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I.D. characters USED to return to sideline when they took damage, not anymore. They stay the full turn and looks like can be KO'ed.
This has never been true. The only time an ID character returns to your sideline when taking damage is if the come in by the special power on the round table or teleporter resource.
"He's Predator Smurf! Not Happy Smurf or Gleeful Smurf or even PMSing Smurfette! He's Predator Smurf! What kind of attitude do you think he's gonna have?" -Songwriterz-
"Question: 1. If I call in Poison on a turn, at the beginning of my NEXT turn can I use A BRIDE WORTHY OF MY TIME to place adjacent to Carnage-Gwen bystander before Poison returns to my Sideline?
2. If I can, does the bystander remain even when Poison goes back to my Sideline?"
Poison gets "BRIDE WORTHY OF MY TIME" SP on his 4th click. How is he supposed to trigger it on a CALL IN ID?
1. Your opponent activates Elijah Snow's Chill in Your Bones for either CLOSE or RANGE.
2. Call in Poison on top of your Phone Booth. Use it to deal him one damage.
3. Have Poison make a CLOSE or RANGE (which ever Snow picked) against an opposing character with the Mystics TA. Poison will take damage from Mystics and from pushing. He's now on click four.
If your opponent is also running a Phone Booth, that could help you out, too.
Waller KOs: AA Robin, Kid Devil, Joker, Question; AW E Cap; FCBD Iron Man; Miracle/Oberon; John Stewart x2, Iron Patriot; Shatterstar; IH Herc; CW Photon & Nitro; FF Nite Owl; 10An R Thor, E Iron Man, Weapon X; FF Kilowog; Hugo Strange; Calender Man; Legion Cosmic Boy & Lightning Lad, LE Pete Wisdom
The four square area shouldn't matter if you're Pulse Waving.
But if the character doesn't have at least a 9 range they will not be able to be outside of those 4 squares and get him with their pulse wave without moving closer somehow.
So most characters will need to move in closer, which means that running shot or sidestep could bring them in closer and allow then to use PW on Bill, even though Bill would be protected if a non-pulse waver tried to attack him under similar circumstances.
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Not sure what the autopilot thing is about... If the new rules do not supersede the old rules then why are there new rules?
But if the character doesn't have at least a 9 range they will not be able to be outside of those 4 squares and get him with their pulse wave without moving closer somehow.
So most characters will need to move in closer, which means that running shot or sidestep could bring them in closer and allow then to use PW on Bill, even though Bill would be protected if a non-pulse waver tried to attack him under similar circumstances.
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Not sure what the autopilot thing is about... If the new rules do not supersede the old rules then why are there new rules?
Some context might help.
I believe it meant that printed rules of autopilot on a 's card aren't superceded by the dealt generic rules of the new rulebook. Since that would greatly term how those particular s were meant to be played, think of it as them having an autopilot sp. But going forward, no autopilot rules on a card means go with the rulebook so they don't have to print it each time
I believe it meant that printed rules of autopilot on a 's card aren't superceded by the dealt generic rules of the new rulebook. Since that would greatly term how those particular s were meant to be played, think of it as them having an autopilot sp. But going forward, no autopilot rules on a card means go with the rulebook so they don't have to print it each time
Now I'm curious how to handle the older Autopilot vehicles (Batman/Streets of Gotham). My gut tells me they should have the new generic rules, but my gut's been wrong before.
Now I'm curious how to handle the older Autopilot vehicles (Batman/Streets of Gotham). My gut tells me they should have the new generic rules, but my gut's been wrong before.
-J
Quote : Originally Posted by WizKids Rule Forum
[E]When using the Autopilot dial, this Vehicle has this Trait:
Autopilot - This vehicle may be given actions without a pilot. When it doesn't have a pilot and an action resolves during which it made an attack, deal it 1 unavoidable damage.
Yes, I double-checked that... but for the Batman/Streets vehicles that's not a case of it being "on the card." It was an interim measure to cover things until we got a full rulebook out.
That's where the "gut rationale" comes from. It would make more sense to say that the older vehicles would inherit the rules in the rulebook than for them to be bound by an earlier errata.
Question: If the character using HSS is adjacent to an opposing character after making the attack, will the character need to roll Breakaway before moving the 2nd time?
HYPERSONIC SPEED: BREAKAWAY +2. POWER: Halve range, ;Passenger; :0. Move, then make an attack, then move up to ‘your speed value minus the number of squares just moved’.
BREAKING AWAY
If a character is adjacent to an opposing character (or another effect requires breaking away) and would begin a move, that character must successfully “break away” first. To break away, roll a d6. ;Dice4; - ;Dice6; : That character succeeds in breaking away from all opposing characters adjacent to it (and can move as planned). If the character fails to break away, it doesn’t move and is not considered to have moved.
Answer: Yes.
Note that the character would only need to break away (possibly again) after making the attack and before the second movement. It does not have to break away during movement.
Also note that if the character fails to break away on the second move, it is only not considered to have moved for the second move. Any movement that occurred during the first move still counts (for any possible triggered effects).
Even though your making an attack first Before you move it is still "move"
Quote
HYPERSONIC SPEED: BREAKAWAY +2. POWER: Halve range, ;Passenger; :0. Move, then make an attack, then move up to ‘your speed value minus the number of squares just moved’.
Even if you don't move. Before making the attack don't you need to roll breakaway first?
Even though your making an attack first Before you move it is still "move"
Even if you don't move. Before making the attack don't you need to roll breakaway first?
Yes.
You would have to roll breakaway, then move 0 and make an attack, then roll another breakaway and move 0 if you want to stay where you are.
It certainly matters to see if the attack can even happen, but the second roll matters in case there is some effect in play that looks to see if someone succeeds or fails a breakaway roll.