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This is a list that was put together over on the Judges list. Now that the cat's out of the bag, you can see what the primary differences are between the old and new rules. . . .
HeroClix Rules Changes:
Turns and Actions:
The four types of actions are now Move, Close Combat, Ranged Combat, and Power. Make sure to double (and triple) check what kind of action you are assigning when trying to combine powers.
Flying:
Flying figures now ignore other characters for the purposes of movement. They still need to make a breakaway roll if they begin the turn adjacent to an enemy model.
Flying figures cannot carry other flying figures.
A character carried by a flyer may not be given an action, other than a Free Action, until next turn. (NAAT)
Rolling 2 and 12:
A critical miss when using the Support ability causes a click of damage to the target of the Support action.
Knockback:
Characters no longer take a click of cling damage if they are knocked back from elevated but cannot fall because of another figure in their way.
Ranged Combat:
Soaring figures only block line of sight to and from other soaring models.
Line of sight that passes between two squares of blocking terrain, such as two figures, is considered blocked even on a perfect diagonal.
Multiple Ranged Combat Targets:
Characters now divide their printed damage up amongst all the successfully hit targets. Characters can choose how to divide their damage after rolling and may choose to deal 0 damage to a successfully hit target.
Blocking Terrain:
There is no distinction between indoor and outdoor blocking terrain in the rules.
Characters cannot move through or into blocking terrain (except for flying characters which ignore blocking terrain outdoors).
Characters on opposite sides of blocking terrain are not adjacent, may not target each other with close combat attacks, and do not need to roll breakaway from each other.
Elevated Terrain:
Line of sight to and from elevated terrain is now a two-way affair. Characters ignore the effects of hindering terrain and other characters when drawing line of sight to and from elevated terrain.
Objects and Telekinesis:
It no longer adds +1 to the range to use telekinesis to move an object from grounded to elevated terrain. You also no longer add +1 to the range when attacking elevated characters with an object using Telekinesis.
Leap/Climb:
Characters with Leap/Climb may now be given a close combat action against soaring figures if the figure would be adjacent if it were not soaring.
This character can end its movement on outdoor blocking terrain.
Mind Control:
Mind Control no longer gives the target an action token at the end of the Mind Control action.
A critical hit no longer does any damage.
Hypersonic Speed:
Characters with HS may make a close combat or ranged combat attack during its movement. HSS can be used with a Free Move ability when using the Move Action option, not the Power Action option (Move Action is the 1st option).
Energy Explosion:
The official word is still out on this, but it seems that splash damage no longer stacks. So, barring SHIELD, Enhancement, critical hits, etc, every character hit by an energy explosion attack and any characters adjacent to those characters would take 1 click of damage regardless of overlapping splashes.
Pulse Wave:
It appears to ignores Stealth/Batman TA, Toughness/Invulnerability/Impervious, Defend, Super Senses, Mastermind, and Energy Shield/Deflection. Note that line of sight is still blocked by blocking terrain and characters still get the +1 defense bonus for hindering terrain.
If only 1 character is in range of the attack, the Pulse Wave character may use its normal damage value.
Smoke Cloud:
You may now create smoke on hindering terrain and under characters, including yourself.
Also, you now place up to 4 squares.
Barrier:
You may now place barrier tokens on hindering terrain. You still can't create blocking terrain underneath a character, though.
You now place up to 4 squares.
Barrier and Smoke Cloud terrain go away if the power is countered or lost.
Impervious:
Now functions when the character is dealt damage, just like Invulnerability.
The Impervious roll, still 5+, now reduces damage to 0 and does not make the attack miss.
Impervious characters have no special defense against Mind Control and Incapacitate.
Ranged Combat Expert (and its friend, Close Combat Expert):
Works just fine with other powers (check those Power/Range Combat Actions, though!).
Powers may not be used to alter the damage dealt by RCE in any way. This means you can't use Enhancement or the SHIELD ability. You can use Perplex on someone using RCE/CCE but you cannot Perplex up their damage
Enhancement:
You may use this at any time during an attack (including after you've rolled the dice to determine whether you hit or not)
Probability Control:
You may no longer affect your die rolls on your opponents turn or your opponents dice on your turn.
Friendly and Opposing Figures
Friendly characters are those that you control or are controlled by an allied teammate. Opposing characters are any that are controlled by an opponent. Friendly and opposing status is set at the beginning of the game, but can change during the course of the game.
Mastermind
Mastermind no longer has a targeting requirement. It works any time the character is dealt damage.
Team Abilities
They're no longer optional
Victory Points
If no figures are KOd, the winner is the player who built his or her force with the fewest number of points.
This list is mostly complete, but there may be one or two missing changes. Thanks a log to Blog for doing the initial compilation of these changes.
Originally posted by docx Pulse Wave:
It appears to ignores Stealth/Batman TA, Toughness/Invulnerability/Impervious, Defend, Super Senses, Mastermind, and Energy Shield/Deflection. Note that line of sight is still blocked by blocking terrain and characters still get the +1 defense bonus for hindering terrain.
If only 1 character is in range of the attack, the Pulse Wave character may use its normal damage value.
Yes it does ignore all Superpowers and Team Abilities (Yours and theirs)
Sorry. . . I thought I'd edited out all of the "it seems to" language. I thought I had another day or two before they were going to release the rules so I'd be able to compile a proper list. Unfortuantely the list I posted will have to do now :-\
You cannot use powers to increase RCE damage, but it doesnt say you cannot use Team Abilities. As theyve always been very cautious to distinguish when you cant use both (see the entry for Pulse Wave), I would assume that using SHIELD to boost damage is still allowed.
It doesn't state in the rules under Energy Explosion not being able to be Enhanced or SHIELD increased. Where'd you see that?
Energy Explosion: (optional) Give this character a ranged combat action. This charactre;s damage value becomes 1 for this attack. If the attack is successful, compare the attack roll to the defnse vaile of any characters adjacent to the target to determine if they are also hit. All characters successfully hit are dealt damage from the attack.
Enhancement: (optinal) At any time, as a free action, this character may increase by 1 the damage dealth by a ranged combat attack made by any friendly character(s) adjacent to thie character
Now I may have missed something somewhere in the rules and if I did please let me know but as I see it it doesn't state anything about EE not being able to be enhanced or Team Abilities used.
Also, under free action:
An action that doesn't come from your allotment of actions. A character of force may take any number of free actions in a turn, but only as their powers and team abilities dictate. a free action may be used to perfom a close combat, ranged combat, move or power action; in each case, the description of the free action will indicate what other type of action may be used. Powers that are free actions (for example, Enhancement, Outwit and Perplex) may be used with any power. Free actions do not assign action tokens to characters.
So again, please inform me and us where it says that we can't use EE and Enhance it or SHIELD it.
Thanks,
Cat
Some say that life is an illusion, this is a gun, if life's an illusion then you won't die . . . - Cat
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He didn't actually say the thing that you're arguing against. He was saying how things would be if you didn't use those damage-boosting effects. He never said you couldn't.