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I was just wondering about the SAs for 2.0. Then, what would happen when they get converted to Dungeons? The main problem I see is Infiltrate and Submerge. Most of the others may be able to get converted easy.
Ghostform and Arcing fire I see differently. Ghostform I see as a limited form of intagability. Leting you go through walls. But that may be too much. Arching Fire you might not be able to do in cramped Dungeons. But realism wasn't always one of MKs strong point.
Ghostform might also be able to move through figure bases only using 1 movement, instead of the 3.
um... aren't the dungeons already 'infiltrated' with WMT's
and sumberged would'nt make sense unless you had a tile with large water but then again you have WMT's
Ghost form elinates the LI walls in MK, but think about being able to shoot through a vengefull ghost to get to that other baddies behind him. same goes to arcing fire.
The bad news, you wont get an activation by adding these non-heroes to the dungeons.
I suspect that some of these special abilities will look somewhat different in Dungeons than in 2.0 (ala Venom & Nimble). For example, units with submerged might treat water terrain as hindering or perhaps can move through water terrain for zero speed points.