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in the description of the new Ultimate Hulk is states his special power
SPECIAL POWER: HULK SMASH YOU ALL! Hulk can use the Masters of Evil team ability (IE: constant pushing.)
has that team ability changed? is it changing in this set? is this really true?
in the description of the new Ultimate Hulk is states his special power
SPECIAL POWER: HULK SMASH YOU ALL! Hulk can use the Masters of Evil team ability (IE: constant pushing.)
has that team ability changed? is it changing in this set? is this really true?
It changed when Danger Room came out (the last starter set).
Its so uber-broken it should be a Feat for the Superman Enemies to use...
ULTRA-HUMANITE of the SSOSV Clan!
ROCK WARS TRIO WINNER: RUSH!
The advice of Neil Peart:
I will choose a path that's clear, I will choose FREEWILL!
We will pay the price, but we will not count the cost
MASTERS OF EVIL™ A Masters of Evil team member may be given an action when it has two action tokens on it. If it does, do not place an action token on the team member after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a member of this team that has been given an action during that turn.
that's incredible! what a devastating team ability.
i wonder why the team ability page isn't updated on the WK website? it's a rather important modification.
anyway thanks for the info guys.
that's incredible! what a devastating team ability.
i wonder why the team ability page isn't updated on the WK website? it's a rather important modification.
anyway thanks for the info guys.
They probably haven't read the PAC from the Danger Room starter yet. Don't worry, I'm sure they'll get around to it eventually...
CarlosMucha: that is like be running in a Olimpic race competition just one step to get the gold and then a Giant children place a mirror in your side and you discover what you are really a hamster over a whell and the gold is just a slice of chess. Avatar Summoning Successes: Original GotG
that's incredible! what a devastating team ability.
i wonder why the team ability page isn't updated on the WK website? it's a rather important modification.
anyway thanks for the info guys.
The webpage is woefully out of date in many, many places.
Just keep your documentation current with the most up-to-date rule books and PACs (and TA list pdfs for those TAs not on the current PAC) and you are all good...
"How does [insert special power] work with the new 2013 rules?"
Most everything special power-wise, we're looking into. The PAC changes may change the way some special powers function; we're checking on them before the June release. In the meantime, ask your judge.
okay i've read the new description.
i definitely wouldn't call it constant pushing. it's more like you can push a second time if you choose and take one more click.
I am waiting on WK site to see actually wording, but if you know it please post.
~Phil
It says he can use Masters of Evil. I had the card in hand, but not at the moment (sold it for cash on the spot).
EDIT: Indeed new MoE simulates indefinite pushing, but please note that it's unavoidable damage, not push damage. You can wear yourself to KO turn after turn if you wish.
It says he can use Masters of Evil. I had the card in hand, but not at the moment (sold it for cash on the spot).
EDIT: Indeed new MoE simulates indefinite pushing, but please note that it's unavoidable damage, not push damage. You can wear yourself to KO turn after turn if you wish.
Thanks
I only wonder if any complication with using 2 TAs at the same time would come out. I figure not, but who knows if a TA restriction comes up.
okay i've read the new description.
i definitely wouldn't call it constant pushing. it's more like you can push a second time if you choose and take one more click.
right?
But then you can push again, and again, and again.
R Kang is the energizer bunny (Rep to someone who mods that!)
EDIT: Indeed new MoE simulates indefinite pushing, but please note that it's unavoidable damage, not push damage. You can wear yourself to KO turn after turn if you wish.
SaferSephiroth is correct. With MoE you can act every round for the entire game. Willpower will not stop the unavoidable damage you take from using it after the 3rd+ action in a row, but will work as normal when you take your 2nd token as normal.
It's a great TA, but some of the best figs for it need to Thunderbolt or Wilcard to it. It works amazingly well with Shellhead. SuperNova Rookie Kang is great with the TA.
Probably the most synergistic effect is a fig with a RS or HSS , 1 click of Super Strength and damage that drops to 2 quickly.
Case in Point
E Mach III with Thunderbolts (MoE), Nanobots, Shellhead, and Rip It Up.
Round 1 -act as normal getting an object via RIU.
Round 2 -push. You take a second token, take a click, loose Super Strength, Eat the light object you drop via Nanobots to heal back to full. Shellhead kicks in since you have 2 tokens so your, Defense goes to 19.
Round 3& every round after-same as 2 but make sure you use Running Shot to attack in order to pick up a light object.