| HeroClix League of Athens | ||||||||||||||||||
![]() |
||||||||||||||||||
| Indy HeroClix official rules clarifications!!! | ||||||||||||||||||
![]() |
||||||||||||||||||
| On October 15, 2003 the rules from Indy HeroClix become official for all HeroClix tournaments. Here are the official rules clarifications as of September 03, 2003. | ||||||||||||||||||
Stacking Perplex - Perplex may still be stacked in Indy HeroClix. 2000 AD Team Ability - There should be an entry in the glossary that reads; "Team - a character with a Team Affiliation, or group of characters with the same Team Affiliation." Probability Control - Per the PAC, you cannot use Probability Control to affect your own dice rolls during your opponent's turn. Ranged Combat Actions Against Multiple Targets - Characters with 0 damage and multiple Lightning Bolts (multi-target) inflict only the damage shown on their dial. Unless they inflict a critical hit or have their damage Perplexed up, they will do no damage. Also note: damage cannot be split into fractions and then rounded up. Leap/Climb - Per the PAC, you can hit a Grounded, Hovering, or a Soaring character regardless of elevation. Crusade Team Ability - The "Crusade" attack does not have to be successful to generate Knockback. Additionally, the target is knocked back a number of squares equal to the attacker's damage value, not the actual damage dealt. Mind Control - Per the definition of a Free Action (see the glossary) the target of the MC attack does not receive a token, and may be assigned a free Ranged Combat, Close Combat, Move or Power action. You may use any powers and abilities on the controlled figure during the action that you're assigning to them. The Free Action given with Mind Control may be used for a Power Action, a Combat Action, a Move Action, or any other Free Action. Using Free Actions such as Outwit with the Free Action given by Mind Control ends the Mind Control Action. Hypersonic Speed - HSS can be used with a Free Move ability when using the Move Action option, not the Power Action option (Move Action is the 1st option). Pulse Wave - It ignores ALL powers and team abilities for ALL figures within half of the attacker's range. Consider the powers and team abilities to all be "canceled" only for the duration of the Pulse Wave attack. Big Figs and Capturing Flyers - Titan sized figures, being flyers, may not carry flying figures. However, they may capture them as per the normal rules. Capturing a figure is not the same as carrying them. Energy Explosion and Muti-Target Attacks - All figures successfully hit by a Multi-Target Energy Explosion attack will be dealt 1 damage, per the rules for Energy Explosion. Basically, this power uses the same rules as it always has. Flying Figures and Breakaway - A flying character can ignore the effects of other characters when moving. However, if a flying figure begins it's move action adjacent to an opposing character, the flyer must successfully break away in order to move. Super Strength and Picking up Objects - You may pick up an object and then attack with it while using Charge, Running Shot and Hypersonic Speed. Canceling Team Abilities - The glossary should state "Team abilities may not be lost, or countered." They may still be voluntarily canceled. Enhancement use - You may only use Enhancement once during any given ranged combat attack. You may not use it as a free action multiple times to increase the same ranged combat attack. Enhancement does NOT increase a figure's Damage value, it simply adds 1 to the Damage Dealt by the ranged combat attack. Force Blast - The PAC under Force Blast should state "This attack deals no damage" instead of "This attack deals 0 damage". Perplex and Outwit use Mid-Action - In tournament play, Outwit and Perplex may not be used in the middle of an action. Smoke Cloud Placement - Smoke Cloud tokens may be placed in squares occupied by hindering terrain, as well as the square that the active character occupies, but not in squares containing blocking terrain or figures. Barrier Placement - Barrier tokens may be placed in squares containing hindering terrain, but not in a square containing blocking terrain or figures. Phasing and Team Abilities with Free Moves - Phasing, being a power action, may not be used with Team abilites that allow for move actions that do not count toward your allotment of actions for the turn. Assigning Actions and not having Pass Actions - You do not need to use all your available actions per turn. Although pass actions are no longer available, there also isn't a requirement that you use all your available actions per turn. The statement in the rules is meant to indicate "once you've ressolved all the actions you assigned during your turn". Super Senses and Force Blast - Since the text of Force Blast states "This attack deals . . ." it is indeed an attack, even though it's activated by a power action. Therefore a Super Senses roll may be attempted against this attack. Is knockback separate from attack damage? Yes, it is. Therefore, powers that reduce damage may be used to also reduce knockback damage (say from hitting a wall or falling off a building). |
||||||||||||||||||
Home Tournaments Special Events Tournament Results Articles |
||||||||||||||||||
| For more information contact us at: [email protected] | ||||||||||||||||||
![]() |
||||||||||||||||||