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thunderstorm
03/06/2003, 17:17
I realize as I read through these rules questions that what might help is a sequence for resolving actions in HC. I would love some feedback on this topic as I Am only presenting the action sequence, as I understand it. The sequence is followed by the PAC list and which step each Power and Team Ability falls in the sequence.

Here goes:
==========
ALL - Some actions / Powers require the figure's entire action

ANY - Some actions / Powers may be initiated at ANY time during the sequence

1 – Beginning of Turn

2 - Declare an action

3 - Declare what PAC the attacker's team will use

4 – Declare defensive PAC

5 - Roll Dice

6 - Add all friendly modifiers

7 - Subtract all friendly modifiers

8 - Declare all enemy PAC

9 - Click the affected figure(s)


PAC
Barrier - ALL
Outwit - ANY
Regeneration - ALL
Battle Fury - ANY
Plasticity - ANY
Super Strength - ANY
Leadership - 1
Poison - 1
Blades/Claws/Fangs - 3
Charge - 3
Close Combat Expert - 3*
Energy Explosion - 3
Enhancement - 3
Hypersonic Speed - 3
Leap/Climb - 3
Perplex - 3
Phasing - 3
Psychic Blast - 3
Pulse Wave - 3
Ranged Combat Expert - 3*
Running Shot - 3
Smoke Cloud - 3
Support - 3
Telekinesis - 3
Flurry - 3, 5
Force Blast - 3, 7
Mind Control - 3, 7
Incapacitate - 3, 7
Willpower - 3, 8
Defend - 4
Energy Shield / Deflection - 4
Shape Change - 4
Stealth - 4
Probability Control - 5 (either Players Turn)
Impervious - 8
Invulnerability - 8
Super Senses - 8
Toughness - 8
Mastermind - 8, 9
Steal Energy - 9

* = May not be combined with other Powers

TEAM
Avengers, Brotherhood, JLA - ANY
X-Men, Titans – ALL (for the clix giver) / NONE (for clix receiver)
Masters of Evil, Injustice League - 2
Defenders, JSA - 4
Fantastic Four - 9
Hydra, PD – 3
Minions of Doom, Spider-Man, Legion of Super Heroes - ANY
SHIELD - 3
Sinister Syndicate, Batman Enemy - 3
Skrulls - 4
Batman Ally - ANY
Green Lantern Corps. - ANY
Mystics - ANY
Superman Ally - ANY
Superman Enemy - 3

NateTG
03/06/2003, 18:05
Here are various timing classes in Heroclix:
1. Outwit/Perplex
Can only be used between actions on your turn.
2. Actions
Move, CC Attack, Ranged Attack, Pass
3. Probability Control
Only immediately after a dice roll (during leadership, poison, or actions)
4. Leadership/Poison
At the beginning of the turn.
5. Wildcard Abilities/Turn off Power
Any time
6. SHIELD Boost/Hydra Ability
During a ranged attack before rolling dice
7. Mind Control Actions
During an action, after rolling dice
8. Passive Abilities
constanty in effect (like stealth)

Some powers and abilities will fit into more than one category.
For example, Charge is an action when used to move and attack, but has the passive effect that it negates knockback.

thjimmy
03/06/2003, 18:11
I looked over all that you put together and it looks correct. Thanks to Nate TG for some clarifying remarks.

Additionally -
Regeneration is only used in step 2 on your list. It cannot be declared mid-action. It counts as the character's entire turn (unless they are using non-action abilities like Enhancement or Outwit).

Hope that helps.