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Coming in first tonight was Cap'n Dave with a teamful of Asgardians!
Next week, Thursday the 20th of May - Comic-Accurate Teams!
400 point constructed Golden Age tournament; four actions per turn.
Two rounds, two battlefield conditions.
Your force must be a comic-accurate team, without duplicates or ring-ins.
Any Questions?
Prize support includes the Orange Lantern special object and booster pulls. $5 per player goes towards purchasing boosters for the prize pool.
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.)
I don't know how many of you have seen this thread by Bij-Man about teaching his students to play clicks.
I was impressed by what he's up to and am planning on sending down older figures of mine for him to use in the games and to give away to the kids. If anyone else is interested in doing the same bring the stuff you want to send to Tin Soldier over the next two weeks and I'll send it off with my own stuff.
Coming in first tonight was Sgt Grimes, followed by Blinj in second and myself in third.
Next week, Thursday the 20th of May - Skirmish!
400 point constructed Golden Age tournament; four actions per turn.
Two rounds, two battlefield conditions.
Line of fire may never be blocked by any power, team ability, or feat.
All characters possess the following ability:
Whenever an opposing character given a move action, power action, or free action attempts to move from a square that is not adjacent to this character to a square adjacent to this character, roll one d6 before moving the opposing character, even if it ignores the effects of characters on movement. On a result of 1 or 2, the opposing character cant move to any square adjacent to this character that turn. Characters suffering knock back ignore this ability.
(Functionally similar to the Hypertime team ability.)
Any Questions?
Prize support includes alternate team ability cards and booster pulls. $5 per player goes towards purchasing boosters for the prize pool.
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.)
Coming in first tonight was myself (Avengers Assemble!), followed by Jarrett in second and M.O.D.O.C. in third.
Next week, Thursday the 10th of June - Blackest Night!
300 point constructed Golden Age tournament; three actions per turn.
Two rounds, two battlefield conditions.
All rules changes from the new Blakest Night starter set will be in effect.
Any Questions?
Important changes to the ruleboo are discussed here. You can also download the entire Blackest Night rulebook.
The Blackest Night Powers and Abilities Card is discussed here, and can be downloaded here.
Prize support includes LE Diana Prince and booster pulls. $5 per player goes towards purchasing boosters for the prize pool.
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.)
Here's a list of the most important changes. It's a slightly modified version of a handout that RavenProject created for his group; if anybody notices an error let's get that corrected so we can print it out for Thursday.
General Rules
Breakaway: Always fails on a 1, and always succeeds on a 6.
Combat Symbols: When a figure gains a combat symbol, it replaces their existing one. (Namora will receive an errata to indicate she is an exception.)
Destroying Walls: A minor loophole has been removed. I don't think it's ever come up in our games.
Feats: A Special Power only qualifies as the prerequisite for a Feat if the power or ability is specifically named. This mainly affects characters like Nico Minoru.
First-Round Immunity: During the first round of the game, characters that have not been given an action or moved can not be targeted by opposing characters, knocked back, attacked, or damaged, unless a game effect that does so specifically states that it occurs at the begining of the game.
Note that if you give your character an action, it forfeits first-round immunity, even if it has not been moved.
Intersections: Whenever two different terrain types meet at a diagonal, anything that crosses that point treats the intersection as the more forgiving terrain type. This has always applied to line of fire, and now it applies to movement.
Knockback: When the knockback path is not obvious, continue the line of fire past the character. The next two squares it touches are your options. If a figure is prevented from falling off a roof because the grounded square is occupied, that figure does not take damage.
Objects: Objects are now considered part of your force build. You must use the same objects (whether standard or special objects) in each game. You may use up to three objects, but you may use fewer if you wish. The first item can be heavy or light; the second item must be the reverse; and the third item can be anything. Special items with a point cost must be paid from your force build, and your opponent scores victory points when the object is destroyed or removed from the game.
Penetrating Damage: Ignores all damage reducing effects, including powers, feats, and traits.
Replacement Values: "Replace then modify" has been simplified; you apply a replacement value, and then apply any modifiers, regardless of where these modifiers came from. In effect, replacement values no longer eliminate previous modifiers. The modifier is applied to the replacement value. (Example: Two-Face uses Perplex to increase the Street Thug's Attack. Two-Face then shares his 10 Attack with the Street Thug. The Thug's Attack is 10+1=11.)
Starting Areas: If one player needs to expand their starting area to contain their force, their opponent's starting area expands by the same amount.
New Terms
Locked: A locked value may not be replaced or modified.
The Rule of Occupancy: Any game effect resulting in two or more characters occupying the same square, or characters or objects occupying a square of blocking terrain, is prohibited.
The Rule of Action Tokens: No action can be taken or game effect used if it would place a third action token on a character. No game effect can result in more than 2 action tokens on a character.
Powers
Blades/Claws/Fangs: The d6 roll is locked.
Charge/Running Shot: The attack is now optional. If you are prevented from attacking your original target (Skrull, Shape Change, etc) you do not have to attack someone or something else.
Plasticity: This character adds +2 to its d6 roll when breaking away. Opposing characters subtract -2 from their d6 roll when breaking away from this character.
Quake: The maximum damage value of 2 is locked.
Abilities
Giant Size: There was a quirk which could prevent a Giant from using some Powers to make a close attack two squares away. That's fixed. Giants can now Flurry and Quake when using Giant Size. Giant Size also ignores Plasticity.
Giant Stride: This character adds +1 to its d6 roll when breaking away.
Move and Attack: It's not just like Hypersonic Speed, it is Hypersonic Speed (but still -2 Attack, can't start adjacent to and enemy, and don't halve your range). This does mean it is now a Power Action instead of a Move Action.
Indomitable: A figure with Indomitable can use Willpower. The previous loopholes that allowed Indomitable characters to ignore "pushing damage that ignores powers and team abilities" has thus been closed. (Sorry Ultron!)
Team Abilities
Alternate Team Abilities: Wild Cards can copy ATAs. ATAs now add a team ability, rather than replacing an existing one. All ATAs will be based on keywords, as seen with Hammer of Thor or Brave and the Bold. Previous ATAs will have replacements issued.
Injustice League: If an IL character makes an attack against a figure who was already attacked by another IL character, it does not count against your action total.
Outsiders: Works against all modifiers, regardless of their source.
Police/Hydra: Instead of increasing Attack values, this ability reduces the Defence of characters they can draw line of fire to.
Quintessence/Power Cosmic: May be countered. (Dissent still will not work due to its wording, but Skrull Yellowjacket can now counter Quintessence.)
Superman Enemy: When two friendly characters that can use the Superman Enemy team ability are adjacent to each other, once per turn, the character with the higher point value may be given a free action. If you do, that character can use Outwit until the beginning of your next turn, if it cannot use Outwit already. The characters do not need to remain adjacent.
Wild Cards: TAs which limited wild card use have had those limits lifted. (FF, Batman Enemy, JSA, etc.) Wild Cards can copy Alternate Team Abilities. Wild Cards may not respond to an action by declaring a TA which would render the action illegal. (Can't copy Batman when someone's shooting at you, but you can copy it on an earlier action and it would remain.)
The biggest change is that you can no longer use a wildcard to make your opponent declare a different action. If Matt declares a ranged combat attack against Cosmic Boy (who is currently using the Superman Ally team ability), Blinj cannot change Cosmic Boy to the Batman Ally team ability, because that would make Matt's action declaration illegal. Blinj can change Cosmic Boy's TA to Danger Girl, because even though this TA may cause the ranged combat attack to be aborted, it does not prevent Matt from declaring the action in the first place.
If Blinj had thought to copy Batman Ally during any previous action that did not target Cosmic Boy with a ranged effect, he would of course be protected.
A suggestion: I recommend that we place a temporary embargo on alternate team abilities that are due to be revised, until that revision has been officially released. It is quite likely that Fantastic Four and Thunderbolts will undergo a significant revision, and until we see what those changes are it ma be best to leave these ATAs off the table (especially considering the new Replace The Modify rules).
A suggestion: I recommend that we place a temporary embargo on alternate team abilities that are due to be revised, until that revision has been officially released. It is quite likely that Fantastic Four and Thunderbolts will undergo a significant revision, and until we see what those changes are it ma be best to leave these ATAs off the table (especially considering the new Replace The Modify rules).