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QUAKE CLOSE: KNOCKBACK. Make a close attack targeting all adjacent opposing characters. If more than one character is targeted, each hit character is dealt 2 damage instead of normal damage.
Quote
Greed: Barricading: Larfleeze can use Barrier and Plasticity. When Larfleeze uses Barrier, after actions resolve, he can use Quake as a free action as if he occupied all blocking terrain markers placed by friendly characters with the Orange Lantern Corps keyword.
"after actions resolve, he can use Quake as a free action" would be played as "after resolutions, he can use Quake at no cost"
Otherwise, it's the same. He uses Quake as if he occupied all blocking terrain markers placed by friendly characters with the Orange Lantern Keyword. If, after determining targets, he has more than one target, hit characters are dealt 2 damage. Otherwise, he deals his full damage value.
How is knockback determined in cases where quake is generated from multiple adjacent squares?
Could be two adjacent barrier squares for Larfleeze or a multi-base character with quake...
Simple diagram:
000A
XXHB
XXTC
000D
X represents a 2X2 figure or a bunch of blocking or whatever, and it uses quake.
T and H are the "target" and "hostile". 0 is an empty square.
Would they just be knocked "straight back", with the hostile being knocked towards B and the target being knocked towards C, or could I pick, and knock the hostile towards A, B, or C and the target towards B, C, or D?
And do I have to knock them in the same direction or could I choose different directions? Knocking the hostile towards A and the target towards D, or maybe having them cross paths and knocking the hostile towards C and the target towards B?
This is what I was thinking, I just couldn't tell for sure. It says "When a multi-base character targets, or otherwise draws a line of fire to multiple targets, each target may have a line of fire drawn from a different square of that multi-base character."
So the first half triggers on 'targets', but the second half only says you can then draw line of fire from different squares. I'd think there is a rule or ruling somewhere that states this clearer. This isn't an issue when using Giant Reach, which covers the majority of the instances where this would come up, but do you know where it might give anything more definitive?
I believe either that it currently does or once did require you to choose which square you were attacking from before rolling the dice when using multi base.
This can be cumbersome when adjacent to many figs but makes a difference if a crit hit is rolled.
Therefore rather than impeding game play I always have my opponents choose after they hit.
I quoted the portion of the rules that Sassamo included in his post and asked if that applied to close attacks made with giant reach, but I guess I just need to read about adjacency. Whatever. I am going to treat LJ's reply of "As far as I can tell, yeah" as clearly the right answer unless WK comes up with something else.
I tried asking on WIN about this in light of the many multi base giant reach quakers I now have. They repliedI don't think this clearly answers the question.
I quoted the portion of the rules that Sassamo included in his post and asked if that applied to close attacks made with giant reach, but I guess I just need to read about adjacency. Whatever. I am going to treat LJ's reply of "As far as I can tell, yeah" as clearly the right answer unless WK comes up with something else.
So, I'm going to try and interpret this. Usually when I get answers like that from WK (which I'm not a fan of, but whatever) I look at those sections again and then go, "okay, this has to answer it."
So, this is how I'm reading it: if you Quake with a multi-base character, characters physically adjacent are knocked back away from the character (straight horizontal, diagonal or vertical). That should be easy enough.
For characters targeted with Giant Reach: X, you get to pick the square they are attacking from because you're drawing a line of fire to use Giant Reach (though this should be determined before making the attack). And as long as the square of your base is within X of the chosen square, you can choose whatever square you want (if you want to angle the shot, as it were).
And again, the section Sassamo quoted applies to the use of Giant Reach (as far as using different squares if you want) because you're drawing line of fire.
It's not the most intuitive (moreso if you've played for a while) but it does work if you sit down and think it through.
Or if we could actually sit down in the real world and I could walk you through the example.
Maybe I should start doing video replies for certain rules questions...
"I think it is very important to consider your venue a community and not a commodity." - tyroclix
You missed the part about a character being adjacent to the multi-base but not on one of the four diagonals. They could be knocked back either straight or diagonally, but are you attacking from one square only, if not drawing a line of fire, or can you also choose the square of origin for each character.