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C3G Legacy Library This is the archive for all the designs released in the original era of C3G. Feel free to post any figure specific questions in their individual books. |
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#205
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Re: The Book of Knockback Optional Rules
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To be honest, I'm not exactly sure which interpretation is in line with the expected way to play with this rule set. |
#206
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Re: The Book of Knockback Optional Rules
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Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#207
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Re: The Book of Knockback Optional Rules
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Is there some other source that's leading people to think that, as a general rule, flying figures are exempt from falling? |
#208
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Re: The Book of Knockback Optional Rules
Obviously, a flying figure using its flying special power is able to move from any height to any lower level and not take falling damage.
But I don't understand why people think they wouldn't be susceptible to falling damage due to a special power or special rule (KB) on an opponent's turn. The Marvel set has rules specifying falling in relation to figures with Superstrength. So if flying figures weren't intended to be able to take falling damage, that should have also been addressed in the rules. Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#209
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Re: The Book of Knockback Optional Rules
I scoured rule books regarding the falling damage and flying before opening this can of worms. I found nothing other than the Flying Special power specifically stating to Ignore elevations. I think this is the source of the belief that Flying units never taking falling damage.
However with Jotun, Shurrak's and now Augamo's special powers specifically stating that flying figures are not affected, it is suggestive if the flying is not specifically addressed, you do what the rules say, not what they don't say (I.E. roll for falling damage). I think the confusion is in Classic Scape it was rare (Impossible?) that you ever moved a figure without controlling that figure. However the Flying power is optional (if you take temporary control of a flying figure you can "walk" them off a cliff) so it makes sense that Iron man for example could use his repulsors on Hawkgirl and have her take falling damage. |
#210
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Re: The Book of Knockback Optional Rules
The rulebooks don't specifically state one way or the other whether Flying figures take falling damage or not. Searching through the site, every time the question has been posed, the consensus is that figure with Flying would not take falling damage. However, it never actually arose with Classic Heroscape, so there is no official ruling that I can find.
Flying states that figures ignore elevations, and thus falling damage. Whether or not this applies when being moved by another power is not clear. Since this was never ruled on for Classic, it will probably need to be ruled on as a part of C3G. ".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
#211
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Re: The Book of Knockback Optional Rules
Well, I think the assumption is that special powers only have effect when they're being used, which is usually only during that figure's turn. Exceptions being special powers that explicitly state they trigger during another figure's turn. But Flying says nothing about being active during another figure's turn. In fact, it explicitly says it applies for "X's movement", which implies that it is during the "move phase" of that figure's turn. Personally, I believe that making the assumption that Flying is active during another figure's turn would set a precedent for other strange effects - for example, you could then argue that Elektra's Phantom Walk is active during another figure's turn, and that she could therefore be moved through other figures when being knocked back.
In terms of Classic Heroscape, I think the fact that certain powers explicitly point out the fact the flying figures will not take damage implies that there is no such general rule in effect, which is why those powers felt the need to call out the exceptions. At least, this is how I've always interpreted it. |
#212
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Re: The Book of Knockback Optional Rules
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Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#213
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Re: The Book of Knockback Optional Rules
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I'm not coming down on one side or the other, I'm just trying to look at this from all angles before I make a snap judgement that may contradict another ruling. ".... the Cambridge ladies do not care, above Cambridge if sometimes in its box of sky lavender and cornerless, the moon rattles like a fragment of angry candy" |
#214
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Re: The Book of Knockback Optional Rules
Okay, I can see where you're coming from. But what about Phantom Walk? It also doesn't say "instead of his normal move", it just says "can move through all figures". So would you think that when a figure with Phantom Walk is knocked back, they can still move through other figures?
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#215
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Re: The Book of Knockback Optional Rules
Also, flying is optional. A flying figure engaged with an opponent's figure will take a leaving engagement attack if it begins to fly, even if it fly's to the other side of the same figure and ends up engaged still. But if it walks around the figure while staying engaged, then it won't take a leaving engagement attack.
So I guess what I'm getting at is why are you allowed to use an optional power when you are being moved by an opponent's action? Hand of fate is moving and the finger points to you ...Iron Maiden - The Wicker Man TUTORIAL FOR RE-BASING FIGURES 3hrs 43mins 32secs = 1242nd of 8808 overall - 1988 Honolulu Marathon |
#216
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Re: The Book of Knockback Optional Rules
I think the difference with Martian Manhunter is that you control those figures, so you want them to fly. Likewise you could choose not to use flying, or other special movement powers.
In the case of Knockback (which explicitely says ignore special powers) and Iron Man's repulsor ray special attack, you are moving (read: controlling the movement of) an opponents figure and don't want them to fly so they fall and take wounds. I guess you could Attack one of your own figures with Iron Man, and still get them to fly, since you are in control of that figure. |
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