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While you're not incorrect that technically, I'm the only guy "deputized" to make official rulings, I think people should have the sense to realize that if Harpua, normalview, and Quebbster all agree on something, odds are darn good that they're opinions are likely all together based on a common understanding of "how things work". Each of them, more than once, have recognized when things come down to a line where they aren't really sure one way or another - and I'm the same way. I just have WK to go to when that happens and y'all have me. But that shouldn't mean that anything they ever say can't be considered "right", "rational" or even "official". The things they have to say should have weight whether there is a WK official recognition or not.
Thanks for the vote of confidence, Norm. I don't know if I am 100% comfortable with the idea of my posts having any more "weight" than anyone else's (I've been wrong plenty of times in the past and I am sure I will be again in the future), but it is still spiffy to have the RA say something that nice.
Quote : Originally Posted by Quebbster
If we weren't going to phase out the member groups it would be fun to start an 'Insufferable know-it-alls' group with all the rules experts in it.
With a badge of their own of course so everyone knows the comment comes from a certified know-it-all.
Badges? BADGES!?! WE DON'T NEED NO STINKIN' BADGES!!!
And on how, exactly, you were planning on using the badge/r.
After all, it is kind of hard to just wear a badger on your shirt for ID purposes (though, I suppose it would ID you as "That Guy With A Badger Hanging From His Shirt"), but if meant to use it as an intimidation tactic, yeah, a badger could be pretty intimidating.
And on how, exactly, you were planning on using the badge/r.
After all, it is kind of hard to just wear a badger on your shirt for ID purposes (though, I suppose it would ID you as "That Guy With A Badger Hanging From His Shirt"), but if meant to use it as an intimidation tactic, yeah, a badger could be pretty intimidating.
"I prefer to go naked before wearing fur"
mmm to avoid the fury of peta fans its better to wear the badger (alive of course) in our shoulder with a clarification note explaining that no badger were hurt while judging the Heroclix event.
And naked of course...
If you need the 2012 Rules Book and PAC in Spanish PM me ^ What he said. Vlad´s Stamp of approval
I have one that came up while I was building a team
Vampirism on Cr Deathstroke.
Quote : Originally Posted by Deathstoke Special Power
MASTER TACTICIAN: Deathstroke can use Outwit. Modify Deathstroke's attack value by +1 for each adjacent opposing character. When Deathstroke makes a close combat attack, he can compare the attack roll to the defense valuse of any number of adjacent opposing characters (minimum 1); the damage dealt by the attack can be divided by any way among the successfully hit targets provided that all damage dealt is divided among them.
Quote : Originally Posted by Vampirism
Prerequisites: Blades/Claws/Fangs
Choose a characters. The character can use Steal Energy if it can't already.
Quote : Originally Posted by Marvel FF PAC
STEAL ENERGY (NON-OPTIONAL) Each time an opposing character takes damage from a close combat attack made by this character, heal this character of 1 damage.
Now that I have all the relevant rules, here is my question.
Would Deathstroke heal for each opposing figure he damaged, or would he only heal one for the attack?
I think it would be one for each damage because of the way Steal Energy is worded "Each time an opposing character takes damage".
What do you think? What is the official stance (Would this be a Crisis question or a HoT question?)
Now, since this forum isn't "my space", I did not want to clutter it with posts that serve my agenda. But Blog posts - those ARE for personal use, right? To that end, I've set up 4 blog threads that I would appreciate folks commenting with their thoughts, ideas, and questions.
Just let us/me know what you need and we'll accommodate it. The blog is a good place to report things; but we can make it so that you can operate all rules feedback if you want. Like I've said before; I hope you'll use us as a resource ... and we'll help in any way we can.
OK, I'm going to post a few comments and questions here and see if the RA will actually answer them here in this thread...
Couple things that came up in the past few tournaments that I went to where this guy keeps disagreeing with me on how it's ruled and unfortunately the player's guide at times is not much help as it doesn't go into specific details on these subjects.
Misconception #1: I successfully Mind Control my opponent's Malekith and the first thing I do is turn off his Shape Change and Mystics Team Ability. My opponent thinks canceling powers is an action and that should end my Mind Control immediately. I explain to him, no, canceling a power is not an action (not a free action or any action), it is just something you declare and can do at any time. Who is correct?
Misconception #2: I finish my MC action on Malekith and attack somebody with him. Now Malekith is back on my opponent's side. I continue with my turn and declare an attack on Malekith with my Thor (for example). My opponent wants to roll for shape change and also make me take Mystic damage if I hit, but I tell him no, I turned Shape Change & Mystics off and those powers and team abilities remain off for the remainder of the turn, and I even show him where it says this on page 15 (for powers) & 16 (for abilities) in the rulebook. He says no, it's different for Mind Control and those powers and abilities should come back on immediately when I regain control of Malekith. Who is correct?
Misconception #3: This came up in a different tourney. Someone was using SI Doom's "Powerless" special power to turn off all the powers of his opponent's guy and then he damaged that guy who's powers changed completely. The opponent (same guy from #1 & #2) claimed the powers changed so they should not be outwitted any more. The other guy said they continue to remain outwitted even if the powers change. They asked me and I said, the powers remain countered. The opposing player still disagreed with me and I said that it was in the player's guide. The problem was, when I was challenged to show it in the player's guide there is no specific ruling on this under the #040 Doom part in Section 3. After the tournament, I did some digging by searching on the forums and discovered the ruling is actually under #009 Emperor Joker for his "Joker Makes the Rules" power. The problem is if you did not know to look there you never would have known how to back up your statement. I think these kind of rulings need to be repeated in all sections that apply so you can easily look up the figure in question and find a consistent ruling.
OK, I'm going to post a few comments and questions here and see if the RA will actually answer them here in this thread...
This looks like precisely the kind of situation that Norm appointed his deputies for. Just saying.
Quote : Originally Posted by wonderboy8917
Misconception #1: I successfully Mind Control my opponent's Malekith and the first thing I do is turn off his Shape Change and Mystics Team Ability. My opponent thinks canceling powers is an action and that should end my Mind Control immediately. I explain to him, no, canceling a power is not an action (not a free action or any action), it is just something you declare and can do at any time. Who is correct?
You are correct.
Quote : Originally Posted by wonderboy8917
Misconception #2: I finish my MC action on Malekith and attack somebody with him. Now Malekith is back on my opponent's side. I continue with my turn and declare an attack on Malekith with my Thor (for example). My opponent wants to roll for shape change and also make me take Mystic damage if I hit, but I tell him no, I turned Shape Change & Mystics off and those powers and team abilities remain off for the remainder of the turn, and I even show him where it says this on page 15 (for powers) & 16 (for abilities) in the rulebook. He says no, it's different for Mind Control and those powers and abilities should come back on immediately when I regain control of Malekith. Who is correct?
I think you are correct. If you are not, I am sure Harpua will let you know.
Quote : Originally Posted by wonderboy8917
Misconception #3: This came up in a different tourney. Someone was using SI Doom's "Powerless" special power to turn off all the powers of his opponent's guy and then he damaged that guy who's powers changed completely. The opponent (same guy from #1 & #2) claimed the powers changed so they should not be outwitted any more. The other guy said they continue to remain outwitted even if the powers change. They asked me and I said, the powers remain countered. The opposing player still disagreed with me and I said that it was in the player's guide. The problem was, when I was challenged to show it in the player's guide there is no specific ruling on this under the #040 Doom part in Section 3. After the tournament, I did some digging by searching on the forums and discovered the ruling is actually under #009 Emperor Joker for his "Joker Makes the Rules" power. The problem is if you did not know to look there you never would have known how to back up your statement. I think these kind of rulings need to be repeated in all sections that apply so you can easily look up the figure in question and find a consistent ruling.
That wasn't a question.
But a little more serious: if every figure with a certain power is to get its own clarification that will make the Player's guide even bigger... It's big enough as it is right now, IMO.
I think you are correct. If you are not, I am sure Harpua will let you know.
The only thing wrong with all of that is that you canceled Shape Change.
Shape Change is not an optional power, so it cannot be canceled.
Replace that with, say, Super Senses, and you are completely correct.
Quote
Mind Control
Give this character a power action; it makes a close combat
or ranged combat attack as a free action. A successful attack
deals no damage; instead, the target becomes friendly to your
force and opposing to your opponent’s force, and any of the
target’s canceled powers return until it returns to its owner’s
force. Each target hit can be assigned one action as a free
action. Immediately after resolving this action, the target
becomes an opposing character to you and friendly to its
owner’s force. This character takes 1 damage for each 100
points of the successfully hit targets’ combined point value. If
this character has a range value of 0, its range value is 4 for
purposes of this power and can’t be further modified.
The only exception made is highlighted above.
The canceled powers return only when the MC begins, but even those are only returned for the duration of the MC.
If you cancel something (which is actually allowed to be canceled ) on the figure, then it stays off until the end of the current turn.