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I'm not sure why you were rolling breakaway. For both flyers and HSS you ignore characters for movement (except for plasticity) once they are moving. Breakaway is only ever rolled at the beginning of a move unless an SP specifically says otherwise.
1B
free) Catwoman perplexes Simon's Defense +1.
1) Simon Baz flies to L6 carrying Arrow to K5. Simon takes 1 for the push.
TTPC 5/5
Objects: Shield Disruptor G10, UHO G14, Gas pellets 3 pts G15
Total - 499
vs
Kingdom Come Justice League
The Coming of Unstuck Time
1) WF061 Superman 200 -- M8 (NET)
2) FL050 Flash 195 -- M7 @@ {1 SPEED} (NET)
[1 SA]
3) TMNT024 Renet Tilley 70 -- N7
4) WF066R Spectre 35 -- O8
[1 AST]
UHO - w/ Superman
UHO - F11
LO - G7
Total: 500 pts
BFC: Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
I'm not sure why you were rolling breakaway. For both flyers and HSS you ignore characters for movement (except for plasticity) once they are moving. Breakaway is only ever rolled at the beginning of a move unless an SP specifically says otherwise.
HSS doesnt work that way anymore. You get +2 to your breakway roll (only fail on a 1). You can move through squares adjacent to enemies but still need to break away normally. So I could move in a circle around a character, but wouldnt have to breakway unless I wanted to move to a square that was not adjacent to it. That is how I have always played it.
(free) - Leadership. Roll - 1. Prob from Flash. Reroll - 3. Grrr.
1. Superman tries to Charge. Breakaway roll - 5. Success. Charges to L5, taking a swing at Simon. 12 on 18. Roll - 6,5. HIT. 7 damage after Invulnerability. Stop click on Simon is activated.
2. Renet will take a shot at Simon. 9 on 16. Roll - 2,6. HIT. No one has line of sight to TTPC. 2 damage and the KO.
Flash will clear.
Spectre will prob a successful hit by Green Arrow.
BFC: Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
HSS doesnt work that way anymore. You get +2 to your breakway roll (only fail on a 1). You can move through squares adjacent to enemies but still need to break away normally. So I could move in a circle around a character, but wouldnt have to breakway unless I wanted to move to a square that was not adjacent to it. That is how I have always played it.
Here's the rules for breakaway: If a character occupying a square adjacent to one or more opposing characters is given an action and attempts to move, that character must successfully break away before it can move.
Breakaway only happens at the beginning of a move.
Also, HSS gives you Improved Movement: May move through squares adjacent to opposing characters, but still needs to break away normally.
This means if you begin adjacent to a character you would roll for breakaway with +2. Then if that's successful, the only time you would have to stop is when you're out of movement or something like Plasticity gets involved.
Furthermore, Flash has Flight which means he also ignores characters once he's broken away.
Unfortunately, you've been playing HSS wrong.
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Here's the rules for breakaway: If a character occupying a square adjacent to one or more opposing characters is given an action and attempts to move, that character must successfully break away before it can move.
Breakaway only happens at the beginning of a move.
Also, HSS gives you Improved Movement: May move through squares adjacent to opposing characters, but still needs to break away normally.
This means if you begin adjacent to a character you would roll for breakaway with +2. Then if that's successful, the only time you would have to stop is when you're out of movement or something like Plasticity gets involved.
Furthermore, Flash has Flight which means he also ignores characters once he's broken away.
Unfortunately, you've been playing HSS wrong.
Well then. That would have been good to know a few years ago :-D
Well then. That would have been good to know a few years ago :-D
Thank you for the explanation.
Yeah, I've met quite a few people who've played breakaway in the middle of movement. I do believe there was a time from Avengers through Mutations and Monsters where this was true - though not for fliers or HSS. Certain special powers let people use charge and then keep moving. Maybe this idea is a holdover from then.
2B
free) Manhunter Sidestep to H9.
1) Catwoman to J6.
free) Catwoman Perplexes Manhunter's AV +1.
2) Manhunter v. Superman, 12 to 19. 3, 1 for the miss.
BFC: Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
BFC: Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
I am having issues with my computer so I apologize that I cant update the map.
1. Superman on Catwoman. 12 on 19. Attack roll - 1,5. MISS. Prob from Spectre. Reroll - 6,3. HIT. Guessing Catwoman will TTPC first. Reroll - 3,3. MISS. Prob from Renet - 4,1. MISS. Ugh. Superman will prob using Renet's trait. Reroll - 4,4. HIT. 6 damage and the KO.
2. Flash breakaway. Roll - 1. Flash will prob his own roll. Reroll - 5. Flash will HSS to O6. Taking a swing at Hawkeye. 11 on 17. Roll - 4,3. Hit. TTPC from Green Arrow. Reroll - 5,1. Hit. 3 damage and the KO. Finishes move to K4.
(free) - Flash spends a speed token to Outwit Martian Manhunter's sidestep as he runs by.
----------------
Justice League of America (home)
1) Martian Manhunter (WKD16-001) 100 O7@
2) Green Arrow* 135 pts KOKO
*Targeting Focus 8 pts
3) Simon Baz# 75 pts KOKO
#Net 8 pts
4) Katana 71 pts N8@
5) Catwoman 99 pts KOKO
BFC: Bizarro World
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.