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Great review asz. Some of the new cosmic figs are going to rock this game into outer space!! I think the sculpt is going to be even nicer when I see it in person but your picture looks great.
Let the good times roll up in the air . Me hulk me smash!!! Looking forward to another hulk that will be iin the front of my team as the crusher!!!
This is from the Marvel HeroClix Errata and Clarifications – October 2006
Extended Range
• Replace the text on the card with: “Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target.”
I can't explain it; wish i could use them together; dem's da rules...
I'm pretty sure Incapacitate and Extended Range don't work together...
Incap should work fine with Extended Range. ER works for normally for Mind Control and Incap should be the same. If you don't use Stunning Blow or don't want to deal damage just drop away that damage from range.
Edit:
Okay, well, color me disappointed. Why on earth would they explicitly FAQ that ER wouldn't put a token on a target using Incap? But you can flush all of your damage to range if you try to MC? What the heck were they thinking?
or even Guardians of the Globe so a Stunning Blow attack that rolls doubles will automatically Incapacitate a target!
This just occured to me, but I don't think the Guardians of the Globe can be Thunderbolted. The way they made it, the TA actually doesn't have any ability without the feat card included in the set (although the card doesn't mention points at all and looks more like a rules insert... *shrug*). If it is a feat you shouldn't be able to Thunderbolt it.
But I have the sense to recognize that I don't know how to let you go...
Yea, he is the best IM yet, really represents the character. You can always plop a different figure on the base that is your favorite armored version, I actually like the Xplosion figure.
AP + SB + Tbolts is 185 points of canned goodness!
protected and oracle wouldn't hurt either, but then you pop over 200 points, which is a little pricey.
6th Place: WWE National Qualifier Finals, June 2008
Four Points Gaming Club: South
WWE National Qualifier Finals, June 2008, all four members of Four Points Gaming Club make the Top 8!
This just occured to me, but I don't think the Guardians of the Globe can be Thunderbolted. The way they made it, the TA actually doesn't have any ability without the feat card included in the set (although the card doesn't mention points at all and looks more like a rules insert... *shrug*). If it is a feat you shouldn't be able to Thunderbolt it.
I think that the card just explains the TA, not an ATA. They didn't do a PAC so they had to explain it somewhere.
6th Place: WWE National Qualifier Finals, June 2008
Four Points Gaming Club: South
WWE National Qualifier Finals, June 2008, all four members of Four Points Gaming Club make the Top 8!
What's verra sweet is the ability to Incap the Imperv(ert) then Outwit the Imperv for a teammate to put the big hurt on. He's pretty expensive for Stunning Blow or Armor Piercing but who could complain about T-Bolting?
I may actually use Stunning Blow now...I haven't really found a high-enough cost figure that I thought would merit the extra points. I have some players that use it, but it never seemed effective for me.
I'm not really a rules guru, so this could very well be true... but if it is, could someone break down why?
If I'm interpreting it correctly among other things. Using Incap or EE will replace, not modify, the damage value with 0 or 1 respectively. This will effectively make it so that you can't up Incap at all, and you can up EE by 1, but since the damage will become 0 if you do that, it's not at all helpful to do so.
Though on multi target you can extend it for the one and still get damage through since damage is related to how many times hit by the attack the target was.
With Mind control, Damage is not modified nor replaced. It just does no damage, so it works normally for Mind Control.
If I'm interpreting it correctly among other things. Using Incap or EE will replace, not modify, the damage value with 0 or 1 respectively. This will effectively make it so that you can't up Incap at all, and you can up EE by 1, but since the damage will become 0 if you do that, it's not at all helpful to do so.
Though on multi target you can extend it for the one and still get damage through since damage is related to how many times hit by the attack the target was.
With Mind control, Damage is not modified nor replaced. It just does not no damage, so it works normally for Mind Control.
If they are basing the ruling off of Incap stating that the damage value becomes zero then it should mean extending an EE attack would be useless as well (damage value becomes 1 there and reducing it by extending should make it zero). The new wording on EE confuses things greatly. Why do they make your damage 1 but then not use that in determining damage?
And how does Stunning Blow affect things? SB says the character can deal damage equal to its unmodified damage value, but didn't we just say Incap replaced it to a zero? Both ER and SB reference unmodified damage value, so if SB can ever work then Incap must not do a true replacement. Which would mean ERwould normally work with Incap except that they specifically printed errata stating that no token would be dealt.
So someone really doesn't want you to extend your range on Incap?
Does this all track well/make sense? I'm kind of working it out as I discuss it. Am I missing anything here?
Does this all track well/make sense? I'm kind of working it out as I discuss it. Am I missing anything here?
Not really, but some of the FAQ rulings have been very "because I said so," like Ult/Superman TA being able to see Submerged figs. And probalby a few others that boil my blood.
But them's the rules, so I'll just go with it.
Thanks to those who pointed it out.
And really, between AP, Stunning Blow, T-bolts, Protected, ICwO, and Extended Range, which are you most likely not to play on this figure?
Yeah.. that's what I thought.