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All the symbol grants, by itself, is the Colossal Size ability.
Characters with the and symbol do not block lines of fire to or from this character. When this character has two action tokens, it can be given a non-free action and deal it 1 unavoidable damage after the action resolves and do not remove action tokens from it at the end of the turn. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing character when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded. This ability can’t be countered.
Now many colossals come with a rules sheet that explains some other stuff they can do (which may include breaking away automatically), but the GSX colossals have no such rule sheet. This is all they've got.
Giving them access to giant stride is a good idea, bit I doubt we'll see that happening. As an house rule in frendly play thu, it can work pretty well, I think.
You know everyone loves to be the villain. Hugh Grant
In fact, most colossals also have a "large base" stand... we have rules up to date for double base but not large base... so it could be of an help if they clarify it in the next rulebook and in F.A.Q. / player guide. Because, for now, i just *guess* the 2x2 base are juste like the peanut base for movement, break away, TK and so on...
In fact, most colossals also have a "large base" stand... we have rules up to date for double base but not large base... so it could be of an help if they clarify it in the next rulebook and in F.A.Q. / player guide. Because, for now, i just *guess* the 2x2 base are juste like the peanut base for movement, break away, TK and so on...
There is no need to guess. Page 14 of the rulebook discusses multibase characters. A multibase character is ANY characer that has a base larger than one square: double-base all the way up to Galactus-sized.
All the symbol grants, by itself, is the Colossal Size ability.
Characters with the and symbol do not block lines of fire to or from this character. When this character has two action tokens, it can be given a non-free action and deal it 1 unavoidable damage after the action resolves and do not remove action tokens from it at the end of the turn. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing character when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded. This ability can’t be countered.
Now many colossals come with a rules sheet that explains some other stuff they can do (which may include breaking away automatically), but the GSX colossals have no such rule sheet. This is all they've got.
I also notice the colossals can't make a close combat attack when there to 2 squares away from opposing characters. I this is one advantage that giants have over colossals.
Yea is there any sort of reasoning behind collosals getting tied up besides "because the rules say so." I mean honestly, that's all the rules people have to say? Because the rules say! You all know it makes zero sense. Maybe we all could better understand if we got a better reason then "we say so."
Yea is there any sort of reasoning behind collosals getting tied up besides "because the rules say so." I mean honestly, that's all the rules people have to say? Because the rules say! You all know it makes zero sense. Maybe we all could better understand if we got a better reason then "we say so."
??
The rules are necessary. The rules are the rules. If you want to make up some reason for a rule you can. I find players who need real life physics in a table top miniature game get confused a lot by the rules.
I have no problem with there being a difference between Giants and Colossals. It makes each unique and special.
Giants can more easily break away while Colossals can fire out of adjacency. I think the Colossals are ahead, personally.
3 other rules questions:
1. Can feats be assigned to Colossals?
2. Can a colossal be healed by a friendly figure or object?
I believe there was a time when both answers were no. Rules don't seem to bar it, though.
3. Does a Colossal destroy an object it "steps" on?
Visible Dials and Pushing Damage need to be optional. This is the way.
it's funny that single-base giants are technically bigger than the larger multi-base collosals.
How do you figure?
Quote : Originally Posted by tyroclix
Giants can more easily break away while Colossals can fire out of adjacency. I think the Colossals are ahead, personally.
Funny how that bit gets missed a lot of the times
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1. Can feats be assigned to Colossals?
Nothing in the colossal size ability says they can't be. Several of the colossals with special rules have, in their rulesheet, a line that says that they can't use feats. But that rule is not common to all colossals.
However, it is worth pointing out that two feats (Shellhead and Lazarus Pit) have received specific clairfications in the PG that says they can't be used by colossals.
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2. Can a colossal be healed by a friendly figure or object?
I believe there was a time when both answers were no. Rules don't seem to bar it, though.
Again, nothing in colossal size says they can't be healed.
Special rules for specific colossals may say otherwise.
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3. Does a Colossal destroy an object it "steps" on?
Now in stereo: Nothing in colossal size says they do
Special rules for specific colossals may say otherwise.
Colossal Size
(NON-OPTIONAL) Characters with the and symbol do not block lines of fire to or from this character. When this character has two action tokens, it can be given a non-free action and deal it 1 unavoidable damage after the action resolves and do not remove action tokens from it at the end of the turn. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing character when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded. This ability can’t be countered.
Yea is there any sort of reasoning behind collosals getting tied up besides "because the rules say so." I mean honestly, that's all the rules people have to say? Because the rules say! You all know it makes zero sense. Maybe we all could better understand if we got a better reason then "we say so."
You seem to be forgetting that you aren't talking to the game designers here, or even actual WizKids employees. The Oranges don't make the rules. The Oranges read the rules and help interpret them. "Because the rules say so" is the only reason we have. You want reasons beyond that? Talk to the game designers (good luck with that). All we have is the rules and the rules say certain things happen and other things don't. The rules don't always mesh with common sense or even comic book logic, but the rules are what they are and that is all the Oranges, or anyone here, can comment on.
I'd like to see Colossi capable of breaking away automatically. I'm not sure they need it, but it makes sense. But they can't. They can't because the rules say they can't. And that's it.
Nothing in the colossal size ability says they can't be. Several of the colossals with special rules have, in their rulesheet, a line that says that they can't use feats. But that rule is not common to all colossals.
However, it is worth pointing out that two feats (Shellhead and Lazarus Pit) have received specific clairfications in the PG that says they can't be used by colossals.
Again, nothing in colossal size says they can't be healed.
Special rules for specific colossals may say otherwise.
Now in stereo: Nothing in colossal size says they do
Special rules for specific colossals may say otherwise.
Colossal Size
(NON-OPTIONAL) Characters with the and symbol do not block lines of fire to or from this character. When this character has two action tokens, it can be given a non-free action and deal it 1 unavoidable damage after the action resolves and do not remove action tokens from it at the end of the turn. A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement. This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing character when they are adjacent to opposing characters. This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded. This ability can’t be countered.
I figured as much. I'm considering using the Mark II this week (as "Rover" for you Wolverine and the X-Men fans) and wanted to make sure before I committed.
Visible Dials and Pushing Damage need to be optional. This is the way.