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Just trying to get ahold of the new rules and some potential issues that might come up............I'm not fully up on the new rules just yet.
Now before double checking I would have thought that the word 'may' would have been there but it appears that it did not.
So Mongul's trait.......
DIMENSIONAL INVERSION CUBE: Mongul can use Phasing/Teleport. Opposing characters using Phasing/Teleport take 1 unavoidable damage after using it.
So if that is right, characters with phasing given move actions have to use their phasing, right?
I'm sure that isn't right. I probably just haven't read enough of the new rules, and this would be very simple to figure out.
Can someone help a fellow clixer out, please?
Thanks in advance.
Nowhere in the wording of the phasing power has the word "MAY" or have anything that would suggest that it is optional, so yeah, it looks like you may have something there.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
No. Powers that are activated by specific actions are only activated by those specific actions.
Just like a character with EE doesn't use EE any old time it is given a ranged combat action, a character with Phasing/Teleport won't automatically use it any time they move.
Page 16 of the rules:
Some game effects require that a character be given an action. These effects only activate when the character has been given the action specifically to activate the game effect. The game effect then overrides the normal activity of that move, close combat or range combat action.
So in order for a character to actually use P/T, the controller would have to say something like, "I am giving this character a move action to use Phasing/Teleport."
Yeah, that makes perfect sense. It's almost too bad. Mongul's power is very situational, and I was hoping this would increase his usage. Oh, well. There's plenty to like about him without that little nugget.
Quote
Originally quoted by: Soxolas
"Friendship is not about what you were physically there for, It's about what you were mentally there for"
Yeah, that makes perfect sense. It's almost too bad. Mongul's power is very situational, and I was hoping this would increase his usage. Oh, well. There's plenty to like about him without that little nugget.
Dissuading someone from making an action is a good thing, and is icing on the cake of other good powers.
So just a quick question: since P/T is now a move action, it can be used with the Double-Time feat card, correct?
Double-Time
Prerequisites: Transporter or {boot} speed mode
Choose a character.
When the character is not adjacent to an opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move, if the character is not a transporter, deal it 1 pushing damage that ignores Willpower and team abilities.
5 Points
Trade to Canada. We're friendly, and we love Beavers..........
So let's say I choose to use breakaway instead of Phasing to avoid damage from Mongul. I fail the roll can I then just turn my phasing back on and take the damage and move or after failing the roll I'm stuck?
So let's say I choose to use breakaway instead of Phasing to avoid damage from Mongul. I fail the roll can I then just turn my phasing back on and take the damage and move or after failing the roll I'm stuck?
Quote
To break away, roll a d6. On a result of 3 or
less, that character fails to break away and can’t
move; resolve the action immediately, including
assigning that character any action tokens
for that action.
There's the applicable text from the rulebook about breaking away. I'm thinking the move stops and you can't phase if you attempt the roll... Anyone else wanna give perspective?
Quote : Originally Posted by normalview
For home games, you can scream "PUMPKIN BOMB!!!" and flip the table if you wish.
So let's say I choose to use breakaway instead of Phasing to avoid damage from Mongul. I fail the roll can I then just turn my phasing back on and take the damage and move or after failing the roll I'm stuck?
well it follows the normal rules.
You gave an action to breakaway and failed action ends apply token.
If you are able to give them another action somehow yeah you can use P/T.
The best thing about P/T becoming a move action instead of a power action is that you can now nicely couple Leech with someone like Lightspeed to put Leech wherever he needs to be to stop those power actions.
So, for my own sanity, 'optional' was removed as a term, and yet almost all powers remain optional, correct?
No powers remain optional.
Optional no longer exists.
Some game effects use the term "may" and that does allow a choice to be made... but unless "may" is there, there is no choice.
Or perhaps you meant that many powers and abilities are still activated by assigning a character a specific type of action (e.g. Your character doesn't use EE every time it attacks... it must be given an action specifically to use EE in order to use the power)? In that case, yes, that remains unchanged.