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I am trying to expand my play, and have never used Feat cards. Can someone take the time to explain how to use feat cards? When and how do they become part of your team, how to use them, etc. How do they coincide with battlefield conditions?
Or point me to the thread that answers this.
I appreciate the help.
You decide what feat cards to use when you are building your team. Feats cost points so your total points in characters & feats can't go over the build total. Most feats have a prerequisite (either a power, character type, speed mode, team symbol/team ability or combat stat) to use. For example, only characters with Shape Change can be assigned to use Camouflage when teams are set up. Effects that rely on a prerequisite only work when that prerequsite is active. For example, Black Knight can use a feat that triggers off of flying but as soon as he hits Earthbound on his dial, the feat's effect will not work.
SO do you have to use a power or free action to use a feat card? Does it count against your move total? You can choose to use it or not on each round?
That all depends on which feat card you're using. A card like Haymaker says "Give this character a close combat action..." so you would give the character an action and a token in order to use it. In such a case, it would count toward your allotment of actions just like using Energy Explosion would.
The aforementioned Camouflage is passive, and will block lines of fire without you having to take an action.
Then there are cards like Nanobots, which allow you to take free actions (which don't require you to place a token and don't count toward your allotment for the turn).
You'll have to read each card to know how they all work. I hope this helps.
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An interesting question. My immediate response is that I don't like you very much.
Feats have to be used for every round of the tourney if you assigned a feat to a figure when you reported your team to the Envoy running the tourney. Some effects from a feat are not continuous so they may turn on & off depending on if the figure meets the prerequisite to use the feat. For example, if a character doesn't have Shape Change showing on its dial (either the figure took damage or pushed off of Shape Change), the effect from Camouflage won't work but it will work if that character can get back onto a click with Shape Change (either the figure was healed by Support, Regen, Nanobots, X-Men or Titans).
Think of it as a new power that that figure has. Some provide an ability like Invulnerability which is on all the time (like the feat Trick Shot which happens whenever you use range, or Force Field) They don't require actions to activate. Some provide a power that you actively choose to use (like choosing to use Pounce). These generally cost an action to activate (unless it says otherwise). Some do something when you do something else (like In Contact with Oracle which gives you a bonus if you use an action).
Every feat is different in some way and costs an amount of points to use on your team. Some you tie to a specific character, others enhance the entire team (like Rip it Up). If you treat each feat like it were a power on your handy dandy Power Card, it makes it easier. Some powers don't require actions (like Outwit or Perplex), others do (like Ranged Combat Expert or Charge).
The big thing to remember is that if a character meets the requirements of the feat (which is outlined on the card if they are necessary), then you can pay for the feat to be assigned to them. If it requires a power however, the feat is not used unless the power is showing.
Example:
You have Experienced Hyperion. He costs 191 points to use normally on your team. You also have the feat Tactics, which costs 20 points. Tactics requires the power Leadership and a team ability before it can be assigned to a character. Looking at Hyperion, he does have Leadership (right on the top of his dial even) and he has a team ability (Defenders), so he meets the requirements of the feat.
In order to use both together, you would need to add the 20 points from Tactics to Hyperion's cost, getting 211, which leaves you 189 points to build a team around (assuming that you are building a 400 point force). Now whenever Hyperion rolls his Leadership ability, he gets a second action (in addition to the first from the original Leadership power) which can be used for any Defender on your team.
So if you had 6 other Defenders on your team, you can use 4 actions for your turn from your normal pool, 1 more action from your leadership pool and an additional 1 more action from Tactics for a total of 6 actions in a turn (assuming you rolled and succeeded at Leadership). If Hyperion were to lose Leadership (say pushing him to his second click), he can no longer use the feat since he does not meet the requirements anymore.
*Note, using Tactics on a high point figure like Hyperion is not generally the wisest investment however... Try it on a character like Kingpin with other Sinister Syndicate characters.
Does that answer your questions, or do you have more?
Thanks. So if I am getting this straight, you have to assign an action token to some of the feat cards if they require it as specified by the card. But the card itself adds one move to your allotment? So if you have a 400 point game, and you pick a feat, you have 4 moves and 1 feat use, if it requires a token? It seems like the Hyperion example wouold polace one move token on Hyperion for his move, and one on the card? Do you actually place an action token on the actual card? Does it get KO'd if you use it next turn like pushing, or can you not use it 2 turns in a row? These are the silly questions I have left.
Oh, and people are speaking int erms of tournys, and I am still in the single game aspect, not tournaments with multiple rounds. I am assuming people are talking about a multiple game tourny when speaking of reporting it , etc. I want to learn the basics of how to use these cards.
Thanks. So if I am getting this straight, you have to assign an action token to some of the feat cards if they require it as specified by the card.
Correct.
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But the card itself adds one move to your allotment?
No. All the cards inherently add is point cost (i.e. 15 points for Pounce, 25 for Fortitude, etc). If the card does not say you need to give the character some kind of action, then you don't. Simple as that.
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So if you have a 400 point game, and you pick a feat, you have 4 moves and 1 feat use, if it requires a token?
No. See above.
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It seems like the Hyperion example wouold polace one move token on Hyperion for his move, and one on the card? Do you actually place an action token on the actual card?
No. Cards are not given actions, characters are. If the character you assigned a particular feat to wants to use that feat, and that feats requires an action to use (i.e. Pounce is a Power Action), then give that chracter the appropriate type of action.
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Does it get KO'd if you use it next turn like pushing, or can you not use it 2 turns in a row?
No. See above.
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These are the silly questions I have left.
Have you actually read any of the Danger Room rule book regarding feats? It might not be the most amusing thing you'll ever read, but it very informative.
FYI, Feats get removed from the game when your character assigned to that feat is KO'd or because the feat's effect requires it to be removed from the game (e.g. Lucky Break) & your opponent gets Victory Points equal to the feat's cost. If your character assigned to the feat is alive at the end of the game, you get Victory Points equal to the feat's cost.
So what about feats that have prereqs of "outwit and perplex"? does that mean you need someone on your team with outwit and someone else with perplex and then you can use it?
Does it go away once you lose one but not the other?
Also, does "force field" mean you have, say barrier, and toughness? Or does it just replace barrier with toughness?
So what about feats that have prereqs of "outwit and perplex"? does that mean you need someone on your team with outwit and someone else with perplex and then you can use it?
You are, of course, speaking of Brilliant Tactician. It was a poorly worded feat that was hit with the errata stick almost as soon as it was previewed. From the Marvel E&C:
Replace the text on the card with: “Prerequisites: Outwit and Perplex Choose a character. Outwit does not need to show in the character’s stat slot in order for the character to use this feat. When the character uses Perplex, it may affect every target friendly character within 10 squares of it that shares a team ability with it. The character must have clear line of fire to each target.”
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Does it go away once you lose one but not the other?
As you can see from the errata, the character must have Perplex showing to use BT. No Perplex, no BT. Doesn't matter if Outwit it showing.
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Also, does "force field" mean you have, say barrier, and toughness? Or does it just replace barrier with toughness?
Does it say "replace"?
(Ans: Nope, it doesn't You get both powers: Toughness and whatever the prerequisite is.)
This may sound kinda stupid and I'm sorry but it's still a little confusing. So do you need another character to have outwit or is it outwit later on that person's dial?
And with the team abilities part, what about WC's?
This may sound kinda stupid and I'm sorry but it's still a little confusing. So do you need another character to have outwit or is it outwit later on that person's dial?
The character must meet the prerequistes to use the feat. Not the character and his buddy.
If a character does not have both Perplex and Outwit somewhere on its dial, it may not be assigned Brilliant Tactician.
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And with the team abilities part, what about WC's?
Do they count as sharing a team ability?
See this thread for a whole big discussion about this very topic: