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Player's Guide Updates - Community Input - Spring 2013
It's time to get another Player's Guide ready. With that in mind, it is always great to have positive feedback from the whole community.
As always, the goal is to be as comprehensive as possible. If there are needed fixes and corrections, please log a post here as a reference. There have been plenty of forum rulings made since the last PG which should be reflected in the next one. If you know of one, please include it here.
Please post any of these rulings of which you are aware. Some major clarification you've read on these boards might seem like a lock for going in, but believe it or not, some things do get overlooked. We do our best to log this stuff when it arises, but the second memory provided by you, the community, is a big help in ensuring that things don't get overlooked.
As always, there are some rules for this thread.
1 - Absolutely no suggestions to change a rule that you think is not the way clix is supposed to be played. On the first post about someone wanting errata to be able to use Outwit on a character with Stealth in an adjacent square of hindering I'll close it and ignore the whole thing. (Note - characters that have the wrong keyword fall into this category...as does asking to errata Avengers/Classics Iron Man.) It is also important to note that this thread is not here as a vehicle to gripe about, well, pretty much any topic.
2 - Do not post unless you've read everything else in the thread so you can avoid duplication. I appreciate the time you are putting into it by posting, so please appreciate my time and don't make me do double work because you couldn't follow this rule. Note that this includes taking a peek into the Final Word forum before posting, as well. That forum is used as one of the sources from which we pull the information for the new PGs.
3 - Do not get into a debate. If someone posts something that you think is wrong, feel free to quote it and simply say "I don't think this is so". Then take it to another thread. If debates start in this thread, I'll close it.
4 - If you are bringing in information from another thread, please summarize or copy/paste the information - do not simply post "here's a link to something". The goal for this thread is to be a checklist of changes, not to be something I have to navigate through to find all the information. (Or for others to navigate through to see if something they've noticed has already been posted) Posting a link to the source thread in addition to the summary is encouraged, of course.
5 - This is not a thread for suggestions on formatting the Player's Guide or for requesting whatever personalizing would make it your ideal. This thread is strictly to cover content issues.
6 - I understand that a couple of new sets just released. Some of you have previously posted questions about mechanics from these sets which were unable to be answered at the time you asked them. Before bringing the question in here because you haven't gotten an answer yet, please remember that the reason that you haven't received an answer may not be because it is something that needs to be brought here. It might just be because we were previously unable to answer, but if the issue is brought to our attention, we might be able to answer it now.
Thank you very much for your help.
(Finally, if a mod can sticky this one, that would be fantastic.)
The search function has been wonky recently, so I don't have good links to provide, but I know there have been people asking for clarification on a few things. I'll try to list a few that I remember.
1. Fixing the Bat Signal to say it's a Heavy Object (or at least not immobile).
2. Clarification on the invisible jets "Purple Ray Rejuvenation" and being given a double power action. Can you or can't you?
Quote
PURPLE RAY REJUVENATION: Prerequisites: Amazon keyword, JSA team ability, or JLA team ability. When Invisible Jet carries a character, after actions resolve, one carried character who has no action tokens may be given a non-free action this turn. If you do, give that character a second action token after the action resolves.
3. Demogoblins power:
Quote
REPENT!: When Demogoblin hits an opposing character, that character's controller chooses one: give that character two action tokens; or that character's defense power is countered until your next turn.
Can the controller choose an two tokens is it already has one or two? Can it choose to have a defense power countered if it has none or has PC/Quint.
That's all I can remember this early.
Last edited by chrisdosmil; 03/14/2013 at 09:20..
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Pulse Wave from multi-based characters from one square to all squares. It states in the rulebook:
When attacking or drawing a line of fire to or from a multi-base character, the player attacking or drawing the line of fire can choose to attack or draw the line of fire to or from any one square occupied by the multi-base character.
Where pulse wave just says to Draw Lines of Fire in every direction, it needs a clarification for multi-based characters that stars it needs to come from all squares.
Giant Reach Ability from range to squares. With Giant Reach stating range rather then squares it is easily confused as a replacement value for Range Value.
Capture, clarification on who can be captured on and off the board. It has been stated many times that and cannot be captured but is not clear about if they were earthbound and already off the board.
Hypersonic Speed is missing sentence for if power is lost.
Utility Belt click 19, is it +1 or just 1?
Rule of Minimum and Doc Octopus's arms. This is geared more towards characters such as ASM Electro and his Arc Lightning being able to go on since the range will never go below 4.
A character with Dr. Octopus Arms on its character card has a minimum range value of 4, has 3 targets and can use Perplex twice during your turn, but only to target itself.
Arc Lightning: Give Electro a power action and make a ranged combat attack against a single target using his printed damage value. Each time he hits, after actions resolve, he may then make a ranged combat attack as a free action against another single target as if he occupied the previously hit character's square, replacing his range value with his printed range value minus the number of characters hits he has hit made this turn with this power.
Prime Characters states that only one can added during team creation which does not effect bringing them in another way.
Last edited by MisterId; 03/14/2013 at 09:36..
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
1. Fixing the Bat Signal to say it's a Heavy Object (or at least not immobile).
Fixed it for you.
Quote : Originally Posted by Necromagus
When I came on board as RA I brought with me a mission to meet the intent of a power/ability and a firm distaste for exploits or loopholes that circumvented the intention of a rule. That's where the Rules team comes in.
How about a clarification on where exactly an object is when it is being held. The rulebook and PG don't exactly clarify where it is when it comes to counting squares from it or whether it is adjacent to any squares.
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ORBITAL MINES: R.I.S. Praetus can use Smoke Cloud as a free action. When it does, it may only place up to 2 hindering terrain markers, though they do not need to be adjacent to each other. When hindering terrain markers are removed, you may deal 1 penetrating damage to each opposing ship occupying or adjacent to any marker's square.
Calarification or errata on this power might be a good addition. The second part of the power's description (bolded sections) does not say "these markers" and implies when "any" hindering terrain marker is removed not just those placed by this ship or power.
DEFENSIVE PENETRATION: When Rav Laerst destroys an object or blocking terrain, deal 1 penetrating damage to all opposing ships that were adjacent to the destroyed object or terrain.
This might tread the line of impertinence for this thread, but there's some question about if the above would or was meant to impact a character in the square where an object was.
REPENT!: When Demogoblin hits an opposing character, that character's controller chooses one: give that character two action tokens; or that character's defense power is countered until your next turn.
The timing of this power could be clarified as well. Is the power's effects applied after the hit, but before dealing damage or resolving any other effect that doesn't affect the outcome of the hit?
Star Trek Tactics Away Team Captain Kirk 001b - many dials have a miscolored attack power, it looks purple like Smoke Cloud, instead of blue like Penetrating/Psychic Blast as indicated on the card. But dial trumps card, so an errata declaring it a ppb would be good, especially with him being modern age now. Thanks!
"You can have the truth without love, but you cannot have love without the truth. Truth is foundational.” - me
Star Trek Tactics Away Team Captain Kirk 001b - many dials have a miscolored attack power, it looks purple like Smoke Cloud, instead of blue like Penetrating/Psychic Blast as indicated on the card. But dial trumps card, so an errata declaring it a ppb would be good, especially with him being modern age now. Thanks!
Actually the Star Trek Away team is not Modern Age. That was an error....which is a perfect thing to get corrected in the new players guide.
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Clarification on what a "path" is, and what is "along that path"
THROUGH THE SUN: Give Superman and Superman a power action and move them up to 8 squares in the same diagonal, horizontal, or vertical direction, automatically breaking away. After actions resolve, you may place an opposing character along that path into an adjacent square and may use the Duo Attack ability as a free action targeting that character.
ASM020 Rhino HEAD DOWN, HORN UP: Rhino can use Charge. When he does, he automatically breaks away and if he moves only in a straight horizontal, vertical, or diagonal path and hits a character along that path, roll a d6; increase Rhino's damage value by half the result.
ASM204 Rhino RHINO CHARGE: Rhino can use Charge and breaks away automatically when doing so. When he does, if he moves only in a straight horizontal, vertical, or diagonal path, he can use Improved Movement: Ignores Hindering Terrain, Ignores Blocking Terrain and destroys blocking terrain as the character moves through it, may only target a character along that path, and modifies his damage value by +1 for each square moved.
From the AS #020 Rhino Final Word:
What exactly does Head Down, Horn Up mean by "along that path"?
The character you are trying to hit for extra damage must also be somewhere on that straight line that Rhino made when he moved. For example, where S is Rhino's starting square, R is Rhino's destination square, 1-3 are the squares Rhino moves through, and A and B are potential targets of Rhino's attack:
. . . . . A
S 1 2 3 R B
. . . . . .
A is not along the line made by S and R. Rhino couldn't roll the d6 and get some extra damage for attacking A. B, however, is along the line made by S and R so Rhino could roll the d6.
If a Path extends beyond the squares actually moved through or moved into, how will this effect Superman & Superman's Through the Sun power? Depending on intent, should a Path include only the next adjacent square in the straight line moved?
Quote : Originally Posted by dairoka
I'm pretty sure Dragon has the Future keyword and Probability Control.
Quote : Originally Posted by Dragon
With the amount of times you are Ninja'd I swear you must have the Past Keyword
I don't know if this the right place but it fit in the best i think I know thier is some confused with some player about the feed back damage from mind contorl could thier be a chart about how that part work?
[quote=Jarimy123"And on the 13th day, of the 9th month, of the 2013th year, Munchoboy declared - "let them eat crow!""[/QUOTE]