Rules Corner – ROC World Cup Edition – Jay Solomon

Jay Solomon by Jay Solomon

Hello, and welcome to another article in preparation for the ROC World Cup. I’m going to be going over some of the rules-based stuff in the current competitive environment. These include more recent rulings, along with any common misconceptions and/or less well-known ramifications of any powers/abilities. For the most part, I will try and quote rules text when needed, but in some cases the powers will be pretty self-explanatory. This article is going to be entirely rules focused, and not based on strategy but you may pick up a trick or two about some pieces you were already planning on playing!

WKM17-015 Lila Cheney

Lila Cheney’s special power checks for what theme team she is a part in to get Passengers: 4, so there are two main things to keep in mind. She can carry any characters with her Passengers: 4, regardless of their keywords. Also, she will only have Passengers: 1 when being Mind Controlled, unless the team that is controlling her is also New Mutants or X-Men themed.

WKMP17-007 Pym Pocket Tank/WKMP17-006A Pym Particle Tank

The two main rules that are commonly asked about the Pym Particle Tank is how it interacts with STOP clicks, as well as how colossal retaliation works when the Pocket Tank is used. The damage from throwing the tank will bypass STOP, since it simply damage, and not damage from an attack. Also, a character throwing the tank will not trigger colossal retaliation (unless the character that wants to use Retaliation was the target of the attack and was not KO’d). If a character throws the Pocket Tank, they will not have damaged an opposing character, since the effect that dealt damage is the Pocket Tank’s, and the Pocket Tank itself was replaced with the Pym Particle Tank, and the effect of having damaged an opposing character does not carry over to the replacement.

Also, the Tank can be used with a Mind Control attack, as per this Rules Forum ruling

WKMP18-001 Blackbird (+ 5 Resource Dial)

The main two questions that comes up with the Blackbird resource are if the characters brought in with the resource dial can be KO’d/scored, and how inspirations work with the resource. Firstly, you can’t score the characters that the resource dial brings in, since the resource specifies that the characters return to the sideline “if it would take damage”, so before the dial would click. Also, bringing in a character with the resource dial will cause the inspiration to be triggered, since the resource dial places them on the map as an ID character, and then makes them no longer an ID character.

WKMP18-001 Blackbird (+ XXS052 Cyclops as a pilot)

This entry on the list is simply to point out that since Cyclops’ trait checks to see what square he is on the map in order to use Penetrating/Psychic Blast, he would not be able to give the vehicle he is piloting the power. This is because as a pilot, Cyclops would not be on any square of the map at all, as well as not closer to any one starting area than another.

WKMP18-005 Lockjaw/ADW071 Iron Heart

This should be the longest entry on the list by far, thanks to all the complications that Lockjaw and Iron Heart’s KO effects bring with them.

First, unavoidable damage dealt to either of these characters will click the dial, and nothing will happen with their traits. This is because unavoidable damage cannot be ignored, or otherwise bypassed, so their traits will not be able to activate. This means that either of these characters can push without gaining/losing any of their trait tokens, but it also means that unavoidable damage will KO either of them if they are on click 6. See the Rules Forum ruling here

Also, damage from an attack cannot knock back either of them, since the numbers of square knocked back is based on how many times the dial was clicked. (You can still knock back either of those characters via Force Blast or other non-attack knockback options).

Finally, in almost all situations (with the exception being an attack or effect of a character that deals unavoidable damage), damaging either of these characters will not trigger Colossal Retaliation, since their dials would not click, with the token effects instead activating. Since the Colossal Retaliation effect checks to see if a friendly character has been damaged, without the dial clicking, Colossal Retaliation will not be triggered.

WKMP18-103 Forge

As per this ruling on the Rules Forum: Forge’s trait can only trigger on one target, if he is somehow able to target multiple characters simultaneously (such as with Energy Explosion), since it is once per game.

WKD17-B004 Ape Batman

Ape Batman (as well as other characters with both Super Strength and Sidestep, or characters with Sidestep that are picking up a light object) can take a move action to pick up an object, and then Sidestep to drop it afterwards. This is because picking up or dropping an object can happen once per movement, and a move action followed by the use of Sidestep would be two separate movements. This is relevant for bringing an Equipment-Object from its initial squares into a character’s square elsewhere.

WKDP17-008 Boxing Ring

 

When making a close attack inside the Boxing Ring outside the Boxing Ring, the character would still get the +1 to its attack (Essentially meaning they’re a net -1, due to the -2 from attacking a character outside the Boxing Ring).

WKDP18-001 Starro (at 100)

As per this ruling on the WIN: Starro can choose to KO multiple Starrophytes in order to target multiple characters regardless of range and line of fire.

FFJW004 The Penguin

First, Title Characters can attack a friendly Penguin via his trait, in order to satisfy the requirement of making an attack to not take the 1 unavoidable damage from using a Title Ability.

Also, as per this ruling: if the Loyalty Token is on a character that’s off the map, the Loyalty token can still be moved back onto a character that’s on the map. (Essentially, the Loyalty token being on a character that’s off the map doesn’t remove it from the game.)

JW050 The Penguin

The main thing to note regarding this version of the Penguin is the errata he received since the 2017 rules revamp:

[E]THIS IS HOW I DEAL WITH THE BAT: Once per turn for all characters with this trait, if a character uses the Batman Enemy team ability to replace their attack value with The Penguin’s, after resolutions, you may give a Robo-Penguin a MOVE action at no cost.

The MOVE being at no cost means that it can be used in addition to other “free” moves, such as The Penguin’s trait that allows him to take a POWER action to give the Penguin bystanders a MOVE. Whereas before, both the traits gave a MOVE as FREE, now you can use both in the same turn.

TMNT3023 Shredder Clone

TMNT3032 Claw Shredder

TMNT3033 Mini Shredder

TMNT3034 Shiva Shredder

TMNT3035 Shark Shredder

Mind Control on a character with the Shredder Elite trait and moving them adjacent to a character from their owner’s force would not deal the damage to characters on the owner’s force, since the Shredder Elite trait checks for whether the character is opposing after resolutions, and those characters would then be friendly. Correspondingly, If a player used Mind Control targeting a Shredder, and then moved them next to their own characters, the Shredder Elite damage would happen, to the then opposing characters.

DXF037B Deadpool (And Shifting Focus figures in general, as well as other replacement effects)

With replacement rules being what they are now, and with how specific they are, I am going to post the entirety of them, for clarity on what I’ll be mentioning in relation to those rules (end of page 31-page 32 of the rulebook):

  • If the replaced character had action tokens, each replacement character is assigned that same number of action tokens. If the replacement effect caused an action token to be given, the replacement character is considered to have received the action token and may be dealt pushing damage (if applicable).
  • If the replaced character was given a costed action this turn, then the replacement character is considered to have already been given a costed action this turn.
  • If the replaced character was carried this turn, the replacement character is considered to have been carried this turn.
  • Only the above three effects “carry over”. No other effects of any kind that applied to the replaced character start applying to the replacement character.

This section will be closer to “strategy” than other sections, so as to explain why those tactics work, rule-wise. Some important points that I want to make in regards to replacement rules and competitive strategy include:

-A Shifting Focus character can deal damage to an opposing character, use Shifting Focus, and then essentially be immune to colossal retaliation, since having replaced an opposing character does not carry over, as it is not one of the listed effects that do “carry over”.

-A Shifting Focus character can use an ID card’s “Call in Help”, and then Shift Focus, to “poof” the ID character, since having been the character that called in that ID character does not carry over, and the ID character will then be more than 5 squares away from the character that called it in.

-In general, using Shifting Focus will cause most game effects to not transfer to the replacement character, outside of those few, key effects. Some other, common effects to keep in mind that will not carry over include: Having used certain FREE actions, such as Outwit, Perplex, and Probability Control, or having been the target of an opposing Outwit.

ADW067 Hawkeye

Two things to keep in mind regarding Hawkeye, as per this Rules Forum post:

Hawkeye cannot use his at no cost Running Shots to attack a character that was attacked at all that turn, not just by himself. Also, Hawkeye can choose to activate a Running Shot without necessarily having a target, simply as a means of re-positioning.

WI037 Gertrude Yorkes & Old Lace

Since pushing damage (and other unavoidable damage) cannot be ignored etc., the Old Lace bystander would not be able to not take unavoidable damage and deal the unavoidable damage to the Gertrude Yorkes and Old Lace figure via the trait. (Essentially, pushing damage will KO the bystander, along with any other form of unavoidable damage). Rules forum link is here.

EW049 Green Arrow

When Green Arrow attacks, targets can use Super Senses, despite the Kryptonite Arrow special power, since Super Senses occurs before a hit is determined. The same applies to Energy Shield/Deflection and Mastermind, both of which would apply before a hit is determined.

Also, in regards to Green Arrow’s shutting off of Defense powers, keep in mind that as per last year’s change to the terminology of ‘can’t use [TYPE] powers” (where TYPE= Speed, Attack, Defense or Damage) applies to BOTH powers in that current slot and any standard powers of that type a character can use through other means.’ (Source for the rules quote is here. So keep in mind all the non-defense slot powers that are affected. Green Arrow would turn off Willpower, as an example, including that granted by the Indomitable symbol as well as by both the Power Cosmic and Quintessence team abilities.

Also, if Green Arrow targets and hits multiple characters, such as via Energy Explosion, they will all be unable to use Defense powers.

TMT013B Red Leader

Red Leader can activate Perplex both as a POWER for a +2 as well as FREE, as per the normal use, in the same turn, as ruled here

TMT063 Beta Ray Bill

Calling in a character within 4 squares of Beta Ray Bill will allow that character to satisfy the requirement of that character having “began their turn within 4 squares” of Beta Ray Bill or the adjacent friendly character.

TMTG001 Surtur

When Surtur is targeting a single character with an attack, he shuts off defense powers at the time, not when he hits (so unlike Green Arrow). So Combat Reflexes, Super Senses, and Mastermind will be unable to be used.

TMTG006 Mangog

Mind Controlling Mangog and moving him will prevent him from using his PULL THE ODINSWORD trait, since he will have been considered to have moved via a friendly character’s effect: 

Also, Mangog can use his KNOCKBACK from Super Strength in conjunction with Colossal Retaliation.

TMTS009 Mjolnir

When making the close attack regardless of adjacency with Mjolnir, line of fire is required, so Stealth or other similar effects would prevent the non-adjacent close attack from Mjolnir.

TMTS010 Thunderstrike

If a character using Thunderstrike knocks back multiple characters, the healing effect will be triggered multiple times, so there can be more than one click of healing in an action.

HQ049 Harley Quinn

The Energy Explosion attack that title Harley Quinn gets from her -2 Plot Points is not itself FREE. She takes a FREE action to gain the use of the effect, but the attack itself is still a costed action.

TREKOS049 Captain Kirk

TREKOS050 Lt. Sulu

Since placement is not moving, both these characters can do their respective attacks as FREE if they are carried.

XXS035 Darwin

Darwin’s trait will affect vehicles that are using powers from their pilots via Pilot Attacks, since they are choosing powers.

XXSXID-004 Rusty ID card (+FFSSX005 Rusty)/XXSXID-010 Chamber ID card (+ XXS041 Chamber)/Others

Chamber (along with any other characters that can be brought on the map from the Sideline and that can use Poison) can use Poison when they are placed on the map, since the “placement” referenced in Poison, which is being placed from one square of the map to another, is different than being placed from off the map onto the map.

Other examples of relevant characters in modern who can do this include Troubalert Batman (if he chooses Poison via his special power), some versions of the Joker via ID card (JW001, JW059, HQGG002, BTAS042), and Harley Quinn via ID card (JW018, HQGG059a, BTAS014)

XXS037A Professor X

Since Professor X’s Mind Control is regardless of line of fire, he will ignore the hindering terrain bonus, as well as be able to target characters who have effects that say that lines of fire drawn to them are blocked, such as EW Green Arrow

AI048 Starfox

One small note about the Virtue of Life trait – the healing is mandatory. I’ve seen people forget that part of it before. That can be especially relevant for Lockjaw, since his dial will click via healing, regardless of his click number not mattering for how many clicks it takes to KO him.

AIG025 Groot (and other characters with maximum numbers of bystanderss generated)

When playing multiple Groots, each of them has their own, individual maximum number of Walking. So if you had 2 Groots, each can have up to 5 of their own Walking Woods, and the player should use some method to keep track of which Groot generated which bystanders.

BTAS067 Wonder Woman (And Troubalert characters in general)

The character that made the third miss or critical miss to trigger Troubalert must itself take the FREE action to bring in the Troubalert character. Therefore, if the character cannot take the FREE (such as being KO’d), you cannot do the Troubalert FREE action.