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.
Situation: Flash versus X, X is back to a wall, Flash opens up on X with Hypersonic attack, during the attack I roll a knockback. X has no place to go, does my Hpersonic attack end, since X is in range still to attack but rules state that my attack must end because X should no longer be in range.
Originally posted by Manchine Yep it ends it. Looked it up. Didnt know that one as well as I thought. It specifically says any double ends Hypersonic Attack
Where did you read this at? I'm looking for some rulings and couldn't find that about the doubles.
Another thing, what happens if you roll your first attack dice and get doubles...but your target has Invulnerability?
Would it still end since the target didn't take damage?
Originally posted by Redleg Where did you read this at? I'm looking for some rulings and couldn't find that about the doubles.
The best place to find this is in the DC PAC:
...The attack ends...blah, blah...or the defender is knocked back
Seeing as all doubles cause knock back, (except snake eyes, but that's a critical miss) that's why it ends there...even if the opponent is against a wall.
Quote
Another thing, what happens if you roll your first attack dice and get doubles...but your target has Invulnerability?
Would it still end since the target didn't take damage?
So a character can be knocked back 0 squares thus traveling nowhere from knockback and be considered knocked back to the square he is currently occupying?
This seems like an odd scenario.
So to make it idiot proof for dumb guys like me...the ruling in a nutshell is:
Knockback only requires a roll of doubles. A character does not need to be moved to suffer from knockback.
Hope this is right before I start playing w/ my friends.
That's it, yeah. Any doubles generates knockback, whether or not the figure will actually move as a result. This means that doubles will end an HSS chain against a figure who is trapped, who will reduce the damage to 0, or who has Charge.