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I'd really like to see them come off Hostile so you have the chance to cripple one of the Teams base better assets (Looking at Aquaman) lol I'd like it to work along the lines of Mind Controlling a Vehicle and having the Pilot eject. That ruling made Vehicles a lot more balanced.
Wouldn't "Working Together" fall under the same ruling as Multiattack, and several other things, that already prevents looping abilities like this?
I'm sorry, I don't understand the reference: looping abilities like what?
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I'm sorry, I don't understand the reference: looping abilities like what?
There is (or at least was) a general rule that a game effect could not be used to activate itself again unless it specifically stated otherwise. Multiattack was the first thing that came to mind (which now includes "once per turn", so it's no longer an issue), but there have been other special powers where this has come up.
Magogs trait
Quote
EXCESSIVE FORCE: Once per turn, when Magog KO's an opposing character, after actions resolve Magog may take one action as a free action.
was similarly errata'd.
Even still, "Working Together" grants free actions, so even if you can use one of those to activate it again, you wouldn't be able to activate it a third time, as some had suggested earlier in the thread, due to the limitations on free actions.
There is (or at least was) a general rule that a game effect could not be used to activate itself again unless it specifically stated otherwise. Multiattack was the first thing that came to mind (which now includes "once per turn", so it's no longer an issue), but there have been other special powers where this has come up.
Magogs trait was similarly errata'd.
Even still, "Working Together" grants free actions, so even if you can use one of those to activate it again, you wouldn't be able to activate it a third time, as some had suggested earlier in the thread, due to the limitations on free actions.
There was a line previously which said that you may not activate a power with a free action granted by using that power. That line will be added back in some form in an upcoming PG and will prevent it across the board.
There was a line previously which said that you may not activate a power with a free action granted by using that power. That line will be added back in some form in an upcoming PG and will prevent it across the board.
Thanks, couldn't remember the exact wording. Glad I wasn't imagining it, since I couldn't find it in any current rules document, but I think everything it applied to had already received errata, so it's not surprising it was removed. Still, this is one of those "safety net" rules that should've stayed in place, just for simplicity's sake.
I'd expect errata covering MC and using your opponent's figures soon. It isn't set in stone yet but the general idea will be that you can't permanently gain control of your opponent's figures through mechanics which bring figures onto the board.
I've argued that while you may want to use your opponent's abilities via a power like MC, depriving that opponent of one of their mechanics permanently is a different story. There are valid arguments on both sides in my opinion, but personally I think that your opponent is under no obligation to give you his pieces to use off his sideboard. It just ends up having a strange effect on the game where one player is occasionally required to carry multiple copies of a character just in case someone wants to MC one of his figures.
Then again, I also don't think if you MC my figure to detach / bring a figure in off my sideboard it should be under the MC'ers control to begin with. I'm of the opinion that it should either pop off hostile or not at all. But again, its in the works and expect changes that make most of this debate moot since it will likely end up that MC will not be able to detach figures at all, similar to the rule regarding replacement figures. The change won't be in the next PG but it will likely be sooner rather than later.
This is rather unfortunate. To reach this conclusion requires either that Mind Control not be allowed to function fully (i.e. you should get all of the effects of the action you take - if the created character is hostile to the Mind Controller you certainly are not) or that an action is fully denied out of hand (no longer allowed to use Mind Control to activate Solo Adventure or any other character creation effect) simply because it "doesn't feel right".
The concept that the Team Base player would somehow be required (or even allowed) to bring additional Switch Clix bases makes very little sense, as the wording allowing the Switch Clix base to be brought indicates some distinct relation between the figure and the base (its, their, etc.) rather than any switch clix figure can be slotted into any switch clix base.
I eagerly await some kind of official ruling on this, even if it is merely based on opinion and what feels right, rather than game balance and rules precedent. With Origins only 10 days away and many events there likely to be influenced heavily by Team Bases, I dearly hope that these issues do not continue to suffer the same fate that Horde and Epic rules did in the months following their introduction to the game.
I have three questions that came up this weekend.
First question -
Working together allows, 1 Power, 1 move, 1 Close Combat and 1 Ranged Combat action.
If your power action is running shot, will the free action granted by it use up your ranged combat action? Or would it still leave you with one?
If it does leave you with one, could it be the SAME one? Or would that be covered in the "can't give a character 2 free actions to activate the same ability" thing? Working together says any actions... so I'm thinking they can be the same ones.
Second Question -
Outlaws Team base -
Quote
SHOOT FIRST, ASK QUESTIONS LATER: If Outlaws are given the first non-free action of the turn, damage dealt is penetrating damage for that action. Outlaws can use Outwit but only as the last action of the turn.
10 times out of 10, the first non-free action of the turn will be "Working Together". Which in and of itself is not an action that could even deal damage penetrating or otherwise. Although it gives free actions that could be. Will none, all, or only the first of those free actions be penetrating?
Third Question - (kinda ties in with question 1)
Working together does not circumvent the "can't give a character 2 free actions to activate the same ability" thing does it?
Because if it does, this question would be, does that mean a character with perplex could use working together to use perplex 6 times? for their 600 point working together? Conceivably?
On your first question, when you use the power action of Working Together for Running Shot the free ranged combat action is from Running Shot, not Working Together. So you will still have a free RCA from Working Together to use. But it cannot be used to activate the same game effect for the reason you noted.
On the second issue, Outlaws are given the first non-free action of the turn. It's a power action to use Working Together. So until Working Together resolves all damage dealt is penetrating. That at least makes sense to me, and I believe I saw normalview rule as such in a different thread.
On the tangential third, no. WT does not allow you to activate the same effect multiple times with free actions except that you are specifically allowed to make any number of close or ranged combat attacks.
I can explain it to you, but I can't understand it for you.
“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
I don't have a team dial in front of me, but I was thinking about the whole sideline thing...
Wouldn't you HAVE to have the appropriate Switchclix base on your sideling? The Switchclix are assigned during force construction. They must have an asset ability on their character card that matches an asset ability on the team base. How can you be using a character card without using the character's dial? The dial is where the character name and number is and you must use specific characters to add them to the team base..
I know I am assuming a lot, but it kind of makes sense to me that way
I don't have a team dial in front of me, but I was thinking about the whole sideline thing...
Wouldn't you HAVE to have the appropriate Switchclix base on your sideling? The Switchclix are assigned during force construction. They must have an asset ability on their character card that matches an asset ability on the team base. How can you be using a character card without using the character's dial? The dial is where the character name and number is and you must use specific characters to add them to the team base..
I know I am assuming a lot, but it kind of makes sense to me that way
The team base rules specifically say that you MAY include them.
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
I initially thought MC would make them hostile to you anyway, I still really liked the idea to MC Working together, solo adventure, kill solo guy score points and remove an ability. That batman is nasty, but not so much to the JLTB itself
As far as dial, the solo adventures are not replacement characters. so although you may include them in your sideline don't you need them available? Do extra zuvembies go into your sideline?
On your first question, when you use the power action of Working Together for Running Shot the free ranged combat action is from Running Shot, not Working Together. So you will still have a free RCA from Working Together to use. But it cannot be used to activate the same game effect for the reason you noted.
As an extension to his question, does Running Shot use both your power action and move action for the turn?