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Quake technically causes Knockback as part of a successful attack. Would that activate Fallback (say on Gorgon) if he attacked multiple opponents with Quake, or just one?
I'm wondering if the power would have to be used on only 1 figure for Fall Back to kick in, as Fall Back stipulates: "When the character makes a close combat attack that would knock back a single target opposing character, " Which means if you knock back more than 1, you're out of luck.
If it did affect multiple opponents how would the final position after fall back be determined?
Here's the whole of it for reference:
#F101 Fall Back
Prerequisite: Combat Reflexes, Super Senses, or Phasing/Teleport
Cost: 5 Choose a character. When the character makes a close combat attack that would knock back a single target opposing character, the character can choose not to knock back the target. Instead, after the attack is resolved, move the character directly away from the target 1 square (the character breaks away automatically) for each 1 damage taken by the target
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
Also, what's the order of the following: Say I had a Batman and robin on the gravy click and equipped them with.
Sidestep, Manuever, Vault, & Fallback.
Assume: I rolled doubles on the first attack, no doubles on the second.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
You actually quoted the section that's important... "When the character makes a close combat attack that would knock back a single target opposing character...". It doesn't work with Quake.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
Also, what's the order of the following: Say I had a Batman and robin on the gravy click and equipped them with.
Sidestep, Manuever, Vault, & Fallback.
Assume: I rolled doubles on the first attack, no doubles on the second.
First, Vault only triggers at the resolution of a Close Combat *ACTION*. The Duo attack only grants close combat or ranged combat attacks, so no using Duo Attack and Vault. Maneuver, Fallback, and Sidestep (of course) can be used with Duo Attack.
So let's ignore Vault for now. My interpretation of the order of events is as follows:
1. Make first attack. Resolve it! Doubles were rolled, but no knockback (if using Fallback). One now has the choice of using Fallback and Maneuver in whatever order you want (active player chooses order of simultaneous events).
2. You may now choose to use Sidestep. If you fail to break-away, the action completely ends and one is neither able to move nor make the second attack (i.e., don't go to step 3). If you succeed, you can move and then proceed to step 3.
3. Make second attack. No doubles were rolled, so Fallback doesn't trigger. Maneuver can be used at the end of the resolution of the second attack (if relevant).
Now, if you choose to use Vault + Maneuver + Fallback (but no Duo Attack), then one has to resolve Maneuver and Fallback in some order (they resolve at the end of the attack, which occurs during a close combat action) and then I believe you can resolve Vault (which can be used at the resolution of the action). Presumably, one resolves the attack first before resolving the action. I could be wrong about this.