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I have never played in a tourney where the judge did not rule free break away. It's the same theory that makes it to where a hss guy carrying an enhancer doesn't get the damage boost... the carried figure is off the map until the end of the action. Now if the buddy was adjacent to a construct, he must roll for break away.
But the rulebook explicitly says that both adjacent figures have to roll for breakway. The flier (using phasing) I'm positive can breakaway for free, but his phasing doesn't change the adjacency status of the buddy.
Quote where in the rule book you believe it says this.
Quote where in the rule book you believe it says this.
See the "TIP!" quoted above.
Page 17: To be carried, the friendly character must be adjacent to this character at the beginning of this character's action...
and if you are going to interpret that a charcter can be picked up AFTER the carrier has started moving, this is going to open a big can of worms for HSS fliers.
I'll admit the oddity in the change, but while it is expressly worded that telekinesis enforces the character being transported to break away, it is also expressly worded that when carried by a flyer you do not have to break away.
Eh . . .
I have no sekrets, I just am.
Want to see me strip, sing, screw up my lines, and dance for my senior year spring play? Then check this out!
And the new TK rules have what to do with carrying?
Like Prof. Aragorn just said, when you move a friendly figure with TK, if that figure is next to opposing figures, you need to roll for breakaway. When you move a friendly figure with the Carry ability, you don't need to roll for breakaway for the carried figure. And if the carrying figure has "free breakaway", then neither character needs to roll for breakaway.
The TIP only mentions that the carrying figure is a flier (has the flight symbol with grants the Carry ability). No powers are mentioned, and thus it holds no relevance to this matter. Now, if the TIP had said that even if the flier has a power which grants free breakaway, then it would be relevant.
Two friendly figures are adjacent to eachother, and are surrounded by opposing figures. The premise is that both figures need to roll for breakaway if they desire to move. Number 1 is a flier and has Phasing/Teleport. Number 2 has no powers and can be carried.
1) This figure has Phasing/Teleport which says "Give this character a power action and move it up to its speed value. It automatically breaks away...." (Powers and Abilities Card). Since the power says, you do not roll for breakaway, you do not roll for breakaway when you use Phasing/Teleport. So Number 1 is free to go when given a power action to use P/T.
2) Number 1 can Carry (Page 16: "A character with the wing speed symbol is a flier, and has the Flight Ability and the Carry ability). Carry (Page 17) says: "To be carried, the friendly figure must be adjacent to this character at the beginning of this character's action. Number 1 is adjacent to Number 2 and Number 2 can be carried (possesses either the boot symbol or the dolphin symbol). So now we know that Number 1 can carry Number 2 when Number 1 is given a power action to use Phasing/Teleport in order to move while adjacent to opposing figures.
3) While being carried, a carried character is not adjacent to any character nor can it draw a line of fire until placed at the end of this character's movement for the action. Breaking away (Page 7) says that "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." While being carried Number 2 is neither adjacent to opposing figures nor given an action to move. Thus you do not need to roll for breakaway for Number 2.
So, now we've established that if you have Phasing/Teleport which you use to move, you do not need to roll for breakaway. And we also know that if a figure is carried, you don't need to roll for breakaway for him either. All these things are mentioned in the Rulebook and the PAC.
TIP! box only tells us that if a figure is adjacent to opposing figure you can use a figure with the Carry ability to move that figure away without needing to roll for breakaway for him. The only reason why they added "and the carrying character is not adjacent to any other character, no break away roll is required" is because they didn't want to add the rules for Phasing/Teleport or Leap/Climb into the TIP! box as well, because that would have been confusing.
If you still don't believe me, that's fine by me.
Quote : Originally Posted by Quebbster
There should be other ways to get a prize besides crushing your opponent, see them driven before you and hearing the lamentations of their women.
You are taking the "TIP!" as part of the rules when it is in fact not. This is the same problem when people try to take the "Flavor Text" of some figure write ups to mean the figure can do things it was not supposed to.
If the carried figure had to roll breakaway (which would be an exception to the rules about only a figure that is moving [being carried is not moving] needs to breakaway) then it would be mentioned much more prominently than a small obscure wording in a TIP! section that in actually has no real impact on the rules.
Understand that being carried is not moving in game terms. It's the same logic that a figure that is Dragged (Via the Drag feat) is not Carried. The same way that a figure placed (like OotS Batman)is also not moving and as such does not have to breakaway.
Heroclix is a game of exceptions. This means that the rules are set out and individual units are granted abilities that allow them to 'break' a rule (example, an action allows you to move or attack. The power Charge allows for both given certain conditions)
When carrying, the carried figure does not have to roll to break away as they are not moving.
The carrying figure does have to roll to break away if they start adjacent to an enemy.
Those are the rules
Phasing/Teleport specifically allows the character using it to break away without the need for a roll (this is P/T's 'break')
The Telekinesis rules and the Carry rules are completely separate from each other and make absolutely no mention of each other. Why do you think they have anything to do with each other, Ouchmaker?
The Telekinesis rules and the Carry rules are completely separate from each other and make absolutely no mention of each other. Why do you think they have anything to do with each other, Ouchmaker?
Because the new Telekinesis rules say that if you try to move a figure that is adjacent to opposing figure, you need to roll for breakaway. When you carry a figure that is adjacent to opposing figure you don't need to roll for breakaway. Now someone might get confused that since you need to roll for breakaway with TK, that the same applies to carrying. Which it doesn't. I believe that is what tidge meant when he "blamed the new TK rules".
Quote : Originally Posted by Quebbster
There should be other ways to get a prize besides crushing your opponent, see them driven before you and hearing the lamentations of their women.