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ARMOR PIERCING (optional) When this unit
makes a ranged combat attack, it ignores all
defense special equipment of the affected unit
or units while resolving the attack.
ANTI-PERSONNEL (optional) This unit’s ranged
combat attack affects the target unit and every
infantry unit in base contact with the target,
delivering this unit’s damage value to each unit
hit. For this attack, only one dice roll is made
and compared to each unit’s defense value.
STREAK MISSILES (optional) When this unit is given a ranged combat order targeting a single unit, the line of fire is not affected by terrain or other units. If the attack succeeds, deal damage equal to this unit’s damage value reduced by 1 to a minimum of 1. This attack may not be used to tar-
get a ’Mech that is shutdown or a unit with Elec-
tronic Camouflage special equipment.
HOMING BEACON (optional)Give this unit a ranged combat order targeting a single opposing unit; this opposing unit must be a vehicle or ’Mech. This unit gets +2 to its attack value for this attack. If the attack succeeds, until the end of your turn any line of fire for a ballistic ranged combat attack drawn to the target by a unit friendly to this unit is not blocked or hindered, and the target is not affected by hindering terrain when it is the target of a ballistic ranged combat attack.
TSEMP (Tight-Stream Electromagnetic Pulse) (optional)Give this unit a ranged combat order targeting a single opposing unit with zero or one order token. If the attack succeeds, mark the target with an order token after resolving the attack. If the target is a ’Mech and is marked with a second order token, it is shutdown; remove both tokens at the beginning of the controlling player’s next turn. If the target is at cruising level, move it to NOE level. If the target cannot occupy terrain at NOE level, it is eliminated.
now for VTOL move and shoot rules..
This unit may not be part of a formation. This unit’s speed value may be divided into individual speed points. For example, speed value 16 equals 16 speed points. Instead of moving this unit 2”, you may spend 2 speed points to alternate this unit between NOE and cruising levels when given a move order. Instead of moving this unit 12”, you may spend 12 speed points to have this unit make a ranged combat attack when given a move order. A VTOL’s speed points derive from its speed value on a one-for-one basis; speed points are always whole numbers, never fractions. When at NOE level, this unit treats all water terrain as clear terrain for movement purposes only. A NOE unit with speed mode VTOL in deep water is not submerged.
A VTOL at NOE level treats all hindering terrain as blocking terrain for movement purposes only. When cruising, this unit may move through terrain and unit bases, though it may not end its movement overlapping another unit’s base. A cruising VTOL’s movement is not affected by hindering terrain or low walls, and it does not stop when entering or exiting elevated terrain. No unit may be in base contact with a VTOL at cruising level. This unit fails to break away only on a result of 1. This unit cannot ram.
As the rules clearly say. You can make a Range combat attack Meaning you can only use SE's that are spacificly for Range combat attack like AP and AnP but not TSEMP and Streaks... IMPROVED TARGETING When this unit is given a close or ranged combat order, when you roll three six-sided dice to resolve the attack you may choose to reroll one of those dice. If you do, you must accept the result of the second die roll. You may not score a critical hit with the rerolled die.