Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
These are the skill descriptions:
I think the key to this is the difference between a Block Action and a block. One is the Action the players is taking, the other is the act of rolling the block dice.
This is how I think it should work:
Jump Up player declares Block Action. The first thing that should happen is he makes a 2+ roll to see if he can "stand up for free and block an adjacent opponent". Note that he has not yet declared who his target is but can stand up. So he picks the target for the block and the target has FA. The FA roll is failed and the block (not the Block Action) cannot be made.
So yeah, I think this is a bug.
While in your example the result is the same, the difference lies in the occurances in which you would pass the first check.
Example 1 (the current Cyanide coding)- player activates jump up; foul appearance procs. Player makes the 2+ and passes the foul appearance FIRST then proceeds to do the jump up check. They roll a 1 on the second check and remain prone.
Example 2 (the interpretation of Dode and I)- player activates jump up. Player makes the agility roll to see 'if the block action can be complete' and stands up to initate the block. Foul appearance then procs which is failed with a 1 leaving the player standing but without blocking.
In example 1 with a beserker you would have to pass BOTH 1/6 checks in order to get your player standing and would ALWAYS result in a block. In example 2 your player would only need to pass the first 1/6 check in order to stand and the second check would be for the block itself.
1. Coach A declares they are throwing a block with the prone player that has Jump Up
2. Coach B notes that the target of the block has Foul Appearance and informs Coach A
3. Coach A makes the FA check, and rolls a 1.
4. Since the Jump Up player has already declared a block, which they can no longer make, their action is finished before they can stand up.
The conflict seems to be the order of when they stand up. If they're standing up as part of the block, which is how I read Jump Up, then the aborted block attempt means they can't stand up. The important part is that with Jump UP you can either stand for free while taking a non-block action, OR attempt a block action and risk not standing up at all. It's only after you know the block is going to happen that the player stands up in this case.
Basically, it's a question of if you roll Foul Appearance before or after Jump Up. I've also seen prone players fail a FA roll when attempting to blitz, and remain prone. So FA appears to be the first thing checked when you declare a block.
Then again, I'm pretty sure declaring a blitz against something with foul appearance but flubbing the FA check means the blitzing player doesn't move at all. After all, a blitz is declared before you start moving the player.
Jump Up: (Composes of two parts) 1- The player stands up for free without paying the three square movement penalty. 2- The player may declare a block action while prone which requires an agility roll with +2 modifier to see if he can complete the action.
How you describe the interaction does not align with the description of the skill. The JUMP UP needs to succeed BEFORE the player can complete a block action. Foul appearance does not proc until the player is being blocked.
But the player still stands up BEFORE being stuck by the foul appearance check. Much in the same way as jump up, the player must first pass their initial test of agility (this case standing) before they can block.
Depends on how you interpret the bolded part I assume.
This is where I think you are making a mistake. It doesn't have two parts, it has two different ways can activate. The first is you declare a non-block action. This could be a breakaway, or just moving to a different position. If you do this, Jump Up lets you stand up the player at 0 MA cost.
Or
You declare a block action, be it blitz or normal block. If you do this you make an AG check with a +2 modifier. If you sucseed the AG check, you may stand up your player at 0 MA cost and throw the block. If you fail the AG check, you can't stand up the player at all. This is important to remember. It's not a check to see if you can throw the block, it's a check to see if you can stand up. and the trigger for the check is declaring a block action.
Then there's Foul Appearance.
The bold part I think is the most important part in this instance. You declared the player wants to throw a block. Now, you have to make a foul Appearance check. Fail, and you're not allowed to make the block attempt. Because you are no longer throwing the block, you can't make the AG check to stand up.. But since you already declared the intention to block the player can no use the "non-block action" option to stand up.
To clarify, you don't make the AG roll to try standing up until you're actually attempting the block. If you rolled a 1 on Foul Appearance, that player reconsidered even trying to block the target. Maybe they got sick to their stomach and are too busy vomiting to stand up. Doesn't matter why, only that they decided not to even try throwing the block.
It's just like how if you declare a blitz against something with Foul Appearance but rolled a 1, the player you declared a blitz with doesn't move. The movement was part of their block action. So without a block, they don't move.
You want really confusing... Consider the timing if a player has Jump Up and Really Stupid (or one of the other varients) and the block target has Foul Appearance. Do you roll for Really Stupid before, or after Foul Appearance?
In summery, the sequence of events is as follows:
1. Declare Block (thus negating ability to move unless it's a blitz)
2. Roll Foul Appearance to determine if you're allowed to throw the block
3. Roll Jump Up's AG check to determine if player can stand up (failure means wasted block attempt)
4. Roll Block
If you flub either step 2 or step 3, no blocking dice are rolled and that player ends their turn. Note that while failing a Foul Appearance check doesn't cause a turnover, I'm unsure if failing a Jump Up AG check causes a turnover.
Not according to Jump Up. If you're making the AG check, you have to throw the block should it work. The AG is part of the Block Action. And a block action is the act of throwing blocking dice to try knocking the other player down. If you're not making a block action, Jump Up requires no dice rolling to stand up. But in that case you can't throw blocking dice either on behalf of that player.
Think about it, why on earth would you call it a "blocking action" if the player isn't trying to hit the other team's player? The second you declare a block, you're anouncing your intention to throw the blocking dice. If you weren't planning throwing the blocking dice, guess what? You didn't declare a block. If something else prevents you from throwing the blocking dice, you still had that player attempt a block. Thus they can't do anything else for the turn.
In the video game, my experience is that Foul Appearance does prevent you from running up for the blitz. That's due to the way the system handles a blitz. You have to declare it before the figure has actually moved a single space. Thus FA can trigger and negate the action before they move. I tested this earlier via a local 2 player game between my nergle team and another team. Took a while for Foul Appearance to proc though.