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There are a few rules that are observed in my area that I can't find official rulings for. But everyone swears they're legit, so I was hoping to get some backing here.
First Q: when going up a ladder to elevated terrain (like on the DC outside map) do you add 1 to the movement for going up? So that moving the 2 squares actually costs you 3 movement?
And if so, what if you only have 2 movement left? Are you stuck at the top of the ladder, but not on the roof, or are you just not allowed to move there?
Second Q: For TK, from what square do you start counting the 10 movement for TK? I figure it from the TKer, but others say its from the figure or object being TKed. Such that if the Figure being TKed is in front of the TKer, then you'd get to move them 11 squares away from the TKer (and 9 if they're behind). (Hope that makes sense).
I never thought this was very logical, and usually just count from the TKer, but get caught every now and then in a tournament. So a real ruling would be helpful.
Originally posted by azs There are a few rules that are observed in my area that I can't find official rulings for. But everyone swears they're legit, so I was hoping to get some backing here.
First Q: when going up a ladder to elevated terrain (like on the DC outside map) do you add 1 to the movement for going up? So that moving the 2 squares actually costs you 3 movement?
Actually, you reduce your total movement by one when going up a ladder. You MUST move through each and ever ladder square too.
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And if so, what if you only have 2 movement left? Are you stuck at the top of the ladder, but not on the roof, or are you just not allowed to move there?
You cannot go up the ladder at all if you do not have enough movement. Not even one square up.
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Second Q: For TK, from what square do you start counting the 10 movement for TK? I figure it from the TKer, but others say its from the figure or object being TKed. Such that if the Figure being TKed is in front of the TKer, then you'd get to move them 11 squares away from the TKer (and 9 if they're behind). (Hope that makes sense).
You have ALWAYS counted the TK range from the object/figure getting moved.
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I never thought this was very logical, and usually just count from the TKer, but get caught every now and then in a tournament. So a real ruling would be helpful.
Thanks to anyone who can assist.
Well, look at it this way... if the passenger is behind the TKer, the TKer still has to move him one square to get 'overhead', and then 9 more squares out, for his limit of 10. You are still exerting energy for a total of 10 squares. It's not much, but that's how I look at it.
Last edited by Funky Jett; 03/23/2004 at 13:33..
In my day, we didn't have Heroclix. If you were being attacked by Superman with a 3d dumpster, you just had to hope you could outrun him.
Truth be told, the rules for ladders were, for some unknown reason, left out of the Indy rule book (at least I can't find the darned thing anywhere). Odd. We have been told, however, that you add 1 to the cost of moving from the grounded square to the elevated square as FJ said.
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TELEKINESIS (optional): Give this character a power action and choose one of the following:
(1) It may make one close combat attack. This attack deals no damage. If the attack is successful, you may move the target character up to 10 squares. Characters automatically break away and ignore the effects of characters and hindering terrain on movement. The target may be placed on elevated terrain but may not be placed in blocking terrain. This character must have a clear line of fire to the target square. (2) may move a target adjacent object that is not being held—or a friendly character—up to 10 squares.racters automatically break away and ignore the effects of characters and hindering terrain on movement. The target may be placed on elevated terrain but may not be placed in blocking terrain. This character must have a clear line of fire to the target square. (3) It may make a ranged combat attack using an adjacent object that is not held by another character (see the “Objects” section of the rulebook). This character must have a clear line of fire to the target square.
Note that in all cases, you move the target 10 spaces. This means that you count from the square the terget is in.
Meat:
1. No.
2. Yes.
3. NC-Yes, Amazo-No.
4. Yes.
Basically, HSS does not grant a figure the ability to move through opposing figures. Flight does.
One subtle clarification to add to what Funky Jett was saying. There is small point to be made in moving up a ladder. You only need 1 movemnt point remaining to move up the ladder. However, after moving up the ladder into a new square your Movment Value is now reduced by 1. This is why the rule is worded this way as opposed to simply saying that it costs 2 or syaing it costs +1 to move up a ladder.
This why strange way that you can actually end up spending movement more then your starting movement allowance.
Example: FigA has starting movement of 10. He moves 9 squares to the bottom of the ladder. At this point he has spent 9 and his Movement Value is still 10. So he has 1 remaining. The movement cost for the square at the top of the ladder is still 1. Since you have 1 movement point still available this is a legal move. Once FigA moves into this square he now has spent 10 movement points and his Movement Value is reduced to 9. He no longer has any remaining movement points so now his movement has ended.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Actually the new Indy ladder rule is on page 15 of the rule book on the section Clear Terrain.
Also on the top of page 19 it specifically states Range is counted from the OBJECT not the ATTACKER.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Also, to clarify the point on HSS, nightcrawler cannot move through an opposing character, but he can move past them.
HYPERSONIC SPEED (optional): Choose one of the following: (1) When you give this character a move action, it automatically breaks away and may move through squares adjacent to opposing characters....
Silly me, I was looking in 'Elevated Terrain'.....
OK, now I have something to work with.....
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Climbing up or down a ladder reduces a climbing character’s speed value by 1.
The way I read this, I would say that his speed is reduced by 1 at the time he attempts to climb the ladder, not after. So, in your example, the character moves 9 squares to the base of the ladder. If he wants to climb the ladder, his speed is reduced at that time to 9, meaning that he cannot move any further.
Would entering a square of hindering terrain while performing a Charge end the movement and thus prevent you from using the attack portion of Charge?
If a character w/ Super Strength and charge begins his movement on an object and picks it up during Charge, his movement would be 1/2 (for Charge) and then 1/2 again for the hindering terrain modifier, correct?
This has been another one of those hairy spots at our tourneys as well.
I've always ruled that you stop when you enter terrain, but since you play against me, I'm not the best person to answer.
As for the rule about picking up an object, the recent clarification about starting in hindering terrain says 'when you start an action' in hindering, you move 1/2 distance. So I'd say yeah, you get to move 1/4 your speed. Rounded up.
Originally posted by krusticlese While we're at it...
I've got a movement question:
Would entering a square of hindering terrain while performing a Charge end the movement and thus prevent you from using the attack portion of Charge?
If a character w/ Super Strength and charge begins his movement on an object and picks it up during Charge, his movement would be 1/2 (for Charge) and then 1/2 again for the hindering terrain modifier, correct?
This has been another one of those hairy spots at our tourneys as well.
Thanks in avance
With Charge, you make the attack AFTER the movement. Entering Hindering terrain does not end the Action, only the movement. Since the attack happens AFTER movement has ended, that character can still attack after entering hindering terrain.
Originally posted by Psylockeslover
[b]With Charge, you make the attack AFTER the movement. Entering Hindering terrain does not end the Action, only the movement. Since the attack happens AFTER movement has ended, that character can still attack after entering hindering terrain.
If that is the case, 1) we've been playing wrong, and 2) would that mean that you could make a running shot attack after failing to break away?
Say Thor wants to make a running shot attack, but is based with an opposing character. If he declares he's making a running shot attack, and rolls to break, if he fails the break, then he can't move but can still attack.
Also since RS says you can move up to half your movement and then attack.
I'd like to know, since that would change things too.
As of April first a new rule is in place. the figure using the ladder must pass into both squares of the ladder...ie: top and bottom.
In the past the bottom square of the ladder was not adjacent to the elevated squares {it still isn't by the way}
so it WAS legal to move to any of the 3 top squares touching the top of the ladder. The new faq states this is not allowed anymore.
Thus it is easier to block a path to the rooftop.