Thoras
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Posts posted by Thoras
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Ultimately, this will need to be resolved by the players in some fashion. The rules can't cover every potential situation involving the rules not being followed correctly.
Hopefully the players can try to come to a resolution themselves.
If you are participating in an organized play event, you can request the Event Organizer or the Watcher for the event for assistance.
There is some guidance available in the "Missed Opportunities" section of the Challenger document available on the organized play page, which can be found linked in this post - https://forums.atomicmassgames.com/topic/1078-useful-links-faq-errata-rulebook-etc/
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The removal of damage from this leadership is conditional on the enemy character gaining a special condition. If the character already has Bleed, they can't gain bleed again.
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6 hours ago, Horeath said:
Ah, cool. I read "Intended, but a clarification will follow" meaning "it will work like that once clarified". I hadn't called any opponents on it, and allowed the intended update to apply, but was concerned the same courtesy might not be reciprocated.
If an explanation of how it should be played is included, that should be considered effective at that point unless otherwise noted.
The card has actually been updated as a part of the card pack 2022 as well, clarifying the language. -
21 hours ago, Wotsnik said:
If you stopped the follow up Eye Beam with lifesaver, then that would also trigger giving Swan a bonus 3rd action to use as well, right? It doesn't matter that the beam was nested within another action, in similar vein to charge/ferocity/etc.
If Life Savers conditions to grant a new action are satisfied, yes. It doesn't matter if the attack is occurring within another attack.
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32 minutes ago, Sz4r1ej said:
What about if there are 2 skulls in the initial role and you pay for one of them to be treated as a crit, then using any available re-roll mechanic you re-roll the skull that was treated as a skull into another other than skull result.
Does the second skull now counts as a crit or is the effect attached to the dice?Based on your question, I think there is a typo in this sentence "...then using any available re-roll mechanic you re-roll the skull that was treated as a skull (Should this be critical?) into another other than skull result."
If that's correct, then the answer is no, the remaining failure does not get treated as a critical now.
The effect is not attached to a specific die, but a specific result. The difference is that if it was attached to a die and that die was rerolled into another failure, it would still count as a critical. When choosing a result, if you change that result in any way, its now gone. So even if it was rerolled into a failure, the effect is lost, because the specific result that was chosen is gone(Which is how it now works)
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The ruling on Probability Manipulation and Cloak of Shadows is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
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The ruling on Probability Manipulation and Cloak of Shadows is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
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The ruling on Probability Manipulation is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
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The ruling on Probability Manipulation and Cloak of Shadows is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
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The ruling on Probability Manipulation and Cloak of Shadows is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
This means once the Grand Illusion changes them back to failure results, they will remain failure results.
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The ruling on Probability Manipulation is changing.
Previously, the superpower would be used at the specified timing steps and then the effect of it allowed you to choose a failure to be treated as a critical at all steps of the timing sequences. This meant you could "overspend" and choose a failure at a step in the sequence other than when the superpower was used.
This will no longer be the case.
You are now required to have failures in your dice pool at the point you use the superpower in order to choose them. This means you can no longer pay for future results, as the results can only be chosen directly after using the superpower.
You will now pay to choose specific results(not dice) to be treated as critical results. Only results that exist at the point of paying may be chosen. If those results are modified(changed or rerolled) later, even if they are modified to the same result, the effect allowing them to be treated as another result is lost. I.E. If a die showing a failure is rerolled, even if that die rolls another failure, the result that the effect applied to(the original failure) is gone and thus the effect is gone.
You may still spend more power than you have failures available per the first sentence, it’s just any power spent over the number of failures currently available has no effect.
This change better aligns the rule to the printed rule on these cards.
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This superpower is used during the targeting step, so it is used before any dice are rolled.
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On 8/11/2022 at 11:09 AM, Dyzard said:
Is the damage taken by black bi frost considered an enemy effect?
If the card was played by an enemy, yes.
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I'd suggest reviewing the Challenger document that is located here - https://www.atomicmassgames.com/marvel/op
It describes the rules around alternate tokens (yes, they may be replaced with a few rules around doing so)
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You may not use the Black Bifrost in between the movement and attack of a charge, no. It should still be considered an "at any time" rule.
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On 8/20/2022 at 6:36 PM, Matthews1802 said:
If I use Mr Sinister's forced extraction Team Tactics Card is it considered an allied effect for the damage that is caused?
Yes
On 8/20/2022 at 6:36 PM, Matthews1802 said:if i use it on Red Guardian would he gain a power from his "Red Guardian's Suit" Innate power ? so at the resolution of the effect he is one power and one damage up.
Yes
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Eye in the sky does not consider the special rules of an attack. If you satisfy the conditions to stop the attack outlined in Eye in the Sky, the attack will be stopped.
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The allied character would be holding the Herb, but not contesting the Vessel. The token is contesting the Vessel in this scenario.
This means that no, they can not score the Herb via Astral Ring
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On 8/22/2022 at 9:09 PM, bewie said:
IF this is used on a character that is immune to Hex, then this ability will not be able to apply Incinerate to that character. I believe because since you cannot satisfy the first part of already having Hex
Correct
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Just now, A-Aron said:
Basic question, do grunt have an affiliation at all?
If they are not listed in the current affiliation document, they do not have an affiliation.
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It does not count as them being KO’d, no.
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The range of a beam attack is the location covered by the template when it’s placed.
If you are not currently under the template, you have gotten out of range of the attack.
Vision would not get his action back, he would be granted a new action. -
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Hulkbuster does
”This character” always refers to the character that the rule exists on.
Red Skull, Master of Hydra's Hydra Trooper summon and KO.
in Marvel: Crisis Protocol Rules Questions
Posted
Not after performing Hydra Assault, since it doesn’t grant an attack itself, but otherwise yes after a Hydra Assault followed by an attack.
If the Hydra Troopers are activating/have activated, you have already passed the point at which Red Skull, Master of Hydra has been chosen to activate and you do not perform this choice again. The activation flows from the Grunts activation directly into the Parents activation.