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arrowHeroClix 2011 Rules Changes
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HeroClix 2011 Rules Changes
The Le (03/31/2011)
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From "Now, the person who wins the roll chooses – do they want to pick the map and go first or would they prefer to let their opponent be the one who picks the map and goes first. And the player of a themed team will have a better chance at making this important decision."

Keyword-Themed-Teams are based on 300-point team builds. From "If you are using a generic keyword, then you’ll need 3 characters on your team. If you are using a named keyword, then you’ll only need 2. (Wait a sec – what’s a named keyword? It’s a keyword that is not a generic keyword!). For build totals of 400 through 600, that number doubles (6 characters for a generic themed team, 4 characters for a named themed team). And so on."

All of the "Theme Team Bonuses" still apply, but with a major change to the Probability Control Bonus (see below).

Best to just quote on this one:

Like the rules for building a force, the number of uses of Probability Control a themed team gets depends on the build total. Build totals of 300 points or less grant generic themed teams 1 use of Probability Control and named themed teams 2 uses. Again, like the build requirements, this would double for build totals 400 through 600, triple for 700 through 900, and so on.

How Probability Control can be used through this mechanic has a number of changes.

1) The character using Themed Team Probability Control (TTPC) must possess the keyword that makes up the team. So Bystander Tokens will not be able to use it, as they don’t have keywords. Also, if your force was built to a keyword (say, Doom Patrol) and a character changes so that they no longer have the keyword (say, Beast Boy changes to his non-human form), while the team is still a themed team and can use TTPC, Beast Boy in his animal form would not be able to help out with TTPC.

2) The character using TTPC cannot have been given a non-free action (free actions will no longer prevent the use of TTPC). This makes the use of the TTPC a bit more flexible than it used to be. It will still prevent a character given a non-free action with, say, an attack roll from using it, but if a character is being given a free action (like Leadership) they would be able to use TTPC on their own roll. New players especially had a lot of trouble distinguishing between using Outwit and a Close Combat Action as both being “actions”, so we’ve decided to “go with it” for simplicity. If you’ve been given a tokenable action, you can’t use TTPC. If you’ve done free actions, you’re still ok.

3) A character that can use Probability Control already cannot use TTPC. The idea of a single character having access to multiple uses of Probability Control each turn was never the intended purposes for Themed Teams. The occasional reroll? Sure. But some teams were able to set themselves up for 5 rerolls for one attack roll (or more). If you want that much PC, by all means, put the appropriate characters with that power onto your force. But keywords alone are not going to get you there. As a corollary to this rule, there’s also a rule stating that a character that has already used Probability Control this turn can’t use TTPC. This covers some additional corner cases involving Edward Nigma/Warbound, damage from Krakoa, and prevents the same character from using TTPC twice in one turn. To be clear on this, a force is allowed to use TTPC more than once for a given attack, but you are going to have to use different characters and none of them can be ones that can use PC on their own.


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Your Comments:
@Drummy: The new wording for Phasing is: "Give this character a move action and move it up to its speed value. It ignores the effects of characters and terrain on movement."

That last sentence is important because that means free breakaway!

Posted by: The Le on 6/6/2011 8:17:48 PM
Question; in the new wording for phase/teleport it no longer says "automatically breaks away", is this because that is an accepted characteristic of the ability, or is break away now required in order to use phase/teleport when based with an opposing character?

Posted by: drummy on 6/6/2011 8:10:05 PM
It isn't you speed value that is reduced, it is your range.

Posted by: Trypswitch on 4/6/2011 8:12:48 PM
i didnt see anything on not giving them an action token for probability control, anyone want to chime in on this?

if so then:

while resting a character since i dont take an action, i can rest and have them prob?

does this count into my total actions per turn?

Posted by: Sparkdemon on 4/5/2011 7:45:32 AM
With the restirctive limit on how many figures are needed for Themed Teams, I almost hope they bring back Mutant and Psychic. Not taking an Action Token for using the theme Prob is alright, but I think I'm not going to like these (Theme Team) changes.

Posted by: Dairoka on 4/4/2011 12:41:41 PM
Well they need to fix stealth, it is just simply too overpowered and overplayed. at my venue there are a few players who ONLY use stealthed characters such as the new deadpool or any of the x force, and although they never win (their teams are too finite in their power range) if any of the veteran players have anything to say about it, it is still overpowered in ability.

you are forcing me to not only get up close to the characters that are obviously melee oriented, but i cant even run in, outwit, and then shoot? your telling me that with the LE deadpool i have to deal with a 19 defense in stealth? wolfsbane with a 19 shapechange, and if im correct ALSO supersenses?! and dont even get me started on the infamous nightcrawler?

Posted by: sparkdemon on 4/4/2011 5:10:44 AM
I hate the new rules for the themed teams having to have 6 figs on a generic team at 400 pts. to count as a themed team is nuts. the themed teams seem like to be any use now need to only be played at the 300 point increments (300, 600, 900, ect.) I just see less themed teams showing up now and back to what are the most powerful things I can get on the table its a shame to see the themes basically go away.

Posted by: themadcelt on 4/3/2011 4:12:50 PM
I like where they are going with these. So far it seems like alot of clean up. Hopefully they will have rules that let me put down an object I'm carrying without breaking it or tk.

Posted by: Javasquirrel on 4/1/2011 3:31:15 AM
Not sure I will like theese changes. but hey.. i just love the game, and can always play by the old rules at home.

Posted by: Wolfman on 3/31/2011 2:52:03 PM
That's a fair amount of information to digest... Thanks for breaking the news, The.

Posted by: MEsch1974 on 3/31/2011 12:48:31 PM