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Both of these statements are incorrect. Both powers add plus 2 to break-away, but they don't stack. So he still fails on a roll of a 1.
They do in fact "stack" but a 1 is always a failure.This comes in handy in weird situations like you have a hypersonic character with plasticity trying to break away from an opposing character with plasticity.Normally hypersonic against plasticity cancel each other out leaving you with the old 4-6 does it breakaway but with hypersonic+plasticity vs. plasticity will give you a +2 breakaway roll after everything's calculated!
I want to like this figure more...it IS an excellent interpretation of Terrible Toad, and being barely more than 11 points per click on a free moving character with his tricks seems like a steal. He's got everything he should, and can get back to being a Painfully Poisonous PITA, pending paltry pursuit. But an unbelievably mobile tie-up piece, even with incapacitate and poison to draw on, seems like a risk when he's just not pushable after his second click, and at the end loses the plasticity that makes him so good top-dial. A single hit for three to five damage means that Toad is relying on his mobility to poison figures or get out of dodge, push himself to his regen click if need be, then hope for a good roll. He can rock in a feat-use environment, but judged as is has too much of the hints of Legacy Syndrome to make it to the top.
Arguendo of the Beige Lanterns (Pedantry Corps)
Feb 2015: JL Trinity War has have given us the CSA, playable and together. Twice. ROCK ON!
REClixed: Justice for Dmitri Pushkin (your sacrifice will not be forgotten)! New generic Rocket Red @50-75 points while we're at it? Still no 19DV Defender? (WoS Groot doesn't count)
Power Girl AND Bust.