, it was said by an official source.

It might seem like a big list, but it's usually simple things that have been asked and resolved easily, included for the sake of anyone coming in new. It's also spaced for easier reading.

Generally, the first place to check is the errata available here:  ERRATA

Then look here, to see if someone has asked it before and been told the answer. If you can't see the answer to your question, ask away - but please follow the rules for queries as laid down in the guidelines here:

Guidelines for Posting in the Rules Clarification Forum

Clarifications as of 26th October 2017:

NB: rulebook page references are from the S3 Rulebook, available at www.steamforged.com/resources



Core Rules
Models (pg 4-6)
Attributes:- ARM may never be modified below [0].
When an attribute is modified, apply modifiers immediately and cumulatively.
ARM:- Has no effect on plays, only attacks.
Bases:- As long as bases are the correct size, a base’s type (lipped or non-lipped) doesn’t matter. During organised play, the standard of painting of bases is up to the Tournament Organiser (e.g. whether clear, colourless acrylic bases are allowed or not). 
Preparing for a Game
Setting Up (pg 9)
Deployment:- The entire team is deployed on the field (including Memory and Greede).
Playing the Game
Definitions (pg 12-14)
Entering:- A model enters when an Advance, Reposition, or place of that model causes it to become within an aura, ongoing-effect AOE, ground, or other effect or ability. A model has not entered by beginning an Advance, Reposition or Place within the affected area (though they may enter if they leave the area and then return afterwards).

Once Per Turn:- Does mean Once and it does mean in a Turn.
Friendly:- A model may be friendly to itself.
Pulse:- Pulses do not target and do not require a TN roll.
Goal-Post:- The goal-post is a barrier. If, after the scatter, the ball path passes over the goal-post, the ball would contact the goal-post and stop, as per normal for a barrier.
First Time/Next Time: This means the first or next time after an effect was applied 
(remember that this does not overrule any Once Per Turn limits a play or trait may have).
Conventions (pg 15)
Named Source:- Means plays of the same name, so 2x Gut and String does not stack, but Super Shot and Football Legend do. Dirty Knives 2x would apply [1]DMG on the second use, but the [-1] DEF does not stack. Also applies to traits (e.g. Berserk) and conditions (e.g. can’t stack 2x Bleed).
Rule of least disturbance:- Markers are treated the same as terrain and models when placing the ball-marker and may not be moved.
Re-roll:- Unless specified, a re-roll may not be further re-rolled.

Resolving multiple effects simultaneously:- When multiple effects or abilities trigger at the same timing step, determine which effects have been triggered before resolving any effects. Resolving the effect of one ability does not prevent another ability that has already been triggered from resolving.

Distance Measuring (pg 15)
Models that are exactly 1”, 2”, etc away from whatever they are being measured to count as being within that distance. E.g. A model with Unpredictable movement starts in base to base with another model, they then make a 2” dodge directly away from that model, they are still within 2” of that model.
Conditions (pg 17-18)
Knocked Down:- A knocked Down model may not be the target of a pass. 
A knocked Down model that gains possession of the ball by any means immediately scatters the ball centred on that model.
KD models still have active auras and a melee zone (e.g. for the purposes of Unpredictable Movement).  Traits remain active and can be used when knocked down.
KD models may not engage a kicker but can intervene (no TN change, but -1 dice pool).
Sacrificing movement to stand up does not count as an Advance, so does not trigger things that are reliant on a model 'ending an Advance' such as Unpredictable Movement, Counter Charge, etc.
Taken Out by Conditions in Maintenance Phase:- VP are awarded as normal, but as not taken out by an action, no MP is awarded.
Icy Sponge happens after conditions are resolved. A model can be taken-out by conditions in the Maintenance Phase, then return to the Pitch in the same turn. 
Note that the Player with the first activation resolves their Maintenance Phase (and all conditions) on their models first, then the Player with the second activation. This is relevant for things like Fillet's Haemophilia.
Generating Influence (pg 19)
Leaving the pitch:- A model removed from the pitch by any means retains any unspent influence until the End Phase of the turn.

Normal Turn Sequence
Initiative Phase (pg 20)
Initiative:- The player who does not have initiative for the first turn does not gain [1] MP (there is no initiative phase in the first turn).
All MP is removed after the initiative roll - there is no carry over to the next turn.
A team who have the ball-marker behind their own goal-line and were in possession last do not generate [1MP] from the Initiative Phase if they go second.
Icy Sponge (pg 21)
Do not give models Icy Sponge tokens in the Maintenance Phase (this is an old rule from previous seasons).
Models return to the pitch with either their current HP or their Recovery level of HP, whichever is higher.
Models are returned to the pitch in base contact with an edge of the pitch that is within the friendly deployment zone.
A model does not have to be returned to the pitch, it is optional.
Movement (pg 22-24)
There are two types of movement - Advances and Repositions. Placement is not a Movement.
Movement:- A controlling player may not voluntarily move or place a friendly model off the pitch (even when affected by plays such as Lure and Puppet Master, or when pushed by a friendly play such as Lob Barrel).
Advances:- All Jog, Sprint and Charges are Advances.
During an Advance, if a model’s MOV is reduced to [0], stop the move immediately.
Charges: Must be in a straight line.
May result in a model charging 'past' the target, so long as the Charging model ends its Advance engaging the target the Charge is successful. Do not need to be 'towards' the target model if target model is out of range. I.E. Furious models may use this as a free Sprint as long as the Charge is still in a straight line and the charging model's activation is ended immediately if the Charge move ends without the Charge target in melee.
Repositions:- Dodges and Pushes are Repositions.
Pushes: Do not have to be away from the Pushing model unless specified.
The Ball-Marker
Possession of the Ball (pg 26)
Giving up possession:- A model that gives up possession may not snap the same ball-marker during the same activation. Other ball-markers may be snapped.

A model may not give up possession after declaring a kick.

A model must be active to give up possession of a ball-marker.
Additional Ball-Markers:- Additional ball-markers follow the same rules for ball-markers and a model may be in possession of multiple ball-markers.
If tackled while in possession of multiple ball-markers, the active model may choose which ball-marker to tackle.
Snap To (pg 26-27)
Does not apply along the ball’s path, just at the final landing spot.
Does not require Line of Sight.
Any time the ball-marker is placed onto the Pitch, models within [1"] of the ball-marker may attempt Snap-To. If one or more of these models are from opposing teams, you make the contested roll.
Goal Kicks (pg 29)
Concede:- Concede means that the opposing team has scored a goal.

The goal kick occurs after any Run the Length, goal scored Plot Cards and end of activation effects (e.g. Second Wind) have been resolved.
Ball Scatter
Scatter Rolls (pg 30)
Scatter distance:- All measurements involving the ball being scattered to land as a free-ball are edge to centre. This does not apply to unsnapping the ball, as it simply has to be placed within an inch in that case.

Scatter off the pitch:- The final landing-spot for a scatter may be off the pitch for resolving interceptions and terrain interaction.

Throw-Ins (pg 31)

When a model or marker is positioned on the centre spot use the rule of least disturbance to place the ball. When a model or marker's base is centred on the centre spot, the controlling player may place the ball in contact with the model or marker's base, then resolve a standard-scatter as normal.
Making an Attack
Wrapping (pg 34-35)
Multiple result modifiers:- When an Attack generates more than one result, each result may not benefit from bonuses, conditions or effects caused by other results of the same attack.
Common Results and Effects (pg 35)
Damage Playbook Result, :1::2: etc.:- A playbook damage result is a playbook result which contains a damage component (i.e. a number).  Plays triggered from a playbook result are not playbook damage results (for example scything blow).
Multiple Playbook Damage results are individually affected by modifiers such as Tough Hide, The Owner, etc. All results are then tallied into a single amount of damage which is applied to the target.
Push:P::PP::- All Push results from a single attack are combined into a single Push in a straight line. Additional Pushes from Playbook Character Play Results and Traits are not combined with Playbook Push Results, they are resolved separately.
Dodge:D::DD::- All Doge results from a single attack are combined into a single Dodge that does not have to be in a straight line.
A model may choose to Dodge 0”. This does not count as movement and doesn’t trigger any effects that trigger from movement (e.g. traps).

Character Play Playbook Result:GB::GBGB::- The result is to trigger a character play. If the result is a momentous result and the effects of the character play are invalid or can be ignored by the target model, the attacking model still gains a momentum as the effect of the result (the play being triggered) has not been ignored.
Plays may only be triggered by corresponding play-icon results (a play that can be triggered by the :GB: play-icon cannot be triggered by the :GBGB: play-icon). 
Parting Blow (pg 36)
Reposition:- a model may not reposition or place during the resolution of a parting blow.
Occurs any time a model Advances out of a melee range, even if you entered it during the same movement action.
Does not apply to Repositions (Dodge, Push).
The model is hit after leaving range, so is not engaged with the model hitting the Advancing model after the blow (e.g. if KD).
Ganging Up/Crowding Out do not apply.
Character Plays (pg 37-41)
Crowding Out:- AoE plays may be Crowded Out, however there is no target model.
Area of Effect Character Plays (pg 40)
Roll for each model hit separately.
Do not need LoS.
Do not roll to hit the target spot, only for models under the AoE.

Heroic and Legendary Plays (pg 41)
Action:- Heroic and Legendary Plays are actions, they must be declared to be used 
and cannot interrupt another action (i.e. Magnum Opus and Witness Me must be declared to be used before the shot/attack action is made).
Gaining Momentum (pg 42)
Ball behind the line:- If a model is knocked-down while in possession of the ball-marker, and the ball-marker scatters behind that model's own goal line, that model's team may still generate MP. The placement of the ball-marker is done by the opposing team's Controlling Player.
Additional Ball-Markers:- Additional ball-markers created during the game do not prevent generation of Momentum if positioned or possessed behind a goal-line.

Take Down:- A model gains MP for the friendly team if it pushes an enemy model off the pitch causing it to be Taken Out.

Using Momentum (pg 43-45)
Counter Attack:- A model may not Counter Attack a Parting Blow.
Defensive Stance:- A model may use Defensive Stance when suffering the knocked-down condition. 
A model may declare a Defensive Stance and Counter Attack in response to the same Charge. 
Teamwork:- Teamwork actions must be made immediately after the pass, before other actions such as Football Dervish. If a Teamwork Action is not used immediately then it can not be used.
Give’N’Go:- The Active model refers to the kick origin model.
Run the Length!:- Occurs before the model's activation ends, Goal Kick happens after. 

The Active model refers to the kick origin model.
Come on Mate!:- Can be used on models with full health and not suffering conditions.
Requires LOS to the target.
Terrain and Ground
Types of Ground (pg 47)
Ground is not terrain.

Types of Terrain (pg 48-49)
Cover:- Cover has no effect on plays, only Attacks.
Cover is dependent upon where the attacked model is positioned, irrespective of where the attacking model is.
Cover does not block LOS unless otherwise stated (e.g. Forest)
Obstruction:- Models may end their movement on top of, or be placed on, an obstruction if there is sufficient room to position the entirety of the model’s base. Models may not finish a move, or be placed, partially on an obstruction. Models do not have to physically balance on an obstacle, proxy bases may be used where this is impractical.
If a model attempts to move over an obstruction and ends its move partially on the terrain, use the rule of least disturbance to position the model back along the model’s path of movement in contact with the terrain piece.
A model in base contact with but not on top of an obstacle may move away from the terrain piece without counting as moving over it.
A model on an obstruction cannot be pushed.
A Sprint or Charge cannot move onto an obstruction. Effectively, treat the obstruction as a barrier during any Sprint or Charge movement.
In the case of models at different elevations, a model's base may still never overlap another model's base.


Comprehensive Timing Sequences

Sequence of an Activation (pg 51)

Start and End of activation:- The start and end of an activation are both single points in time for triggering abilities. Determine which abilities trigger at that point, then resolve those abilities. No further start/end of activation abilities will trigger once you begin resolving start/end of activation abilities 

Organised Play Document
A tournament roster can include the same-named veteran and non-veteran model (as per December 2016 Regional Cup rules update). Same-named non-veteran and veteran models cannot be on the Pitch at the same time. This distinction is in the rule on p8 of the S3 rulebook, which refers to 'team' not 'roster'.
There is a maintenance phase between steps H and I of the OPD kick off sequence - after the kick off and before influence is allocated.
Good Marker:- A model is not required to make a Standard Advance after playing Good Marker.
Cannot be played if a model has forfeited its Standard Advance, e.g. to remove the knocked-down condition.
Match Fixing:- Can be played in response to the kick-off scatter roll.
Who Are Ya?:- The Vengeance token is not removed in the End Phase of the turn, nor is it removed if the model is Taken Out.

Assist:- A model may have access to multiple instance of Assist from different named models but may only benefit from one at any time.

Back to the Shadows:- Any damage caused by a Parting Blow will trigger Back to the Shadows at the end of a model’s activation. 

Berserk:- The free Attack does not have to be against the same target, or even immediate – the model can even move before taking it if able.
A model cannot use Berserk outside its activation (e.g. when Seduced).
Big Game Traps:- Any movement (Advance or Reposition) while within (or at exactly 1”) of the trap will trigger it.  A place does not count as movement for these purposes.
A Player can only have 3 big game traps on the Pitch at any time and the only way to remove an existing trap is to trigger it.
Blood Dance:- The target has to be bleeding prior to the attack to benefit from Blood Dance.
Contract:- Models with this trait activate simultaneously; they can take alternate actions.
Avarisse & Greede's activation begins when either model commences its activation, and ends once either model ends its activation (e.g. after making a successful Shot, or triggering Second Wind).
Control Strings:- Brainpan’s activation triggers Control Strings.
The Active Player can resolve either 'at the start of this model's activation' effect first, so Memory can Dodge [2"] from the start of Brainpan's activation even if he is placed due to Thought.
Counter Charge:- Does not cost influence.
Occurs before the Attack part of a Charge
Is an Attack (i.e. is not a Counter Attack) and therefore does generate MP as normal.
Cover of Darkness:- The [+2/+2] MOV is only gained for the duration of an Advance that begins while a model is within cover. It does not grant [+2/+2] MOV for the duration of an activation.
Escaping Fate:- Parting Blows cannot cause Repositions. – if a Parting Blow reduced Siren to 0 HP, Escaping Fate would trigger and have 1 HP left, but wouldn't get to Dodge.
Escaping Fate after all Play effects/Attack results have been resolved.
Family:- Harmony replaces her unmodified attributes with Honour’s unmodified attributes, then any modifiers on Harmony are applied.
Fear:- If you are not spending Influence to make a Play or Attack targeting the Fear model, you do not trigger Fear (includes Furious Charges, Puppet Master Attacks, and Berserk Attacks).
Charges that are paid for with Influence incur the [+1] penalty.
Character Plays that cost extra due to Fear, also get the extra dice on that play's TN test. 
AoE Plays and Attacks (such as Lob Barrel) do not target a model and so do not trigger Fear.
Flying:- Does not ignore markers (i.e. traps)

Follow Up:- Is a Jog, so is an Advance, and subject to Parting Blows.
Parting Blows by the following up model are resolved prior to the Follow Up move. 
Forceful Blow:- Forceful Blow will only trigger once in the case of a wrapped Playbook.
The push from Forceful Blow is not combined with Playbook Pushes.

The Push and Damage from Forceful Blow occurs after Playbook results have been resolved.

Give It a Whack: - May still be used whilst Farris is suffering the knocked-down condition. 

Gluttonous Mass:- Negates the entirety of the Attack/Character Play. Gluttonous Mass triggers as soon as the model is hit, before playbook results are selected or play effects resolved. The whole attack or play is ignored, including momentum generation.
You have to get at least one net-hit (i.e. after Armour) to trigger it.
AoE Plays (such as Lob Barrel) do not target a model and so do not trigger Gluttonous Mass.
Character plays which target and hit the model with Gluttonous Mass after being triggered from an Attack do trigger it (i.e. Marked Target)
The result of a Character Play that did not hit the model with Gluttonous Mass (such as the influence transfer from Tormented Agony) does not trigger it.

Goal Rats:- May be used when the ball is finally placed after a scatter. Other models may choose to Snap To before Goal Rats triggers.
Gravity Well:- If a model charges a friendly model stood near Locus, and suffers the push towards locus, and this leads to the charging model being pushed out of melee range with the initial target, he Charge was not failed (as the Charger ended their advance engaging the original target but was subsequently Pushed out) but the charger loses the Charge Attack.
Impart Wisdom:- Range S Character Plays cannot target Benediction.
'This model' is also intended to be 'the model using the Character Play'.
The range and LOS should be measured from Benediction, everything else still refers to the model actually using the Character Play. 
Inanimate Object:- A model cannot generate VPs from inflicting the taken-out condition on a model with the Inanimate Object Character Trait, including from any abilities like Witness Me!, Gravedigger, etc etc. This has no effect upon MP generation. 

Knockback:- The Push and Dodge occur after Playbook results have been resolved.
Lash Out:- Lash Out still takes effect if veteran Ox receives the taken-out condition as a result of the Attack. 
Launch Control:- You do not need to be in possession of the ball-marker to use Launch Control.
Launch control lets you have a free Long Bomb and pass each turn. 
Life Drinker:- [1]HP is regained per Attack – each new Attack can generate [1]HP.
Single Attacks with multiple playbook results only get [1]HP (e.g. on a Wrap).
Is not triggered by Character Plays (e.g. Scything Blow), only Playbook damage results. 
Long Legs:- May roll-off for a Snap To at 2”.
Loved Creature:- Once triggered, Loved Creature remains active until the end of the current turn.
Loved Creature may not be triggered from a Parting Blow. 

Lunar Eclipse:- The Place occurs after Playbook results have been resolved.

Maverick:- Ignores friendly Foul Odour, or in fact any friendly Play (Lob Barrel, Scything Blow, etc).
Anything benefiting Rage directly, such as Singled Out or Marked Target do not affect Rage due to Maverick. Anything that debuffs an enemy model (e.g. Thousand Cuts, Dirty Knives) would still have the effect as it's not affecting Rage.
Doesn't affect Rage's own Character Traits or Plays, i.e. he can use Tooled Up on himself.  
Maverick has no effect on an enemy Siren's Seduced or Lure, or an enemy Obulus' Puppet Master and Rage would perform the action just as any other model.

Momentous Inspiration:- Generates a single point of Momentum when a Character Play TN test successfully hits (i.e. the TN test is required and must be rolled).
Triggers on hits when using a Character Play that has a damage component, does not need the damage to actually occur (e.g. if negated by Tough Hide).
The MP is gained after the play has been fully resolved.

Ooooh… BALL!:- May not be used at kick off.
Other models may choose to Snap To before Ooooh… BALL! triggers.

Errata: Ooooh... Ball! may not be used during an advance.
Pit Fall:- Any movement (Advance or Reposition, not Place) while within (or at exactly 1”) of the trap will trigger it. 
You can only have 1 pitfall on the pitch at any time and the only way to remove an existing trap is to trigger it. 
Reactive Solution:- As simultaneous effects are resolved at the Controlling Players choice, Reactive Solution can be triggered after Run the Length is used. 
Reanimate:- Triggers after all play effects/attack results have been resolved.

Reinforced Plating:- works on the immediate effects of the Character Play that directly affect Burnish himself (damage, conditions, plus anything that has a SUSTAIN effect). It does not prevent the effects of ongoing effect AOEs later in the turn, such as burning from entering Fiery Blast. Reinforced Plating may be used against Character Plays triggered from the Playbook. 

Rising Anger:- Gives MP to whichever team is friendly at the time the damage is taken.
Rowdy:- The model with Rowdy’s TAC is unaffected by Gang Up bonuses or Crowding Out penalties. Enemies engaging the Player with Rowdy still gain these bonuses/penalties.
Rush Keeper:- Does not cost Influence.
Occurs before the Attack part of a Charge.
Is an Attack (i.e. is not a Counter Attack) and therefore does generate MP as normal.
Six Pack:- One beer-token pays for one character play regardless of its usual influence cost. E.g. Smashing Face costs 1 beer-token or 2 Influence. 
Skilled With Shadow:- Does not negate the [-1] dice due to cover so the net effect is [+1] TAC.
Smell Blood:- The target has to be suffering the bleed condition prior to the Attack to get the [+1] damage. 
Spider Nests:- Attacks are TN tests, and are subject to the [-1] dice pool. 
Swift Strikes:- If damage is reduced to [0] (e.g. by Tough Hide), no damage has been caused and therefore the dodge does not trigger (apples for other 'on damage' effects, such as Venomous Strike, Life Drinker, Crucial Artery).
 Cannot be used to Dodge after causing damage due to a Parting Blow. 
Tag Along:- May not be used on the Jog during a kick-off, since this is a once per turn ability and the kick-off does not take place during a turn.
Team Player:- Applies to the entire damage result, e.g. in the case of a wrap.
Damage through Team Player can trigger Granite’s Between a Rock…
If veteran Harmony is taken out, the opponent is considered to have inflicted the taken-out condition.
Damage transferred by Team Player still causes Berserk to trigger.
Tough Hide:- Works on all Plays – Character, Heroic and Legendary.
Does not work on Character Traits or condition damage (i.e. has no effect upon Exsanguinate and Chemical Shower).
In the case of multiple playbook damage results (e.g. from a wrapped attack), Tough Hide reduces each individual result by [1] DMG.
Unpredictable Movement:- Occurs before the Attack part of the Charge. So long as the opposing model finishes its advance engaging its target, before Unpredictable Movement occurs, the charge is successful.
Winter’s Blessing:- You can gain the benefit of both Winter’s Blessing and Fast-ground at the same time.
Alchemy Mix:- Line of Sight is not required to the target AOE
Models within the duplicated AOE when positioned are not deemed to have entered it.
Ball’s Gone:- Overrides Close Control as it is not a Tackle result. 
A model already in possession of the ball-marker may not use Ball's Gone in order to get a free Pass.
Blood Rain:- The pulse extends from the target enemy model.
Chemical Breeze:- Does not require line of sight to the target AOE.
Clone:- Negates the entirety of the Attack/Character Play. Clone triggers as soon as 
the model is hit, before playbook results are selected or play effects resolved. The whole 
attack or play is ignored, including momentum generation. 
You have to get at least one net-hit (i.e. after Armour) to trigger it. 
AoE Plays (such as Lob Barrel) do not target a model and so do not trigger Clone. 
Character plays which target and hit the model with Clone after being triggered 
from an Attack do trigger it (i.e. Marked Target) 
The result of a Character Play that did not hit the model with Clone (such as the 
influence transfer from Tormented Agony) does not trigger it.
Creation:- If a model is returned to play, it does not get a second activation if it has already activated. It does get to activate if it hasn’t already done so that turn.
Deletion:- Deletion (and Tooled Up) increases the damage Pin Vice causes when using Controller, Alternator and Deletion. E.g. Pin Vice with Tooled Up and Deletion applied would suffer [4] DMG at the end of her activation.
Goad:- If the model can Charge/Counter Charge while still Advancing directly towards the Goading model, it is legal to Charge another model.  Otherwise, the model can’t move so the Charge would fail.
Whilst moved under the effect of a play such as Puppet Master, the Goaded model must still Advance directly towards the model that used Goad.

Hog Wild:- Errata: Hog Wild may not be used during an advance.
Horrific Odour:- As with Fear, only triggers if Influence is being spent.  So has no impact on Snapshots or other Kicks that require no Influence.
I’m Open:- If the friendly model with the ball cannot target the model using I’m Open with a Pass (i.e. has too short a KICK range), nothing happens.
Intensify:- Conditions need to be in place prior to the Attack roll.
Last Light:- You have to spend the same amount of MP as you would Influence
You can spend Influence or Momentum but not both.
Lob Barrel:- Push and KD are simultaneous, active player chooses the order in which they resolve. 
Only pushes models, not markers.
Centering the template over a model lets you choose the direction of the Push for that model. A player may not push a friendly model off the pitch with Lob Barrel or any other play/trait (the push distance is voluntarily controlled by the controlling player).
Mine Field:- Does not apply to Repositions.
Does trigger ‘Rising Anger’.
Is affected by Tooled Up.

PPay the Piper: Each separate deceleration of spending MP counts as a separate time. For example, an enemy declaring a defence stance and counter attack in response to a charge would net Piper's friendly team 2 MP. A further 1 MP would be gained if the counter attack then uses Bonus Time!

Pick Me Up!:- If Avarisse suffers the taken-out condition while Greede is off the pitch due to Pick Me Up!, Greede remains off the pitch but does not suffer the taken-out condition. If Greede is off the pitch due to Pick Me Up! he is not suffering the taken-out condition, so can not be bought back onto the pitch using Icy Sponge, he may only return to the pitch using Drop Me Off!
Puppet Master:- The opposing model forced to perform actions generates MP for the active team.
Becoming friendly to the opposite team makes you enemy to your own team (for Parting Blows etc).
Being friendly prevents you ‘voluntarily’ walking off the Pitch, or Dodging off the Pitch with Playbook results.
Puppet Master can be used on friendly models, including the origin model.
If you Puppet master an enemy model in possession of the ball-marker behind their goal-line the enemy team can’t generate Momentum. 
The Controlling Player may spend [1] MP to activate Gliding for the enemy player.
The Controlling Player may spend [1] MP to Bonus Time the opposing model’s action.
Becoming friendly to the opposite team makes you enemy to your own team (for Crowding Out etc).
Ramming Speed:- Affects models who are in base-to-base contact at the start of an Advance if Ramming Speed is active.
Red Fury:- If Rage uses Red Fury on himself, he would be unaffected by Fear.

Models may Counter Attack attacks made using Red Fury.
Remote Control
:- Distance, intervening models and scatter are from the location of the ball marker, crowd out penalties are as if Locus were in possession of the ball marker.
Locus cannot use Remote Control to pass to himself as he is deemed to be in possession of the ball already.
If Locus is within 4" of the enemy goal post, any Shot he makes (including with Remote Control) gains [-1] TN. To get the Tap In bonus Locus must be within 4” of the goal post, regardless of where the ball is.
Remote Control doesn't cost an additional Influence to Kick, the Kick is included in the 2 you pay for the Character Play.
Sacrificial Puppet:- Does trigger Momentous Inspiration.
Second Wind:- Is outside activation.  May not unsnap the ball-marker or spend MP.  May Snap To the ball-marker.
If active, Ramming Speed applies during an Additional Advance.
Active Player can choose the order of Overclocked / Second Wind use.
May be used after scoring a goal (and after a Run The Length! Dodge following scoring a goal)
Second Wind triggers when the model Second Wind has been used on ends its own activation. I.e. when the Controlling Player decides that the model's activation is over/the model's activation ends due to a goal being scored by itself or another friendly model.
Seduced:- The opposing model forced to perform actions generates MP for the active team. 
Becoming friendly to the opposite team makes you enemy to your own team (for Counter Attacks etc).
Being friendly prevents you ‘voluntarily’ Dodging off the Pitch with Playbook results.
If you Seduce an enemy model in possession of the ball-marker to reposition behind their goal-line after an attack, the enemy team can’t generate Momentum.  
The Controlling Player may spend [1] MP to Bonus Time the opposing model’s action.
Becoming friendly to the opposite team makes you enemy to your own team (for Crowding Out etc).
Seismic Kick:- Hits models under the ball path (except the receiver) automatically. If the Kick is inaccurate there is no receiver.
Smashed Shins:- A model with a KICK range of 0" could Pass to a friendly model in base to base contact with itself.
But it would not be able to make a Pass to empty space.  To Pass to space you need to centre the ball-marker at a legal point up to the range of your KICK stat.   As this cannot be done legally with a 0" range (the ball-marker would overlap the kicker's base), such a Pass cannot be made.
Smashing Face:- Does not require a roll to hit.
Snowball:- Creates an additional Ball-Marker.
Additional ball-markers follow the same rules for ball-markers and a model may be in possession of multiple ball-markers.
The additional ball-marker does not prevent momentum generation if behind the friendly goal line.
A player can use Ball’s Gone multiple times if the target has multiple ball-markers. Resolve each pass and Teamwork Action before resolving the next.
Tormented Agony:- A model already allocated its maximum Influence is not a legal target to be allocated the Influence from Tormented Agony.
Heroic Plays
Blessing of the Sun Father:- Does not trigger Fear as the play is used ‘without spending Influence’.
Overclocked:- Has no effect on Ratchet if used upon himself.
Witness Me!:-If the use of this Play gets both teams to [12]VP the game continues, the next Player to score a VP would win.
If the use of this Play gets both teams to [12]VP or more the team with the most VPs wins.
Legendary Plays
Breach!:- If used to take a Shot, [1] MP is still required.

Call of the Sea:- A pulse affects models in range at the time it is triggered. Thus the Dmg Hag must suffer is calculated as soon as the ability is used. The controlling player may still choose the order of resolving the Pushes, Dodges & Dmg, but the amount of Dmg cannot be reduced.

Casket Time:- Play must be activated before an Attack that inflicts the taken-out condition on a model. 

Chemical Shower:- The damage ignores Tough Hide but will trigger Loved Creature.

Exsanguinate:- The damage ignores Tough Hide but will trigger Loved Creature.

It's Not Over Until:- A model may benefit from multiple Empowering Voice effects, provided that each benefit is different. For example Empowering Voice:Speed, and Empowering Voice:Strength as they are different named effects.

Magnum Opus:- Must be declared before the Shot is attempted.

Well Oiled Machine:- You have to resolve any Teamwork Actions for a successful Pass before you resolve Well Oiled Machine for that same Pass

Winter’s Night:- Effects from Legendary Plays go away in the End Phase of the current turn, this includes the frost-tokens placed as a result of Winter's Night.

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