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I thought we could all make a list of changes to currently existing rules for reference.
Here's what I found.
1. Multi-based characters can no longer be carried if they have acceptable symbols.
2. -This one was false.
3. Giants can now carry other giants and colossals can now carry other colossals(providing they are not multibased figures).
4. Pulsewave ignores hindering terrain.
I thought we could all make a list of changes to currently existing rules for reference.
Here's what I found.
Multi-based characters can no longer be carried if they have acceptable symbols. colossals can now make ranged attacks targeting adjacent opposing characters.
Giants can now carry other giants and colossals can now carry other colossals(providing they are not multibased figures).
Pulsewave ignores hindering terrain.
Where do you see this? Colossal Stamina only has the symbol for making a range attacks against other characters while adjacent to an opposing character, not the symbol that allows them to make range attacks against adjacent characters.
Where do you see this? Colossal Stamina only has the symbol for making a range attacks against other characters while adjacent to an opposing character, not the symbol that allows them to make range attacks against adjacent characters.
It seems inclusive.
If you can make ranged attacks against opposing characters while basing an opposing character, then why wouldn't you be able to target the adjacent opposing character?
Are we to take from this that only aquatic characters are the only ones who ignore water terrain now? "Swim" is the only one that gets a blue square for its improved movement. It is absent from flight, great size, Leap/Climb and Phasing.
Are we to take from this that only aquatic characters are the only ones who ignore water terrain now? "Swim" is the only one that gets a blue square for its improved movement. It is absent from flight, great size, Leap/Climb and Phasing.
Holy cow... if you're right, that's a big deal!
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If you can make ranged attacks against opposing characters while basing an opposing character, then why wouldn't you be able to target the adjacent opposing character?
Because a range attack is defined as making an attack against a non-adjacent opponent (page 9 of the 2011 rulebook). The ability only allows you to make a ranged attack while based by an opposing character, it doesn't say that you can also attack adjacent characters with range attacks.
Are we to take from this that only aquatic characters are the only ones who ignore water terrain now? "Swim" is the only one that gets a blue square for its improved movement. It is absent from flight, great size, Leap/Climb and Phasing.
Water is considered hindering terrain for movement purposes, is it not?
Are we to take from this that only aquatic characters are the only ones who ignore water terrain now? "Swim" is the only one that gets a blue square for its improved movement. It is absent from flight, great size, Leap/Climb and Phasing.
At first glance, yes. But since Water Terrain is treated as Hindering Terrain for movement purpose, then it may be for all intents and purposes it is included when you say hindering terrain, and they may have left it out to be... less confusing?
At first glance, yes. But since Water Terrain is treated as Hindering Terrain for movement purpose, then it may be for all intents and purposes it is included when you say hindering terrain, and they may have left it out to be... less confusing?
"Movement: Water terrain impedes movement, and is hindering terrain for movement purposes"
That's in the 2011 rulebook, but I bet it's the same. Water terrain only affects Swim and game effects specifically mentioning water.
Couldn't imagine them changing the rules to make it so you can't fly over water...
The existence of Ultra Heavy Objects makes me want to use my Soda Machine more. Assuming they simply pile in Ultra Heavies along with the third object choice (i.e. the blue-ringed immobiles), then that could mean a Mailbox (Light that hits like a Heavy but throws like a Light), Soda Machine (Heavy that hits like an Ultra Heavy but throws like a Heavy), and an Ultra Heavy Object for maximum PAIN.
Also, for the Hypersonic thing about movement (which also shows up on Colossals), the implication here is that you have to break away normally, BUT you automatically succeed at such, which is how it's always been, if you get down to a legalese, game-rules approach. It's a clunkily worded portrayal, but this is how it SHOULD be played, I'm sure.