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Okay, so I know that someone can 'drop' a power at will... but for how long? For example: A stealthed character misses an attack. I have them drop Stealth so they can be targeted by Prob Control. When does Stealth come back?
Going further, can I even do what's described above? Does it count as taking an action in the middle of another action (a no-no, last I checked)?
Does the power come back at the end of my turn, or at the beginning of the next?
Does a power have to be switched off on your turn, and if not, when can it be done on the opponent's turn? For example, if I'm adjacent to an opponent and want to stay that way, can I declare combat reflexes to be 'off' after I'm successfully hit?
If my opponent MCs a character, can they turn off all abilities, then take an action, leaving me with a temporarily powerless character?
Sorry if some of these are in the rulebook, but I've always felt the entire idea of 'shutting off' powers was vague and want to get more detail.
Powers or TAs that are turned off come back on at the end of the turn that they are turned off.
One point...you can no longer turn stuff off once an action has started. If you want to be able to PC a bat Ally or Stealth character, you need to turn its ability off when you start the action (i.e, definitely before an attack roll).
Note also that optional powers are on unless declared off. Your opponent should be telling you if Incapacitate is being used before the dice are rolled, for example, instead of you and he assuming that Incap is on/off.
Note also that optional powers are on unless declared off. Your opponent should be telling you if Incapacitate is being used before the dice are rolled, for example, instead of you and he assuming that Incap is on/off.
Technically he should be telling you if he is NOT using Incap. If all powers are in effect then you never have to declare them unless you don't want to use them.
Only when there are two competing powers would clarification be needed - say of someone had RCE and EE on the same click.
Visible Dials and Pushing Damage need to be optional. This is the way.
I personally go with making absolutely clear what exactly I am doing. If I'm using a power, I state that I'm using a power. If I'm not using a power, I clearly state that a figure is making a 'normal' attack.
I've never had any arguements since I started doing that.....
I personally go with making absolutely clear what exactly I am doing. If I'm using a power, I state that I'm using a power. If I'm not using a power, I clearly state that a figure is making a 'normal' attack.
I've never had any arguements since I started doing that.....
As a player I 100% agree.
As a Judge, when there is a dispute then I go with 'All powers are on unless stated otherwise".
Visible Dials and Pushing Damage need to be optional. This is the way.
Technically he should be telling you if he is NOT using Incap. If all powers are in effect then you never have to declare them unless you don't want to use them.
Only when there are two competing powers would clarification be needed - say of someone had RCE and EE on the same click.
Okay, so the way I understand this, the answers to my questions are (correct me if I'm off)...
At the end of my turn, yes, at the end of my turn, undefined (I'm going to ask more q's below), and the powers come back at the end of my opponent's turn.
Okay, but on the Combat Reflexes thing... How would using that be optional if I can only turn off powers at the beginning of my turn, and they come back at the end of the turn? There would never be a situation in which I could turn it off and it would serve a purpose.
Or, am I reading this wrong, and I can turn it off on my opponent's turn, but have to tell them it's off before they start the turn? If that's the case, and I understand it correctly, it comes back at the end of that opponent's turn.
Which brings up another question: If I want a power to be off for an entire round during a multi-player game, do I need to declare it on each of my opponent's turns? It would seem I do, but I want to double-check this.
Okay, so the way I understand this, the answers to my questions are (correct me if I'm off)...
At the end of my turn, yes, at the end of my turn, undefined (I'm going to ask more q's below), and the powers come back at the end of my opponent's turn.
Okay, but on the Combat Reflexes thing... How would using that be optional if I can only turn off powers at the beginning of my turn, and they come back at the end of the turn? There would never be a situation in which I could turn it off and it would serve a purpose.
Or, am I reading this wrong, and I can turn it off on my opponent's turn, but have to tell them it's off before they start the turn? If that's the case, and I understand it correctly, it comes back at the end of that opponent's turn.
Which brings up another question: If I want a power to be off for an entire round during a multi-player game, do I need to declare it on each of my opponent's turns? It would seem I do, but I want to double-check this.
You can turn the optional power off at the beginning of any action. "Any" as in "even durning your opponent's turn".
If you want to cancel your Stealth during your opponent's turn, you certainly can. If you want to cancel Willpower when your opponent announces and Incap attack, go for it.
Whenever you do cancel your power, it returns at the beginning of the next turn. So, in a normal game, if you turn off a power during your opponent's turn, it comes back on at the start of your turn. If you turn it off during an opponent's turn in a multiplayer turn, then the power comes back on at the beginning of the next player's turn (either yours or someone else's turn, depends on who is next in the rotation).