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according to the new PAC when using Telekinesis "For Options 1 & 2 a target character would need to breakaway" (That's the only part of the description that is relevant) Well I know you had to roll breakaway for option 2 (moving a friendly figure) but if I'm moving an opposing figure who are they rolling break away from? My figure(s)? Or figures friendly to it? Seems...odd that if I try tk a figure adjacent to the figure doing the tk action (let alone any friendly figures) That the opposing figure has to roll for breakaway....
So is this right? Has this been this way and I just never noticed?
Quote : Originally Posted by XRaptureX
Oh! Well that makes total sense. Being sexually violated by a clown is a small price to pay for a Captain America bicycle. Carry on.
Quote : Originally Posted by ManiacClown
1) The bank repossesses your car. They have COUNTERED your car.
2) Some damned punk kids slash your tires. You CAN'T USE your car.
according to the new PAC when using Telekinesis "For Options 1 & 2 a target character would need to breakaway" (That's the only part of the description that is relevant) Well I know you had to roll breakaway for option 2 (moving a friendly figure) but if I'm moving an opposing figure who are they rolling break away from? My figure(s)? Or figures friendly to it? Seems...odd that if I try tk a figure adjacent to the figure doing the tk action (let alone any friendly figures) That the opposing figure has to roll for breakaway....
So is this right? Has this been this way and I just never noticed?
but is the opposing figure rolling breakaway from my figures or from its friendly figures?
IE I have Jean Grey and Iceman, my opponent has Magneto and Polaris.
If I attempt to TK Polaris with Jean is breakaway rolled if Polaris is adjacent to Magneto or Iceman?
AND is this actually correct? Or a TYPO?
Quote : Originally Posted by XRaptureX
Oh! Well that makes total sense. Being sexually violated by a clown is a small price to pay for a Captain America bicycle. Carry on.
Quote : Originally Posted by ManiacClown
1) The bank repossesses your car. They have COUNTERED your car.
2) Some damned punk kids slash your tires. You CAN'T USE your car.
Based on the new wording not only would (using my example above) Jean would need to roll an attack against Polaris BUT (depending on who Polaris is adjacent to) Polaris's controller would need to roll breakaway in order for Polaris to be moved. Effectively it makes moving an opposing figure exactly the same as moving a friendly figure adjacent opposing figures when using TK.
Quote : Originally Posted by XRaptureX
Oh! Well that makes total sense. Being sexually violated by a clown is a small price to pay for a Captain America bicycle. Carry on.
Quote : Originally Posted by ManiacClown
1) The bank repossesses your car. They have COUNTERED your car.
2) Some damned punk kids slash your tires. You CAN'T USE your car.
mmmm... nothing nope. cut the green wire. in kiddie english please. ok let me try it here. so to TK figures nomatter who or what. i'll have to roll a attack. if said attack succeeds. then i'll have to roll a breakaway roll. if that doesn't succeed them i can't be TK'ed. if so i thought for friends all i needed was LOF?
mmmm... nothing nope. cut the green wire. in kiddie english please. ok let me try it here. so to TK figures nomatter who or what. i'll have to roll a attack. if said attack succeeds. then i'll have to roll a breakaway roll. if that doesn't succeed them i can't be TK'ed. if so i thought for friends all i needed was LOF?
You've needed to roll break away for friends since the last PAC. The new PAC says that you need to roll break away for everyone.
Break away as described in the Blackest Night rule book says that a character only has to break away if it is given an action and moves.
Since Telekinesis isn't requiring the moved character to take an action, I think Telekinesis is just making an exception to the usual requirements for break away (the moving character being given an action). Ignore the text mentioning break away in Telekinesis' description, the rules for break away in the rule book would not require a character being moved by Telekinesis to break away since that character is not being given the action to move. So it seems like the text about break away in Telekinesis is there to treat the moving character as if they're being given the action.
Quote : Originally Posted by Blackest Night rule book, page 8
If a character occupying a square adjacent to one or more opposing characters is given an action and attempts to move, that character must successfully break away before it can move, as shown in Figure 8.
Quote : Originally Posted by Blackest Night Powers and Abilities Card
Give this character a power action and choose one of the following options. For all options, this character must have a clear line of fire to the target and the destination square (to which the target does not affect the line of fire). This character, the target and the destination square must each be 8 or fewer squares away from one another. For options 1 and 2, a target character would need to break away and ignores the effects of elevated and hindering terrain on movement (but does not ignore the effects of opposing characters on movement). (1) Move an Opposing Character: This character makes one close combat or ranged combat attack against a single target that deals no damage. If the attack succeeds and the target has or possesses the damage symbol (but is not a multi-base figure), the target can be moved to the destination square. (2) Move an Object or a Friendly Character: This character targets an object or a friendly character (that is not a multi-base figure) and moves it to the destination square. Characters that have been moved with this power cannot use this power until the beginning of your next turn. (3) Attack with an Object: This character targets an object and must also have a clear line of fire to a single opposing character occupying the destination square as if this character occupied the target square. This character makes an attack roll against the opposing character. The target of a successful attack using a light object is dealt 2 damage; a heavy object, 3 damage.
I don't like the change but I get it. Think of it this way for it to make sense.
You have jean and beast. Your opponent has deadpool. Beast and deadpool are adjacent. You decided to TK your opponents deadpool away for some reason. You roll that attack and hit and as you try to move deadpool away he reaches out and grabs beast and stays there, failing his break away roll.
So when you roll a break away to move away from an opposing figure you are trying to dislodge yourself from them. When your opponent rolls a breakaway roll vs your TK it is to see if they can hang on to something and not get tossed around.
Again I don't like it. I would rather have either the break away roll or the attack roll but not both. But game mechanics are what they are.
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They snuck this rule change in just like smoke cloud and Giant Stride. So now I have to break away with characters if I use TK no matter what?
So this means that if I have Jean and Beast and the opponent has Joker and hes beside two Gotham detectives, that if Jean decides to TK Joker away from the gotham detectives she'll have to roll breakaway? Very very annoying.
I don't have the new PAC in hand, so forgive a possibly ignorant question: Is it worded such that it would be necessary to roll for breakaway even if the character being moved isn't adjacent to anyone?
If so, it occurred to me that in the case of trying to move an opposing piece it would simply represent the likely move by the character to try to grab onto something and resist being moved. Here the use of "Breakaway" would be used simply because it's the same dice roll mechanic (to help keep things simple) and shouldn't be taken in its literal meaning any more than seeing Psychic Blast on Bullseye means he's acquired a psionic ability.
They snuck this rule change in just like smoke cloud and Giant Stride. So now I have to break away with characters if I use TK no matter what?
So this means that if I have Jean and Beast and the opponent has Joker and hes beside two Gotham detectives, that if Jean decides to TK Joker away from the gotham detectives she'll have to roll breakaway? Very very annoying.
You only ever need to roll break away when a character is adjacent to an opposing character.
In your example, assuming Joker was not adjacent to Jean or Beast, you would only need to make a successful attack roll.
I'm still not understanding who the figure being targeted with tk needs to be adjacent to in order to have to roll breakaway, friendly figures or opposing figures. Prior to this their was never a situation where you opponent would roll breakaway on your turn. Like I said earlier if Jean has to make a successful attack roll against an adjacent figure, sucessfully hit through supersenses and shapechange and skrulls and that figure then might save itslef by failing to breakaway that just makes no sense...at all...even from a game mechanic perspective. What's next when you roll for support your friendly figure HAS to roll it's defensive abilites too?
Oh spiderman guess your spidey sense will keep me from healing you, whoops guess you skrulls are suicidal...
Quote : Originally Posted by XRaptureX
Oh! Well that makes total sense. Being sexually violated by a clown is a small price to pay for a Captain America bicycle. Carry on.
Quote : Originally Posted by ManiacClown
1) The bank repossesses your car. They have COUNTERED your car.
2) Some damned punk kids slash your tires. You CAN'T USE your car.
I'm still not understanding who the figure being targeted with tk needs to be adjacent to in order to have to roll breakaway, friendly figures or opposing figures. Prior to this their was never a situation where you opponent would roll breakaway on your turn. Like I said earlier if Jean has to make a successful attack roll against an adjacent figure, sucessfully hit through supersenses and shapechange and skrulls and that figure then might save itslef by failing to breakaway that just makes no sense...at all...even from a game mechanic perspective. What's next when you roll for support your friendly figure HAS to roll it's defensive abilites too?
Oh spiderman guess your spidey sense will keep me from healing you, whoops guess you skrulls are suicidal...
Quote : Originally Posted by XRaptureX
Oh! Well that makes total sense. Being sexually violated by a clown is a small price to pay for a Captain America bicycle. Carry on.
Quote : Originally Posted by ManiacClown
1) The bank repossesses your car. They have COUNTERED your car.
2) Some damned punk kids slash your tires. You CAN'T USE your car.
I'm still not understanding who the figure being targeted with tk needs to be adjacent to in order to have to roll breakaway, friendly figures or opposing figures.
It must break away from characters opposing to it (the TK target).
Quote
Prior to this their was never a situation where you opponent would roll breakaway on your turn.
It was rare, but if you the Construct feat was used, characters would have needed to roll break away from the Barrier created with that feat... so if you tried to TK a character adjacent to the Construct that would have required break away, too.
Quote
Like I said earlier if Jean has to make a successful attack roll against an adjacent figure, sucessfully hit through supersenses and shapechange and skrulls and that figure then might save itslef by failing to breakaway that just makes no sense...at all...even from a game mechanic perspective.
Actually, from a MECHANICS perspective, it makes perfect sense. The rules are what they are. I think you are trying to argue from a more real world approach
Besides, if the target isn't adjacent to an opposing character there is no problem. And if you are really worried about it, maybe throw an object at it instead?
[quote] What's next when you roll for support your friendly figure HAS to roll it's defensive abilites too? [/QU
No, because Support isn't actually an attack. If it was then, yes, you would have to worry about stuff like that.