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Post by Zugarth on Mar 16, 2024 4:58:41 GMT -5
As far as I'm concerned, the Aliens Mature step hasn't been changed. It was poorly written in Version 2. All other rule books prior, the process is a lot clearer. It is this clearer wording which has been used.
Regards Overwatch, I would say yes, the captured character would become a chest burster that same turn, as the captured character would already be at the Breeding Chamber before the Aliens Mature step. Regardless of how they got there.
To tell you the truth, I had actually forgot about the spending 2 CP to get a +1. It says Damage Resolution during ANY Combat Sequence, which to me, means it can be Ranged or Close Combat damage. Otherwise, it would say during Close Combat Damage Resolution.
I would also say +1 to any damage type. If I attacked by playing Acid Attack, my character on a roll of 1-4, will be doing 1 Environmental Acid damage. I should be able to spend 2 CP, to add +1 damage, as my character is attacking and causing the damage and no different than using a Ranged weapon. I couldn't do this, if I played Acid Spray or Acid Splash, as they are the Event cards doing the damage, not the character.
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Post by Axlotl on Mar 16, 2024 11:23:45 GMT -5
Hmmm. The CP bonus is an interesting question... I've always treated it as modifying the actual "damage stat" not "damage dealt" and I've felt that an attack that does environmental damage doesn't have a damage stat, rather it only "deals damage". IE Ranged damage dealt is weapon/attack damage + ranged damage mods + generic damage mods - enemy Power - resistance mods - armor, while an attack dealing Environmental damage is just = to Environmental damage and can be prevented by specific cards.
I'm not sure I have an actual rules justification for this though. Modding Environmental Damage just feels wrong to me.
Damage having multiple meanings in game is a bit of a headache for card wordings and having tight rules.
Also, looking at the phrasing in the rule book: there is no Damage Resolution step other than that one line, its Attack Resolution in the combat section. lol.
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Post by Shaolin Yautja on Mar 16, 2024 16:25:58 GMT -5
"Increasing Damage or Resistance With Combat Pool
Once per character each round, a player may spend 2 Combat Pool during the Damage Resolution Step of any Combat sequence to add +1 to his/her character's resistance or damage."
So I decided to review and look at other Premiere event cards that provide increases or bonus or modifiers to damage done.
I'll have to conclude that the combat pool increase would have to include ranged attacks.
Because for example for the card If It Bleeds, it said "Plus 1 damage. In addition, +1 damage if Marine, and +1 damage if Veteran", and since there are absolutely no restrictions printed or stated on that card then that means it applicable to both Ranged Combat or Close Combat.
And this card is played and targetting a character rather than an item or weapon that a character is using.
Whereas looking at the card Concentrated Fire for example it has a "Ranged" restriction on the left side so it is only applicable to Ranged Combat attacks that hit.
We don't see anywhere in the rulebook, FAQs nor Erratas that clearly specifies that there would be a restriction for the +1 Damage increase by spending 2 combat pool to be applicable only for Close Combat although it's effect is also targetting a character instead of targeting an item or weapon that a character is using. But if anyone did spot such then please correct me if I am wrong and point me to it.
Speaking of bonuses, I also wondered regarding the card Frenzy. It said "Gain a free attack for each 2 Alien tokens on this character card. All attacks are made with no bonuses to hit or damage, including bonuses from Alien tokens".
Does the effect text of an Alien character card still count or constitute as a "bonus" to damage in this case?
Such as the Alien Warrior's own text of "Alien Warrior does Power +3 damage." for example and pretty much all Alien character cards have a Power +3 damage except for Chest Burster (blank effect text) or Pet Hybrid's Power +4 damage.
If their own effect text does not constitute nor count as a "bonus" then great. Otherwise if it does count then that means the Alien character card could only use their base damage or whatever their current power stat is at dependent upon if any damage had been taken or not and therefore the amount of damage one can do with this event card is severely limited.
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Post by Axlotl on Mar 17, 2024 11:38:38 GMT -5
I think its safely intended that the CP bonus boosts both ranged and close combat. Its just the enviro damage from attacks that trips me up.
I've always treated bonus on Frenzy as external modifiers, so Alien Warrior deals 8 damage. I have minimal justification for this, other than stating that Frenzy would be pretty worthless if it only uses base power, and that Alien Warrior says Power +3 damage, not +3 close combat damage - IE its defining a base damage stat not modifying one. I would also say that if an Alien has a printed + to hit that would apply too, but that's more debatable. Best argument I can make is that printed stats on a character card aren't "bonuses".
Here's another Frenzy question for you: does Frenzy ignore penalties to hit? What about if you are both -1 to hit and +1 to hit from different sources? Is it -1 or +0? (I think a negative modifier would never be a "bonus" so it would always include just the hit penalties.)
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Post by Zugarth on Mar 27, 2024 1:47:45 GMT -5
I agree with the Alien Warrior. As it is printed on the card, I see it as part of the character, plus it does say Power, not damage. Think of the stats being Speed 4, and Power 8/5 (Damage/Resistance).
Frenzy - Even though a "bonus" is usually a positive, I have played other games where playing a bonus has a negative number. And yes, technically, it is a penalty, not a bonus, but in gaming terms, it is still a "bonus" being played. In the case of Frenzy, I feel the wording should say "with no modifiers for to hit or damage," to avoid any confusing from a -1 being played.
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Post by Zugarth on Mar 29, 2024 7:07:25 GMT -5
It has place holders filled in!
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Post by Zugarth on Apr 30, 2024 7:11:40 GMT -5
No more comments for now? Well, here it is. Version 1.0 of the AvP CCG rule book. I have made the PDFs in several formats.
Print Ready version - Single pages (size suits both A4 and US Letter, so can print at home)
Printer Spreads version - Printer Spreads (can take this a place like Officeworks (Aus) or Office Depot (USA) to print and staple into a saddle stitch book)
Let me know of any issues. I have also put the links at the start of the thread.
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Post by doctordolemite on May 1, 2024 4:36:40 GMT -5
This looks great! I just did a quick skim and its looking good but didn't read through any of it yet. I will dig through it this weekend.
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Post by sherm on May 1, 2024 21:18:03 GMT -5
Looking great.
had a quick skim during lunch, but will download and read in detail when I can.
Will be great to have everything all in one place
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Post by Shaolin Yautja on May 2, 2024 10:56:32 GMT -5
Was the rotation of items, specifically for weapons ever cleared up or clarified?
I don't see it in the official 2.0 rulebook, maybe it can be addressed in the living rule book?
On both of those quick start sheets for Marines and Predator, I noticed that their weapons had been shown as rotated for the Combat Round examples descriptions. This added to confusion to me for a while.
But I believe that Axlotl had been right earlier in regards to how only certain weapons and items that actually consist of their own effects text would count as to whether they would become rotated after declaring their use.
Specific examples such as the M42A Scope Rifle and the Motion Scanner. Both items did say they have to become rotated when used.
I also remembered that there are rules in regards to Ammo type of item cards becoming rotated.
It seems that in general it's almost always the characters that have to be able to rotate.
And in some rare occasions, such as locations like Hardpoint can become rotated when declaring to use its effect text.
I'm not too sure about the other cards such as events, conditions, barriers, vehicles, etc. because I don't ever recall they have rotation requirements although they can become rotated by another card effect such as through Dead End.
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Post by Axlotl on May 2, 2024 14:57:04 GMT -5
I forget exactly what we said before, but I think its easily written off as a mistake in the quick-start sheets, as it runs directly counter to the design of cards like the M42A scope, as well as a bunch of the stuff in Atmosphere. If it was ever intended it was probably erased by the Res/Atmo rule changes, like how the turn order was changed.
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