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If Magik is KO'd would the stun go away? or do you think it would be more like incap? since i think it was more designed for friendly characters i think they would remained stunned even if she is KO'd but i want to check.
Jeremiah 29:11
Heroclix Fantasy League Season 11 - X-Men: The Jean Grey School
Restaurant Exhaust Hood Cleaning
Birmingham, Alabama www.sentinelcleaninginc.com I BUILT IT![SIGPIC][/SIGPIC]
Unless a power says "even if you lose this power" or " even if this character is ko", the effect goes away if it's lost. So yeah, you ko her and you're free to act.
so, if Magik is on click 3 with one token and she uses her SP to teleport herself and a friendly Wolverine, then rolls a 3 so Wolverine is "stunned", but then Magik takes another token and a push click. She loses the SP so Wolverine would then be free to be given a non-free action.
I have a feeling this will come up again if i try and use it to my advantage in the future (teleporting a friendly). just want to make sure i get it right the first time.
Jeremiah 29:11
Heroclix Fantasy League Season 11 - X-Men: The Jean Grey School
Restaurant Exhaust Hood Cleaning
Birmingham, Alabama www.sentinelcleaninginc.com I BUILT IT![SIGPIC][/SIGPIC]
so, if Magik is on click 3 with one token and she uses her SP to teleport herself and a friendly Wolverine, then rolls a 3 so Wolverine is "stunned", but then Magik takes another token and a push click. She loses the SP so Wolverine would then be free to be given a non-free action.
I have a feeling this will come up again if i try and use it to my advantage in the future (teleporting a friendly). just want to make sure i get it right the first time.
Magik's stun-inducing teleportation discs is her Trait, not her special power, so she's not going to lose it until she's KO'ed
And yeah, if Magik is KO'ed, any lingering effect from it would be lost as well since the power doesn't include wording "even if this power is lost" or "for the rest of the game".
Regards
Melkhor
From the ashes of Paragon City... it rises!
1) V Cosmic Boy (SLOSH)*,** 70 pts KO'ed! [1 SA, 1 AST]
2) R Tellus** 82 pts (1/5) R6 [1 SA, 1 AST, 1 DFD]
3) E Lightning Lad** (LoSH) 70 pts (4/6) R4 [2 SA, 2 KO]
4) E Karate Kid** 63 pts KO'ed!
5) E Sun Boy** 79 pts (1/6) Q5 [3 SA]
* Contingecy Plan 12 pts
** Legion Lost ATA 4 pts Batman TA
SO: LO K13, HO K16, LO L15
Total - 396 pts
Theme Team Reroll: 2/4
Bizarro World:
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.
1. Tellus TK Wolvie through Sun Boy. AV 10 vs DV 17. Roll is a 5, 5. Tellus will TK Wolvie to X11. 1 SA, 1 DFD to Tellus.
2. Sun Boy will shoot through Tellus at Magik. AV 10 vs DV 16. Roll is a 6, 3. No one can see her to reroll that. 3 clicks for the KO. 1 Mystics click to Sun Boy. 1 SA, 1 KO to Sun Boy.
1) V Cosmic Boy (SLOSH)*,** 70 pts KO'ed! [1 SA, 1 AST]
2) R Tellus** 82 pts (1/5) R6 @ [2 SA, 1 AST, 2 DFD]
3) E Lightning Lad** (LoSH) 70 pts (4/6) R4 [2 SA, 2 KO]
4) E Karate Kid** 63 pts KO'ed!
5) E Sun Boy** 79 pts (2/6) Q5 @ [4 SA, 1 KO]
* Contingecy Plan 12 pts
** Legion Lost ATA 4 pts Batman TA
SO: LO K13, HO K16, LO L15
Total - 396 pts
Theme Team Reroll: 2/4
Bizarro World:
A critical miss does not deal the attacker damage. Instead, after the attack resolves the target of the attack is healed of 1 damage. After a critical hit is resolved, remove an action token from the target of the attack if it has more than one action token.