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Post by superflytnt on Jun 14, 2007 0:31:41 GMT -5
1. Stunned figures may not move, but may rotate to attack. Thus, a figure can only rotate on their hip joint, shoulder or base, but CANNOT TIX. This stops Emperor and Gunship from attacking with their MOTION based attacks.
2. Stunned figures may not move, but can attack without rotation or movement.
3. Stunned figures may not move, but may attack without restriction. This is to include the grapple of the Emperor, the Gunship's transport Effect, and/or other effects that may have movement (not TIXING) involved in their attack action.
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Post by malform on Jun 14, 2007 6:20:22 GMT -5
If you ask me, a stunned figure shouldnt be able to do anything at all... So I would vote (if it were an option), that they dont get to rotate, or attack period..... They are stunned after all..
But really that could end up being too powerful.... So Ill vote for the most restrictive option, #2.
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Post by YodaBreaker on Jun 14, 2007 10:01:33 GMT -5
1. All figures are in effect "Stunned" at the end of the movement phase, but they're still allowed to rotate before attacking in service of that attack.
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Post by ionicdesign on Jun 14, 2007 12:04:10 GMT -5
So is the difference between #1 and #3, that #3 would allow figures on a string to still be able to fly and such or something else/more so?
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Post by Radar on Jun 14, 2007 12:15:46 GMT -5
Yeah, I'm confused on the difference between 1 and 3, but #3 doesn't have any votes yet so I'm choosing #1.
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Post by Jw18 on Jun 14, 2007 12:21:29 GMT -5
No.1 definitely makes the most sense.
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Post by Cona Chris on Jun 14, 2007 12:27:47 GMT -5
I've always felt that Stun meant you just couldn't move figures as in TIX... and not restrciting their attacks, so I voted for #1.
Perhaps this is another can of worms but what if a Special Power or an Effect came up allowing extra movement during a turn in which you are stunned? (E.g. Wolverine's Effect or perhaps if you intentionally knock over your own figure and get a charge special power to come up.)
Would you be able to move those TIX? I would say no.
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Post by Joe Manzo on Jun 14, 2007 12:30:53 GMT -5
I voted for 3, because I assumed it allowed Rotation AND aiming of the gun.
#1 only seemed to allow rotation, and no gun aiming.
However, if #1 is rotating and aiming, I would choose #1, but then I would see reason for #3.
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Post by superflytnt on Jun 14, 2007 12:32:07 GMT -5
Yeah, I'm confused on the difference between 1 and 3, but #3 doesn't have any votes yet so I'm choosing #1. Sorry - #1 means that one can rotate and FIRE a weapon via aiming and rotation, whereas #3 means that one can rotate, fire, ATTACH (Emperor) or otherwise move/attack in normal fashion, just no movement.
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Post by Joe Manzo on Jun 14, 2007 12:34:49 GMT -5
Yeah, I'm confused on the difference between 1 and 3, but #3 doesn't have any votes yet so I'm choosing #1. Sorry - #1 means that one can rotate and FIRE a weapon via aiming and rotation, whereas #3 means that one can rotate, fire, ATTACH (Emperor) or otherwise move/attack in normal fashion, just no movement. I guess I will stick with #3... I mean if an enemy is touching my Emperor but he is stunned, I would allow the Possess Attack.
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Ataru
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Post by Ataru on Jun 14, 2007 12:35:27 GMT -5
Hmm... I'm going with Mr. Manzo on this one... I say the gun can rotate and aim, and Strikers can Strike, but NO tix-ing allowed.
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Post by Joe Manzo on Jun 14, 2007 12:36:54 GMT -5
Although I would then also post this to support my argument.
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Post by superflytnt on Jun 14, 2007 12:37:55 GMT -5
Yeah. I agree mostly. The power would've read something to the tune of: "Stun - Figure can't move or attack" if that was the designer's intent. I'd rather err on the side of conservation.
The main reason for #1/#3 difference (although subtle) was to leave room for specials, such as Mystique, Emperor, and any future figures that may have a movement associated with their attack.
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Post by Joe Manzo on Jun 14, 2007 13:09:40 GMT -5
Yeah. I agree mostly. The power would've read something to the tune of: "Stun - Figure can't move or attack" if that was the designer's intent. I'd rather err on the side of conservation. The main reason for #1/#3 difference (although subtle) was to leave room for specials, such as Mystique, Emperor, and any future figures that may have a movement associated with their attack. Emperor can only END his turn with an Attack, and can't move the same turn (iirc)... so if THAT was the intention of #3, then I chose wrong.
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Post by YodaBreaker on Jun 14, 2007 13:27:34 GMT -5
I'm guessing that the most shining example of the difference between 1 and 3 (as I now read them) would be that 3 would allow the flying-string figures to detach from their bases to attack (e.g., S4 Booster Fett, the various Marvel Goblins). Thus, with that in mind, I should have picked 3 instead of 1. Oops. I do also like Cona Chris's question about whether another special power can override Stun. Say, for example, knocking down an SW S4 Royal Guard on the previous turn Stunned all of my Rebels on my current turn. However, my opponent moves (say) his last figure, S4 Vader, 1 Tix away from my S3 Booster Skywalker. Feeling cheeky, I knock down one of my Rebel Troopers with another Rebel Trooper, whose Attackback window comes up white. If we believe that the Attackback special power overrides the Stun, then Luke can Tix to thwack his pappy and thus end the game. However, if this override doesn't take place, it falls to the remaining Rebel Trooper to reload and take his best shot at Vader. Personally, I'm fine with the override happening, as it makes the player pay a cost to override the power. I believe that Stun also works only "On your opponent's next turn", so anything happening during the turns of the player whose figure granted the Stun would proceed per normal rules. However, a lot of my reasoning on this hinges on whether Stun applies to the next turn, and I'm at work now, so I don't have any figures in front of me to confirm this. Thus, I'm particularly comfortable with 3. ETA: Here's the wording of Stun, from webhead's blog.
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