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ok flashes "vibration" says flash can use hypersonic speed and phasing / teleport.
if i'm reading this right then flash can run through a wall and smack someone.
this is how he should be because that's what flash can do..
but is it how he is?
icicle has double targets,
can he create 2 sets of barriers?
meaning 1 set of four here and another set of four there?
hector hammond's psionic powers
hector hammond can use psychic blast and telekinesis
so can he tk an object so that it ignores damage reducers?
big barda & mr. miracle
lantern 796 says big barda & mr. miracle can use with super strength and telekinesis.
how exactly would that work?
they can carry an object to smack someone and the tk an object at someone else since they are a dual character that is.
can they use there white power and close combat expert?
i think those are all the questions i have thanks,
From the FAQ:
"Q: My character has a Special Power that lets him use two powers – can he use both of them together?
A: Generally speaking, no. Though the character has access to multiple powers, each power may (and often does) require its own action to use. However, if the character can use multiple powers that don’t require actions to use (or a second power can be used via an action granted by the first), they would be able to be used with the single nonfree action the character can be given in a turn."
A perfect example of this would be the white power for Big Barda & Mr Miracle allowing them to use TK and Super Strength. They can pick up an object using Super Strength and on the next turn use TK without having to drop the object, thereby using both powers at the same time. I'm pretty sure that you wouldn't be able to use TK on the object you were carrying though.
You can't deny what the rules say. So if you can't, you can't. I've learned not think too hard about the rules of clix.
But in the cases where it actually says "and" it should say "or" because I do agree with those posters that have said that "and" means characters have multiple powers at the same time, "or" says to me that I have to choose.
But like it's been said before, the rules don't necessarily make sense (I'm adjacent to Batman, whattya mean I can't outwit him. I don't care if he's stealthed, I'm adjacent) but it is the framework in which we play. So I can deal with these eccentricities.
But the question I ask about special powers is "Are they really necessary"?
Oh, there are some cool powers out there. I would love to get the Mr. Miracle/Big Barda duo for the Miracle Construct power. Of the three characters that were cited in the original article back in the issue of Critical Hit that told of the coming changes to clix (Lobo, Deadman, Phantom Stranger) that special powers would actually make it possible for these characters to see clix form. Well, Lobo's powers could be taken or left, Phantom Stranger doesn't have any special powers at all, and Deadman's Possesion from my perspective may be the most useful and one of the more comic accurate special powers to date. But of the other powers that are out there, did these special powers matter greatly. Seems that most of the characters that have them could've been just as good or better without the special powers (Red Skull I'm looking at you).
ok flashes "vibration" says flash can use hypersonic speed and phasing / teleport.
if i'm reading this right then flash can run through a wall and smack someone.
this is how he should be because that's what flash can do..
but is it how he is?
No. In order to activate Phasing/Teleport, Flash has to be given a Power Action. In order to activate Hypersonic Speed, he has to be given a Power Action as well. Since you cannot use one power action to activate two different powers, he cannot use both at the same time - he has to choose one or the other.
Quote : Originally Posted by killardan
icicle has double targets,
can he create 2 sets of barriers?
meaning 1 set of four here and another set of four there?
No. The number of targets have no impact on the number of Barrier tokens that can be placed.
Quote : Originally Posted by killardan
hector hammond's psionic powers
hector hammond can use psychic blast and telekinesis
so can he tk an object so that it ignores damage reducers?
No, again the actions are incompatible - Telekinesis is a Power Action while Psychic Blast is a Ranged Combat Action. Choose one or the other.
Quote : Originally Posted by killardan
big barda & mr. miracle
lantern 796 says big barda & mr. miracle can use with super strength and telekinesis.
how exactly would that work?
they can carry an object to smack someone and the tk an object at someone else since they are a dual character that is.
They cannot TK an object they are carrying - in order to be TKed, the object needs to be in an adjacent square, and a carried object is off the board.
Also, the duo attack only allows for close or ranged combat attacks - the only powers that work with it are Super Strength and Steal Energy.
Quote : Originally Posted by killardan
can they use there white power and close combat expert?
No. Close Combat Expert is a power action, Miracle Construct only allows a close combat attack.
Quote : Originally Posted by winteragent
But in the cases where it actually says "and" it should say "or" because I do agree with those posters that have said that "and" means characters have multiple powers at the same time, "or" says to me that I have to choose.
But the characters have multiple powers at the same time - they just can't use them together, but that doesn't mean one or the other is invalidated.
If they put the word OR instead of the word AND it would make much more sense then putting the word AND. If you said "oh well maybe OR means I can only use either one in the game?" you'd have to be a moron. But when it says "can use this AND this" it doesn't say you have to pick one, and having Flash being able to run around real fast hitting guys then run through hindering would make sense. you'd have to be a dope to say it would make more sense to use and then or.
I'd argue if you'd have to be a moron to not realize phasing and HSS can't be used together anyway
CHARGE (OPTIONAL): Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and then give it one close combat action as a free action. A character with this power ignores knock back and other characters’ Force Blast.
Quote : Originally Posted by LoSH PAC
FLURRY (OPTIONAL): Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent targets. Resolve the first attack before making the second. If this character loses Flurry prior to making the second attack, it can’t make the second attack.
This is why they work together. Give a power action to Charge, then (as a free action) give a close combat action to activate Flurry. If the powers were available in different slots on the dial, I don't think this would even be an issue, y'know? Good luck in convincing your Judge, but if he sticks to his (ill-informed) guns, at least you know for next time.
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