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Heroclix Rules Question

School of Hard Knocks – Even More Knock Back!

Greetings HeroClix Fans!

Previously, we’ve explored the basics of knock back .  However, there are many game effects that can influence the way knock back functions.  There are ways to prevent knock back, ways to cause knock back in different ways, and even some ways to pick and choose when you are knocked back.  In the previous article was the HeroClix KB 101 course, consider this the graduate level seminar…

Common Corner Cases – Map effects   

For purposes of this discussion, map effects will cover anything on the map (terrain, character configurations, map edges) that might interfere with normal knock back.  We’re not focusing on the character’s dial (powers and such) at the moment.

Let’s begin with other characters and how they impact knock back.  Recall from our last knock back article that Cyclops and Wolverine were throwing down with the Brotherhood?  Well, that battle is about to get a bit more complicated:

kb - pic 8

Last time, Juggernaut knocked back Wolverine and Cyclops knocked back Pyro.  We’ll say the same things happen this time, only now some other characters are in the way, and see what happens.

First, let’s look at Wolverine’s knock back path.  Juggy knocks him back, but Sabretooth is in the way… does that mean Wolverine is dealt knock back damage?  Is hitting a character the same as hitting a wall?  Well, the rule book (page 11) tells us:

If the knock back path would cross a square occupied by another character, put the knocked back character in the last unoccupied square adjacent to the square occupied by the other character. Stopping in this way does not deal damage to either character.

So, no, Wolverine would not be dealt any damage for being knocked back into Sabretooth.  Yes, the path of knock back is blocked, but being stopped by a character is not the same thing as being stopped by terrain.

But what if Sabretooth was re-positioned slightly?  Consider this arrangement:

kb - pic 9

If Juggernaut knocks back Wolverine now, there is no character directly along the knock back path to prevent Wolverine from flying through the air.  Even though it looks like he might have a hard time squeezing around Sabretooth and Blob (let’s face it, everyone has a hard time squeezing around Blob), the path is along that direct diagonal line and nothing will impede Wolverine on that line until he hits the elevated terrain.

Now how about Pyro?  Before, Cyke knocked him off the elevated terrain, but this time around Mystique is sitting in the square Pyro would have been knocked into.  Does he fall on top of her?  Does he go into another, lower square?  Page 11 once again has the answer:

If the first square of a lower elevation along the knock back path is not able to be occupied, the knock back path ends in the last square of the higher elevation and that character is not dealt knock back damage.

 

It seems that Pyro lucks out; not only does he not take any damage at all for knock back, he doesn’t even move.  He stays right there and can take a shot at Cyke in retaliation next turn.  Note that this would work not only in this particular case, where Mystique prevents Pyro from occupying that lower square, but if ANYTHING prevented Pyro from occupying that square.  A chunk of blocking terrain would work just as well in this case.

                        Now that Pyro has taken his lumps, let’s segue from the character interactions on knock back into some odd map effects.  First, let’s say Pyro does retaliate against Cyclops and Pyro rolls double 6s!  Take that, Slim!  The only place Cyclops has to go, though, is off the map… and we can’t do that.  From page 11 again:

A character’s knock back path can’t continue beyond a square that blocks movement, elevated terrain of a higher elevation or the edge of the map. If it would do so, the character’s knock back path ends in the square before its path would cross into any of these areas, and the character is dealt 1 damage, as shown in Figure 10.

 

As far as knock back is concerned, there is no real difference between the edge of the map and a wall or square of blocking terrain: the path is blocked, so damage is dealt.  Be careful generalizing too much with this, though… the edge of the map is NOT actually blocking terrain or a wall.  Any other game effect which actually cares about blocking terrain would not have anything to do with the map edge.

 

So far, these kinds of map effects are not specific to any one map; they can be applied whenever and wherever they arise.  Some maps, however, have orange special terrain and that special terrain may have additional, knock back related rules.  For example, the Deep Space terrain on the map from the set Super Nova has the following special text:

 

A successful attack that does not otherwise knock back a character occupying space terrain knocks back that character a number of squares equal to damage dealt -2, to a minimum of 0. When targeting a character occupying space terrain with Force Blast, roll two six-sided dice instead of one. All knock back ends immediately when a character enters the first square that is not space terrain. Characters occupying space terrain are not dealt knock back damage if their knock back paths are ended by the edge of the map.

 

Not only is it possible for any attack that causes damage to generate knock back, doubles or no, but pay particular attention to the bit that says, “All knock back ends immediately when a character enters the first square that is not space terrain.”  Specifically, the “All knock back” part.  So any knock back, whether caused by rolling doubles, by using Quake or Force Blast or another power, or by these special map rules, will end immediately if the character is taken outside of the special terrain.  “Does that mean the character is dealt knock back damage?” you ask.  Not unless that square would normally block movement anyway (like if there was a square of blocking terrain there); terrain that blocks movement is what typically causes knock back damage, not the simple ending of the movement.  Additionally, note that if the character is knocked back into the edge of the map, there is no damage in this special terrain.  In other words, this map tends to have characters shooting around like pinballs, but very little knock back damage tends to occur here.

 

Here’s another example, from the SHIELD Helicarrier map:

 

Orange squares 10,000 feet below squares. Characters can’t move into or occupy these squares. If a character’s knock back path is stopped by one of these squares, deal that character 1 additional unavoidable damage.

In this case, not only does the character take knock back damage for being stopped by the orange squares (a character can’t move through them, so knock back is stopped), but the knocked back character would be zapped with some additional, unavoidable damage even if it would otherwise ignore or reduce knock back damage.

 

We don’t really have the time and space to go over every single possible exception based on special map rules, but hopefully these few examples have given you enough of an understanding that you can figure out what happens if something else comes along.  And if not, you can always ask us if you have more questions!

 

Common Corner Cases – Powers and Abilities

Moving on, we are now focused on the characters themselves instead of the maps.  There are four common powers that provide exceptions to the knock back rules, two combat abilities that might be important, and a whole gaggle of special powers and traits.  An important point to keep in mind during this discussion is some of these effects prevent knock back from occurring.  You would check for these kinds of effects BEFORE any damage from a knock back causing attack is applied.

Let’s look at those common powers first.

Charge

Pretty simple: Charge causes the character to ignore knock back.  If a Charge-having character is hit with doubles, attacked with Quake, or would otherwise be knocked back, it just doesn’t happen.  Charge ignores that knock back.  Keep an eye out for this… I’ve seen players forget this many, MANY times, focusing instead on how Charge lets a character move up and attack.  Also note that this is no way optional; you can’t choose to “turn off” Charge if you want to be knocked back by an attack.

ForceBlast

Also pretty simple: assign your power action, pick an adjacent character, and then roll the d6.  Boom.  Instant knock back.  Players tend to poo-poo Force Blast because it doesn’t cause huge damage or let you zip around the map attacking at will… but they also tend to forget that there is absolutely no attack roll necessary (doubles or otherwise), that powers like Shape Change or Super Senses offer no protection, and you are guaranteed at least 1 square of knock back (maybe a lot more).   WS Nightcrawler being a pain in your neck?  Bounce him off the edge some elevated terrain!  Old KC Green Lantern too hard to hit?  Slam him into the wall once or twice and he becomes much easier to manage!   Force Blast isn’t as ubiquitously useful as Hypersonic Speed or Outwit, but it can be awesome in the right circumstances.

QuakeA little more complicated than Charge or Force Blast, but still pretty easy once you break it down.  Basically, your character attacks all adjacent opposing characters with one single attack and its damage value is locked at 2 for the duration of this attack.  After the attack is over and damage has been dished out, any character that took damage from this attack is knocked back accordingly.  So, barring critical hits, you can knock back characters either 1 or 2 squares with this power (depending on how much damage the characters actually took).  No doubles are necessary… all you have to do is hit and damage your target(s) and they will be knocked back. This power is particularly awesome when used against groups of characters with little/no damage reduction (most any Minion fits that description).  Note, that there are no special rules in place if you do happen to roll doubles when you attack with this power; you don’t get extra knock back for rolling doubles or anything like that.

CombatReflexes
This power actually has two parts related to knock back.  The first part allows you to choose to knock back the character in situations in would not normally be knocked back.  Is Wolverine taking too much of a beating from Juggernaut?  If Wolvie can use Combat Reflexes when Juggernaut successfully attacks him, you can choose to knock back Wolverine even if Juggy didn’t roll doubles and make an escape.  Please note that this only allows you to choose to take knock back in cases when you normally wouldn’t… it does NOT let you choose to ignore knock back in cases when your character would be knocked back normally.   Also note that this part of the power lets your character be knocked back even if it normally CAN’T be knocked back.  For example, Charge normally ignores knock back, but a character that can also use Combat Reflexes may choose to be knocked back even those Charge tries to say “no way”.

The second part kicks in AFTER a character has been knocked back.  Once knock back is actually happening (either because you choose to use the first part or because of some other, knock back-causing effect), if the character would then be dealt knock back damage for hitting a wall or something similar this power ignores that damage.  It doesn’t reduce the damage dealt, like Toughness would, but flat out ignores it.  This can be an important distinction if certain other game effects are in play (the Armor Wars Battlefield Condition, for example, increase damage dealt if it is reduced… this does not reduce damage dealt, so Armor Wars would have no effect).

Since Combat Reflexes has two different effects on knock back that activate at two different times, it is completely possible that your character may not actually get to use both parts during the same attack.  Let’s continue the example above, with Wolverine choosing to take knock back from Juggernaut… we’ll Juggernaut hits him for 3 damage, Wolverine takes 3 and clicks onto a click with Regeneration.  Then he is knocked back 3 squares and, unfortunately for him, hits a wall and is dealt 1 knock back damage.  Since he now has Regeneration and not Combat Reflexes, he can’t ignore this knock back damage and it may very well KO him.  The opposite is also true: say Wolverine was on a click with Toughness and Juggernaut rolled doubles when he hit Wolverine.  Wolverine takes some damage, lands on Combat Reflexes, and is then knocked back because of the doubles.  During the knock back, he falls off of some elevated terrain, but the newly revealed Combat Reflexes would let him ignore the 2 damage normally dealt for being knocked back off of elevated terrain.

Now for the combat abilities mentioned before:

Flight

As you might have already noticed, that ability doesn’t say anything at all about knock back.  Instead, what we really care about for this discussion comes from the discussion of knock back in the rules book (page 11):

 

Characters using the Flight ability (see the Powers and Abilities Card) which are knocked back off of elevated terrain are not dealt knock back damage, though they still end their knock back path in the first empty square of a lower elevation.

 

So when a character that can use Flight is knocked back off of elevated terrain, it would not be dealt any damage.  Flight has no other effect on knock back (they are still repositioned normally, still dealt damage if stopped by a wall, etc), but since falling causes a big fat 2 damage dealt, this ability can really save your character’s bacon and is well worth remembering.

 

GreatSize

Right there at the beginning of the ability, simply put, these characters can’t be knocked back.  So, short of Combat Reflexes granting a choice on the matter, your Giants and Colossals won’t have to worry about knock back.

 

Moving on to special powers and traits, I want to point out that there are many, many, many related to knock back in some way, shape, or form.  It is well beyond the scope of this article to cover every last one.  Much like the special map rules, though, I’ll select a couple and hopefully you’ll be able to use these examples as a guide for other effects.

 

Repulsor Rays: After Iron Man hits a character with a ranged combat attack and actions resolve, you may knock back that character an amount equal to the difference between Iron Man’s range value and the number of squares to that character.

 

Using this power requires a bit of math, but is otherwise pretty straight forward.  If Iron Man hits a character with a ranged combat attack, and that character isn’t at the absolute edge of Iron Man’s range, he will knock it back.

 

There are a couple interesting wrinkles, though.  First, Iron Man doesn’t even need to damage the character, just that hit it.  So Impervious could reduce the damage from the attack to 0, but Iron Man could still knock that character back a couple squares if it was close enough.  Also worthy of note is that this power causes knock back AFTER the action resolves.  Normal knock back occurs DURING the action.  In this case, it is actually possible to generate knock back twice: Iron Man rolls doubles and hits, knocking back his target.  Then, after the action resolves, check how far away the target is and, if close enough, knock it back again.  Potentially a very deadly combo if the character is actually trapped in a corner and has nowhere to go… Iron Man can just keep bouncing it off the walls.

 

The Living Bomb Burst: All damage dealt by Blastaar causes knock back.

 

This one is deceptively simple.  When it says “all damage dealt by Blastaar”, it really does mean ALL damage.  For example, let’s say Blastaar is wielding the Infinity Gauntlet and now has the ability to use Poison… well, when Blastaar uses Poison and damages any adjacent opposing characters, those characters will also be knocked back by that damage.

 

Swat: All damage dealt by Red King causes knock back. When the knock back path of a character knocked back in this way is stopped by another character, deal both characters 2 knock back damage.

 

Normally, being knocked back into a character causes no knock back damage.  This particular power not only causes knock back damage to the character that was knocked back, but also to the character that stopped the knock back.  Two points of interest here are A) we are still talking about knock back damage, so it can be reduced/ignored by anything that would normally reduce or ignore knock back damage and B) ANY character ending the knock back will cause this damage (and be damaged), so watch how you position your own friendly characters or you may end up damaging them accidentally!

 

Common Corner Cases – Miscellaneous

 

Finally, because it didn’t really fit in anywhere else, keep in mind that multi-based characters can’t be knocked back.  Many multi-base characters are already Giants or Colossals (so Great Size also prevents knock back), but for those that aren’t, the rule book tells us on page 15 that knock back is a no-no:

 

Multi-base characters can’t be carried or knocked back. They can’t be placed by the Telekinesis power.

 

Got it?

 

So that wraps up our second discussion of knock back.  Hopefully, between the more basic, general knock back article presented earlier and now this look at some of the exceptions to the general knock back rules, we’ve covered all the bases.    If you have any further knock back questions, don’t hesitate to ask.  Who knows, maybe your question might be the genesis of a third article!

 

Thanks once again for reading along today.  I hope you have found this information useful.  If you have any more questions about this article, send an e-mail to HeroClixRules@gmail.com or hit the Rules Deputies up on the forums!

 

Jeff “normalview” Orasky

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HeroClix Rules Review Rules Question

School of Hard Knocks – An Introduction to Knock Back

Greetings HeroClix Fans!

Today, HeroClix Rules Deputy Jeff “normalview” Orasky takes a closer look at how “knock back” operates in a typical HeroClix game.  Without further ado, we are pleased to present…

School of Hard Knocks – Introduction to Knock Back

BAM!  Juggernaut has just smashed Wolverine so hard that Wolverine is sent sailing through the air… happens all the time in comic books, but how exactly does that translate into HeroClix?  The answer, my friends, is KNOCK BACK.  Knock back is an awesome nod to comic book combat and adds an interesting (if somewhat random) wrinkle to the complexity of HeroClix.  But figuring out exactly what knock back is (and what it isn’t) and how it is used can be a bit daunting.  Here is yet another Rules Review to give you the introductory KB 101 you’ve been looking for.

What is Knock Back?

Let’s go right to the source and consult the rules.  From page 10 of the 2012 Rulebook:

When a player rolls doubles on a successful attack roll, the target is knocked back after any damage taken from the attack is applied. Knock back represents a character being thrown backward by the force of an attack.

So knock back is something that happens when you roll doubles on your attack roll, assuming that attack roll hit the target.  Cool.  Further on, we have:

A knocked back character is moved back one square for each 1 damage taken. Move the character in a straight line away from the attacking character—called the knock back path—even if that path is on a diagonal. If multiple characters take damage from a game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker.

Because you rolled doubles and generated knock back, the target (or targets, because we see right here that we can knock back multiple characters) is repositioned away from the attacker 1 square for each click of damage the target took from the attack.  Seems simple enough, but why not give a practical illustration?


kb - pic 1

Cyclops and Wolverine of the X-Men are facing off against the Brotherhood of Mutants.  Uh-oh, Mystique has used her wily shape-shifting ways to sneak up on the leader of the X-Men!  Cyclops rolls to attack Mystique before she can stab him in the back and rolls two 5s… a hit and knock back!  Cyclops is dealing 3 damage and Mystique has no way to reduce that so she takes 3 damage.  And since she took 3 damage, she is knocked back 3 squares like so:

kb - pic 2 mod

It is worth noting that the section also specifies that knock back is always away from the character that caused the knock back.  So even if Mystique had been able to use Mastermind when Cyclops attacked her, the character damaged via Mastermind would have still have been knocked back away from Cyclops (the character causing the knock back) and NOT from Mystique.

So what’s next in the rules?

If the knock back path is not along a straight horizontal or vertical line, then the knock back path follows the diagonal line starting with the square that is on the opposite side of the target from the attacker, in both the vertical as well as horizontal direction.

Okay, so if the knock back isn’t on an exactly diagonal path, we make it an exactly diagonal path.  This keeps things simple rather than trying to guess at moving 1 square this-a-way and 3 squares that-a-way kind of thing (those who have been playing for a long time might remember how awkward that was…).  Want another example?  Sure!

kb - pic 3

The fiery Pyro is all set to roast Wolverine!  Pyro makes a ranged combat attack and rolls two 4s… a hit and knock back!  Wolverine takes 2 damage, but he is not on an exact diagonal to Pyro.  So when we go to knock back Wolverine, we need to find the square that is A) on the opposite side of Wolverine from Pyro and B) would be diagonal (not vertical or horizontal) from Wolverine’s current square.  He gets knocked back along that pathway.  Like so:

kb - pic 4 mod

Moving on in the rules, we find:

Movement along a knock back path ignores the effects of hindering terrain and objects on movement.

Very straight forward: hindering terrain (including any objects on the map) has absolutely no effect on knock back.  Just because a knocked back character “hits” a bush or gumball machine does not mean it stops its knock back prematurely.

Last, but certainly not least, we’ve got:

Game effects that activate as a result of a character moving are not activated by a character moving due to knock back.

So any and all game effects that care about “movement” are not bothered by knock back.  For example:

HYPERTIME

Whenever an opposing character given an action attempts to move from a non-adjacent square into a square that is adjacent to a character using the Hypertime team ability, it must roll a d6. On a result of 1-2, the opposing character cannot move to any square adjacent to the character using this team ability that turn. Characters using this team ability ignore it on opposing characters.

This team ability would normally require an opposing character to roll off before attempting to move into a square adjacent to the user.  But knock back is not defined as movement so if an opposing character is knocked back toward a Hypertime character, the team ability will not activate.

Once more, for emphasis since it comes up a lot, KNOCK BACK IS NOT MOVEMENT.

Knock Back Damage

Sometimes knock back will cause a character to hit a wall, or fall off the edge of elevated terrain.  When that happens, we get knock back damage.  Let’s check the rule book again (now on page 11):

A character’s knock back path can’t continue beyond a square that blocks movement, elevated terrain of a higher elevation or the edge of the map. If it would do so, the character’s knock back path ends in the square before its path would cross into any of these areas, and the character is dealt 1 damage.

 

Now the battle is really on and Wolverine and Cyclops both find themselves tussling with the unstoppable Juggernaut and the fiery Pyro!

kb - pic 5

Juggernaut has been scrapping with Wolverine and both have taken some damage.  Suddenly, Juggy rolls double 3s, a hit and knock back on Wolverine!  Wolverine takes his 3 clicks (like I said, both have taken some damage and Juggernaut isn’t on his 4 damage clicks any more) and then is knocked back 1 square before the elevated terrain gets in his way and he must stop moving, 2 squares short of the 3 he should have moved.

kb - pic 6 mod

Since Wolverine ends his knock back early, he would normally be dealt 1 damage but the Combat Reflexes now showing on his dial protects him (more on that in the next article).

Meanwhile, Cyclops and Pyro are taking shots at each other and Cyke rolls double 5s!  Pyro is hit and knocked back off the elevated terrain like so:

kb - pic 7 mod

And we see in the rule book (page 11, again):

When a character is knocked across the rim of elevated terrain (i.e.: from a higher elevation to a lower elevation (see Line of Fire: The Rim, p. 14), the knock back path ends in the first square of a lower elevation and that character is dealt 2 knock back damage.

Even though Pyro would normally be knocked back 3 squares by Cyclops’s attack, when he changes elevation the knock back movement ends immediately and he is dealt 2 damage.

Finishing up… For now

There is plenty more to discuss with knock back (specific exceptions, odd-ball interactions, and such), but this article is already getting pretty long and you’ve got quite a bit to read through.   We will cover these more complicated situations in a later article. Let’s just finish up by pointing out that knock back damage (the stuff that happens whenever the knocked back character hits a wall or falls off of elevated terrain) is DAMAGE DEALT, which means that it can be reduced by any game effect that reduces damage dealt.  Toughness, Invulnerability, and Impervious can all blunt (or completely neutralize) the threat of knock back damage.  But knock back damage is not, by itself, an attack.  It frequently happens because an attack was made, but it is a side effect of the attack and attacks are not the only way knock back can be generated.  This means that game effects that depend on attacks to activate (like the Mystics team ability), will not be activated by knock back damage.

In summary:

  • Knock back (normally) occurs when a successful attack roll is doubles
  • Knock back is ALWAYS away from the source/cause of the knock back
  • Knock back is (normally) equal to the damage taken by the target of the attack
  • Knock back is NOT, NOT, NOT movement and will NOT, NOT, NOT activate game effects that kick in when movement occurs
  • If knock back is ended prematurely (by hitting walls or something), knock back damage is dealt
  • Knock back damage is damage dealt and can be reduced accordingly
  • Knock back damage is not an attack

Thanks once again for reading along today.  I hope you have found this information useful.  If you have any more questions about knock back or other aspects of the game, please feel free to send an e-mail to HeroClixRules@gmail.com!

Jeff “normalview” Orasky

Categories
HeroClix Rules Review Rules Question

HeroClix Players Guide for February 2013

Hello there HeroClix Fans,

It’s time again for an updated Players Guide!  This version of the Players Guide include the Star Trek: Tactics 2 and Amazing Spider-Man.  Not too many surprises in this version of the Players Guide, but we will make sure that we clarify one figure that has had some questions.

Amazing Spider-Man #021 Electro

Arc Lightning: Give Electro a power action and make a ranged combat attack against a single target using his printed damage value. Each time he hits, after actions resolve, he may then make a ranged combat attack as a free action against another single target as if he occupied the previously hit character’s square, replacing his range value with his printed range value minus the number of (charactershits he has (hitmade this turn with this power.

The RED wording replaces what is the parentheses.  So hopefully this wording makes it clear that you can bounce between two character as long as your Range Value will support it, and that you continue to hit of course.

I know that many of you wait for the new Players Guide not for the newest wordings, rules and rulings but for the Additional Team Abilities for the latest sets.  I will let you know that we are still working on these ATA’s for the last couple of sets and we will post an article with all of them as soon as we have them done.

As usual, you will find the links to the latest Players Guide below.   And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean “TechG0D” Braunstein
HeroClix Rules Arbitrator
HeroClixRules@gmail.com

Players Guide Golden Age 2013-02
Players Guide Modern Age 2013-02

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HeroClix Rules Review Rules Question

HeroClix Players Guide January 2013

Hello there HeroClix Fans,

It’s time once again for an updated Players Guide!  We’ve added the reference information you may need for a variety of HeroClix sets: Batman, The Hobbit, Streets of Gotham, and more.  We’ve also added vehicle combat information so that’s all in one place.  Finally, there are a few errata’s and clarifications.

Of particular note are how we’ve refined certain traits and special powers that might grant a character a keyword. It was difficult to know specifically when something would activate. Let’s take a look at two figures specifically.

Dark Knight Rises #100 Batman possesses 3 keywords and the following trait.

 WE’RE IN THIS TOGETHER: When you reveal your force, if there is another character on your force named Sgt. Gordon, Lt. Gordon or Commissioner Gordon, then Batman possesses the Police keyword and team ability and that character possesses the Batman Ally team ability. If Batman is adjacent to that character, they each get +1 to their attack (if not already modified by this effect).

Many players would ask:  “Does the keyword kick in so that I can make Batman a member of a Police keyword themed team,” so we have decided to errata the wording to make it clearer.  Similar errata were implemented on other similarly designed figures.  So now, characters whose mechanics are designed to influence their ability to count for a themed team will say something like :

”When you build your force, if there is another character…”

This would allow Batman to be a part of a Police themed team.

A similar question would arise regarding DC HeroClix 10th Anniversary #009 Nightwing who has the following trait:

 A Leader on any Team: Nightwing is a wild card. When you reveal your force, choose a friendly character’s keyword; Nightwing possesses that keyword for the rest of the game. Nightwing can use Leadership, but only removes action tokens from characters using a team ability that Nightwing can use.

In order for this to communicate the intention more clearly, it has been errata’d to say :

 During your first turn, choose a friendly character’s keyword…..

While this figure gets a bit more of a restrictive wording this way, remember that he still possesses 5 keywords and is already a wild card. And many of those other teams have powers and abilities that use keywords, so Nightwing will play with them very nicely.

The changes outlined above only affects a handful of game effects.  Take a look through the new Player’s Guide to see what all those changes are.

As usual, you will find the links to the latest Players Guide below.   And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean “TechG0D” Braunstein
HeroClix Rules Arbitrator
HeroClixRules@gmail.com

 

Links:

HeroClix Comprehensive Tournament Rules 2013-01

Players Guide Golden Age 2013-01

Players Guide Modern Age 2013-01

Categories
HeroClix Rules Review

HeroClix Q&A: Improving on Perfection

When the 2012 Rulebook and Powers and Abilities Card debuted earlier this year, there were many small tweaks here and there to existing game effects; large scale changes were relatively minimal.  But probably the single largest change was the introduction of two new combat abilities and a conversion to a symbol-based system to show, at a glance, what previously could take a couple sentences of text.  Like all things new, these changes can be a bit daunting at first.  So we’ve put together this primer on the new combat abilities to explain how exactly they are used and also to help with the interpretation of these new symbols.

So strap in and prepare to learn all about Improved Characters and that wacky table on the back of your Powers and Abilities Card!

All Pluses, No Minuses

Page 17 of the rules explains exactly what an Improved Character is, but here is the crash course version: Characters that can use Improved Movement or Improved Targeting are identified by the  on their dial top, near where you’d also find the . This  by itself doesn’t tell you exactly what kind of Improved abilities the character can use; only that the character does indeed possess some kind of Improvement.  You will need to check the character card to see exactly what kind of Improved abilities the character has.  There is also a chart on the Powers and Abilities Card (PAC) that is necessary for interpreting the effects of Improved abilities.

Improved Movement and Improved Targeting are combat abilities, similar to effects like Flight, Indomitable, or Move and Attack.   This means that a character can use its Improved Movement or Targeting anywhere on its dial.  Also this means you can use Outwit to counter Improved Movement and Improved Targeting:

One use of Outwit will counter all aspects of a character’s Improved Movement or Improved Targeting; the combat ability is Improved Movement (or Improved Targeting), not the little colored squares and symbols that follow afterwards.  You do not need to/can’t counter each little colored square and squiggle in an Improved Movement/Targeting description.

The Running Man: Improved Movement Explained

When you see the  on a character’s card or in the description of a power or ability that tells you that the character is able to use Improved Movement.  This means the character is able to ignore certain game effects that would normally impede, or outright prevent, movement across the map.  The exact type of Improved Movement will vary from character to character and is determined by the little colored boxes and symbols that follow the .  Let’s jump right in and take a look at a specific example:

We can see that Blackbat has an Improved Movement ability called Freedom of Movement and there are three symbols following the : a red square (), a green square (), and a black circle () .  If we check the Improved Movement/Targeting chart on the PAC, we see that  symbolizes elevated terrain, that  symbolizes hindering terrain, and  symbolizes characters.  When paired up with, this means Blackbat can ignore elevated and hindering terrain and characters when she moves.

How about another example, this time using a standard power that references Improved Movement:

Here we see that Leap/Climb makes reference to four different symbols for Improved Movement: red and green squares (, ), a brown square with an “O” in the middle (), and a black circle ().  When we check the chart on the PAC again, we see that this means a character using Leap/Climb can ignore elevated terrain, hindering terrain, outdoor blocking terrain (but not indoor blocking), and characters it moves.  Speaking of Leap/Climb…

Ignoring Hindering Terrain: Wading Through It All

Ever since this new Improved stuff has appeared, we’ve been getting a lot of questions about the ‘changes’ to Leap/Climb and the Flight ability and such: Why can’t these character ignore water terrain anymore? Why isn’t there a blue square in the description ()?

Well, they can ignore water.  Actually, other than switching from words to symbols THERE HAS BEEN NO CHANGE in these kinds of game effects.  For reference, here is the 2011 wording for Leap/Climb (pre-symbols):

LEAP/CLIMB Give this character a move action and move it up to its speed value. It automatically breaks away, may move through squares adjacent to and occupied by opposing figures, and ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Please notice that nowhere in that description do the words “water terrain” appear.  This isn’t because a character using Leap/Climb can’t move through water… it is because water, for movement purposes, is hindering terrain.  And Leap/Climb (both before and now) ignores hindering terrain for movement purposes.  From the rule book (page 12):

Movement: Water terrain impedes movement, and is hindering terrain for movement purposes.

The  isn’t there because the  already covers water terrain.  The is used for effects like the Swim ability, where a character only ignores water, and not hindering terrain in general, for movement.

Bullseye: Improved Targeting Explained

When you see the  on a character’s card or in the description of a power or ability that tells you that the character is able to use Improved Targeting.  This means the character is able to ignore certain effects that would normally hinder or block line of fire.  Much like Improved Movement, the exact type of Improved Targeting is determined by the little colored boxes and symbols that follow the  .  For example:

Sharpshooter is an ability that lets a character use ignore two different effects via Improved Targeting: opposing characters ( ) don’t block line of fire and adjacent opposing characters ( ) can be attacked with ranged combat attacks.

Here is another example:

Pulse Wave is a power that does an awful lot of stuff, but for our purposes today, we want to focus on the Improved Targeting aspects of the power.  Specifically, we see a green square (), black circle (), and what looks like two circles bisected by an arrow () after the .  This means that when Pulse Wave is used, the character’s line of fire ignores hindering terrain and characters (both friendly and opposing characters) and the character can make ranged combat attacks even if it is adjacent to an opposing character.

Did I Improve Your Understanding?

This wraps up our discussion for today and, hopefully, you now understand this whole Improved Movement and Improved Targeting thing a bit better.  Yes, these symbols can be a bit daunting at first, but if you take a look at the character in the PAC, you will find that the symbols mean largely the same thing across the two Improved abilities: a  will mean, whether moving or drawing line of fire, that your character is going to be ignoring elevation.   So if you can remember that  = elevation then you are already halfway toward knowing what a :  means*.

I hope you have found this information useful.  If you have any more questions about counter, ignore, or other aspects of the game, please feel free to send an e-mail to HeroClixRules@gmail.com or hit the Rules Deputies up on the forums!

 

*It means you would ignore elevation when drawing lines of fire, in case you weren’t quite sure.

-Rules Representative: Jeff “normalview” Orasky

Categories
HeroClix Rules Review

HeroClix Q&A: Big or Small, We Got Them All!

Greetings HeroClix Fans!

How big is a Sentinel?  Can Wasp really carry the Hulk?  Questions like these have been asked since the days of Infinity Challenge.  And, as the game has changed over the years, the answers haven’t always been the same as they are now.  Welcome to yet another exciting edition of Rules Article Thursday where we take a Giant look at some Colossal questions and see if we can reduce any confusion to a Tiny fraction of its Standard size…

How Big Is It?

So what exactly is “size” in Heroclix?  And how do I know what size my character is supposed to be?  Good questions both and let me begin by saying what size is NOT:  Size has absolutely nothing to do with how large (or small) the character’s sculpt or base/dial is in relation to other sculpts and bases.  For example, due to artistic license with sculpt, we’ve had some characters that look positively massive… and yet they are only standard size characters.  Similarly, a lot of actual colossal characters can be found on 2×2 bases, but there are a couple standard sized characters on 2×2 bases, too.

Nope, the only way to know for sure what a character’s size is in Heroclix is to look at its damage symbol.

A character will always have a damage symbol and it is this symbol that determines its size.  Currently, there are four different damage symbols in Heroclix: the standard damage symbol damage-standard, the giant damage symboldamage-giant, the colossal damage symbol damage-colossal and (the most recent addition) the tiny damage .

The Powers and Ability Card (PAC) tells us exactly how these different sizes stack up against each other:

So we can see that Tiny is the smallest, Colossal the largest, with Standard and Giant somewhere in between those two.

The size of a character can have a lot of influence on how it plays in the game.  The two most frequent ways size changes a game are the effect size has on line of fire (LOF) and the Carry ability.

Sizing Up LOF

Let’s take another quick look at that PAC entry:

We can see from that last line that a character will block LOF if it is the same size, or larger, as the characters involved in the process of drawing LOF.  Let’s take a look at some specific examples…

Hank Pym and some of the other Avengers are trying to thwart the sinister Stranger’s latest scheme!  During the course of the battle, the Avengers find themselves arrayed at various elevations and, unfortunately for Hank, the Stranger has decided to focus his wrath against the doctor!  Which of Hank’s various allies can possible save him from certain doom?

Hank has the damage-standard damage symbol, so he will block Iron Man’s LOF to Stranger: no help there.  However, Vision is sitting on a higher elevation than Hank, so he can draw LOF over the poor,  about-to-be-squished scientist and shoot the Stranger.  Thor, even though he is elevated, can’t draw LOF, either, because of the blocking terrain in the way.  Vision is Hank’s only hope!

But what if Hank wants to increase his odds of survival?  Let’s say he decides to use his Morph ability and change into Ant-Man.  Now he has the damage symbol… he is smaller than Iron Man (and Stranger) and Iron Man will now have a clear LOF to Stranger!  Two Avengers can blast away and try to save Ant-Man!  Thor is still out of luck, though…

But what if Hank wants to try to fight the Stranger himself?  Let’s say he decided to use his Morph ability and change into Giant-Man.  Now he has the damage-giant damage symbol… he is now larger than Stranger (and Iron Man and Vision) and will block both Iron Man’s and Vision’s LOF to Stranger!  Oh no!  Giant-Man better be able Stranger on his own…

We’re Gonna Need a Bigger Boat…

The other game effect size can really impact is the Carry ability.  Here it is, for review:

We see in that description that a character can’t carry larger characters.  So even if a damage-standard size character could normally use Carry, it couldn’t use that ability to carry a character with the damage-giant or damage-colossal symbol.

Let’s say Giant-Man has realized Stranger is just too much for him and needs to get out of there fast.  Unfortunately for him, even though Iron Man is right next to him and can use Carry, Giant-Man is larger than Iron Man; Iron Man can’t carry Giant-Man.  Giant-Man will either have to Morph into a smaller character or get out of there on his own.

Big Things Ahead: Sizes and Combat Abilities

Each damage symbol also comes with its own set of combat abilities.  Each of these abilities can also have a large impact on the game, beyond the simple size of the character, and will be the focus of future articles.  The PAC describes each symbol and its associated abilities; please see the PAC for more details and keep an eye out for those future articles.

Thanks once again for reading along today.  I hope you have found this information useful.  If you have any more questions about counter, ignore, or other aspects of the game, please feel free to send an e-mail to HeroClixRules@gmail.com or hit the Rules Deputies up on the forums!

-Rules Representative: Jeff “normalview” Orasky

Categories
Heroclix HeroClix Rules Review

HeroClix Q&A: October Players Guide

Hello there Clixers,

Well it’s that time again for a new Players Guide with all the Updates.  In this issue we have added a bunch of stuff:  Comic-Con Promos, Justice League 52 (CTD and Fast Forces), The 10th Anniversary CDT’s (Marvel and DC), Marvel TabApp and finally Assassin Creed (Brotherhood and Revelations).

We did clarify a couple of TINY things.

First off Tiny characters.

Tiny Size

Modify this character’s defense value by +1 against ranged combat attacks.  A friendly character that is larger and adjacent can use the Carry ability to carry up to one  character, regardless of its other combat symbols, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally.  This ability can’t be countered.

So your Tiny Duo’s can be carried even if they are a Flyer or a Duo, or have some other symbol that would normally not allow them to be carried.

And secondly, carrying a Tiny character via the Tiny Size ability does not prevent a character from Carrying a Second Tiny Size character through other means.

So your Transporter or Flyer can carry two Tiny Size characters.  One through the Tiny Size ability and one through their normal Carry ability.

Also we wanted to clarify the rule for Movement and Close Combat through ladders and stairs.

Below you will see a picture of Hawkman and Wonder Woman on Elevation 1.  You will also notice that Madame Xanadu and Mindwarp on Elevation 2.

Wonder Woman, Hawkman and Madame Xanadu can all Close combat each other as each one is in a square at the top or bottom of the ladder.  Mindwarp is unable to Close Combat anyone as he is not at the top or bottom of a ladder.

For movement purposes Wonder Woman is able to move from Elevation 1 to Elevation 2 through the diagonal on the two ladder to end up between both Madame Xanadu and Mindwarp.

Hopefully that will help everyone better understand Close Combat and Movement through the ladder squares,

Below you will also find the links to the latest Players Guide.  Well that’s about it for now.

And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean aka “TechG0D”
Rules Arb

Players Guide Modern Age – 2012_10

Players Guide Golden Age – 2012_10

 

 

Categories
Heroclix HeroClix Rules Review

Defense Defense Defense

Greetings Heroclix fans!

For today’s Rules Review article, we are going to take a look at the various defensive powers in HeroClix, and when each of them activates during an attack. To illustrate, I am going to use two characters that faced off in the final game of this year’s World Championship: Morgan Le Fay from the Chaos War set and Black Adam from the Superman set (200 point version), each equipped with the Infinity Gauntlet resource dial with all Gems attached.

Wow – there’s a lot going on even without adding the craziness of the Infinity Gauntlet! For our example, we’re going to say that both characters are on their starting click, though each character’s Gauntlet is on a different click. Let’s look at all the powers and abilities that are going to be involved in Black Adam’s opening attack: Morgan Le Fay has a lot going on:

  1. During her last turn, the Astral Form Fade special power allowed her to choose Combat Reflexes (because why would she choose Energy Shield/Deflection when facing a 0 range character like Black Adam).
  2. She has Shape Change as her damage power.
  3. Earlier in the game, she used her Minions of Doom wildcard team ability to copy her teammate Scarlet Witch’s Mystics team ability.
  4. Her Infinity Gauntlet it on click 6, which lets her use Super Senses.

Meanwhile, Black Adam’s Infinity Gauntlet is on click 4, which gives him 2 important gems:

  1. Reality Gem, allowing him to use Probability Control.
  2. Soul Gem, allowing him to use Steal Energy.

Everyone with me so far? Good, then it’s time to get to the action! Black Adam wants to attack Morgan Le Fay, so he declares a close combat action and prepares to do a close combat attack. The sequence of events the unfolds like this:

 

1. Shape Change: As soon as Morgan Le Fay is picked as the target of the attack, Shape Change activates. If the Shape Change roll succeeds, Black Adam must pick a different target for his attack – if he cannot, the action ends without an attack. Keep in mind that since the attack has been declared, Black Adam cannot move to another square before making the attack – he needs to make the attack where he stands. Another thing to keep in mind is that Shape Change protects Morgan Le Fay from Black Adam for the rest of the turn – if Black Adam could use Flurry and Morgan Le Fay made a successful Shape Change against the first attack Black Adam would not be able to target her with the second attack.

2. The attack roll. With Shape Change out of the way, Black Adam can proceed to the attack roll. It may be a bit tricky for him to hit since Morgan Le Fay gets a defensive bonus from Combat Reflexes, but at least Black Adam can use Probability Control through the Reality Gem to give him a second chance to hit. “But wait a minute” some readers may now ask, “couldn’t you have used Probability Control to reroll the Shape Change roll?”. And to that, the answer is “not in this scenario.”

Probability Control lets you reroll your dice rolls on your turn and your opponent’s rolls on your opponent’s turn. In this case, it is Black Adam‘s turn, but Morgan Le Fay is the one rolling Shape Change, so Probability Control cannot be used. Had Black Adam been able to attack during Morgan Le Fay‘s turn somehow (say if he was teamed up with Big Figure from the Watchmen set), then it would be possible to reroll the Shape Change roll though in that scenario, he would then not be able to reroll his own attack!

 

3. Super Senses: If Black Adam manages to successfully hit Morgan Le Fay, she gets one more chance to evade the attack by using Super Senses. Should she make a successful Super Senses roll, the attack is a miss. This can be quite important when making a ranged attack against multiple targets, as you distribute the damage between targets successfully hit – Super Senses is rolled before damage is distributed, and no damage can be dealt to a target that evaded the attack.

4. Dealing damage. Since Black Adam managed to get through Morgan Le Fay‘s defenses, it is now time to deal damage. To make things interesting, let’s say Black Adam was carrying a heavy object and managed to roll a critical hit – bad news for Morgan Le Fay, but at least she still has Toughness to protect her somewhat. Black Adam has a damage value of 5 and modifies this by +2 for the heavy object he was carrying, so his modified damage value is 7. This is the damage dealt to Morgan, which can then be further modified – in this case, damage dealt is increased by 1 for the critical hit and then decreased by 1 for Morgan Le Fay‘s Toughness, so the net change is 0. As the attack resolves, Morgan Le Fay takes 7 damage, putting her on her last click!

5. Steal Energy and Mystics

 In this scenario, there are two other effects that activate once damage has been dealt: Morgan Le Fay is using the Mystics team ability she copied from her teammate Scarlet Witch, and Black Adam can use Steal Energy thanks to the Soul Gem.

MYSTICS – When a character using the Mystics team ability takes damage from an attack, the attacker is dealt 1 unavoidable damage. This damage is not an attack.

Since both these effects activate at the same time (when Morgan Le Fay takes damage from Black Adam’s attack), the active player gets to choose the order of resolution. In other words, Black Adam gets to decide if he wants to heal or take damage first. Since he is on his first click, he’ll likely want to take the damage first and then heal to get back to where he started. A character who may be further down his dial may want to reverse that, heal first so that here is no risk of being KO’d by the damage from Mystics. Another thing to note is that if Morgan Le Fay had been able to use Mastermind (say if her Infinity Gauntlet was on click 3 instead of click 6), she would need to transfer the damage before it was dealt to her – in that case the figure she transferred the damage to would take a whopping 8 clicks of damage (Black Adam would still add the critical hit bonus to the damage dealt, but Morgan Le Fay would not get to decrease the damage dealt with Toughness). Another subtle difference is the Impervious power.

While functionally this is similar to both Shape Change and Super Senses, the effects of the three powers are very different: Shape Change prevents an attack from being made, Super Senses makes a hit into a miss, and Impervious reduces damage dealt to 0. Keep in mind that when you use Impervious, it only reduces the damage – any other effects of the attack still happens! For example, if Morgan Le Fay’s teammate Wasp attacked Black Adam with her Bio-Electric Blasts, Black Adam would be given an action token and be dealt penetrating damage regardless of the result of his Impervious roll!

6. Applying knock back.

Since Black Adam rolled a critical hit, Morgan Le Fay will be knocked back from him equal to the damage taken – she is tossed 7 squares away by the sheer force of Black Adam‘s attack!

Keep in mind that if the attack roll had not been doubles, Morgan Le Fay could still choose to be knocked back thanks to her Combat Reflexes – however, she does not have the option to not be knocked back. Combat Reflexeslets you get knocked back more, not less. Being knocked back is a little tricky timing wise:

  1. As soon as doubles are rolled, the attack generates knock back.
  2. The damage dealt is calculated, and this determines how far the knocked back character goes.
  3. The damage is dealt.
  4. The character is moved because of knock back.
  5. If the knock back causes any damage, it is dealt now.

Let’s say it was Morgan Le Fay who attacked Black Adam instead and managed to deal 1 damage to him when he was on his top click, and the attack roll was doubles. Since Black Adam can use Charge on his starting click (as part of his Hell is here! Special power) he would not be knocked back, even though he would end up on a click without Charge. On the other hand, if Morgan Le Fay managed to damage Black Adam so that he went from a click with Hypersonic Speed to a click with Charge he would be knocked back as he had no immunity to being knocked back when the attack was made. Back to the topic at hand, Morgan Le Fay is knocked back 7 squares. Since she is on her last click, she’d better hope there is nothing that might block her path and deal additional damage as her only defense power at this point is Regeneration. If she slams into a wall, blocking terrain, or the edge of elevated terrain she will be dealt another click of damage and be KO’d! Since she no longer can use Combat Reflexes or Toughness, she has no protection against knock back damage. Knock back damage is not from an attack, so it won’t activate the Mystics team ability. On the other hand, since Black Adam’s attack was the reason Morgan was knocked back and dealt damage, her KO from knock back damage will activate the secondary effect of the Soul Gem to heal Black Adam again!

7. Dealing pushing damage. As Black Adam’s close combat action resolves, pushing damage is applied. This may not apply to Black Adam or Morgan Le Fay since they can both use Willpower through the Infinity Gauntlet, but let’s say that Morgan Le Fay’s teammate Wasp got a second action token by using theme team Probability Control to reroll Black Adam’s attack. The token was applied immediately, but the pushing damage is not applied until the attack resolves, so Wasp’s dial does not change during the attack itself. It is also worth noting that this is when a character needs to be able to ignore pushing damage – I once lost a game because a critical miss caused my character to lose Willpower before the attack concluded, then took another click of pushing damage!   Once the attack has resolved, the action is over!

It’s certainly not looking good for Morgan, but she may be able to mount a comeback – a good Regeneration roll could certainly bring her back into the game after all that bad luck. For now I think we have covered everything about the timing of defensive powers though, so we’ll leave Morgan Le Fay and Black Adam to settle their differences on their own.  

– Rules Representative: Hans “Quebbster” Josefson

Categories
Announcements Heroclix Rules Question Special

2012 HeroClix Powers and Ability Card (PAC) Article #2

Hello there Clixers,

It’s me again, your friendly neighborhood Rules Arb, Sean aka “TechG0D”.

Well now lets take a minute to talk about and look at a couple new things on the NEW 2012 HeroClix Powers and Ability Chart. Most of the powers stayed exactly the same in this version. The biggest thing that you will notice is the new Improved Ability Chart. What is an Improved Ability? It’s an innate ability of a character to do “something” without a Power or Ability. This is indicated by a PLUS on the dial and the Character card will indicate what Improved Abilities the character might have.

Have you ever said, “Why can’t Spider-Man or Batman just ignore Hindering and Elevated Terrain while Charging?” Giving them Superman Ally or Avenger Initiative helps with ignoring hindering terrain for movement but also adds ignoring hindering terrain for Line of Fire also, which might not be thematically a correct statement to make. And Flight would help them ignore elevated terrain, but again that might not be in the best interest of the character’s representation.

Now with Improved Movement we add the ability to ignore all terrain types for movement as a Trait. Improved Movement is marked PLUS on the character base and character card. You will see what we call the RUNNER symbol on the character card followed by a symbol or two. If you see a GREEN SQUARE after the RUNNER that means that his character ignores Hindering Terrain for movement. If you see a BROWN Square then the character ignores ALL Blocking Terrain. There are even symbols for Ignoring characters and character bases.

Have you ever wondered, “If Superman has X-Ray vision and can see through walls why can’t he make ranged attacks through walls?” Well that’s easy, Ignoring Blocking Terrain for Line of Fire purposes has been hard to represent. Well now we don’t have that issue. Improved Targeting is now here! Like other Improved Abilities, Improved Targeting is marked with a PLUS on the character base. The character card has the BULLSEYE symbol and small colored squares or other symbols that will indicate exactly what is ignored while making ranged attacks.

We’ve cut out just part of the chart to show you how it looks and what you should expect. We’ve updated many of the Combat Abilities with these Improved Abilities. You will see those when the whole PAC is revealed.And I guess that’s all. So we’ll see you Origins’. Well that’s about it for now. And always remember “Keep Clixing, One Clix at a Time.”Thanks for reading.
Sean aka “TechG0D”
Rules Arb
Categories
Announcements Heroclix Rules Question Special

2012 HeroClix Rule book Article #1

Hello there Clixers,

It’s me again, your friendly neighborhood Rules Arb, Sean aka “TechG0D”.  The 2012 HeroClix Rule Book will be released with the Dark Knight Returns this summer and we wanted to help you get ready.  There are a few new things in the Rule Book this time, but they aren’t major changes. Still, we should talk about some of them.

PRIME CHARACTERS

First up is the addition of a new type of character: The PRIME Character.  These characters are identified with a GREEN Ring on their base.  Prime characters take Unique to the next level – you can only play ONE PRIME character per force, no matter how large your build total is.

MULTIPLE DIALS

We’ve added information about how to play Multiple Dial figures.  Any dial not in use should be on a KO click.  As you play a particular dial and take enough damage to KO that dial any leftover damage is not applied to the new dial. This is how these figures have been played for the most part, but it’s now official in the rule book. So now go out there and play your Ziran the Tester or Galactus.

REPLACEMENT CHARACTERS

HeroClix has several mechanics that allow a figure to be replaced with another one (Morph, Alter Ego, Battlefield Promotion to name a few). The rules for replacement figures have certain things in common for all replacements that happen, so these have been codified in the rule book. Figures that are off the board waiting for these effects to bring them onto the map should be on KO clicks – no checking to see what you get ahead of time.  Victory Points for replacement characters is also discussed in the rule book, but again, this is nothing more than what you already know from existing mechanics.  What is new to HeroClix is that your force can be limited to just how many replacement characters can be waiting on the sideline. The rule book itself does not require a specific number, just like it doesn’t require a specific number for your build total. The HeroClix Tournament standard will be 2 per 100 points of Force with a maximum of 12 characters.

ACTIONS

Double Power Actions were introduced last year and they represent the powers some characters can perform with tremendous effort. With the release of this year’s rule book, unless specified otherwise, characters can never activate Double Power Actions through Free actions. Also, you will notice the inclusion of Epic actions in the rule book and later you will notice the inclusion of the Grenade trait icons as well as Horde Tokens.  The core HeroClix rule book is bringing all of these together in one place.

Multi-Base Figures

In the past we know that moving Mutli-Base figures have been tough.  You can’t squeeze them through doorways or climb ladders that are one square wide.  Wouldn’t it be nice for the Frost Giant to be able to squeeze out of the prison cells without breaking down a wall?  We’ve tried to make moving a multiple base figure a bit easier.  When moving, your movement path only requires a one square path to follow.  The trick is that when you place the base no square can move more squares than the one chosen to begin its movement.  All squares of the multiple based figure does need to be placed so that they are all adjacent, unless the figure has rules stating otherwise.  Also, we’ve made it clear that when you move a figure that has a larger base, it can’t be placed on a diagonal. While this rule does not apply to peanut bases, big guys like Master Mold will be facing one way or the other, not twisting (and confusing which squares it occupies).

HeroClix, Improved

We have Special Power and Traits that have really helped to define characters and nail down those comic accurate powers that everyone wants to see.  We’ve added another tool to that arsenal.  So we introduce a new game effect, Improved Characters. This will new combat ability will be discussed in more detail when we talk about the new PAC in the next article.  But to give you a little taste, Improved Characters will have the ability to move or target in ways that will be useful for their entire dial.

Object Update

Everyone loves objects, paper and 3-D.  Over the years we’ve added Immobile objects to the standard light and heavy and even some with special effects.  Wouldn’t it be great to have an object that can take up more than one square. That can be picked up only by the powerhouses of the HeroClix universe.  Something that Jean Grey would have a tough time moving with her mind? We introduce a new type of Heavy object, the Ultra Heavy Object.  This Object cannot be picked up by characters under 100 points.  It also adds a whopping +3 to your damage value when used in a close combat attack and it can’t  be targeted with the Telekinesis power (either to move it or attack with it).

Well, those are some of the Highlights from the new rule book.  Next time we will talk about the new PAC and get more details on Improved characters.
That’s it for now.  And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean aka “TechG0D”
Rules Arb