Reading through the Saga 1 Web Addendum (vol 1), I noticed a few things we are currently doing wrong, or were not sure of. Some of these came up during the Demo Day on Dec 29th.
RANGED ATTACKS WITH AREA EFFECTSHere is the quote from the Addendum. Color emphasis added by me.
Certain special Ranged Attacks allow Characters to affect multiple enemies. Generally, these Attacks target a specific enemy unit and success in hitting this target is necessary to produce the explosion that affects the rest. If a Character designated as primary target successfully defends itself from the attack (that is, stops it from hitting in some way), the attack has been stopped or deflected before it hits.
When a Ranged Attack with Area Effect is declared against a target, the target must declare whether or not it will dodge. Only if the Attack is successful is it necessary to measure the area and determine how many miniatures are affected. Then, all characters inside the affected area must state if they will Dodge or not, knowing already the final result of the Attack.
Although it’s possible for a miniature in the trajectory of the shot to Intercept the Attack, the Area Effects can’t be intercepted once it has hit the target.
Here is a breakdown of the sequence.
1. The attacker declares its primary target, as normal
2. The attack my be intercepted at this point, as normal
3. The target chooses to dodge
4. The attacker (and defender if dodging) roll for the attack
5. If the attack fails (either through a poor roll or successful dodge), the attack ends with no further effect
6. If the attack succeeds, then the AoE is measured, and all effected characters decide to dodge or not. The attack roll from the primary is used for all AoE targets.
So basically, you only make 1 attack roll for all targets, and the targets in the AoE can decide to dodge or not AFTER seeing if the attack succeeds, and by how much. We were playing it that the attacker makes a separate attack roll for each and every target in the AoE (which is wrong). There may be exceptions, but these will be clearly stated on the character's card.
NON-RANGED ATTACKS WITH AREA EFFECTSAs per ranged attacks with area effects, you only make 1 die roll, and apply the results to all eligible targets (see exceptions below). The difference is that all eligible targets must declare the intent to dodge BEFORE the attack roll is made.
There are exceptions where you will roll 1 die per each eligible target, and they will be clearly defined on the character's card. If this is not clearly stated, then you default to rolling 1 die and applying the results to all eligible targets as above.
HIDDEN UNITS AND AREA ATTACKSAnother one we were not sure of is what happens to hidden characters inside the range of an area attack. According to the Addendum, hidden units can be affected by area attacks. Now this does not specifically call out AoE ranged attacks, so it seems like any sort of attack that targets others in range would apply.
USING RANGED ATTACKS IN CLOSE COMBATCharacters are allowed to use their ranged attacks against anyone they are engaged in close combat with. They cannot attack someone they are not engaged with.
GNOSIS POINTSA few characters have been released that reference Gnosis points, and this was clarified on the Anima boards.
Each warband gets 1 Gnosis point per 100 levels of characters. A Gnosis point can be spent to add an additional die (d10) to any roll, and you keep the best result. Gnosis points refresh each round.
DAMAGE RESISTANCEThis is apparently the new name for Damage Resistance Entity, as explained on Konosuke's card. Damage Resistance means you cannot spend APs for dodges or counterattacks. Apparently your life points are high enough that you "resist" damage. Bad choice of phrase IMO.
The upside is you never lose actions from falls or crashes.
Seal state is even more nasty than it seams. It blocks ALL (and I mean ALL) special abilities, except Damage Resistance. That means no exploding Konosukes, no Initiative, innate ranged attacks, critical mastery, etc. Everything printed on the characters' cards is affected by Seal, except Damage Resistance. This also affects Advantage cards that grant special abilities as well, like Raphael's Gift.
HASTE STATE AND WHEN TO RESOLVE ITHere's another rule that is being changed in the full rulebook.
In the current rules, Haste state counters allow you to recover an additional action point in the Recovery phase.
In the full rules is that the Haste counter is resolved during the Maintenance phase. This will be VERY useful to pay for upkeep spells, as you could potentially enter the Action phase without being 1 AP down, since if you were already at full AP, the haste isn't wasted as it was before.
Example: You can either
1. get an additonal action point (still can't go over max)
2. trade it in to pay for an upkeep spell
In fact, that's perfectly correct; simply, it is state in Saga 2 that you recover the Action Point in the Maintenance Phase, in the moment you remove the Haste Counter. ^^
CHARGING INTO BASE CONTACTWhen executing a charge attack, you may only end your movement in base contact with 1 opponent.
Does Samiel's charge use the Dark Lions rule?
No; because you can't touch more than one base during a charge.
What happens if two minis are close enough that charging one of them gets you in base to base contact with another mini. Do you chose one to complete the charge and ignore the other?
You need to put in contact with just one.
Here's the link to the thread.
http://www.edgeent.com/animaforum/index.php?topic=2259.0Thanks,