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WE WILL MAKE THINGS RIGHT AGAIN: Superman's combat values can only be modified by powers or abilities from characters with "Kingdom Come team ability symbol". Superman's powers and abilities can only be countered by powers or abilities from characters with "Kingdom Come team ability symbol".
With the clarified ruling handed down from WK, I know that the new KC chases can't be assigned or get no benefit from Relics/Resources or Entities because they don't have the KC symbol and therefore don't affect the new chases.
However, I have seen threads where people are assigning non KC pieces as 'Amalgams' via Nightlanterns trait.
EVERY PERSON I KNOW IS AN AMALGAM OF TWO FROM YOUR UNIVERSE?: When building your force, you may pay 25 points and put a standard character on your sideline, called an Amalgam. At the beginning of the game, equip the Amalgam to a standard friendly character (other than Nightlantern) that is higher points than the Amalgam's highest point value and link it to that character's dial. For the rest of the game, the Amalgam provides the below effect when equipped: EFFECT: At the beginning of your turn or when when this character is clicked, you may choose a standard power on the equipped dial. This character can use that power until your next turn or clicked.
My question is simple. Can you Amalgam a non KC piece to a KC chase and get to use the power chosen or does the Amalgam also need to have the KC team symbol?
Sure, why not? You still won't be able to modify any combat values via Super Strength, ES/D, Combat Reflexes, etc. You'd be able to give KC Supes top dial HSS without any problems though.
With the clarified ruling handed down from WK, I know that the new KC chases can't be assigned or get no benefit from Relics/Resources or Entities because they don't have the KC symbol and therefore don't affect the new chases.
You have misunderstood the ruling. They can not get modifiers from relics, resources, entities, etc. but there is nothing stopping them from gaining powers from those things.
You have misunderstood the ruling. They can not get modifiers from relics, resources, entities, etc. but there is nothing stopping them from gaining powers from those things.
OK. So you can assign the new KC chases Entities/Resources/Relics but they get no stat boost from these things but can get powers?
For example: KC Chase has the Colossus fragment from the phoenix force assigned to it. The KC Chase can use Invulnerability granted by the fragment and could use certain powers from the Phoenix Force as long as those powers don't increase any stats. So no to ESD, CR, RCE, CCE, Etc but could use powers like Charge, L/C, Phasing, Pulse Wave, Etc.
What about B/C/F? That is a 'Replacement' instead of a modifier.
Thanks to everyone who has responded to help me better understand what will and won't work with these new chases.
OK. So you can assign the new KC chases Entities/Resources/Relics but they get no stat boost from these things but can get powers?
For example: KC Chase has the Colossus fragment from the phoenix force assigned to it. The KC Chase can use Invulnerability granted by the fragment and could use certain powers from the Phoenix Force as long as those powers don't increase any stats. So no to ESD, CR, RCE, CCE, Etc but could use powers like Charge, L/C, Phasing, Pulse Wave, Etc.
What about B/C/F? That is a 'Replacement' instead of a modifier.
Thanks to everyone who has responded to help me better understand what will and won't work with these new chases.
Technically they can use all the powers, they just won't get the benefit from modifiers, so a character granted CR from equipment/resource/whatever would still have the ignores knockback part of combat reflexes. So it's not as much can't use as can't benefit from (at least that's my understanding)
Can I give Superman Flurry and does that mean he can Incap 4 players?
LOL!
1. You can't combine Incap and Flurry. Go read up on activating effects through actions. It's basic stuff you should be aware of.
2. Equipped dials are linked to their character. This means their click numbers always have to match. Multiple Man is KO'd on click 8, so as soon as you'd equip Multiple Man to Superman, the Amalgam (Multiple Man) would be KO'd.
"He's Predator Smurf! Not Happy Smurf or Gleeful Smurf or even PMSing Smurfette! He's Predator Smurf! What kind of attitude do you think he's gonna have?" -Songwriterz-
On topic 1 - see my FAQ about combining powers and abilities - link in my sig - and get the PAC and read those powers. Flurry doesn't work with ranged combat actions or attacks - it's tied to close combat.
And you are free to put that on SM and I'll take those immediately KO'd 25 points, thank you, thank you very much.
On topic 1 - see my FAQ about combining powers and abilities - link in my sig - and get the PAC and read those powers. Flurry doesn't work with ranged combat actions or attacks - it's tied to close combat.
And you are free to put that on SM and I'll take those immediately KO'd 25 points, thank you, thank you very much.
Superman can't be given that Multiple Man as an Amalgam anyways. That Multiple Man's highest point cost is 75.
what if you amalgamed a KC figure to a KC figure? that sounds like you could theoretically increase values by powers then?
That doesn't work.
From the Errata and Clarifications section of the Wizkids Rules Forum:
Quote
[C]A character that becomes equipped to another character is no longer considered a character on your force or for any game effects that refer to “characters”. Other than any effects they provide as an equipped item, they would no longer be able to use any of their other powers or abilities. They would, however, be affected by effects that refer to equipped items.