You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
Never had a super strong grasp of the rules, as I had a huge gap of not playing Clix from 02-08. So I have some quick questions that need clarifying..
Multi-Shot
- What does this work with aside from normal ranged attacks?
From how long I've been playing, I've used it with with Running Shot, Mind Control, Incapacitate, EE, etc. Is there anything that DOESN'T work with the 2 or 3 lightning bolts? Aside from RCE?
Carrying
- Can you carry with HSS, RS, Charge, etc? Does the carried character have to be adjacent to the moving character at the beginning of his movement, or can he pick him up/drop him off anywhere during the movement?
That's all for now I guess. I'll add more if I can think of it.
Never had a super strong grasp of the rules, as I had a huge gap of not playing Clix from 02-08. So I have some quick questions that need clarifying..
Multi-Shot
- What does this work with aside from normal ranged attacks?
From how long I've been playing, I've used it with with Running Shot, Mind Control, Incapacitate, EE, etc. Is there anything that DOESN'T work with the 2 or 3 lightning bolts? Aside from RCE?
It has no effect on close combat.
If a ranged attack doesn't specify a limit on the number of targets (as you noted with RCE, for example), then you may use it with that ranged attack.
Quote
Carrying
- Can you carry with HSS, RS, Charge, etc? Does the carried character have to be adjacent to the moving character at the beginning of his movement, or can he pick him up/drop him off anywhere during the movement?
That's all for now I guess. I'll add more if I can think of it.
You can carry any time you move from being given an action.
The passenger must be adjacent when the movement begins.
The passenger is put back when the movement ends. (With Charge/RS, this is before the attack. With HSS, this will always be after the attack.)
Note: You can only carry a figure if you have the carry ability.
No power, other than a special power that also grants a character the carry ability, will allow you to carry someone.
A flier with HSS can carry someone when using HSS because they have HSS and the carry ability.
A non-flier with HSS can't carry somone unless they are a transporter, or have a feat, trait, or special power that grants them the carry ability.
The passenger must be adjacent when the movement begins.
Actually you have to be adjacent when the ACTION begins not necessarily when movement begins.
I think this is an important distinction with characters Like Falcon and Beast that have essentially two movements with their SPs within a single action.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
I think this is an important distinction with characters Like Falcon and Beast that have essentially two movements with their SPs within a single action.
(Beast of course cannot use Carry.)
When Falcon is using Fly-By and carrying a character, when is the character put down?
From the Blackest Night PAC:
Quote
CARRY When moving as a result of being given an action, this character can carry one friendly character. When this ability is used, modify this character’s speed value by –2 until the end of the action. Only characters with a combination of the following symbols can be carried: , , , , , , . If a character has any other symbols or is carrying an object it cannot be carried. To be carried, the friendly character must be adjacent to this character at the beginning of this character’s action. When this character ends its movement for the action, the carried character must be placed in a square adjacent to this character at the same elevation. 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. A carried character can’t be given an action (other than a free action) until the beginning of the next turn.
Fly-By: Falcon can use Charge, and he can continue to use the rest of his halved movement (if any remains) after making the attack.
As it says "continue to use the rest...", I'd say the original movement is still ongoing. Falcon would put down his passenger after the movement after the attack. This would look to me like the same situation as Hypersonic speed.
The only thing that would make me question that is "can", suggesting he might be able to option not to continue his movement and drop the character earlier... but if I was asked to rule, I'd make it the same as hypersonic.
Also, something to point out to you about carrying. When you carry someone you take -2 to movement. When you do an action that halves movemen, i.e. charge or running shot, you halve and then -2. So a movement 10 person who wants to running shot and carry would only move 3 squares. It is harsh.
When you carry with HSS its important to remember that the carried character is put down on the board in a legal square when the free attack is made, but he cannot use any free power such as prob until the HSS action is finished, including all movement and attacks. Easy one to forget.
Sorry if I went off on things that weren't needed, just wanted to make sure all the bases were covered. Lates.
Sigh... I wish I had something clever or witty to put here...
When you carry with HSS its important to remember that the carried character is put down on the board in a legal square when the free attack is made, but he cannot use any free power such as prob until the HSS action is finished, including all movement and attacks. Easy one to forget.
Actually, this is not true. You need to make sure there is indeed a space available to place the carried character, just in case, but a carried character is never actually placed back on the map until the movement is over.
As far as Falcon and Archangel's Fly-By, I'd rule that the movement is over when either the controller or the break away roll says that it is over.
Say, for example, they want to take advantage of the PC a carried character has when they make their attack, I'd make them say, "I am not planning on using any remaining movement after I attack, so I will set the character down now."
Alternatively, the controller decides that he would rather keep moving, so the carried character is not placed back on the map yet, but the break away roll fails, ending the movement prematurely and causes the carried character to be placed back on the map prematurely.