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Northstar is tied up by the Elongated Man. The Canadian speedster smacks the slippery detective back 2 meters(or just one?)w/ the first of a flurry of supersonic blows. Damage done? Turn over?
I've read the Icons P&A card. Is the Knockback the value of the attacking character or determined by the # of hits w/ HSS?
This is probably a very self-explanatory/ "re-read something" question/answer. Sorry.....but I lost half my frontal lobe in a tragic bowling accident.
From the PAC's (X-Men Danger Room) description of HSS: "If doubles are rolled during any successful attack, knockback occurs only after damage from the power action is taken."
Elongated Man would only take knockback after the HSS attacks are finished, and damage has been dealt. Even if you roll one or more crit hits. However, you'd stop when the attacks fail, or Northstar rolls a crit miss. Damage (and applicable knockback) would still be dealt, however.
Knockback is equal to the damage taken by the target.
For example, the HSS fig hits 3 times, and the target has Toughness.
So, the target is dealt 3 damage, but only takes 2 damage due to toughness (assuming no other effects are in play). Since the target takes 2 damage, he is knocked back 2 squares.
BTW, I'm not sure what you mean by "Northstar is tied up by EM." You do know that a HSS character does not need to roll breakaway to do option 1, right?
As far as your question goes, I'm not 100% clear on the details of HSS option 2, but I believe the knockback from the attack would be applied after the action is resolved. If you successfully roll four times and then miss or choose to stop, damage would then be dealt and the character would be knocked back due to a roll of doubles. Just a speculation on my part, and I usually interpret rules the right way, but I could be wrong, so take it for what it's worth
EDIT: Well, there you have it, the two that beat me to the punch confirmed me!
OK. The Icons rules r outa date(I've been reamed 4 my Combat Reflex's interpertation). And I didn't know about HSSpeedsters not being able to be coralled by "plastic dudes".
So, you can roll all sorts of "doubles" that hit, but the target doesn't suffer Knoxbak till the attacker misses or stops? Right?
Then u add "all?" the damage to Knokbak equation? And move E-man whatever he got spanked for?
As long as the subject has been brought up, was it EVER that doubles would end the action? I remember I was taught that (among a lot of other wrong things and "house rules" that was taught as "real rules".... but that's a whole other rant), but after I found out the right way, I don't think I ever found out if it was ever the way I was taught, or if they just totally misunderstood it.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
As long as the subject has been brought up, was it EVER that doubles would end the action?
I believe that was the Indy Rules that stopped on doubles....I can check if you want me to....ok I did
Indy PAC HSS entry
Quote
HYPERSONIC SPEED (optional): Choose one of the following: (1) When you give this character a move action, it automatically breaks away and may move through squares adjacent to opposing characters. This character receives one free action during its movement that it may use to make a close combat or ranged combat attack. It can continue to use the rest of its movement after making the attack. (2) Give this character a power action. It may perform a close combat attack as a free action. If the attack is successful, this character may continue to perform close combat attacks as free actions against the same target. Increase the target’s defense value by 1 for each successful attack after the first until the attack ends; for each attack, compare the attack value to the modified defense value. The attack ends when the attacking player declares an end to the attacks, an attack misses, or the target is knocked back. When the attack ends, damage dealt equals the number of successful attacks made by this character with this power action.
Yep those are OLD OLD rules.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
I believe that was the Indy Rules that stopped on doubles....
Yep those are OLD OLD rules.
Wow....... they really hadn't read up on any rule changes when they taught me (or more than likely didn't care because it was a smaller gaming group). LOL!!!
They did teach me around when Mutant Mayhem was about to come out, but STILL.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????