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would it be safe to assume you are not going to push to move?
Works for me.
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1) Dagger(7) will try to attack Robin(13), roll..................6,3 for 9. Hit Robin takes 2 and is KOed. Dagger earns 4 IAPs(2 for damage 2 for the KO)
For XP calculations, I'll get you to try figureing that out................but I'll do my teams XP calculations so you have something to look at. (4AP's = 1XP)
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This GameDouble Date
Individual
[12] Dagger = 3-IXP, 0-IAP
[1] Cloak = 0-IXP, 1-IAP
[11] Iron Fist = 2-IXP, 3-IAP
[2] Black Cat = 0-IXP, 2-IAP
[26] Team = 6-TXP, 2-TAP
whats the advantage of capturing and how do you do it?
Quote : Originally Posted by Rules 3.1
Gaining Experience
• The team also gains an additional amount of TAP equal to one quarter the build total of the villains KO’d. (Thus, if the heroes KO 85 points of villains, they gain 21 TAP in addition to the other Achievement Points they gained during the battle.) If a team captures a villain, they gain TAP equal to 2/5(or 40%) of that character’s point value, rather than one quarter.
Capturing
The last villain left on the battlefield may be captured. To ensure that figures are not captured so easily(like one luck critical hit) figures will only be able to be captured while on the last half of their dial(round up). This refers to the heroes restraining and holding him rather than simply knocking him out. Capturing a villain gives the team and the hero more Experience Points. To capture a villain, the villain cannot have any damage-reducing powers. If the hero has Incapacitate, Exploit Weakness, Psychic Blast or Super Strength, he can attempt to capture a villain with Toughness. These powers only need to be showing on the dial to make the attack- they do not need to be used in the attack. A +4 modifier is added to the villain’s defense value, and then the hero makes a regular attack roll (either close or ranged). If he hits the modified value, the villain is captured, and the fight is over. If the hero misses the modified roll, but hits the villain’s regular defense value, he does damage as normal. Remember that the only time a villain can be captured is when he is the only one remaining. Heroes can also be captured by the villains, though what game effects that will result in(if any) will be decided by the Editor.
Quote : Originally Posted by DSF
future is looking bleak for my team
short dials dont handle damage to well
Well that's one of the differneces from RPSC play and regular play, when you go sacrifese a figure (like you did with Robin) you have to know how that will affect you for the next game. Even 1/11 health will go back up to full for the next game.
Sometimes you still have to sacrifes a figure now and then but that's why you don't field your whole team so that you have options to sub figures out. You are almost never forced to play an injured character.
I say almost because if you neglect a figure and to keep up your minimum appearence requirment you are forced to play them back to back then that would be your own fault.
The moral of the story is to keep tabs on your figures appearences and try to avaoid waitng until the last two issues of an arc to field them..................only bad things will come from that.
DM
CW:Choosing Sides
I made a promise to Matt Murdock to wear his mask....I've fought this war in his place.....And I'll continue to do so.
But I haven't forgotten who I am...and soon it will be time to carry my own burdens again.
Any time you are posting your XP it should alwasy be in #-XP, #-AP when you only post AP or XP that makes Editors go looking to see if the other # didn't get posted.
DM
CW:Choosing Sides
I made a promise to Matt Murdock to wear his mask....I've fought this war in his place.....And I'll continue to do so.
But I haven't forgotten who I am...and soon it will be time to carry my own burdens again.