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I just recently became addicted to Heroclix and played my first three games last weekend. What I once considered a game for children, I am now realizing is a very thoughtful, entertaining, and well-designed "lite" wargame. I'm very, very impressed and also incredibly hooked (as my bank account statements now prove.) Before my boat-load of new figures arrive, I would like to pose a few questions. I'm sure all of these are quite bland in comparison with some of those being posed on this forum, and I'm sure they've all been answered individually before, but I'm going to summarize some here and may in the future continue to post them as my fledgling group encounters sticky issues.
With all that out of the way...
Pushing damage: When is pushing damage applied? The rules state when a character is given an action, give them an action token when the action resolves. Then the pushing damage rules state that when a character is given an action token when they already have one, in most cases they take pushing damage. In my mind that means apply pushing damage after the action resolves. So if I'm pushing to attack do I use the current click's attack value or do I click the character and then use the new attack value?
Flurry and Push: Flurry states that if the character loses the ability to Flurry, do not perform the second action. If I push to attack while I have flurry, do I resolve the first flurry attack, apply push damage, and then if I still have flurry resolve the second attack with the new attack value and damage value?
Flurry and Mystic: Same as above. If I damage a Mystic, and take the 1 damage, do I apply it after the first flurry attack (and thus possibly lose flurry) or do I apply it after the character's actions resolve?
Leap/Climb and Phase/Teleport: I understand how these differentiate in terms of terrain effecting movement(i.e. Phase/Teleport ignores indoor blocking where Leap/Climb does not). However I'm confused why the wording is different in regards to characters on movement. Leap/Climb states "Automatically break away, may move through squares adjacent to and occupied by opposing figures..." Phasing/Teleport indicates "ignores the effects of characters... on movement." I can't think of an example where those two would be different.
Phase/Teleport and Breaking Away: Though it's not specifically stated like it is in Leap/Climb I assume when it says that Phasing/Teleport ignores characters for movement purposes that means breaking away is automatic?
Moving Through Friendly Characters: Leap/Climb specifically states you can move through squares occupied by opposing figures. Can you normally move through squares occupied by your own figures? I couldn't find that in the rules anywhere. A good example would be a 1 square wide hallway. If I have a character that's already moved standing in the middle of the hall, can I go from one side of him to the other?
Charge, Knockback, Forceblast: Charge indicates "A character using this power ignores knock back." Since its not worded "possesses", I'm assuming that means a character actually has to use Charge on his turn in order to be immune to knockback during his opponent's turn. Is that correct? If it is, does that make him immune to attacks like Forceblast that generate knockback? Also, as there is no minimum range for Charge, and Charge states that the character "may" be given a close combat action, could you theoretically just declare your character was using Charge and then not move or attack simply to be immune to knockback? Or if you plan on moving less than half-move anyways just use Charge and not attack and gain the benefit of being knockback immune?
That's all I've got at the moment. I'm sure I'll have a ton more. I really appreciate it guys, thank you!
Pushing damage: When is pushing damage applied? The rules state when a character is given an action, give them an action token when the action resolves. Then the pushing damage rules state that when a character is given an action token when they already have one, in most cases they take pushing damage. In my mind that means apply pushing damage after the action resolves. So if I'm pushing to attack do I use the current click's attack value or do I click the character and then use the new attack value?
Rule book, page 7:
PUSHING
When a character receives a second action token (usually because it has taken an action on two consecutive turns), deal one pushing damage to that character as actions resolve. Game effects that evade, reduce, ignore, or transfer damage do not affect pushing damage unless the effect specifically says it does. (See Figure 7)
Since you don't push until the action resolves, and normally attacks occur during the action (and not after), you would use the character's current AV.
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Flurry and Push: Flurry states that if the character loses the ability to Flurry, do not perform the second action. If I push to attack while I have flurry, do I resolve the first flurry attack, apply push damage, and then if I still have flurry resolve the second attack with the new attack value and damage value?
See the quoted text above. You completely resolve Flurry (both attacks) before pushing.
That bit about losing Flurry covers things like Critical Misses and Mystics damage, not pushing.
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Flurry and Mystic: Same as above. If I damage a Mystic, and take the 1 damage, do I apply it after the first flurry attack (and thus possibly lose flurry) or do I apply it after the character's actions resolve?
From the PG:
MYSTICS When a character using the Mystics team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage. This damage is not an attack.
This TA is triggered when the damage is actually dealt from the attack, not after the action resolves. Since the damage occurs immediately after the attack, it is applied before the second attack is made with Flurry, potentially knocking the character off Flurry.
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Leap/Climb and Phase/Teleport: I understand how these differentiate in terms of terrain effecting movement(i.e. Phase/Teleport ignores indoor blocking where Leap/Climb does not). However I'm confused why the wording is different in regards to characters on movement. Leap/Climb states "Automatically break away, may move through squares adjacent to and occupied by opposing figures..." Phasing/Teleport indicates "ignores the effects of characters... on movement." I can't think of an example where those two would be different.
"Ignore" means you treat those characters like they don't exist. While a P/T is moving, there are effectively no opposing characters on the map.
Most of the time, that doesn't really make much of a difference, but some game effects kick in mid-movement, like the Hypertime TA, MU Iceman's Slippery special power, and Gert and Old Lace's Aresenic special power. A L/C character would have to contend with these game effects (since it does not ignore the characters) while a character using P/T wouldn't need to worry about them. Phase/Teleport and Breaking Away: Though it's not specifically stated like it is in Leap/Climb I assume when it says that Phasing/Teleport ignores characters for movement purposes that means breaking away is automatic?
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Moving Through Friendly Characters: Leap/Climb specifically states you can move through squares occupied by opposing figures. Can you normally move through squares occupied by your own figures? I couldn't find that in the rules anywhere. A good example would be a 1 square wide hallway. If I have a character that's already moved standing in the middle of the hall, can I go from one side of him to the other?
Rule book, page 3:
MOVING YOUR CHARACTER
When you give a character a move action, it can be moved a number of squares equal to its Speed Value. Characters can move in any direction, even diagonally, and through squares occupied by other friendly characters (but not opposing characters), though you can’t end a character’s movement in the same square as another character. You don’t
have to move a character its full speed value, but you must stop moving the character when it enters a square adjacent to an opposing character.
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Charge, Knockback, Forceblast: Charge indicates "A character using this power ignores knock back." Since its not worded "possesses", I'm assuming that means a character actually has to use Charge on his turn in order to be immune to knockback during his opponent's turn. Is that correct? If it is, does that make him immune to attacks like Forceblast that generate knockback? Also, as there is no minimum range for Charge, and Charge states that the character "may" be given a close combat action, could you theoretically just declare your character was using Charge and then not move or attack simply to be immune to knockback? Or if you plan on moving less than half-move anyways just use Charge and not attack and gain the benefit of being knockback immune?
No, it means that you don't actually have to possess Charge to gain the benefit. Many characters can use Charge via a special power, but they do not actually possess Charge (they posses the special power, instead). They do not actually need to have used Charge (as a power action) that turn.
Charge begins with movement. Anytime your character uses Charge by giving said character a power action, that character will move, even if it is only zero squares. Since zero squares is still technically movement, if your character is adjacent to an opposing character, you will need to roll break away first... and if you fail that roll, the entire action immediately ends: no movement and no attack.
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That's all I've got at the moment. I'm sure I'll have a ton more. I really appreciate it guys, thank you!