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Critical Clix: PAC Powers
The Le (04/19/2011)
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HeroClix Mandroid ArmorCRITICAL HIT or MISS?: TELEKINESIS
HeroClix  Power Give this character a power action and designate a target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the Starburst symbol. If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack against B, dealing object damage and destroying the object.

We've included Telekinesis here because it's such a huge change from the previous ruling, but it is a critical hit or critical miss? We weren't really sure at first.

On one hand it makes a lot of sense now and greatly simplifies it, which we're always in favor of.

On the other hand it doesn't quite make sense because, as a TKer, I can see my ally and the target square, but I can't move him around the impassable rock that's between them?

On the other hand, this power does work much closer to how it was originally intended when the game first came out, and is far less abusive with this new ruling. And even nicer is the ability to TK a TKer again. Think about -- TK1 moves TK2 8 squares; TK 3 moves Superman 8 squares; And now TK2 moves Superman another 8 squares. That's 16 squares of movement, and you can still give Superman an action!

That settles it: the new Telekinesis rule is a Critical Hit!

CRITICAL HIT: PULSE WAVE
HeroClix  Power Give this character a ranged combat action; halve its range value until the action has been resolved. Draw lines of fire to all characters within range in every direction; these lines of fire are only blocked by walls, blocking and elevated terrain. All game effects possessed or used by other characters with a line of fire drawn to them are ignored until the action has been resolved. At least one opposing character must have a line of fire drawn to it to activate this power. If ignoring a game effect would cause a character with a line of fire drawn to it to no longer have a line of fire drawn to it, then it is not ignored. If lines of fire can be drawn to two or more characters, this character’s damage value becomes 1 and is locked. Make a single ranged combat attack (even if this character is adjacent to an opposing character) and compare the attack total to the defense value of all other characters with a line of fire drawn to it; each character hit is dealt damage.

Notice the part in bold, since this is the only real change here -- yet it is extremely important. Normally a character would need to be a Sharpshooter to pull that off, but no longer (at least not for Pulse Wave). This is a very good change indeed, and possibly the best rules change in the game.

Critical Hit, wizkids. Major Crticial Hit.


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Your Comments:
TK - The wording does not exclude Dou Attack sculpts.

Posted by: SIrchristopher on 5/30/2011 9:19:04 AM
I always thought that Battle Fury should give the chacter Flurry but only usable on the same opposing character. Battle Fury does gain some status with the changes to Shape Change rule, Which I personally do not like. Now the character does not get totally Screwed if the opposing character rolls their Shape Change. Now the Ruling is the if a character targeted by an attack rolls their Shape Change the attacking character's attack ends. I have seen whereplayers with 0 range characters have been reluctant to move them into close combat against someone with Shape Change as they can get pinned down and not be able to do anything. Other then what is needed to be rolled, how would Shape Change differ to the Skrull team ability? Should they not both work the same, in Theory?

Posted by: Sirchristopher on 5/30/2011 7:51:03 AM
How can you say that the changes to battle fury are a critical miss? An ability gets BETTER when you are allowed to do MORE with it. I approve of them adding "situational" extras if it possibly lets me do more with a preexisting ability.

Posted by: FakeUnicorn on 5/26/2011 11:31:23 PM
Leadership is finally useful and peeps have already pointed out that its mostly a front of dial power, so wont be able to dominate for too many turns, one interesting thing is that it doesnt say anything about being one action maximum per turn being generated from leadership regardless of how many leadership clix you have in your force... i'm sure there used to be a cap on 1 max per turn???
correct me if im wrong...

Posted by: Ste on 5/1/2011 2:16:30 PM
I like the new Leadership oh and That Wolverine picture on page 4 made me LOL

Posted by: Albert on 4/28/2011 5:57:42 AM
So, New Leadership is abusive, but the New Telekenesis removing the "Characters that have been moved with this power cannot use this power until the beginning of your next turn" restriction ISN'T? I can't disagree more strongly that a change to Leadership was desperately needed to make it viable in standard play (Re: Modern/300 pts). I haven't used Leadership as-is since Modern Age started. Without a Feat like Contingency Plan or a Special add-on use like Chief's Manipulate it's just not that useful as it used to be when your standard Minion costs you around 30 points nowadays. Will Leadership be broken now? On paper, I'd say no. We'll see in a few weeks.

Posted by: Dairoka on 4/20/2011 12:35:11 PM
I'm glad leadership changed, I was tired of playing 400 point games and having near 200 point or over pieces have leadership while I'm already using 4 pieces or less and while there r plenty of good brotherhood or other same team abilites pieces out there

Posted by: Jeris on 4/20/2011 11:06:12 AM
@Sparkdemon: "...tent pole team... just became even more broken with his first click of leadership"

Thank you! That completely SUPPORTS our argument that the new Leadership change is a bad idea.

Posted by: The Le on 4/20/2011 6:48:58 AM
I completely agree with Hodak on this one: there really arent any critical misses, ESPECIALLY on the battle fury and leadership powers. what they did to battlefury was add in the ability to ignore shape change and incapacitate. thats like saying were going to take a useless power, and make it a little bit better, but keep it serving the same point amount.

the same goes for leadership. they are taking a decent power, and making it better (excluding the 5 or 6, which i thought it always was a 5 or 6). now it allows a tent pole team (hint hint, illuminati namor the submariner just became even more broken with his first click of leadership).

I swear, sometimes when i read from this website, i REALLY do question if the people who write these articles even play heroclix at all (greater than)sigh(less than)

Posted by: Sparkdemon on 4/20/2011 6:34:19 AM
Really, I disagree on a lot of things in this article.

Battle fury used to be even more situational than it is now. Now it gains more accurate benefits such as ignoring Incap and Shape Change. Definitely a step in the right direction.

Force Blast, if you haven't found a way where force blast is really useful, then you must be doing something wrong. Look at M&M Storm for instance, deals massive ranged combat damage. So you place a combat reflexes guy next to her, possibly with poison to stop her. With FB Storm doesn't even need to hit him, he can just throw the guy away.

And Leadership, finally there's some use to it. Now it makes sense for an expensive tentpole to have it, since it helps taking tokens off of all those minions.

Posted by: Ouchmaker on 4/20/2011 4:34:54 AM
completly disagree with your comments on leadership. it wanst balanced it sucked big time. now it has a use,i mean it might make older figures better who had it when it costed very little as it did very little.

its also still unlikely that you will roll it, also a lot of figs have it fronty dial only, so can only remove an action token early game. therefore making this power balanced. DEFFO A CRITCAL HIT!!!

now where was my gabriel jones le from infinity challenge???

Posted by: elliott on 4/19/2011 3:23:44 PM
I like you suggestion on Leadership with the remove token on a 6 only. That would have made it less abusive.

I'm still on the "New rules to learn and no boosters available to buy/Why Bother?" camp.

Posted by: Puuka on 4/19/2011 8:37:29 AM
pulse wave,cant the wording be simplified a bit

Posted by: john on 4/19/2011 6:56:55 AM
Quake: Agree!
Battle Fury: Any help is better than nothing! Immunitiy to Incap and ignoring Shape Change, while situational, are at least as helpful as the former (and current) immunitiy to Mind Control. Throwing an object should be EITHER a Ranged or Close Combat Action.
Stealth: Agree, KISS!!
Force Blast: Disagree!! WK removed the phrase "target" from the power, so Shape Change and Super Senses no longer interact with Force Blast. Be able to knock someone into a wall, off a building, or out of hindering is awsome! A game effect which automatically moves an opposing character? Give me two!!
TK: Agree!
Pulse Wave: we have House Ruled this for years, nice to see WK caught up!
Close Combat Expert: Agree!
Leadership: still situational, and limiting the toke removal to an adjacent, lower-cost figure is balancing. Leadership is a very expensive power, nice to see it may actually have an impact on the game.

Posted by: Hodak on 4/19/2011 6:25:30 AM
Is it just me or did you have to read the Pulse Wave definition like three times and formulate a flow chart to try and remember all that stuff...

Posted by: x.law22 on 4/19/2011 6:24:25 AM
I disagree with you on the changes to Battle Fury. I can think of many times when my character with Battle Fury was prevented form attacking by that annoying power called Incapacitate. While it can be situational, it is very useful. The only changes are 1.) I would make is that I would allow a character with Super Strength and Battle Fury to throw an object, but when it does so, modify its attack value by -1 (after all, how many times does the Hulk get enraged and NOT throw something?)and, 2.) I would have it ignore any power that prevents a close combat attack from occurring.

Leadership I like since you can use multiple leaderships on each turn but I can see how it could be considered a miss.

Posted by: Mike on 4/19/2011 5:39:12 AM