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If I understand Hypersonic Speed correctly, you can make a ranged or close combat attack anytime during your move. Does the same apply to Running Shot, or can you only make your ranged combat attack after the completion of your move?
The power description is somewhat ambiguous: "Move this character up to its replacement speed value and it may be given a ranged combat action as a free action." It doesn't say "and THEN it may be given," so I'm not sure of the intent.
If I understand Hypersonic Speed correctly, you can make a ranged or close combat attack anytime during your move. Does the same apply to Running Shot, or can you only make your ranged combat attack after the completion of your move?
The power description is somewhat ambiguous: "Move this character up to its replacement speed value and it may be given a ranged combat action as a free action." It doesn't say "and THEN it may be given," so I'm not sure of the intent.
Thanks in advance.
You must complete the movement, first, and then give the Ranged Combat Action.
Like Kyuzo said, complete movement and then can give the action. This is the same thing with Charge.
And not to confuse the subject too much, but since we're talking about completing movement and then attacking: for Charge and Running Shot, a non-flier can still make the attack if it's forced to stop from entering hindering terrain or becoming adjacent to an opposing character.
And not to confuse the subject too much, but since we're talking about completing movement and then attacking: for Charge and Running Shot, a non-flier can still make the attack if it's forced to stop from entering hindering terrain or becoming adjacent to an opposing character.
It should be noted that HSSers wouldn't be forced to stop for becoming adjacent to an opposing character.
Like Kyuzo said, complete movement and then can give the action. This is the same thing with Charge.
And not to confuse the subject too much, but since we're talking about completing movement and then attacking: for Charge and Running Shot, a non-flier can still make the attack if it's forced to stop from entering hindering terrain or becoming adjacent to an opposing character.
You can't use ranged attacks when you are adjacent to an opposing figure unless you have sharpshooter and even then can only attack the adjacent figure.
Is the character 'placed' and/or 'adjacent' for game purpose (ie - Enhancement, SHIELD/Hydra Team Abilities).
Do I use the SHIELD team ability before I move the attacking character who will be running shot and 'carrying' an adjacent SHIELD character giving the attacking character +1 range (for free) and damage (power action).
"CARRY"
When this character ends its movement for the action, the carried character must be placed in a square adjacent to this character. While being carried, a carried character is not adjacent to any character nor can it draw a line of fire until placed at the end of this character’s movement for the action. A character which has been carried this turn can’t be given an action (other than a free action) until the beginning of the next turn.
A little confused about the CARRY ABILITY as well. A character with Hypersonic Speed (During its move, this character may as a free action make one close combat or ranged combat attack with its range value halved for the attack.) carrying a character makes an attack.
Pulse Wave - is the character it is carrying adjacent or drawn a line of fire to?
Ranged/Close Combat Attack - is the character it is carrying
1. Adjacent (SHIELD/Enhancement purposes).
2. Within x squares (scientists)
3. Can have his attack PC'd if the PC is out of range
You would have to assign the SHIELD +1 damage Power Action before starting the running shot. They're two separate Actions, so you can't use the SHIELD Power Action in the middle of the Running Shot.
Hypersonic is different since the attack is made DURING the move, not AFTER the move (as with Charge & Running Shot). So the character being carried is NOT placed when the attack is made, and is kinda in "limbo" during the attack, so no SHIELD +1 range or Enhancement from that carried character would apply.
Pulse Wave - Yeah if you Running Shot & Pulse Wave while carrying a character, the character would be placed in an adjacent square, so it is adjacent. And yes, you would draw Line of Fire to that character (if LoF can in fact be drawn). And the character doing the Pulse Wave can have the roll PC'd if the PC'ing character is out of range of the PW.
with running shot the character is placed before the attack roll. So enhancement/shield team(+1 range) do come into effect.
If you carry then pulsewave, yes the friendly guy does fall into your lof.
You can PC a pulsewave if the PC is outside the pw range.
Is the character 'placed' and/or 'adjacent' for game purpose (ie - Enhancement, SHIELD/Hydra Team Abilities).
A Carried character is placed on the map after the movement is over. In the case of Running Shot, the movement is over before the ranged combat action is given. So by the time your Running Shot character attacks, the Carried character is on the map in an adjacent square (same thing with Charge). HSS has the attack during the movement, so any Carried character would not be back on the map, yet.
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Do I use the SHIELD team ability before I move the attacking character who will be running shot and 'carrying' an adjacent SHIELD character giving the attacking character +1 range (for free) and damage (power action).
S.H.I.E.L.D.
Adjacent friendly characters modify their range values by +1. Give this character a power action and choose an adjacent friendly character. The chosen character modifies its damage value by +1 while adjacent to this character and making ranged combat attacks this turn.
So that first sentence tells you that your attacker needs to be adjacent when it attacks at range; there is no description indicating that it can be used any other way.
The rest of the TA details how to get the damage bump and the way that works out is you must give the SHIELD guy a power action and choose your ranged attacker... but your ranged attacker doesn't actually need to be adjacent at this point. So you could give the SHIELD guy a power action and then later move your attacker adjacent. So you don't have to Carry the SHIELD guy; just use Running Shot to move adjacent to the SHIELD character.
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A little confused about the CARRY ABILITY as well. A character with Hypersonic Speed (During its move, this character may as a free action make one close combat or ranged combat attack with its range value halved for the attack.) carrying a character makes an attack.
So what is the question here?
Quote
Pulse Wave - is the character it is carrying adjacent or drawn a line of fire to?
Ranged/Close Combat Attack - is the character it is carrying
1. Adjacent (SHIELD/Enhancement purposes).
2. Within x squares (scientists)
3. Can have his attack PC'd if the PC is out of range
PW would draw LOF to (and ignore) the adjacent character, yes. Most of the time, it means you won't be able to use the TA or powers of the adjacent character. The only time you would be able to use them is if ignoring the effect would somehow make a target an illegal target. For example, SHIELD TA would bump the range value up by 1 and that modifier makes the PW range just long enough to attack character X. And if you ignore SHIELD, Character X is now an illegal target... so you can't ignore SHIELD.
The rest of the TA details how to get the damage bump and the way that works out is you must give the SHIELD guy a power action and choose your ranged attacker... but your ranged attacker doesn't actually need to be adjacent at this point. So you could give the SHIELD guy a power action and then later move your attacker adjacent. So you don't have to Carry the SHIELD guy; just use Running Shot to move adjacent to the SHIELD character.
You sure about this? The TA says quite clearly to choose an adjacent character.
I think he's asking when is the carried character placed during a running shot or hypersonic speed action.
If that's the case, it is placed at the end of the movement, so the carried character couldnt use enhancement during the carrying character's hypersonic speed attack, because the movement hasn't ended yet, but can for running shot, because the movement ends, the carried character is placed, and then the attack action is made.
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