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2. Ranged flurry. The card has a typo it should say two ranged attacks. (which can't be made while transporting)
'The game used to be built around many fundamental rules. But there are a number of figures that fly in the face of those rules. Their powers are too all encompassing, and too cheap.' -MegaLotusMan
'The game used to be built around many fundamental rules. But there are a number of figures that fly in the face of those rules. Their powers are too all encompassing, and too cheap.' -MegaLotusMan
Not quite ranged flurry. The card says he must target two different targets. Off the top of my head anyway.
Got the card right here, and......yer right. It does specifically state that you target 2 different characters. Guess I should look a little closer in the future......
It doesn't merely make the special power better, it makes Two-Gun the best piece in the set. Or, at least, the most abusable, easily.
I mean, Hell. 4 two gun kids+4V UMen +alpha flight+paramedic or nanobots on one of them or whatever feats/figs you wanna fill in the 12 points.
That isn't, by far, the best team you could build with him, but it took all of 3 seconds to think of and results in two of two guns firing at two different targets for 4 damage each with 11 attack, and the other two firing for 5 damage each against two different targets with 11 attack.
Even with only 3 actions, three attack actions can result in 28 combined damage, even if no more than 14 of that can hit any one target.
I can sum up Infinite Crisis, and its worth as a story, in one simple statement. Superboy prime punched reality and brought Jason Todd back to life.
Yes, and against Stealth or HSSers who can move out of cover, shoot, and move back into cover, you could be screwed. Likewise, against anyone who moves fast enough to base the two-guns. And since it's not PsyBlast, anyone with Impervious has a decent chance to not take any damage whatsoever.
I'm not saying it's not a good team/concept/whatever. I'm just saying it's not the be-all and end-all.