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In this Scenario, it specifically states:
[QUOTE“Come back ’ere! I can’t hit ’cha if ya don’t stand still!” Once the direction of the wind is determined, roll two dice. The resulting number indicates the strength of the wind. Using the rules for knockback, move all characters and objects on the
board that number of squares in the direction the wind is blowing.[/quote]
Sentinels aren't affected by knockback so am I right in assuming that in this Scenario, they wouldn't be moved?
Quote
"Are you kidding? I can hardly lift myself in this wind!” Flying characters cannot carry other characters
Sentinel cannot carry, but can he capture and hold enemy?
Strange Scenario. Would appreciate feedback as I have been dying to try a Sentinel in a tournament and this may be the one I use it in. Thanks.
Originally posted by Heretic In this Scenario, it specifically states:
Quote
“Come back ’ere! I can’t hit ’cha if ya don’t stand still!” Once the direction of the wind is determined, roll two dice. The resulting number indicates the strength of the wind. Using the rules for knockback, move all characters and objects on the
board that number of squares in the direction the wind is blowing.
Sentinels aren't affected by knockback so am I right in assuming that in this Scenario, they wouldn't be moved?
Sentinel cannot carry, but can he capture and hold enemy?
Strange Scenario. Would appreciate feedback as I have been dying to try a Sentinel in a tournament and this may be the one I use it in. Thanks.
I can hardly lift myself in this wind...Flying characters cannot carry other characters.
In the lull created by rolling a 5 or 6, can you taxi or is it throughout the game. The text does state implicitly that you cannot taxi, but it also indicates that this is due to the effect of the wind and on a roll of 5 or 6 there are no wind effects!