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It's basically the same, only at 8 squares...from the TKee's spot and it still has to be within the TK'er's 8 squares when putting down your TKee, in case he started a square in front of your TKer.
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Note that the rules and PAC are available from the Units page here at HCRealms.
Short answer: No, you still need to see the target at the begining of the move, and at the end of the move. It's between those points you don't need to be able to see them (IE, you can fly them around blocking terrain).
Have they made some errata to the PAC in regards to the TKer having to have a clear line of fire to the destination when moving an opposing character? The PAC for that part of it, says, "move the target up to 8 squares so long as it ends it's movement 8 or fewer squares from this character." whereas the moving of friendly characters and objects has this exact same sentence, but also adds "in a square to which this character has a clear line of fire."
From that, if you are moving an opposing character, you could move them around a building to a square that you don't have line of fire to, just as long as they are within 8 squares of the TKer.
Moving a friendly character or object do require the TKer to have a clear line of fire to the destination of the target.
...or have I and our entire group read this wrong?
EDIT: I see in the rulebook itself on TK that it states the TKer has to see the destination square for any movement of objects or characters, so nevermind.
Two in the Precision Strike.
One in the Poison.
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So what if they are adjacent to a opposing character. do i have to roll for a breakaway roll?
This came up recently at one of the venues I play at. I was going to TK a friendly fig out of adjacency with an opposing fig. The judge said I had to roll breakaway.
123xxxxxx
456xxxxx7
890xxxxxx
x= clear terrain
7 is my TKer and 6 is friendly. All other numbers are opposing.
Does 6 need to breakaway for 7 to TK it out of melee? I think not, but I did not argue with the judge.
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. Roll a d6. On a result of 1–3, the character fails to break
away and can’t move; its action is over, and the player gives it an action
token. On a result of 4–6, the character succeeds in breaking away from
all opposing characters adjacent to it and can move.
Only one successful break away roll is required to move away from all
adjacent opposing characters. Once a character successfully breaks away,
it can move through squares adjacent to every opposing character from
which it broke away; however, if the character enters a square adjacent to
any opposing characters to which the character was not adjacent when it
made the break away attempt, its movement ends.