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TERRAIN

Terrain is the printed landscape of the battlefield map; object tokens and 3-D objects; or effects created by the use of powers and abilities which involve the placement of terrain markers. Terrain affects movement of characters and the ability to draw lines of fire.
HeroClix has five types of terrain: clear, hindering, water, blocking, and elevated. All types of terrain (except clear terrain) are indicated by boundary lines drawn on the map:
• Squares inside a green boundary line are hindering terrain.
• Squares inside a blue boundary line are water terrain.
• Squares inside a brown boundary line are blocking terrain. Heavy black lines running along the grid of the map are walls, which function as blocking terrain.
• Squares inside a red boundary line are elevated terrain. Each red boundary line has numbers indicating the level of that elevated terrain. The larger the number, the higher the elevation. Maps that do not indicate an elevation number treat non-elevated terrain as level 1 and elevated squares as level 2.
Three other boundary line colors indicate particular areas on a map and are clear terrain unless indicated otherwise:
• Squares inside a purple boundary line are a starting area.
• Squares inside a yellow boundary line are interior spaces on an indoor/outdoor map.
• Squares inside an orange boundary line have special rules, which are explained on the map on which they appear.
Lines indicating specific terrain are drawn just inside the grid marked on the map. If a square has a colored boundary line inside of it, the square is the type of terrain indicated by the line. If a line can be drawn from the center of that square into a second square without crossing a boundary line of the same color, the second square is the same type of terrain as the first square.
If a square does not fall inside the boundary of any colored line, it is clear terrain. All non-clear terrain is surrounded by a contiguous boundary. If a game effect allows for the alteration of terrain, boundary lines are assumed to change so that they always form an uninterrupted boundary. This may result in a single large section of terrain becoming two distinct smaller sections of the same type. Squares may be multiple types if they fall within two or more boundary lines.
No game effect can target or attack a character in addition to a piece of terrain or object with the same attack, even if they occupy the same square

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