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But it still works wonders for those given their tokens without being given an action (looking at you Warbound, Theme PC, and CSA)
I was starting to wonder exactly how the heck the feat was useful at all, but that answers that question.
Because by the wording of the text, I don't see how you can take an action, gain a token, then have it removed due to Invigorate - the text seems pretty clear that if you took an action that turn, you get to keep your token for that turn, too.
Something like a theme re-roll, though, answers the question as to how the feat's useful.
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Improvise sure seems like a lot of work for a payoff that may or may not ever happen. First you have to not use perplex 3 times because you have to have 3 tokens and then you also have to get lucky enough to roll doubles. I think I'll just use the perplex and take my chances with my rolls. Why do these cards have to be so difficult to pull off. I'll pass on that card.
It'll be pretty easy to pull off actually.. consider your first couple of turns where you probably won't be attacking anything. If you have more than one perplexers then it'll be even faster. Plus it's only 7 points and it basically saves you from a critical miss. That's a pretty decent deal. Not TOP choice material but a decent option.
I was starting to wonder exactly how the heck the feat was useful at all, but that answers that question.
Because by the wording of the text, I don't see how you can take an action, gain a token, then have it removed due to Invigorate - the text seems pretty clear that if you took an action that turn, you get to keep your token for that turn, too.
Something like a theme re-roll, though, answers the question as to how the feat's useful.
Meh. That makes it situational at best then and, IMO, not worth the investment. The only "sure fire" payoff would be when paired with Warbound then. Otherwise you have to make sure your support piece is next to the piece that was given the token for PC, etc.
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It'll be pretty easy to pull off actually.. consider your first couple of turns where you probably won't be attacking anything. If you have more than one perplexers then it'll be even faster. Plus it's only 7 points and it basically saves you from a critical miss. That's a pretty decent deal. Not TOP choice material but a decent option.
Before the rule changes, maybe I could see your point, with the new rule changes, do you think it will take as long to get attackers into battle? The change to TK alone means that you no longer have to have everyone next to your tk'er and your more likely to get moving sooner. I think by the 3rd turn, your going to be involved in battle already.
Meh. That makes it situational at best then and, IMO, not worth the investment. The only "sure fire" payoff would be when paired with Warbound then. Otherwise you have to make sure your support piece is next to the piece that was given the token for PC, etc.
I never meant to imply the feat was good. I was just wondering how it was useful at all, seeing as how a character wouldn't have just gained a second action token unless it took an action, and if it just took an action, exactly how can Invigorate get used on it?
But the theme rerolls, Warbound, CSA and the like would cover that.
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See at I'd agree with you, but now that Sp's can be used with feats now and Sp's are filled with can use and not possess....Whats to stop a feat that says you can use?
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
Im getting to this late, but when I read this Feat, I wondered the same thing. I mean, isnt the token gonna come off at the end of the turn anyway? Use it for re-roll actions? How many times, during your turn, do you use the keyword or CSA re-roll with three figs that are all next to each other, with a medic right there to roll to remove tokens? Survey sez: NEVER!
Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used.
OK, I know Rock suggests going for the Support roll at the end of the turn, but wouldn't this language still prohibit characters who took the first, second or third actions of your turn from getting a token removed? I mean, the language doesn't say "can't be given non free actions after this feat is used." It says "the same turn," which would seem to encompass beginning to end.
You realize this would make the feat do absolutely nothing right? You know what happens to figures you don't do anything with during your turn? THEY CLEAR. Invigorate can't work that way, it makes no sense because it would effectively cost 10 points for nothing.
Im getting to this late, but when I read this Feat, I wondered the same thing. I mean, isnt the token gonna come off at the end of the turn anyway?
The feat text at issue reads: "Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used."
Maybe I'm giving WK too much credit for proper grammar, but if the intent of the card were to prohibit tokenable actions even before the feat is ever used, the sentence would read something like: "Characters that have action tokens removed from them can't have been given non-free actions during the turn this feat is used."
Anyway, my take on the feats:
SPOTTER: Not bad for 5 points. A way to get use out of RCE figs even between attacks or when based.
INFILTRATE: My 25 pt. Skrulls just became 27 pt. Skrulls. With tie-up becoming better than ever, this feat is gold for the points.
VENDETTA: Nice reprint, well worth using.
LONER: Great to see the non-keyworded get some love.
CAMOUFLAGE: SO happy to see this reprinted.
ALIAS: Very interesting effect. I like it.
HEALING FACTOR: Well, there had to be one utter dud in the lot. As much as I think Auto-Regen was a little TOO good, this one is very weak for the 6-pt. cost. At 4 points it'd be just right.
DISASSEMBLE: Has potential but not much, IMO. But it's priced right to minimize an opponent's boldness in using Special Object cheese.
IMPROVISE: Torn on this feat. Being able to auto-hit in the mid- to late-game is pretty awesome, but the doubles requirement all but kills its utility/cost ratio.
INVIGORATE: As I note above, it's counter to basic logic that this feat's text prevents tokenable actions before it's even used in a turn. Therefore, it's definitely a great feat.
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