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
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