We will try and read everything on topic but can only respond via articles we write addressing shared concerns. About a year ago on March 1 st we published the first of our Rules articles. There are no large-scale changes here, mainly a tightening up of our rules language. We found what we hope are some ways to improve the rules language and gameplay for all three. Action Totals have always been a bit strange. But they also can have minimum or maximums.
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We will try and read everything on topic but can only respond via articles we write addressing shared concerns. About a year ago on March 1 st we published the first of our Rules articles.
There are no large-scale changes here, mainly a tightening up of our rules language. We found what we hope are some ways to improve the rules language and gameplay for all three.
Action Totals have always been a bit strange. But they also can have minimum or maximums. We are going to treat an Action Total as a limit.
HeroClix has always been hesitant to make any characters that affect Action Totals negatively. A real concern has always been that if you could stack these effects, you could lock someone out of the game.
Last year we added a maximum Action Total of 10 to prevent high-point games from getting out of hand. So now we can be a bit more flexible in designing some interesting characters that negatively impact Action Totals.
Each turn, you are limited in the number of costed actions you can give your characters. This limit is called your action total. Effects may increase or decrease your action total usually temporarily , but regardless of effects it has a minimum value of 2 and a maximum value of It can be part of a passive effect or part of an action or triggered effect. If no player is specified, it affects the player controlling that game element.
Let me introduce you to Autonomous. If it seems a bit weird to you, think of Autonomous as a companion to Indomitable. Both change fundamental parts of a costed action — pushing damage and comparing it to your action total. Now, does this mean we can give Autonomous to non-Bystander characters? The other new language for bystanders is relating to how many can be on the map at once. Only counts those generated by the same character.
If two rat bystanders generated by this character are already on the map, this ability can be activated but nothing is generated. It should be clearer in the rules that you get the action token, and other rules quirks and corner cases have popped up.
This was necessary to make characters that can move other characters work properly. Now, Shape Change can do something related, but with Shape Change if an attack becomes illegal because it has no targets, the attack resolves but the rest of the action continues on just fine.
So to fix all this, initially we tried the simplest solution of just having break away work like Shape Change — the move would end, but everything else in the action would continue on normally. They just lost too much utility. What we really wanted was to clean this up without fundamentally changing what break away is. That character is not considered to have attacked or moved. And this new break away now applies equally to all characters and all moves. As mentioned above, this changes the answer to break away and Mind Control from last year a bit.
But not much else changes practically, mainly it cleans up some long-standing ambiguities. Lots of small grammatical tweaks. This lines it up with how healing works. Previously it would only have to take damage, which left open a possible loophole with some STOP effects.
This rule applies to both hindering terrain and heavy objects in that square. Now it makes sense and you can see yourself and the ground under you! Note that this rule applies even if you have a special power that lets you draw a line of fire from a square other than your own.
Led to a few corner cases. You can still choose any standard power, whether on their card or not. While there were a handful of uses in Golden Age with countering special powers granted to a character in certain ways, many of the effects that grant powers use traits to do so.
This was always meant to be here and slipped by us last time. Now we can use it very sparingly as something a character could temporarily gain after the first turn. We want you to buy a starter for the cool new content or to share with a new player. So we hope making a document like that easily available makes it easier for players to keep up with the Core and PAC changes from the previous year.
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You are currently viewing HCRealms. If you would like to participate in the community, please Register to join the discussion! If you are having problems registering to an account, feel free to Contact Us. They could be costed, generated, it doesn't matter.