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cwmathomas
02/11/2003, 14:54
I,ve played mostly marvel tournaments, so some of DC's powers are a bit different for me. Could anyone better explain how hypersonic speed works. I don't get being able to hit an opponent twenty times and being able to move away also?

Tsannik
02/11/2003, 15:00
Hypersonic Speed works two ways:

1) Give this figure a Move Action. This figure may move through squares adjacent to opposing figures (never needing to breakaway). At any point during the movement, this figure may make one Close or Ranged Combat attack. This figure may then continue to use the rest of his movement after making the attack.

*** OR ***

2) Give this figure a Close Combat Action. Do not move this figure. Reduce this figure's damage to 1. If the attack is successful, do not click the target’s base. Instead, the attacker may continue to attack. Each additional attack after the first one adds 1 to the defense value showing on the target’s base; for each attack, compare the total attack value to the increased defense value. Keep track of the number of points of damage inflicted. As long as the character with Hypersonic Speed continues to make successful attacks, he can continue to attack. The attack ends when the attacking player declares an end to the attacks, an attack misses, or the defender is knocked back. When the attack ends, click the target’s base a number of clicks equal to the number of points of damage he received during the attack.

This help?

snatreaper
02/11/2003, 15:01
That's because there's a choice involved. You can either hit someone 20 times, or hit them once and keep moving. You can't do both. Hope this helps.

shin-goji
02/11/2003, 15:01
never mind, :) T-Man got to it first.

DeepPsykedelic
02/11/2003, 15:20
You have two options w/hypersonic speed.

1) Say you have an Vet Flash with Hypersonic Speed of 11. Say your opponent has a Mad Hatter 5 squares away from your Flash. Flash coud run up, attack Mad Hatter, and run away (Six Squares) all for his normal damage of one. However that entire sequence of events must not be greater than 11 (Flash's Movement).

2) Now option number two (need to be in base to base contact however, it is not necessary (i.e., you could still do option number 1 since characters with Hypersonic Speed don't need to roll for breakaway (unless it's outwitter)))...Say you have an OWAW Superman in base 2 base contact with a veteran Mad Hatter. You declare a hypersonic attack by Superman on the poor Mad Hatter. OWAW Sup's attack is 11, Mad Hatter's defense is 14.

OWAW Sup's damage is reduced to 1. You roll, needing a 3 or better. Every time you get a successful attack, you roll again to inflict 1 more damage but every time you do, the Hatter's defense increases by one (unless you get a crit hit or knowckback).

So say your first roll you got a 5 Hatter is damaged 1 his defense is now 15.
Roll 7 Hatter's hit for another 1, his defense is now 16.
Roll 9 Hatter's hit for another 1, his defense is now 17.
Roll 6 (not doubles) Hatter's hit for another 1, his defense is now 18.
Roll 10 (doubles) Hatter hit for another 1.
Since you rolled doubles you tally up the total damage which is 5, plus he would get knockbacked for 5, except he's no longer concious.

Hopefully that helped...

I'm sure someone already responded to you...

Anyways...

DP