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Post by CappenVerra on Feb 8, 2015 14:15:03 GMT
Hey there, I need your help to clarify the rules for the effects of the Shock Batons.
The effects for the Spartan Shock Batons, as stated on the Brawler Destroid Squadron unit card, state the following:
"The Shock Baton reduces the enemy mecha’s SPD to zero (0) and prevents it from spending any Command Points to leave hand to hand combat. These penalties last until the enemy mecha’s next activation of the subsequent turn."
I don't get it.
If the enemy mecha's unit has already activated, the effects are useless because the enemy mecha would not be able to leave H-T-H until his activation in the next turn anyway. If the mecha's unit has not activated yet, then the effects would apply and he would be prevented from leaving H-T-H.
So, if I read this right, the Shock Baton's effectiveness is dependant on the status of the enemy mecha's activation. That seems dumb.
Or maybe I'm the dumb one and there is something I am not getting here. Please help clarify.
Thanks.
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Post by mike1975 on Feb 8, 2015 15:09:08 GMT
If he has already activated, when he activates the next turn HE CANNOT leave HTH since the effect is still in play. If he has not already activated he cannot leave HTH on the same turn. Basically it takes effect his next activation whether that is in this turn or the next.
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Post by Thorfinn on Feb 8, 2015 15:17:09 GMT
I see what you're saying. It's one of those things that makes sense the first time you read through it quickly, but then when you slow down and "read" the words, it gets confusing. To me, it works on the enemy's next activation. I guess it should be more specific about "when" during the enemy's next activation - beginning or end. A case of "I know what I meant when I wrote that" syndrome.
So until they come out with a formal errata correcting the syntax of their grammar, I would play it as affecting the enemy mech the next time it activates, whether this turn or next. So if it's still on combat with your mech, it can't break free. It can't even transform to fighter mode and fly away as its speed is 0. Also, if somehow, another mech manages to kill yours, and thus leaves the stunned mech out of combat, its speed is still 0 the next time it activates.
The shock baton also gives the Spartan access to the club attack (the GU11 does this as well).
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Post by mrwright on Feb 8, 2015 16:57:26 GMT
I think we all understand it and agree that the wording is horrible. The intent of the rule clear. It should read more like: 'When a mecha is stuck by Shock Baton, the next time it's squad activates the affected mecha will have movement 0 and cannot spend command points to leave hand to hand combat.'
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Post by CappenVerra on Feb 8, 2015 20:05:46 GMT
Well that would definitely make more sense. As you say, maybe they will add this to the FAQ or errata. In the interim, I will play it like you recomend. The effects continue until the end of the enemy mecha's next activation, whether in the current turn or the next.
Thanks!
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