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The rules state that the 1/450 applies to the effect.
Choosing an opponent is NOT an effect. The damage reduction is.
So whilst the wording appears to work against any attack, the 1/450 only allows it to work once per turn in build totals of 450-899, twice in build totals of 900-1349 etc etc. And each unit can only benefit once fron the effect (from the FAQ).
I just wanted someone official to confirm that or else come up with a new way of working.
You got it, 1/450 applies to the effect, and in this case the effect is the reduction of damage. You can reduce the damage once per 450 in a standard game.
Don't know why people bet against you when it comes to a rules question. Its like betting against the house in Vegas. Sure you may win one once in awhile, but the house alwys wins in the long run.
Thanks for getting an answer on the SA card Kotch. I was pretty excited about that SA, though. I mean, combining the deep dials of SC/CNC & RoS/Highlanders with the SA was just so choice. I think I need some bourbon....
On the plus side, at least I didn't make any foolish bets. :)
Here's something for the Merc Contract
Madcat IV w/Dickie and ECCM Suite
Merc Cardinal
Merc Undine BA x2
Merc Fenrir BA
Merc Gnome BA x2
Merc FP.
The FP/Lockdown/ECCM suite looks like it could be a lot of fun. FP and ECCM will help Dickie hit something without all those modifiers getting in the way. THe infantry can mix and match inside the transport. I've played all these infantry pieces and they can be surprisingly long lived.
And the odd defense-giving FP. It does NOT, however, ignore Point Defense and other replacement values, so the HL Kelswa and Peacemaker still have (limited) roles to fill for their PD...
And the odd defense-giving FP. It does NOT, however, ignore Point Defense and other replacement values, so the HL Kelswa and Peacemaker still have (limited) roles to fill for their PD...
Decent medium Mech, couple of support drops, and an infantry movement formation. Explosive Rounds takes care of the PD issue. FP helps hit thoe RHDMs.
I think people will be looking back into their FP merc stuff and the AOD starter to get some support in running this faction pride.
And the odd defense-giving FP. It does NOT, however, ignore Point Defense and other replacement values, so the HL Kelswa and Peacemaker still have (limited) roles to fill for their PD...
Yes, but then the worst number you should ever have to hit is a 24 - instead of some hindering/hull-down/pilot-modded/camo/evade combination. Use your first attack to hit the Kelswa or Peacemaker, and your other attacks should go much easier from there on out.
Incidentally, has anyone checked to see which modifiers are negative mods to the attack, and hence not affected by this card?
Yeah, but I'd kill for Zahns, GDBA, and Miko's Blades. :)
Incidentally, Bartleby is a standout M-class 'Mech, for my money. The abilities are cheap and ever-so-useful, and the stats are great, as well. Love it.