Doc Nebula's HeroClix House Rules
UPDATED: July 31, 2007
Welcome to Doc Nebula’s HeroClix House Rules! While WizKids’ HeroClix is generally an excellent game, I personally feel that there are places where concerns of technical game function overwhelm faithfulness to the comic book combat that the rules are attempting to simulate.
For me, this is a real problem. Were this simply a game in which sophisticated chess pieces were moved around a board and pitted against each other, any consistent, playable rules would work fine.
However, this is a game in which the major selling point and appeal is the fact that the pieces are made to represent a variety of superpowered characters/people that the target audience reveres and will enjoy playing with vicarious representations of. Since WizKids markets their game specifically to this audience, and sells the game with ad copy on the boxes indicating that its major feature is the ability to put various individual characters up against each other and see how those conflicts resolve, I feel that compatability with the superhuman combat they are attempting to model should be a significant priority. And when game balance or rules function takes precedence over consistency with how any comics fan knows certain characters and their abilities work in the comic books, well, I find it troubling enough to endanger the enjoyment I take from the game.
I look at it this way: there are many customers of the HeroClix game who aren’t overly concerned with how flight actually works in comic books, or if Daredevil should have Leap-Climb or not, and I understand that, and that’s fine. But those customers will be just as happy if the rules ARE consistent with the fictional matrix that the game is attempting to simulate, because such customers don’t really care one way or another. Therefore, again, the rules should model the fictional matrix of superhuman combat as presented in classic superhero comics as closely as possible, because comics fans WILL care, and pure gamers won’t know the difference.
With this in mind, for my local HeroClix games with a few friends, I have imposed various house rules, always with the intention of making the game more closely resemble the type of conflicts played out in the superhero comic books most of us love. Since I think these house rules make the game play better, or, at least, play in a manner that more closely resembles the comic books many HeroClix players revere, these rules may be of interest to other players who, like me, would enjoy having their HeroClix matches more closely simulate comic book super battles.
Where I’ve modified old rules or added new ones, they will be in bold. Unfortunately, there are also places where I’ve deleted rules I didn’t much like and I can’t think of any way to note those, so if you’re going to use these rules, try to read carefully.
Aside from the figure itself, a HeroClix character is made up of two main parts: the base and the combat dial.
Some characters look the same, but they have different ranks, team designations, or combat dials. Each character’s base is printed with a set symbol that marks it as part of a particular HeroClix set and a collector’s number to differentiate it from other characters that might look similar. Each character’s base also contains specific information relevant to how the character plays within the game.
The Combat Dial
The combat dial is the rotating disk found under a character’s base. A character’s combat dial displays a set of numbers through the L-shaped stat slot in the character’s base. These numbers indicate how well the character can accomplish certain tasks.
Each time one of your characters takes damage during a game, you click—or turn—its combat dial clockwise once for each 1 damage taken. Each time your character is healed of damage during the game, turn its combat dial counterclockwise once for each 1 damage healed.
Each character has five combat values, as shown in Figure 2. Four of these values are on the combat dial and are visible through the stat slot: speed, attack, defense, and damage. These values usually change when you turn a character’s combat dial. The fifth value is the character’s range for ranged combat attacks; this value is printed on its base. Range does not change as you turn the combat dial. Each value appears next to its respective symbol.
(The number of lightning bolts next to the range value is the number of different targets the character may attack when given one ranged combat attack action.)
PREPARE TO PLAY
Before you play a HeroClix game, each player must build a force, the battlefield must be prepared, and players must place their forces in their starting areas.
Build Your Force
In general, characters comprise the bulk of a player’s force. Each character has a point value printed on its base. This is the number of points it costs to add a character to a force.
Build total. All players should agree on the build total they will use when assembling their forces. The build total is the maximum value allowed when the point values of all characters and other elements of your force are added together. When selecting characters for your force, you may choose characters and other elements whose point values add up to less than or equal to the build total, but not more than the build total.
A force must include at least one character.
Duplicate characters>. A force may not consist of more than one of the same character. ‘Same character’ is defined as, characters with the same sculpt, same printed name on their dial, and/or same color ring on their dial. Characters are not considered to be the same if they are generic characters, such as Ninjas, Hydra Troopers, or Bat Sentries. Different figures that represent the same basic character (like two different Spider-Man figures, or two different Batman figures) may also not be used on the same force, and should probably not be used in the same game, without a very strong rationale explaining how this particular character can be in two different places at the same time.
Theme teams - Teams constructed entirely of characters which all legitimately belong to various superteams with various assigned TAs within this game may all be given that team's TA for the battle, regardless of whether the particular rev being used has that TA on its base. In other words, if someone puts together a team of the rookie Wasp, the veteran Black Panther, the experienced Hercules, and the rookie Scarlet Witch, that player can call them Avengers and move them all as if they have the Avengers Team Ability. This supplants any other TAs they may have on their bases, however.
Doc Nebula's HeroClix House Rules FULLY support WizKids' recent addition of special rules for theme teams!
* Themed teams receive a bonus to the roll to determine who will be the first player equal to the number of characters on the force. If you have five characters on your Legion-themed team, you get a +5 to your roll when you determine who will be first player. Play a themed team, and you have a better chance of picking the battlefield where the battle will take place!
* Themed teams adapt and overcome unexpected conditions more easily than other teams. A themed team may (but does not have to) cancel one target battlefield condition during a game (chosen when battlefield conditions are revealed, and cancelled for the remainder of the game). It may only be an ordinary day if a themed team wants it to be!
* Themed teams can work together to change the course of the battle at a crucial moment: for each three characters on a themed team, a themed team may use Probability Control once during the game (though they do not possess it for any other purpose, such as feat prerequisites). When you use this effect, you place an action token on the character using Probability Control, though the token may not be placed on a character currently taking an action, or a character that already has two action tokens.
Medics and PC pieces - Non-theme teams may field no more than one Support and one Probability Control piece per battle. In the event that a team through dial evolution should end up with more than one Probability Control or Support piece on the field at one time, these specific powers may be employed no more than once per turn.
Bystander tokens. Bystander tokens use printed graphic elements, instead of 3-D figures, to represent characters. Although a bystander token has combat values and follows all rules for HeroClix characters, it has no combat dial. If a bystander token takes damage, it is removed from the battlefield (knocked out).
Feats. Feats give characters additional abilities. The point value of a feat counts toward the build total of a force. For more information, see FEATS.
Battlefield conditions. A force may also include a single battlefield condition, which changes the environment of the battlefield. Though a battlefield condition has no point cost and does not count toward the point total of a force, if a player wants to use a battlefield condition when playing a HeroClix game, he or she must select it when building a force. For more information, see BATTLEFIELD CONDITIONS.
Step 2: Prepare the Battlefield
All players reveal their completed forces. Then each player rolls two six-sided dice and adds together the results. Reroll any ties. The player with the highest total result is the first player.
The first player chooses the map where the battle will occur. After the first player chooses the map, the player to his or her left chooses the edge of the map on which he or she will set up his or her force. If there are more than two players, continue clockwise around the table until everyone has chosen a different edge and identified a starting area—the area of squares within the purple line—along that edge. In two-player games, starting areas must always be on opposite edges of the map.
Step 3: Reveal Battlefield Conditions
Players who have chosen to include battlefield condition cards in their forces reveal the cards simultaneously. For an alternative Battlefield Condition procedure, see BATTLEFIELD CONDITIONS.
Step 4: Place Objects
A HeroClix Starter Set includes six standard object tokens—round cardboard tokens that represent items characters might find on a battlefield and make use of in battle. Tokens with a yellow border represent light objects, tokens with a red border represent heavy objects, and tokens with a blue border represent immobile objects.
In addition, there are also special objects (cardboard tokens or 3-D objects marked with a symbol) that can represent items on the battlefield. Special objects are also classified as light, heavy, or immobile, and they have special rules associated with their uses in battle and placement on the battlefield. (For more, see “Special Objects”.)
After all players have identified their starting areas, each player places any three standard object tokens face down in a common pile. After all players have added three object tokens to the pile, mix up the pile. One at a time, starting with the first player and moving around the table clockwise, each player takes a token from the pile, looks at it, and places it face up on the battle map. After choosing and looking at the token but before placing it on the battle map, a player who has special objects in his or her collection may choose to replace the object token that was selected from the pile with a special object, following the rules for special objects; remove the standard object token from the game, and place the special object on the battle map. All objects must be placed on clear terrain (see “Clear Terrain”) and cannot be placed in any player’s starting area. Continue in a clockwise direction until all object tokens from the pile are placed on the battle map.
Alternatively, if all players agree, object tokens may be distributed differently, with fewer, or more, or no object tokens other than 3-D objects and special objects allowed in the game.
Step 5: Place Characters
After objects have been placed, each player turns the combat dial on all of his or her characters until a vertical green line appears to the left of the numbers visible through the stat slot. This green line indicates the character’s starting position. After a character’s combat dial has been turned to its starting position, players may click the character’s combat dial only when directed to do so by a game effect, such as taking damage or healing. You may not turn the combat dial to look ahead or back on the dial during a game.
The first player then places his or her force in his or her starting area on the battle map. When placing a flying character, a player must move the flight indicator on the character’s clear center post to specify whether the character is initially hovering or soaring (see “Wing Speed Symbol”). The player to the first player’s left then places all of his or her characters. If there are more than two players, continue clockwise around the table until all players have placed their forces in their starting areas.
Step 6: Play the Game!
Once steps 1–5 are complete, play begins with the first player.
IMPORTANT GAME CONCEPTS
No attacks on the first turn - Over the course of many games, I've evolved a 'no attacks on the first turn' policy that seems to work well. It's not an actual 'rule', but when nobody can attack anybody else on the first turn, it has two positive effects - first, people tend not to 'turtle' quite so much (i.e., sit there and refuse to move their pieces until the other players are fully engaged, which is just maddening to those of us who actually like to PLAY this game), and second, it makes being first player something of an advantage (because after the first turn is over, first player can actually attack first) instead of a horrible disadvantage, as I've found it to be when you're moving all your pieces out onto the board, after which, during the first turn, every other player can then take a free shot at you, having seen your disposition.
'No attacks on first turn' means exactly that... no player can do ANYthing to target or effect another player's clix, including attacks that do no damage. You CAN get base to base with another players' clix if you want to, as long as you don't actually attack them. So, yes, you can jump in there with your Plasticity piece and screw someone over royally, but you cannot ATTACK that piece.
5 actions per turn - No matter how high the build point total of the game, it can be a good idea to max the total number of actions allowed per player per turn at 5. This really helps speed up big games, and also makes Leadership worthwhile in larger games, as well.
When a character moves, attacks, moves and attacks, or uses a power that states ‘give this character an action token’, mark the character with an action token after the action is resolved. You can use any small object, such as a coin or bead, as an action token. A token reminds all players that a character has taken an action during a turn.
Adjacent squares are squares on the map that touch one center square, including squares on the diagonal. This means that most squares have four adjacent squares on their sides and four adjacent squares on their diagonals.
Characters occupying adjacent squares are adjacent to one another. Characters and squares on opposite sides of walls or on different elevations (see “Terrain”) are not adjacent. Soaring characters are adjacent only to other soaring characters, giant characters, and colossal characters (see “Wing Speed Symbol”). Giant characters are adjacent to a greater number of squares than standard characters are (see “Giant Characters”).
Some characters have colored (not black) bases. Two characters with the same color base and the same set symbol but different names are archenemies. A character may have more than one archenemy. The following rules apply regarding archenemies:
• You cannot build a force containing characters that are archenemies of each other (unless everyone playing agrees that you can).
• If a character deals damage to its archenemy that causes the archenemy to be defeated, that character’s player receives bonus victory points, as described in the “Victory!” section.
A battlefield condition alters the rules of the game as explained in the text on each battlefield condition card. Each player may include only one battlefield condition card in his or her force per game. Battlefield conditions affect only the characters on the battlefield. If multiple copies of a battlefield condition card that causes a die (or dice) roll to occur are in play, roll the die (or dice) for each copy in play. If a player’s force is eliminated from the game, his or her battlefield condition remains in effect until the end of the game.
Alternatively -- Under Doc Nebula's House Rules, Battlefield Conditions are not deployed tactically or strategically. They are instead used to rectify one of HeroClix most egregious failings -- the lack of anything remotely like strategic or tactical surprise as an element in this game.
Let's face it, in HeroClix you know everything that's going on from the very start of the game onward. You know what figs your opponent is playing and what, if any, Feat Cards he's modified them with. And if you only deploy Battlefield Conditions the way WizKids has ruled you should, then, yeah, you get a surprise at the start of the game, but the way it works out in practice is, either you brought an Ordinary Day so your opponent can't slap down an Atlantis Rising and then romp you utterly with his All Dolphin Movement Symbol Squad, or you didn't, in which case, you're screwed. Anyone who plays in games where Battlefield Condition cards can be deployed, and who doesn't keep a pack of Ordinary Days in their shirt pocket to keep the match honest, is just crazy from my point of view.
Even if you do play with the normal BC rules, though, you only get one surprise per game -- or, I suppose, if you and your opponent both put a BC into effect, then you have two different BCs operating, like Crosswinds and Atlantis Rising, just to make sure every non-Swimmer on the board is thoroughly screwed. But even so, this still isn't a surprise; once the game starts, you know what's going on.
The way I do Battlefield Conditions is truly random. Each player rolls two six sided dice at the start of his/her turn. On a result of 10 or higher, or 4 or less, a random Battlefield Condition comes into the game (you can create a table with a little work, or just do what we do, which is have one player shuffle the BC deck without looking at it, while the other player picks a random number from 1 to however many BC conditions you currently have in there).
Once you have a Battlefield Condition in play, subsequent rolls of 4 or less, or 10 or higher, will either add a new Battlefield Condition while leaving the first in play (if the dice roll is doubles, which rolling a 4 or less, or a 10 or higher, results in more often than not) or causes the BC in play to be put back in the deck (where it could come out randomly again after the deck is shuffled and a new random number is chosen).
With this system, it's possible to end up with a game which has half a dozen Battlefield Conditions in play at once. (If you don't like this, then you can either eliminate the doubles rule, or load up your BC deck with Ordinary Day cards. We only play with one, but often times, when Disbanded or Atlantis Rising or Crosswinds or Proximity Mines or Deep Shadows is out, and somebody's team is being utterly screwed over by it, people are just praying for an Ordinary Day to come out and wipe out every BC in play.)
Again, the reason to play with this is so as to introduce an uncontrollably random and unpredictable element into the game. If you never know when an Earthquake is going to pop out and go off, well, it's impossible to plan your team around it. Similarly, if Aquaman or Namor is going to decide to get pissy and hit the city your teams are fighting in with a tidal wave, it's not like you're going to get advance warning.
Some BC cards require a little modification when used this way --
INFILTRATION -- when Infiltration comes into play, assume that any characters qualifying for the effect (those with Phasing/Teleport, Smoke Cloud, Stealth, or the dolphin movement symbol showing on their dial) may be moved immediately up to half their unmodified movement value into either Hindering Terrain or water terrain respectively, as a free action. This effect only happens once, when Infiltration first comes into play; however, if Infiltration remains out for a series of turns and a figure in play suddenly gains one of these powers while Infiltration is out, it may use the Infiltration movement modifier at the start of its controllers first turn with that power showing on its dial.
ATLANTIS RISING -- When Atlantis Rising comes into play, roll one six sided die. The result is the number of player turns that all non-elevated water terrain remains Shallow Water. After that number of player turns, all non elevated Water Terrain is considered to be Deep Water (see my House Rules, Water Terrain, for effects of Shallow and Deep Water Terrain).
DEBRIS -- When Debris comes into play at random after the game has started, instead of placing 3 additional object tokens per player onto the board, each player places three Debris markers in open squares on the board. Debris markers are the markers on the back of Barrier, Smoke, and Special markers that represent former Blocking Terrain that has been smashed down into Hindering Terrain.
Colored squares that appear behind a character’s combat values represent its powers. A character’s powers can change as it takes damage or is healed. Descriptions of all powers and their effects appear on the powers and abilities card.
Powers are in effect when they appear in the stat slot. If a power is optional, it is assumed to be in effect during an action unless it is canceled at the beginning of that action. When a power is canceled, it is canceled until the end of that turn and resumes effect at the beginning of the next player’s turn.
Some powers require that a character take an action to activate them or activate when you give a character a specific type of action. To use one of these powers, the player must declare that the character is taking an action to activate the power or that the action given to the character will activate a power.
If you give an action (other than a free action) to the same character on two consecutive turns, place a second action token on that character and turn that character’s combat dial once clockwise (the same direction you click a character when it takes damage) after it resolves the action. This is called pushing a character. The resulting clockwise click is called pushing damage and represents fatigue caused by taking actions back to back. You may not give any character an action (other than a free action) on three consecutive turns. Pushing damage may occur if a character is the target of or uses some powers, team abilities, or feats. Any time a second action token is placed on a character for any reason, that character takes pushing damage. If use of a feat requires a character to take pushing damage, the pushing damage from the feat is applied to the character before the pushing damage from taking a second consecutive action.
When you place a second action token on a character, leave both tokens on the character until the end of your next turn as a reminder that this character is pushed and cannot take any actions other than free actions.
Replacement Values and Modifiers
Some game effects, including some powers, feats, and team abilities, allow the substitution of one combat value for another. These substitute values are called replacement values. For example, when one value becomes or is used instead of another value, it is a replacement value. When a character’s combat value is reduced by half, that is also a replacement value.
Modifiers increase or decrease a combat value by a specific amount. A modifier may never reduce a combat value to less than 0. Replacement values are not modifiers. All modifiers are cumulative, but they are limited by the Rule of 3, below.
Modifiers and replacement values that take effect during an action are in effect only for the duration of that action unless stated otherwise. Modifiers and replacement values that take effect during an attack are in effect only for the duration of that attack unless stated otherwise.
Sometimes a game effect will tell you to reduce a character’s combat value or other numerical value by half. If this would result in a fraction, always round up.
Rule of 3
Many modifiers can affect combat values during the game. Because all modifiers are cumulative, a special rule called the “Rule of 3” places a limit on how much a combat value can be modified. The Rule of 3 states that no combat value can be modified by more than 3. For example, if the combat value is 3, it cannot be modified to more than 6 or less than 0.
While the effects of powers, team abilities, battlefield conditions, and feats override standard HeroClix rules, the Rule of 3 takes precedence over all those effects. Replacement values are not subject to the Rule of 3.
Team Symbols and Team Abilities
See the powers and abilities card for the team symbols used in HeroClix and the team ability associated with each team symbol. In Doc Nebula’s HeroClix House Rules, there are many Team Abilities that are not part of the original game, and that you will never see printed on a character’s base. If a character meets the prerequisites for such a Team Ability, it may use this Team Ability, but that must be declared at the start of the game and this Team Ability replaces any other Team Ability the character may show on its base for the duration of the game. These notional Team Abilities are considered to be printed on the base of the character taking them for the duration of the game.
A team symbol on a character’s base indicates the character’s association with a team (or an affiliated group or organization) and marks the character as a member. Teams have special abilities that their members can use. Team abilities are described on the powers and abilities card. A team ability is in effect as long as one member of that team on your force is on the map, though use of some team abilities requires more than one team member on your force. Characters with no team symbol on their bases have no team affiliations. Team abilities cannot be lost or countered.
All team abilities are optional and may be canceled. If a team ability is not canceled at the beginning of an action, it is in effect during the action. When a team ability is canceled, it remains canceled until the end of the turn and resumes effect at the beginning of the next player’s turn.
Some team abilities require that a character take an action to activate them or activate when you give a character a specific type of action. To use one of these team abilities, the player must declare that the character is taking an action to activate the team ability or that the action given to the character will activate a team ability.
Wild cards. Wild card team abilities are special team abilities that allow a character to use any team ability possessed by any friendly character on the battlefield. A character with a wild card team ability is called a “wild card.”
When making use of a team ability it does not possess, a wild card does not gain the team symbol of the team ability used.
Wild cards may use only one team ability per action. During your turn, you must declare any change in the team ability used by a wild card when you declare an action. During an opponent’s turn, you must declare any change in the team ability used by your wild cards after your opponent declares an action and before the action begins—for example, after an action is declared but before an opposing character moves or attacks.
A wild card retains the team ability it last used until it uses another team ability, or until the end of an action in which the character whose team ability the wild card is using is knocked out or otherwise removed from the game.
If a team ability used by a wild card after the declaration of an action makes the declared action impossible to perform—for example, if a line of fire for an opponent’s ranged combat attack can no longer be drawn to the wild card due to the team ability now used by the wild card—treat the action as though it was not given and choose a different action instead. The wild card, however, must continue to use that ability even when a new action is declared.
PLAYING THE GAME
In HeroClix, players take turns moving their characters and attacking opposing characters to win a battle.
Turns and Actions
HeroClix is played in a series of turns. The first player takes the first turn. When the first player’s turn is complete, the player to the left takes the next turn, and so on, clockwise around the table. If a player’s force is eliminated from the game, the remaining players continue taking turns in the same order.
You begin each turn with a certain number of available actions. This number remains the same for the entire game. The number of actions you begin with depends on the build total of the game: You get one action for every 100 points of the game’s build total. For example, a game with a build total of 100 points gives you one action every turn. A build total of 200 points gives you two actions every turn; 300 points gives you three actions, and so on. Your action total remains the same even if one or more of your characters is knocked out and removed from the game.
Under Doc Nebula’s HeroClix House Rules, total actions per turn are capped at 5, regardless of build totals. This helps to speed large games up, and makes Leadership even more important in such games.
Some game effects may occur at the beginning of a player’s turn. These effects are noted on the powers and abilities card or in the rules text for the effect, which are found on feat cards, on battlefield condition cards, as part of scenarios, or elsewhere. Prior to initiating these effects, any effects that last “until the beginning of your turn” resolve. Then effects that occur “at the beginning of your turn” may be performed in any order, as chosen by the player whose turn it is.
During your turn, you give actions to your characters. When a character is given an action, the action may be used to activate only one effect. If you have more than one action available, you must resolve one action before initiating the next action. The exception to this is free actions, which may be performed at any time during the turn, even while in the middle of another action. (For example, the Black Panther can move to a square adjacent to Spider-Man, use his Outwit to counter Spider-Man’s Super Senses for the turn, and then attack Spider-Man. The Panther does not have to wait for his move-and-attack action to resolve before he uses his free action.)
You may never give more than one action per turn, other than a free action, to any character in your force. A character with two action tokens on it may not be given an action other than a free action. If you have more actions than characters, you cannot use the extra actions. You do not have to use all of your actions in a turn, but you cannot save or accumulate actions from a previous turn to use on a subsequent turn. Remember to place an action token on a character after resolving any action other than a free action.
Once you have resolved all of your actions for your turn and placed the appropriate action tokens, remove action tokens from those characters that did not receive action tokens this turn. Then it is the next player’s turn.
EXAMPLE: Ham’s Spider-Man piece is six squares away from Monk’s Black Panther. Monk’s Black Panther has a 9 Speed Value, meaning he can move up to 9 squares and make a close combat attack as a single action. Monk wants to move his Black Panther piece up next to Ham’s Spider-Man and make a close combat attack on Spider-Man using his Blade/Claws/Fangs. He would prefer it if Spider-Man did not avoid a successful attack by using his Super Senses. Therefore, Monk moves the Black Panther to an open square adjacent to Spider-Man, uses his Outwit as a free action to counter Spider-Man’s Super Senses – this is automatic, as Black Panther is adjacent to Spider-Man; if Black Panther were attempting to do this at range, he would have to make an attack roll to successfully ‘hit’ Spider-Man with the Outwit attack, although the attack would do no damage -- and then continues his move and attack option by launching a close combat attack on Spider-Man.
Black Panther’s Attack Value is 9, Spider-Man’s Defense Value is 17. Monk rolls 2d6 for a result of 8, which ties Spider-Man’s Defense Value and therefore hits him. Black Panther is showing Blades/Claws/Fangs in his damage slot, and Monk has not turned the power off, so he rolls 1d6 for damage and rolls a 3. Spider-Man would normally be able to roll a d6 for his Super Senses, hoping to evade the attack entirely on a 5-6, but the Black Panther has used his Outwit power to counter the Super Senses power until the start of Monk’s next turn. So Spider-Man takes three clicks of damage.
Monk places an action token on Black Panther to indicate that Black Panther took a non-free action this turn. If Black Panther had taken a non-free action in the previous turn, this would be his second action token, and he would be pushed, and take one click of unavoidable damage.
Some game effects, like powers, team abilities, and feats, require a free action to activate them, or they allow a character to do something as a free action at any time during the turn, even in the middle of another action. Characters do not receive action tokens for free actions and the free action does not count as one of your available actions for the turn.
A character or force may take any number of free actions in a turn but only as their powers and team abilities or other game effects dictate. A free action may be used to perform a close combat, ranged combat, move, or power action; in each case, the description of the free action will indicate what other type of action may be used.
Characters may move up to their full movement value as shown on their dial at the beginning of their movement. After concluding their move, they may make a close combat action or attack on any adjacent opposing character as a free action. This is a normal movement action and generates one action token.
Characters may move up to half their movement value (rounding up) as shown on their dial at the beginning of their movement. After concluding their move, they may make a ranged attack on any character within their range that they have a clear line of sight to as a free action. This is a normal movement action for any character and generates one action token.
Characters with Super Strength may pick up and attack with an object as a free action if they do not move further than half their movement (rounding up) in that turn.
Characters with Super Strength may pick up and use an object to make a ranged attack as a free action in the same turn, provided they do not exceed half their movement, rounding up.
Characters may only make one free attack per movement, either close combat or ranged.
Figures moved by other characters in any way other than by being thrown or knocked back may not take any actions until the beginning of their controller's next turn.
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.
A boot symbol indicates that a character is grounded – it cannot fly, nor can it swim. It is affected by terrain, such as water and other hindering terrain, per the standard rules for terrain. The wing and dolphin symbols indicate that a character interacts with the battlefield in special ways. A character with a symbol printed in reverse is a transporter (see “Transporters”) .
Wing Speed Symbol
A character with a wing symbol next to its speed value can fly. Flying characters use all the standard rules for HeroClix characters, except where noted. Flying characters have two different flight modes: hovering and soaring, which are indicated by moving the flight indicator on the character’s clear center post (as shown in Figure 6) down for hovering and up for soaring.
A flying character occupies its square regardless of flight mode. No other character can occupy the same square as a flying character. Flying characters may move through squares adjacent to and occupied by opposing characters. Flying characters may not move through squares occupied by opposing Giant characters while on an inside map or map section.
Elevation change modifier. A flying character can change flight modes when moving. Reduce the speed value (or the remaining movement for an action) of a flying character by 1 each time an action would cause it to ascend to soaring level or descend to hovering level; this is the elevation change modifier.
Hovering. A hovering character floats near the ground. To show that a character is hovering, move the flight indicator on its clear center post to its lowest position. A hovering character ignores the effects of hindering terrain on movement. Hovering characters may move onto and off of elevated terrain and over outdoor blocking terrain without changing flight modes. For purposes of breaking away and close combat, a hovering character is at the same elevation as the square its base occupies. Hovering is the only flight mode that characters may use indoors.
It’s often best to decide before beginning your character’s movement whether you will change flight modes (and how many times) during the move and to adjust your speed value for the action accordingly.
Soaring. A soaring character is flying high above the battlefield. To show that a character is soaring, move the flight indicator on its clear center post to its highest position. Soaring characters ignore the effects of all types of terrain and objects on movement. Soaring characters can affect only other soaring characters, giant characters, and colossal characters without modification to any of their statistics. They may target grounded and hovering characters with ranged attacks, but only at half range, and must reduce any damage dealt from such an attack by 1.
Soaring characters are required to break away only from other soaring characters, giant characters, and colossal characters. Hovering characters and non-flying characters do not have to break away from soaring characters.
Dolphin Speed Symbol
A character with a dolphin symbol next to its speed value can swim. Swimming characters use all the standard rules for HeroClix characters, except as noted in “Water Terrain”.
Moving Your Character
A character may move up to its speed value in squares across the battlefield or, if adjacent to an opposing character at the beginning of its turn, make an attempt to break away. Characters may also be able to move in special speed modes (such as flying, which is indicated by the symbol printed next to the character’s speed value) that affect how it can move.
A character’s current speed value is visible through the stat slot and printed on its combat dial. This value is the maximum number of squares you may move the character. A character can move diagonally. A character does not have to move its full speed value, or at all.
A character can move through a square occupied by a friendly character, but it cannot move through a square occupied by an opposing character. A character must end its movement if it enters a square adjacent to an opposing character. If a character moves in such a way that it will end its movement in the same square as another character, the character must end its movement before entering the occupied square. If a character is moved by an outside force, such as Knockback or Force Blast or telekinesis, in such a way that it will move onto or through a square occupied by another character, it displaces that character a number of squares equal to the number of squares it has left to move minus one, in the same direction as the original movement was in, and it and that character are both dealt Knockback damage, usually of one click each, immediately upon contact. This character and the character it struck come to rest in adjacent squares.
Breaking away. If a character occupying a square adjacent to one or more opposing characters wishes to move away from that opposing character, it must attempt to break away, as shown in Figure 8. Roll one six-sided die. On a result of 1–3, the character fails to break away and may not move. The character’s action is over, and the player places an action token on it. On a result of 4–6, the character has succeeded in breaking away from all opposing characters adjacent to that character and may move. Giant characters fail to break away only on a result of 1–2.
Only one successful break away roll is required to move away from all adjacent opposing characters. Once a character successfully breaks away, you may move that character through squares adjacent to every opposing character from which it broke away; however, if the character enters a square adjacent to any opposing characters to which the character was not adjacent when making the break away attempt, the character must end its movement.
Carrying other characters. During movement, flying characters, characters with the transporter ability (transporters), and characters using certain feat cards, powers, or team abilities can carry other characters.
Individual Flight figures may taxi/carry one other adjacent friendly figure ONLY if the carrying flight figure has either Super Strength, Hypersonic Speed, and/or a Damage Value of 3 or greater. If a Flight Figure has none of these, it may taxi/carry one other figure for half its Movement if it has a Damage Value of 2. If a Flight Figure does not possess Super Strength or Hypersonic Speed and its Damage Value is 1, it may fly according to the normal movement rules of that mode, but may not taxi or carry any other figure.
Non-flying characters with HyperSonic Speed must meet the same requirements as a Flying character without HyperSonic Speed, in order to taxi another character.
Flying and transporter characters meeting the prerequisites for taxiing other characters their full movement value may taxi characters that are not adjacent to them at the beginning of their movement, under the following conditions:
Taxiing character must be able to move to the square occupied by the target character within their normal movement for the turn.
If a taxi character taxis a non-adjacent friendly character, both the taxiing character and the non-adjacent friendly character will immediately take one click of damage when they come into contact with each other during the taxiing character’s movement. This damage may be reduced normally but not transferred or evaded. The taxiing character may then carry the now adjacent friendly character for the remainder of its movement. It must set the carried character down as per taxi or transporter rules, whichever applies.
If a taxi character is attempting to taxi an opposing character, a successful attack roll must be made against the target opposing character as the two characters come into contact. If this attack is successful, both the taxiing character and the now being taxied opposing character will immediately take one click of damage. This damage may be reduced normally but not transferred or evaded. The opposing character may then be carried by the taxiing character for the remainder of the taxiing character’s movement. The taxiing character must set the carried character down as per normal taxi or transporter rules, whichever applies.
If this attack to taxi is unsuccessful, the opposing character may immediately make a close combat attack on the adjacent taxi character which unsuccessfully attacked it, as a free action. After this, the character who made the unsuccessful attack to taxi may continue with its movement.
Figures who are taxied may not take any action after they are taxied until the start of their controller's next turn.
Giant characters, and colossal characters cannot be taxied. A character can taxi only one character per turn. A character that can taxi other friendly characters cannot pick up or carry a character that is holding an object; however, if its abilities allow, a character that can carry other friendly characters may carry both a character and an object.
When a taxi character ends its movement for the action, the carried character must be placed in a square adjacent to the carrying character that the carried character can occupy and at the same elevation (unless the taxiing character is a Transporter, see Transporters). A taxied character does not receive an action token for being taxied unless specified by a feat, power, or team ability, and it may not be given an action (including free actions) until the beginning of the next turn.
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.
All characters may move and attack in the same action. Characters may move up to their full Speed Value, end their movement, and make a close combat attack, as part of the same action. Characters with the ability to make range strikes may move up to half of their Speed Value (round up), end their movement, and make a range attack, as part of the same action. Characters may not make a range attack and a close combat attack in the same turn.
The following general rules apply to both close combat and ranged combat attacks.
The Attack Roll
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.
Targeting Friendly Characters
Characters may attack any other character on the board, regardless of relative ownership or control of one character as regards another character. Characters may even target themselves with an attack, and will hit automatically if they do not roll a 2 on 2d6. If a character is KOed by itself or another friendly character, the KOed character’s victory points are awarded to the controller’s opponent, or divided equally among opponents if there are more than one.
ATTACKS AND ACTIONS
Be careful to understand the difference between actions and attacks! Some powers, team abilities, or other game effects may be used or triggered only when a character does something very specific. Actions do not always lead to either movement or attacks; characters may, if they wish, move without making an attack, or attack without moving. Free actions may be taken at any time, independent of either attacking or moving, or in the middle of either.
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. Your opponent must click the target’s combat dial clockwise a number of times equal to the damage taken.
No damage. An attack that deals no damage may not have the damage further modified by powers or team abilities. Attacks that deal no damage do deal one unavoidable click of critical hit damage to the target or critical miss damage to the attacker, if those results are rolled.
Penetrating damage. The damage from an attack or game effect that deals penetrating damage may not be reduced by any power or ability that reduces damage dealt (such as Toughness or Invulnerability) yet may still be reduced by other game effects such as feats or battlefield conditions.
Unavoidable damage. The damage from an attack or game effect that deals unavoidable damage may not be evaded, reduced, or modified, nor may the damage be transferred to another character.
Healing powers and effects. Characters can heal damage using powers, such as Support, Regeneration, and Steal Energy, or via feats or other game effects. When healing, click the combat dial counterclockwise. A character cannot heal beyond its starting position.
As soon as three KO symbols appear in a character’s stat slot, that character is defeated. Remove the character from the map. It is knocked out (KOd) and no longer part of the game.
Critical Misses and Critical Hits
If you roll two 1s (for a total of 2) on an attack roll, you automatically miss the target, even if your attack roll result would be high enough to hit the target. This is called a critical miss. Immediately click your character’s combat dial once clockwise; this represents a weapon backfire or your character straining or wounding itself during the action. This damage is unavoidable.
If you roll two 6s (for a total of 12) on an attack roll, you automatically hit the target, regardless of what you needed to roll to hit. This is called a critical hit. If you were trying to damage the target, then the critical hit increases damage dealt by 1 for this attack. If your attack is against multiple ranged combat targets, this extra damage dealt affects all successfully hit targets.
Support and criticals. If you roll 2 while using a character’s Support power, the Support attempt automatically fails. Immediately click both the targeted character’s and the Support character’s combat dial once clockwise. If you roll 12 while using Support, your Support attempt automatically succeeds. Add 1 to the amount healed.
If an attack roll comes up doubles (2 3s, 2 4s, 2 5s, etc) and it strikes the target opponent successfully and does damage, the opponent character will be knocked back a total number of squares equal to the number of clicks they actually take, on a straight vector from the successfully attacking character. If this causes the knocked back character to strike another character, both characters take one click of damage from the impact, and both characters will continue to move along the established vector for the remainder of the knock back movement, coming to rest in adjacent squares when the movement is exhausted. If this causes more characters to be struck and displaced, each additional impact causes an additional click of damage to each participant.
If a knocked back figure encounters either Blocking or Hindering Terrain with 3 or more spaces of movement left on its knockback, it destroys the terrain feature and goes through. The remaining knockback movement is reduced by 1 space, and the figure takes 2 points of knockback damage if it was knocked through Blocking Terrain, or 1 point of damage if it was knocked through Hindering Terrain.
Knockback 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.
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.
Knock back damage.A grounded character’s knock back path cannot continue beyond the edge of the map. If it would do so, the character’s knock back path stops in the square before the path would cross the edge of the map, and the character is dealt 1 knock back damage. Characters can be knocked back from grounded terrain to elevated terrain, or the reverse.
Powers that reduce damage dealt also reduce knock back damage. Knock back damage is dealt (and reduced) separately from damage dealt by the attacker.
Giant characters and colossal characters ignore knock back.
Knock back off elevated terrain. If a nonflying character is knocked off elevated terrain (see “Elevated Terrain”), the knock back path stops in the first square beyond the boundary of the elevated terrain and the character is dealt 2 knock back damage. If a character already occupies the first square beyond the boundary of the elevated terrain, the knock back path stops in the first unoccupied square (leaving the character on elevated terrain) and the knocked back character is dealt 1 knock back damage, as is the character occupying the first square beyond the boundary of the elevated terrain.
Flying and knock back. Flying characters can be knocked back normally; however, there are some situations in which knock back damage is dealt with differently. A hovering character is dealt knock back damage in the same manner as a nonflying character, except that a hovering character on elevated terrain is not dealt knock back damage if its knock back path crosses the boundary of elevated terrain. A soaring character is dealt knock back damage normally if its knock back path would cross a map edge, but otherwise it is dealt no knock back damage.
Close combat represents hand-to-hand and melee weapon attacks. Your character must be adjacent to a target and have a clear line of sight to that target to make a close combat attack. Soaring characters can make close combat attacks against only adjacent soaring characters, giant characters, and colossal characters.
Ranged combat represents ranged attacks, such as thrown bombs, repulsor rays, machine guns, heat vision, Batarangs, energy blasts, and psionic attacks. Every character has a range value printed on its base. This the maximum number of squares 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 fire. Before making any attack you must determine if the attacker has a clear line of fire to the target and, if you wish to make a ranged 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.
• the line of fire crosses hindering terrain and would target a character using 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.
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 cannot make ranged attacks against nonadjacent characters when the hovering character is adjacent to an opposing character. A hovering character may 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, and colossal 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.
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, 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.)
Terrain can be the natural landscape of the battlefield, walls, or other objects depicted on the battle map; object tokens 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 six types of terrain: clear, hindering, blocking, elevated, water, and space.
Elevated terrain is a special type that modifies other types of terrain. All types of terrain are indicated by boundary lines drawn on the map:
• Squares inside the boundary of a green line are hindering terrain.
• Squares inside the boundary of a blue line are water terrain.
• Squares inside the boundary of a brown line are blocking terrain.
• Squares inside the boundary of a red line are elevated terrain.
Two other colors of boundary line indicate particular areas on a map and are clear terrain unless indicated otherwise:
• Squares inside the boundary of a purple line are a starting area (see “Prepare the Battlefield”).
• Squares inside the boundary of a yellow line are interior spaces on an indoor/outdoor map (see “Indoor/Outdoor Maps”).
Look carefully! A particular square may be inside the boundary lines of multiple types of terrain, such as a square of hindering terrain also inside the boundary of an area of elevated terrain.
Heavy black lines running along the grid lines of the map are walls.
Lines indicating the boundary of a type of terrain are drawn just inside the grid marked on the battle 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 a square into a second square without crossing a boundary line, the second square is the same type of terrain as the first square.
If a square does not fall inside the boundary of a colored line, it is clear terrain. All non-clear terrain is surrounded by a continuous 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.
There is no terrain at soaring level. (Yet.)
Clear terrain is open space with no obstructions, such as a rooftop, a park, or an empty street. Characters can move and fire through squares of clear terrain with no penalty to their speed or attack values.
Stairs and ladders allow characters to change their elevations. A character must pass through each square of the stairs, starting at the “bottom,” in order to get to the “top” of the stairs; squares of a stairway are always adjacent to one another even when the boundary of elevated terrain falls between squares. When using a ladder, a character must pass through the two squares (one grounded and one elevated) that contain the ladder terrain feature. Stairs and ladders are not hindering terrain, unless they are object tokens placed on the map.
Hindering terrain is any area containing trees, furniture, debris, objects, and other similar items that might obstruct a character’s actions. Water terrain and space terrain are actually specific forms of Hindering Terrain that act as Hindering Terrain, but that also have their own specific rules.
Hindering Terrain may be destroyed (reduced to open terrain) in the same manner as Blocking Terrain may be reduced to Hindering Terrain, i.e., by the use of Super Strength or applying three clicks of damage at once to the terrain square. This is an automatic action that can be taken by any character with an appropriate attack available, as with the destruction of Blocking Terrain. No damage is done to a character hiding in the attacked terrain square; the attack merely reduces the Hindering Terrain to Open Terrain, thus revealing any Stealthed figures hiding there.
A character that crosses a boundary line into hindering terrain from any other type of terrain must stop moving. Diagonally adjacent squares that contain hindering terrain are considered continuous hindering terrain. When a character moves from non-hindering terrain through the corner between two diagonally adjacent squares of hindering terrain, the continuous hindering terrain causes the character’s movement to end in the square after crossing the corner. Any character that begins its movement in hindering terrain reduces its speed value by half before moving.
Ranged Attacks and the Hindering Terrain Modifier
If a line of fire between two characters on the same elevation crosses the boundary line of hindering terrain, increase the target’s defense value by 1 for the attack after applying any replacement values. This is called the hindering terrain modifier. Add this modifier only once, regardless of the number of squares of hindering terrain the line of fire passes through.
If the attacker occupies a square of hindering terrain and the line of fire crosses the boundary line for hindering terrain without crossing another square of hindering terrain, the hindering terrain modifier is not applied for the square occupied by the attacker. This represents an attacker’s ability to fire from the edge of hindering terrain—protected by it, but not impaired by it.
A line of fire is considered to pass through hindering terrain if it passes through the diagonal of two diagonally adjacent squares that contain hindering terrain and any of the following: blocking terrain, a character, or another piece of hindering terrain.
Close Combat Attacks
Close combat attacks are normally not affected by hindering terrain (see Stealth).
Squares inside the boundary of a blue line are water terrain, such as streams, ponds, and other liquids. Squares of water terrain should be defined at the start of the game as being either Shallow or Deep.
Water is not considered to obstruct line of sight (for purposes of making attacks) unless a character entering it has the dolphin symbol next to their movement rating. However, if a character DOES have the dolphin symbol on their dial, then water acts as hindering terrain in all applicable ways, i.e., their Defense is increased by 1 against Ranged Combat Attacks, or there is no line of sight to this character if it has Stealth or some other ability that simulates Stealth.
Characters with the dolphin symbol on their dial are considered to be swimmers. They ignore all negative movement modifiers assigned to non-swimmers by water terrain, and modify their Speed Value by +1 while in water terrain.
Characters with the boot symbol on their dial may wade through Shallow water terrain at a movement of 1. Characters with the boot symbol have their movement reduced to 0 upon entering Deep Water terrain. Their movement returns to normal when they leave Deep Water terrain.
Characters with the boot symbol on their dial who find themselves in Deep Water terrain at the beginning of their controller's turn immediately receive an action token to signify that they are struggling to stay afloat. They may not take any actions or use any powers other than as specified further in this section. When these characters have two action tokens on them they receive one click of Drowning damage. Action tokens are not removed from such characters until they are removed from water terrain. If a non-swimming character remains in Deep Water terrain after it has two action tokens on it, roll 1 d6 each turn and apply this many clicks of Drowning damage at the end of the turn.
Characters with the boot symbol who possess movement powers that normally allow them to ignore the effects of Hindering Terrain such as Charge, Leap Climb, Phasing/Teleport, or HyperSonic Speed may move at half their normal Speed while in Shallow Water terrain. Such characters may roll 1 d6 each turn they are in Deep Water terrain. On a 4-6 they may move up to half their movement that turn. If they are not in Deep Water terrain at the end of their movement, they will receive no further drowning damage.
Damage abatement powers such as Toughness, Invulnerable, and Impervious work normally against Drowning damage, but Drowning damage cannot be evaded or transferred.
Characters with the wing symbol on their dial will be treated the same as characters with the boot symbol if they are in Deep Water indoor terrain.
Sub-Mariner is considered to have a both a dolphin movement symbol and a wing movement symbol and may use whichever is advantageous at any given time.
Blocking terrain—squares inside the boundary of a brown line—consists of areas and objects on the battlefield with the potential to completely impede a character’s actions.
Characters cannot move into or through blocking terrain. No character can occupy a square of blocking terrain. Blocking terrain blocks any line of fire that crosses the boundary line surrounding it. Squares of blocking terrain that are diagonally adjacent are considered continuous blocking terrain and block any movement through the diagonal between them. A line of fire that passes through the diagonal between a square of blocking terrain and a square containing a character is blocked.
Destroying blocking terrain. A square of blocking terrain can be destroyed by an attack that deals at least 3 damage in a single attack, or by any close combat damage done by a character with Super Strength, or by any damage done by any object thrown by a character with Super Strength. When a character attacks blocking terrain, the attack automatically succeeds. An attacker may not target both a character and blocking terrain with the same attack. A close combat attack may be used to target and destroy a square of blocking terrain adjacent to the square the character occupies. A ranged combat attack may be used to destroy a square of blocking terrain by drawing a line of fire to the center of the square of blocking terrain; the line of fire is not blocked by blocking terrain in the target square.
When a square of blocking terrain is destroyed, place a debris terrain marker in the square. This marker represents the wreckage left behind by the destruction of the blocking terrain and turns the square into hindering terrain. If a square of blocking terrain that contains a boundary line is destroyed and it is adjacent to a square or squares of blocking terrain, the boundary line is assumed to move to the nearest adjacent square or squares of blocking terrain so that all squares of blocking terrain are contained within a continuous boundary. In some cases, this may result in two separate areas of blocking terrain.
Walls are a special type of terrain indicated by heavy black lines that run along the grid lines marked on the map. Walls have no boundary lines, but they do have all the effects of blocking terrain. Characters on opposite sides of walls are not adjacent, may not target each other with close combat attacks, and do not need to roll to break away from each other.
Destroying walls. All requirements for destroying a wall are the same as those for destroying blocking terrain.
When a wall is destroyed, place debris terrain markers in the squares adjacent to both sides of the destroyed wall. These markers act as hindering terrain and represent the debris remaining after the destruction of the wall.
Squares inside the boundary of a red line are elevated terrain. Elevated terrain is clear, hindering, or blocking terrain at a level that is above the battlefield but below the level of soaring characters. Characters can reach elevated terrain in many ways, including climbing stairs or ladders, scaling or jumping walls with the Leap/Climb power, and hovering or soaring (if they are flying characters). A character on elevated terrain may choose to move from elevated terrain to grounded terrain without utilizing special powers that ignore terrain (Flight, Phasing, Leap Climb) or map features designed to facilitate this movement (ladders, stairs) simply by moving from the edge of elevated terrain to an adjacent square in grounded terrain. Characters that do this are dealt 2 clicks of damage by the impact and must end their movement in the adjacent grounded square they have moved into unless the damage dealt has been reduced to 0 by some means. Super Senses may not be used to avoid this damage, but all other damage reducing powers apply.
Characters may deliberately choose to move from an elevated square to a grounded square occupied by an opponent character. If they do this, each character is dealt 1 click of damage and the player controlling the opponent character chooses which adjacent grounded square the moving character ends its move in. If there is no adjacent square that the falling character could end up in legally, the move is disallowed.
Soaring characters may drop carried characters at any point in their movement in any square adjacent to whichever square they occupy while dropping them. The carried character will be dealt 2 clicks of damage and its turn will end in the square it lands in unless that damage is reduced to 0. Characters may be dropped on opposing characters, see rules above.
The elevation change modifier applies when a soaring character descends to hovering level on elevated terrain.
Characters, objects, and terrain features on elevated terrain are referred to as elevated. Characters, objects, and terrain that are not elevated are grounded.
Elevated clear terrain cannot be destroyed. Elevated blocking and hindering terrain may be destroyed. If a line of fire between two grounded characters crosses the boundary line of elevated terrain, it is blocked. The line of fire between an attacker on elevated terrain and a target on elevated terrain is not blocked by elevated terrain boundary lines; however, colossal characters, elevated characters, and the boundary lines of other types of elevated terrain still affect and block the line of fire normally.
A square with a red line running through it, marking the boundary of an area of elevated terrain, is on the rim of the elevated terrain. If an elevated character is on the rim of elevated terrain it may make ranged combat attacks targeting grounded characters and be the target of ranged combat attacks by grounded characters. If the line of fire between a grounded character and an elevated character crosses any elevated square not on the rim of the elevated terrain, or any square on the rim not occupied by the target character, the line of fire is blocked.
An otherwise clear line of fire between an elevated character and a grounded character is blocked by giant characters and colossal characters; hindering terrain does not affect a line of fire drawn between an elevated character and a grounded character unless the target occupies a square of hindering terrain.
Characters that are in adjacent squares but at different elevations cannot make close combat attacks against each other, but they may target each other with ranged combat attacks.
HeroClix has three types of maps: outdoor terrain, indoor terrain, and maps that combine both outdoor and indoor terrain.
WizKid's rules cannot be sensibly applied to all the various cool and interesting details on their maps. I'm simply going to pass along some of the decisions my gaming group has found useful over the course of many games on various maps:
Super-elevated terrain -- anything set on top of a rooftop, which is already elevated terrain, like a chimney or a water tower, is super-elevated terrain. Characters on top of super-elevated terrain have line of sight to any square on a lower terrain type, unless that square is directly blocked by other super elevated terrain.
Example: Umar moves to the top of a chimney jutting up above a rooftop. (She can do this, she's got Phasing.) Umar now has line of sight on pretty much anyone else on the board unless they are standing behind another chimney or some other terrain feature that juts up above the level of the surrounding elevated terrain. If Baron Zemo and the Enchantress are standing on a nearby rooftop within Umar's range, and Baron Zemo is between Umar and the Enchantress, Umar can still hit the Enchantress, as she has line of sight due to being on super-elevated terrain.
Sloping roofs/surfaces -- One map in particular that I can think of has what is obviously meant to be a sloping roof. Our ruling is that characters further up the slope are elevated over the top of characters further down the slope. This is a useful place to stack SHIELD or HYDRA agents so they can all be adjacent to each other and still have line of sight on the same target. However, opponents have a nice array of targets to shoot back at, as well.
Reducible elevated terrain -- We mostly use this rule for the dinosaurs on that cool museum map. You can hide on a dinosaur's head, and this is elevated terrain, but because our rules allow hindering terrain to be destroyed like blocking terrain, and because someone should be able to walk up to a giant model of a dinosaur and wreck it if they were that darn mean, we rule that some elevated terrain features are 'reducible', which simply means, you can reduce them to nothingness. A good solid general rule is, if someone can hide on it -- and most terrain features actually detailed on maps, like chimneys and water towers and dinosaur heads and such can certainly be used to hide on -- then it can be blown up or knocked to pieces, even if it is on elevated terrain.
On or under –
Various map details -- countertops, tables, chairs, crates in warehouses, etc -- obviously should represent some sort of elevated feature. Characters moving on top of these should be considered to have line of sight over intervening characters at ground level. This can be extremely advantageous (although, remember, if you can see and shoot at them, they can generally see and shoot at you, unless you have Stealth). Because of this, we declare when we move onto such a feature 'on top of or under', which is to say, is Robin hiding under the table, or is he on top of it?
Stealthed characters may 'hide' on top of or under the feature (it's just an advantage of having Stealth), but they should still declare, because it's possible under our rules for a Stealthed character to suddenly have their Stealth turned off (a character with Super Senses and Outwit can do it). Obviously, if a character has been shooting as if elevated while on a table or countertop square, that character is assumed to be 'on top of' that terrain feature. However, if a character moves onto such a square and the controlling player makes no such declaration, an opponent may want to know if the character is on top of the counter or under it, which would affect line of sight. If an opponent asks this on their own turn, and no 'on top or under' declaration has been previously made, roll a d6 for it.
This may seem trivial, but it's not. For non-Stealthed characters, the decision means either having line of sight over everyone else's heads (which can be critical) but also having everyone else be able to shoot back at them, or losing line of sight due to intervening characters' which also works both ways.
Even for Stealthed characters, though, it's important to declare 'on top of or under', as they may lose Stealth through various means after taking their positions.
Outdoor maps have no interior spaces. A map labeled “outdoor” or “outdoors” is an outdoor map. Terrain on an outdoor map is called “outdoor terrain.” All standard rules apply to a battle on an outdoor map.
Indoor maps depict battlefields located entirely inside a building or structure. A map labeled “indoor” or “indoors” is an indoor map. Terrain on an indoor map is called “indoor terrain.” Battles on an indoor map use all the standard rules, with the following exceptions:
• Characters that can fly cannot use the soaring flight mode.
• Hovering characters and characters with the Leap/Climb power cannot move through walls or over indoor blocking terrain.
• Characters with the Phasing/Teleport power can move through walls or indoor blocking terrain.
Maps labeled “indoor/outdoor” have portions that follow the rules of both indoor maps and outdoor maps. Indoor/outdoor maps follow all the rules of outdoor maps, except that squares inside the boundary of a yellow line follow all the rules of indoor maps.
On an indoor/outdoor map, a line of fire that crosses blocking terrain is blocked, even if both the attacking and target characters are soaring. A character occupying the indoor portion of an indoor/outdoor map may target a soaring character occupying the outdoor portion of the map if the attacking character can draw a clear line of fire to the target character.
Objects are parts of the battlefield that characters can use for cover in combat. They can be moved, picked up, and used by characters with certain powers. Objects are either light (yellow-ringed object tokens), heavy (red-ringed object tokens), or immobile (blue-ringed object tokens). When used, light objects inflict less damage than heavy objects.
An object is considered hindering terrain unless a character holds it. A held object is not considered terrain for purposes of moving onto it, although it can be destroyed like any other object.
Heavy, light, and movable special objects may also be used to hinder or obstruct the movement of opponents, as follows:
Any two characters may pick up and move a light object for purposes of hindering or obstructing an opponent’s movement. These two characters must each be able to move adjacent to the light object and move it to the desired square within their normal movement values. Each character subtracts one from its remaining movement when it picks up the light object, and both characters move simultaneously. Each character receives an action token. Once a light object is moved this way, it is considered to become Hindering Terrain for any opposing character that encounters it, with all attendant movement effects, until it is moved again, or destroyed. If a light object is moved this way and placed on a square occupied by an opposing character, the opposing character must effectively move out of Hindering Terrain on the following turn, and cannot use the light object moved this way for purposes of Stealth or to increase its defense value against ranged attacks.
Heavy objects may only be picked up and moved by characters with Super Strength or Telekinesis. If picked up and moved for the specific purpose of hindering or obstructing an opponent’s movement, a Heavy Object will be treated as Blocking Terrain filling the entire square that it is set down in until it is once more moved or destroyed. If a Heavy Object is picked up and moved this way onto a square occupied by an opposing character, that character is considered to be pinned by Blocking Terrain on all sides until the Heavy Object is either moved or destroyed.
Destroying objects. Objects can be destroyed using the rules for destroying a square of blocking terrain (see “Destroying blocking terrain” ). An object in the same square as a character may be targeted by a close or ranged combat attack, though each must be targeted separately. A character in the same square as an object does not take damage when the object is destroyed. An attacker may not target both a character and an object with the same attack.
Immobile objects. Object tokens with blue borders are immobile objects. They cannot be picked up or moved using any power or game effect. When an immobile object is destroyed, place a debris terrain marker in the square it occupies and then remove the object from the game. There are two types of objects: standard objects and special objects.
Characters with Super Strength who pick up an object may also put down that object if they wish, as a free action at any time during their turn.
For purposes of being grabbed and used as a close combat or range weapon, or picked up and thrown, normal sized characters are considered to be Light Objects, while Giants are considered to be Heavy Objects.
If a character with Super Strength wishes to pick up a friendly character and throw him up to six squares, or use him as either a ranged or close combat weapon, he may do so automatically. Characters are treated as light or heavy objects for this purpose (see above), and therefore have a range of 6 or 4, and if thrown into another character or Blocking Terrain or onto open terrain, characters deal and are dealt one click of damage. If a friendly character is used as a weapon in Close Combat, it is dealt the attacker's normal damage plus one click. The attacker takes an action token as normal, but may pick up and use a friendly character as a weapon in one action.
If a character with Super Strength simply wishes to pick up and throw an adjacent friendly figure six clicks (or less) they may, as an automatic action with no roll. The thrown figure will be dealt one click of damage upon landing, which will be reduced as normal by damage reducing powers, and which can be avoided by Super Senses on a roll of 5-6. This damage is not dealt to characters with Leap/Climb.
If a character with Super Strength wishes to pick up and throw an adjacent opponent, or use that opponent as a weapon in a close combat attack, they must make a Close Combat attack for zero damage on the adjacent opponent and take an action token as normal. If successful, the opponent may not make any attempt to breakaway unless they possess Flight, Leap-Climb, Super Strength, or Plasticity. If the captured opponent possesses these powers, they may breakaway on a 4-6 on a d6 on their next movement turn, if they can make a normal movement action. (If a character who possesses Phasing is grabbed, they can simply leave on their next turn, as normal, again provided they may make a normal move action.)
Opponent characters who are grabbed to be thrown or used as weapons by opponents may, if they can be given an action, make a Close Combat attack on the character grabbing them on their next turn. If they do at least one click of damage to the grabbing opponent, they are considered to be free, but still adjacent. If not, they are still grabbed, and on any following turn in which he may be given an action, the opponent who has seized and held them may either throw them up to six spaces, or use them as a weapon in a close combat attack on any other legitimate target.
Again, characters are considered Light or Heavy Objects for these purposes; however, characters are not destroyed after one use. Instead, they take whatever damage they are dealing out to the target opponent. (If an opponent has Damage Resistance powers like Invulnerability or Toughness, it doesn't help the grabbed character being used as a flail. If Mr. Hyde is using Daredevil to hit Doc Samson for 4 clicks every turn, it doesn't matter that Doc Samson is only taking 1 of it past his Invulnerability. DD is taking all four clicks, until he manages to escape, or becomes the Goo Without Fear and is removed from the game.)
A thrown opponent will either travel 6 or 4 spaces, or strike any blocking terrain or character within his path. The thrown opponent coming into contact with blocking terrain or another character will come to rest in the space adjacent to whatever they struck between that object and the throwing character.
If a character holding an opponent takes a click of damage for any reason, and the grabbed character may be given an action, the grabbed character may make a breakway roll and on a 4-6 escape, although they will still be adjacent to the opponent who had previously captured them.
Characters remain grabbed until they escape, are thrown, are removed from the game, or the grabbing opponent is removed from the game. Thus, a character may be used as a weapon for several turns if that character cannot escape. Grabbed characters may be flailed against Blocking Terrain or the ground if the grabbing opponent desires as a normal Close Combat attack, and will take the Grabbing Character's normal damage plus one click.
Opponent flying characters may not be thrown as ranged weapons. As soon as released, opponent flying characters are considered to have made an automatic breakaway roll. Flying characters may be used as close combat weapons normally by the above rules.
Thrown characters are not considered to be taxied or telekinesised, and therefore, may take action as normal after being thrown, if they were not dealt damage by it. If a thrown character is dealt damage by being thrown, they cannot take action until the start of their next turn.
‘Tiny’ characters (Ant-Man, the Atom, the Wasp, etc) may be ‘thrown’ or ‘grabbed’ by normal sized or larger characters, as if those normal sized or larger characters had Super Strength on their dial.
A standard object token has a colored ring to indicate whether it is light, heavy, or immobile. It follows all rules for objects normally.
Special objects are object tokens or 3-D objects printed with the Special Objects symbol. A particular special object may have unique abilities associated with it alone. Unless stated otherwise, all rules for objects apply to special objects. Special object effects supercede the effects of battlefield conditions when they conflict.
Carrying special objects. While a special object is being carried or moved, all special abilities and rules associated with it are ignored; it is only an object of its type (light or heavy).
Continual special objects. If a special object’s special ability is prefaced with the “Continual” keyword, it is not ignored while that object is being carried or moved.
Placing Special Objects
To use special objects in a game, after choosing and looking at a standard object token drawn from the object pile during setup (see “Step 4: Place Objects”)—but before placing it on the battle map—a player who has special objects in his or her collection may choose to replace the object token with a special object; if he or she does, remove the drawn object token from the game. A light or heavy standard object may be replaced only by a special object of the same type. An immobile special object may replace a standard object of any type.
Each player may place a maximum of three special objects per game; a particular special object may be chosen only once by each player per game. Each player may place one immobile object for each full 300 points of the game’s build total.
Special objects must be placed on the battle map 5 or more squares from all starting areas.
Example: Aaron wants to use special objects in a two-player game with a build total of 400 points. During setup, Aaron and his opponent each put three object tokens into the common pile.
Aaron draws a light standard object token from the pile. He chooses to remove the standard token from the game and place the Stepladder special object (a light special object) on the battlefield.
After his opponent places an object, Aaron draws a heavy standard object token from the pile. He chooses to remove the standard token from the game and place the Fuel Tank special object (a heavy special object) on the battlefield.
After his opponent places her final object on the battlefield, Aaron draws a light standard object token from the pile. If he wanted to replace it with a special object, he could replace it with any light special object except the Stepladder (since he has already placed a Stepladder on the battlefield) or an immobile object. Aaron chooses to remove the standard token from the game and place the Teleport Pad special object (an immobile special object) on the battlefield. Because the build total for the game is 400 points, Aaron can place only one immobile object on the battlefield; the build total would need to be at least 600 points for Aaron to place a second immobile object.
WizKids’ rules regarding object placement are all well and good, but personally, I think the more objects there are out there, the better! So Doc Nebula’s HeroClix House Rules allow players to agree to put out more than the standard three objects apiece if you really want to. And if you have the 3D Objects, they really shouldn’t count towards your object limits, whatever they may be; however, they SHOULD be placed somewhat logically on whatever map you’ve chosen… if you’re in the middle of a swamp, for example, you shouldn’t really have a soda machine anywhere nearby.
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 an object, 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.
Characters with Telekinesis may move objects or use them as weapons; they may also move characters. 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.
Attacking with an object. Regardless of the attacker’s damage value, the target of a successful attack using a light object is dealt 2 damage and the target of a successful attack using a heavy object is dealt 3 damage.
For further details on the use of Telekinesis, see the Power Card.
Feats represent a character’s special equipment, training, other abilities, or sometimes, just random chance.
Some feats require the player to choose a character or characters that meet the prerequisites for the feat and assign the feat to the chosen characters. This choice must be made when building your force; only the assigned character or characters may use the feat. In order to be assigned a feat, a character’s combat dial must be able to turn so that all prerequisites for the feat are visible through the stat slot at the same time. A prerequisite power or combat value does not need to be visible on a character’s starting click for the character to be assigned the feat. If a feat does not require you to choose a character or characters, at least one character on your force must meet the prerequisites for the feat.
Feats included as part of your force may be assigned only to characters that are part of your force. A character may be assigned more than one feat; however, a character may not be assigned multiple copies of the same feat.
In order for a character to use an assigned feat, any prerequisites for the feat must be printed on the character’s base or visible on its combat dial through the stat slot. Combat values cannot be modified to meet the prerequisites to use a feat. A character that already meets the prerequisites to use a feat may have its combat values modified as long as the modified combat values still meet the prerequisites to use the feat. A feat assigned to a character is in effect during an action unless the player who controls the character indicates at the beginning of the action that the feat is not being used. The feat resumes its effect immediately following the completion of an action during which it is not used.
Feats that modify a character’s combat values modify those values only when the character is using the feat. If a feat modifies a character’s speed value or range value, apply any modifications to those combat values immediately before giving the action to use the feat. If a feat modifies a character’s attack value, defense value, or damage value, apply any modifications to those combat values during the attack before the attack roll, but after applying any replacement values.
The value of a Feat also directly modifies the point value of the character the Feat is given to. Thus, a 99 point character given a 10 point feat card becomes, for purposes of the game, a 109 point character. This point modification remains even if the Feat itself is removed from the game.
A few Feat Cards require either revision, or at least, additional notes, to work properly under Doc Nebula's House Rules --
BRILLIANT TACTICIAN: Prerequisites: Outwit and Perplex (each must be somewhere on the character's dial) Choose a character. When the character uses Perplex, it may affect every target friendly character within 10 squares. The character must have a clear line of fire to each target.
EXTENDED RANGE -- This is a fantastic card when used in conjunction with Pulse Wave, as the power is redefined under my rules. If you're facing a lot of really tough characters and you just want to go for the mass Incapacitate effect, use this card to increase your Pulse Waver's range while lowering his/her damage to 0, guaranteeing that everyone in range takes the extra action token (unless you roll a Fumble, in which case, it's just you).
FANTASTIC FOUR -- Babies and losers love to snivel and whine about this new TA and even make up house rules forbidding it at their venues, but I say it's the greatest TA ever created and finally makes the Fantastic Four nearly as formidable in clix form as they are in the comics. Yeah, okay, if you manage to take out Sue Storm this TA should go away, instead of letting everyone suddenly have the next highest member's Defense Value, but I don't care. The FF should be nearly impossible to beat and this Feat Card/substitute TA makes it so. And if you're playing Battlefield Conditions the Doc Nebula way, well, you can always hope for a Disbanded or an Isolation to come into the game and completely screw the guy playing this TA against you.
WizKids has stated that this substitute TA cannot be accessed using the Thunderbolts Feat Card, which also strikes me as childish and wank-like; the Avengers should certainly be able to benefit from the Wasp flying around their opponents heads and using her stings to distract them, for example. So under my House Rules, you can certainly give a team of Avengers this substitute FF TA, if you want to.
FASTBALL SPECIAL -- My House Rules allow characters with Super Strength to pick up other characters and throw them as if they were Light Objects. This makes Fastball Special kind of redundant as a Feat Card. Given the limitations on the card (each character must have the same TA, the thrown character must be grounded, have Toughness, and not have a damage value higher than 3) I find the Feat Card nearly unworkable anyway, as well as hopelessly inconsistent with how the Feat generally works in comics, or could work (there's no reason the Thing can't throw Spider-Man at someone, for example, and while most versions of Wolverine have Toughness, not all of them do). So in general, I find this Feat Card to be pointless under my House Rules. Having said all that, though, the Attack Value and Damage Modifiers are definite pluses over how a similar move would work under my Rules, where your Super Strength figure would simply toss a teammate at an opponent, do Light Object damage to both the opponent and the teammate, and then the teammate would launch an attack of his own.
FLASHBANG: Prerequisite: Smoke Cloud Choose a character. (optional) When the characer is given a move action, it may move up to its full Speed Value and it may use Smoke Cloud as a free action either before or after the move action. If the character does not take any other action this turn, it may use Smoke Cloud as a free action.
"PREREQUISITE: Impervious or Invulnerability. The character ignores ranged Outwit attacks. Adjacent Outwit attacks do not take effect automatically, but instead require a successful Attack roll for 0 damage as a free action to be effective. Exploit Weakness damage is reduced to 1 and cannot be increased.”
INSPIRING COMMAND: "Prerequisite: Leadership or Mastermind. Characters with the same team ability as this character are not dealt pushing damage when a second token is placed upon them if they are adjacent to this character at the beginning or end of an action." I've changed 'team symbol' to 'team ability' so wild card characters can join a force and get some benefit from having a leader on their team, and I've entirely done away with that nonsense about needing to have a lower point value than the leader to get this benefit. As if Captain
REPULSOR SHIELD: “Prerequisite: Impervious or Invulnerability. This character ignores other characters' Force Blast and Ranged Combat Expert. Psychic Blast damage is reduced to 1 and cannot be increased."
RIP IT UP: "Prerequisite: Super Strength. Before this character begins any movement, you may give it a Debris token that may be used in combat as a Light Object."
SIDEKICK: "Choose two characters. The first character must have a point value at least twice that of the second character. The two characters must be adjacent to each other in order to use this feat. The first character may only carry the second character if the first character is a transporter, or the Passenger card is utilized; the second character may never carry the first character.
(Optional) The second character uses the first character's defense value and/or any Defense Power the first character may have showing on its dial instead of its own when it is attacked by an opposing character."
SLIPPERY Add the following line of dialogue: "Members of the Serpent Society TA pay 0 for Slippery and automatically qualify for the card."
SWINGLINE: "Prerequisite: Foot movement symbol. Choose a character. This character ignores Hindering Terrain for movement purposes, and may move freely between elevated and non-elevated terrain. If this character succeeds at a ranged combat attack against a target opposing character with the wing movement symbol, the target gains Earthbound until the beginning of its controller's next turn." Eliminate the +1 to Movement. Same cost.
TAUNT: "Choose a character. Give this character an action token. Give this character a ranged combat attack targeting a single opposing character within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn."
TRICK SHOT: "Prerequisite: Plasticity or Ranged Combat Expert. When not adjacent to an opposing character, this character ignores the effects of hindering terrain and other characters on line of sight. If a path to a target opposing character can be drawn from this character that is within this character's range in squares and is not interrupted by Blocking Terrain, this character may make a ranged combat attack on target opposing character."
POLYMORPH – Prerequisites – Character must be represented by more than one distinct power dial. At least one of these power dials must have the power Shape Change on it, OR, at least two different power dials representing this character must (1) show different movement types (boot, wing, dolphin) and/or (2) show different damage types (fist, giant).
COST: Pay the cost of the most expensive figure, then average the costs of all additional figures representing this character for this game. If only one additional figure is used, pay half that figure’s cost.
Place one figure representing this character in the starting area at the beginning of this game. Whenever the figure in the game has its dial turned in either direction, turn all off board figures representing this character the same number of clicks in the same direction (do not advance any figure past its starting click into KO slots). At any time during subsequent turns of the game, as a free action, player may switch one of the off-board figures representing the character for the figure in the game. Off-board figures may not be placed on the board if KO slots are showing on their dials.
WARP IN: Prerequisite -- Phasing/Teleport Cost: 25 points. This character is not placed on the board at the start of play in the normal starting area. Instead, this character's controller chooses any open square on the board during any turn after the first. Roll 1 d6. 1-2 Figure is placed on board in any open square. Give figure an action token, it may take no further action that turn. 3-4 Figure is placed on board in any open square. This is a free action, but figure may take no non-free actions for rest of turn. 5-6 Figure is placed on board in any open square. This is a free action, and figure may take any normal action for normal cost. Once this has been done, remove WARP IN from game. Only one instance of WARP IN may be played per character per game.
If character with WARP IN is a Transporter, or has the Passenger Feat Card, it may carry one other friendly figure with it into the game. This friendly figure also remains off the game board with WARP IN figure until they are both brought into the game simultaneously.
SACRIFICE PLAY: Prerequisite: Characters must have same Team Ability. COST: 5 points per character. Choose more than one character with same Team Ability. When two or more such characters are adjacent, and one of these characters is KOed, it instead remains on its final slot before being KOed. Choose an adjacent character also using this Feat Card and KO that character instead.
RESCUSCITATE/REVIVE: COST: 10 points Choose a character. When this character is KOed, do not award victory points. Place three action tokens on this character. Opponent who KOed this character may remove one action token at the start of his/her turn. When KOed character has no further action tokens, remove character from board and award victory points. While KOed character remains on board, it may be Healed or Regenerated as normal. Automatic Regeneration will not work while a figure is KOed. If character is Healed or Regenerated, reduce number of action tokens on it to 1.
There are four types of special characters, each with additional rules associated with them: double-base characters, transporters, giant characters, and colossal characters.
A double-base character is mounted on a base that takes up two squares. A double-base character has 10 adjacent squares when not on a diagonal. When occupying diagonally adjacent squares, double-base characters have 12 adjacent squares. When a double-base character occupies diagonally adjacent squares, it blocks lines of fire across its diagonal and characters on opposite sides of its diagonal are not adjacent.
Moving. The player moving a double-base character chooses any square adjacent to the double-base character to begin counting movement. A double-base character must end its movement so that its base rests on one of the squares within its speed value and both ends of the base are on terrain at the same elevation, unless it is flying, in which case, the double base character is assumed to be occupying whichever elevation its controller chooses at any given time. When a double-base character stops its movement on a diagonal, it occupies only the two squares occupied by the center dots printed on its base. A double-base character may not end its movement with a wall between the center dots printed on its base.
Attacking. When drawing a line of fire to or from a double-base character, the player drawing the line of fire may choose to draw the line of fire to or from either square occupied by the double-base character. When attacking a character on the same elevation, a line of fire will be blocked if it crosses either square occupied by a double-base character.
Double-base characters may not be moved by Telekinesis and are not affected by Force Blast or knock back.
A transporter character has special movement and combat options. A transporter’s speed symbol is printed in reverse type on its base. A transporter follows all the normal movement and combat rules for a character with its speed mode. Transporters may carry other characters (see “Carrying other characters”).
Figures being carried by Transporters may make an attack at any point during the turn while they are being carried before they have been set down. They may also use free actions at any point during the turn. Transporters do not need to set down carried figures at the end of the turn in which they pick them up.
Carried characters may take no further actions for the remainder of the turn following being set down by a Transporter.
Unlike flyers, Transporters do not need to have Super Strength or a minimum damage of 2 to carry other figures. However, like flyers, Transporters may carry any other figure, including other Transporters. Flyers may also carry Transporters if they qualify to taxi at all. No Action After Taxi would apply to any Transporters carried in this way.
A character with the Giant damage symbol is a giant character. Giant characters loom over the battlefield, and they have a much longer reach than other characters do. Giant characters are also considered to be taxi characters; they must meet the same requirements as a Flying character in order to taxi other characters.
A giant character is adjacent to standard-sized characters (those with the normal damage symbol), colossal characters, and other giant characters when those characters are up to 2 squares away for close combat attack and purposes of powers that require adjacency (ex: Poison), regardless of the other character’s elevation or flight mode, but an elevated giant character is not adjacent to a grounded standard-sized character. Standard-sized and colossal characters are adjacent to giant characters up to 2 squares away for movement purposes but not for close combat attack purposes. A standard-sized or colossal character must be within 1 square of a giant character to make a close combat attack against it. Characters 2 squares away from a giant character are not considered adjacent for ranged combat purposes.
To determine if a character 2 squares away has become adjacent to a giant character, use a straight edge or draw an imaginary line from the center of the giant character’s square to the center of the target’s square. If the line crosses blocking terrain and the target is grounded or elevated, then the characters are not adjacent, or if the line crosses elevated terrain and both characters are grounded, then the characters are not adjacent. Otherwise the characters are adjacent.
Giant characters ignore hindering, elevated, and outdoor blocking terrain effects on movement, as well as other normal sized characters. Giant characters cannot be moved by Telekinesis, and they ignore other characters’ Force Blast and Plasticity. They cannot be taxied, but they can be manipulated by characters with Super Strength as if they were Heavy Objects.
Standard-sized characters do not block line of fire to or from a giant character. Colossal characters and giant characters block line of fire to or from a giant character. Hindering terrain, blocking terrain, and elevated terrain affect line of fire to a giant character as normal. A grounded giant character and a grounded character draw line of fire and make ranged combat attacks against each other as if they were both grounded. A giant character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated. A giant character and a soaring character draw line of fire and attack each other as if they were both soaring and using their full range values.
For all game purposes, a Bat Sentry is considered to have the Giant damage symbol, and is considered to be a generic, not a Unique, character.
Colossal Boy is considered to have the wing movement symbol.
A character with the Colossal damage symbol is a colossal character. Colossal characters are exceptionally big, and they may have special rules that are provided with the figure. Colossal characters do not halve their range values when attacking soaring characters. All colossal characters block lines of fire to other characters. Colossal characters ignore the effects of hindering, elevated, and outdoor blocking terrain on movement. Colossal characters cannot be moved by Telekinesis. Colossal figures may make ranged combat attacks when adjacent to opposing figures.
§ Although there is no dial symbol that reflects this, certain characters are considered to be Tiny and to have specific power and movement affects from this size mode.
§ Tiny characters cannot carry any character who is not a tiny character.
§ Tiny characters ignore all effects of Hindering Terrain and other characters on their movement.
§ Tiny characters do not block line of fire.
§ Tiny characters modify Attack and Defense Values by +1 against normal sized and larger characters. They modify their damage values by -2 against normal sized and larger characters (minimum 0). They can be carried or thrown by any normal, Giant, or Colossal sized character, as if that character were a flyer with Super Strength.
Tiny characters to date: Ant-Man, Dr. Henry Pym, Yellowjacket (IC puck), Wasp, Atom, Shrinking Violet.
ERRATA: Shrinking Violet is considered to have the wing movement symbol.
GAME OVER: IS THIS THE END FOR OUR HERO?
The game ends when any one of the following situations is true:
1. One of the players has no more characters left on the battlefield, OR
2. A predetermined time limit for the game passes, OR
3. All players agree to end the game, OR
4. A predetermined number of rounds has passed.
A character may not leave the battlefield before the end of the game unless KOd or unless a scenario specifically allows such an action.
The rules for ending a scenario override the standard rules for ending a game or victory conditions, if applicable.
At the end of the game, all players count victory points. Whoever scores the most victory points wins the game, unless the game was played to Last Figure Standing, in which case, the player with the last figure on the board wins regardless of point totals. If two players played as allies, their points are added together.
If there is a tie in the victory point totals of two or more players or if no characters were defeated, the winner is the player who built his or her force with the fewest number of points. If playing a scenario, use the victory conditions of the scenario to determine the winner. After the game, all players retrieve their characters and cards.
Victory points are scored as follows:
• Defeated characters. Every opposing character that you defeat during the game earns you a number of victory points equal to its point value. These points are scored during the game as characters are defeated. Don’t forget to add in the points for feats assigned to that character.
• Archenemy bonus. If a character defeats its archenemy, that character’s player receives double the victory points for defeating that archenemy. This includes points that archenemy character has from feats.
• Surviving characters. Every friendly character that started the game on your force and was not defeated by the end of the game earns you a number of victory points equal to its point value. Again, don’t forget points for feats.
• Eliminated characters. Points for characters who were defeated, but not by an opposing character (such as those characters whose actions led to pushing damage that caused KO symbols to appear in their stat slot), are awarded to the opposing player whose character most recently damaged that character. If no opposing player damaged the character, split the victory points evenly among all opponents. Remember their feat points!
To avoid or to resolve arguments, we suggest the following points of etiquette:
• You will constantly pick up your characters during a game to look at or turn their dials. Mark the square your character was in with a token so that you return it to the correct square.
• Situations that the rules don’t cover might occur, and players may disagree about how to resolve those situations. In all such instances, roll one six-sided die. On a result of 1–3, the action is not allowed; on a result of 4–6, the action
NOTE: To keep things cleaner, I have eschewed assigning action tokens to powers that already require movement or attacks. Therefore, if a power description says 'when a character is moving' or 'when a character makes a close combat attack' or some such, it is assumed that the character takes an action token already for that implicit, underlying action.
Now, I have rewritten several of these powers in such a way that they have become MUCH more effective, and HeroClix purists are going to be screaming their fool heads off that I've completely unhinged the balance of the game in terms of the point costs assigned to various figs. Let it be said once and for the record: I Do Not Care. These rules are better than what came before them, they make the game more fun, and it really is as simple as that. Now -- play clix!
SPEED SUPER POWERS:
FLURRY: This character can hit an opponent twice as often as a normal character can. (Optional) Give this character an action token. This character may make two close combat attacks, making two separate attack rolls, against either one or two legitimate close combat attack targets. Both close combat attacks still generate only one action token.
LEAP/CLIMB: This character can leap or climb over characters and terrain. (Optional) When you give this character a move action, it automatically breaks away and ignores the effects of other characters, elevated, and hindering terrain on movement. This character may end his movement on elevated or outdoor blocking terrain. This character may make a close combat attack against a figure in an adjacent square regardless of the target's elevation.
PHASING/TELEPORT: This character may either turn intangible and pass through solid objects, or teleport. (Optional) When you give this character a move action, it may ignore the effects of all characters and terrain features on movement. It may end its turn on top of outside blocking or elevated terrain, but it may not end its turn on inside blocking terrain.
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. (Optional) When moving adjacent to an opposing character, this character automatically breaks away and may move up to its speed and make a free Close Combat attack/action. When moving adjacent to a target opposing character, this character ignores all movement modifiers caused by hindering terrain or other opposing characters. After moving adjacent to an opposing character and making a successful Close Combat attack on that opposing character, this character may add 1 to the resultant damage if that damage result is 1 or greater. Characters using Charge may not make any Ranged Attacks in the same turn as they make a Close Combat attack. Characters using Charge may not end their movement in the same square as they began their movement unless they change elevations during their movement.
MIND CONTROL: This character may momentarily cause an enemy to come under their influence. (Optional) Give this character an action token. This character attempts an attack for 0 damage on an opposing target figure. If the attack is successful, the opposing figure becomes a friendly figure until the end of the turn, or until you give that figure an action token, or until you choose to end the Mind Control, whichever occurs first. If more than one character is being Mind Controlled by the same character, and one or more of those characters are KOed while Mind Controlled, victory points are awarded to the player who is controlling them at the time. Characters making successful Mind Control attacks take 1 click of damage for each 100 points of the target's point value which cannot be reduced or evaded. If a character with this power has a range value of 0, assume that his range value is 4.
PLASTICITY: This character can stretch his body into any shape. (Optional) This character only fails to break away on a die roll result of 1. Opponents trying to break away from a character with Plasticity must roll a 6 to successfully break away. Characters with Plasticity may make Close Combat attacks against opponents up to their full range value away, or, if their printed range value is less than 4, then out to 4 squares away, maximum.
FORCE BLAST: This character can knock back other characters and objects with a forceful blast. (Optional) Give this character an action token. Choose one of the following options:
* Move one adjacent opposing character directly away a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast automatically breaks away and ignores the effects of hindering terrain and moving through squares adjacent to other characters while it is being moved in this way. This attack does not inflict damage, but the opposing character may suffer damage from knockback per those rules.
* Make a Close Combat attack on an adjacent opposing character. If successful, that character takes an additional action token if it has one or fewer action tokens already, with all normal effects of having this many action tokens. Move opposing character directly away a number of spaces equal to the Damage Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.
* Make a Ranged Combat Attack on a target opposing character. If successful, move opposing character directly away from attacking figure a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.
HYPERSONIC SPEED: This character moves with blinding speed. (Optional) When this character moves, it automatically breaks away and ignore modifiers from other characters,hindering terrain, or elevated terrain. If this character has the wing movement symbol, it may taxi another character as if it had Super Strength showing on its dial. If this character does not have the wing movement symbol, it may taxi other characters its full movement if it has a damage of 3 or greater, or half its movement if it has a damage value of 2. It may not end its movement inside blocking or hindering terrain. During its movement, this character may expend 2 from its Speed value at any time to make a Close Combat attack on any opposing character it happens to be adjacent to. It may do this as many times as its remaining Speed value allows. If any of these close combat attacks are unsuccessful, the character immediately subtracts another 2 from its remaining movement. When you give a character with HyperSonic Speed a move action, it may not use any other powers on its dial until that move action is completed, including ranged attacks. When a HyperSonic Speed character completes its movement, give it an action token and end its turn.
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.
RUNNING SHOT: This character can move and make a ranged combat attack in the same action. (Optional) When this character moves, it receives one free action during its movement that it may use to make a ranged combat attack. It may continue to use the rest of its movement after making this ranged attack.
What I've done here is lift a block of text from the old HyperSonic Speed rules and give it to Running Shot. It works out well in playtesting.
STEALTH: Hindering terrain blocks line of sight to this character. (Optional) Any line of sight drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain. All attacks require a clear line of sight or they cannot be made.
A Stealthed 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 Stealthed character is assumed to be keeping its head down on an opponents turn.
A Stealthed character hiding in hindering terrain can be moved past by an opposing figure. Since there is no line of sight to the Stealthed figure, an adjacent opponent is not considered to be engaged unless the adjacent opponent can somehow perceive and engage the Stealthed figure in combat.
A Stealthed character may strike on adjacent opponent characters; the adjacent opponent characters, however, cannot ascertain the precise location of the Stealthed character without using a specific power or making a specific action, as below:
Characters with the power Super Senses automatically see Stealthed 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 Stealthed 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.
Characters with Super Senses, or those succeeding in 'spotting' a Stealthed character, may attack the Stealthed character themselves, but they cannot guide another character in making an attack on the Stealthed character, unless they also have Leadership.
ATTACK SUPER POWERS
BLADES/CLAWS/FANGS: This character can deliver 1 to 6 clicks of damage after a successful Close Combat Attack. (Optional) Give this character a close combat attack. If the attack succeeds, roll 1 six-sided die. This is the number of clicks of damage you inflict on the target figure instead of this character's normal damage value.
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. (Optional) Give this character a ranged combat attack and reduce his damage value to 1. A successful ranged combat attack does damage to the target figure and every figure adjacent to the target. When determining line of sight for an Energy Explosion attack, ignore the effects of intervening characters and hindering terrain.
PULSE WAVE: This character can make an unfocused range attack that can impact everything within a certain radius of him. (Optional) Give this character a ranged combat action. Reduce his range value by half for purposes of this attack. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire ignore the effect of figure bases and hindering terrain, as well as all team abilities and powers possessed by characters within range. If lines of fire can be drawn to two or more characters, reduce the attacker's damage value for the duration of the Pulse Wave attack to 1. Make only one attack roll. If that attack roll result is a 2, all Pulse Wave damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Pulse Wave damage done to all figures, objects, and terrain within range. Any other result causes Pulse Wave damage to be done to all characters and objects/terrain within range of the Pulse Wave attack. Pulse Wave damage is reduced normally by powers, abilities, or effects that reduce or evade damage, although it cannot be transferred. If a power, ability, or effect reduces Pulse Wave damage done to a character to 0, or allows a character to avoid the damage, and that character has 0 or 1 action tokens, that character receives an additional action token as a result of the Pulse Wave attack, and suffers the effects that would normally result from the addition of such a token. If Pulse Wave does 3 or more damage to any objects or terrain, those objects are destroyed, hindering terrain is reduced to open terrain, and blocking terrain is reduced to hindering terrain.
QUAKE - Character can scatter surrounding characters with a single devastating blow. (optional)Give this character a close combat action. Make only one attack roll. If that attack roll result is a 2, all Quake knockback and/or damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Quake knockback and/or damage done to all figures, objects, and terrain within range. All non-soaring characters adjacent to the attacking character take damage and knockback equal to the damage value of the attacking character. Quake damage can be reduced normally by damage reducing effects and powers, but cannot be evaded or transferred. Quake damage/knockback is reduced 1 for hovering adjacent characters. If a damage reducing effect reduces Quake damage to 0, knockback is still taken as if full damage had been done, and knocked back characters receive an additional action token and any normal effects of receiving that extra token. Objects receiving 1 or 2 Quake damage are knocked back away from the attacking character. Objects and terrain taking 3 or more Quake damage are destroyed or reduced from blocking terrain to hindering terrain.
SUPER STRENGTH: This character has superhuman levels of strength and can pick up objects and/or characters and hurl them around, or use them as weapons to inflict additional damage. This character may destroy terrain. This character's damage is more effective against tough opponents and this character’s close combat attacks automatically cause knockback. (Optional) When you give this character a move action, during this action, the character may pick up an object in this character's square or an adjacent square and hold or carry it. If this power is lost or countered while the character is holding an object, immediately place the object in the square this character occupies. If you give this character a close combat action against adjoining blocking or hindering terrain, or you give this character a ranged combat action in which it throws an object at blocking or hindering terrain within its range value, the blocking or hindering terrain it targets with this attack is reduced by one terrain level to either hindering or open terrain, respectively. If you give this character a successful close combat action against an opponent, any damage done by that successful attack may not be reduced below 1. Knockback from such an attack is automatic.
Super Strength may also be used to pick up and throw both friendly and opposing characters, as defined under Objects, elsewhere.
INCAPACITATE: This character may use either a close or ranged combat attack to add an action token to a target opposing figure. (Optional) When this character successfully hits a target figure and the target has 0 or 1 action tokens, place an action token on the target figure, but do no damage to the target figure. If a target figure is given its second action token, it is considered pushed and takes 1 click of pushing damage. This power has no effect on characters that already have 2 or more action tokens.
PSYCHIC BLAST: This character can make an attack at range that will penetrate any barrier or shield or damage reducing effect. (Optional) When this character makes a ranged attack, damage done by that attack is penetrating damage, meaning that it cannot be reduced by any power or effect that reduces damage, although it can be evaded or transferred to another character by appropriate power effects.
SMOKE CLOUD: This character generates a cloud of smoke or darkness. (Optional) Give this character an action token. This character may move up to half its Speed Value and place up to 4 Smoke terrain markers on the battlefield, starting at any square within its range that it has clear line of sight to. Smoke terrain acts as hindering terrain in terms of movement and as blocking terrain in terms of line of sight, including at adjacent corners between squares filled with Smoke markers. A character with a range of 0 may place the markers in its square and in adjacent squares. Smoke markers must be adjacent to each other, and remain in place until the beginning of their creator's next turn or until the power is countered or lost. Smoke terrain is not elevated.
POISON: This character has a toxin or other effect that damages any nearby opponent. (Optional) At the beginning of your turn, this character delivers 1 click of damage to each opposing character in an adjacent square.
TELEKINESIS: This character can physically manipulate objects, itself, and other characters using only the power of its mind. (Optional) Choose one of the following actions per turn:
(1) Give this character a movement action. Move this character up to its full speed value, while treating this character as if they have the wing movement symbol on their dial, without the capacity to Soar, for the remainder of the turn. When using this option, characters may taxi another figure, or carry an object token, as if they had Super Strength, under all normal rules of taxiing or carrying .
(2) Give this character an action token. Target any object within 10 squares of this character that the character has a clear line of sight to. Move this object to any other square within 10 squares of this character that the character has a clear line of sight to. If the object targeted is an opposing character, this is considered a ranged attack and a normal ranged attack roll must be made. If the object is a friendly character, treat that character as any normal object.
(3) Give this character an action token. Target any object within 10 squares of this character that this character has a clear line of sight to. Use this object to make a ranged attack on any opposing character within 10 squares of this character that this character has a clear line of sight to. Treat this as if the object is being thrown by a character with Super Strength. If this object is an opposing character, two ranged attack rolls must be made; to target the first opposing character being used as a weapon, and to then hit the second opposing character with the first opposing character if the first attack roll is successful. Characters are treated as light objects for this purpose; if one character is thrown at another, each character takes one click of damage. This still only generates one action token.
(4) Give this character an action token. Move all adjacent characters directly away from this character a number of spaces equal to its Damage value. These target characters automatically break away and ignore the effects of hindering terrain and moving through squares adjacent to other characters while they are being moved in this way. This action does not inflict damage, but the target characters may suffer damage from knockback per those rules.
(5) Give this character an action token. Target an adjacent square of blocking or hindering terrain or an adjacent object token. Reduce this terrain type to hindering or open terrain, respectively, or destroy this object token.
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.
STEAL ENERGY: This character gains power after a successful close combat attack. / Give this character 1 click of healing when it applies clicks of damage to a figure after a close combat attack.
Optional: Add 25 points to any character with Steal Energy. Modify the power by adding the following effect: When this character is adjacent to any other character, it may use any one specific feature showing on the adjacent character’s dial until the beginning of its controller’s next turn. 'Any feature' includes anything pertaining to the figure's abilities showing on the dial of the adjacent figure, including movement mode, super powers, the presence of a flight stand, individual stat numbers, range value, number of range targets, or team ability.
DEFENSE SUPER POWERS
SUPER SENSES: This character can avoid being hit in combat, and can visualize its surroundings via superhuman sensory perceptions. (Optional) When this character is successfully hit by an attack, its controller may roll one six sided die. On a result of 5 or 6, this character evades the attack. Characters with Super Senses ignore the effect of Hindering Terrain in terms of drawing line of sight, the effects of Smoke Cloud, and the effects of any Battlefield Condition cards that limit range or line of sight. Characters with Super Senses may also roll one d6 when attacking characters with the Shape Change power, and on a result of 5-6, Shape Change does not affect them. (Make this roll before the target character rolls to activate Shape Change. If this roll succeeds, the target character does not roll for their Shape Change.)
TOUGHNESS: This character is more resilient than a normal human. Subtract 1 from any combat damage dealt to this character. Toughness does not reduce pushing or critical-miss damage.
DEFEND: This character can share its defense value with friendly figures in adjacent squares. (Optional) Any friendly figure in a square adjacent to this character may use this character's unmodified defense value instead of its own.
COMBAT REFLEXES -- This character is harder to hit in hand to hand combat, if it wants to be. (Optional) Add 2 to this character's Defense Value against Close Combat Attacks that target him or her. This character may also choose to be Knocked Back by any successful close combat hit. Any Knock Back damage this character takes may be reduced to zero.
ENERGY SHIELD/DEFLECTION: This character's defense is improved against ranged combat attacks. (Optional) Increase this character's defense value by 2 versus ranged combat attacks that target him.
BARRIER: This character can create up to 4 squares of blocking terrain. (Optional) Give this character an action token. This character may move up to half its Speed Value and create 4 squares of blocking terrain anywhere within the character's range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in squares adjacent to each other. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated. This barrier remains in place until the beginning of your next turn. If Barrier Terrain is set up on a square containing a character, the character takes no damage but is considered to be surrounded on six sides (front, back, right, left, top, bottom) by Blocking Terrain as long as the Barrier remains in place.
MASTERMIND: This character can deflect damage onto a teammate in an adjacent square. (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing powers possessed by the character receiving the damage reduces this damage per the standard rules.
WILLPOWER: This character is very strong willed and can exert themselves greatly without becoming tired.(Optional). This character does not take pushing damage.
IMPERVIOUS: This character is extremely hard to hurt through normal physical means. (Optional) When this character is dealt damage, roll 1 six-sided die. On a result of 5 or 6, the damage taken is reduced to 0. On a result of 1 to 4, the damage taken is reduced by 4. Impervious is Optional to the extent that a character with this power may reduce it to Invulnerable if they should wish to.
INVULNERABILITY: This character reduces damage delivered to him by 3 clicks. Subtract 3 from any damage dealt to this character. Invulnerability does not reduce pushing or critical miss damage.
REGENERATION: This character is capable of healing from great damage at superhuman speed. (Optional) Give this character an action token. Roll 1 six-sided die. Turn this character's combat dial this many clicks to the left, back towards their starting click. Do not advance them further than their opening click.
DAMAGE SUPER POWERS
RANGED COMBAT EXPERT: This character is more effective at range. (Optional) When this character makes only a single ranged attack per turn, they may add 2 to any damage dealt if that damage is not already 0. Ranged Combat Expert may not be used when employing an object as a weapon.
SUPPORT: This character can heal itself or other figures. (Optional) If this character is not adjacent to an opposing character, give this character an action token, reduce its Damage Value to 0, and choose one of the following: (1) Make a close combat attack against an adjacent character that is not adjacent to an opposing character. (2) Reduce this character's Defense Value to 0. This character makes a close combat attack against itself. If the attack succeeds, roll one six sided die. Turn the target character's combat dial this many clicks to the right, back towards their starting click. Do not advance them further than their opening click.
EXPLOIT WEAKNESS - This character can find a weak spot in any target.(Optional) Reduce this character's damage to 3 if it is greater than 3. Damage dealt by this character from a close combat attack is penetrating damage.
ENHANCEMENT: This character increases the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure given a ranged combat action while in a square adjacent to this character will deal 1 extra click of damage to any and all figure(s) successfully hit by the attack.
PROBABILITY CONTROL: This character bends the laws of probability in their own favor. (Optional) Once during your turn, this character allows you to re-roll one dice roll, or to force an opponent to reroll one dice roll. Use the re-rolled result instead of the original result. At any time during an opponent's turn, this character allows you to force the opponent to re-roll one dice roll, or to re-roll one of your dice rolls. This character must be within 10 squares of the figure performing the action/dice roll and have a clear line of sight to that figure.
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 reroll a die, or to make you reroll 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: This character can change its shape to deceive opponents. (Optional) When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has fooled the attacker by appearing as a friendly or harmless character. The attacker takes an action token and ends its action.
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: This character is more effective in hand to hand combat than at range. (Optional) Damage dealt in close combat by this character is increased by 2, if that damage is not already 0. This power may not be used if more than one close combat attack is made per turn.
PERPLEX: Forget it. There is no possible way to make this power make sense. Just deal with it. (Optional) Once during your turn, this character may modify any Combat Value (including Range) for any character in play by 1, up or down. This effect lasts for the duration of your turn. This character must be within 10 squares of the target character and have a clear line of fire to that character. If the target character is damaged or healed during the turn, the effect ends. If this power is countered or lost during the turn, the effect ends.
LEADERSHIP: With this character in command of your force, your force is more effective. (optional) This character may add an action to your action total for the turn. At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one figure with Leadership.
Optional: Add 30 points to any character with Leadership's total point value and modify Leadership by adding the following: Give this character an action token. This character may remove one action token from any friendly character who shares this character's team ability, provided the target friendly character is within 10 squares and this character has a clear line of sight to that character.
OUTWIT: This character is one step ahead at all times, and can use their greater intellect and resourcefulness to negate an opponent’s strengths. (Optional) Once during your turn, as a free action, this character may make a ranged combat attack for 0 damage. A successful attack will allow the character to counter any single power currently possessed by its target. If this character is adjacent to an opposing character, it may turn off any single power currently possessed by an adjacent opposing character as an automatic free action, without any dice roll. This effect lasts until the beginning of your next turn. If this character has a range value of 0, treat its range value as 4 when using this power. This range cannot be further modified. If Outwit is countered or lost, the cancelled power returns immediately.
NOTE: Any team ability which is described with terms like "if every member of your team is a member of this TA" is a unified Team Ability. This TA can only be applied when the team is entirely composed of members of one TA, except for one character, which may have a wild card TA. To avoid having to repeat that over and over in the TA descriptions below, I'm mentioning it once here: "unified" means either "every member has the same TA" or "every member but one wild card has the same TA".
2000 AD: At any time during the game, you may declare an opposing team or character as your target. Once this target has been chosen it cannot be changed. All 2000 AD members increase their Attack Value by 1 when attacking this target.
AVENGERS : If every member of your force is an Avenger, you may choose one Avenger on your force per turn. For the remainder of your turn, this character may receive a modifier to their Attack Value equal to +1 for every 2 Avengers on your force (rounding down). This is a free action. If every member of your force is not an Avenger, then Avengers on your force may perform a move action without using one of your actions for the turn. Mark any character who moves this way with an action token.
BADOON: Prerequisites - Badoon Warrior, Badoon Guard, Badoon Commander - Opponents cannot breakaway from any adjacent Badoon. Badoon are considered to qualify for any Feat.
BATMAN ALLY: (optional) Any line of sight drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain.
BATMAN ENEMY: A Batman Enemy can use the attack value of any other Batman Enemy in an adjacent square.
B.P.R.D. -- Bureau of Paranormal Research and Defense : B.P.R.D. members act as wild cards. They can use any team ability that any friendly figure in play possesses. They may use this ability only once per action. If every member of your force is a B.P.R.D. member, you may use the following Team Ability instead: members of the B.P.R.D. are unaffected by the Mystics / Crossgen Team Ability, and their movement is unaffected by modifiers from Hindering Terrain.
BROTHERHOOD: If all members of a force are Brotherhood members, at the beginning of the game you may choose any Team Ability other than a Wild Card Team Ability. Members of the Brotherhood on your force have that Team Ability for the duration of the game. If any members of your force do not have the Brotherhood TA, you may not use this team ability. Instead, members of the Brotherhood may move on your turn without their movements counting toward your turn action limit.
CALCULATOR: Members of this team act as wild cards. They can use any team ability that any friendly character on the battle map possesses. They may use this ability once each action. If your entire team is comprised of Calculators, you may use the following Alternate TA instead of the above TA: Choose one member of your Calculator force. Give that member an action token. For the remainder of that turn, this character may use either Perplex, Outwit, or Leadership as if that power is showing on its dial. All Calculators on a force are always considered to be within range of each other for use of powers that affect each other, even powers that normally only affect adjacent teammates. All Calculators on a force always have line of sight to each other.
CHAMPIONS : Prerequisites -- Iceman, Angel,
CRIME SYNDICATE OF
CROSSGEN : When this character takes damage from an attack, it deals 1 unavoidable damage to the attacker.
CRUSADE : All attack rolls made by the Crusade team that result in doubles, except two 1s, do 1 extra click of damage, unless damage is already a 0.
DANGER GIRL : When a totally hot Danger Girl is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has stunned her attacker with her astonishing beauty. The attacker takes an action token and ends its action.
When any totally hot Danger Girl 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 to another figure.
This team ability cannot be copied by Feats or wild card team abilities.
DEFENDERS : If every member of your force is a Defender, once per turn, choose a Defender on your force. Until the beginning of your next turn, you may give this Defender a modifier to his Defense Value equal to +1 per 2 Defenders on your force, rounding down. This is a free action. If any members of your force are not Defenders, then this TA may not be used. Instead, Defenders which are adjacent to each other may use each other's unadjusted Defense Values as a free action.
FANTASTIC FOUR: When a member of the Fantastic Four team is defeated (shows 3
FATAL FIVE: Prerequisite: Validus, Emerald Empress, Persuader, Mano. If a Fatal Five member deals damage to an opponent and that damage is reduced to 0, the opponent will receive an extra action token. If the opponent already has 2 or more action tokens, the opponent will be dealt one click of unavoidable damage. If this TA is applied, it replaces any other TAs on the dial.
FLASH’s ROGUE’S GALLERY: Prerequisites: Captain Cold, Gorilla Grodd, Professor Zoom, Weather Wizard, Captain Boomerang, Mirror Master, Trickster. Flash Rogues add +1 to their Attack Values when attacking any figure with HyperSonic Speed showing on its dial. Whenever Flash Rogues are successfully hit by any figure using HyperSonic Speed, they may roll a d6. On a result of 6, the attack misses. If this TA is applied, it replaces any other TAs on the dial.
FRIGHTFUL FOUR: Prerequisites: Wingless Wizard, Trapster, Medusa, Sandman, Hydro-man, Titania, Klaw, Deadpool. Choose a TA. When an opposing member of this TA is KOed, all members of the Frightful Four on a particular force gain one click of healing. If the chosen TA is the Fantastic Four, all members of the Frightful Four gain 2 clicks of healing. All members of the Frightful Four and the Fantastic Four TAs are considered to be Arch Enemies to each other. If this TA is applied, it replaces any other TA on the figure base for the entire battle.
GREEN LANTERN CORPS : A member of the Green Lantern Corps is considered to be a Transporter, with the following modifications: A GLC member can transport up to 8 friendly figures when the Green Lantern moves by either soaring or hovering, as if Super Strength were showing on their dial. All taxied figs must be adjacent to the GL. Members of the Green Lantern Corps may also do the following: Give a GLC member on your team an action token. Any friendly figure within 10 squares of that GLC member that the GLC member has a clear line of sight to gains +2 to Defense Value until the start of your next turn. This team ability cannot be copied by Feats or wild card team abilities.
GUARDIANS OF THE GALAXY: Prerequisites – Vance Astro, Vance Astrovik, Aleta, Starhawk, Yondu – When Guardians of the Galaxy are dealt pushing damage, any adjacent opponent is also dealt one unavoidable click of damage.
HYDRA : For each Hydra member adjacent to a friendly figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent Hydra members must also have a clear line of sight to the target.
INHUMANS: Prerequisites - Black Bolt, Medusa,
INJUSTICE LEAGUE : For every member of this TA after the first that is adjacent to an opponent character, the opponent character must subtract one from its Defense Value for the remainder of the turn.
INVADERS: Pre-req: Captain
JLA : If every member of your force is a JLA member, you may choose one JLA member on your force per turn. For the remainder of your turn, this JLA member may receive a modifier to their Attack Value equal to +1 for every 2 JLA members on your force (rounding down). This is a free action. If there are any members of your force that do not have the JLA Team Ability, you may not use this team ability. Instead, members of the JLA may move on your turn without their movements counting toward your turn's action limit.
JSA : If every member of your force is a JSA member, once per turn, choose a JSA member on your force. Until the beginning of your next turn, you may give this JSA member a modifier to his Defense Value equal to +1 per 2 JSA members on your force, rounding down. This is a free action. If any members of your force are not JSA members, then you may not use this TA. Instead, JSA members which are adjacent to each other may use each other's unadjusted Defense Values as a free action.
KABUKI : Any line of sight drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain.
KINGDOM COME : Whenever an opposing character is placed adjacent to a member of this team, roll one 6 sided die. On a result of 1-2, the opposing character must be placed instead on a non-adjacent square and end its action. Kingdom Come members do not need to make this roll. Characters may be knocked back or Force Blasted adjacent to Kingdom Come members without making this roll.
LEGION OF SUPERHEROES : Members of the Legion of Super Heroes act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action. If your entire force is composed of Legion of Superheroes characters, you may choose to use the following TA instead of the wild card TA: Members of the Legion of Superheroes may double any positive modifier to their Defense Values that affects them. Opposing characters must divide their range values by 2 (rounding down) when making ranged attacks at members of the Legion of Superheroes.
MARVEL FAMILY – Prerequisites: Captain Marvel, Mary Marvel, Black Adam
Members of this TA may roll 1 d6 when hit by Incapacitate or Mind Control attacks. On a 4-6, the attack does not hit.
MASTERS OF EVIL: Members of the Masters of Evil may take an additional non free action token during a turn when they have 2 action tokens already. Any Masters of Evil receiving a third action token will take one unavoidable damage at the end of the turn. When two or more members of the Masters of Evil are adjacent to each other, they can all attack the same opponent simultaneously, resulting in one action token being placed on the Master of Evil of your choice, provided that Master of Evil does not already have 3 action tokens.
MINIONS OF DOOM: Members of the Minions of Doom act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action. If your entire force is composed of Minions of Doom, you may use the following Team Ability instead of the wild card Team Ability: Minions of Doom may copy any Team Ability that any opposing figure possesses, once per action. This team ability cannot be copied by Feats or wild card team abilities.
MORLOCKS - When making close combat attacks, a Morlock gains +1 to its Attack Value per adjacent friendly character that is also adjacent to the target of its close combat attack.
MYSTICS : When this figure takes damage from any attack, it retaliates with a magical blast that does one click of unavoidable damage to the attacker. This team ability cannot be copied by Feats or wild card team abilities.
NEW GODS: Prerequisites: Darkseid, Orion, Kalibak, Mr. Miracle, Big Barda, Desaad, Parademons. Members of this TA reduce all damage dealt to them by 1. They do not take pushing damage, and no damage done to them is considered to be unavoidable or irreducible.
NEW WARRIORS: Prerequisites – Kid Nova, Nova, Night Thrasher, Justice, Firestar, Namorita – Any New Warrior may use any power on any adjacent New Warrior’s dial as if it were on their own dial. They may no longer use each other’s powers when they are no longer adjacent.
OUTSIDERS: A member of this TA may not have its dial altered in any way by opponents when adjacent to another member of this TA. A member of this TA may modify the combat values of any adjacent member of this TA by 1 as a free action, once per turn. This team ability cannot be copied by Feats or wild card team abilities.
POLICE : For each police force member adjacent to a friendly figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent police force member members must also have a clear line of sight to the target.
POWER COSMIC: Members of this team do not take pushing damage and their powers cannot be countered except by a successful Outwit attack roll made by an adjacent opponent. This team ability cannot be copied by wild card team abilities.
SERPENT SOCIETY:- Members of the Serpent Society ignore the effects of other characters, hindering, and elevated terrain while moving. This team ability cannot be copied by wild card team abilities.
SHI’AR: Prerequisites - Deathbird, Majestrix Lilandra, Shi’ar Warrior, Shi’ar Borderer, Shi’ar Admiral, Gladiator – Shi’ar ignore the effects of Elevated Terrain, may make close combat attacks on Soaring opponents when in adjacent squares, and do not halve their range values when attacking Soaring opponents.
S.H.I.E.L.D. : A friendly figure occupying a square adjacent to a SHIELD agent delivers 1 extra click of damage when it hits with a ranged combat attack. This counts as an action for the SHIELD agent, and causes the SHIELD agent to take an action token.
SINISTER SYNDICATE : Sinister Syndicate members can use the attack value of any friendly Sinister Syndicate member in an adjacent square.
SKRULLS : When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has fooled the attacker by appearing as a friendly or harmless character. The attacker takes an action token and ends its action.
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 to another figure.
Skrulls make breakaway rolls on 2-6, and characters attempting to break away from Skrulls only do so on a result of 6.
This team ability cannot be copied by Feats or wild card team abilities.
SPIDER-MAN ALLY : Members of the Spider-Man team act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action. If your entire team is composed of Spider-Man figures and/or figures with the Spider-Man TA, you may use the following Alternate Spider-Man Ally TA instead of the above TA: When any Spider-Man figure or member of this TA is adjacent to any other friendly Spider-Man Ally or Spider-Man figure, the higher cost figure may act as a transporter towards the lower cost figure. When any Spider-Man figure or Spider-Man Ally is adjacent to any opposing Spider-Man figure or Spider-Man Ally, that Spider-Man figure or Spider-Man Ally may make a close combat attack on the opposing Spider-Man figure or Spider-Man Ally as a free action.
SQUADRON SUPREME – Prequisites – Exp or Vet Hyperion, Vet Speed Demon, Exp or Vet Dr. Spectrum, Skymax, Power Princess, Experienced or Veteran Nighthawk. Members of the Squadron Supreme may add 1 to their Defense Value for every adjacent member of the Squadron Supreme. Members of the Squadron Supreme may add 1 to their Attack Value for every adjacent member of any other Team Ability.
STARJAMMERS: Prerequisite – Corsair, Raza, Hepzibah, Majestrix Lilandra, Binary, Havok, Polaris, Jean Grey – If a Starjammer is adjacent to an opponent, any Team Abilities that opponent may have are countered.
SUICIDE SQUAD : When an adjacent friendly figure is KOed, Suicide Squad members may Regenerate as a free action.
SUPERMAN ALLY: Characters on this team ignore the effects of hindering and Smoke Cloud terrain (including team abilities that grant hindering terrain bonuses) on movement and combat. Shape Change and the Skrull TA only effect them on a result of 6.
SUPERMAN ENEMY: If two Superman Enemies are adjacent, the figure with the highest point value has the Outwit super power. If that figure already has Outwit, this special ability does not work.
TITANS : At the beginning of an action in which two friendly members of this team are adjacent to each other, give one of those characters an action token and deal 1 damage to it. This damage may not be reduced, evaded, or transferred. The other adjacent, friendly member of this team is healed of 1 damage.
TOP COW : You may give a Top Cow team member a move action that does not count towards your allotment of move actions for the turn.
ULTIMATES : - Characters on this team ignore the effects of hindering and Smoke Cloud terrain (including team abilities that grant hindering terrain bonuses) on movement and combat. Shape Change and the Skrull TA only effect them on a 6.
ULTIMATE X-MEN : At any time during the game, you may declare an opposing team or character as your target. Once this target has been chosen it cannot be changed. All Ultimate X-Men increase their Attack Value by 1 when attacking this target.
YOUNG AVENGERS: Prerequisites: Stature, Patriot, Hulkling, Wiccan, Iron Lad When any two members of this TA are adjacent to each other, their controller can roll 1d6. Do the resultant number in clicks of healing to one member of this TA, and the resultant number in clicks of damage to the other member.
X-MEN : At the beginning of an action in which two friendly members of this team are adjacent to each other, give one of those characters an action token and deal 1 damage to it. This damage may not be reduced, evaded, or transferred. The other adjacent, friendly member of this team is healed of 1 damage.