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Post by Axlotl on Apr 20, 2009 15:55:23 GMT -5
I think they are taken control of as soon as anyone of their faction enters the location. Don't recall how hostages worked exactly though.
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Post by Iceman on May 3, 2009 22:40:29 GMT -5
Hostages just need a Rogue with a revealed weapon (which matters when all you run is prohibited stuff that you conceal).
I think there is an odd interaction, though, when both marines and rogues are present. The marine, iirc, can just walk off with the civvies. Could be wrong about that though - maybe control stays with whomever currently has it.
-VIC
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Post by mrdomino on May 3, 2009 23:11:17 GMT -5
I think the marines can walk off with civvies, but still suffer from the overwhelmed movement rule, which works for me.
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Post by Axlotl on May 3, 2009 23:17:12 GMT -5
I read about this recently in the rules when I was looking something up I think. If I remember correctly, the Hostages stay under Rogue control with Marines present, only by killing the Rogues can the Hostages join the marines, upon which, they count for double for the Supporting Character win.
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Post by nynax on May 4, 2009 0:24:52 GMT -5
Hostages and Liberation:
Hostages are not controlled by the Marines Player unless there are no Rogue Main Characters at the Hostage's location. Marines may liberate any Hostage held by the Rogues by eliminating all the Rogues accompanying a group of Hostages at one location. Mark each Hostage that gets liberated (use pennies or any other handy token). Each liberated character counts as 2 Supporting Characters for the purposes of the rescuing Supporting Characters Marine Victory Conditions.
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Post by Axlotl on May 4, 2009 0:32:06 GMT -5
I don't exactly like the wording at the end of that paragraph. What about rescuing characters that where already worth 2 supporting characters if evacuated, someone like Anna. She's always worth 2, so if liberated from Rogues is she now worth 2 or is she worth 3? maybe even worth 4?
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Post by Iceman on May 4, 2009 9:29:04 GMT -5
I'd say they're worth one extra point, rather than double.
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Post by mrdomino on May 5, 2009 18:25:03 GMT -5
I think AVP needs Importance for supporting characters. That'd clear this right up.
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Post by Axlotl on May 5, 2009 18:53:53 GMT -5
except that in AVP, Honor values would be a better thing to print.
Could roll Honor values/Supporting Character totals together into 1 stat and add it to SCs. Which would, I guess, basically be Importance.
EDIT: The entire Honor system is excessively cumbersome.
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Post by Cplwilks on May 6, 2009 9:34:42 GMT -5
except that in AVP, Honor values would be a better thing to print. Could roll Honor values/Supporting Character totals together into 1 stat and add it to SCs. Which would, I guess, basically be Importance. EDIT: The entire Honor system is excessively cumbersome. I was thinking about this the other day - I say all Supporting Characters should have an Importance value. AvP ones would be how much Honour they give, or how many 'points' they count for to rescue/hostage take. Termnator already has Importance and my Robocop Expansion (yes, i'm still looking at it : was using it for how 'Important' they are for arresting etc. WOuld make crossing over rules a lot easier. To be honest, the current Honour system needs a complete over haul (mind you so do the complete rules... )
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Post by mrdomino on May 6, 2009 17:18:18 GMT -5
It does all need an overhaul, but you'd have to be careful and not make it too overly compatible. You have to keep the individual flavor of the universes. But AVP, Terminator, Halo, Robocop, Starship Troopers, and StarCraft all need to come to the Battleground system. Also, a set based on Blade Runner, Totall Recall, and Total Recall 2070 would be good, if you could do it right.
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Post by Cplwilks on May 7, 2009 5:25:27 GMT -5
It does all need an overhaul, but you'd have to be careful and not make it too overly compatible. You have to keep the individual flavor of the universes. But AVP, Terminator, Halo, Robocop, Starship Troopers, and StarCraft all need to come to the Battleground system. Also, a set based on Blade Runner, Totall Recall, and Total Recall 2070 would be good, if you could do it right. The first decision that needs to be made is how compatable we DO want the game. Then a basic ruleset for the 'Battleground CCG' needs to be drawn up and then each expansion would have it's own 'additional rules set' (ie Hiving and Breeding in AvP, Production in Terminator etc). Anyway this is a complete derail of the thread so this will need a new topic if anyone wants to discuss it further.
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Post by Shaolin Yautja on Mar 9, 2010 10:52:36 GMT -5
Adapt and OvercomeCosts 3 CP to useEffect: Play after you roll the die in combat. The next time you need a die roll, use this roll instead.This only applies to the natural number rolled right? Not any of the bonuses or effect which added or subtracted to the current dice roll targetted for this effect? I.E. You can't reserve a roll beyond 6. This is targeted dice roll also universal right? Can be used by any of your characters that are currently under your control? Or just the one that rolled for the attack? Also can this reserved roll be used for any other dice roll effects other than combat dice rolls? I.E. Burst rolls? Drowning Rolls? Etc., ... I'll also assume that this reserved roll from Adapt and Overcome is permanent and you can choose when to use it? Or does it only last for 1 turn or 1 round? But once Adapt and Overcome has resolved it's discarded?
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Post by mrdomino on Mar 9, 2010 18:01:03 GMT -5
AFAIK:
1) Yes 2) Sort of (see below) 3) Yes 4) No 5) No 6) Yes
The way I've always played Adapt and Overcome is that it has to be used on the next die roll, no matter what that roll is, or which of your character's is making it.
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Post by Axlotl on Mar 10, 2010 1:50:35 GMT -5
On that topic, also consider that events only have effect for 1 phase.
(like Good Shot. Play Good Shot during movement with an Overwatch and attack at +2, but if you declare an attack during the normal combat round, the bonus is long since gone, as the phase has changed. (twice).)
That may be taken as Adapt and Overcome's effect only lasting as long as an event card is allowed to without specifying a duration. I'd say it lasts for 1 phase.
(As in I attack with 4 marines. My 1st marine rolls a 6, I Adapt and Overcome so the next marine's roll is considered a 6, then roll for the last 2 marines. Its not a terrible card.)
I'm kind of tempted to make a deck using this and those other events that allow rerolls.
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