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Are you sure you're not thinking of countering a power?
Quote : Originally Posted by Quebbster
I think he is.
No, I'm not. From the FF rulebook page 18:
"Canceling team abilities. All team abilities are optional and
can be canceled. However, if a team ability is not canceled at the beginning
of an action, it is in effect during the action. When a team ability is
canceled, it remains canceled until the end of the turn and resumes effect
at the beginning of the next player’s turn."
If the ability resumes effect at the beginning of the next player's turn, then that means the effect had to have ended when the ability was canceled. Now, I don't know if this changed with the new rulebook since I don't have that yet, but as far as I can remember this is the way "cancel" has always worked.
Was reading the new PAC, and I think I found another typo:
Quote
JUSTICE LEAGUE: When you give a character using the Justice League team ability a move action, it does not count toward your available actions for you turn.
That's two typos we've found so far. God knows how many there are going to be in the actual rulebook.
Hmmm...I've been able to read since I was 18 months old (or so I'm told. I don't remember obviously..but neither do I remember a time when I couldn't read either), so I can read pretty quickly. I wonder what WK proofreaders make?
... and my first thought is that Injustice League is still not very strong (considering its cost). Running out of actions should be the LAST problem a team full of IL guys has, since they're already expensive.
cheap wildcard minions just gave IL team members a boost, though Hopefully we'll be seeing lots of cheap generic minions to accompany their masters into battle.
"Canceling team abilities. All team abilities are optional and
can be canceled. However, if a team ability is not canceled at the beginning
of an action, it is in effect during the action. When a team ability is
canceled, it remains canceled until the end of the turn and resumes effect
at the beginning of the next player’s turn."
If the ability resumes effect at the beginning of the next player's turn, then that means the effect had to have ended when the ability was canceled. Now, I don't know if this changed with the new rulebook since I don't have that yet, but as far as I can remember this is the way "cancel" has always worked.
Update:
Quote : Originally Posted by Heroclix 2010 Core Rulebook, Page 16: Team Abilities
Team abilities are optional and can’t be countered.
Looks like we're back to Outwit-proof TAs. For a moment there, I actually though that Black Flash and Wizard Shazam would be less of a problem.
Looks like we're back to Outwit-proof TAs. For a moment there, I actually though that Black Flash and Wizard Shazam would be less of a problem.
I don't see how this is a change. They were still optional and couldn't be countered with the old rulebook.
The point I was trying to make back then was the definition of "cancelling a TA" spells out that the TA looses its effect when it is canceled and resumes effect at the beginning of the next player's turn.
Looks like we're back to Outwit-proof TAs. For a moment there, I actually though that Black Flash and Wizard Shazam would be less of a problem.
After comparing the FF rulebook to the BN rulebook, I'm really hoping that's a really bad typo. The FF rulebook says, "Team abilities are optional and can be canceled." The BN rulebook says, "Team abilities are optional and can't be countered." I'm really hopin' someone screwed up there.
Quote : Originally Posted by wonderboy8917
I don't see how this is a change. They were still optional and couldn't be countered with the old rulebook.
Actually, they could. The LoSH and FF rulebook had no such statement. If it had then making characters like Time Trapper and Skrull Yellowjacket would have been completely pointless... And if that line in the new rule book isn't a typo then those two characters along with the Dissent feat are now pointless. That's really irritating.
After comparing the FF rulebook to the BN rulebook, I'm really hoping that's a really bad typo. The FF rulebook says, "Team abilities are optional and can be canceled." The BN rulebook says, "Team abilities are optional and can't be countered." I'm really hopin' someone screwed up there.
Actually, they could. The LoSH and FF rulebook had no such statement. If it had then making characters like Time Trapper and Skrull Yellowjacket would have been completely pointless... And if that line in the new rule book isn't a typo then those two characters along with the Dissent feat are now pointless. That's really irritating.
No because their special powers and that feat override the rulebook. That's kinda the whole point of what special powers and feats do. They override the normal rules.
The reason team abilities aren't subject to Outwit is because of the text describing Outwit, not because of any text describing team abilities. Outwit specifically says it can affect powers and abilities, but not team abilities.
The two characters and the feat cards can counter team abilities because specific rules override general ones when they say they do.