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Not sure. It would if he had running shot or charge because you put the character down at the end of the movement. I'm pretty sure it wouldn't for the transporter attack because you never put him down so he can't draw lof to Sam.
But if you ended the movement of your transporter attack right when you got adjacent to the target, it might work.
MOVE AND ATTACK
(optional): Give the character
a move action when it is not adjacent to an opposing character. The character may move through squares adjacent to opposing characters. During its movement, the character may make one close combat or ranged combat attack as a free action. The character must be in a square where it can legally end its movement in order to make the attack. Modify its attack value by –2 (to a minimum attack value of 1) for the duration of the attack. The character can use the rest of its movement after
making the attack.
Since the attack occurs during the movement and since you don't put down characters until after movement, HB won't be able to add to Sam's attack if he's being carried
"Not the way I wanted to do this but sometimes you have to push yourself to achieve."
(free) Uncle Sam rolls for Leadership (5 - success)
1. Uncle Sam - pushing - Transporter Moves and Attacks (Leap/Climb free breakaway) 3 squares to Q11 and takes a swing at "Deadshot". -2 Attack with a +1 for being able to see Human Bomb ("Give Me Your Tired, Poor") so 9 vs. 16. Roll is 3 + 3 = 6 for 15. Gah! Uncle Sam continues Transporter move to go back three squares to his original starting point, Carry Human Bomb and moves to L5, dropping Human Bomb at L4.
2. Franky takes out the Sword of Michael and swings at Cat-Man. 9 vs 18 due to CR. Rolls 3 + 3 (stupid roller) for a 6....and it's a "whiff" as Cat-Man neatly sidesteps and mocks the monster.
3. Human Bomb clears.
Freedom Fighters (home)
1) U Uncle Sam (8/9) 140 pts B9 @@
2) V Frankenstein* (4/8) 98 pts I3 @@
*Automatic Regeneration 12 pts
3) R Human Bomb (6/6) 45 pts B8
295 pts
VS
Secret Six (visitors)
1) R Catman (7/7) 47 pts J4@
2) E Scandal Savage (6/6) 60 pts Q8
3) R Knockout (6/6) 70 pts Q12 w/HO
4) R Deadshot (Dr. Light) (6/6) 57 pts R11@
5) R Ragdool (Copperhead) (7/7) 60 pts O6
Deadshot [1 SA]
Knockout [1 AST]
294
HO: Knockout, G13, G15
LO: R12, Q16, H7
BFC: Low Gravity
Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
(As noted I feel it's only fair I keep Frankie's miffed swing at Cat-Man which is why you aren't seeing a resubmittal of that roll.)
"Not the way I wanted to do this but sometimes you have to push yourself to achieve."
(free) Uncle Sam rolls for Leadership (5 - success)
1. Franky takes out the Sword of Michael and swings at Cat-Man. 9 vs 18 due to CR. Rolls 3 + 3 (stupid roller) for a 6....and it's a "whiff" as Cat-Man neatly sidesteps and mocks the monster.
2. In a form of self-punishment for being stupid last "attempt", Rokk, er the Human Bomb pushes as he slams down the ground and tries to Quake attack "Ragdoll". 9 vs 18. Rolls 5 + 6 = 11. 2 dmg to Copperhead. I'm...not entirely sure how Quake Knockback works in relation to Low Gravity. Is it just 2 or 4?
3. In the sake of fairness I should stick to my original targeting so Uncle Sam Transporter Attacks by moving three squares to Q11 and takes a swing at "Deadshot". Uncle Sam's attack is -2 for Transporter Attack and +1 for "Give Me..." for a total of 9 attack. 9 vs 16. rolls 2+3 = 5 and it's still a whiff. Sam moves to M6, picking up (losing 2 Move) and dropping off Human Bomb at L5 in the process. Takes a click of pushing damage.
Horribly stupid turn redone...and doesn't turn out any better really.
Freedom Fighters (home)
1) U Uncle Sam (8/9) 140 pts B9 @@
2) V Frankenstein* (4/8) 98 pts I3 @@
*Automatic Regeneration 12 pts
3) R Human Bomb (5/6) 45 pts B8 @@
1 [SA] Human Bomb
295 pts
VS
Secret Six (visitors)
1) R Catman (7/7) 47 pts J4@
2) E Scandal Savage (6/6) 60 pts Q8
3) R Knockout (6/6) 70 pts Q12 w/HO
4) R Deadshot (Dr. Light) (6/6) 57 pts R11@
5) R Ragdool (Copperhead) (5/7) 60 pts Q6
Deadshot [1 SA]
Knockout [1 AST]
294
HO: Knockout, G13, G15
LO: R12, Q16, H7
BFC: Low Gravity
Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
Figured but I wanted to check before I screwed up yet another turn and had to proceed to just give you the game on account of "outright inability to follow rules".
Going up to edit the turn with the remainder of it.
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn
No picking up characters in the middle of actions either. :cross-eye
Bleh. Thought it was like with super-strength and could pick up the "object" partway through the move.
Tell you what - Sam carries the Bomb with him when he attacks "Deadshot" (so no +1 on the attack but the attack is still a whiff) and thus drops him off so the map is still the same.
Workable (as the end results are the same without subjecting to more rerolls)?
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn