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Mr_Nobody came in first tonight, with over 400 points... a strong accomplishment considering that some players got zero!
Following some discussion, the venue is implementing a house rule on generic Thematic Teams. A "generic" thematic team no longer has the ability to ignore one Battlefield Condition per tournament. Players with generic thematic teams still get a bonus to their map choice roll and uses of Probability Control as laid out in the Fantastic Four rulebook.
Furthermore, if you want to use a character who lacks a non-generic keyword that he should have for comic-accuracy purposes, you can PM the judge (Mr_Nobody) for permission to use that character on a non-generic team. You need to get the judge's written assent before the tournament date.
(A good example would be Gamora on a Guardians of the Galaxy team, or veteran Cyborg Superman as Sinestro Corps.)
Next week, Thursday the 11th of February - Sadie Hawkins!
400 point constructed tournament; four actions per turn.
Retirement is not in effect.
Two rounds, two battlefield conditions.
Your force must include an equal number of male and female characters*.
All female characters can use the Capture ability against opposing male characters.
If a female character defeats any opposing female character, you score additional victory points equal to half the defeated character's point value.
Any Questions?
* Duo figures have been ruled as counting as two characters, of the appropriate genders. Power Man and Iron Fist counts as two male characters; Cloak and Dagger counts as one male and one female character (and can both Capture and be Captured).
Prize Support: Event Dial #102: Warrior Madness, some LEs/uniques, and (if the Tin Soldier has any stock left) cracked boosters ($5 contribution from each player to cover booster costs).
CAPTURE Give this character a power action and make a close combat attack against a single target opposing standard character; targets with Phasing or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, it deals no damage. The target character is captured instead, and is called a captive. Remove all action tokens from a captive. Remove a captive from the battlefield until it is rescued (see below). While removed from the battlefield, a captive can’t be dealt or take damage, and it can’t be given actions.
If this character has three captives, it can’t capture another character until at least one of the captives is rescued or released (see below), and it can’t make close combat attacks. If this character has any captives when it is knocked out, before removing this character from the game, the player who knocked out this character (including the player controlling this character if it was knocked out due to pushing damage or a similar effect) places each captive in an unoccupied square adjacent to this character’s base and gives each an action token.
Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately defeated, and this character’s player receives additional victory points for the released captive equal to 50 points or the released captive’s point value, whichever is less.. If the game ends and this character has captives, no player receives victory points for the captives. If this character captures the last opposing character, the game ends after that action resolves.
Rescuing captives. Characters friendly to a captive can attempt to rescue that captive. To do so, give a friendly character a power action; it makes a close combat or ranged combat attack against the target character that captured the captive. The target modifies its defense value by –1 for the attack for each of its captives. If the attack succeeds, the attack deals no damage; instead, the attacker chooses a friendly captive. The captive is rescued and put into an unoccupied square adjacent to the target of the attack. Give the rescued character an action token; it can be given an action in the same turn it is rescued, but it is pushed normally.
Countering Capture. When Capture would be countered, roll 2d6; if the result of the roll is not doubles, Capture is not countered. If Capture is countered, all captives of this character are rescued immediately.
The winner tonight was Than0seid, who swept it in with a Gotham City team!
Next week, Thursday the 18th of February - Event Dials!
500 point constructed tournament; five actions per turn.
Retirement is not in effect.
Two rounds, no battlefield conditions.
Each round, you will play one random event dial from the Hammer of Thor prize set: Ragnarok, Warrior Madness, or Atlantis Attacks. See the Units section of hcrealms.com to view the details of each event dial.
Any Questions?
Prize Support: Feat #103: Runaways, some LEs/uniques, and cracked boosters ($5 contribution from each player to cover booster costs).
Quote : Originally Posted by zero_cochrane
Following some discussion, the venue is implementing a house rule on generic Thematic Teams. A "generic" thematic team no longer has the ability to ignore one Battlefield Condition per tournament. Players with generic thematic teams still get a bonus to their map choice roll and uses of Probability Control as laid out in the Fantastic Four rulebook.
Furthermore, if you want to use a character who lacks a non-generic keyword that he should have for comic-accuracy purposes, you can PM the judge (Mr_Nobody) for permission to use that character on a non-generic team. You need to get the judge's written assent before the tournament date.
(A good example would be Gamora on a Guardians of the Galaxy team, or veteran Cyborg Superman as Sinestro Corps.)
in fact despite what the schedule sheet says, it'll be feat 104- guardians of the galaxy.
the schedule lists 2 weeks as 103-runaways, but rather than 6 of it and 3 of gotg we got 3 of it and 6 of gotg, so its Guardians of the Galaxy this week, as its the only feats left in the box (first three, we'll use the second 3 the next time it comes up)
Having a look at the dials and cards of the three event dials, there is a build restriction :-
for the Atlantis Attacks at least one caracter on your force must have or
So, will we have to build our teams with at least one swimmer or will one character on your force be randomly assigned the ability if you get that event dial. Personally I've no problem with either.
and
On atlantis attacks, when the "namor is removed" thing appears you must take a character off the board. The event colour is on the dial for a while but you don't have to remove a figure each round do you? It is just on the dial for the other effect, isn't it?
Having a look at the dials and cards of the three event dials, there is a build restriction :-
for the Atlantis Attacks at least one caracter on your force must have or
Good catch!
Quote : Originally Posted by M.O.D.O.C.
So, will we have to build our teams with at least one swimmer or will one character on your force be randomly assigned the ability if you get that event dial. Personally I've no problem with either.
Given that Nobody wanted to have no special build restrictions, I'd suggest the latter - if you don't have a character with or on your force, one random character is assigned (in addition to any other movement symbol they might have).
Quote : Originally Posted by M.O.D.O.C.
On atlantis attacks, when the "namor is removed" thing appears you must take a character off the board. The event colour is on the dial for a while but you don't have to remove a figure each round do you? It is just on the dial for the other effect, isn't it?
I believe the "Namor" character is removed just once; the colour stays on the dial for a few clicks to make it obvious how long he remains out of the game, and how long the other characters retain the +1 to their damage values.
Given that Nobody wanted to have no special build restrictions, I'd suggest the latter - if you don't have a character with or on your force, one random character is assigned (in addition to any other movement symbol they might have).
Just to make it fair, instead of a random assigning of the symbol, it should instead be given to the lowest point value figure on your force. Because there are some serious advantages to having at times in the Atlantis Attacks dial and a random assignment could have your vet icons supes getting it whilst your opponent has it on their Rookie CT Blob (just as an example )
If we give it to the lowest value figure on your force then it could be fun to assign the instead of just the
Next week is the last for Sgt Grimes before he goes overseas for a month, and he was allowed to dictate the tournament rules. Beware, there's a few of them!
Next week, Thursday the 25th of February - Matt's Rules!
400 point constructed tournament; four actions per turn.
Retirement is not in effect.
Two rounds, two battlefield conditions (both must be from Hammer of Thor).
Your team must be comic accurate. At least 200 points of your team must be from Hammer of Thor.
Each round before battlefield conditions are played, the judge will deal one random scenario that will be in effect for that game. See the May Day Madness thread for examples of the scenarios that will be used.
The "ignore Battlefield Condition" ability of a thematic team may be used to counter normal BFCs or one of the BFC-like effects of a scenario. Only those BFCs marked with "U" cannot be cancelled.
Any Questions?
Prize Support: Event Dial #103: Atlantis Attacks, some LEs/uniques, and cracked boosters ($5 contribution from each player to cover booster costs).
Quote : Originally Posted by zero_cochrane
Following some discussion, the venue is implementing a house rule on generic Thematic Teams. A "generic" thematic team no longer has the ability to ignore one Battlefield Condition per tournament. Players with generic thematic teams still get a bonus to their map choice roll and uses of Probability Control as laid out in the Fantastic Four rulebook.
Furthermore, if you want to use a character who lacks a non-generic keyword that he should have for comic-accuracy purposes, you can PM the judge (Mr_Nobody) for permission to use that character on a non-generic team. You need to get the judge's written assent before the tournament date.
(A good example would be Gamora on a Guardians of the Galaxy team, or veteran Cyborg Superman as Sinestro Corps.)
Next week, Thursday the 4th of March - Ersatz Comic-Accurate!
400 point constructed tournament; four actions per turn.
Retirement is not in effect.
Two rounds, two battlefield conditions.
Your team must be comic accurate, but use alternate-universe versions or substitutes of the actual characters.
Any Questions?
For example, I might decide to build a force based on DC's Trinity - using IndyClix. Instead of Superman, Batman, and Wonder Woman, I field Omni-Man (invulnerable alien), Lobster Johnson (stealthy martial artist), and Hecate (mystical female based on Greek mythology).
Prize Support: Feat #103: Runaways, some LEs/uniques, and cracked boosters ($5 contribution from each player to cover booster costs).
Quote : Originally Posted by zero_cochrane
Following some discussion, the venue is implementing a house rule on generic Thematic Teams. A "generic" thematic team no longer has the ability to ignore one Battlefield Condition per tournament. Players with generic thematic teams still get a bonus to their map choice roll and uses of Probability Control as laid out in the Fantastic Four rulebook.
Furthermore, if you want to use a character who lacks a non-generic keyword that he should have for comic-accuracy purposes, you can PM the judge (Mr_Nobody) for permission to use that character on a non-generic team. You need to get the judge's written assent before the tournament date.
(A good example would be Gamora on a Guardians of the Galaxy team, or veteran Cyborg Superman as Sinestro Corps.)