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Activation/Turn clarification for Weather Wizard special attack

Mech-Menace

New member
Hi,

I'm brand new here! I'm playing C3G SuperScape with friends and there's a disagreement regarding how Weather Wizard's Lightning Re-Strike special attack works.
Here is the link to the card: https://www.heroscapers.com/threads/weather-wizard-mark-mardon.62139/
And the attack text:

LIGHTNING RE-STRIKE SPECIAL ATTACK
Range 5. Attack 4. Electric.
Weather Wizard may attack the same figure up to 2 times with this special attack action. For the second attack, he has +1 Attack for each space the defender moved this activation. The defender does not have to be within range or clear sight of Weather Wizard for the second attack.

My friends' interpretation:
My friends have previously assumed that the "+1 Attack for each space the defender moved this activation" referred to the defenders movement during the defender's own turn.

Example:

Order marker 1:
Player 1:
- Flash is activated, moves 10 spaces to Weather Wizard, normal attacks him, doesn't kill Weather Wizard.

Player 2:
- Weather Wizard is activated, doesn't move, uses Lightning Re-Strike special attack on Flash, 1st attack with 2 Attack dice is blocked, 2nd attack is now 2 + 10 dice because of Flash's prior movement this turn (their interpretation), Flash has no chance and is killed.

My interpretation:
Each player has their own turn, and an activation starts and ends inside a single turn. Therefore, Weather Wizard only gets +1 dice for any movement which occurs during Weather Wizard's turn. Such as special maneuvers etc.

Example 1 (no special movements):

Order marker 1:
Player 1:
- Flash is activated, moves 10 spaces to Weather Wizard, normal attacks him, doesn't kill Weather Wizard.

Player 2:
- Weather Wizard is activated, doesn't move, uses Lightning Re-Strike special attack on Flash, 1st attack with 2 Attack dice is blocked, flash doesn't use dodge to maneuver after the attack, 2nd attack is 2 + 0 movement = 2 dice, Flash lives to keep scrapping.

Example 2 (with special movements):

Order marker 1:
Player 1:
- Flash is activated, moves 10 spaces to Weather Wizard, normal attacks him, doesn't kill Weather Wizard.

Player 2:
- Weather Wizard is activated, doesn't move, uses Lightning Re-Strike special attack on Flash, 1st attack with 2 Attack dice is blocked, flash uses dodge to maneuver 4 spaces away after the attack, 2nd attack is 2 + 4 movement = 6 dice, Flash gets a wallop.


Can someone clarify for us, please? :)
 
Yep, your interpretation is correct. “This activation” refers to Weather Wizard’s own activation (activations were called turns in C3G 1.0). What happened on previous turns doesn’t matter.

Love seeing the Rogues get played!
 
Weirdly enough, I haven't seen Battletech before! It was a name I came up with ages ago for a City of Heroes MMO character 😅 He was a super-villain robot with a human brain in a jar on his head!
 
Just to verify, you're 100% correct. :) You should show your friends the definition of "activation" in the rulebook. :p
 
Ha! Thanks. They came from C3G 1.0, and have been playing Weather Wizard this way for ages. So, I'm a bit worried as the upstart newbie they'll stop inviting me! :ROFLMAO:
 
Last edited:
Well, that was definitely wrong in 1.0 as well! :p The hope was 2.0's clearer terminology would help avoid such confusions (though honestly I think this might be them playing the way they *want* it to work, rather than the way it's balanced).

Thematically it's not meant to punish people who run really fast on their own turn, but rather to charge up against dodgy types that are trying to escape during your attack on them.
 
For future reference you can ask questions like this in the threads for the design. It would be more helpful to any one in the future that may stumble in and have the same question. We like to keep conversations that are about a specific design in one place so it's easier for us to remember where that question was answered :D We are getting older and our memories aren't the best.
 
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