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In the new Powers and Abilities Foldout Energy Explosion is read like this:
"Give this character a ranged combat action; this attack can target only characters for each target successfully hit compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by the attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack it evades all hits by this attack."
I may be missing something here but it seems to me that Energy Explosion is no longer replaced to 1. I don't know if there has been a clarification somewhere else and if so can someone give me a link to it, but if I am right all my teams will have Energy Explosion on it.
In the new Powers and Abilities Foldout Energy Explosion is read like this:
"Give this character a ranged combat action; this attack can target only characters for each target successfully hit compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by the attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack it evades all hits by this attack."
I may be missing something here but it seems to me that Energy Explosion is no longer replaced to 1. I don't know if there has been a clarification somewhere else and if so can someone give me a link to it, but if I am right all my teams will have Energy Explosion on it.
For a long while, Energy Explosion has been based on the number of times that a character is hit by the attack. (Which means one damage for a direct hit and one damage for each splash damage.)
From the Blackest Night PAC:
Quote
ENERGY EXPLOSION Give this character a ranged combat action; this attack can target only characters. For each target successfully hit, compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack, it evades all hits by this attack.
Effectively this is no different than replacing the damage value to 1 and locking it.
Can someone remind me what happens now if you roll a Crit Hit using EE?
Same thing as always. it automatically hits all targets and does +1 damage.
Quote
ENERGY EXPLOSION Give this character a ranged combat action; this attack can target only characters. For each target successfully hit, compare the attack roll to the defense value of each character adjacent to that target to determine if the attack also succeeds against it. Each character hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets might be hit more than once). A critical hit automatically hits all targets and all characters adjacent to the targets and deals 1 additional damage to all characters hit. If a character evades the attack, it evades all hits by this attack
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You can also use Extended Range, lower your damage value by the maximum possible amount and still shoot EE without any troubles.
But since Extended Range reduces damage dealt, you still need Armor Piercing if you want to make sure that all hit targets will take atleast 1 damage.
Because if you extend your range by 2, and the damage you deal (1 hit, 1 splash from a 2 target EE attack) is 2 per target, that damage dealt is then reduced by 2 because of the Feat for a 0 damage dealt, AP makes sure atleast 1 damage is dealt.
Quote : Originally Posted by Quebbster
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But since Extended Range reduces damage dealt, you still need Armor Piercing if you want to make sure that all hit targets will take atleast 1 damage.
Because if you extend your range by 2, and the damage you deal (1 hit, 1 splash from a 2 target EE attack) is 2 per target, that damage dealt is then reduced by 2 because of the Feat for a 0 damage dealt, AP makes sure atleast 1 damage is dealt.
This is not true.
From the PG:
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EXTENDED RANGE
Cost: 10
Prerequisite: Range greater than 0 and less than 9
Choose a character. Before making a ranged combat attack, the character’s range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target.
But since Extended Range reduces damage dealt, you still need Armor Piercing if you want to make sure that all hit targets will take atleast 1 damage.
Because if you extend your range by 2, and the damage you deal (1 hit, 1 splash from a 2 target EE attack) is 2 per target, that damage dealt is then reduced by 2 because of the Feat for a 0 damage dealt, AP makes sure atleast 1 damage is dealt.
Quote : Originally Posted by Harpua
This is not true.
From the PG:
AP is still a good idea though (in Golden Age) to make sure that characters with reducers take the Damage from EE. I never understood the aversion a lot of people had to EE, as it is one of my favorite powers.
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AP is still a good idea though (in Golden Age) to make sure that characters with reducers take the Damage from EE. I never understood the aversion a lot of people had to EE, as it is one of my favorite powers.
The starter doom with that new recharge feat loves it. Push and heal with EE :3
The starter doom with that new recharge feat loves it. Push and heal with EE :3
Can this be done?
I was wondering about the timing of Recharge
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Choose a character. Whenever a total of 2 or more damage is taken by opposing characters while this character is using Energy Explosion, heal this character of 1 damage after actions resolve.
The bolded would seem to support Rahe's assertion, but I would like some clarification as to whether or not recharge heals the figure after the token is placed, before token is placed but after all targets have been dealt damage, or because of the word "actions" if it is at the end of the turn before/after the player clears.
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The bolded would seem to support Rahe's assertion, but I would like some clarification as to whether or not recharge heals the figure after the token is placed, before token is placed but after all targets have been dealt damage, or because of the word "actions" if it is at the end of the turn before/after the player clears.
"after actions resolve" is the current designer's phrase of choice for saying "after all current actions have resolved"
The bolded would seem to support Rahe's assertion, but I would like some clarification as to whether or not recharge heals the figure after the token is placed, before token is placed but after all targets have been dealt damage, or because of the word "actions" if it is at the end of the turn before/after the player clears.
Both the pushing damage and the healing from Recharge would take place after placing the token, so the player gets to decide which order to do them in. Pushing damage first, THEN apply healing click...and yes, it works.
"after actions resolve" is the current designer's phrase of choice for saying "after all current actions have resolved"
Are you agreeing with razzed1? Do healing from Recharge and any pushing damage happen simultaneously? (Also, if there is an errata to pushing damage coming due to the simultaneously KO discussion does that change the answer?)