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Old November 22nd, 2020, 04:03 AM
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Re: The Book of Knockback Optional Rules

Quote:
Originally Posted by toyhandle View Post
Looking forward to hearing how this progresses! What ever the ruling is, if Jean Grey successfully rolls Psionic Grip on a figure potentially being KnockedBack, would that prevent Knockback Damage?

PSIONIC GRIP 12
Any time an opponent would begin the movement of Jean Grey or a figure within 4 clear sight spaces of Jean Grey, you may first roll the 20-sided die. Add 1 to the roll for each Telepath you control adjacent to Jean Grey. If you roll 12 or higher, the figure may not be moved.
I was saying above that because of Rubberwrap, SS would take Knockback Damage.

What I was trying to say is that "to move" is a game mechanic & special powers that stop movement would occur before testing the legality of the space the figure is moving to because it is moot if the figure cannot move there anyway.

Psionic Grip wouldn't be any different. If JG stops the movement before it happens, that means that Knockback movement cannot be completed & therefore Knockback Damage is applicable. So if your JG is, or can be, involved in this Knockback you need to consider if you roll that D20 or not.
  • If one of your figures is being knocked back into another of your figures, you will want to roll the D20 to stop the movement so that only the figure being knocked back will be applicable for Knockback Damage.
  • If an opponents figure is being knocked back into one of your figures, again you will want to roll the D20 so only the Knockback Damage is applied to the opponent's figure.
  • If one of your figures is being knocked back into an opponents figure you don't want to roll the D20 because if your figure is going to take Knockback Damage your opponents' figure might as well also
  • But if your figure is being knocked back & they will not be impeded in the Knockback movement then don't roll the D20 & you won't take Knockback Damage.
  • Also if an opponents figure is being knocked back & they will not be impeded in the knockback movement then you may want to roll the D20 so they stop their movement before using the full amount of Knockback movement & therefore are required to take Knockback Damage.

Anytime a figure being Knockbacked back cannot move the full amount of spaces Knockback Damage is applicable. Except if the reason the figure cannot move is because it would go off the map.

Last edited by A3n; November 22nd, 2020 at 07:32 PM. Reason: added if opponents figure gets knocked back unimpeded
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