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OUTSIDERS: Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability can’t be used by wild cards.
So basically, Outsiders now works on everything and not just powers, right?
You can Outsider your own Duo and avoid the -1 to damage on the second attack.
You can Outsider to keep from getting -2 to movement when carrying
You can Outsider to keep from getting -2 to attack when using Move & Attack transporter ability.
You can Outsider your own guy who has Hold the Line feat and avoid the -1 to damage and the -2 to attack for the second attack.
What about Objects? Do objects still modify damage? If so, when you Outsider a guy holding an object and they make a close combat attack, then does the object basically get used with no effect, or do you simply continue to hold the object, or does it even prevent you from continuing to hold the object so you have to drop it?
If you Outsider a guy before they pickup an object, does this prevent them from being able to pick up an object?
What about Objects? Do objects still modify damage? If so, when you Outsider a guy holding an object and they make a close combat attack, then does the object basically get used with no effect, or do you simply continue to hold the object, or does it even prevent you from continuing to hold the object so you have to drop it?
If you Outsider a guy before they pickup an object, does this prevent them from being able to pick up an object?
Harpua...I mean Normalview has already covered most of your questions. With objects, the current wording says they increase damage value. Thus Outsiders would work against it. However, we don't know the new rules yet which is, I'm guessing, why Normalview didn't answer this part of your post.
@killersavage: Right now, Outsiders only works against modifiers from powers and TA's. Abilities are immune to it. So you can Outsiders a duo fig all you want, but they will still get the -1 to damage on their second attack of the duo attack ability. Same with Carry, Move and attack and other abilities.
Did this even change? I thought it was always the modifiers and nit the replacements. Can someone tell me what's different?
(besides people are actually reading stuff)
Outsiders used to say it only affected powers and team abilities.
Here's the old wording:
Quote : Originally Posted by Player's Guide
OUTSIDERS
Once at the beginning of your turn as a free action, an Outsiders team member on your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the target’s combat values can’t be modified by powers or team abilities. This team ability can’t be used by wild cards.
Harpua...I mean Normalview has already covered most of your questions. With objects, the current wording says they increase damage value. Thus Outsiders would work against it. However, we don't know the new rules yet which is, I'm guessing, why Normalview didn't answer this part of your post.
Sorry... somehow I missed that.
Modifiers don't effect the combat values, but that doesn't mean that they aren't still there. What this means, in the case of objects, is that the object is used, but there is no increase to damage value. This really is no different than attacking a character with Nanoarmor feat. Plus, if there are additional effects (like the token from the Lamp Post), that would still happen. Just no modifiers.
Modifiers don't effect the combat values, but that doesn't mean that they aren't still there. What this means, in the case of objects, is that the object is used, but there is no increase to damage value. This really is no different than attacking a character with Nanoarmor feat. Plus, if there are additional effects (like the token from the Lamp Post), that would still happen. Just no modifiers.
So your saying if you've been Outsidered, then you can still pick up the object and continue to hold it? Just trying to get this straight, because I recall, if you Outsider a guy who was perplexed, the ruling was that the modification goes away immediately.
So your saying if you've been Outsidered, then you can still pick up the object and continue to hold it? Just trying to get this straight, because I recall, if you Outsider a guy who was perplexed, the ruling was that the modification goes away immediately.
Absolutely. Super Strength is still present on the dial, you just can't benefit from it while Outsidered.
I brought this up in the GD forum, but I might as well get clarification on this too.
If you cancel the Outsiders TA, then the effect ends immediately, correct?
I'll have to think about this a little while but my first instinct is "No."
From the BN PAC:
OUTSIDERS: Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability can’t be used by wild cards.
That is the only established criteria for ending the effect of Outsiders... other than losing the TA, of course. But countering a TA (via Dissent) or losing it (via KO) is not the same thing as canceling the TA. When something is canceled, it is still there on the dial (and can even be used to meet prerequisites for feats and such).
I'll have to think about this a little while but my first instinct is "No."
From the BN PAC:
OUTSIDERS: Once at the beginning of your turn as a free action, characters using the Outsiders team ability may choose a character (including itself) within 10 squares to which it has a clear line of fire. Until the beginning of your next turn, the target’s combat values can’t be modified. This team ability can’t be used by wild cards.
That is the only established criteria for ending the effect of Outsiders... other than losing the TA, of course. But countering a TA (via Dissent) or losing it (via KO) is not the same thing as canceling the TA. When something is canceled, it is still there on the dial (and can even be used to meet prerequisites for feats and such).
But like I said, I'll have to think about this...
I'd argue yes, and here's my reasoning:
FF Rulebook Pg 18
"Canceling team abilities. All team abilities are optional and
can be canceled. However, if a team ability is not canceled at the beginning of an action, it is in effect during the action. When a team ability is canceled, it remains canceled until the end of the turn and resumes effect at the beginning of the next player’s turn."
If the ability resumes effect at the beginning of the next player's turn, then that means the effect had to have ended when the ability was canceled. Now, I don't know if this changed with the new rulebook since I don't have that yet, but as far as I can remember this is the way "cancel" has always worked.