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As I read Armor Wars, the following scenario seems possible. Armor Wars is on the table, and I have a multi-target ranged character (say Sinestro) with Armor Piercing on him. I use Sinestro to target Superman and a Paramedic. I roll high enough to hit them both and decide to put 1 click on Superman and 3 on the Paramedic. Since Sinestro has Armor Piercing, the 1 damage dealt to Superman cannot be reduced below 1, so Clark takes one click. Since Armor Wars is on the table, the damage dealt to Superman is increased by 1 to 2.
This scenario is ridiculously counter-intuitive, and I'm certain it was not intended by the card. Imagine how nasty Poison would be. Fortunately, we should be getting an updated FAQ in a week or so, since the pre-release is in a week and a half.
Although here is one counter to it, if you are able to outwit their defensive powers, you would nullify the card. So you would almost have to play the fig with Fortitude. I mean, I realize most people do that with their big guns anyway, but if you wanted to play shellhead, it would almost necessitate Fortitude since one outwit would completely nullify the card and you'd waste 10pts.
Lead me not into temptation, just point me in the general direction and I'll find it myself.
Last time I checked, KC GL doesn't meet the prereq for Shellhead...
Last time I checked, KC GL met the prereq for forcefield, granting him toughness. I'm almost positive this would in turn allow him to use both feats. There is a chance though that it could be ruled that since he isn't eligible at before the game starts, he cannot be made eligible. Judges will tell.
Shellhead just ask to be placed on KC Green Lantern with Force Field !
Toughness from Force Field, I'm guessing, probably would not qualify to be the pre-requisite for Shellhead. I'm pretty sure it's gotta be an "on the dial" power, kinda like Thunderbolts can't use the Alternate F4 TA.
But any number of activation-click characters would be swell for Shellhead.
Darkseid would be great, too, since you're prone to push him anyhow.
Ultimate Cap is a shoo-in for it since you want to push him to reach Impervious.
The risky, but rewarding option will be V Superwoman, who can give herself tokens with her TA. Her DV is fairly steady, so you'd go from 17 DV w/ IMP on click 1 to 19 DV w/ IMP and Shellhead on click 2. Ill-advised to give up the health, but it could be an interesting card for her.
Matter-EaterLad Snack List: Time Gem, Remaker
Etrigan Prime Transformation List: Blackhawk Pilot, Per Degaton
Ok let me ask this since this is the first thing that Popped in my head.
The BFC Armor Wars if any effect reduces damage you add one to your damage after the reduction.
So Energy Explosion and Pulsewave would do 2 damage?
Damage from Pulsewave can never be reduced by any powers, abilities or feats, so Armor Wars would have no effect on a Pulsewave. A single target Energy Explosion does one click to each hit target, unless that target has a damage reducing power. If the target has Toughness, Invulnerability, or Impervious, the damage is reduced to zero, then increased by one due to Armor Wars, for a total of one click. However, the situation seems a little more complicated when the attacker has Armor Piercing. See my earlier post for that question.
I don't know- for my money, Shellhead's begging to be combined with the CSA's best friend- Dark Phoenix! With her combination of the Power Cosmic TA and the Sentinel act-every-turn rules, she'll have at least two tokens on her every turn past the first. For such a high priced figure, why wouldn't you pay 10 points for a semi-permanent Def increase? Heck, toss on an ICWO and a pog, and you can give her a +3 Def every turn. Not bad!
I know what's on your mind, but it's not what you think it is..
I don't know- for my money, Shellhead's begging to be combined with the CSA's best friend- Dark Phoenix! With her combination of the Power Cosmic TA and the Sentinel act-every-turn rules, she'll have at least two tokens on her every turn past the first. For such a high priced figure, why wouldn't you pay 10 points for a semi-permanent Def increase? Heck, toss on an ICWO and a pog, and you can give her a +3 Def every turn. Not bad!
You, sir, are an evil genius. The card doesn't actually say exactly 2 tokens or at least 2 tokens, so there's room for interpretation. But that's just mean.
Toughness from Force Field, I'm guessing, probably would not qualify to be the pre-requisite for Shellhead. I'm pretty sure it's gotta be an "on the dial" power, kinda like Thunderbolts can't use the Alternate F4 TA.
Correct.
Since Feats do not activate during team constuction, Force Field can not put Toughness on the dial until the game begins. Since Toughness is not on the dial at the time of team construction, KC GL does not meet the prerequisite for ShellHead.
Damage from Pulsewave can never be reduced by any powers, abilities or feats, so Armor Wars would have no effect on a Pulsewave. A single target Energy Explosion does one click to each hit target, unless that target has a damage reducing power. If the target has Toughness, Invulnerability, or Impervious, the damage is reduced to zero, then increased by one due to Armor Wars, for a total of one click. However, the situation seems a little more complicated when the attacker has Armor Piercing. See my earlier post for that question.
But don't the powers themselves reduce the damage of the user? For example, doesn't pulsewave reduce the users damage to one? In that case, yes shellhead would increase the damage, since a power reduce the damage. correct?
This is not the greatest quote in the world, this is just a tribute.
You, sir, are an evil genius. The card doesn't actually say exactly 2 tokens or at least 2 tokens, so there's room for interpretation. But that's just mean.
I don't know, it seems pretty clear to me
"Choose a character. The ability modifiers for Shellhead apply only when the character has two action tokens placed upon it."
I'd say it only works when you have only 2 tokens on it. If they had said "only applies when the character is pushed" then I'd agree and say Big Figures could get a perpetual +2 DV.
On the bright side though, it does complement Protected very nicely. Now when they come to Incap you and knock off your Protected Feat you get a nice little Defense boost.
Galactus, unlike Dark Phoenix, stops adding tokens after two, but still doesn't clear them until he rests- and he never has a good reason to rest. Still, the Big G always felt a bit cheesy to field. D Phoenix on the other hand, always felt a bit dicey against a reasonably constructed 1000 pt team.
As written, I'd still side with 2+ tokens fitting the "when the figure has two tokens"- if I have three tokens I must, by definition, also have two. Of course, I am a lawyer by trade, so that might be showing here..
I know what's on your mind, but it's not what you think it is..
[quote=stormfang1502]
I'd say it only works when you have only 2 tokens on it. If they had said "only applies when the character is pushed" then I'd agree and say Big Figures could get a perpetual +2 DV.
QUOTE]
Don't you stop putting tokens on a big figures when you reach two? I thought that two was the maximun numbers of tokens that could be put on a figure. Big figs could continue to act after recieving two tokns, but no new ones would be put on. But, Icons may have changed things....
This is not the greatest quote in the world, this is just a tribute.