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TELEPATHIC COORDINATION: Once during your turn (but not during another action), as a free action Saturn Girl modifies by +2 the attack value or defense value of any other target friendly character for the duration of an action. Saturn Girl must be within 10 squares of and have a clear line of fire to the target.
Notice the "any other target friendly character" part. Does this mean that Saturn Girl can't use her special ability on herself? I'm trying to find a precedent for this wording, but I've got nothing. Your thoughts?
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Well, given that this is supposed to be coordination via telepathy I don't see how she could apply the power to herself. I'm no RA, but the way that the text reads, Saturn Girl can use her power only on teammates to which she has LOS and are within the 10 square range.
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Yep, you're both right. NbPerp already said so in some post somewhere on WK..... I'm not going to look for it now, but I know I saw it
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
Can someone explain to me why you would want to add +2 for a friendly Character's defense? Does it last till your next turn (unlike regular perplex)?
IIRC, it does not last past your own turn. That means that adding +2 to a friendly figure's Defense only applies in some corner cases (adjacent to an EE target, some instances of Pulse Wave). However, it's still (marginally) better than not having that option.
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IIRC, it does not last past your own turn. That means that adding +2 to a friendly figure's Defense only applies in some corner cases (adjacent to an EE target, some instances of Pulse Wave). However, it's still (marginally) better than not having that option.
I'd imagine it would only be beneficial in the EE scenario, since Pulse Wave will always ignore all powers, team abilities and feats, and this qualifies as a power. Unless they opt for inconsistency, I only see the defense modification being a very specific use, and Tele Coord being entirely offensive in its use.
Where did you see it? Because, as it is right now, the SP doesn't specify that the effect stops at the end of your turn. It just says that it will be in effect for the duration of one action. Said action is not further specified. So I can imagine/hope/dream that, during your turn, SG will modify Young Superman's DV by +2, and YS will be able to use that modified DV only once during your opponent's turn.
But I kinda doubt it will come out this way, that may be a little too powerful. Guess we'll have more info about this in the next FAQ and/or E&C.
I'd imagine it would only be beneficial in the EE scenario, since Pulse Wave will always ignore all powers, team abilities and feats, and this qualifies as a power. Unless they opt for inconsistency, I only see the defense modification being a very specific use, and Tele Coord being entirely offensive in its use.
That's why he said "some instances of PW".... if Saturn Girl is outside of the blast range, her power doesn't get ignored, so it still works.
And I don't see why it CAN'T be used on defense.... it says "for the duration of an action", and doesn't say when it expires other than that. Of course, it's interpretation whether that means the NEXT action, or if it's an action in which the stats would be used. If it's the NEXT action, then it would be only effective if the TC was your last action and your opponent was stupid enough to attack her first.
.......Although I don't recall if nbperp was asking about this one, or if he already got an answer.....
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????
Where did you see it? Because, as it is right now, the SP doesn't specify that the effect stops at the end of your turn. It just says that it will be in effect for the duration of one action. Said action is not further specified. So I can imagine/hope/dream that, during your turn, SG will modify Young Superman's DV by +2, and YS will be able to use that modified DV only once during your opponent's turn.
Well, that's why I said IIRC (if I recall correctly). I suppose I recalled incorrectly... I do remember a thread on the realms that involved this topic, and the "one action" bit was thrown about there. One of the questions that I thought remained unanswered was whether it was the next immediate action or whether you could hold the +2 "in reserve" so to speak like you want... I thought it would be the next action (including a free action) so the +2 to defense still doesn't do much more than what I've already stated. But then, I think the conversation kind of trailed off because, as you stated:
Quote
Guess we'll have more info about this in the next FAQ and/or E&C.
And I think that's what we're waiting for (or at least a forum ruling).
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Sorry for bumping an old thread, I just got the pack myself and was wondering the exact same thing as you both were.
The way I'm reading it is as already stated, that it lasts for the next action, regardless of who takes that action (although that just seems silly to me that say:
You increase said friendly's DV, then the opponent moves a character up, and now your DV is now back to normal)
Ideally speaking it'd work like Oracle, where by it lasts the duration of both player's turns until the beginning of your next turn, whereby it is reset via a new target/action is proposed with the power.
although as shaDe's already mentioned, it seems entirely for offensive purposes if you can't do this defensive buff for the entire turn... which to me says "This extra feature was added in for no apparent reason, other than to mock your intelligence."
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Is this still an open issue? I didn't see any resolution, and I'm still not clear on the timing... can we get some kind of ruling on this? What does "for the duration of an action" imply? Which "action" is it.. the next one? Any one you choose? Talk about leaving things vague
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In my area, we play that if you use her power on defense, it will allow her power to activate for one action on your opponent's turn as the power states, similar to the desk special object. If used on attack, it works just like Perplex would. Don't know if there's anything official on this yet though.
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I'd imagine it would only be beneficial in the EE scenario, since Pulse Wave will always ignore all powers, team abilities and feats, and this qualifies as a power. Unless they opt for inconsistency, I only see the defense modification being a very specific use, and Tele Coord being entirely offensive in its use.
Doesn't the effect of Perplex persist even if the power is gone? I.E., if Mult. Man Perplexes a friend's AV, then critmisses off the Perplex power, the friend keeps the boost until the end of the turn or taking damage. Therefore a PW would not ignore the defense boost but have to hit the increased stat, even if Saturn Girl were in range of the PW.
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Quote : Originally Posted by nbperp-A review of special powers- thread from WK forum
Legion #002 – Saturn Girl/Telepathic Coordination
Q: Can I choose which action the +2 is used for?
A: No – it must be the next action that takes place (by either you or your opponent)
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