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Great piece. Though it takes a double action token to activate the portal. So she would take pushing damage to do it. There is a possibility of getting past the pushing damage to activate it. I just got new piece if I was wanting to run a pseudo Brotherhood team (since the peice I just got has the Brotherhood TA, not keyword) is Cypher from GX. If your opponent has a piece say with Power Cosmic, you could potentially give Cypher, Spiral, and your whole team that TA. So with willpower, no more pushing to create the portals. Crazy.
@zombie, normally yes you can not pick PC or Mystics or team abilities like that. But if you read the trait of Cypher GX012 it states, “choose a team ability that an opposing character can use that isn’t a Wild Card team ability or A TEAM ABILITY A WILD CARD CAN’T USE”
So if an opposing character has the PC or Mystics, etc team ability a WILD CARD CAN’T USE said ability. But Cypher could use that ability
Also, reading the Cypher thread people have used him for Mystics. Regardless both pieces have amazing traits.
How exactly was this piece broken in 2013? I'm not familiar with the older rules, so maybe that's why I don't get it.
Edit: I see how her character card originally read... but I really don't see what was broken about it. It's not like you do your actions without the other player finding out, right? It's not like you don't still have 3 actions per turn (on normal 300p games), right? In fact, the way the trait reads now, it's a pretty useless power because of the fact that your opponent is standing right in front of you and knows exactly what you're doing. You have to deal her 1 damage to place the markers, and until your next turn, your opponent has his entire turn to prepare for your attack from one single character. I would never use this trait if I owned this figure. But the way it was originally, I hold the same. You're using one action two activate this power, and you can't attack anyone on your first turn regardless.
Your opponent can always move their characters before you attack. Nevermind me tho, I'm not a good player anyway so I'm sure "i'm wrong".
Last edited by willprogresivo; 06/06/2018 at 00:52..
@clintw PC is something a Wild Card can’t use. I’m fairly certain the power is saying you can’t pick a team ability that isn’t copyable. So Cypher CANT pick Power Cosmic. People were probably using him for Mystics before it became uncopyable
Originally it wasn’t a free action to move to move between her markers. Once she placed them, you could move between the markets as if the squares the were in were adjacent. So theoretically, you could put one in your starting area and one in your opponents. Then your next turn nuke the opposition from behind if they aren’t prepared.
@willprog: The wording of the Dimensional Portal trait was originally: "Give Spiral a double power action, remove all Gateway markers from the map and place 2 Gateway markers on the map. Place one in an adjacent square and the other may be placed in any square on the map. Friendly characters may treat squares with Gateway markers as adjacent to each other for movement purposes." Adjacency, not placing, and no next-turn requirement.
Thus, on a single turn, Spiral could create Gateways and her friends could Charge/RS through them to demolish the enemy. It was a far-too-efficient piece for setting up alpha strikes, and building to counter it was both difficult and no fun.
Plus, Spiral's dial was worth the points even without the Gateways, what with the PC, PW, length, and crazy charge/flurry/Blades/rerolling thing.
Thus, on a single turn, Spiral could create Gateways and her friends could Charge/RS through them to demolish the enemy. It was a far-too-efficient piece for setting up alpha strikes, and building to counter it was both difficult and no fun.
Plus, Spiral's dial was worth the points even without the Gateways, what with the PC, PW, length, and crazy charge/flurry/Blades/rerolling thing.
Not on your first turn, tho. You just can't attack the other player. I don't know how you guys play, but all my game experiences so far have been the same. First turn we move, Then we attack each other. So as soon as we're close to one another, we're attacking each other. How is this any different? I just don't see how using Spiral in her original wording makes anyone any more likely to win a game.
With Spiral's markers, you could literally have a strong enough tentpole neuter the opposing team in an instant. This was back when you could use HSS and Super Strength together and Ultra Heavy objects were legal. So Spiral could drop her markers, and you send a strong enough figure to swing at your opponent's team to either cripple the offense or eliminate their support. With an Ultra Heavy in play, your more than likely went to cripple the big gun.
Bit of a necropost, but for clarification with her errata, as it reads now:
Quote
...give a friendly character occupying the square of a Gateway marker a free action and place it in the square of the other Gateway marker.
I read this to mean you no longer move through the gateway, but are placed right? So for example, you cannot charge through a gateway, because you cannot interrupt charge (move then attack) with a free action in the middle. (Just like you can't charge around a corner, then do an Outwit once you have LoF, then make the attack).
So the clix could move onto a gateway marker, and then it's a free action to the other gateway, but the movement is ended right? They can't continue moving off the gateway marker (even if they have additional speed value left over) until the next round. Likewise it means you can no longer pour your entire team through in one round. At most you could maybe get a couple through with sidestep.
But, since her power says place a gateway marker in "any" square, there's nothing stopping her from dropping it "under" a clix who can then be placed (in the next turn of course).
Thanks to anyone that takes the time to read this and respond! :D