You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I'd have to say no because after they have the free attack as a free action, they're continuing their movement and at this point, they cannot ignore the Cruiser which is now locking them down with Plasticity.
Quote : Originally Posted by GCPD CRUISER - PILOT ABILITY: CUFFED TO THE BUMPER:
Prerequisites: Any character with "GCPD" or "Gordon" in its name. GCPD Cruiser can use Plasticity; characters that can automatically break away or ignore characters for movement purposes do not automatically break away or ignore GCPD Cruiser for movement purposes.
I'd have to say no because after they have the free attack as a free action, they're continuing their movement and at this point, they cannot ignore the Cruiser which is now locking them down with Plasticity.
HYPERSONIC SPEED Give this character a power action and move it up to its speed value. It automatically breaks away and can use (running dude) OO. During its move, this character may as a free action make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. If this character loses Hypersonic Speed before it finishes moving, it can’t continue moving and must immediately resolve the action.
OO = May move through squares adjacent to opposing characters but still needs to break away normally.
The only thing the hypersonic character loses is the auto-break away. They still have the ability to move through squares adjacent to opposing characters once they start moving, and their attack happens during their move. They don't end a move, make an attack, then start a move.
HYPERSONIC SPEED Give this character a power action and move it up to its speed value. It automatically breaks away and can use (running dude) OO. During its move, this character may as a free action make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. If this character loses Hypersonic Speed before it finishes moving, it can’t continue moving and must immediately resolve the action.
OO = May move through squares adjacent to opposing characters but still needs to break away normally.
The only thing the hypersonic character loses is the auto-breakaway. They still have the ability to move through squares adjacent to opposing characters once they start moving, and their attack happens during their move. They don't end a move, make and attack, then start a move.
Right. Break away only occurs when two conditions are met:
1) The character is beginning a movement of some kind
2) The character is adjacent to an opposing character
Meeting only one of those criteria (being adjacent to the Crusier) does not require break away. Now, if the HSS character was already adjacent to the Cruiser when you tried to use HSS, that's a different ball of wax.
PILOT ABILITY: CUFFED TO THE BUMPER: Prerequisites: Any character with "GCPD" or "Gordon" in its name. GCPD Cruiser can use Plasticity; characters that can automatically break away or ignore characters for movement purposes do not automatically break away or ignore GCPD Cruiser for movement purposes.
I'm questioning the last bit of text. It clearly says they don't ignore cruisers for movement.
PILOT ABILITY: CUFFED TO THE BUMPER: Prerequisites: Any character with "GCPD" or "Gordon" in its name. GCPD Cruiser can use Plasticity; characters that can automatically break away or ignore characters for movement purposes do not automatically break away or ignore GCPD Cruiser for movement purposes.
I'm questioning the last bit of text. It clearly says they don't ignore cruisers for movement.
Normalview already got his view in
Are you a PbP'r (Play By Poster)? Come and check out www.creationmatrix.com; we've got EVERYTHING.
I'm questioning the last bit of text. It clearly says they don't ignore cruisers for movement.
If you check the PAC for [Running Man]OO you can see that nothing is ignored with this version of improved movement that HSS allows a character to use.
What he is saying is that "ignores" is a specific game term.
"May move through squares adjacent to opposing characters but still needs to break away normally."
The effect does not IGNORE the figure. It may have a similar effect that one would casually call ignoring, but as far as the mechanics of the game are concerned, it would have to say "ignore" in there.
What he is saying is that "ignores" is a specific game term.
"May move through squares adjacent to opposing characters but still needs to break away normally."
The effect does not IGNORE the figure. It may have a similar effect that one would casually call ignoring, but as far as the mechanics of the game are concerned, it would have to say "ignore" in there.
I'm not questioning the ruling! I'm SMH because it is just baffling to me. It is what it is my good man. Now I've got 3 useless cruisers! Lol
I'm not questioning the ruling! I'm SMH because it is just baffling to me. It is what it is my good man. Now I've got 3 useless cruisers! Lol
they're far from useless. tk your opponents hss next to the cruiser or just end the cruisers movement next to the hss fig. the first pilot trait is also very effective against hss figs.:
PILOT ABILITY: CLEAR THE STREETS: Prerequisites: Gotham City keyword or Police team ability. Once per turn, when GCPD Cruiser passes through a square occupied by an opposing character, immediately place that character in a square within 3 squares and line of fire of its current square and deal it 1 penetrating damage, then complete GCPD Cruiser's movement.
if we were talking about facing smff superman than not only would he need to break away as long as you ended next to him but he wouldn't have hss anymore anyway after taking the penetrating and because you don't make an attack roll for that penetrating he can't even prob it. sentroid is more challenging but still very managable with cruisers.
if it worked like you thought than hssers would just stop unadjacent and make a ranged attack so the point would be moot. there are few if any hss figs without any range.
Lol, I'm gonna play them a few times. I got a 2nd with them, won Azreal, I just really dislike how easy to kill they are with the low dv, and that hss punks them out!
No biggie though, just not as good as I thought! They did great against everything except 2 HSS with two scarlet witchs. I mean 3 turns in and 1 was already KO'd.
Lol, I'm gonna play them a few times. I got a 2nd with them, won Azreal, I just really dislike how easy to kill they are with the low dv, and that hss punks them out!
No biggie though, just not as good as I thought! They did great against everything except 2 HSS with two scarlet witchs. I mean 3 turns in and 1 was already KO'd.
You get an 11 click dial for 68 points. That is actually pretty much unheard of.