Thoras
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Posts posted by Thoras
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After the Core Rules Update on November 22 2021, the Activated Token is now placed at the end of the characters activation. This means it's placement no longer shares the same timing as Booby Traps when triggered by a characters second action.
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After the Core Rules Update on November 22 2021, this has changed to a standard rule when throwing both characters and terrain.
The terrain or character being thrown now needs to be larger than the terrain they collide with for the non-thrown terrain to be destroyed.
This means a size 2 piece of terrain thrown into a size 2 piece of terrain will now only generate 1 instance of 2 power.
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6 hours ago, Mc1gamer said:
So would either or both be considered a qualifying move for the likes of triggers that react from move actions like those offered by Rocket? Mysterio? Green Goblin? Thx!
To get the triggers correct, you want to be sure to note whether a rule is referencing a move action, a movement or a specific type of movement.
Booby Traps from Rocket and Tricks and Traps from Mysterio do not require a character to make a move action, they only require the character to make a movement, which encompasses any of the types of movement from page 16 (Advance, Climb, Throw, Push, Place).
Trick or Treat from Green Goblin requires the character to make specific types of movement (advances or places).
None of those superpowers care whether those movements are as a result of a move action, they will work regardless of how the character makes the type of movement they are looking for.
Compare those superpowers to the Team Tactic Card Spider-Tracker, which is worded like this
QuoteAfter an enemy character ends a move action within range 4 of an allied Web Warriors character...
That rule specifically requires it to be a move action to trigger it. An advance granted by an attack like Steel Rush, as mentioned above, would not trigger this card because the advance wasn't made as a part of a move action.
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Grievous wounds will expire when the characters are KO'd, so it will not interfere with the resolution of those cards.
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Cost 4 is the correct power cost
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On 11/19/2021 at 8:32 PM, Artisan said:
The 3 examples from the rulebook demonstrate how to properly place a mini when using the full length of the tool
The pictures that you have included here are only a demonstration of a few way to use the tools, they are not an exhaustive list of all ways to use the tools.
On 11/19/2021 at 8:32 PM, Artisan said:I play as seen in the book by putting the base fully in the curve of the tool on both ends when advancing.
This is not a requirement.
As the quote you references states, when advancing or climbing, the character does not have to end with its base in contact with the end of the tool, you can end the advance or climb with the character's base touching any portion of the tool. This means that yes, someone can place the character such that its base is only touching one of the tips of the tool at the end of the advance or climb.
They do however have to start with the character's base touching both points and fully seated against the curve of one end of the tool.
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A move action is most commonly one of the types of actions you can perform with a character during its activation as described on page 14 of the rule book.
A move action can also be granted by other special rules though. The Charge superpower as found on Valkyrie for instance allows the character to perform both a move action and an attack action.
When performing a move action, you can either advance or climb.
An advance or a climb are not always move actions though, as some special rules instruct you to perform one or the other of those movement types without instructing you to perform a move action. The Steel Rush attack on Baron Zemo for instance, this attack allows you to perform an advance after the attack is resolved. This would not be a move action.
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3 minutes ago, Matthews1802 said:
so can we double move and then pick up ? or are we restricted by the double move in one turn ??
Yes, you may double move and then pick it up, the restriction is put in play after you have picked the herb up. It doesn't prevent you from picking it up though.
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The dice added as a result of critical dice in the initial roll are considered to be of the same type of dice as the initial roll, so yes, you are able to re-roll those dice.
No, you will not be able to trigger abilities worded as such off of the additional dice you roll in as a result of critical dice because that wording is referring to timing steps in either the attack or dodge timing sequences and the dice added as a result of critical dice happens at a later timing step in all cases.
After rolling attack dice refers to Step 6 of the Attack Timing
After rolling defense dice refers to Step 7 of the Attack Timing
After rolling dodge dice refers to Step 2 of the Dodge Timing
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You played it correctly.
You are not able to perform a move action, pick up the herb and then perform another move action.
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11 minutes ago, Sleboda said:
Thanks.
So, what if one model is either within 2 or another model is within 4 (in this example) but other Shadowed models are touched by the Beam but are not within 2. Are all models hit by the Beam or only those within 2?
If there is a character that didn’t play Shadow Organization or there is a character that did play it, but that character is within range 2, the enemy character will be able to make the attack.
They will not be able to target a character that played Shadow Organization if it is not within range 2 though, regardless of whether that character is under the beam.
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You do still need to be able to target characters to perform a beam or area attack against them. If a character has played Shadow Organization, enemy characters must be within range 2 of them to target them with an attack, even if its a beam or area attack.
In the scenario you describe, since there are no enemy characters within range 2, the character won't be able to make the attack at all due to the fact that you can't make an attack without having a target.
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You were correct, yes.
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Yes, that can be done
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Iron man would still take the damage in that scenario.
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11 minutes ago, Thelador said:
Just for clarity, for my opponent, why does he always get cover when other characters don't? What's the difference between his cover and regular cover
The bullet points in the rulebook explaining how to benefit from cover are specific to cover granted by terrain.
Other rules that grant cover, such as Small Stature, will state the requirements and limitations specific to them
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Just now, Thelador said:
So he always gets cover regardless of range of the attacker?
Range has no impact on it, correct.
If there is another rule/effect in play though, that could prevent Rocket from benefiting from cover. For instance, several attacks have additional effects that say the defending character doesn’t benefit from cover.
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An attacking character being within range 2 of him has no impact on whether or not Rocket is benefiting from cover due to the Small Stature rule.
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The wording is referring to the current activation of the character.
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The Hulkbuster character will be placed on the battlefield per the rules of "Always have a backup".
The Iron man(hulkbuster) character will be removed from the game per the same rules.
Since All You've Got was not played by Hulkbuster, it was played by Iron Man(Hulkbuster), it will not impact Hulkbuster.
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A character can interact with an individual objective token once per activation.
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Well-Laid plans is an enemy effect for the characters it is causing damage to, but there is no specific enemy character that is causing that effect. This means there is no specific enemy character for Winter soldier to make an attack against. -
Yes, they will have to roll as Injured characters do count as contesting objectives. It doesn't matter whether a character is Healthy or Injured for the rules on that Crisis card, only whether they are a contesting character.
Where Injured characters might not be counted is when determining who is Securing an objective, as the securing rules first check for Healthy characters and then only check for Injured characters if there are no Healthy characters. This crisis doesn't use the Securing rules though, only the Controlling and Contesting Rules.
Page 12 of the online rule book goes in depth about the differences between contesting, securing and controlling.
Difficult to Please played at the end of Magneto activation
in Marvel: Crisis Protocol Rules Questions
Posted
After the Core Rules Update on November 22 2021, the Activated token is placed at the end of a characters activation.
Given that the end of a characters activation is also the end of the players turn, this means you can no longer play Difficult to Please in the same turn without additional rules allowing the turn to continue.