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I know this figure is older now so some play time has probably happened. That being said I have some questions regarding this figure and whilst they have been answered to some degree or other they were never answered by the then 'all powerful oranges' in many different posts I wanted to get updated answers and hopefully definitive answers.
1. When playing on full 1300 points, and a special power shos, will I get to use the special powers on all three point slots or only the special powers on the active point slot?
2. Because the traits have no corresponding point values, will I be able to use all traits when still on top dial?
3. When I pulse wave and hit multiple targets will I turn the fear dial for each character that takes damage or just once?
4. If I take damage that moves me off of the 600 point dial onto the 500 point dial, I ignore the rest of the damage. The next damage I take is on the 500 point dial. Lets say im on my second click into dial 500 and I heal the serpent of 4 damage, does it work backwards also? Meaning I heal the two then ignore the rest and have to heal again in the next turn to heal up into the 600 point dial or do I heal the two clicks from dial 500 and then also 2 clicks into the 600 point dial?
5. As far as I understand, no mater how many free actions I can give the seent I can only do a normal move once per turn correct? If so and I somehow give the serpent running shot and hypersonic, and the serpent has 2 free actions, can I first hypersonic, then once thats complete do running shot then when thats complete do a ranged combat action say?
Again I know its an older figure but its the first time I get to play the serpent on full 1300 points.
I haven't played him personally, but some of these are answered by the script on his card. Let's quote some of the powers with your question.
Quote : Originally Posted by agrotog
1. When playing on full 1300 points, and a special power shows, will I get to use the special powers on all three point slots or only the special powers on the active point slot?
Are you referring to his special powers (white boxes)? If so, you would only be able to use the power showing as that dial... the DRAW IN MY POWER (600PT DIAL) and FEAR YOUR LOSSES (500PT DIAL) aren't giving you options of using whichever you like if you're playing the 1100 point version, it's specifically calling out which dial the power works on.
Quote : Originally Posted by agrotog
2. Because the traits have no corresponding point values, will I be able to use all traits when still on top dial?
I don't have the card to see exactly how they show it, but from what is in the Units section, it looks like he can use only the trait on the dial he's using. Other Colossals with multiple dials often say "600+" or when starting on a certain dial, for example, I believe the Colossal Thanos has one dial where the trait only kicks in when it is first started, no matter where it is in the game.
...does anyone have the card that can verify this?
Quote : Originally Posted by agrotog
3. When I pulse wave and hit multiple targets will I turn the fear dial for each character that takes damage or just once?
Here's where quoting the power helps... "When an opposing character takes damage from The Serpent, turn the Fear dial once to the right." If you hit 2+ figures, did "an opposing character take damage?" Yes. So click it once to the right. It doesn't say "for each opposing character," but when... it's a singular trigger.
Quote : Originally Posted by agrotog
4. If I take damage that moves me off of the 600 point dial onto the 500 point dial, I ignore the rest of the damage. The next damage I take is on the 500 point dial. Lets say I'm on my second click into dial 500 and I heal the serpent of 4 damage, does it work backwards also? Meaning I heal the two then ignore the rest and have to heal again in the next turn to heal up into the 600 point dial or do I heal the two clicks from dial 500 and then also 2 clicks into the 600 point dial?
Yes. If you are on the last click of a dial for any multi-dial colossal and are dealt more damage than the dial has, you ignore the remainder and start fresh with the next dial. Page 3 of the rulebook says, "When the character is dealt enough damage so that the active dial indicates the character is defeated, instead of being KO’d, keep that dial on its click. Turn the next dial to its starting line and the character ignores the rest of the damage taken."
It doesn't work "backwards" as you can't heal past a starting line.
Quote : Originally Posted by agrotog
5. As far as I understand, no mater how many free actions I can give the serpent I can only do a normal move once per turn correct? If so and I somehow give the serpent running shot and hypersonic, and the serpent has 2 free actions, can I first hypersonic, then once that's complete do running shot then when that's complete do a ranged combat action say?
For figures that have multi-attack or can make multiple non-free actions as free actions, you can't repeat the same effect twice, but it needs to be exactly the same effect for that to apply. In the case of HSS and RS, you could do both of those in the same turn if they were options (meaning you could give a free action to do each). Wizkids has specifically stated that you can do the same thing for free multiple times as long as it's caused by a different effect... for example, you can move with Phasing, Sidestep, "standard" move action, HSS, and RS all in the same turn if you were somehow able to be given all of those as free actions, but you couldn't RS twice in the same turn. Does that make sense?
-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????
Here's where quoting the power helps... "When an opposing character takes damage from The Serpent, turn the Fear dial once to the right." If you hit 2+ figures, did "an opposing character take damage?" Yes. So click it once to the right. It doesn't say "for each opposing character," but when... it's a singular trigger.
Actually "when" powers trigger each time the "when" condition is met. So if the power is worded like that, you will click for each character that took damage.
Actually "when" powers trigger each time the "when" condition is met. So if the power is worded like that, you will click for each character that took damage.
Yeah, I think I was thinking of "if" powers... trying to go through too much information too quickly, I suppose. :-\
-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????
Thanks guys. Burleigh2, you say you can't heal past a starting line but that is incorrect. If you have a figure that can be played 9th multiple points and you play it on its highest say. When you heal you can heal right back up to the highest starting line as far as I know. Example, let's say I play Thor TDW GF chase on his 400 points. When he takes enough damage to bring him below his 200 point starting line, I can heal him past that line and all the way up to his 400 point starting line. Surely the same would happen with Cul. What I'm asking is would you heal once and get healing clicks on the 500 dial and the rest into the 600 dial or would the rest fall away until I heal again?
Thanks guys. Burleigh2, you say you can't heal past a starting line but that is incorrect. If you have a figure that can be played 9th multiple points and you play it on its highest say. When you heal you can heal right back up to the highest starting line as far as I know. Example, let's say I play Thor TDW GF chase on his 400 points. When he takes enough damage to bring him below his 200 point starting line, I can heal him past that line and all the way up to his 400 point starting line. Surely the same would happen with Cul. What I'm asking is would you heal once and get healing clicks on the 500 dial and the rest into the 600 dial or would the rest fall away until I heal again?
Make sense?
In the example that you gave, the 200 point starting line on the dial doesn't really even exist for game purposes. If you added the figure to your force at the 400pt level, then that is his starting line for that game and the other ones would be ignored since they are not being used. That is why, in your example, you could heal past the 200pt starting line on a 400pt model, because in all effectiveness that line isn't there.
Thanks guys. Burleigh2, you say you can't heal past a starting line but that is incorrect. If you have a figure that can be played 9th multiple points and you play it on its highest say. When you heal you can heal right back up to the highest starting line as far as I know.
For single-based characters, you are correct... but you can't heal past the line you started on in those cases (unless they have a power that says so like the Vampires). The statement I made was overly simplified and didn't go over every caveat, you're correct, so how about this:
Ender02 gave a great answer so I won't beat that horse, but let's go to the Rulebook for specifics since I didn't quote the entire section on pg 3:
"MULTIPLE DIALS
Some characters are so large that one dial is not enough. These characters often allow you to play the character at a higher point level, using one separate dial followed by another. When this happens:
• Start the game with the first dial turned to its starting line. Any dials not in use should be turned to its click.
• When the character is dealt enough damage so that the active dial indicates the character is defeated, instead of being KO’d, keep that dial on its click. Turn the next dial to its starting line and the character ignores the rest of the damage taken.
• Continue in this way until the last dial has been defeated. At this time, the character is defeated."
Healing is also listed on page 10 to address the other part of your question:
"When a character is healed of damage, turn its combat dial counterclockwise a number of times equal to the damage healed. A character can’t be healed beyond its starting line or onto a KO click. A character with multiple starting lines can’t be healed beyond the starting line that it began within a particular game."
The part I underlined technically affects both multi-dial figures and single-base figures because once you're on the lower dial, healing past that would technically land you on a KO click, but it's addressed in multiple places to make sure there is no confusion.
Does that help explain every caveat?
-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????