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Post by nynax on Feb 22, 2008 23:26:55 GMT -5
just to add a twsit on the issue....could multiple Strong arms be played on one attack therefore getting two or more items discarded?? I do not see why not.
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Post by michalmermer on Feb 23, 2008 3:53:59 GMT -5
Strong Arm states that you IMMEDIATELY PLAY IT AFTER ROUGE HIT - NOT RESOLVE ! What is more it clearly states when it is resolved - in damage phase "damage is halved down and enemy drops one random item" If you were right you should also apply damage before anyone else what can not happened in normal combat but only outside it like free attacks.
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Post by nynax on Feb 23, 2008 12:22:16 GMT -5
Strong Arm states that you IMMEDIATELY PLAY IT AFTER ROUGE HIT - NOT RESOLVE ! What is more it clearly states when it is resolved - in damage phase "damage is halved down and enemy drops one random item" If you were right you should also apply damage before anyone else what can not happened in normal combat but only outside it like free attacks. Yes, it states that you immediately play it after the Rogue hits - which happens in segment 1, prior to damage resolution. The card does not reference the damage phase, clearly or not, on the card text. You can modify damage outside of the damage resolution segment, as modifiers last until the end of the round. So, the interpretation that we are using using is that when damage is resolved, it will be halved, but the card does not immediately cause damage, it just modifies the (eventual) damage. An interpretation in your favor, on the other hand, is that it says, "[t]hat attack does half damage (round down) and forces target to drop one random item", and it can be considered that since it is worded "[t]hat attack ... forces target to drop one random item" instead of "[t]hat attack does half damage (round down) and target drops one random item" implies that the item is dropped because of the attack and not in addition to the attack.
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tone
Newborn
Posts: 33
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Post by tone on Mar 15, 2008 12:56:31 GMT -5
ok me and my buds were playing again this week and got a few more questions.
I (marine) player am pretty close to evac'ing my SC's. The 2 pred char's. realize this and our boards connect. However the way i have my locations set-up with the connecting of theirs i have sentry guns and Traps one after another. questions.....
with 2 people playing same faction and both want to run to kill me..how do you say which gets to enter the same location the other wants....For Trap reasons???
First pred player want to activate Plasma Sheilding, during the movement phase so he gets +4 Res while running thru my gambit of Sentry Guns and Traps. The way i read that card there is no one declaring attacks on him, Sentry guns fire on anyone that enters and Traps go off anyone that enters. He wants to get +4 Res while he runs thru and then during combat phase. Need answer..
Resistance question...can you mix the factions of resistance, recon,black ops ect....
Is there an "ORDER" when conditions are played?? reason there is a Terminator condition that says gain +3 to your handsize if another player played a condition, if they did not they gain +2 to their hand size. So you can see the problem. someone might say they WERE gonna play a condition till they read that one, and rather get +2 to their hand size...
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Post by Axlotl on Mar 15, 2008 17:55:49 GMT -5
Well, multiple players of the same faction isnt supported by the rules, you basically have to house rule it.
You can mix resistance regiments together, in fact, for some, it is necessary. Covert Ops only has 3 characters, recon/security only has 1.
Also, I'm not 100% sure, but i think that conditions are revealed at the same time, even if they were not, someone selecting to not use theirs to gain the benefit of Urgency, would strike me as cheating, seeing as how their condition is part of their deck.
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tone
Newborn
Posts: 33
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Post by tone on Mar 18, 2008 14:07:42 GMT -5
the plasma sheilding question i also need an answer for. It was up for major debate in our game.
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Post by nynax on Mar 19, 2008 1:58:37 GMT -5
An attack from a sentry gun would create a combat sequence, and thus the shield can be used.
"A combat sequence is defined as any form of combat (including Free Attacks) between 2 or more opponents. Each and every combat sequence consists of the following Steps: 1) Unhidden Close combat declaration Step, 2) Unhidden Ranged combat declarations Step (Hidden characters using Laser Sights and Halogen attachments declare now) 3) Hidden Close combat declaration Step, 4) Hidden Ranged combat declaration Step, 5) Ranged combat resolution Step, 6) Close combat resolution Step."
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tone
Newborn
Posts: 33
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Post by tone on Mar 19, 2008 9:50:55 GMT -5
so he gets +4 res from the movement round all the way till the search round!!! (of course combat has to be decalred)
ya that card is broken...
ok well remove the sentry guns from the question..what about just a trap??? can he activate in response to a trap....??
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Post by Axlotl on Mar 19, 2008 10:42:58 GMT -5
I don't think it can be done against Traps. There is no combat when a trap occurs. But if there was a Sentry Gun first, then a string of traps, it would still affect the Traps.
It is a good card, but attachments are always a bit vulnerable, as you can destroy the main item to disable the attachment.
Heres a question: does a making a weapon damaged disable its attachments?
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tone
Newborn
Posts: 33
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Post by tone on Mar 19, 2008 17:45:56 GMT -5
ya i agree making items damaged is not too hard, but the other pred item he puts doubles of on...is the intergarated repair module, so even if i try to malfunction he cancles it.
it's just annoying to sidebar so many cards just to get around an Awesome item...
as for does making an item damaged, do you have to fix all items attached to it?? i think if you fix the main item rest are also considered repaired...
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Post by Axlotl on Mar 19, 2008 20:57:31 GMT -5
Damaging the main item doesn't damage the attachment. Its just that the attachment requires the item to work, so if the thing it's attached to is damaged, I think it is unable to be used.
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tone
Newborn
Posts: 33
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Post by tone on Mar 21, 2008 12:36:45 GMT -5
ok more questions...
the terminator set has some formations that don't Faction restrictions.....Can a rouge player play them??? or in that case any faction??
kill shot can it be use on Scope rifle??
advanced scouting...by moving the max you could get 10 combat pool off this card??? If i'm reading it right...Even though it says no more than 5 can be generated, but max is 5 and IF he is a scout then you could get 10 right??
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Post by Axlotl on Mar 21, 2008 13:41:52 GMT -5
As I understand it, even as a Scout, Advanced Scouting can only give a max of 5 CP. Theres nothing on Kill Shot that says it couldn't be used with Scope Rifle, just need a guy thats a Sniper. I don't really have an answer for the formation thing, but I'd say its probably legal in all scenarios allowing you to add terminator cards to avp decks, unless the scenario states otherwise.
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Post by Shaolin Yautja on Apr 28, 2008 11:33:20 GMT -5
Hi!
I just want a few things clarified and doubled checked.
As you've all previously have seen I've made a few custom erratas/or re-wording awhile ago but I want to be sure that they were close to accurate and much less vague compared to the original text used in the Premiere edition cards:
There were alot of cards in the Premiere set that have vague wording and still needs to be revised.
Card Name: ALIEN WAVE (I've updated this one) Type: Event Effect: May only be played after the first Alien declares an attack. The first Alien receives no plus to hit bonus from this card's effect, however the second Alien that declares an attack receives +1 hit, and the third Alien that declares an attack against the "same target" receives +2, and so on, Caption: They're coming out of the... walls!
Is the above correct on all accounts and can this card be played by other players or are there a restriction which only the Aliens/Cloned Aliens player can use???
Card Name: CPL BROWN Type: Human Main Character (Colonial Marine) Speed: 3 Power: 3 Resources: Marine, Marksman, Scout, Sniper Effect: Plus 1 to hit. If he rolls a Natural 1 To Hit(To Hit Roll only) in combat(all combat), his weapon is permanently Damaged. Caption: 22 confirmed kills...most were hostile.
The natural 1 include all combat including free attacks, overwatch, and all attacks outside of combat round right?
(Same goes for Eager Youth)
Also the Weapon is "'permanently' damaged if the Natural 1 is rolled?
Card Name: DISSECTION Type: Event Restrictions: Human Effect: Permanent. Play this card after killing a Predator or Alien. Generate 5 research points to gain +1 to hit all characters of that species for the rest of the game. Caption: Its structural perfection is matched only by its hostility.
Can the +1 from this card be accumulated with other event cards, although I already know events that grant To Hit Bonuses are not cumulative with other event cards, but I wanted to be sure about that part about 'to hit all characters of that species for the rest of the game".
Card Name: EAT THIS Type: Event Restriction: Short Ranged, Shotgun Effect: Plus 2 to hit and damage against an Alien. If the hit is successful and the defending Alien receives damage because of this card, then the attacker receives 3 points of Acid Damage. Resistance does not reduce this Acid Damage. Any armor that is not acid resistant is destroyed (discard it). Caption: Close encounters of the deadly kind.
Also is this correct on all accounts?
And also about Chemical base, what's the duration on that?
1 round? 1 full turn? Useful against multiple Acid Splashes/Sprays, or strictly 1 for/against each?
Can Acid Splash/Sprays be used with any combat/attack or strictly attacks within combat round?
I want to make sure whether these card will remain on the table or not after it has resolved:
Empty Field Promotion Ravaged Chamber Stalking The Queen
Oh and also about the card Overconfidence. If I roll a natural 6 in combat but my character(s) have damage tokens/wounded does Overconfidence's effect overrides the penalties from these damage tokens/wounds?
Reply ASAP!! Thanks!!
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Post by Axlotl on Apr 28, 2008 17:57:57 GMT -5
Answered the rest on the other thread, but heres the rest:
Stalking the Queen: This REALLY should be permanent. But the text really seems that it isn't. As a matter of fact, this card is really freaking awkward.
Overconfidence: overrides - to hit
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