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Originally posted by Keleko You're still confused. Here's a way to define it as if it were a part of the PAC. The idea is that ALL figures have this as a "power" that they may use to free a captured character.
Rescue (optional): Give this character a power action. This character may make a ranged or close combat attack to free a character captured by a Sentinel or Sinestro. If successful, the attack deals no damage, but the captive character is released in any square adjacent to the Sentinel or Sinestro with one action token on it. This action token is added regardless of the number of action tokens on
the character when captured. A rescued character may make an action in the same turn in which it was rescued, but must be pushed in order to do so. The player that rescued the captive decides in which square the rescued character “lands.” Rescue cannot be countered or lost.
The idea being --correct me if I'm wrong-- that you could only use a ranged or CC attack at the means by which to free a friend. Thus, Flash could not help out a friend using HSS if he was distant from the Sentinel. On the other hand, if he was adjacent to the Sentinel, he could use a power action to CC-attack (punch) the Sentinel for 0 damage. A Medic or Hulk could do the same thing: a power action. Ranged Combat models -- no real change -- they're just using a power action to "shoot" the Sentinel up to their range. Although I wonder -- could a multi-arrow model use a Power Action to shoot 2 sentinels for the same 0 effect to free 2 compatriots held (separetely)? It sounds like no...
Originally posted by PantherPriest flurry and incapacitate can't be used together, which completely blows.
And the new red clarification in Flurry is completely contradictory to the sentence it follows.
That clarification should be removed. Allowing B/C/F with flurry is much more damaging than Incapacitate & Flurry (who even has Incapacitate and Flurry at the same time?)
Flurry + Incapacitate: Medusa, Judge Hershey, Siamese
You're correct, it doesn't spell out that MOE all have to be adjacent to the enemy, just each other. So Whirlwind and Mr. Hyde can be adjacent to Hulk, with Boomarang one square away, but next to Hyde. They can all attack Hulk for only one action, right?
This is not the greatest quote in the world, this is just a tribute.
B/C/F with Flurry is just fine. B/C/F says "when you give this character a close combat action". Flurry is a close combat action, so you get to use B/C/F with it.
Originally posted by Funky Jett From the new Sentinel rules:
Power actions -
Phasing
Charge
Mind Control
Force Blast
Hypersonic Speed (#2)
Running Shot
Super Strength
Smoke Cloud
Telekinesis
Barrier
Ranged Combat Expert
Support
Regeneration
Close Combat Expert
So the power actions from this list that would work for a rescue attempt are:
Charge
Hypersonic Speed (#2 - Stand and punch)
Running Shot
Super Strength
Telekinesis
Ranged Combat Expert
Close Combat Expert
So it looks like Charge and Running Shot CAN be used. Not sure what you are seeing that I am missing.
According to Brother Mags, you cannot use Running Shot OR Charge to rescue.
Originally posted by Keleko You're still confused. Here's a way to define it as if it were a part of the PAC. The idea is that ALL figures have this as a "power" that they may use to free a captured character.
Rescue (optional): Give this character a power action. This character may make a ranged or close combat attack to free a character captured by a Sentinel or Sinestro. If successful, the attack deals no damage, but the captive character is released in any square adjacent to the Sentinel or Sinestro with one action token on it. This action token is added regardless of the number of action tokens on
the character when captured. A rescued character may make an action in the same turn in which it was rescued, but must be pushed in order to do so. The player that rescued the captive decides in which square the rescued character “lands.” Rescue cannot be countered or lost.
Originally posted by AlaskanXIII Keleko, check out the wording on that MoE ability. This is a crucial difference from the old wording, which stated:
"When two or more members of the MoE are adjacent to an opposing figure, they can all attack using only one of your actions."
Clearly the "they" in the old rule limits the ability to the figures adjacent to an enemy. Now, however, the rule is:
"When two or more friendly Masters of Evil team members are adjacent to the same member of an opponent’s force, all adjacent Masters of Evil team members may attack"
This is a huge loophole - according to basic grammar, "All adjacent MoE members" reads "adjacent to each other", since there's no preposition to indicate otherwise. Unless they change the wording to specify that only the figures adjacent TO THE ENEMY FIG can use the team ability, my interpretation stands.
XHX
WXT
H=Hulk
W=Whirlwind
T=Titania
If we go by your interpretation, Titania and Whirlwind can't use the MoE team ability because they're not adjacent to each other. If we go by mine, they can because the only requirement is that they both be adjacent to Hulk. Your way adds an extra requirement. It follows from inference that the 'adjacent' MoEs are the ones who are adjacent to the target.
Originally posted by Keleko You got it backwards. It takes a Power Action to free a captured character. That means you can't use any other power that requires a separate action (ranged, close or power). Think of freeing a captured character as a "power" that requires a Power Action.
I get it now. I was misreading what it said. I was assuming that it required a super power that was a power action.
Ok, so the big figs aren't quite as uberpowerful as I thought... they are still dang tough though.
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Originally posted by Keleko B/C/F with Flurry is just fine. B/C/F says "when you give this character a close combat action". Flurry is a close combat action, so you get to use B/C/F with it.
Basically, B/C/F is the only other attack-type power that can be flurried. Theoretically speaking, Steal Energy works as well, but the dial has to be arranged with multiple clicks of both flurry and SE.
Shame that they ruined such a fun power combination (flurry incap) after making figures with that specific combo, and advertising them as such (medusa).
Kabuki also has flurry/incap.
This is What I Want(ed, circa GSX/2010): Nextwave ATA: 100 pts. may use all Team Abilities as long as force is only Nextwave keyword.
Exactly what it says. You can't use them in the middle of a Hypersonic move, for example.
So, it means you must declare it before or after you use a Move, CC, RC or power action? Reading it that way makes sense. When I first read it I took it as meaning it couldn't be used during a turn when you were using another action, which would make it no longer a free action!
Keleko, I understand now. Having to make those inferences is what gets us needing all these dang FAQs to clear things up. WK's been at this for a couple of years now, and they are still not spelling things out exactly as they mean. We end up with a 'Word of the Rule' versus 'Spirit of the Rule', like in this MOE case.
This is not the greatest quote in the world, this is just a tribute.