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Oh brother, I simply can't keep up with all the rules changes. Guess I really don't know how to play any more ... but that won't stop me.
Home player for life.
Maybe it would help if there was actually an in print rulebook, but there's not.
WW80, Empyre and Disney+ 'starters' are not starters, they are self contained games which are compatible with Heroclix.
Maybe it would help if there was actually an in print rulebook, but there's not.
WW80, Empyre and Disney+ 'starters' are not starters, they are self contained games which are compatible with Heroclix.
Oh brother, I simply can't keep up with all the rules changes. Guess I really don't know how to play any more ... but that won't stop me.
Home player for life.
Yeah, after so many revisions it becomes difficult to keep up. If you are truly a home player for life, I highly recommend coming up with your own house rules to play, this way you can keep the rules you like and discard the ones you don't.
The only drawback is you won't be able to play in any actual tourneys as you won't know the current game.
Yeah, after so many revisions it becomes difficult to keep up. If you are truly a home player for life, I highly recommend coming up with your own house rules to play, this way you can keep the rules you like and discard the ones you don't.
The only drawback is you won't be able to play in any actual tourneys as you won't know the current game.
That's pretty much where I'm at. I adopt what I like and trash what I don't for the most part. I even fluctuate rules to a degree. If I'm playing all pieces pre-WW80, I use pushing damage. If those newer pieces are in there I ignore pushing damage & give older pieces a break. If rules are just more complicated than I like, like captain/sidekick & rally dice I just ignore those as well. This again helps those older pieces.
I play both sides myself so my rules can be as fluid as I like. Playing with others does require agreement and at tournaments the agreement is current rules like it or lump it.
The HSS text from PAC matches the AFFE terminology.
Has prevailing opinion moved away from the below interpretation?
Quote : Originally Posted by SpooderNoob892
Hypersonic Speed Shenanigans
Quote
HYPERSONIC SPEED POWER: Halve range, PASSENGER: 0, [Improved Movement Move Through]. Move, then make an attack, then move up to your speed value minus the number of squares just moved.
Can a character use this power to move twice without making an attack? (Or instead make an attack with 0 targets?)
For instance, a character uses Hypersonic Speed. It moves 5 squares and picks up an equipment, makes an attack with no targets (or doesn’t attack), then moves 5 squares and drops the equipment. Is this legal?
Quote : Originally Posted by Lantern Jordan 2814
If there's a legal target from the square you end the first movement in, you must make the attack. If there's not, then you proceed to the second movement. It's worked this way since the 2017 change to HSS being 2 separate moves.
I don't think it moved away.
Unless you move full speed and then attack, you can make two moves using HSS (by making an attack without a target in between).
If any of the sentences would make more sense if the verb (or any other word) was a negative please treat it as such.
I don't think it moved away.
Unless you move full speed and then attack, you can make two moves using HSS (by making an attack without a target in between).
Actually you'd still make two moves, even if the second one was 0 squares. The moves from Hypersonic Speed1 are non-optional, so you must attempt to move twice during the action. When Hypersonic Speed1 checks how much you can move the first time, it finds {Your Speed Value}.
You move, then attempt to make an attack whether there is a legal target or not. Either way, you move on to the next move.
After the attack, you must attempt to move again. When Hypersonic Speed1 checks to see how much you can move now, it recalculates and finds {Your Speed Value - the number of squares just moved}. This could equal 0, it could be 200, it could technically be negative (though [13.1 The Rule of Replace Then Modify]6 does say if you'd go negative, go to 0 instead), but there is no rule that says "if you would move 0, you don't move". In fact there is a rule [10.5 Moving 0 Squares]2 that says "if you move 0 squares, you still moved".
So if you move your entire speed value during the first move, Hypersonic Speed1's second move just tells you to move up to 0 squares. You move 0 squares (rolling to break away if needed) and you're done. You moved the maximum number of squares allowed during that second move.
As for you, Bat-Phreak:
Quote : Originally Posted by Bat-Phreak
This topic comes up every so often since the 2017 change to HSS1, see below link to a thread from June 2021 and re-post:
The HSS1 text from PAC matches the AFFE terminology.
Has prevailing opinion moved away from the below interpretation?
The June 2021 interpretation is still 100% correct. If there is a valid target, you must make an attack since there is no "may" clause in the power. It is non-optional just like the moves.
However, if there is no valid target, the attack becomes illegal since [12.1 Determine Targets]3 states that "Every attack must have at least one target." and [12.1c Legal and Illegal targets]4 states "If all targets of an attack become illegal and no further targets can be chosen, the attack immediately resolves." Since there are no legal targets, you skip all steps of the attack and it immediately resolves as stated in [12.7 Resolve Attack]5, and at this point and you proceed to the second move.
If there are any legal targets, the attack proceeds through the attack sequence instead. Attack or no attack, you then proceed to the second move.
I had fun with this post, can you tell?
Citations:
1)
Quote : Originally Posted by HYPERSONIC SPEED
POWER: Halve Range, [Passenger: 0]. [IM: Move Through]. Move, then make an attack, then move up to your speed value minus the number of squares just moved.
2)
Quote : Originally Posted by 10.5 Moving 0 Squares
A character may move 0 squares, and if they do they’re considered to have moved through the square (or squares) they occupy.
3)
Quote : Originally Posted by 12.1 Determine Targets
First determine which characters are targeted by the attack. Every attack must have at least one target. Some attacks may target multiple characters. If making a range attack, the character’s range value is calculated during this step.
4)
Quote : Originally Posted by 12.1c Legal and Illegal targets
Once targets are determined; an effect may make a currently targeted character an illegal target. If a target becomes illegal, you may not choose a new target for the attack unless an effect specifies otherwise. If all targets of an attack become illegal and no further targets can be chosen, the attack immediately resolves.
Illegal targets are not considered to have been targeted by the attack for any effect.
5)
Quote : Originally Posted by 12.7 Resolve Attack
Once all the above steps have occurred (if applicable), the attack resolves. Some effects may cause you to skip all parts of the attack sequence and immediately resolve the attack (such as an attack becoming illegal).
6)
Quote : Originally Posted by 13.1 The Rule of Replace Then Modify
Whenever a combat value needs to be calculated, follow these steps in the order listed:
Start with the printed value.
Apply all replacement values that set the value to a specific number (i.e. – it becomes 6).
Apply any replacements that multiply or divide that value (usually halving or doubling).
Apply the sum of all modifiers (+ and -)
If there are multiple replacements of the same type, the active player decides the order. If the result of calculating any value (combat or otherwise) is less than zero, use zero instead.