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Any object on the board indicated to be an Item = Containing the symbol (I) next to it can be picked up. Unlike Light and heavy objects, Items have specific uses and cannot be used in correlation with Superstrength, and unless specifically indicated are not hindering terrain for movement or line of site.
Each character may carry on them 2 items at any given time unless they collect an item that increases their load, or they upgrade to higher carrying capacity.
Items may be picked up by either moving onto or adjacent to the square containing the object. Items are picked up as a free action.
Items may be given to teammate during a mission if the following criterion is met: The characters exchanging the Item are adjacent, and the character receiving the Item has 1 or no objects in their possession.
Items do not always have to be carried. The team has a storage unit currently capable of storing 20 items. Once an Item is collected it can either be held on a character’s person, or put into storage. Between missions characters can put Items into, and take them out of storage depending on what they think they will find useful during the specific mission.
Items may be dropped at any time during a mission unless otherwise indicated. If your character has two items but wants a third item more than one of the others, it may drop one of its current items and pick up the new one. This dropped item does not go into the inventory and once the chapter is completed it is gone. Other team members can pick up dropped Items.
There are 4 main types of Items. When collected you will be given a description of what type of item it is and what it does:
Immediate Items: These are items that when picked up must be used immediately and disappear at the end of use.
Continuous Items: These are items that when equipped stay on permanently until dropped, traded or put into the inventory. Ex. Body Armor
Perishable Items: These are Items that once used are permanently gone from your inventory. Ex. MedPACs
Short Term Items: These are Items that can be equipped and unequipped throughout the span of a mission. Once this item has been equipped for the first time it is locked into that mission. If a short-term item is picked up in a specific mission and never equipped during that mission it is saved for later use. Ex. Most Firearms