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Its as though the guys arguing in favor of Cobra making NC breakaway have a special power that allows them to ignore all reasoned arguments.
that aside so what if it did affect NC he gets to add 2 to his breakaway roll and that would make it only a 1 that he fails on under usual circumstances. So not sure how Cobra is going to just be game breaking of all thos hypersonic and leap/climb pieces out there.
I mean i guess you could have a character with plasticity and Cobra next to them then they have a standard breakaway to make as you would add 2 to the roll for cobra and subtract 2 for the plasticity character.
Its as though the guys arguing in favor of Cobra making NC breakaway have a special power that allows them to ignore all reasoned arguments.
that aside so what if it did affect NC he gets to add 2 to his breakaway roll and that would make it only a 1 that he fails on under usual circumstances. So not sure how Cobra is going to just be game breaking of all thos hypersonic and leap/climb pieces out there.
I mean i guess you could have a character with plasticity and Cobra next to them then they have a standard breakaway to make as you would add 2 to the roll for cobra and subtract 2 for the plasticity character.
No Essssscape,,,,,, Well, maybe Some Essssscape,,,,,, OK, Essssscape most of the time.
He has Plasticity, there's only a little bit of Essssscape.
Its as though the guys arguing in favor of Cobra making NC breakaway have a special power that allows them to ignore all reasoned arguments.
that aside so what if it did affect NC he gets to add 2 to his breakaway roll and that would make it only a 1 that he fails on under usual circumstances. So not sure how Cobra is going to just be game breaking of all thos hypersonic and leap/climb pieces out there.
I mean i guess you could have a character with plasticity and Cobra next to them then they have a standard breakaway to make as you would add 2 to the roll for cobra and subtract 2 for the plasticity character.
You don't need a second character.
Slithery Duo Cobra can use Plasticity. When a friendly character named Mister Hyde is adjacent to Cobra, they both modify their attack values by +1 if not already modified by this effect.
6 pages of 'Cobra should' and I can't believe no one has jumped in to say 'Cobra shouldn't'!
The rules say how it works, and it's not in Cobra's favor. So then we go to, "but that's how it should work," and there I can say, absolutely not! What, exactly, about Cobra's power set makes you think he could hold on to Nightcrawler and NOT lose his arms when Nightcrawler teleports away? The game designed him perfectly: he can tie up people who use their limbs to escape, but has nothing on intangible foes.
It would make more sense for Cobra to cancel Sharpshooter on adjacent figures than for him to have any effect on Nightcrawler. At least Cyclops has to touch his visor.*
6 pages of 'Cobra should' and I can't believe no one has jumped in to say 'Cobra shouldn't'!
The rules say how it works, and it's not in Cobra's favor. So then we go to, "but that's how it should work," and there I can say, absolutely not! What, exactly, about Cobra's power set makes you think he could hold on to Nightcrawler and NOT lose his arms when Nightcrawler teleports away? The game designed him perfectly: he can tie up people who use their limbs to escape, but has nothing on intangible foes.
It would make more sense for Cobra to cancel Sharpshooter on adjacent figures than for him to have any effect on Nightcrawler. At least Cyclops has to touch his visor.*
*sometimes
That's a good point. Thinking in comic accurate terms Cobra shouldn't be able to hold onto NC.
But I completely disagree that NC is 'comic accurate' in general!
- Comic book NC needs LOF to squares that he teleports to.
- Comic book NC cannot teleport large characters
- Teleporting normal sized characters tires him out (should deal pushing damage)
- He has never (to my knowledge at least) used his image inducer in combat.
Other than those things he's reasonably accurate. I like the BAMF! power especially- that is VERY accurate.
Christ did not come to condemn the world, but to save it.
Plasticity
This character adds 2 to its d6 roll when breaking away. Opposing characters subtract 2 from their d6 roll when breaking away from this character.
So if your character is adjacent to two opposing characters with Plasticity, it rolls break away to break away from both of them simultaneously. That means one adds a -2 penalty and the other also adds a -2 penalty.
... and because I know someone will ask, no, the Rule of 3 has nothing to do with this. The Rule of 3 is concerned with combat values only; rolling break away does not use any combat values.
Plasticity
This character adds 2 to its d6 roll when breaking away. Opposing characters subtract 2 from their d6 roll when breaking away from this character.
So if your character is adjacent to two opposing characters with Plasticity, it rolls break away to break away from both of them simultaneously. That means one adds a -2 penalty and the other also adds a -2 penalty.
... and because I know someone will ask, no, the Rule of 3 has nothing to do with this. The Rule of 3 is concerned with combat values only; rolling break away does not use any combat values.
Wow so two characters with plasticity would make it impossible for an adjacaent opposing character to break away then?
"To break away, roll a d6. On a result of 3 or less, that character fails to break away and can’t move; resolve the action immediately, including assigning that character any action tokens for that action. On a result of 4 or higher, that character succeeds in breaking away from all opposing characters adjacent to it. Regardless of any game effects, a d6 roll of 1 automatically results in a character failing to break away, while a d6 roll of 6 automatically results in a character succeeding in breaking away."
(from the rulebook)
"To break away, roll a d6. On a result of 3 or less, that character fails to break away and can’t move; resolve the action immediately, including assigning that character any action tokens for that action. On a result of 4 or higher, that character succeeds in breaking away from all opposing characters adjacent to it. Regardless of any game effects, a d6 roll of 1 automatically results in a character failing to break away, while a d6 roll of 6 automatically results in a character succeeding in breaking away."
(from the rulebook)
Okay so most of the time having two plasticity characters would have no effect, but it is important to note for Cobra's SP.
Looks like Anaconda will be making a comeback!
Christ did not come to condemn the world, but to save it.