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It's been a long held 'rule' that characters cannot choose to put down an Object once they've picked it up with Super Strength.
But, there are a number of Speical Powers now that grant Super Strength. And, Special Powers are optional (unless otherwise stated).
So, does that give a kind of work around for finally being able to drop objects?
Could Herc pick up 2 objects, carry them around, and then turn off his SP to drop them? Seems legit, as far as I can figure.
It's been a long held 'rule' that characters cannot choose to put down an Object once they've picked it up with Super Strength.
But, there are a number of Speical Powers now that grant Super Strength. And, Special Powers are optional (unless otherwise stated).
So, does that give a kind of work around for finally being able to drop objects?
Could Herc pick up 2 objects, carry them around, and then turn off his SP to drop them? Seems legit, as far as I can figure.
I'd say not legit. Once you use the optional Super Strength (which is optional anyway,) you cannot drop an object or in Herc's case, two. Just because a Special Power is Optional doesn't change the rules of the power granted unless specifically stated.
Also, if that were the case why'd you never think of it for Superman #105? It seems to be MUCH more relevant with him, no offense to my main man Hercules.
I'm tending to think they won't allow it to be switched off while it's in use (holding an object), but I agree that it's something else for the rules clarifications.
Quote : Originally Posted by sol
Also, if that were the case why'd you never think of it for Superman #105? It seems to be MUCH more relevant with him, no offense to my main man Hercules.
A Common versus a dreaded chase piece is a substantial difference. Most of us will never field that Superman, but buy three or four boosters of Secret Invasion and you're likely going to have a Hercules to conjure with.
Whoa...that's pretty creative thinking there. But hey, if Yellowjacket can turn off his Giant-ness, why couldn't Herc put down a hot dog cart?
Being a Giant isn't a Power, it's a function of a Symbol. He doesn't actually have the symbol, just an optional power that gives the ability of the symbol.
I'm tending to think they won't allow it to be switched off while it's in use (holding an object), but I agree that it's something else for the rules clarifications.
A Common versus a dreaded chase piece is a substantial difference. Most of us will never field that Superman, but buy three or four boosters of Secret Invasion and you're likely going to have a Hercules to conjure with.
Fair enough, but Superman's Kryptonian strength works virtually identical to Godlike Strength. Superman would be far more devastating if he could drop that light on his way to Charging Batman and Nightwing to pick up a second heavy, is all I'm saying.
Fair enough, but Superman's Kryptonian strength works virtually identical to Godlike Strength. Superman would be far more devastating if he could drop that light on his way to Charging Batman and Nightwing to pick up a second heavy, is all I'm saying.
Understood, though wouldn't that bring up a side-question of how many times in a turn can someone turn off and on a single Special Power in a turn? Could someone turn it off - dropping the object - then turn it back on and go make that pick-up/charging run? As mentioned above, I think it'll all be swept aside as being something one can't do (turn off the SP) while it's in use carrying an object.
I can't speak for AZS, but I know I didn't give much thought one way or another to stretching the new KC Superman's capabilities at all. I don't have one, don't expect to ever have one (don't even want one, honestly; I'd have almost certainly sold it if I'd pulled it), but I do have a Hercules and this sort of question would have much more likely come up for me while thinking about using him. The whole chase status took much of the joy out of even the E-2 Supes for me, which I very much wanted and did happen to pull but which I, so far, have not bothered to field.
Here are all the "Super Strength as a special power" figs
Big Barda & Mr. Miracle
Mimic
Gorgon
Maestro
Mammoth
Worlds Finest
Superman (KC)
Attuma
Good! Gorgon had come immediately to mind, but I'd forgotten that most of the others had it for one reason or another.
So, yeah, is this something we simply hadn't bothered to ponder pre-Hercules, or is it still basically an old question covered by the Super Strength clause: "This power can't be canceled while this character is carrying an object"? That's what I'm guessing.
The whole chase status took much of the joy out of even the E-2 Supes for me, which I very much wanted and did happen to pull but which I, so far, have not bothered to field.
Just to focus in that this last part....
I've played him so much people think when i even say the word 'Superman' they automatically think I'm talking about Kal-L, and instantly get offended. LOL...that's my dream figure...i've played him so much I"M sick of playing him!
Anyway, back on topic. Stretching the capabilities of the other Superman from Crisis isn't out of range...usually people want the most absurd thing to be that much more absurd. I never thought of it, but it's because i never thought to question the 'optionalness' of Super Strength.
Understood, though wouldn't that bring up a side-question of how many times in a turn can someone turn off and on a single Special Power in a turn? Could someone turn it off - dropping the object - then turn it back on and go make that pick-up/charging run? As mentioned above, I think it'll all be swept aside as being something one can't do (turn off the SP) while it's in use carrying an object.
Once canceled, a power remains off until the beginning of the next turn. (Your opponent's turn if you canceled during yours; yours if you canceled during your opponent's.) So, if you turned the power off to drop the objects (and assuming that it would allow you to drop them), you wouldn't be able to pick anything up again until your next turn.
Understood, though wouldn't that bring up a side-question of how many times in a turn can someone turn off and on a single Special Power in a turn? Could someone turn it off - dropping the object - then turn it back on and go make that pick-up/charging run? As mentioned above, I think it'll all be swept aside as being something one can't do (turn off the SP) while it's in use carrying an object.
In the rules its not called "turning off" its called Cancelling. If you choose to cancel a power then that power remains cancelled until the end of the turn. So if you were to cancel Godlike Strength then you could no longer Charge, Flurry, use Plasticity or carry objects for the remainder of that turn.
Personally I can see this power potentially recieving a clarification to the effect that it will allow people to drop objects. Its true that Super Strength can't be cancelled on its own, and that objects can't be dropped under normal circumstances (unless SS is Outwitted or they are clicked off of SS) but what if a player really wants to cancel his Plasticity? What if you want to make Breaking away easier for whatever reason? What if you want to cancel Charge so that Herc will get knocked away from a second Flurry attack from Namor or Superman?
I can't see them officially stating that Godlike Strength can't be cencelled for the reasons stated above. And if it CAN be cancelled, then good news for me, because I already tried this tactic on Saturday!
Wait, so if I Cancel Yellowjacket's "Giant Man" SP during my turn I have to re-Cancel it during (presumably at the start of?) my opponent's turn or else he's back to being a Giant again?
I can't see them officially stating that Godlike Strength can't be cencelled for the reasons stated above. And if it CAN be cancelled, then good news for me, because I already tried this tactic on Saturday!
All the examples you give in the above cancel scenario are optional powers and thus cancellable. So you are good there. BUT. Super Strength is only optional in the sense of whether you choose to pick up and object in the middle of a move action. Once you have the object, you still have Super Strength, even if you 'cancel' the special power giving it to you. You can cancel Super Strength all you want, because it's optional. The clause is though, once you have the object you have to 'lose' Super Strength. Cancelling Godlike Strength doesn't make the Super Strength portion of the power cease functioning once it's active.