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.
Exploit weakness and powers namely Arkillo's and Lashina
Quote
Speed - Hungry For Battle: Arkillo can use Charge and Flurry.
He also has super strength and exploit weakness for these clicks. So this means that he can charge in and either make one attack with an object and use exploit weakness or charge in and flurry (making 2 attacks). My confusion is that Exploit weakness works with super strength so would that mean that if charged Arkillo in holding an object and flurried the first attack with be +1 or +2 for the object and this attack would go thru any defense powers since ss does work with exploit weakness, then the 2nd part of the attack would be a normal attack not bypassing defense powers since flurry by itself does not work with exploit weakness ?
Similar question wit Lashina who has Hypersonic and exploit weakness and super strength. Would she be able to hss in carrying an object and have the exploit weakness activate because it works with super strength ?
"The only thing necessary for evil to triumph is for good men to do nothing."
Edmund Burke
For Arkillo, you can flurry OR you can exploit weakness. Super Strength works with either, but would only affect the first flurry attack.
For Lashina, you can not use exploit weakness with hypersonic speed as that only give you a close combat attack, not a close combat action, but again. super strength works with either one.
I think I see what you're asking. But, flurry and exploit weakness are both close combat actions. This means you either activate flurry to get two swings (neither attack penetrating damage and using the object only on the first swing) or you activate exploit weakness and hit with the object and penetrating damage. Is this answering your question?
He also has super strength and exploit weakness for these clicks. So this means that he can charge in and either make one attack with an object and use exploit weakness or charge in and flurry (making 2 attacks). My confusion is that Exploit weakness works with super strength so would that mean that if charged Arkillo in holding an object and flurried the first attack with be +1 or +2 for the object and this attack would go thru any defense powers since ss does work with exploit weakness, then the 2nd part of the attack would be a normal attack not bypassing defense powers since flurry by itself does not work with exploit weakness ?
You can Charge/Flurry
You Can Charge/Exploit Weakness
You can not Charge/Flurry/Exploit Weakness
Charge grants one free close combat action. Both Flurry and Exploit Weakness require a close combat action, but you only have one to give, so you can only pick one of those.
Either one can use an object.
Quote
Similar question wit Lashina who has Hypersonic and exploit weakness and super strength. Would she be able to hss in carrying an object and have the exploit weakness activate because it works with super strength ?
Hypersonic Speed grants a close (or ranged) combat attack.
Exploit Weakness requires a close combat action, so it is not compatable with Hypersonic speed.
You can use an object with the hypersonic attack.
To help here's my standard response on "Does Power/TA/Feat X work with Power/TA/Feat Y":
Actions and Attacks. How do they work? Once you understand this, being able to see what powers, feats, and special powers work together is easy. Before we begin lets cover a few basics .
• Action-There are 4 types of actions in the game, Power, Combat (close and ranged), Free and Move. Different powers will require different kinds of actions to activate them.
• Attack-The end result of many actions, but not in itself an action.
• No figure may be assigned more than 1 non free action in a turn.
• All actions except free actions will assign a token to a figure.
Look at the PAC/Feat Card description for each Power/or feat. What type of Action does each Power require to use it? Does either power grant another Action or attack as a Free Action? To use the Powers in the same round would it require you to give 2 non Free Actions to the figure?
This is demonstrated better with examples:
Combining Hypersonic Speed with just about anything is always a common question: Lets look at a Hypersonic Speed (option 1) and Quake combo.
HYPERSONIC SPEED (OPTIONAL): Give this character a power action. It automatically breaks away and can move through squares adjacent to opposing characters. During its move, this character can as a free action make one close combat or one ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. This character can continue to use the rest of its movement after making the attack.
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.
Ok to use Hypersonic Speed we need to give a Power Action. But we get a Free Action we can use to make a close combat attack or ranged combat attack with ½ range.
To use Quake need to give a Close Combat Action. And there is where we can stop because we have already given a Power Action to use Hypersonic Speed. The Free Action granted by HSS can only be used to make a close or ranged combat attack and EW needs a full Close Combat Action to use it. So these powers will not work together.
Hypersonic Speed and Exploit weakness will also not work together for exactly the same reason.
EXPLOIT WEAKNESS (OPTIONAL): Give this character a close combat action. Damage from this attack is penetrating damage.
Just like Quake it requires a Close Combat Action that HSS doesn’t provide us with.
Let’s try an example that does work, Like Running Shot and Energy Explosion.
RUNNING SHOT (OPTIONAL): Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and give it one ranged combat action as a free action. This character must declare a target to which it can draw a clear line of fire from the square where it intends to end its move in order to use this power.
ENERGY EXPLOSION (OPTIONAL): Give this character a ranged combat action; its damage value becomes 1 until the attack has been resolved. For each target hit by the attack, compare the result of the attack roll to the defense value of each character adjacent to the target to determine if the attack also succeeds against them. Ignore the hindering terrain modifier resulting from characters adjacent to the target when determining if the attack succeeds against additional characters. Each character successfully hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets can be hit more than once by this attack). A critical hit with this attack automatically hits the target(s) and any characters adjacent to the target(s), and deals 1 additional damage to all characters hit. Powers that allow a character to evade attacks are rolled only once after this character’s ranged combat action resolves. If a character evades, it evades all hits by this attack. This power cannot be used to target blocking terrain or objects.
To use RS we give a Power Action. Then after our (halved) movement we can use a Ranged Combat Action as a Free Action. To use RS we need to give a Ranged Combat Action. This is good because we can do this with the Free Action we got from RS. So we can do both without giving a figure more than 1 non Free Action. The combo is Legal.
Let’s look at the one tricky power, Blades/Claws/Fangs.
BLADES/CLAWS/FANGS (OPTIONAL): When this character is given a close combat action, roll one six-sided die 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.
They key is noticing that first word WHEN. BCF is activated any time a figure is given a Close Combat Action. It does not need its own action to use.
So let’s look at a 3 Power Combination. Charge, Blades/Claws/Fangs, and Exploit Weakness.
CHARGE (OPTIONAL): Give this character a power action; halve its speed value for the action. Move this charcter up to its replacement speed value and then give it one close combat action as a free action. A character with this power ignores knockback and other characters’ Force Blast.
BLADES/CLAWS/FANGS (OPTIONAL): When this character is given a close combat action, roll one six-sided die 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.
EXPLOIT WEAKNESS (OPTIONAL): Give this character a close combat action. Damage from this attack is penetrating damage.
Ok to use Charge we give a Power Action. Then after our (halved) movement we can use a Close Combat Action as a Free Action. To use Exploit Weakness we need to give a Close Combat Action. This works because we can do this with the Free Action we got from Charge. And BCF activates WHENEVER we have assigned a Close Combat Action. So the combo works (and is quite deadly!)
Once you go through and understand the way things work, you can use the same process with Feats and Team Abilities. You’ll understand why The Justice League Team ability works with Leap/Climb but not with Phasing/Teleport. And why you can’t use Leap/Climb with Pounce even though Leap/Climb is a prerequisite.