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I am no judge but it sounds pretty simple to me. If the character takes damage, you move it back the number of spaces as to the damage it took and if you hit a building, or fall off the building or map, you dont take any additional damage.
I gotta be honest. I have been fuzzy on the CR power since I frist read the descriptrion in the Hawkgirl preview. This discussion has made me even fuzzier. (Ack! Soon I'll be completely out of focus!)
The timing of
a) when the power is available
b) in regards to its appearance on the dial
is very confusing. If as, stated above, the power only exerts its effect if it is visible on the dial *after* damage is taken *does* imply that Batgirl cannot use it (assuming Combat Reflexes cannot affect KB damage from Force Blast).
Originally posted by FraxB I gotta be honest. I have been fuzzy on the CR power since I frist read the descriptrion in the Hawkgirl preview. This discussion has made me even fuzzier. (Ack! Soon I'll be completely out of focus!)
The timing of
a) when the power is available
b) in regards to its appearance on the dial
is very confusing. If as, stated above, the power only exerts its effect if it is visible on the dial *after* damage is taken *does* imply that Batgirl cannot use it (assuming Combat Reflexes cannot affect KB damage from Force Blast).
Why then is it on her dial?
Though I originally argued otherwise, I'm pretty sure it does prevent knockback damage when Force Blasted. Someone else pointed out that (if it prevents ALL knockback damage), it would also work against the Crusade team abitlity. That means there's a reason to have it on the first click--it's just a situation that won't come up all that often.
is very confusing. If as, stated above, the power only exerts its effect if it is visible on the dial *after* damage is taken *does* imply that Batgirl cannot use it (assuming Combat Reflexes cannot affect KB damage from Force Blast).
I think the "showing after damage" interpretation stinks with regard to the "charge" power as well, since most who have it only have it for a click or two, and normally it's first thing on the dial.
It makes the "doesn't take KB" side-effect rather pointless.
**
Were I to try to rules-lawyer it, I'd suggest that the check FOR knockback occurs on the to-hit roll.
Indy Rulebook:
"If a player rolls doubles on the dice in a successful attack roll (except for two 1s, which are never successful), the target suffers knockback."
Current PAC:
"This characker does not suffer knockback".
Since Charge was showing when doubles were rolled, the target shouldn't suffer knockback - regardless of damage taken by the attack that rolled doubles.
This is contrasted with a Tough or Invulnerable model (lacking charge), who will always suffer knockback - but it might end up being for a distance of 0 since no damage was taken.
Same idea works for Combat Reflexes.
Model got hit? Yes.
Combat Reflexes power showing? Yes.
Okay, the model will take KB.