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Had a big game where some things came up that gave me pause:
1. With Replace then Modify, does a character using Charge or Running Shot first halve their movement and then add modifiers? (i.e. 10 move becomes 5 then + 2 from Perplexes given prior to the action)
2. Visual aids! I pulled this from my old Rumble thread to use, so forgive the erroneous numbers and such.
a. On said Map, if #3 (near top-right) were to hit #26 with knockback, would #26 move, or would the blocking corner and #28 create a backstop preventing said movement?
b. If character #26 had HSS (and has the ) could he move through to the same square across from the blocking and #28, or would his movement not be possible in that direction?
Had a big game where some things came up that gave me pause:
1. With Replace then Modify, does a character using Charge or Running Shot first halve their movement and then add modifiers? (i.e. 10 move becomes 5 then + 2 from Perplexes given prior to the action)
Yes.
Quote : Originally Posted by jackstar7
2. Visual aids! I pulled this from my old Rumble thread to use, so forgive the erroneous numbers and such.
a. On said Map, if #3 (near top-right) were to hit #26 with knockback, would #26 move, or would the blocking corner and #28 create a backstop preventing said movement?
That depends on what #28 is. If it is blocking terrain: yes. If it is a character, an object or hindering terrain: No.
Quote : Originally Posted by jackstar7
b. If character #26 had HSS (and has the ) could he move through to the same square across from the blocking and #28, or would his movement not be possible in that direction?
That depends on what #28 is. If it is blocking terrain: No. If it is a character: yes. If it is hindering terrain/an object: Yes, but the character would need to stop.
That depends on what #28 is. If it is blocking terrain: No. If it is a character: yes. If it is hindering terrain/an object: Yes, but the character would need to stop.
So if its blocking, we assume the blocking object/walls are connecting at the corners. If it's Hindering terrain/an object why would you need to stop?
So if its blocking, we assume the blocking object/walls are connecting at the corners. If it's Hindering terrain/an object why would you need to stop?
See the intersection rules on page 13 for the full run down, but briefly when a character moves on a diagonal through an intersection formed by different terrain types, it treats the path of movement as the least restrictive of the two types.
In this case, the two types forming the intersection would be hindering terrain and blocking terrain: the character would then act as if it moved into hindering terrain since that type is the less restrictive to movement.
Entering hindering terrain wouldn't affect the knockback movement as on page 9 of the rulebook in the third paragraph under Knockback it includes the sentence:
Movement along a knock back path ignores the effects of hindering terrain and objects on movement.
Also, as page 10 of the rulebook states:
If the knock back path would cross a square occupied by another character, put the knocked back character in the last unoccupied square adjacent to the square occupied by the other character. Stopping in this way does not deal damage to either character.
Surely this implies that passing diagionally between a character and blocking terrain would be blocked?
Entering hindering terrain wouldn't affect the knockback movement as on page 9 of the rulebook in the third paragraph under Knockback it includes the sentence:
Movement along a knock back path ignores the effects of hindering terrain and objects on movement.
Also, as page 10 of the rulebook states:
If the knock back path would cross a square occupied by another character, put the knocked back character in the last unoccupied square adjacent to the square occupied by the other character. Stopping in this way does not deal damage to either character.
Surely this implies that passing diagionally between a character and blocking terrain would be blocked?
I was on the same page, but apparently, it ain't so, since the corner being passed through is neither continuous blocking, nor otherwise blocked by a character.
It does lead me to ask... what about two characters? As neither of them are terrain, would someone be knocked back between two diagonally adjacent characters?
"We're all in the gutter, but some of us are looking at the stars." -Wilde
That depends on what #28 is. If it is blocking terrain: yes. If it is a character, an object or hindering terrain: No.
That depends on what #28 is. If it is blocking terrain: No. If it is a character: yes. If it is hindering terrain/an object: Yes, but the character would need to stop.
when did replace then modify start working like this? I must have missed that. I thought replace then modify applied to things like fan four feat or JSA team ability w energy shield Deflection(ESD). Or contingency plan and charge or Running sHot.
Me? I've got a different problem. I feel like I live in a world made of cardboard. Always taking constant care not to break something. To break someone. Never allowing myself to lose control, even for a moment, or someone could die. - superman JLU Destoyer
when did replace then modify start working like this? I must have missed that. I thought replace then modify applied to things like fan four feat or JSA team ability w energy shield Deflection(ESD). Or contingency plan and charge or Running sHot.
Halving a combat value (like you do with Charge) is a replacement value.
REPLACEMENT VALUES
Some game effects substitute one combat value for another. These substitute values are called replacement values. When one value becomes or is used instead of the value printed on the dial, it is a replacement value. When a character’s combat value is reduced by half or doubled, those are also replacement values. Replacement values set combat values to specific numbers, or halves; they never involve adding or subtracting.
So take half the speed value for the Charge, then modify for the Carry.
It does lead me to ask... what about two characters? As neither of them are terrain, would someone be knocked back between two diagonally adjacent characters?
Characters are not terrain, as you noted. There is nothing to stop knock back (or movement in general) between two adjacent characters on a diagonal.
Halving a combat value (like you do with Charge) is a replacement value.
REPLACEMENT VALUES
Some game effects substitute one combat value for another. These substitute values are called replacement values. When one value becomes or is used instead of the value printed on the dial, it is a replacement value. When a character’s combat value is reduced by half or doubled, those are also replacement values. Replacement values set combat values to specific numbers, or halves; they never involve adding or subtracting.
So take half the speed value for the Charge, then modify for the Carry.
This, I get, but the original question was:
Quote : Originally Posted by jackstar
1. With Replace then Modify, does a character using Charge or Running Shot first halve their movement and then add modifiers? (i.e. 10 move becomes 5 then + 2 from Perplexes given prior to the action)
Which was confirmed by Quebbster.
I must've missed something. You can't Perplex in the middle of an action, which seems to be what's suggested above.
If you use Perplex twice on a movement value of 10, the value becomes 12. When you declare a Charge/Running Shot, that value is replaced by 6, not 5+2. Am I way off the mark or what?
I must've missed something. You can't Perplex in the middle of an action, which seems to be what's suggested above.
If you use Perplex twice on a movement value of 10, the value becomes 12. When you declare a Charge/Running Shot, that value is replaced by 6, not 5+2. Am I way off the mark or what?
You now alway, ALWAYS replace then modify.
Yes, Perplex must be used prior to the Charge action, but the final modifier isn't calculated until after the combat value is actually used to do something (like Charge).
MODIFIERS
Modifiers increase or decrease a combat value by a specific amount and are cumulative. Modifiers apply to a character for as long as that character meets the modifier’s requirements, and are added up when needed to determine a combat value. Modifiers use the word “modify” or “modifies”. Modifiers never set combat values to specific numbers or halves; they involve adding or subtracting.
when did replace then modify start working like this?
The answer is with the Blackest Night rulebook.
It transistioned from a suggestion on how to play to an actual rule that always takes place in the specific order that normalview has outlined regardless of what order the effects are added in by the player.
So basically perplex first AS AN ACTION...then replace the value....but the modifier still gets applied after the replacement even though the action occured before the replacement.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
That explains it, thanks. I don't like Green Lantern, so I didn't pick up a starter. Who knew skipping out on one series was going to be this much trouble?