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To break away, roll a d6. On a result of or less, that character fails to break away and can’t move; resolve the action immediately, including assigning that character any action tokens for that action.
Once a character fails the break away roll, their action is over. Superman can't attack Mindwarp.
BREAKING AWAY If a character occupying a square adjacent to one or more opposing characters is given an action and attempts to move, that character must successfully break away before it can move, as shown in Figure 8. To break away, roll a d6. On a result of or less, that character fails to break away and can’t move; resolve the action immediately, including assigning that character any action tokens for that action. On a result of or higher, that character succeeds in breaking away from all opposing characters adjacent to it. Regardless of any game effects, a d6 roll of automatically results in a character failing to break away, while a d6 roll of automatically results in a character succeeding in breaking away. Only one successful break away roll is required to move away from all adjacent opposing characters or other game effects that may require break away from that square. Once a character successfully breaks away, it can move through squares adjacent to every opposing character or game effect from which it broke away; but ends its movement as normal if it becomes adjacent to an opposing character that it did not break away from this action.
Normally their action would end if they are using a move action, running shot, or charge because those are all actions that require movement. Nothing in the rules say anything about ending that characters action.
With HSS you can attack before, during, or after your movement.
A failed breakaway ends the action. In that third sentence, where it says "resolve the action immediately," what the resolve means is you cease anything involved with the action and you place an action token.
The attack or the close/ranged actions in HSS/charge/Running shot are lost when break away fails because they are all resolved inside the action that Break Away forced to resolve prematurely.
Green Lantern Corps
Justice League Interplanetary
1. Nightlantern 150pts 17xp
SA [1]
2. Big Barda 148pts 27xp
SA [1] KO [1]
3. The Green Miracle 127pts 12xp
- Amalgam 25pt
4. Mindwarp 45pts 17xp
DFD [1]
YTD Green Lantern Corps
Kyle Rayner 180pts 13xp
Shield 8pts
spotlight 6pts
Decoy 6pts
Lantern Recruit 50pts
Mon-El 175pts 24xp
John Stewart 95pts 18xp
Nightlantern 150pts 29xp
-Meteorite
Sgt Gordon DKR 50pts 44xp
Lucius Fox DKR 35pts 15xp
Rachael Dawes DKR 40pts 19xp
GL Batman 152pts 25xp
Abin Sur (movie) 50pts 12xp
Soranik Natu 70pts 31xp
Big Barda 148pts 27xp
Mister Miracle 127pts 12xp
Mindwarp 45pts 17xp
Freddie Freeman 112pts
Beast Boy 60pts
Magenta 115pts
Roy Harper 28pts 3xp
Hal Jordan (movie) 35pts 23xp
Team Object: Green Lantern Ring 8pts