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Not true. I can give someone a move action and move 0 squares and still trigger something that checks for a move (as long as that ability doesn't specifically say "moved one or more squares" or some other distance).
The Invisible Jet is one such example where I can trigger both of its pilot abilities without having moved a single square.
You are still moving, you are just moving 0, which is legal in heroclix. A better example would be that a close combat action has to include a close combat attack. You can't declare a close combat action and then not make an attack. If you charge and your Target makes a shape change roll you still have to attack even if it's attacking a wall. If there is no legal Target the.close combat action is lost and never happens and won't trigger any affects.
If you charge and your Target makes a shape change roll you still have to attack even if it's attacking a wall. If there is no legal Target the.close combat action is lost and never happens and won't trigger any affects.
No. This is completely wrong. First of all, you don't have to attack anyone if your target makes their SC roll. Second, you can't attack a wall or blocking terrain if your target makes their SC roll. Third, the close combat action is given and anything that would trigger from that would happen. The SC just makes a strange situation where the close combat attack does not happen.
Just like even if you fail your break away roll, you were still given a move action, but no movement happened (not even a move of 0).
OK, so we know you can't normally give actions to your opponent's figures, and that specific game effects can override that. Are we in agreement that the text of this specific effect is not sufficient to override?
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
No. This is completely wrong. First of all, you don't have to attack anyone if your target makes their SC roll. Second, you can't attack a wall or blocking terrain if your target makes their SC roll. Third, the close combat action is given and anything that would trigger from that would happen. The SC just makes a strange situation where the close combat attack does not happen.
Just like even if you fail your break away roll, you were still given a move action, but no movement happened (not even a move of 0).
Thanks for correcting me. I missed when they added 'may' to running shot and charge. One little word makes a big difference to how a power works!
OK, so we know you can't normally give actions to your opponent's figures, and that specific game effects can override that. Are we in agreement that the text of this specific effect is not sufficient to override?
The question is when it states 'each Flock of Bats' what does 'each' mean? When 'each' is used in the pulse wave description it means 'all', but pulse wave has a lot of text before the use of 'each' that makes that obvious. Is 'each' meant to mean 'all' in the description of.the sonic transmitter's power? I would say yes, but it's not inherently obvious.
Because we don't have an Orange ruling it will be up for each judge to decide. Ask ahead of time.
I think we also know that if you can use the sonic transmitter on opposing bats (still unknown) you can unattach them from the caped crusader and you can't use them to attack the owner's forces because the bats remain friendly to your opponent's characters.
The question is when it states 'each Flock of Bats' what does 'each' mean? When 'each' is used in the pulse wave description it means 'all', but pulse wave has a lot of text before the use of 'each' that makes that obvious. Is 'each' meant to mean 'all' in the description of.the sonic transmitter's power? I would say yes, but it's not inherently obvious.
Because we don't have an Orange ruling it will be up for each judge to decide. Ask ahead of time.
I think we also know that if you can use the sonic transmitter on opposing bats (still unknown) you can unattach them from the caped crusader and you can't use them to attack the owner's forces because the bats remain friendly to your opponent's characters.
All true. What I was really asking is do we have a consensus on this or do we need Orange Intervention? Sounds like we need OI.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
All true. What I was really asking is do we have a consensus on this or do we need Orange Intervention? Sounds like we need OI.
Yeah, this is an issue that will have implications at worlds. The main reason to have Sonic Transmitters in your sideboard would be to hate against Caped Crusader. And if you can easily hate against him it makes him less playable as the backbone of a team.
I'm sure they forgot the word "friendly" as without additional text you don't control opposing figures even if you do assign an action to them.
A special power can certainly give you the ability to control your opponent's figures on your turn. It can allow you to do so through regular rather than free actions so they get tokens. The question would be does the language of this specific power say enough to allow that, and having thought about it I'd rule no. I think we're on the same page here.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I would say that while the Flock of Bats on both sides can be given a free action, but the rules only allow the current player to give actions to their own units, so there's no net effect on opposing Flock of Bats.
The game effects which had to be fixed in the Player's Guide were powers and traits on Batman and Caped Crusader, who could be given actions to manipulate Flock of Bats, but without giving the FoB any sort of action. So they were able to toy with opposing FoBs when they really weren't supposed to be able to do so.
However, it does raise the question for me "what is the duration of this power?" The way I read it is that all of the FoBs must be given their free action before the double power action to use Sonic Transmitter ends, so again, there's no opportunity for opposing FoBs to take advantage of the free actions they're 'allowed'.
Sorry to dig up a 2 month old thread, but I still haven't seen anything official on this and I think I will have to make a ruling on it in a few weeks at the NML 6 I am judging. Is there an official ruling?
Sorry to dig up a 2 month old thread, but I still haven't seen anything official on this and I think I will have to make a ruling on it in a few weeks at the NML 6 I am judging. Is there an official ruling?
There has not been anything official posted as far as I know. I personally would rule that you could not give the actions to opposing flocks: I don't think there's enough in the text to override the normal prohibition against giving your opponent's figures actions.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
You can give them actions, but at no point does it say they become friendly to you. So you would not be able to attack opposing characters and could make attacks against friendly ones.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.