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Looking over the rulebook that came with the DoFP V Sentinel.
What's changed since the BN starter release?
I'm not sure Blackest Night changed them all that much.
Quote : Originally Posted by doctor_x
The DoFP rulebooksays that they ignore Support and Steal Energy?
Does that mean they can't be used on them?
If a Sentinel takes damage from a close combat attack made by a character using Steal Energy, the character using Steal Energy does not heal.
A friendly character cannot use Support on a Sentinel.
From the Advanced Sentinel Rules:
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It is not affected by Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, or any team ability or effect that reproduces those powers.
Quote : Originally Posted by doctor_x
Can powers like incap be used by the Sentinels along with multi-attack?
Incapacitate can be use with the Multiattack ability. The Multiattack ability allows two free actions that can be power actions that include an attack, close combat actions, or ranged combat actions. Incapacitate requires a close combat or ranged combat action (depending on the type of attack).
From the Blackest Night PAC:
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MULTIATTACK Give this character a power action. It can use two free actions. These free actions can be power actions that include an attack, close combat actions, or ranged combat actions, though free actions gained from this power can’t be used to activate this power. Resolve the first free action before giving it the second. Modify this character’s damage value by -1 to a minimum of 1. This character can’t use feats when using this power. This ability can’t be countered.
From the Blackest Night PAC:
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INCAPACITATE Give this character a close combat or ranged combat action; its damage value becomes 0 until the action has been resolved. If the attack succeeds, give the target an action token.
Quote : Originally Posted by doctor_x
Can their capture ability be outwitted?
Yes, per the rules below.
From the Player's Guide:
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Countering Capture. When Capture would be countered, roll 2d6; if the result of the roll is not doubles, Capture is not countered. If Capture is countered, all captives of this character are rescued immediately.