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TT Inertia vs Hypersonic Speeders outside of 8 squares
Inertia's trait says
Quote
When Inertia is adjacent to a friendly character with the Prime's Titans keyword, opposing characters within 8 squares halve their speed values.
I'm trying to figure out interaction for hypersonic speed. Say that Flash starts a HSS 10 squares away from Inertia and moves within 8 squares. Does Flash's movement value immediately halve? HSS says that a character can be moved up to its value, so I suppose that core to the question is can Flash's speed value be replaced halfway through the action for HSS?
I'm trying to figure out interaction for hypersonic speed. Say that Flash starts a HSS 10 squares away from Inertia and moves within 8 squares. Does Flash's movement value immediately halve? HSS says that a character can be moved up to its value, so I suppose that core to the question is can Flash's speed value be replaced halfway through the action for HSS?
Combat values are calculated as they are used. So, when you give Flash his action to use HSS, you would determine his speed value for that action. Let's say it ends up being 10. Now, until that action resolves, it is 10. Doesn't really matter what else happens during that action (though certain effects could force him to stop moving, regardless of what his speed value actually is at the moment).
Combat values are calculated as they are used. So, when you give Flash his action to use HSS, you would determine his speed value for that action. Let's say it ends up being 10. Now, until that action resolves, it is 10. Doesn't really matter what else happens during that action (though certain effects could force him to stop moving, regardless of what his speed value actually is at the moment).
well here is a question, since movement is recalculated in mid movement with HSS if you heal or take damage would you halve it then?
well here is a question, since movement is recalculated in mid movement with HSS if you heal or take damage would you halve it then?
Yes. From the 2013 rules, page 8:
GIVING ACTIONS TO CHARACTERS
During your turn, you give actions from your action
total to your characters. When a character is given
an action, that action can be used for only one
power or ability that requires that type of action to
activate. You must completely resolve one action
before you begin the next action. Resolving
an action includes resolving any free actions
or game effects that action allows, followed by
applying action tokens and then pushing damage
to each character that received a second action
token during that action. If a character’s combat
values change before an action is resolved, the
character must use the new combat values for
the rest of the action. A character can never
be given more than one non-free action per
turn. If you have more available actions than
characters, you can’t use the extra actions. You
do not have to use all of your available actions,
but you can’t save them for future turns.
So if the dial is clicked, and new combat values appear, you'd recalculate and go from there.
Ok so that I can understand this right. Say flash is one click down and for the sake of agruement has steal energy. Also he starts 10 squares away from interia. He starts his HSS action,enters interia's 8 square radius, He hits his target and via steal energy is heals a click. The dial changes and his printed movement is now 14. So am I correct in stating that now instead of having a 14 movement he now has a 7?
So if Superguy uses Hypersonic Speed outside Inertia's 8 squares with a speed value of 10, moves 3 squares into Inertia's AOE and attacks someone, rolls a crit miss then continues moving taking his new speed value, say 9. How many squares could Superguy move?
Would it be 5 square (9 halved) or would it be 2 (9 halved minus the 3 squares he already moved)?
GIVING ACTIONS TO CHARACTERS
During your turn, you give actions from your action
total to your characters. When a character is given
an action, that action can be used for only one
power or ability that requires that type of action to
activate. You must completely resolve one action
before you begin the next action. Resolving
an action includes resolving any free actions
or game effects that action allows, followed by
applying action tokens and then pushing damage
to each character that received a second action
token during that action. If a character’s combat
values change before an action is resolved, the
character must use the new combat values for
the rest of the action. A character can never
be given more than one non-free action per
turn. If you have more available actions than
characters, you can’t use the extra actions. You
do not have to use all of your available actions,
but you can’t save them for future turns.
So if the dial is clicked, and new combat values appear, you'd recalculate and go from there.
Is this not the opposite of what we have been told in regards to the Shellhead+TTPC ruling, and others like that?
Is this not the opposite of what we have been told in regards to the Shellhead+TTPC ruling, and others like that?
I tried to look up the discussion regarding Shellhead and TTPC and came up with a 3 year old thread where the deputies said while that's the way it is, it contradicts how it seems it should be but was ruled that way. I have no idea if that ruling ever changed, but since I couldn't find anything, I'd assume it didn't.
So, basically, regardless of shellhead + TTPC interaction, whenever you need to check a value is when you figure out the number based on replacements and modifiers. It then stays that way until you need to check it again.
As far as TTPC and shellhead I think that had something specifically to do with rerolling the same roll after a prob rather than having the values change mid-prob. I'll ask if that's still the case since it would be relevant nowadays for characters like Barda using TTPC and would seem to buck the logic regarding calculating a value when needed.
Just wanted to say a quick thank you for answering my question. This cane up at our venue yesterday, so I made a judge call and figured I should clarify. Its always nice when I get one right
"If a character’s combat
values change before an action is resolved, the
character must use the new combat values for
the rest of the action. "
"Combat values are calculated as they are used. So, when you give Flash his action to use HSS, you would determine his speed value for that action. Let's say it ends up being 10. Now, until that action resolves, it is 10. Doesn't really matter what else happens during that action (though certain effects could force him to stop moving, regardless of what his speed value actually is at the moment)."
Sorry to make this redundant, but I would like to ask this for the sake of clarifying my own interpretation. But shouldn't the movement replacement trigger(recalculate) once the active character move within 8 squares of inertia, therefore having it? (despite the second paragraph, since the first one is from the rulebook. Not sure if the second paragraph is also from the rulebook.)
Any swift reply from an orange would be greatly appreciated.
"If a character’s combat
values change before an action is resolved, the
character must use the new combat values for
the rest of the action. "
"Combat values are calculated as they are used. So, when you give Flash his action to use HSS, you would determine his speed value for that action. Let's say it ends up being 10. Now, until that action resolves, it is 10. Doesn't really matter what else happens during that action (though certain effects could force him to stop moving, regardless of what his speed value actually is at the moment)."
Sorry to make this redundant, but I would like to ask this for the sake of clarifying my own interpretation. But shouldn't the movement replacement trigger(recalculate) once the active character move within 8 squares of inertia, therefore having it? (despite the second paragraph, since the first one is from the rulebook. Not sure if the second paragraph is also from the rulebook.)
Any swift reply from an orange would be greatly appreciated.
Thank you.
Oranges no longer exist.
And, for the record, I *WAS* a rules deputy when this question was initially posed (and answered).