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A friendly fig must roll a breakaway before I can TK it somewhere if it is based.
That is correct.
Quote : Originally Posted by Wendigo
Is this still true with powers that let you ignore characters, like: L/C, Phasing and Serpent Society for example?
It depends on the effect in question. Phasing/Teleport won't allow an automatic break away since Phasing/Teleport requires a power action to activate. Leap/Climb is similar in that it only activates when the character is given a move action. But if the character being moved was using Plasticity, that would help since no action is needed to activate Plasticity. The effect occurs when the character needs to break away so it would happen when it was being TKed.
It depends on the effect in question. Phasing/Teleport won't allow an automatic break away since Phasing/Teleport requires a power action to activate. Leap/Climb is similar in that it only activates when the character is given a move action. But if the character being moved was using Plasticity, that would help since no action is needed to activate Plasticity. The effect occurs when the character needs to break away so it would happen when it was being TKed.
That's good to know. My opponent used P&T and carried a character that was adjacent to me and the judge ruled that he didn't have to roll a break away. Cost me the game as far as I'm concerned.
My opponent used P&T and carried a character that was adjacent to me and the judge ruled that he didn't have to roll a break away. Cost me the game as far as I'm concerned.
Actually as long as the character that used P&T wasn't adjacent to an unfriendly character he wouldn't have to roll break away for the carried character. I used to do this all the time with Cave Carson and Blue Beetle, my wife got so mad she made me post to find the answer and one of the oranges verified this. The character that is adjacent to an opposing figure would have to be taking the carry action to require a break away, so you just have your taxi who isnt adjacent pick up someone who is adjacent and get out of dodge.
"What's worse? Being overly paranoid, or knowing you should be?"
--Shane Carruth
That's good to know. My opponent used P&T and carried a character that was adjacent to me and the judge ruled that he didn't have to roll a break away. Cost me the game as far as I'm concerned.
That's good to know. My opponent used P&T and carried a character that was adjacent to me and the judge ruled that he didn't have to roll a break away. Cost me the game as far as I'm concerned.
IF you carry someone and the person being carried is adjacent to an opposing character they do not have to break away.
Now if you TK FIG A then FIG A can not carry anyone.
A can use Phasing (or Leap/Climb, that would work just the same for that example) and the Carry ability
B can use Plasticity and is friendly to A
T can use TK and is friendly to A & B
0 is the bad guy.
If you attempt to move A, you can give him an action to activate its power and automatically evade from 0. Since it can use Carry, you can also remove B from the square it occupies and placve it on a square next to A at the end of A's move. You wouldn't roll for breakaway for B since it is not moved : when using Cary, the carier moves, the carried is placed.
If you use T's TK to move A, he wouldn't be able to use either Phasing nor the Carry ability (because it's not the one making the action this time). Thu you would have to roll for breakaway and B would stay just where it is even if the breakaway roll is a success.
If T use TK to move B, it will have to roll for breakaway too, but it will be able to use Plasticity and thu the breakway roll would be easier.
THat cover it all, I think.
Hope that helps.
You know everyone loves to be the villain. Hugh Grant