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if Invisible Girl-r is hiding in hindering terrain, her defense is 19, does that mean anybody adjacent to her also has 19 defense or only the printed 18 DV on her dial?
can a hovering flier use RCE against another hoverer? only against grounded figures? what if there was an opposing hovering flier adjacent while i wanted to shoot at a grounded figure?
knockback related, if i am knocked back 4 squares and if i had been knocked back 5 i would have been knocked off the map and considered to be hitting a wall which would have added +1 to damage, but the 4 square knockback just landed me in the square of the mapedge, do i still get +1 to damage? instance
xxDxx
xxxxx
xxxxx
xxxxx
xxxxx
---------
D=doombot, x=clear terrain, -=wall
im knocked back 4 exactly like this without going off the edge:
xxxxx
xxxxx
xxxxx
xxxxx
xxDxx
-------
am i damaged an extra +1 or am i just fine?
map question:
the indoor adventure map; manison has this pool...there are two protuding slides/boards, are they hindering and stealthes those with stealth? and the water itself does not stealth anybody but hindering terrain movement works the same right? remind me of this; moving in hindering terrain, you can move your FULL value or still halved? if leaving hindering terrain, i can continue moving even if i left the HT as long as it s halved?
THANKS!
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A flyer could use RCE against an adjacent flyer (or non-flyer)as long as they have LOF (ie. the adjacent flyer is not stealthed). IF they are adjacent to two opponents (one flyer, one non-flyer) they can do a range attack against either or do one range attack targetting both if they have multiple targetting. If they are adjacent to an opponent they can not do a range attack against someone they are not adjacent to.
You're just fine. The knockback has to be enough that the line would have put you through the blocking terrain.
As for the map, the slides and boards are hindering (for movement and hiding stealthed people). The water acts as hindering for movement only (doesn't stealth anyone as it does not effect LOF). Moving in hindering terrain is cut in half. If leaving hindering terrain you're movement is halved but you don't have to stop upon exitting (as long as you don't enter any hindering after exitting which would stop you once again).
I hope I covered everything correctly.
"...my eyes were watering, and my tongue was swollen, and from that moment on, I was more careful about what I lick!" -- Koda (Brother Bear)
ohh, sorry i meant that i was wrong on the first two and did correctly on the last two, you sure were very clear and precise, i wasnt being clear, sorry!
now i m thinking, what about the defenders ability? they share only the PRINTED value, not any defensive bonuses?
now as for wildcards, i got to thinking, what if i had say, a robin and a doombot on my team and my opponent shortboarded me and went first, went after my doombot and has enough damage to remove him from the game, would there be ANY chance i could have the doombot copy the batman team ally? or i d have to have my turn to be able to declare that?
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That's right, the defenders only share printed values. However, keep in mind that anyone being given an upgraded defense (through defend or defenders) gets to keep their defensive powers (this comes in handy with energy shield). I think it was Shin who first pointed out to me the fact that a Sentinel (energy shield) with invisible girl (18 defense with defend) makes a Sentinel with 20 defense against range attacks.
You can switch teams during your opponents turn. So, when he declares he is going after your doombot you can tell him that he is using the Batman team ability to stealth himself.
"...my eyes were watering, and my tongue was swollen, and from that moment on, I was more careful about what I lick!" -- Koda (Brother Bear)
yup one of my favorite combos in 400, 500 pt games, a sentinel ferrying around IG-r to give him 20 D vs range, throw in v-tasky n psylocke near the sentinel, he s one mutie killing machine heh
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