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1) Can any body tell me which powers require a power action?
2) Do you HAVE to combine "free action" powers with either a power action or any other action?
i.e. Can a Con Artists stand there and Perplex and not receive an action counter for it? Can Judge Dredd Outwit Thor's Invulnerability without receiving an action counter?
My friend's buying up Con Artists is all...
For #2 , I can tell you that even if a character has two action tokens placed on it that it can still use perplex or outwit , or probability control.
So if your opponent has 4 Con Artists and pushes them on his 2nd turn ( giviing them two tokens each) they can now perplex friendly Thor's damage value to 8 and then he can use his 5th action to perform a running shot or close combat with Odinson.
Originally posted by Col. Orange 1) Can any body tell me which powers require a power action?
2) Do you HAVE to combine "free action" powers with either a power action or any other action?
i.e. Can a Con Artists stand there and Perplex and not receive an action counter for it? Can Judge Dredd Outwit Thor's Invulnerability without receiving an action counter?
My friend's buying up Con Artists is all...
Ta.
1) For which ones need a Power action (I assume you mean get a token for using) see the PAC
2) Nope
Yes
Yes
Of course he has to whup his ho's asses so they have Perplex (bit of humour there)
Inititally, Outwit Thor's Charge or Running Shot not Invulnerability. That will buy you time.
Get more Outwitters, and get someone with EE (Ultron is best, he has multiple arrows). That will take out the Perplex-a-Ho strategy
Don't know if anyone still cares about this thread, but I made a little revised MARVEL PAC, to better list costs. Let me know if you want me to make one for DC and INDY.
CHARGE. (O) [1 Action]
This character can move and then make a close combat attack using the same action. (Optional)
When you give this character a move action, he may move up to half his speed value and then make a close combat attack as if he had been given a close combat action. This close combat attack does not cost an extra action. This character may use any of its powers that require a close combat action. This character does not suffer knockback.
FLURRY. (O) [1 Action]
This character can make 2 close combat attacks with 1 action. (Optional)
Give this character a close combat action. This character can make 2 attacks (making 2 separate attack rolls) targeting either a single figure or 2 adjacent figures. This close combat attack does not cost an extra action and this character may use any of his special abilities that require a close combat action.
MIND CONTROL. (O) [1 Action]
This character may make a ranged combat attack to give an action to an opposing figure. (Optional)
Give this character a close combat or ranged combat action. If the attack is successful, give an action to the target figure as if that figure were a part of your force. The target figure receives an action token, if applicable. A successful attack does no damage to the target figure. This character takes 1 click of damage for each 100 points of the target’s point value. If a character with this power has a range value of 0, assume that his range value is 4.
LEAP/CLIMB. (O) [1 Action]
This character can leap or climb over characters and terrain. (Optional)
When you give this character a move action, he can ignore the effects of other characters or hindering terrain on movement. This character may end his movement on top of outdoor blocking terrain. This character may make a close combat attack against a figure in an adjacent square regardless of the target’s elevation.
PHASING. (O) [1 Action]
This character may phase into another plane of reality and reappear someplace else on the battlefield. (Optional)
Give this figure a move action. Move this character in any direction a number of squares equal to his speed value. Ignore the effects of all characters and terrain features on movement.
STEALTH. (O)
Hindering terrain blocks line of fire to this character. (Optional)
Any line of fire drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain.
RUNNING SHOT. (O) [1 Action]
This character can move and then make a ranged combat attack in the same action. (Optional)
When you give this character a move action, he may move up to half his speed value and then make a ranged combat attack as if he had been given a ranged combat action. This ranged combat attack does not cost an extra action. This character may use any of his super powers that require a ranged combat action.
SUPER STRENGTH. (O)
This character can pick up objects and use them as weapons to inflict additional damage. (Optional)
During a move action, this character may pick up and carry an object in an adjacent square at no additional cost. Objects increase the damage of a close combat attack and can be thrown (see the Objects section of the rulebook). If a character loses this power while holding an object, immediately place the object in the square he occupies.
BLADES/CLAWS/FANGS. (O) [1 Action]
This character can use a close combat action to deliver 1 to 6 clicks of damage. (Optional)
Give this character a close combat action. If the attack succeeds, roll 1 six-sided die. This is the number of clicks of damage you inflict on the target figure instead of this character’s normal damage value.
INCAPACITATE. (O) [1 Action]
This character may use either a close or ranged combat attack to add an action token to a target figure. (Optional)
Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target figure and the target has 0 or 1 action tokens, place an action token on the target figure. Treat the target as if it was given a non-pass action. If a target figure is given its second action token, it is considered pushed and takes 1 click of pushing damage. This power has no effect on characters that already have 2 action tokens.
ENERGY EXPLOSION. (O) [1 Action]
This character’s ranged combat attack can affect all figures in squares adjacent to the target. (Optional)
Give this character a ranged combat action and reduce his damage value to 1. A successful ranged combat attack affects the target figure and every figure in a square adjacent to the target, delivering 1 click of damage to each figure successfully hit. Make only one attack dice roll; compare that result to the defense value of the target figure and every figure in a square adjacent to the target.
PULSE WAVE. (O) [1 Action]
This character’s ranged combat attack can affect every figure within half his range value. (Optional)
Give this character a ranged combat action. Reduce his range value by half. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire are never blocked by figure bases, but are affected normally by terrain. If clear lines of fire can be drawn to two or more figures within range, Energy Pulse will inflict 1 click of damage on each figure successfully hit. If there is only a clear line of fire to a single figure, Energy Pulse will deliver this character’s normal damage if the target is successfully hit.
STEAL ENERGY. (M)
This character heals himself with a successful close combat attack. Give this character 1 click of healing when he applies clicks of damage to a figure during a close combat attack.
TELEKINESIS. (O) [1 Action]
This character can use a close combat attack to move another figure or object. The object can be used as a weapon. (Optional)
Give this character a close combat action. The attack does no damage. If the attack is successful, move the target figure up to 10 squares in any direction, ignoring hindering terrain and figure bases. This character must have a clear line of fire to the destination square. This character may also move friendly figures and objects in squares adjacent to him (without making an attack roll). The target figure or object may not be placed in blocking terrain. This character may use Telekinesis in order to use an object as a weapon (see the Objects section of the rulebook).
ENHANCEMENT. (O)
This character increases the damage delivered by friendly ranged combat attacks. (Optional)
Any friendly figure given a ranged combat action while in a square adjacent to this character will inflict 1 extra click of damage to any opposing figure(s) successfully hit by the attack.
RANGED COMBAT EXPERT. (M)
This character adds 2 to their damage for successful single-target ranged combat attacks. This power does not work with other super powers (such as Super Strength or Enhancement).
PROBABILITY CONTROL. (O)
This character allows you to re-roll a dice roll during your turn and forces an opponent to re-roll a dice roll during their turn. (Optional)
Once during your turn, this character allows you to re-roll one dice roll. Use the re-rolled result instead of the original result. This character must be within 10 squares of the figure performing the action and have a clear line of fire to that figure. Also, at any time during one opponent’s turn, this character forces him to re-roll one dice roll. Use the re-rolled result instead of the original result. This character must be within 10 squares of the figure performing the action and have a clear line offireto that figure. In multiplayer games, you may use this power only once when it is not your turn. This power does not cost an action to use.
BATTLE FURY. (O)
This character may not be given a ranged combat action. This character is also immune to Mind Control and cannot be carried.
SUPPORT. (O) [1 Action]
This character can heal friendly figures. (Optional)
Give this character a close combat action with a friendly figure as the target. Neither figure may be adjacent to an opposing figure. Ignore all modifiers to the close combat attack. If the attack succeeds, roll 1 six-sided die and heal that many clicks to the target figure.
OUTWIT. (O)
This character can use intelligence, experience and luck to cancel one super power of another character. (Optional)
Once during your turn, this character may “turn off” a super power on a target character; treat the target as if it does not have the cancelled power. That power remains cancelled until the beginning of your next turn. This character must be within 10 squares of the target and have a clear line of fire to that figure. Instead of a power, you may choose to cancel a fl ying figure’s ability to soar. The soaring figure is considered to be hovering for that turn. If this character loses Outwit or is defeated, the cancelled power returns immediately. This power does not cost an action to use.
LEADERSHIP. (M)
This character may add an action to your action total for the turn.
At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one figure with Leadership.
ENERGY SHIELD/DEFLECTION. (M)
This character’s defense is improved against ranged combat attacks.
Increase this character’s defense value by 2 versus ranged combat attacks that target or can affect him.
SUPER SENSES. (O)
This character can avoid being hit in combat. (Optional)
When this character is successfully hit by a ranged or close combat attack, roll 1 six-sided die. On a result of 5 or 6, the attack misses this character instead.
BARRIER. (O) [1 Action]
This character can create up to 4 squares of blocking terrain. (Optional)
Give this character a move action, but do not move him. This character creates 4 squares of blocking terrain anywhere within the character’s range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in squares adjacent to each other and they cannot be placed in the same space as a character, object or terrain feature. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.
TOUGHNESS. (M)
This character reduces damage delivered to him by 1 click.
Subtract 1 from any damage inflicted on this character by ranged or close combat attacks, or by super power effects that deliver damage. Toughness does not reduce pushing or critical-miss damage.
DEFEND. (O)
This character can share his defense value with friendly figures in adjacent squares. (Optional)
Any friendly figure in a square adjacent to this character may use this character’s defense value instead of its own.
REGENERATION. (O) [1 Action]
This character can heal himself up to 4 clicks. (Optional)
Give this character a move action, but do not move him. Roll 1 six-sided die and subtract 2 from the result. Treat a negative result as 0. The result is the number of clicks that are healed on this character’s combat dial.
INVULNERABILITY. (M)
This character reduces damage delivered to him by 2 clicks. Subtract 2 from any damage inflicted on this character by ranged or close combat attacks, or super powers that deliver damage. Invulnerability does not reduce pushing or criticalmiss damage.
Huh. The MARVEL PAC I downloaded from Wizkidsgames.com does NOT list it as optional, however the DC PAC I downloaded does.
I'll incorporate the DC and INDY pacs and fix all the discrepencies, then repost it here later in the week. Maybe I'll put the color codes in and make it a Pdf too.
thele, a suggestion: Forget the Marvel/DC PACs altogether. The Indy has all the powers reworded for the new rules.....
Col. O, A quick read of the Indy PAC will tell you which powers require Power actions. Off the top of my head: Phasing/Teleport, Charge, MC, FB, HSS (option 2), RS, SC, TK, Barrier, Regen, RCE, Support, and CCE are all power actions.