Swodaems wrote:Will those of us already in the game get to redistribute their combat stats?
Yes, due to the significant changes that are being made, all current players will be allowed to re-balance their characters completely, instead of just getting points back. With the new mount rules, heavy characters may wish to switch to the Well Protected/Well Armed/Beefy combo instead so that they can ride mounts.
Swodaems wrote:Why do only fliers gain overland hex move at all?
In the Character Creation section, you'll see that all units start with Overland Hex move. All but Fliers get 8 Move, and Fliers start with 12. Their max overland range per turn increases with level. Fliers are the only units to gain additional move per level simply because I felt that the flight ability needed a bit more lovin'.
Swodaems wrote:Do we still get the chance to freely restack at the beginning of each round?
Yes, the free restack every round is still in effect.
Swodaems wrote:If I'm leading a leadership/dance-fighting stack, could a dancer join my stack and gain leadership without me sacrificing my action?
In that instance, yes. They join the stack and pick up leadership for free. This is a special case.
Swodaems wrote:If so, why not have the option for a non-dancer to sacrifice their action to join a leadership stack?
The AP for Leadership is paid for by the Leader; the ability to designate who is in the stack is an aspect of the ability.
A Dance Fighter has also paid for the ability to Dance Fight; the ability to join an existing dance stack (or start a new stack) is an aspect of that ability.
Any unit can freely drop from a stack, but to create or join an existing stack requires that they have the appropriate ability.
Swodaems wrote:What exactly is 'action' defined as here? (Would I or a restacking dancer still be able to move before the restack?)
Units can still move before they restack. An action in this case is equivalent to casting a spell or making an attack.
Swodaems wrote:I think these should be listed as attack modifers for simplicity.
Attack modifiers are currently defined as being able to be repurchased up to 3 times. Abilities can only be purchased once.
Swodaems wrote:Same definition question for all 3 spells: 'adjacent' how?
Chose a primary target, and the remaining targets must both be adjacent to that target. The remaining targets do not need to be adjacent to each other.
Swodaems wrote:Would the sequence of actions/events for a caster successfully keeping an uncroaked created on creation turn C from ever suffering normal decay for 3 turns go like this
The decay is negated for the current turn. It can be cast after the turn starts to retroactively eliminate the decay, but must be cast before any units move overland that turn. It does not need to be cast on the turn the unit is created, and it cannot be negated in advance (so you can't burn juice on the turn it is created to allow you to skip paying the maintenance cost the next turn).
Swodaems wrote:Didn't this used to require adjacent targets? (If so, 'adjacent' how?)
It did. The adjacent requirement is being removed in the latest version, as the edit notes stated.
Swodaems wrote:Do these rules apply to the use of both in hex movement and Overland Hex move? (If they apply to Overland hex move, then I guess the ruins hex must within 5 hexes of our city. We brought along corpses and are probably bringing corpses back.)
No, the rules only apply to in-hex movement. Carrying the body slows you down, preventing from you from moving as far in a certain amount of time. Each hex in overland movement is deducted from the overland move total, and time is not a factor for overland move. (In reality, it's taking you longer to cross each hex in relative time, but that has no bearing on overland move.)
Siege weapons behave differently, however: seige weapons and machinery have their own overland move (including rams, with 4 Overland Move); the weapons simply cannot be advanced more than X hexes per turn, no matter who is carrying them. You can't set up a Relay to rush weapons to the front line.
Swodaems wrote:The same ''action' is improperly defined' problem as before. Could the unit move and then delay? (If they can, would it be a running start? (Could they still move and attack at MaxCombat +1 in the next round?))
Action is really "anything that you can do in the round, other than move". You get 1 'move' and 1 'action' each round, and the move has to come first. You regain your 'move' and your 'action' at the start of your phase each round.
This means that, yes, if you chose to do so, you can skip both your move and action on Round 1, and take a move and action on Round 2 Phase Combat+1, then move and act again at Phase Combat. Note that if have not acted by the time your next phase rolls around, your 'saved' move & action is lost, and you are considered to be on your normal move for that round.
And yes, this means that if you skip a round, and you set up 3 stacks of 7 dance fighters each, you can in theory actually cycle through 3 different stacks on the same round. At least two of those stacks must all have a higher base combat than you, however, in order to allow them to benefit from it before your phase rolls around and your action & move reset.