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C3V and SoV Customs A place for C3V and SoV customs |
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#37
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Re: The Book of Zettian Deathwings
I'll be using these guys immediately this month, both out on Long Island in a Classic/VC game and here at home too in a mixed Supers/Classic/VC game; possibly even before you fix the wording! How better to defend a crashed Kree spaceship? Excellent work, boyos!
PS: I love it when you use Star Wars minis, since I bought almost all of them. As for using four powers, IMHO: "Well, they're not hard and fast rules, more a set of guidelines, really." --Pirates of the Caribbean |
#38
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Re: The Book of Zettian Deathwings
Kee-Mo-Shi's toxic skin : after attacking, you must roll the 20 sided-die...
If Kee-Mo-Shi didn't attack, she must roll the 20 sided-die anyway ! Zettian deathwing's hyper speed burst 3 : After attacking with a zettian deathwing, that deathwing may move up to an additional 3 spaces. If Zettian deathwings didn't attack, they may move 3 additional spaces anyway... Jurisprudence ;o) |
#41
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Re: The Book of Zettian Deathwings
Well, the Zee Dees scared everyone last Saturday, even after I'd lost my heavy hitters. Backed up by Raelin, their defense was formidable. Unfortunately, Charos in restricted terrain with a no fly glyph in effect was not their best match up.
For the next game, I expect all of the players to enjoy flying them! What better to protect a crashed Kree spaceship than robot drone bombs... |
#42
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Re: The Book of Zettian Deathwings
Any ETA on the .pdf version? I'm looking forward to printing these guys out.
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#43
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Re: The Book of Zettian Deathwings
Who doesn't love these flying, fast, 25 point missles?
Oops, rolled a 1. |
#44
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Re: The Book of Zettian Deathwings
Quote:
@Dysole , a link for you: http://www.heroscapers.com/community...o=file&id=4400 |
#45
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Re: The Book of Zettian Deathwings
Quote:
I also figured out what has bothered me about Kee-Mo-Shi comparison. For Kee-Mo-Shi, Toxic Skin activates adjacent which means that KMS would most likely be attacking anyway, and this means that if you don't attack you are explicitly declining to attack. Therefore, it is intuitive to me when and how Toxic Skin occurs. That is not the case with the Zettian Deathwings, who can use the 'after attack' power without even any valid attack targets in range. |
#46
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Re: The Book of Zettian Deathwings
Quote:
That said, the justification for using powers "after moving" is not always that you can "move zero". That's only a needed justification for powers that trigger in the movement phase, one figure at a time, or powers that explicitly reference a figure's movement. For example, this is why Marro Drudge and Water Elementals can [swamp] water tunnel without moving normally, why a Horned Skull Brute can Barge without moving normally*, and why a Wolf of Badru can pounce without movement.** However while you will see this rolled out as the justification for using "after moving and before attacking" powers, too, there's a more fundamental reason those powers don't require movement. That's that "after moving and before attacking", in the context of essentially all of these powers, simply refers to the juncture in the turn when it happens. Even if you don't do anything in either the movement or attack action of your turn, "after moving and before attacking" is still a moment that passes. This also comes into play with KMS's "after attacking" power; it's the same deal. That just refers to a particular time in the turn: after attacking but before your turn ends. (This is why "must" powers in this vein, including Marro Plague, Flail Hurricane, Circuitry Overload, and Searing Intensity, can't be avoided just by declining an attack.) * Barge into Battle is also a "after moving and before attacking" power, but it needs the move zero justification as well since it also has that "ends its movement unengaged" clause. ** a question I've never gotten a clean answer on: if a Wolf of Badru is cyberclawed during the movement phase, then a fellow Wolf destroys the cyberclawing figure during the attack phase, can the un-cyberclawed Wolf now pounce? Quote:
The basic issue with Zettian Deathwings and HSB3 is that it can read like a figure-by-figure triggered power - like Swamp Water Tunnel but with respect to attacking instead of moving. In that context, you need a "attacking nothing" ruling to make it work. Moreover, there's some ambiguity whether the movement happens during the attack phase (in the same way that Swamp Water Tunnel happens during the movement phase) or whether it happens after the attack phase (in the same way that Barge into Battle happens after the movement phase). This is not really an issue with KMS, but it does matter when it comes to a squad. Needless to say, there's been a lot to unpack in our internal rules discussions on this one. Thankfully, I believe we are very close to a resolution, one way or another. Last edited by dok; June 6th, 2015 at 02:48 PM. |
#48
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Re: The Book of Zettian Deathwings
How about after taking a turn with the Zettian Deathwings, you may move the activated ZDs 3 spaces?
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