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Finally got time around to post these few things I found:- No Rules for Embankment and disembarkment
- The rules for Crew seems Lacking, as in how many is a min requirement and how many crew does a 80mm cannon take?'
- Light Military Car, what kind of protection does the passengers?
-Missspelling of the Forgotten lore, I believe it should be forbidden lore
-Autocannon, there doesn't seems to be any rules for how to upgrade the autocannon to have more barrels?
-Can models as crew or embarked use abilities, just example the chaplin ability
- Bayonets: So I can attach a Pike to my Rifle for 1 point plus the cost of the pike or does the it just cost 1pt? Yet I would properly never use it as I could always just give a riflemen a rifle and a pike?
Been awhile since one of these. Lot of problems came up when faction building and/or playing 2nd age. Some of these questions are not quite applied to 2nd but discovered as problems while playing 2nd age.This is not actually a question but something I would like you to possibly reconsider. I asked on the forums about an issue with Sorcery calling out both Twilight and
Dark/light powers from different spots in the book, you had clarified that they are supposed to take twilight powers.
Is it possible to make you reconsider them being not being dark/light powers? Humanoids and Reptilia are the only ones who get direct access to Sorcery and both have access to wizardy which, as it stands, is already a *much* better way to cast powers and makes Sorcery mostly worthless. It also leaves the Reptilia Domain without any way to get access to darkness powers outside of forbidden lore, where humanoids can still take priests (though harder in the 2nd age).
I feel this change would give Sorcery a actual use, since as it is right now is incredibly restrictive by needing a 1st tier power, then a 2nd tier, being limited to non
primordial twilight spheres, generally costing more points, and being 1 more difficulty in casting versus wizardys "pick any twilight but time magic you want!"
Is it possible, in the future, to add in an additional sentence to this paragraph on page 18 of the core rulebook "Enemy squads may declare they are
fighting back, using a single Command Value for the Combat." so that its clear that this is *not* a reaction? Because based on how the reactions are
worded its easy enough to mistake that fighting back is actually a reaction.
Is there place that explicitly states how disembarking works? On page 36 of the 2nd age it says "Passengers may leave the vehicle using
the rules for separating the squad and disembarking the vehicle." but there is no embarking/disembarking vehicle rules in either the core rule book or 2nd age.
If these rules exist they should be in the core rules.
As for the separating squads rules I can only find, on page 12, in the core rule book "Anytime a squad is separated during an activation, they are now considered
a separate squad if they cannot, or do not, regain coherency" so what does that mean for that *separated* squads activation/actions? If I move 3 models in a squad of 4,
does it count as activating the last model I did not move? What about its action?
Does the Strength chart on page 16 of the core rulebook stops at 11+ strength so that would be 8+ enhancement? If so, then what about the 2nd age weapons that have a strength 12 or higher, as well as something like crushing X with a base strength of 8? Does that mean the 140mm cannon with a strength of 14 only reduces armor by 3, since the strength chart caps out at 8+, or does it keep going and reduce the armor by 6? The examples of my math would be: Strength 14 = 5 (Enhancment) + 3 Armor Reduction = 8 (maximum from the chart) *or* is it Strength 14 = 5 (enhancement) + 6 (armor Reduction for exceeding strength cap) = 14 ?
Can I use the trait, Redistribution of Wealth, to give a level 1 class an exclusive class 3 trait like Artificer construction?
Clockwork Monster Trait Cost. Automatons are 10pts for the trait yet Clockwork Monster is 12pts per technomancer level for the trait. Is this intended
or is the Cost of the trait supposed to be just 12pts?
I think I am misunderstanding this. If I take the trait upgrade for golems the X is the points of the 1 trait, not how many traits can be taken, right?
If I give forbidden lore->(Biest)Monster4 to a golem, does the stats of the golem become that of the monster?
What are the properties for Automatons, Clockwork Monsters, and Golems?
Do Automatons, clockwork monsters, and golems get your faction traits?
If not, what about previous traits unlocked? For example if I have the 2nd tier body armor traits unlocked for my faction can I take Experimental Exoskeleton
as a trait?
Are clockwork monsters built like the a normal monster? In that I can choose my base domain traits for my monster X traits as well as monster? What about taking a monster trait as a class trait?
If a model has a characteristic of "-" can I take a trait that would reduce that characteristic? For example Clockwork Monsters/Automatons have a command value of "-", can I take the Trait *Orc* which reduces the command value by 1?
What about targeting that characteristic with power/ability? What happens then?
Are monster traits multiplied per class level for Clockwork and Apocalypse monsters? Currently, according to rules as written, they do not.
When you pay progression points for an armory trait you have to pay the cost of the most expensive weapon. Humanoid Firearms is an armory trait that is 3 points.
Do you pay 3x100 as a species trait or is it (Heavy caliber rifle) 9x100 for the species trait cost?
If Mongrelism does not work when combined with traits into one like rare traits combining 3 traits into one trait over 10 points, then how come the amon'cor faction in the book gets to combine Mongrel with Feral-Species variant, since species variant is not a bonus trait but combines?
The stage 1 Zombie Virus infection: "Hard to kill" gives an enhancement wounds 1. If you are reduced to 0 wounds you are down/dead so enhancement wounds 1 would do...what exactly?
Arch Mage/Sorcerer. What exactly are these traits doing? Are they allowing you to free augment the powers by X or is it just increasing your maximum power properties, still requiring you to take power augments?
What does H.E.A.T ammo actually do? Because right now it looks like you have 3 ammo types for the larger guns: Base ammo, HE, and HEAT. Unless the base stats are supposed to be the HEAT rounds, then shouldn't the *free* ammo be the base stats of the guns?
The 2nd age Cultural and Social Adaptation traits, Higher Education, gives the ability "Maximum Class traits 1, Class trait only". Why in the world is this a class trait when nearly every other ability like this says species trait if it even says anything at all.To clarify: if I use weapon forges and give access to my vehicle crew and they get into a vehicle armed with that weapon, I can use that weapon with that crew correct?Same with a weapon carriage?Do I need access to a weapon to equip a vehicle with it? Because to me it reads that I could put a Fey Particle weapon on a humanoid vehicle and my poor humanoid classes would just end up with a big ol' "How do I even use this thing?" moment.When crewing a vehicle do they all have to be the same class or can I put different ones in a vehicle? For example can I have, in a large vehicle, a gunner, a driver, and a commander all of different classes?
If Hate and Righteousness are not opposing spheres, what happens when I take the trait "Fantatical Hatred 4pts: Opposing Forces 2"? Who do I oppose?
Meteor text in the 2nd age is a copy paste from the 1st age, when meteor actually has strength 9.
Repeater Crossbow is missing from the 2nd age book
There is no way to gain first aid-improved in the 2nd age. This does not seem right since medicine only improves with time and knowledge.
The ability "No Pain" does not work on non-living models, right? Since it says wounds.
Warlord of Chaos specifies level 3 and 4 classes only, that means if I build my level 5 paragon off a level 3/4 that has Warlord of Chaos I would lose the trait and all bonus traits with it, correct?
Primordial Spheres state "No Faction may hold traits from more then one primordial force". If I have chaos and forbidden lore into time, would that cheat my faction into chaos AND time? What about if I give a time class trait to a model with chaos faction traits, I just lose the chaos traits or can I just not take time at all?
Am I correct in assuming that the Heavy Particle Weapons are a ranged only weapon? I only ask because the non-heavy variety is melee as well as ranged.
Incarnate Classes state "You may take 1 additional class traits per class level" the additional to me reads "1+Class level", would that be
correct? Would this apply to all classes that use the term "1 additional class trait" like clockwork monsters?
Is it intended for Incarnates to not be able to take powers naturally like Greater Fey and higher classes?
Do Discipline traits count towards Alpha and Omega Trait increases?
Does sphere mastery let you take multiple disciplines from the same sphere?
How does Death Reborn Effect Fey Constructs? Does it turn it back into a model with wounds?
If I exceed the Construct Maximum traits between class and species traits, do I get to pick and choose traits as long as I still follow the Pre-requisite rules?
"Constructs may not wear armor but may take traits from the Fey Armory if the Construct is not bonded and created from another subclass"
Does that mean that a construct can wear armor only if its taken from a devout or incarnate subclass then? What does the term bonded mean?
Innate Powers on a Fey model. Can I still augment the powers like I would a normal Fey power?
Can I still channel via strength? What about with Fey Level?
If I take a reptilia innate power but have the proper bloodline, can I still channel via strength?
To fully explain the situation, I'm making a skeleton dragon for the Fey undead and take forbidden lore (madness tree) to get reptilian hybrid. I then take the draconic bloodline and the cold innate power (because it AoE's, unlike the standard power). How can I channel the Cold innate power, if at all?
Last time I asked about Hate X removing ranged attacks and you clarifying that its only melee. What about the Power Deception? "X attacks are declared
attacking a model with this power are not rolled for."
The Ability Netherlords needs slight correction (I think). In the 2nd age you can get Nether Lords 3, but it still reads "increase Characteristics by 2 - Your Choice"
and "Masters of the Void 2". So would it not be better to change the wording in 1st, 2nd, and possibly 3rd age for it to read "Increase Characteristics by X - Your Choice"
and "Masters of the Void X".
If I have a Monster class from the first age, when I advance to the second age to the starting characteristics update automatically or do I have to replace the monster X trait?
If I replace the Monster X trait and I have bought extra species traits for that monster class do I lose them when I update my Monster X trait to the new one?
What about Humanoids who don't get a new monster trait to upgrade, are they out of luck in that regard?
Why can't Humanoids make monsters anyway? In the 1st age they are the mythical monsters but in the 2nd age you need a 3rd tier class trait to take Genetic Monstrosity (which needs the genetic monster keyword renamed).
Genetic Monster X: If I take the first two tiers of giant traits and then take Genetic Monster X, which is the monster tree trait, would that not turn the class into a monster and therefore lose its first two tiers of traits, then losing its Genetic Monster trait?
In the 2nd age it says the Dinosaurs have the mount ability but it is only implied in the 1st age. If this supposed to be that 1st age dinos have mount could you make that a little more clear in an errata?
In Insekts (2nd age), Myriapoda classification orders Centipede and Millipede add two bonus 1st tier traits, yet all the other classifications and orders do not specify
1st tier traits only. Is that intended?
The Collective Trait gives Collective Mind 1. Checking the ability of Collective Mind X it never really says what the X (or in this case 1), just that 1st tier class traits change their point costs to per squad instead of per model. Is it supposed to be that Collective Mind X only lets you do this to X 1st tier traits? So collective Mind 1 lets you only change one trait to a squad trait? Because right now it reads as if it converts ALL 1st tier traits to squad traits.
The Spore of the Gods, Harvester says you gain access to 1st tier traits *and* powers, does that mean I can take a 1st tier trait and then a 1st tier power even if I don't have a trait like Cognitive Resonance?
2nd Mantid Traits have two traits, Hidden Attacker and Striking from Cover, that both give the same trait *Surprise Assault* which does nothing if you take more then
one Surprise assault trait. Is Hidden Attacker supposed to give a different ability, since Striking from Cover existed in the 1st age?
The Millipede Trait in 1st and 2nd age say "Bonus Trait X 1st tier *Centipedea* traits". I'm going to guess thats supposed to say "millipedea" traits. Pages 96(1st) and
123(2nd).
If I hit a vehicle with something like Ethereal Strike, Spore Tendrils, or an Explosion from Death's Gate, what happens? Do I hit the crew? With the Exception of Death's Gate, nothing says they cant target non living units and Death's Gate does not say it's explosion only hits living models.
Am I correct in assuming that I cannot make a single target spell into an AoE spell via augmentation? Based on the wording "Powers may have their Area of Effect (AOE)
Modified." that reads to me that you cannot modify anything that does not have an aoe already.
Are Powers chosen at class creation or do I get to pick and choose my powers like equipment?
What happens when I give Enormous Size to a level 6 class? The ability only goes up to level 4-5.
Biest Kingdom Ichthys has a trait called Sea animals. In the 1st age it does not have a point associated to it but in the 2nd age it has a cost of 4pts. Is the 1st age one supposed to have a point cost?
Locking Bite states "Only Death of the attacking model will prevent additional damage from a successful locking bite." According to that wording, if a model breaks away and is on the opposite side of the table, they still take locking bite damage. I don't think that's intended so it should be cleared up to add in either you cant break away (even if a moral attack is successful) or that when you move the model that made the successful locking bite stays engaged at all times.
Reptilia 1st age is missing an ability number on Caudate 2pts: Devolutionary Species. I'm guessing that needs Errata'd to a 1 instead of nothing.
Reptilia Gargoyle Bloodline Trait "Primal Origins 4pts: Primitive Origins 2" does not specify, I'm going to assume that needs Errata'd to include the word Basilisk.
Bonus Class Traits X has the sentence "These cost the normal point cost of the traits and are *above and beyond the normal number of class traits the class may take*." Does that mean that the bonus class traits do not count towards your maximum class traits, like the Bonus Traits X Ability that says "The bonus traits gained do not count towards the maximum class traits allowed."?
Could a way be added to Gain back minutes in the Apocalypse Expansion through actions rather then from other players? The Clock to midnight has moved back and forth.
Why is there no way to take chariots/war wagons in the 2nd age? If your going to limit vehicles to domains and certain traits, then having a chariots/war wagons be common equipment would at least give domains some cool shenanigans like mounting weapon platforms to the back of dinos, big bugs, or large mutant
monsters.
*Missed from last bout of questions*
2) Abiogenesys origins trait says two things that are slightly contradicting. First it says "1st Tier Trait in their chosen path becomes part of
their starting characteristics/abilities and grants a +1 bonus to a single ability from the trait." but then later it says "To gain the Bonus of
the Abiogenesys Origins trait you take an additional point cost equal to the cost of the trait" to me that reads you would add the cost of the
trait again IF you take the bonus, so an 8 point trait normally with Abiogenesys Origins bonus would now be 16 points BUT in the Dark Plague
faction on page 245 it shows the bonus being applied without adding the additional point cost. Which is correct?
Finally got time around to post these few things I found: - No Rules for Embankment and disembarkment
- The rules for Crew seems Lacking, as in how many is a min requirement and how many crew does a 80mm cannon take?'
- Light Military Car, what kind of protection does the passengers?
-Missspelling of the Forgotten lore, I believe it should be forbidden lore
-Autocannon, there doesn't seems to be any rules for how to upgrade the autocannon to have more barrels?
-Can models as crew or embarked use abilities, just example the chaplin ability
- Bayonets: So I can attach a Pike to my Rifle for 1 point plus the cost of the pike or does the it just cost 1pt? Yet I would properly never use it as I could always just give a riflemen a rifle and a pike?
I hope it helps 😊
For Golems how is ASTRO projection suppose to function.
Need a breakdown of it.
Like does the classes traits and faction traits get applied to the golem?
Been awhile since one of these. Lot of problems came up when faction building and/or playing 2nd age. Some of these questions are not quite applied to 2nd but discovered as problems while playing 2nd age. This is not actually a question but something I would like you to possibly reconsider. I asked on the forums about an issue with Sorcery calling out both Twilight and
Dark/light powers from different spots in the book, you had clarified that they are supposed to take twilight powers.
Is it possible to make you reconsider them being not being dark/light powers? Humanoids and Reptilia are the only ones who get direct access to Sorcery and both have access to wizardy which, as it stands, is already a *much* better way to cast powers and makes Sorcery mostly worthless. It also leaves the Reptilia Domain without any way to get access to darkness powers outside of forbidden lore, where humanoids can still take priests (though harder in the 2nd age).
I feel this change would give Sorcery a actual use, since as it is right now is incredibly restrictive by needing a 1st tier power, then a 2nd tier, being limited to non
primordial twilight spheres, generally costing more points, and being 1 more difficulty in casting versus wizardys "pick any twilight but time magic you want!"
Is it possible, in the future, to add in an additional sentence to this paragraph on page 18 of the core rulebook "Enemy squads may declare they are
fighting back, using a single Command Value for the Combat." so that its clear that this is *not* a reaction? Because based on how the reactions are
worded its easy enough to mistake that fighting back is actually a reaction.
Is there place that explicitly states how disembarking works? On page 36 of the 2nd age it says "Passengers may leave the vehicle using
the rules for separating the squad and disembarking the vehicle." but there is no embarking/disembarking vehicle rules in either the core rule book or 2nd age.
If these rules exist they should be in the core rules.
As for the separating squads rules I can only find, on page 12, in the core rule book "Anytime a squad is separated during an activation, they are now considered
a separate squad if they cannot, or do not, regain coherency" so what does that mean for that *separated* squads activation/actions? If I move 3 models in a squad of 4,
does it count as activating the last model I did not move? What about its action?
Does the Strength chart on page 16 of the core rulebook stops at 11+ strength so that would be 8+ enhancement? If so, then what about the 2nd age weapons that have a strength 12 or higher, as well as something like crushing X with a base strength of 8? Does that mean the 140mm cannon with a strength of 14 only reduces armor by 3, since the strength chart caps out at 8+, or does it keep going and reduce the armor by 6? The examples of my math would be: Strength 14 = 5 (Enhancment) + 3 Armor Reduction = 8 (maximum from the chart) *or* is it Strength 14 = 5 (enhancement) + 6 (armor Reduction for exceeding strength cap) = 14 ?
Can I use the trait, Redistribution of Wealth, to give a level 1 class an exclusive class 3 trait like Artificer construction?
Clockwork Monster Trait Cost. Automatons are 10pts for the trait yet Clockwork Monster is 12pts per technomancer level for the trait. Is this intended
or is the Cost of the trait supposed to be just 12pts?
I think I am misunderstanding this. If I take the trait upgrade for golems the X is the points of the 1 trait, not how many traits can be taken, right?
If I give forbidden lore->(Biest)Monster4 to a golem, does the stats of the golem become that of the monster?
What are the properties for Automatons, Clockwork Monsters, and Golems?
Do Automatons, clockwork monsters, and golems get your faction traits?
If not, what about previous traits unlocked? For example if I have the 2nd tier body armor traits unlocked for my faction can I take Experimental Exoskeleton
as a trait?
Are clockwork monsters built like the a normal monster? In that I can choose my base domain traits for my monster X traits as well as monster? What about taking a monster trait as a class trait?
If a model has a characteristic of "-" can I take a trait that would reduce that characteristic? For example Clockwork Monsters/Automatons have a command value of "-", can I take the Trait *Orc* which reduces the command value by 1?
What about targeting that characteristic with power/ability? What happens then?
Are monster traits multiplied per class level for Clockwork and Apocalypse monsters? Currently, according to rules as written, they do not.
When you pay progression points for an armory trait you have to pay the cost of the most expensive weapon. Humanoid Firearms is an armory trait that is 3 points.
Do you pay 3x100 as a species trait or is it (Heavy caliber rifle) 9x100 for the species trait cost?
If Mongrelism does not work when combined with traits into one like rare traits combining 3 traits into one trait over 10 points, then how come the amon'cor faction in the book gets to combine Mongrel with Feral-Species variant, since species variant is not a bonus trait but combines?
The stage 1 Zombie Virus infection: "Hard to kill" gives an enhancement wounds 1. If you are reduced to 0 wounds you are down/dead so enhancement wounds 1 would do...what exactly?
Arch Mage/Sorcerer. What exactly are these traits doing? Are they allowing you to free augment the powers by X or is it just increasing your maximum power properties, still requiring you to take power augments?
What does H.E.A.T ammo actually do? Because right now it looks like you have 3 ammo types for the larger guns: Base ammo, HE, and HEAT. Unless the base stats are supposed to be the HEAT rounds, then shouldn't the *free* ammo be the base stats of the guns?
The 2nd age Cultural and Social Adaptation traits, Higher Education, gives the ability "Maximum Class traits 1, Class trait only". Why in the world is this a class trait when nearly every other ability like this says species trait if it even says anything at all. To clarify: if I use weapon forges and give access to my vehicle crew and they get into a vehicle armed with that weapon, I can use that weapon with that crew correct? Same with a weapon carriage? Do I need access to a weapon to equip a vehicle with it? Because to me it reads that I could put a Fey Particle weapon on a humanoid vehicle and my poor humanoid classes would just end up with a big ol' "How do I even use this thing?" moment. When crewing a vehicle do they all have to be the same class or can I put different ones in a vehicle? For example can I have, in a large vehicle, a gunner, a driver, and a commander all of different classes?
If Hate and Righteousness are not opposing spheres, what happens when I take the trait "Fantatical Hatred 4pts: Opposing Forces 2"? Who do I oppose?
Meteor text in the 2nd age is a copy paste from the 1st age, when meteor actually has strength 9.
Repeater Crossbow is missing from the 2nd age book
There is no way to gain first aid-improved in the 2nd age. This does not seem right since medicine only improves with time and knowledge.
The ability "No Pain" does not work on non-living models, right? Since it says wounds.
Warlord of Chaos specifies level 3 and 4 classes only, that means if I build my level 5 paragon off a level 3/4 that has Warlord of Chaos I would lose the trait and all bonus traits with it, correct?
Primordial Spheres state "No Faction may hold traits from more then one primordial force". If I have chaos and forbidden lore into time, would that cheat my faction into chaos AND time? What about if I give a time class trait to a model with chaos faction traits, I just lose the chaos traits or can I just not take time at all?
Am I correct in assuming that the Heavy Particle Weapons are a ranged only weapon? I only ask because the non-heavy variety is melee as well as ranged.
Incarnate Classes state "You may take 1 additional class traits per class level" the additional to me reads "1+Class level", would that be
correct? Would this apply to all classes that use the term "1 additional class trait" like clockwork monsters?
Is it intended for Incarnates to not be able to take powers naturally like Greater Fey and higher classes?
Do Discipline traits count towards Alpha and Omega Trait increases?
Does sphere mastery let you take multiple disciplines from the same sphere?
How does Death Reborn Effect Fey Constructs? Does it turn it back into a model with wounds?
If I exceed the Construct Maximum traits between class and species traits, do I get to pick and choose traits as long as I still follow the Pre-requisite rules?
"Constructs may not wear armor but may take traits from the Fey Armory if the Construct is not bonded and created from another subclass"
Does that mean that a construct can wear armor only if its taken from a devout or incarnate subclass then? What does the term bonded mean?
Innate Powers on a Fey model. Can I still augment the powers like I would a normal Fey power?
Can I still channel via strength? What about with Fey Level?
If I take a reptilia innate power but have the proper bloodline, can I still channel via strength?
To fully explain the situation, I'm making a skeleton dragon for the Fey undead and take forbidden lore (madness tree) to get reptilian hybrid. I then take the draconic bloodline and the cold innate power (because it AoE's, unlike the standard power). How can I channel the Cold innate power, if at all?
Last time I asked about Hate X removing ranged attacks and you clarifying that its only melee. What about the Power Deception? "X attacks are declared
attacking a model with this power are not rolled for."
The Ability Netherlords needs slight correction (I think). In the 2nd age you can get Nether Lords 3, but it still reads "increase Characteristics by 2 - Your Choice"
and "Masters of the Void 2". So would it not be better to change the wording in 1st, 2nd, and possibly 3rd age for it to read "Increase Characteristics by X - Your Choice"
and "Masters of the Void X".
If I have a Monster class from the first age, when I advance to the second age to the starting characteristics update automatically or do I have to replace the monster X trait?
If I replace the Monster X trait and I have bought extra species traits for that monster class do I lose them when I update my Monster X trait to the new one?
What about Humanoids who don't get a new monster trait to upgrade, are they out of luck in that regard?
Why can't Humanoids make monsters anyway? In the 1st age they are the mythical monsters but in the 2nd age you need a 3rd tier class trait to take Genetic Monstrosity (which needs the genetic monster keyword renamed).
Genetic Monster X: If I take the first two tiers of giant traits and then take Genetic Monster X, which is the monster tree trait, would that not turn the class into a monster and therefore lose its first two tiers of traits, then losing its Genetic Monster trait?
In the 2nd age it says the Dinosaurs have the mount ability but it is only implied in the 1st age. If this supposed to be that 1st age dinos have mount could you make that a little more clear in an errata?
In Insekts (2nd age), Myriapoda classification orders Centipede and Millipede add two bonus 1st tier traits, yet all the other classifications and orders do not specify
1st tier traits only. Is that intended?
The Collective Trait gives Collective Mind 1. Checking the ability of Collective Mind X it never really says what the X (or in this case 1), just that 1st tier class traits change their point costs to per squad instead of per model. Is it supposed to be that Collective Mind X only lets you do this to X 1st tier traits? So collective Mind 1 lets you only change one trait to a squad trait? Because right now it reads as if it converts ALL 1st tier traits to squad traits.
The Spore of the Gods, Harvester says you gain access to 1st tier traits *and* powers, does that mean I can take a 1st tier trait and then a 1st tier power even if I don't have a trait like Cognitive Resonance?
2nd Mantid Traits have two traits, Hidden Attacker and Striking from Cover, that both give the same trait *Surprise Assault* which does nothing if you take more then
one Surprise assault trait. Is Hidden Attacker supposed to give a different ability, since Striking from Cover existed in the 1st age?
The Millipede Trait in 1st and 2nd age say "Bonus Trait X 1st tier *Centipedea* traits". I'm going to guess thats supposed to say "millipedea" traits. Pages 96(1st) and
123(2nd).
If I hit a vehicle with something like Ethereal Strike, Spore Tendrils, or an Explosion from Death's Gate, what happens? Do I hit the crew? With the Exception of Death's Gate, nothing says they cant target non living units and Death's Gate does not say it's explosion only hits living models.
Am I correct in assuming that I cannot make a single target spell into an AoE spell via augmentation? Based on the wording "Powers may have their Area of Effect (AOE)
Modified." that reads to me that you cannot modify anything that does not have an aoe already.
Are Powers chosen at class creation or do I get to pick and choose my powers like equipment?
What happens when I give Enormous Size to a level 6 class? The ability only goes up to level 4-5.
Biest Kingdom Ichthys has a trait called Sea animals. In the 1st age it does not have a point associated to it but in the 2nd age it has a cost of 4pts. Is the 1st age one supposed to have a point cost?
Locking Bite states "Only Death of the attacking model will prevent additional damage from a successful locking bite." According to that wording, if a model breaks away and is on the opposite side of the table, they still take locking bite damage. I don't think that's intended so it should be cleared up to add in either you cant break away (even if a moral attack is successful) or that when you move the model that made the successful locking bite stays engaged at all times.
Reptilia 1st age is missing an ability number on Caudate 2pts: Devolutionary Species. I'm guessing that needs Errata'd to a 1 instead of nothing.
Reptilia Gargoyle Bloodline Trait "Primal Origins 4pts: Primitive Origins 2" does not specify, I'm going to assume that needs Errata'd to include the word Basilisk.
Bonus Class Traits X has the sentence "These cost the normal point cost of the traits and are *above and beyond the normal number of class traits the class may take*." Does that mean that the bonus class traits do not count towards your maximum class traits, like the Bonus Traits X Ability that says "The bonus traits gained do not count towards the maximum class traits allowed."?
Could a way be added to Gain back minutes in the Apocalypse Expansion through actions rather then from other players? The Clock to midnight has moved back and forth.
Why is there no way to take chariots/war wagons in the 2nd age? If your going to limit vehicles to domains and certain traits, then having a chariots/war wagons be common equipment would at least give domains some cool shenanigans like mounting weapon platforms to the back of dinos, big bugs, or large mutant
monsters.
*Missed from last bout of questions*
2) Abiogenesys origins trait says two things that are slightly contradicting. First it says "1st Tier Trait in their chosen path becomes part of
their starting characteristics/abilities and grants a +1 bonus to a single ability from the trait." but then later it says "To gain the Bonus of
the Abiogenesys Origins trait you take an additional point cost equal to the cost of the trait" to me that reads you would add the cost of the
trait again IF you take the bonus, so an 8 point trait normally with Abiogenesys Origins bonus would now be 16 points BUT in the Dark Plague
faction on page 245 it shows the bonus being applied without adding the additional point cost. Which is correct?