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 do an energy explosion on a character using a shield agent to up the damage for all attacks to a 2. If I roll a double six for the energy explosion, does that mean the extra click of damage goes for everyone with splash damage...meaning 3 clicks for everyone?
Or would it just be three clicks to the main target and then only 2 clicks on splash damage?
"Where ever there's a bright star, I'll land." -Greatest Malkavian player ever!
If you have Vet Boomerant and he targets 3 people like so.
OO
OXX
OX
B
B- Boomerang
X- are opponent targets
O- are opponents adjacent to X.
The total damage for:
X is 3+3+3 = 9
O is 3+3....
Even Cooler...
By the way I've done this before. And the other player went into shock. Plus they all move back and may will hit a wall or fall off elavated.
Yes. By themselves, either a critical hit or a SHIELD boost would make EE's direct and splash both deal 2 clicks. When a SHIELD boost and a critical hit combine, then both the direct and splash aspects of EE will do 3 clicks.
Its entirely possible with a Vet Boomerang, and a Shield Person (any will do) to do 9 clix of damage to 3 targets in one turn
(even more likely now thanks to the recent FAQ that states a 12 ALWAYS hits.)
if the enemy sets up like this
O= Space
X= Enemy
000
0XX
0X0
Vet Boom can use his 3 arrows to target all 3 of the enemys, shield to boost the damage to 2, and roll a 12 for a crit. Each figure will take 3 from the EE attack, and 6 from the splash (3 spash from each target)
The Splash Damage could not be prevented with Imperv, or Super Senses as they are NOT the Target of the attacks.
Super Senses does work against splash. Super Senses just requires the fig to be hit with the attack and not be the target of it. Rolling a 12 means you hit even if you needed 13 or 14. Rolling 12 does not mean SS doesn't work. 12 gives you the hit but Super Senses triggers when the character is hit and gives the chance to evade that hit.
Though Impervious cannot reduce or dodge splash damage, that doesn't mean it's useless here. If one of the figures has Impervious, he may use it against the part of the attack which does target him. If his roll is successful, then Boomerang has now only hit two of his three targets. Assuming no other defensive powers, each figure in the set would take 6 damage, not 9.
Oh, and the rule that a critical roll is always sufficient to hit is in the original rules; it isn't a new ruling, merely one that many glazed over, apparently.