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What happens when you MC a figure and turn off his powers?, does the figure stays with the powers turned off until the end of the turn, or does the owning player get to re-activate the power after the MC action ends?.
For example,
I MC an adjacent figure with a CC action. I turn off the MCed figure's Stealth. I assign the MCed figure an action. MC ends.
Can I shoot the figure after the MC action ends?, Could my opponent reactivate MCed figure's stealth after the MC ends?.
Powers that are turned off remain off until the end of the turn so in your example the stealthed figure would lack stealth until the end of the turn. Keep in mind what powers are optional, though.
Being this so, the powers that are useful to turn of after a MC action are:
- Plasticity: so your adjacent figures can break away normally.
- Stealth: in fact, the only way to "outwit" this power. MC this first and then let your firelord do the rest!.
- Barrier/Smoke Cloud: With the new rules you can make it disappear after the MC action.
- Super Senses: for a hassle free follow up attack.
- Defend: for that pesky turtle team.
- Mastermind: to be sure who are you hitting next time.
- Impervious: It says optional!, so next attack could not be reduced to 0 or reduced by 2.
You forgot Willpower. MC Mordru and turn off his Willpower, then Incap him for a click!
Also, Team Abilities are useful to turn off: Fantastic Four, Mystic, Batman Ally, and Wild Card team abilities can and should be turned off to open your forces up to counterattack the opponent. Turning off Legion is especially good, since they all have such short dials anyway.
Careful on Barrier and Smoke Cloud. I don't have an Indy PAC or rulebook in front of me*, but be careful with the wording on that. Check the exact definitions of lost, countered, and cancelled; see if turning off Barrier will actually cause it to come down.
Yes, you can. All team abilities are optional, and can be voluntarily cancelled. Regarding the Indy rulebook, the word "cancelled" should not be in the team abilities glossary entry.
Powers:
- Plasticity: so your adjacent figures can break away normally.
- Stealth: in fact, the only way to "outwit" this power. MC this first and then let your firelord do the rest!.
- Super Senses: for a "dodge" free follow up attack.
- Defend: for that pesky turtle team.
- Mastermind: to be sure who are you hitting next time.
- Impervious: It says optional!, so next attack could not be reduced to 0 or reduced by 2 (Marvel & DC rules).
Team Abilities:
- Defenders, JSA: Like turning Defend off.
- Fantastic Four: to negate the click of healing to other FFs if knocking out that figure or to negate a click of healing to this figure if knock out other FF.
- Batman Ally: Yes!, like turning Stealth off.
- Mystics, Crossgen: No "counterattack" damage.
- Skrull, Danger Girl: Like turning Super Senses off.
- Willpower: Incapacitating will deal push damage.
- Wildcard: This one is tricky, I believe that it would turn off the ability currently being "copied" at that time.
I checked for the Barrier / Smoke Could rule on Indy and it says "lost or countered" it doesn't say "canceled", so I believe the "Mind Outwit" doesn't work.
I know it's not the next cheese, but look at how many new options it gives you!, although it needs a lot of teamwork.
Now, where did it put my LE Puppet Master?...
P.D.: What happens when the 2000AD TA is turned off?
What happens when you turn off 2000AD TA? does the figure simply doesn't add the +1 to the designated target or it gets to designate another target?.Once the 2000AD TA is set, it is set for the game. You only lose your bonus for that turn.
If the MCed has already a token, do I get to turn off his willpower before the action so it gets pushing damage after MCing it?.In the new rules, MC does not give a token for the action that it gives, so turning off Willpower is a moot point. In the old rules, yes, you can turn off WP to have the MCed figures take the push damage.