View Full Version : Isolation?
mattsolo
10/07/2009, 16:43
Does the BFC Isolation get around Defenders/JSA? Any other BFC that will mess them over? Since there is a good chance I have to face both tonight.
Thanks for the heads up!
Quebbster
10/07/2009, 16:47
Does the BFC Isolation get around Defenders/JSA?
Yes. Any time you use a set number instead of the printed value, you are using a replacement value that might be affected by Isolation.
Any other BFC that will mess them over? Since there is a good chance I have to face both tonight.
There's Disbanded, and Mistrust might help as well.
mattsolo
10/07/2009, 16:48
Thanks Quibb. Disbanded is a must but I didn't remember mistrust.
normalview
10/07/2009, 16:50
Does the BFC Isolation get around Defenders/JSA? Any other BFC that will mess them over? Since there is a good chance I have to face both tonight.
Thanks for the heads up!
Define 'get around'.
If you mean, "Will Isolation keep certain characters from using certain other characters' higher Defense values?" then the answer is yes.
If you mean, "Will Isolation cancel/counter Defenders and JSA?" then the answer is no.
All Isolation does is prevent a combat value from being replaced with a higher combat value. This can include Defenders, sure, but nothing prevents the replacement to a lower value (which can be really useful for Support rolls).
Also, watch out for replacement values most people don't actually think about being replacement values... for example, Isolation will prevent a high B/C/F roll (say a 5 or 6) from replacing a normal damage value (say, 2 or 3).
normalview
10/07/2009, 16:53
Oh, and as for other BFC that can help, beyond the two Quebbster mentioned, another good one is Poor Teamwork. Most daisy-chain strategies, like Defender/JSA abuse, rely on a flier like Dr. Strange or Silver Surfer to cart around a character like Valkyrie. Poor Teamwork throws a monkey wrench into teams like that pretty quickly as your opponent has to burn a lot of actions to get everyone lined up just so.
It could hurt you, too, depending on what you were building. But if you were running, say, an Avengers team, you could have actions to spare.
I think I saw Mistrust mentioned, but it is a good one.
Also, watch out for Resistence to be played. It's a natural selection when playing a team such as those.
VGA d1sc1pL3
10/09/2009, 01:42
This only applies to Damage Values, but could be very useful if you are playing against a team that dishes out a lot of damage.
Power Dampening Field
Damage values higher than 3 become 3 instead.
Meteorite
Continual. When this object is used in a successful close combat attack, roll one six-sided die and subtract 2 from the result, minimum result 1. Add the result to the attacker's unmodified damage value for the attack. The damage dealt can't otherwise be modified.
This card applies to printed, modified, and replacement values.
Take a character that has 6 base damage value, given them a Meteorite, and they could possibly deal up to 9 damage. (6 + 3 for Meteorite = 9 damage value.)
With Power Dampening Field in play the most damage this character could deal would be 3, even if using the Meteorite. However, it would be penetrating damage if the Meteorite is used, since the damage dealt can't otherwise be modified.
But this also means that if a character using the Meteorite as a weapon in a Close Combat Attack and rolls a Critical Hit, he doesn't get to add the +1 for a crit to his damage dealt. ... The damage dealt can't otherwise be modified.
If the Meteorite is not in play, then a character can still deal out Critical Hit damage, which means a character can potentially deal out 4 damage while Power Dampening Field is in play, because it doesn't modify the Damage Value, but the Damage Dealt.
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