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1)Answer
Carrying Other Figures: Flying figures may carry other friendly figures. There is no cost for picking up a figure, though a flying figure must be in hover mode in order to pick up a figure. To be carried, a friendly figure must be adjacent to the flying figure at the beginning of the flying figure's move. During the move action, count the flier's movement squares as normal, including flight mode changes. At the end of the move, the flying figure must be in hover mode, and must place the carried figure in an adjacent open square. Flying figures can carry other flight-capable figures. A carrying figure cannot carry a figure that is carrying someone else or holding an object. The flying figure receives an action token, but the carried figure does not. The carried figure may still be assigned any type of action after being set down.
1. If a flier is hovering adjacent to an opposing figure, it must successfully break away before it can pick up friendly figures or soar. Carried figures, however, do not need to break away because being carried does not require a move action.
2. A flying figure that is carrying a friendly figure must begin and end its move in hovering mode with the carried figure in an adjacent square. Figures at different terrain elevations are not adjacent.
3. During this movement, the flyer does not have to go to soaring mode.
4. A flier with the Phasing power can phase and carry a friendly figure at the same time.
5. Fliers can carry friendly figures with them while performing a Charge or a Running Shot. They must, however, drop the friendly figure off before attacking.
6. "At the end of the move, the flying figure must be in hover mode, and must place the carried figure in an adjacent open square." An "open square" for this purpose is any unoccupied square that the carried figure could legally occupy.
7. If a flying figure begins its turn adjacent to an opposing figure, it must break away before carrying a friendly figure. [FAQ]
2) Answer
Hindering Terrain: Hindering terrain consists of trees, furniture, debris, objects and other, similar items. Hindering terrain is marked on the maps by a thin black line. A figure that enters Hindering Terrain from non-hindering terrain must stop moving. Any figure that begins a turn in Hindering Terrain reduces their Speed by half (round up). If a line of fire between two figures on the ground passes through any square or squares containing hindering terrain, including the square that the target occupies, add 1 to the target's defense value. This single increase is called the hindering terrain modifier. Add this modifier only once, regardless of the number of squares of hindering terrain. However, if an attacker occupies a square of hindering terrain but the first square through which it traces its line of fire is clear, the target does not receive the hindering terrain modifier. This represents an attacker's ability to fire from the edge of hindering terrain: protected by it, but not impaired by it. Close combat attacks are not affected by hindering terrain.
1. A figure must end its move when it moves into hindering terrain from non-hindering terrain. Exceptions to this include Phasing, Leap/Climb, and flying. This is noted with those powers and abilities.
2. A grounded figure that begins its move in a square containing hindering terrain can move only half its speed value (round up).
3. When a figure moves through a corner between two diagonal squares of hindering terrain, its movement must end after moving through the corner. If this movement ends in clear terrain, the figure may move normally the next turn.
4. The square you are in remains of the type when you moved into it; if it suddenly changes (such as becoming hindering terrain halfway through a Hypersonic action), it is still considered the original type until you move out of it or your turn ends. Note: Sentinels and Sinestro constructs can make multiple attack actions in one turn, so if you destroy a wall in one action, it will be gone when you take the second attack action. [FAQ]
Blocking Terrain: Walls and buildings represent blocking terrain, shown on the maps as thick black lines. Figures cannot move into or through blocking terrain. Blocking terrain blocks any line of fire crossing it. Adjacent figures on opposite sides of blocking terrain may not make close combat actions to affect each other, and do not need to roll for breakaway. Figures can destroy a single square of blocking terrain by making an attack and inflicting 3 clicks of damage in a single attack (the figure must have a damage value of 3, or a super power that will allow it to inflict 3 clicks of damage in a single attack). A figure attacking blocking terrain hits automatically. The blocking terrain is reduced to hindering terrain. Place a broken wall terrain marker in the squares on both sides of the damaged blocking terrain.
1. Blocking terrain can be destroyed. Each space requires a different attack, and one broken wall marker is placed in each destroyed space.