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I used Trickshot, running shot , and stunning blow with 3 natural damage (Vet Origins Green Lantern with stunning blow and trick shot on first click). I hit Rookie Shazam (who had Imperv at the time with a token) My question is about the order - If I hit him with stunning blow, my belief is the order would go: First a token, which pushed him so he'd take a click. That take him from Inperv to Invul and then he takes the 3 damage or one click.
The person I was playing said the damage and the incap happen at the same time so he'd get the imperv roll verses the damage.
Any thoughts?
Power dampening field and blades/claws... limits it to 3 damage right?
Power dampening field and meteorite object...limits it to 3 damage right?
Super Strength and picking up an object, you have to be moving to pick up an object. If your move is stopped by moving into an square adjacent to an enemy, can you pick up an object (not using it that turn, but pick it up)
If you are adjacent to an enemy who is on an object, do you have to break away to pick it up?
If Atlas Tbolts KC ability, do you have to roll KC ability when coming within 2 squares as Altas is a giant?
I used Trickshot, running shot , and stunning blow with 3 natural damage (Vet Origins Green Lantern with stunning blow and trick shot on first click). I hit Rookie Shazam (who had Imperv at the time with a token) My question is about the order - If I hit him with stunning blow, my belief is the order would go: First a token, which pushed him so he'd take a click. That take him from Inperv to Invul and then he takes the 3 damage or one click.
The person I was playing said the damage and the incap happen at the same time so he'd get the imperv roll verses the damage.
Any thoughts?
All of this is off the top of my head at midnight.
Damage and token are applied at the same time. Pushing damage won't come until the end of the action.
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Power dampening field and blades/claws... limits it to 3 damage right?
Right.
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Power dampening field and meteorite object...limits it to 3 damage right?
Right.
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Super Strength and picking up an object, you have to be moving to pick up an object. If your move is stopped by moving into an square adjacent to an enemy, can you pick up an object (not using it that turn, but pick it up)
No. If you are forced to stop your movement because you've become adjacent to an enemy, you're no longer moving. Since you're no longer moving, you can't pick up an object.
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If you are adjacent to an enemy who is on an object, do you have to break away to pick it up?
Yes. You would have to be moving to pick it up, so if you need to break away in order to move, you need to break away in order to pick it up.
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If Atlas Tbolts KC ability, do you have to roll KC ability when coming within 2 squares as Altas is a giant?
IIRC, KC (and Hypertime, once it's legal/available) keys off of Team Symbol, not Team Ability. Check the LoSH PAC to make sure. If it's Ability, you won't have to roll. If it's Symbol (or affiliation?), you'll have to roll.
TRADES. eBay.
An Admin told me that I'm "too smart" for Another Realm. I hold that as a standing order.
As far as I'm aware, pseudosoldie is correct on all accounts. The only one that needs clarification is the T-Bolt to KC deal.
If I T-Bolt Atlas to KC and you're attempting to move a non-KC (T-Bolted or otherwise) fig adjacent, you will roll when you're 3 squares out from Atlas in order to move to the 2 square radius. This is because Giants are adjacent to all squares within a 2 square radius for movement and close combat purposes. If it's a non-flying fig, you'd also have to stop when you moved to the second square out (provided you made the KC roll) and then break away to get to the square directly adjacent to him. You would NOT have to roll KC a second time, as this TA activates when attempting to move adjacent to the KC fig... in this case, you're already technically adjacent for Atlas's purposes.
The situation pseudo is thinking of with the whole Team Ability vs Team Symbol with KC is this... If I T-Bolt a whole (Avengers) team to KC and you're playing an all-KC team (printed on the base), I will still have to roll for KC every time I attempt to move adjacent to your KC figures. The same applies for Wildcards copying KC from another member on my team (with KC printed on its base). The WCs would also have to roll adjacency.
In this case, having the Team Symbol trumps using the Team Ability. If any of this unfortunately necessarily long-winded post didn't make sense, let me know so I can try to explain it another way.
I used Trickshot, running shot , and stunning blow with 3 natural damage (Vet Origins Green Lantern with stunning blow and trick shot on first click). I hit Rookie Shazam (who had Imperv at the time with a token) My question is about the order - If I hit him with stunning blow, my belief is the order would go: First a token, which pushed him so he'd take a click. That take him from Inperv to Invul and then he takes the 3 damage or one click.
The person I was playing said the damage and the incap happen at the same time so he'd get the imperv roll verses the damage.
Any thoughts?
Quote : Originally Posted by pseudosoldie
All of this is off the top of my head at midnight.
Damage and token are applied at the same time. Pushing damage won't come until the end of the action.
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
Here's my train of thought after reading the FEAT card
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
The USING incap and IN ADDITION TO parts had me thinking that okay, I INCAP the target(s) and in addition to that, I can deal damage. I didn't see anything in the FAQ/ERRATAs to say what order it should go in...
Here's my train of thought after reading the FEAT card
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
The USING incap and IN ADDITION TO parts had me thinking that okay, I INCAP the target(s) and in addition to that, I can deal damage. I didn't see anything in the FAQ/ERRATAs to say what order it should go in...
Anyone find any documentation?
Thanks.
Incap = 2nd Action Token.
Push damage doesn't occur until the action is resolved so regardless, in this instance R "SHAZAM!" would still have Imperv to roll to reduce the damage to 0.
So the only iffy-part would be if R "SHAZAM!" would have been able to use Protected to get out of it. Interesting find regarding the "in addition" idea...
C-
Visible Dials and Pushing Damage need to be optional. This is the way.
So the only iffy-part would be if R "SHAZAM!" would have been able to use Protected to get out of it. Interesting find regarding the "in addition" idea...
C-
... and a search for "Stunning" and "Protected" in this forum = 25 hits. Gotta love search engines
The three most recent (not counting the feat description thread):
In summary, you can use Protected even when hit with a Stunning Blow and the character already has a token on it. The token placement from Protected and Incap occur simultaneously and the defending player (the one using Protected, that is) can decide which order the tokens would be applied. 99 times out of 100, he'd be a fool to not use the Protected and take the Stunning Blow damage and token instead... though I guess there could theoretically be a good reason