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Another month, another FAQ. And there are some good clarifications here. Lets just dive in, shall we!
Rulebook Corrections:
• Replace the second sentence in the second paragraph under Hindering Terrain, page 15, with the following: “Any character that begins an action in which it moves in hindering terrain has its speed value reduced by half.”
Good clarification. As you may recall, the current wording is "A character that begins its turn in hindering terrain..." That means that a character that starts a turn in hindering terrain, then has himself or the terrain moved (ie: with TK) still has his speed halved, even though there is no longer hindering terrain anywhere near him. This way, he is not restricted. This is good.
• Replace the definition for “critical miss” in the glossary, page 22, with: critical miss: any roll of the dice that results in two 1s showing. If a character makes a critical miss, immediately clicks its combat dial once clockwise.
Not a lot here. This brings the Glossary definition of crit miss in line with the text definition (page 12, Rolling 2 and 12). Previously, the glossary definition implied that the crit miss damage could be reduced by Toughness/ect.
Rules and Power clarifications:
Elevated terrain:
• When using a ladder to move to or from elevated terrain, the character must pass through the two squares (one grounded, one elevated) that contain the ladder terrain feature.
An interesting clarification. Previously, it was understood that you could go from the grounded square with the ladder to any of the 3 squares adjacent to the ladder on the elevated terrain, and vice versa. This will allow people to prevent grounded figures from obtaining the elevated terrain with just a single figure standing in the elevated square with the ladder. Also, it will trap figures on the elevated terrain with a single figure. This definatly changes some strategy of some figs.
Multiple Target Ranged Combat Attacks
• Characters may use a multiple-target ranged combat attack to attempt to destroy a wall or other piece of blocking terrain, or an object..
This is pretty self-explanitory. You can use a multi-target attack against objects/blocking terrain. This doesn't seam to big to me, as this is how I understood it anyway.
Running Shot
• A character cannot use Running Shot unless that character's final destination square allows it to draw clear line of fire to a target within range.
This answers a question I raised when the new Sentinel rules came out allowing RS to be used with the multi-attack. A strategy at the time was to have Sentinel use 2 RSs allowing him to move his ful movement and attack once. Now, with objects/blocking terrain apleny, it will be tough to get the Sentinel in a position where he won't have a valid target for the first RS, but anything is possible...
Telekinesis
• When using Telekinesis to move an object into a square occupied by a character, that character does not block line of fire to that square.
I saw this question raised a short time back, and both sides had valid arguements for thier side of the debate. I think (but can't remember for certain) that this was how I ruled at that time. This means, of course, that you can TK an object to hide an exposed Batman, for example.
Crusade TA
• If a Crusade team member's Energy Explosion attack is unsuccessful against a target, but doubles are rolled, then the Crusade ability will generate knockback only for the missed target. If a Crusade team member's Energy Explosion is successful against a target, but unsuccessful against an adjacent figure, Crusade's ability will also generate knockback against the adjacent figures.
That one is a mouthfull! Lets break it down a bit:
"If a Crusade team member's Energy Explosion attack is unsuccessful against a target, but doubles are rolled, then the Crusade ability will generate knockback only for the missed target."
This makes sense. If the original target is missed, no splash damage is generated. Therefore, only the target is knocked back.
"If a Crusade team member's Energy Explosion is successful against a target, but unsuccessful against an adjacent figure, Crusade's ability will also generate knockback against the adjacent figures."
This one makes sense too. Since the target is hit, splash damage is generated, so characters adjacent to the target will get knocked back as normal.
Masters of Evil/Injustice League
Masters of Evil/Injustice League: When two or more friendly Masters of Evil/Injustice League team members are adjacent to the same member of an opponent’s force, all adjacent Masters of Evil/Injustice League team members may make a close combat or a ranged combat action against that character using only one action from your allotment of actions for the turn. All characters attacking in this way receive an action token.
MoE/IL fans celebrate! These 2 teams got back some much needed power. Allowing for Ranged/Close Combat Actions instead of just plane attacks is great.
However, Power Actions are still not allowed. So, what can or cannot be used with this TA? Here is a breakdown:
Allowed: Flurry, Blades/Claws/Fangs, Energy Explosion, Pulse Wave, Superstregnth (when attacking with an object), Incapacitate, Psychic Blast, Steal Energy.
Not Allowed: Charge, Mind Control, Force Blast, Hypersonic Speed, Running Shot, Smoke Cloud, Telekinesis, Barrier, Ranged Combat Expert, Support, Close Combat Expert.
Originally posted by Psylockeslover Another month, another FAQ. And there are some good clarifications here.
...
Allowed: Flurry, Blades/Claws/Fangs, Energy Explosion, Pulse Wave, Superstregnth (when attacking with an object), Incapacitate, Psychic Blast, Steal Energy.
Not Allowed: Charge, Mind Control, Force Blast, Hypersonic Speed, Running Shot, Smoke Cloud, Telekinesis, Barrier, Ranged Combat Expert, Support, Close Combat Expert.
As always, feel free to post your comments here.
CCE not allowed...hmmm. This looks like the reason why the MoE Absorbing man has a high natural damage instead of CCE! Did they eventually think ahead??
Quote : Originally Posted by Grappler
Your lyrics are greatness! They definitely go into my HC Realms Hall of FAME list
Your reviews really help a lot to get a better grip of what has changed and how it has changed!
Thanks for putting all the effort into this!
holle
P.S.: Go MoE !!! Just imagine Taskmaster, Spiral and Whirlwind all attacking the same foe with using just one of your alloted actions and getting 5 attacks in return, three of which with BCF. That's what i call a world of hurt!
Question: A critial miss by a medic, does it still do one damage to the patient - and one to the medic?
The MoE team is slowly getting there...
Just need to add "or a powers action that targets the adjacent member of an opponent’s force"
also I think it shoule have "this attack must be legal under normal targeting rules" otherwise you will get people trying to use EE or PB with gronded figures because the TA says they can make a ranged attack!
Marlow.
Ne cede melia,
Marlow.
Clearing out all my LE's -http://www.hcrealms.com/forum/showthread.php?t=291606
The change to the definition of crit miss has no effect on the special rules for Support. The line for Support inflicting a clockwise click on a crit miss is still in the rule book. However, this click is only for the target of the Support attempt. The character using Support does not take any clicks.
As for MoE, the TA does not superceed the norrmal rules for making Ranged Combat Actions. So a non-flyer adjacent to an opposing non-flyer still cannot use Ranged Combat Actions.
I have the Rulebook and PAC completely updated with all FAQs. The text is updated, and all clarifications are added to the text. As an experiment, I will make this available to HCRealmers who PM me their email address and request the updated Rulebook and PAC.
The file is a Word Document, formatted for space effeciency, sans illustrations.
Originally posted by Psylockelover
"Telekinesis
• When using Telekinesis to move an object into a square occupied by a character, that character does not block line of fire to that square.
I saw this question raised a short time back, and both sides had valid arguements for thier side of the debate. I think (but can't remember for certain) that this was how I ruled at that time. This means, of course, that you can TK an object to hide an exposed Batman, for example."
Another use is to hinder a grounded, non-leap/climb, non-phasing, opposing character. I.E. a charging brick, Nightcrawler, etc. Their movement would be automatically halved.
Originally posted by Psylockeslover Another month, another FAQ. And there are some good clarifications here. Lets just dive in, shall we!
Masters of Evil/Injustice League
Masters of Evil/Injustice League: When two or more friendly Masters of Evil/Injustice League team members are adjacent to the same member of an opponent’s force, all adjacent Masters of Evil/Injustice League team members may make a close combat or a ranged combat action against that character using only one action from your allotment of actions for the turn. All characters attacking in this way receive an action token.
MoE/IL fans celebrate! These 2 teams got back some much needed power. Allowing for Ranged/Close Combat Actions instead of just plane attacks is great.
However, Power Actions are still not allowed. So, what can or cannot be used with this TA? Here is a breakdown:
Allowed: Flurry, Blades/Claws/Fangs, Energy Explosion, Pulse Wave, Superstregnth (when attacking with an object), Incapacitate, Psychic Blast, Steal Energy.
Not Allowed: Charge, Mind Control, Force Blast, Hypersonic Speed, Running Shot, Smoke Cloud, Telekinesis, Barrier, Ranged Combat Expert, Support, Close Combat Expert.
As always, feel free to post your comments here.
Thanks for the info! This is MUCH easier to understand with your explanations. I've always been a fan of the MoE in the comics, but always felt ripped off by their treatment in HeroClix, now things are starting to look up.
Fixer of the Thunderbolts clan aka Bob
"Common sense is not so common" ~ Voltaire
Replace the second sentence in the second paragraph under Hindering Terrain, page 15, with the following: “Any character that begins an action in which it moves in hindering terrain has its speed value reduced by half.”
Good clarification. As you may recall, the current wording is "A character that begins its turn in hindering terrain..."
Does this now mean that hovering figures are affected by starting their move action in hindering terrain? I would think not but they did change the wording from "a character" to "any character".
What about TKing Rubble? I know a guy who likes to destroy objects before he move stealth figures into them. This keeps the objects from getting the old *YOINK*