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.
I don't see why there is an argument here. He uses Charge normally or he uses it (it being Charge) a little differently. And we know (because the rules say so) that when a standard power is used a little differently, the ONLY differences are those specifically described.
So if he uses Charge the other way, he gets to attack first and then move because that is what is described in the power. But it is otherwise Charge (half movement, power action, and so on).
Agreed.
I do have a question though.
Normally if you were to use Charge while based with an opponent, you would have to roll Breakaway first. If you failed the Breakaway roll, you would not get to make the free close combat action.
When using the "different" part of Batmans Charge, do you roll Breakaway before or after the attack? I assume after, because that's when you are doing the moving part. That would let you at least get the close combat action, but just not allow you to move. Is that correct?
Click the links below to find out about tournaments in San Antonio, TX
Normally if you were to use Charge while based with an opponent, you would have to roll Breakaway first. If you failed the Breakaway roll, you would not get to make the free close combat action.
When using the "different" part of Batmans Charge, do you roll Breakaway before or after the attack? I assume after, because that's when you are doing the moving part. That would let you at least get the close combat action, but just not allow you to move. Is that correct?
RB, page 8:
BREAKING AWAY
If a character occupying a square adjacent
to one or more opposing characters is
given an action and attempts to move, that
character must successfully break away
before it can move, as shown in Figure 8.
So there are two conditions to be met to trigger break away (normally, of course... as with most things, there are some exceptions to where/when break away is rolled).
Condition 1) The character must be given an action.
Batman is using Charge, even if it is a modified version, so he was given a power action. Condition 1) has been met.
Condtion 2) The character attempts to move.
Whem using the alternative version of Charge described in this power, Batman doesn't attempt to move until after he attacks. So condition 2) isn't met until after the attack has already resolved.
Thanks. I could see it going either way, but after being corrected on the leap/climb part, it did make more sense to be special charge; I am just glad to know for certain now.
Just to be certain on this, Batman gets to use Plasticity whether he moves before or after the attack, correct? It should be interpreted as:
1) Plasticity and (Charge normally or reverse charge)
not
2) (Plasticity and Charge normally) or (reverse charge)
Yup. SI Hercules has been doing this for years!
Plasticity gives a +2 to all your breakaway rolls. So when Bats rolls to breakaway (no matter what he is trying to do), he is successful on a roll of 2-6.
Visible Dials and Pushing Damage need to be optional. This is the way.
My question with this is if you were to do that wouldn't you have to break away with the second option fort he movement? And when would the break away be rolled for it if you punch first than run?
I would like to know this as well.
Just as a general question: Can you stack Leap\Climb and Charge?
Note that Leap/Climb has two clauses, one which lets you ignore terrain when you've given the character a specific action to use Leap/Climb. That is not compatible with Charge, Running Shot, Hypersonic Speed, or the like. The second clause, which lets you ignore a target's elevation "when you give this character a close combat action" IS compatible with Charge, and a lot of fun to pull off. It isn't compatible with Hypersonic Speed, though.
This hasn't been addressed by a deputy yet. Does he get to use Plasticity on the reverse charge? The punctuation of the power appears to be separating the power into two options.
Charge+ Plasticity
OR
Reverse Charge
Venue: The Gaming Goat in Elgin, IL. Find us in the WizKids event system.
The second clause, which lets you ignore a target's elevation "when you give this character a close combat action" IS compatible with Charge, and a lot of fun to pull off. It isn't compatible with Hypersonic Speed, though.
wow...I did not know that part....just made the last part of l/c more interesting to me....does that stack with the other close combat actions? figured it would better to ask here than start a new thread....
Yes, any close combat action can take advantage of the second clause of Leap/Climb.
However, be careful to note that not every close combat attack can. For instance, if a figure had Leap/Climb and Hypersonic Speed, he wouldn't be able to use the second clause of Leap/Climb with the HSS free attack, as it isn't a close combat action, merely a free action attack. Similarly, L/C and Close Combat Expert aren't compatible.
This hasn't been addressed by a deputy yet. Does he get to use Plasticity on the reverse charge? The punctuation of the power appears to be separating the power into two options.
Charge+ Plasticity
OR
Reverse Charge
Quote
ON THE RUN: Batman can use Charge and Leap/Climb. When he uses Charge, he can use Plasticity and he can use Charge normally, or, he can be given a close combat action as a free action and then move.
It has been rulled by an Orange that ON THE RUN allows The Batman to use Charge. When he uses Charge, he can use Plasticity.
It has been rulled by an Orange that ON THE RUN allows The Batman to use Charge. When he uses Charge, he can use Plasticity.
Do you have a link? You don't need to bold the power, I can read. There is punctuation there that would seem to separate two clauses. He can use plasticity and he can use charge normally. Or. He can be given a close combat action as a free action and then move.
The plasticity seems to be dependent on using charge normally.
Venue: The Gaming Goat in Elgin, IL. Find us in the WizKids event system.
Digression: The above is exactly and specifically what's wrong with this game. Not the rules themselves, but rather the culture of dealing with them that has grown up around them. Intent is everything, and it should be the job of the judges and Oranges and RA to tell us the intent and then make the wording match that if corrections are needed, rather than read the rules as they [perhaps unfortunately] are literally written and force the game to play in whatever manner they say, for better or worse.
And now back to the thread.
YES COMPLETELY THIS.
As for the matter at hand, I'd say it's the close combat attack, and then move at half-speed.
For a little while, I thought you had this option all the time with Charge and Running Shot, actually. Oh.. to be young again...