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Energy Explosion: Damage value is reduced to 1 rather than replaced by 1 - allowing it to be used with the Extended Range Feat.
I think this is inaccurate. Nothing is done to to the damage value. Damage value stays the same, so you can use Extended Range to it. Damage is dealt equal to the number of times a character is hit from this attack, just like before. They removed the replacement value of 1 from the power to allow Extended Range to be used with EE, that is all.
You can have a damage value of 5 or 0, it doesn't matter, only the number of times you are hit from the attack matters.
Quote : Originally Posted by Quebbster
There should be other ways to get a prize besides crushing your opponent, see them driven before you and hearing the lamentations of their women.
So what is different about the movement of the characters with TK?
Characters with TK move the same as characters without it.
Oh, wait...you mean characters being moved by TK?
First, adjacency to the TKer isn't required. The TKee just needs to be within 8 of the TKer with the TKer having LoF to it.
The TKee then moves normally as if it had a speed of 8 and must end its movement in a square which is within 8 of the TKer with the TKer having LoF to it.
Quote : Originally Posted by Ouchmaker
I think this is inaccurate. Nothing is done to to the damage value. Damage value stays the same, so you can use Extended Range to it. Damage is dealt equal to the number of times a character is hit from this attack, just like before. They removed the replacement value of 1 from the power to allow Extended Range to be used with EE, that is all.
You can have a damage value of 5 or 0, it doesn't matter, only the number of times you are hit from the attack matters.
I don't think that they removed it to allow ER to be used. It was usable before, but only for adding 1.
I think that the removal was done to alleviate confusion over how the power works since damage value doesn't affect damage dealt. The fact that ER and Thunderer Of Qward get slight improvements is just a side effect.
I don't think that they removed it to allow ER to be used. It was usable before, but only for adding 1.
I think that the removal was done to alleviate confusion over how the power works since damage value doesn't affect damage dealt. The fact that ER and Thunderer Of Qward get slight improvements is just a side effect.
Yeah, that came out wrong. I didn't mean to say that they changed the wording of EE because of a Feat, it's just one of the bigger changes for using EE. The actual wording for how EE works remains the same, but by removing the confusing "damage value becomes 1" it has allowed a bigger boost for Extended Range when using EE (if the character has a big damage value and EE).
Quote : Originally Posted by Quebbster
There should be other ways to get a prize besides crushing your opponent, see them driven before you and hearing the lamentations of their women.
Does the person getting TK'd now have to take a token?
Nope. Though the TK'd character has to roll for break away if he's adjacent to an opposing character, he's not given any action when being TK'd, so wether the break away roll succeeds or not, he won't get a token.
Quote : Originally Posted by Iceman425
Or is the reach of TK now 16 squares if you can see it, and they get to attack?
The TK'd can only be moved 8 squares, and both the starting and ending squares must be 8 squares (or less) away from the TKer. The TK'd character can still take an action after being TK'd (including an attack), but can't use TK himself to move somebody else.
Last edited by Drunky; 06/27/2008 at 17:27..
Reason: Added something...
The TK'd can only be moved 8 squares, and both the starting and ending squares must be 8 squares (or less) away from the TKer. The TK'd character can still take an action after being TK'd (including an attack), but can't use TK himself to move somebody else.
In addition to this, I feel that it is important to note that while the starting and ending squares must be within 8 from the attacker, the path taken between the two need not remain within 8.
Say Jean wants to TK someone from 1 to 2. The path of Xs can be used even though the red Xs are not within the 8 square reach. 1 and 2 are both within, and that is all that matters.
The TKee then moves normally as if it had a speed of 8 and must end its movement in a square which is within 8 of the TKer with the TKer having LoF to it.
Is the bolded part above true for BOTH TK Option 1 & Option 2?
Option 1 (Opposing Character): If the attack succeeds and the target has or possesses the damage symbol (but is not a double-base figure), move the target up to 8 squares so long as it ends its movement 8 or fewer squares from this character.
Option 2 (Friendly Character): This character targets an object or a friendly character that is 8 or fewer squares away and moves it up to 8 squares so long as it ends its movement 8 or fewer squares from this character in a square to which this character has a clear line of
fire.
The red text in Option 2 does not appear in Option 1 (much like the that appears in the rules for Option 1 but not in Option 2, allowing friendly giants to be TK'd but not opposing ones).
Does this distinction matter? If so, it would mean that a TK'd opposing character could be moved into a square to which the TKer does NOT have LoF. (Sorry if this has already been discussed.)
This distinction doesn't matter, because you need to refer to the rulebook to get the complete rules of Telekinesis:
Quote : Originally Posted by FF Rulebook, p. 14
Moving objects and characters using Telekinesis (options 1 and 2). To move a target object or character using Telekinesis, the character using Telekinesis must be 8 or fewer squares from the target and have a clear line of fire to the target. When Telekinesis is used to move the target, it can be moved 8 squares in any direction but must end its movement in a square 8 or fewer squares from the character using Telekinesis, and the character using Telekinesis must have a clear line of fire to the square where the movement ends, as shown in Figure 19.[...]
Yup, I forgot the rulebook released at first was erroneous. But they uploaded the correct version shortly after. It's available in the Units section, if needed.
Now is it possible to determine which starter set had the most changes?
I think Indy still had the most amount of changes . . .
It depends on how you count changes. NAAT changed the game more than anything up till now.
The -2 move for carrying and the new TK rules might be just as big a deal, but they might not. I'm honestly not sure how much they'll change game play-- the kinds of teams that do well and the kinds of strategies that dominate.