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I plan on using xmxsL026 Leech who has the following trait:
Quote
POWER NEGATION: Adjacent characters can't use powers.
I realize powers are standard powers and special powers and traits that give standard powers. But what about traits, Rally or Captain/sidekicks?
I'm guessing abilities are fine since they aren't powers so Improved abilities, Flight and Carry all work. But would xmrf058 Angel be able to use his Rally ability to carry Leech?
Or would xmrf053v Emma Frost be able to use A LITTLE HELP FROM CEREBRA if she was adjacent to Leech?
Powers are strictly the colors on the PAC and anything designated as a Special Power. Traits are not Powers, although some might provide access to Powers. Say you have a Rally trait that gives, for instance, "Leadership / / BLAH BLAH BLAH." The character would not be able to use the Leadership while next to Leech, but COULD use the BLAH BLAH BLAH text, assuming it isn't dependent on a Power to work (such as "When this character uses Leadership, BLAH BLAH BLAH").
I plan on using xmxsL026 Leech who has the following trait:
I realize powers are standard powers and special powers and traits that give standard powers. But what about traits, Rally or Captain/sidekicks?
I'm guessing abilities are fine since they aren't powers so Improved abilities, Flight and Carry all work. But would xmrf058 Angel be able to use his Rally ability to carry Leech?
Or would xmrf053v Emma Frost be able to use A LITTLE HELP FROM CEREBRA if she was adjacent to Leech?
1. Yes, nothing in Angel's rally ability is power.
2. Emma can use A Little Help from Cerebra. Technically, she can use her Rally ability, but since it's dependent on her using Mind Control, it's useless. What she could not use is A Body Made of Diamond, since it's a special power.
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Characters have powers that let them activate or trigger effects, and/or contain passive effects. All standard powers are explained on the PAC. Typically, powers that a character can are visible through the slot of the combat dial. Some special powers and abilities will allow characters to use standard powers not visible on their dial.
18.1 Standard Powers
Standard Powers are listed in the Powers and Abilities Card (PAC). Standard powers have a corresponding-colored square printed on the combat dial and are of the same combat type (speed, attack, defense, or damage) as the combat value they surround. Standard powers may be granted by name through other powers or abilities and in that case there would not be a corresponding colored square.
18.2 Special Powers
Special Powers are described on a character’s card. Special powers have a corresponding, black- bordered white square and are of the same combat type (speed, attack, defense, or damage) as the combat value they surround. Special powers may alter the way in which a standard power works. Special powers only alter the standard power by those specified effects, and all other parts of the standard power are unchanged.
18.3 “Combat Type” Powers
Some effects refer to a type of power (speed, attack, defense, or damage). When an effect refers to that type of power, it refers to both the power currently displayed in the applicable slot of the combat dial and any standard powers of that type listed on the PAC.
If an effect refers to a “standard ‘type’ power” (where ‘type’ is speed, attack, defense, or damage) it is referring to the standard powers of that type as listed on the PAC.
18.4 Reveal/Revealing Powers
A power on a dial is “revealed” any time that a power becomes visible through the dial window, even while turning the dial, and regardless of whether it’s healing or taking damage. The same is true for clicks.
If an effect triggers on a reveal, apply that effect even if you have turned the dial past the revealed power (or click). Multiple reveals can occur with one turn of the dial, resulting in multiple triggers. When a power says, “first revealed” it only triggers the first time that it was revealed that game.
18.4a Revealing a Special Power with the STOP Keyphrase
When a special power that includes the STOP keyphrase (commonly referred to as a “STOP click”) is revealed, it prevents the dial from turning further.
18.5 Copying Powers
If a character is able to copy and use a standard power from another character, the copying character uses the standard version of that power regardless of what additional effects the character they copied it from has applying to that standard power. If a character can copy a special power, that includes any additional effects including restrictions.
18.6 Powers “Printed on a Character’s Card”
When an effect refers to a “standard power printed on [Character]’s card” that power must be its own standard power (with "gem") and not a standard power granted by a special power, trait or team ability. This standard power can be one that is printed anywhere on that character's card (i.e. the standard power does not have to be currently showing in the dial window).
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Abilities can be granted through many different effects. Some are granted by symbols a game element has printed on its base. Abilities include any game text on a HeroClix card that isn’t a power (meaning it doesn’t have a corresponding square on the dial, like standard and special powers do).
There are 5 types of abilities:
Inherent Abilities
Trait Abilities
Improved Abilities
Team Abilities
Keyphrase Abilities
If an ability is ambiguous in type, assume it is a trait ability.
19.1 Inherent Abilities
Inherent abilities are not indicated or granted by anything. These are abilities characters can always use and are explained on the PAC. These abilities are always available unless an effect says you “can’t use” either them or the actions or instructions they consist of.
19.2 Trait Abilities/Traits
Trait abilities (also called traits) are indicated by a star symbol on the figure’s base. They typically grant standard powers and other effects that a character always has access to. They are explained on the character card next to a trait star. They are “always on”, but usually only apply to specific situations.
19.2a Point Value Traits
Point Value Traits are a special kind of Trait Ability. Point Value Traits are abilities that can only be used when the game element is added to a starting force at a specific point value. This is indicated by a point value listed underneath the star symbol next to that trait ability.
19.2b Optional Traits
Optional traits are trait abilities that only exist if the player chooses to pay the additional cost as indicated on the HeroClix card underneath the star symbol when adding the character to your starting force. Unlike Point Value Traits, Optional Traits are indicated by a white star within a black background. The point value also has a plus or minus symbol (+/-) in front of it. This additional cost can be paid only once and does not increase or decrease the game element’s point value during the game, but does alter what your opponent scores when KO’ing that game element.
19.3 Improved Abilities
Improved Abilities let a character move or target in ways they normally can’t.
These abilities help a character move or target more easily and are indicated by an “Improved” symbol on the character’s base. The character’s card will let you know if they have improved movement, improved targeting, or both. Improved movement abilities have the symbol. Improved targeting abilities have the symbol. Improved abilities are explained on the PAC.
19.4 Team Abilities
Team Abilities are indicated by a full color symbol on a character’s base. They are often described on the character card. For a listing of all Team Abilities and their effects, go to: Wizkids Rules! • View forum - Heroclix Team Abilities
19.4a Wild Card
A team ability that is a “Wild Card” allows characters to copy team abilities from other friendly characters. Wild Card does not grant the team ability symbol, only use of that team ability. An effect looking for a specific team ability symbol would not find a Wild Card using that symbol’s team ability. Once chosen, the team ability copied by Wild Card can continue to be used by that character even if no other friendly characters are able to use the team ability anymore (such as if they’ve all been KO’d).
The Wild Card effect is as follows:
FREE: Choose a team ability that a friendly character can use (that isn’t Uncopyable). This character can use the chosen team ability until you choose again. Uncopyable.
NOTE: On older figures, powers or abilities that grant “Wild Card” grant the above effect. On newer figures, the effect is written out as above.
19.4b Uncopyable
Some team abilities will have the term "Uncopyable" at the end of their text. If a team ability states that it is “Uncopyable”, then it can’t be copied by the Wild Card team ability.
19.5 Keyphrase Abilities
Keyphrase Abilities, also called “keyphrases,” may be indicated by symbols on the base but they may also be granted by other powers and abilities. They are explained on the PAC. The listing on the PAC notes the combat symbols, if any, that grant that keyphrase. Some keyphrases are listed with “X” in their name, and that keyphrase can be found with different variations of X as a whole number (such as 0, 1, 2 or 3).
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What happens if you use hypersonic close. Do u get to finish?
My logic is that you must use the power in order to be able to make the attack so I would rule that you would move up close and then be unable to attack or make the second move.
Having said that, I'd like to see an official ruling.