View Full Version : couple of questions
1. if you outwit (or turn off with mind control) flight does the flier take any damage. i don't think they do, i think maybe that was only soaring before but i wanted to check.
2. if you mind control a fig and turn off their flight and walk off a building how much damage do they take, 2 right?
3. if you outwit a fig's flight and tk them off a building is it same, 2 damage?
4. i've read that you can turn off basically everything on a MC'd fig except impervious because it isn't optional, and it lasts until the end of your turn. so just to make sure if i MC SI Spider-man, i could turn off his leap/climb, spider-man TA, flurry sp, and super senses and it would all be off until my opponent's turn? i just want to make sure if i turn off spider-man's TA, he can't use it to WC to mystics or bat ally if i try to attack him bc i know spider-man is now back on his force but i'm pretty sure i read that anything you turn off stays off until his turn. plus if i turn anything off, i need to do it first right? bc once given his MC action he immediately goes back to enemy force?
5. if i MC a wildcard, can i use his wildcard ability? like say i have captain america ultimates and i mind control spider-man si. can i WC MC'd spidey to ultimates to shoot through stealth?
ok thanks for any help. i've used search on the forums for about the last hour and i can't find answers to these questions.
Quebbster
08/15/2010, 16:01
1. if you outwit (or turn off with mind control) flight does the flier take any damage. i don't think they do, i think maybe that was only soaring before but i wanted to check.
No.
2. if you mind control a fig and turn off their flight and walk off a building how much damage do they take, 2 right?
You can't make them do that.
3. if you outwit a fig's flight and tk them off a building is it same, 2 damage?
No. TKing a figure does not deal knockback damage.
4. i've read that you can turn off basically everything on a MC'd fig except impervious because it isn't optional, and it lasts until the end of your turn. so just to make sure if i MC SI Spider-man, i could turn off his leap/climb, spider-man TA, flurry sp, and super senses and it would all be off until my opponent's turn? i just want to make sure if i turn off spider-man's TA, he can't use it to WC to mystics or bat ally if i try to attack him bc i know spider-man is now back on his force but i'm pretty sure i read that anything you turn off stays off until his turn. plus if i turn anything off, i need to do it first right? bc once given his MC action he immediately goes back to enemy force?
You can cancel any optional powers a figure might have, yes. If you do, they return at the end of the turn.
5. if i MC a wildcard, can i use his wildcard ability? like say i have captain america ultimates and i mind control spider-man si. can i WC MC'd spidey to ultimates to shoot through stealth?
Yes. SPider-Man would get to keep using the Ultimates TA after reverting to your opponent's force though.
Thanks for quick answers Quebbster, I appreciate it.
What is the problem with no. 2? There are three things going on in that question, 1. mindcontrol which is ok 2. turn off flight, which is ok (I believe) 3. walk off building. I don't understand how I can't make them do any of those things.
And for no. 3, I didn't mean TK'ing into a wall, but TK'ing an enemy (w/o leap/climb or flight) off a building. I guess I pictured it like the enemy is TK'd out and is still elevated then once TK is over they fall. But are they in effect brought to the level where they are TK'd, for example if TK'd off elevated unto regular terrain did the TK pull them down to that level so once TK is complete they are just standing normally?
Thanks again for any answers. :)
Quebbster
08/15/2010, 16:20
What is the problem with no. 2? There are three things going on in that question, 1. mindcontrol which is ok 2. turn off flight, which is ok (I believe) 3. walk off building. I don't understand how I can't make them do any of those things.
3 is the difficult point. You cannot move off elevated terrain unless you can use Leap/Climb, Phasing/Teleport, Flight, or a similar ability. Mind Control is not good enough.
And for no. 3, I didn't mean TK'ing into a wall, but TK'ing an enemy (w/o leap/climb or flight) off a building. I guess I pictured it like the enemy is TK'd out and is still elevated then once TK is over they fall. But are they in effect brought to the level where they are TK'd, for example if TK'd off elevated unto regular terrain did the TK pull them down to that level so once TK is complete they are just standing normally?
The enemy would be grounded once movement is over.
No.
You can't make them do that.
No. TKing a figure does not deal knockback damage.
You can cancel any optional powers a figure might have, yes. If you do, they return at the end of the turn.
Yes. SPider-Man would get to keep using the Ultimates TA after reverting to your opponent's force though.
this doesn't seem right. why would a wildcard that isn't friendly to your force, get to use a team ability from your team after the MC has been resolved?
alright so I guess force blast or critical hit is the only way to force someone off a building, which I think is two damage. thanks Quebbster.
normalview
08/15/2010, 16:22
Characters can not normally move from elevated to grounded terrain (or vice versa); you can't choose to 'jump off'. So if you cancel Flight, that character now has no way to move off of the elevated terrain.
That's the problem with 2.
Falling off a building falls under knock back damage. TK doesn't cause knock back damage. You would move the character off of elevated terrain... and that's it. No damage.
That was the problem with 3.
normalview
08/15/2010, 16:24
[/B]
this doesn't seem right. why would a wildcard that isn't friendly to your force, get to use a team ability from your team after the MC has been resolved?
BN, page 16:
A wild card retains its most recently used team ability until it uses another team ability, chooses not to use a team ability, or until after the resolution of an action during which all characters whose team ability the wild card is using are defeated or removed from the battlefield.
Those are the only ways a wild card loses its copied TA. In the situation described, none of those things happened, so the TA is retained.
normalview
08/15/2010, 16:24
alright so I guess force blast or critical hit is the only way to force someone off a building, which I think is two damage. thanks Quebbster.
Or just plain, ol' knock back. Or Quake.
thanks normalview for your help too.
This was mentioned in passing in the first post and didn't get brought up again, so I thought to address it. Impervious is not the only non-optional power. The following standard powers are non-optional: Earthbound
Steal Energy
Toughness
Energy Shield/Deflection
Impervious
Invulnerability
Battle FuryIn addition, the following abilities are also non-optional: Colossal Size
Giant SizeThere are a few non-optional feats and special powers as well. See the Player's Guide for more information.
vBulletin® v3.7.0, Copyright ©2000-2012, Jelsoft Enterprises Ltd.