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JagerXII

Ultramarines D-Stance: Considered Defense

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A rank 3+ Ultramarine initiates the defensive stance Considered Defense from the First Founding book. This allows the brother, as a free action, to change the benefit between +4 armor points from cover, move agility bonus in meters as a free action, and gain an additional reaction.

The question -

If it is this Ultramarine's turn, and because it is a free action to change between the benefits, may the brother who is within say 2 meters of an enemy...

1. change the benefit, as a free action, from "additional reaction" to "move agility bonus in meters as a free action"

2. move his agility bonus in meters as a free action to move into close combat with the enemy

3. as a free action yell "SUFFER NOT THE XENO TO LIVE!"

4. perform swift attack as a full action

5. change the benefit, as a free action, from "move agility bonus in meters as a free action" to "additional reaction" (to be better prepared for attacks back)

these 5 steps in one turn?

The Battle Brother is simply walking to the target, shouting, attacking, and preparing for attacks back. I see no issue with it in the rules and it does not seem to take up alot of time, possibly 5 seconds.

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Choice of Defence is a Half Action, page 74. Even if it was a Free Action, it is implied that you can only get one benefit per player turn, just as a player can only benefit from one squad mode ability per player turn.

 

Alex

 

 

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This is not official errata: please contact FFG directly using the Rules Questions link at the bottom of the page for an official response.

It was my intent when writing that particular ability that a character only be able to change the benefit gained once per turn. My apologies for not making this clear in the text.

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N0-1_H3r3 said:

 

This is not official errata: please contact FFG directly using the Rules Questions link at the bottom of the page for an official response.

It was my intent when writing that particular ability that a character only be able to change the benefit gained once per turn. My apologies for not making this clear in the text.

 

 

I think the problem falls more into the category of the "It doesn't say I can't" philosophy that seems to be more and more prevalent these days.

I thought it was just understood that once you use an ability, even a free one, that that ability is done for the turn. I'm not sure if anyone I game with would ever think that what the OP said was allowable in any game system.

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N0-1_H3r3 said:

This is not official errata: please contact FFG directly using the Rules Questions link at the bottom of the page for an official response.

It was my intent when writing that particular ability that a character only be able to change the benefit gained once per turn. My apologies for not making this clear in the text.

This is exactaly what I was looking for. Thank you.

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ItsUncertainWho said:

I think the problem falls more into the category of the "It doesn't say I can't" philosophy that seems to be more and more prevalent these days.

*sigh*...I wish this wasn't true...even in my own game...

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Charmander said:

ItsUncertainWho said:

 

I think the problem falls more into the category of the "It doesn't say I can't" philosophy that seems to be more and more prevalent these days.

 

 

*sigh*...I wish this wasn't true...even in my own game...

 

Just make sure you retain the ability to change the rules at a whim. Which means, if an ability turns out to be too powerful, nerf it as it becomes apparent. Of course as soon as it comes apparent that this is how you roll as a GM, it will cause a proportional demotivation in players who are mostly interested in power-gaming.

You can only beat the system consistently, if the GM's hands are (self-)tied - either because the GTM feels obligated to stick to official rules or because he feels obligated to his ealier rulings. I don't feel obligated to either, therefore munchkining in my games isn't really possible. There's only so much a PC can be better than the other PCs then.

 

Alex

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