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I see nothing in the Special Powers relating to opposing Cuckoos.
COORDINATION: Cuckoo can use Mind Control. When Cuckoo is given a move action, she can carry up to two other adjacent Cuckoos.
HIVE MIND: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
That's what I get from the Unit's section. Does this mean:
On a successful breakaway roll against an enemy Cuckoo I can carry said enemy Cuckoo with me?
Get a bonus when my Cuckoo is standing next to an enemy Cuckoo?
Discuss.
Last edited by anonym0use; 12/11/2007 at 16:30..
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
I see nothing in the Special Powers relating to opposing Cuckoos.
COORDINATION: Cuckoo can use Mind Control. When Cuckoo is given a move action, she can carry up to two other adjacent Cuckoos.
HIVE MIND: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
That's what I get from the Unit's section. Does this mean:
On a successful breakaway roll against an enemy Cuckoo I can Drag said enemy Cuckoo with me?
Get a bonus when my Cuckoo is standing next to an enemy Cuckoo?
Discuss.
I don't know where I saw it exactly, but opposing Cuckoos do count towards your bonus. I don't think you can carry an opposing Cuckoo with you though.
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For the first question, no. No more than your transporter or one of your fliers can pick up an opposing figure and carry them along. The Cukoos power is still subject to normal rules for carrying.
Not sure about the second, but I could actually see it being thematic at times.
For more comic-accuracy, Batman will become so stealthy, he will not actually appear in sets.
Instead, there will be a new battlefield condition :
The Goddamn Batman : Both players put their figures away and go home. Batman is declared the winner.
I don't see why not. There is nothing in the rules that would prevent such a thing from happening, either. Of course, you're probably opening a can of worms as far as errata, but hey...go with it.
For the first question, no. No more than your transporter or one of your fliers can pick up an opposing figure and carry them along. The Cukoos power is still subject to normal rules for carrying.
Not sure about the second, but I could actually see it being thematic at times.
But his example used Drag. Does Drag have the Flight prerequisite? If so, then you are correct. If it has no prerequisite (and i should know this...but nobody around here ever uses drag), then I see no reason why under his scenario it would not work.
Gah! I just was using drag as a verb, not as in the feat.:cross-eye I have edited the original post to reflect that.
Why can't I carry opposing figures?
I have a Special power that says I can...
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
COORDINATION: Cuckoo can use Mind Control. When Cuckoo is given a move action, she can carry up to two other adjacent Cuckoos.
HIVE MIND: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her.
Discuss.
I think the real question lies in whether my Parasite & Super-Adaptoid can use these powers when they copy them.
Since they specifically name Cuckoo using the power.
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Because the carrying rules (which apply to all instances of being carried) say so.
Otherwise, you'd have Lockjaw picking up his opponent and dropping him off into the waiting arms of LJ's teammates.
Quote : Originally Posted by Mr. Cranberry
I think the real question lies in whether my Parasite & Super-Adaptoid can use these powers when they copy them.
Since they specifically name Cuckoo using the power.
And that is a question that is easily answered by reading the power descriptions of SA and Parasite
For example:
ATTACK DRAIN: Give Super-Adaptoid a power action. As a free action it can use any standard or named attack power possessed by an opposing character 4 or fewer squares away to which it has a clear line of fire. Super-Adaptoid can use the power until it loses Attack Drain, Attack Drain is countered, or it uses Attack Drain to use a different power. After the resolution of an action in which Super-Adaptoid uses a power via Attack Drain roll 2d6. On a result of 2-5, deal 1 penetrating damage to Super-Adaptiod.
I think the real question lies in whether my Parasite & Super-Adaptoid can use these powers when they copy them.
Since they specifically name Cuckoo using the power.
Parasite can't copy SP's. Only Standard and Named powers...
Did I miss a joke?
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Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
Read my Heroclix articles
"HIVE MIND: When Cuckoo is given an action, you can modify one of her combat values (including range) by +1 until the end of the round for each other Cuckoo adjacent to her
Does this mean Cuckoo's modified combat value lasts till the end of the [i]round[i] or the end of the turn ?