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Hey all I got a question. I have a question. If you put Double Time on Rampaging Hulk and make a move action using Double Time, can you use the free action Quake afterwards?
Double Time reads as follows:
When the character is not adjacent to an opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move, if the character is not a transporter, deal it 1 pushing damage that ignores Willpower and team abilities.
Hulk's Squash SP reads as follows:
The Rampaging Hulk can use Leap/Climb. Immediately after the resolution of a move action in which the Rampaging Hulk uses Leap/Climb, he can use Quake as a free action.
I italicized the parts I thought were pertinent to allowing Hulk to use the free Quake at the end of the Double Time move. I wanted to know if anyone could help me with this cause if so I'd love to use this combo. Probably with Endurance too. Thanks very much for any help that you all can give. Be Well All.
I think the issue here comes in the fact that at the end of the move he's going to take an unavoidable click of damage, that will remove the Squash power from his dial. Even if you could make the attack, it still comes down to timing of which happens first. The attack or the click.
I personally can't see why someone would allow it. The timing is just too complicated.
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Quote : Originally Posted by sol
Personally, I think you've spent way too much time thinking about this...
I think the issue here comes in the fact that at the end of the move he's going to take an unavoidable click of damage, that will remove the Squash power from his dial. Even if you could make the attack, it still comes down to timing of which happens first. The attack or the click.
I personally can't see why someone would allow it. The timing is just too complicated.
Thank you. I just realized about the pushing damage he'd take from moving double. Don't know why I didn't register that. Probably too excited about coming up with a good combo. But wouldn't Endurance keep him from taking that click at on that action? I just thought this would be a good first strike maneuver. Thanks.
Thank you. I just realized about the pushing damage he'd take from moving double. Don't know why I didn't register that. Probably too excited about coming up with a good combo. But wouldn't Endurance keep him from taking that click at on that action? I just thought this would be a good first strike maneuver. Thanks.
Endurance would absorb the push click from using Double Time, yes - temporarily at least.
For the record, if this issue comes up at my venue I will rule that Quake cannot be used after using Double Time - it is certainly against the spirit of the card even though the wording might technically allow it.
BTW, a nasty combo that just occurred to me: Double Time on Hercules, Power Man and Iron Fist, or any other boot speed Indomitable figure. Indomitable prevents the pushing damage as well, so they can move twice as far during move actions without penalty. That could come as a nasty surprise to the opponent...
(Speed) Squash: The Rampaging Hulk can use Leap/Climb. Immediately after the resolution of a move action in which the Rampaging Hulk uses Leap/Climb, he can use Quake as a free action.
(Damage) Smash: The Rampaging Hulk can use Close Combat Expert. At the end of your turn, if there are fewer than six objects in the game, your last opponent to take an action chooses a light standard object from outside the game and places it 6 or fewer squares from the Rampaging Hulk in an unoccupied square to which the Rampaging Hulk has a clear line of fire.
as snatreaper said he will take a click before the end of the move action so the combination would not work. He will take the click from Double-Time before the resolution of the move action so with the SP gone, he could not perform quake
BTW, a nasty combo that just occurred to me: Double Time on Hercules, Power Man and Iron Fist, or any other boot speed Indomitable figure. Indomitable prevents the pushing damage as well, so they can move twice as far during move actions without penalty. That could come as a nasty surprise to the opponent...
Power Man and Iron Fist with Double-Time AND Haymaker = Hilarity! (add Unstoppable for super-wall busting!)
"We're all in the gutter, but some of us are looking at the stars." -Wilde
Endurance would absorb the push click from using Double Time, yes - temporarily at least.
For the record, if this issue comes up at my venue I will rule that Quake cannot be used after using Double Time - it is certainly against the spirit of the card even though the wording might technically allow it.
BTW, a nasty combo that just occurred to me: Double Time on Hercules, Power Man and Iron Fist, or any other boot speed Indomitable figure. Indomitable prevents the pushing damage as well, so they can move twice as far during move actions without penalty. That could come as a nasty surprise to the opponent...
The Double-time card says that it ignores willpower and TAs in regards to the push, wouldn't Indom fall in with those?
Double-time says you can't make attacks during the move. I assume that doesn't mean after the move. Is that how quakemight possibly work? Thing does have Indom. and a very similar power to Rampaging Hulk. Would Double Time allow him to mive farther without taking the pushing damage?
Double-time says you can't make attacks during the move. I assume that doesn't mean after the move. Is that how quakemight possibly work? Thing does have Indom. and a very similar power to Rampaging Hulk. Would Double Time allow him to mive farther without taking the pushing damage?
He doesn't have Indom. The LE has it, but that one doesn't have the SP.
As it is, the SP is incompatible anyway.
Double Time works with a move action. The SP in question is a power action.