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TheRealShano

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  1. but aren't they two different trigger events? CF triggers at Step 3 once an eligible target has been chosen. Life Drain triggers at Step 10C. The example in the rule book using Aura Sing's Hit and Run and Double the Contract, Double the Payout are clear since they both are "After" which would have both abilities trigger off the same event at 10C.
  2. Can Active Abilities trigger off combat tree results from out of activation attacks even though spending Force to use the Active Ability can only be done "if it's this unit's activation"? How does this get handled in cases like Mother Talzin's Wrath stance where the Active Ability is on the third result and is the only path through the combat tree?
  3. I recall reading in the dark days of the pre-Forum era where someone (I believe from AMG) mentioned in a Facebook comment that in order for the Kalani (and now Kraken) Force cost to reserve be reduced by 1 you still need to have a Force available in the first place to trigger the Reserve, but then you reduce the cost by 1 to 0 .... so, you cant reserve for "free" if you have already depleted your Force pool. Is this correct?
  4. Seeking clarification on some interactions around Pinned and Strained Conditions and related triggers since I cant see that any of the timing charts define when things are applied and, as a result, further implications for ability triggers in a turn. If a Unit is Pinned and Strained: Scenario 1: With a multiple character unit - In the unit's activation, I declare a Move Action, when there are two characters I specify which one "moves" first - clearing the Pinned condition - and then choose the move type for the second character. Resolve the second character move, apply the Strained damage and remove the Strained token. This applies according to the "When a character in this Unit advances, climbs, dashes, jumps" aspect of the Strained condition The Move Action ends when the second character has completed their movement. Scenario 2 With a single character - In the unit's activation I declare the Move Action, Pinned prevents the attempted movement, Pinned condition is removed and then the Move Action ends. Once the Action ends this resolves the Strained damage is applied and the Strained token is removed. This applies according to the " when this Unit makes an action" aspect of the Strained condition. My understanding is that Active and Reactive abilities with movements (such as Jetpack, Force Speed and Defensive Maneuvers) will resolve in line with Scenario 2. Pinned prevents the movement, but the Active/Reactive ability still resolves and applies the Strained damage based on "or uses an Active or Reactive ability". Where things become less clear are scenarios where: Movements are initiated off Innate or Leadership abilities - whether it is the active model or other, the Pinned would prevent the movement, there is no Action, no Active/Reactive ability used, no attack and as such, the Strained would remain in place? Likewise, given that Strained condition states "when this Unit makes an action, makes an attack, or uses an Active or Reactive ability" - if a movement on a Pinned/Strained unit is initiated by another unit (eg. Tactical Network), the Pinned would prevent the move but the Strained would remain?
  5. If Republic Commandos Climb instead of Dash when doing a Defensive Maneuver, do they still get a Hunker token, or does the requirement for Dash overrule the fact that they can Climb instead?
  6. Hi Team! Point 8 in the Timing Chart outlines "Starting from one of the orange Options at the far left of the attacking character’s Combat Tree, the attacker chooses a number of Options equal to the number of successes they have, applying all effects of the chosen Option before choosing the next one." Point 9 is application of damage. On page 32 of the rule book under Combat Tree, the Active Ability wording states "When Active effects appear in a chosen Combat Tree Option, they are resolved after all Directed effects have been resolved and the Damage pool has been applied to the defending character." Scenario: Kalani (the boss) scores enough hits to achieve a full tree and I choose to go straight across the middle. I have 8 damage in the pool, and in order: 1. Shove (Directed) 2. Active Ability (Personal) 3. Reposition (Personal) 4. Shove (Directed) My understanding of the timing is that this would result as: Timing Chart step 8: 1. Shove 2. Reposition 3. Shove Timing Chart Step 9: 4. Damage applied 5. Active Ability (9b?) Is this the intention of how this should be played?
  7. in the event that I have a squad with 2, 4 or 6 characters, and the squad affiliation rules in the book state "more than half", does that include half or not? Ie. in a 4 person squad I'd need 3 affiliated for the leadership, I cant have 2+2... and a 2 player squad (such as Thanos w/ Mind and Power + Immortal Hulk for 15) can never use a leadership unless both are affiliated? OR ... if the total threat value of the affiliated characters is >50% (ie Thanos = 8 and Hulk = 7) would that actually qualify?
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