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| Version | User | Scope of changes |
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| Sep 18 2009, 7:12 AM EDT (current) | Deathreaver999 | 14 words added, 21 words deleted |
| Jun 1 2009, 4:05 AM EDT | Deathreaver999 | 72 words added |
MOVEMENTNow movement in Clix Campaign is a little different then the normal Clix games. The movement speed on thedial is still the movement speed allowed by the character unless there are bonuses or restriction that apply to movement. Each character has a symbol printed on its base next to its speed value to designate how it moves. Most standard characters have one of three symbols: a boot , a wing, or a dolphin.
Each character you control has one move action per turn, now this move action can be a Normal Movement or Special Movement.
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COMBAT You can give a character two types of attacks: close combat or ranged combat attacks. Both types of attacks are described below. The character making the attack is called the attacker. The character against which the attack is made is called the target. To determine the success or failure of an attack, the attacking player makes an attack roll. Roll two six-sided dice and add the result to the attacker’s current attack value. If the result is equal to or greater than the defense value of the target, the attack is successful. Certain powers and game effects make it possible for a target to evade a successful attack. Critical Misses and Critical Hits
Support - Critical Misses and Critical Hits.
Some powers, team abilities, or other game effects may be used or triggered only when a character does something very specific. Free actions may be taken at any time, independent of either attacking or moving, or in the middle of either. Damage When your character makes a successful attack, the damage dealt is equal to its damage value, modified by any powers, team abilities, feats, or other game effects. The target takes that much damage, modified by any of its own powers, team abilities, and feats, or other game effects.
Ranged Combat Ranged combat represents ranged attacks, such as thrown bombs, repulsor rays, machine guns, heat vision, Batarangs, energy blasts, psionic attacks, and so on. Every character has a range value printed on its base. This the maximum number of distance that a character’s ranged attack can reach. If the range value is greater than 0 and your character is not adjacent to an opposing character, then your character may make a ranged combat attack. A character can attack in any direction, regardless of the direction it is facing.Line of fireBefore making any attack, the line of fire crosses hindering terrain and would target a characterusing Stealth or an effect which simulates Stealth (ex: Batman Ally Team Ability) If the line of fire is blocked, the attacker may not make a combat attack against that target, unless otherwise specified in the rules (for example, a character can attempt to find another character hiding on Hindering Terrain with Stealth by making an attack for 0 damage called an Attentiveness Roll. For further details, see “Stealth”). A character can draw a line of fire to itself or to the square it occupies. Grounded characters block line of fire only to other grounded characters. If the attacker has a clear line of fire, then count the shortest route to the target in squares using the imaginary line as a guide. Do not count the square the attacker occupies when determining range. You may use a ranged combat attack to target an opposing character that is adjacent to a friendly character. You must determine if the attacker has a clear line of fire to the target and, if you wish to make aranged attack, if the target is within range. Before declaring your character’s action for that turn, you are allowed to check the map to see which targets are valid targets. To determine if there is a clear line of fire, use any rigid, straight edge or draw an imaginary line from the center of the attacker’s square to the center of the target’s square. The line of fire is blocked if: • the line of fire passes through a square that contains a character other than the attacker or the target • the line of fire crosses blocking terrain • the line of fire from a soaring attacker to a soaring target passes through a soaring character. Line of fire is important for more than just attacks! Some powers and game effects require that a character have a line of fire to a target. In these situations, check to see if the line of fire is clear, just as if you were making an attack. Ranged Combat Attacks Targeting Hovering Characters Hovering characters can make ranged combat attacks against adjacent opposing characters;however, hovering characters can still make ranged attacks against nonadjacent characters when the hovering character is adjacent to an opposing character. A hovering character may also be the target of a ranged attack by an adjacent nonflying character. Ranged Combat Attacks Targeting Soaring Characters Soaring characters can draw lines of fire only to soaring characters, giant characters, andcolossal characters without modifying their range and damage values. Soaring characters must halve their range when targeting a grounded or hovering character, and subtract 1 from any damage dealt by the attack. A nonflying character or a hovering character can make a ranged combat attack against a soaring character, but they must also halve their range, unless they are giant or colossal figures. Soaring characters are never considered to be adjacent to any grounded or hovering characters. A soaring character in an adjacent square to a grounded or hovering character with Leap Climb may be targeted by that character with a Close Combat attack, but they are still not considered to be adjacent to each other.you make one attack roll for each target. Any target struck takes the attacker’s full damage for that attack type. (Ranged Combat Expert cannot be used to modify damage when making multiple range attacks.) Lines of fire drawn to and from soaring characters and nonflying characters or hovering characters ignore hindering terrain and are blocked by giant characters, colossal characters, and elevated blocking terrain. A line of fire drawn between two soaring characters, a soaring character and a giant character, or a soaring character and a colossal character is not affected by terrain, hovering characters, or nonflying characters. Multiple Ranged Combat Targets All characters have one, two, or three lightning bolt symbols printed next to their range values. The number of lightning bolts is the number of different targets the character may target with a single ranged combat attack. A character may not target the same character more than once during a ranged combat attack. If one of your characters attacks more than one target, that character must be able to draw a clear line of fire to each target. A character may use its full range against each character targeted. A character is not required to target as many characters as it has lightning bolts. When your character attempts to affect more than one target with a ranged combat attack, Weapons in combat Using Objects as Weapons Characters with the Super Strength power may pick up an object and use it as a weapon. A character may hold only one object at a time. A character may choose to drop an object again once it is held. If a character holding an object is KOd or loses the Super Strength power, the character automatically drops the object, which stays in the square the character occupied when the power was lost. A character can move, pick up an object, and continue to move. A character who picks up an object in the same turn as it wishes to attack using that object may move only half its normal Speed Value, unless it has the power Charge, in which case, it may pick up an object, move its full Speed Value, and make a close combat attack. A character can pick up an object even if another character occupies the same square as the object (doing so has no effect on the character occupying the same square as the object). Place the object token under the base of the character with Super Strength to indicate that the character is holding the object. An object is destroyed once it is used in an attack, even if the attack misses. Remove a destroyed object from the game. Using Objects in a Close Combat Attack A character holding an object and making a close combat attack must use the object in the attack, unless the character is using a power that will deal 0 or no damage. On a successful attack, a light object increases the character’s damage dealt by 1 and a heavy object increases the character’s damage dealt by 2. Using Objects in a Ranged Combat Attack A character with Super Strength can throw an object at a single opposing character. To throw anobject, the character makes a ranged attack, even if its range value is 0. Regardless of the attacker’s range, light objects can be thrown 6 squares and heavy objects can be thrown 4 squares. Regardless of the attacker’s damage value, a successful ranged combat attack with a light object deals 2 damage and a successful ranged combat attack with a heavy object deals 3 damage. A character holding an object does not have to attack with the object when given a ranged combat action. Other Combat Actions Telekinesis Characters with Telekinesis may move objects or use them as weapons; they may also movecharacters. When using Telekinesis, distance is measured from the object or character on which Telekinesis is being used. Moving characters with Telekinesis - Characters moved by the Telekinesis power may not take any actions other than free actions until the beginning of their controller’s next turn. Knock Back When a player rolls doubles on the dice on a successful attack roll (except for two 1s, whichnever succeed), 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. Certain powers and team abilities might knock back a character or prevent a character from being knocked back. Check for those powers and team abilities before taking damage from the attack.A knocked back character is moved back one square for each 1 damage taken. Move thecharacter 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 an attack, power, or game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker. If an attack, power, or game effect knocks back a target that is not along a straight line from the attacker, the target is knocked back away from the attacker along a straight vertical, horizontal, or diagonal line chosen by the attacker. Defeating Your Enemies in Clix Campaign Defeating enemy opponents in Clix Campaign is a little different than standard HeroClix gaming.
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| SUPER POWERS SPEED SUPER POWERS FLURRY : Character can hit an opponent twice, as often as a normal character can.
LEAP/CLIMB : Character can leap or climb over characters and terrain.
PHASING/TELEPORT : This character may both turn intangible, and pass through solid objects, or teleport.
EARTHBOUND : If this character has the wing speed symbol: This character is grounded and has the boot speed mode instead of its printed speed mode. If this character is soaring when it gains Earthbound, this character is dealt 2 damage. This power can not be countered. If this character has the Giant damage symbol: This character has the fist damage symbol instead of its printed damage mode, indicating normal (non-Giant) size and status. If this character has both wing speed symbol and giant damage symbol and Earthbound comes up on its dial, apply whichever makes sense within the context of the character. CHARGE : This character can move over or by nearly any intervening obstacles when rushing into combat, and its close combat attacks do more damage after it charges up to an opponent.
MIND CONTROL : This character may momentarily cause an enemy to come under their influence.
PLASTICITY : This character can stretch his body into any shape.
FORCE BLAST : This character can knock back other characters and objects with a forceful blast.
HYPERSONIC SPEED : This character moves with blinding speed.
(In case these rules need more clarity, I'll give an example -- Amazo has a Speed of 10. He is 4 squares away from Aquaman. He moves 4, bringing him adjacent to Aquaman. He now has 6 movement left. He spends two movement and launches a Close Combat attack on Aquaman, which hits. Aquaman takes 3 clicks of damage, and Amazo now has 4 movement left. Amazo spends 2 more movement and launches another attack. If this one hits, Aquaman will take another 3 clicks of damage, and Amazo will have 2 clicks of movement left, which he can use for one more close combat attack, or which he can use to retreat with . If it misses, Amazo will have to spend another two movement due to the miss, and suddenly find himself out of movement, and stuck there adjacent to a now very angry King of the Seven Seas.) HyperSonic Speed characters may not use any other powers, including ranged attacks but excluding Flight, while moving. Thus, a HyperSonic Speed character could not use Outwit while moving, or Perplex, or Close Combat Expert or Exploit Weakness while moving and attacking. Feats such as Armor Piercing will still take effect, however. STEALTH : Hindering terrain blocks line of sight to this character.
A Stealth character hidden in hindering terrain does not obscure line of sight through the square they occupy. There is no chance of 'accidentally' hitting such a hidden character by shooting through their square at a character beyond them; the Stealth character is assumed to be keeping its head down on an opponents turn. A Stealth character hiding in hindering terrain can be moved past by an opposing figure. Since there is no line of sight to the Stealth figure, an adjacent opponent is not considered to be engaged unless the adjacent opponent can somehow perceive and engage the Stealth figure in combat. A Stealth character may strike on adjacent opponent characters; the adjacent opponent characters, however, cannot ascertain the precise location of the Stealth character without using a specific power or making a specific action, as below: Characters with the power Super Senses automatically see Stealth characters even when those characters are concealed by hindering terrain. They may attack them in Close Combat or with Ranged Attacks. Characters without Super Senses may make either a normal Ranged or Close Combat attack for zero damage if they choose on a Stealth character hiding in hindering terrain. Whether successful or unsuccessful, they take an action token. If successful, they have 'spotted' the hidden character and may then engage them in Close Combat, but not with Ranged Attacks. RUNNING SHOT : This character can move and make a ranged combat attack in the same action.
SPECIAL POWERS : This character has a special speed power. See this character’s character card for more information. ATTACK SUPER POWERS BLADES/CLAWS/FANGS This character can deliver 1 to 6 clicks of damage after a successful Close Combat Attack.
ENERGY EXPLOSION : This character's ranged combat attack can do damage to all figures adjacent to the target, and is not obstructed by characters or hindering terrain.
PULSE WAVE : This character can make an unfocused range attack that can impact everything within a certain radius of him.
INCAPACITATE : Character may use either a close or ranged combat attack to immobilize a target opposing figure.
PSYCHIC BLAST : This character can make an attack at range that will penetrate any barrier or shield or damage reducing effect.
SMOKE CLOUD : This character generates a cloud of smoke or darkness.
POISON : This character has a toxin or other effect that damages any nearby opponent.
STEAL ENERGY : Character gains power after a successful close combat attack.
TELEKINESIS : Character can physically manipulate objects, itself, and other characters using only the power of its mind.
Characters moved by Telekinesis other than the figure using Telekinesis itself may not take any other action until the beginning of their controller's next turn.SPECIAL POWERS : This character has a special speed power. See this character’s character card for more information. DEFENSE SUPER POWERS SUPER SENSES : Character can avoid being hit in combat, and can visualize its surroundings via superhuman sensory perceptions.
TOUGHNESS : Character is more resilient than a normal human. Subtract 1 from any combat damage dealt to this character. Toughness does not reduce critical-miss or hit damage. DEFEND : Character can share its defense value with friendly figures in adjacent squares.
COMBAT REFLEXES : Character is harder to hit in hand to hand combat, if it wants to be.
ENERGY SHIELD/DEFLECTION : Character's defense is improved against ranged combat attacks.
BARRIER : Character can create up to 4 squares of blocking terrain.
MASTERMIND : Character can deflect damage onto a teammate in an adjacent square.
WILLPOWER : Character is very strong willed.
IMPERVIOUS : Character is extremely hard to hurt through normal physical means.
REGENERATION : Character is capable of healing from great damage at superhuman speed.
INVULNERABILITY : Character reduces damage delivered to him by 3 clicks. Subtract 3 from any damage dealt to this character. Invulnerability does not reduce critical miss or hit damage. SPECIAL POWERS : This character has a special speed power. See this character’s character card for more information. DAMAGE SUPER POWERS RANGED COMBAT EXPERT : Character is more effective at range.
SUPPORT : Character can heal itself or other figures.
EXPLOIT WEAKNESS : Character can find a weak spot in any target.
ENHANCEMENT : Character increases the damage delivered by friendly ranged combat attacks.
PROBABILITY CONTROL : Character bends the laws of probability in their own favor.
Figures with Probability Control may also be used to protect the result of a dice roll you find desirable. If an opponent should try to use Probability Control to re-roll a die, or to make you re-roll a die, and you prefer the original roll to stand, you may use your Probability Control to cancel the re-roll attempt. Your Probability Control piece must be within 10 squares of the figure that would be making the new roll and have a clear line of sight to that figure. SHAPE CHANGE : Character can change its shape to deceive opponents.
When this character makes an attack, roll one 1 six sided die. On a result of 5-6, the target of the attack has its defense value reduced to 0, and damage dealt by this attack may not be reduced below 1, or transferred using Mastermind or other power effects. CLOSE COMBAT EXPERT : Character is more effective in hand to hand combat than at range.
PERPLEX : Forget it. There is no possible way to make this power make sense. Just deal with it.
OUTWIT : Character is one step ahead at all times, and can use their greater intellect and resourcefulness to negate an opponent’s strengths.
LEADERSHIP : With this character in command of your force, your force is more effective.
SPECIAL POWERS : This character has a special speed power. See this character’s character card for more information. |
TERRAIN Terrain can be the natural landscape of the battlefield, walls, or other objects depicted on the battle map; objecttokens and 3-D objects placed on the map at the beginning of the game; or they can be effects created by the use of powers. HeroClix has five types of terrain: clear, hindering, blocking, elevated, and water. Water terrain has special rules associated with it, and elevated terrain is a special type that modifies other types of terrain.
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