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Oh, sorry... I didn't realize you wanted her moved to another place. I'll allow that.
Thank you.
Yeah I didn't want to ask because I thought it might be kind of rude to do so, but since I had intended her to be somewhere else I was hoping you'd offer.
Yeah I didn't want to ask because I thought it might be kind of rude to do so, but since I had intended her to be somewhere else I was hoping you'd offer.
Okay, turn incoming.
You still don't know me and the way I play. I'm all in favour of sportsmanship and allowing players to correct their mistakes. I usually suffer from doing so, as some players don't extend the same courtesy to me, but heh... that's how I roll!
Hmm, ignore the action on Wolvie I realized Vector's power only has a range of three.
_________________
1) Doppelganger flurries Aleta.
10 vs 17. Need a 7.
Roll: 4,4. Hits!
Aleta takes three and is knocked back to N18.
Since he still has another flurry, he destroys the LO in K18.
He takes one for the push.
2) Taskmaster moves to M12.
PC will be on a case by case basis.
_________________
New Avengers
1) LE Iron Man (M&M) (7/7) 100 pts N20 @
1 SA
2) AE Peter Parker 50 pts (4/5) N19
3) U Wolverine (AW) 60 pts (9/9) O18
4) R Aleta 51 pts (3/6) M18 @
5) R Tessa 39 pts N22 (6/6) N17 @
Total – 300 pts
vs
The Hood's Crime Syndicate
1) U Doppelganger 93 pts (2/6) - L18 @@
2) E Vector 68 pts (5/5) - K14
3) U Johnny Quick 77 pts (8/8) - M17
4) LE Calypso 22 pts (3/4) - L11
5) R Taskmaster 39 pts (5/5) - M12 @ [Stealth]
You should have switched your actions, so you could move Tessa without breaking away. So, let's say your first action was the attack with Johnny Quick, so that Tessa is no longer adjacent to him when Vector uses his SP.
Because, if they were adjacent, Tessa would have needed a break away roll.
I dont think so as she is Tk'd as if she was friendly to Vector and JQ and she would not need to BA from them ...but she would need to BA from Aleta
Plus with that BFC in place...well I am not sure Vector's power would even work due to no TK of Friendly characters
Quote : Originally Posted by Krueger666
Just a minor clarification.
You should have switched your actions, so you could move Tessa without breaking away. So, let's say your first action was the attack with Johnny Quick, so that Tessa is no longer adjacent to him when Vector uses his SP.
Because, if they were adjacent, Tessa would have needed a break away roll.
NO SANTA LEFT BEHIND
Not Just Another Empty Political Slogan
To clarify this a bit, here's what's written by normalview on the rules' forum, regarding Vector's trait:
What exactly does "as if they were friendly characters" mean?
This means that Vector can use Option 2 of Telekinesis (TK) on opposing characters, provided that they are within 3 squares of Vector at the time he uses TK. For example, there is no attack roll necessary (since option 2 is not actually an attack) and Vector could also use TK to move an opposing or character as long as they were not also a multi-base character.
Can my opponent use a damage reducing power on the 1 damage from this special power?
Yes. This special power deals damage and damage dealt can be reduced even though this is not an attack. If the damage was meant to somehow work around damage reducing powers, it would have been described as penetrating damage or unavoidable damage.
If I move an opposing character as if they were a friendly character, would that mean that they would have to roll break away if they are adjacent to one of their regular teammates (since they are temporarily friendly to me)? And would I have to avoid moving them next to an opposing character while moving them if I did not want the movement to end prematurely?
No. Unlike Mind Control, where the target character actually becomes friendly to your force for a bit, this power doesn't actually make the target friendly. Instead, you can simply move them as if they were friendly... but since their actual allegience (for lack of a better word) hasn't changed, they do not need to worry about breaking away from their own teammates. They would have to roll break away if adjacent to one of your own characters, though, since they are still opposing to your team. Same story when it comes to moving adjacent: they do not need to worry about their own teammates, but they would need to watch out for yours.
To clarify this a bit, here's what's written by normalview on the rules' forum, regarding Vector's trait:
What exactly does "as if they were friendly characters" mean?
This means that Vector can use Option 2 of Telekinesis (TK) on opposing characters, provided that they are within 3 squares of Vector at the time he uses TK. For example, there is no attack roll necessary (since option 2 is not actually an attack) and Vector could also use TK to move an opposing or character as long as they were not also a multi-base character.
Can my opponent use a damage reducing power on the 1 damage from this special power?
Yes. This special power deals damage and damage dealt can be reduced even though this is not an attack. If the damage was meant to somehow work around damage reducing powers, it would have been described as penetrating damage or unavoidable damage.
If I move an opposing character as if they were a friendly character, would that mean that they would have to roll break away if they are adjacent to one of their regular teammates (since they are temporarily friendly to me)? And would I have to avoid moving them next to an opposing character while moving them if I did not want the movement to end prematurely?
No. Unlike Mind Control, where the target character actually becomes friendly to your force for a bit, this power doesn't actually make the target friendly. Instead, you can simply move them as if they were friendly... but since their actual allegience (for lack of a better word) hasn't changed, they do not need to worry about breaking away from their own teammates. They would have to roll break away if adjacent to one of your own characters, though, since they are still opposing to your team. Same story when it comes to moving adjacent: they do not need to worry about their own teammates, but they would need to watch out for yours.
NO SANTA LEFT BEHIND
Not Just Another Empty Political Slogan
2) Iron Man punches Johnny Quick, 10 vs 16, damage -1 w/ Tessa's Perplex. 3, 6 = 9, PC'd through JQ's CSA TA to a 3, 5 = 8 for 2 damage. Calypso gets a token.
1 SA Iron Man
Free) Peter Perplexes Wolverine's attack
3) Wolverine BCF's Doppelganger, 10 +1 (Peter's Perplex) vs 17. 4, 1 = 5 misses and pushes
Brotherhood free) Peter pushes to move to O19
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New Avengers
1) LE Iron Man (M&M) (6/7) 100 pts N20 @
2 SA
2) AE Peter Parker 50 pts (3/5) O19 @@
3) U Wolverine (AW) 60 pts (8/9) L19 @@
4) R Aleta 51 pts (3/6) L12 @
5) R Tessa 39 pts N22 (4/6) N11
Total – 300 pts
vs
The Hood's Crime Syndicate
1) U Doppelganger 93 pts (2/6) - L18
2) E Vector 68 pts (5/5) - K14 @
3) U Johnny Quick 77 pts (6/8) - N21 @
4) LE Calypso 22 pts (3/4) - L11 @
5) R Taskmaster 39 pts (5/5) - M12
Doppelganger: [1 SA]
Calypso: [1 DEF]
Johnny Quick: [1 SA]