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I had a couple of questions that I need some clarification on.
1) I've read the FAQ about the rule of three applied to a HSS attack option 2. I was curious if there was some kinda of roll limit (other then missing) that would force you to stop rolling, if you wanted to keep rolling till you got enough critical hits to take a character out? (example: I successfully roll four times to do the four damage and then I continue to roll 20 times and I get six critical hits out of the total of 24 rolls, doing a total of 10 damage....are you allowed roll that many times?)
2) Do you need to draw line of site when making a ranged combat attack? In connection with that, can you do a running shot up to a character in hindering with stealth and hit them?
3) I was looking at the new batman from the upcoming Justice League set and I was wondering if you could target someone six squares and using his white power, move six square AWAY from the target and still attack that character. If you can that would make a total of twelves squares away that's he's attacking from and that doesn't seem right. And do I assume correctly that he needs to roll to breakaway if he's about to use his white power and he's next to an enemy.
1) As long as your attack rolls are successful, you can keep rolling. If your 24 rolls are successful, and you got six critical hits, you would deal 10 damage.
2) From the LoSH Rulebook (p. 25): "Before making a ranged combat attack, you must determine if the attacker has a clear line of fire to the target and if the target is within range."
So you cannot do a running shot against a target that is using Stealth and is standing in hindering terrain (unless the attacker ignores hindering terrain for attack purpose, à la Ultimates TA, Superman Ally TA or Trick Shot feat card).
3) See my previous quote of the rulebook: Batman only has 6 range, so he cannot target an opposing character 12 squares away.
About the breakaway roll, I don't know.
3) See my previous quote of the rulebook: Batman only has 6 range, so he cannot target an opposing character 12 squares away.
About the breakaway roll, I don't know.
Right, the initial action that triggers the special power must be a legal action.
2) From the LoSH Rulebook (p. 25): "Before making a ranged combat attack, you must determine if the attacker has a clear line of fire to the target and if the target is within range."
So you cannot do a running shot against a target that is using Stealth and is standing in hindering terrain (unless the attacker ignores hindering terrain for attack purpose, à la Ultimates TA, Superman Ally TA or Trick Shot feat card).
Trick Shot would not work in this scenario. The feat states that when the character is not adjacent to an opposing figure it may ignore hindering terrain and characters for line of fire... the ranged combat action portion of the Running Shot action is made after the movement. If you've moved adjacent to a character using Stealth, you no longer qualify to use the feat and line of fire to that character would be blocked.
EDIT: This is of course in reference to the specific question of the OP about using Running Shot to move adjacent to and attack an opposing character using Stealth. A Running Shot character feated with Trick Shot would be able to target a character using Stealth and shoot through other characters if it did not end the movement portion of the action adjacent to an opposing character.
What a mouthful
Quote : Originally Posted by Red_Skull_XIII
I don't care if your jewels are Asgardian, mutant or Kryptonian, a knife in your coin purse is gonna hurt.
1) As long as your attack rolls are successful, you can keep rolling. If your 24 rolls are successful, and you got six critical hits, you would deal 10 damage.
Actually, I don't think this is the case. I think the first critical hit would knock the target back, thus ending the attack. And also, I thought I heard that the Rule of Three means you can't ever do more than 4 damage in HSS2.
From the LoSH PAC: " Hypersonic Speed (optional): [...] (2) Give this character a power action. It makes a close combat attack as a free action; its damage value becomes 1. If the attack succeeds, this character may continue to make close combat attacks as free actions against the same target until this character declares an end to the attacks or an attack fails. After each successful attack, modify the target’s defense value by +1 and this character’s damage value by +1 before making the next attack. When this character stops attacking or an attack fails, deal damage to the target equal to the attacker’s modified damage value at the time of the last successful attack. If there were no successful attacks, the attack deals 0 damage. If doubles are rolled during any successful attack, knock back occurs only after damage from the power action is taken. Powers that allow a character to evade attacks are activated once after the power action has been resolved."
For knockback, see the bolded part.
For the rule of three: this rule applies to combat values, not damage dealt. Critical hits increase the damage dealt, therefore it is not subject to the rule of three.
From the latest FAQ: (at the HSS entry, about option 2, using Flash as an example) "If FLASH had rolled any critical hits, an extra point of damage dealt for each critical hit would be added on to the 4 from the attack."
Actually, I don't think this is the case. I think the first critical hit would knock the target back, thus ending the attack.
While this certainly isn't the way it is done now (see Drunky's thorough explanation of why), I too recall this as a way that I had seen it played. Two possibilities: 1) both of us were wrong back then or 2) they've changed the ruling at some point.
I can check old PACs, but I lost my old rulings files when my previous laptop went kaput. I'll probably just choose to believe that they changed it, so that I was never wrong.
Bi the way... Bi-Beast.[/whisper]
TRADES. eBay.
An Admin told me that I'm "too smart" for Another Realm. I hold that as a standing order.
While this certainly isn't the way it is done now (see Drunky's thorough explanation of why), I too recall this as a way that I had seen it played. Two possibilities: 1) both of us were wrong back then or 2) they've changed the ruling at some point.
I can check old PACs, but I lost my old rulings files when my previous laptop went kaput. I'll probably just choose to believe that they changed it, so that I was never wrong.
Bi the way... Bi-Beast.[/whisper]
I am quite certain the ruling changed. Can't say exactly when, though... maybe Universe?
While this certainly isn't the way it is done now (see Drunky's thorough explanation of why), I too recall this as a way that I had seen it played. Two possibilities: 1) both of us were wrong back then or 2) they've changed the ruling at some point.
I can check old PACs, but I lost my old rulings files when my previous laptop went kaput. I'll probably just choose to believe that they changed it, so that I was never wrong.
Bi the way... Bi-Beast.[/whisper]
Actually, it used to be the case (pre-Universe, I think) that you had to stop a HSS attack option 2 if you rolled knockback, but it's (obviously) been changed to allow kncokback at the end of the action...
Take care,
-jason
EDIT - Whoa! Trumped by Quebbster a whole 10 MINUTES before I posted! lol That'll teach me for opening multiple tabs and getting around to answering stuff in my own sweet time...
It should probably be noted that while you can sit there and keep rolling and hoping for critical hits, your opponents will probably despise you for holding the game up for three hours.
[quote=Drunky]1) As long as your attack rolls are successful, you can keep rolling. If your 24 rolls are successful, and you got six critical hits, you would deal 10 damage.
I don't believe this is the case. For each attack, you add 1 to their defense and 1 to your damage. The rule of 3 would kick in after 4 attacks. So, I think you would only be able to do 4 total attacks.
Batman\Superman #1
Starfire: You are in no position to give us orders!
Superman: I do when people's lives are at stake.
Starfire: ........(Quietly being put in her place)