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So I'm trying to understand how Hypersonic Speed works. I've searched Google and forums and most of the information I find either explaining the old HSS, or how the new HSS works in specific scenarios.
The rule: "Give this character a power action and move it up to its speed value. It adds 2 to its d6 roll when breaking away and can use *running guy picture* *two bases together picture*. 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."
The explanation for those two images on the new (I call it new because I just found out about the updated rules the other day) PAC indicate that the running guy is "improved movement" but I'm not sure what that means. The two bases together say, "May move through squares adjacent to opposing characters, but still needs to break away normally."
Questions being:
1) Does HSS ignore any types of terrain? I keep reading conflicting info.
2) With HSS can I run past enemy character without having to stop? I understand that if I am stopped I have to break away.
3) When making a close combat attack using HSS, I realize I can't continue the movement, but can I with a ranged attack?
Any help with those three questions and HSS in general would be greatly appreciated. I'm fairly new and trying to wrap my head around everything.
3) When making a close combat attack using HSS, I realize I can't continue the movement, but can I with a ranged attack?
Why do you think you would not be able to continue your movement on a close combat attack? There is nothing stopping you from doing so and in fact the attack MUST happen on your movement for a HSS attack.
HYPERSONIC SPEED
Give this character a power action and move it up to its speed value. It adds 2 to its d6 roll when breaking away and can use 00>. 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.
1) no
2) you don't normally have to roll break away during your pause for attack. You only have to roll breakaway if the character that you stop next to has plasticity or a special that requires it or to begin HSS if adjacent.
3) if you have movement left than you may complete it after a close attack unless you need to breakaway and fail.
2) you don't normally have to roll break away during your pause for attack. You only have to roll breakaway if the character that you stop next to has plasticity or a special that requires it or to begin HSS if adjacent.
3) if you have movement left than you may complete it after a close attack unless you need to breakaway and fail.
If you have HSS and run adjacent to a character with Plasticity your movement ends immediately and you will not be able to make an attack because your move ends immediately and a HSS attack must happen on movement. As far as I know you cannot roll breakaway mid action either so if you run adjacent to a character that has Plasticity then your action ends immediately.
If you have HSS and run adjacent to a character with Plasticity your movement ends immediately and you will not be able to make an attack because your move ends immediately and a HSS attack must happen on movement. As far as I know you cannot roll breakaway mid action either so if you run adjacent to a character that has Plasticity then your action ends immediately.
Thanks I think your right I forgot about the change.
HYPERSONIC SPEED
Give this character a power action and move it up to its speed value. It adds 2 to its d6 roll when breaking away and can use 00>. 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.
1) no
2) you don't normally have to roll break away during your pause for attack. You only have to roll breakaway if the character that you stop next to has plasticity or a special that requires it or to begin HSS if adjacent.
3) if you have movement left than you may complete it after a close attack unless you need to breakaway and fail.
Just to add for point 2 if the HSS character has Improved Movement ignore characters then the need for breakaway is nullified even if the opponent has Plasticity.
They say the best weapon is one you never have to fire. I respectfully disagree. I prefer the weapon you only have to fire once. That's how Dad did it, that's how America does it, and it's worked out pretty well so far." Robert Downey/Tony Stark
Just to add for point 2 if the HSS character has Improved Movement ignore characters then the need for breakaway is nullified even if the opponent has Plasticity.
Except that if you did not have the Ignore Characters that you would never breakaway mid action either. You either make the attack and finish your movement or they have Plasticity and your action ends immediately.
The ignore characters on a HSS attack only lets you either not have to breakaway when you start your movement adjacent or not have to stop when you become adjacent to a character with Plasticity or other similar effects.
Except that if you did not have the Ignore Characters that you would never breakaway mid action either. You either make the attack and finish your movement or they have Plasticity and your action ends immediately.
The ignore characters on a HSS attack only lets you either not have to breakaway when you start your movement adjacent or not have to stop when you become adjacent to a character with Plasticity or other similar effects.