You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Can a Sylph BA make a CC attack against another VTOL while both units are at cruising level?
When Making a CC attack with the Flamers SE, is it possible to damage a mech, or does it only deal heat?
Do Brawling and Flamers stack?
Can a shut down mech roll for heat effects following a vent order, or does it have to wait until its starting heat click?
Can a transport move both before and after a drop, or is it either move and drop or drop and move?
If units with the Jump Jets SE has been dropped by a VTOL transport at cruising, can they still be given orders?
Can a unit with multiple ranged targeting capabilities make an indirect ranged combat attack against multiple targets?
Can a mech still make a ranged combat attack against a unit in base contact with it? (I understand minimum damage values with ballistics, this question more pertains to energy weapons)
If a mech with agility is in base contact with my mech, can I make a ranged combat attack against it?
How many mechs does it take to screw in a lightbulb?
Why did the madcat cross the road?
What do you get when you cross an Atlas with a Sylph Battle Armor?
As per the rulebook, units at cruising are never considered to be in base contact even if the bases are touching. This should apply even if both units are at cruising...
Flamers SE only ever does heat to a mech. The "score no damage" line. The bit about brawling is answered in the FAQ. +1 damage if it's not a mech and just the regular heat if it is a mech (no extra damage or heat).
Shut down mechs never have to roll for extra heat or ammo explosions. If you've got a heat effect in the third position, however, you can roll and come back up (start up roll). One order token stays on if its a vent order, but if it's from cooling naturally or water, then you lose both.
Transports have to choose either before or after for movement. Can't do both before and after.
I don't think there's anything limiting the jump jet infantry drops from cruising...There's a clause in there about keeping the Transport in base contact, but I think that just means that you can't drop the infantry and then move the transport (you could move the transport and then drop though).
Indirect fire is single target only.
Units in base contact can make ranged combat attacks against the baser, so long as the opposing unit isn't within your minimum range. Agility and/or type of weapon doesn't change this. All that matters is the minimum range. If you've got 2 mechs in base contact then you can't have more than a 2" minimum range on the weapon you want to use. Other combinations of units will have different minimums.
Can a vehicle with a minimum range of 0 still make a ranged combat attack against a unit that is in base contact with it?
When using the pulse SE, does one make the second attack before applying damage, and is the damage from two successful attacks applied separately?
(asked regarding how it affects defensive abilities; ie-if a figure has 3 damage with the energy damage type and used pulse, would the defending mech take 4 damage or 5 damage from the pulse attack if it had heavy armor?)
If using Matt D. Lossey's ability Fast and Furious ability in his "Sabertooth" shadow cat, does the target have a final total of +4 to its defense against the 3rd pulse attack roll, or does it just get +2 to its defense for 3rd attack as well?
Any unit can make a ranged attack against any other unit, so long as you're within the minimum and maximum ranges, and there's no blocked line of sight. The only time you cannot is if the unit you're firing with is based, and you're trying to shoot at an enemy unit that is basing a second unit of yours. To give an example for clarification, you have a kelswa that is based by an enemy agro mech, and you have a jupiter that is based by an enemy fulcrum. The kelswa can shoot the agro mech, but not the fulcrum. The jupiter can shoot the fulcrum but not the agro mech.
For pulse, after the first shot hits you apply the damage and the heat (if it's a mech) to the target. After that's been taken care of you then roll for the second shot, and if it hits apply the damage there as well. You don't add the total and apply it all at once for pulse.
There are, however, other gears that you do make all the shots and then add them up and apply them. Double rate and continuous fire mode come to mind.
For Lossey, the third attack is an ability, and not a part of the pulse. Defender just gets the +2 mentioned for the ability.