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Post by Jonah Hex on Sept 4, 2006 16:26:05 GMT -5
A few Heroclix rules I wasn't aware of.
“Hovering characters can make ranged combat attacks against adjacent and non-adjacent opposing characters to which they have a clear line of fire, even when adjacent to opposing characters."
"Characters may make ranged combat attacks against adjacent hovering characters to which they have a clear line of fire, unless the attacker is also adjacent to an opposing character without Flight.”
So flyers aren't based by other opposing characters when it comes to making ranged combat attacks and non-flyers aren't either if they are beside a character with flight. It looks like the only characters who are based are non-flyers and they can only be based by other non-flyers.
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Post by Jonah Hex on Sept 4, 2006 16:29:39 GMT -5
Break away rule for Al.
Break Away • Attempting to break away and failing is still considered a move action and ends that character’s action. Team abilities that allow characters to make move actions without counting towards your total allotment of actions may still be used when failing to break away. You may not pick up an object if you fail to break away.
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Post by Jonah Hex on Sept 4, 2006 16:32:17 GMT -5
Flight rule. Fliers don't have to breakaway when passing characters after their move has started, only when they start a turn next to an opposing figure do they have to break away. Also note the rule about outwitting flight and using pulse wave on flight.
Flying Characters • Hovering characters ignore other characters only during movement; they do not have to stop when moving into a square adjacent to an opposing character. They do, however, have to break away when beginning their movement in a square adjacent to an opposing character, and must break away before picking up another friendly character. Hovering characters must break away, if applicable, in order to soar as well.
• Flight is not a Power, and therefore cannot be countered by Outwit or ignored by Pulse Wave.
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Post by Jonah Hex on Sept 4, 2006 16:35:01 GMT -5
Interesting rule regarding knockback damage.
Powers that prevent a character from taking knockback or require a character to take knockback are checked at the time the dice are rolled. For example, if a character with Combat Reflexes on its dial is dealt two clicks of damage, and once those clicks of damage are dealt the character no longer has Combat Reflexes, it is still knocked back two squares; however, as Combat Reflexes has been lost, knockback damage is no longer reduced to 0.
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Post by Jonah Hex on Sept 4, 2006 16:37:16 GMT -5
Characters with “Promotional” on their base are not permitted in tournament play. Proxy characters are not permitted in tournament play.
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Post by Jonah Hex on Sept 4, 2006 16:46:09 GMT -5
If attacked successfully, you can't choose to reroll your supersenses or imperv. You can only reroll your own dice during your turn or your opponents dice during their turn.
Your character with Probability Control may only be used to reroll your dice during your turn, and an opponent’s dice during that opponents turn. You may not reroll your dice during your opponent’s turn or vice versa.
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Post by BIGKEV on Sept 8, 2006 16:23:10 GMT -5
In Richmond Saturday a hero clix event will be held and warlord unlimited. The format is 600 points unrestricted with a civil war theme. Marvel only and you must have a cap or ironman fig. five bucks to enter, first place is a case of collateral damage. plus I saw The Man Of Steel today. Bad mofo. 200 points but is tanked up and should be a 235-245. WizKids web exclusive, GET ONE!-
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Post by Jonah Hex on Sept 10, 2006 1:12:55 GMT -5
I take it everyone saw the release about Supernova.
16 figures that cost more than 150 points. 5 200+ point figs and a 250+ point one man army. Also 3 figures get power cosmic team ability. They also mentioned the Infinity Gauntlet.
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Post by Jonah Hex on Oct 9, 2006 13:46:46 GMT -5
After Sunday I will never play another game of heroclix with Brandon. His constant cheating and my having to call him on it wore me out so much that I finally just packed up my clix and left.
After having to consistantly call him for moving his characters too many squares (the brain with 4 movement 8 squares, attempted charge attack with Magog from 7 away, I parked Sinestro out of his charge range on purpose, moving Magog 13 squares with his movement at 9 and having to count it out for him 4 times). He played the first game with Galactus and immediately informed me that cards don't work against Galactus after I pulled power dampening field so I let that go. He picked out Tylers force to play half of the 900 points and mainly picked rookies and experienced characters and no one with ranged attacks for Tyler to use. Then in the next game when I activated protected on Gladiator after he attacked with Magog he claimed that protected didn't work against Magog so I even let that pass. What finally got me is when I attacked Magog who was sitting in hindering terrain with a square in front of him Brandon insisted that I add 2 to Magogs defense for the attack (new danger room rules state that you now never add more than 1 to a defense regardless of how many squares of hindering terrain) and I even let that pass and hit Magog with Gladiator anyway for 4. So on the next turn, without either character having moved, Brandon wanted to attack Gladiator with Magog from range. When I insisted he add the same two to Gladiators defense that I had to add to Magogs he refused to do so. Thats when I left.
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Post by TheAl on Oct 9, 2006 19:10:47 GMT -5
Woww.....that's pretty incredible. Sorry i didnt show to give you back up...wish i had now. Sorry!
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Post by THEPAT24 on Nov 4, 2006 18:08:33 GMT -5
Ultra-Rare Marvel Zombie figures will be placed in Supernova boosters in a ratio of 1:100. They will have crossover playability with HorrorClix. The booster containing a Marvel Zombie figure will also include the figure's HorrorClix Monster card. The figures that can be found are:
* Colonel America * Spider-Man * Hulk * Wolverine
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