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The best I can do until you add details as to what you don't understand
Mind Control: You make an attack. If you hit you do not deal damage. Instead you give the hit character one action, regardless of type, as if it was your character (this does not take one of your actions for the turn, although making the Mind Control attack does). Then divide the cost of the controlled character by 100 (round down) and the controller takes that amount of damage
Telekinesis: ABC-8. A = Tker, B= Tked, C = destination square. You must have lines of fire AB, BC, AC and be within 8 squares. You can also not move the B more than 8 squares total
Support: Roll as if you were making an attack. If you hit, instead of dealing damage, you heal the target 1 die minus 2, minimum 1
Carry: AB. A = Carrier, B = Carried. B must be adjacent to A. Move A up to their speed -2 (penalty for carrying) and then place B in an adjacent square
The character makes a ranged combat or close combat attack as a free action (Default range locked at 4). This attack deals no damage (regardless of a critical miss or critical hit).
A target or targets hit by the attack may each be given one action as a free action and are considered friendly to your force for the duration of that action.
After the action resolves the target or targets hit by the attack become friendly to your opponent(s) and the character takes one click of unavoidable damage for every 100 points of the targets' values that were hit.
In summation, instead of attacking a character for damage, you can instead hit them and have them attack their own friendlies or something else.
Telekinesis:
Give this character a power action.
You must also choose an A and B. A is either a character with the standard damage symbol or object and B is a destination square.
Place A in B.
If A is an opposing character, you must first succeed on a ranged or close combat attack.
A, B, and this character must all be with 8 squares and clear line of fire in order to place A in B.
If A is an object and B is a destination square occupied by an opposing character, you may attack the character as if throwing the object and making a ranged combat attack (somehow you get away by ignoring a character's stealth in this manner).
In summation, you can place friendlies 8 squares out as a way to get them into battle. Additionally you can control where objects and characters are by placing them in squares that are more beneficial to you. But mostly, you want to get your friendly characters into position for an alpha strike.
Support:
Give this character a power action.
This character targets a friendly character with a close combat attack.
Both characters must not be adjacent to opposing characters. This attack ignores all modifiers (like perplex, combat reflexes, etc.)
If the attack hits, roll 1d6 and subtract 2 (minimum result 1) and heal the hit character that much damage.
In summation, this heals friendlies instead of dealing damage.
Carry Ability:
When this character moves as a result of a move or power action, it may bring a friendly adjacent character. Both characters must begin and end the action adjacent.
During the character's movement, a carried character is not considered on the map.
After the character's movement ends, a carried character may not be assigned a non-free action this turn.
In summation, bring a friendly with you when you move. Useful for ganging up on other characters or getting bricks across difficult terrain.
Hope this helps.
Eh . . .
I have no sekrets, I just am.
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