Errata+and+Clarifications

=Overview= The purpose of this page is to track any errata or clarification to the core rules of Malifaux, or any of the individual models. The most current version of the rules is the Rules Manual, so all errata and clarification is based on that text. The various sections of this page will be the sections of the rules manual with any errata or clarification relevant to that section. If you are editing this page (and I hope you do, we need help!) please try to keep the entries in order by page number as they appear in the Rules Manual, include whether it is an errata or clarification, and provide a link to the ruling if possible. This is quite an effort, so thank you for any and all support! toc =V2 Card changes:= Can be found [|here]

=How to Add= The basics of this page are simple, to help keep track of all the rules clarifications and changes to Malifaux. But it can be confusing when deciding if something is worth adding or not. So just for a bit of clarity on this, there are 4 categories of rulings/clarifications that we want to keep track here. Please use some common sense when adding something, if your not sure it is worth adding then start a discussion.
 * 1) __Rule Clarifications__: Hopefully simple enough to understand, these are clarifications to the core rules. This is not every little question that pops up on the forums, but rather the major ones. Such as, how does Supply Wagon take Damage? Or, what is an effect?
 * 2) __Rule Changes__: These are outright changes to the written rules of the game. Please be careful not to mix this up with a clarification on interpreting a rule. Example, the change to Companion.
 * 3) __Model Clarifications__: Rather straight forward, it's a clarification to how a model's abilities work. In general, you should only add ones that pertain to a commonly misunderstood or confusing ability/model. Example, Dreamer and LCB's One Master.
 * 4) __Model Changes__: Outright changes to the written rules of a model. These are not changes from the books to the cards, that is tracked by Ratty [|here]. These are changes from the printed Card only. Example, Dreamer's Shadowy Form.

=Introduction (Pg 4-7)=
 * (Insert errata/clarification here in the order they appear. Delete this once the first entry has been made)

=The Basics (Pg 8-20)=
 * **Pg. 10:** Non-Living Models (Nightmares, Soulless, etc) are not Living models nor are they Undead models. They are simply not living models. (Clarification, link needed)
 * **Pg. 10:** Spirit movement. (Clarification, [|Here)]
 * **Pg. 10:** Spirits DO ignore Severe Terrain when moving (Link, [|Here])
 * **Pg. 13:** Changes to Buried (Clarification, [|Here] )
 * **Page 14:** Using Soulstones. (Clarification, [|Link])
 * **Page 15:** Abilities that ignore LOS also ignore cover modifiers. (Clarification, [|Here])

=The Fate Deck (Pg 22-28)=
 * (Insert errata/clarification here in the order they appear. Delete this once the first entry has been made)

=The Game (Pg 30-38)=
 * **Pg. 31: Initiative:** If you flip a Black Joker on Initiative, you may still Use a Soulstone to re-flip because you are not cheating the flip, you are redoing it.
 * **Pg. 33:** When a model gains Specific Ap during their Activation, be it from copying the Ability from another model or having an action that grants them it, they gain the Ap for use during there current Activation.
 * **Pg. 34:** When you would activate a Paralyzed model you forfeit (**skip**) its activation. **Skip it**. It does not get one. (Clarification, Link)
 * **Wds Inflicted/Suffered Clarification** By Ratty, [|Here]
 * **Slow**: If a model has spent all it's AP for the round (ie. your last AP of the turn on the strike that triggers Blinding Flash etc) that the slow would be applied next turn. (Clarification, [|Here)]
 * **Slow & (all):** A model suffering Slow may still use (all) actions. (Clarification [|Here])
 * **Charge Pg. 36:** Clarification: A model may NEVER take a Charge action targeting a model it has in it's melee range. This applies to every ability/action that causes you to make a Charge such as Smell Fear.
 * **Aura and Pulses interacting with Walls and Buildings:** See ruling [|Here]

=Combat (Pg 39-48)=
 * **Pg. 44:** Damage resolution and trigger clarification. (Clarification, [|Link])
 * **Strike Action:** A Strike Action is the (1) action named Strike, actions with generate additional Strikes __do not__ generate Strike __Actions__ unless the specifically state that they generate Strike Actions. (Clarification, [|Here])

=Magic (Pg 50-55)=
 * **Pg. 55 Summoned Models:** Clarification, models are only slow on the turn they are summoned. So a model summoned in the Closing Phase (like the Hollow Waif) will not be slow next turn.

=Morale (Pg 56-57)=
 * **Pg 57:** All Morale Duels are Wp Duels. Not all Wp Duels are Morale Duels. (Clarification, link needed)

=Terrain and Traits (Pg 58)=
 * (Insert errata/clarification here in the order they appear. Delete this once the first entry has been made)

=Encounters (Pg 62-100)=
 * Supply Wagon Damage clarification [|Here]: The Supply Wagon must be damaged 3 times before it is destroyed. Hardness 3 means that you have to do 4+ damage in order to damage it once.

=Quick Reference (Pg 115 - 125)= > "When a model is hit by an attack with **Poison #** or affected by an Ability with **Poison #**, increase the number of Poison Tokens the model has to the # indicated either after resolving the attack, or as indicated by the Ability. Each time the model activates it suffers 1 **Wd** per Poison Token it has, and then discards one Poison Token. " > (Clarification [|Here])
 * **Pg 115: Companion:** Rules Change: Companion now works both ways, ie either the model with the printed Companion ability or the model the Companion ability names can start the Companion. (Change [|Here])
 * **Pg 116: Hunter** does not let you see through Obscuring effects which are not also Terrain, effects such as the Stitched Together's Creepy Fog.(Clarification, [|Link])
 * **Poison:** Errata'd again on 1/9/2012
 * **Slow to Die + Paralyzed**: If a model with Slow to Die is Paralyzed when it is killed, it does not get the Slow to Die action. (Ruling [|Here])

=Damage Resolution and On Damage Effects Clarification [|Here]= When you are attacked, you Resolve Damage. **Damage Resolution** is the whole process from being hit to you models Wound Total being changed. In the **Damage Resolution** Phase you


 * Work out how much Dg the Weapon has caused. including triggers and other bonuses.
 * You take that value and modify it with Armour and Spirit etc. This gives you the final Dg total.
 * You then change Dg to Wds.
 * It's at this point you prevent Wds by spending Soulstones.
 * Any Wds remaining are applied to the model.

At the end of the **Damage Resolution** Phase any Wounds Taken is the amount of Damage a attack has caused. Even if this total is 0 Damage, the attack counts as damaging as it has went through the **Damage Resolution** Phase.

If a **Black Joker** is flipped for damage, "No Damage" is Caused and therefore Damage Resolution never happens and effects that work on Damaging therefore do nothing.

When you lower damage with **Prevention**, IE. by spending a Soulstone, if there are no Wounds left after **Prevention** you also count as having caused "No Damage" and the Damage Resolution is interrupted and effects that work on Damaging do nothing.

=What is an Effect?= Tenative definition provided by Ropetus [|Here] __**Definition of effect**: anything applied on a model during the game which changes their attributes from what is written on their card, except for Wd loss. __

This includes stuff like: modifications to stats and additional Talents from Talents and Spells, debuffs applied on the model by another model's Talent or Spell (Censure, Undead Psychosis, Hex, etc.), states of models (Defensive Stance, Falling Back, etc.) and ongoing Auras (the effect must be removed from the model the Aura originates from). Maybe some other stuff too which I don't remember at the moment. The point is that **effects are temporal and change the model from what is written on their card**.

Stuff that are definitely not effects are as follows (but not limited to): Wd loss, model's position on the board, Counters and Tokens (the latter get a specific mention in the spell so all is well), anything written on the model's stat card originally, attributes of terrain (you can't remove Severe or Impassable from a terrain piece), instantaneous Actions like Pulses (though if they have lasting effects those effects can be removed).

__Note__ that in some cases an effect on a model originates from a lasting effect on another model (for example an Aura) or a piece of terrain. These can be removed from the affected model but they will be immediately reapplied by the lasting effect.

=Guild=
 * **Ryle (Gatling Gun):** Each flip generated by Automatic Fire Trigger and Severe Damage ability of the wepaon resolves Armor separately and may receive a separate damage prevention flip if the defender has use soul stones. (Clarification, [|Link])
 * **C. Hoffman (Maintain Machines):** Maintain Machines may not remove abilities gained during the course of the game. (Clarification, [|Link])
 * **Witchling Stalker: Dispel:** Errata: Discard 1 Token or end 1 effect on target model. Wounds on the model cannot be discarded. (Link: [|Here])
 * **Executioner vs Electrical Creation**: A clarification by Wyrd on how this works out timing wise. Revolves around Love the Job, Slow to Die, and Unstable (Link: [|Here])
 * **Executioner vs Executioner**: Clarified by Ratty [|Here]

=Resurrectionists=
 * **Nicodem (Empty Vessel):** Intent/Wording clarified (Clarification [|Here])
 * **Punk Zombie (Self-Mutilate):** You can not cast this with a Slow to Die action (Clarification [|Here])

=Arcanists=
 * **Mechanical Dove (Magical Extension):** The dove may not use Soulstones except to change its duel total. (Clarification, [|Link])
 * **Rapsutina (White Out):** She has exactly 3" of Obscuring cover so you can draw LOS through it to her.[|Here]
 * **Cassandra, Coryphee, Coryphee Duet (Sword Dance):** The attack generated by this ability is 'free' and costs no AP. Additionally, only Movement //Actions// (Walk, Charge, or Jump, see Rules Manual Pg 36) can be used to get the free attack. Movement //Effects//, like those generated by the Coryphee's One Fluid Motion trigger or Blinding Spell do not generate the free attacks. (Discussed [|Here])
 * **Coryphee (Dance Together):** You can only sacrifice another __friendly__ Coryphee. (Clarification [|Here]).

=Neverborn= = = =Outcasts=
 * **Lilith (Master of Malifaux):** Master of Malifaux does not let you see through Obscuring effects which are not also Terrain, effects such as the Stitched Together's Creepy Fog.(Clarification, [|Link])
 * **Lilith (Whirling Death[WD])**: There have been a flurry of clarifications and changes in understanding on this action. The list of relevant threads: [|WD vs Exhaustion & Shadowy Form], [|WD vs Slow to Die], [|WD vs Collete], [|WD vs New Models entering/appearing in range]
 * **The Dreamer (Nightmare Friend, Calm Dreamers, and All Done [LCB]):** These were printed before the Rules Manual and should all now say "place" instead of "replace" and the placed model is placed in Base to Base. (Errata, [|Here])
 * **The Dreamer (Shadowy Form):** Change to: "Enemy models cannot target the Dreamer with Actions or Strikes if there is a friendly Nightmare within 3" of the Dreamer that could be a __Legal Target__ of the Action" (Errata [|Here])
 * **The Dreamer (All my Friends):** Trigger description now reads: “This model’s Controller may place any number of friendly buried non-Master Nightmares within 6” of this model.” (Errata [|Here])
 * **The Dreamer (Frightening Dream):** Spell description now reads: “Place one friendly buried non-Master Nightmare within 6" of this model.”. (Errata [|Here])
 * **Lord Chompy Bits (All Done):** Trigger description now reads: “After damaging defender, bury this model and replace it with a friendly buried The Dreamer.” as indicated in the 2nd printing of Rising Powers. (Errata [|Here])
 * **Daydream (Change into Nightmare):** Ability description now reads: “If this model is killed or sacrificed by an enemy model's **Strike** or Spell, its controller may place one buried non-Master Nightmare within 6" of it before it is removed from the table.” (Errata [|Here])
 * **Black Blood Shaman (Potent Blood)**: Potent Blood should now state that it increases the Wds dealt by Black Blood by 1. (Errata, [|Here])
 * **Stitched Together ("Does Not Die!"):** In Slaughter and Shared Slaughter if the "Does Not Die!" ability causes the enemy model to remain in play before being sacrificed due to this ability then no points are awarded for killing the model. **Note:** A model with "Does Not Die!" can still be sacrificed if the "Does Not Die!" ability has not yet been triggered. (Clarification: [|Link])
 * **Avatar Zoraida (Obey):** Resist was misprinted with a -, it should be a Wp resist just as all other printings of Obey. (Errata, [|Here])
 * **Nekima (Nephilim Heat):** Ability altered to now only give Masks to friendly Terror Tots and Young Nephilim. (Errata. [|Here])
 * **Alp:** Alps received a large set of errata. Please read it over carefully for there are several minor changes that area easy to gloss over. (Errata [|Here])
 * **Hamelin the Plagued (In-discriminant Void):** Change to: "If this model is killed or sacrificed during the turn, at the start of the Start Closing Phase, Place a Hamelin, the Plagued into base contact with a friendly The Stolen, then sacrifice that model. Hamelin receives -4 Ca until the end of the Encounter." (Errata, [|Link])
 * **Leveticus, (Blessings of Desolation) V3 Card:** Misprint on Blessings of Desolation spell, it should say "After enemy defender is killed by a melee attack, it does ..."
 * **Desolation Engine, (Consuming Touch & Unstable Creation):** A Desolation Engine at 1 Wd can not make a strike because it was ruled ([|Here]) that the Wd from Unstable Creation would occur before you perform the action and that **"RM Pg.44**: A model cannot use a Talent or cast a Spell that requires it to inflict Wd on itself if it would reduce it's own Wounds to 0" Applies to the Desolation Engine in this situation. In short, a Desolation Engine at 1 Wd can not make a strike and be healed by it's Consuming Touch Trigger because making any (1) action while at 1Wd remaining for it violates that rule on RM Pg 44.
 * **Desolation Engine (Lost Focus) Vs Nicodem (Empty Vessel):** The Desolation Engine would leave behind the 2 SPA's and NO Mindless Zombies. Ruled ([|Here])
 * **Rusty Alyce, (Something to Live For)**: Clarification: This would have you draw 2 more cards and then you would discard down to your maximum hand size. It does NOT increase your hand size. (Link [|Here])
 * **Avatar Viktoria (Bloodlust of Masamune):** Clarification [|Here]

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