You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Question: Uni-Mind's trait is protected from Pulse Wave. Does this protection from Pulse Wave extend to the standard power chosen as part of this trait?
Answer: Yes. Any effects (including other powers and abilities) granted by a power or ability that has Protected: Pulse Wave are still able to be used during a Pulse Wave action.
Question: Does this include other 002 Loki's you paid for that were not added to your force through his other trait? (In reference to THIS NO LONGER AMUSES ME)
Answer: Yes. When Loki's STOP click is revealed, all other friendly TMT 002 Loki's on the map will be KO'd.
Question: Could he use regular Perplex as a FREE action and then activate Perplex as a POWER action in the same turn?
Answer: Yes. There is no general rule preventing a character from activating an effect as both a FREE action and another action type (MOVE, CLOSE, RANGE, or POWER) in the same turn.
Question: Can my opponent use Mind control to move Skurge when he activate his trait? (In reference to I WILL STAY BEHIND AND THE LAST LAUGH WILL BE MINE)
MIND CONTROL: CLOSE/RANGE: Minimum range value 4. Make a close/range attack. Instead of normal damage, a hit character halves speed and becomes friendly to your force and may in either order: Move and/or make an attack. Then it reverts forces.
Answer: Yes. In the provided example, Skurge will be friendly to the opposing character, so he would not be considered to be moving by an opposing character's effect.
Question: When Iron Man uses his special Pen/Psy, does this aloow him to essentially ignore all terrain, elevations and characters for the attack as he does not require LOF? (In reference to GAUNTLET CANNON)
Answer: Yes. Iron Man targets all opposing characters within range (no line of fire needed), but instead of it being in all directions it's only opposing characters within range along a single direct line.
Question: Does Pulse Wave get past characters that have effects that prevent them from being targeted, like Beta Ray Bill's special power? (In reference to WEATHER MANIPULATION)
Answer: When using Pulse Wave, the first effect that occurs is that all characters within the attacker's (finalized) range value can't use their powers or abilities. No line of fire is required for this effect, only that the character's need to be within range. Since no line of fire is needed, the effect is not targeting. Character's that can't be targeted will still be affected and will not be able to use their powers or abilities.
Question: If I call in a character within 4 squares of Beta Ray Bill, will he be able to target him?
Call in Help – Friendly characters have “POWER: If no other friendly characters have been given this same action this turn and this character is equal or more points than the ID character, place the ID character adjacent, then remove this ID card from the game and your opponent scores it. The ID character returns to your Sideline: at the beginning of your next turn, immediately if no square it occupies is within 5 squares of this character, or it is removed from the map by another effect. ID characters can’t: be carried, be equipped, be given DOUBLE POWER actions, replace, or be replaced. ID characters can be KO’d.
Answer: Yes. The called in character would be beginning its turn within 4 squares of Beta Ray Bill.
Question: If I Mind Control a character and have it attack a character that can use Mystics, who takes the 1 penetrating damage? Is it the Mind Controller or the character that was Mind Controlled?
MIND CONTROL CLOSE/RANGE: Minimum range value 4. Make a close/range attack. Instead of normal damage, a hit character halves speed and becomes friendly to your force and may in either order: Move and/or make an attack. Then it reverts forces.
MYSTICS - Each time this character takes damage from an opposing character's attack, after resolutions deal the attacker 1 penetrating damage. Uncopyable.
Answer: The character that was Mind Controlled is the attacker. Since it attacked and damaged the character that can use Mystics, it will be the one dealt the 1 penetrating damage.
Question: If I use Smoke Cloud in the previous turn to place Hindering Terrain under my ew50 Superman will I still be able to use full speed Charge after removing the marker? (In reference to WE MUST NOT REMIND THEM THAT GIANTS WALK THE EARTH)
SMOKE CLOUD Minimum range value 4. Place up to 6 hindering markers within range, each adjacent to at least one other, and at least one marker must be within line of fire. Opposing characters occupying a marker modify attack -1. At the beginning of your next turn, (even if this is lost).
Answer: Yes. Superman will have begun the turn occupying hindering terrain.
Question: If you used Flurry and rolled a critical miss with the first attack, would you deal the attacker damage before making the second attack or would you wait until after Flurry has completely resolved?
If the attack roll was (a physical two), all targets of the attack become missed, even if the attack total would normally hit one or more of the targets. This is called a critical miss. Resolve the attack and, immediately after resolutions, deal the attacker 1 unavoidable damage.
After Resolutions triggered effects. “After resolutions” triggered effects wait until the current action or special triggered effect has fully resolved to begin resolving itself.
Answer: Critical Miss damage is dealt "after resolutions". If the critically missed attack occurred within an action, then the damage is dealt after the entire action resolves.
In the provided example, the critical miss damage will be dealt after the Flurry action completely resolves.
Question: 1. If I call in Poison on a turn, at the beginning of my NEXT turn can I use A BRIDE WORTHY OF MY TIME to place adjacent to Carnage-Gwen bystander before Poison returns to my Sideline?
2. If I can, does the bystander remain even when Poison goes back to my Sideline?
Call in Help – Friendly characters have “POWER: If no other friendly characters have been given this same action this turn and this character is equal or more points than the ID character, place the ID character adjacent, then remove this ID card from the game and your opponent scores it. The ID character returns to your Sideline: at the beginning of your next turn, immediately if no square it occupies is within 5 squares of this character, or it is removed from the map by another effect. ID characters can’t: be carried, be equipped, be given DOUBLE POWER actions, replace, or be replaced. ID characters can be KO’d.
Question: If a character is piloting a vehicle, can they choose to use the pilot's own attack (and maybe range) value and the bystander vehicle's damage (and maybe range) value? or must they replace all of the specified vehicle's values with the pilot's values?
If a Vehicle has a pilot, it has “FREE: Replace this vehicle’s attack, damage, and range values with those printed values of its pilot until your next turn.”
Answer: When a vehicle uses the quoted FREE action, it must replace all of the specified combat values (attack, damage, & range) with the same printed combat values of the pilot. You may not pick and choose which values to replace.
Question: Does this description of Autopilot from the comprehensive rules to receive unavoidable damage from any action type overrule previous autopilot abilities that are stated on character cards where your receive unavoidable damage if you make an attack?
Autopilot. No Symbol. This vehicle may be given actions without a pilot. When you do so, immediately after resolutions deal this vehicle 1 unavoidable damage.
Answer: No. The new Autopilot wording does not supersede the previous Autopilot wording.
Question: 1. Can a character TTPC and be given a Costed Action in the same turn?
2. If so, does the order of operation matter (TTPC and then do a Costed Action) or (Costed Action and then do a TTPC)?
Themed Team Probability Control (TTPC):
If a player’s starting force is a named themed team, it can use TTPC. TTPC allows characters on that force to use Probability Control, up to X total times per game for that force. X is equal to the number of characters with the chosen keyword on that starting force, with a maximum of 5. In addition, a character using TTPC:
• Must have the chosen keyword.
• Must target a character other than itself.
• Must have 0 or 1 action tokens, and immediately is given an action token.
COSTED ACTIONS
By default, four of the action types listed above (MOVE, CLOSE, RANGE, and POWER) are costed actions and follow these rules:
• Giving the action decreases your action total by 1.
• Just before the action resolves, give the character an action token. This signifies that you have resolved the action.
• Can only be activated if the character has 0 or 1 action tokens.
• Can only be activated during the Action phase, when nothing is resolving.
• Can NOT be activated if the character was already given a costed action this turn.
Question: Question: When you use the additional Perplex's granted by the Eternals in your sideline, does each use of Perplex follow the special rules that allow you to modify a combat value by +2 or-2 instead? (In reference to CHANNEL VAST RESERVES OF COSMIC ENEMY)
Question: If the character using HSS is adjacent to an opposing character after making the attack, will the character need to roll Breakaway before moving the 2nd time?
HYPERSONIC SPEED: BREAKAWAY +2. POWER: Halve range, ;Passenger; :0. Move, then make an attack, then move up to ‘your speed value minus the number of squares just moved’.
BREAKING AWAY
If a character is adjacent to an opposing character (or another effect requires breaking away) and would begin a move, that character must successfully “break away” first. To break away, roll a d6. ;Dice4; - ;Dice6; : That character succeeds in breaking away from all opposing characters adjacent to it (and can move as planned). If the character fails to break away, it doesn’t move and is not considered to have moved.
Answer: Yes.
Note that the character would only need to break away (possibly again) after making the attack and before the second movement. It does not have to break away during movement.
Also note that if the character fails to break away on the second move, it is only not considered to have moved for the second move. Any movement that occurred during the first move still counts (for any possible triggered effects).
Not if they have running shot, nothing prevent's you from moving into the 4 square area, and they ruled that pulse wave gets past his special power.
The four square area shouldn't matter if you're Pulse Waving.
Waller KOs: AA Robin, Kid Devil, Joker, Question; AW E Cap; FCBD Iron Man; Miracle/Oberon; John Stewart x2, Iron Patriot; Shatterstar; IH Herc; CW Photon & Nitro; FF Nite Owl; 10An R Thor, E Iron Man, Weapon X; FF Kilowog; Hugo Strange; Calender Man; Legion Cosmic Boy & Lightning Lad, LE Pete Wisdom
"Question: 1. If I call in Poison on a turn, at the beginning of my NEXT turn can I use A BRIDE WORTHY OF MY TIME to place adjacent to Carnage-Gwen bystander before Poison returns to my Sideline?
2. If I can, does the bystander remain even when Poison goes back to my Sideline?"
Poison gets "BRIDE WORTHY OF MY TIME" SP on his 4th click. How is he supposed to trigger it on a CALL IN ID?
"Question: 1. If I call in Poison on a turn, at the beginning of my NEXT turn can I use A BRIDE WORTHY OF MY TIME to place adjacent to Carnage-Gwen bystander before Poison returns to my Sideline?
2. If I can, does the bystander remain even when Poison goes back to my Sideline?"
Poison gets "BRIDE WORTHY OF MY TIME" SP on his 4th click. How is he supposed to trigger it on a CALL IN ID?
You call it in, it get hit for 3 on opponent's turn, on your turn, before Poison vanishes he can drop out Carnage-Gwen