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For BFC, we had talked about limiting to a much smaller list than the 68 we have been using. That being said, we need 64 for 16 teams to draft 4 each.
Do we just want to drop the 4 most broken? If so what's the consensus?
Everyone could get Ordinary Day, then we drop the list to 48.
For BFC, we had talked about limiting to a much smaller list than the 68 we have been using. That being said, we need 64 for 16 teams to draft 4 each.
Do we just want to drop the 4 most broken? If so what's the consensus?
Everyone could get Ordinary Day, then we drop the list to 48.
Please give feedback
I kind of like the idea of everyone having access to ordinary day.
Where is the list of which ones are currently allowed/excluded?
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
I say one of the one's we drop is ordinary day as it won't do anything beneficial. Also dropping earthquake and ones that are mostly useless would be good.
Actually, that raise a question--can the visiting team choose to NOT use a battlefield condition under our new rules? Or do you have to play one of your drafted BFCs every game?
Quote : Originally Posted by Magnito
In other words, it's all Vlad's fault.
Quote : Originally Posted by Masenko
Though I'm pretty sure if we ever meet rl, you get a free junk shot on me.
Quote : Originally Posted by Thrumble Funk
Vlad is neither good nor evil. He is simply Legal.
Actually, that raise a question--can the visiting team choose to NOT use a battlefield condition under our new rules? Or do you have to play one of your drafted BFCs every game?
This is a valid point. I would say 3/team is fine. Don't see a reason to exclude the most broken, as only one team will need to face it once in one season
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Alpha Strike Before the beginning of each player's first turn, that player chooses a team symbol possessed by an opposing character. The first opposing character with that team symbol that is defeated is worth additional victory points equal to half of that character's point value.
Antimatter Universe Critical hits do not increase damage dealt.
Armor Wars When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
Assembled When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to its attack value when adjacent to a friendly character with the same team symbol.
Astral Plane Hindering terrain features become clear terrain for movement purposes.
Atlantis Rising All clear grounded terrain is water terrain.
Back-Alley Brawl Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
Bizarro World A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
Blackest Night Characters can't be healed by standard powers or team abilities unless they possess the Black Lantern Corps keyword.
Blood Curse For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
Bright Lights When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
Brightest Day Characters do not take pushing damage for receiving a second action token to use Regeneration or Support.
Communication Breakdown Before the beginning of the games's first turn, the player playing Communication Breakdown choose one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
Cosmic Radiation Interference Hindering terrain markers and blocking terrain markers can't be placed. (Debris terrain markers and special markers are unaffected.)
Critical Strike At the beginning of each of the first player's turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
Crosswinds Character that can use the Flight ability cannot use the Flight or Carry ability.
Damage Control Remove all objects from the game, none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player�s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
Darkness Characters with a range value greater then 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
Day of Discord Combat values cannot be replaced by the combat values of other characters.
De-Feated At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
Debris Each player must place three additional standard objects in addition to those included in their force.
Deep Shadows Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters that have range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. Powers, abilities, and effects able to affect characters more than 6 squares away instead can only affect characters up to 6 squares away.
Defiance When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
Disbanded Ignore all team abilities.
Disruption Characters on a themed team cannot use the Probability Control granted by a themed team if they already have an action token placed on them. When a character on a themed team uses the Probability Control granted by a themed team, place two action tokens on the character, the character does not take pushing damage from the placement of these tokens.
Earthquake At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
Exhaustion Modify all pushing damage by +1.
Extraordinary Day A roll of 11 or 12 on any attack is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
Fearless Assault Characters get +2 to their speed values when they begin move actions in their starting areas.
Fimbul Winter Characters with two action tokens modify their defense value by -1.
Ground Zero Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
Grounded The Carry ability can't be used.
High Gravity Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
Inertial Interference Field When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
Inferno At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
Infiltration "When placing characters at the beginning of the game characters that can use Phasing/Teleport, Smoke Cloud, or Stealth on their starting positions can be placed into hindering terrain up to half their unmodified speed values away from their starting areas. Characters that can use the Swim ability on their starting positions can be placed in water terrain up to half their unmodified values away from their starting areas."
Internal Strife Characters get +1 to their attack values whenever they make a close or ranged combat attacks against opposing characters with which they share the same team symbol.
Isolation Combat values can't be replaced by higher values.
Knockout Gas Characters occupying indoor terrain modify their speed values by -2. Characters using Smoke Cloud can place up to eight hindering terrain markers.
Krakoa the Living Island Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
Legendary Day Abilities can't be countered. All characters can use Willpower if they can't already.
Low Gravity Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
Loyalty After forces are placed in their starting areas but before the first player's first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chose team ability until the end of the game and can't use any other team ability.
Madness Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
Malfunction Before the beginning of the first turn, starting with the player who played this battlefield condition, each player can remove one object from the game.
Malice At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
Mistrust When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by -1, to a maximum of -1.
Nowhere to Hide Squares with objects in them are not hindering terrain.
Ordinary Day Cancel a single target battlefield condition.
Overconfidence A character with Perplex may use it only on its own combat values.
Pacification When 4 or more damage would be dealt, reduce damage dealt by 1.
Poor Teamwork Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
Power Dampening Field Damage values higher than 3 become 3 instead.
Protect the Innocent Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
Proximity Mines At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all effects that reduce damage) to all characters in the same square as or adjacent to the object, and then remove the object from the game.
Radiation Leak When a character uses Regeneration or when a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as damage dealt to the character that may not be evaded or reduced.
Rally Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
Resistance Characters can't be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
Rushed Assault The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
Sabotage Before the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one.
Shrunk All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
Skrull Kill Krew When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
Skyscrapers Elevated terrain is blocking terrain.
Telekinetic Strain When Telekinesis is used to move a character or object 6 or more squares, the character using Telekinesis is dealt 1 unavoidable damage after the movement is resolved.
The Great Arena Any successful attack roll resulting in doubles is a critical hit.
War Zone A character using Support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
Wasteland All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
White Noise "When a character is the target of Outwit or Perplex, its controlled rolls on six-sided die. On a result of 4-6, the target ignores that use
of Outwit or Perplex."
I don't think we should limit BFCs. I hate Malice, but if I know I will face it, or have a possibility of facing it, I can plan for that.
I think we stick with every visitor has to submit one of their BFCs each round except pre-season. If having the option of not submitting a BFC is important, I say we allow Ordinary Day to be drafted by each team.
I didn't think about this. There are currently 65 BFCs. With 16 teams that means 64 BFCs will be drafted.
Do we want to make BFCs non unique anyway? Meaning anyone can choose any BFC like we do with Team Feats.
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I don't think we should limit BFCs. I hate Malice, but if I know I will face it, or have a possibility of facing it, I can plan for that.
I think we stick with every visitor has to submit one of their BFCs each round except pre-season. If having the option of not submitting a BFC is important, I say we allow Ordinary Day to be drafted by each team.
I didn't think about this. There are currently 65 BFCs. With 16 teams that means 64 BFCs will be drafted.
Do we want to make BFCs non unique anyway? Meaning anyone can choose any BFC like we do with Team Feats.
Personally, I would be fairly against non-unique BFCs, if only because then there might be a proliferation of just a few.
I would say 2 BFCs, but repeatable (i.e. not-single use) and Ordinary Day might be an option.
That or drop it down to 3 BFCs, single use, and Ordinary Day?
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Some BFCs are very powerful, but the worst case scenario is that you will face it once during the regular season (and you can plan for the possibility). Consequently, I don't think we need to ban any BFCs. (But in case we all decide to ban BFCs, might I suggest banning Bright Lights? )
I favor 3 BFCs (single-use) and Ordinary Day for everyone.
HCFL Teams: The All-New, All-Different X-Men and the Justice Society of America