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.
Lets see if I have this correct with the simpilified rules.
First lets set up the area.
I have Kellan Colt(1) fighting Kellan Colt(2).
Number 1 is within the yellow on her ruler from number 2.
Kellan One is wearing her dragon Amulet for the extra magic dice.
Number 1 attacks number 2 using her yellow d6 and 2 red d4
Number 1 rolls a 5 on the yellow dice and ace on both red dice.
Kellam 2 has her vest on, so I remove the yellow dice from the damg pool.
Now to caculate damg:
+1 damg per dice: 2 red dice=2 damg points
+ they are magic so +1 for Kellam's damg bonus=1 more damg point
+1 per ace scored=+2 to damg points
+1 per Magic ace scored=another +2 damg points
For a grand total of 7 damg points in one attack.
Does that seem right to everyone else?
and as for the chances of double aces rolling---my red D4's rolled them 4 times out of 10. granted that only 10 rolls, but for us hard core RPG'ers those are deffently great odds.
I think so. Sounds about right for me, but does bad mojo affect ace rolls too...? I'm not sure, I dont have any fig or rules yet so I cant really say.
Actually if i can hunt some down I may try to find some other dice besides the packaged ones, and use eitehr 1 or 6 for the ace(according to what number they replace in the actual dice). None of my wizkids dice has ever been too terribly great.
The aces deal damage as usual, not 1 extra damage. Only the magic dice cause extra damage. Still, 5 damage is pretty impressive for a two-die attack. Hitting without any bonuses to your attack value is the trick, though.
well it is only 4 damage, you only get the bonus +1 if you have any red dice still in the attack (since they were both aces they were removed from the attack). Still 4 damage whether or not you beat their defense is a pretty nice ability
wait a minute, isn't this just 2 damage? sorry to rules lawyer, but magic aces are hurting my head at the moment.
1. roll dice
2. take out aces, so you drop the 2 reds, for +2 damage
3. compare attack/defense, you get a hit
4. check for shields, lose the yellow die. at this point, no dice are left from the roll to hit
5. calculate damage. the damage bonus rule says it only adds in if any dice remain to hit. no dice are left, so the only damage is from the 2 aces.
so basically, magic aces are basically good for bypassing armor?
You almost have it correct. Any Ace that is rolled causes 1 hit + their Ace special ability. The Magic Ace special ability is to cause 1 additional damage, hence each red ace rolled will cause 2 damage for a total of 4 damage by rolling 2 red aces.