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#6-004 Veteran Hawkgirl
Real Name: Kendra Munoz-Saunders
Team: No Affiliation
Range: 4
Points: 45
Keywords: Warrior, Wonders of the World
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Always In Motion: Hawkgirl can use Sidestep. When she does and has no action tokens, her speed value becomes 3 instead of 2. Can't Be Caught: Hawkgirl can use Combat Reflexes and Super Senses. When she is attacked, she may choose that the attack generates knock back, but she ignores knock back damage from it.
Since she has this only on her two last clicks, I am encouraged to ask - is at attack that misses her still eligible to generate knock back? Her power says nothing about being hit.
If not, it seems to me an unlikely power to use - she'd have to be on exactly click 3 and taking exactly 1 damage to enjoy the knockback without being KO'd.
IF so - would the knockback be equal to the damage she would have been taking?
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KNOCK BACK
When a player rolls doubles on a successful attack roll, the target is knocked back after any damage taken from the attack is applied. Knock back represents a character being thrown backward by the force of an attack. Certain game effects might knock back a character or allow a character to ignore knock back (examples– Powers: Charge; Abilities: Great Size; Other effects: Multi-base characters). Game effects that allow a character to be knocked back or prevent knock back are checked before damage is dealt.
A knocked back character is moved back
one square for each 1 damage taken. Move the character in a straight line away from the attacking character—called the knock back path—even if that path is on a diagonal. If multiple characters take damage from a game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker.
If the knock back path is not along a direct line, then the knock back path follows the diagonal line starting with the square that is on the opposite side of the target from the attacker, in both the vertical as well as horizontal direction.
Movement along a knock back path ignores the effects of hindering terrain and objects on movement.
Game effects that activate as a result of a character moving are not activated by a character moving due to knock back.
That's from the core rule book.
Seems like a "no" but it could be that they intended it as to generate knock back and if she rolls super senses she still gets the knock back effect. Would suggest asking on WES.
One unlikely consideration (HA) is the Crusade team ability, which allows knockback on unsuccessful doubles (barring critical misses, if I recall rightly). Anyone got the text of that TA handy for comparison purposes?
One unlikely consideration (HA) is the Crusade team ability, which allows knockback on unsuccessful doubles (barring critical misses, if I recall rightly). Anyone got the text of that TA handy for comparison purposes?
CRUSADE: All attack rolls made by characters using the Crusade team ability that result in doubles (except two 1s) cause knockback equal to the attacking character’s damage value.
Can someone else ask on WES? I'm not registered there and don't want to be.
Discover OpenHC - a fan-built Heroclix platform to play with your friends online. Crow's OpenHC Download
A remarkably pointless rider on an otherwise simple special power. One that's all the more hilarious for that originally having been part of Combat Reflexes power.
With that wording it's a pretty pointless power. Knockback is calculated by the damage taken in the attack, if she doesn't take any damage then she won't be knockbacked. If the intent was that misses generated knockback then the wording will need to be changed to reflect that.
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[SIGPIC][/SIGPIC]
My only other thought is that perhaps the intent was if she were to land on that power after taking a hit, you could then choose to knock her back. Of course it would still need to be reworded as it doesn't presently read to function that way.
There's also the minor sticky situation of: the power includes combat reflexes, which states, "This character ignores knock back." As the passive effects of powers are not optional for the most part, wouldn't she be unable to use this power to knock herself back without some clause that this power's knockback "cannot be ignored?"
The power doesn't say how to calculate knockback differently, so you'll have to go with "A knocked back character is moved back one square for each 1 damage taken" So the knockback generated would be 0 because there was no damage taken.
It's unuseable on click 4 unless the knockback would have her KOd next to a figure that has an effect that triggers on an adjacent figure's KO...?
It's unuseable on click 4 unless the knockback would have her KOd next to a figure that has an effect that triggers on an adjacent figure's KO...?
But wouldn't the damage from the attack KO the figure before they could be knocked back?
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
So, another fast forces figure with a functionally useless bit of language on their card...
Oh, only on the last click.
And there's always the possibility that some figure will be able to copy/use the defense power of a friendly adjacent figure, in which case, she can shine for one action per game (or 2 if you're really lucky). LOL!
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????