<Split from the Tactics FAQ thread to help ensure the thread focused on the FAQ and not rules questions>
As a brand new player who really loves the game but keeps discovering new rules mistakes, this post is excellent. A few additional questions:
1) Does Wraith's Slip Into Shadows trigger off of hazard attacks?
2) Once incapacitated, you can't get incapacitated again until you stand up, right?
3) Is there an online reference for each card/ability? A wiki of some sorts would be tremendously helpful to look up cards and what certain named things do.
4) On page 8 of the rulebook, explaining line of sight: http://sentineltactics.com/system/files/downloads/Sentinel%20Tactics%20Rulebook.pdf, shouldn't there be red lines between Bunker + Wraith and Wraith + Ra? This confused us briefly until we realized that it probably didn't mean to be comprehensive.
5) Does Baron Blade's Sabre Suit apply +1 defense to his turrets/soldiers?
6) In BB2, when BB overkills someone, does he place a turret before or after the push?
7) Are the BB3 pylons "allies" for living forcefield generators? Are they "enemies" for BB's turrets? Can they be moved around? Overkilled and pushed?
8) In BB2/BB3, if Bunker sets up turret mode, doesn't that mean that BB basically can never get him out again? BB can incap him, but next turn he will just immediately deploy turret mode and then use all his attacks. Impulsion turrets won't move him and the incap penalty is meaningless because he has his full roster of attacks in turret mode.
9) Does "Dodge" improve blocking dice for the purpose of BB's redistributor attack? Would that improved result apply to every hero caught in the redistributor radius? This makes sense to me but goes against how Aim tokens only affect one target in multitarget attacks.
10) If BB is incapped by an attack but has the redistributor equipped, does he get a chance to fire back with the redistributor before being incapped?
11) Does the redistributor work even if the dice doesn't really "block" anything? If BB rolls 5 1's against 4 6's, does BB's redistributor attack with five 1's, four 1's, or nothing at all?
Apologies, theory, but we will want to keep the rules conversations out of the FAQ thread to help ensure discussions on the FAQ itself are maintained there. I understand you were asking for these answers to go into the FAQ, but (in general) everything that is answered on the forum will end up there.
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So this is why my post didn't go through. Well, I will go ahead and answer them again, giving quick answers to the ones I know for sure, rather than the indepth I did in my last attempt.
1. Yes.
2. Correct.
3. Not at this time.
4. There could be, but it's only check for Assault Drone.
5. No.
9. If it's blocked, it can be reassigned, no matter how it was blocked.
11. If the dice were not blocked, they cannot be reassigned. You also reassign the attack dice, not your defense dice.
Thanks for the answers, and also for the thread split.
5. That's what I had thought at first, but phantaskippy's post here seemed to suggest otherwise ("just keep your Sabre suit on and get building. Blade Battalions with 4 defense aren't weak")
11. Wow, I don't have the card in front of me to check, but that changes things considerably. So it's not my defense rolls that are being reflected as an attack, it's their offensive roll? And only if that dice had been blocked and did not do damage? Wraith rolls 5-4-3, BB rolls 6-1, the reflect attack is now a single 5? But if Wraith had rolled 5-4-3 and BB rolled 6-6-1, the reflect attack is now 5-4?
5. That appears to be a mistake. Unless I missed something that says the Sabre Suit applies to allies in the scenarios. If an Ongoing ability does not state who it effects, then it only effects the target that has the effect on them.
11. Correcto, in the first example it would be the 5 that gets reassigned and in the second, the 5 and 4 would be.
5. That is badly worded, the 4 defense is based on Living Force Fields, I didn't clarify that, I ned to go clean those up some more.
11. You can choose which dice to block, so if you are redirecting those attack dice towards Omnitron-V with his plating causing 5s to be automisses you can choose to block the 4 instead of the 5.
Dodge is epic with Baron Blade's redistributor, you can reall jack up some unwise attackers.
When I went through all the threads for the FAQ, I thought I saw something about it being possible to choose not to block all the dice of an incoming attack, even if you could, which a player might choose to do for some reason. I don't know if it's true that you can choose to leave some dice unblocked or under what circumstance you'd want to do that.
Spiff's SotM site: www.spiffworld.com/sotm
An example where you would not want to block any:
Proletariat is being attacked by Beacon with Focused Blast. End result is 1, 1, 1, 1. Proletariat has the ability to lose a clone to prevent all damage from this attack, but only if he doesn't block at least 2 of it. With 3 defense, he would auto-block 3 of it and take 1. If he decides not to block, he removes a clone and loses no health.
"Deja-fu? You've heard of that?"
- Lu Tze, Sweeper, Thief of Time by Terry Pratchett
#6: Baron Blade's choice. The push and turret placement are simultaneous.
#7: This has not been officially answered, but so far I think the working concensus is they are neutral, neither ally or enemy, so no bonus. Heroes are able to push them, and sadly The Operative playing hero would be able to Kusarigama them.
A good follow up question is:
Do the Pylon's participate in Baron Blade's turn? If not then they would never face hazard attacks anyway. (I find this preferable to the game of Burning cat and mouse Ra and Legacy like to employ)
#8: Yes, that is exactly what it means. The best thing to do is surround him with Blade battalions and hope he can't destroy them, but he most likely will.
This, and the idea that Bunker and proletariat were nemesis but now Proletariat is not a real threat to Bunker without serious ally help led me to my house rule for Turret Mode:
I love it. I think it works really well to balance, as well as thematically. instead of being forcibly moved he takes structural damage. It makes Proletariat's hammers very dangerous, Omnitron's Push-2 nasty and Beacon's head on scary. It also makes Impulsion turrets a legit 5 dice attack.
It lets certain characters counter Bunker's "get in range and turret" strategy that is so powerful.
Bunker and proletariat were never nemeses.
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Bunker and IL or Proletariat and AZ. That's right. Bunker hates Illinoise and Proletariat can't stand Arizona.
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- Lu Tze, Sweeper, Thief of Time by Terry Pratchett
Secret nemesis, to me at least.
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I always put Proletariat and Bunker together, probably because there's a good amount of art showing Proletariat jacking Bunker up.
Got it. But I still haven't seen anything official that says you can choose to not block dice.
Spiff's SotM site: www.spiffworld.com/sotm
You can totally choose to not block dice. The defender MAY assign their defense dice however they choose, including choosing to not assign any.
"Your goodness must have some edge to it — else it is none."
- Ralph Waldo Emerson
Notably, the attacker cannot choose not to assign attack dice -- no pulled punches here.
Thanks. I'll add that update soon.
Spiff's SotM site: www.spiffworld.com/sotm
Regarding BBs force field generators, do they give themselves the defence bonus. Generally, does Ally include itself , and is a target within the radius of it's own ability? Sorry all, have now read other posts and the FAQ and found answers to all these questions.
Ally specifically refers to "another target" on your team. Targets can be within the radius of their own ability if the ability can affect them, but the force field generators only affect allies, not themselves.
That's already covered in the FAQ, page 12.
Spiff's SotM site: www.spiffworld.com/sotm