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.
These ar altenative rules to the regular used when playing on the heroscape map. Anybody willing to read them, please critique them for me. They need some help. Some of them require basic comic knowledge, but most of that can even be determined by Name, and sculpt)
Clixscape comp rules changes.
Movement and elevation.
Grounded characters attempting to move up in elevation must use 1 extra movement per elevation change up to 3. Characters that ignore the effects of hindering terrain ignore these effects. Anything Higher than 3 is elevated. A character must have at least 3 elevation levels above its base to move unless it has phasing, or is a puck sized figure.
Water works exactly the same as in Heroclix.
Hindering terrain+ lines of fire.
Lines of sight drawn to or though Terrain 1 - 3 elevations higher than the character drawing said line are drawn through hindering terrain. Lines of sight drawn through terrain elevations 4 or more are drawn through blocking terrain, and thus impossible. Lines of fire drew to an elevation exactly 4 higher than you are considered firing to elevated. To fire 8 or more above you, you must half your range. Anything that is higher than 4 and less than 8 above the character drawing line of sight is considered elevated hindering.
Lines of fire drawn along the direct diagonal use the lowest elevation of the two edges for determining blocking terrain. But if 1 edge is even with the character and one is higher the line is considered drawn through hindering.
Close Combat. Figures are in close combat with figures 3 elevations higher or lower than they are.
Soaring
Soaring characters are considered 8 elevation levels above whatever elevation they are on.
Giants
Add 6 to whatever elevation a giant figure is on to figure out their maximum elevation.
Larger figures (Blockbuster, and Nimrod sized figures.)
Add 3 to a larger figures elevation to figure out what elevation they are on.
Lava and fire movement
Lava does 1 damage that must be reduced by two or more to all figures in it that lack the fire or flight movement symbol.
Any figure with fire controlling abilities (Human torch, magma, fire…) in comics has the Fire Movement symbol. Earthbound does not cancel the fire movement symbol.
Ice and Ice movement.
Any figure that stops on Ice terrain moves on space further in the direction it was going(This counts as knockback) unless it has flight, phasing, ignores knockback, or has the ice movement symbol. Characters who moved more than 9, move two spaces extra(This counts as knockback..
Any figure with ice controlling abilities (Iceman, ice, Mr. Freeze…) in comics has the Ice Movement symbol. Earthbound does not cancel the Ice movement symbol.
Barrier
A barrier is considered 4 elevations high. A single Barrier token may be used to turn Lava or Water, or Ice terrain into clear terrain until end of turn. (Iceman is considered to be using snow.
Flight. Flight characters ignore elevations up to 12 higher than them, but expend a move to change elevation by 8 or more(only up.).
Leap climb. Characters with LC ignore elevations up to 12 higher or lower than their own for the LC Close Combat ability. Characters must expend 1 move for every 8 elevation levels they change in a single movement (only up).
Phasing. Characters with Phasing may not change elevation by more than 7 in one movement unless they also fly. Characters with Phasing may also move but not stop in areas outside the map.
Single Hexes. A character capable of 4 or more damage in close combat attacks may destroy single hex tiles that are above ground level with a close combat attack(CCE, and Super strength may be used, but BCF may not). When rip it up is affecting your SS characters, these tiles may be picked up as heavy objects.
Bottomless pits(Hexes that lack any form of terrain but are not on a map edge. ) Characters that are knocked into these spaces are automatically destroyed, unless they have Combat reflexes, and a power that allows them to escape the pit(LC, Phasing, etc.), or fly. Also characters with LC or phasing(Seepent Society TA counts(WC w/ Serpent society as an option count, they do not have to have serpent society currently copied.)) powers may stop in these tiles, but may only attack characters in Adjacent tiles with ranged attacks, and can only be attacked by the same. Any character that loses all powers or abilities that allows them to escape are removed from play.
Change to determining elevated by figure height, not that '+1 move for each up, and 3 is elevated'. It makes movement too slow, and it mocks people who should easily be able to get over a hill.
I posted this in the scenario board, as I realized it is more fitting. If a mod would please delete or lock this thread it would be greatly appreciated.