View Full Version : Free Move, Breakaway, and Running Shot
Let's say that I have a character with charge or running shot and that character is an avenger or brotherhood member i.e. Sabertooth, She Hulk, Iron Man or Thor.
Can I make a breakaway roll using the Avanger/Brotherhood ability if it fails, but charge if it succeeds?
*!Arkangel!*
03/21/2003, 12:35
No...I don't think so....You would have to announce what action you are taking before you make a breakaway roll (ie: charge or move character for free)...And even though the character with Avengers or Brotherhood moves for free, it still receives an action token for moving, that token does not count towards your total actions for the turn, though...So if you fail the breakaway roll, your character wiil recieve an action token and have to stay put...:)
o These team members may move without using an allotted action for the turn. Mark any figure that uses this team ability with a token. A single team member may make this move even if that figure is the only team member in the force. Team members may use Flight, Leap/Climb, Phasing or Hypersonic Speed when moving. This team ability cannot be used with Charge, Running Shot, Barrier, Regeneration, Force Blast, or Smoke Cloud. Objects and figures may be carried during this move (pending adjacency requirements are met).
o This team ability may be used when attempting breakaway for normal movement. The figure attempting to breakaway must first declare whether or not this attempt will use this team ability. If this team ability is declared whether the breakaway is successful or not, this figure will be assigned an action token. This action token does not come from the pool of allotted actions for the turn.
Do these help?
iam_emperor
03/21/2003, 13:20
Depends on who you play with. Strict rules enforcement would say that all powers are on unless you explicitly turn them off. So in that case you would never be using your free move - you would always be charging at half range and you then have the option to attack. Since people dont play that way, I would tell you to announce your action BEFORE you roll any dice for breakaway. If its a charge, it takes a regular action from your team. If its free movement then it get a free action from the team ability.
lancelot
03/21/2003, 13:30
but you can declare you want to use charge when you are already adjacent by doing a breakaway roll then charging the same opponent you were b2b with?
When you are adjacent to an opposing figure....and have Charge.
You can declare to:
breakaway to Charge.
When you do this, you are able to Charge any figure within half the Range value (rounded up) including the original figure you were base-to-base with.
Does this make sense?
lancelot
03/21/2003, 13:46
yup just wanted to mention a legal scenario...another one...
a bit off the point, but while you re in this forum...
mind controlled outwit...
if i MC someone with Outwit, is that power up to me to use for that duration? Now, if I outwit my opponent's superpower with a MC character, then that MC character is his again at the end of the action, does the outwitter power stay outwitted until the beginning of my next turn?
because it says all powers return to the owner, so meaning outwit would return and my outwitted superpower would no longer be outwitted?
If you MC an opposing figure with Outwit...THAT Outwit can be used anytime before or after only his action.
then that MC character is his again at the end of the action, does the outwitter power stay outwitted until the beginning of my next turn?
This is correct. The Outwit you did would stay until the beginning of your next turn.
He would be able to Outwit on his turn, as normal.
This is probably the only time that Outwit can Outwit 2 things at once, per se.
This makse sense?
lancelot
03/21/2003, 13:58
yup, it does make sense. thanks!
I thought the person you mind controlled to outwit someones power has the option of turning outwit off thus the character who was outwitted power would return. I thought I read that somewhere on this forum.
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