So with changes to cards and debates over how certian powers work, I've been given permission to finally start a FAQ thread for us. Any Ally or Sidekick is more then welcome to suggest things for FAQ and/or Erata, but I will wait for a Hero to say it is OK or needed before I add it, and of course Griffen and IamBatman are more then welcome to update this as they see fit.
NOTE: C3G uses the white Combat Dice instead of the red attack dice and blue defense dice. Figures like Superman and Flash have powers that refer to rolling blanks. The use of red and blue dice will make these powers break.
Q: Can C3G be used with Classic Heroscape?
A: Yes, but it is not recomended. There are some figures and powers that, in our opinion do not mix well. One example of this is the Death Knights of Valkrill's Relentless Bonding. The ability to bond with Wolverine, for example, is something that C3G doesn't suggest doing, but this is a game and you can play it how you see fit.
Q: Why are there two names on the cards?
A: C3G uses Secret Identites, thus allowing you to field more than one figure with the same name but a different Secret Identity, i.e. Batman (Bruce Wayne) and Batman (Terry McGinnis) can be used in the same army.
Q: What are the symbols at the bottom of the card?
A: Along with the Super Strength Symbol from the Official Superscape cards, C3G has created a Flying Symbol. The reason for this is because in the world of comic books there are many characters that have the power of flight, and the use of the Symbol frees up space on the card for other power text.
Mutates
Spoiler Alert!
The C3G Heroes have stated that they will be paying more attention to the distinctions between Human, Mutant, Metahuman, and Mutate. By paying closer attention to these distinctions some cards' races have been changed. The following are cards that have been changed due to this new outlook.
Spoiler Alert!
Green Goblin
Special Rules FAQ
Spoiler Alert!
Knockback
Spoiler Alert!
Q: What is Knockback?
A: The C3G Knockback Optional Rule Set was designed to be played with the white combat dice found in the second edition of Rise of the Valkyrie Master set, Swarm of the Marro Master Set, Marvel Heroscape Master Set and Dungeons and Dragons Master Set and is fully compatible only with this set of combat dice. When using different dice, house rules are necessary to ensure full compatibility.
Q: If any figure with Deadly Shot/Strike and SuperStrength roll 2 attack dice and roll two skulls for an adjacent attack, how many Knockback points do they receive, 2 or 4?
A: 2. Knockback points are determined by each skull rolled, not each hit counted.
Q: Where do I place my figure if it has been moved by Knockback and falls over a cliff but its movement would end on a space that is occupied by a figure, destructible object, obstacle, etc.?
A: You cannot move a figure onto an occupied space with these Knockback rules. So whether there's a tree or another figure down at the bottom of that cliff, you couldn't move the figure there and you'd have to stop and roll for Knockback damage since you couldn't move the figure.
Event Hero
Spoiler Alert!
When selecting cards to put in your Army, you cannot select two of the same Event Army Card. Event Heroes are never destroyed without first taking enough wounds to be destroyed. If a terrain rule or a special power on any Army Card, Glyph, or Destructible Object would automatically destroy an Event Hero, that terrain rule or special power instead inflicts 4 wounds on that Event Hero. Players may never take temporary or permanent control of an opponent's Event Hero.
Unit FAQ
Spoiler Alert!
5th Precinct Beat Cops
Spoiler Alert!
Q: Can I destroy someone else's adjacent Beat Cop to save my own figure from some wounds?
A: No, you can only use Protect and Serve with Beat Cops you control.
ARKHAM INMATES
Spoiler Alert!
Q: Can Harley Quinn bond with the Arkham Inmates using Insane Devotion though it specifies "after taking a turn with that figure"? A: Yes. You treat the squad as a single figure. After taking a turn with the Arkham Inmates squad, you can bond with Harley Quinn one time after all of the squad members have ended their collective turn.
Angel (Warren Worthington III)
Spoiler Alert!
Q: When exactly does Guardian Angel trigger? Is it immediately after defense dice are rolled and before damage is dealt? Or is is after wounds have been determined and placed on the cards?
A: Guardian Angel triggers after damage has been dealt. Guardian Angel is essentially a "Scatter" ability that allows Angel to carry during his movement.
Anti-Monitor
Spoiler Alert!
SPECIAL RULE (EVENT HEROES):
When selecting cards to put in your Army, you cannot select two of the same Event Army Card. Event Heroes are never destroyed without first taking enough wounds to be destroyed. If a terrain rule or a special power on any Army Card, Glyph, or Destructible Object would automatically destroy an Event Hero, that terrain rule or special power instead inflicts 4 wounds on that Event Hero. Players may never take temporary or permanent control of an opponent's Event Hero.
AVALANCHE(DOMINIKOS PETRAKIS)
Spoiler Alert!
Avalanche must have a target in range to attack in order to use his Earthquake Special Attack and activate Outcast Ambush.
Avalanche is not in 4 clear sight spaces of himself, so he is not affected by his own Earthquake Special Attack.
BANSHEE(SEAN CASSIDY)
Spoiler Alert!
Q: Do I have to use flying for Banshee's entire movement in order to use the Sonic Flying special power?
A: No, as long as flying is used for part of Banshee's movement, he gains the bonus movement that comes with the Sonic Flying special power.
BARON VON STRUCKER (Wolfgang Von Strucker)
Spoiler Alert!
Q- "If an Android is on a water space and attacked by Baron von Strucker's Satan's Claw Special Attack, does the player controlling that Android subtract 2 shields when defending against that attack?"
A- "Yes. After the player controlling the Android figure rolls defense dice against that attack, subtract 2 shields from the total number of shields, including any that are counted from special powers, such as Tough. Note that while this is extra effective against Android figures with Tough special power, Android figures with Shields of Valor type defensive powers still double any shield rolled and then subtract 2 from the total."
Batman (Bruce Wayne)
Spoiler Alert!
Q: What happens when the Zombies or Roman Archers or other squads with a combined special attack go after Batman, but Batman rolls for Evasive Strike?
A: Zombies can totally bypass the Evasive Strike with their special attack, because it is not just one figure attacking, it is all three.
Black Canary (Dinah Lance)
Spoiler Alert!
Canary Cry Special Attack - In Canary Cry Special Attack, figures are considered to be adjacent to a chosen space if they are within one space of the chosen space, regardless of the difference in elevation.
Cupid's Arrow - Only one Green Arrow you control may make an attack with this special power.
Black Mask (Roman Sionis)
Spoiler Alert!
Q - If a Criminal figure used a special attack while adjacent to Black Mask, would it receive one wound from Black Mask, whether that special attack inflicted wounds on the opponent or not?
A - Special Attacks are exempt from this power.
If, lets say a Criminal Sandman uses a special attack while adjacent to Black Mask, he cannot receive a +1 to his attack because Special Attacks are never modified by other special powers, per the official Game Rules.
If Sandman were to fail to inflict a wound with that special attack, he would not receive any wounds from Black Mask because he did not use a normal attack.
Blob (Fred Dukes)
Spoiler Alert!
Blob and Knockback:
Other figures cannot move Blob using Knockback because Knockback is an optional part of the Super Strength special power and Blob's Immovable power does not allow him to be moved by "any special power on any Army Card."
Blob can move other figures using his own Super Strength and Knockback. Stuck is an optional special power, so Blob may choose to "let go" of adjacent, opposing figures and allow them to be moved.
If a figure is Stuck to Blob, it may still take Knockback Damage, since Blob has Super Strength and his Stuck special power is preventing the defending figure from being moved.
Catwoman (Selena Kyle)
Spoiler Alert!
Whip Lash Special Attack: Catwoman may only continue to attack with her Whip Lash Special Attack if she inflicted at least one wound, and she may not target a different figure. If the targeted figure uses an adjacent friendly 5th Precenct Cop to be destroyed instead of taking any wounds, Catwoman may not continue attacking the targeted figure because the targeted figure did not take any wounds from the Special Attack.
Expert Climbing: When moving Catwoman, you do not need to count the vertical elevation changes of up to 2 levels, simply count it as 1 from her movement.
Expert Climbing: Because you may ignore Catwoman's height of 4 when Expert Climbing, she may climb well beyond her own height. Example: If Catwoman is at the base of a single Castle Wall with a wall walk tile on top, she may climb and end her movement on the top of the wall.
Expert Climbing: Catwoman must still roll for damage when falling from Extreme Height (20 levels or higher than Catwoman's height of 4).
Quote:
Q: Catwoman counts ladder rungs 2 for 1 since they are elevation changes?
A: No, 1 ladder rung equals 2 elevations, so the bonus of the ladder is doing the same thing as the Climb ability, therefore only one is used at a time, your choice (you can look up the official ruling for Climb x2 and how it does not work on ladders if you need to).
CHRONOS (David Clinton)
Spoiler Alert!
Chronos cannot use his Time Bandit power if he is the last figure you control on the battlefield. If Chronos is on his Army Card and the only other figure on you control on the battlefield is destroyed, you are defeated.
Chronos can only place the markers on spaces he "previously" occupied, not currently.
When a figure Flies, it is moving over a space, and therefore not really "occupying" it. However, the official FAQ from Heroscape is that a figure with the Flying or Stealth Flying special power may fly for part of its move and walk for the other part, and switch between the two at any time.
Count Vertigo (Werner Vertigo)
Spoiler Alert!
Vertigo Effect - this special power affects figures with the Flying and Stealth Flying special powers.
Cyclops (Scott Summers)
Spoiler Alert!
Q- If he uses Field Commander he can still attack right? He just skips his movement phase? A- That is correct. Cyclops may still attack or use his Telepathic Rapport special power.
Darkseid (Uxas)
Spoiler Alert!
The 'F' symbol.
The 'F' symbol in the lower left-hand corner of the card signifies this figure has the Flying special power. (NecroBlade)
The 'S' symbol. The 'S' symbol in the lower left-hand corner of the card signifies this figure has Superstrength. A figure with Superstrength is immune to Falling and Major Falling; the figure is not immune to Extreme Falling, however. A figure with Superstrength is also able to ignore any abilities a destructible object has that would give it automatic shields.
Deadpool (Wade Wilson)
Spoiler Alert!
Q - Which occurs first, rolling for Lava Field Damage at the end of the round, or Healing Factor X at the end of the round? A - It isn't really cut and dry which comes first. Though I would lean towards Healing Factor X coming first because it is a special power that extends the round, the rule book says that when 2 or more powers occur at the same time, you should roll the D20 to see which one should go first. Also, that could be fun letting chance decide the outcome.
DOCTOR DOOM (Victor Von Doom)
Spoiler Alert!
If a special power's text references "the start of the game," then even if Doctor Doom uses Mystic Power Drain to steal that power, he cannot use those "start of the game" effects. Example: Green Power Battery.
If Doctor Doom Power Drains Poison Ivy, then uses Pheremones to take control of an Opponent's figure, what happens to the controled figure at the end of the round if Doctor Doom hasn't been destroyed?
Say Poison Ivy stole Robin's mind, he is now in her army until she is destroyed. But if Morsebane were to negate her (she lose her powers) there is nothing that forces her to give Robin back, in fact, if she is negated, her power on her card is gone, so Robin wouldn't go back to his original army, even if Poison Ivy is destroyed.
Now, the same is with Doctor Doom.
Doom steals Pheromone Seduction (gross), and then steals Robin's mind. Robin is now in Doom's army. If Doom is destroyed while he still has the Pheromone Seduction, Robin goes back to his previous army, because that is what Doom's "power" says to do. But if Doom is destroyed while he does NOT have Pheromone Seduction, then there is no power on his card forcing Robin to return. Robin has been drafted indefinitely.
DOCTOR FATE(KENT NELSON)
Spoiler Alert!
TELEPORTATION SPELL - Doctor Fate can use his Teleportation Spell even without choosing a friendly figure.
Doomsday
Spoiler Alert!
Q: How do I use Evolutionary Regeneration correctly? A: Here is a step by step list to answer that:
You can heal a wound by forfeiting your turn with Doomsday.
When Dday is destroyed, the next time you take any turn, be sure that there are exactly 6 wounds on Dday's card.
Unlike all other army cards, you can still place Order Markers on Dday's army card after he is destroyed.
You can also reveal order markers on his card.
Remember that each time you reveal an Order Marker (even the X Marker through a power like Riddler's "Riddle Me This") but don't move or attack (point 1) you get to heal a wound off of the card.
When the last wound is removed from the card, he gets to come back onto the battlefield adjacent to one figure you
Elektra (Elektra Natchios
Spoiler Alert!
Question: Against Elektra's Deadly Barrage Special Attack would a Yellow or Green Lantern be able to block the attack?
Answer: NO. Because Deadly Barrage doesn't allow defense dice to be rolled, the Lanterns' Power Shields cannot be activated instead of rolling defense dice,to block the attack.
FIRE ANT SWARM
Spoiler Alert!
How Does a Height of 1 Affect Gameplay?:
A figure with Height 1 may not move up any levels of elevation with its normal move, and any time it moves down levels of elevation with its normal move it must roll for falling damage. A figure with Height 1 and Range Number of 1 cannot attack figures that have height advantage and cannot be attacked by figures that have a Range number of 1 and height advantage.
Flash (Barry Allen)
Spoiler Alert!
Errata SPEED DODGE 4
When Flash defends against an attack, and you roll at least one blank, Flash takes no damage and may immediately move up to 4 spaces.
It used to read "When Flash defends against an attack from figures without Super Speed.
Green Arrow(Oliver Queen)
Spoiler Alert!
You must always roll for Skill Shot when attacking a non-adjacent figure with a normal attack. If the targeted figure is adjacent to Green Arrow, you may not use Skill Shot.
Quote: Question - If you use Black Canary's Cupid's Arrow and gain the +2 to Skill Shot, then you roll a 19, do you just count it as a 20? Answer - YES.
Quote: Question - If you Green Arrow's Skill Shot would cause a defending figure to subtract two defense dice, but that defending figure has only one or fewer defense dice to work with, does that defending figure roll negative defense dice? Answer - No, silly person, there's no such thing as negative defense dice. The defending figure simply would not roll defense at all.
Green Construct Mech
Spoiler Alert!
Question: So when exactly does the Green Construct get to move during the Green Lantern's turn?
Answer: During the sacrificed attack phase of that Green Lantern (so after the movement phase of that Green Lantern).
Question: Can I use Green Construct Creation to place previously destroyed Green Constructs?
Answer: No. Once a Green Construct you control is destroyed, it is out of the game. The Retchets summoning power and the Green Construct creation power ONLY deals in how the figure is initially placed on the battlefield. It is NOT a rebirth or resurrection power. When it is destroyed, it is destroyed just like any other figure, and it cannot come back unless you use a power that allows you to do so, but the Green Construct Creation power does not.
Can you take a turn with a Green Construct in the same OM reveal that you create it?
Yes, you can Create, Move GL, then take a turn with Green Construct instead of attacking with GL.
Green Goblin( Norman Osborn)
Spoiler Alert!
Q: When Green Goblin uses his Pumpkin Bomb Special Attack, is it an adjacent attack, or a non-adjacent attack?
A: If Green Goblin ends his move adjacent to the targeted figure, it is an adjacent attack; if he does not, then it is not an adjacent attack.
Harley Quinn (Harleen Quinzel)
Spoiler Alert!
Q: So, um, can I like choose any space on the battlefield to throw this bomb at? A: Um, no. No you can't. The chosen space must be within the range of the attack (range 5, lob 8 ) as it relates to Harley Quinn.
Q: Only figures on same-level spaces are adjacent to spaces. So the bomb affect figures within two spaces horizontally and 0 spaces vertically. Was that the intent? Or should there be a height limit on the affected spaces? Or is it infinite? (If Harley bombs the space at the base of a 50-hex cliff . . .) A: "Any figure on the chosen space and all figures within 2 spaces of the chosen space are affected." That is the second line on her card. To determine which spaces are "within 2 spaces of the chosen space" all you have to do is count two hexes over in all directions just as if you would check for the range of an attack, and each counted space is "within" the chosen space. So if Harley bombs a space at the base of a 50 level high hill or a 50,000 high hill, the figures that are one or two spaces over from the chosen space are affected, even if they are all the way up at the top. That is just one of those quirky things in Heroscape; like how Ana Karithon only has a range of 4, but she could still attack a figure that is 1,000,000,000,000,000,000 levels higher up than she is. Vertical range is not a factor in this game, unless otherwise stated on cards like the Fen Hydra and Catwoman.
Hawkgirl (Shayera Hol)
Spoiler Alert!
Stealth Flying - this counts as the Flying power for the purposes of Count Vertigo's "Vertigo Effect" special power.
Human Torch (Jonny Storm)
Spoiler Alert!
Q: If Human Torch is destroyed from engagement strikes before flying per the Flame On 4 ability, do you still roll the 20-sided die for opponent's figures?
A: No. If Human Torch receives enough wounds from one or more engagement strikes when trying to fly for Flame On 4, he is immediately destroyed and no longer engaged. Therefore, you would not roll the 20-sided die.
IRON MAN(MARK V)
Spoiler Alert!
Q: If Iron Man (Mark V) is destroyed or an opposing player takes control of him, does this nullify the effects of Slave Circuit such as your ability to have multiple Iron Man: Tony Stark figures in the same army, or the change of their species to Android?
A: No, those effects begin at the start of the game and are for the remainder of the game, so they remain in effect even if Iron Man is destroyed or you lose control of Iron Man to an opponent. Only the portion of the Slave Circuit ability tied to Order Markers on Iron Man's card would be lost to you at that point.
Q: When I'm drafting other Tony Stark figures to use with the Slave Circuit ability, can I draft the same figure (such as Iron Man (Mark 1)) more than once?
A: Yes. The Slave Circuit ability "breaks" the rule preventing more than one Unique Hero from being drafted in the same army, allowing you to draft any number of the same Unique Hero that you choose in the same army as long as they're all Tony Stark figures.
KANG (Nathaniel Richards)
Spoiler Alert!
Kang can only place the markers on spaces he "previously" occupied, not currently.
When a figure Flies, it is moving over a space, and therefore not really "occupying" it. However, the official FAQ from Heroscape is that a figure with the Flying or Stealth Flying special power may fly for part of its move and walk for the other part, and switch between the two at any time.
LEX LUTHOR
Spoiler Alert!
Spoiler Alert!
Q: Can I have Battlesuit Lex Luthor and Business Suit Lex Luthor in the same army?
A: NO. Each Lex Luthor is a Unique Hero, and only one can be in an army at a time. And before you ask, it also means that if you have one Lex figure in your army, you cannot take control of an opponent's Lex figure.
LEX II
Spoiler Alert!
Q: Can I have Battlesuit Lex Luthor and Business Suit Lex Luthor in the same army?
A: NO. Each Lex Luthor is a Unique Hero, and only one can be in an army at a time. And before you ask, it also means that if you have one Lex figure in your army, you cannot take control of an opponent's Lex figure.
MAD HATTER (JERVIS TETCH)
Spoiler Alert!
Q: If Mad Hatter is destroyed, do the Hat Markers that have already been placed still take effect?
A: The wording of Hat Trick indicates that the only way to remove a Hat Marker is by inflicting 1 or more wounds. Therefore, the Hat Markers remain in play.
Although Mad Hatter is removed from play, the Hat Markers are still in play. Because the effect of not being able to reveal Order Markers applies to the Marker itself, and not Mad Hatter, the effect would still apply.
Therefore, even after Mad Hatter is destroyed, figures with a Hat Marker will still not be able to reveal Order Markers until the Hat Marker is removed by receiving 1 or more wound.
MANDARIN (Gene Kahn)
Spoiler Alert!
Q: Since Mandarin can't lose the rings by any means other than being destroyed, does that mean Shadow Thief can't steal them?
This may be obvious to some, but is he actually "losing" the ring if Shadow Thief takes it?
A: That is an excellent question, and I have been prepared to FAQ it as soon as someone asked.
The term "lose" as you have probably already assumed is a keyword used in our rules for Equipment glyphs. That term in the proper context as it is found on Mandarin's card, holds just as much power as any other official term like "move", "attack", "target", etc. In short, Shadow Thief can take a Makluan Ring glyph away from Mandarin because Mandarin wouldn't technically be "losing" the glyph. To "lose" a glyph, per the C3G rules, is to be wounded or destroyed. That also means that Mandarin could "drop" one if he chose to.
MANHUNTER
Spoiler Alert!
Q: On Manhunting, when the chosen opponent's figure reveals the numbered Order Marker, does only one Manhunter move (based on the word this), or do all of your Manhunters get to move?
A: They all get to move, but each Manhunter only moves once. Each Uncommon Hero figure is supposed to have his own Army Card. If Manhunter had said something like "you may immediately move all Manhunters you control," then an unintended chaining effect would occur. Manhunter #1 would move all Manhunters, then Manhunter #2 would move all Manhunters, etc. That would allow each Manhunter to move multiple times. What actually happens with the current wording is that all Manhunters are triggered by the Order Marker reveal. As you process each Manhunter, the word this confines the effect to just that Manhunter. However, all Manhunters are triggered, so they all get to move.
Q: Can I use Yellow Power Charge to place a yellow power marker removed from one card on another card? For instance, if Arkillo burns a yellow power marker and then is destroyed, can I put his yellow power marker on Sinestro with this power?
A: No, Yellow Power Charge can only be used to replace a marker that was previously on that card. Sinestro can only have markers that were on his card at the start of the game placed on his card and so forth.
Martian Manhunter (J'onn J'onzz)
Spoiler Alert!
Q - Can Martian Manhunter move through castle walls? A - Yes he can. Like in the official flying power, they list obstacles such as ruins without having to list trees, warehouse and castle walls, Intangibility is the same where "such as ruins" equates to other stuff like trees, warehouse and castle walls.
Q - Can Martian Manhunter be affected by FRIENDLY powers that require clear sight? Like Red Skull's masterminding, for example? A - Yes he can. Only opponent's figures cannot use special powers on him that require clear sight.
Magneto (Eric Lenhsherr)
Spoiler Alert!
Q: Does elevation matter when counting spaces for Magnetic Throw?
A: No, the reason there's no restriction is that you're "placing" the figure instead of "moving" it. When you move something, elevation counts, because you're counting spaces as if the figure is moving. When you place something, it's almost like you're flying them over to the spot.
Penguin (Oswald Cobblepot)
Spoiler Alert!
Q - When I reveal an Order Marker on a card, and all the figures on that card have been destroyed, am I still suppose to roll for Self Importance? A - No, because the rule book says that you may not "reveal" Order Markers on cards that have all of its figures destroyed. Those Turn Order Markers are "lost".
Q: If I have Riddler and Penguin both in my army, which do I roll for first? Riddle Me This, or Self-Importance 16? Both powers activate after revealing an Order Marker on Riddler.
A: The official ruling on powers that activate simultaneously, is that if you control both figures, you choose the order in which they activate. Quick strategic tip: You probably want to activate Riddle Me This first just about every time!
PROFESSOR ZOOM(EOBARD THAWNE)
Spoiler Alert!
Q: For Negative Speed Force Special Attack, does it only occur when you first enter engagement with that figure or can you run in a circle around the figure and attack on every movement?
A: "Engages" means when you first enter the engagement, yes. You can't engage a figure if you're already engaged with it.
That said, thanks to Super Speed, he can engage, attack, disengage, engage again, attack again, etc.
QUICKSILVER (PIETRO MAXIMOFF)
Spoiler Alert!
Question: Quicksilver is engaged with both my opponent's Batman and Superman, who are on adjacent spaces. We are all on the same level. Can Quicksilver use his Whirlwind Vortex Special Attack against Superman while passing through Batman?
Answer: Yes. Quicksilver's Superspeed power allows him to pass through figures. Quicksilver never leaves engagement with Superman as he whirls around him, even while passing through the space that Batman occupies, and should roll the full 7 dice if he ends up back on the space he started on.
Question: How does the defending figure know if he has height advantage against Quicksilver's special attack?
Answer: The defending figure determines height advantage from the space on which Quicksilver ends his move.
Question: What is the maximum amount of dice Quicksilver can throw for his special attack?
Answer: It maxes out at 7, because he can move onto a total of 6 spaces during the turn. The space he starts out on can be moved onto as part of this attack, because he did not move onto it at the beginning of his turn, he just started there.
The Riddler (Edward Nashton)
Spoiler Alert!
Q: If I have Riddler and Penguin both in my army, which do I roll for first? Riddle Me This, or Self-Importance 16? Both powers activate after revealing an Order Marker on Riddler.
A: The official ruling on powers that activate simultaneously, is that if you control both figures, you choose the order in which they activate. Quick strategic tip: You probably want to activate Riddle Me This first just about every time
SCARLET WITCH (WANDA MAXIMOFF)
Spoiler Alert!
Question: If Wolverine's powers are negated on his 3rd Order Marker due to Chaos Magic Curse, does this stop him from revealing the X-Marker at the end of the round to use his Healing Factor X special power?
Answer: No, Wolverine still gets to use the power. The X-Marker revealing phase of the round is considered separate from Wolverine's turn.
She-Hulk (Jennifer Walters)
Spoiler Alert!
Q- If Zetacron, Migol, or any figure with Deadly Shot/Strike roll 2 attack dice and roll two skulls, is She-Hulk rolling 2 or 4 additional defense dice? A - 2. HARD BODY allows you to roll additional defense dice for each skull rolled, not each skull counted.
Shadow Thief
Spoiler Alert!
Question: If Shadow Thief is the only person on the battlefield, can he still use Dimensiometer? Answer: No, if you do, Shadow Thief is considered destroyed.
Question: Can I steal an Equipment Glyph without using Dimensiometer first? Answer: No, the only way you can steal an Equipment Glyph is by placing Shadow Thief adjacent to the figure when he is coming off of his card.
Question: Can Shadow Thief use Dimensiometer to place a glyph on his Army Card he could not normally equip? Answer: No, he is equipping the glyphs when he steals them.
Question: If Shadow Thief is on his card, are glyphs on his Army Card active? Answer: Maybe. What is "active"? If "active" to you means that the glyph is still in play and can affect the game, then your answer is: YES, it is still active. However, if there are specific restrictions on the glyph like its holder must have Clear Line of Sight, must be on a water space, etc., then the glyph is still in play but it is not affecting the game. Your question can really only be answered depending on which Equipment Glyph is in question. An example of how an Equipment Glyph can still be "active" or affect the game while Shadow Thief is holding it and on his card (not destroyed) could be a Equipment Glyph of Probability that adds +5 to your initiative roll.
Street Thugs
Spoiler Alert!
Q) Thugs do not get the dice benefit on road / castle hexes just on asphalt and concrete?
A) Yes, you are correct. Thugs do not get the "Rule the Street" bonus on any type of terrain except for Asphalt and Concrete.
Superman (Kal-El)
Spoiler Alert!
HEROIC DUTY CLARIFICATION
After moving adjacent to the friendly figure that initiated the Heroic Duty power, Superman must defend against the attack that initiated the Heroic Duty power regardless of whether he is in the range or LOS of the attacking figure. Range and LOS only apply to the figure that was initially chosen for the attack.
However, since Superman is the one defending the attack, he receives any defensive bonuses against the attacking figure, including any height advantage he may have.
Thor (Thor Odinson)
Spoiler Alert!
Q: Does Thor have to be adjacent to an enemy figure to use his Mjolnir Special Attack or can he just attack one figure from range?
A: The range is "1+Special." The "Special" part is what lets you just hit one figure from 6 spaces away if you so choose.
Vision (Victor Shade)
Spoiler Alert!
Question: Can Vision's Density Control prevent knockback? I'm assuming Vision could still be moved by a glyph (such as Cosmic Cube). But I wasn't sure if knockback would be prevented based on the fact that knockback is based on the Super Strength ability.
Answer: Knockback is an extension of the Super Strength special power, so if something prevents special powers from doing something, it also prevents Knockback from doing something.
Question: Does Magical Defense reduce the damage from Physical Disruption to 1? Physical Disruption is used instead of attacking, but the definition of Attack in the DnD Glossary defines Attack as an attempt to destroy or adversely affect one or more figures using a normal attack, a special attack, or most special powers. I'm thinking this satisfies the criteria for Magical Defense, and the damage is reduced to 1.
Answer: An "Attack" as it is used on this card or any card is in specific reference to normal attacks and special attacks only. The only exception is when a card specifically references a leaving engagement attack, which is not a true attack it just has the burden of sharing a similar word with the term "attack".
Wolverine (James Howlett)
Spoiler Alert!
Q - Which occurs first, rolling for Lava Field Damage at the end of the round, or Healing Factor X at the end of the round? A - It isn't really cut and dry which comes first. Though I would lean towards Healing Factor X coming first because it is a special power that extends the round, the rule book says that when 2 or more powers occur at the same time, you should roll the D20 to see which one should go first. Also, that could be fun letting chance decide the outcome.
Wonder Woman (Diana Prince)
Spoiler Alert!
Originally Posted by UtgarsWorstFear
Q:So is the only time your abilities are negated on the turn she lassoes you?
A:You remain negated until you are no longer engaged or when another figure engages Wonder Woman.
Q:Or can you leave and come back and have all of your abilities?
A:Yes. But remember, not only are you risking a leaving engagement attack, but you are also going up against her Warrior Engagement, so you may not end up moving at all and still take that wound.
Q:If the second one is true on Wonder Womans next turn if she starts out adjacent to you does she or does she not get to negate your powers?
A:Figures that are lassoed remain negated until they are no longer engaged or when another figure engages Wonder Woman.
Q: Can Wonder Woman use her Warrior Engagement power on any figure leaving an engagement with her, no matter what?
A: No. Rolling for a leaving engagement attack is the trigger for Warrior Engagement, so Wonder Woman can only use the power in a situation in which she would roll for a leaving engagement attack.
Last edited by Hidicul : July 10th, 2012 at 03:41 PM.
Reason: start with wave 10
Q: What are Equipment Glyphs?
A: Equipment Glyph:Equipment Glyphs, which are a part of this Custom Expansion Set, are a special type of Glyph similar to Treasure Glyphs that were introduced in the Heroscape Battle for the Underdark Master Set. Equipment Glyphs are normally mobile and can be carried by a Unique Hero unless otherwise stated in a scenario. Treat Equipment Glyphs as normal Glyphs with the following exceptions. Some scenarios may break these rules. 1. If the figure is a Unique Hero they can choose to pick up the
Equipment Glyph by placing the Glyph on that Unique Hero's Army Card. Remember that Uncommon figures are considered Unique for all special powers and Glyphs. 2.The power of the Equipment Glyph is in effect while a figure carries it and it affects only the figure that is carrying it unless
otherwise stated. Note: For Equipment Glyphs that have an "Area of effect" (i.e. the power text states "within X spaces"), the Glyph is considered to be positioned on the space occupied by the Hero carrying the Glyph. 3. At any point before, during, or after moving a Unique Hero figure carrying an Equipment Glyph that you control, you may announce that the figure is passing the Equipment Glyph to an adjacent friendly Unique Hero figure. Place the Equipment Glyph on the friendly figure's card. 4. A Unique Hero can only carry one Equipment Glyph at a time. If
a Unique Hero you control carrying an Equipment Glyph lands on another Equipment Glyph, after activating the Glyph you may choose to replace the glyph already on the Unique Hero's card with the newly activated Glyph. Place the Glyph formerly on the Unique Hero's card power-side up onto a space the figure currently occupies. Dropping Equipment Glyphs: At any point during a figure's movement, you may announce that the figure is dropping an Equipment Glyph. Place the Equipment Glyph power-side up onto a space the figure currently occupies. That figure may now continue its movement. Note: You cannot drop an Equipment Glyph onto a space that already has another Glyph on it. Losing Equipment Glyphs: If a figure you control that is carrying an Equipment Glyph is destroyed or wounded, choose one opposing player to immediately place the Glyph power-side up on an empty space within 5 spaces of the space your figure last occupied.
Q: What are Artifact Glyphs?
A: Artifact Glyphs have no special power, and are to be used for official scenarios, or scenarios that you create.
Q: What about height for the 5 spaces? My son and I were playing Statue of Liberty the other day and we decided that it wasn't reasonable for me to attack and wound Mr. Fantastic, who is on the lowest level and holding the Control Rod, and then me place the Control Rod on level 50 of the Statue of Liberty, but within 5 spaces laterally.
No height restriction. The theme may get lost a tad for you, but no more than it should for any ranged attacker who has a range limit horizontally but not vertically. Still, I would say that this is Super Scape and if Hulk knocks a Phantom Zone Equipment Glyph out of the hands of Superman and that glyph lands 50 levels high, I am not sure why anyone would find that "unreasonable".
Q:Just to make sure: if I land on the glyphit ends my movement, but if the green goblin uses his special ability to move again and immediatly makes an attack and he lands in a glyph, what happens? same goes for nightcrawler after using his multiple attack barrage special attack?
A:They can use their special powers, as they met both the requirements from their power and the glyph (they stopped). Glyphs don't end the Movement Phase/Action, it just requires figures to immediately stop.
Glyph of Green Kryptonite
Spoiler Alert!
Q: If Superman is in range of the Glyph of Kryptonite, and then he moves out of range, I understand that during his turn he cannot use any power or ability like X-Ray Vision, Flying, or Superstrength, but what about after his turn? Would Superman be able to use Heroic Duty or Man of Steel after his turn while he is defending?
A: The part of the Glyph that you are referring to is the last line in the Glyph and it was designed to affect Kryptonians during "their turn while moving away from the Glyph of Green Kryptonite". To answer your question, YES. Superman can use Heroic Duty and Man of Steel after his turn, even if he moved away from the Glyph of Kryptonite on any previous turn.
Q: If a figure that is equipped with the Glyph of Green Kryptonite moves within 3 spaces of a Kryptonian, and then that Kryptonian is attacked, could a Kryptonian like Superman use his Man of Steel special power?
A: YES. Because even though Superman would be within range of the Glyph of Green Kryptonite and must roll 2 fewer defense dice, Superman did not begin his turn within 3 spaces of the Glyph, so he would still be able to use any special power on his Army Card.
Glyph of Smilex
Spoiler Alert!
This Glyph can only be equipped by figures with the Insane personality.
Glyph of Temporal Displacement
Spoiler Alert!
Q: When a special power like Jean Grey's Telekinesis or Magneto's throw "places" my figure on this Glyph, can I immediately use this power?
A: The official ruling for throwing powers and the like is that the word "place" is the same as the word "move". So when Magneto (or whoever) throws your figure and places it on this glyph, your figure has moved on to it, and because it is a Permanent Glyph, your figure must stop here on it. That means that Yes, you may immediately use this power. This is also relevant to figures like Chronos who will have powers that allow him to be "placed" on this Glyph.
Q: If my figure starts its turn occupying this Glyph, do I have to move off of this Glyph and then move back onto it to use its power?
A: The official ruling for moving 0 spaces is that a move of 0 is still a move. You do not have to move off of the Glyph to use its power if you moved 0+ spaces and stopped on the Glyph.
Destructable Objects
Spoiler Alert!
General Questions
Spoiler Alert!
Quote:
Originally Posted by FF Rulebook
Affected figures (including the Destructible Object) roll defense dice
separately. Because Throwing Destructible Objects at figures is neither
a Normal Attack or Special Attack, special powers and glyphs that
specifically work for or against Normal Attacks or Special Attacks, or
both, cannot be used by a figure when rolling Attack dice for a thrown
Destructible Object or when rolling Defense dice against a thrown
Destructible Object.
Qoes this include powers like Invisible Woman's Fantastic Force Field? (or Raelin's defensive aura even though mixing is not recommended except quozl) In other words, Invisible Woman rolls zero defense dice against thrown DO's?
A part 1: Does Raelin's aura or Invisible Woman's Force Field work "specifically against normal attacks or special attacks"?
A part 2: So Raelin and Invisible Woman can both use their defense powers as normal against thrown Destructible Objects because they do not specifically work against normal and/or special attacks.
Battlement
Spoiler Alert!
When a Battlement Destructible Object is moved by the Optional Rules of Throwing or Knockback, it is laid on its side, because those Optional Rules are extensions of the Super Strength special power.
To learn about being adjacent to a Battlement, go here: PDF
Turbo Lift
Spoiler Alert!
Q - If my figure is on a Turbo Lift attached to the third ladder rung and my opponent's figure is on the third ladder rung on a different ladder, does my figure have height advantage?
A - Yes, because the Turbo Lift has a height of 1.
Last edited by Hidicul : March 22nd, 2011 at 03:58 PM.
Toxic Chemical Effect
At the end of each round, roll the 20-sided die for each figure you control that does not have an Insane personality. If you roll a 15 or higher and the figure is not a Unique Hero, destroy the figure. If you roll a 15 or higher and the figure is a Unique Hero, choose an opponent. That opponent now controls the Unique Hero. Give the Unique Hero's Army Card to that opponent.
Dark Cave Lair
Spoiler Alert!
OPTIONAL SPECIAL RULE
Quote:
INTO THE SHADOWS
Figures do not have clear line of sight on any non-adjacent figure that is standing on a Shadow Tile.
This concept is pretty straight forward, it allows any figure to hide or be lost in the cave. You can't attack or target a figure with a special attack or special power, and if you are not careful, you may also loose your allies and any synergy like Cupid's Arrow or Field Commander.
The Sewer Entrance
Spoiler Alert!
OPTIONAL SPECIAL RULES
Quote: SPLASH OF FOOTSTEPS
Figures may move through water spaces on the sewer level without stopping.
A defending figure adds 1 die to their defense if the attacking figure moved through a water space on the sewer level that turn.
Quote: LOW CEILING
Figures with the Flying or Leap special powers may not pass over other figures whilst in the sewer level unless they have the Stealth Flying or Stealth Leap special powers.
Competitive Maps
Spoiler Alert!
To Be Announced.
Scenario Maps
Spoiler Alert!
To Be Announced.
Scenarios
Spoiler Alert!
To Be Announced
Last edited by Hidicul : November 13th, 2010 at 02:05 AM.
Hopefully once this is done, the first post will be a bit cleaner, and more organized. If you can get it to that point, I'll link it in the public directory.
Location: Australia - Queensland - Nth Rockhampton
Posts: 13,972
Re: C3G FAQ and Erata
Quote:
Originally Posted by hi1hi1hi1hi1
Just wondering, why can't you use relentless bonding? It is an official power....
It is a perfect official power, that came out after our use of relentless on Wolverine & that kind of bonding with Wolverine is broken. Sadly we can't control what they do with the official figures. (Obviously or it wouldn't be the end of them )
Just wondering, why can't you use relentless bonding? It is an official power....
Honestly, I don't think we should make a statement that you can't. You can do any mixing you want to. You should just do it knowing that it's:
a) not recommended by the C3G design team
and
b) probably going to be broken in the case of the Death Knights
But I don't think we need to make a statement forbidding it. You really can't forbid people from playing what they want together anyway, so it's silly to try.
Yeah. I think the blanket "buyer beware" of classic/C3G is enough. You're welcome to mix if you want, but be aware that there are a number of problems and balance issues that may pop up.