You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
If you Crit Miss an attack (and will receive a 2nd action token) while having Willpower and the Crit Miss knocks you off of Willpower onto a different power do you take Push or not? You had it at the beginning of the action, but after the action resolves (when you get the token) you don't.
So I can see it one or the other... But lean towards takeing Crit miss and pushing damage since the 2nd token is only given after the action resolves...
Pushing damage is given/taken as the action resolves, which is also normally when a token is applied.
So if a figure is given an action that will give them a second token, here is the order of events.
-Figure has 1 token and willpower.
-Figure is given a ranged combat action.
-Figure rolls a critical miss.
-Figure immediately takes 1 unavoidable damage.
-Figure no longer ahs willpower showing.
-Figure is given their second token.
-Figure is dealt pushing damage.
-Figure cannot ignore pushing damage because willpower is no longer present.
-Figure takes pushing damage.
Last edited by rowdyoctopus; 12/23/2012 at 12:38..
If you Crit Miss an attack (and will receive a 2nd action token) while having Willpower and the Crit Miss knocks you off of Willpower onto a different power do you take Push or not? You had it at the beginning of the action, but after the action resolves (when you get the token) you don't.
So I can see it one or the other... But lean towards takeing Crit miss and pushing damage since the 2nd token is only given after the action resolves...
Is it the case or other?
You would take the pushing damage.
The breakdown is roughly like this:
-Declare action.
-Declare attack.
-Roll dice.
-See that it's a critical miss, take 1 unavoidable damage.
-Dial changes.
-Attack resolves.
-Action resolves.
-As you resolve the action, character receives a token.
-If this is the second token, pushing damage occurs. Now is when you check to see if you have a way to ignore pushing damage. If not, take 1 click.
-Dial changes.
-Now any "after actions resolve" effects would occur if there are any.
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
Its a situation I've rarely come against I thought I was right but others thought otherwise. It like getting damage from an attack and being knocked back and getting Combat reflexes when damaged from the attack. You'd not take KB damage if you would be damaged when you have CR even the the attack knocked you to the CR you'd didn't have...
Its a situation I've rarely come against I thought I was right but others thought otherwise. It like getting damage from an attack and being knocked back and getting Combat reflexes when damaged from the attack. You'd not take KB damage if you would be damaged when you have CR even the the attack knocked you to the CR you'd didn't have...
Knockback is determined when the dice are rolled.
Doubles? Check for Charge. Hit character checks for Combat Reflexes and decides if they want to take knockback (if the roll wasn't doubles).
Then you move to the damage part.
Finally, you resolve the action.
The number 1 way confusion occurs is when players do not resolve actions in the proper order - choosing instead to:
A) Place the token before the dice roll.
B) "do the math" all at once rather than going step by step (like when a pushing figure with steal energy hit a mystic with flurry).
C) Deal damage and spin dials and then determine if knockback happened / happens.
I'm sure there are lots more...
Visible Dials and Pushing Damage need to be optional. This is the way.
Its a situation I've rarely come against I thought I was right but others thought otherwise. It like getting damage from an attack and being knocked back and getting Combat reflexes when damaged from the attack. You'd not take KB damage if you would be damaged when you have CR even the the attack knocked you to the CR you'd didn't have...
Quote : Originally Posted by tyroclix
Knockback is determined when the dice are rolled.
Doubles? Check for Charge. Hit character checks for Combat Reflexes and decides if they want to take knockback (if the roll wasn't doubles).
Then you move to the damage part.
Finally, you resolve the action.
The number 1 way confusion occurs is when players do not resolve actions in the proper order - choosing instead to:
A) Place the token before the dice roll.
B) "do the math" all at once rather than going step by step (like when a pushing figure with steal energy hit a mystic with flurry).
C) Deal damage and spin dials and then determine if knockback happened / happens.
I'm sure there are lots more...
Knockback is determined when the dice are rolled, however if you damage a figure onto a click that has combat reflexes, then they will not take damage from the knockback. It does not matter if they started with combat reflexes.
So this is the order of an attack
• Declare action. (Free or Non-Free)
• Declare attack. (Close or Ranged)
• Roll dice. See if it's a critical miss, take 1 unavoidable damage. Dial changes.
• Attack resolves. (Still have Flurry for your free attack?)
• Action resolves. As you resolve the action, character receives an action token. If this is the second token, pushing damage occurs. Now is when you check to see if you have a way to ignore pushing damage. (Did you gain Willpower?) If not, take 1 click.
• Dial changes. Now any "after actions resolve" effects would occur if there are any.
Now one of the questions that was brought up during a match. (I did flub up the Crit Miss/Willpower/Dial changes, my bad) Now that Grifter missed with Running Shot with a Critical Miss can I now use his Special Movement: QUICKFIRE: Give Grifter a ranged combat action. After actions resolve, if this power is showing, he may make a second ranged combat attack as a free action.
I said no because the power needed to be showing on the dial for the declared action/attack. It's would be like gaining Flurry after a Critical Miss. And to even activate the power you would have to give the character an ranged combat action to even use it which you just gave that same character a power action to use Running Shot. It don't work that way.
So this is the order of an attack
• Declare action. (Free or Non-Free)
• Declare attack. (Close or Ranged)
• Roll dice. See if it's a critical miss, take 1 unavoidable damage. Dial changes.
• Attack resolves. (Still have Flurry for your free attack?)
• Action resolves. As you resolve the action, character receives an action token. If this is the second token, pushing damage occurs. Now is when you check to see if you have a way to ignore pushing damage. (Did you gain Willpower?) If not, take 1 click.
• Dial changes. Now any "after actions resolve" effects would occur if there are any.
Now one of the questions that was brought up during a match. (I did flub up the Crit Miss/Willpower/Dial changes, my bad) Now that Grifter missed with Running Shot with a Critical Miss can I now use his Special Movement: QUICKFIRE: Give Grifter a ranged combat action. After actions resolve, if this power is showing, he may make a second ranged combat attack as a free action.
I said no because the power needed to be showing on the dial for the declared action/attack. It's would be like gaining Flurry after a Critical Miss. And to even activate the power you would have to give the character an ranged combat action to even use it which you just gave that same character a power action to use Running Shot. It don't work that way.