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what are the diff'rent between LOF and Clear LOF
as a newbie, i understand that :
1. LOF is WITHIN the range, even though it was blocked and;
2. CLEAR LOF is WITHIN the range and its NOT BLOCKED
can you help me on that. because sme Powers/Abilities requires LOF or CLEAR LOF
am i missing something in LOF???
See the thread you posted where I provided a little more information.
For this specifically, if you are meaning an effect which says that something must be "within line of fire" then that means that you just need to be able to draw a clear or hindered line of fire to that thing. Range does not matter (unless the phrase says something like "within 6 squares and line of fire).
Okay, I searched through the threads and didn't find a definitive answer to this, so I thought I'd post it here. Kinda a newbish question, but it sparked what almost turned into a HUGE argument at a game I was playing with some other guys last night.
Okay, here's the situation. I was using Violet Lantern Wonder Woman from Blackest Night, attacking Son Of Darkseid Superman. For location reference here, Wonder Woman was in square A-1, Superman was in square B-2. My first attack roll was horrid, so I used her Probability Control to reroll. My dice hate me, my reroll came up with the exact same result.
Here's where the argument started. The other figure in my force was The Wizard Shazam, who was in square A-3, and had his "I can use Probability Control on anyone on the map" power showing on his dial. I attempted to use his Probability Control to get a second reroll on my terrible miss with Wonder Woman. The guy playing Superman immediately informed me that the rules say a player can only ever get a single reroll on any given action. A second player in the group jumped in, arguing that since it was a power being used by a different figure, it was legal. Wasn't long before voices started rising, and I silenced the whole thing by accepting that I couldn't reroll a second time and insisting we just move on.
I looked through my rulebook as the game went on, and couldn't find confirmation one way or the other, and as I said, I've seen no definitive post about it here (not that that means there isn't one). So who was right? Can the Probability Control from multiple characters be used to influence a single dice roll?
You find no information on it because there is no such ruling. As long as you have characters that can use PC, you can reroll any given roll as often as you like.
"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.
I looked through my rulebook as the game went on, and couldn't find confirmation one way or the other, and as I said, I've seen no definitive post about it here (not that that means there isn't one). So who was right? Can the Probability Control from multiple characters be used to influence a single dice roll?
Multiple PCs can be used to influence a single roll. It was legal for Donna Troy to use her PC on the roll and then for The Wizard Shazam! to use PC on that same roll.
i would like to think all the people who helped me get started by either whooping my butt or getting me some free clixs to started my collection.
so think you all for answering my questions and giving me helpfull hints.
Heres to another year of playing trading and stomping butt.
I have a question about the 276 point Dr.Manhattan from the Watchmen set. He has a trait saying that his powers can't be countered. Does this just mean the outwit doesn't work on him or does it include things like physic blast and exploit weakness?
I have a question about the 276 point Dr.Manhattan from the Watchmen set. He has a trait saying that his powers can't be countered. Does this just mean the outwit doesn't work on him or does it include things like physic blast and exploit weakness?
The only game effects that counter something are the ones that explicitly use the word "counter" in some form. Psychic Blast or Exploit Weakness don't counter anything. They just make the damage penetrating and penetrating damage is just damage that can't be reduced.
The only game effects that counter something are the ones that explicitly use the word "counter" in some form. Psychic Blast or Exploit Weakness don't counter anything. They just make the damage penetrating and penetrating damage is just damage that can't be reduced.
Thanks for the help. That makes taking him on a little easier but it's still going to be a challenge.
Does the rule of 3 mean that you can use a power like perplex only three times a turn? Hypothetical question. Say I'm playing the Illuminati and I want to use Mr. Fantastic and Black Bolt to give Namor the ability to hit for seven. Would I then be able to use Dr. Strange (assuming he gets the roll for his + 2) and Professor X's ability to make his defense a 21?
Does the rule of 3 mean that you can use a power like perplex only three times a turn? Hypothetical question. Say I'm playing the Illuminati and I want to use Mr. Fantastic and Black Bolt to give Namor the ability to hit for seven. Would I then be able to use Dr. Strange (assuming he gets the roll for his + 2) and Professor X's ability to make his defense a 21?
You cannot modify a given combat value by more than +3 or -3, but it is totally legal to modify different combat values as in your example.
I have played heroclix since infninty challenge came out. It was the 1st minis game I had ever picked up. I always thought minis were cool but never wanted to spend all the money for characters that I did not recognize. Also having to paint figs is kinda difficult for me. When I saw heroclix I was familiar with the characters and felt comfortable buying a starter and a few boosters. If it didn't like the game, understand the game, or worse if the game didn't last i could atleast enjoy looking at them. It took a couple read throughs of the rules book and a few games at the store to get things down good, but in a short time I had a good grasp of things. I still remember my 1st game and how fun and new it seemed. We were all very nice and accomodating to new players. If someone stopped to look and wanted to play we'd help them build a team from all our figs and teach them the basics. We picked up tons of new players this way and in the long run those extra 10-20 minutes of helping would-be onlookers ended up turning them into lifelong players. Take the time to be nice and help those interested. Nobody wants to play with jerks. If you see someone hovering around your game ask them if they would like to learn how to play. Some people don't want to interrupt a strangers game with questions. Some people don't want to risk sounding stupid. To an outsider a bunch of people getting all excited rolling dice and talking to their minis might seem kinda strange. But if you take the time and iniative to try and draw in those people, next weekend you might have a new player screaming how could Thor miss Mary Jane right beside you.