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<  Hero/Villain Tactics  ~  APEBOT LVL 2 SCIENCE & VIRUS LVL 1 SCIENCE

PostPosted: Sun Jul 26, 2009 9:51 am
User avatarMinister of PulpPosts: 2027Location: Street FightingJoined: Thu Aug 02, 2007 5:13 pm
ERRATA - Virus

Fix: Repair:
Was AP 3, is AP 2.

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ERRATA - Virus

Fix: Repair:
Was AP 3, is AP 2.

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PostPosted: Thu Aug 20, 2009 6:45 am
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
NAME: APEBOT & VIRUS

SUBFACTION: A.R.C.

FUNCTION: MECHANICAL WRECKING BALL & OPERATOR

BRIEF: While posible to field one without the other the synergies between the two are so strong it makes almost no sense to do so. These two fielded together are a powerful combination of fast brutal and destructive energy. They are equally capable of destorying scenery or other Supremes.

POWERS: Rampage is a great area denial power and useful for protecting Virus when the enemy begins to close in. Any model entering the aura suffers a :STR 6 attack from Apebot. Use this in narrow terrain to create a nasty choke point and get a few hits in. It can also be used defensivly to make opponents think twice about attacking either Apebot or Virus hopefully allowing you time to heal. Pair this with Fix: Speed to rush Apebot forward 6" into the middle of the enemy early in a game round and you can threat a large number of opponents.

Throw Stuff* is another wonderful power than can change the shape of a battle. Use it early or late in the round to hurl your opponent away from objectives. You can also use it to Hurl bruisers like Iron Train into more vulnerable targets like Hoodoo. In addition to moving the targets around it also knocks down any thrown target. This leaves them vulnerable to a follow up attack. Pair this with Fix: Frenzy and you could throw up to 4 opponents! Better yet Pair this with Rampage so any opponet entering the Aura is thrown back out, after taking that nasty :STR 6 hit.

Wrecking Crew* makes Apebot the ultimate urban renewal Supreme. He can smash his way over and through anything in his way. Ram 5 means he's hitting any terrain he moves through with a :STR 11! In addition it lets Apebot charge from unexpected angles. Thought Gentleman was safe on the other side of that building, think again! Combined with Fix:Speed this robo mokey can really carve up the battle field. Oh and just because he moved through the building doesn't mean he can't spend 1AP and strike it too! That would be 2 :STR 11 hits against a target building, in one activation!

Defend the Master is a staight forward defence program that will keep Virus alive when things start to get tight. Use it right away if you're gonna use it though. Because it lasts until Apebots first activation next round it's a good idea to delay activating Apebot in order to get some use from this power in the next turn as well. Note also that while you do get to move into contact with a model that closes with Virus you don't get the attack like you do with Rampage.

Virus has two important powers that really need mentioning. Repair is the power used most often and does a great job of keeping Apebot up and running. Be warned though that unlike the other Fix powers Repair has a very short range so you need to keep Virus close to make use of it. The other power is Energy Transfer this increases Apebots lack luster AP 5 to an impressive AP 7! This power is a must use to get the most out of Apebot.

WEAKNESSES: Both of these apes lack in the :DEF department. While a :DEF 4 on Apebot is ok it means he's going to take damage when up against other bruisers like Hellsmith or Iron Train. Virus has no chance against a melee assualt and thus will most likely be transfering a considerable amount of damage to Apebot if he is charaged. Keep Virus safe! This is tough because he need to be close to the action to repair Apebot, and Apebot will need fixing.

The other problem is Virus's complete lack of any real offence. He really has no way to harm other Supremes, or minions for that matter. The real tough part is timing and AP with this pair. Virus will need to use 3-5 AP's to boost Apebot, who will in turn want 5-7 AP's to do his thing. That's a lot of AP's basically being sunk into one model. Also because most of Apebot's powers want to be boosted before hand you'll need to have activated Virus first, thus potentially losing initiative as your opponet will be able to react between Virus's and Apebots activations. The key here is to plan ahead what powers to use and when. Virus has a :MND of 4 and you'll need an equally strong :MND to make these guys work.

SYNERGIES: Clearly the rest of A.R.C. will love having these two along for the ride but they can be useful with others as well. Take Acorn along for the ride and you can flatten the board in no time. Bring a few Mechanical minions as Virus can use Cyberhead to control them from a safe distance. The Heroic Call resource will come in handy when you NEED to activate Virus and Apebot without being interupted inbetween. Apebot can work well without Virus but the inverse is definetly not true. In the end proper planning and a large pool of AP's are the best assests to bring when fielding this pair.



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PostPosted: Sun Dec 05, 2010 10:23 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
Beermonkey wrote:
...WEAKNESSES: ...The other problem is Virus's complete lack of any real offence. He really has no way to harm other Supremes, or minions for that matter. The real tough part is timing and AP with this pair. Virus will need to use 3-5 AP's to boost Apebot, who will in turn want 5-7 AP's to do his thing. That's a lot of AP's basically being sunk into one model. Also because most of Apebot's powers want to be boosted before hand you'll need to have activated Virus first, thus potentially losing initiative as your opponet will be able to react between Virus's and Apebots activations. The key here is to plan ahead what powers to use and when. Virus has a :MND of 4 and you'll need an equally strong :MND to make these guys work...


Just an addendum to the tag-team element of the relationship between Virus & Apebot; if playing as Heroes don't overlook using the Heroic Call Resource to enact Battlefield Control. A one-shot solution, but potentially effective if timed well.

In addition, Trail's A Second Ahead may take some of the sting out of the matter if used on Virus. Not a guarantee, but it allows Virus to set-up his Actions when your opponent takes Movement Actions, which will happen across most Activations in early game stages.



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PostPosted: Wed Jun 01, 2011 11:11 pm
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Had a really good game last night, our second one. Close all the way.

Couple of questions came up regarding Apebot and Virus:

- Apebot is a construct and that skill says that he can't have resources allocated to him. So does this mean his team has 2lvls less resources available or does he still generate the 2lvls that the team can use to buy generic minions and he just can't have personal device/generic items?

- When Apebot is in "Defend the Master" mode, does he need to transfer 1 for 1 damage? Had a situation where Virus copped 3 damage which was exactly how much he had left, and Apebot had 1 damage left. Can Apebot transfer all three damage from Virus, lose his one and become incapacitated or can he only transfer 1 damage as that is all he has left?

Cheers guys :)


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PostPosted: Thu Jun 02, 2011 12:41 am
User avatarGuardian of PulpPosts: 1536Location: SE KansasJoined: Mon Aug 06, 2007 9:14 am
baskinders wrote:
Had a really good game last night, our second one. Close all the way.

Couple of questions came up regarding Apebot and Virus:

- Apebot is a construct and that skill says that he can't have resources allocated to him. So does this mean his team has 2lvls less resources available or does he still generate the 2lvls that the team can use to buy generic minions and he just can't have personal device/generic items?

- When Apebot is in "Defend the Master" mode, does he need to transfer 1 for 1 damage? Had a situation where Virus copped 3 damage which was exactly how much he had left, and Apebot had 1 damage left. Can Apebot transfer all three damage from Virus, lose his one and become incapacitated or can he only transfer 1 damage as that is all he has left?

Cheers guys :)


Good question.

1. Apebot still generates resource points for the team as construct doesn't say otherwise.

2. This is one where we'll have to discuss it unless Beermonkey comes in right away. Although, there has been some other precedence with Sanguine and one of his abilities I believe. :D



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PostPosted: Thu Jun 02, 2011 6:11 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Cheers varagon, that's good news about the resources, poor old monkeys were a bit light on for gear in the end!

Another one I forgot to ask. When Apebot activates Program: Rampage, does he immediately perform an opposed roll against models already in the aura range, or do they have to physically be "entering" by performing a move action in order for Apebot to attack them?


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PostPosted: Thu Jun 02, 2011 8:53 am
User avatarGuardian of PulpPosts: 4526Location: House of Jade LanternsJoined: Thu Aug 09, 2007 11:16 am
baskinders wrote:
- When Apebot is in "Defend the Master" mode, does he need to transfer 1 for 1 damage? Had a situation where Virus copped 3 damage which was exactly how much he had left, and Apebot had 1 damage left. Can Apebot transfer all three damage from Virus, lose his one and become incapacitated or can he only transfer 1 damage as that is all he has left?

Cheers guys :)


All Damage is transferred; the excess is lost, just as excess Damage is lost if Apebot had been attacked directly for example.

baskinders wrote:
Cheers varagon, that's good news about the resources, poor old monkeys were a bit light on for gear in the end!

Another one I forgot to ask. When Apebot activates Program: Rampage, does he immediately perform an opposed roll against models already in the aura range, or do they have to physically be "entering" by performing a move action in order for Apebot to attack them?


Read As Written it affects only models entering the Aura; however the Aura rules specify models moving into, already within or moved into as the Aura moves which is how I would play it, but we will try and discuss with the guys for clarification.



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PostPosted: Thu Jun 30, 2011 3:50 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
baskinders wrote:
Another one I forgot to ask. When Apebot activates Program: Rampage, does he immediately perform an opposed roll against models already in the aura range, or do they have to physically be "entering" by performing a move action in order for Apebot to attack them?


Read As Written it affects only models entering the Aura; however the Aura rules specify models moving into, already within or moved into as the Aura moves which is how I would play it, but we will try and discuss with the guys for clarification.[/quote]

So this one came up in the game the other night again as to how Rampage is intended to work and I guess it comes down to what is the "trigger" for the aura's effects. I've looked at all of the aura powers and the only aura that causes an offensive opposed roll in the entire game is Nuke's Apocolypse, and it has a clear trigger of models in or entering the aura. It also dissapears when he moves. All other auras generally don't have an immediate effect but need another action to trigger them, i.e. Cronin's Rewind needs a dice roll to trigger it, Lady Cyburn's Fire Woman needs a ranged attack to trigger it, Virgo's Nanotraps need a 1 rolled to trigger it e.t.c.

So the point of clarity needed for Apebot is what is the trigger to perform an opposed roll? Is it:

- a model making a movement action that enters the aura at some point in that movement action, even if only moving through it.
- a model ends a movement action in the aura.
- anytime a model comes into contact with the aura in any way i.e. Apebot turns on Rampage and attacks anyone withing the aura immediately, then makes a run action and attacks every model which he moves within 2 inches of

Obviously you can see the difference in how powerful an action this is depending on what the trigger is :)


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PostPosted: Thu Jun 30, 2011 3:57 am
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
As written... Anyone in the Aura gets attacked. That means yes you can run Apebot into a group of enemies and trigger Ramage to make an attack against all of them.

Note that as with any other Aura you can only be affected by it once in a round. So once you've been attacked you can't be hurt be the Aura effect this round even if you move out and back into the Aura during your activation. Makes it a VERY nasty power.



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PostPosted: Thu Jun 30, 2011 5:13 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Beermonkey wrote:
As written... Anyone in the Aura gets attacked. That means yes you can run Apebot into a group of enemies and trigger Ramage to make an attack against all of them.

Note that as with any other Aura you can only be affected by it once in a round. So once you've been attacked you can't be hurt be the Aura effect this round even if you move out and back into the Aura during your activation. Makes it a VERY nasty power.


Sweet, but still a little confused :oops: .

If Apebot trigger's rampage first and then moves himself past a bunch of enemy, he gets to make opposed rolls against each model passed? And for this purpose does scenery count as models so running past a car would let Apebot smash that as well?

And with the "only once in a round" effect, what is classed as a "harmful" effect? Obviously not something like Lady Cyburn's Fire Woman which you could gain the +2 against ranged attacks multiple times in a round (I assume). And obviously Nuke's Apocolypse and Apebot's Rampage cause damage and are therefore harmful, so only once for those guys. But how bout Cronin forcing an enemy to reroll a dice? Does no damage but effects an enemy, is that "harmful"?

Cheers mate, appreciate your help :D


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PostPosted: Thu Jun 30, 2011 5:55 am
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
That's correct! So Rampage then Fix Speed*, then Run Apebot into the enemy deployment zone! Big hurt on a lot of models round 1. Just be aware that any friendly models other than Virus will also be hit by this Aura of destruction. So plan accordingly.

Buildings are terrain or scenery and are not "models", so no dice. But citizens, minions and Supremes would be hit.

Basically any Action that requires an Opposed Roll and causes damage is harmful. Thus Nuke's Apocalypse, Apebot's Rampage etc... are harmful Auras. Chronin's power does not require an Opposed Roll and causes no damage so it would be excempt.



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PostPosted: Thu Jun 30, 2011 6:29 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Beermonkey wrote:
That's correct! So Rampage then Fix Speed*, then Run Apebot into the enemy deployment zone! Big hurt on a lot of models round 1. Just be aware that any friendly models other than Virus will also be hit by this Aura of destruction. So plan accordingly.

Buildings are terrain or scenery and are not "models", so no dice. But citizens, minions and Supremes would be hit.

Basically any Action that requires an Opposed Roll and causes damage is harmful. Thus Nuke's Apocalypse, Apebot's Rampage etc... are harmful Auras. Chronin's power does not require an Opposed Roll and causes no damage so it would be excempt.


The best, beautifully clear now, my mate is super happy and will pummel me :)


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PostPosted: Thu Jun 30, 2011 6:36 am
User avatarGuardian of PulpPosts: 2139Location: Maine U.S.A.Joined: Mon Sep 17, 2007 6:52 am
Knock the Ape down. Use Stoner Hawk to wall him in. Use Ace of Wraiths to turn him Spectral. You've got a LOT of options. The thing with Pulp is as soon as you figure out a dirty nasty trick your opponent will find 3 counters to it!



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PostPosted: Thu Jun 30, 2011 9:32 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Beermonkey wrote:
Knock the Ape down. Use Stoner Hawk to wall him in. Use Ace of Wraiths to turn him Spectral. You've got a LOT of options. The thing with Pulp is as soon as you figure out a dirty nasty trick your opponent will find 3 counters to it!


Ha ha, yeah mate all good, I really enjoy the paper/sissors/rock feel of this game. Not just the origin trumps but the whole game in so far as most skills are only good in certain situations/against certain opponents. Love it. And the fact that the monkeys haven't won a game against the heavy metal crew yet, it's actually bonza that the big ape is a bit better than we thought :D


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PostPosted: Fri Jan 06, 2012 9:19 am
HeroPosts: 268Joined: Mon May 23, 2011 1:11 am
Another one about poor old Apebot ;)

Two questions about Program: Throw Stuff.

- Are models with the :DEF Trump Trait with their "Hold Ground" advantage able to ignore the being moved part of the Throw i.e. Apebot makes a successful strike against Riposte and pays 1AP for the throw, can Riposte choose to remain where she is but be knocked down (which she could negate with a power die)? Or is the Throw an exception to being "...forced to move because of a hostile Action"?

- When Apebot is performing the Throw with the successfully hit enemy model, does it follow all the normal rules of the Scenery Manipulation Action Throw using a Rank 1 Object i.e. Pr :STR vs :AGL / RNG :STR + 2 Inches / AP1 vs a viable target, OR does it simply mean you can throw the model 8 inches in some specified direction and then they're knocked down? And if it is the first case, what happens if the target of the Throw turns out to be out of range? Move the thrown model the full distance or leave it where it is?

And I'd assume the answers to the above apply equally to Giant Hadron :)

Cheers as always!


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