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.
On the Civil War Event Dial (muE005) the Registration Act reads:
REGISTRATION ACT: All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they can't release captives.
From what it sounds like this means you can't release captives in your starting area, removing the character from the game and scoring the points for the capture.
Can the captured character still be released if the character that captured is attacked per the normal capture rules?
If so, where on the map would the captured character be released?
From what it sounds like this means you can't release captives in your starting area, removing the character from the game and scoring the points for the capture.
Can the captured character still be released if the character that captured is attacked per the normal capture rules?
If so, where on the map would the captured character be released?
Thanks!
Right. If you can't release a captive, they are just removed from the map until they are released. The rulebook has the following section on Capture:
Quote : Originally Posted by Rulebook, pg 20
CAPTURE
Some characters can use the Capture ability. Give
this character a power action and make a close
combat attack that deals no damage against
a single opposing character with the or
damage symbol; targets that can use Phasing/
Teleport or Plasticity modify their defense values by
+2 for the attack. If the attack succeeds, the target
character is captured and is called a captive.
Remove a captive from the battlefield until it is
rescued (see below).
If this character has three captives, it can’t
capture another character until at least one of the
captives is rescued or released (see below), and it
can’t make close combat attacks.
If this character has any captives when it is
knocked out, before removing this character from
the game, each captive is rescued (see below) by
the active player. Releasing captives. When it occupies its starting
area, this character can be given a power action
to release one of its captives into an adjacent
unoccupied square also in the starting area. A
released captive is immediately defeated, and this
character’s player receives additional victory points
for the released captive equal to 50 points or the
released captive’s point value, whichever is less. Rescuing captives. Characters friendly to a
captive can attempt to rescue that captive. To
do so, give a friendly character a power action; it
makes a close combat or ranged combat attack
that deals no damage against the target character
that captured the captive. The target modifies
its defense value by –1 for the attack for each of
its captives. If the attack succeeds, the attacker
chooses a friendly captive. The captive is rescued
and put into an unoccupied square adjacent to the
target of the attack. The rescued character now
has one action token regardless of how many it
was previously assigned; it can be given an action
in the same turn it is rescued, but it is pushed
normally. Countering Capture. When Capture would be
countered, roll 2d6; if the result of the roll is not
doubles, Capture is not countered. If Capture
is countered, all captives of this character are
rescued immediately.
So yes, if a friendly figure is captured, you can have another figure use the "rescue captive" part and they would be released into an unoccupied adjacent square.
-Heroclix is not a game of logic, it's a game of strategy .... after all, when's the last time that you saw a giant (using a stealth ability) that was hiding behind a swingset... and nobody could SEE him????