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Welcome! We're entering our sixth season of combining Heroclix with a progressive, year-long, sports-like campaign. You begin with a thematic group of characters and build up statistics which allow you to promote them to higher levels, all while staying within the parameters of the regular Heroclix combat system.
In an Election Day finish, Doombot 3.1's Legion of Super Heroes held off the swarm of Tanis11's SHIELD to become the Season Five Champion!
The draft begins Nov. 12. But if you miss the start, it's not too late! Contact commissioner Glen Quagmire about assembling a team. You'll be able to make your selection at the end of the draft.
Each new player will start with 500 points and go into a two-tiered draft. The first segment is the core draft, for which you will select up to 200 points worth of figures (at least two figures) representing thematic choices. In the second part of the draft, you'll select figures one-by-one.
Games will be played using the "play by post" format from your pool of characters in one pre-season game and eight regular season games (400 pts for all games).
The Pre-Season game doesn't count towards your record but helps in getting experience.
Each team gets statistics in the battles to use for promoting characters. Teams will also earn points used for recruitment for winning and losing.
After the regular season, the top teams in each division go into the playoffs. The winner of each division facing off in the 500-point game Super Bowl.
While most of the terminology in this campaign will be the same as in the regular games of Heroclix, there are some new terms that will be used.
• Stat Points: Much like in sports, certain characters excel at different aspects in the game of Heroclix. While Dennis Rodman lead the way in rebounds, he may not have been particularly useful at making a Three Point shot. The same can be said about Heroclix, Not every hero/villain will be able to land an attack that causes 7 clix of damage. This system allows for characters to gain experience by doing what they do best. Stat Points are what is used to promote a character to a higher level (See Gaining Experience)
• Recruitment Points: Earned from winning and losing of matches. Winning a game will earn you 5 points. Losing a game will earn you 10 points. Winning the Super Bowl will earn you 50 points. Bonus Recruitment points can be earned in Post-Season scenarios.
• Stealing: A system designed to allow thematic characters to be placed on thematic teams from teams that were not thematic. The team that loses a figure is given a bit of a point supplement.
• We start with the core draft. The first 200 points (or up to that amount) will be chosen and submitted to the commissioners for approval. These characters must have either a) the "Keyword" of your team on any version of their dials, or b) can be verified to have served on the team you selected. Example: Creeper is on the current version of the Outsiders, but does not have the keyword or TA. A player using the current Outsiders team would be allowed to include him in his core or draft him with a theme discount. You must have at least 2 characters for your core that fall in one of the two categories.
• Multiple versions of certain large teams (such as the JLA, Avengers, X-Men, Teen Titans, the Society or the Skrulls) will be available to select as core. You will simply need to demonstrate your choice represents a different era or specific version of the team and have enough characters to make up a core.
• Characters bought in this initial 200 points are considered "Locked-In" and cannot be stolen by another team.
Building Your Team, Part 2
• The second part of the draft is for individual figures. You can draft any character (that falls within your moral alignment) with your second 200 points + leftover points from the core draft.
• There will be a "signing bonus" program, where you get a discount on members who are thematic to your team.
* Figures which cost 50 points or less - 5 pt discount
* 51 to 100 pts - 10 pt discount
* 101 to 150 pts - 15 pt discount
* 151 to 200 pts - 20 pt discount
* 201 pts or greater - 25 pt discount
• Marvel can draft Marvel figures, DC can draft DC figures, and Indy can draft Indy pieces. The only way a player can get a figure from another universe is to trade.
• All characters on your team must be morally aligned with your team representation. For example, if you pick the JLA, you can recruit any DC hero. If a character is normally aligned towards a certain morality but was briefly on the opposite side with a certain team, that specific team can draft them. Example: Quicksilver is normally a hero in the comics. However, he started his career with the Brotherhood of Evil. Hence, Quicksilver can be recruited by any heroic team, but the Brotherhood of Evil is the only villainous team that can recruit him. Characters who have consistently bounced between both sides of the law will be ruled “neutral” at the discretion of the refs and will be recruitable by any hero or villain team.
• All characters must begin at one of four versions:
a) the lowest costed rookie
b) the lowest costed version of the following three (U/SR, LE or Alter Ego) if it costs less than the rookie
c) the most expensive rookie
d) the lowest costed version of any other experience level if a, b, or c do not apply.
• If you draft a character that was previously promoted, it can be drafted at any level of experience that has been unlocked. (I retire Exp Critical Mass Daredevil at 66 points, which means anyone can draft any rookie version of Daredevil or any experience level that is 66 points or less).
• Alternate reality or faux versions of most characters are not in the same REV progression. Example: I recruit Hammer of Thor Captain America, but I do not have access to Ultimate Captain America. Marvel Zombies, Black Lanterns and movie versions of characters (such as Jonah Hex) also fall under this rule.
• Once you have drafted your team, the difference in build total you have left is put in your bank. For example, if you spent 390 points in the draft, you have 10 points that you can use later in the season.
Midseason Draft
This will be a single round of drafting and will take place simultaneously with Game 4.
Stealing
If a drafted character is thematic to another team (determined either by keyword, TA or comic knowledge), that team may steal the character. To do this, the team simply submits a silent bid to the commissioner that is the cost of the character +50% their recruitment cost. Thus, if the 56-point Rookie Hawkeye (AV) is drafted by one team but another player who is running the West Coast Avengers would like to "steal" Hawkeye, that player would sent a PM to the Mod with a bid of 84 points. Current players who also have teams thematic to Hawkeye, such as the Thunderbolts, are notified that someone is trying to steal Hawkeye. If more than one team wants to steal Hawkeye, the teams will enter a bidding war and submit silent bids.
The points from the steal go to the player who originally drafted Hawkeye. That player gets an automatic replacement draft pick at the end in the same round.
The restrictions are you cannot steal:
* "Locked-In" characters (characters from the initial 200 point core)
* Traded characters.
Stealing can occur during the regular or midseason draft, but only during the same round that character was drafted. The steal of a non-core keeper figure can occur, but only at the end of the first round of the draft.
Last edited by Glen Quagmire; 11/12/2012 at 01:29..
Before each battle, you must select a squad out of your team and PM it to the designated game handler who will put up the game thread. The commissioner will randomly select a map and a battlefield condition for your battle.
The Four Statistic Categories
Successful Attacks: Making a successful attack of any type that has some sort of effect (damage, dealing an action token, Mind Control, support) earns you 1 Successful Attack Stat Point (SA). If you earn 10 SAs, your character can either be promoted to the next level or purchase either a feat or special object (subject to Referee approval).
KOs: Dealing damage that KOs a character will earn you 1 KO Stat Point. The character can also be awarded a KO if an opposing character pushes itself and your character was the last one to cause damage to it. If you earn 5 KOs, you can either promote the character to the next level or purchase either a feat or a special object (subject to Referee approval).
Assists: Characters who assist in a teammate’s successful attack can be awarded 1 Assist Stat Point (AST). An Assist is classified as any non-attack action (including a free action) which helps a teammate to either hit or do extra damage to an opponent. The assist must occur on the same turn as the attack. You can also earn an AST by destroying a wall to allow line of fire for your friendly character. If multiple characters make an assist on the same attack, each of them can earn 1 AST. Please review the FAQ entries on Mind Control, Force Blast, Quake, Super Strength, Telekinesis, Defend, Barrier, Enhancement, Perplex, Outwit, Probability Control and Leadership to see how those powers produce DFDs. If you earn 10 ASTs, yout character can be promoted to the next level or purchase either a feat or special object (subject to Referee approval)
Defend: Characters who assist their teammates in actively stopping an attack can be awarded 1 Defend Stat Point (or 1 DFD). Please review the FAQ entries on Mind Control, Force Blast, Quake, Smoke Cloud, Telekinesis, Defend, Barrier, Mastermind, Perplex, Outwit and Probability Control to see how those powers produce DFDs. If you earn 10 DFDs, your character can either be promoted to the next level or purchase a feat (subject to Referee approval)
Special Powers and certain team abilities can also produce stats using the same principles as most standard powers. Check with the commissioners if you are unsure how to score them.
Upgrades
Upgrades occur at the end of the regular season matches. You may upgrade 12 times during the regular season, but a character can only upgrade once per game. No character can use the same stat category for back-to-back upgrades during the same season.
Once a character uses a particular Stat for an upgrade (I have earned 6 KO Stat Points and I upgrade Hulk), all of that character's stats in that category are re-set at zero; even though it only costs 5 KOs to upgrade, his KO stat number is set to zero. Hulk cannot use KO Stat points to upgrade again until he uses one of the other three categories to upgrade.
• When the draft is complete, you will pick either one feat card or a special object. The feat should be useable by at least two members of your team. This team feat must be approved by the commissioners. You can use the feat on up to two characters during any match. You will be allowed to change your team feat or team special object after the preseason game.
Feat Restrictions:
ICWO: may only be used with a Batman-themed team, the Suicide Squad, Birds of Prey or a JLA-Morrison era team
Warbound: may only be used with a Warbound team.
Protected, Lucky Break: only one per team build. May not be a team feat.
Contingency Plan, Inside Information: only one per team build.
Nanobots, Nanoarmor, Shellhead: may only be earned by characters with Robot or Armor keywords.
Pym Particles: available only to Avengers team or teams with a Hank Pym figure on it
• Alternate team abilities are available to teams whose theme match the card. ATAs may also be obtained by a character with an upgrade. If a figure upgrades to an ATA and uses it in a game, all friendly characters who qualify for it will be assigned the ATA for that game.
Special objects
In lieu of a team feat, you may select a special object for your team to be played in any game during the season as one of your three objects. The commissioners will approve object requests as long as the request doesn't violate "themeyness" sensibilities. Mjolnir, for example, would not be granted to an Apokalips team.
You may also use a character upgrade to select a special object under the same restrictions. You are not obligated to include the object with your game's team build, but you can indicate at the beginning of the game whether you will be using the object. Keep in mind that if an object has a cost (for example, the 5-pt lantern objects), you will need to have enough points left over in your build to play the object.
Battlefield conditions and maps
Both game elements are chosen randomly. However, the selections will be tracked in the regular season and the playoff games to ensure no player will play the same map or BFC twice.
Keyword bonuses
With some exceptions, keyword bonuses work the same way in Fantasy League Elite as they do in regular Heroclix. The exceptions are:
1) The option to cancel a battlefield condition can only be used in one game per regular season or playoffs.
2) Maps are predetermined, thus there is no opportunity to select a different map.
3) In lieu of using keywords to claim a theme team, you may instead get the same benefits if you use a team completely made up of characters who would have qualified for theme discount during the draft.
Generics
Certain figures that run in groups have been designated as generics. If a team bought a generic in the draft and the choice was thematic either to the team or a figure on the team, they can buy as many versions as desired (with only the initial signing bonus). For example, the Armies of Darkseid bought four rookie Parademon Scouts. The cost would 4 x 13 pts = 52 pts, subtracting the initial signing bonus of 10 pts to make it a 42-pt purchase.
The STATs collected by each Parademon would be added together for upgrading purposes. For instance, a player used 4 Parademons. Parademon 1 get 1 SA and 1 KO, Parademon 2 gets 2 SA's and Parademons 3 & 4 get nothing. Their STATs would look like this
Parademon (4 Rookie)
SA [3] KO [1] AST [0] DFD [0]
When upgrading, a player could pick either an addititional R Parademon Scout or upgrade one version to its next level. For instance, the Parademons get 10 SAs to upgrade one Parademon to the Exp level; thus, they now have 3 Rookie versions and 1 Exp version. The next game they have 5 KO's, they could upgrade either 1) the Exp version to a Vet, 2) a Rookie version to its Exp version, or 3) add another Rookie.
Restrictions for generic selection:
1) A generic drafted by a team not thematic to it would upgrade without the option of recruiting additional generics.
2) A player can only upgrade to one LE or named version of a generic.
3) If a player wishes to trade a generic, they can only trade one version. If they do so, they lose all other versions bought, which are automatically cashed out for recruitment points.
4) At the end of a season, a player will only get what they originally paid for their generics.
Also, teams will always be able to draft a generic character thematic to their teams even if the figure has been drafted previously. For example, a Legion of Super Villians team drafts a Man-Bat Assassin. If the League of Assassins drafts after the LSV, the League would still have the option of drafting multiple Man-Bat Assassins.
Bystanders
These figures can be drafted only by teams thematic to them or teams with at least one character connected with that character. For example, only a team with Black Panther can draft Everett K. Ross. No signing bonuses are available for pogs and they do not count towards the two character minimum from your core team rule. If a character has both a bystander and sculpted figure available in Heroclix, the sculpted figure must be drafted. However, the bystander would be available for gameplay. Also, bystanders from the map sets are not available.
Duo Figures
You must own both of the original figures to use a duo figure, unless the duo has no other versions available in Heroclix (example, the Wonder Twins or the Metal Men). To play the duo, the two figures must either a) add up to equal or greater than the value of the Duo Figure, or b) the separate figures are each at the same experience level of the duo figure. If only one of the two figures in the duo has been made in Heroclix, the duo in considered part of that existing figure's progression (example: Crisis Hawk and Dove is part of Hawk's progression). Statistics earned by a duo comprised of two characters can be split among the characters by the owner's choice.
Alter Ego, Battlefield Promotion and Morph characters
If you are using the lower point version of these figures, you will be able to use their attributes even if you do not have access to the corresponding figure. For example, a Checkmate Pawn who rolls a critical hit can be replaced during the game by a Checkmate Knight, even if the player does not own any Knights. However, this replacement does not impact the player's actual roster. The player would still need to use an upgrade to earn a Checkmate Knight to field one as part of a starting line-up.
Similarly, the lower point version of an Alter Ego or Morph character can "change" into its other identity during the game. The change itself does not earn you the higher-pointed figure on your roster, however. That will require the appropriate upgrade(s).
Resources
These mechanics are available only through upgrades to characters thematic to the resource or as a team object if the team is thematic to it.
Vehicles
Vehicles are treated as figures and are draftable as such. However, they are restricted to teams that own either a thematic pilot or a character that possesses a nongeneric keyword that would allow it to pilot that specific vehicle. The exception will be for a vehicle that does not have a named character or nongeneric keyworded character who would be its pilot (ex. Haunted Tank).
Heroclix Standard Rules
The league will follow the most current rulebook and rulings as made by the Heroclix rules arbiter and/or his deputies. When a new rulebook comes out during the regular season, the league will begin using any new rules from that rulebook during the first game after its in-store release. Any rules changes that have a unique effect on the league will be discussed in the main thread.
A character struck by a Critical Hit or rolls its own Critical Miss in a regular season or playoff battle is considered wounded for the next game. If they are used in the next game, they have -1 replacement value to their attack and defense.
Characters who begin a match "injured" will go back to full health if they do not become the victim of another critical hit or critical miss. If a player uses an injured character in the next game and they do receive a critical hit or roll their own critical miss a second time (1 in each of two games consecutively), at the end of the battle the Referees will roll a d6. On the result of 5 or 6, that character is permanently "benched" for the rest of the season.
Also, if a figure receives a critical hit or roll their own critical miss twice in the same game, at the end of the battle the Referees will roll one die. On the result of 6, that character is permanently "benched" for the rest of the season.
Remember, it is not required to play any certain figure. Thus, it would probably be a good idea to take an injured character out rather than leaving him in the squad. That should usually be all it takes to prevent any of your characters from being benched.
If a character has Regeneration anywhere on his dial and becomes injured, the commissioner will roll a d6. If the result is a 4, 5, or 6, the character is not injured for the next game.
If multiple members of your squad are wounded, you can choose to have a no-contest fight. You must declare a "no-contest" before the first turn of the game. The win goes automatically to the opposing team (they earn 300 pts, and you earn nothing) and the game goes on as normal. Stats can be earned. Injuries do not occur during “No-Contest” matches.
At the end of a Season, you can declare that you are keeping your team for the next season. You may keep up to three characters, but must cash in the rest. Players who make it into the playoffs can keep four characters. The Super Bowl winner can choose to keep their entire team. However, no characters from another universe can be kept.
You may also release a single figure after Game 3. A nonbenched figure would become available in the midseason draft. A benched figure gives the owner two-thirds of the figure's point value in RPs and will not be available for anyone to draft.
All players, whether they are keeping their teams or cashing all figures in, can select a team MVP. If the MVP is released, the player gets the figure's point value plus 50 percent of its cost (or up to 50 points) for the cash-in. If the figure is kept, the player may select a free feat or special object for the character.
Trading Characters
A player can trade a character(s) on their team for a character(s) from another team. You can use accrued Recruitment Points and current draft picks in your trade negotiations. Trades may be made anytime after the core draft and prior to the end of the regular season. Recruitment points to be earned in the future may not be used. The midseason draft pick may be traded but not in the beginning-of-season draft.
Both players must send a PM of the trade details to the commissioners to verify the trade.
Traded characters are considered "Locked-in" and can not be stolen by another player. Moral Alignment still restricts trading.
Your wins and losses will determine if you make it into the "Post-Season". The top 8 teams in each division will have a play off. The winner in each division of the play-off will compete in a "Super Bowl".
In every match the winner earns 5 Recruitment Points. The loser earns 10 Recruitment Points.
In-Game Etiquette
Regular and post-season games last three weeks, while the pre-season game last two weeks. To play in the league, we ask that you have the ability to post at least one turn a day. In other words, your normal computer access and habitual visitation to HCRealms should be such that you can visit your game thread once per day. You should also be able to access the Heroclix Utilities web site ( http://www.ianparmenter.com/hcutils2/newgame.html ) in the same manner.
For game management, please use the subscription tool on the Realms so you can be notified of turns and posts made on your game thread through your User CP or your e-mail.
Please communicate with your opponent and/or the commissioners about any anticipated absences, whether it be vacation or computer problems.
Post-Game Etiquette
At the end of each match we ask that each player either PM or post their current Stat Point accumulation for each character and your total recruitment points earned thus far. Also note any injured characters and immediately PM the next squad you will play in your next game.
Delay of Games
Real life tends to get in the way and this league tries to be as accomodating as possible.
In Pre-Season and Regular Season games, any lack of turns after a 48 hour period will have a substitute fill in for two turns to keep things moving. You may request a sub in advance if you anticipate you'll be absent for a significant amount of time.
However, if a player has a sub for 3 or more games, they are disqualified for the playoffs. A game will be considered to have needed a substitute when the sub plays for half the game.
In the Post-Season, no one will fill in as a substitute. In lieu of a substitute, a strike can be called on a player if they don't take a turn in 48 hours. Three such delays will result in an automatic loss. If the playoff game ends with a tie but a player has called a strike, that player wins the game.
Scheduling
The preseason game will last 15 turns or two weeks max. Regular Season and Post-Season Games will last 15 turns or 3 weeks max.
All games will end at 11:59 p.m. Pacific Standard Time for the deadline date posted. If the game has not reached the end of Turn 15 and a round is not complete, Player B will be granted a 12-hour grace period to take his or her turn for the round (in other words, they'll have until 11:59 a.m. PST). That turn will end the game.
A rolloff made by the commissioner will decide tie games if there has been at least one attack roll made. If no attack rolls were made, the game ends as a tie.
Divisional Draft
The league will be divided into two divisions which will be drafted by two captains. Divison 1 will be drafted by the Season 5 Super Bowl Winner, Doombot 3.1's Legion of Super Heroes. Division 2 will be drafted by the player who wins a secret ballot players' choice vote. The Super Bowl winner picks first. The selection of divisions will not be limited to single universes.
The Season 6 Schedule will be set up with all games as matchups between Division 1 and Division 2 (except for the Game 5 Grudge Match). The division with the best regular season record will win home field advantage and map choice for its playoff champion for the Season 4 Super Bowl.
Storyposting and Character Substitution
You will notice some players will post storylines recounting the characters' action as the game goes along. You will also notice some figures are identified as other characters (i.e., a Runaways team might select a Skrull figure as a "substitute" for the un-Clixed member Xavin). Players aren't required to storypost or declare certain figures as substitutes; they're extracurricular parts of the league. However, it can be a fun part of the game and there's usually a category in the Player's Choice awards for either storyposting or creative substitution. If you choose to have a figure fill the role of a substitute, just make sure there's no confusion as to who is who in your game re-cap.
Last edited by Glen Quagmire; 11/12/2012 at 16:00..
Flurry: Each successful attack grants 1 SA. 2 SAs possible.
Mind Control: Grants 1 SA for a target hit. No SAs granted for successful attacks by the targeted character. If a character is used in this way to KO an opposing figure, that's 1 KO for the Mindcontroller. A Mindcontrol action to use a support power follows the same rules as the support power. A figure moved to a position that grants an attack that otherwise wouldn't be possible, or moved in a way that makes a damage increase possible is 1 AST. Mind Controlling a target character, and turning a power off, that results in the successful Attack or a more successful attack, is 1 AST. Moving a target opposing character away to where they are unable to make an attack against a friendly figure is 1 DFD.
Force Blast: Can grant a DFD if the target character is no longer able to attempt an attack on a friendly character. Can grant an AST if the Force blast action allows a character to make an attack that was previously impossible, or make an attack at increased damage. Damage dealt by this power can grant a KO, but not an SA.
Quake: A successful Quake attack is 1 SA, no matter the amount of targets. Using Quake to knockback a figure so that that figure is unable to make an attack on a friendly character is 1 DFD. Quaking a figure into range so a figure can make a successful attack or an attack at increased damage is 1 AST.
Super Strength: Using Super Strength to remove an object out from under an opposing Stealthed figure, allowing a successful attack to be made against said figure, is 1 AST.
Smoke Cloud: Using Smoke Cloud to hinder the movements of a target opposing character in a way that said character would be unable to make an attack would be 1 DFD. Using smoke cloud to grant a hindering terrain bonus to a friendly character would be 1 DFD, if an attack that is made against the friendly figure misses by a factor of the Hindering Terrain bonus.
Poison: Does not grant SAs, but can grant KOs.
Telekinesis: A successful hit grants 1 SA. Moving the target opposing figure to a position that would allow an attack to be made that wouldn't have been, or an attack to be made with increased damage, prior to the use of Telekinesis, is 1 AST. Moving the target opposing figure to a position where the target opposing character would be unable to make an attack, is 1 DFD.
Moving an object within reach of a character with Super Strength, and the following attack made with the object is successful is 1 AST. Moving an object out from under a Stealthed figure is 1 AST. Moving an object under a friendly figure with Stealth, and no attacks may be made upon him (though they would be capable of otherwise) is 1 DFD. Moving an object under or in the way of an opposing character in a manner that would prevent that character from making an attack (Hindering movement) is 1 DFD. Moving a target friendly character to a place where an attack could be made, where one previously wasn't, or an attack with greater damage is 1 AST. Moving a target friendly character out of harms way does not grant 1 DFD.
Defend: When attack misses an adjacent friendly character while using Defend, but would not miss the target friendly character's base defense value, that's 1 DFD. On a roll against a friendly figure (in the case of Support or Compel) if a lower defense granted by the Defending figure is necessary for the attack to hit, that's 1 AST.
Barrier: Barrier grants 1 DFD when the Barriers placement make all attacks by an opposing team impossible.
Mastermind: Grants 1 DFD to the fodder of the Masterminder.
Support: Grants 1 SA, no AST.
Enhancement: Grants 1 AST, if the extra damage is applied to the target character. (No enhancing damage past what would already KO).
Probability Control: PCing a friendly characters missed attack into a succesful attack is 1 AST. PCing an opposing characters successful attack on a friendly character into a missed attack is 1 DFD.
Perplex: Perplexing up a characters damage on a successful attack is 1 AST, if the extra damage is applied to the target opposing character (No Perplexing damage past what would already KO.) Perplexing up a characters Attack or a character's defense is 1 AST, if the latter successful attack would have missed without the Perplex. Perplexing up a characters Speed, or Range, is 1 AST if the positioning allowed would be impossible without said Perplex (and is tactically beneficial). Perplexing up a characters Defense, and an opposing character misses the target friendly by the Perplexed value, that's 1 DFD. Perplexing down a target opposing characters attack value, and the opposing character misses an attack by the amount perplexed, that's 1 DFD. Perplexing down a targets range or speed (in the case of a Move/Attack Power) to where making an attack on a friendly character is impossible, is 1 DFD. Perplexing down a characters damage so that they can't get a SA against the target friendly character is 1 DFD.
Outwit: Outwitting a defensive power that allows an SA to be made, or able to do more damage, is 1 AST. Outwitting a power on an opposing figure, so that no attack can be made by that target opposing figure is 1 DFD.
Leadership: If on a round where a successful leadership roll was made, and all actions are necessary to make SAs, and all SAs are made, that is 1 AST.
(Most maps will have special rules listed under the "Map Rules" button on HCUtils. For those that don't or those that have FLE House Rules, see below)
Occult House (FLE House Rules)
Squares marked as Orange are considered to be 'Hellfire' Terrain. Hellfire terrain is treated as one elevation lower than surrounding terrain. Characters who begin their turn occupying a square of Hellfire terrain take 1 click of unavoidable damage, unless they possess either the 'Mystical' or 'Monster' keyword. Damage caused by Hellfire damage cannot result in a KO.
Video Game (Pac-Man) (FLE House Rules)
Squares inside the boundary of an orange line are bridge terrain. Bridge terrain is clear terrain, but when a character is moving as a result of an action assigned to that character, they can treat squares of bridge terrain in the same numbered row as adjacent for movement purposes
only.
Overpass
The H-1 section will be used to explain. It will be the same for the other three 'stair-sections' as well.
1) H-1 will be considered the top part of the 'stairs' and will be considered an elevated space.
2) H-1 is adjacent to both the I-1 and I-2 elevated squares as well the G-1, G-2, and H-2 grounded squares.
3) You can not move from H-2 to I-1(or vice versa), H-1 is the only way to change elevation.
4) The spaces Q-16 and Q-17 will be considered elevated hindering.
Krakoa
The orange squares are Krakoa nerve center squares. They act as blocking terrain but cant’ be destroyed. At the end of your turn, roll a d6.
On a result of 1-3, nothing happens.
On a result of 4, EARTHQUAKE! Each character is dealt 1 damage.
On a result of 5, SHIFTING FOLIAGE. Printed hindering terrain acts as blocking terrain instead until the beginning of your next turn. Characters occupying those squares take 1 unavoidable damage and are placed in their owner’s starting area.
On a result of 6, THE ISLAND AWAKES. The Krakoa nerve center in the orange squares makes an 8 range, 10 attack, 3 damage range combat attack against an opposing character of your choice. The line of fire for this attack ignores hindering terrain and elevation.
Castle Doom
Thick orange lines along the grid of this map are force fields.
When determining if a line of fire is blocked, treat force fields as walls. However, force fields are not walls or blocking terrain; they can’t be destroyed and characters can’t move over or through them using any power, ability, or effect (such as Phasing/Teleport or the Flight ability).
Characters on opposite sides of force fields are not adjacent.
When counting squares to determine the range or area of any effect, you can’t count beyond a force field. (To determine if you are counting beyond a force field, draw a line from the center of the square where the effect originates to the square you are attempting to count; if the line goes through a force field or through a diagonal bordered on the
grid by a force field, the square can’t be counted.)
Players must chose starting areas diagonally opposite each other, whenever possible.
- Home Team decides if they want to be player 1 or 2.
- Player 1 places time zone
- Player 2 places time zone
- Player 1 places time zone
- Player 2 places time zone
- Player 2 Setup
- Player 1 setup
- Player 1 goes first
You'll need to hit "map link" after each time to place a zone piece. You can place them anywhere on the board except the outer two rows (i.e, the starting areas). And you can place the zones on top of your opponent's zones.
Unused maps
Pelonnor Fields, Helm's Deep and Minas Tirith will not be include in the random supply of maps for FLE because of issues with "Lofty Terrain."
Last edited by Glen Quagmire; 11/12/2012 at 16:01..
So new cores get made first and then we draft? (Just double-checking Melkhor and I aren't supposed to make our choices and then they go core. One could always hope. )
"Nobody important? That's amazing. You know, in 900 years of traveling time and space I've never met someone who wasn't important."
Quote : Originally Posted by Ricosan95
Quote : Originally Posted by Originally posted by Rokk_Krinn