Rules Corner – Ready to ROC! – Amber Collins

A5 - Majestix - Rule Corner

Amber Kennedyby Amber Collins

Hi guys and welcome to the Rules Corner, an article series where we go over rulings made within the game – whether older overlooked rules or those recently made on the WIN Rules Forum – and how they affect the greater game. Today we’re going to be looking at the major rules you need to know for the upcoming ROC World Cup.

Outwit vs Perplex

One thing I’ve always said about learning the rules to Heroclix, is that wording is everything. Most ruling questions can be answered simply by looking at how it’s worded. That being said in an effort to simplify the rules a lot of game language was removed or amalgamated. This has caused some confusion in whether or not game effects have been changed or function the way they always did (and just the game language explaining it has been changed) One of those confusions has arisen with the interaction between Outwit and Perplex with the introduction of the Rule of Twin Duration.

The bare bones of it, is that the powers function the same way they did previously. However the terms Lost and Can’t Use have been elaborated on. Lost functions the same way it always did. A power is lost when it is no longer showing on a character’s dial (or an outside source like an equipment or resource is no longer attached to the character) any effects of the power immediately expires whether or not it had a duration. On the other hand Can’t Use became amalgamated with the Counter effect. When Can’t Use is applied to a power the character no longer has access to that power and any effects with a duration are suspended instead expiring.

Perplex is an effect with a duration (the modification lasts until your next turn) and Outwit is a Can’t Use effect. When Outwit is applied to Perplex all effects of the Perplex are suspended, so like before, the modification from Perplex goes away when it’s Outwitted. Now if something were to remove that Outwit (whether it’s lost or another Can’t Use effect is applied to it) so long as the duration hasn’t ended any suspended effect will come back into play. Once again this functions the same way it did under the previous rules, the big difference here is that we finally have a rulebook explanation for it.

Before we move on I want to point out that every so often there are exceptions to every rule. In the case of Perplex vs Outwit, the exception lies in powers like Barrier and Smoke Cloud. Luckily though, this exception is plainly written in the rulebook as well:  Tokens given to HeroClix characters, or markers placed on the map, are not normally removed when the effect that placed them is “lost” or “can’t be used,” or if the character goes “off the map.” Usually, the effect that placed the token or marker tells you when and how to remove it. This is one of those rules that was amalgamated as previously Countering a power that placed markers removed the markers. Whereas a power that had a Can’t Use effect would leave the markers on the map. For the sake of simplification and cutting down on corner causes, all markers are left on the map when the power is lost or can’t be used (unless there’s a special version of a can’t use effect that states otherwise)

Limited Format  

Looking forward to the ROC World Cup the Semi Final tournament will be using the Limited Format. This is a restricted format that disallows certain game elements from being added to your force.

Not Allowed: Resources, Figures larger than a Peanut base, Constructs, Relics, ID Cards, Feats, BFC’s, Event Dials & Characters equipped during force construction.

These are the base restrictions to the Limited format which can be played in either Modern or Golden age – which is why you’ll find restrictions on Golden Age elements such as Constructs, Relics, Feats, Battlefield Conditions and Events Dials. For the World Cup the format will be Modern Age so the only restrictions you need to focus on are No Resources, Figures larger than a Peanut Base, ID Cards, and Characters Equipped during Force Construction. These characters are commonly known as possessors and at the moment specifically refers to Brainiac (SMWW063) Eclipso (SMWW055) and Proteus (UXM057) However characters that equip after being KO’d, like Malice or Rat King, are allowed.

Allowed: Theme Teams, ATA’s, Special objects, Word Bubbles, Comic Panels, Bystanders & Special Terrain

Once again, working with Modern Age, we don’t need to be concerned with ATAs or Word Bubbles. However Theme Teams, Special Objects, Comic Panels, Bystanders and Special Terrain will be allowed. ‘Characters’ such as The Invisible jet and Merc Jet will be allowed but only by using their Special Terrain dials (as characters being than a peanut base are not allowed)

Also with the release of The Mighty Thor and the Legendary Wielders, it’s worth noting that characters that come with their weapons are allowed. The weapons are special objects (classified as Equipment-Objects) and the Legendary Wielders start the game with their corresponding weapons equipped. These special objects aren’t part of your force construction, don’t need to be paid for and don’t take up a slot from your object total.

A New Threat  

Speaking of The Mighty Thor, a new threat has arisen, a character that is guaranteed to be seen at the World Cup and worth taking a look at his specific rules. I’m speaking of course of Uni-Mind (TMT058)

FORGED IN BLUE FLAME: During force construction, you may include a number of different characters in your sideline with the Eternal keyword, adding 5 points to Uni-Mind’s point cost for each. If it starts at 150 points, you may include up to 3. If it starts at 275 points, you may include up to 5. If it starts at 370 points, you may include any number. The included characters must be used at their highest point value and be turned to their starting click. At the beginning of each turn and whenever Uni-Mind takes damage, you may choose one standard power a chosen character can use. Uni-Mind can use that power until it chooses again. When Uni-Mind would be KO’d, instead replace it with all the chosen characters on their last non-KO clicks, placing them within 4 squares of it. Those characters can’t be healed this game. Protected: Pulse Wave.

Breaking down his first trait here, there are a few rules to look at. With the Semi Finals being 400 points there is a possibility of seeing all levels of Uni-Mind. When adding characters to your sideline this will be taking from your Sideline limit (9 characters for 300, 12 characters for 400)

When choosing powers from his sidelined characters Uni-Mind can choose any standard power those character Can Use on their opening clicks, regardless of source. This means if you have an Eternal with a Special Power that grants more than one Standard Power, Uni-Mind would have access to those Standard Powers. For example Ikaris’ opening Attack Power allows him to use Super Strength and Telekinesis, Uni-Mind could choose either one. Likewise he won’t be bound by any restrictions a Special Power may apply to a Standard Power: For example Makkari’s Movement Power gives him Hypersonic Speed but only to make close attacks. Since Uni-mind is only ‘copying’ his Standard Powers and not his Special Powers, he would be able to use regular Hypersonic Speed and not a restricted version.

The next thing to note on this trait is the underlined section denoting which phase of the game you choose your powers. It is specified as at the beginning of EACH turn, not just the beginning of your turn. This allows him to pick his power(s) at the beginning of your opponent’s turn as well.  

When Uni-Mind would be KO’d he is instead replaced with each Eternal on his sideline. Since this is a ‘would be KO’d’ effect and not an ‘is KO’d effect’ this won’t trigger any effects looking for character’s being KO’d. This is also a replacement effect so you’ll follow the rules of replacing characters which includes (but not limited to) KOing any equipment attached to him and placing any action tokens that were on him onto the new characters (take note that each character will receive the same amount of action tokens that were on Uni-mind, they are not divvied up amoungst those replacing him).

Finally every aspect of this trait has Protected: Pulse Wave, which is important to keep in mind as any and all powers he has chosen from his sidelined characters will still be in place during a Pulse Wave action.

CHANNEL VAST RESERVES OF COSMIC ENEMY: FREE: Until your next turn, Uni-Mind can’t use the Power Cosmic team ability, but can use Perplex and Willpower. When it uses Perplex, it may modify a combat value by +2 or -2 instead. This turn, it may use Perplex an additional time for every two characters with the Eternal keyword in your Sideline that it can choose powers from.

This second trait deals strictly with Uni-Mind’s Special Perplex Power however there are several rules of note regarding it. In order to use his Perplex he gives up his Power Cosmic, essentially leaving him open to be Outwitted on his opponent’s turn. When he uses his Perplex he’s allowed to modify a value by +2 or -2. On top of that he can use Perplex again for every two Eternals on his sideline. Note that this is for every two characters and not fraction of. So the lowest level he’ll be able to use Perplex a second time and on his middle level he’ll be able to use it three times in a turn. These are separate instances of the power and may be used at any point during the action phase (they don’t need to be used in succession) Additionally, each instance of Perplex he uses will be +2/-2.

Going back to the Outwit vs Perplex that we talked about earlier in the article, when he uses his Special Perplex Power Uni-Mind will be susceptible to opposing Outwit. Outwitting his Perplex will suspend the modifications however things get complicated when you take into account Power Cosmic’s Protected: Outwit. His loss of Power Cosmic is only until his next turn, opposing Outwit will be until the Opponent’s next turn. This mean that he will regain his Protected Outwit (This power or ability and any standard powers granted by it can’t be chosen by Outwit. If any were, Outwit’s duration immediately expires. Outwit’s “can’t be used” doesn’t apply to this keyphrase.) before the Opposing Outwit’s effects end. Any effects from the Outwit will end immediately, which makes him free to activate his Perplex power again. However the duration for the initial perplex will have ended naturally. With all of this in mind, using Outwit on Uni-mind will only ever last for the duration of the opponent’s turn, lowering its effectiveness.

Keep all of this in mind while preparing for the ROC World Cup, remember to pack your rulebook and your PAC for any quick references you may need on these new rules. If you’d like to read up on some etiquette and advice for attending high competitive events like this, check out my article from this year’s Heroclix Worlds Championship and I look forward to seeing all of you there!