Maleghast Update 2 10/31/24 Hello! Happy Halloween! The purpose of these changes were mostly to even out the balance between certain houses. This is certainly not the final balance adjustment to the game so get some matches in and let me know what you think! GENERAL CHANGES Walls no longer trigger effects or count as units for triggering effects, unless specified Devil damage now cannot be increased in any way Curseproof now grants curse immunity against foe abilities only to prevent unintentional interactions Change to special scenarios to make the action economy more kind (interaction is generally now free) CARCASS Gunwight's brace grants push 1 on hit Gunwight's baton now has (4+) inflict 1 vulnerable Enforcer’s bone dust napalm now removes fire damage and vuln on primary target Enforcer's flashbang minimum range to 2 Ammo goblin’s bone shards move to physical damage Ammo goblin's regurgitate ammo chance for 2 strength moved to 6+ Ammo goblin’s hot chamber removes strength grant Barrel form's transform to gun grants cover and armor ignore instead of granting str Barrel form death mark effect chances to 3+ and 5+ Egis weapon mortar moved to range 2-3 OPERATOR: Hot clip only triggers 1/round but now grants +1 str and causes next attack to inflict +1 vulnerable on hit Bullet time has a chance to grant immunity to splash and line damage but chance for two token removal to 5+ Bone wall now grants +2 range Armor lock now grants cover from all directions Devil bullet loses +D and removed ward reference Lv4 gained min range 3 and changed vulnerable distribution Unholy Sixgun to 2 base damage SG88 to range 2-2 Frag bullet now inflicts 3 vulnerable STG now deals 6 devil damage instead of auto-obliterate GOREGRINDERS: Berserk damage cannot be increased. This was causing unintentional nightmares for people fighting gore grinders. Warhead bladed now a (5+) effect chance on Charge Warheads down to 1 hp Carnifex's heavy swing automatically triggers its 4+ effect now Carnifex's Rile effect chance to 5+ Carnifex's Bloody teeth change: at 0 hp damage ignores all armor Pain Ghoul's Meat Hook has a min. range of 2 Painwheel's endless screaming grants 1 berserk (not per unit) Painwheel's spin out deals 1 fire damage to the first unit moved through, then 2 speed (flat). WARLORD: Ignite - Now grants berserk and speed but not strength Quench - Now grants curseproof until start of next turn Furious roar - Now affects less units, but also destroys all adjacent walls Spine devil blade - Rework: Now deals fire damage. Deals 1 damage on hit. Increase this damage by +1 for every three hp this unit is missing. If this unit is at 0 hp, this damage obliterates its target on slay. Saw tooth slayer axe - Now deals increased damage when triggering conditional Speed can be spent to extend killing spree’s step MOX: Mechanic: Infect now requires units to be adjacent to each other. Scum now has super armor and 3+ defense Scum pseudopod now gains bonus range and pull equal to the number of plague tokens on it (removed effect chance for pull) Scum's Toxic Revenge now deals 1 toxic damage to already plagued foes Rotten's pustulate now auto inflicts plague on an adjacent unit with a 4+ effect chance to splash plague Rotten's vomitous mass to line 4 Rotten's smog shroud grants cover Rotten invigorating viscera inflicts plague Leech's death wash removes 1 token from ALL units in the area Leech massive swell effect to 4+ Leech's Spreading Strain changed to Pandemic - removes 1 plague from all adjacent characters instead, with the same effects. Host MV to 3 and DF to 3+ Host's swarm release now creates one hazard, plus one per plague token on the host, and hazards can be placed under self or adjacent units. Host propagate swarm inflicts plague on an adjacent unit when created (instead of re-rolling the effect die) Host driving vermin's primary target deals 2 damage in hazard Host’s driving vermin deals +1 damage to units standing in hazards and no longer deals damage to allies. Slime's percolate auto inflicts 2 tokens with chance for three PLAGUE LORD: Virulence wording clarification Pollution shroud also grants curseproof Vermin form range 6 and inflicts 1 slow on adjacent units Ceaseless spew inflicts 1 toxic damage to already plagued units Carniphagous Blade renamed to Flesh Feeder blade. Now grants an effect double if it slays a foe. Scourge effect chance changed to 3+/5+ Necrocide: Rework, now inflicts one toxic damage to foes and one plague, then inflicts one plague on self for each foe infected Mox populi now causes targeted corpses + hazards to explode with splash 1 toxic damage when scum are created, and can create up to 4 DEADSOULS Mechanic: Doom can now only by removed by slaying another unit and deals 4 devil damage instead of 6 Sacrifice’s chance to leave wall on death at 4+ Sacrifice to MV 4 Chosen’s serpent’s kiss deals 1 curse damage to isolated units Chosen’s leap clears a token Vizigheist’s urgal blade grants 1 str against isolated units Vizigheist’s terrorize changed: grants 2 str if it hits an isolated foe. Banshee’s bale scream only grants 1 str on wall pass Banshee’s tombstone effect to 5+ Banshee's bale scream no longer has the curse tag Bound Devil has Labyrinth Master instead of flight: Before MOVEing, may remove and place one adjacent wall in any other free adjacent space. Bound Devil has a new ability to replace Omnipresence - Hell’s Grasp (curse, range 4, requires isolated unit) - Target unit gains 1 weak and can no longer move or step until end of its next turn or it no longer becomes isolated. Bound Devil beckon lamb range and pull +1 Bound Devil's Death toll replaced with Supremacy: Attacks ignore armor against other Tyrants and obliterate them instead of slaying them. Bound Devil's Limb from limb now called Horrendous End (Melee, Attack) On hit, deals 0 damage +1 damage for each of the following that is true about the target: doomed, in adverse terrain, adjacent to a wall, weakened DARK PRIEST Monolith is now own or allied turn, minimum range 2, always inflicts weak, but only on one adjacent foe. Soulfeed now deals 1 curse damage Teleport now clears a token Unholy summoning clears a token on allies Great urgal blade triggers at round 4+ Bloody flail now becomes irreducible damage against doomed units. ABHORRERS Clarification on miracle clearing all tokens Penitent holy water to 4+ hazard chance Zealot whirling chain to 2 base damage Zealot DF to 4+ Anti priest’s DF to 3+ Anti priest's gentleness only grants vitality at the start of its next turn Anti priest's blessed censer swaps order (odd/even) Holy Body indignation has minimum range of 3, only removes one or two tokens, and now obeys line of sight Holy Body's Scathe allows bolides to be created under units instead of its previous effect EXORCIST Now gain 1 soul when miracle triggers adjacent to necro (1/round) All stance traits trigger round 3+ Starmetal godsword to step 2 Will of God now forces round 2 or 5 and has range 3 Grand oath only converts vit and doesn't grant it, but now works on self Redempta grants curseproof. Relic lance grants free movement Drifting blossoms has push 1 Safflower cut has step 1 and deals devil damage at round 5+ Snowdrop cut to rounds 3+ and 5+ and becomes 4 damage at r6 Resurrection grants immunity to all damage and curseproof until end of unit’s turn IGORRI Stitch's spread mutate just one adjacent ally and self Stitch's warping mutate (4+) step 3 Homonculus: Absorb now deals 1 devil damage but does not obliterate allies CHIRURGEON Ancillary limbs grants cover ignore Grow bonus legs grants hazard ignore Grow bonus limbs grants armor ignore Final form also grants free movement