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Munn Tactic Broker Options
Monsterkhan007
Posted: Thursday, May 24, 2012 7:59:46 AM
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Munn Tactic Broker: once per round before initiative is determined choose one other character in your squad. That character is defeated. An opponents initiative check results automatically in a 1.

Lobot CLO: Fringe reserves: if you roll exactly 11 on initiative you can add up to 30 points of fringe characters to your squad immediately before your first activation of the round

My question is this: Do you roll the dice? and if you roll the dice and roll a 11 do you get your reserves.

I recently played someone that said this came up at the Atlanta regionals

"A roll is a roll"
Echo24
Posted: Thursday, May 24, 2012 8:15:52 AM
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Joined: 9/30/2008
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Monsterkhan007 wrote:
Munn Tactic Broker: once per round before initiative is determined choose one other character in your squad. That character is defeated. An opponents initiative check results automatically in a 1.

Lobot CLO: Fringe reserves: if you roll exactly 11 on initiative you can add up to 30 points of fringe characters to your squad immediately before your first activation of the round

My question is this: Do you roll the dice? and if you roll the dice and roll a 11 do you get your reserves.

I recently played someone that said this came up at the Atlanta regionals

"A roll is a roll"


The player WITH the MTB has to roll, because if he rolls a 1 they tie and you both have to roll again. The player AGAINST the MTB could roll, but it doesn't matter what you roll because it becomes a 1. It's like if you do roll, then after the roll you pick up the die and put it so that the 1 is facing up.

If you have Lobot CLO on your team and are playing against an MTB, you'll never get Reserves unless your opponent rolls a 1, causing a tie and a re-roll, and then you roll an 11 on the re-roll (since Tactics Broker doesn't happen twice, you get the actual result of the second roll).

I'm not aware of any time this came up during the Atlanta regional. If it did, it certainly wasn't brought to my attention, so I don't know how it worked out, but that's the ruling.
Monsterkhan007
Posted: Thursday, May 24, 2012 8:31:46 AM
Rank: Advanced Bloo Milk Member
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Joined: 4/16/2012
Posts: 63
my brain hurts now
Echo24
Posted: Thursday, May 24, 2012 8:48:48 AM
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Joined: 9/30/2008
Posts: 1,288
I might have over-explained. The "initiative check" is what you rolled on the die. If you rolled a 20, that means your initiative check was a 20. If you rolled an 11, that means your initiative check was an 11.

Tactics Broker makes it so your initiative check is automatically a 1. So no, you don't have to roll. It's a 1. For all intents and purposes, you rolled a 1 on your initiative roll. If you have Reserves that give you characters on a 1 (like Nute Gunray or San Hill), then those Reserves happen, because you got a 1. Any other Reserve numbers don't happen.

If the player who controls the MTB ALSO got a 1 on their initiative check (because they actually rolled, so there's a 5% chance that it's a 1), then it's a tie. Yours is a 1 because of Tactics Broker, theirs is a 1 because they rolled that. In the case of a tie, you re-roll. Tactics Broker says
Quote:
If a tie requires rerolling initiative, this ability cannot be used again for tie-breaking.


So the second roll, the tie braking re-roll, would just be a normal initiative roll.



The really short answer to your question of "do you roll?" is "no".
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