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ScotMartin

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  1. I've been reading over the "lack of senses" seciton on page 349 and I have some questions: 1. If you know there's an invisible opponent around, can a player just declare they are firing a ranged attack at them at 0 OCV or does the player need to "guess" which hex the opponent is in first and then make an attack at 0 OCV? Guessing a hex seems more intuitive, but there's no mention of that in the rulebook that I could find. 2. When a player makes a perception role to find an opponent in the midst of say, a 5 on 5 combat, should any of the special modifiers on page 353 be applied? (is combat considered a "noisy area"?) Or should range modifiers be the only ones used? 3. When a player succeeds on using a half-phase to find an opponent using a non-targeting sense, the FAQ seems to state that the reduced modifiers only last until the opponent's next phase. Is this correct even if the opponent doesn't move? Thanks for the help, -Scot
  2. I've read over the section of the book on holding and aborting actions, but I'm still unsure how the below situation should play out... Captain Superboots has 10" of flight. He announces that he's going to use his phase to fly the full 10" out of a building. Unfortunately, for him, Professor Ambush is waiting outside. It takes the Captain 5" of his flight to exit the building at which point Professor Ambush uses a held action to shoot the Captain. Since the Captain had only used half of his flight movement, he now wants to raise a Forcewall to protect himself. 1. Can Captain Superboots legally raise a Forcewall here? (pretend for the moment that he suspected the ambush so that surprise is not an issue). 2. If the Captain can raise a Forcewall, what are the mechanics being used? Is he aborting the rest of his current phase or his next phase? Is he just changing his mind about the remainder of his current phase? Is a Dex roll needed at all to act first? 3. Does your answer to 1 or 2 change if the Captain wishes to shoot Prof. Ambush with an energy blast instead? 4. If it takes Captain 6" of flight to leave the building, I believe can do nothing more as he has now used more than half his movement in a full phase action, correct? Thanks, -Scot
  3. Re: Base with Disguise, but not Concealment Okay, that makes sense to me. Thanks for the input! -Scot
  4. According to the rules on bases, a base is easy to locate and easy to recognize by default. Concealment keeps it from being easy to locate and Disguise keeps it from being easy to recognize. I can picture a base with Concealment, but without Disguise (a giant military structure hidden in the dense jungle for example), but I'm having trouble understanding how a base would be easy to locate, but hard to recognize. The best example I can think of is maybe someone trying to look for the base could pin it down to an x-mile area, but then couldn't recognize it within that area unless they beat the Disguise skill. Is that about right? Thanks for the help, -Scot
  5. A car is moving with a velocity of 30". A hero creates a 10 PD Force Wall in front of the car. The resulting movethrough knocks down the Force Wall. What is the new velocity of the car?
  6. A followup on my question about the Force Wall vs the Move Through: A villain stands 4" away from a hero and drop a Force Wall halfway between them. The hero has 20" of running and declares he's doing a move through on the villain. He rolls his attack and hits the villain. Now how is the velocity damage calculated? If I'm remembering the velocity rules correctly (don't have my book in front of me), the hero will have 10" of velocity built up after moving 2" (at which point he would hit the force wall). Moving all the way to the villain, however, would allow him to build up to his full 20" of velocity. So, when he calculates damage, does he use 10" or 20" of velocity? Thanks, -Scot
  7. The 5eR rules indicate that once a character has performed a move through against a target, he cannot use any extra movement to perform another move through against another target (for example, plowing through multiple villains). I was curious if a Force Wall should be considered a "target" as well. Specifically a villain stands 4" away from a hero and then drops a Force Wall halfway between them. The hero has 20" of running. Can the hero peform a move through on the villain (which would require first doing a move through on the Force Wall)? Thanks, -Scot
  8. A character has been enclosed in a Force Wall and they want to do a move through to bust out (and possibly keep on moving through the villain who enclosed him in the same phase). How much velocity can they get up to bust down the Force Wall on a run? Is the answer different for a leap? Thanks, -Scot
  9. Re: Brick in a Forcewall Thanks everyone. I'm back to playing this game after a long absence and something similar to this came up in our first session. I know Mr. Brick's friends can help, but I figured there was something he could be doing on his own that was smarter than just punching the Force Wall each turn. Thanks for the suggestions. There does seem to be a little disagreement on what, if any, velocity Mr. Brick has when he does either a running or leaping move through on the force wall, so I'll post that question on the rules forum and see what the "official" answer is. Thanks again for the help! -Scot
  10. Re: Brick in a Forcewall I had considered the Move Through, but dismissed it because I figured Mr. Brick didn't have room to get any momentum going. I guess that was flawed thinking. He can do it, but just won't get any extra damage from velocity, correct?
  11. The hero Mr. Force has the Forcewall power with enough inches to enclose targets. He also has a SPD 5 and Dex 24. The villain Mr. Brick is a standard brick. No ranged attacks. 60 STR. He has a SPD of 5 and Dex 23. These two fight and Mr. Force uses every action to enclose Mr. Brick in a 12 PD Forcewall. Mr. Brick is thus forced to spend every action smashing down the Forcewall (his casual strength is probably not going to knock down the wall). Ignoring END, and the possibility of missing on the Forcewall attack (which rarely happens attacking a hex), will this fight go on forever? Does Mr. Brick have some sort of combat option to deal with this? An abort to dive for cover would just leave Mr. Brick prone on the ground rather than enclosed in a Forcewall and Mr. Force would just get another chance to envelop him on his next phase. It seems that this is an awfully easy way to contain Mr. Brick. Thanks for whatever info you can give, -Scot
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