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spectreforeman
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Posts: | 598 |
Joined: | January 1970 |
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Post by spectreforeman on Jun 27, 2018 9:15:00 GMT -5
drive.google.com/file/d/1uoGE-C8b8sxDnKDuUJHTZtiIEYPirFgv/viewOfficial FAQ has been released. I haven’t gotten through the whole thing yet, but there are definitely some things clearified we were playing wrong. A big one is that all attacks are made then you get one chance to evade them all instead of evading each separate weapon individually. You can also turn someone after a wipeout so they overlap the table edge and are immediately disqualified. They do note that those people are not your friends though.
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Post by Fabricator General on Jun 27, 2018 9:55:58 GMT -5
Cool. Thanks for finding and posting this. I'll have to check it out.
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Spectre Senence
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Posts: | 2,380 |
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Post by Spectre Senence on Jun 29, 2018 0:28:30 GMT -5
Well noted, I will check it out later as well
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Spectre Senence
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Posts: | 2,380 |
Joined: | January 1970 |
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Likes: | 61 |
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Post by Spectre Senence on Jun 29, 2018 9:24:29 GMT -5
So, I tookma read into the FAQ. The few things we have done that were different. The Tailgate smash is clearer here as it the higher participants gear minus the lower. So it doesnt matter who hits from behind the smash is the same. The other thing I noted was you cant cancel the hazard from the spin or slide if you use it. Hazards from those are placed after you use the dice. Last thing was you check for Wipeout on a car once it gains 6 or more, which means even if it's not that vehicles activation it may still need to test.
Overall nothing to extreme. We have played pretty true to the rules
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Post by Fabricator General on Jun 29, 2018 14:48:59 GMT -5
One of the things that I noticed was that if you initiate a smash attack with a ram, you don't gain hazard tokens from the collision. And if a smash attack calculation results in less than 1 die, no damage is done but the target still recieves 2 hazards from the collision.
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