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I'm new to Heroclix. I play with my son and gives us excellent bonding time. We love it. I ran into a rules issue and need some clarification.
Captain America was fighting Solomon Grundy. Solomon walluped the Captain with a blow that knocked him back 4 squares into the middle of a 9 square lake. Now, knock back is not affected by hindering terrain which water is.
However, the Captain is a "foot" character. He is not allowed to enter water on his own. So how do I resolve this?
I created a "house rule" for now. Captain America swam on hex into water (hindering) his next turn, then he swam out of the water onto dry land for 1/2 movement.
You give Cap the full 4 squares of knockback. Neither hindering nor water stops knockback by themselves. If Cap is in hindering or water at the start of his next movement, if Cap doesn't ignore hindering or water for movement purposes (such as with Improved Movement: Hindering, Improved Movement: Water, Flight, Phasing, or the Avengers Initiative team ability, or many other ways), THEN Cap has to move at half his movement value for that action.
Say Cap is two squares into the lake in question. Say he has a speed value of 9. This gets halved to 5 when he begins to move. He can move up to 5 squares, whether in water alone, in a mix of water and continual hindering terrain (such as going straight from water into bushes on the shore), or from water onto clear terrain. The problem would be if he moved out of water, onto clear terrain, and then back into hindering or water. THEN he would be stopped automatically for entering hindering or water.
I hope that makes sense.
EDITED TO ADD: Having a foot symbol for movement doesn't mean you can't enter hindering or water at all. It merely means you stop on the first square of hindering or water when you attempt to, and that if you start a move (whether granted by a move action or a power action of some kind), you have to cut his speed value in half for the duration of that action. If you Charge or Running Shot, then those will cut that in half again. To use the earlier example, if Cap wanted to Charge out of the lake to whomp Grundy, Cap's 9 speed would be halved to 5 (starting in water) and then to 3 (using Charge) for the duration of the Charge.
Not sure exactly what your question is. Do you mean that if after knockback can Cap move on water? Yes, a foot character can move on squares of water; the character halves his movement.
If the character with boot symbol also has the Movement power -Charge, and wants to use it in water; the character would halve their movement and the halve it again.
Oh, and Rules questions are best in the rules subforum.
I've completed collecting the IC, CT, XP, CM, Ult, MM, FF, AW, Sin, SN, AVE, M&M, SI, HoT, WoS, GSX, CA, IH, GG, AVM, CW, M10th, ASM, IM3, WK11-16, FI, WX, T:DW, CA:WS, IIM, DoFP, DP, GotG, AoUM, AoU, AVAS NFAoS, CACW, UXM, SFoes, DXF, GotG2, ADW, WI, MT T:RM, AI SW:B, EX, ABPI and X:DPAS sets.
Looking to get PR Professor X (W/X-Men) and pre-release "IC" Wolverine.
Also, sir, welcome to the game! I hope you and your kid enjoy it immensely for years to come. I also want to say that I enjoyed your description of Cap's being walloped. Solomon Grundy wanted a good pair of pants, and he wasn't going to let some spandex-clad shield slinger stop him!
Thanks, great answer. After more rules research I think you are correct. Question. If moving from water square to another water square doesn't the foot character have to stop?
Thanks, great answer. After more rules research I think you are correct. Question. If moving from water square to another water square doesn't the foot character have to stop?
The short answer is no. The slightly longer answer is since you're beginning and ending your movement in hindering you're fine to move. If you were to attempt to leave the water, which is hindering for movement purposes, and then hit a clear square and enter another square of hindering or water then you'd have to stop barring IM of some type that ignores hindering or water. Hope that helps.
Last edited by InquisitorJesus; 01/13/2016 at 21:00..
Reason: Typos
The toes you step on today may be attached to the ass you have to kiss tomorrow...
Thanks, great answer. After more rules research I think you are correct. Question. If moving from water square to another water square doesn't the foot character have to stop?
No, as has been stated, a "boot" character who's already in hindering with no way to ignore it has to cut their movement in half. They can use that movement value to move out of or stay in hindering.
As was stated, it's when moving and the character goes -hindering, clear and then another hindering then they'd then have to stop.
I've completed collecting the IC, CT, XP, CM, Ult, MM, FF, AW, Sin, SN, AVE, M&M, SI, HoT, WoS, GSX, CA, IH, GG, AVM, CW, M10th, ASM, IM3, WK11-16, FI, WX, T:DW, CA:WS, IIM, DoFP, DP, GotG, AoUM, AoU, AVAS NFAoS, CACW, UXM, SFoes, DXF, GotG2, ADW, WI, MT T:RM, AI SW:B, EX, ABPI and X:DPAS sets.
Looking to get PR Professor X (W/X-Men) and pre-release "IC" Wolverine.