You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
In theory there are now several options that could work oddly with BCF.
Character X has BCF Incap and Quake from a special power.
How does Incapacitate blades work?
How does Quake work?
Incapacitate does not work with blades.
Basically, Quake works is all opposite characters that are adjacent to the character can take up to 2 damage if the character using quake rolls high enough to hit them.
Salu Digby as LeVIathan in clix!
“I used to be a heroclix player like you, then I took an arrow in the knee.”
Basically, Quake works is all opposite characters that are adjacent to the character can take up to 2 damage if the character using quake rolls high enough to hit them.
I agree with SM. I don't have a PAC in front of me, but in theory (if they worked together), because Quake says max of 2, you COULD roll for for BCF with Quake.... but you could only do 1 or 2 damage. It'd be pointless to try, in theory (and from memory).
-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????
BLADES/CLAWS/FANGS (OPTIONAL): When this character is given a close combat action, roll one d6 after making a successful attack roll. The result replaces this character’s damage value when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on a result of 3–6.
QUAKE (OPTIONAL): Give this character a close combat action; until the attack has been resolved, its damage value becomes 2 if it is greater than 2. Make a single attack roll and compare the result to the defense values of all opposing characters adjacent to this character. Each character that
takes damage from this attack is knocked back.
INCAPACITATE (OPTIONAL): Give this character a close combat action or ranged combat action; its damage value becomes 0 until the action has been resolved. If this character successfully hits a target that has zero or one action token, give the target an action token.
I agree the B/C/F and Incapacitate combo would not work: The "Damage value becomes 0 until the end of the action" phrase makes sure of that.
However, Quake has no such statement. Damage value is set to 2, sure, but nothing states it must stay 2 - and since the Quake replacement happens before the attack roll and the B/C/F substitution happens after the attack roll, the combo should work out, barring any errata.
Of course, this discussion is purely academic as there ar no figures (that I know of, at least) with these Special Powers. It would be cool with a 6 damage Quake though, but the only character I can think of that would deserve such a combo is Terrax...
Does it matter? I just want to know. Perhaps I do stuff with custom dials. Perhaps I just want to know how it works.
the until end of action strikes me more as saying when the damage goes back to normal. Blades happens second I can't see precedent in the rules for a value that cannot be replaced because it's been set in stone by a previous condition.
I agree the B/C/F and Incapacitate combo would not work: The "Damage value becomes 0 until the end of the action" phrase makes sure of that.
However, Quake has no such statement. Damage value is set to 2, sure, but nothing states it must stay 2 - and since the Quake replacement happens before the attack roll and the B/C/F substitution happens after the attack roll, the combo should work out, barring any errata.
Of course, this discussion is purely academic as there ar no figures (that I know of, at least) with these Special Powers. It would be cool with a 6 damage Quake though, but the only character I can think of that would deserve such a combo is Terrax...
Actually, I think you just contradicted yourself.... quoting your quotes:
Quote : Originally Posted by Quake quote
...until the attack has been resolved, its damage value becomes 2 if it is greater than 2...
I'm just going to assume that you missed that part... I've done that myself a few times
-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????
I don't think any of these work because of the rule that you can not activate more than one power with a single action.
That's close, but not entirely accurate..... You CAN activate 2 powers in a single action IF one of the powers allows for another one. For example, Running Shot (a Power Action) allows for a Ranged Combat Action, so you can use PW/Incap/EE/etc with it. Same way that Charge allows for a Close Combat Action, so you could use Quake/BCF/Incap/EW.
But you are right that MOST powers can only be done once in a single action. You could NOT use HSS and PW/Quake/Incap/etc or Incap and EE in single actions no matter what... they aren't compatible.
-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????
Incap works as a CCA, so It does in fact work w/ Blades, same as EW.
No, it does not. Even if it did, the damage is 0 until the action has been resolved, so blades will do no damage.
INCAPACITATE (OPTIONAL): Give this character a close combat action or ranged combat action; its damage value becomes 0 until the action has been resolved. If this character successfully hits a target that has zero or one action token, give the target an action token.
Salu Digby as LeVIathan in clix!
“I used to be a heroclix player like you, then I took an arrow in the knee.”
Well to be fair they do work together, in that the one CCAction would activate both. Of course the wording of INC makes using the BCF pointless though....
If you used BCF and Incap you would still get to roll, the damage value however would remain at 0 despite what you rolled.
This probably would not make any difference in less for some crazy reason you really wanted to use the CSA team ability to put an extra token on a fig.
"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!
Well to be fair they do work together, in that the one CCAction would activate both. Of course the wording of INC makes using the BCF pointless though....
Which is my point, if does work together, there still is no extra damage, so there is no point. But have no found a specail power that allows it. But if there is, then it probable should be roll d6 for blades, then put a token for the incap.
Salu Digby as LeVIathan in clix!
“I used to be a heroclix player like you, then I took an arrow in the knee.”