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COMPREHENSIVE HEROCLIX RULES

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TABLE OF CONTENTS
1. Rulebook ..............................................................................2 2. Glossary .............................................................................22 3. Character Corrections ........................................................25 4. Keywords ...........................................................................27 5. Super Powers .....................................................................50 6. Special Powers ...................................................................60 7. Team Abilities....................................................................70 8. Colossal Characters............................................................79 9. Galactus..............................................................................80 10. Galactus, Eater of Worlds ..................................................83 11. The Spectre ........................................................................86 12. Fin Fang Foom...................................................................90 13. Starro..................................................................................94 14. Special Objects...................................................................95 15. Battlefield Conditions ........................................................99 16. Feat Cards ........................................................................104 17. Event Dials.......................................................................120 18. Map Clarifications ...........................................................125 19. Additional Clarifications..................................................129 20. Frequently Asked Questions ............................................132 21. Comprehensive Tournament Rules..................................151 22. Retired Figures & Cards ..................................................157 23. Line of Fire ......................................................................160

ABOUT THIS DOCUMENT


This document was updated on 2/13/2008. This document is a compilation of all the official HeroClix rules documents and two additional non-official sections: Retired Characters & Cards (section 22) and Line of Fire (section 23). All official errata are integrated within the text of this document. The rules for Sentinel, Sinestro, Phoenix, and their variants are consolidated in the Colossal Character Rules (section 8). Clarifications are listed as bullet points beneath the sections of this document they refer to. Blue bullet points reference FAQs and clarifications related to the topics they are found beneath. THIS IS NOT AN OFFICIAL DOCUMENT. This document is not endorsed by WizKids and only serves as a reference to the official rules. The official rules serve as the ultimate source if there are any inaccuracies in this document. To access the official rules documents, visit http://www.wizkidsgames.com/rules.asp.

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1. RULEBOOK
RULEBOOK TABLE OF CONTENTS
HeroClix Characters................................................................3 Prepare to Play.........................................................................3 Important Game Concepts......................................................5 Playing the Game .....................................................................7 Turns and Actions ................................................................7 Power Actions......................................................................7 Free Actions .........................................................................7 Move Actions.......................................................................8 Combat Actions ...................................................................9 Close Combat...............................................................10 Ranged Combat............................................................11 Terrain ....................................................................................12 Clear Terrain ......................................................................12 Hindering Terrain...............................................................12 Water Terrain .....................................................................13 Blocking Terrain ................................................................13 Walls ..................................................................................14 Elevated Terrain.................................................................14 Maps...................................................................................15 Objects ....................................................................................15 Standard Objects ................................................................15 Special Objects...................................................................15 Using Objects as Weapons.................................................15 Objects and Telekinesis .....................................................16 Feats ........................................................................................17 Special Characters .................................................................17 Duo Characters...................................................................17 Double-Base Characters.....................................................17 Transporters .......................................................................18 Giant Characters.................................................................18 Colossal Characters............................................................19 Special Abilities ......................................................................19 Capture...............................................................................19 Multiattack .........................................................................19 Game Over: Is This the End for Our Hero? .......................20 HeroClix Etiquette .................................................................20 Scenarios .................................................................................20

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1. HEROCLIX

CHARACTERS

1.3. THE CHARACTER CARD


A character card is a card specific to a particular HeroClix character. The figure below illustrates the information that appears on a characters card.

Aside from the figure itself, a HeroClix character is made up of three main parts: the base, the combat dial, and the character card.

1.1. THE BASE


Each characters base is printed with important information, as shown below.

Some characters look the same, but they have different ranks, team designations, or combat dials. Each characters base is printed with a set symbol that marks it as part of a particular HeroClix set and a collectors number to differentiate it from other characters that might look similar.

1.2. THE COMBAT DIAL


The combat dial is the rotating disk found under a characters base. A characters combat dial displays a set of numbers through the Lshaped stat slot in the characters base. These numbers indicate how well the character can accomplish certain tasks. Each time one of your characters takes damage during a game, you clickor 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 power and ability listed on a character card is preceded by a colored circle behind a symbol. When a square of that color appears on the characters dial next to that symbol on its base, the character possesses that power. If only a powers name is printed next to the circle (such as Blades/Claws/Fangs), the power is a standard power and the explanation of its effects appears on the powers and abilities card. A named power (such as POWERSWORD (Blades/Claws/ Fangs)) is a standard power with a specific descriptive title. It is capitalized next to the circle and is followed in parentheses by the name of the standard power (which is explained on the powers and abilities card). Special powers are unique powers and are fully described on the character card.

2. 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.

1.2.1. Combat Values


Each character has five combat values, as shown below. 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 characters combat dial. The fifth value is the characters range for ranged combat attacks; this value is printed on the characters base. Range does not change as you turn the combat dial. Each value appears next to its respective symbol.

2.1. STEP 1: BUILD YOUR FORCE


In general, characters comprise the bulk of a players force. Each character has a point value printed on its base. This is the number of points it costs to add the character to a force.

2.1.1. 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.

2.1.2. Unique Characters


A force may consist of more than one of the same character. If a characters rank is Unique, however, it may be included in your force only once. Unique characters have silver, bronze, or gold rings on their bases. Two Unique characters with the same name, set symbol, and collectors number may not be on the same force;

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however, a Unique character can be part of a force with nonUnique characters that share the same name, as well as with Unique characters that have the same name but a different collectors number or set symbol.

around the table until everyone has chosen a different edge and identified a starting areathe area of squares within the purple linealong that edge. In two-player games, starting areas must always be on opposite edges of the map.

2.1.3. Themed Teams


When all characters on a force share a single common keyword among the keywords listed on their character cards and the force consists of at least three or more characters and one character for each 100 points (or fraction thereof) in the build total, the force is a themed team. Themed teams receive multiple benefits: 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. Themed teams may ignore one target battlefield condition during a game (this choice is made when battlefield conditions are revealed). For each three characters on a themed team, a themed team may use Probability Control once during the game; place an action token on the character using Probability Control. The token may not be placed on a character currently taking an action, or a character that already has two action tokens. See also, Themed Teams Q & A, generally

2.3. STEP 3: REVEAL BATTLEFIELD

CONDITIONS
Players who have chosen to include battlefield condition cards in their forces reveal the cards simultaneously. After all battlefield conditions have been revealed, each player playing a themed team may choose to ignore one battlefield condition for the entire duration of the game; once the choice is made it cant be changed. A player playing a themed team may also choose not to ignore a battlefield condition. See also, Additional Clarifications: Battlefield Conditions, Feats See also, Battlefield Conditions Q & A: Q003

2.4. STEP 4: PLACE OBJECTS


A HeroClix Starter Game includes six standard object tokens round cardboard tokens that represent items characters might find on a battlefield and make use of during the game. Tokens with a yellow border are light objects; tokens with a red border are heavy objects; and tokens with a blue border are immobile objects. Special 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 that dictate how they are placed on the map and used in battle. (For more information, see Special Objects, p. 15). See also, Additional Clarifications: 3D Objects See also, Miscellaneous Q & A: Q007 After all players have identified their starting areas, each player places any three standard object tokens face down in a pile called the object pile. After all players have added three object tokens to the object 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. All objects must be placed on clear terrain (see Clear Terrain, p. 12) and cant be placed in any players starting area. Continue until all object tokens from the object pile are placed on the battle map. Placing special objects. After choosing and looking at an object 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 replaced object token from the game, and then place the special object on the battle map.

2.1.4. Bystander Tokens


A bystander token is a character represented by a printed graphic element instead of a 3-D figure. 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).

2.1.5. 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 on page 16.

2.1.6. 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 value 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 on page 5.

2.2. STEP 2: PREPARE THE

BATTLEFIELD
All players reveal their completed forces. Then each player rolls two d6 and adds together the results; players playing themed teams receive a bonus to this roll equal to the number of characters on their forces. Reroll any ties. The player with the highest total result is the first player. The first player chooses the map where the game 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

2.5. STEP 5: PLACE CHARACTERS


After objects have been placed, each player turns the combat dial of each 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 characters starting position. After a characters combat dial has been turned to its starting position, players may turn the characters combat dial only when directed to do so by a

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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 characters clear center post to specify whether the character is initially hovering or soaring (see Wing Speed Symbol, p. 8). The player to the first players 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. See also, Miscellaneous Q & A: Q0019

2.6. STEP 6: PLAY THE GAME!


Once steps 15 are complete, play begins with the first player.

3. IMPORTANT

GAME CONCEPTS

The following are game concepts used in the HeroClix rules that players should know before playing their first game. First-time players will also find it useful to read the glossary, beginning on page 22, as a reference for terms used throughout these rules.

3.3. ARCHENEMIES
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 cant build a force containing characters that are archenemies of each other. If a character deals damage to its archenemy that causes the archenemy to be knocked out, that characters player receives bonus victory points, as described in Victory! on page 19. See also, Additional Clarifications: Archenemies

3.1. ACTION TOKENS


When you give a character a close combat action, ranged combat action, move action, or power action 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 been given an action during a turn.

3.2. ADJACENT SQUARES


Adjacent squares are squares on the map that touch one center square, including squares on the diagonal. This means that most squares have 4 adjacent squares on their sides and 4 adjacent squares on their diagonals, as shown to the right. Characters occupying adjacent squares are adjacent to one another, as shown below. Characters and squares on opposite sides of walls or on different elevations (see Terrain, p. 12) are not adjacent. Soaring characters are adjacent only to other soaring characters, giant characters, and colossal characters (see Wing Speed Symbol, p. 8). Giant characters are adjacent to a greater number of squares than other characters are (see Giant Characters, p. 18).

3.4. BATTLEFIELD CONDITIONS


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 players force is eliminated, his or her battlefield condition remains in effect until the end of the game. See also, Additional Clarifications: Battlefield Conditions See also, Themed Teams Q & A: Q003, Q004, Q005, Q006

3.5. FEATS
Feats represent a characters special training or other abilities. Feats are printed on cards that indicate the point value of the feat, any prerequisites required for a character to be assigned and use the feat, modifiers the feat makes to a characters combat values, and a description of how to use the feat. A feats point value is included in the point total of your force. For more on feats, see Feats on page 16.

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3.6. FRIENDLY AND OPPOSING

3.9. REPLACEMENT VALUES AND

CHARACTERS
Friendly characters are characters controlled by you or an allied teammate. Opposing characters are characters controlled by an opponent. Friendly and opposing status can change during the course of the game.

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 characters 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.

3.7. POWERS
Colored squares behind a characters combat values indicate its powers. A characters powers can change as it takes damage or is healed. A characters powers are listed on its character card (see The Character Card, p. 3). The effects of standard and named powers are described on the powers and abilities card. The effects of special powers are explained on the characters character card. If a character does not have an associated character card, all of its powers are standard powers and are described on the powers and abilities card. A character possesses a power and that power is in effect when it appears in the characters stat slot. If your characters power is optional, it is assumed to be in effect during an action unless you cancel it at the beginning of that action. All special powers are optional. When a power is canceled, it is canceled until the end of that turn and resumes effect at the beginning of the next players 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 being given an action to activate the power or that the action given to the character will activate a power.

3.10. ROUNDING
Sometimes a game effect will tell you to reduce a characters combat value or other numerical value by half. If this would result in a fraction, always round up.

3.11. 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 limits 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 cant be modified to more than 6 or less than 0. Although 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.

3.8. PUSHING
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 characters 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. Pushing damage might 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. A character with two action tokens on it (as shown to the right) cant be given any actions (other than a free action) until it no longer has two action tokens on it.

3.12. TEAM SYMBOLS AND TEAM

ABILITIES
A team symbol on a characters base indicates the characters association with a team (or an affiliated group or organization), and a character with a team symbol printed on its base is a member of that team. A character with a team symbol on its base possesses the special ability of that team, as described on the powers and abilities card. Characters with no team symbols on their bases have no team affiliations. 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. 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 players turn. Some team abilities require that a character be given 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

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declare that the character is being given an action to activate the team ability or that the action given to the character will activate a team ability.

3.13. 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 that possesses a wild card team ability is called a wild card. When using 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 opponents 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 performfor example, if a line of fire for an opponents ranged combat attack can no longer be drawn to the wild card due to the team ability now used by the wild cardtreat 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. See also, Additional Clarifications: Wild Card Team Abilities

Some game effects may occur at the beginning of a players 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 active player (the player whose turn it is). After all players have taken a turn, effects that occur at the end of a round resolve, followed by effects that occur at the beginning of a round as the next round of turns begins. 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. Resolving an action includes completing any free actions the action allows. You may never give more than one action per turn (other than a free action) to any character on 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 cant use the extra actions. You do not have to use all of your actions in a turn, but you cant save or accumulate actions from a previous turn to use on a subsequent turn. After a character takes an action (other than a free action), remember to place an action token on the character. There are four kinds of actions you may give a character: Move action Close combat action Ranged combat action Power action Once you have resolved all of your actions for your turn and placed the appropriate action tokens, remove action tokens from characters on your force that did not receive action tokens that turn. Then it is the next players turn.

PLAYING THE GAME


In HeroClix, players take turns moving their characters and attacking opposing characters to win a battle.

4.1. POWER ACTIONS


A power action is an action given to a character that allows it to use a power, team ability, or feat. Unless stated otherwise, if a character may move during a power action, break away rules apply normally.

4. TURNS

AND ACTIONS

HeroClix is played in a series of turns. The first player takes the first turn. When the first players turn is complete, the player to the left takes the next turn, and so on, clockwise around the table. All players taking a single turn is called a round. If a players force is eliminated, the remaining players continue taking turns in the same order. Action total. You begin each turn with a certain number of available actions, called your action total. 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 full points of the games 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.

4.2. FREE ACTIONS


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 after giving the character another kind of action, such as a power action or a move 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 be given 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.

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Hovering characters and nonflying characters do not have to break Each character has a symbol printed on its base next to its speed away from soaring characters. value to designate how it moves. Most standard characters have one See also, Additional Clarifications: Special Objects of three symbols: a boot ( ), a wing ( ), or a dolphin ( ). 4.3.2. Dolphin Speed Symbol A boot symbol indicates that a character is affected by terrain, A character with a dolphin symbol next to its speed value can such as water and other hindering terrain, per the rules for terrain. swim. Swimming characters use all the standard rules for HeroClix The wing and dolphin symbols indicate that a character interacts characters, except as noted in Water Terrain on page 13. with the battlefield in special ways. A character with a symbol

4.3. MOVE ACTIONS

printed in reverse ( Transporters, p. 18).

, or

) is a transporter (see

4.4. MOVING YOUR CHARACTER


A character given a move action may move up to its speed value in squares across the battlefield or attempt to break away. Characters may also be able to move in special speed modes (such as flying, as indicated by the symbol printed next to the characters speed value) that affect how it can move. A characters current speed value is visible through the stat slot on its combat dial. This value is the maximum number of squares you may move the character, as shown to the right. A character can move diagonally. A character does not have to move its full speed value, and it may move 0 squares. A character can move through a square occupied by a friendly character, but it cant 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 or is moved 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.

4.3.1. 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 characters clear center post (shown to the right) 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. 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.

4.3.1.1. 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, as shown above. 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.

4.4.1. Breaking Away


If a character occupying a square adjacent to one or more opposing characters moves as a result of being given a move action, power action, or free action, that character must attempt to break away, as shown to the right. Roll one d6. On a result of 13, the character fails to break away and may not move. The characters action is over, and the player places an action token on it. On a result of 46, the

4.3.1.2. 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, as shown above. 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. Soaring characters are required to break away only from other soaring characters, giant characters, and colossal characters.

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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 or 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. See also, Additional Clarifications: Break Away See also, Miscellaneous Q & A: Q004

4.5.1.1. The Attack Roll


To determine the success or failure of an attack, the attacking player makes an attack roll. Roll two d6 and add the result to the attackers current attack value. If the result is equal to or greater than the defense value of the target, the attack succeeds. Certain powers and game effects make it possible for a target to evade a successful attack.

4.5.1.1.1. Targeting Friendly Characters


You cant target a friendly character with an attack. A character can never target itself with any attack or powerdamaging or healingunless a power, feat, or other game effect specifically says otherwise.

4.4.2. Carrying Other Characters


During movement, flying characters, transporters, and characters using certain feat cards, powers, or team abilities can carry other friendly characters that have the dolphin or boot speed mode. Flying characters, double-base characters, transporters, duo characters, giant characters, and colossal characters cant be carried. A character can carry only one other character per turn. A character that can carry other friendly characters cant 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. A flying character must begin and end its action in hovering mode in order to carry a character. A flying character does not need to change flight modes when carrying a character. To be carried, the friendly character must be adjacent to the carrying character at the beginning of the carrying characters action. While being carried, a carried character is not adjacent to any character nor can it draw line of fire until placed at the end of the carrying characters movement for the action. A carried character may have its team ability copied by a wild card team ability. When a carrying 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. A carried character does not receive an action token for being carried unless specified by a feat, power, or team ability, and it may not be given an action (other than a free action) until the beginning of the next turn. See also, Miscellaneous Q & A: Q004

4.5.1.2. Damage
When your character makes a successful attack, the damage dealt is equal to its damage value, modified by any powers, team abilities, feats, or other game effects. The target takes that much damage, modified by any of its own powers, team abilities, and feats, or other game effects. Your opponent must turn the targets combat dial clockwise a number of times equal to the damage taken.

4.5.1.2.1. 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 deal neither critical hit damage to the target nor critical miss damage to the attacker (see Rolling 2 and 12: Critical Misses and Critical hits, p. 10).

4.5.1.2.2. 0 Damage
A power that deals 0 damage may have that damage modified. It may also deal damage to the target as a result of a critical hit or to the attacker as a result of a critical miss. If the damage is not modified, no damage is dealt.

4.5.1.2.3. 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.

4.5. COMBAT ACTIONS


You can give a character two types of combat actions: close combat actions and ranged combat actions. Both types of combat actions are described below. The character given the action and making the attack is called the attacker. The character against which the attack is made is called the target.

4.5.1.2.4. 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.

4.5.1.2.5. Healing Powers and Effects 4.5.1. COMBAT ACTION RULES


The following general rules apply to both close combat and ranged combat attacks. Characters can heal damage using powers, such as Support, Regeneration, and Steal Energy, or via feats or other game effects. When healing, turn the combat dial counterclockwise. A character cant heal beyond its starting position.

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4.5.1.3. Defeating Characters


As soon as three KO symbols appear in a characters stat slot, that character is defeated. Remove the character from the map. It is knocked out (KOd) and no longer part of the game.

4.5.1.4. Rolling 2 and 12: 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 deal your character 1 unavoidable damage; this represents a weapon backfire or your character straining or wounding itself during the action. 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. See also, Feats Q & A: Q050 See also, Miscellaneous Q & A: Q016 Support and criticals. If you roll 2 while using a characters Support power, the Support attempt automatically fails. Immediately deal 1 unavoidable damage to the targeted character; a critical miss does not damage a character using Support. If you roll 12 while using Support, your Support attempt automatically succeeds. Add 1 to the damage healed.

feature does not destroy it or deal it any damage. Hindering terrain has no effect on knock back. Powers that reduce damage dealt also reduce knock back damage. Knock back damage is dealt (and reduced) separately from damage dealt by the attacker. If the knock back path would cross a square occupied by another character, including a soaring character, place the knocked back character in the last unoccupied square before it would cross the square occupied by a character. Stopping in this way does not deal damage to either character. Double-base characters, transporters, giant characters, and colossal characters cant be knocked back.

4.5.1.5.2. Knock Back Off Elevated Terrain


If a nonflying character is knocked off elevated terrain (see Elevated Terrain, p. 14), 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 character is dealt 1 knock back damage.

4.5.1.5. Knock Back


When a player rolls doubles on the dice on a successful attack roll (except for two 1s, which never succeed), the target is knocked back after any damage taken from the attack is applied. knock back represents a character being thrown backward by the force of an attack. Certain powers and team abilities might knock back a character or prevent a character from being knocked back. Check for those powers and team abilities before taking damage from the attack. A knocked back character is moved back one square for each 1 damage taken. Move the character in a straight line away from the attacking charactercalled the knock back patheven if that path is on a diagonal. If multiple characters take damage from an attack, power, or game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker. If an attack, power, or game effect knocks back a target that is not along a straight line from the attacker, the target is knocked back away from the attacker along a straight vertical, horizontal, or diagonal line chosen by the attacker.

4.5.1.5.3. 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 not dealt knock back damage.

4.5.2. CLOSE COMBAT


Close combat represents hand-to-hand and melee weapon attacks. Your character must be adjacent to a target to make a close combat attack. Soaring characters can make close combat attacks against only adjacent soaring characters, giant characters, and colossal characters.

4.5.1.5.1. Knock Back Damage


A grounded characters knock back path cant continue beyond a wall, the edge of the map, the boundary of elevated terrain, or the boundary of blocking terrain. If it would do so, the characters knock back path stops in the square before the path would cross into any of those areas, and the character is dealt 1 knock back damage, as shown to the right. Knock back into a wall or terrain

4.5.3. RANGED COMBAT


Ranged combat represents ranged attacks, such as thrown bombs, repulsor rays, machine guns, energy blasts, and psionic attacks.

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Every character has a range value printed on its base. This the maximum number of squares that a characters 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.

4.5.3.2. Ranged Combat Attacks Targeting Hovering Characters


Hovering characters can make ranged combat attacks against adjacent opposing characters; however, hovering characters cant make ranged combat attacks against nonadjacent characters when the hovering character is adjacent to an opposing character, as shown to the right. A hovering character may be the target of a ranged combat attack by an adjacent nonflying character. See also, Miscellaneous Q & A: Q005

4.5.3.1. Line of Fire


Before making a ranged combat attack, you must determine if the attacker has a clear line of fire to the target and if the target is within range. Before declaring your characters 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 attackers square to the center of the targets square. As demonstrated below, 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 (Figure A); the line of fire crosses blocking terrain (Figure B); the line of fire passes between two adjacent characters, even on an exact diagonal (Figure C); or the line of fire from a soaring attacker to a soaring target passes through a soaring character (Figure D). If the line of fire is blocked, the attacker may not make a ranged combat attack against that target. 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, 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. See also, Additional Clarifications: Walls You may use a ranged combat attack to target an opposing character that is adjacent to a friendly character, as shown to the left.

4.5.3.3. Ranged Combat Attacks Targeting Soaring Characters


Soaring characters can draw lines of fire only to soaring characters, giant characters, and colossal characters. A nonflying character or a hovering character can, however, make a ranged combat attack against a soaring character, as shown to the right. Soaring characters can make ranged combat attacks against both adjacent and nonadjacent opposing soaring characters, giant characters, and colossal characters to which they have a clear line of fire, even when the soaring character is adjacent to opposing characters. See also, Miscellaneous Q & A: Q001 Unless the attacker is a giant character or a colossal character, halve the range of a nonflying character or a hovering character when drawing a line of fire to a soaring character. Lines of fire drawn to soaring characters from 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. See also, Miscellaneous Q & A: Q002

4.5.3.4. 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.

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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 only one attack roll; compare this result to every targets defense value. Some targets with low defense values might be affected, while others with high defense values might not be affected. Whenever you target multiple opposing characters with a single ranged combat attack, divide the attackers damage value any way you choose among the successfully hit targets; a successfully hit target may be dealt 0 damage or any nonfractional amount of damage provided that all damage dealt is divided among the successfully hit targets. See also, Additional Clarifications: Objects See also, Battlefield Conditions Q & A: Q036 See also, Miscellaneous Q & A: Q014

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.

5.1. CLEAR TERRAIN


Clear terrain is open space with no obstructions, such as a rooftop, a park, or an empty street. Characters can move and make ranged combat attacks through squares of clear terrain with no penalty to their speed or attack values. Stairs and ladders. Stairs and ladders allow characters to change their elevations. Part of a stairway is on clear terrain and part is on elevated terrain; a character must pass through every square of the stairs (from bottom to top or vice versa) and cross the boundary between elevated and grounded terrain in order to change elevation; 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 2 squares (one grounded and one elevated) that contain the ladder terrain feature. Stairs and ladders are not hindering terrain. See also, Additional Clarifications: Elevated Terrain

5. TERRAIN
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 five types of terrain: clear, hindering, blocking, elevated, and water. Water terrain has special rules associated with it, and elevated terrain is a special type that modifies other types of terrain. All types of terrain (except clear 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 brown line are blocking terrain. Squares inside the boundary of a red line are elevated terrain. Squares inside the boundary of a blue line are water terrain.

5.2. HINDERING TERRAIN


Hindering terrain is any area containing trees, furniture, debris, objects, and other similar items that might obstruct a characters actions.

5.2.1. Movement
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 characters 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.

Three other boundary line colors 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, p. 4). Squares inside the boundary of a yellow line are interior spaces on an indoor/outdoor map (see Indoor/Outdoor Maps, p. 15). Squares inside the boundary of an orange line have special rules, which are explained on the map on which they appear. Heavy black lines running along the grid lines of the map are walls (see Walls, p. 13). 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 of the same color, the second square is the same type of terrain as the first square. If a square does not fall inside the boundary of a colored line, it is clear terrain. All non-clear terrain is surrounded by a continuous

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See also, Additional Clarifications: Double-Base Characters, Terrain

5.2.2. Close Combat Attacks


Close combat attacks are not affected by hindering terrain.

5.2.3. 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, modify the targets 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 attackers 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 (see to the right). See also, Additional Clarifications: Double-Base Characters

through the diagonal between them. As shown to the right, a line of fire that passes through the diagonal of two diagonally adjacent squares of blocking terrain is blocked by the blocking terrain. A line of fire that passes through the diagonal between a square of blocking terrain and a square containing a character is blocked. See also, Additional Clarifications: Terrain See also, Miscellaneous Q & A: Q015, Q017 See also, Special Powers Q & A: Q014

5.4.1. Destroying Blocking Terrain


A square of blocking terrain can be destroyed by an attack that deals at least 3 damage in a single attack. 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. See also, Additional Clarifications: Walls See also, Miscellaneous Q & A: Q008 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.

5.3. WATER TERRAIN


Squares inside the boundary of a blue line are water terrain, such as streams, ponds, and other liquids. Water terrain is hindering terrain for movement purposes and clear terrain for line of fire purposes. Characters with the or symbol on their bases treat water terrain as clear terrain for movement purposes.

5.4. BLOCKING TERRAIN


Blocking terrainsquares inside the boundary of a brown line consists of areas and objects on the battlefield with the potential to completely impede a characters actions. Characters cant 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

5.5. WALLS
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.

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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.

5.5.1. Destroying Walls


A close combat attack may be used to target and destroy a wall along the edge of the square the character occupies. A ranged combat attack may be used to target and destroy a wall by drawing a line of fire to the center of a square adjacent to the wall and on the opposite side of the wall from the attacking character and within the characters range, as shown to the right; in this case, the line of fire is not blocked by the wall or a character occupying the targeted square (though it may be blocked normally in all other ways). All other requirements for destroying a wall are the same as those for destroying blocking terrain. See also, Additional Clarifications: Terrain, Walls See also, Battlefield Conditions Q & A: Q043 See also, Miscellaneous Q & A: Q008, Q012, Q013, Q017 When a wall is destroyed, place debris terrain markers in the squares adjacent to both sides of the destroyed wall, as shown in below. These markers act as hindering terrain and represent the debris remaining after the walls destruction.

5.6. ELEVATED TERRAIN


Squares inside the boundary of a red line are elevated terrain. Elevated terrain is clear, water, 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 cant jump off elevated terrain unless it has a power, team ability, or feat card that allows it to ignore the effects of elevated terrain on movement. The elevation change modifier applies when a soaring character descends to hovering level on elevated terrain.

Elevated vs. grounded. Characters, objects, and terrain features on elevated terrain are referred to as elevated. Characters, objects, and terrain that are not elevated are grounded. A grounded character may be hovering or a character without the speed symbol. Elevated terrain cant 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 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 cant make close combat attacks against each other, but they may target each other with ranged combat attacks, as shown above. See also, Battlefield Conditions Q & A: Q042 See also, Miscellaneous Q & A: Q002, Q017

5.7. MAPS
HeroClix has three types of maps: outdoor maps, indoor maps, and indoor/outdoor maps that combine features of both outdoor and indoor maps.

5.7.1. Outdoor Maps


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 game on an outdoor map.

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5.7.2. Indoor Maps


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 cant use the soaring flight mode. Hovering characters and characters using the Leap/Climb power cant move through walls or over indoor blocking terrain. Characters using the Phasing/Teleport power can move through walls or indoor blocking terrain.

Continual special objects. If a special objects special ability is prefaced with the Continual keyword, it is not ignored while that object is being carried or moved.

6.2.1. 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, p. 4)but before placing it on the battle mapa 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 games build total. Regardless of which player places a special object, any player may use its abilities, and all players are affected by its effects. Special objects must be placed on the battle map 5 or more squares from all starting areas.

5.7.3. Indoor/Outdoor Maps


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. See also, Miscellaneous Q & A: Q017

6.3. USING OBJECTS AS WEAPONS


Characters using 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 not choose to drop an object once it is held. To dispose of a held object, the character must use it in an attack. If, however, 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. During a move action, power action, or free action in which a character with Super Strength moves, the character may pick up an object. The object must be in either a square the character occupies or in an adjacent square. A character can move, pick up an object, and continue to move. 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. See also, Additional Clarifications: Break Away, Giant Characters An object is destroyed once it is used in an attack, even if the attack misses. Remove a destroyed object from the game. See also, Additional Clarifications: Objects

6. OBJECTS
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 (blueringed object tokens; see Immobile Objects on page 16). When used, light objects inflict less damage than heavy objects do. An object is considered hindering terrain unless a character holds it. A held object is not considered terrain, and it cant be targeted, destroyed, or taken away from the holding character. There are two types of objects: standard objects and special objects.

6.1. STANDARD OBJECTS


A standard object token has a colored ring to indicate whether it is light, heavy, or immobile. It follows all rules for objects normally.

6.2. SPECIAL OBJECTS


Special objects are object tokens or 3-D objects printed with the 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. Like standard objects, special objects are light, heavy, or immobile. See also, Additional Clarifications: Special Objects See also, Miscellaneous Q & A: Q003, Q007 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).

6.3.1. 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, as shown to the right, unless the character is using a power that will deal 0 or no damage or a power that will affect multiple opposing characters. If a character is using a light object in a

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close combat attack, modify the characters damage value by +1 for the attack. If a character is using a heavy object in a close combat attack, modify the characters damage value by +2 for the attack.

6.4.2. Attacking with an Object


To attack with an object using Telekinesis (as shown ahead), give the character a power action. The character may target a single adjacent opposing character, a single opposing character up to 10 squares away, or a single opposing soaring character up to 5 squares away with a single object. If the character is not soaring and is adjacent to one or more opposing characters, the character must use the object against an adjacent opposing character. The character must have a clear line of fire to the target. The object used as a weapon doesnt affect the line of fire. Range is counted from the object, not the attacker. Regardless of the attackers 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. See also, Powers and Abilities Q & A: Q046

6.3.2. Using Objects in a Ranged Combat Attack


A character with Super Strength can throw an object at a single opposing character, as shown to the right. To throw an object, give the character a ranged combat action, even if its range value is 0. Regardless of the attackers range, light objects can be thrown 6 squares and heavy objects can be thrown 4 squares. Regardless of the attackers 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.

6.4. OBJECTS AND TELEKINESIS


Characters with the Telekinesis power 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.

6.5. IMMOBILE OBJECTS


Object tokens with blue borders are immobile objects. They cant 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.

6.4.1. Moving Objects and Characters


To move an object using Telekinesis, the character with Telekinesis must be adjacent to or occupy the same square as the object. To move a character, the character with Telekinesis must be adjacent to that character. Give the character a power action. Move the object or character (or a character carrying an object) up to 10 squares in any direction and place it in a target square containing clear or hindering terrain, as shown to the right. The character moving the object or character must have a clear line of fire to the target square. The object or character moved does not affect the line of fire. The flight mode of a flying character may not be changed by a character using Telekinesis. See also, Powers and Abilities Q & A: Q046

6.6. DESTROYING OBJECTS


Objects can be destroyed using the rules for destroying a square of blocking terrain. An object and a character in the same square may both be targeted by close combat or ranged combat attacks, but 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. See also, Additional Clarifications: Objects

7. FEATS
Feats represent a characters special training or other abilities or equipment. 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 must meet its prerequisites. A prerequisite power or combat value does not need to be visible on a characters starting click for the character to be assigned the feat, but the characters combat dial must be able to turn so that all power and combat value prerequisites for the feat

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are visible through the stat slot at the same time. If a character must be a member of a particular team or must possess a specific team ability as a prerequisite for a feat, the team symbol for that team must be printed on the characters base. Being able to use a team ability (as wild cards can do) or a power (as some team abilities and special powers allow a character to do) does not satisfy the prerequisites for a feat; the character must possess the team ability or power. 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. See also, Feats Q & A: Q042, Q043, Q056 Feats included as part of your force may be assigned only to characters that are part of your force, and they cant be used by an opposing player, even if a character assigned a feat card becomes friendly to an opposing players force during the game. 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, all prerequisites for the feat must be printed on the characters base and/or be visible on its combat dial through the stat slot. If using a feat requires giving the character an action, then the prerequisites must be present on the combat dial at the time the player gives the character the action. Combat values cant 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. If a prerequisite power, ability, or symbol has been countered or altered on a character by any game effect (such as the Earthbound or Outwit powers), the character may not use any feats that have them as a prerequisite. See also, Special Powers Q & A: Q002, Q003 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 characters combat values modify those values only when the character is using the feat. If a feat modifies a characters 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 characters 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. See also, Additional Clarifications: Feats

DUO ATTACK (optional): Give the character a power action to make a duo attack. It makes two separate attacks against opposing characters as free actions (making two separate attack rolls). These attacks may be close combat attacks, or ranged combat attacks with a single target. Resolve the first attack before making the second; the characters damage value is modified by 1 for the second attack, to a minimum damage value of 1. If the character is KOd as a result of the first attack in a duo attack, the second attack is not made.

8.2. DOUBLE-BASE CHARACTERS


A double-base character is mounted on a base that takes up 2 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, as shown to the right. 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 both ends of its base occupy one of the squares within its speed value and both ends of the base are on terrain at the same elevation, even when soaring. When a double-base character stops its movement on a diagonal, it occupies only the 2 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. See also, Additional Clarifications: Double-Base Characters See also, Giant, Colossal, Transporter, and Double-Base Character Q & A: Q011 Attacking. When drawing a line of fire to or from a doublebase 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. See also, Additional Clarifications: Double-Base Characters

8. SPECIAL

CHARACTERS

There are five types of special characters, each with additional rules associated with them: duo characters, double-base characters, transporters, giant characters, and colossal characters.

8.1. DUO CHARACTERS


A character with the attack symbol is a duo character. Duo characters may not be carried and have the Duo Attack special ability.

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Double-base characters cant be moved by Telekinesis, cant be knocked back, and ignore other characters Force Blast.

8.3. TRANSPORTERS
A transporter character has special movement and combat options. A transporters speed symbol is printed in reverse type on its base ( , , or ). 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, p. 9). Transporters have the Move and Attack special ability. MOVE AND ATTACK (optional): Give the character a move action when it is not adjacent to an opposing character. The character may move through squares adjacent to opposing characters. During its movement, the character may make one close combat or ranged combat attack as a free action. The character must be in a square where it can legally end its movement in order to make the attack. Modify its attack value by 2 (to a minimum attack value of 1) for the duration of the attack. The character can use the rest of its movement after making the attack. See also, Powers and Abilities Q & A: Q043

8.4. GIANT CHARACTERS


A character with the damage symbol is a giant character. Giant characters loom over the battlefield, and they have a much longer reach than other characters do. A giant character is adjacent to standard characters (those with the damage symbol), colossal characters, and other giant characters when those characters are up to 2 squares away for movement and close combat attack purposes, regardless of the other characters elevation or flight mode (as shown to the right), but an elevated giant character is not adjacent to a grounded standard character. Standard 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 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. See also, Additional Clarifications: Giant Characters 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 characters square to the center of the targets 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 on movement. Giant characters cant be moved by Telekinesis, and they ignore other characters Force Blast and Plasticity. Standard 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 lines of fire and attack each other as if they were both soaring and using their full range values. See also, Feats Q & A: Q047 See also, Giant, Colossal, Transporter, and Double-Base Character Q & A: Q001, Q002, Q003, Q005

8.5. COLOSSAL CHARACTERS


A character with the damage symbol is a colossal character. Colossal characters are exceptionally big, and they may have special rules that are provided with the character. 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 cant be moved by Telekinesis. Colossal characters may make ranged combat attacks when adjacent to opposing characters. See also, Giant, Colossal, Transporter, and Double-Base Character Q & A: Q001, Q004, Q006, Q011

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9. SPECIAL

ABILITIES

Like the Duo Attack special ability possessed by duo characters and the Move and Attack special ability possessed by transporters, some characters may have the Capture or Multiattack special abilities:

may be power actions, close combat actions, and ranged combat actions, though free actions gained from this power cant be used to activate this power. Make an attack roll for each attack, if any. Any damage dealt by one of these attacks is reduced by 1, minimum 1 damage. This character may not use feats when using this power. This power cant be countered or lost.

9.1. CAPTURE (optional): Give this character a


power action and make a close combat attack against a single target opposing standard character; targets with Phasing or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, it deals no damage. The target character is captured instead, and is called a captive. Remove all action tokens from a captive. Remove a captive from the battlefield until it is rescued (see below). While removed from the battlefield, a captive cant be dealt or take damage, and it cant be given actions. If this character has two captives, it cant capture another character until at least one of the captives is rescued or released (see below), and it cant make close combat attacks. If this character has any captives when it is knocked out, before removing this character from the game, the player who knocked out this character (including the player controlling this character if it was knocked out due to pushing damage or a similar effect) places each captive in an unoccupied square adjacent to this characters base and gives each an action token. Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately knocked out, and this characters player receives double victory points for the released captive. If the released captive is an archenemy of this character, this characters player receives triple victory points for the released captive. If the game ends and this character has captives, no player receives victory points for the captives. If this character captures the last opposing character, the game ends after that action resolves. Rescuing captives. Characters friendly to a captive can attempt to rescue that captive. To do so, give a character a power action; it makes a close combat or ranged combat attack against the target character that captured the captive. The target modifies its defense value by 1 for the attack for each of its captives. If the attack succeeds, the attack deals no damage; instead, the attacker chooses a friendly captive. The captive is rescued and placed in an unoccupied square adjacent to the target of the attack. Give the rescued character an action token; it can be given an action in the same turn it is rescued, but it is pushed normally.

GAME OVER: IS THIS THE END FOR OUR HERO?


10. 10.1. The game ends when any one of the following situations is
true: 1. 2. 3. 4. One of the players has no more characters left on the battlefield, OR A predetermined time limit for the game passes, OR All players agree to end the game, OR 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 (see Scenarios, p. 20) specifically allows such an action. The rules for ending a scenario override the standard rules for ending a game or victory conditions, if applicable.

10.2. VICTORY!
At the end of the game, all players count their victory points. Whoever scores the most victory points wins the game. If two players played as an allied team, their points are added together. If there is a tie in the victory point totals of two or more players/teams or if no characters were defeated, the winner is the player/team 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:

9.2. MULTIATTACK (optional): Give this


character a power action. It can use two free actions against up to two targets per action. These free actions

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. 10.2.2. Archenemy bonus. If a character defeats its archenemy, that characters player receives double the victory points for defeating that archenemy. 10.2.3. 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. 10.2.4. Eliminated characters. Points for characters that were defeated, but not by an opposing character (such as those characters whose actions led to pushing damage that caused them to be kOd), are awarded to the opposing player whose character most recently damaged that

10.2.1. Defeated

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character. If no opposing player damaged the character, split the victory points evenly among all opponents.

11. HEROCLIX

ETIQUETTE

10.2.5. Feats 10.2.5.1. Feats on surviving characters.


Victory points for feats that were not removed from the game are awarded to the player who built his or her force with that feat.

10.2.5.2. Feats assigned to chosen characters. If a feat requires you to choose a


character, remove the feat from the game when the assigned character is defeated and award victory points for the feat in the same way that victory points were awarded for the defeated character.

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 dont cover might occur, and players may disagree about how to resolve those situations. In all such instances, roll one d6. On a result of 13, the action is not allowed; on a result of 46, the action is allowed.

10.2.5.3. Feats assigned to multiple characters. If a feat requires you to choose two or

12. SCENARIOS
Scenarios add special rules or limitations to a HeroClix game to create a particular set of circumstances or tell a particular story. If a scenario is to be used when playing at home, all players must agree to it before beginning to build their forces. Following are four sample scenarios.

more characters, remove the feat from the game when the last character to which it is assigned is defeated and award victory points for the feat in the same way that victory points were awarded for the last assigned character defeated. 10.2.5.4. Feats with variable point costs. If the total cost for a feat increases incrementally with each character to which it is assigned, each time an assigned character is defeated, assign victory points equal to that increment of the point cost in the same way that victory points were awarded for that character. 10.2.5.5. Feats not assigned to a character. If a feat does not require you to choose a character or characters, remove the feat from the game when all the characters on your force are defeated and award victory points for the feat in the same way that victory points were awarded for the last character defeated. 10.2.5.6. Feats removed from surviving characters. If a feat is removed from the game and all the assigned characters are on the battlefield, award victory points to the opposing player whose character most recently damaged the character to which the feat was assigned. 10.2.5.7. Feats assigned to eliminated characters undamaged by opponents. If no opposing player damaged the character to which the feat was assigned, split the victory points for the feat evenly among all opponents. 10.2.6. Scenarios and special rules. Some scenarios and special rules (such as those printed on maps) may award victory points to players who achieve specific conditions. See also, Additional Clarifications: Ties See also, Miscellaneous Q & A: Q019

12.1. SAMPLE SCENARIO: SHOWDOWN


The characters have challenged each other to a fight to prove once and for all who should protector rulethe city. This is a freefor-all battle, and the city is depending on you. So work fast!

12.1.1. Game Length and Victory Conditions


Count the number of turns each player takes as you play. After each player takes five turns, total your victory points. Every opposing character that you defeat during the game earns you a number of victory points equal to its point value. If one player earns victory points totaling at least half the games build total, that player wins. For example, in a 200-point game, if one player earns at least 100 victory points after the first five turns, that player wins. If more than one player earns at least half the build total, the player with the most victory points wins. If no player wins, continue the game and check total victory points again after each player has taken five more turns. At this point, the game ends and the player with the most victory points wins. If the victory point totals of two or more players are tied, the winner is the player who built his or her force with the fewest points.

12.2. SAMPLE SCENARIO: THERE CAN ONLY BE ONE


HeroClix normally allows a force to include multiples of the same non-Unique character. This scenario places additional build restrictions on players.

12.2.1. Build Restrictions


The Unique rank is designated by a characters name rather than by ring color. no force may contain more than one of any Unique character; in this scenario, a force may contain only one of each character by name.

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12.3. SAMPLE SCENARIO: RADIATION CLOUD


Heroes and villains battle while surrounded by deadly radiation that slowly draws closer, driving opponents toward one another.

12.4. SAMPLE SCENARIO: CALL OUT


If players are looking for a faster game, agreeing to add the Call Out mechanic to the game will speed up the game by dragging reluctant characters into the heart of the battle. All characters in this scenario possess the ability to call out their opponents, teleporting them from the far ends of the battlefield, straight into combat!

12.3.1. Radiation Damage


Starting at the beginning of the first players third turn, begin dealing radiation damage; at the beginning of his or her turn, a player deals 1 unavoidable damage to any of his or her characters occupying the outmost squares of the map. Before the beginning of each of the first players subsequent turns, the area of squares that deal 1 unavoidable damage to occupying characters enlarges by one set of rows and columns. For example, during the fourth turn when radiation damage is dealt, at the beginning of his or her turn a player deals 1 unavoidable damage to characters 4 or fewer squares from any edge of the map.

12.4.1. Call Out


All characters in this scenario possess the Call Out ability and automatically break away during this scenario. CALL OUT (optional): Give this character a power action when it is more than 4 squares from any starting area. Choose any opposing character that does not occupy its starting area and move it to any unoccupied square 2 or fewer squares from this character.

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2. GLOSSARY
0 damage: A power that deals 0 damage may have that damage modified. 3-D object: A three-dimensional sculpture marked with the symbol. action: A characters attack, move, or use of a power or ability. activate: To initiate the use of a power. A power may be activated by an action given to a character. action token: A coin, a bead, or some other item used to indicate whether or not a character has been given an action (other than a free action) and how many actions (other than free actions) that character has been given. action total: The number of actions a player has available to give to his or her characters on each of that players turns. active player: The player whose turn it is. adjacent squares: All squares on the battlefield that are touching one center square, including those on the diagonal. archenemies: Characters with the same set symbol, same color (not black) base, and different names. attack: An action that includes an attack roll to determine whether or not one character hits another. attack roll: The result of rolling two d6 when a character makes a close combat or ranged combat attack. attack value: A number that represents a characters ability to successfully hit a target in combat. attacker: The character initiating an attack. base: The piece of plastic on which a figure is mounted. battlefield: The location where the characters fight. battle map: An illustration representing the area in which a game of HeroClix takes place. blocking terrain: Terrain that prevents an attacker from drawing a clear line of fire. Characters may not move through blocking terrain. Squares inside the border of a brown line are blocking terrain. boundary line: The colored line indicating the type and outermost squares of an area of terrain. break away: To move away from adjacent opposing characters. build total: The maximum value allowed when the point values of all elements of a players force for a game are added together. bystander token: A disc with a graphic representation of a character on it, rather than a figure, that can be included as a part of your force. cancel: To turn off one of your characters optional powers or abilities. center dot: A dot printed at the center of a characters base. character: The playing piece that represents a hero, a villain, or some other personality in the game. character card: A card specific to a particular HeroClix character that is printed with information relevant to that character, such as powers, character background, first appearance, and so on. clear terrain: Areas of the battlefield where a character may move or make a ranged combat attack without penalty. click: A single turn of the dial resulting in a click that may be felt and heard. close combat action: An action given to a character that allows it to make a close combat attack. close combat attack: A melee or hand-to-hand attack. collectors number: A number specific to a particular character in a set. colossal character: A character with the damage symbol on its base. combat dial: The piece of plastic under a characters base, upon which the characters powers and combat values are printed. combat values: The four numbers visible through the stat slot on a characters dial, and the number printed next to the lightning bolt(s) on a characters base. continual: The special ability of a special object with the Continual keyword is not ignored while it is being moved or carried. copy: A multiple of a game element. For example, a force may contain more than one copy of a non-Unique character. counter: Ignoring a power, ability, or effect. The effect of a countered power, ability, or effect ends immediately. critical hit: Any roll of the dice that results in two 6s showing. critical miss: Any roll of the dice that results in two 1s showing. damage: A change in a characters condition that brings it closer to being knocked out (KOd), causing a player to click the combat dial of the character in a clockwise direction. damage dealt: The number of clicks an attacking character deals to a target character. damage taken: The number of clockwise clicks applied to a target character. damage value: A number that represents the number of clicks of damage a character can deal with a successful attack. defeated: A character that is knocked out and removed from the game. defense value: A number that represents a characters ability to avoid being hit. diagonal: The 4 squares that meet a central square at that squares corners are diagonal from that square. duo character: A character with the symbol on its base. edge: One of the outermost boundaries of a battle map or an area of terrain. elevated: On an area of elevated terrain. elevated terrain: Areas of the battlefield that are located above ground level. Squares inside the boundary of a red line are elevated terrain. elevation change modifier: The reduction of a flying characters speed value by 1 each time an action would cause it to ascend to soaring level or descend to hovering level. eliminated: Removed from the game. evade: To avoid being hit by an attack that would normally be successful. feat: Special training or abilities that can be possessed by a qualifying character, represented by a card assigned to the character.

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figure: The sculptural representation of a character that is mounted on its base. first player: The person who takes the first turn in a game. flight indicator: The small piece of plastic that slides up and down on the clear stand to which a flying character is mounted. flying: A speed mode that allows characters to hover and soar. This is indicated by a wing symbol printed next to a characters speed value. force: The team of characters controlled by a player. free action: An action that doesnt place an action token on a character. friendly characters: Characters that you control, and characters controlled by an allied teammate. giant character: A character with the damage symbol on its base. grounded: Characters, objects, or terrain that are not elevated or soaring. healing: Restoring health that has been reduced by damage by clicking the combat dial of a character in a counterclockwise direction. heavy object: An object that can be carried or moved and modifies a characters damage value by +2 when used in a close combat attack. Heavy object tokens have a red border. hindering terrain: An area containing trees, furniture, debris, objects, and other similar items that might obstruct a characters actions. Squares inside the border of a green line are hindering terrain. hindering terrain modifier: Modifying a targets defense value by +1 when the line of fire from the attacker to the target crosses the boundary line of hindering terrain. hit: When the result of two d6 and the attackers attack value is equal to or greater than the defense value of the target. hovering: Flying close to the ground. ignores: Is not affected by or treats the stated property or effect as if it didnt exist or happen. immobile object: An object that cant be carried or moved by any game effect. Immobile object tokens have a blue border. indoors: Anywhere on a battle map labeled Indoor or Indoors or inside a yellow boundary line on a map labeled Indoor/Outdoor. keyword: A trait or characteristic of a character that is listed on its character card. knock back: Movement away from an attacker due to the force of its attack. knock back damage: Damage dealt to a character when its knock back path intersects with a wall, the edge of the map, the boundary of elevated terrain, or the boundary of blocking terrain. KOd: knocked out, or defeated. knocked out: A character with three KO symbols showing on its combat dial. A character that is knocked out is defeated. light object: An object that can be carried or moved and modifies a characters damage value by +1 when used in a close combat attack. Light object tokens have a yellow border. line of fire: The path a ranged combat attack takes from an attacker to a target. lost power: When a power is no longer showing on a characters combat dial after the character takes damage or healing.

modifier: A number that increases or decreases a combat value, damage dealt, or damage taken. move action: An action given to a character that allows it to move up to its speed value in squares or make a break away attempt. named power: A power with a character-specific label in capital letters, followed by the name of a standard power in parentheses. no damage: An attack that deals no damage and may not have the damage further modified by powers or team abilities. nonflying: A character without the or speed symbol. object pile: The randomized pile from which object tokens are selected when objects are placed on the battle map as part of creating the battlefield. object tokens: Round pieces of cardboard that represent objects on the battle map. opposing characters: Characters that are controlled by an opponent. optional: A game effect, such as some powers, feats, or team abilities, that may be voluntarily canceled. outdoors: Anywhere on a battle map labeled Outdoor or Outdoors or not inside a yellow boundary line on a map labeled Indoor/Outdoor. penetrating damage: Damage that cant be reduced by powers that reduce damage dealt. possess: To directly have a power, ability, or effect printed on a card or dialnot simply used via another power, ability, or effect. powers: A characters special abilities. Powers are represented on a characters combat dial by colored squares surrounding the characters combat values. power action: An action given to a character that allows it to use a power, team ability, or feat. push: To give a character a second action or an action token before the first action token is removed. pushed: A character that has been given a second action token. pushing damage: A clockwise click taken by a pushed character. range: The distance (in squares) between a character and a specific square, counting from the center of one square to the next and including the target square. range value: The maximum distance (in squares) at which the character may use a ranged combat attack to attack a target. ranged combat action: An action given to a character that allows it to make a ranged combat attack. ranged combat attack: An attack that requires a clear line of fire to a target up to the characters range value away in squares. ranks: Colors representing a characters level of experience, as indicated by a ring on the characters base or on the characters character card. removed from the battlefield: A character, object, or other game piece that is still eligible to return to the game. removed from the game: A character, object, or other game piece that cant be used again in the current game. replacement value: A value that is substituted for one of a characters combat values. resolve: Completing an action and determining its effects, including any of the following: declaring the action, completing a move, rolling a die or dice, taking any free actions allowed by the declared action, dealing damage, and taking damage. rim: The squares with the red boundary line running through them along the edge of an area of elevated terrain.

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round: All players taking a single turn. scenario: Special rules for a particular HeroClix game, as agreed upon by all players before the game begins. set symbol: An icon on a characters base that marks it as part of a particular HeroClix set. soaring: Flying high above the battlefield. special object: An object token or 3-D object printed with the symbol. special power: A power whose name and effects are explained on a characters character card and are unique to that character. speed value: The maximum number of squares a character may move in an action. standard character: A character with the damage symbol on its base. standard power: A power or ability whose effects are described on the powers and abilities card. starting area: An area inside the boundary of a purple line. starting position: The position on the combat dial that represents a characters combat values at the beginning of a game. This position is designated by a vertical green line to the left of one set of combat values. stat slot: The L-shaped window in a characters base through which the characters combat dial is visible. swimming: A speed mode that allows characters to treat water or terrain as clear terrain for movement. This is indicated by a symbol printed next to a characters speed value. target: The character or characters against which an attack is being made or a power is being directed. team abilities: Special abilities that a character possesses due to its membership in a group, as indicated by a symbol printed on a characters base.

team symbol: A symbol printed on a characters base that identifies it as a member of a group and possessing the associated team ability. Not all characters are printed with a team symbol. terrain: Map features that represent water, trees, rocks, cars, walls, buildings, and other physical features that might appear on the battlefield. terrain markers: Square pieces of cardboard used to represent different types of terrain, such as barriers, clouds of smoke, destroyed walls or objects, and special items required by scenarios. themed team: A force composed of at least three characters that share a single common keyword. this character: The phrase this character always refers to the active character or the character using a power. unique: A character rank represented by a silver, bronze, or gold ring around the outer edge of a characters base. Only one of a particular Unique character may be in a force at any time. unavoidable damage: Damage that cant be reduced by any power or effect, and cant be dealt or transferred to a different character. unmodified: A characters base combat value, unaffected by any modifiers such as those from powers, terrain, and so on. use: To employ a power, ability, or effect. victory conditions: The rules that outline how a winner is determined at the end of a HeroClix game. water terrain: Terrain that does not impede the movement of characters with the or speed symbol but is hindering terrain to characters with other speed symbols. Squares inside the boundary of a blue line are water terrain. wild card: A team ability that allows a character to use any team ability possessed by any friendly character on the battlefield.

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3. CHARACTER CORRECTIONS
Pyro #09293, Infinity Challenge These characters are members of the Brotherhood (not the Masters of Evil, as indicated). This error has been corrected in production, and many of the characters are now labeled correctly. Rogue #121, Infinity Challenge She does not fly. Ignore the flight base on this character. Invisible Girl #043, Clobberin Time She does not fly. Ignore the flight base on this character. Dr. Doom #075, Clobberin Time He should have two lightning bolt symbols on his base, not one. Man-Bat #40, Hypertime This character does not fly; it has Leap/Climb. Ignore the flight base on this character. Riddler #4345, Hypertime Some early printings of this character do not have Shape Change, Barrier, or Support; it had Mastermind and Perplex. Wherever Shape Change or Barrier appear on this characters dial, substitute Mastermind. Wherever Support appears, substitute Perplex. Dove #88, Hypertime This character does not fly; it has Leap/Climb (but not on the first click). Ignore the flight base on this character. Easy Soldier #3, Cosmic Justice This character has Energy Explosion on its first click. Easy Medic #4, Cosmic Justice This character has Support on its first two clicks. Gotham Undercover #7-9, Unleashed These characters have the boot speed type. DEO Agent #3, Unleashed This character has Perplex on its second click. Hand Ninja #14, Universe This figure should have a damage value of 2 on its second click, and should not have the Stealth power on its last click. Hand Ninja #15, Universe This figure should have a damage value of 2 on its third click, and should not have the Stealth power on its last click. S.W.A.T. Specialist #020, Universe This figure should have Ranged Combat Expert on its second click. Vulture #072, Universe This figure should have Charge on its first click. Hobgoblin #078, Universe This figure should have an attack value of 7 on its final click. Sabretooth #079, Universe This figure should have a point value of 38. Annihilus #089, Universe This figure should have a point value of 103. Captain America #092, Universe This figure should have a point value of 47. Wasp #119, Universe This figure should have a range of 4 with 2 lightning bolts. Doctor Octopus #072, Ultimates He should not have Battle Fury on his fifth click. Ororo Munroe #210, Ultimates She should have the Wing symbol (and Flight) instead of the Boot symbol. Hush #86, Legacy This character is the archenemy of Batman #84, Legacy Connor Kent #210, Legacy This character has the Superman Ally team ability. Juggernaut #064, Fantastic Forces He should have a 17 defensive value on the first stat slot. [Sub-Mariner #68, Fantastic Forces Please note: This is not an official ruling. This character should have Flurry on clicks 5, 6, and 7. The powers were omitted due to a production error.] Mr. Fantastic #080-082, Fantastic Forces The base should be the same blue color as the underneath dial. These characters are the arch enemy of Doctor Doom #95. Sue Storm #205, Fantastic Forces She should have the Wing symbol (and Flight) instead of the Boot symbol. Cheetah #18, Icons This character has 2 damage on its final click. Dr. Jonathan Crane #201, Icons This character has 6 range. Manticore #CoH002, City of Heroes Some versions of this character have the incorrect collectors number on the dial sticker. The number should read CoH002, instead of CoH003. The dial for this character can be validated by visiting http://www.wizkidsgames.com/heroclix/indy/figuregallery.asp?rel easeid=45 Positron #CoH003, City of Heroes Some versions of this character have the incorrect collectors number on the dial sticker. The number should read should read CoH003, instead of CoH002. The dial for this character can be validated by visiting http://www.wizkidsgames.com/heroclix/indy/figuregallery.asp?rel easeid=45 Thunderball #38-39, Armor Wars These characters are members of the Masters of Evil (not the Serpent Society, as indicated). Shaman #49-51, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Quicksilver #52-54, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Dazzler #61-63, Armor Wars These characters should have the Boot symbol instead of the Wing symbol. Crimson Dynamo #70, Armor Wars This character should have 2 damage and Close Combat Expert on the first two clicks.

SECTION 3: CHARACTER CORRECTIONS - 25 -

COMPREHENSIVE HEROCLIX RULES


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Sam Guthrie #203, Armor Wars This character should have the Transporter Wing symbol instead of the Wing symbol. Shiro Yoshida #208, Armor Wars This character should not have Battle Fury on his final click. DC Giants Collectors Set #1-7, CS06 These characters should have the Giant damage symbol instead of the Standard damage symbol. Shadowcat #38-39, Sinister These characters should have the Boot symbol instead of the Wing symbol. Nighthawk #44-45, Sinister These characters should have the Wing symbol instead of the Boot symbol. Spider-Man #59, Sinister This character should have the Transporter Boot symbol instead of the Boot symbol. Bullseye #81, Sinister This character should have the Boot symbol instead of the Wing symbol. Charcoal #89, Sinister This character should have the Boot symbol instead of the Wing symbol. [Please note: This character should have the Wing symbol. Due to a production error, the errata changed it to the Boot symbol because it does not have a flight stand.] Stilt Man #95, Sinister This character should have the Giant damage symbol. [Invincible #1, Invincible Collectors Set, CS06 Please note: This is not an official ruling. This character should have Super Strength on clicks 4 and 5. The powers were omitted due to a production error.] Aleta #43, Supernova This character does not fly; it has Leap/Climb. Ignore the clear center post on this character. Jane Foster #B003, Supernova This character is 7 points. The Mighty Thor #224, Supernova This character should not have Battle Fury on any of its clicks.

Halo #21, Origin This character has Energy Explosion on its first, sixth and seventh clicks. The All-New Atom #46, Origin This character has Leap/Climb on its first click. Blue Beetle #87, Origin This character has flight players should agree on a method to indicate when he is soaring. Liz Sherman #002, B.P.R.D. Damage value on the sixth click is 2. Johann Kraus #005, B.P.R.D. Damage value on the fifth click is 0. Johann Kraus does not fly. Ignore the flight stand on this character. Taskmaster #029, Avengers Better You Than Me is a defense power, not a damage power. Molecule Man #043, Avengers Molecular Disruption is an attack power, not a speed power. Hulk #055, Avengers Toughness is a defense power, not a damage power. Hulk Gonna Tear Off Your Head! is a damage power marked with the giant damage symbol. Scarlet Witch #057, Avengers This character has the wing speed symbol instead of the boot speed symbol. Firelord #102, Avengers This character has Toughness on slots 4, 5, and 6 and Energy Shield/Deflection on slots 7, 8, and 9. Black Hand #20, Justice League This character has flight players should agree on a method to indicate when he is soaring. Zatanna #28, Justice League onrefnI! is an attack power, not a damage power. Vigilante #33, Justice League This character should have the Transporter Boot symbol instead of the Transporter Wing symbol. Aquaman #101, Justice League This characters card should list the point value as 70 points. Green Lantern #104, Justice League This character should have the Wing symbol on its base instead of the Boot symbol.

SECTION 3: CHARACTER CORRECTIONS - 26 -

COMPREHENSIVE HEROCLIX RULES


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4. KEYWORDS
KEYWORD SET INDEX
2099.................................................41 Armor Wars.....................................42 Avengers .........................................47 BPRD ..............................................46 City of Heroes .................................38 City of Villains................................41 Clobberin Time ..............................30 Collateral Damage...........................43 Cosmic Justice.................................32 Critical Mass ...................................34 Danger Room ..................................44 Days of Future Past .........................45 Fantastic Forces...............................40 Giants ..............................................41 Green Lantern Corps .......................41 Hypertime........................................29 Icons ................................................41 Indy .................................................33 Infinity Challenge............................28 Invincible.........................................41 Justice League .................................48 Legacy .............................................39 Legion of Super Heroes ..................47 Mutant Mayhem ..............................38 Mutations and Monsters..................49 Origin ..............................................46 Sinister ............................................44 Supernova........................................45 Ultimates .........................................37 Universe ..........................................36 Unleashed........................................35 Xplosion ..........................................31

SECTION 4: KEYWORDS - 27 -

COMPREHENSIVE HEROCLIX RULES


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INFINITY CHALLENGE
001 S.H.I.E.L.D. Agent 002 S.H.I.E.L.D. Agent 003 S.H.I.E.L.D. Agent 004 S.H.I.E.L.D. Medic 005 S.H.I.E.L.D. Medic 006 S.H.I.E.L.D. Medic 007 HYDRA Operative 008 HYDRA Operative 009 HYDRA Operative 010 HYDRA Medic 011 HYDRA Medic 012 HYDRA Medic 013 Thug 014 Thug 015 Thug 016 Henchman 017 Henchman 018 Henchman 019 Skrull Agent 020 Skrull Agent 021 Skrull Agent 022 Skrull Warrior 023 Skrull Warrior 024 Skrull Warrior 025 Blade 026 Blade 027 Blade 028 Wolfsbane 029 Wolfsbane 030 Wolfsbane 031 Elektra 032 Elektra 033 Elektra 034 Wasp 035 Wasp 036 Wasp 037 Constrictor 038 Constrictor 039 Constrictor 040 Boomerang 041 Boomerang 042 Boomerang 043 Kingpin 044 Kingpin 045 Kingpin 046 Vulture 047 Vulture 048 Vulture 049 Jean Grey 050 Jean Grey 051 Jean Grey 052 Hobgoblin 053 Hobgoblin 054 Hobgoblin 055 Sabretooth 056 Sabretooth 057 Sabretooth 058 Hulk 059 Hulk 060 Hulk 061 Puppet Master 062 Puppet Master 063 Puppet Master 064 Annihilus 065 Annihilus 066 Annihilus 067 Captain America 068 Captain America 069 Captain America 070 Spider-Man S.H.I.E.L.D., Soldier S.H.I.E.L.D., Soldier, Spy S.H.I.E.L.D. S.H.I.E.L.D., Spy S.H.I.E.L.D., Soldier, Spy S.H.I.E.L.D. HYDRA, Spy HYDRA, Soldier HYDRA HYDRA, Soldier HYDRA, Scientist HYDRA Brute Brute Brute, Maggia Maggia Maggia Maggia Skrull, Spy Skrull, Spy Skrull, Spy Skrull, Warrior Skrull, Warrior Skrull, Warrior Martial Artist, Warrior Detective, Midnight Sons Midnight Sons, Warrior New Mutants, Teen Animal, X-Factor Excalibur Martial Artist, Warrior Martial Artist, Warrior Martial Artist, S.H.I.E.L.D. Celebrity Avengers, Celebrity Avengers, Celebrity, Mighty Avengers S.H.I.E.L.D., Spy, Masters of Evil Masters of Evil, Sinister Syndicate Sinister Syndicate, Six Pack Sinister Syndicate Masters of Evil, Sinister Syndicate Martial Artist Celebrity, Martial Artist, Ruler Martial Artist, Ruler Sinister Syndicate Sinister Syndicate Psychic, X-Men Psychic, Twelve, X-Men Psychic, X-Force, X-Men Martial Artist Martial Artist, Sinister Syndicate Martial Artist, Sinister Syndicate Mystical Marauders, Team X, Weapon X Brotherhood of Mutants, Brute, Martial Artist Brotherhood of Mutants, Martial Artist, Weapon X Avengers, Brute Defenders Brute, Horsemen of the Apocalypse, Scientist Scientist Psychic, Scientist Psychic Animal, Armor, Warrior Armor, Ruler, Warrior Armor, Cosmic, Ruler Avengers, Invaders, Soldier Avengers, Martial Artist, S.H.I.E.L.D. Avengers, Martial Artist, S.H.I.E.L.D. Reporter, Teen 071 Spider-Man 072 Spider-Man 073 Wolverine 074 Wolverine 075 Wolverine 076 Professor Xavier 077 Professor Xavier 078 Professor Xavier 079 Juggernaut 080 Juggernaut 081 Juggernaut 082 Cyclops 083 Cyclops 084 Cyclops 085 Black Panther 086 Black Panther 087 Black Panther 088 Blizzard 089 Blizzard 090 Blizzard 091 Pyro 092 Pyro 093 Pyro 094 Whirlwind 095 Whirlwind 096 Whirlwind 097 Daredevil 098 Daredevil 099 Daredevil 100 Bullseye 101 Bullseye 102 Bullseye 103 Scarlet Witch 104 Scarlet Witch 105 Scarlet Witch 106 Quicksilver 107 Quicksilver 108 Quicksilver 109 Mr. Hyde 110 Mr. Hyde 111 Mr. Hyde 112 Klaw 113 Klaw 114 Klaw 115 Controller 116 Controller 117 Controller 118 Hercules 119 Hercules 120 Hercules 121 Rogue 122 Rogue 123 Rogue 124 Dr. Strange 125 Dr. Strange 126 Dr. Strange 127 Magneto 128 Magneto 129 Magneto 130 Kang 131 Kang 132 Kang 133 Ultron 134 Ultron 135 Ultron 136 Firelord 137 Firelord 138 Firelord 139 Vision 140 Quasar Fantastic Four, Reporter Reporter Martial Artist, Soldier, Team X Alpha Flight, Martial Artist, Weapon X, X-Men Avengers, Martial Artist, X-Men Psychic, X-Men Psychic, Starjammers, X-Men Psychic, X-Men Mystical, Brute Brute, X-Men Brute, Excalibur X-Factor, X-Men X-Factor, X-Men Twelve, X-Men Avengers, Martial Artist, Ruler Martial Artist, Ruler, Scientist Fantastic Four, Martial Artist, Ruler Scientist Masters of Evil, Thunderbolts Thunderbolts Brotherhood of Mutants, Freedom Force, Reporter Brotherhood of Mutants Brotherhood of Mutants Lethal Legion, Masters of Evil Masters of Evil Masters of Evil Martial Artist, Marvel Knights Martial Artist, Marvel Knights Martial Artist Martial Artist Thunderbolts Avengers, Brotherhood of Mutants Avengers, Force Works, West Coast Avengers Avengers, Mystical Avengers, Brotherhood of Mutants Avengers, Inhumans, X-Factor Knights of Wundagore, X-Factor Brute, Scientist Brute, Scientist Brute, Masters of Evil Masters of Evil, Scientist Frightful Four, Scientist Frightful Four, Masters of Evil Armor, Scientist Armor, Psychic Armor, Psychic Avengers, Champions, Deity Deity, Champions, Heroes for Hire Avengers, Deity Brotherhood of Mutants, X-Men X-Men X-Men Defenders, Illuminati, Mystical Defenders, Illuminati, Mystical, Nightstalkers Illuminati, Midnight Sons, Mystical Brotherhood of Mutants X-Men Acolytes, Ruler Future, Soldier, Warrior Future, Ruler, Soldier, Warrior Future, Ruler, Soldier Robot, Lethal Legion, Masters of Evil Robot, Masters of Evil Robot, Ruler Cosmic, Herald, Nova Corps Cosmic, Herald Cosmic, Herald, Warrior Avengers, Robot Avengers, Cosmic, S.H.I.E.L.D.

SECTION 4: KEYWORDS - 28 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 141 Thanos 142 Nightmare 143 Wasp 144 Elektra 145 Professor Xavier 146 Juggernaut 147 Cyclops 148 Captain America 149 Wolverine 150 Spider-Man 151 Gabriel Jones 152 Tia Senyaka 153 Operative #128 154 Medic #519 155 Knuckles 156 Joey the Snake 157 Nenora 158 Raksor Cosmic, Infinity Watch, Ruler, Warrior Mystical Avengers, Celebrity, West Coast Avengers HYDRA, Martial Artist, The Hand, Warrior Psychic, X-Men Brute, Exiles, Mystical X-Men All-Winners Squad, Invaders, Past, Soldier Martial Artist, Warrior Marvel Knights, Reporter, Scientist S.H.I.E.L.D., Soldier, Spy Detective, S.H.I.E.L.D. HYDRA, Spy HYDRA Brute Kree, Ruler , Skrull Skrull, Warrior 159 Blade 160 Rahne Sinclair 161 Frank Schlichting 162 Fred Myers 163 Wilson Fisk 164 Adrian Toomes 165 Jean Grey 166 Ned Leeds 167 Victor Creed 168 Bruce Banner 169 Philip Masters 170 Annihilus 171 Wolverine 172 Yellowjacket 173 Ant-Man 199 Hulk S01 Sentinel Martial Artist, Marvel Knights, Midnight Sons, Nightstalkers Animal, X-Men Frightful Four, Masters of Evil, S.H.I.E.L.D., Sinister Syndicate Masters of Evil, Warrior HYDRA, Martial Artist, Ruler Sinister Syndicate Psychic, X-Men Reporter Brotherhood of Mutants, Brute, Team X, Weapon X Brute, Celebrity, Scientist Mystical, Psychic, Scientist Armor, Cosmic, Ruler Brute, Warrior, X-Men Brute, Scientist Avengers, Scientist Brute, Monster

HYPERTIME
001 Gotham Policeman 002 Gotham Policeman 003 Gotham Policeman 004 Metropolis SCU 005 Metropolis SCU 006 Metropolis SCU 007 Checkmate Agent 008 Checkmate Agent 009 Checkmate Agent 010 Checkmate Medic 011 Checkmate Medic 012 Checkmate Medic 013 Intergang Agent 014 Intergang Agent 015 Intergang Agent 016 Intergang Medic 017 Intergang Medic 018 Intergang Medic 019 Lackey 020 Lackey 021 Lackey 022 Criminal 023 Criminal 024 Criminal 025 Huntress 026 Huntress 027 Huntress 028 Robin 029 Robin 030 Robin 031 Hawkman 032 Hawkman 033 Hawkman 034 Harley Quinn 035 Harley Quinn 036 Harley Quinn 037 Catwoman 038 Catwoman 039 Catwoman 040 Man-Bat 041 Man-Bat 042 Man-Bat 043 Riddler 044 Riddler 045 Riddler 046 Mad Hatter 047 Mad Hatter Gotham City, Police Gotham City, Police Gotham City, Police Metropolis, Police Metropolis, Police, Soldier Armor, Metropolis, Police Checkmate, Spy Checkmate, Spy Checkmate, Task Force X Checkmate Checkmate, Spy Checkmate, Task Force X Intergang, Soldier Intergang, Metropolis Apokalips, Intergang, Soldier Intergang Intergang, Metropolis Apokalips, Intergang Metropolis Intergang Metropolis Gotham City, Metropolis Gotham City Gotham City Gotham City, Martial Artist Birds of Prey, Gotham City, Martial Artist Birds of Prey, JLA, Justice League International, Martial Artist Gotham City, Kid Gotham City, Teen Gotham City, Martial Artist, Teen Justice League of America, Past Police, Justice League of America Justice Society, Justice League of America Gotham City Gotham City Gotham City Gotham City Gotham City Gotham City Animal, Gotham City Animal, Gotham City Animal, Gotham City, Monster Gotham City Gotham City Gotham City Gotham City Gotham City 048 Mad Hatter 049 T.O. Morrow 050 T.O. Morrow 051 T.O. Morrow 052 Aquaman 053 Aquaman 054 Aquaman 055 Blue Beetle 056 Blue Beetle 057 Blue Beetle 058 Booster Gold 059 Booster Gold 060 Booster Gold 061 Nightwing 062 Nightwing 063 Nightwing 064 Changeling 065 Changeling 066 Changeling 067 Steel 068 Steel 069 Steel 070 Gorilla Grodd 071 Gorilla Grodd 072 Gorilla Grodd 073 Solomon Grundy 074 Solomon Grundy 075 Solomon Grundy 076 Black Manta 077 Black Manta 078 Black Manta 079 Weather Wizard 080 Weather Wizard 081 Weather Wizard 082 Clayface III 083 Clayface III 084 Clayface III 085 Hawk 086 Hawk 087 Hawk 088 Dove 089 Dove 090 Dove 091 Bane 092 Bane 093 Bane 094 Doomsday Gotham City Scientist Scientist Scientist Atlantis Atlantis, Justice League of America, Ruler Atlantis, Justice League of America, Ruler Martial Artist, Scientist Justice League International, L.A.W., Martial Artist Extreme Justice, Super Buddies, Martial Artist Future, Metropolis Future, Justice League International Extreme Justice, Justice League International, Super Buddies Gotham City, Martial Artist Teen, Teen Titans Bludhaven, Martial Artist, Police Bludhaven, Gotham City, Martial Artist, Police Animal, Celebrity, Doom Patrol, Teen Animal, Teen, Teen Titans Animal, Teen Titans Armor, Metropolis Armor, JLA, Metropolis Armor, Metropolis Animal, Psychic, Ruler Animal, Injustice League, Psychic Animal, Injustice League, Ruler Brute, Gotham City Brute, Injustice League Brute, Opal City Legion of Doom Injustice League Injustice League, Legion of Doom Rogues Injustice League, Rogues Rogues Gotham City, Mud Pack Brute, Gotham City Brute, Gotham City Teen Brute, Teen Titans Brute, Mystical, Teen Titans Mystical Mystical Mystical, Teen Titans Brute, Gotham City Brute, Gotham City Monster

SECTION 4: KEYWORDS - 29 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 095 Doomsday 096 Doomsday 097 Joker 098 Joker 099 Joker 100 Plastic Man 101 Plastic Man 102 Plastic Man 103 Flash 104 Flash 105 Flash 106 Batman 107 Batman 108 Batman 109 Superman 110 Superman 111 Superman 112 Arcane 113 Arcane 114 Arcane 115 Swamp Thing 116 Swamp Thing 117 Swamp Thing 118 Brainiac 13 119 Brainiac 13 120 Brainiac 13 Brute Brute, Monster, Metropolis Gotham City Gotham City, Injustice League Gotham City, Monster Detective, Freedom Fighters Detective, JLA JLA Central City, Justice League Europe JLA , Teen Titans Central City, JLA Detective, Gotham City Gotham City, Martial Artist Detective, JLA, Martial Artist Metropolis, Reporter Metropolis JLA, Metropolis Mystical, Scientist Mystical, Scientist Mystical, Scientist Scientist, Monster, Mystical Monster, Mystical Monster, Mystical Future, Metropolis, Robot Metropolis, Robot Injustice League, Robot 121 Parasite 122 Desaad 123 Darkseid 124 Commissioner Gordon 125 The Key 126 Joker 127 Catwoman 128 Flash 129 Batman 130 Superman 131 Carter Hall 132 Dr. Harleen Quinzel 133 Selina Kyle 134 Kirk Langstrom 135 Eddie Nashton 136 Jervis Tetch 137 Thomas Oscar Morrow 138 Arthur Curry 139 Ted Kord 140 Michael Jon Carter 141 Superman D01 Sinestro Brute, Metropolis Apokalips, New Gods, Scientist Apokalips, Cosmic, New Gods, Ruler Detective, Gotham City, Police Intergang, Scientist Celebrity, Gotham City Birds of Prey, Detective, Martial Artist Central City, Justice Society, Past Brute, Future, Gotham City, Warrior Metropolis Mystical, Justice Society Gotham City, Scientist Gotham City, Martial Artist Gotham City, Monster, Scientist Gotham City Gotham City Future, Scientist Atlantis, Justice League of America, Ruler Birds of Prey, Justice League International, Martial Artist, Scientist, Super Buddies Extreme Justice, Future, Metropolis, Justice League International, Super Buddies Justice League of America JLA, Metropolis, Reporter Green Lantern Corps, Sinestro Corps

CLOBBERIN TIME
001 S.H.I.E.L.D. Trooper 002 S.H.I.E.L.D. Trooper 003 S.H.I.E.L.D. Trooper 004 S.H.I.E.L.D. Sniper 005 S.H.I.E.L.D. Sniper 006 S.H.I.E.L.D. Sniper 007 Mandroid Armor 008 Mandroid Armor 009 Mandroid Armor 010 A.I.M. Agent 011 A.I.M. Agent 012 A.I.M. Agent 013 A.I.M. Medic 014 A.I.M. Medic 015 A.I.M. Medic 016 Skrull Commando 017 Skrull Commando 018 Skrull Commando 019 Vampire Lackey 020 Vampire Lackey 021 Vampire Lackey 022 Black Cat 023 Black Cat 024 Black Cat 025 Yellowjacket 026 Yellowjacket 027 Yellowjacket 028 Doombot 029 Doombot 030 Doombot 031 Avalanche 032 Avalanche 033 Avalanche 034 Blob 035 Blob 036 Blob 037 Toad 038 Toad 039 Toad 040 Elektra 041 Elektra S.H.I.E.L.D., Soldier S.H.I.E.L.D., Soldier S.H.I.E.L.D. S.H.I.E.L.D., Spy S.H.I.E.L.D. S.H.I.E.L.D., Spy Armor, Police, S.H.I.E.L.D. Armor, S.H.I.E.L.D. Armor, S.H.I.E.L.D. A.I.M., Scientist A.I.M., Scientist A.I.M., Scientist A.I.M., Scientist A.I.M., Scientist A.I.M., Scientist Skrull, Soldier Skrull, Soldier Skrull, Soldier Brute, Mystical Brute, Mystical Mystical Heroes for Hire, Marvel Knights Animal, Mystical Femizons, Masters of Evil Avengers, Femizons, Masters of Evil Future, Guardians of the Galaxy Armor, Robot Armor, Robot Armor, Robot, Ruler Brotherhood of Mutants Brotherhood of Mutants, Freedom Force Brotherhood of Mutants, X-Corps Brotherhood of Mutants, Brute Brotherhood of Mutants, Freedom Force Brotherhood of Mutants, Brute, X-Corps Brotherhood of Mutants Brotherhood of Mutants Animal, Brotherhood of Mutants Martial Artist, The Hand Martial Artist, The Hand, Warrior 042 Elektra 043 Invisible Girl 044 Invisible Girl 045 Invisible Woman 046 Thing 047 Thing 048 Thing 049 Human Torch 050 Human Torch 051 Human Torch 052 Hawkeye 053 Hawkeye 054 Hawkeye 055 Black Widow 056 Black Widow 057 Black Widow 058 Blastaar 059 Blastaar 060 Blastaar 061 Thor 062 Thor 063 Thor 064 Sandman 065 Sandman 066 Sandman 067 Logan 068 Logan 069 Logan 070 Mr. Fantastic 071 Mr. Fantastic 072 Mr. Fantastic 073 Dr Doom 074 Dr Doom 075 Dr Doom 076 Doctor Octopus 077 Doctor Octopus 078 Doctor Octopus 079 White Queen 080 White Queen 081 White Queen 082 She-Hulk Martial Artist, The Hand, Warrior Fantastic Four Avengers, Fantastic Four Celebrity, Fantastic Four Brute, Fantastic Four Fantastic Four Celebrity, Fantastic Four Fantastic Four, Teen Celebrity, Fantastic Four Fantastic Four Avengers Avengers, West Coast Avengers Avengers, Thunderbolts Martial Artist, Spy Avengers, Champions, Martial Artist, S.H.I.E.L.D. Champions, Martial Artist, Marvel Knights Cosmic, Warrior Cosmic, Warrior Ruler, Warrior Avengers, Asgardian, Deity Asgardian, Avengers, Deity, Thor Corps Asgardian, Avengers, Deity, Ruler Frightful Four, Sinister Syndicate Frightful Four, Sinister Syndicate Avengers, Sinister Syndicate, Wild Pack Brute, Soldier, Warrior Madripoor, Martial Artist, Warrior Fantastic Four, Martial Artist, Warrior Fantastic Four, Scientist Celebrity, Fantastic Four, Scientist Fantastic Four, Scientist, Ruler Armor, Mystical, Ruler, Scientist Armor, Mystical, Ruler, Scientist Armor, Mystical, Politician, Ruler, Scientist Scientist, Sinister Syndicate Masters of Evil, Scientist, Sinister Syndicate Scientist Hellfire Club, Psychic Hellfire Club, Hellions, Psychic Generation X, Hellfire Club, Psychic Brute

SECTION 4: KEYWORDS - 30 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 083 She-Hulk 084 She-Hulk 085 Nightcrawler 086 Nick Fury 087 Moondragon 088 Spiderman 089 Mojo 090 Super Skrull 091 Red Skull 092 Spiral 093 Titania 094 Mr. Fixit 095 Medusa 096 Enchantress 101 Clay Quartermain 102 Laura Brown 103 Agent Beaulieu 104 George Tarleton Fantastic Four Avengers Martial Artist, X-Men Politician, Soldier, Spy Cosmic, Infinity Watch, Martial Artist, Psychic Monster Celebrity, Monster, Ruler Skrull, Soldier, Spy HYDRA, Politician, Soldier Brotherhood of Mutants, Mystical, Future, Robot Brute, Femizons, Frightful Four, Masters of Evil Brute Fantastic Four, Frightful Four, Inhumans, Ruler Asgardian, Masters of Evil, Mystical S.H.I.E.L.D., Spy HYDRA, S.H.I.E.L.D., Spy Armor, S.H.I.E.L.D., Soldier A.I.M., Scientist 105 Scientist Supreme 106 Paibok 107 Rachel Van Helsing 108 Felicia Hardy 109 Rita DeMara 110 Doctor Doom 111 Dominic Petros 112 Fred J. Dukes 113 Mortimer Toynbee 114 Elektra Natchios 115 Sue Storm 116 Benjamin J. Grimm 117 Johnny Storm 118 Clint Barton 119 Natasha Romanoff 120 Blastaar of Baluur A.I.M., Scientist Skrull, Spy, Warrior Detective, Midnight Sons Mystical Martial Artist, Marvel Knights Avengers, Future, Guardians of the Galaxy, Masters of Evil Armor, Mystical, Politician, Ruler, Scientist Brotherhood of Mutants, X-Corps Brotherhood of Mutants, X-Corps Brotherhood of Mutants Martial Artist, The Hand, Warrior Celebrity, Fantastic Four Celebrity, Fantastic Four Celebrity, Fantastic Four Avengers, Great Lakes Avengers, Thunderbolts Champions, Martial Artist, Spy, S.H.I.E.L.D. Brute, Ruler, Warrior

XPLOSION
001 Con Artist 002 Con Artist 003 Con Artist 004 Hand Ninja 005 Hand Ninja 006 Hand Ninja 007 Hand Ninja 008 Hand Ninja 009 Hand Ninja 010 SWAT Officer 011 SWAT Officer 012 SWAT Officer 013 SWAT Specialist 014 SWAT Specialist 015 SWAT Specialist 016 Paramedic 017 Paramedic 018 Paramedic 019 Typhoid Mary 020 Typhoid Mary 021 Typhoid Mary 022 Destiny 023 Destiny 024 Destiny 025 Boom-Boom 026 Boom-Boom 027 Meltdown 028 Mystique 029 Mystique 030 Mystique 031 Viper 032 Viper 033 Viper 034 Shadowcat 035 Shadowcat 036 Shadowcat 037 Iceman 038 Iceman 039 Iceman 040 Madame Masque 041 Madame Masque 042 Madame Masque 043 Doc Samson 044 Doc Samson 045 Doc Samson 046 Scorpion 047 Scorpion 048 Scorpion 049 Abomination Martial Artist, Past, The Hand Martial Artist, The Hand, Warrior Martial Artist, The Hand, Warrior Martial Artist, Past, The Hand Martial Artist, Spy, The Hand Martial Artist, Spy, The Hand Police Police Police, Soldier Police Police, Soldier Police, Spy Police Police Martial Artist Brute, Martial Artist Psychic, Warrior Brotherhood of Mutants, Past, Psychic Brotherhood of Mutants, Psychic Brotherhood of Mutants, Freedom Force, Psychic Fallen Angels, Teen New Mutants, Teen, X-Factor X-Force, Weapon X, Nextwave Brotherhood of Mutants, Detective, Past Brotherhood of Mutants, Marauders, Spy, X-Factor Brotherhood of Mutants, Freedom Force, Spy, X-Corps HYDRA, Martial Artist, Serpent Squad HYDRA, Madripoor, Martial Artist Hellfire Club, HYDRA, Madripoor, Martial Artist Teen, X-Men Teen, New Mutants Excalibur, S.H.I.E.L.D., X-Men Champions, Defenders, X-Men Defenders, X-Factor, X-Men Twelve, X-Factor, X-Men Maggia, Scientist Maggia, Robot, Scientist Avengers, Maggia, Robot Scientist Scientist Scientist Armor, Detective Armor, Sinister, Syndicate Armor Brute, Spy 050 Abomination 051 Abomination 052 Crimson Dynamo 053 Crimson Dynamo 054 Crimson Dynamo 055 Beast 056 Beast 057 Beast 058 Psylocke 059 Psylocke 060 Psylocke 061 Daredevil 062 Daredevil 063 Daredevil 064 Taskmaster 065 Taskmaster 066 Taskmaster 067 Silver Samurai 068 Silver Samurai 069 Silver Samurai 070 Gambit 071 Gambit 072 Gambit 073 Mandarin 074 Mandarin 075 Mandarin 076 Iron Man 077 Iron Man 078 Iron Man 079 Colossus 080 Colossus 081 Colossus 082 Storm 083 Storm 084 Storm 085 Shadowcat 086 Elektra 087 Deathbird 088 Apocalypse 089 Green Goblin 090 The Leader 091 Sauron 092 Lady Deathstrike 093 Spider-Man 094 Savage Hulk 095 Phoenix 096 Weapon X 201 Sarah St. John 202 Kirigi Brute, Monster Brute, Monster Armor, Scientist Armor, Spy Armor, Scientist, Spy, Titanic Three Avengers, X-Men Defenders, Scientist Scientist, X-Men Psychic, The Hand, X-Men Martial Artist, Psychic, The Hand Martial Artist, Psychic, The Hand, X-Men Martial Artist Defenders, Martial Artist, Warrior Detective, Martial Artist, Marvel Knights Martial Artist Frightful Four, Martial Artist Agency X, Martial Artist, Thunderbolts HYDRA, Warrior Big Hero 6, Martial Artist, Warrior Armor, HYDRA, Martial Artist, Warrior Marauders , X-Men Martial Artist, X-Men Horsemen of the Apocalypse, X-Men Martial Artist, Ruler, Scientist Martial Artist, Scientist Martial Artist, Scientist Armor, Avengers, Celebrity, Scientist Armor, S.H.I.E.L.D., Scientist Armor, West Coast Avengers, Force Works, Scientist Armor, X-Men Acolytes, Armor, Excalibur, X-Men Armor, X-Men Deity, Morlocks, X-Men Twelve, X-Men Hellfire Club, X-Men, X.S.E. Animal, Teen, X-Men Martial Artist, Marvel Knights, Warrior Shiar, Warrior Mutant, Past, Warrior Brute, Monster, Scientist Psychic, Scientist Animal, Psychic Reavers, Robot, Warrior Marvel Knights, Scientist Brute, Monster Cosmic, Psychic, X-Men Alpha Flight, Brute, Weapon X, X-Men Brute, Martial Artist, Mystical, The Hand

SECTION 4: KEYWORDS - 31 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 203 Elektra 204 Sammy Liebman 205 Frank Gunzer 206 Jane Foster 207 Mary Walker 208 Irene Adler 209 Tabitha Smith 210 Raven Darkholme 211 Madame Hydra Martial Artist, The Hand, Warrior Police, Soldier Police, Soldier Police Martial Artist, Psychic, Warrior Brotherhood of Mutants, Past, Psychic Nextwave, New Mutants, Teen, X-Factor Brotherhood of Mutants, Martial Artist, Spy Hydra, Martial Artist 212 Kitty Pryde 213 Bobby Drake 214 Whitney Frost 215 Dr. Leonard Samson 216 Mac Gargan 217 Emil Blonsky 218 Dimitri Bukharin 219 Hank McCoy 220 Betsy Braddock Excalibur, Martial Artist, Teen, X-Men Champions, Defenders, X-Factor, X-Men Maggia, Scientist Celebrity, Scientist Detective, Sinister Syndicate Brute, Monster, Spy Armor, Spy, Supreme Soviets Avengers, Scientist, X-Factor, X-Men Martial Artist, Psychic, The Hand, Warrior

COSMIC JUSTICE
001 Easy Company Soldier 002 Easy Company Soldier 003 Easy Company Soldier 004 Easy Company Medic 005 Easy Company Medic 006 Easy Company Medic 007 Parademon Scout 008 Parademon Scout 009 Parademon Scout 010 Parademon Warrior 011 Parademon Warrior 012 Parademon Warrior 013 Lex Corp Security 014 Lex Corp Security 015 Lex Corp Security 016 Lex Corp Battlesuit 017 Lex Corp Battlesuit 018 Lex Corp Battlesuit 019 Sgt. Rock 020 Sgt. Rock 021 Sgt. Rock 022 Penguin 023 Penguin 024 Penguin 025 Manhunter 026 Manhunter 027 Manhunter 028 Fury 029 Fury 030 Fury 031 Poison Ivy 032 Poison Ivy 033 Poison Ivy 034 Black Canary 035 Black Canary Past, Soldier Past, Soldier Past, Soldier Past, Soldier Past, Soldier Past, Soldier Apokalips, Soldier Apokalips, New Gods Apokalips, Spy Apokalips, Secret Six, Warrior Apokalips, New Gods, Warrior Apokalips, Secret Six, Warrior Metropolis, Police Metropolis Metropolis Armor, Metropolis Armor, Metropolis Armor, Metropolis Past, Soldier Past, Soldier Past, Politician, Soldier, Suicide Squad Gotham City, Injustice League Gotham City Gotham City Green Lantern Corps, Robot Green Lantern Corps, Robot Robot Monster Monster Monster Gotham City, Scientist, Secret Society of Super Villains Gotham City, Injustice Gang Gotham City Gotham City, Justice Society Justice League of America, Justice League International, Martial Artist, Star City Birds of Prey, Detective, Justice League, Martial Artist Justice League of America, Star City Justice League of America, Star City Justice League Elite, Star City Amazon, Teen, Teen Titans Amazon, Mystical Amazon, Mystical, Teen Titans Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes Warrior Warrior Armor, Warrior 055 Zatanna 056 Zatanna 057 Zatanna 058 Lady Shiva 059 Lady Shiva 060 Lady Shiva 061 Starfire 062 Starfire 063 Starfire 064 Starman 065 Starman 066 Starman 067 Firestorm 068 Firestorm 069 Firestorm 070 Cheetah 071 Cheetah 072 Cheetah 073 Deathstroke 074 Deathstroke 075 Deathstroke 076 Wonder Woman 077 Wonder Woman 078 Wonder Woman 079 Circe 080 Circe 081 Circe 082 Green Lantern 083 Green Lantern 084 Green Lantern 085 Martian Manhunter 086 Bizarro 087 Brother Blood 088 Amazo 089 Lex Luthor 090 Eclipso 091 Despero 092 Mordru 093 Catgirl 094 Batgirl 095 Batman 096 Superman 201 Little Sure Shot 202 4-Eyes 203 Pharzoof 204 Valinus 205 Hope 206 Eddie Carlin 207 Gen. Frank Rock 208 Oswald Cobblepot 209 Manhunter 2.0 210 Hippolyta Trevor-Hall 211 Pamela Isley 212 Dinah Lance 213 Oliver Queen Celebrity, Justice League of America, Mystical Celebrity, Justice League of America, Mystical Celebrity, Mystical, Sentinels of Magic League of Assassins, Martial Artist League of Assassins, Martial Artist Martial Artist Teen, Teen Titans, Warrior Teen, Teen Titans, Warrior Teen Titan, Warrior Opal City Opal City Justice Society, Opal City Scientist, Teen Justice League of America, Scientist, Teen Extreme Justice Animal, Villainy Inc Animal, Villainy Inc Animal, Society Soldier HIVE, Martial Artist, Soldier Amazon, Justice League of America Amazon, Justice League of America Amazon, JLA, Justice League Europe, Justice League International Injustice Gang, Mystical Injustice Gang, Mystical Mystical Green Lantern Corps Green Lantern Corps, JLA Green Lantern Corps, JLA Detective, Justice League of America, Police Metropolis, Brute Mystical Robot Celebrity, Metropolis, Politician, Superman Revenge Squad Mystical Brute, Psychic, Warrior Cosmic, Future, Mystical, Past Future, Gotham City Detective, Gotham City Gotham City, Monster Apokalips, Warrior Past, Soldier Past, Soldier Apokalips, New Gods, Spy Apokalips, New Gods, Warrior Metropolis Armor, Metropolis Politician, Soldier Celebrity, Gotham City Green Lantern Corps, Robot, Warrior Amazon, Infinity Inc Gotham City, Scientist Birds of Prey, Justice League of America, Martial Artist, Star City Justice League of America, Martial Artist, Star City

036 Black Canary 037 Green Arrow 038 Green Arrow 039 Green Arrow 040 Troia 041 Troia 042 Troia 043 Cosmic Boy 044 Cosmic Boy 045 Cosmic Boy 046 Live Wire 047 Live Wire 048 Live Wire 049 Saturn Girl 050 Saturn Girl 051 Saturn Girl 052 Fatality 053 Fatality 054 Fatality

SECTION 4: KEYWORDS - 32 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 214 Donna Troy 215 Rokk Krinn 216 Garth Ranzz 217 Imra Ardeen 218 Yrra Cynril Amazon, Teen Titans, Warrior Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Warrior 219 Zatanna Zatara 220 Sandra Wu-San 221 Green Lantern 222 The Atom 223 Plastic Man Celebrity, Justice League of America, Mystical Gotham City, League of Assassins, Martial Artist Green Lantern Corps, Justice League of America Justice League of America, Scientist Detective, JLA

INDY
001 Asleigh 002 Asleigh 003 Asleigh 004 Tomoe 005 Tomoe 006 Tomoe 007 Saurian Trooper 008 Saurian Trooper 009 Saurian Trooper 010 Scarab 011 Scarab 012 Scarab 013 Tiger Lilly 014 Tiger Lilly 015 Tiger Lilly 016 Sydney Savage 017 Sydney Savage 018 Sydney Savage 019 Johnny Alpha 020 Johnny Alpha 021 Johnny Alpha 022 Judge Hershey 023 Judge Hershey 024 Judge Hershey 025 Aphrodite IX 026 Aphrodite IX 027 Aphrodite IX 028 Magdalena 029 Magdalena 030 Magdalena 031 Arashi Martial 032 Arashi Martial 033 Arashi Martial 034 Lobster Johnson 035 Lobster Johnson 036 Lobster Johnson 037 Arwyn 038 Arwyn 039 Arwyn 040 Boon 041 Boon 042 Boon 043 Ian Nottingham 044 Ian Nottingham 045 Ian Nottingham 046 The Darkness 047 The Darkness 048 The Darkness 049 Natalia Kassle 050 Natalia Kassle 051 Natalia Kassle 052 Major Maxim 053 Major Maxim 054 Major Maxim 055 Bron 056 Bron 057 Bron 058 Shi 059 Shi 060 Shi 061 Yukio 062 Yukio Ruler, Warrior Warrior Ruler, Warrior Martial Artist, Warrior Martial Artist, Warrior Martial Artist, Warrior Brute, Soldier Brute, Soldier Soldier Celebrity, Martial Artist, Noh Celebrity, Martial Artist, Noh Celebrity, Noh, Warrior Celebrity, Martial Artist, Noh Celebrity, Martial Artist, Noh Celebrity, Martial Artist, Noh Danger Girls, Spy Danger Girls, Spy Danger Girls, Spy Future, Warrior Future, Psychic, Soldier Future, Soldier, Warrior Future, Police Future, Police, Politician Future, Police, Politician Robot, Soldier Robot, Soldier, Spy Robot, Spy Mystical, Warrior Mystical, Warrior Mystical, Warrior Artist, Warrior Artist, Warrior Artist, Warrior BPRD, Detective, Past BPRD, Detective, Past BPRD, Mystical Warrior Warrior Warrior Martial Artist Martial Artist, Mystical Martial Artist, Mystical Soldier, Warrior Mystical, Warrior Mystical, Warrior Brute, Mystical Brute, Mystical Armor, Brute, Mystical Danger Girls, Spy Danger Girls, Spy Hammer Empire, Spy Hammer Empire, Soldier Hammer Empire, Soldier Hammer Empire, Soldier Brute, Ruler, Warrior Brute, Ruler, Warrior Brute, Warrior Martial Artist, Warrior Martial Artist, Warrior Martial Artist, Warrior Mystical, Spy Mystical, Spy 063 Yukio 064 Witchblade 065 Witchblade 066 Witchblade 067 Hellboy 068 Hellboy 069 Hellboy 070 Judge Dredd 071 Judge Dredd 072 Judge Dredd 073 Abbey Chase 074 Abbey Chase 075 Abbey Chase 076 Kabuki 077 Kabuki 078 Kabuki 079 Death Demon 080 Death Demon 081 Death Demon 082 Rasputin 083 Rasputin 084 Rasputin 085 Samandahl Rey 086 Arwyn 087 Hellboy 088 Hecate 089 Shi Martial 090 Abbey Chase 091 Judge Anderson 092 Judge Death 093 Witchblade 094 Angelus 095 Siamese 096 Cyblade 097 Brit City Judge 098 Brit City Judge 099 Brit City Judge 100 Stix 101 Stix 102 Stix 103 Wulf Sternhammer 104 Wulf Sternhammer 105 Wulf Sternhammer 106 Torquemada 107 Torquemada 108 Torquemada 109 Nemesis 110 Nemesis 111 Nemesis 112 Judge Fire 113 Judge Fire 114 Judge Fire 115 Judge Mortis 116 Judge Mortis 117 Judge Mortis 118 Judge Fear 119 Judge Fear 120 Judge Fear 201 Princess Ashleigh 202 Tomoe Gozan 203 Bajounte-Ka 204 Keiko Mystical Detective, Mystical, Police Detective, Mystical, Police Detective, Mystical, Police, Warrior BPRD, Mystical, Past, Soldier BPRD, Celebrity, Mystical BPRD, Mystical, Warrior Future, Police Future, Police Future, Police Danger Girls, Martial Artist Danger Girls, Martial Artist, Spy Danger Girls, Martial Artist, Spy Celebrity, Martial Artist, Noh, Warrior Celebrity, Martial Artist, Noh, Warrior Martial Artist, Warrior Mystical, Warrior Mystical, Martial Artist, Warrior Mystical, Martial Artist Mystical, Past Mystical Mystical Warrior BPRD, Brute, Monster, Mystical Deity, Monster, Mystical Artist, Warrior Danger Girls, Martial Artist, Spy Future, Police, Psychic Future, Monster, Police Armor, Detective, Mystical, Police Mystical, Warrior Celebrity, Martial Artist, Noh, Robot Cyberforce, Robot Future, Police Future, Police Future, Police Brute, Future Brute, Future Future Future, Past, Warrior Future, Past, Warrior Future, Past, Warrior Future, Police, Soldier Future, Ruler Brute, Future, Ruler Future, Mystical, Warrior Future, Mystical, Warrior Future, Mystical, Warrior Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Future, Monster, Police Ruler, Warrior Martial Artist, Warrior Brute, Soldier Martial Artist, Noh, Warrior

SECTION 4: KEYWORDS - 33 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com 205 Akemi 206 Spec Ops Savage 207 Search/Destroy Agent Alpha 208 Barbara Hershey 209 Aphrodite IX 210 Sister Magdalena Celebrity, Martial Artist, Noh Danger Girls, Soldier, Spy Future, Soldier, Warrior Future, Police, Politician Robot, Soldier, Spy Mystical, Warrior 211 Mashahiro Arashi 212 Lobster Johnson 221 Witchblade 222 Boon 223 Arwyn Martial Artist, Warrior BPRD, Detective, Past Armor, Detective, Mystical, Police Martial Artist, Mystical Warrior

CRITICAL MASS
001 Moloid 002 Moloid 003 Moloid 004 Brood Warrior 005 Brood Warrior 006 Brood Warrior 007 Kree Warrior 008 Kree Warrior 009 Kree Warrior 010 S.W.A.T.Heavy Weapons 011 S.W.A.T.Heavy Weapons 012 S.W.A.T.Heavy Weapons 013 Dreadnought 014 Dreadnought 015 Dreadnought 016 Hepzibah 017 Hepzibah 018 Hepzibah 019 Marrow 020 Marrow 021 Marrow 022 Corsair 023 Corsair 024 Corsair 025 Moon Knight 026 Moon Knight 027 Moon Knight 028 Calypso 029 Calypso 030 Calypso 031 Elektra 032 Elektra 033 Elektra 034 Daredevil 035 Daredevil 036 Daredevil 037 Magick 038 Magick 039 Magick 040 Archangel 041 Archangel 042 Archangel 043 Kraven 044 Kraven 045 Kraven 046 Rhino 047 Rhino 048 Rhino 049 Mole Man 050 Mole Man 051 Mole Man 052 Nebula 053 Nebula 054 Nebula 055 Moonstone 056 Meteorite 057 Meteorite 058 Brood Queen Monster Monster Monster Animal, Brood, Warrior Animal, Brood, Brood Animal, Brood, Warrior Kree, Soldier Kree, Soldier Kree, Warrior Police Police, Soldier Armor, Police, Soldier HYDRA, Robot Maggia, Robot HYDRA, Maggia, Robot Martial Artist, Starjammers Martial Artist, X-Men Martial Artist, Starjammers, X-Men Teen, Morlocks Teen, X-Men Gene Nation, S.H.I.E.L.D. Weapon X, X-Men Soldier, Starjammers Starjammers Starjammers Soldier Mystical, West Coast Avengers Mystical Mystical Psychic Mystical, Psychic Mystical, Psychic Martial Artist Martial Artist, The Hand Martial Artist, The Hand Martial Artist Martial Artist Martial Artist, Marvel Knights Mystical, New Mutants, Teen Mystical, New Mutants, Teen Mystical, Exiles X-Factor, X-Men Defenders, X-Men Horsemen of Apocalyse, X-Factor, X-Men Martial Artist, Warrior Martial Artist, Sinister Syndicate Warrior Armor, Brute Armor, Brute, Sinister Syndicate Brute, Emissaries of Evil Scientist Ruler, Scientist Martial Artist, Ruler, Scientist Soldier Soldier Femizons, Masters of Evil Masters of Evil, Thunderbolts Thunderbolts Animal, Brood, Ruler 059 Brood Queen 060 Brood Queen 061 Patch 062 Patch 063 Patch 064 Diablo 065 Diablo 066 Diablo 067 Spider-Man 068 Spider-Man 069 Spider-Man 070 Venom 071 Venom 072 Venom 073 Ulik 074 Ulik 075 Ulik 076 Umar 077 Umar 078 Umar 079 Black Queen 080 Selene 081 Selene 082 Absorbing Man 083 Absorbing Man 084 Absorbing Man 085 Warbird 086 Captain Marvel 087 Adam Warlock 088 Ronan the Accuser 089 Sersi 090 Morgan Le Fay 091 Terrax 092 Dormammu 093 Nova 094 Beta Ray Bill 095 Hulk 201 Val-or 202 Divebomber 203 Captain Mar-Vell 204 Roger Falcone 205 Silver Dreadnought 206 Hepzibah 207 Sarah 208 Christopher Summers 209 Marc Spector 210 Calypso Ezili 211 Elektra Natchios 212 Matt Murdock 213 Illyana Rasputin 214 Warren Worthington III 215 Sergei Kravinov 216 Alex OHirn 217 Rupert 218 Nebula 219 Dr. Karla Sofen G01 Galactus Animal, Brood, Ruler Animal, Brood, Ruler Madripoor, Soldier Madripoor, Martial Artist, Soldier Madripoor, Martial Artist Mystical, Past Mystical Mystical, Scientist Teen, Reporter Teen, Reporter Marvel Knights Brute, Reporter Brute, Monster, Reporter Brute, Sinister Syndicate Brute Brute Brute Mystical Mystical Mystical Monster, Mystical, Past, Psychic Hellfire Club, Mystical, Past, Psychic Externals, Hellfire Club, Mystical, Psychic Brute Brute, Masters of Evil Brute Avengers, Soldier Kree, Spy Cosmic, Infinity Watch Armor, Kree, Warrior Avengers, Eternal, Past, Psychic Mystical, Past Cosmic, Herald, Ruler, Warrior Deity, Mystical, Ruler Cosmic, Fantastic Four, Herald Asgardian, Cosmic, Thor Corps, Warrior Pantheon, Scientist Monster Animal, Armor, Brood, Warrior Avengers, Kree, Martial Artist, Soldier Police, Soldier Armor, HYDRA, Maggia, Robot Martial Artist, Starjammers, X-Men X-Men, S.H.I.E.L.D. Soldier, Starjammers Martial Artist, Marvel Knights Mystical Martial Artist, Teen Martial Artist Mystical, Teen X-Men, Hellfire Club Warrior Brute, Soldier Ruler, Scientist Psychic, Scientist Cosmic

SECTION 4: KEYWORDS - 34 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

UNLEASHED
001 DEO Agent 002 DEO Agent 003 DEO Agent 004 HDC Trooper 005 HDC Trooper 006 HDC Trooper 007 Gotham Undercover 008 Gotham Undercover 009 Gotham Undercover 010 Science Police 011 Science Police 012 Science Police 013 Kobra Fanatic 014 Kobra Fanatic 015 Kobra Fanatic 016 Hawkgirl 017 Hawkgirl 018 Hawkgirl 019 Brainiac 5 020 Brainiac 5 021 Brainiac 5 022 Scarecrow 023 Scarecrow 024 Scarecrow 025 Deadshot 026 Deadshot 027 Deadshot 028 Two-Face 029 Two-Face 030 Two-Face 031 Cheshire 032 Cheshire 033 Cheshire 034 Rocket Red #1 035 Rocket Red #5 036 Rocket Red #7 037 Chameleon 038 Chameleon 039 Chameleon 040 Kobra 041 Kobra 042 Kobra 043 Killer Croc 044 Killer Croc 045 Killer Croc 046 Killer Frost 047 Killer Frost 048 Killer Frost 049 Batgirl 050 Batgirl 051 Batgirl 052 Cyborg 053 Cyborg 054 Cyborg 055 Queen Bee 056 Queen Bee 057 Queen Bee 058 Big Barda 059 Big Barda 060 Big Barda 061 Shade Police Detective, Police Police, Spy Police Police, Soldier Police, Warrior Police, Gotham City Detective, Gotham City, Police Detective, Gotham City, Police Future, Police Detective, Future, Police Future, Police, Scientist Strike Force Kobra Strike Force Kobra, Soldier Strike Force Kobra, Warrior Justice Society, Warrior Justice League of America, Police Justice League of America, Warrior Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Scientist Gotham City, Injustice Gang Gotham City, Scientist Gotham City, Society Gotham City Suicide Squad, Task Force X Secret Six, Suicide Squad Gotham City, Politician Gotham City Gotham City Martial Artist Martial Artist Martial Artist, Secret Six Armor, Soldier Armor, Justice League International, Soldier Armor, Manhunters, Justice League International, Robot Future, Legion of Super Heroes, Teen Detective, Future, Legion of Super Heroes Future, Legion of Super Heroes, Spy Martial Artist, Strike Force Kobra, Warrior Strike Force Kobra, Warrior Strike Force Kobra Animal, Brute, Gotham City Animal, Brute, Gotham City Animal, Gotham City, Monster Secret Society of Super Villains Suicide Squad, Injustice League Suicide Squad, Society Martial Artist Gotham City, Martial Artist Gotham City, Martial Artist Robot, Teen, Teen Titans Robot, Teen Titans Robot, Teen Titans HIVE Injustice League Injustice League, Society Apokalips, Female Furies, New Gods, Warrior JLA, New Gods, Warrior Birds of Prey, New Gods, Warrior Central City, Mystical 062 Shade 063 Shade 064 Raven 065 Raven 066 Raven 067 Jesse Quick 068 Jesse Quick 069 Jesse Quick 070 Doctor Fate 071 Doctor Fate 072 Doctor Fate 073 Maxima 074 Maxima 075 Maxima 076 Supergirl 077 Supergirl 078 Supergirl 079 Black Adam 080 Black Adam 081 Black Adam 082 Green Lantern Injustice Society, Mystical, Opal City Mystical, Opal City Mystical, Teen, Teen Titans Mystical, Teen Titans Mystical, Sentinels of Magic, Teen Titans

Central City, Teen Titans Central City, Justice Society Justice League International, Mystical Justice Society, Mystical, Sentinels of Magic Justice Society, Mystical, Sentinels of Magic Psychic, Superman Revenge Squad, Warrior Justice League International, Psychic, Warrior Extreme Justice, Metropolis, Warrior Metropolis, Teen Legion of Super Heroes, Metropolis Metropolis, Teen Titans Injustice Society, Monster Society of Evil, Mystical Justice Society, Monster Society of Evil, Mystical Mystical, Ruler, Society Coast City, Green Lantern Corps, Justice League of America 083 Green Lantern Coast City, Green Lantern Corps, Justice League of America 084 Green Lantern Green Lantern Corps, JLA 085 Metallo Brute, Metropolis, Robot 086 The General Injustice Gang, Monster, Soldier 087 Kilowog Green Lantern Corps, Justice League International 088 Shazam! Kid, Justice Society, Mystical 089 Ultrahumanite Animal, Secret Society of Super Villains, Psychic, Scientist 090 Silver Swan Robot 091 Nubia Amazon, Armor, Warrior 092 Mr. Bones Infinity Inc, Police, Politician 093 Wonder Woman Armor, Future, Warrior 094 Batman Armor, Future, Gotham City 095 Superman Future 096 Magog Brute, Future 097 Bat Sentry Future, Gotham City, Robot 201 Cameron Chase Detective, Police 202 Montgomery Kelly Soldier, Police 203 Matches Malone Detective, Gotham City, Spy 204 Shvaughn Erin Future, Legion of Super Heroes, Police 205 Jason Burr Police, Strike Force Kobra 206 Kendra Saunders Birds of Prey, Justice Society 207 Querl Dox Future, Legion of Super Heroes, Scientist 208 Jonathan Crane Gotham City, Scientist 209 Floyd Lawton Secret Six, Suicide Squad 210 Harvey Dent Gotham City, Politician 211 Jade Martial Artist, Secret Six 212 Dmitri Pushkin Armor, Justice League International 213 Richard Swift Central City, Injustice Society, Mystical 214 Trigons Daughter Mystical, Teen Titans 215 Jesse Chambers Central City, Justice Society, Teen Titans 216 Hector Hall Justice Society, Mystical 217 Maxima of Almerac Metropolis, Superman Revenge Squad, Warrior 218 Kara Zor-El Legion of Super Heroes, Metropolis, Teen 219 Teth-Adam Justice Society, Mystical, Ruler 220 Hal Jordan Green Lantern Corps, Justice League of America, Justice League Europe 221 Shazam! Future, Kid, Mystical

SECTION 4: KEYWORDS - 35 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

UNIVERSE
001 Spider-Man 002 Wolverine 003 Wasp 004 Hobgoblin 005 Sabretooth 006 Elektra 007 Con Artist 008 Con Artist 009 Con Artist 010 Hand Ninja 011 Hand Ninja 012 Hand Ninja 013 Hand Ninja 014 Hand Ninja 015 Hand Ninja 016 S.W.A.T. Officer 017 S.W.A.T. Officer 018 S.W.A.T. Officer 019 S.W.A.T. Specialist 020 S.W.A.T. Specialist 021 S.W.A.T. Specialist 022 Paramedic 023 Paramedic 024 Paramedic 025 Typhoid Mary 026 Typhoid Mary 027 Typhoid Mary 028 Destiny 029 Destiny 030 Destiny 031 Boom-Boom 032 Boom-Boom 033 Meltdown 034 Mystique 035 Mystique 036 Mystique 037 Viper 038 Viper 039 Viper 040 Shadowcat 041 Shadowcat 042 Shadowcat 043 Daredevil 044 Daredevil 045 Daredevil 046 Taskmaster 047 Taskmaster 048 Taskmaster 049 Silver Samurai 050 Silver Samurai 051 Silver Samurai 052 Gambit 053 Gambit 054 Gambit 055 Mandarin 056 Mandarin 057 Mandarin 058 Iron Man 059 Iron Man 060 Iron Man 061 Colossus 062 Colossus 063 Colossus 064 Storm Teen Martial Artist, X-Men Avengers Sinister Syndicate Brotherhood of Mutants, Brute, Martial Artist Martial Artist 065 Storm 066 Storm 067 Kingpin 068 Kingpin 069 Kingpin 070 Vulture 071 Vulture 072 Vulture 073 Jean Grey 074 Jean Grey 075 Jean Grey 076 Hobgoblin 077 Hobgoblin 078 Hobgoblin 079 Sabretooth 080 Sabretooth 081 Sabretooth 082 Hulk 083 Hulk 084 Hulk 085 Puppet 086 Puppet 087 Puppet 088 Annihilus 089 Annihilus 090 Annihilus 091 Captain America 092 Captain America 093 Captain America 094 Spider-Man 095 Spider-Man 096 Spider-Man 097 Wolverine 098 Wolverine 099 Wolverine 100 Professor Xavier 101 Professor Xavier 102 Professor Xavier 103 Cyclops 104 Cyclops 105 Cyclops 106 Black Panther 107 Black Panther 108 Black Panther 109 Pyro 110 Pyro 111 Pyro 112 Bullseye 113 Bullseye 114 Bullseye 115 Vision 116 Quasar 117 Thanos 118 Nightmare 119 Wasp 120 Elektra 121 Professor Xavier 122 Juggernaut 123 Cyclops 124 Captain America 125 Wolverine 126 Spider-Man Twelve, X-Men Hellfire Club, X-Men, X.S.E. Martial Artist Celebrity, Martial Artist, Ruler Martial Artist, Ruler Sinister Syndicate Sinister Syndicate Psychic, X-Men Psychic, Twelve, X-Men Psychic X-Force, X-Men Martial Artist Martial Artist, Sinister Syndicate Martial Artist, Sinister Syndicate, Mystical Marauders, Team X, Weapon X Brotherhood of Mutants, Brute , Martial Artist Brotherhood of Mutants, Martial Artist, Weapon X Avengers, Brute Defenders Brute, Horsemen of the Apocalypse, Scientist Master Scientist Master Psychic, Scientist Master Psychic Animal, Armor, Warrior Armor, Ruler, Warrior Armor, Cosmic, Ruler Avengers, Invaders, Soldier Avengers, Martial Artist, S.H.I.E.L.D. Avengers, Martial Artist, S.H.I.E.L.D. Reporter, Teen Fantastic Four, Reporter Reporter Martial Artist, Soldier, Team X Alpha Flight, Martial Artist, Weapon X, X-Men Avengers, Martial Artist, X-Men Psychic, X-Men Psychic, Starjammers, X-Men Psychic, X-Men X-Factor, X-Men X-Factor, X-Men Twelve, X-Men Avengers, Martial Artist, Ruler Martial Artist, Ruler, Scientist Fantastic Four, Martial Artist, Ruler Brotherhood of Mutants, Freedom Force, Reporter Brotherhood of Mutants Brotherhood of Mutants Martial Artist Martial Artist Martial Artist, Thunderbolts Avengers, Robot, West Coast Avengers Avengers, Cosmic, S.H.I.E.L.D. Cosmic, Eternal, Infinity Watch Mystic, Psychic, Ruler Avengers, Celebrity, West Coast Avengers Martial Artist, S.H.I.E.L.D., The Hand Psychic, Twelve, X-Men Excalibur, Exemplars, X-Men Martial Artist, Twelve, X-Men Avengers, Martial Artist, Invaders, S.H.I.E.L.D. Martial Artist, Horsemen of the Apocalypse, Soldier, Weapon X Celebrity, Martial Artist

Martial Artist, Past, The Hand Martial Artist, The Hand, Warrior Martial Artist, The Hand, Warrior Martial Artist, Past, The Hand Martial Artist, Spy, The Hand Martial Artist, Spy, The Hand Police Police Police, Soldier Police Police, Soldier Police, Spy Police Police Martial Artist Brute, Martial Artist Psychic, Warrior Brotherhood of Mutants, Past, Psychic Brotherhood of Mutants, Psychic Brotherhood of Mutants, Freedom Force, Psychic Fallen Angels, Teen New Mutants, Teen, X-Factor X-Force, Weapon X, Nextwave Brotherhood of Mutants, Detective, Past Brotherhood of Mutants, Marauders, Spy, X-Factor Brotherhood of Mutants, Freedom Force, Spy, X-Corps HYDRA, Martial Artist, Serpent Squad HYDRA, Madripoor, Martial Artist, Ruler Hellfire Club, HYDRA, Madripoor, Martial Artist Teen, X-Men Teen, New Mutants Excalibur, S.H.I.E.L.D., X-Men Martial Artist Martial Artist, Warrior Martial Artist, Marvel Knights Martial Artist Frightful Four, Martial Artist Agency X, Martial Artist, Thunderbolts HYDRA, Warrior Big Hero 6, Martial Artist, Warrior Armor, HYDRA, Martial Artist, Warrior Marauders, X-Men Martial Artist, X-Men Horsemen of the Apocalypse, X-Men Martial Artist, Ruler, Scientist Martial Artist, Scientist Martial Artist, Scientist Armor, Avengers, Celebrity, Scientist Armor, S.H.I.E.L.D., Scientist Armor, West Coast Avengers, Force Works, Scientist Armor, X-Men Acolytes, Armor, Excalibur, X-Men Acolytes, Armor, X-Men Deity, Morlocks, X-Men

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COMPREHENSIVE HEROCLIX RULES


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ULTIMATES
001 Morlock 002 Morlock 003 Morlock 004 Hellfire Guard 005 Hellfire Guard 006 Hellfire Guard 007 Scourge 008 Scourge 009 Scourge 010 Sentinel Trooper 011 Sentinel Trooper 012 Sentinel Trooper 013 Lizard 014 Lizard 015 Lizard 016 Princess Python 017 Princess Python 018 Princess Python 019 Callisto 020 Callisto 021 Callisto 022 Sidewinder 023 Sidewinder 024 Sidewinder 025 Black Widow 026 Black Widow 027 Black Widow 028 Storm 029 Storm 030 Storm 031 Anaconda 032 Anaconda 033 Anaconda 034 Hawkeye 035 Hawkeye 036 Hawkeye 037 Hellcat 038 Hellcat 039 Hellcat 040 Spider-Man 041 Spider-Man 042 Spider-Man 043 Beast 044 Beast 045 Beast 046 Wolverine 047 Wolverine 048 Wolverine 049 Mysterio 050 Mysterio 051 Mysterio 052 Punisher 053 Punisher 054 Punisher 055 Electro 056 Electro 057 Electro 058 Ghost Rider 059 Ghost Rider Morlocks, Warrior Morlocks, Mutant Morlocks, Monster Hellfire Club Hellfire Club, Soldier Hellfire Club, Spy Spy Spy Spy Robot, Soldier Robot, Soldier Robot Animal, Scientist Animal, Scientist Animal, Scientist, Sinister Syndicate Circus of Crime, Serpent Society Femizons, Serpent Society Femizons, Serpent Society Morlocks Morlocks, Martial Artist Morlocks, Gene Nation Serpent Society Serpent Squad Serpent Society Martial Artist, Spy Martial Artist, S.H.I.E.L.D., Spy, Ultimates Martial Artist, S.H.I.E.L.D., Spy, Ultimates Ultimate X-Men Ultimate X-Men Ultimate X-Men Femizons, Serpent Society Femizons, Serpent Society, Six Pack Serpent Society S.H.I.E.L.D., Spy S.H.I.E.L.D., Ultimates S.H.I.E.L.D., Ultimates Martial Artist Defenders, Martial Artist, Psychic Defenders, Martial Artist, Psychic Teen Teen Teen, Scientist Ultimate X-Men Scientist, Ultimate X-Men Scientist, Ultimate X-Men Brotherhood of Mutants, Brute Brute, Ultimate X-Men Martial Artist, Ultimate X-Men Sinister Syndicate, Scientist Sinister Syndicate Sinister Syndicate Marvel Knights, Police, Soldier Marvel Knights, Soldier, Warrior Soldier, Warrior Frightful Four, Emissaries of Evil Sinister Syndicate Sinister Syndicate, Emissaries of Evil Mystical Midnight Sons, Mystical 060 Ghost Rider 061 Cyclops 062 Cyclops 063 Cyclops 064 Captain America 065 Captain America 066 Captain America 067 Sabretooth 068 Sabretooth 069 Sabretooth 070 Doctor Octopus 071 Doctor Octopus 072 Doctor Octopus 073 Colossus 074 Colossus 075 Colossus 076 Marvel Girl 077 Marvel Girl 078 Marvel Girl 079 Wrecker 080 Wrecker 081 Wrecker 082 Captain Britain 083 Captain Britain 084 Captain Britain 085 Xorn 086 Baron Zemo 087 Carnage 088 Vindicator 089 Iron Man 090 Mr. Sinister 091 Crimson Cowl 092 Magneto 093 Phoenix 094 Goblin Queen 095 Hulk 096 Thor 200 Magneto 201 Jonny Ell 202 Wade Cole 203 Justice is Served! 204 Sentinel Captain 205 Dr. Curtis Connors 206 Zelda Dubois 207 Morlock Leader 208 Seth Voelker 209 Natasha Romanova 210 Ororo Munroe 211 Blanche Sitznski 212 Clint Barton 213 Patsy Walker 214 Peter Parker 215 Hank McCoy 216 James Howlett 217 Quentin Beck 218 Frank Castle 219 Maxwell Dillon 220 Daniel Ketch Fantastic Four, Midnight Sons, Mystical Teen, Ultimate X-Men Brotherhood of Mutants, Teen Ultimate X-Men Soldier S.H.I.E.L.D., Soldier, Ultimates Soldier, Ultimates Brute, Martial Artist, Weapon X Brotherhood of Mutants, Brute Brotherhood of Mutants, Brute, Marauders Scientist, Thunderbolts Scientist, Masters of Evil Scientist, Sinister Syndicate Armor Armor, Ultimate X-Men Armor, Ultimate X-Men Psychic, Teen, Ultimate X-Men Psychic, Ultimate X-Men Psychic, Ultimate X-Men Brute, Wrecking Crew Brute, Masters of Evil, Wrecking Crew Brute, Martial Artist, Wrecking Crew Mystical, Scientist Mystical, Excalibur Hellfire Club, Mystical, Scientist, Ruler Brotherhood of Mutants, X-Men Masters of Evil, Martial Artist, Scientist, Thunderbolts Brute, Martial Artist, Monster Alpha Flight Armor, Celebrity, Scientist, Ultimates Horsemen of the Apocalypse, Marauders, Past, Psychic, Scientist Masters of Evil Brotherhood of Mutants, Hellfire Club, X-Men Past, Cosmic, Hellfire Club, Psychic, X-Men Mystical, Psychic Brute, Scientist, S.H.I.E.L.D., Ultimates Celebrity, Deity, Ultimates Brotherhood of Mutants, Hellfire Club, X-Men Morlocks, Mutant Hellfire Club, Soldier, Warrior Spy Armor, Robot, Warrior Animal, Scientist Circus of Crime, Serpent Society Morlocks, Martial Artist Serpent Society, Serpent Squad Martial Artist, Spy, Ultimates Ultimate X-Men Serpent Society, Serpent Squad S.H.I.E.L.D., Spy, Ultimates Defenders, Martial Artist Teen, Reporter, Scientist Scientist, Ultimate X-Men Brute, Ultimate X-Men Sinister Syndicate Soldier, Warrior Sinister Syndicate Midnight Sons, Mystical

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COMPREHENSIVE HEROCLIX RULES


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MUTANT MAYHEM
001 U-Men 002 U-Men 003 U-Men 004 Vanisher 005 Vanisher 006 Vanisher 007 Skullbuster 008 Skullbuster 009 Skullbuster 010 Harpoon 011 Harpoon 012 Harpoon 013 Vertigo 014 Vertigo 015 Vertigo 016 Arclight 017 Arclight 018 Arclight 019 Wild Child 020 Wild Heart 021 Wild Child 022 Blade 023 Blade 024 Blade 025 Puck 026 Puck 027 Puck 028 Domino 029 Domino 030 Domino 031 Polaris 032 Polaris 033 Polaris 034 Silver Sable 035 Silver Sable 036 Silver Sable 037 Havok 038 Havok 039 Havok 040 Wonder Man 041 Wonder Man 042 Wonder Man 043 Firestar 044 Firestar 045 Firestar 046 Cloak 047 Cloak 048 Cloak 049 Dagger 050 Dagger 051 Dagger 052 Bishop 053 Bishop 054 Bishop 055 Blink 056 Blink 057 Blink 058 Spider-Man 059 Spider-Man Soldier Armor, Soldier Factor Three Brotherhood of Mutants Fallen Angels Reavers, Robot Martial Artist, Reavers, Robot Armor, Reavers, Robot Marauders Marauders Marauders Marauders, Psychic Marauders, Psychic Femizons, Marauders, Psychic Marauders Marauders Femizons, Marauders Animal, Brute, Martial Artist Alpha Flight, Brute, Martial Artist Brute, X-Factor, Weapon X Martial Artist, Warrior Martial Artist, Midnight Sons, Nightstalkers Martial Artist, Midnight Sons, Warrior Alpha Flight, Soldier Alpha Flight, Martial Artist Alpha Flight, Martial Artist Soldier Soldier, X-Force S.H.I.E.L.D., Soldier, X-Force X-Factor, X-Men Twelve, X-Factor Horsemen of the Apocalypse, Starjammers, X-Men Wild Pack, Martial Artist, Soldier Martial Artist, Soldier Outlaws, Soldier X-Men, X-Factor Brotherhood of Mutants, X-Factor X-Factor, Starjammers, X-Men Avengers, Masters of Evil Avengers, Force Works, West Coast Avengers Avengers Hellions, Teen New Warriors, Teen Avengers Teen Marvel Knights, Teen Marvel Knights Marvel Knights, Teen Marvel Knights, New Warriors, Teen Marvel Knights Future, Warrior X-Men, Warrior X.S.E., Police Exiles X-Men Exiles Exiles Celebrity, Outlaws, Reporter Fantastic Four 060 Spider-Man 061 Man-Thing 062 Man-Thing 063 Man-Thing 064 Snowbird 065 Snowbird 066 Snowbird 067 Northstar 068 Northstar 069 Northstar 070 Sasquatch 071 Sasquatch 072 Tanaraq 073 Cable 074 Cable 075 Soldier X 076 Deadpool 077 Deadpool 078 Deadpool 079 Wolverine 080 Wolverine 081 Wolverine 082 Hulk 083 Hulk 084 Hulk 085 Longshot 086 Mimic 087 Fantomex 088 Donald Pierce 089 Bastion 090 M.O.D.O.K 091 Gladiator 092 Black Queen 093 Shadow King 094 Nastirh 095 Count Nefaria 096 Loki 097 Giant Man 201 Alex Summers 202 Simon Williams 203 Angelica Jones 204 Tyrone Johnson 205 Tandy Bowen 206 Bishop of XSE 207 Clarice Ferguson 208 Peter Parker 209 Ted Sallis 210 Narya 211 Jean-Paul Beaubier 212 Walter Langkowski 213 Nathaniel Summers 214 Wade Wilson 215 Logan 216 Dr. Bruce 217 Polaris 218 Hulk 219 Dark Phoenix 220 Nova 222 Hulk Marvel Knights, Reporter Monster, Mystical Monster, Mystical Monster, Mystical Alpha Flight, Mystical, Police Alpha Flight, Mystical Alpha Flight, Mystical Alpha Flight Alpha Flight Celebrity, Martial Artist, X-Men Alpha Flight, Monster, Scientist Alpha Flight, Monster, Mystical Brute, Monster Future, Soldier Future, New Warriors, Soldier, X-Force Future, Soldier, Warrior Frightful Four, Maggia, Martial Artist, Weapon X Martial Artist, Weapon X Agency X, Martial Artist, Six Pack Alpha Flight, Martial Artist, Team X, Weapon X Horsemen of the Apocalypse, Martial Artist, Weapon X Martial Artist, X-Men Brute, Monster Avengers, Brute, Defenders Brute, Defenders, Horsemen of the Apocalypse, Monster Exiles, X-Men Brotherhood of Mutants, Exiles, X-Men Martial Artist, Robot, Spy, Weapon X, X-Men Hellfire Club, Martial Artist, Scientist, Reavers, Robot Robot, Warrior A.I.M., Psychic, Robot Martial Artist, Shiar, Soldier, Warrior Cosmic, Hellfire Club, Psychic Psychic Animal, Brute, Monster, Mystical Lethal Legion, Maggia Asgardian, Deity, Mystical Scientist, S.H.I.E.L.D., Ultimates X-Factor, X-Men Avengers, Force Works, West Coast Avengers Avengers, New Warriors, Teen Marvel Knights, Teen Marvel Knights, New Warriors, Teen Future, Warrior, X.S.E. Exiles, X-Men Celebrity, Reporter, Scientist Defenders, Scientist Alpha Flight, Mystical, Police Celebrity, Martial Artist Alpha Flight, Scientist Future, X-Men Martial Artist, X-Men Spy, Soldier Banner Scientist Brotherhood of Mutants Brute, Monster Cosmic, Psychic, X-Men Cosmic, Herald, Fantastic Four Brute, Monster

CITY OF HEROES
001 Statesman 002 Manticore Freedom Phalanx, Paragon City, Soldier Freedom Phalanx, Paragon City 003 Positron 004 Statesman Armor, Freedom Phalanx, Paragon City, Scientist Freedom Phalanx, Paragon City

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COMPREHENSIVE HEROCLIX RULES


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LEGACY
001 Spoiler 002 Spoiler 003 Spoiler 004 Hyena 005 Hyena 006 Hyena 007 Enchantress 008 Enchantress 009 Enchantress 010 Talia 011 Talia 012 Talia 013 Hourman 014 Hourman 015 Hourman 016 Mr. Terrific 017 Mr. Terrific 018 Mr. Terrific 019 Star-Spangled Kid 020 Star-Spangled Kid 021 Stargirl 022 Ravager 023 Ravager 024 Ravager 025 Power Girl 026 Power Girl 027 Power Girl 028 Impulse 029 Impulse 030 Kid Flash 031 Kid Quantum 032 Kid Quantum 033 Kid Quantum 034 Jinx 035 Jinx 036 Jinx 037 Mr. Freeze 038 Mr. Freeze 039 Mr. Freeze 040 Speedy 041 Arsenal 042 Arsenal 043 Wildfire 044 Wildfire 045 Wildfire 046 Superwoman 047 Superwoman 048 Superwoman 049 The Demon 050 The Demon 051 The Demon 052 Obsidian 053 Obsidian 054 Obsidian 055 Jade 056 Jade 057 Jade 058 Sinestro 059 Sinestro Gotham City, Teen Gotham City, Teen Birds of Prey, Gotham City Animal Animal Animal, Society Mystical, Suicide Squad Mystical, Sentinels of Magic, Suicide Squad Mystical, Shadowpact Martial Artist League of Assassins League of Assassins, Society Infinity Inc, Teen Justice Society Justice Society Justice Society, Martial Artist, Scientist Justice Society, Martial Artist, Scientist Checkmate, Justice Society, Scientist Teen Justice Society, Teen Justice Society, Teen Martial Artist, Teen Martial Artist, Teen Martial Artist, Teen, Teen Titans Infinity Inc, Justice Society Birds of Prey, Justice League Europe, Suicide Squad Justice Society Central City, Future, Young Justice Central City, Teen, Young Justice Teen, Teen Titans Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Fearsome Five, Mystical Fearsome Five, Mystical, Villainy Inc Fearsome Five, Mystical, Society Gotham City, Scientist Gotham City, Scientist Gotham City Star City, Teen, Teen Titans Checkmate, Police, Teen Titans Outsiders, Star City, Teen Titans Armor, Future, Legion of Super Heroes, Teen Armor, Future, Legion of Super Heroes, Teen Armor, Future, Legion of Super Heroes Amazon, Crime Syndicate, Metropolis, Reporter Amazon, Crime Syndicate, Metropolis, Reporter Amazon, Crime Syndicate, Metropolis Mystical Detective, Mystical Mystical Infinity Inc, Teen Infinity Inc, Mystical, Justice Society Justice Society Infinity Inc, Justice Society, Teen Green Lantern Corps Outsiders Green Lantern Corps, Ruler Injustice League, Sinestro Corps 060 Sinestro 061 Blockbuster 062 Blockbuster 063 Blockbuster 064 Superboy 065 Superboy 066 Superboy 067 Persuader 068 Persuader 069 Persuader 070 Captain Atom 071 Captain Atom 072 Captain Atom 073 Major Force 074 Major Force 075 Major Force 076 Ras al-Ghul 077 Ras al-Ghul 078 Ras al-Ghul 079 The Joker 080 The Joker 081 The Joker 082 Batman 083 Batman 084 Batman 085 Oracle 086 Hush 087 Wonder Woman 088 Ares 089 Ultraman 090 General Zod 091 Prometheus 092 Mongul 093 Hawkman 094 Red Robin 095 Flash 096 Green Lantern 097 Steel 201 Victor Fries 202 Roy Harper, Jr. 203 Drake Burroughs 204 Lois Lane 205 Etrigan 206 Todd Rice 207 Jennifer-Lynn Hayden 208 Sinestro of Korugar 209 Roland Desmond 210 Connor Kent 211 Nyeun Chun Ti 212 Capt. Nathaniel Adam 213 Clifford Zmeck 214 The Demons Head 215 The Red Hood 216 Bruce Wayne 221 Mr. Freeze Sinestro Corps, Society Brute, Suicide Squad, Secret Society of Super Villains Brute, Secret Society of Super Villains Bludhaven, Brute Celebrity, Metropolis, Teen, Young Justice Teen, Young Justice Metropolis, Teen Titans Future, Fatal Five Future, Fatal Five Metropolis, Suicide Squad Justice League International, Soldier Extreme Justice, Justice League International, Super Buddies Extreme Justice, L.A.W., Soldier Brute, Soldier Brute, Soldier Brute Past, League of Assassins, Scientist Past, League of Assassins, Martial Artist League of Assassins, Martial Artist, Scientist Celebrity, Gotham City, Injustice Gang Celebrity, Gotham City, Injustice League Celebrity, Metropolis, Injustice Gang Detective, Gotham City, Martial Artist, Outsiders Gotham City, JLA, Justice League International, Justice League of America Detective, Gotham City, Martial Artist, Scientist Birds of Prey, Gotham City, JLA, Politician, Suicide Squad Gotham City Amazon, Justice Society, Ruler Armor, Brute, Deity, Warrior Brute, Crime Syndicate Soldier, Warrior Injustice Gang, Martial Artist Brute, Ruler, Warrior Animal, Future, Warrior Future, Martial Artist Central City, Future Future, Politician Armor, Infinity Inc, Metropolis, Teen Gotham City , Scientist Checkmate, Martial Artist, Police Armor, Future, Legion of Super Heroes, Teen Amazon, Celebrity, Metropolis, Reporter Mystical, Shadowpact Infinity Inc, Mystical Green Lantern Corps, Justice Society Brute, Green Lantern Corps, Ruler Bludhaven, Brute Metropolis, Young Justice, Teen Titans, Teen Brute, Future, Fatal Five Justice League International, Soldier, Super Buddies Soldier Future, Past, League of Assassins Gotham City Celebrity, Gotham City Gotham City, Scientist, Society

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COMPREHENSIVE HEROCLIX RULES


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FANTASTIC FORCES
001 Lockjaw 002 Lockjaw 003 Lockjaw 004 Black Knight 005 Black Knight 006 Black Knight 007 Mirage 008 Moonstar 009 Moonstar 010 Hawkeye 011 Hawkeye 012 Hawkeye 013 Awesome Android 014 Awesome Android 015 Awesome Andy 016 Goliath 017 Atlas 018 Atlas 019 Yellowjacket 020 Yellowjacket 021 Yellowjacket 022 Ghost Rider 023 Ghost Rider 024 Ghost Rider 025 Asp 026 Asp 027 Asp 028 Shocker 029 Shocker 030 Shocker 031 Tigra 032 Tigra 033 Tigra 034 Jolt 035 Jolt 036 Jolt 037 Karma 038 Karma 039 Karma 040 Vulture 041 Vulture 042 Vulture 043 Songbird 044 Songbird 045 Songbird 046 Iron Fist 047 Iron Fist 048 Iron Fist 049 Power-Man 050 Cage 051 Power-Man 052 Scarlet Witch Animal, Inhumans Animal, Inhumans Animal, Fantastic Four, Inhumans Avengers, Scientist, Warrior Avengers, Defenders, Martial Artist, Scientist Avengers, Heroes for Hire, Knights of Wundagore, Martial Artist New Mutants, Psychic, Teen Psychic, S.H.I.E.L.D., X-Force New Mutants, Psychic, X-Men Avengers, Martial Artist Defenders, Martial Artist, West Coast Avengers Avengers, Thunderbolts Brute, Robot Brute, Robot Robot Lethal Legion, Masters of Evil Thunderbolts Thunderbolts Avengers, Scientist Brute, Scientist Avengers, Scientist Mystical Midnight Sons, Defenders, Mystical Champions, Fantastic Four, Mystical Serpent Society Femizons, Serpent Society Femizons, Serpent Society Masters of Evil Sinister Syndicate Animal, Avengers, Martial Artist Animal, Detective, West Coast Avengers Animal, Avengers, Police Teen, Thunderbolts Teen, Thunderbolts Young Allies New Mutants, Teen Madripoor, X-Men X-Men Sinister Syndicate Femizons, Masters of Evil Thunderbolts Thunderbolts Thunderbolts Heroes for Hire, Martial Artist Heroes for Hire, Martial Artist, Mystical Martial Artist, Marvel Knights Defenders, Martial Artist, Fantastic Four Heroes for Hire, Martial Artist, Marvel Knights Avengers, Martial Artist, Marvel Knights Brotherhood of Mutants, Mystical 053 Scarlet Witch 054 Scarlet Witch 055 Rogue 056 Rogue 057 Rogue 058 Dr. Strange 059 Dr. Strange 060 Dr. Strange 061 Green Goblin 062 Green Goblin 063 Green Goblin 064 Juggernaut 065 Juggernaut 066 Juggernaut 067 Sub-Mariner 068 Sub-Mariner 069 Sub-Mariner 070 Human Torch 071 Human Torch 072 Human Torch 073 Invisible Woman 074 Invisible Woman 075 Invisible Woman 076 The Thing 077 The Thing 078 The Thing 079 Mr. Fantastic 080 Mr. Fantastic 081 Mr. Fantastic 082 Nightcrawler 083 Nightcrawler 084 Nightcrawler 085 Volcana 086 Mad Thinker 087 Arnim Zola 088 Baron Mordo 089 Baron Blood 090 Nimrod 091 Orphan 092 Wolverine 093 Warlock 094 Professor Xavier 095 Dr. Doom 096 Spider-Man 201 Norman Osborn 202 Cain Marko 203 Namor 204 Johnny Storm 205 Sue Storm 206 Ben Grimm 207 Reed Richards 208 Kurt Wagner 209 Johnny Storm Mystical, Ultimate X-Men Mystical, S.H.I.E.L.D., Ultimates Brotherhood of Mutants, Teen X-Men X-Men, X.S.E. Midnight Sons, Mystical Defenders, Mystical Avengers, Mystical Scientist Scientist, Sinister Society Scientist, Thunderbolts Brotherhood of Mutants, Brute Brute, Exemplars X-Men Atlantis, Ruler Atlantis, Defenders, Ruler Atlantis, Avengers, Ruler Fantastic Four, Teen Fantastic Four, Teen Celebrity, Fantastic Four Fantastic Four, Scientist Fantastic Four, Scientist Celebrity, Fantastic Four, Scientist Brute, Fantastic Four Fantastic Four Celebrity, Fantastic Four Fantastic Four, Scientist Fantastic Four, Scientist Celebrity, Fantastic Four, Scientist Martial Artist, X-Men Excalibur, Martial Artist Martial Artist, X-Men, X.S.E. Maggia, Scientist Psychic, Scientist Mystical Monster, Mystical Future, Robot Martial Artist, X-Force, X-Statix Future, Martial Artist, X-Men Excalibur, Fallen Angels, New Mutants, Robot Celebrity, Psychic, Ultimate X-Men Armor, Mystical, Ruler, Scientist Future, Exiles, Scientist Celebrity, Hellfire Club, Scientist Brute, Exemplars, Soldier All-Winners Squad, Atlantis, Invaders, Ruler Celebrity, Fantastic Four, Teen Celebrity, Fantastic Four Celebrity, Fantastic Four, Monster Celebrity, Fantastic Four, Scientist Excalibur, Martial Artist, X-Men Celebrity, Fantastic Four

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COMPREHENSIVE HEROCLIX RULES


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ICONS
001 Batman 002 Robin 003 Hawkgirl 004 The Joker 005 Harley Quinn 006 Man-Bat 007 Scarecrow 008 Scarecrow 009 Scarecrow 010 Beast Boy 011 Changeling 012 Beast Boy 013 Robin 014 Robin 015 Robin 016 Cheetah 017 Cheetah 018 Cheetah 019 Blackfire 020 Blackfire 021 Blackfire 022 Starfire 023 Starfire 024 Starfire 025 Aquaman 026 Aquaman 027 Aquaman 028 Raven 029 Raven 030 Raven 031 Wonder Woman 032 Wonder Woman 033 Wonder Woman Detective , Gotham City, Martial Artist Gotham City, Martial Artist, Teen Justice League of America, Police Gotham City, Injustice Gang , Injustice League Gotham City, Society Animal, Gotham City, Monster, Scientist Gotham City, Scientist Gotham City, Injustice Gang Gotham City, Society Animal, Celebrity, Doom Patrol, Teen Animal, Teen, Teen Titans Animal, Doom Patrol, Teen, Teen Titans Detective, Gotham City, Martial Artist Detective, Gotham City, Teen, Young Justice Detective, Martial Artist, Teen, Teen Titans Animal Animal, Villainy Inc Animal, Society Ruler, Warrior Warrior Warrior Ruler, Teen, Teen Titans Celebrity, Teen Titans Outsiders, Teen Titans Atlantis, Ruler Atlantis, Justice League of America, JLA, Ruler Atlantis, Justice League International, JLA, Ruler Mystical, Teen, Teen Titans Mystical, Teen Titans Mystical, Sentinels of Magic, Teen Titans Amazon, Ruler, Warrior Amazon, Justice League of America Amazon, Justice League International, JLA 034 Bizarro 035 Bizarro 036 Bizarro 037 The Joker 038 The Joker 039 The Joker 040 Batman 041 Batman 042 Batman 043 Darkseid 044 Darkseid 045 Darkseid 046 Superman 047 Superman 048 Superman 049 Ras al-Ghul 050 Brainiac 051 Lex Luthor 052 Terra 053 Cyborg 054 The Flash 201 Dr. Jonathan Crane 202 Gar Logan 203 Tim Drake 204 Barbara Ann Minerva 205 Princess Komandr 206 Princess Koriandr 207 Dark Knight Detective 208 Batman (Promo) 209 Professor Zoom Metropolis, Brute Metropolis Metropolis Celebrity, Metropolis Celebrity, Gotham City, Injustice League Celebrity, Gotham City, Injustice Gang Justice League of America, Justice League International, JLA Detective , Martial Artist, Scientist Celebrity, Bludhaven, Gotham City, Metropolis Apokalips, Cosmic, Ruler Apokalips, Ruler, Secret Society of Super Villains Apokalips, New Gods, Ruler Celebrity, Metropolis, Reporter JLA, Justice League of America, Justice League Metropolis, JLA, Justice League of America, Justice League Past, League of Assassins, Martial Artist, Scientist Robot, Scientist Armor, Injustice League, Scientist Society Teen, Teen Titans Robot, Teen, Teen Titans Central City, Justice League International, Justice League Europe, JLA Gotham City, Scientist Animal, Doom Patrol, Teen Titans Detective, Gotham City, Martial Artist, Teen Animal Ruler Ruler, Teen Titans Detective, Gotham City, Martial Artist Gotham City, Martial Artist Future, Secret Society of Super Villains

CITY OF VILLAINS
001 Lord Recluse 002 Ghost Widow Arachnos, Ruler, Soldier Arachnos, Spy 003 Captain Mako Arachnos, Mutant 004 Black Scorpion Arachnos, Armor, Soldier

DC GIANTS
001 Atom Smasher 002 Validus 003 Colossal Boy 004 Rita Farr 005 Giganta 006 Alloy 007 Chemo Infinity Inc, Justice Society, Suicide Squad Brute, Fatal Five, Future Future, Legion of Super Heroes, Teen Celebrity, Doom Patrol Legion of Doom, Scientist Future, Metal Men Monster

INVINCIBLE
001 Invincible 002 Atom Eve 003 Robot 004 Allen the Alien 005 Omni-Man 006 Titan 007 Angstrom Levy Guardians of the Globe, Teen Guardians of the Globe, Teen Guardians of the Globe, Robot, Scientist Police, Warrior Guardians of the Globe, Soldier Brute Scientist

GREEN LANTERN CORPS


001 Gnort 002 Chp 003 Abin Sur 004 Arisia 005 Katma Tui 006 Ganthet 007 Tomar Re Animal, Green Lantern Corps, Justice League Antarctica, Super Buddies Green Lantern Corps Green Lantern Corps Green Lantern Corps Green Lantern Corps Green Lantern Corps, Quintessence Green Lantern Corps, Scientist

2099
001 Hulk 002 Ravage 003 Punisher 004 Ghost Rider 005 Meanstreak 006 Junkpile 007 Doom Brute, Future Animal, Future Future, Police, SHIELD, Soldier Future, Robot Future, X-Men Brute, Future, Police, SHIELD, X-Men Armor, Future, Mystical, Politician, Scientist

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COMPREHENSIVE HEROCLIX RULES


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ARMOR WARS
001 Firebrand 002 Firebrand 003 Firebrand 004 Paladin 005 Paladin 006 Paladin 007 Lorelei 008 Lorelei 009 Lorelei 010 Diamond Lil 011 Diamond Lil 012 Diamond Lil 013 Echo 014 Echo 015 Echo 016 Killer Shrike 017 Killer Shrike 018 Killer Shrike 019 Thunderbird 020 Thunderbird 021 Warpath 022 Banshee 023 Banshee 024 Banshee 025 Spymaster 026 Spymaster 027 Spymaster 028 Ghost 029 Ghost 030 Ghost 031 Magma 032 Magma 033 Magma 034 Marrina 035 Marrina 036 Marrina 037 Thunderball 038 Thunderball 039 Thunderball 040 Aurora 041 Aurora 042 Aurora 043 Cannonball 044 Cannonball 045 Cannonball 046 Wendigo 047 Wendigo 048 Wendigo 049 Shaman 050 Shaman 051 Shaman 052 Quicksilver 053 Quicksilver 054 Quicksilver 055 Psylocke 056 Psylocke 057 Psylocke 058 Sunfire 059 Sunfire Armor Armor Armor Soldier Wild Pack Heroes for Hire Asgardian Asgardian Asgardian Omega Flight Alpha Flight, Brute Alpha Flight Martial Artist Martial Artist Avengers, Martial Artist 060 Sunfire 061 Dazzler 062 Dazzler 063 Dazzler 064 Executioner 065 Executioner 066 Executioner 067 War Machine 068 War Machine 069 War Machine 070 Crimson Dynamo 071 Crimson Dynamo 072 Crimson Dynamo 073 Titanium Man 074 Titanium Man 075 Titanium Man 076 Iron Man 077 Iron Man 078 Iron Man 079 Captain America 080 Captain America 081 Captain America 082 Ultron-5 083 Ultron-11 084 Ultron-16 085 Crystal 086 Shathra 087 Jocasta 088 Iron Man 089 Black King 090 Iron Monger 091 Sentry 092 Spider-Woman 093 Spider-Man 094 Mystique 095 Wolverine 096 Magneto 201 Eliot Franklin 202 Jeanne-Marie Beaubier 203 Sam Guthrie 204 Georges Baptiste 205 Talisman 206 Sir Pietro Maximoff 207 Captain Britain 208 Shiro Yoshida 209 Ali Blair 210 Skurge 211 James Rhodes 212 Gennady Gavrilov 213 The Gremlin 214 Tony Stark 215 John Walker 216 Ultron-13 217 Jessica Drew 218 Anthony Stark 219 Wolverine 220 Wolverine 221 Phoenix Mutant Celebrity Celebrity, Ultimate X-Men Ultimate X-Men Asgardian, Masters of Evil Asgardian Asgardian, Warrior Armor, Soldier Armor, West Coast Avengers Armor, Soldier Armor, Scientist Armor Armor Armor Armor Armor Armor, Avengers, Scientist Armor, West Coast Avengers, Scientist Armor, Avengers, Illuminati, Scientist Avengers, Invaders, Past, Soldier Avengers, Soldier Averngers Masters of Evil, Robot Robot Robot Avengers, Fantastic Four, Inhumans Animal, Mystical Avengers, Robot Armor, Avengers, Scientist Hellfire Club, Mutant Armor Avengers Avengers, Detective, SHIELD, Spy Celebrity, Mutant Mutant, SHIELD, Spy Mutant, SHIELD, Soldier, Spy Mutant, Ruler Scientist, Wrecking Crew Alpha Flight Mutant, New Mutants, X-Men Animal, Brute, Monster Mystical Mutant Captain Britain Corps, Mutant, Psychic Big Hero 6, Mutant Celebrity, Teen, Ultimate X-Men Asgardian, Brute, Warrior Armor, Soldier Armor, Teen Armor, Mutant Armor, Scientist, SHIELD Soldier Lethal Legion, Masters of Evil, Robot HYDRA Armor, Scientist Mutant X-Men Cosmic, Psychic, X-Men

Mutant, Soldier, X-Men Hellions, Mutant New Mutants, X-Force, X-Men Mutant, Police Mutant, X-Men Generation X, Mutant, X-Men Spy Spy Spy Spy Spy Spy Mutant, New Mutants Hellions, Mutant, New Mutants Mutant, X-Men Alpha Flight, Beta Flight Alpha Flight, Avengers Beast, Monster Scientist, Wrecking Crew Scientist, Wrecking Crew Scientist, Wrecking Crew Alpha Flight, Mutant Alpha Flight, Mutant Weapon X Mutant, New Mutants, Teen Mutant, X-Force Mutant, X-Force, X-Men Monster Brute, Monster Monster Alpha Flight, Mystical Alpha Flight, Mystical Alpha Flight, Mystical Brotherhood of Mutants, Mutant Avengers, Inhumans, Mutant Mutant, X-Factor Mutant, Psychic, Spy Mutant, Psychic, X-Men Martial Artist, Mutant, X-Men Mutant Mutant, X-Men

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COMPREHENSIVE HEROCLIX RULES


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COLLATERAL DAMAGE
001 HIVE Trooper 002 HIVE Trooper 003 HIVE Trooper 004 Ragman 005 Ragman 006 Ragman 007 Vixen 008 Vixen 009 Vixen 010 Black Mask 011 Black Mask 012 Black Mask 013 Trickster 014 Trickster 015 Trickster 016 Azrael 017 Azrael 018 Azrael 019 Katana 020 Katana 021 Katana 022 Dr. Mid-Nite 023 Dr. Mid-Nite 024 Dr. Mid-Nite 025 Green Flame 026 Fire 027 Fire 028 Icemaiden 029 Ice 030 Ice 031 Speedy 032 Speedy 033 Speedy 034 Shadow Lass 035 Umbra 036 Shadow Lass 037 Captain Cold 038 Captain Cold 039 Captain Cold 040 Elongated Man 041 Elongated Man 042 Elongated Man 043 Blue Devil 044 Blue Devil 045 Blue Devil 046 Black Lightning 047 Black Lightning 048 Black Lightning 049 Green Lantern 050 Green Lantern 051 Green Lantern 052 Manhunter 053 Manhunter 054 Manhunter 055 Clayface 056 Clayface 057 Clayface 058 Metamorpho 059 Metamorpho 060 Metamorpho 061 Emerald Empress HIVE, Soldier HIVE, Soldier HIVE, Soldier Mystical, Sentinels of Magic Mystical, Shadowpact Animal, Justice League of America Animal, Birds of Prey, Suicide Squad Animal, Justice League 062 Emerald Empress 063 Emerald Empress 064 Dr. Light 065 Dr. Light 066 Dr. Light 067 Superman Blue 068 Superman Red 069 Superman 070 Red Tornado 071 Red Tornado Fatal Five, Future Fatal Five, Future, Ruler Fearsome Five, Injustice League, Scientist Suicide Squad Injustice Gang JLA, Metropolis, Reporter JLA, Metropolis JLA Justice League of America, Robot Justice League of America, Robot, Young Justice 072 Red Tornado Mystical, Primal Force, Robot, Young Justice 073 Geo-Force Outsiders, Ruler 074 Geo-Force Outsiders, Ruler 075 Geo-Force Outsiders 076 OMAC Checkmate, Robot, Spy 077 OMAC Checkmate, Robot, Soldier 078 OMAC Checkmate, Robot, Soldier, Spy 079 Mary Marvel Fawcett City 080 Mary Marvel Fawcett City 081 Mary Marvel Fawcett City, Super Buddies 082 Monsieur Mallah Animal, Brotherhood of Evil 083 The Brain Brotherhood of Evil, Scientist 084 Monsieur Mallah & The Brain Animal, Brotherhood of Evil, Scientist 085 Felix Faust Injustice League, Mystical, Secret Society of Super Villains 086 Guardian Police, Reporter, Seven Soldiers 087 Crimson Avenger Mystical 088 Ambush Bug 089 Dr. Psycho Psychic 090 Orion JLA, New Gods, Soldier, Warrior 091 Jonah Hex Past, Soldier 092 Eclipso Mystical 093 Captain Boomerang Central City, Rogues 094 Owlman Crime Syndicate, Gotham City, Martial Artist 095 Kalibak Brute, New Gods 096 Adam Strange Justice League of America, Seven Soldiers, Soldier 201 Len Snart Rogues 202 Ralph Dibny Detective, Justice League of America 203 Dan Cassidy Justice League Europe, Mystical 204 Jefferson Pierce Politician 205 Kyle Rayner JLA 206 Kate Spencer Police, Spy 207 Basil Karlo Brute, Monster, Mud Pack 208 Rex Mason Doom Patrol, Justice League Europe, Outsiders 209 Emerald Eye of Ekron Future 210 Arthur Light Fearsome Five, Injustice Gang, Injustice League 211 Clark Kent JLA, Metropolis, Reporter 212 Tornado Tyrant Monster, Mystical 213 Prince Brian Markov Outsiders, Ruler 214 OMAC 5674 Checkmate, Robot, Soldier, Spy 215 Captain Marvel Fawcett City, Mystical 216 GeneGrafted Brain Scientist 217 Krypto Animal 218 Superman Metropolis 219 Parallax 220 Ultimate Clayface Brute, Monster, Mud Pack 221 Superman Robot Robot 222 The Man of Steel Gotham City, JLA, Justice League, Metropolis 223 The Dark Knight Detective, Gotham City, JLA, Justice League, Metropolis 225 Spectre Justice Society, Mystical, Quintessence

Teen Rogues, Teen Rogues, Teen Gotham City, Warrior Gotham City Mystical, Warrior Martial Artist, Outsiders Martial Artist, Outsiders Birds of Prey, Martial Artist Scientist Justice Society, Scientist Justice Society, Scientist Global Guardians, Spy Justice League International Checkmate, Justice League International, Spy Global Guardians, Mystical Justice League International Justice League International Star City, Teen Star City, Teen, Teen Titans Star City Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Legion of Doom, Rogues, Secret Society of Super Villains Central City, Rogues, Suicide Squad Central City, Legion of Doom, Rogues Celebrity, Detective, Justice League of America Detective, Justice League of America, Justice League Europe Detective, Doom Patrol, Opal City, Super Buddies Mystical, Sentinels of Magic Mystical, Shadowpact Metropolis Outsiders Outsiders, Politician Green Lantern Corps, Teen Titans Green Lantern Corps, JLA Green Lantern Corps Police Police, Spy Birds of Prey, Spy Celebrity, Gotham City, Mud Pack Brute, Gotham City, Mud Pack Brute, Gotham City, Monster, Mud Pack Seven Soldiers Outsiders Justice League Europe, Outsiders Fatal Five, Future

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COMPREHENSIVE HEROCLIX RULES


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DANGER ROOM
001 Cyclops 002 Colossus 003 Angel Mutant, X-Factor Brute, Mutant, X-Men Defenders, Mutant, X-Factor 004 Jean Grey 005 Beast 006 Storm Mutant, Psychic, X-Factor Mutant, Scientist, X-Factor Mutant, X-Men

SINISTER
001 HYDRA Footsoldier 002 HYDRA Technician 003 HYDRA Officer 004 SHIELD Trooper 005 SHIELD Sniper 006 SHIELD Agent 007 Swordsman 008 Swordsman 009 Swordsman 010 Hydro Man 011 Hydro Man 012 Hydro Man 013 Paste Pot Pete 014 Trapster 015 Trapster 016 Mockingbird 017 Mockingbird 018 Mockingbird 019 Jewel 020 Jessica Jones 021 Jessica Jones 022 Beetle 023 Beetle 024 Beetle 025 Wingless Wizard 026 Wizard 027 Wizard 028 Electro 029 Electro 030 Electro 031 Fixer 032 Techno 033 Fixer 034 Jack OLantern 035 Jack OLantern 036 Jack OLantern 037 Sprite 038 Shadowcat 039 Shadowcat 040 MACH-1 041 MACH-3 042 MACH-4 043 Nighthawk 044 Nighthawk 045 Nighthawk 046 Valkyrie 047 Valkyrie 048 Valkyrie 049 Multiple Man 050 Multiple Man 051 Madrox 052 Deathlok 053 Deathlok 054 Deathlok 055 Falcon 056 Falcon 057 Falcon 058 Spider-Man HYDRA, Soldier HYDRA, Scientist HYDRA SHIELD, Soldier SHIELD, Soldier SHIELD, Spy Lethal Legion Avengers Lethal Legion Sinister Syndicate Sinister Syndicate Frightful Four, Masters of Evil, Sinsiter Syndicate Frightful Four, Scientist Frightful Four, Scientist Frightful Four, Scientist SHIELD, Spy Avengers, West Coast Avengers Avengers Detective Detective, Reporter Armor, Scientist, Sinister Syndicate Armor, Masters of Evil Armor, Sinister Syndicate Frightful Four, Scientist Frightful Four, Scientist Frightful Four, Scientist Sinister Syndicate Sinister Syndicate HYDRA, Masters of Evil, Scientist Masters of Evil, Robot, Scientist, Thunderbolts Scientist, Thunderbolts Sinister Syndicate Skeleton Crew Mutant, New Mutants, Teen, X-Men Excalibur, Mutant, Teen, X-Men Excalibur, Mutant, X-Men Armor, Scientist, Thunderbolts Armor, Scientist, Thunderbolts, V-Battalion Armor, Scientist, Thunderbolts Squadron Sinister Defenders, Thunderbolts Asgardian, Warrior Defenders, Mystical, Warrior Asgardian, Defenders, Mystical, Warrior Mutant Mutant, X-Factor Detective, Mutant, X-Factor Future, Robot, Soldier Robot, Soldier Robot, Soldier Avengers Reporter, Teen 059 Spider-Man 060 Spider-Man 061 Radioactive Man 062 Radioactive Man 063 Radioactive Man 064 Captain Marvel 065 Photon 066 Pulsar 067 Rhino 068 Rhino 069 Rhino 070 Whizzer 071 Speed Demon 072 Speed Demon 073 Daredevil 074 Daredevil 075 Daredevil 076 Meggan 077 Meggan 078 Meggan 079 Bullseye 080 Bullseye 081 Bullseye 082 Kraven 083 Kraven 084 Kraven 085 Forge 086 Purple Man 087 Maximus 088 Baron Strucker 089 Charcoal 090 Wolverine 091 Nick Fury 092 Arkon 093 Ka-Zar 094 Scarlet Spider 095 Stilt Man 096 Black Bolt 201 Soulsword Wielder 202 Abner Jenkins 203 Kyle Richmond 204 Brunnhilde 205 James Madrox 206 Michael Roth 207 Same Wilson 208 Symbiote 209 Dr. Chen Lu 210 Monica Rambeau 211 Aleksei Mikhailovich 212 James Sanders 213 Kingpin of Hells Kitchen 214 Goblin Princess 215 Lester 216 Kraven the Spider 217 Spider-Man 218 Venom 219 Snap Wilson Reporter, Scientist Avengers, Scientist Masters of Evil, Scientist Brute, Scientist Scientist, Thunderbolts Avengers, Police Avengers Nextwave Brute Brute, Sinister Syndicate Brute Squadron Sinister Sinister Syndicate Thunderbolts Martial Artist Martial Artist Martial Artist Excalibur, Mystical Animal, Excalibur, Mystical Excalibur, Mystical, Ruler

Thunderbolts Sinister Syndicate, Warrior Sinister Syndicate Mutant, X-Factor, X-Men Inhumans, Psychic HYDRA, Past, Soldier Brute, Teen, Thunderbolts Avengers, Mutant, X-Men SHIELD, Soldier, Spy, Ultimates Ruler, Warrior Warrior New Warriors Armor Illuminati, Inhumans, Ruler Mutant, Mystical, Teen Armor, Scientist Defenders, Squadron Sinister, Thunderbolts Adgardian, Defenders, Deity, Warrior Mutant Robot, Soldier SHIELD Monster Scientist Avengers, Nextwave Brute Martial Artist Mystical Animal, Warrior Armor Monster, Reporter

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COMPREHENSIVE HEROCLIX RULES


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SUPERNOVA
001 Kree Warrior 002 Kree Captain 003 Kree Colonel 004 Skrull Infiniltrator 005 Skrull Warrior 006 Skrull General 007 Shiar Warrior 008 Shiar Borderer 009 Shiar Admiral 010 Badoon Warrior 011 Badoon Guard 012 Badoon Commander 013 Night Thrasher 014 Night Thrasher 015 Night Thrasher 016 Jubilee 017 Jubilee 018 Jubilee 019 Super Apes: Igor 020 Super Apes: Mikhlo 021 Super Apes: Peoter 022 Raza 023 Raza 024 Raza 025 Sunspot 026 Sunspot 027 Sunspot 028 Marvel Boy 029 Justice 030 Justice 031 Tessa 032 Sage 033 Sage 034 Nocturne 035 Nocturne 036 Nocturne 037 Nova 038 Kid Nova 039 Nova 040 Bulldozer 041 Bulldozer 042 Bulldozer 043 Aleta 044 Aleta 045 Starhawk 046 Kang 047 Kang 048 Kang the Conqueror 049 Ant-Man 050 Ant-Man 051 Ant-Man 052 Weapon Alpha 053 Guardian 054 Vindicator 055 She-Hulk 056 She-Hulk 057 She-Hulk 058 Vance Astro 059 Vance Astro 060 Major Victory 061 Vision Kree, Soldier Kree, Soldier Kree, Soldier Skrull, Spy Skrull, Soldier Skrull, Soldier Shiar, Soldier Shiar, Soldier Shiar, Soldier Badoon, Soldier Badoon, Soldier Badoon, Soldier Martial Artist, New Warriors, Teen Martial Artist, Teen Celebrity, Martial Artist, New Warriors Mutant, Teen, X-Men Generation X, Mutant, Teen Mutant Animal, Super-Apes Animal, Super-Apes Animal, Super-Apes Robot, Martial Artist, Starjammers, Warrior Robot, Martial Artist, Starjammers Robot, Starjammers, Warrior Fallen Angels, Mutant, New Warriors, Teen Hellfire Club, Mutant, Teen, X-Force Hellfire Club, Mutant Mutant, New Warriors, Teen New Warriors, Teen Avengers, Mutant Hellfire Club, Mutant, Spy Hellfire Club, Mutant, Psychic, X-Men Excalibur, Mutant, X-Men Exiles, Mutant, Mystical, X-Men Exiles, Hellfire Club, Mutant, Mystical Exiles, Mutant, Mystical New Warriors, Nova Corps, Police, Teen Celebrity, New Warriors, Teen Nova Corps, Police, Soldier Brute, Wrecking Crew Brute, Masters of Evil, Wrecking Crew Brute, Wrecking Crew Future, Guardians of the Galaxy Future, Guardians of the Galaxy Future, Guardians of the Galaxy Future, Scientist, Warrior Future, Past, Scientist, Soldier, Warrior Future, Past, Ruler, Scientist, Soldier Avengers, Scientist Scientist, West Coast Avengers Avengers, Scientist Alpha Flight, Armor, Scientist Alpha Flight, Armor, Scientist Alpha Flight, Armor, Beta Flight, Scientist Avengers, Brute Fantastic Four Avengers, SHIELD Guardians of the Galaxy, Psychic, Soldier Future, Guardians of the Galaxy, Psychic Future, Guardians of the Galaxy, Psychic Avengers, Robot 062 Vision 063 Vision 064 Drax the Destroyer 065 Drax the Destroyer 066 Drax 067 Mantis 068 Mantis 069 Mantis 070 Doctor Spectrum 071 Doctor Spectrum 072 Doctor Spectrum 073 Hyperion 074 Hyperion 075 Hyperion 076 Silver Surfer 077 Silver Surfer 078 Silver Surfer 079 Legacy 080 Captain Marvel 081 Photon 082 Thor 083 Thor 084 Thor 085 Majestrix Lilandra 086 Red Ghost 087 Machine Man 088 Karnak 089 Power Princess 090 Jack of Hearts 091 Super Skrull 092 Korvac 093 Captain Mar-Vell 094 Binary 095 Graviton 096 Thanos 201 Super-Nova 202 Henry Camp 203 One-Who-Knows 204 Nathaniel Richards 205 Dr. Hank Pym 206 James MacDonald Hudson 207 Jennifer Walters, Esq. 208 Vance Astrovik 209 Victor Shade 210 Arthur Douglas 211 Celestial Madonna 212 Joe Ledger 213 King Hyperion 214 Norrin Radd 215 Genis-Vell 216 Dr. Donald Blake 217 Iron Man 218 Doom 219 Skymax 220 Spider-Man 221 Colonel America 222 Wolverine 223 Hulk 224 The Mighty Thor 225 Fin Fang Foom Avengers, Robot, West Coast Avengers Avengers, Robot, Young Avengers Brute Brute, Infinity Watch Warrior Martial Artist Martial Artist, West Coast Avengers Martial Artist Squadron Sinister Squadron Supreme Squadron Supreme Eternal, Squadron Sinister Squadron Supreme Squadron Supreme Herald Herald, Defenders Cosmic, Herald Kree Cosmic, Avengers, Kree Cosmic, Kree, Thunderbolts Avengers, Deity Deity, Thor Corps, Warrior Avengers, Deity, Warrior Ruler, Shiar, Starjammers Scientist, Super-Apes Avengers, Nextwave, Robot Inhumans, Martial Artist Exiles, Squadron Supreme, Warrior Avengers Skrull, Soldier Cosmic, Future, Robot Cosmic, Kree, Soldier, Spy Starjammers, X-Men Scientist Infinity Watch Wrecking Crew Cosmic, Guardians of the Galaxy Future, Past, Scientist, Soldier Scientist, West Coast Avengers Alpha Flight, Armor, Scientist Future, Guardians of the Galaxy, Psychic Avengers, Robot Brute Martial Artist Squadron Supreme Brute, Ruler Cosmic, Herald Cosmic, Kree Avengers, Deity, Warrior Armor, Avengers Cosmic, Scientist Skrull, Squadron Supreme Monster Monster Monster Monster Deity, Warrior Martial Artist, Monster

DAYS OF FUTURE PAST


001 Colonel Logan 002 Hound Future, Mutant, Soldier Future, Mutant 003 Advanced Sentinel Future, Robot

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COMPREHENSIVE HEROCLIX RULES


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ORIGIN
001 Blackhawks 002 Blackhawks 003 Blackhawks 004 Phantom Lady 005 Phantom Lady 006 Phantom Lady 007 Robotman 008 Robotman 009 Robotman 010 Ray 011 Ray 012 Ray 013 Wildcat 014 Wildcat 015 Wildcat 016 Damage 017 Damage 018 Damage 019 Halo 020 Halo 021 Halo 022 Mano 023 Mano 024 Mano 025 Shadow Thief 026 Shadow Thief 027 Shadow Thief 028 Knockout 029 Knockout 030 Knockout 031 Copperhead 032 Copperhead 033 Copperhead 034 Question 035 Question 036 Question 037 Animal Man 038 Animal Man 039 Animal Man 040 Cat-Man 041 Cat-Man 042 Cat-Man 043 Booster Gold 044 Booster Gold 045 Booster Gold 046 All-New Atom 047 Atom 048 Atom 049 Mirror Master 050 Mirror Master 051 Mirror Master 052 Triplicate Girl 053 Triplicate Girl 054 Triplicate Girl 055 Supergirl 056 Supergirl 057 Supergirl Blackhawks, Past, Soldier Blackhawks, Past, Soldier Blackhawks, Past, Soldier All Star Squadron, Freedom Fighters Freedom Fighters, Spy Freedom Fighters, Martial Artist, Spy Doom Patrol, Robot Doom Patrol, Robot Doom Patrol, Robot Forgotten Heroes, Justice League of America, Teen Justice League of America, Justice League Task Force, Teen, Young Justice Freedom Fighters All Star Squadron, Justice Society Justice Society Justice Society Teen Teen, Teen Titans Justice Society Outsiders, Teen Outsiders Outsiders Fatal Five, Future, Mutant Fatal Five, Future Fatal Five, Future Injustice League Society Brute, Female Fury Brute, Suicide Squad Brute, Secret Six, Society Gotham City Suicide Squad Animal, Society Detective, Reporter Mystical, Reporter Detective Animal,Forgotten Heroes Animal, Justice League Europe Animal 058 Hawkman 059 Hawkman 060 Hawkman 061 Wonder Girl 062 Wonder Girl 063 Wonder Girl 064 Cyborg Superman 065 Cyborg Superman 066 Cyborg Superman 067 Steel 068 Steel 069 Steel 070 Mister Miracle 071 Mister Miracle 072 Mister Miracle 073 Mon-El 074 Valor 075 Monel 076 Green Lantern 077 Sentinel 078 Green Lantern 079 Shazam! 080 Shazam! 081 Shazam! 082 Martian Manhunter 083 Martian Manhunter 084 Martian Manhunter 085 Staman 086 Sandman 087 Blue Beetle 088 Mister Mind 089 Jakeem Thunder 090 Gentleman Ghost 091 Vandal Savage All Star Squadron, Justice Society Justice Society of America Justice Society, Warrior Teen, Young Justice Teen, Teen Titans Teen, Teen Titans Metropolis, Robot Robot Manhunters, Robot Armor, Metropolis Armor, Justice League, Scientist Armor, Metropolis, Scientist New Gods Justice League International, New Gods New Gods Legion, Teen L.E.G.I.O.N., Teen Legion, Teen All Star Squadron, Justice Society, Mystical Justice Society, Mystical Checkmate, Justice Socirty Kid, Mystical Kid, Justice League International Justice Society, Mystical Detective, Justice League of America, Police Justice League International, Justice League Task Force Detective, Justice League, Police All Star Squadron, Justice Society, Scientist All Star Squadron, Detective, Justice Society Armor, Teen Animal, Monster Society of Evil, Psychic Justice Society, Teen Injustice Society, Secret Society of Super Villains, Spirit Injustice Society, Secret Society of Super Villains, Warrior 092 Johnny Quick Crime Syndicate 093 Negative Woman Checkmate, Doom Patrol 094 STRIPE All Star Squadron, Infinity Inc., Justice Society, Seven Soldiers 095 Batman Detective, Gotham City, Justice Society 096 Superman Justice Society, Metropolis 201 Animal Master Animal, Mystic 202 Michael Carter Celebrity 203 Ray Palmer Justice League of America, Scientist 204 Duo Damsel Legion 205 Supergirl Teen 206 Carter Hall Justice League of America, Warrior 207 Cassie Sandsmark Teen, Teen Titans 208 Alan Scott Green Lantern, Justice Society 209 Guardian of Eternity Mystical 210 Detective John Jones Detective, Justice League, Justice League International, Justice League of America, Police 211 Wonder Woman Justice Society 212 Dr. Fate Justice Society, Mystical 213 Johnny Thunder All Star Squadron, Justice Society, Mystical 214 Alfred Pennyworth Gotham City 215 Lois Lane Metropolis, Reporter 216 Wizard Shazam Mystical 217 Queen Hippolyta Amazon, Justice Society, Ruler, Warrior

Secret Six Celebrity, Future, Justice League International, Metropolis Conglomerate, Extreme Justice, Justice League International, Super Buddies Celebrity Scientist Teen Titans Justice League of America, Scientist Injustice Gang, Rogues Rogues, Secret Society of Super Villains Injustice Gang, Rogues Future Teen, Legion Future Teen, Legion Future Teen, Legion Teen Teen Legion, Teen

B.P.R.D.
001 Hellboy 002 Liz Sherman 003 Abe Sapien 004 Roger BPRD, Monster BPRD BPRD BPRD, Brute, Mystical 005 Johann Kraus BPRD, Psychic 006 Captain Ben Daimio BPRD, Soldier 007 Hellbaby Kid, Monster, Past

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COMPREHENSIVE HEROCLIX RULES


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LEGION OF SUPER HEROES


001 Lightning Lad 002 Saturn Girl 003 Cosmic Boy 004 Timber Wolf Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Psychic, Teen Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Martial Artist, Teen 005 Phantom Girl 006 Ultra Boy 007 Young Superman 008 Shrinking Violet Future, Legion of Super Heroes, Teen Future, Legion of Super Heroes, Teen Legion of Super Heroes, Teen Future, Legion of Super Heroes, Spy, Teen

AVENGERS
001 Captain America 002 Iron Man 003 Captain Britain 004 Gargoyle 005 Guardsman 006 Moon Knight 007 Crossbones 008 Wonder Man 009 Hulkling 010 Patriot 011 Stature 012 Shang-Chi 013 Piledriver 014 Stingray 015 U.S. Agent 016 Luke Cage 017 Living Laser 018 Blazing Skull 019 Darkhawk 020 Dragon Man 021 Toro 022 Iron Widow 023 Lionheart 024 Black Panther 025 Quicksilver 026 Scarlet Witch 027 Vision 028 Wasp 029 Taskmaster 030 Iron Lad 031 Ronin 032 Red Skull 033 Abomination 034 Baron Zemo 035 Bucky Soldier, Ultimates Armor, Scientist, Ultimates Captain Britain Corps., European Defense Initiative, Scientist Defenders, Mystical Armor, Police Mystical, Soldier, West Coast Avengers Hydra, Skeleton Crew, Soldier Avengers, Celebrity, Force Works, Masters of Evil, Mighty Avengers, Scientist, West Coast Avengers Kree, Skrull, Teen, Young Avengers Teen, Young Avengers Teen, Young Avengers Heroes for Hire, Martial Artist, Marvel Knights Brute, Masters of Evil, Wrecking Crew Armor, Avengers, Scientist Invaders, Omega Flight, Soldier, West Coast Avengers Avengers, Fantastic Four, Heroes for Hire, Marvel Knights Lethal Legion, Mandarins Minions, Scientist Invaders, Mystical, Reporter Excelsior, Loners, New Warriors, Teen, West Coast Avengers Enforcers, Robot All-Winners Squad, Invaders, Kid Commandos, Mutant, Teen Armor, S.H.I.E.L.D., Spy, Ultimates Avengers, Captain Britain Corps. Avengers, Fantastic Four, Ruler Brotherhood of Mutants, Mutant, Ultimates Brotherhood of Mutants, Mutant, Ultimates Herald, Robot Mutant, Scientist, S.H.I.E.L.D., Ultimates Agency X Armored, Future, Teen, Young Avengers Avengers, Martial Artist A.I.M., Hydra Liberators, Monster, Scientist Masters of Evil, Thunderbolts Invaders, Soldier, Teen, Young Allies 036 Falcon 037 Thin Man 038 Giant-Man 039 Spitfire 040 Namor 041 Union Jack 042 Starfox 043 Molecule Man 044 Grim Reaper 045 Thunderstrike 046 Namorita 047 Wiccan 048 Yondu 049 Two-Gun Kid 050 Winter Soldier 051 Spider-Man 052 Citizen V 053 The Colonel 054 Ares 055 Hulk 056 Hawkeye 057 Scarlet Witch 058 Quicksilver 059 Wasp 060 Cap and Bucky 061 Mandarin 100 Silver Surfer 101 Terrax the Tamer 102 Firelord 103 Stardust 104 Galactus, Eater of Worlds 105 Sentinel of the Skyways 106 Tyros of Lanlak 107 Pyreus Kril 108 Lambda-Zero Scientist, S.H.I.E.L.D., Soldier, Ultimates Invaders Avengers, Scientist, West Coast Avengers Invaders Invaders, Knights of Pendragon Avengers Lethal Legion, Maggia Avengers Mutant, New Warriors Mystical, Teen, Young Avengers Guardians of the Galaxy, Mystical Avengers, Past S.H.I.E.L.D., Soldier, Spy Armor, Avengers, Reporter, Scientist Soldier, Thunderbolts, V Battalion Liberators, Soldier Deity, Mighty Avengers, Soldier Brute, Monster Avengers, Great Lakes Avengers, Thunderbolts, West Coast Avengers Avengers, Brotherhood of Mutants, Mutant, Mystical Avengers, Brotherhood of Mutants, Mutant Avengers Invaders, Soldier Scientist Defenders, Herald Herald, Ruler Herald Herald Cosmic Defenders, Herald Ruler, Warrior Nova Corps

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COMPREHENSIVE HEROCLIX RULES


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JUSTICE LEAGUE
001 Batman Detective, Gotham City, JLA, Justice League, Justice League of America, Justice League International, Outsiders Reporter Politician Doom Patrol, Psychic Rogue Injustice Society Injustice Gang, Injustice League, Legion of Doom, Metropolis, Politician, Scientist, Secret Six Ruler Seven Soldiers Birds of Prey, Justice League, Justice League International, Justice League of America, Justice Society, Martial Artist, Star City Global Guardians, Justice League Europe Justice League Europe, Scientist Justice League, Martial Artist, Star City Birds of Prey, Conglomerate, Justice League of America, Justice League Task Force Future, Legion, Teen Superman Revenge Squad Scientist, Teen League of Assassins Animal, Monster, Suicide Squad Mutant, Scientist Legion of Doom, Metropolis, Superman Revenge Squad Future, Injustice Gang, Injustice League, Past, Secret Society of Super Villains Mystical, Rogues, Scientist Rogue, Secret Society of Super Villains, Suicide Squad Central City, Justice League Europe, JLA, Teen Titans Celebrity, Justice League, Justice League of America, Mystical, Sentinels of Magic, Seven Soldiers Herald, JLA, Mystical, Warrior Detective, Freedom Fighters, JLA Fatal Five, Future, Robot League of Assassins, Martial Artist, Spy, Suicide Squad 002 Aquaman 003 Creeper 004 Firehawk 005 Mento 006 Heat Wave 007 Icicle 008 Lex Luthor 033 Vigilante 034 August General In Iron 035 Deadman 036 Granny Goodness 037 Wonder Woman 038 Batman and Robin 039 Batzarro 040 Hector Hammond 041 Mr. Mxyzptlk 042 Abra Kadabra 043 Dr. Polaris 044 Major Disaster Celebrity, Seven Soldiers Great Ten, Soldier Mystical, Sentinels of Magic, Seven Soldiers Apokalips, Female Furies, New Gods, Warrior Amazon, Warrior Detective, Gotham City, Martial Artist Detective Psychic Future, Injustice Gang, Mystical, Rogues Scientist Injustice League, JLA, Justice League Antarctica, Justice League Elite, Suicide Squad JLA Justice League, JLA, Justice League of America, Metropolis, Reporter JLA, Justice Legion A, Justice Society, Robot Future, Legion, Psychic, Teen Past, Seven Soldiers, Teen, Warrior Crime Syndicate, Mystical Brute, L.E.G.I.O.N., Monster, Warrior Robot Green Lantern, New Gods, Warrior Brute, Monster Green Lantern, Justice League International, Super Buddies, Warrior Future Future, Justice Legion A, Scientist Future, Justice Legion A Amazon, Future, Justice Legion A Future, Justice Legion A, Metropolis Justice League of America, Mystical, Quintessence Animal, Psychic, Ruler Atlantis, Justice League of America, Ruler Justice League of America, Star City Central City, Justice League of America, Police, Scientist Coast City, Justice League of America, Green Lantern Corps Atlantis, Justice League of America, Ruler Seven Soldiers Central City, Justice League of America, Police, Scientist Coast City, Green Lantern Corps, Justice League of America

009 The Joker 010 Bulleteer 011 Black Canary

045 Aztek 046 Superman

012 Crimson Fox 013 Dr. Light 014 Green Arrow 015 Gypsy

016 Bouncing Boy 017 Parasite 018 Firestorm 019 Merlyn 020 Black Hand 021 King Shark 022 Professor Ivo 023 Toyman 024 Chronos 025 Dr. Alchemy 026 Captain Boomerang 027 The Flash 028 Zatanna

047 Hourman 048 Dream Girl 049 Shining Knight 050 Power Ring 051 Lobo 052 Amazo 053 Big Barda & Mister Miracle 054 Doomsday 055 Green Lantern 056 Time Trapper 057 The Flash 058 Batman 059 Wonder Woman 060 Superman 061 The Phantom Stranger 100 Starro 101 Aquaman 102 Green Arrow 103 The Flash 104 Green Lantern 105 Arthur Curry 106 Oliver Queen 107 Barry Allen 108 Hal Jordan

029 Zauriel 030 Plastic Man 031 Tharok 032 Bronze Tiger

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MUTATIONS AND MONSTERS


001 Marvel Girl 002 Cyclops 003 Beast 004 Iceman 005 Strong Guy 006 Pete Wisdom 007 Brood 008 Box 009 Cuckoo 010 Maverick 011 Dazzler 012 Colossus 013 Agent Brand 014 Bishop 015 The Hood 016 Miek 017 Hulk 018 Korg 019 Absorbing Man 020 Morph 021 Mimic 022 Gorgon 023 Cyclops 024 Shatterstar 025 Zzzax 026 Chamber 027 Beast 028 Giant-Man 029 Iceman 030 X-23 031 Professor X 032 Gambit 033 Green Scar 034 Archangel Mutant, Psychic, X-Men Mutant, X-Men Mutant, X-Men Mutant, X-Men Mutant, X-Factor Excalibur, Mutant, Spy, X-Force Brood, Warbound Alpha Flight, Armor, Robot Psychic, Teen, X-Men Mutant, Spy, Team X, Weapon X Celebrity, Mutant, X-Men Armor, Mutant, X-Men Spy, S.W.O.R.D. Future, Police, X-Men Animal, Ruler, Warbound, Warrior Monster, Scientist Warbound Brute, Wrecking Crew Avengers, Exiles, X-Men Exiles Inhumans, Soldier X-Force, Warrior Monster Generation X, Mutant, Psychic, Teen Animal, Mutant, Scientist, X-Men Monster, Scientist Champions, Mutant, X-Men Mutant, Teen, Weapon X Illuminati, Mutant, Psychic, X-Men Marauders, Mutant, X-Men Brute, Ruler, Warbound, Warrior Mutant, X-Factor, X-Men 035 Ahab 036 Fabian Cortez 037 Jean Grey 038 Omega Red 039 Danger 040 Devil Dinosaur & Moon Boy 041 Spider-Man 042 Unus the Untouchable 043 Black Tom Cassidy 044 The Leader 045 High Evolutionary 046 Arcade 047 Super Adaptoid 048 Wrecker 049 Cassandra Nova 050 Hulkbuster 051 Silver Savage 052 Mastermind 053 Emma Frost 054 Living Monolith 055 Iron Man 056 Wolverine 057 Storm 058 Warskrull 059 Apocalypse 060 Maestro 061 Dark Beast 062 Rampaging Hulk 101 Esme Cuckoo 102 Incredible Hulk 103 Proteus 104 Charles Xavier Future, Robot Acolytes, Mutant Mutant, Psychic Robot Animal, Fallen Angels, Monster, Past Monster Brotherhood of Mutants, Mutant Brotherhood of Mutants, Mutant Scientist Knights of Wundagare, Scientist A.I.M., Robot Brute, Masters of evil, Wrecking Crew Monster, Mutant, Psychic Armor, Avengers, Scientist Herald, Warrior Brotherhood of Mutants, Hellfire Club, Mutant Generation X, Hellfire Club, Hellions, Mutant, Psychic, X-Men Mutant Monster Monster Mutant, X-Men Skrull, Soldier, Spy, Warrior Mutant, Past, Ruler Future, Monster, Ruler Brotherhood of Mutants, Morlock, Mutant, Scientist Brute, Monster Brotherhood of Mutants, Mutant, Psychic, Teen Avengers, Brute Exiles, Mutant, Psychic Mutant, Psychic, X-Men

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5. SUPER POWERS
DAMAGE POWERS
BATTLE FURY (orange) CLOSE COMBAT EXPERT (purple) ENHANCEMENT (green) EXPLOIT WEAKNESS (lime green) LEADERSHIP (grey) OUTWIT (black) PERPLEX (brown) PROBABILITY CONTROL (light blue) RANGED COMBAT EXPERT (red) SHAPE CHANGE (blue) SPECIAL POWER (white) SUPPORT (yellow)

SPEED POWERS
CHARGE (green) EARTHBOUND (lime green) FLURRY (red) FORCE BLAST (purple) HYPERSONIC SPEED (brown) LEAP/CLIMB (orange) MIND CONTROL (light blue) PHASING/TELEPORT (yellow) PLASTICITY (blue) RUNNING SHOT (grey) SPECIAL POWER (white) STEALTH (black)

ATTACK POWERS
BLADES/CLAWS/FANGS (red) ENERGY EXPLOSION (orange) INCAPACITATE (light blue) POISON (brown) PSYCHIC BLAST (blue) PULSE WAVE (yellow) QUAKE (lime green) SMOKE CLOUD (purple) SPECIAL POWER (white) STEAL ENERGY (black) SUPER STRENGTH (green) TELEKINESIS (grey)

DEFENSE POWERS
BARRIER (light blue) COMBAT REFLEXES (lime green) DEFEND (yellow) ENERGY SHIELD/DEFLECTION (green) IMPERVIOUS (brown) INVULNERABILITY (grey) MASTERMIND (blue) REGENERATION (black) SPECIAL POWER (white) SUPER SENSES (red) TOUGHNESS (orange) WILLPOWER (purple)

BARRIER (OPTIONAL) Give this character a power action; place up to four barrier terrain markers (which are blocking terrain) on the battlefield in any square of clear terrain that is not occupied by a character and is within this characters range. Each barrier terrain marker must be placed adjacent to another barrier terrain marker created by this character. If this character has a range of 0, it can place the markers only in adjacent squares. This character must have a clear line of fire to at least one of the barrier terrain markers. These barrier markers remain in place until the beginning of your next turn or until this power is countered or lost. A soaring character cant use this power. See also, Powers and Abilities Q & A: Q016, Q039 See also, Special Powers Q & A: Q014 BATTLE FURY This character cant make ranged combat attacks, cant be targeted by Mind Control, and cant be carried. BLADES / CLAWS / FANGS (OPTIONAL) When this character is given a close combat action, roll one d6 after making a successful attack roll. The result replaces this characters damage value when resolving the attack. If the target was blocking terrain, a wall, or an object, it is destroyed on a result of 36. See also, Powers and Abilities Q & A: Q049 See also, Feats Q & A: Q003 See also, Battlefield Conditions Q & A: Q002 CHARGE (OPTIONAL) Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and then give it one close combat action as a free action. A character with this power ignores knock back and other characters Force Blast. Characters using Charge still follow standard rules of movement, including break away and the ability to carry other characters. However, a carried character must be dropped before the Charging character uses the Free Action portion of Charge to attack. A Charge out of hindering terrain works at one-fourth the characters initial speed. First, the characters move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Charge.

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A character using Charge with Super Strength cannot pick up an object as it moves into a square adjacent to an opposing character, unless the Charging character has another power or ability that allows it to ignore the effects of other opposing characters on movement. Before the attack roll is made, a character may turn off its Charge ability to intentionally take knockback. See also, Powers and Abilities Q & A: Q027, Q039, Q048 See also, Feats Q & A: Q014, Q039 See also, Battlefield Conditions Q & A: Q015

CLOSE COMBAT EXPERT (OPTIONAL) Give this character a power action. It makes a close combat attack against a single opposing target character; modify this characters damage value by + 2 for the attack. Close Combat Expert cant be used when using an object as a weapon. See also, Powers and Abilities Q & A: Q042, Q049 See also, Battlefield Conditions Q & A: Q002 COMBAT REFLEXES (OPTIONAL) Modify this characters defense value by +2 against close combat attacks. This character may choose to be knocked back by any attack from which it takes damage. Knock back damage dealt to this character is reduced to 0. A character that is normally immune to knockback that has Combat Reflexes can choose to take knockback when hit with a successful attack. DEFEND (OPTIONAL) Before any attack roll, any friendly character adjacent to this character may replace its defense value with this characters unmodified defense value (including a replacement defense value) for the duration of the attack. Defend may work with more than two characters, as outlined below: ABC A has Defend; its defense is 18. B has Defend; its defense is 17. C does not have Defend; its defense is 15. A can share its defense with B, making Bs defense 18. B can share its defense, now 18, with C, making Cs defense 18 as well. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q011 EARTHBOUND This character has the speed mode instead of its printed speed mode and the damage mode if it has the damage mode. If this character is soaring when it gains Earthbound, deal it 1 damage. This power cant be countered. A transporter that gains Earthbound gains the standard boot type speed symbol. It is not a transporter when it has a standard speed symbol. ENERGY EXPLOSION (OPTIONAL) Give this character a ranged combat action; its damage value becomes 1 until the attack has been resolved. For each target hit by the attack, compare the result of the attack roll to the defense value of each character adjacent to the target to determine if the attack also succeeds against them. Ignore the hindering terrain modifier resulting from character(s) adjacent to the target when determining if the attack succeeds against additional characters. Each character successfully hit is dealt damage equal to the number of times it was hit by this attack (characters adjacent to multiple targets may be hit more than once by this attack). A critical hit with this attack automatically hits the target(s) and any characters adjacent to the target(s), and deals 1 additional

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damage to all characters hit. Powers that allow a character to evade attacks are rolled only once after this characters ranged combat action has been resolved. If a character evades, it evades all hits by this attack. This power cant be used to target blocking terrain or objects. All characters that take damage from an Energy Explosion attack suffer knock back (if applicable), except the figure using the power. These characters must all move away from the character that used the power, starting with those farthest from the attacker. See also, Powers and Abilities Q & A: Q011, Q045, Q049 See also, Feats Q & A: Q017, Q018 See also, Battlefield Conditions Q & A: Q016 ENERGY SHIELD / DEFLECTION Modify this characters defense value by +2 against ranged combat attacks. ENHANCEMENT (OPTIONAL) When an adjacent friendly character makes a ranged combat attack, this character modifies the adjacent friendly characters damage value by +1 once for the attack. More than one character with Enhancement can modify the same attack. This character can use this power more than once per turn. A Damage Value increased by Enhancement may be used to attack objects and walls in a ranged combat attack. If Enhancement is used with a multiple-target attack, the Damage Value is modified before damage dealt is divided between successfully-hit targets. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q006 See also, Giant, Big, Transporter, and Double-base Character Q & A: Q003 See also, Battlefield Conditions Q & A: Q002 EXPLOIT WEAKNESS (OPTIONAL) Give this character a close combat action. Damage from this attack is penetrating damage. See also, Powers and Abilities Q & A: Q024, Q026 FLURRY (OPTIONAL) Give this character a close combat action. It makes two separate close combat attacks as free actions (making two separate attack rolls) against one or two adjacent targets. Resolve the first attack before making the second. If this character loses Flurry prior to making the second attack, it cant make the second attack. When attempting to destroy terrain, a character using Flurry must still deal a minimum of 3 damage using one attack. If a character using Flurry takes damage during the first attack (such as by a critical miss or a team ability or feat that causes retaliation damage), resolution of the attack includes applying damage. If this damage causes the attacker to lose Flurry, then the second attack may not be made. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q048, Q049 See also, Feats Q & A: Q027, Q040 FORCE BLAST (OPTIONAL) Give this character a power action and roll a d6; a single target adjacent opposing character is knocked back from this character a number of squares equal to the result. The target automatically breaks away, and can move through squares adjacent to opposing characters. The target can be dealt knock back damage. See also, Additional Clarifications: Giant Characters

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HYPERSONIC SPEED (OPTIONAL) Choose one of the following options: (1) Give this character a power action. It automatically breaks away and can move through squares adjacent to opposing characters. During its move, this character can as a free action make one close combat attack or one ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack. This character can continue to use the rest of its movement after making the attack. (2) Give this character a power action. It makes a close combat attack as a free action; its damage value becomes 1. If the attack succeeds, this character may continue to make close combat attacks as free actions against the same target until this character declares an end to the attacks or an attack fails. After each successful attack, modify the targets defense value by +1 and this characters damage value by +1 before making the next attack. When this character stops attacking or an attack fails, deal damage to the target equal to the attackers modified damage value at the time of the last successful attack. If there were no successful attacks, the attack deals 0 damage. If doubles are rolled during any successful attack, knock back occurs only after damage from the power action is taken. Powers that allow a character to evade attacks are activated once after the power action has been resolved. When using option 2 of Hypersonic Speed, a character wielding an object adds that objects damage bonus to the damage value at the end of the attack (and is therefore subject to the rule of 3). Characters using option 2 of Hypersonic Speed to destroy a wall section do not need to make an attack roll. As option 2 of Hypersonic Speed modifies the targets defense value and the attackers damage value with each successful hit, apply the Rule of 3 to the modified defense value and damage value. See also, Additional Clarifications: Giant Characters, Terrain See also, Powers and Abilities Q & A: Q006, Q022, Q025, Q027, Q043, Q048, Q049 See also, Feats Q & A: Q014, Q039 See also, Battlefield Conditions Q & A: Q002, Q015 IMPERVIOUS When this character is dealt damage, roll one d6. On a result of 5 or 6, the damage dealt is reduced to 0. On a result of 14, the damage dealt is reduced by 2. See also, Powers and Abilities Q & A: Q003, Q004, Q011, Q018, Q029, Q041 See also, Feats Q & A: Q008, Q035 See also, Battlefield Conditions Q & A: Q005 See also, Miscellaneous Q & A: Q016 INCAPACITATE (OPTIONAL) Give this character a close combat action or ranged combat action; its damage value becomes 0 until the action has been resolved. If this character successfully hits a target that has zero or one action token, give the target an action token. See also, Powers and Abilities Q & A: Q049 See also, Battlefield Conditions Q & A: Q009 INVULNERABILITY Damage dealt to this character is reduced by 2. See also, Powers and Abilities Q & A: Q003, Q004, Q011, Q018, Q041 See also, Feats Q & A: Q008 See also, Battlefield Conditions Q & A: Q005 See also, Miscellaneous Q & A: Q016 LEADERSHIP (OPTIONAL) Once at the beginning of your turn, as a free action roll one d6. On a result of 46, add one action to your action total for that turn. A player can gain only one action each turn with this power, even if the player has more than one character with Leadership.

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LEAP / CLIMB (OPTIONAL) When you give this character a move action, it automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it can target a non-flier or flying character regardless of the targets and attackers elevation or flight mode. See also, Feats Q & A: Q001 See also, Miscellaneous Q & A: Q015 MASTERMIND (OPTIONAL) Each time this character would be dealt damage, you may instead choose to have all the damage be dealt to a single adjacent friendly character with a lower point value than this character. If the damage resulted from an attack with knock back, the character that takes the damage is knocked back. If a character is KOd by damage dealt using this power, it is considered to have been KOd by the character that originally dealt the damage. Damage dealt by this power is not an attack. Damage dealt from knockback (from hitting a wall or falling) may be dealt to other characters by using Mastermind, if the other characters are adjacent to the square in which the knocked-back character stops. The effects of Psychic Blast and Exploit Weakness still affect the recipient of damage from Mastermind, and is still penetrating damage to that character. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q010, Q017, Q018, Q019, Q041, Q047 See also, Feats Q & A: Q036 MIND CONTROL (OPTIONAL) Give this character a power action; it makes a close combat or ranged combat attack as a free action. A successful attack deals no damage; instead, the target becomes friendly to your force and opposing to your opponents force, and any of the targets canceled powers return until it returns to its owners force. Each target hit can be assigned one action as a free action. Immediately upon resolving this action, the target becomes an opposing character to you and friendly to its owners force. This character takes 1 damage for each 100 points of the successfully hit targets combined point value. If this character has a range value of 0, its range value is 4 for purposes of this power and cant be further modified. If a character affected by Mind Control KOs another character, or is KOd itself, the controlling player receives the victory points. If the KOd character, including the target of the Mind Control action, is an archenemy of the character using Mind Control, the controlling player receives double the victory points, as per the rules for archenemies. When a character is affected by Mind Control its powers and team abilities, even those powers and team abilities cancelled by the opposing player, may be used as normal. Powers previously countered with Outwit remain countered. Powers that may only be used once per turn may only be used once during the free action. A character that has both Mind Control and Super Strength and is holding an object does not have to use that object when making a close combat attack with Mind Control. A character that is targeted with Mind Control cannot use any feats during the Mind Control action. See also, Powers and Abilities Q & A: Q012, Q013, Q049 See also, Feats Q & A: Q020, Q021, Q032, Q044 See also, Giant, Colossal, Transporter, and Double-base Character Q & A: Q009 See also, Themed Teams Q & A: Q005 OUTWIT (OPTIONAL) Once during your turn (but not during another action), as a free action this character counters a power possessed by a single target opposing character. Treat the target as if it does not possess the countered power. That power remains countered until the beginning of your next turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. Instead of a power, you may

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choose to counter an opposing flying characters ability to soar; in this case, lower the soaring character to hovering mode. If this character loses Outwit or is KOd, the countered power returns immediately. If a countered power no longer shows on the dial, but then returns to the dial before the beginning of the Outwitting players next turn, the power is still countered. See also, Powers and Abilities Q & A: Q004, Q005, Q012, Q014, Q026, Q028 PERPLEX (OPTIONAL) Once during your turn (but not during another action), as a free action this character modifies by +1 or 1 any combat value (including range) of a target character, including itself, until the end of the turn. A character using this power must be within 10 squares of the target and have a clear line of fire to the target. This effect ends immediately if this character loses Perplex or is KOd, or if the target is damaged or healed during this turn. Perplex may be used by more than one character per turn on a single characters given combat value. See also, Powers and Abilities Q & A: Q012, Q014, Q037, Q038, Q039 See also, Feats Q & A: Q002, Q012, Q013, Q038 See also, Battlefield Conditions Q & A: Q002 PHASING / TELEPORT (OPTIONAL) Give this character a power action and move it up to its speed value. It automatically breaks away and ignores the effects of characters, hindering terrain, elevated terrain, and blocking terrain on movement. This character cant end its movement in or on blocking terrain. See also, Powers and Abilities Q & A: Q030, Q031, Q048, Q049 See also, Miscellaneous Q & A: Q015 PLASTICITY (OPTIONAL) This character can break away on break away results of 26. Opposing characters that roll to break away from this character must roll a 6 to break away. If opposing characters with Plasticity are adjacent, they ignore the effects of each others Plasticity. See also, Additional Clarifications: Giant Characters POISON (OPTIONAL) Once at the beginning of your turn, as a free action this character deals 1damage to each opposing character adjacent to it. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A, Q003, Q004 See also, Giant, Colossal, Transporter, and Double-base Character Q & A: Q007 PROBABILITY CONTROL (OPTIONAL) Once during your turn, this character allows you to reroll one of your dice (or die) rolls and to ignore the result of the original roll. All dice used in the original roll must be rerolled. A character using this power must be within 10 squares of the character for which the original roll was made, and have a clear line of fire to that character. A character can use this power on itself. Using the same rules, once per round during an opponents turn, this character allows you to force that opponent to reroll one of his or her dice (or die) rolls and to ignore the result of the original roll. See also, Powers and Abilities Q & A: Q006, Q029, Q036, Q037, Q038, Q039, Q049 See also, Battlefield Conditions Q & A: Q006, Q017 See also, Miscellaneous Q & A: Q016, Q018 See also, Themed Teams Q & A: Q001, Q002 PSYCHIC BLAST (OPTIONAL) Give this character a ranged combat action. Damage from the attack is penetrating damage. SECTION 5: SUPER POWERS - 55 -

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See also, Powers and Abilities Q & A: Q024, Q026, Q049

PULSE WAVE (OPTIONAL) Give this character a ranged combat action; halve its range value until the action has been resolved. All powers and team abilities possessed or used by, and feats assigned to, characters within range of this attack are ignored until the action has been resolved. Wild cards using this power may use the team ability of a friendly character within range of this attack. At least one opposing character must be within range of this attack to activate this power. Draw lines of fire to every character (friendly and opposing) within range in every direction; these lines of fire ignore characters, but are affected normally by terrain. If clear lines of fire can be drawn to two or more characters, this characters damage value becomes 1 for this attack; otherwise, do not replace this characters damage value. Make a single attack roll and compare the result to the defense value of each character in range; each character hit is dealt damage. Attacks made with this power do not target characters. Pulse wave ignores all team abilities, powers, and feats of both friendly and opposing characters within range. Powers ignored in this way are not considered countered. Powers out of the range of the Pulse Wave attack still affect it normally. If a character using Perplex or Outwit is within range of the Pulse Wave attack, that power is considered in range and is ignored during this attack. Terrain created as a result of using a power is considered terrain and affects Pulse Wave normally, even if the character that created the terrain is within range of the Pulse Wave. When using Pulse Wave in an attack and there are multiple characters within the range of the Pulse Wave attack, the damage value may not be increased beyond 1. See also, Powers and Abilities Q & A: Q038, Q039, Q045, Q049 See also, Feats Q & A: Q016, Q019, Q023 See also, Battlefield Conditions Q & A: Q013 QUAKE (OPTIONAL) Give this character a close combat action; until the attack has been resolved, its damage value becomes 2 if it is greater than 2. Make a single attack roll and compare the result to the defense values of all opposing characters adjacent to this character. Each character that takes damage from this attack is knocked back. When using Quake in an attack, the damage value may not be increased beyond 2. When using Quake against multiple opposing characters and one or more of the characters becomes an illegal target (due to Shape Change, Skrull, etc), the attack is still made against all legal targets. If there are no legal targets then the attack cannot be made. See also, Powers and Abilities Q & A: Q049 See also, Additional Clarifications: Giant Characters RANGED COMBAT EXPERT (OPTIONAL) Give this character a power action. It makes a ranged combat attack against a single target character; modify its damage value by +2 for the attack. Ranged Combat Expert cant be used when using an object as a weapon. See also, Powers and Abilities Q & A: Q042, Q049 See also, Feats Q & A: Q028 See also, Battlefield Conditions Q & A: Q002 REGENERATION (OPTIONAL) Give this character a power action. Roll one d6 and subtract 2 from the result, minimum result 0. Heal this character of damage equal to the result. RUNNING SHOT (OPTIONAL) Give this character a power action; halve its speed value for the action. Move this character up to its replacement speed value and give it one ranged combat action as a free action. This character

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must declare a target to which it can draw a clear line of fire from the square where it intends to end its move in order to use this power. Characters using Running Shot still follow standard rules of movement, including break away and the ability to carry other figures. However, a carried figure must be dropped before the character using Running Shot uses the Free Action portion of Running Shot to attack. A Running Shot out of hindering terrain works at one-fourth the characters initial speed. First, the characters move is halved (provided it does not have any powers or abilities that allow it to ignore the effects of hindering terrain on movement) because it begins its move in hindering terrain. Then the move is halved again if the character chooses to use Running Shot. A character using Running Shot with Super Strength cannot pick up an object as it moves into a square adjacent to an opposing character, unless the Running character has another power or ability that allows it to ignore the effects of other opposing characters on movement. A character cannot use Running Shot unless there is a legal ranged combat action it can make from that characters final destination square. See also, Powers and Abilities Q & A: Q027 See also, Feats Q & A: Q014 See also, Battlefield Conditions Q & A: Q015, Q016 SHAPE CHANGE When this character is chosen as the target of an attack, roll one d6. On a result of 5 or 6, the attack cant be made. The attacker must choose another target or be given a different action. If Character B makes a successful Shape Change roll against Character A's attempt at targeting Character B, then Character A cannot target Character B with an attack for the rest of the turn. See also, Feats Q & A: Q041 See also, Miscellaneous Q & A: Q014 SMOKE CLOUD (OPTIONAL) Give this character a power action; place up to four hindering terrain markers on the battlefield within this characters range. Each hindering terrain marker must be placed adjacent to another hindering terrain marker created by this character. If this character has a range of 0, it can place the markers only in the square it occupies and/or in adjacent squares. This character must have a clear line of fire to at least one of the hindering terrain markers. These markers cant be placed on blocking terrain but can be placed on hindering terrain or in squares occupied by characters. These terrain markers remain in place until the beginning of your next turn or until this power is countered or lost. A soaring character cant use this power. SPECIAL POWER (OPTIONAL) This character has a special power. See this characters character card for more information. See also, Special Powers Q & A: Q001, Q002, Q003 STEAL ENERGY Each time an opposing character takes damage from a close combat attack made by this character, this character is healed of 1 damage. See also, Powers and Abilities Q & A: Q049 STEALTH (OPTIONAL) Any line of fire drawn to this character that crosses hindering terrain, including a square of hindering terrain occupied by this character, is treated as though it crosses blocking terrain. A giant character that gains Stealth (or a Stealth-like team ability) is considered to be stealthed when in hindering terrain, regardless of the elevation of an opposing attacking figure. See also, Powers and Abilities Q & A: Q005, Q033, Q037 SECTION 5: SUPER POWERS - 57 -

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See also, Battlefield Conditions Q & A: Q001 See also, Miscellaneous Q & A: Q014

SUPER SENSES (OPTIONAL) When this character is hit by an attack, roll one d6 before damage is dealt. On a result of 5 or 6, this character evades the attack. See also, Powers and Abilities Q & A: Q018, Q029 See also, Feats Q & A: Q008 See also, Battlefield Conditions Q & A: Q005 See also, Miscellaneous Q & A: Q016 SUPER STRENGTH (OPTIONAL) When this character moves as part of a move action, power action, or free action, it can pick up an object as a free action and carry it. The object must be either in a square the character occupies or in an adjacent square. This character can use an object it picks up as a weapon. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies. This power cant be canceled while this character is carrying an object. When this character makes a close combat attack targeting blocking terrain, a wall, or an object, modify its damage value by +2 for the attack; if the character is carrying an object when it makes the attack, remove the object from the game. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q027, Q039 See also, Feats Q & A: Q004, Q055 SUPPORT (OPTIONAL) Give this character a power action and make an attack roll against an adjacent target friendly character as though making a close combat attack. Neither this character nor the target may be adjacent to an opposing character; ignore all combat value modifiers for purposes of this attack. If the attack roll succeeds, roll one d6 and subtract 2 from the result, minimum result 1. The target is healed of damage equal to the result. See also, Additional Clarifications: Giant Characters TELEKINESIS (OPTIONAL) Give this character a power action and choose one of the following options. (For option 1 and 2, the target automatically breaks away and ignores the effects of characters and hindering terrain on movement. The target can be placed on elevated terrain but cant be placed on or in blocking terrain. This character must have a clear line of fire to the targets square.) (1) This character makes one close combat attack that deals no damage. If the attack succeeds, move the target up to 10 squares. (2) This character moves a target adjacent object that is not being held or a target adjacent friendly character up to 10 squares. (3) This character makes a ranged combat attack using an object that is not held by another character (see Objects in the rulebook). This character must have a clear line of fire to the target of the attack. Characters moved with Telekinesis do not suffer damage from hitting terrain (you cannot slam a character into a wall or hurl them off a building with Telekinesis). Telekinesis cannot be used to change a characters flight mode. A character may use Telekinesis to move a character holding an object. When using Telekinesis to move an object into a square occupied by a character, that character does not block line of fire to that square. Option 3 of Telekinesis cannot be used to make an attack using an object held by the character using Telekinesis. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q015, Q032, Q033, Q046, Q049

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TOUGHNESS Damage dealt to this character is reduced by 1. See also, Powers and Abilities Q & A: Q003, Q004, Q011, Q018, Q041 See also, Feats Q & A: Q008 See also, Battlefield Conditions Q & A: Q005, Q019 See also, Miscellaneous Q & A: Q016 WILLPOWER (OPTIONAL) This character does not take pushing damage. See also, Powers and Abilities Q & A: Q040, Q041

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6. SPECIAL POWERS
SPECIAL POWER INDEX
Absorbing Man #019, Mutations and Monsters
Absorb

Captain America #001, Avengers


Followthrough

The Flash #103, Justice League


Super Speed

Captain Boomerang #026, Justice League


Boomerang

Gambit #032, Mutations and Monsters


Cajun Charm Shadowy Attack

Ahab #035, Mutations and Monsters


Energy harpoon

Apocalypse Monsters

#059,

Mutations

and

Cassandra Nova #049, Mutations and Monsters


Mummudrai

Giant-Man #038, Avengers


Genius

Molecular Control Psionic Power The Strong Will Survive

Charles Xavier Monsters

#104,

Mutations

and

Gogrgon #022, Mutations and Monsters


Transformed by the Mists

Aquaman #002, Justice League


Parry Telepathic Communication

Psychic Coordination Psychic Redirection Telepath

Granny Goodness #036, Justice League


Disciplinary Motivation

Green Arrow #014, Justice League


Fusillade

Chronos #024, Justice League


Timeline Manipulation

Aquaman #101, Justice League


King of the Seven Seas Surge

Green Arrow #102, Justice League


Emerald Archer Smoke Arrow

Citizen V #052, Avengers


Press the Attack

Arcade #046, Mutations and Monsters


Deathtrap Murderbots Murderworld

Colossus #012, Mutations and Monsters


Fastball Special

Green Lantern #55, Justice League


In Your Face

Crossbones #007, Avengers


Brainwash

Green Scar #033, Mutations and Monsters


Smash Toughest One There Is

Archangel #034, Mutations and Monsters


Fly-By

Cuckoo #009, Mutations and Monsters


Coordination Hive Mind

Ares #054, Avengers


Tactics

Hawkeye #056, Avengers


Sharpshooter Smoke Arrow

Arthur Curry #105, Justice League


Aquatic Rejuvenation King of the Seven Seas

Cyclops #002, Mutations and Monsters


Concussive Blast

Hector Hammond #040, Justice League


Psychic Powers

Danger #039, Mutations and Monsters


Strategic Database

Aztek #045, Justice League


The Ultimate Man

Dark Beast #061, Mutations and Monsters


Cruel Experiment Sadistic

High Evolutionary #045, Mutations and Monsters


Cosmic Evolution Growth Mind Over Matter

Batman #001, Justice League


Out of the Shadows

Batman #059, Justice League


Datarangs

Deadman #035, Justice League


Possession

The Hood #015, Mutations and Monsters


Cloak

Batzarro #039, Justice League


Useless Belt

Doomsday #054, Justice League


Unstoppable

Hourman #47, Justice League


Hour of Power

Beast #003, Mutations and Monsters


Bouncing Beast

Emma Frost #053, Mutations and Monsters


Headmistress

Hulk #55, Avengers #101, #036, Mutations Mutations and and


Hulk Smash You All!

Big Barda & Mister Miracle #053, Justice League


Lantern 796 Miracle Construct

Esme Cuckoo Monsters


Cuckoo

Hulkbuster #050, Mutations and Monsters


Flight Stabilizers Weapons as Big as the Fight

Fabian Cortez Monsters

Black Canary #011, Justice League


Canary Cry

Iceman #029, Mutations and Monsters


Slippery

Power Amplification

Falcon #036, Avengers


Fly-By

Bouncing Boy #016, Justice League


Ricochet

Icicle #007, Justice League


Copsicles Not a Nice Guy

Box #008, Mutations and Monsters


Assimilation Mass Absorption

Firestorm #018, Justice League


Matter-Energy Transmutation

The Flash #027, Justice League


Vibration

Incredible Hulk #102, Mutations and Monsters


Speed of a Charging Dreadnought

Bucky #050, Avengers


Ruthless Ally

The Flash #057, Justice League


Speed Force

Iron Man #002, Avengers


Full Power

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Jean Grey #037, Mutations and Monsters


Telepathic Assault Telepathic Empathy

Mr. Mxyzptlk #041, Justice League


KLTPZYXM! Object Animation

Storm #057, Mutations and Monsters


Goddess

The Joker #009, Justice League


Enbiggen Unpredictable Omnipotence Joker Makes the Rules

Oliver Queen #106, Justice League


Emerald Archer

Strong Guy Monsters


Bodyguard

#005,

Mutations

and

Omega Red #038, Mutations and Monsters


Leech

Super Adaptoid #047, Mutations and Monsters


Attack Drain Defense Drain

The Leader Monsters

#044,

Mutations

and

Parasite #017, Justice League


Attack Drain Brain Drain Defense Drain Leech

Intellect Minions of the Leader

Superman #046, Justice League


Self Sacrifice

Lex Luthor #008, Justice League


Everything Has a Price Ruthless

Taskmaster #029, Avengers


Photographic Reflexes Punch Like Cap, Shoot Like Hawkeye

Phantom Girl #005, Legion of Super Heroes


Disruption

Lobo #051, Justice League


Bounty Hunter Nobody Rides This Hog But the Main Man!

Piledriver #013, Avengers


Busting Heads

Time Trapper #056, Justice League


Negate

Power Ring #050, Justice League


Curse of Volthoom

Toro #021, Avengers


Firewall

Maestro #060, Mutations and Monsters


Gamma-Saturated

Professor X #031, Mutations and Monsters


Cerebro

Two-Gun Kid, #49, Avengers


Fanfire Faster, Cyclone!

Mandarin #061, Avengers


Left Hand of Mandarin Right Hand of Mandarin

Proteus #103, Mutations and Monsters and


Morphable Reality Mutant X Omnimorph Warp Reality

Mastermind Monsters

#052,

Mutations

Unus the Untouchable #042, Mutations and Monsters


Bounce Untouchable

Chimera Mind Games

Mento #005, Justice League


Mental Control

Merlyn #019, Justice League


Assassins Training

Quicksilver #058, Avengers Supersonic Speed Rampaging Hulk #062, Mutations and Monsters
Smash! Squash

Vision #027, Avengers


Self-Programming

Warskrull #058, Mutations and Monsters


Megamorph

Wiccan, #047, Avengers


Group Teleportation

Miek #016, Mutations and Monsters


Chemming

Red Skull #032, Avengers


Cosmic Cube

Wonder Woman #059, Justice League


Harmony and Charity Lasso

Mimic #021, Mutations and Monsters


Mimicry Subsonic Speed

Saturn Girl #002, Legion of Super Heroes


Telepathic Coordination

Wrecker #048, Mutations and Monsters


Turnabout

Molecule Man #043, Avengers


Molecular Destruction

Silver Surfer #100, Avengers


Cosmic Speed

X-23 #030, Mutations and Monsters


Programmed Assassin

Moon Knight #006, Avengers


Multiple Personalities

Spider-Man #051, Avengers


Webbing

Zzzax #025, Mutations and Monsters


Jolt

Morph #020, Mutations and Monsters


Omnimorph

Spitfire #039, Avengers


Flame Trail

Starfox #042, Avengers


Influence

ABSORB ( )
When this character is adjacent to or occupies hindering, blocking, or elevated terrain, it can use Invulnerability. When this character cant use Invulnerability, it can use Toughness.

ASSASSINS TRAINING ( )
This character can use Perplex, but can target only itself and modify only its attack, damage, or range value.

ASSIMILATION ( ) AQUATIC REJUVENATION ( )


When this character occupies water terrain, it can use Close Combat Expert and Regeneration. This character can use Toughness. Once per round, when this character is adjacent to an object, as a free action you can remove the object from the game and heal this character of 2 damage.

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ATTACK DRAIN ( )
Give this character a power action. As a free action it can use any standard or named attack power possessed by an opposing character 4 or fewer squares away to which it has a clear line of fire; it has a range value of 6 for purposes of using the attack power. This character can use the power until it loses Attack Drain, Attack Drain is countered, or it uses Attack Drain to use a different power. After the resolution of an action in which this character uses a power via Attack Drain, roll 2d6. On a result of 2-5, deal this character 1 penetrating damage. See also, Special Powers Q & A: Q011

BRAINWASH ( )
This character can use Mind Control, but can target only an opposing character that has the same team symbol as a friendly character.

BUSTING HEADS ( )
This character can use Flurry. If it successfully hits two different targets using Flurry, deal 1 damage to each target after the attacks are resolved.

CAJUN CHARM ( )
This character can use Perplex, but it must be 4 or fewer squares from the target.

BODYGUARD ( )
This character can use Defend and Toughness. See also, Special Powers Q & A: Q001

CANARY CRY ( )
This character can use Energy Explosion and Incapacitate. See also, Special Powers Q & A: Q001

BOOMERANG (

Give this character a power action and make a ranged combat attack against a target opposing character. If the attack succeeds and the result of the attack roll is doubles, after the resolution of the attack this character can immediately make a second ranged combat attack against a different target opposing character as if it occupied the square occupied by the first target. If it looses Boomerang before making the second attack, it cant make the second attack. See also, Special Powers Q & A: Q012

CEREBRO ( )
This character can use Perplex. When this character uses Perplex, it can use it normally or choose a single keyword and affect every target friendly character 10 or fewer squares from this character that possesses that keyword (including itself, if it possesses the keyword) and to which this character has a clear line of fire.

CHEMMING ( BOUNCE ( )
Any successful close combat attack made by this character knocks back the target 3 squares; this character does not otherwise knock back targets of its attacks.

This character can use Charge and Plasticity. See also, Special Powers Q & A: Q001

CHIMERA ( )
This character can use Mastermind and Super Senses. See also, Special Powers Q & A: Q001

BOUNCING BEAST ( )
This character can use Charge and Leap/Climb. When using Charge, it automatically breaks away and can continue to use the rest of its halved movement (if any) after making the attack. See also, Special Powers Q & A: Q001

CLOAK (

This character can use Leap/Climb and Stealth. See also, Special Powers Q & A: Q001

BOUNTY HUNTER ( )
Before the beginning of the first turn of the game, chose an opposing character: this character modifies its attack value by +2 when attacking that character. When that character is KOd or eliminated, immediately choose a different opposing character to be the target of this ability. If Bounty Hunter is outwitted, when it returns, a new opposing character may be selected.

CONCUSSIVE BLAST ( )
When this character makes a ranged combat attack and deals damage to an opposing character, the character is knocked back equal to the damage dealt.

COORDINATION (

BRAIN DRAIN ( )
If an opposing character 4 or fewer squares away to which this character has a clear line of fire has an action token, this character can use Perplex, but it can only modify its own combat values.

This character can use Mind Control. When this character is given a move action, it can carry up to two other adjacent of this character.

COPSICLES ( )
This character can use Barrier. When three or more barrier terrain markers placed by this character using Barrier are adjacent to a target opposing character with zero or one action token, give that target an action token.

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See also, Special Powers Q & A: Q013, Q014

DISCIPLINARY MOTIVATION ( )
At the end of your turn, if this character is adjacent to a target friendly character that has one or more action tokens, you can roll a d6. On a result of 3-6, deal the target 1 unavoidable damage for each token and remove the tokens, on a 1 or 2, deal the target 2 unavoidable damage for each token and remove the tokens. This ability can only be used once per turn.

COSMIC CUBE ( )
This character can use Outwit, Perplex, or Probability Control. When this power is used, roll one d6 (after the action resolves, when applicable). On a result of 1-3, deal 1 penetrating damage to this character.

COSMIC EVOLUTION ( COSMIC SPEED ( )

DISRUPTION ( )
If this character moves through or occupies the same square as an object, or at the end of a move action is adjacent to an object or an opposing character carrying an object, you may remove that object from the game.

This character can use the Power Cosmic team ability.

This character can use Hypersonic Speed, but only option 1 and can make only ranged combat attacks when using the power.

EMERALD ARCHER ( )
When this character makes a ranged combat attack, modify its attack value by +2.

CRUEL EXPERIMENT ( )
Give this character a power action and roll a d6. On a result of 3-6, give an action token to an adjacent opposing character with zero or one action token. On a 5 or 6, deal 2 unpreventable damage to an adjacent opposing character. On a 6, deal 1 damage to each adjacent opposing character. Apply all applicable results, which may be split among different characters.

ENBIGGEN (

)
damage symbol.

This character has the

ENERGY HARPOON ( )
This character can use Psychic Blast. When this character is given a ranged combat action, its line of fire ignores characters and hindering terrain.

CUCKOO
Esme Cuckoo is considered a Cuckoo for the purposes of the Cuckoos Coordination and Hive Mind special powers.

EVERYTHING HAS A PRICE ( ) CURSE OF VOLTHOOM ( )


This character can use Perplex. When it uses Perplex, roll 2d6; on a result of 2-4 immediately deal this character 1 unavoidable damage. This character can use Perplex. When it modifies the combat value of a target friendly character, roll a d6; on a result of 1, deal the target 1 unavoidable damage at the end of the turn.

FANFIRE ( ) DATARANGS ( )
Give this character a ranged combat action and modify its damage value by -1; the line of fire for the attack is not affected by hindering terrain or characters. Give this character a ranged combat action. It makes two separate ranged combat attacks as free actions (making two separate attack rolls against two different target opposing characters). Resolve the first attack before making the second.

DEATHTRAP ( )
Once per turn as a free action, this character can remove from the game any object 10 or fewer squares from this character to which it has a clear line of fire and deal 1 damage to each character adjacent to the object.

FASTBALL SPECIAL ( )
This character can use Telekinesis, but only Option 3. When using Telekinesis, this character can treat any adjacent friendly character that has a point value more than 30 and the damage symbol as if it were a light object, but the character is not destroyed in the attack. After the attack is resolved, modify the characters attack value and damage value by -2 until the end of the turn, deal it 1 unavoidable damage, and place it in the square nearest to the target to which this character has a clear line of fire. If the square is not adjacent to the target, deal the character 1 additional unavoidable damage.

DEFENSE DRAIN ( )
When this character is given a power action, as a free action it can use any standard or named defense power possessed by an opposing character 4 or fewer squares away to which it has a clear line of fire. This character can use the power until it loses Defense Drain, Defense Drain is countered, or it uses Defense Drain to use a different power. After the resolution of an action in which this character uses a power via Defense Drain, roll 2d6. On a result of 2-5, Deal this character 1 penetrating damage. See also, Special Powers Q & A: Q015

FASTER, CYCLONE! ( )
When this character is not carrying another character, modify its speed value by +2.

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FIREWALL ( )
This character can use Smoke Cloud. If all four hindering terrain markers placed by this character using Smoke Cloud are placed adjacent to an opposing character, deal that character 1 damage.

GROUP TELEPORTATION ( )
This character can use Phasing/Teleport. When it uses this power, it can carry up to three friendly characters. If more than one character is carried, after the action is resolved deal 1 unavoidable damage to this character.

FLAME TRAIL ( )
When this character is given a move or power action, immediately after resolving the action it can use Smoke Cloud as a free action, but can place hindering terrain markers only in squares it moved through or occupied that turn.

GROWTH ( )
This character has the damage symbol.

HARMONY AND CHARITY ( )


This character can use Perplex, but it can target only itself.

FLIGHT STABILIZERS ( )
This character can use Charge and Running Shot. This character is adjacent to a giant character only when it is within 1 square of it.

HEADMISTRESS ( )
This character can use Leadership and Perplex.

FLY-BY (

This character can use charge, and it can continue to use the rest of its halved movement (if any remains) after making the attack.

HIVE MIND ( )
When this character is given an action, you can modify one of its combat values (including range) by +1 until the end of the round for each other of this character adjacent to it.

FOLLOWTHROUGH ( )
When an attack by this character KOs an opposing character, it may immediately make a close combat attack against another adjacent opposing character as a free action

HOUR OF POWER ( )
This character can use Probability Control. At the end of a turn in which this character uses Hour of Power, roll a d6. On the result of a 1, deal this character 1 unavoidable click of damage.

FULL POWER ( )
When this character is given a ranged combat action targeting a single character, roll one d6 if the attack succeeds. The result replaces this character 's damage value for the attack. After the attack is resolved, this character is dealt 2 unavoidable damage.

HULK SMASH YOU ALL! ( )


This character can use the Masters of Evil team ability.

IN YOUR FACE ( FUSILLADE ( )


Give this character a power action. It makes two separate ranged combat attacks as free actions (making two separate attack rolls against two different target opposing characters). Resolve the first attack before making the second; if it loses Fusillade before making the second attack, it cant make the second attack.

This character can use Flurry. If both attacks using Flurry target a single opposing character, modify this characters damage value by +1 for the second attack.

INFLUENCE ( )
This character can use Perplex, but it cant target itself.

GAMMA-SATURATED ( )
This character can use Quake and Super Strength. Give this character a power action and it can make a close combat attack as a free action; modify its attack value by +2 for the attack. See also, Special Powers Q & A: Q001

INTELLECT ( )
This character can use Outwit and Probability Control.

JOKER MAKES THE RULES ( )


This character can use Outwit. When this character uses Outwit, it can use it normally or choose to counter al powers of a target character within 4 squares.

GENIUS ( )
This character can use Perplex, but it can only target itself or a friendly character within 4 squares, and it can only modify a combat value by +2 with each use.

JOLT ( )
This character can use Poison.

GODDESS ( )
This character can use Energy Explosion, Force Blast, Quake, and Smoke Cloud. See also, Special Powers Q & A: Q001

KING OF THE SEVEN SEAS ( )


When this character occupies water terrain, it can use Invulnerability. When it does not occupy water terrain, it can use Toughness.

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KLTPZYXM! (

MIND GAMES (

This character can use Phasing/Teleport. When it does, roll a d6 before moving it. On a result of 1, deal this character 1 unavoidable damage, place it in an unoccupied square in its starting area, and then move it normally.

This character can use Mind Control and Stealth. Modify this characters attack by +2 when it uses Incapacitate or Mind Control.

MIND OVER MATTER ( )


This character can use Barrier and Super Senses.

LANTERN 796 ( LASSO ( )

) MINIONS OF THE LEADER ( )


This character can use Mastermind and Toughness. When this character uses Mastermind, it can treat any friendly character 4 or fewer squares away to which it has a clear line of fire as if it were adjacent.

This character can use Super Strength and Telekinesis.

This character can use Incapacitate as if it has a range of 8.

LEECH ( )
Each time an opposing character takes damage from a close combat or ranged combat attack made by this character, heal this character of 1 damage; this power is not optional.

MIRACLE CONSTRUCT ( )
This character can use Barrier. Once per use of Barrier, if a barrier terrain marker is placed adjacent to an opposing character, this character can make a close combat attack against that character as a free action as if it occupied the square occupied by the barrier terrain marker.

LEECH ( )
This character can use Steal Energy.

LEFT HAND OF MANDARIN (

MOLECULAR CONTROL ( )
This character can use Phasing/Teleport, Plasticity, and Shape Change.

This character can use Energy Explosion, Incapacitate, and Mind Control. See also, Special Powers Q & A: Q001

MOLECULAR DESTRUCTION ( )
Once per this characters turn as a free action, this character can choose one of the following options: (1) Remove any target object (including an object carried by a character) from the game. (2) Destroy a target square of blocking terrain. (3) Destroy a portion of a target wall bordering a single square. For all options, the target must be 6 or fewer squares from this character and it must have a clear line of fire to the target.

MASS ABSORPTION ( )
When this character occupies hindering terrain, it has the symbol. See also, Special Powers Q & A: Q001

MATTER-ENERGY TRANSMUTATION ( )
When this character makes a ranged combat attack targeting an object, instead of dealing damage normally it can no damage and choose one of the following two options: (1) Replace a special or heavy standard object with a light or heavy standard object from outside the game, or (2) replace a heavy standard object with a light standard object from outside the game and bring in a new light standard object from outside the game and place it in a square adjacent to the target object.

MORPHABLE REALITY ( )
This character can use Probability Control and Shape Change. See also, Special Powers Q & A: Q001

MULTIPLE PERSONALITIES ( )
This character can use Close Combat Expert, Perplex (targeting only itself), or Ranged Combat Expert. After resolving an action in which he uses one of these powers, deal this character 1 unavoidable damage.

MEGAMORPH ( )
This character can use Outwit and Shape Change.

MENTAL CONTROL ( )
This character can use Incapacitate.

MUMMUDRAI ( )
This character can use Mastermind, Shape Change, and Willpower. See also, Special Powers Q & A: Q001

MIMICRY ( )
This character can use Energy Explosion and Super Strength. See also, Special Powers Q & A: Q001

MURDERBOTS ( )
Give this character a power action. Choose up to two standard objects 10 or fewer squares from this character to which it has a clear line of fire when it is given the action, and move each object as if it were a character that has this characters speed value.

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MURDERWORLD ( )
This character can use Barrier (as if it had a range of 10) and Mastermind.

replaced value, this character is dealt 1 unavoidable damage for each 100 points (or fraction thereof) of the targets point value.

POSSESSION ( ) MUTANT X ( )
This character can use Mind Control (as if it had a range value of 10), Phasing/Teleport, and Probability Control. Give this character a power action and make a close combat or ranged combat attack (as if it has a range value of 4) against an opposing target character as a free action. A successful attack deals no damage. Instead, remove this character from the battlefield and place it on its character card; the target is possessed, becomes friendly to your force and opposing to its owner's force, and any of the target's canceled powers return. After the resolution of any action given to the target, you can release the target. Remove all action tokens from the target and place this character in any unoccupied square within 4 squares to which the target has a clear line of fire. The target becomes friendly to its owner's force and opposing to your force. If the target is possessed at the end of your turn, roll a d6 and add 1 to the result for each 100 points (or fraction thereof) of the target's point value. If the result is 6 or more, the target is released. If the result is 5 or less, deal this character 1 unavoidable damage. Each time the possessed target takes damage, deal this character 1 unavoidable damage after the action is resolved. Any effect that can counter the target's powers can counter this character's Possession. If this character is eliminated or Possession is countered or canceled, the target is immediately released. This character and possessed characters can't be targeted by Mind Control or Possession. This power cannot be cancelled. Feats assigned to the target character cannot be used while Possessed. Feats assigned to Deadman cannot be used by Deadman while he is possessing a target character. If Deadman must stop possessing a character and there is no square to which a line of fire can be drawn, Deadman is placed in the closest available unoccupied square. See also, Special Powers Q & A: Q007, Q008, Q009, Q010

NEGATE ( )
This character can use Outwit. When it does, it can use it normally or choose to counter the same power or team ability possessed by all opposing characters to which this character has a clear line of fire that are 6 or fewer squares away.

NOBODY RIDES THIS HOG BUT THE MAIN MAN! ( )


This character cant carry. This power cannot be cancelled.

NOT A NICE GUY ( )


This character can use Mastermind.

OBJECT ANIMATION ( )
Give this character a power action and roll a d6 for each opposing character that has zero or one action token that is in a square 4 or fewer squares away to which this character has a clear line of fire, and that is carrying an object or adjacent to or occupies either a square of hindering terrain or a square that has an object. On a result of 3-6, give the character an action token. See also, Special Powers Q & A: Q006

OMNIMORPH ( )
This character can use Perplex, but it can target only itself.

OUT OF THE SHADOWS ( )


Once per turn, when this character occupies hindering terrain, and is given any action that is not a free action, before the action you may place this character in any square of hindering terrain 6 or fewer squares away to which it has a clear line of fire. See also, Special Powers Q & A: Q004, Q005

POWER AMPLIFICATION ( )
This character can use Perplex, but it can target only other friendly characters. When it uses Perplex, roll a d6. On a result of 1-3, Perplex is used normally. On a 4 or 5, the chosen combat value is modified by +2 or -2 and the target is dealt 2 damage at the end of the turn. On a 6, the chosen combat value is modified by +3 or -3 and the target is dealt 1 unavoidable damage at the end of the turn.

PARRY ( )
When his by a close combat attack, this character can use Super Senses.

PRESS THE ATTACK ( )


Once per turn, if this character KOs an opposing character with a close combat attack, it may immediately move up to its full speed value and make one close combat attack as a free action.

PHOTOGRAPHIC REFLEXES ( )
Before any attack roll, this character can replace his attack value or defense value with the unmodified value of the same type from any target character within 6 squares to which it has a clear line of fire. After the resolution of an action in which this character uses this power, roll one d6; if the result is less than or equal to the difference between this characters printed combat value and the

PROGRAMMED ASSASSIN ( )
This character can use Stealth. When it occupies hindering terrain and makes a close combat attack, modify its attack value by +1.

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PSIONIC POWER ( )
This character can use Incapacitate, Mind Control, and Psychic Blast. When this character would take pushing damage, roll a d6. On a result of 4-6, it does not take pushing damage instead. See also, Special Powers Q & A: Q001

SELF-PROGRAMMING ( )
This character can use Perplex, but can only target itself.

SHADOWY ATTACK ( )
This character can use Leap/Climb, Running Shot, and Stealth. See also, Special Powers Q & A: Q001

PSYCHIC COORDINATION ( )
This character can use Leadership and Perplex, but it cant use Perplex to modify its own combat values.

SHARPSHOOTER ( )
Give this character a power action to make a ranged combat attack. Modify its attack value by +2 for the attack.

PSYCHIC POWERS ( )
This character can use Psychic Blast and Telekinesis. See also, Special Powers Q & A: Q001

SLIPPERY ( )
This character can use Toughness. When an opposing character moves and becomes adjacent to this character, roll a d6. On a result of 1-3, the character is immediately knocked back from this character a number of squares equal to the result, in a direction of your choosing.

PSYCHIC REDIRECTION ( )
This character can use Shape Change.

PUNCH LIKE CAP, SHOOT LIKE HAWKEYE ( )


This character can use Close Combat Expert and Ranged Combat Expert.

SMASH ( )
This character can use Leap/Climb. Give this character a power action; move it up to its speed value, and then give it one close combat action as a free action.

RICOCHET ( )
Once per turn, if this character KOs an opposing character or hits an opposing character with a critical hit, after the attack resolves it can break away automatically, immediately move up to its full speed value, and make one close combat attack against a different opposing character as a free action.

SMASH ( )
This character can use Close Combat Expert. At the end of your turn, if there are fewer than six objects in the game, your last opponent to take an action chooses a light standard object from outside the game and places it 6 or fewer squares from this character in an unoccupied square to which this character has a clear line of fire.

RIGHT HAND OF MANDARIN ( )


This character can use Barrier, Force Blast, Quake, Smoke Cloud, and Telekinesis. See also, Special Powers Q & A: Q001

SMOKE ARROW ( )
This character can use Smoke Cloud.

RUTHLESS ( )
This character can use Mastermind, but can treat any friendly character 4 or fewer squares away to which it has a clear line of fire as if it were adjacent.

SPEED FORCE (

This character can use Charge and Flurry. See also, Powers and Abilities Q & A: Q048

RUTHLESS ALLY ( )
Give this character a close combat or ranged combat action. Before making the attack, you can modify this characters damage value by +1 if you deal 1 unavoidable damage to an adjacent friendly character.

SPEED OF A CHARGING DREADNOUGHT ( )


This character can use the Move and Attack ability.

SQUASH ( )
This character can use Leap/Climb. Immediately after the resolution of a move action in which this character uses Leap/Climb, it can use Quake as a free action.

SADISTIC ( )
This character can use Exploit Weakness.

SELF SACRIFICE ( )
When a friendly character adjacent to this character would be dealt damage, you can instead choose to have all the damage be dealt to this character as unavoidable damage.

STRATEGIC DATABASE ( )
This character can use Probability Control. Its powers cant be countered, and no opposing characters within 10 or fewer squares from this character to which it has a clear line of fire at the beginning of any action can have their combat values modified during that action if the modified value would be higher.

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THE STRONG WILL SURVIVE ( )


This character can use Regeneration and Toughness. See also, Special Powers Q & A: Q001

TIMELINE MANIPULATION ( )
This character can use Probability Control, but only when it is the character for whom the original roll was made, or when it is the target of an attack.

SUBSONIC SPEED ( )
This character can use Charge and Running Shot.

TOUGHEST ONE THERE IS ( )


This character can use Impervious and Willpower.

SUPER SPEED (

This character can use Charge, Flurry, and Phasing/Teleport. See also, Powers and Abilities Q & A: Q048

TRANSFORMED BY THE MISTS ( )


This character can use Quake and Super Strength. When this character uses Super Strength, it can pick up only standard objects, but they are not required to be used as part of a close combat attack when this character uses Quake. See also, Special Powers Q & A: Q001

SUPERSONIC SPEED ( )
This character can use Hypersonic Speed, but only option 1.

SURGE (

This character can use Charge. When it occupies water terrain, modify its speed value by +2.

TURNABOUT ( )
When this character is the target of a close combat attack resulting in a critical hit or a critical miss, if it possesses Turnabout after the resolution of the attack it can as a free action immediately make a close combat attack targeting the character that attacked it.

TACTICS ( )
This character can use Perplex, but it can only target itself and modify one of its values by only +2 with each use.

THE ULTIMATE MAN ( )


This character can use Perplex, but it can only target itself.

TELEPATH ( )
This character can use Incapacitate and Psychic Blast.

UNPREDICTABLE OMNIPOTENCE ( )
Before this character makes an attack roll, you may choose to declare a number from 1-6. If you do, and if the attack hits and the declared number comes up on either attack die, increase the damage dealt by 2 (maximum 2). If the declared number comes up on both dice, deal this character 2 unavoidable damage after the attack resolves.

TELEPATHIC ASSAULT ( )
This character can use Mind Control and Running Shot. When this character uses Running Shot, it can use Mind Control as a free action instead of being given a ranged combat action.

TELEPATHIC COMMUNICATION ( )
This character can use Perplex, but it can target only characters with the or speed symbol; it cant target itself. When this character uses perplex to target friendly characters, it can target all or speed symbol within 10 friendly characters with the squares to which it has a clear line of fire.

UNSTOPPABLE ( )
This character can use Invulnerability. When you turn this characters combat dial as a result of it taking damage, stop turning the dial when Unstoppable appears in the stat slot.

UNTOUCHABLE ( ) TELEPATHIC COORDINATION ( )


Once during your turn (but not during another action), as a free action this character modifies by +2 the attack value or defense value of any other target friendly character for the duration of the action. This character must be within 10 squares of and have a clear line of fire to the target. This character can use Impervious and Super Senses. See also, Special Powers Q & A: Q001

USELESS BELT ( )
This character can use Perplex, but it can only modify combat values by -1.

TELEPATHIC EMPATHY ( )
This character can use Outwit. If this character is countering a power when a friendly character 6 or fewer squares from it to which it has a clear line of fire makes a critical miss, immediately deal 1 damage to this character.

VIBRATION ( )
This character can use Hypersonic Speed and Phasing/Teleport. See also, Powers and Abilities Q & A: Q048

WARP REALITY ( )
This character can use Barrier and Super Senses. See also, Powers and Abilities Q & A: Q048

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WEAPONS AS BIG AS THE FIGHT ( )


This character can use Energy Explosion and Super Strength. See also, Special Powers Q & A: Q001

WEBBING ( )
This character can use Incapacitate, but if the attack succeeds against a target with zero action tokens, give the target two action tokens instead of one.

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7. TEAM ABILITIES
2000 AD At any time during the game, you may declare an opposing team or character as your target. Once the character or team is chosen, it may not be changed. All 2000 AD team members increase their attack value by 1 when attacking the chosen team or character. Designating a single character for this team ability means the 2000 AD team ability applies only to that single character, even if more than one of that character is in play. ARACHNOS When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack. If an Arachnos team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself. See also, Powers and Abilities Q & A: Q019, Q020, Q021, Q047 AVENGERS When you give an Avengers team member a move action, it does not count toward your available actions for the turn. If this character is given a move action and fails a break away roll, the Avengers ability may be used so that action does not count towards the players total allotment for that turn. See also, Powers and Abilities Q & A: Q022, Q023, Q030 See also, Feats Q & A: Q006, Q037 BATMAN ALLY Batman Ally team members may use Stealth (though they do not possess the Stealth power). See also, Powers and Abilities Q & A: Q005, Q028, Q033, Q037 See also, Battlefield Conditions Q & A: Q001 See also, Miscellaneous Q & A: Q014 BATMAN ENEMY Before the attack roll of any attack made by a Batman Enemy team member, the team member may replace its attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly Batman Enemy team member. The Batman Enemy team ability works in the same manner as the Defend superpower, except that it can only be used with other Batman Enemy team members and it applies to attack value rather than defense value. See also, Additional Clarifications: Giant Characters BROTHERHOOD OF MUTANTS When you give a Brotherhood of Mutants team member a move action, it does not count toward your available actions for the turn. If this character is given a move action and fails a break away roll, the Brotherhood of Mutants ability may be used so that action does not count towards the players total allotment for that turn. See also, Powers and Abilities Q & A: Q022, Q023, Q030

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BUREAU OF PARANORMAL RESEARCH AND DEFENSE B.P.R.D. team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get it from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012 See also, Battlefield Conditions Q & A: Q018 CALCULATOR Calculator team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get it from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012 See also, Battlefield Conditions Q & A: Q018 CRIME SYNDICATE Crime Syndicate team members may use Probability Control (though they do not possess the Probability Control power). Whenever a Crime Syndicate team member uses Probability Control granted by this team ability, you must place an action token on that character or another friendly character on the battlefield that has zero or one action token. A character with one action token that is being given an action other than a free action cant have an action token placed on it by this team ability. If an action token cant be placed, this team ability cant be used. This team ability cant be used by wild cards. The CSA team ability cannot be used more than once per turn, per character with the ability. A character that has already been given an action token in a turn may be given a second action token that same turn from the CSA team ability. If a character were given a second action token as a result of the CSA team ability, it would take push damage (if applicable). See also, Powers and Abilities Q & A: Q028 See also, Battlefield Conditions Q & A: Q006, Q017 See also, Miscellaneous Q & A: Q016 CROSSGEN When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack. If a Crossgen team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself. See also, Powers and Abilities Q & A: Q019, Q020, Q021, Q047

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CRUSADE All attack rolls made by members of the Crusade team that result in doubles (except two 1s) cause knockback equal to the attacking characters damage value. The "Crusade" attack does not have to be successful to generate Knockback. Additionally, the target is knocked back a number of squares equal to the attacker's damage value, not the actual damage dealt. If a Crusade team member's Energy Explosion attack is unsuccessful against a target, but doubles are rolled, then the Crusade ability will generate knockback only for the missed target. If a Crusade team member's Energy Explosion is successful against a target, but unsuccessful against an adjacent figure, Crusade's ability will also generate knockback against the adjacent figures. DANGER GIRL When a member of this team is chosen as the target of an attack, roll one six-sided die. On a result of 6, the attack cannot be made. The attacker must choose another target or take a different action. The Danger Girl team ability may only be used when the character is the target of an attack. Indirect damage from Energy Explosion, damage dealt by Mastermind, Poison, and damage dealt by Pulse Wave do not require targets. Even though the attack must choose another target or take a different action with that character, the character cannot take back any portion of the action (such as the move action in a Charge attack) made before the attack action. If Character B makes a successful Danger Girl team ability roll against Character A's attempt at targeting Character B, then Character A cannot target Character B with an attack for the rest of the turn. See also, Powers and Abilities Q & A: Q028 See also, Feats Q & A: Q041 See also, Miscellaneous Q & A: Q014 DEFENDERS Before any attack roll, a Defenders team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Defenders team member for the attack. The Defenders team ability is transitive in the same manner as the Defend superpower, except that it can only be used with other Defenders team members. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q011 FANTASTIC FOUR When a member of this team is KOd, each friendly Fantastic Four team member may be healed of 1 damage. If all remaining team members are KOd in the resolution of the same action, this team ability cannot be used. See also, Powers and Abilities Q & A: Q044 See also, Feats Q & A: Q006 FREEDOM PHALANX Freedom Phalanx team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get it from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the

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team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012

GREEN LANTERN CORPS A Green Lantern Corps team member that can carry other characters may carry up to eight friendly characters instead of one. See also, Powers and Abilities Q & A: Q008, Q009 GUARDIANS OF THE GLOBE When a member of this team rolls doubles on the dice on a successful attack roll, the target is not knocked back. The attack deals damage normally. If the target has zero or one action token after the attack has been resolved, give the target an action token. Attacks that deal no or zero damage (Mind Control, Incapacitate, Telekinesis, etc.) to a target character will still give the character an action token if doubles are rolled. If a character with Guardians of the Globe makes a successful attack with Incapacitate and rolls doubles, any target characters with no tokens on it will be given two tokens, one from the Incapacitate attack and one from the team ability. The two tokens will cause the character to push. If a character with Guardians of the Globe makes a successful attack with Quake and rolls doubles, the target characters are not knocked back but are given an action token instead. If a character with Guardians of the Globe makes a successful attack with Energy Explosion and rolls doubles, only the target character(s) would be given a token. Any adjacent characters that take splash damage would be knocked back normally as they are not the target(s) of the attack. Guardians of the Globe may not be used with Pulse Wave, as Pulse Wave does not target characters. Guardians of the Globe will affect colossal characters. See also, Powers and Abilities Q & A: Q045 HYDRA For each Hydra team member adjacent to a friendly character making a ranged combat attack, modify the friendly characters attack value by +1. All Hydra team members modifying an attack on a target must have a clear line of fire to the target, though the target does not need to be within range of a team member modifying the attack. If a Hydra team member is adjacent to a friendly character that makes a multi-target ranged combat attack, the attacking character gets +1 to its attack value only against those targets to which the Hydra team member has a clear line of fire. See also, Additional Clarifications: Giant Characters HYPERTIME Whenever an opposing character given a move action, power action, or free action attempts to move from a square that is not adjacent to the Hypertime team member to a square adjacent to the Hypertime team member, roll one d6 before moving the opposing character, even if it ignores the effects of characters on movement. On a result of 1 or 2, the opposing character cant move to any square adjacent to the Hypertime team member that turn. Characters with this team symbol and characters suffering knock back ignore this team ability. If a character fails its roll against the Hypertime team ability, it can still complete the remainder of its movement. If there are no legal squares in which the character that failed its roll against the Hypertime team ability may move, the character must end its movement in the first available legal

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square along the path it took when moving adjacent to the Hypertime team member, even if that square is the square in which the character began its movement. A character adjacent to a Hypertime team member that moves to another square adjacent to the same Hypertime team member does not roll against the Hypertime team ability again. A character adjacent to a Hypertime team member that moves to another square adjacent to a different Hypertime team member must roll against the different Hypertime team members Hypertime team ability. Only characters with the Kingdom Come and Hypertime team symbols not characters who are using the team ability through other methods are immune from the roll this team ability causes. Characters that are using this team ability but do not have the appropriate team symbol are not immune. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q007 See also, Giant, Big, Transporter, and Double-base Character Q & A: Q004

INJUSTICE LEAGUE When two or more friendly Injustice League team members are adjacent to the same opposing character, each team member may use this team ability to be given a close combat or ranged combat action which may target only that adjacent opposing character. The total number of actions given using this team ability during a turn requires only one action from your available actions for the turn, but each Injustice League team member given an action using this team ability receives an action token after the action has been resolved. See also, Additional Clarifications: Giant Characters JUSTICE LEAGUE When you give a Justice League team member a move action, it does not count toward your available actions for the turn. If this character is given a move action and fails a break away roll, the Justice League ability may be used so that action does not count towards the players total allotment for that turn. See also, Powers and Abilities Q & A: Q022, Q023, Q030 JUSTICE SOCIETY Before any attack roll, a Justice Society team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society team member for the duration of the attack. The Justice Society team ability is transitive in the same manner as the Defend superpower, except that it can only be used with other Justice Society team members. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q011 KABUKI Kabuki team members may use Stealth (though they do not possess the Stealth power). See also, Powers and Abilities Q & A: Q005, Q028, Q033, Q037 See also, Battlefield Conditions Q & A: Q001 See also, Miscellaneous Q & A: Q014 LEGION OF SUPER HEROES Legion of Super Heroes team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get the team ability from that wild card.

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When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012 See also, Battlefield Conditions Q & A: Q018

MASTERS OF EVIL A Masters of Evil team member may be given an action when it has two action tokens on it. If it does, do not place an action token on the team member after the action resolves; instead, deal it 1 unavoidable damage. At the end of your turn, do not remove action tokens from a member of this team that has been given an action during that turn. If a character takes a power, move, or combat action while using the Masters of Evil team ability it does not clear any action tokens at the end of the controlling players turn. See also, Powers and Abilities Q & A: Q040 MINIONS OF DOOM Minions of Doom team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get it from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012 See also, Battlefield Conditions Q & A: Q018 MORLOCKS When this character makes a close combat attack, it receives +1 to its attack value for each friendly character that is both adjacent to this character and the target character. See also, Additional Clarifications: Giant Characters MYSTICS When this character takes damage from an attack, the attacker takes 1 damage. This damage is not an attack. If a Mystics team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself. See also, Powers and Abilities Q & A: Q019, Q020, Q021, Q047 OUTSIDERS Once at the beginning of your turn as a free action, an Outsiders team member on your force may choose a target friendly or opposing character. The team member must be within 10 squares of the target and have a clear line of fire to the target. Until the beginning of your next turn, the targets combat values cant be modified by powers or team abilities. This team ability cant be used by wild cards. POLICE For each Police team member adjacent to a friendly character making a ranged combat attack, modify the friendly characters attack value by +1. All Police team members modifying an attack on a

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target must have a clear line of fire to the target, though the target does not need to be within range of a team member modifying the attack. If a Police team member is adjacent to a friendly character that makes a multi-target ranged combat attack, the attacking character gets +1 to its attack value only against those targets to which the Police team member has a clear line of fire. See also, Additional Clarifications: Giant Characters POWER COSMIC Members of this team do not take pushing damage and their powers cant be countered. This team ability cant be copied by wild card team abilities. This team ability cannot be countered. See also, Powers and Abilities Q & A: Q024 See also, Battlefield Conditions Q & A: Q004 QUINTESSENCE Members of this team do not take pushing damage and their powers cant be countered. This team ability cant be copied by wild card team abilities. See also, Powers and Abilities Q & A: Q024 See also, Battlefield Conditions Q & A: Q004 SERPENT SOCIETY Serpent Society team members may use Phasing/Teleport (though they do not possess the Phasing /Teleport power). See also, Powers and Abilities Q & A: Q028 S.H.I.E.L.D. When a friendly character makes a ranged combat attack, you may give any number of friendly S.H.I.E.L.D. team members adjacent to the attacker a power action before making the attack roll. Modify the attackers damage value by +1 for each S.H.I.E.L.D. team member given a power action in this way. Multiple S.H.I.E.L.D. characters can be used to provide multiple bonuses to a single friendly character. The S.H.I.E.L.D. character(s) used are assigned actions and tokens whether or not the attack succeeds. These actions are taken from the players allotment of actions for the turn. The S.H.I.E.L.D. character does not require line of fire to the target, nor does the target have to be within the S.H.I.E.L.D. characters range. The S.H.I.E.L.D. characters action is declared and activated at the start of the adjacent figures ranged combat attack, and concludes at the same time as the adjacent figures action. See also, Additional Clarifications: Giant Characters See also, Battlefield Conditions Q & A: Q002 SINISTER SYNDICATE Before the attack roll of any attack made by a Sinister Syndicate team member, the team member may replace its attack value with the unmodified attack value (including a replacement attack value) of any adjacent friendly Sinister Syndicate team member. The Sinister Syndicate team ability works in the same manner as the Defend superpower, except that it can only be used with other Sinister Syndicate team members and it applies to attack value rather than defense value. See also, Additional Clarifications: Giant Characters

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SKRULLS When a member of this team is chosen as the target of an attack, roll one six-sided die. On a result of 6, the attack cannot be made. The attacker must choose another target or be given a different action. The Skrulls team ability may only be used when the character is the target of an attack. Indirect damage from Energy Explosion, damage dealt by Mastermind, Poison, and damage dealt by Pulse Wave do not require targets. Even though the attack must choose another target or take a different action with that character, the character cannot take back any portion of the action (such as the move action in a Charge attack) made before the attack action. If Character B makes a successful Skrulls team ability roll against Character A's attempt at targeting Character B, then Character A cannot target Character B with an attack for the rest of the turn. See also, Powers and Abilities Q & A: Q028 See also, Feats Q & A: Q041 See also, Miscellaneous Q & A: Q014 SPIDER-MAN Spider-Man team members are wild cards. A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get it from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document. See also, Powers and Abilities Q & A: Q034, Q035 See also, Feats Q & A: Q010, Q012 See also, Battlefield Conditions Q & A: Q018 SUICIDE SQUAD When a friendly character adjacent to a Suicide Squad team member is KOd, roll one d6 and subtract 2 from the result, minimum result 1. The team member is healed of damage equal to the result. If the team member is KOd by the resolution of the same action that KOd the adjacent friendly character, this team ability cant be used. See also, Powers and Abilities Q & A: Q044 See also, Additional Clarifications: Giant Characters SUPERMAN ALLY A Superman Ally team member ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats. SUPERMAN ENEMY When two friendly Superman Enemy team members are adjacent, the character with the highest point value may use Outwit. If that character already possesses Outwit, then this team ability has no effect. If the team members have the same point value, their controller chooses which may use the Outwit power. Once this choice is made, it cant be changed until the chosen character can no longer use Outwit. This team ability is canceled at the end of an action in which the two Superman Enemy team members are no longer adjacent. This power works for each different pair of adjacent Superman Enemy characters. For example, if you have three Superman Enemy characters all adjacent to one another, with point values 75, 60,

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and 44, there are three potential pairs: 1) 75/60, 2) 75/44, and 3) 60/44. 75 is higher than 60, so 75 gets to use Outwit. 75 is higher than 44, but 75 already can use Outwitit cannot use it again. 60 is higher than 44, so 60 can use Outwit. See also, Additional Clarifications: Giant Characters See also, Powers and Abilities Q & A: Q028

TITANS At the beginning of an action in which two friendly members of this team are adjacent to each other, you may give one of those characters a power action and deal 1 unavoidable damage to that character. The other adjacent, friendly character is healed of 1 damage. In order for a character to use the Titans team ability, a click of damage must be exchanged from one Titan to another; you cannot deal 1 click of damage without also healing 1 click of damage. See also, Additional Clarifications: Giant Characters TOP COW When you give a Top Cow team member a move action, it does not count toward your available actions for the turn. If this character is given a move action and fails a break away roll, the Top Cow ability may be used so that action does not count towards the players total allotment for that turn. See also, Powers and Abilities Q & A: Q022, Q023, Q030 ULTIMATE X-MEN At any time during the game, choose an opposing team or character for this team member; once this choice is made, it cannot be changed. Modify this team members attack value by +1 against members of the chosen team or character. Each Ultimate X-Men team member may choose a different opposing team or character as the target of this ability. ULTIMATES An Ultimates team member ignores the effects of hindering terrain (including team abilities that give hindering terrain bonuses) on its movement, combat, powers, and feats. X-MEN At the beginning of an action in which two friendly members of this team are adjacent to each other, you may give one of those characters a power action and deal 1 unavoidable damage to that character. The other adjacent, friendly character is healed of 1 damage. In order for a character to use the X-Men team ability, a click of damage must be exchanged from one X-Men to another; you cannot deal 1 click of damage without also healing 1 click of damage. See also, Additional Clarifications: Giant Characters

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8. COLOSSAL CHARACTERS
Point Value The colossal character has three different point values and corresponding starting positions depending on its strength. Before the game begins, decide on a point value for the colossal character and rotate its combat dial the indicated number of clicks from the starting position. Sentinel/Sinestro Veteran Experienced Rookie Advanced Sentinel Omega-4 Beta-7 Alpha-3 Jean Grey Phoenix Veteran Experienced Rookie Dark Phoenix Veteran Experienced Rookie Point Value 300 200 100 Point Value 400 300 150 Point Value 800 600 400 Point Value 1000 800 600 Clicks to Starting Position 0 3 6 Clicks to Starting Position 0 4 8 Clicks to Starting Position 0 3 6 Clicks to Starting Position 0 3 6 members of the Green Lantern Corps. team are archenemies of any colossal character Sinestro. Actions and Pushing A colossal character can only be given one action per turn, regardless of its point value or the build total for the battle. A colossal characters player can push it on any number of consecutive turns, even if it already has two action tokens on it; the colossal character will still take pushing damage. If a colossal character is not given an action on its players turn, remove all action tokens from it. Moving The colossal character must begin the game with its base completely in its players starting area. Its base occupies 4 squares on the battle map (2 squares by 2 squares). The colossal character moves per the standard flying rules; it cant move through indoor blocking terrain. The colossal character ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, though it cant end an action with its base both on and off of elevated terrain or blocking terrain. When moving a colossal character, choose any square adjacent to the colossal character to begin counting movement. The colossal character must end its movement so that its base rests on one of the squares within its movement range. If a colossal character moves over or stops on an object token, the object is destroyed. Colossal characters require a doorway at least as wide as the base of the figure in order to pass through it. Attacking A colossal character can be adjacent to a maximum of 12 adjacent squares. It can attack and be attacked through any of them. A colossal character can make a ranged combat attack against any character in range. Lines of fire drawn to and from a colossal character are not blocked damage symbol), but by standard characters (characters with the they are blocked by giant characters (characters with the damage symbol) and other colossal figures on the same elevation. Blocking terrain blocks a line of fire drawn to a colossal character normally. A colossal character and other characters on elevated terrain can make ranged combat attacks against each other as if they were on the same terrain level. A soaring character making a ranged combat attack against a colossal character (and vice versa) does not halve its range value. Multiattack and Capture Colossal characters follow the rules for the Multiattack and Capture abilities as described in the rulebook. Jean Grey Phoenix doesnt have the Capture ability. See also, Additional Clarifications: Objects, Multiattack See also, Miscellaneous Q & A: Q006

General Rules The HeroClix figures that are mounted on three-inch bases are called colossal characters. The following rules apply to the colossal character: 1. It is not affected by Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, Support, or any team ability that reproduces those powers. Ignores the Skrull and Danger Girl team abilities. 2. Cannot be moved by Telekinesis, although it can be the target of a Telekinesis attack. 3. Is not affected by knockback. 4. It breaks away from other characters automatically. Other characters adjacent to the colossal character must attempt to break away normally. 5. It can be attacked by grounded, elevated, or soaring characters using close or ranged combat attacks, and it is adjacent to characters in adjacent squares, regardless of elevation. 6. Cannot be carried. 7. Cannot be captured. 8. Sentinel and Advanced Sentinel receive double victory points for defeating any character with the following team symbols: , , , and . Characters with those team symbols receive double victory points for defeating Sentinel or Advanced Sentinel. Sentinels get double points for releasing captives with certain team abilities this does not make them arch-enemies with those characters. Colossal character Sinestro is the archenemy of any figure that is a member of the Green Lantern Corps. team, and

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9. GALACTUS
The following rules describe how to play the Galactus character two different ways: as part of a special scenario and as part of a force.

The Galactus Scenario


Galactus, Eater of Worlds, is a survivor of the previous universe. It consumes entire planets to sate its unfathomable hunger. Heroes must fightor watch their world die. In this scenario, Galactus is a cosmically powerful character not meant to be part of any players force; rather, Galactus is a menace that must be turned away using these scenario rules. If players do not defeat Galactus before 20 turns have passed, Galactus destroys the world. Galactus is subject to all HeroClix rules, except as noted in these scenario rules. Galactus uses only one combat dial at a time. When playing Mighty Galactus, begin the game using the Mighty combat dial. When playing Hungry Galactus, begin the game using the Hungry combat dial. As a dial is KOd, go to the next lowest dial (from Mighty to Hungry and from Hungry to Starving). Damage does not carry over from one combat dial to another. In a battle against Hungry Galactus, for example, if there is 1 click left on the Hungry combat dial, and Galactus takes 2 damage, the extra 1 damage is not applied to the Starving combat dial.

The Timer Dial The Dials


Galactus has four dials: three combat dials (the Starving dial has 20 clicks and the Hungry and Mighty dials each have 12 clicks) and one timer dial. You do not have to use all Galactuss combat dials in this scenario. The number of combat dials players choose to use determines Galactuss point value and type in the scenario. If you are not using a combat dial in a game, click that dial until only KOs appear. If you are using a combat dial in the game, click that dial until the vertical green starting line appears. Point Value 600 1,200 1,800 Type Starving Hungry Mighty Number of Dials One (Starving only) Two (Starving and Hungry only) Three (Starving, Hungry, & Mighty) The timer dial shows numbers 20 through 1, and it is used to count down during the scenario. The timer dial is not a combat dial. After each players turn, turn the timer dial counterclockwise once. When the timer dial is clicked past the position numbered 1and the green section becomes visiblethe game is over: Galactus has eaten the world and everyone else loses. When one of Galactuss combat dials is KOd, the player whose characters KOd it rolls one six-sided die and subtracts 2 from the result (any result less than 1 is 1 instead); turn the timer dial clockwise a number of times equal to the result. On a turn during which the timer dial is turned clockwise, it is not turned once counterclockwise for that players turn. Do not click the timer dial clockwise beyond the colored position at which the game began. The timer dial has three challenge levels, and each challenge level is marked by a colored position: yellow, blue, or red. When you play this scenario for the first time, begin the game on the yellow position, which gives you 20 rounds to win. Beginning the game on the blue position gives you 15 rounds to win, and the red position gives you 10 rounds to win. You can combine challenge levels with different Galactus point values to create a variety of game options.

Starving Galactus (600 Points)


The 600-point Galactus uses only the Starving combat dial. Starving Galactus is suited for one player with a build total of 600 points, two players with a build total of 300 points, or three players with a build total of 200 points.

Hungry Galactus (1,200 Points)


The 1,200-point Galactus uses the Starving and Hungry combat dials. Hungry Galactus is suited for two players with a build total of 600 points, three players with a build total of 400 points, or four players with a build total of 300 points.

Placing Characters
Galactus occupies 18 squares (a 3-square by 6-square area). Place Galactus in the center of the battlefield. If there is not an exact center of the battlefield, resolve any dispute using point 3 of HeroClix Etiquette in the rulebook. Galactus ignores terrain for placement purposes. Place other characters as normal.

Mighty Galactus (1,800 Points)


The 1,800-point Galactus uses all three combat dials. Mighty Galactus is suited for two players with a build total of 900 points or three players with a build total of 600 points. All of these build totals are only suggestions. Feel free to split up the build total any way you like, as long as each players build total is a multiple of 100.

Actions
Galactus is never given action tokens. All of Galactuss actions are free actions.

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Movement
Galactus does not move unless it is defeated, and then it leaves the battlefield.

When Galactus is the target of Outwit or Perplex, roll one sixsided die. On a result of 5 or 6, Galactus ignores that use of Outwit or Perplex.

Combat
Galactus attacks only when it takes damage. After the resolution of an action from which Galactus takes damage, Galactus takes an action. This action must target the character that damaged Galactus in the previous action. The action can be a close combat, ranged combat, or power action. Whenever Galactus takes an action, the player to the left of the player whose character damaged Galactus rolls the dice and determines the effects, if any. Galactus always uses any powers showing on its current combat dial against the target, if possible. A close combat attack from Galactus targets each adjacent character. Make a single attack roll and compare the result to each adjacent characters defense value. You can divide Galactuss damage value any way you choose among the successfully hit targets, but at least half of Galactuss damage value (rounded up) must be dealt to the character that damaged it. Galactus can target multiple characters with a single ranged combat action; if it does, at least half of its damage value (rounded up) must be dealt to the character that damaged it. Galactus can attack and be attacked by grounded, elevated, and soaring characters. Galactus is not affected by knockback. Galactus cannot capture or be captured. Characters and terrain do not block, or impose the hindering terrain modifier on, lines of fire drawn to or from Galactus.

Winning the Game


Galactus cannot be KOd: It is a force of the universe. When its Starving combat dial is KOd, Galactus immediately leaves the battlefield to find easier meals elsewhere in the universe. It will not otherwise leave. The player whose turn it is when Galactus is KOd wins the game. Players can attack other players characters. The game ends, however, when Galactus either leaves the battlefield or destroys the earth.

Clarifications
Probability Control cannot be used against Galactus rolls, as Galactus doesnt have a turn. Galactus does not retaliate if damaged during its action. Galactus is not forced to respond with the same kind of attack that damaged him. If the character who dealt damage to Galactus is KOed before Galactus retaliates, then Galactus does not retaliate. If Galactus retaliates against more than one character after being dealt damage and misses the character that dealt damage to Galactus but hit one or more other characters, then Galactus may divide his full damage among the characters successfully hit. When retaliating, Galactus may still use the Pulse Wave ability, even though it doesnt specifically target a figure, if the figure that damaged Galactus is within range of Galactus Pulse Wave. Galactus retaliation occurs immediately after the first action resolution that results in Galactus taking damage. For example, during the first option of a Hypersonic Speed attack, Galactus would retaliate immediately after the free action that resulted in Galactus taking damage resolves, before the figure using Hypersonic Speed completes its movement. If Galactus takes damage from the first free action of a Multi-Attack or Cosmic Multiattack, Galactus would retaliate before the second free action occurs; if the second free action also resulted in Galactus taking damage, he would retaliate after that action as well.

Powers and Abilities


Galactus ignores the Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Shape Change, Stealth, and Support powers, as well as team abilities that duplicate these powers. Galactus ignores the Skrull and Danger Girl team abilities. Galactus cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When Galactus uses Energy Explosion or Pulse Wave against multiple targets, the damage dealt is equal to the number of dials he started with, overriding all other restrictions on this number.

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Using Galactus as Part of a Force


Galactus is a formidable foe on its own, able to take on teams of heroes. The following rules allow you to play Galactus as part of a force. Galactus moves through or stops on an object token, the object is destroyed. Replace it with a broken wall terrain marker, which is hindering terrain. Galactus always succeeds at break away rolls, and opposing characters always succeed at breaking away from Galactus. Galactus cannot be carried.

The Dials
Galactus has four dials: three combat dials (the Starving dial has 20 clicks and the Hungry and Mighty dials each have 12 clicks) and one timer dial. Ignore the timer dial when using Galactus as part of a force. You do not have to use all Galactuss combat dials in a game. The number of combat dials players choose to use determines Galactuss point value and type in the game. If you are not using a combat dial in a game, click that dial until only KOs appear in the stat slot. If you are using a combat dial in the game, click that dial to its starting position (until the vertical green starting line appears in the stat slot). Point Value 600 1,200 1,800 Type Starving Hungry Mighty Number of Dials One (Starving only) Two (Starving and Hungry only) Three (Starving, Hungry, & Mighty)

Combat
Galactus has 22 adjacent squares. It can attack and be attacked through any of them. Galactus can make a ranged combat attack against any character in its range, even if that character is in an adjacent square. Characters do not block line of fire to or from Galactus. Galactus blocks line of fire to other characters. Galactus can attack and be attacked by characters that are grounded, on elevated terrain, or soaring. Galactus does not halve its range value when targeting soaring characters with ranged combat attacks. Galactus is not affected by knockback. Galactus cannot capture or be captured.

Feats Feats cannot be assigned to Galactus. Placing Characters


Galactus occupies 18 squares (a 3-square by 6-square area). Galactuss players starting area extends 3 squares away from his or her edge of the map and at least 4 squares away from any other edge. Galactus must begin the game with its base completely in its players starting area.

Cosmic Multiattack
Give Galactus a power action; it can take three free actions. These free actions can be close or ranged combat, move, or power actions. This power can be used only once during each of your turns, and it cannot be countered or lost. See also, Feats Q & A: Q026 See also, Giant, Colossal, Transporter, and Double-base Character Q & A: Q004

Powers and Abilities Actions


Galactus can be given one action during its players turn. Galactus can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to Galactus when it already has two action tokens, do not mark it with another action token. Galactus ignores the Exploit Weakness, Force Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal Energy, and Support powers, as well as team abilities that duplicate these powers. Galactus ignores the Skrull and Danger Girl team abilities. Galactus cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When Galactus uses Energy Explosion or Pulse Wave against multiple targets, the damage dealt is equal to the number of dials he started with, overriding all other restrictions on this number.

Movement
Galactus moves per the standard flying rules. Galactus ignores the effects of blocking terrain, elevated terrain, and hindering terrain for movement purposes. Galactus ignores the effects of team abilities on movement. Galactus ignores indoor blocking terrain for movement purposes. Any indoor blocking terrain Galactus crosses is destroyed; mark blocking terrain destroyed in this manner with two rubble markers. When Galactus moves, all parts of his base are considered to be in clear, grounded terrain. Galactuss controller chooses any square adjacent to Galactus to begin counting for movement purposes. Galactus must end his movement so that all squares he occupies are squares to which he could have legally moved as part of the movement. If

Clarifications
When using Galactus as part of a force, damage carries over from one combat dial to another. In a battle against Hungry Galactus, for example, if there is 1 click left on the Hungry combat dial, and Galactus takes 2 damage, the extra 1 damage is applied to the Starving combat dial.

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10. GALACTUS, EATER OF WORLDS


The rules in this document describe how to play the Galactus, Eater of Worlds character in two ways: as part of a special scenario and as part of a force.

Countdown To Destruction: The Galactus Scenario


When Galactus arrives at a world, its heroes and villains must band together to fight him or watch their world die. In this scenario, Galactus is a cosmically powerful character not meant to be part of any players force. Instead, Galactus is a menace that must be turned away using these scenario rules. If players do not defeat Galactus before 20 rounds have passed, Galactus destroys the world and all players lose the scenario. Galactus is subject to all HeroClix rules, except as noted in these scenario rules. All build totals are only suggestions. The build total can be split among players in any way, provided that each players build total is a multiple of 100. During a battle, Galactus uses only one combat dial at a time. Begin the scenario with the dial that shares the name with the power level at which Galactus is being played. When a dial is KOd, go to the next lowest dial (from Mighty to Hungry to Starving). Damage does not carry over from one dial to another. In a battle against Hungry Galactus, for example, if there is one click left on the Hungry combat dial, and Galactus is dealt 3 damage, the extra 2 damage is not applied to the Starving combat dial.

The Dials
Galactus has four dials: three combat dials (the Starving dial has 20 clicks and the Hungry and Mighty dials each have 12 clicks) and one timer dial.

Timer Dial
The timer dial shows numbers 20 through 1, and it is used to count down the rounds remaining until the end of the scenario, as well as indicate various effects during the rounds. At the end of a round, after all players have taken a turn, click the timer dial counterclockwise once. When the timer dial is clicked past the position numbered 1 and the green section becomes visible the game is over. Galactus has eaten the world and everyone else loses.

Combat Dials
You do not have to use all of Galactus combat dials in this scenario. The number of combat dials players choose to use determines Galactus point value and power level in the scenario. If you are not using a combat dial in a game, click that dial until only KO symbols appear. If you are using a combat dial in the game, click that dial until the vertical green starting line appears. Each combat dial is labeled with one of Galactus power level titles, as indicated in Table 1.

Challenge Levels
The timer dial has three challenge levels, and each challenge level is marked by a colored line to the left of the slot: yellow, blue, or red. When you play this scenario for the first time, begin the game on the yellow position, which gives you 20 rounds to win. Beginning the game on the blue position gives you 15 rounds to win, and the red position gives you 10 rounds to win. You can combine challenge levels with different Galactus point values to create a variety of game options. (If youre ready for an even greater challenge, you can play at any challenge level using the Cosmic Engines mechanic, described later in these rules.) When one of Galactus combat dials is KOs it rolls one d6 and subtracts 2 from the result (minimum result 1), and then clicks the timer dial clockwise a number of times equal to the result. On a turn during which the timer dial is clicked clockwise, it is not also clicked once counterclockwise that round. Do not click the timer dial clockwise beyond the colored line at which the game began.

Table 1: Galactus Power Levels


Point Value 600 1200 1800 Power Level Starving Hungry Mighty Number of Dials One (Starving only) Two (Starving and Hungry only) Three (Starving, Hungry, and Mighty)

Starving Galactus (600 Points)


The 600-point Galactus uses only the Starving combat dial. Starving Galactus is best suited for one player with a build total of 600 points, two players with build totals of 300 points each, or three players with build totals of 200 points each.

Hungry Galactus (1,200 points)


The 1,200-point Galactus uses the Starving and Hungry Combat dials. Hungry Galactus is best suited for two players with build totals of 600 points each, three players with build totals of 400 points each, or four players with build totals of 300 points each.

The Ultimate Nullifier


The Ultimate Nullifier is both part of Galactus and a powerful weapon that can be used against him one of the few things truly feared by the Eater of Worlds. In the Countdown to Destruction scenario, characters are given a chance to wield the Ultimate Nullifier to damage Galactus, but only if they are willing to risk being destroyed by its power. Using the Ultimate Nullifier. When the time dial is clicked at the end of a round, if the symbol that appears is the same color as the challenge level of the scenario (yellow, blue, or red), at the beginning of the next round choose one character (agreed upon by all players) opposing to

Mighty Galactus (1,800 Points)


The 1,800-point Galactus uses all three combat dials. Mighty Galactus is best suited for two players with build totals of 900 points each or three players with build totals of 600 points each.

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Galactus to be given a power action to use the Ultimate Nullifier. That characters controller rolls 2d6. If the result is 8-12, deal Galactus 1 penetrating damage for each 100 points (or fraction thereof) of the chosen characters point value. If the result is 7 or less, the character is immediately removed from the game, destroyed by the cosmic energy backlash from an unsuccessful attempt to use the Ultimate Nullifier.

Actions
Galactus is never given action tokens. All of Galactus actions are free actions.

Movement
Galactus does not move unless he is defeated, and then he leaves the battlefield.

Cosmic Engines: The Devices of Galactus


Galactus remembers those who have bested him, and though most mortals are still unworthy of his direct attention he comes prepared when he returns to a planet. Galactus often assembles strange and terrible machinery as he prepares to consume a planet, machinery that can be as powerful and threatening to the planets inhabitants as the Eater of Worlds himself. If youve defeated Galactus before, the Cosmic Engines are an option that can be added to the scenario at any challenge level to make it even more challenging. If you and your allies can defeat Galactus at the red challenge level when Galactus brings the Cosmic Engines to the battlefield, you are truly a worthy defender of your planet. Before the beginning of the scenario, all players should agree whether the Cosmic Engines option will be used. If the Cosmic Engines are being used, follow all of the rules in this section. Placing SPECIAL markers. When Galactus knocks out an opposing character or causes a character to be defeated or knocked out, place a SPECIAL marker in the square the character occupied before being removed from the battlefield. The next time an opposing character is defeated or knocked out, move the same SPECIAL marker to the square occupied by that character. During the scenario, a SPECIAL marker should always occupy the square where the last opposing character was defeated. Creating the Cosmic Engines. When the symbol appears on Galactus timer dial, replace the SPECIAL marker (if any) with a Cosmic Engine token, signifying the creation of a Cosmic Engine. Cosmic Engines are considered blocking terrain, but they cant be attacked or destroyed. Effects of the Cosmic Engines. At the beginning of each round, roll 2d6 for each Cosmic Engine on the battlefield and consult Table 2 to determine its effect.

Combat
Galactus attacks only when he takes damage. Immediately after the resolution of an action from which Galactus takes damage, Galactus takes an action. This action must target the character that damaged Galactus in the previous action. The action can be a close combat, ranged combat, or power action. Whenever Galactus takes an action, the player to the left of the player whose character damaged Galactus rolls the dice and determines the effects, if any. Galactus always uses any powers showing on his current combat dial against the target, if possible. Close combat attacks. A close combat attack from Galactus targets all adjacent characters. Make a single attack roll and compare the result to each adjacent characters defense value. You can divide Galactus damage value any way you choose among the successfully hit targets, but at least half of Galactus damage value (rounded up) must be dealt to the character that damaged him, if that character was successfully hit. Ranged combat attacks. Galactus can target multiple characters with a single ranged combat action; if he does, at least half of his damage value (rounded up) must be dealt to the character that damaged him, if that character is successfully hit. Galactus can attack and be attacked by grounded, hovering, and soaring characters. Galactus is not affected by knockback. Galactus cant capture or be captured. Characters and terrain do not block, or impose the hindering terrain modifier on, lines of fire drawn to or from Galactus. Galactus can make a ranged combat attack against characters with which he is not adjacent even when Galactus is adjacent to another character.

Table 2: Cosmic Engine Effects


Roll 2-5 6-8 9-10 Result Effect No effect. All damage dealt to characters 8 or fewer squares from this Cosmic Engine this round is penetrating Damage. Make an attack roll (attack 10) against the target character opposing Galactus that has the highest point value and that is 10 or fewer squares from the Cosmic Engine. If the attack succeeds, the target is dealt 5 damage. All characters 6 or fewer squares from the Cosmic Engine are dealt 3 damage.

Powers and Abilities


Galactus ignores the Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. Galactus cant be moved by Telekinesis, but he can be the target of a Telekinesis attack. When Galactus is the target of Perplex, roll one d6. On a result of 5 or 6, Galactus ignores that use of Perplex. Galactus Ignores the Mystics team ability and team abilities with similar effects. When Galactus uses Energy Explosion, his damage value becomes equal to the number of combat dials he started with at the beginning of the game (1, 2, or 3).

11-12

Galactus ignores all effects of cosmic engines.

Placing Characters
Galactus occupies 18 squares (a 3-square by 6-square area). Place Galactus at the center of the battlefield (or as close as possible, if there is no exact center of the battlefield). Galactus ignores terrain for placement purposes. Place other characters as normal.

Winning the Game


Galactus cant be KOd: he is a force of the universe. When his Starving combat dial is KOd, Galactus immediately leaves the battlefield to find easier meals elsewhere in the universe. He will not otherwise leave. The player whose turn it is when Galactus is KOd wins the game. Players can attack other characters. He game ends, however, when Galactus either leaves the battlefield or destroys Earth.

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Galactus as Part of a Force


Galactus is a formidable foe, usually, unwilling but more than able to take on teams of opponents directly. The following rules allow you to play Galactus as part of a force. movement so that all squares he occupies are squares to which he could have legally moved as part of the movement. If Galactus moves through or stops on an object, the object is destroyed; replace it with a debris terrain marker. Galactus automatically breaks away from other characters, and other characters automatically break away from Galactus unless he has Plasticity. No break away involving Galactus deals damage. Galactus cant be carried.

The Dials
You do not have to use all of Galactus combat dials. The number of combat dials that players choose to use determines Galactus point value in a game, as explained in Table 1. If a combat dial is not being used in a game, turn that dial until only KO symbols appear. If you are using a combat dial in the game, at the beginning of the game turn that dial until the vertical green line indicating that dials starting position appears. Ignore Galactus timer dial when he is part of a force.

Combat
Galactus has 22 adjacent squares. He can attack and be attacked through any of them. Galactus can make a ranged combat attack against any character within his range, even if that character is in an adjacent square. If a character is adjacent to Galactus, Galactus is adjacent to the character. Characters do not block lines of fire drawn to or from Galactus. Galactus blocks line of fire drawn to other characters. Galactus can make a ranged combat attack against characters with which he is not adjacent even when Galactus is adjacent to another character. Galactus can attack and be attacked by grounded, hovering, and soaring characters. Galactus and Soaring characters do not halve their range values when making ranged combat attacks against each other. Galactus is not affected by knockback. Galactus cant capture or be captured.

Feats
Feats cant be assigned to Galactus.

Placement
Galactus occupies 18 squares (a 6-square by a 3-square area). If Galactus controllers starting area is not large enough to contain him, Galactus must be placed into the starting area before all of his players other characters, and he must occupy as many squares in the starting area as possible.

Actions
Galactus can be given one action during his controllers turn. Galactus can be pushed even when he has two action tokens; he does not take pushing damage. If you assign an action to Galactus when he already has two action tokens, do not mark him with another action token.

Powers and Abilities


Galactus has the Multiattack ability. When played as part of a force, Galactus ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. Galactus cant be moved by Telekinesis, but he can be the target of a Telekinesis attack. Galactus ignores the Mystics team ability and team abilities with similar effects. When Galactus uses Energy Explosion, his damage value becomes equal to the number of combat dials he started with at the beginning of the game (1, 2, or 3). Galactus combat values cant be increased.

Moving
Galactus moves using the standard flying rules. He cant move through walls or blocking terrain unless a power allows him to do so. He ignores the elevation change modifier, and ends all move actions in the hovering flight mode. Galactus ignores the effects of elevated terrain and hindering terrain for movement purposes, and when he ends a move, all parts of his base are considered to be in clear, grounded terrain. Galactus controller chooses any square adjacent to Galactus to begin counting for movement purposes. Galactus must end his

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11. THE SPECTRE


The following rules describe how to play The Spectre character in HeroClix.

The Spectre Scenario: Day of Vengenace


With its spiritual host either absent or unable to prevent it from unleashing its rage, the time has come for all to feel the wrath of The Spectre, the Spirit of Vengeance! In this scenario, The Spectre is a cosmically powerful character not meant to be part of any players force; rather, The Spectre is a menace that must be defeated using these scenario rules. If the players cannot defeat The Spectre before they are defeated, the world will fall before its wrath. The rules in this section apply to playing The Spectre in the Spirit of Vengeance scenario only. version of The Spectre is suited to be used against one player with a build total of 1,200 points, two players with build totals of 600 points each, three players with build totals of 400 points each, or four players with build totals of 300 points each.

Spirit of Vengeance (1,800 points)


When unfettered by any human host, The Spectre unleashes the full power of the Spirit of Vengeance. The Spirit of Vengeance uses all three combat dials. It is suited to be used against one player with a build total of 1,800 points, two players with build totals of 900 points each, three players with build totals of 600 points each, or six players with build totals of 300 points each. All build totals are suggestions. The build total may be split up among players in any way, provided that each players build total is a multiple of 100. During play, The Spectre uses only one combat dial at a time. Begin the scenario with the dial that shares the name with the power level at which The Spectre is being played. When a dial is KOd, go to the starting position of the combat dial for the next lower power level (from the Spirit of Vengeance to Jim Corrigan to Hal Jordan). Damage does not carry over from one combat dial to another. For example, in a battle against the Spirit of Vengeance, if The Spectre takes 3 damage from an attackbut it has only one click until all KOs appearthe extra 2 damage is not applied to The Spectres Jim Corrigan dial.

The Dials
The Spectre has four dials: three combat dials and one Angry Spirit dial.

Combat Dials
You are not required to use all The Spectres combat dials in this scenario. The number of combat dials players choose to use determines The Spectres point value, the host that will control it in the scenario, and the number of spirits that accompany it. If you are not using a particular combat dial in a game, click that dial until only KO symbols appear. If you are using a particular combat dial in the game, click that dial until the vertical green line indicating that dials starting position appears. Each dial is labeled with one of the host names, indicated in Table 1, below.

Table 1: The SpectrePower Levels in the Scenario


Points 600 1,200 1,800 Host Hal Jordan Jim Corrigan Spirit of Vengeance Dials 1 2 3 Maximum Angry Spirits 4 6 8

Angry Spirits
The Spectre can call upon otherworldly power and bring forth spirits to attack those against whom it is dealing judgment. These spirits are represented in this scenario by special bystander tokens labeled Angry Spirit. These special tokens have no combat values printed on them. Instead, their combat values are printed on The Spectres fourth dialthe Angry Spirit dial. To determine the Angry Spirits initial combat values, turn the Angry Spirit dial so that the green starting line appears. Then roll two six-sided dice and turn the dial clockwise a number of clicks equal to the result. Placing Angry Spirit tokens. Each time The Spectre is attacked, place an Angry Spirit token adjacent to the character that attacked it after the attack resolves. If the token cannot be placed adjacent to the attacking character, place it adjacent to The Spectre instead.

Hal Jordan (600 points)


When Hal Jordan wore the mantle of The Spectre, he was less experienced in using its abilities and more hesitant to wield its full power. The Hal Jordan version of The Spectre uses only the Hal Jordan dial. It is best suited to be used against one player with a build total of 600 points, two players with build totals of 300 points each, or three players with build totals of 200 points each.

Jim Corrigan (1,200 points)


Murdered detective Jim Corrigan was a long-time spiritual host for The Spectre. Accordingly, he was more adept at using its powers and abilities. This version of The Spectre uses both the Hal Jordan and Jim Corrigan combat dials. The Jim Corrigan

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In addition, after all players have completed their actions for a turn, place one Angry Spirit token adjacent to The Spectre as a free action. No Angry Spirit tokens may be placed if the number of Angry Spirit tokens in play equals the maximum number of tokens allowed by The Spectres power level (see Table 1). Playing Angry Spirit tokens. Each time The Spectre takes damage, roll one six-sided die. On a result of 1 or 2, each Angry Spirit on the battlefield acts as a free action (including any Angry Spirits placed on the battlefield as a result of the attack that caused The Spectre to take damage). In addition, after all players have completed their actions for a turn, each Angry Spirit on the battlefield acts as a free action (including any Angry Spirits placed on the battlefield after all players completed their actions for the turn). One player chooses and resolves the actions that all Angry Spirits take during a turn, beginning with the last player to take an action during the scenarios first turn, and then moving clockwise around the table to other players in subsequent turns. Angry Spirits are not given action tokens when they take an action. Angry Spirits always use any powers showing on the Angry Spirit dial to their greatest advantage, and they will use powers in an attempt to damage a target before using them in another way. Angry Spirits may not attack or use their powers or abilities against The Spectre or other Angry Spirits. The player in control of the Angry Spirits during a turn must attack the enemies of The Spectre whenever possible. If an Angry Spirit cannot attack an opposing character, it will move as close as possible to an opposing character, using all of its available powers and abilities to do so. If an Angry Spirit is dealt damage, remove it from the battlefield. When an Angry Spirit is dealt damage, turn the Angry Spirit dial a number of clicks equal to the total damage dealt. Note that the Angry Spirit dial has no end; it can be turned beyond its starting position. When The Spectre leaves the battlefield, all Angry Spirits in play are removed from the game. Additional Angry Spirit rules. Angry Spirits do not take pushing damage. When a power possessed by an Angry Spirit is countered, it is countered for that Angry Spirit only. Angry Spirits may not be targeted by Incapacitate, Mind Control, Support, or any effect that duplicates the effects of those powers.

Team Ability
In this scenario, The Spectre possesses the Quintessence team ability at all power levels.

Combat
The Spectre attacks only when it takes damage. After the action that dealt The Spectre damage resolves, The Spectre immediately takes an action, either a close combat, ranged combat, or power action. This action must target the character that damaged The Spectre in the previous action, but may target additional characters. The Spectre may take any free actions available to it when it takes an action. Whenever The Spectre takes an action, the player to the left of the player whose character damaged The Spectre rolls the dice and resolves the action to determine its effects, if any. In all other cases, the determination and resolution of The Spectres powers and actions is made by the first player to take an action during the scenarios first turn, and then moves clockwise around the table to other players in subsequent turns. The Spectre always uses any powers showing on its current combat dial to their greatest advantage, and it will always first use its powers and abilities in an attempt to damage an opposing character. If all players take a turn without attacking The Spectre, The Spectre is immediately given a free action to attack the nearest opposing character. Close combat attacks. A close combat attack made by The Spectre targets each character adjacent to it. Make a single attack roll and compare the result to each adjacent characters defense value. Damage dealt by The Spectre in the attack can be divided in any way among the targets successfully hit by the attack, but at least half The Spectres damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. Ranged combat attacks. The Spectres range value and number of lightning bolts are determined by the combat dial currently being used. When The Spectre can target multiple characters with a ranged combat attack and successfully hits multiple targets, damage dealt by The Spectre can be divided in any way among the targets successfully hit by the attack, but at least half The Spectres damage value (rounded up) must be dealt to the character that damaged it, if it is successfully hit. The Spectre can attack and be attacked by grounded, hovering, and soaring characters. If a character is adjacent to The Spectre, The Spectre is adjacent to the character. The Spectre and soaring characters do not halve their range values when making ranged combat attacks against each other. The Spectre is not affected by knockback. The Spectre cannot capture or be captured. Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from The Spectre. The Spectre may make a ranged combat attack against characters with which it is not adjacent even when The Spectre is adjacent to another character.

Playing The Spectre Placement


The Spectre occupies 18 squares (a 6-square by 3-square area). Place The Spectre in the center of the battlefield.

Actions
The Spectre is not given action tokens when it takes an action.

Movement
The Spectre does not move unless it is defeated, and then it leaves the battlefield.

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Powers and Abilities


The Spectre ignores Phasing/Teleport on its combat dials. The Spectre ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. The Spectre ignores the Skrull and Danger Girl team abilities. The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre is the target of Perplex, roll one six-sided die. On a result of 5 or 6, The Spectre ignores that use of Perplex. The Spectre ignores the Mystics team ability and all team abilities with similar effects. When The Spectre uses Mind Control, it takes no damage due to the combined point values of successfully hit targets. When The Spectre uses Energy Explosion or Pulse Wave against multiple

targets, the damage dealt is equal to the number of dials it started with, overriding all other restrictions on this number.

Winning the Scenario


Players can attack other players characters in addition to The Spectre and the Angry Spirits. The Spectre cannot be knocked out. When The Spectres Hal Jordan dial displays the KO symbol, its power is spent and it (and any Angry Spirits) leaves the battlefield to regroup and return another day. It will not otherwise leave. The player whose turn it is when The Spectre leaves the battlefield wins the scenario, and the game ends.

Clarifications
See also, Giant, Colossal, Transporter, and Double-base Character Q & A: Q007, Q008, Q009, Q010

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The Spectre as Part of a Force


There have been times when The Spectre has been an ally of mortals. The
following rules allow you to play The Spectre as part of a force. The rules in this section apply to playing The Spectre as part of a force only.

The Spectre may not be carried. See also, Additional Clarifications: Colossal Characters

The Dials
You do not have to use all The Spectres combat dials. The number of
combat dials the player of The Spectre chooses to use determines its point value and host in a game (see Table 2, below.) If a combat dial is not being used in a battle, click that dial until only KO symbols appear. If you are using a combat dial in the game, click that dial until the vertical green line indicating that dials starting position appears. You may not use The Spectres Angry Spirit dial.

Combat
The Spectre has 22 adjacent squares. It can attack and be attacked through
any of them. The Spectre can make a ranged combat attack against any character in its range, even if that character is in an adjacent square. If a character is adjacent to The Spectre, The Spectre is adjacent to that character. Characters do not block lines of fire drawn to or from The Spectre. The Spectre blocks line of fire drawn to other characters. The Spectre may make a ranged combat attack against characters with which it is not adjacent even when The Spectre is adjacent to another character. The Spectre can attack and be attacked by characters that are grounded, on elevated terrain, or soaring as if they were on the same level. The Spectre and soaring characters do not halve their range values when making ranged combat attacks against each other. The Spectre is not affected by knockback. The Spectre cannot capture or be captured.

Table 2: The SpectrePower Levels as Part of a Force


Points 600 1,200 1,800 Host Hal Jordan Jim Corrigan Spirit of Vengeance Dials 1 2 3 Team Ability

Team Ability Feats


Feats cannot be assigned to The Spectre. The Spectre possesses a team ability and team symbol based on its power
level at the beginning of the game, as shown on Table 2. Whenever The Spectre would possess the Justice Society team ability, it possesses the following alternative version of that ability instead: JUSTICE SOCIETY Before any attack roll, any friendly Justice Society team member adjacent to The Spectre may replace its defense value with The Spectres defense value minus 2 (this subtraction is not a modifier) for the duration of the attack. The Spectre may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society team member for the duration of the attack. This team ability may not be copied by wild card team abilities.

Placing The Spectre


The Spectre occupies 18 squares (a 6-square by 3-square area). If the
players starting area is not large enough to contain The Spectre, The Spectre must be placed into the starting area before all other characters, and it must occupy as many squares in the starting area as possible.

Actions
The Spectre can be given only one action during its players turn. The
Spectre can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to The Spectre when it already has two action tokens, do not mark it with another action token.

Powers and Abilities


The Spectre has the Multiattack power. When played as part of a force, The Spectre ignores the Earthbound, Exploit
Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, and Support powers of all other characters, as well as team abilities and effects that duplicate the effects of those powers. The Spectre ignores the Mystics team ability and all team abilities with similar effects. The Spectre cannot be moved by Telekinesis, but it can be the target of a Telekinesis attack. When The Spectre uses Energy Explosion or Pulse Wave, uses Energy Explosion or Pulse Wave against multiple targets, the damage dealt per hit is equal to the number of dials he started with, overriding all other restrictions on this number. The Spectres combat values may not be increased by Perplex.

Movement
The Spectre moves using the standard flying rules. It cannot move through
walls or blocking terrain, unless a power allows it to do so. It ignores the elevation change modifier, and it ends all move actions in the hovering flight mode. The Spectre ignores the effects of elevated terrain and hindering terrain for movement purposes, and when it ends a move, all parts of its base are considered to be in clear, grounded terrain. The Spectres controller chooses any square adjacent to The Spectre to begin counting for movement purposes. The Spectre must end its movement so that all squares it occupies are squares to which it could have legally moved in the movement. If The Spectre moves through or stops on an object (including object tokens, 3-D objects, and special objects), the object is destroyed. Replace it with a broken wall terrain marker. The Spectre automatically breaks away from other characters, and other characters automatically break away from The Spectre. No break away involving The Spectre may deal damage.

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12. FIN FANG FOOM


The following rules describe how to play the Fin Fang Foom character in HeroClix, both in a scenario and as part of a players force.

The Fin Fang Foom Scenario: The Monster Awakens


After slumbering away the centuries, Fin Fang Foom has emerged from the Valley of the Sleeping Dragon to rampage across the land! In this scenario, Fin Fang Foom is a bestial force not meant to be part of any players force; rather, Fin Fang Foom is a menace that must be defeated using these scenario rules. If the players cant defeat Fin Fang Foom before they are defeated, he will rend the world asunder with his wrath. The rules in this section apply to playing Fin Fang Foom in the Monster Awakens scenario only.

He Whose Limbs Shatter Mountains And Whose Back Scrapes The Sun (1,200 Points)
Fully awakened and fully enraged, Fin Fang Foom readily proves the truth of his name in his native tongue: He Whose Limbs Shatter Mountains and Whose Back Scrapes the Sun. This version of Fin Fang Foom uses the He Whose Limbs Shatter Mountains and Whose Back Scrapes the Sun dial, the Fin Fang Foom dial, and the Lord Foom dial. It is best suited to be used against one player with a build total of 1,200 points, two players with build totals of 600 points each, or four players with build totals of 300 points each. All build totals are suggestions. The build total can be split up among players in any way, provided that each players build total is a multiple of 100. During play, Fin Fang Foom uses only one combat dial at a time. Begin the scenario with the dial that shares the name with the power level at which Fin Fang Foom is being played. When a dial is KOd, go to the starting position of the combat dial for the next lower power level (from He Whose Limbs Shatter Mountains and Whose Back Scrapes the Sun to Fin Fang Foom to Lord Foom). Damage does not carry over from one combat dial to another. For example, in a game at the Fin Fang Foom power level, if Fin Fang Foom takes 4 damage from an attackbut has only one click until all KOs appear on the Fin Fang Foom dialthe extra 3 damage is not applied to the Lord Foom dial.

The Dials
Fin Fang Foom has four dials: three combat dials and one Rampage dial.

Combat Dials
You are not required to use all of Fin Fang Fooms combat dials in this scenario. The number of combat dials players choose to use determines Fin Fang Fooms point value. If you are not using a particular combat dial in the scenario, before the scenario begins click that dial until only KO symbols appear. If you are using a particular combat dial in the scenario, before the scenario begins click that dial until the vertical green line indicating that dials starting position appears. Each dial is labeled with one of Fin Fang Fooms power level titles, as indicated in Table 1. Table 1: Fin Fang Foom Power levels Point Value 600 900 1,200 Power Level Title Lord Foom Fin Fang Foom He Whose Limbs Shatter Mountains and Whose Back Scrapes the Sun Number of Dials One Two Three

The Rampage Dial


Unleashed and uncontrolled, the rage and fury of Fin Fang Foom have the power to reshape the battlefield, sending tremors through the earth that shatter terrain and cause crags and debris to shoot from the ground. The Rampage dial is used in this scenario at all power levels. When the Rampage dial is used in the scenario, all effects of battlefield conditions that affect terrain are ignored. Before the scenario begins, turn the Rampage dial so that the green starting line appears. The Rampage dial is turned during a game, but it has no end; it can be turned past its starting position. The Rampage dial can come into play multiple times during a round: During a players turn. When Fin Fang Foom is dealt damage, after his attack (if any) has been resolved, roll one six-sided die. The effect on the Rampage dial next to both the symbol and the result of the die roll occurs. After the effect is resolved, click the Rampage dial a number of times equal to the die roll result. After all players turns. Each time after all players have taken a turn, and after any attacks made by Fin Fang Foom and the Sweep effect of the Rampage dial (see Storm and Sweep) are resolved, the effect next to the symbol occurs. After the effect is resolved, click the Rampage dial once.

Lord Foom (600 Points)


Throughout most of ancient history, even the smallest part of Lord Fooms might was enough to dominate the land whenever he awakened. This version of Fin Fang Foom uses only the Lord Foom dial. It is best suited to be used against one player with a build total of 600 points, two players with build totals of 300 points each, or three players with build totals of 200 points each.

Fin Fang Foom (900 Points)


The heroes and villains of the modern age inevitably came into conflict with Fin Fang Foom, who rose to meet their power with his own. This version of Fin Fang Foom uses both the Fin Fang Foom and Lord Foom dials. It is best suited to be used against three players with a build total of 300 points each.

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Rampage Dial: Terrain Effects


Some effects of the Rampage dial change the battlefield. The color of the symbol indicates what type of terrain is affected: green is hindering terrain, brown is blocking terrain, and red is elevated terrain. Terrain tokens and the terrain pool. The Rampage dial is used in conjunction with cardboard tokens called terrain tokens, which are included with Fin Fang Foom. A terrain token is marked with a border color (as explained in Terrain on page 11 of this document) that indicates what type of terrain it is: a terrain token with a green border is a hindering terrain token; a terrain token with a brown border is a blocking terrain token; and a terrain token with a red border is an elevated terrain token. Opposite sides of a terrain token may be printed with a different type of terrain, so use the side of the token that applies in a given situation. Before the beginning of a game using the Rampage dial, put all terrain tokens into a common pile called the terrain pool. The Rampage dial can cause three different terrain effects, as indicated by a symbol: create terrain, destroy terrain, and move terrain.

Destroy Terrain

and

Destroy one terrain token or area of terrain printed on the battlefield ( ) OR destroy all terrain tokens and areas of terrain printed on the battlefield of the indicated terrain type ( ). When one terrain token or area of terrain is indicated to be destroyed, first remove from the battlefield the terrain token of the indicated type closest to the character that most recently attacked Fin Fang Foom and place it in the terrain pool. If there are no terrain tokens of the type indicated on the battlefield, instead place a Destroyed token on the area of terrain of the indicated type printed on the battlefield nearest the character that most recently attacked Fin Fang Foom. If there is no terrain of the indicated type on the battlefield, the Destroy Terrain effect is ignored. When all terrain of a particular type is indicated to be destroyed, remove all terrain tokens of the indicated type from the battlefield and place them in the terrain pool, and then place Destroyed tokens in all areas of terrain of the indicated type printed on the battlefield. Destroyed tokens. When a Destroyed token occupies any square within the boundaries of an area of non-clear terrain, all squares within that area become clear terrain unless modified by another game effect. Destroying elevated terrain in occupied squares. If a grounded character occupies a square of elevated terrain that is destroyed, deal that character 1 damage. Knocked out characters. If the character that most recently attacked Fin Fang Foom has been KOd or removed from the battlefield, the Destroy Terrain effect occurs with relation to the character closest to Fin Fang Foom. If multiple characters are equally close to Fin Fang Foom, determine randomly which character will be affected.

Create Terrain
Create one piece of the indicated type of terrain, randomly selecting from the terrain pool a terrain token of the indicated type. If a terrain token of the indicated type is not available in the terrain pool, remove a Destroyed token (included with Fin Fang Foom) from an area of terrain of the indicated type printed on the battlefield. If a terrain token of the necessary type is not available in the terrain pool and there are no appropriate Destroyed tokens on the battlefield, the Create Terrain effect is ignored. The controller of the character that most recently attacked Fin Fang Foom places the terrain token on the battlefield. When placing a terrain token from the terrain pool, at least one square of the terrain token must be the square occupied by the character that most recently attacked Fin Fang Foom. As many squares as possible that the terrain token is placed onto must be clear, unoccupied terrain. Overlapping terrain. If placing a terrain token would cause two or more types of terrain to overlap, a square is only the type of terrain indicated by the top piece of terrain. For example, if a hindering terrain token is placed on top of a square of elevated terrain, that square is hindering terrain only; it is not elevated terrain as long as the hindering terrain token is placed atop it on the battlefield. Creating terrain in occupied squares. When placing a hindering terrain token or an elevated terrain token onto a square occupied by a character, remove the character, place the terrain token, and then replace the character in the same square on top of the terrain token. When placing a blocking terrain token onto a square occupied by a character, move the character into the nearest unoccupied square that will not be occupied by the terrain token, and then deal the character 1 damage. Knocked out characters. If the character that most recently attacked Fin Fang Foom has been KOd or removed from the battlefield, the Create Terrain effect occurs with relation to the character closest to Fin Fang Foom. If multiple characters are equally close to Fin Fang Foom, determine randomly which character will be affected.

Move Terrain
All terrain tokens of the indicated type are moved one square directly away from Fin Fang Foom. Moving terrain into occupied squares. When moving a hindering (green) terrain token into a square occupied by a character, remove the character, place the terrain token, and then replace the character in the same square on top of the terrain token. When moving an elevated (red) terrain token into a square occupied by a soaring character, remove the character, place the terrain token, and then replace the character in the same square on top of the terrain token. When moving an elevated (red) terrain token into a square occupied by a grounded character, or a blocking (brown) terrain token into a square occupied by any character, move the character in the same direction the token is moving into the nearest unoccupied square of clear terrain, and then deal the character 1 unavoidable damage. If the movement of terrain tokens causes a character to move through a square occupied by another character (into the nearest unoccupied square), deal the moved character 1 damage.

Rampage Dial: Storm and Sweep Effects


Whether by stirring up a storm of dust with his wings, or using his mighty tail to sweep away those characters fearless or foolhardy enough to be nearby, Fin Fang Foom is a formidable opponent to conquer.

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Storm
When the shape is showing on the Rampage dial next to the symbol printed on Fin Fang Fooms base, the range values of all characters on the battlefield other than Fin Fang Foom are halved.

Sweep
When the shape is showing on the Rampage dial next to the symbol printed on Fin Fang Fooms base, after all players have taken a turn, and after any attacks made by Fin Fang Foom are resolved but before the terrain effects of the Rampage dial are resolved, roll one six-sided die for each character adjacent to Fin Fang Foom. The character is knocked back from Fin Fang Foom a number of squares equal to the result; the character automatically breaks away, can move through squares adjacent to opposing characters, and can be dealt knock back damage. If a characters knock back path is ended when it crosses a square occupied by another character, the knocked back character is dealt 1 knock back damage.

Playing Fin Fang Foom Placement


Fin Fang Foom occupies 18 squares (a 6-square by 3-square area). Place Fin Fang Foom in the center of the battlefield.

Actions
Fin Fang Foom is not given action tokens when he takes an action.

Movement
Fin Fang Foom does not move unless he is defeated, and then he leaves the battlefield.

and he will always first use his powers and abilities in an attempt to damage an opposing character. Close combat attacks. A close combat attack made by Fin Fang Foom targets each character adjacent to him. Make a single attack roll and compare the result to each adjacent characters defense value. Damage dealt by Fin Fang Foom in the attack can be divided in any way among the targets successfully hit by the attack, but at least half of Fin Fang Fooms damage value (rounded up) must be dealt to the character that damaged him, if that character is successfully hit. Ranged combat attacks. Fin Fang Fooms range value and current number of lightning bolts are determined by the combat dial currently being used. When Fin Fang Foom can target multiple characters with a ranged combat attack and successfully hits multiple targets, damage dealt by Fin Fang Foom can be divided in any way among the targets successfully hit by the attack, but at least half of Fin Fang Fooms damage value (rounded up) must be dealt to the character that damaged him, if that character is successfully hit. Fin Fang Foom can attack and be attacked by grounded, hovering, and soaring characters. If a character is adjacent to Fin Fang Foom, Fin Fang Foom is adjacent to the character. Fin Fang Foom and soaring characters do not halve their range values when making ranged combat attacks against each other (though soaring characters are affected normally by the Storm effect of the Rampage dial). Fin Fang Foom is not affected by knock back. Fin Fang Foom cant capture or be captured. Characters and terrain do not block or impose the hindering terrain modifier on lines of fire drawn to or from Fin Fang Foom. Fin Fang Foom can make a ranged combat attack against characters with which he is not adjacent even when Fin Fang Foom is adjacent to another character.

Powers and Abilities


Fin Fang Foom ignores Charge and Running Shot on his combat dials. Fin Fang Foom ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. Fin Fang Foom cant be moved by Telekinesis, but he can be the target of a Telekinesis attack. When Fin Fang Foom is the target of Perplex, roll one six-sided die. On a result of 5 or 6, Fin Fang Foom ignores that use of Perplex. Fin Fang Foom ignores the Mystics team ability and team abilities with similar effects. When Fin Fang Foom uses uses Energy Explosion, the damage dealt is equal to the number of dials he started with, overriding all other restrictions on this number.

Team Ability
In this scenario, Fin Fang Foom has power so mighty that it can rival even the most powerful forces in the universe, and possesses the Power Cosmic team ability at all power levels.

Combat
Fin Fang Foom attacks only when he takes damage. After the action that dealt Fin Fang Foom damage resolves, Fin Fang Foom immediately takes an action, either a close combat, ranged combat, or power action. This action must target the character that damaged Fin Fang Foom in the previous action, but may target additional characters. Fin Fang Foom can take any free actions available to him when he takes an action. Whenever Fin Fang Foom takes an action, the player to the left of the player whose character damaged Fin Fang Foom rolls the dice and resolves the action to determine its effects, if any. In all other cases, the determination and resolution of Fin Fang Fooms powers and actions is made by the first player to take an action during the scenarios first turn, and then moves clockwise around the table to other players in each subsequent turn. Fin Fang Foom always uses any powers showing on his current combat dial to their greatest advantage,

Winning the Scenario


Players can attack other players characters in addition to Fin Fang Foom. Fin Fang Foom cant be knocked out. When Fin Fang Fooms Lord Foom dial displays the KO symbol, his power is spent and he leaves the battlefield to regroup and return another day. He will not otherwise leave. The player whose turn it is when Fin Fang Foom leaves the battlefield wins the scenario, and the game ends.

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Fin Fang Foom as Part of a Force


On rare occasions, Fin Fang Foom allies himself with mortals. The following rules describe how to play Fin Fang Foom as part of a force. The rules in this section apply to playing Fin Fang Foom as part of a force only. squares to which he could have legally moved as part of the movement. If Fin Fang Foom moves through or stops on an object, the object is destroyed; replace it with a debris terrain marker. Fin Fang Foom automatically breaks away from other characters, and other characters automatically break away from Fin Fang Foom unless he has Plasticity. No break away involving Fin Fang Foom deals damage. Fin Fang Foom cant be carried.

The Dials
You do not have to use all of Fin Fang Fooms combat dials. The number of combat dials the player of Fin Fang Foom chooses to use determines Fin Fang Fooms point value in a game, as explained in Table 1. If a combat dial is not being used in a game, click that dial until only KO symbols appear. If you are using a combat dial in the game, at the beginning of the game click that dial until the vertical green line indicating that dials starting position appears. Ignore Fin Fang Fooms Rampage dial when he is part of a force.

Combat
Fin Fang Foom has 22 adjacent squares. He can attack and be attacked through any of them. Fin Fang Foom can make a ranged combat attack against any character in his range, even if that character is in an adjacent square. If a character is adjacent to Fin Fang Foom, Fin Fang Foom is adjacent to the character. Characters do not block lines of fire drawn to or from Fin Fang Foom. Fin Fang Foom blocks line of fire drawn to other characters. Fin Fang Foom can make a ranged combat attack against characters with which he is not adjacent even when Fin Fang Foom is adjacent to another character. Fin Fang Foom can attack and be attacked by grounded, hovering, and soaring characters. Fin Fang Foom and soaring characters do not halve their range values when making ranged combat attacks against each other. Fin Fang Foom is not affected by knock back. Fin Fang Foom cant capture or be captured.

Feats
Feats cant be assigned to Fin Fang Foom.

Placement
Fin Fang Foom occupies 18 squares (a 6-square by 3-square area). If Fin Fang Fooms players starting area is not large enough to contain him, Fin Fang Foom must be placed into the starting area before all of his players other characters, and he must occupy as many squares in the starting area as possible.

Team Ability
Fin Fang Foom possesses no team ability when played as part of a force.

Actions
Fin Fang Foom can be given only one action during his players turn. Fin Fang Foom can be pushed even when he already has two action tokens; he does not take pushing damage. If you assign an action to Fin Fang Foom when he already has two action tokens, do not mark him with another action token.

Powers and Abilities


Fin Fang Foom has the Multiattack power. When played as part of a force, Fin Fang Foom ignores the Earthbound, Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. Fin Fang Foom cant be moved by Telekinesis, but he can be the target of a Telekinesis attack. Fin Fang Foom ignores the Mystics team ability and team abilities with similar effects. When Fin Fang Foom uses uses Energy Explosion, the damage dealt is equal to the number of dials he started with, overriding all other restrictions on this number. The combat values of Fin Fang Foom cant be increased.

Movement
Fin Fang Foom moves using the standard flying rules. He cant move through walls or blocking terrain unless a power allows him to do so. He ignores the elevation change modifier, and ends all move actions in the hovering flight mode. Fin Fang Foom ignores the effects of elevated terrain and hindering terrain for movement purposes, and when he ends a move, all parts of his base are considered to be in clear, grounded terrain. Fin Fang Fooms controller chooses any square adjacent to Fin Fang Foom to begin counting for movement purposes. Fin Fang Foom must end his movement so that all squares he occupies are

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13. STARRO
This document describes the special rules for STARRO THE CONQUEROR (or STARRO) colossal character.

CONQUERROR FROM THE STARS


Starro can be played at several different power levels, as indicated on table 1. The power level chosen determines Starros point value and the color of its starting line. When including Starro in your force, turn its combat dial so that the starting line of the color appropriate to its power level appears.

Powers and Abilities


When played as part of a force, Starro ignores the Exploit Weakness, Force Blast, Incapacitate, Mastermind, Mind Control, Plasticity, Poison, Psychic Blast, Shape Change, Stealth, and Support powers of opposing characters, as well as team abilities and effects that duplicate the effects of those powers. Starro cant be moved by Telekinesis, but it can be the target of a Telekinesis attack. Starro ignores the Mystics team ability and team abilities with similar effects. When Starro uses Energy Explosion, its damage value becomes equal to 2 when it is played at the Dominator power level, and 3 when it is played at the Conqueror power level. When Starro uses Energy Explosion or Pulse Wave against multiple targets, the damage dealt per hit is equal to the number of dials he started with, overriding all other restrictions on this number. Starros combat values cant be increased by other characters.

Table 1: Starro Power Levels


Point Value Power Level Starting Line 600 Invader Yellow 800 Dominator Blue 1,000 Conqueror Red

Feats
Feats cant be assigned to Starro.

Placement
Starro occupies 4 squares (a 2-square by 2-square area). Starros entire base must be placed into the starting area at the beginning of the game.

Special Powers and Abilities


Starro has two special abilities, Multiattack and Fragmentation, and two special powers, Domination and Alien Starfish.

Actions
Starro can be given only one action during its controllers turn. Starro can be pushed even when it has two action tokens; it does not take pushing damage. If you assign an action to Starro when it already has two action tokens, do not mark it with another action token.

Special Ability: Multiattack


Starro has the Multiattack ability, as explained in the HeroClix rulebook.

Special Ability: Fragmentation


Once per turn, as a free action (though not during another action) Starro can roll a d6 and subtract 2 from the result. The minimum result depends on Starros power level. At Invader level, the minimum result is 1; at Dominator level, the minimum result is 2; and at Conqueror level, the minimum result is 3. Place a number of Starrophyte tokens equal to the result in unoccupied squares 4 or fewer squares from Starro or another Starrophyte to which Starro or that other Starrophyte has a clear line of fire; tokens are placed one at a time.

Moving
Starro moves using the standard flying rules. It ignores the elevation terrain modifier and always ends its movement in the hovering flight mode. Starro ignores the effects of elevated terrain and hindering terrain for movement purposes, though it cant end a move action with its base both on and off of elevated terrain. Starros controller chooses any square adjacent to Starro to begin counting for movement purposes. Starro must end its movement so that all squares it occupies are squares to which it could have legally moved as part of the movement. If Starro moves through or stops on an object, the object is destroyed; replace it with a debris token marker.

Starrophytes
Starrophytes are not considered to be characters or terrain. The do, however, affect line of fire and occupy squares as if they were characters, and they can be destroyed following the same rules for destroying blocking terrain. A maximum of 12 Starrophytes can be on the battlefield at any time.

Combat
Starro has 12 adjacent squares. It can attack and be attacked through any of them. Starro can make a ranged combat attack against any character in its range, even if that character is in an adjacent square. If a character is adjacent to Starro, Starro is adjacent to the character. Characters do not block lines of fire drawn to or from Starro. Starro blocks line of fire drawn to other characters. Starro can make a ranged combat attack against characters with which it is not adjacent even when Starro is adjacent to another character. Starro can attack and be attacked by grounded, hovering, and soaring characters. Starro and soaring characters do not halve their range values when making ranged combat attacks against each other. Starro cant be knocked back. Starro cant capture or be captured.

Special Power: Domination


Starro can use Mind Control. When using Mind Control to attack a target, modify Starros attack value by +1 for each Starrophyte that is 6 or fewer squares from the target and that also has a clear line of fire to the target. Starro doesnt take damage due to the point value of the target or targets when it uses Mind Control.

Special Power: Alien Starfish


Starro can use Toughness. At the end of your turn, you can roll a d6. At this time, you can also remove from the battlefield any number of Starrophyte tokens that are 6 or fewer squares from Starro to which Starro has a clear line of fire; add 1 to the d6 result for each removed Starrophyte. Then heal Starro of damage equal to the result.

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14. SPECIAL OBJECTS


AERIAL BAFFLER: (LIGHT) Any character with the or speed mode that is 3 or fewer squares from this object gains Earthbound. Any character it carries takes no damage and is placed in the nearest square it can occupy. A character that gains Earthbound as a result of the Aerial Baffler may be carried. However, that character will regain flight as soon as it leaves the Aerial Bafflers area of effect and must be dropped at that point. A character gains Earthbound as soon as it enters into the Aerial Bafflers area of effect. A character may continue its movement after entering the area of effect of the Aerial Baffler, but would do so as a non-flier.

BOOKCASE: (LIGHT) Continual. Increase the attackers attack value by 1.

BROKEN DRONE: (LIGHT) Continual. While a character is carrying this object, you may choose to either (1) use this object normally in an attack, or (2) give this character a ranged combat action (treating the characters range value as 4) and make a ranged combat attack against a single target opposing character. An attack using option 2 deals 1 damage but does not destroy this object.

COM DISH: (HEAVY) Continual. When this object is used in an attack, modify the attackers damage value by +1 for the attack.

COMPUTER: (HEAVY) Continual. Increase the attackers attack value by 1.

CRATE: (LIGHT) Continual. A character may throw this object 8 squares.

DARK CAULDRON: (IMMOBILE) Characters 4 or fewer squares from this object cant be healed.

DUMPSTER: (HEAVY) Continual. This object is not destroyed when used in an attack. The attacker places it in any square adjacent to the target after use.

DYNAMOSTAT: (HEAVY) This object is considered to be blocking terrain.

ELEHAAL VINE: (LIGHT) Give a character occupying the same square as this object a power action. Roll a d6 and subtract 4 from the result, minimum result 1. Heal the character of damage equal to the result. SECTION 14: SPECIAL OBJECTS - 95 -

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FORCE FIELD GENERATOR: (IMMOBILE) This object allows an adjacent character to use Barrier as if the character had a range value of 0. If the object is destroyed, any barrier terrain markers placed using Barrier granted by this object are removed from the game. Once the character has used Barrier as a result of this object, adjacency to the object is no longer required in order for the Barrier tokens to remain. Only destroying the object, the terrain, or the beginning of the players turn will cause the Barrier tokens to be removed from play.

FUEL TANK: (HEAVY) Continual. A character may throw this object up to 6 squares. If this object is used as part of a successful attack, also deal 1 damage to all figures adjacent to the target. If the Fuel Tank is used to destroy a wall or square of blocking terrain during a close combat attack, all characters adjacent to the targeted section of terrain will be dealt damage from the Fuel Tank.

GENERATOR: (HEAVY) Continual. This object is not destroyed when used in an attack. After the Generator is used as part of an attack, the attacker places it in any square adjacent to the target after the attack resolves.

KINETIC ABSORBER: (LIGHT) All clear and water terrain 2 or fewer squares from this object is hindering terrain for movement purposes.

KINETIC ACCELERATOR: (IMMOBILE) When a character occupying the same square as this object is given a move or power action, roll a d6 and replace the characters speed value with its speed value plus the result; on a result of 5 or 6, remove this object from the game after the action resolves. This object is not considered hindering terrain for movement purposes.

LASER TURRET: (HEAVY) (optional) Once during your turn (but not during another action) when a character friendly to you occupies this object's square, give this object a free action to make a ranged combat attack ( 8, 2, 4 ) against any opposing figure. The Laser Turret may make an attack against any opposing character within range, regardless of adjacency. When making an attack with the Laser Turret, any adverse effects that can normally result from the attack (such as damage from the Mystics team ability or a critical miss) are dealt to the Laser Turret and not the character using the Laser Turret. See also, Miscellaneous Q & A: Q009, Q010 LIGHT POST: (HEAVY) Continual. Acts as a heavy object. A target with 0 or 1 action tokens that is successfully hit with this object also receives an action token, which can result in pushing damage. The lamp-post object does not add an action token to a colossal figure. See also, Feats Q & A: Q045

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MAILBOX: (LIGHT) Continual. Increase the attackers damage dealt by 1.

MASS-ABSORBER: (LIGHT) Continual. If a character using this object as part of a close combat attack is 3 or fewer squares from blocking terrain, modify the characters damage value by +2 (instead of +1).

METEORITE: (HEAVY) Continual. When this object is used in a successful close combat attack, roll one six-sided die and subtract 2 from the result, minimum result 1. Add the result to the attackers unmodified damage value for the attack. The damage dealt cant otherwise be modified. Meteorite is subject to the Rule of 3. A die roll of 6 will add 3 (and not 4) to the attackers unmodified damage value due to the Rule of 3. Due to the last line of the text, powers, abilities, or other effects that reduce damage dealt cannot be used to reduce the damage dealt by Meteorite. Likewise, a critical hit will not increase the damage dealt. Feats that are based on the damage value of an object (like Large Object) or have a damage value prerequisite (like Pounce) cannot be used when a character is carrying Meteorite. See also, Feats Q & A: Q046 See also, Miscellaneous Q & A: Q018 NEWSBOT: (LIGHT) Continual. When you give a character an action to attack using this object, it does not count toward your available actions for the turn.

OFFICE DESK: (LIGHT) Continual. May be used as a normal light object, or may increase the carrying characters defense value by 2. When either option is used, the object is destroyed when an attack roll is made.

OPENED HYDRANT: (IMMOBILE) Clear gounded terrain 3 or fewer squares from this object is water terrain.

SATELLITE: (LIGHT) Continual. Give a character carrying this object a power action. Remove this object from the game and place debris tokens in the square occupied by the character and in any two adjacent, unoccupied squares.

SEPARATION FIELD GENERATOR: (IMMOBILE) A character carrying an object or a character immediately drops it into an adjacent square when 3 or fewer squares from this object. The carrying character may continue its move. Objects can not be picked by characters that are 3 or fewer squares from this object. See also, Miscellaneous Q & A: Q011

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SHIELD DISRUPTOR: (LIGHT) Damage dealt to characters 4 or fewer squares from this object cant be reduced.

SODA MACHINE: (HEAVY) Continual. Increase the attackers damage dealt by 1.

STATUE: (LIGHT) Continual. This object deals 3 damage when thrown as part of an attack targeting terrain or a wall. See also, Additional Clarifications: Terrain STEPLADDER: (LIGHT) When this object occupies a square of grounded terrain adjacent to a square of elevated terrain, the squares are connected by a ladder. This object is not hindering terrain for movement purposes.

STRUCTURAL INTEGRITY FIELD: (HEAVY) Blocking terrain and walls 6 or fewer squares from this object cant be destroyed.

TELEPHONE BOOTH: (LIGHT) Once per turn, a character occupying the same square as this object can be dealt 1 unavoidable damage as a free action.

TELEPORT PAD: (IMMOBILE) (optional) If a character friendly to you is adjacent to this object, give the character a power action and move it up to 6 squares, ignoring characters and terrain features for movement purposes. A character using the Teleport Pad may pick up and carry a character or object when moving via the Teleport Pad, if they could normally do so.

TOMBSTONE: (HEAVY) Continual. The defense value of a character carrying a Tombstone is modified by +2. After the resolution of an unsuccessful attack against a character carrying a Tombstone, remove Tombstone from the game.

TRAPPED DUMPSTER: (HEAVY) Continual. When this object is picked up, roll a d6. On a result of 1, deal the character that picked up the object 1 damage immediately after the action resolves (even if the character no longer holds the object).

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15. BATTLEFIELD CONDITIONS


ALPHA STRIKE: Before the beginning of each players first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all characters on that players force until that force defeats an opposing archenemy. That players characters are not archenemies of opposing characters with the chosen team symbol. If multiple characters with the chosen team symbol are KOd as the result of a single action, arch enemy points are awarded for all characters KOd by the action that have the chosen team symbol. See also, Battlefield Conditions Q & A: Q021 ANTIMATTER UNIVERSE: Critical hits do not increase damage dealt. ARMOR WARS: When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects. See also, Battlefield Conditions Q & A: Q007, Q008, Q009, Q019, Q022, Q037 ASSEMBLED: When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol. See also, Additional Clarifications: Giant Characters See also, Battlefield Conditions Q & A: Q010, Q014 ASTRAL PLANE: Hindering terrain features become clear terrain for movement purposes. See also, Battlefield Conditions Q & A: Q011 ATLANTIS RISING: All clear grounded terrain becomes water terrain. See also, Battlefield Conditions Q & A: Q011, Q012, Q023 BACK ALLEY BRAWL: Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values. BLOOD CURSE: For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage. BRIGHT LIGHTS: When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth. See also, Battlefield Conditions Q & A: Q001 COMMUNICATION BREAKDOWN: Before the beginning of the games first turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result. See also, Battlefield Conditions Q & A: Q024

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CRITICAL STRIKE: At the beginning of each of the first players turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card. See also, Feats Q & A: Q050 See also, Battlefield Conditions Q & A: Q025 CROSSWINDS: Characters with the wing speed symbol gain Earthbound. This ability may not be countered. Colossal characters are affected by Crosswinds and are given the Earthbound power. Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol. DAMAGE CONTROL: Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each players turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed. Debris tokens from destroyed walls and blocking terrain are not removed at the beginning of each players turn. See also, Battlefield Conditions Q & A: Q020, Q026, Q027, Q028 DARKNESS: Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away. See also, Battlefield Conditions Q & A: Q001, Q013 DEBRIS: Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield. See also, Battlefield Conditions Q & A: Q030 DEEP SHADOWS: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values cant be modified to more than 6. All powers, abilities, and effects able to affect characters more than 6 squares away instead affect characters up to 6 squares away. See also, Battlefield Conditions Q & A: Q001, Q013 DE-FEATED: At the beginning of each players turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next players turn. See also, Battlefield Conditions Q & A: Q029 DEFIANCE: When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn. DISBANDED!: Ignore all team abilities. See also, Battlefield Conditions Q & A: Q004, Q014 EARTHQUAKE: At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.

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The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition. See also, Battlefield Conditions Q & A: Q005, Q006

EXHAUSTION: Modify all pushing damage by +1. EXTRAORDINARY DAY: A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss. FEARLESS ASSAULT: Characters get +2 to their speed values when they begin move actions in their starting areas. THE GREAT ARENA: Any successful attack roll resulting in doubles is a critical hit. GROUND ZERO: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage. See also, Battlefield Conditions Q & A: Q017, Q031 HIGH GRAVITY: Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the carrying character 1 damage after the action resolves. INERTIAL INTERFERENCE FIELD: When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1. See also, Battlefield Conditions Q & A: Q015, Q016, Q032 INFILTRATION: When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas. Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules). INFERNO: At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities. INTERNAL STRIFE: Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol. ISOLATION: Combat values cant be replaced by higher values. See also, Battlefield Conditions Q & A: Q033 KRAKOA THE LIVING ISLAND: Once at the end of each players turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target cant be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token. SECTION 15: BATTLEFIELD CONDITIONS - 101 -

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LOW GRAVITY: Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken. Characters that are unaffected by knock back are not affected by Low Gravity. LOYALTY: After forces are placed in their starting areas but before the first players first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and cant use any other team ability. Wild card characters retain their chosen team ability even if the character with that team ability is KOd. See also, Battlefield Conditions Q & A: Q018 MADNESS: Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit. When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll (-2, as per the power). MALICE: At the end of each players turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage. MISTRUST: When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by 1, to a maximum of 1. See also, Battlefield Conditions Q & A: Q034 ORDINARY DAY: Cancel a single target battlefield condition. See also, Battlefield Conditions Q & A: Q035 OVERCONFIDENCE: A character with Perplex may use it only on its own combat values. PACIFICATION: When 4 or more damage would be dealt, reduce damage dealt by 1. See also, Battlefield Conditions Q & A: Q036, Q037, Q038 POOR TEAMWORK: Characters cant be carried. Characters with Telekinesis cant target friendly characters with Telekinesis. POWER DAMPENING FIELD: Damage values higher than 3 become 3 instead. See also, Battlefield Conditions Q & A: Q002 PROTECT THE INNOCENT: Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token. PROXIMITY MINES: At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 penetrating damage to all characters in the same square as or adjacent to the object, and then remove the object from the game. Soaring characters are not considered adjacent to objects for the purposes of Proximity Mines. No die roll is needed for an object if a soaring character is the only adjacent character to the object. Damage from a destroyed object is not dealt to a soaring character. See also, Battlefield Conditions Q & A: Q039

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See also, Additional Clarifications: Giant Characters

RADIATION LEAK: When a character uses Regeneration or a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as unavoidable damage dealt to the character that may not be evaded or reduced. If Radiation Leak and War Zone are in play at the same time, War Zone takes precedence over Radiation Leak when using the Support power. Radiation Leak requires a die roll but due to War Zone being in play no die is ever rolled for Support. The Radiation Leak Battlefield Condition does not affect the Suicide Squad team ability. RALLY: Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game. RESISTANCE: Characters cant be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol. See also, Battlefield Conditions Q & A: Q040 RUSHED ASSAULT: The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves. See also, Battlefield Conditions Q & A: Q041 SHRUNK: All characters with the symbol have the symbol instead. All range values are halved, as is the range of all effects that have a range. Any power or effect that indicates it functions based on a certain number of squares is also considered to have a range for purposes of this Battlefield Condition. SKYSCRAPERS: Elevated terrain is blocking terrain. TELEKINETIC STRAIN: When Telekinesis is used to move a character or object 6 or more squares, the character with Telekinesis is dealt 1 unavoidable damage. WAR ZONE: A character using support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value. If Radiation Leak and War Zone are in play at the same time, War Zone takes precedence over Radiation Leak when using the Support power. Radiation Leak requires a die roll, but due to War Zone being in play no die is ever rolled for Support. WASTELAND: All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain. See also, Battlefield Conditions Q & A: Q020, Q042, Q043 WHITE NOISE: When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex. The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card.

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16. FEATS
ALPHA FLIGHT (0 points)
PREREQUISITE: Avengers Team Ability All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability: At any time during the game, choose an opposing team or character as your target. Once the character or team is chosen, it may not be changed. An Alpha Flight team member increases its attack value by 1 when attacking the chosen team or character. See also, Feats Q & A: Q034, Q053

AMBUSH (5 points)
PREREQUISITE: Stealth Choose a character. The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn. See also, Additional Clarifications: Giant Characters

AND STAY DOWN! (6 points)


PREREQUISITE: Exploit Weakness or Super Strength Choose a character. When the character is not using an object as part of a close combat attack, an attack roll result of 11 or 12 is a critical hit.

ARMOR PIERCING (10 points)


Choose a character. Damage dealt by the character may not be reduced below 1. See also, Battlefield Conditions Q & A: Q019

AUTOMATIC REGENERATION (12 points)


PREREQUISITE: Regeneration Choose a character. Once, at the beginning of your turn, this character uses Regeneration as a free action.

BRILLIANT TACTICIAN (20 points)


PREREQUISITE: Outwit and Perplex Choose a character. Outwit does not need to show in the characters stat slot in order for the character to use this feat. When the character uses Perplex, the character can affect every target friendly character that shares a team symbol or keyword with it. The character must have clear line of fire to each target. When affecting friendly characters with Brilliant Tactician, different combat values may be modified per each character affected. See also, Feats Q & A: Q012, Q013, Q038

CALL TO ARMS (10 points)


PREREQUISITE: Mastermind or Support Choose a character. Give this character a power action. Make an attack roll (as though making a close combat attack) against an adjacent target friendly character that has one or more action tokens and that is not adjacent to an opposing character. If the attack succeeds, remove all action tokens from the target and deal the target 1 unavoidable damage.

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CAMOUFLAGE (8 points)
PREREQUISITE: Shape Change Choose a character. When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked. A character against the edge of elevated terrain (a building) does not gain the benefits from Camouflage, as elevated terrain is not blocking terrain or a wall. In order for Camouflage to work, the character would also need to be adjacent to blocking terrain or a wall. See also, Additional Clarifications: Giant Characters

CANNONBALL (4 points)
PREREQUISITES: Impervious or Invulnerability or Super Strength Choose a character. When the character is on elevated terrain, it can move to grounded terrain without using a ladder or stairs. When the character is knocked back off of elevated terrain, it ignores knock back damage.

COMPEL (15 points)


PREREQUISITE: Mind Control Choose a character. When the character uses Mind Control, it can target a single friendly character that has already been given an action this turn. If the attack succeeds, after the action is resolved deal 1 unavoidable damage to the target. The figure that is the target of the mind control must have taken a tokenable action this turn in order for it to be a target. Free actions would not qualify. A character with multiple targets cannot target any opposing figures when attempting to Compel a friendly figure. It may only target a single friendly character.

CONSTRUCT (14 points)


PREREQUISITE: Barrier Choose a character. Any opposing character adjacent to a barrier marker placed by the character that attempts to move (or would be moved by a power, ability, or effect possessed by another character) must attempt to break away. The effect of this feat ignores powers, abilities, and effects that allow a character to break away automatically. Any opposing character adjacent to the Barrier needs to roll a break away if it is moving or being moved away from the Barrier. Only characters that are being given an action that involves movement are given action tokens. Characters that are adjacent to the Barrier and are being moved without being given an action (such as being carried, moved with Telekinesis, etc.) are not given an action token for making the break away roll.

CONTINGENCY PLAN (12 points)


PREREQUISITE: Leadership or Mastermind Choose a character. If the characters controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given an action, you can remove any number of tokens from this card: The character modifies the friendly characters speed, attack, or range value by +1 for each token removed. When the character loses Leadership or mastermind, remove all contingency tokens from this card.

COORDINATION (6 points)
PREREQUISITE: Any team symbol Choose a character. Lines of fire to and from the character are not blocked by characters with the same team symbol. This feat is not optional.

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DAMAGE SHIELD (10 points)


PREREQUISITES: Close Combat Expert, Combat Reflexes, Energy Shield/Deflection, Flurry, Hypersonic Speed, Impervious, Invulnerability, or Poison Choose a character. When the character is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves. Damage from Damage Shield is not an attack, and therefore will not trigger the effects of attacks such as the Mystics team ability or the Super Senses power. The prerequisite ability must be showing on the dial at the time of the attack in order to use Damage Shield. See also, Feats Q & A: Q008

DARKNESS WITHIN (15 points)


Choose a character. (Optional) Once per turn before this character makes an attack, deal 1 pushing damage that ignores Willpower and team abilities to a single target friendly character adjacent to the character; this is not an attack: The character gets +1 to its damage value for that attack. The unavoidable damage is dealt to the adjacent friendly character after the action is declared but before the attack is made. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q014 See also, Battlefield Conditions Q & A: Q002

DOUBLE TIME (5 points)


PREREQUISITES: Transporter or speed mode Choose a character. When the character is not adjacent to an opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move, if the character is not a transporter, deal it 1 pushing damage that ignores Willpower and team abilities.

DISINTEGRATE (7 points)
PREREQUISITE: Close Combat Expert or Exploit Weakness or Poison Choose a character. When the character is given a close combat action, before making the close combat attack, remove from the game an object adjacent to the character or an object carried by a character adjacent to the character.

DISSENT (18 points)


PREREQUISITE: Outwit Choose a character. When the character uses Outwit, it may choose to counter a team ability possessed by a single target opposing character as if that team ability were a power, instead of countering a power. If a team ability possessed by a target character is outwitted, any wild cards that were using the target characters team ability can immediately no longer use the team ability.

DIVEBOMB (10 points)

-2

PREREQUISITE: Choose a character. When soaring, the character may make close combat attacks against grounded characters. See also, Feats Q & A: Q015

DRAG (5 points)
PREREQUISITE: Choose a character. Give the character a power action when it is adjacent to a target opposing character. If the character successfully breaks away, move the character up to half its speed value and then place the target in an unoccupied square adjacent to the character. If the target is not a flying character and occupied a square of elevated terrain, and then was placed in a square of grounded terrain, deal it 2 damage after being placed.

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See also, Feats Q & A: Q047

ENDURANCE (5 points)
PREREQUISITES: and Choose a character. When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given a non-free action, after the action resolves, roll a d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card. One endurance token is placed on the card for each pushing damage dealt to the character.

ENTANGLE (8 points)
PREREQUISITE: Plasticity Choose a character. Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn. See also, Feats Q & A: Q039, Q040, Q041, Q048, Q049

ENTRENCH (5 points)
PREREQUISITE: Defend or Enhancement Choose a character. Friendly characters adjacent to the character ignore knock back and critical hits. See also, Feats Q & A: Q050

EXTENDED RANGE (10 points)


PREREQUISITE: Range greater than 0 and less than 9 Choose a character. Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target. See also, Feats Q & A: Q016, Q017, Q018, Q019, Q020, Q021

FALL BACK (5 points)


PREREQUISITES: Combat Reflexes, Super Senses, or Phasing/Teleport Choose a character. When the character makes a close combat attack that would knock back a single target opposing character, the character can choose not to knock back the target. Instead after the attack is resolved move the character directly away from the target 1 square (the character breaks away automatically) for each 1 damage taken by the target.

FANTASTIC FOUR (0 points)


PREREQUISITE: Fantastic Four team ability All friendly characters with the Fantastic Four team ability have the following team ability instead of the Fantastic Four team ability: Any member of this team may replace its defense value with the unmodified defense value of any other member. See also, Feats Q & A: Q006, Q011, Q032, Q034, Q053

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FASTBALL SPECIAL (12 points)

+2 see text

+1 see text

PREREQUISITES: Chosen characters must have the same team ability printed on their bases; see feat text Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game. Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be a character without Flight, have Toughness and may not have a damage value higher than 3. The first character makes a ranged combat attack against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which the first character has a clear line of fire. If the attack succeeds, the second character deals the damage. Remove this Fastball Special from the game after the attack resolves. A figure that is carrying an object cannot be thrown as part of the Fastball Special. See also, Additional Clarifications: Giant Characters See also, Battlefield Conditions Q & A: Q002

FLASHBANG (5 points)
PREREQUISITE: Smoke Cloud Choose a character. (optional) When the character is given a move action, move it up to half its speed value. It may use Smoke Cloud as a free action either before or after the move action.

FORCE FIELD (10 points)


PREREQUISITE: Barrier, Defend, Energy Shield/Deflection, or Telekinesis Choose a character without a power that reduces damage. The character gains Toughness. The character that meets the prerequisites and is assigned the feat is the one that gains Toughness. The Toughness that Force Field grants cannot be used to meet the prerequisite for another feat when the force is constructed. See also, Powers and Abilities Q & A: Q003, Q004, Q011, Q018 See also, Feats Q & A: Q008 See also, Battlefield Conditions Q & A: Q005 See also, Miscellaneous Q & A: Q016

FORTITUDE (25 points)


PREREQUISITE: Choose a character. The character ignores other characters Exploit Weakness. Outwit cant be used by other characters to counter the characters powers.

GIANT STRIDE (9 points)


PREREQUISITE: Choose a character. When the character has zero action tokens and is moved as part of a move or power action, it ignores the effects of other characters on movement, though it must break away normally.

GREEN LANTERN CORPS (0 points)


PREREQUISITE: All characters with the Green Lantern Corps team ability have the following team ability instead of the Green Lantern Corps team ability: When a character with this team ability makes an attack against a target character, you can modify the characters attack by +1 for each friendly character with the team symbol that has attacked the target this turn.

HAYMAKER (10 points)

-1

+2

Choose a character. Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities. See also, Battlefield Conditions Q & A: Q002

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HEIGHTENED REFLEXES (10 points)


PREREQUISITE: Combat Reflexes or Energy Shield/Deflection Choose a character. When the character is hit by an attack using Charge, Hypersonic Speed, Running Shot, or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.

HOLD THE LINE (4 points)


PREREQUISITE: , , and Leadership or Super Strength Choose a character. Give the character a power action to make a close combat attack against an opposing character. If the attack succeeds, you may modify the characters attack value by -2 and make a close combat attack against a different opposing character as a free action.

HOMING DEVICE (8 points)

-1

Choose a character. When this character hits an opposing character with a close combat attack, lines of fire drawn to that opposing character until the end of your turn are not affected by hindering terrain. See also, Feats Q & A: Q022

IN CONTACT WITH ORACLE (10 points per character)


Choose two or more characters; Oracle may not be chosen. Chosen Characters are Agents. As long as it is not the target of Mind Control, when an Agent is given an action you may choose to give one of its combat values +1 until the beginning of your next turn. If Oracle is on your force, you may remove her from the battlefield at the beginning of the game and place her on this card. At the beginning of any of your turns, you may assign a power action to any Agent with zero or one action token and turn Oracles dial to any click. The Agent given the action may use any power showing on Oracles dial until any Agent with zero or one action token is given a power action to turn Oracles dial. If your last Agent is KOd while Oracle is on this card, Oracle is KOd. If Oracle is removed from the battlefield and placed on the In Contact With Oracle feat card her team ability cannot be copied by figures with wildcard team abilities. Free actions may not be used to give an Agent the +1 to its combat values. The +1 to combat values that Agents gain is applied immediately when the action is given. When an Agent already has a power showing on its dial that Oracle has, it may not be granted that same power from Oracle. Oracle grants the Agent the power that is showing on her dial. The power that the Agent has been granted can be countered. If the Agent is KOd, the effects of the power are lost. If Oracle is placed on the feat card and she survives the battle, the controlling player receives victory points for her. See also, Additional Clarifications: Battlefield Conditions, Feats See also, Feats Q & A: Q002, Q005, Q011 See also, Battlefield Conditions Q & A: Q002

INDOMITABLE (5 points)
PREREQUISITE: Battle Fury or Willpower Choose a character. When the character is the target of an Incapacitate or a Mind Control attack, it gets +2 to its defense value.

INSIDE INFORMATION (4 points)


PREREQUISITE: The character must have at least one keyword. Choose a character. When the character attacks an opposing character that has any of the keywords possessed by the character, modify the characters attack value by +2.

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INSPIRING COMMAND (15 points)


PREREQUISITE: Leadership or Mastermind Choose a character. Characters with the same team symbol as the character and a lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or the end of an action. Inspiring Command may only be used to prevent the push damage that occurs from placing a second token on a character. It may not be used to prevent the push damage that is given as a result of using powers, abilities, or feats. See also, Additional Clarifications: Giant Characters

KNOCKDOWN (5 points)
PREREQUISITE: Incapacitate Choose a character. Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack.

LARGE OBJECT (3 points per 100 points of the games build total)
PREREQUISITES: Super Strength or Telekinesis When any character you control uses an object as a weapon, you may reduce the damage increase provided by the object, to a minimum of 1 damage. The character gets +1 to its attack value for that attack for each 1 damage reduced. See also, Battlefield Conditions Q & A: Q029

LAZARUS PIT (20 points, 10 if Ras al Ghul is the chosen character)


Choose a character. When this character is KOd, remove it from the battlefield, place it on this card with its first KOd click, and then place a Special marker on the square where it was KOd. At the beginning of each players turn, you may either heal the character of 1 damage or return it to the battlefield on the square with the Special marker. If you return the character to the battlefield, remove this Lazarus Pit from the game; roll one six-sided die at the beginning of each of your turns. On a result of 5 or 6, remove the Special marker from the battlefield. As long as the Special marker is on the battlefield, the character gains Battle Fury, Toughness, and Willpower; it may not use any of its other powers or its team ability. When time expires, or if all other members of the characters force are KOd while the character is on this card, this character is KOd. The character awards victory points each time it is KOd. Until the character that has Lazarus Pit assigned to it is returned to the battlefield, no other character may be placed in the square with the Special marker. As long as the Special marker is on the battlefield, the character that had Lazarus Pit assigned to it cannot use any other Feat cards it may also have assigned to it. Lazarus Pit may not be assigned to Colossal Characters. When a double-based character assigned the Lazarus Pit Feat Card is KOd, place a Special marker in each of the two squares that the character occupied when it was KOd. See also, Additional Clarifications: Battlefield Conditions, Feats See also, Feats Q & A: Q009, Q023

LEGIONNAIRES (0 points)
PREREQUISITE: All character with the Legion of Super Heroes team ability have the following team ability instead of the Legion of Super Heroes team ability: Whenever the character with the highest point value and the team symbol on your force is eliminated, remove one action token from all characters on your force with this team ability, as applicable, and then remove the eliminated character from the game.

LIFE MODEL DECOY (12 points)


Choose a character. This character may not be healed. Damage dealt to this character is reduced by 1 if it is not reduced by any other effect.

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See also, Battlefield Conditions Q & A: Q005 See also, Miscellaneous Q & A: Q016

LOOK! UP IN THE SKY! (9 points)


PREREQUISITE: Choose a character When the character is given a move action, modify its speed by +2 until the action is resolved. A character assigned this feat cannot carry other characters and automatically breaks away from other soaring characters.

LUCKY BREAK (5 points)


PREREQUISITE: or Choose a character. When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll. If you use this feat, remove this card from the game after the attack resolves. If Lucky Break is used, the player using it cannot use Probability Control on the re-rolled die roll that resulted from Lucky Break. An opposing player may use Probability Control on that re-rolled die roll. Only that single re-rolled die would be re-rolled again with Probability Control.

MANEUVER (8 points)
PREREQUISITES: , Close Combat Expert or Combat Reflexes Choose a character. When the character makes a close combat attack against a target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.

MENTAL SHIELDS (15 points)


PREREQUISITE: Mind Control or Willpower Choose a character. The character is not affected by other characters Mind Control. When the character uses Mind Control, it can target only a single opposing character; the character takes no damage due to the point value of the target. See also, Feats Q & A: Q044

MERCENARY (25 points, Minus 5 for each friendly character with the chosen team ability, minimum cost 10)
PREREQUISITE: No team symbol Choose a character. Before the beginning of the games first turn, choose a team ability possessed by a friendly character. The friendly character cannot be a wild card, and cannot possess a team ability that cannot be used by wild cards or possess a team ability that is granted by a feat. The character can use the chosen team ability when adjacent to a friendly character with that team ability and a higher point value. The Mercenary must be adjacent to a character that possesses the team ability it is not enough for the Mercenary to be adjacent to a character using the team ability, like a Wildcard. In order to use the team ability, the Mercenary must begin its action adjacent to the higher point character. See also, Feats Q & A: Q051

MONSTER HUNTER (3 points)


PREREQUISITE: Choose a character. Modify the characters attack value and damage value by +1 when it is given a close combat or ranged combat action targeting a character with the or damage symbol or the Monster keyword.

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MONSTER SOCIETY OF EVIL (0 points)


PREREQUISITE: All characters with the Superman Enemy team ability have the following team ability instead: At the beginning of end of your turn (choose once per turn for all friendly characters with this team ability), roll a d6 for each character that has this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character. A character can be dealt damage by this team ability only once per turn.

MOVETHROUGH (8 points)
PREREQUISITE: Charge Choose a character. The character ignores other characters for movement purposes, but it must still break away as normal.

NANOARMOR (6 points)
PREREQUISITE: Choose a character. This character ignores damage dealt by objects as well as modifiers to damage dealt or taken by this character due to objects. The damage dealt to a character when an object explodes from Proximity Mines is not from an object and cannot be ignored by NanoArmor. The damage dealt from Laser Turret or Broken Drone is considered from an object and would be ignored. See also, Feats Q & A: Q045, Q046

NANOBOTS (10 points)


PREREQUISITE: Damage value of 2 or less Choose a character. When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q024, Q025

NOVA BLAST (10 points)


PREREQUISITE: Pulse Wave Choose a character. When the character uses Pulse Wave, its damage does not become 1 for the attack. Use the characters unmodified damage value for the attack, regardless of how many clear lines of fire can be drawn. After resolving this action, the character takes 2 pushing damage that ignores Willpower and team abilities; remove this Nova Blast from the game. See also, Powers and Abilities Q & A: Q038, Q039, Q045 See also, Feats Q & A: Q016, Q019, Q023 See also, Battlefield Conditions Q & A: Q013

OPPORTUNIST (10 points)


PREREQUISITES: Charge or Running Shot or Willpower; point value of 50 points or more Choose a character. If the character has zero action tokens at the end of your turn (before tokens are removed from characters), put an opportunist token on this card if there are four or fewer opportunist tokens on this card. When the character or an adjacent friendly character makes an attack, after making the roll you can remove any number of opportunist tokens form this card and modify the result of the attack roll by +1 for each token removed. If opportunist tokens are removed when another character makes an attack, deal the character 1 unavoidable damage after the attack resolves.

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OUTSMART (10 points)


PREREQUISITE: Mastermind or Outwit Choose a character. When a power possessed by the character or an adjacent friendly character would be countered by an opposing characters power or ability, you and the opposing characters controller each roll 2d6. If your result is more, the power is not countered instead.

PASSENGER (5 points)
PREREQUISITES: Leap/Climb or Phasing/Teleport Choose a character. When this character uses Leap/Climb or Phasing/Teleport, it may carry a single character. After this character resolves an action using Passenger, it takes 1 pushing damage that ignores Willpower and team abilities. See also, Powers and Abilities Q & A: Q008

POINT BLANK (4 points)


PREREQUISITE: Ranged Combat Expert Choose a character. Give the character a ranged combat action and modify its attack value by +1 if the target of the attack is 4 or fewer squares away.

POUNCE (15 points)

+1

+1

PREREQUISITE: Leap/Climb and damage value 1 or 2 Choose a character. Give the character a power action. Move the character up to its speed value and make a close combat attack as a free action. After resolving the attack, the character takes 1 unavoidable damage. If a character is adjacent to an opposing character, it must roll break away in order to Pounce. Objects cannot be picked up during a Pounce if the characters damage value will increase above 2. If a character is carrying an object and its damage value will be more than 2, it no longer meets the prerequisites of this feat. See also, Feats Q & A: Q001, Q002, Q003, Q004, Q055

PROTECTED (8 points)
Choose a character. (Optional) If the character does not already have two tokens on it, damage dealt to the character as a result of a single action is ignored. After that action is resolved, give the character an action token and remove this feat from the game. If the character already had one action token on it, giving it a second action token deals pushing damage normally. See also, Feats Q & A: Q026, Q027, Q035, Q036

PUMMEL (8 points)
PREREQUISITE: Combat Reflexes or Close Combat Expert or Super Senses Choose a character. Once per turn, when the character has zero action tokens and is given a close combat action, you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result.

REPULSOR (10 points)

-1

PREREQUISITE: Force Blast Choose a character. When the character succeeds at a ranged combat attack against a single target opposing character, after the action is resolved the target is knocked back. This feat does not have any effect on characters immune from knock back.

REPULSOR SHIELD (25 points)


Choose a character. The character ignores other characters Force Blast, Psychic Blast and Ranged Combat Expert. See also, Feats Q & A: Q028

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REVENGE (2 points per character on your force)


PREREQUISITE: Battle Fury or Willpower Choose a character. When the character makes a close or ranged combat attack, modify its attack value by +1 for each friendly character with a higher point value that has been knocked out. After this feat is used, remove it from the game.

RIP IT UP (20 points)


PREREQUISITE: Super Strength Before a target character begins a move as part of a move, power, or free action, give it a light object token from outside the game. Special Object tokens cannot be given to a character when using Rip It Up. See also, Feats Q & A: Q029 See also, Battlefield Conditions Q & A: Q029

RUNNING START (5 points)


PREREQUISITE: Plasticity or Stealth Choose a character. Do not halve the character's movement when it begins a move action in hindering terrain.

SABOTEUR (20 points)


PREREQUISITE: Any non-wild card team ability Choose a character. Opposing figures with wild card team abilities may only copy the team ability of this character when copying team abilities. If this feat is assigned to two or more members of your force, this feat is cancelled. Saboteur may be assigned to characters that have a team ability that normally cannot be copied. Opposing wild cards would then be able to use that team ability. See also, Feats Q & A: Q031, Q037, Q053 See also, Battlefield Conditions Q & A: Q018

SHAKE OFF (10 points)


PREREQUISITE: Transporter or giant character Choose a character. When the character successfully breaks away, it deals 1 damage to all adjacent opposing characters. A character that automatically breaks away deals no damage with the Shake Off feat (this includes when using Phasing/Teleport). A break away roll is required to use Shake Off. A character that automatically breaks away but has to roll for breakaway due to some other condition (like Construct) can deal damage with Shake Off. See also, Additional Clarifications: Giant Characters

SHELLHEAD (10 points)

+2

PREREQUISITE: Impervious, Invulnerability, or Toughness Choose a character. The ability modifiers for Shellhead apply only when the character has two action tokens placed upon it. Shellhead cannot be assigned to colossal characters.

SHOCKWAVE (8 points)
PREREQUISITE: , Quake Choose a character. Give the character a power action. Make a single attack roll and compare the result to the defense values of all adjacent opposing characters. Characters against which the attack succeeds are dealt no damage, but are knocked back 4 squares.

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SIDEKICK (10 points)


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 in order to use this feat, and the first character may not carry the second character. (Optional) The second character uses the first characters unmodified defense value instead of its own when it is attacked by an opposing character. The carrying restriction of the card is not optional. The two characters assigned Sidekick may never carry one another. See also, Additional Clarifications: Giant Characters See also, Feats Q & A: Q030

SIDESTEP (10 points)


PREREQUISITE: Choose a character. When using the Duo Attack special ability, before making the second attack the character can attempt to move up to 4 squares (it must still successfully break away, if necessary). If it moves, it must be able to attempt the second attack after the move.

SIPHON POWER (20 points)


PREREQUISITE: Wild card team ability Choose a character. This character has the following team ability instead of any team ability or team symbols printed on its base: Once at the beginning of each players turn, this character may choose and use on that turn any team ability that any figure on the battle map possesses. This team ability follows all other rules for the wild card team ability. A character with Siphon Power cannot use team abilities that wild cards cannot normally copy. If an opposing character is using the Saboteur feat card, the character with Siphon Power may only choose the team ability of the character with Saboteur. If the opposing character with Saboteur had a team ability that wild cards cannot normally copy, the character with Siphon Power will be able to use that team ability. A character with Siphon Power may not have the team ability it is using copied by wild card characters. Wild cards may not copy the rewritten team ability that Siphon Power grants. See also, Feats Q & A: Q010, Q031, Q053 See also, Battlefield Conditions Q & A: Q018

SLIPPERY (15 points)


PREREQUISITE: Combat Reflexes or Defend or defense value greater than 17 Choose a character. This character ignores other characters Plasticity, and it fails to break away only on a result of 1.

SNEAK (5 points)
PREREQUISITE: Stealth or Super Senses Choose a character. When the character is given a move action, it is not required to end its movement when it becomes adjacent to an opposing character. Otherwise, it must break away normally.

SQUADRON SUPREME (5 points per team member)


PREREQUISITE: All friendly characters with the Defenders team ability have the following team ability instead of the Defenders team ability: When at least two friendly members of this team are adjacent, their controller chooses one of them to gain the Mind Control power, if it does not already possess it. Once the choice is made, it cant be changed until the chosen character loses Mind Control. This team ability is canceled at the end of an action in which the two team members are not adjacent. This team ability cant be used by wild cards. See also, Feats Q & A: Q053

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STREAK OF LUCK (5 points)


PREREQUISITES: , Choose a character. Each time an attack roll fails against the character, put a luck token on this card if there are fewer than three tokens on this card. If there are luck tokens on this card when the character makes a critical miss, the character is not dealt unavoidable damage; after the attack is resolved, remove all luck tokens from this card. If there are luck tokens on this card when the character makes a critical hit, modify the characters damage value by +X, where X equals the number of luck tokens on this card; after the attack is resolved, remove all luck tokens from this card.

STUNNING BLOW (10 points)


PREREQUISITE: Incapacitate Choose a character. When the character makes a successful attack using Incapacitate, in addition to the effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.

SUBMERGED (5 points)
PREREQUISITE: Choose a character. (Optional) When the character occupies water terrain, lines of fire drawn to it are blocked. Water terrain is not hindering terrain. A character ignoring hindering terrain for Line of Fire purposes would not ignore Submerged.

SUNDER (3 points)
PREREQUISITE: Blades/Claws/Fangs Choose a character. When the character succeeds at a close combat attack targeting blocking terrain, a wall, or an object, it deals 3 damage.

SWINGLINE (10 points)

+1

PEREQUISITE: Choose a character. The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the speed symbol, the target gains Earthbound until the beginning of its controllers next turn.

TACTICS (20 points)


PREREQUISITE: Leadership and any team symbol Choose a character. When the character uses Leadership, on a result of 36 add an extra action to the other action granted by Leadership to your available actions for the turn. This extra action can be used only by a friendly character with the same team symbol as the character. A roll of 3 would grant one action that must be used by a character with the same team symbol.. A roll of 4-6 will grant two actions, one provided by Leadership and one provided by Tactics that can only be used by a friendly character that shares the same team symbol as the character with Tactics. If a force contains multiple characters with Leadership assigned multiple Tactics feat cards, the force may gain the extra action for the team ability provided by the feat for each copy of the feat in play.

TAKEDOWN (6 points)
PREREQUISITE: Incapacitate or Plasticity Choose a character. If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.

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TAUNT (15 points)

+1

PREREQUISITE: Range value greater than 0 Choose a character. Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has clear line of fire 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. The player that controls the character affected by Taunt chooses the characters action and when that action is given during his turn. If the controlling player decides to move the character affected by Taunt, the character must use as much of its full movement as possible in an attempt to reach the figure that performed the Taunt action. Any additional movement may be used (such as with HSS or the transporter move & attack ability) by the character affected by Taunt after it has become adjacent to the character with Taunt. Any movement made must be towards the figure that performed the Taunt action, following the shortest possible path. If the figure that performed the Taunt action is KOed before the character affected by Taunt can perform its action, the Taunt is ignored (as there is no valid target for the Taunted fig to move towards or attack). If the character affected by Taunt cannot perform a legal action then the Taunt is ignored. If the character affected by Taunt is given an action, it must be one that satisfies the conditions of Taunt (either moving towards or attacking the character with Taunt). If the character affected by Taunt can legally be given an action that satisfies the conditions of the Feat, it must be given that action, even if that action would only result in a movement of 0. Galactus can be affected by Taunt. See also, Feats Q & A: Q009

TELEKINETIC REACH (12 points)


PREREQUISITE: Telekinesis Choose a character. The character may use options 2 and 3 of Telekinesis on objects within 6 squares of the character. For option 2, the object can be moved up to 10 squares, but must be placed in a target square within 10 squares of this character. For option 3, the attack can target an opposing character up to 4 squares away from the object, or a soaring character up to 2 squares away from the object. For both options, the character must have a clear line of fire to the object and the target. All other rules for Telekinesis apply normally. See also, Powers and Abilities Q & A: Q015, Q032, Q033, Q046

TERRIFY (6 points)

-1

PREREQUISITE: Battle Fury or Incapacitate or Mind Control Choose a character. Give the character a power action and make a single close combat attack as a free action (the attack deals no damage). Compare the result to the defense values of all adjacent opposing target characters, maximum four targets. Each target against which the attack succeeds is knocked back a number of squares equal to half its speed value (targets are not dealt knock back damage). F the attack roll is doubles and succeeds against the target, also give an action token to the target if it has zero or one action token (the target is not dealt pushing damage for this token).

THE SOCIETY (0 points)


PREREQUISITE: All friendly characters with the Injustice League team symbol have the following team ability instead of the Injustice League team ability: When a character attempts to Outwit a power possessed by a member of this team, roll one six-sided die. On a result of 1-3, Outwit cannot be used by that character on this team member that turn. If a character attempts to use Outwit against a Society member and the Outwit fails due to a successful roll of the team ability, the Outwit can be used against a different opposing character. See also, Feats Q & A: Q034, Q053

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THUNDERBOLTS (5 points per friendly Avengers team member)


PREREQUISITE: Avengers team ability All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability: After placing your force in your starting area, choose any one team ability other than a wild card team ability or a team ability that cant be copied by wild card team abilities. Members of this team gain the chosen team ability instead of the Avengers team ability, but their team symbol does not change. Characters assigned the Thunderbolts feat may not choose a team ability that is granted by a feat card when choosing a team ability. Avengers characters using Thunderbolts may change their chosen team ability with each new round of a tournament. Thunderbolts and the Alpha Flight feat card may not be used together. The chosen team ability must be one that is currently legal for the type of tournament that is being played. For example, if the event is a restricted event and all characters with a specific team ability have been retired, then that team ability may not be chosen for Thunderbolts. See also, Feats Q & A: Q006, Q007, Q012, Q032, Q034, Q037, Q053

THUNDERING BLOW (20 points)


PREREQUISITE: attack value 11 or higher Choose a character. After the resolution of a successful attack by the character that causes an opposing character to take 3 or more damage, the damage value of all friendly characters attacking that opposing character during that turn is modified by +1 until an attack against that opposing character is unsuccessful. If this feat is assigned to two or more characters on your force, this feat is cancelled.

THWART (15 points)


PREREQUISITE: Mastermind or Outwit Choose a character. Give the character a power action. Place a thwart token on a target feat card assigned to a character that is 10 or fewer squares from the character and to which the character has a clear line of fire. The target feat is ignored until a character to which it is assigned is given a power action specifically to remove the thwart token. A card is considered assigned" if the character is (a) the character chosen for the choose a character feats or (b) it meets the prerequisites of a feat that is not choose a character. When a power action is given to remove a thwart token, the feat will only return after the power action has completed. See also, Feats Q & A: Q052, Q053, Q054, Q058

TOXIC BURST (10 points)


PREREQUISITE: Poison Choose a character. For purposes of resolving its Poison power, the character is adjacent to opposing characters up to two squares away to which it has a clear line of fire. After dealing damage with Poison using Toxic Burst, the character is dealt 1 unavoidable damage. Characters choosing to use Toxic Burst must be able to draw a line of fire to each character. Stealth and team abilities that duplicate the effects of Stealth affect line of fire normally, even if adjacent to the character using Toxic Burst. Toxic Burst does not give the character a Range of 2. Adjacency still requires figures to be at the same elevation.

TRIAGE (10 points)


PREREQUISITE: Support Choose a character. When the character succeeds at the attack roll for Support, the resulting healing can be divided among the target and any other friendly characters (none of which may be adjacent to an opposing character) to which the character is adjacent and that the attack roll would hit (ignore all combat value modifiers). The target must be healed of at least 1 damage.

TRICK SHOT (20 points)


PREREQUISITE: Plasticity or Ranged Combat Expert Choose a character. When making an attack from a square that is not adjacent to an opposing character, the character ignores Stealth and team abilities that duplicate the effects of Stealth, and it ignores characters and hindering terrain for line of fire purposes.

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UNSTOPPABLE (5 points)
PREREQUISITE: Super Strength Choose a Character The character ignores the effects of hindering terrain for movement purposes. Once when given a move action the character can make a close combat attack targeting blocking terrain or a wall as a free action. If the attack succeeds, the character can continue the rest of its movement, if any, after making the attack. See also, Additional Clarifications: Giant Characters, Terrain

VAULT (3 points)
PREREQUISITE: Combat Reflexes or Leap/Climb Choose a character. After the character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elevation as the target. See also, Additional Clarifications: Giant Characters

VENDETTA (6 points)
PREREQUISITE: Character must have a colored archenemy base Choose a character. Before the beginning of the first turn, if the characters archenemy is not an opposing figure, choose a target opposing figure with point value greater than the characters point value. The target is the characters archenemy and the character is the targets archenemy. The character gets +1 to its attack value when making a close or ranged combat attack against the target.

WARBOUND (5 points per character on your force with the chosen keyword)
PREREQUISITE: A single, common keyword Choose a keyword. All characters on your force that have the keyword are assigned this feat. When a target friendly character assigned this feat is given an action, instead of giving it an action token, you can give the action token for the action to an adjacent friendly character that has the chosen keyword, has zero action tokens, and has a point value equal to at least half of the targets point value.

WHIRLDWIND (6 points)
PREREQUISITE: Force Blast Choose a character. When this character uses Force Blast, the result of the six-sided die roll can be split among multiple target adjacent opposing characters. The targets are otherwise affected normally by Force Blast.

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17. EVENT DIALS


Event dials are special dials that shape events on the battlefield using rules that change during the course of the game. If a standard event dial is to be used in a game, all players must agree to it before the game. Only one standard event dial can be used in a game unless the rules for an event dial specify otherwise, and battlefield conditions cant be used in a game that uses a standard event dial. Before the beginning of the game, turn the event dial so that a green line appears at the left edge of the slot; the event dial cant be turned back (counterclockwise) past this line. If while playing an event dial, a red line appears at the left edge of the slot, the dial cant be turned further (clockwise) past this line, though it might be able to be turned back, if directed by an effect. If an event dial has no red line, it can continue to be turned past the green line and is considered to have no end. The event card associated with an event dial explains the rules associated with the dial: Checklist Sets the scene for a game by describing any prerequisites for using the dial or setup procedures, and any special rules pertaining to them. Hourglass Describes when to turn the event dial; if not otherwise specified, turn the dial clockwise once at the indicated time. Trophy Changes or additions to the victory conditions for the game. The event card also describes the effects the event dial has on a game. Each effect listed on an event card is preceded by a colored circle. When a circle of that color appears in the slot of the associated event dial, the described effect is now in effect.

CAPTAIN UNIVERSE
(LIGHT BLUE) (RED)

A B C D E F G H I J K L X X X X X X

At the end of any turn in which any character was knocked out, and at the end of each round. Touched by the Enigma Force (Light Blue) Once during your turn when you make an attack roll, if the result of either of the two dice is a 1, you can reroll one die before determining the attack roll result. You must use the rerolled result. Uni-Force (Red) At the beginning of each players turn, that player rolls 2d6 and subtracts from the result the number of his or her KOd figures that have point values of more than 20 points. If the result is 4 or less, that player chooses one target character on his or her force. Until the end of that turn, the target ignores its team ability and powers, has a range value of 10, and can use the Power Cosmic team ability and the following powers: Energy Explosion, Force Blast, Hypersonic Speed, Incapacitate, Outwit, Phasing/Teleport, Steal Energy, and Super Strength.

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CIVIL WAR
A B C D E F G H I J K L (YELLOW) X (RED) X X X X X X X X X (BLUE) X X X X X X X X X (ORANGE) X (BLACK) X
Before the beginning of the first turn, each player must declare his or her force to be either Pro-Registration or Anti-Registration. Immediately when any character is captured, and at the end of a round in which any character was knocked out. Stamford Explosion (Yellow) At the end of each players turn, that player chooses one of his or her characters adjacent to an opposing character and rolls a d6. On a result of 1, that character must immediately use Pulse Wave as a free action as if it had a range value of 12. Registration Act (Red) All characters on Pro-Registration forces ignore any team ability they possess. They can use the S.H.I.E.L.D. team ability, and they can also use the Capture ability, but they cant release captives. Rebellion (Blue) All characters on Anti-Registration forces ignore any team ability they possess. They can use Stealth, and move actions given to them dont count toward their controllers available actions for the turn. Breakout! (Orange) All captives are immediately released. Detente (Black) At the beginning of each players turn, he or she rolls 2d6. On a result of 10-12, the game ends immediately.

EVOLUTIONARY WAR
(BLACK) (BLUE) (RED)

A B C D E F G H I J K L X X X X X X X X X X X X X X

At the end of each round. Purifiers (Black) At the beginning of each round, each player can declare a special or standard power. All declared powers are ignored until the end of the round. Restoration (Blue) At the beginning of each round, remove all debris tokens from the map. All destroyed walls are no longer destroyed. All clear, grounded outdoor terrain is hindering terrain. Each player can choose a friendly character that occupies an opponents starting area and heal it of 2 damage. Genesis Chamber (Red) Once at the beginning of each players turn, each player can choose a target friendly character and declare a combat value (other than range); if the target possesses a standard power on the chosen value, ignore that power until the end of the turn. Then each player who chose a target rolls a d6. On a result of 1-3, the target can use the standard power of that combat value on the PAC that occurs immediately before the ignored power, until the end of the turn. On a result of 4-6, the target can use the standard power of that combat value that occurs immediately after the ignored power, until the end of the turn. (The first standard power of a particular combat value on the PAC is considered to be immediately after the last standard power of that combat value). At the end of the turn, deal the target 1 unavoidable damage.

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MUTANT MASACRE
(BLACK) (RED) (LIGHT BLUE)

A B C D E F G H I J K L X X X X X X X X X X X X X X X

At the end of any turn in which a character that has a point value of more than 30 points is knocked out or eliminated. Massacre (Black) Before the beginning of the first turn, each player declares a keyword. During the active players turn, if an opposing character that has the keyword named by the active player takes damage, after it takes damage deal that character 1 unavoidable damage. Critical hits to all characters deal an additional 1 damage. Help from Artie and Leech (Red) At the beginning of your turn, roll a d6. On a result of 4-6, a single character on your force that cant already use Outwit can use Outwit once during that turn. In addition, if the result was a 6, you can also give an action token to one opposing character that has zero action tokens. Emergency Triage (Light Blue) At the beginning of your turn, all of your characters that have two action tokens are healed of 1 damage.

PLANET HULK
(BLACK) (LIGHT BLUE) (RED) (ORANGE) (YELLOW) (BLUE) (GREEN) (GRAY) (BROWN)

A B C X X X X X X

D X X X

E X X X

F G H I J K L M X X X X X X X X X X X X X X X X X X X

N O P Q R S T U V W X

X X X X

X X X X X X X X X X X X X X X X X X X X X X X X X X X X

When building their forces, each player can also choose characters with a combined point value of up to 200 points per 300 points of the games build total; no character chosen this way can have a point value of more than 40 points. These characters are Reinforcements. They remain outside the game until called upon by the Rebellion effect. Immediately after the resolution of a critical hit; and at the end of any turn in which a character takes 4 or more damage as a result of a single action; and at the end of each round. Exile (Black) When a character is 4 or more squares away from all other friendly characters, modify its defense value by +1. Obedience Disc (Light Blue) All characters Willpower are ignored. When a character uses a special power, give it an additional action token after the action resolves (the extra token deals pushing damage normally). Gladiator (Red) Any character that cant use or doesnt possess Blades/Claws/Fangs can be given a power action to use Blades/Claws/Fangs as a free action, but the maxiumum result of the roll to replace its damage value with this effect is 4. If damage dealt to or taken by a character is not otherwise reduced, roll a d6 when the character takes damage. On a result of 4-6, reduce the damage dealt by 2.

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Anarchy (Orange) When making an attack roll, roll 3d6 and choose two dice to be the result of the roll. Rebellion (Yellow) At the beginning of each players turn, that player must choose a character from his or her Reinforcements and put it into his or her starting area. Once the character enters the game, it is considered part of the players force. Allegiance (Blue) The first time (only) Allegiance shows in the slot, each player must choose a character to be the Leader of his or her force. Friendly characters adjacent to their Leader modify their defense values by +2. If the Leader of a force does not have an action token at the beginning of its controllers turn, it must be given an action that turn. Possessed by the Spikes (Green) Once during each players turn, one of his or her characters can be given a power action to use Mind Control as if its range value were 6. Chemming (Gray) When one of your characters has resolved an action, you can give the action token for the action to any friendly character that has zero action tokens and that is 8 or fewer squares away from your character and to which your character has a clear line of fire. Armageddon (Brown) At the beginning of each round, roll a d6. Deal all characters penetrating damage equal to half the result.

TIME BOMB
A B C D E F G H I J K L X X X X X X X X (YELLOW) X X X X X
(RED)

Up to four Time Bombs can be played in this game, Beginning with the second player and continuing around the table, each player places one Time Bomb event dial in any square of clear or hindering terrain that is also 4 or more squares from all starting areas and other Time Bombs. If there is no square in which a Time Bomb can legally be placed, it cant be placed. A square occupied by a Time Bomb is considered to be hindering terrain. A Time Bomb cant be moved or destroyed. At the end of each turn, roll 2d6 and subtract from the result the number of other Time Bombs on the battlefield. Turn this Time Bomb if the result is 6 or more. 30 additional victory points for each Time Bomb defused to the team whose character defused it. Cant Smash Which Wire to Cut? (Red) A character adjacent to this Time Bomb can be given a power action to make a close combat attack roll. If the attack roll result is 14, this Time Bomb is defused and removed from the game. If the result is 11-13 or 1517, turn back this Time Bomb once. Detonation! (Yellow) At the beginning of each players turn, that player rolls a d6. On a result of 1 or 2, this Time Bomb immediately makes an attack using Pulse Wave as if it had an attack value of 10, a range value of 8, and a damage value of 3. After the attack is resolved, remove this Time Bomb from the game.

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UNLIMITED CLASS WRESTLING


(LIGHT BLUE) (RED) (BLACK)

A B C D E F G H I J X X X X X X X X X X X X X X X X X

K L X X X X X

Before objects are placed on the map, place four SPECIAL markers on the map so that they mark the outside corners of a 6-square by 6-square area containing as much clear terrain as possible as close to the center of the map as possible; this area is the Ring. Objects cant be placed in the Ring. Each player chooses one friendly character and places it in an unoccupied corner inside the Ring; this character is his or her wrestler. A wrestler cant leave the Ring, and treats the edges of the Ring as if they are walls that cant be destroyed. When a players wrestler is knocked out or eliminated that player must choose a friendly character outside the Ring and place it in an unoccupied corner inside the Ring as his or her new wrestler. If a character is carrying an object when it becomes a wrestler, it drops the object in the nearest unoccupied square before being placed in the Ring. No ranged attacks can be made by any character. At the end of each turn, turn the dial once or a number of times equal to the number of wrestlers knocked out or eliminated during the turn, whichever is more. Fair Fight (Light Blue) If any character that isnt a wrestler is given an action that would affect a wrestler, affect any square inside the Ring, or move the character into or through any square of the Ring, give the character an extra action token after the action is resolved. Power Broker (Red) A wrestler can use Exploit Weakness and Flurry if it does not already possess either or both of those powers. After the resolution of an action in which a wrestler uses a power from this effect, deal the wrestler 1 unavoidable damage. Disqualified! (Black) At the beginning of each players turn, he or she rolls a d6 for each character in the Ring who is not a wrestler and has two or more action tokens. On a result of 1 or 2, the character is immediately knocked out.

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18. MAP CLARIFICATIONS


DC Starter Set Map A Indoor, The Office The squares of the circular desk are not surrounded by a thick black line; therefore, the desk is hindering terrain. DC Starter Set Map B Outdoor, The Truck Stop The squares occupied by the trucks are not surrounded by a thick black line; therefore, they are hindering terrain. DC Premier Set Map C Indoors, The Museum The colored areas surrounding and including the dinosaur exhibits are hindering terrain. The section of the map that the stairs lead to is not elevated terrain. The wall that separates this section is indoor blocking terrain, while the stairs themselves are clear terrain. The squares containing the Desk and the Suits of Armor are surrounded by thick black line and are considered to be blocking terrain. DC Premier Set Map D Outdoors, The Apartment Complex The thick black lines that surround the stairwells are blocking terrain. Since the top square of the stairs is elevated, the blocking terrain surrounding it may not be destroyed. The awnings extending out from the buildings are considered to be grounded hindering terrain. DC HeroClix Map Set - Justice League Watchtower Indoor The squares with the video screens that fully occupy the square are hindering terrain (Consider them to be giant bulky screens that you can hide behind.) The squares that the pool occupies are water terrain. In the garden, the flowers and small green plant squares are clear terrain. The plants alongside the outside of the room, and the benches, are hindering terrain. The twisting stairs are clear terrain. In the kitchen, the table, refrigerator and counter top/cabinet squares are hindering terrain. The squares with the light grey strip are clear terrain. The teleport portal (green circle) is clear terrain. The squares that the shuttle occupies and the squares that the shuttle wings cut through are hindering terrain. (The squares with a very minor overlap of the shuttle are clear terrain.) DC HeroClix Map Set - Metropolis Outdoor The squares with S.T.A.R. Labs' front doors are clear terrain. The top square of the 2-part stairs on the Metropolis Museum of Art and the Daily Planet should not have a thick black line on the edge adjoining the rooftop. You may enter the rooftop from this square. The single square of stairs at the front of the Metropolis Museum of Art does not lead to the roof. (It leads to the front door.) On top of the Daily Planet, the 4X4 area that the globe occupies is hindering terrain. The rest of the rooftop is clear elevated terrain.

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The 4X6 area that the pond occupies is hindering terrain. It's all water terrain except for the 4 corner squares, which are simply hindering terrain. Aside from the elevated terrain, there are no thick black lines on this map. The cars, news stand, concession stands, statues, park benches, bus stops, bushes and signs are all hindering terrain.

DC HeroClix Map Set - S.T.A.R. Labs Indoor The 2X3 fountain in the middle of the map is water terrain. The grey shallow water squares that are surrounding it are normal hindering terrain. DC HeroClix Map Set - The Batcave Indoor The yellow crate squares are hindering terrain. The weapon display case and Bat Computer squares are blocking terrain. The twisting stairs are clear terrain. Squares that the Batcycle, Batmobile and Batcopter occupy are hindering terrain. The rocky dirt section of the map is entirely hindering terrain. The red gym mats in the workout area are clear terrain. DC Collateral Damage Map - The Junkyard There is no wall between squares D12-13 and E12-13. Entrance to the indoor section of the map can be gained by the stairs (at E8, E11, E17, & C22), ramp (at B3 & C3), and conveyer belt (E12 & E13). The elevated terrain surrounding the car crusher (squares M12-P12 & M13-P13) does not block the line of fire from colossal or giant characters to those squares. DC Legion of Super Heroes Map - Central Port Squares inside the boundary of an orange line are transmatter gates, hacked to echo local gates rather than distant planets! When any character occupies a transmatter gate at the end of a move or power action, it may be moved to any other unoccupied transmatter gate on the map. Marvel Starter Set Map 1 Indoors, The Mall The water fountain is only hindering terrain, not water terrain. Marvel Premier Set Map 3 - Outdoors The Park The building in the park is blocking terrain; it is not elevated terrain. See General Map Notes, Blocking Terrain. If water covers more than half a square on the map, it is considered to be a water terrain square. The grass and dirt pathways on the map are clear terrain, not hindering terrain. Marvel Premier Set Map 4 Indoors, The Warehouse The crates in the middle of the warehouse are blocking terrain. Marvel HeroClix Map Set - Xaviers School Outdoor The bluish-grey section with a boat in it is water terrain. The dock is clear terrain. The squares with the basketball hoops in them are clear terrain. The thick black lines on either side of the Xavier School Sign gazebo are blocking terrain. SECTION 18: MAP CLARIFICATIONS - 126 -

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Marvel HeroClix Map Set - Avengers Mansion Outdoor The top square of the stairs should not have a thick black line on the edge adjoining the rooftop. You may enter the rooftop from this square. The rooftops are considered to be clear elevated terrain. The cars are hindering terrain. Marvel HeroClix Map Set - Danger Room Indoor The small tufts of grass on this map are clear terrain. The log and rock squares in the pond are normal (non-water) hindering terrain. The lava flow squares are hindering terrain. Marvel HeroClix Map Set - Avengers Mansion Indoor The squares with the thin plasma screens are clear terrain. The square with the coat-rack is hindering terrain. The bluish-grey elevator squares are clear terrain. Marvel Sinister Map The Prison Squares F1-F2 and F23-F24 are blocking terrain. Marvel Supernova Map Deep Space Special Map Rules: Space Terrain Equipped with personal life support and zero-g maneuvering jets, your assembled force leaps into the void! Squares inside the boundary of an orange line on this map are space terrain. Space terrain is clear terrain modified by the following rules: Characters given move actions when they occupy space terrain modify their speed values by +2 for the action. Halve the range values of all characters occupying space terrain and all characters drawing a line of fire to a character occupying space terrain. A successful attack that does not otherwise knock back a character occupying space terrain knocks back that character a number of squares equal to the damage dealt -2, to a minimum of 0. When targeting a character occupying space terrain with Force Blast, roll two six-sided dice instead of one. All knock back ends immediately when a character enters the first square that is not space terrain. Characters occupying space terrain are not dealt knock back damage if their knock back paths are ended by the edge of the map. Space terrain is considered an alternate terrain type similar to Outdoor and Indoor terrain. Characters in these squares obey the special rules of the terrain regardless to how they can otherwise interact with terrain. A square of space terrain with an object in it is treated as both hindering terrain and space terrain. The range values to soaring characters occupying space terrain or from a character occupying space terrain is one quarter (halved for soaring and halved again for space terrain). The range value for a character using Hypersonic Speed option 1 is one quarter (halved per the description of the power and halved again for space terrain). The ranges for Outwit, Perplex, Probability Control, Telekinesis, etc are not affected by space terrain as they do not rely on the characters range value. The half range only applies to characters or their targets that are in space terrain. If the line of fire crosses space terrain but neither character is occupying space terrain, the range is not halved. SECTION 18: MAP CLARIFICATIONS - 127 -

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Other than the special rules listed on the map, space terrain is treated just like any other square of clear terrain.

Marvel Avengers Map Rooftops Special Terrain: Open Air Fighting high above the city, those who fall to the streets must climb back to the rooftops! Squares within the boundary of solid orange lines on the Rooftops map are open air terrain. Open air terrain is clear terrain, but with one additional rule: If a character without the or speed mode occupies open air terrain after the resolution of any action, deal the character 1 penetrating damage and place it in an unoccupied square next to the stairwell (a square inside a dashed orange line) marked with the same number as the area of open air terrain. Indy Starter Set Map A Indoor, The Evil Headquarters The goldfish pond is water terrain. The cement and dirt squares are clear terrain. The Computer squares are hindering terrain with a wall of blocking terrain behind them. The square in the center of the desk is clear terrain. Indy Starter Set Map B Outdoor, The Temple The rooftops are clear elevated terrain. The statues and gong are hindering terrain. The goldfish pond is water terrain. Outdoor Adventure Pack Map 2 Outdoors, The Construction Site The chain link fence (thick grey line) is special hindering terrain. If a figure moves across the fence, they must end their move in the square after crossing the fence. If this movement ends in clear terrain, the character may move normally the next turn. The dark brown area with the truck backed up to it is a big pile of dirt with a ramp leading up to it. It is considered to be elevated and hindering terrain. The squares occupied by the crane and the trucks are not surrounded by a thick black line, therefore they are hindering terrain. The blue patch in the middle of the map is a puddle and considered to be water terrain. The brown patch near the pond is a small patch of dirt and considered to be hindering terrain. Indoor Adventure Pack Map 1 The Factory The grey tables in the factory area are hindering terrain. Indoor Adventure Pack Map 2 The Mansion The open blue squares in the pool are considered to be water terrain. The squares in the pool that contain the diving boards are considered to be normal hindering terrain, not water terrain. The slide is hindering terrain, not elevated terrain. The grass, cement, and asphalt on the map are clear terrain, not hindering terrain.

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19. ADDITIONAL CLARIFICATIONS


3D Objects 3D objects are legal unless otherwise specified by the Judge running the event. The 3D objects from the Adventure Kits (Bookcase, Computer, Crate, Dumpster, Light Post, Mailbox, Office Desk, and Soda Machine) should have the special object gear symbol. Archenemies If two characters have the same name, they are not arch-enemies, even if they have arch-enemy bases (an outer ring color other than black). Battlefield Conditions Battlefield Condition cards are considered unique by name. If Battlefield Condition cards with the same name appear in multiple sets, a player may only use one copy of any named card in his hand during a tournament (see also the HeroClix Comprehensive Tournament Rules). Any Battlefield Condition cards that are published with the same name as a previous one override all of the text on the previously published card. Break Away A character cannot pick up an object if it fails to break away. If the character used a move action to attempt to break away and failed, and has a team ability that allows it to make a move action without using one of its allotment of actions for the turn, then the break away attempt does not count towards its allotment of actions. Colossal Characters Colossal characters require a doorway at least as wide as the base of the figure in order to pass through it. All Colossal characters whose special rules indicate they possess the Capture or Multiattack ability use the ability as explained in the rulebook. Compatibility All HeroClix game lines are compatible with all other HeroClix game lines. HeroClix is a single game system with a single set of rules. Double-Base Characters If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, it is starting its movement in hindering terrain regardless of which end the movement is lead with. If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, only the half that is in hindering terrain would gain any benefits of hindering terrain when a line of fire is being drawn to the double-base character. Feats Characters that are removed from the battle map and placed on feat cards are not affected by Battlefield Conditions. Any Feat cards that are published with the same name as a previous one override all of the text on the previously published card.

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Giant Characters If the giant character is soaring and the other standard character is not, then the two characters are not adjacent. A giant character must be one square away from blocking terrain to destroy it. A giant character with Super Strength must be one square away from an object to pick it up. When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers. Powers that deal with close combat attacks or movement (Quake, Plasticity, etc) can be used by giant characters up to two squares away. Multiattack The Capture ability may not be used via the free action granted by Multiattack. Objects If a character holding an object is captured, the character drops the object in the square in which it was captured. It is possible for objects to exist on top of other objects. The objects remain separate objects. Special Objects Soaring characters are affected by the properties of Special Objects up to the objects full area of effect. Blocking terrain, walls, or character bases do not block the area of effect of a Special Object but will block line of fire to and from a Special Object per the standard line of fire rules. See also, Miscellaneous Q & A: Q007 Ties In rare cases, a match results in a tie. Determine the winner by rolling one six-sided die; the player who rolls the highest, wins. Terrain Terrain in a square remains the same type through an action; if it suddenly changes (such as becoming hindering terrain halfway through a Hypersonic Speed action), it is still considered of the original type until the character moves out of it or the action ends. If one type of terrain exists behind other types of terrain, each terrain type must be destroyed separately (see Walls). If the line of fire between two characters in continuous hindering terrain never crosses a boundary line of hindering terrain, the hindering terrain modifier still applies. Two squares of diagonally adjacent terrain that are not the same type (such as a square of hindering and a square of blocking) are clear for movement purposes. Walls All walls are assumed to stop exactly at the edges of squares. Even if it looks like a wall sticks out into a doorway, it doesnt, and thus diagonal attacks can pass through without being blocked. See also Lines of Fire. A square of blocking terrain on the opposite side of the wall does not block the line of fire to that square when targeting a wall with a ranged attack. If blocking terrain exists on the opposite side of a wall, destroying the wall does not destroy the blocking terrain. Only place a rubble token on the side of the wall without the blocking terrain. A separate attack must be made to destroy the blocking terrain. SECTION 19: ADDITIONAL CLARIFICATIONS - 130 -

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Wild Card Team Abilities A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if they can only get the team ability from that wild card. When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The Society), a wild card using the team ability possessed by those characters uses the team ability described on the feat card, not the standard team ability described in the Team Abilities section of this document.

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20. FREQUENTLY ASKED QUESTIONS


SECTION 1: Powers and Abilities Q & A
Q001: Can I use (fill in the blank) with (fill in the blank)? A: Easily the most common question to come up in the game. If a power grants a follow-up of some kind, it always words it in a way so that you know what it is granting. Charge, for example, grants a close combat action as a free action. Therefore, anything that requires a close combat action to activate can be used. Powers that have different means of activation (e.g., Power actions) would not be activated in this way. Some powers do not require an action be given to activate it (such as Blades/Claws/Fangs) but occur whenever such an action has been given to the character. These can activate when the follow up action is of the type required to activate the power. Q002: My character has a power on his dial but it does not appear on the character card does he have this power from the PAC or not? A: Whenever this happens, you can assume that the character does have the power on the dial. If it ever occurs that it should not be like that, there will be errata issued to that effect. Q003: Do damage reducing powers (Impervious, Invulnerability, and Toughness) reduce the damage from Poison? A: Yes. Poison deals damage and damage reducing powers reduce damage dealt. Q004: Can damage reducing powers be Outwitted before Poison takes effect? A: Yes. Poison takes place at the beginning of the turn and Outwit can be used anytime during the turn, including at the beginning. It is up to the controlling player to choose the sequence of actions that occur at the beginning of the turn. Therefore, the controlling player could choose to use Outwit before using Poison. Q005: Can a character use Outwit on an opposing character that is in hindering terrain and using Stealth when the two characters are adjacent? A: No. Outwit requires a line of fire to be drawn from the character with Outwit to the target opposing character. Stealth prevents a line of fire from being drawn, even when the characters are adjacent. Q006: Can a character that has flight use the Hypersonic Speed option 1 (or a transporter use the move and attack ability) and carry another friendly character? Can that friendly character use any of its powers or abilities (such as Enhancement or Probability Control)? A: Yes, the character with flight and Hypersonic Speed or a transporter using the move and attack ability can carry a character with them while attacking. However, that character is carried through the entire movement and is not set down until the action is complete. Since the character being carried is off the board for the entire movement, the character being carried would not be able to use any powers, abilities, or feats during the Hypersonic or move and attack action. Q007: Does a character with the Kingdom Come or Hypertime team ability have to roll as it becomes adjacent to an opposing character with the Kingdom Come or Hypertime team ability? A: No. Kingdom Come and Hypertime characters ignore the team ability on other Kingdome Come and Hypertime characters. Q008: Can a non-flying character that has a wild card team ability use the Green Lantern team ability and carry up to 8 characters? What about if the character were using the Passenger feat card? What about a transporter (and could it carry up to 12 characters)? A: Flight is a requirement to carrying characters. A non-flier could not use the Green Lantern team ability to carry characters. The Passenger feat card is an exception to the general rule of needing flight to carry characters, but the Passenger feat card specifies that the character using the feat may only carry a single character. A transporter that has or uses the Green Lantern team ability could carry up to 8 characters (the maximum limit set by the team ability itself). Q009: Can a character with the Green Lantern Corps team ability carry fliers? Can a character use a nonfree action after being carried by a character with the Green Lantern team ability? A: No. The only difference between a Green Lantern Corps member and another character is the number of figures that character can carry. All other rules for carrying characters apply as normal.

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Q010: Can a character with Mastermind split any damage that it is dealt to more than one adjacent character? What if the damage dealt to the adjacent character is more than enough to cause it to be knocked out? Does the character with Mastermind take the remainder of the damage? A: A character with Mastermind transfers all the damage to a single adjacent friendly character and may not divide the damage between characters. All damage is transferred with Mastermind, even if it is more than enough to KO the adjacent character. The character with Mastermind would take no remaining damage. Q011: How is damage and splash damage applied with an Energy Explosion attack? If a character with Toughness were hit by both an attack and splash damage from and adjacent character, would the Toughness first reduce the damage from the attack and then reduce the damage from the splash? A: All damage is dealt at once. If a character were hit by both an Energy Explosion attack and splash damage, then that character would be dealt 2 damage. If the character had Toughness it would be dealt 2 damage minus 1 for the Toughness for a total of 1 damage. Q012: If a character is Mind Controlled, can it use a free action (such as Outwit) and be given a non-free action (such as an attack)? A: No. Mind Control allows the Mind-Controlled character to take an action as a free action. If the character used Outwit, Perplex, or some other free action, that action would be the one action allowed for by the effects of Mind Control. Q013: Can a character with two action tokens on it be Mind Controlled? If the character has one action token on it and is Mind Controlled, does it take push damage? A: A character can be Mind Controlled even if it has two action tokens assigned to it already. A character that is Mind Controlled is given a free action. Since no action token is assigned to the character, there is no push when a Mind Controlled character makes its action. Q014: After using Perplex or Outwit does a character need to maintain the line of fire in order for the power to stay in effect? A: No. The character only needs a line of fire for the initial action of using Perplex or Outwit. Line of fire does not need to be maintained in order to maintain the effects of Outwit or Perplex. Q015: Can a character take a non-free action after being moved with Telekinesis? A: Yes. Characters moved by the TK power do not have the same restrictions as those carried by other characters. Q016: Can you destroy Barrier tokens? And if so, what happens to the tokens? A: Yes. Barrier tokens can be destroyed as per the normal rules for destroying blocking terrain. A piece of destroyed Barrier leaves a debris token in the space formerly occupied by the Barrier token. The debris token is removed at the same time the effect of Barrier ends. Q017: When damage from an attack that produces knockback is Masterminded off to another character, does the original target suffer knockback? A: No. Knockback is transferred along with the damage from the attack, and the character is knocked back as if it were hit by the original attack. The character suffering knockback is moved away from the character that made the attack. Q018: If a character transfers damage with the Mastermind power, can the character receiving the damage use Toughness, Invulnerability, or Impervious? Can the character receiving damage roll Super Senses to avoid the attack? A: The character receiving the damage can use its damage reducing powers. Mastermind states that it deals damage to that target instead. All 3 of the damage reducing powers are activated anytime damage is dealt, so Mastermind will activate these powers. Super Senses cannot be rolled. Super Senses requires the character to be hit by an attack and Mastermind is not an attack. Similarly, the properties of the damage being redirected through Mastermind remain the same. For example, penetrating damage would still be penetrating and damage reducers would not work on it. Q019: Can damage from the Mystics/CrossGen/Arachnos team abilities be transferred with Mastermind? A: No. Mystics/CrossGen/Archnos TAs state that the attacking character takes 1 click of damage. Mastermind only works when the character is dealt damage. The glossary in the rulebook has definitions for both damage dealt and damage taken. Q020: Will the damage from the Mystics/CrossGen/Arachnos trigger retaliation from another Mystics/CrossGen/Arachnos? A: No. Those team abilities require a successful attack to trigger the team ability. Damage taken from Mystics/CrossGen/Arachnos is not an attack. Q021: If an attack KOs a character with the Mystics/CrossGen/Arachnos team ability, does that character still retaliate with its team ability?

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A: Yes. Even if the character is KOd, the team ability is still triggered because the character was hit by an attack and damage was dealt to the character. Q022: Can the JLA (and Avengers / Brotherhood / Top Cow) team ability be used with Hypersonic Speed (option 1) or the transporter move and attack ability? A: Those team abilities work anytime you give a character a move action. HSS (option 1) is a power action, so they will not work with HSS (option 1). The transporter move and attack ability is a move action, so they will work with the transporter move and attack ability. The result of this combination is that the character is able to use the transporter move and attack option and not use one of you actions from your allotment of actions. Q023: Can a character with the Avengers/Brotherhood/JLA/Top Cow team abilities use a free move action after being carried? A: Move actions using these team abilities are not considered free actions. Although they do not count against your total actions for the turn, they are still defined as move actions and generate an action token, and so are not free actions. Since they are not free actions, you cannot use a move action after being carried. Q024: The Power Cosmic team ability says that powers cant be countered. Does this mean that Power Cosmic figures are immune to Psychic Blast and Exploit Weakness as well as Outwit? A: No. Neither Psychic Blast nor Exploit Weakness counter damage reducing abilities. Instead, they are penetrating damage. Q025: How exactly does Hypersonic Speed option 2 work? A: Using Flash as an attacker and Gorilla Grodd as a defender, heres an example of how HSS option 2 works The Flash attacks Gorilla Grodd who has a 15 defense showing on his dial. The first roll is made against the 15 defense and is successful... Flash has a damage value of 1. The second roll is made against a 16 defense and is successful... Flash has a damage value of 1. The third roll is made against a 17 defense and is successful... Flash has a damage value of 1. The fourth roll is made against an 18 defense and is successful... Flash has a damage value of 1. A fifth roll is made against an 18 defense (because it's capped by the rule of 3)... Flash has a damage value of 1. Flash decides to end the attack (or he misses his roll). Flash now adds all damage and deals that damage to Gorilla Grodd. Even though Flash dealt 5 points of damage, Gorilla Grodd will only take 4 due to the rule of 3 (1 damage plus 3 more). The end result is that Gorilla Grodd will be dealt 4 damage and then apply any damage reducing powers for the end result. If Flash had rolled any critical hits, an extra point of damage dealt for each critical hit would be added on to the 4 from the attack. If Flash had rolled doubles at any time during his attack, knock back would be applied now. Q026: What counters other powers? Do Outwit, Exploit Weakness, or Psychic Blast counter powers? A: Outwit is the only power that counters powers. Exploit Weakness and Psychic Blast are penetrating damage (see the glossary in the rule book), but they do not counter other powers. Q027: Can a character pick up an object when using Charge, Running Shot, or Hypersonic Speed? Can that character use that object in the current action to attack? A: A character using Charge, Running Shot, or Hypersonic Speed may pick up an object during the movement portion of that action. A character using Charge or Hypersonic Speed may use the object to make a close combat attack in the same turn that the character picks up the object. A character using Running Shot may use the object during the ranged combat action granted as a free action to make a ranged combat attack (by throwing the object) in the same turn that the character picks up the object. A character using Hypersonic Speed cannot use the object to make a ranged combat attack (by throwing the object) in the same turn that the character picks up the object. This is because Hypersonic Speed grants an attack and throwing an object requires a ranged combat action. Q028: Can powers granted by team abilities (such as Outwit from the Superman Enemy team ability and Probability Control from the CSA team ability) be countered with Outwit? What about team abilities with effects similar to powers, such as Batman Ally team ability-can they be countered with Outwit? A: Team abilities no longer grant powers. They are worded such that they allow the character to use the power (but it does not possess it). Therefore, the team ability cannot be used to meet the requirement for a feat nor can the power be outwitted (as the character does not

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posses it, it posses a team ability that allows its use) unless an ability allowing the team ability to be countered is used (Outwit can only counter powers, not team abilities). Q029: Can one of my characters with Probability Control use it to allow me to re-roll my characters Impervious or Super Senses roll? A: No. Probability Control allows you to re-roll your dice during your turn and force your opponent to reroll their dice during their turn. Rolling for Impervious or Super Senses is a roll of your dice during your opponents turn. Q030: If a character has a team ability that allows it to move without using an action from the controlling players allotment of actions (JLA, Avengers, Brotherhood, Top Cow) and the character also has Phasing/Teleport, can that character use Phasing/Teleport and not have the action not come from the players allotment of actions due to the team ability? A: No. Those team abilities work when the character is given a move action and Phasing/Teleport is a power action. Q031: Can a character with flight (or a transporter) and the Phasing/Teleport power carry another character and use Phasing/Teleport? A: Yes. Q032: Can a character use Telekinesis to move an object into a square occupied by another character? A: Yes. The character in the target square does not block the line of fire to that square. Q033: Can a character use Telekinesis to make a ranged attack combat attack with an adjacent object when an opposing character with Stealth that is standing on that object? A: Yes. The character with Telekinesis may use that object to attack that opposing character. The opposing character does not block line of fire to that square when using the object the opposing character is standing on. Q034: If a wild card is using the team ability of a friendly character and that friendly character is KOd, does the wild card retain that team ability? A: No, the wild card would not retain that team ability once the action that KOd the character with the team ability is complete. Q035: Can a wild card use the team ability that another wild card is using? For example, Figure A is a wild card and uses Batman Ally from a friendly character. The friendly character with the Batman Ally team ability is KOd. Figure A gets to use the Batman Ally team ability until it has chosen a different team ability. Can Figure B, another wild card, now use the Batman Ally team ability from Figure A? A: No. In order for a wild card to use a team ability, the character the team ability is being used from must possess that team ability. Since other wild cards do not actually possess the team ability that they are using, that team ability cannot be used by a different wild card. Q036: Can Probability Control be used to re-roll a critical hit or a critical miss? A: Yes. Although a critical hit always hits and a critical miss always misses, they are still attack rolls and are therefore subject to the Probability Control power. Q037: Does a character that is using Stealth need to cancel its power or team ability in order to use a power such as Perplex or Probability Control on itself? A: Yes. A character can draw line of fire to itself, but it cannot automatically do so. The team ability or power would need to be canceled in order to draw the line of fire to itself. Q038: Does a character ignore its own powers, abilities, and feats when making an attack using Pulse Wave? For example, could a character with Perplex or Probability Control still use those powers when it makes an attack with Pulse Wave? A: The character may use its own powers, abilities, and feats when attacking with Pulse Wave. It does not ignore them. Q039: If a character is hit with a Pulse Wave attack: Does a character holding an object drop the object? Is blocking terrain created with the Barrier power ignored if the character that created it is within range of the Pulse Wave attack? A: Although Pulse Wave ignores all powers, team abilities, and feats it does not counter them. Therefore, characters holding an object will not drop the object and can use them if they have some defensive bonus, and blocking terrain created by Barrier affects a Pulse Wave attack normally. Q040: If a character has Willpower and is using the Masters of Evil team ability, can the character continue pushing each round without ever taking damage? A: No. Willpower will only prevent the push damage that occurs from placing the second action token on a character. Any actions that are taken on subsequent turns by a Masters of Evil team member after it has two tokens on it cause unavoidable damage, which cannot be negated by Willpower.

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Q041: Can unavoidable damage be reduced by damage reducing powers or transferred with Mastermind? Does Willpower negate it? A: No. The rulebook glossary defines unavoidable damage as damage that cannot be reduced by any power or affect and cannot be transferred to any other character. Q042: Can a character with 1 or 2 damage and Ranged Combat Expert or Close Combat Expert use those powers to destroy terrain? A: No. Both Ranged Combat Expert and Close Combat Expert specify that they can be used against a target character. Q043: If a character using Hypersonic Speed option 1 or the transporter move and attack ability KOs an opposing character, can the attacking character end its movement in the square that the KOd character occupied? Or is the KOd character not removed from the battlefield until the action is complete? A: The character with Hypersonic Speed or that is a transporter could occupy the square his target was standing in if the target character was KOd. The character is removed from the battlefield when after damage has been dealt. Q044: What is the correct sequence for applying game effects when a character with a team ability such as Suicide Squad or Fantastic Four pushes to attack and, in the process, KOs a character that triggers its team ability (by using Pulse Wave, from splash damage from Energy Explosion, etc)? A: The attack would be made, damage would be dealt, pushing would be applied, and then the effects of the team ability would be applied. If pushing causes the attacking character to be KOd, then it cannot use the team ability to heal itself. Q045: If a character with Guardians of the Globe rolls doubles while using Pulse Wave or Energy Explosion, which characters gets a token? A: Only targeted characters receive a token, therefore no characters within the Pulse Wave will be tokened. The characters hit with the Energy Explosion attack will get a token, but the characters who receive only splash damage do not. In both cases, any character that does not receive a token will still get normal knockback movement applied to them. Q046: Does the character or object being moved with Telekinesis impact the line of fire for where it can be placed? A: No. the line of fire can be drawn after the target has been picked up. Q047: If damage is Masterminded onto a character with Mystics/CrossGen/Arachnos TAs, would the team ability activate and damage the attacker? A: No. Mystics/CrossGen/Arachnos TAs state that it only activates when the character takes damage from an attack. Damage redirected with Mastermind is not an attack. Q048: What about when a special power specifically says something like Flash can use Hypersonic Speed and Phasing or Flash can use Charge and Flurry then can I use them together? A: It depends on what 2 powers are being discussed. When a special power says that a character can use a series of other powers, it is not changing those powers in any way (unless the special power explicitly says so). Simply saying can use X and Y is a shorthand way of saying treat the character as if both of those powers were on the dial together; whether or not they can be used together depends on the requirements of the individual powers. In the specific cases above, Charge is a power action that grants a close combat action as a free action (after the movement). Flurry requires you give the character a close combat action. So you can use the close combat action that Charge gives you to activate Flurry. On the other hand, both Phasing and Hypersonic Speed require a power action to activate. You cannot use one power action to activate two different powers, and neither of those powers grants another power action as a free action. So Phasing and Hypersonic Speed cannot be used together. Q049: When I attack a character, do I have to cancel any powers that are on my dial that I dont want to use, like Energy Explosion? I attacked a figure for 4 damage, and they told me that since I didnt turn off Energy Explosion, I only dealt one damage. A: All powers and abilities that are being used for an action need to be declared at the onset of an action. A power does not have to be canceled in order to not be used. There are exceptions to this, like Probability Control (which only requires a declaration for use after dice are rolled) and non-optional powers (which dont need declaration at all). In the case above, the character would have dealt 4 damage. On the other hand, if you had Ranged Combat Expert and didnt say anything, then you would not get the +2 to your damage value.

SECTION 2: Feats Q & A


Q001: Can a character use Leap/Climb with Pounce?

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A: No. Although Leap/Climb is a prerequisite for Pounce, the two cannot be used together. Pounce is a power action and Leap/Climb is used when you give a character a move action. A character can only be given one non-free action in a turn. Q002: Can a character with a damage value of 2 be Perplexed or use In Contact with Oracle to boost the damage to 3 (or more) and then use Pounce? A: No. Once the character has more than a 2 damage value it no longer meets the prerequisites for Pounce and cannot use the feat. Q003: Can a character use Pounce and Blades/Claws/Fangs together? A: No. Pounce grants a free close combat attack and Blades/Claws/Fangs requires a close combat action. Q004: Can a character that has Super Strength and is assigned Pounce pick up an object while using Pounce? A: Yes. Characters with Super Strength can pick up objects whenever they move as a result of being given a move, power, or free action. Q005: I have In Contact with Oracle in play. Can I give a character that is an Agent a power action to use a power (such as Charge or Running Shot) and also use that action to turn Oracles dial? A: No. Turning Oracles dial is a power action. Using a power such as Charge or Running Shot (or any other power, ability, or feat that gives the character a non-free action) is giving the character an action. A character cannot be given more than one non-free action in a turn. Q006: If a player has characters with the Avengers and Fantastic Four team abilities on a team and is using both the Thunderbolts and Fantastic Four feat cards, can the player declare the alternate Fantastic Four team ability with Thunderbolts? If the Thunderbolts choose Fantastic Four do they get the standard Fantastic Four team ability or the alternate Fantastic Four team ability (the one specified on the feat card)? A: Avengers using Thunderbolts may not choose a team ability that is provided by a feat card. If the Thunderbolts choose Fantastic Four as their team ability they would receive the standard Fantastic Four team ability and not the alternate team ability. Q007: If both players are using the Thunderbolts feat card on their force, which player chooses their team ability for the Thunderbolts first? A: The players would each roll two dice. The player that rolled the highest number would choose the team ability for his own Thunderbolts characters first. This is a separate roll from the roll to determine which player is Player 1. Q008: Is the damage from Damage Shield reducible by damage reducing powers (Toughness, Invulnerability, and Impervious)? Can Super Senses be used to avoid the damage from Damage Shield? A: Damage from Damage Shield is damage dealt and damage reducing powers reduce damage dealt. Therefore, damage reducing powers are effective against the damage from Damage Shield. However, Super Senses cannot be used to avoid the damage from Damage Shield as there is no attack involved with Damage Shield. Q009: If a character is placed in the Lazarus Pit are all other feats assigned to that character removed from that character and the game? A: No. The rulebook states that feats are removed once a character is defeated. The rulebook defines defeated as KOd and removed from the game. A character in the Lazarus Pit has been KOd but has not been removed from the game. All feats assigned to that character (other than the Lazarus Pit) would still be assigned to that character once it is removed from the Lazarus Pit and placed back on the battlefield. Once a 5 or 6 is rolled and the special marker is removed, the character will be able to use those feats. Q010: Can a wild card use the team ability that a character with Siphon Power has chosen? A: No. In order for a wild card to use a team ability, the source of the team ability must actually possess that team ability. Since wild cards (including the one using Siphon Power) do not actually possess the team ability that they are using, the team ability cannot be copied by a different wild card. Q011: When I have In Contact with Oracle in play, does replace then modify mean I can use a replacement value such as Defend, the Justice Society team ability, or the alternate Fantastic Four feat and then boost an Agent s defense with the In Contact with Oracle feat? A: No. An Agent is given the +1 from the In Contact with Oracle feat immediately when it takes an action. The replacement value doesnt occur until an attack is made against a character. When an attack is made against the character and the replacement value does occur, it replaces the defense value of the character including the modifier from In Contact with Oracle that was previously applied. Q012: Can a character with a non-wild card team ability use Brilliant Tactician to affect wild cards? Can a wild card with Brilliant Tactician affect non wild card team members? Can a character with Brilliant Tactician affect friendly characters that are assigned Thunderbolts? A: A: Typically, no. The rules for who a Brilliant Tactician can use Perplex on are governed by two things: do the characters share a team symbol (not ability, a team symbol) or do the characters share a keyword. A character using Brilliant Tactician can use Perplex and

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increase their own combat value, the combat value of someone with the same team symbol (and no keywords) and a character with a different team symbol but a keyword in common all with the same use of Perplex. Q013: Can a character with Brilliant Tactician use Perplex on a target friendly character to increase a combat value and then affect that same combat value on the same target character using Brilliant Tactician? A: No. The use of Brilliant Tactician is all one instance of Perplex. Brilliant Tactician modifies the use of Perplex so that it can affect multiple characters that share a team ability with the character that is assigned Brilliant Tactician. Q014: Using Darkness Within, when does the push damage to the friendly character occur? Does the friendly character need to be adjacent before to the character with Darkness Within before the action starts or before the attack? A: The two characters need to be adjacent before the attack. A character could use Darkness Within and Charge, Running Shot, Hypersonic Speed option 1, etc. to move adjacent to a friendly character and deal the pushing damage to the friendly character in order to gain the +1 to the damage value before the attack. Q015: Can a soaring character with Divebomb use it to make a close combat attack on an opposing elevated character? A: No. Divebomb specifies that the soaring character can make close combat attacks against opposing grounded characters. Q016: How does Extended Range work with a Pulse Wave attack? A: Range is increased based on the unmodified damage value and after the range has been halved. When the attack is made, the damage value is decreased. If the Pulse Wave has multiple characters in the range, then the damage value was reduced to 1 and now, because of Extended Range, is reduced to 0. Q017: How does Extended Range work with an Energy Explosion attack? A: Range is increased based on the unmodified damage value. When the attack is made, the damage value is decreased. Damage is dealt according to the number of times a target is hit, not based on the damage value, so the penalty of Extended Range would have no impact. Q018: How does Extended Range work with a multiple target Energy Explosion attack? A: Since the description of Energy Explosion states that the target is dealt damage equal to the number of times it is hit by an attack, it is possible to deal damage with Energy Explosion if the target character is hit multiple times with an Energy Explosion attack. Q019: While using Extended Range and making a Pulse Wave attack (with Nova Blast, for example) is the characters range halved before or after increasing the range with Extended Range. A: The range increase from Extended Range is added after the range is halved for the Pulse Wave attack. Q020: How does Extended Range work with Mind Control? A: Mind Control is an attack that deals no damage, so range could be increased without suffering any adverse effects from having the damage value reduced. Q021: Can the default 4 range granted to a character without range during a Mind Control attack be increased using Extended Range? A: No. The prerequisites for the card state that the character must have a range greater than 0. A character without range would not be able to have the feat card assigned to them at all. Q022: Can Homing Device be assigned to a colossal or giant character? Does the damage value of the colossal or giant character get modified? A: Yes, it can be used with colossal or giant characters. The damage value is not modified, as the modifier displayed on the card is only affects the standard explosion type damage symbol. Q023: Can a character with Lazarus Pit, Fantastic Four, or Suicide Squad still use the feat or team ability when KOd by an opposing character using Pulse Wave? Since Pulse Wave ignores all powers, abilities, & feats, would the character still go to the Lazarus Pit or gain the benefit of the team ability? A: No. From the beginning of the action in which the Pulse Wave is declared until the end of the action (which is after the token has been applied to the attacking character) any characters that are within the Pulse Wave blast are considered to have no powers, team abilities, or feats. They are still members of a team if they have a team symbol, but they do not have a team ability. Q024: Can a character use Nanobots during movement to heal as the character moves? A: No. Unless stated otherwise by a power or ability, free actions cannot be given in the middle of another action.

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Q025: Can a character use Nanobots even if it is at its starting click? A: Yes. Q026: Does Protected allow the character to ignore the damage from all attacks involved in a multi-attack? A: No. A multi-attack is two (or more) separate attacks. Protected would only allow the character to ignore the damage from one of the attacks. Q027: Does Protected allow the character to ignore the damage from both attacks that result from an opposing character using Flurry? A: No. Protected allows the character to ignore damage dealt from a single action. Flurry grants two free actions to use as close combat attacks. Since Flurry grants two actions, Protected could only be used against one of them. Q028: If a character using Ranged Combat Expert attacks a character with Repulsor Shield, is the entire attack ignored due to Repulsor Shield? A: No, only the +2 modifier from the Ranged Combat Expert power would be ignored. The attack would still deal the base damage, plus any other modifiers. Q029: Can a character be given a light 3D object or a special object when using Rip It Up? A: No. Rip It Up states that the character is given a light object token from outside the game. 3D objects are not tokens. Additionally, special objects may not be given when using Rip it Up. Q030: Can I assign multiple Sidekick cards to the same character? Can I chain defenses values by using multiple Sidekick cards? A: No. Any given feat may only be assigned to the same character one time. Q031: What happens if a character with Siphon Power and a character with Saboteur are on opposing teams? A: As a character with Siphon Power is still a wild card, that character would only be able to use the team ability of the character that has Saboteur. If the character with Saboteur happens to have a team ability that cant be copied by wild cards, the character with Siphon Power would still be able to use that team ability. Q032: The rules state that if a character becomes friendly to an opposing force (such as by a Mind Control attack) that the opposing player cannot use any feats that the character may posses. What happens if a character with the Thunderbolts (or Fantastic Four) feat is Mind Controlled? Which team ability does it have? A: It would have the original team ability that is printed on the dial until control of the character reverted back to its owner. Q033: Do the points from a feat card that states choose a character add to that characters overall point value? A: No. The points for feat cards add to the overall force build total but not to any characters point value. Q034: Can I assign an alternate team ability card (Thunderbolts, Fantastic Four, The Society, etc) to only some of the prerequisite team members on my force? A: No. Alternate team ability feat card are all or nothing. All characters with the prerequisite team ability must use the feat card if it is a part of your force. Q035: If a character has both Protected and Impervious, can the Impervious be rolled before deciding to use Protected? A: Yes. Protected allows the character to ignore the damage dealt. The amount of damage dealt to a character is determined after an Impervious roll. Q036: If a character with Protected is adjacent to a friendly character with Mastermind, can that character use Protected to negate the damage transferred via Mastermind? A: No. Protected states that it can be used as the result of a single action. There is no action involved in transferring damage dealt via Mastermind. Q037: If my opponent has a character with both Thunderbolts and Saboteur, would my wild cards be using the Avengers team ability or the team ability that was chosen for Thunderbolts? If I have a wild card character with Siphon Power assigned to it and I choose to use the team ability of my opponents Avenger character that is assigned Thunderbolts, would my character use the Avengers team ability or the ability that was chosen for Thunderbolts? A: In both cases the wild cards would be using the Avengers team ability as you cannot use your opponents feat cards.

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Q038: Can a character with Brilliant Tactician use Perplex on a target opposing character to modify a combat value and then affect friendly characters that share a team ability with the character that is assigned Brilliant Tactician? A: Yes. Brilliant Tactician allows a character to use Perplex in the standard way and, at the same time, affect a combat value of friendly characters with the same team ability as the character assigned Brilliant Tactician. Q039: If a character uses Charge, Hypersonic Speed, or the transporter move and attack option to move adjacent to an opposing character for a close combat attack and that character makes the roll with Entangle, what happens to the attacking character? A: Characters using Charge would simply end their movement in the square where they stopped. Characters using Hypersonic Speed or the transporter move and attack option would be able to continue their movement if they had any left. In either case, the character is not given an action token and cannot perform any other actions that turn. Q040: If a character with Flurry is attacking an opposing character with Entangle, is Entangle rolled for each of the Flurry attacks? A: Yes, and if the Entangle roll is successful against the first Flurry attack, the second Flurry attack cannot be made as the character cannot be given another action for the remainder of the turn. Q041: If a character is assigned Entangle and it also has the Skrull or Danger Girl team ability or Shape Change, which is rolled first? A: Skrull, Danger Girl, and Shape Change are all rolled when the character is chosen as the target of an attack. Entangle is rolled before the attack is made. Therefore, Skrull, Danger Girl, and Shape Change are rolled first and Entangle would be rolled last. Q042: For feats that state Choose a character, do I need a copy of that feat for each character that I want to assign it to? Or can I simply use one copy of the feat card and add the point cost of the feat to my team build total multiple times? For example, I only have one copy of Protected. Can I assign it to 3 characters and just count that as 24 points against my build total? A: In a tournament setting you must have a copy of a feat card for each character that you assign it to. Doing otherwise is considered to be playing with a proxy, which is not allowed under the HeroClix Comprehensive Tournament Rules. Q043: Can I assign multiple copies of the same feat to a character? For example, can a character have multiple Protected feat cards assigned to it or use multiple Look! Up in the Sky! feat cards for an increased movement? A: No. The section on Feats in the rulebook, states that a character may be assigned more than one feat but it cannot have multiple copies of the same feat assigned to it. Q044: Can a character with multiple targets and assigned the Mental Shields feat opt to make a multi-target Mind Control attack? A: Yes. By doing so, the character is choosing not to use the feat and therefore would take feedback damage. Q045: Would a character with NanoArmor hit by the Light Post still be incapacitated? A: Yes. Ignoring the damage does not mean that the object is ignored entirely. Q046: What would the damage from Meteorite be like against a character with NanoArmor? A: The damage increase from the Meteorite would be ignored. The unmodified damage value of the attacking character would still become damage taken without further modification. Q047: Can a Giant character (that can also fly) with Drag target a character that is 2 squares away? A: Yes. Any character that a figure needs to break away from is a potential target of Drag. Q048: If a character is pushed to attack a character with Entangle and they succeed at the roll, does the character get cleared of tokens at the end of the turn? A: The rulebook tells you to clear characters that did not receive a token this turn, so the attacking character would clear. Q049: If a character with Entangle succeeds at the roll, does the action given to the attacking character count as an action from the players allotment for the turn? A: Yes. Q050: What does it mean to ignore critical hits? A: A roll of double sixes only counts as a 12. It is not an automatic hit. It does not do +1 to the damage dealt. If the Critical Strike Battlefield Condition is in play, the tokens from the card cannot be used to replace the damage dealt. Q051: How do I determine the cost of Mercenary?

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A: You need to commit to the cost of Mercenary as you construct your force, though you do not need to select a team ability until the game begins. Lets say you build a team with a non-TA character, one Batman Ally, one Superman Ally, and 2 Mystics, you can choose to put Mercenary on the non-TA character as: A 15 point cost this would require that when you declared the Mercenarys team ability at the start of the game, you would have to select Mystics as that is the only team available for that cost. A 20 point cost this would require that when you declared the Mercenarys team ability at the start of the game, you could select either Batman Ally or Superman Ally you would not be able to select Mystics. A 25 point cost this would allow you to choose any of the three team abilities at the start of the game, but you would not get any point bonus for having members of the team on your force. Q052: When can a thwart token be removed from a feat after it has been put on it? A: There are only 2 ways in which to remove the Thwart token. First, as it says on the card, you can give an affected character a power action and remove it. Secondly, if the Thwart feat used to place the token is Thwarted, the tokens placed by that card would be removed. Other effects like the Thwart character losing the prerequisite powers and/or being KOd would not cause the Thwart token to be removed. Q053: If an alternate team ability feat card is thwarted, what team ability do those characters have? A: They would have their original (from the PAC) team ability. Q054: Can I use Thwart on my own feats? A: Yes. Q055: Can a character that has Super Strength and is assigned Pounce pick up an object while using Pounce? A: A character can only use an object while using Pounce if the final damage value will not possibly be more than 2 (before accounting for the Pounce damage bonus). Q056: Can I use a feat from a retired set, so long as it has been reprinted in a set that is not retired? A: No. When playing in a restricted format, all of the elements of the game you bring must come from the restricted environment (so this would apply to both feats and battlefield conditions). Q057: Can the pushing damage from feats be prevented by using Endurance? A: Yes. Any pushing damage can be prevented with Endurance. Q058: If I use Thwart on a feat card (mine or an opponents) that has tokens on it, what happens to those tokens? A: Though a target feat is ignored (treated as if it didnt exist) when Thwart is used upon it, that does not otherwise change the state of the feat, including any other tokens that might be upon the feat. Those tokens would remain on the target feat until and after the thwart token is removed from it.

SECTION 3: Giant, Colossal, Transporter, and Double-base Character Q & A


Q001: Are the rules that come with the Giant and Colossal characters still the correct ones for tournament play? A: Generally speaking, yes. Their special abilities (like Multiattack, Capture, etc.) have been standardized and are described in the rulebook. Q002: Can a character that is two squares away from an opposing giant character make a ranged combat attack to the giant character? Could the giant character make a ranged combat attack to an opposing character two squares away? A: Yes to both cases. Giant characters are adjacent to other characters for close combat and movement purposes only. Other characters are adjacent to giant characters for movement only. Q003: Is a grounded giant character adjacent to an elevated opposing character for close combat purposes? How about if the opposing character is soaring? What if the giant character is elevated? A: A grounded giant character is adjacent to an opposing grounded, elevated, or soaring character up to two squares away, and visa versa. An elevated giant character is adjacent to an opposing elevated or soaring character up to two squares away, and visa versa. An elevated giant character is not adjacent to an opposing grounded character. A soaring giant character is only adjacent to other soaring characters.

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Q004: Can a colossal character (such as Galactus or the Phoenix) using the Multiattack power use Enhancement from a single character for both attacks? A: Yes. Q005: If a giant character has or is using the Hypertime team ability (via a wild card team ability or through Thunderbolts), where would an opposing character have to stop and make the Hypertime roll? A: As adjacency for giant characters is two squares away, the opposing character would need to make the roll for the Hypertime team ability before it entered a square that was two squares away from a giant character. Thus, the opposing character would need to make the Hypertime roll when it was three squares away from the giant character. Q006: Are the Sentinel and Sinestro retired from tournament play? A: No, none of the colossal characters have been retired. Q007: If Poison is showing on the Angry Spirit dial, when do the Angry Spirit tokens deal Poison damage using the Spectre in the scenario? A: The Angry Spirits will deal Poison damage whenever they are given a free action to act. They may use Poison in addition to any other action that they may take as a result of the free action that they are given. Q008: Are the Spectres Angry Spirit tokens fliers? Can they use powers like Ranged Combat Expert and Psychic Blast when adjacent to an opposing non-flying character? A: No, the Angry Spirit tokens are not fliers. If they are adjacent to an opposing non-flying character they will not be able to use ranged combat powers. Q009: Do the Angry Spirit tokens take damage from using Mind Control on a character that is 100 points or more? If so, how is the Angry Spirit dial turned for this damage? A: The Angry Spirit tokens do take damage from a successful Mind Control attack where the target character is 100 points or more. The damage is damage taken (not damage dealt) so the Angry Spirit dial would not be turned. Q010: When using the Spectre in the scenario version and the Spectre takes damage, who retaliates first the Spectre or the Angry Spirit tokens? A: The Spectre retaliates against the attacking character before the Angry Spirit tokens are given their free action to retaliate. Q011: Ive heard that a double-base character can gain an extra square of movement. How does this work? A: Double-based figures do not gain an extra square of movement. As per the rulebook A double-base character must end its movement so that both ends of its base occupy one of the squares within its speed value

SECTION 4: Battlefield Conditions Q & A


Q001: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time? A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes. Q002: What does the battlefield condition card Power Dampening Field limit? A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats/game effects that modify the damage value (including but not limited to the Enhancement, Perplex and Ranged Combat Expert powers, as well as the In Contact with Oracle feat) are all affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only effects that do not add to the damage value are critical hits and damage from objects, which add to the damage dealt, not the damage value. Q003: How do battlefield conditions work in a constructed tournament? A: You may choose to play battlefield condition cards or not, they are optional.

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If you choose to play them, you must make a hand. Your hand must have a number of cards equal to the number of rounds in the tournament. You must play a card each round. Your hand may contain battlefield condition cards equal to the number of rounds minus one (for example, in a four-round tourney you can have up to three battlefield condition cards in your hand.) You are not required to have that many; you can bring one or fewer if you choose. When bringing fewer than the maximum, you are required to bring placeholder cards (either feat or bystander cards) to fill out your hand. Your hand cannot have more than one copy of any battlefield condition card (for example, you can't have two or more Ordinary Day cards, even when those cards are drawn from different expansions.) Your opponent has no say in if you want to play battlefield condition cards or not. If you bring them, you can play them. After you roll to determine who will be the first player, choose a map and starting areas, but before you place your figs in the starting area, both players reveal their battlefield condition cards at the same time (no waiting to see which card your opponent plays before you choose a card.) Placeholder cards, if played, have no effect on the game. The card played in a game--whether a battlefield condition or placeholder--is removed from your hand after the game is over. It cannot be played again in subsequent rounds. Q004: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities? A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the characters powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the characters powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so. Q005: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake? A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack. Q006: Can a character with Probability Control force a player to re-roll the Earthquake dice roll? A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake. Q007: How does Armor Wars work? A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is after the fact so it is not reduced by damage reducers or other means. Q008: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved? A: 1 damage is dealt for each copy of Armor Wars in play. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2. Q009: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars? A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced. Q010: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team? A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled. Q011: What happens if both Atlantis Rising and Astral Plane are played in the same game? A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.

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Q012: The Prepare to Play section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play? A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesnt cause the clear terrain to become water terrain until the game begins. Q013: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the characters range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)? A: If a character uses a Pulse Wave in an attack the range used is half of the characters range. When Darkness or Deep Shadows is in play, the characters range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3. Q014: Does Disbanded! cancel/counter the Assembled Battlefield Condition? A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols. Q015: Does the last line of Inertial Interference Field apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed? A: It applies to all knockback. Q016: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2? A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2. Q017: Can Probability Control be used on the die roll from Ground Zero? A: Probability Control cannot be used on the die roll. The die roll is simply an effect of a successful close combat attack, and not caused by the character itself. Therefore, there is no character to draw a line of fire to when using Probability Control. Q018: How does Loyalty interact with Siphon Power, Saboteur, and other feat cards that alter the text of a team ability? A: Loyalty would cause the wildcard character to choose a friendly team ability regardless to feats that may be assigned to either team. The team ability they choose must be one that a wildcard can normally use (e.g., a wildcard selecting Defenders with Squadron Supreme in play would not have a team ability they could use). Q019: If Armor Wars is in play and a character with a damage value of 1 and Armor Piercing successfully hits a character with Toughness, how much damage would the target take? A: Initially, the damage dealt is 1. Toughness initiates a damage reducing power, causing the damage dealt to drop to 0. Armor Piercing prevents the damage from falling below 1, so the damage dealt remains 1. Armor Wars then activates and, because the damage dealt was reduced (though ineffectively), the damage is then increased to 2. Q020: What happens when Damage Control is used in the same battle as Wasteland? A: Wasteland sets up an effect that is ongoing through the game. Damage Control occurs once per turn. At the beginning of each players turn the destroyed walls and blocking terrain would be repaired and then the effect of Wasteland would cause them all to be destroyed. The other effects of these BFCs would occur normally. Q021: How does Alpha Strike get ignored by a themed team? A: The ignoring player would not choose an arch enemy. The other player still would. Q022: How does Armor Wars get ignored by a themed team? A: When the ignoring players characters are dealt damage, it would not be increased by Armor Wars, even if the themed team character has a damage reducer. When the other player is dealt damage, if damage dealt is reduced, then the effect of the battlefield condition would cause it to increase by 1. Q023: How does Atlantis Rising get ignored by a themed team? A: Whenever the ignoring players characters need to determine what the terrain type is, if it is clear terrain, it is treated like clear terrain. The other player would still need to treat all clear terrain as water terrain.

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Q024: How does Communication Breakdown get ignored by a themed team? A: If the ignoring player put Communication Breakdown into play, that player would still select a combat value that could not be modified. However, after that player has declared that their team is ignoring Communication Breakdown, characters on their team would not be affected by that battlefield condition and could have the selected value modified. Q025: How does Critical Strike get ignored by a themed team? A: Even if the ignoring player is the first player, a token is put on the battlefield condition at the beginning of each of their turns. If the themed player is ignoring the battlefield condition though, they would not get to use the strike tokens should they roll a critical hit. The other player would still be able to replace their damage with the strike tokens if they roll a critical hit. Q026: How does Damage Control get ignored by a themed team are objects brought into the game? A: Objects are not brought into the game as the player who is not ignoring the battlefield condition must still abide by the instruction to remove all objects from the game. If the ignoring player has something (like Rip It Up) that allows for objects to come into the game after this point, those objects would be brought in. Q027: How does Damage Control get ignored by a themed team how do you ignore ignoring debris tokens? A: The ignoring player would not be able to ignore debris tokens, as if the battlefield condition was not in play. Opposing characters would get the hindering terrain modifier when targeted by the themed team for ranged attacks. Q028: How does Damage Control get ignored by a themed team when does blocking terrain and walls that were destroyed return? A: Blocking terrain and walls that are destroyed would only return from their destroyed state at the beginning of the non-ignoring players turn. Q029: If De-Feated is in effect, are feats that are not assigned to a character like Rip It Up still in play, even if I roll a 1? A: All feats owned by that player are ignored during that turn. They do not necessarily have to be those that require the player to Choose a character. Q030: How does Debris get ignored by a themed team? A: Only non-ignoring players put three extra objects into the object pile. Players still alternate placing all objects from the object pile onto the battlefield normally, beginning with the first player, even if a player is ignoring Debris. Q031: How does Ground Zero get ignored by a themed team? A: The ignoring player would not roll with each successful close combat attack. Non-ignoring players still make the roll, and the target character would still be dealt one extra damage if the result is a 5 or 6, even if the target belongs to a player ignoring Ground Zero. Q032: How does Inertial Interference Field get ignored by a themed team? A: The ignoring teams characters would not suffer a penalty when using Charge, Running Shot or Hypersonic Speed. When an ignoring teams character is knocked back, it does not reduce any knock back damage by 1. Nonignoring players characters would still suffer the -2 penalty when using the listed powers but would also reduce any knock back damage it takes by 1. Q033: How does Isolation get ignored by a themed team? A: The characters on an ignoring team would be able to replace combat values regardless of it being an increase or a decrease. Nonignoring players characters would still be under the Isolation restriction. Q034: How does Mistrust get ignored by a themed team? A: The ignoring teams characters would not reduce their defense values by 1. Non-ignoring players characters would. The team symbols of characters on the ignoring team would still count for determining if the character is adjacent to someone with the same team symbol, even though they are ignoring the ability. Q035: How does Ordinary Day get ignored by a themed team? A: By ignoring Ordinary Day, the ignoring player creates a situation that is equivalent to a non-ignoring player being the one ignoring the other battlefield condition in play. For example, if Ordinary Day and Atlantis Rising are in play and a themed team ignores Ordinary Day, the ignoring team would be under the effects of Atlantis Rising, while non-ignoring teams would not. Q036: If Pacification is in effect, does the 4 damage being dealt have to all be dealt to one target or is it cumulative? If I have multiple targets and I am dealing 3 damage to one and 2 damage to the other, would this battlefield condition cause both damages to be reduced?

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A: No the battlefield condition has an effect only when 4 damage is dealt to a single character. If 8 damage was split evenly between 2 characters (4 to each) then this battlefield condition would also have an effect. Q037: If Pacification is in effect, if a character with a damage value of 4 hits a character with Toughness, does this battlefield condition have an effect? A: Yes. Any time 4 damage is dealt, Pacification has its stated effect, regardless of whether or not that damage is later reduced. The only exception to this is the battlefield condition Armor Wars which specifically states that the damage is increased after all other effects. Q038: How does Pacification get ignored by a themed team? A: The characters on the ignoring team would not have their damage dealt reduced by Pacification, no matter how much damage was dealt. Non-ignoring players characters damage dealt would still be reduced. Q039: How does Proximity Mines get ignored by a themed team? A: A player ignoring Proximity Mines does not roll at the end of their turn. A non-ignoring player rolls at the end of their turn if any of their figures or the ignoring players figures are adjacent to an object. If the roll is a 5 or a 6, none of the ignoring teams characters would be dealt damage, though the object would still be removed from the game. Q040: How does Resistance get ignored by a themed team? A: The ignoring teams characters can be the target of Outwit, no matter who they are adjacent to. Non-ignoring teams characters would still be protected from Outwit if they are adjacent to a friendly character with the same team symbol. Q041: How does Rushed Assault get ignored by a themed team? A: The ignoring players team would not suffer any penalty if they make the first attack. Whats more, if the ignoring player makes the first attack, the battlefield condition remains in effect until a player who is not ignoring Rushed Assault makes their first attack (at -2.) Q042: How does Wasteland get ignored by a themed team how does elevated terrain work? A: The characters on an ignoring team would not treat elevated terrain as grounded hindering terrain. When occupying an elevated square, characters on the ignoring team would be able to draw lines of fire as if elevated. When a non-ignoring player targets a character from an ignoring team that is on elevated terrain, the target would be considered to occupy grounded, hindering terrain and the target ignoring character would get the hindering terrain bonus accordingly. If a character on a non-ignoring team causes knock back to occur, an ignoring character treats elevated terrain as such, not as clear. Q043: How does Wasteland get ignored by a themed team how do the walls work? A: The characters on an ignoring team would not consider any walls to be destroyed unless they were destroyed by the ignoring team or another effect ignoring the effects of Wasteland (thus, there is no need to track who or what destroyed the walls; placing debris tokens normally should do this.) The squares adjacent to walls would not be considered hindering (unless that wall was destroyed as mentioned previously, and debris tokens were placed) when moving or making ranged attacks against opposing figures. When non-ignoring characters make ranged attacks against characters ignoring Wasteland, the squares adjacent to walls would be considered hindering. If a character on a non-ignoring team causes knock back to occur, a character ignoring Wasteland treats walls as if they were not destroyed (unless actively destroyed as previously mentioned), and walls will stop knock back and cause knock back damage to ignoring characters normally.

SECTION 5: Special Powers Q & A


Q001: My character has a Special Power that lets him use two powers can he use both of them together? A: Generally speaking, no. Though the character has access to multiple powers, each power may (and often does) require its own action to use. However, if the character can use multiple powers that dont require actions to use (or a second power can be used via an action granted by the first), they would be able to be used with the single non-free action the character can be given in a turn. Q002: If my Special Power lets me use a power, can I use it to meet the prerequisite for a feat? A: No. In order to be assigned a feat, you must possess the power. Special powers give characters the ability to use powers from the PAC, but it does not mean they possess the power. Q003: So what if my character meets the prerequisite for the power on his dial naturally. When he gets to the click with the Special Power, can he use the feat now?

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A: No. If the feat has a prerequisite, you need to meet that prerequisite in order to use the feat. Being able to use a prerequisite power does not grant you the ability to use the feat. Q004: How does Out of the Shadows (Batman #1, Justice League) work? Can I give the character a close combat action even though he isnt adjacent to anybody until after he is repositioned? A: First, announce the kind of (non-free) action you are giving the character. It must be an action which will be legal after the figure has been placed. Second, place the character in a square of hindering terrain as per the card. Finally, perform the action that was announced. Q005: If the figure with Out of the Shadows (Batman #1, Justice League) is adjacent to an opposing character before the action begins, can it be moved as part of this power? Does break away need to be rolled? A: The placement of the character through this power is not a movement. Break away is not required. Powers and abilities that would interfere with a movement (basing, Hypertime, etc.) do not apply when placing the character through this power. Q006: Does the character using Object Animation (Mr. Mxyzptlk #41, Justice League) need to draw line of fire to the character that is 4 or fewer squares away or just the square that they are occupying? Specifically, will this power work against characters that are in hindering terrain and using Stealth? A: The power only requires you to have line of fire to the square, not the character. Q007: What happens if I want to release the possessed target character but there is no square to which a line of fire can be drawn? A: Without a target square, you cannot release the target. Q008: Can Possession be used on a character that cannot normally be a target of Mind Control (e.g., Battle Fury)? A: Yes. Possession is a different power. Q009: What happens if my opponent uses Possession on my last character? A: As per the rulebook (page 19), if one of the players has no more characters left on the battlefield, the game ends. Once the Possession action is over, if one player has no friendly characters, the game is over. Q010: If the game ends and a character is possessed, who gets the points for the possessed character? A: The player who brought the character originally. Once the game ends, all powers end as well. The character reverts back to friendly to its original force and the owner gets points accordingly. Q011: If Super Strength is being used via Attack Drain (Parasite #17, Justice League), when would the character need to roll for potential damage? A: During the action that the object is picked up and during the action in which the object is used. Q012: What does it mean for Captain Boomerang to make his follow up attack using Boomerang (Captain Boomerang #26, Justice League) as if he occupied the square? A: It means that the second ranged attack can be made form that square with a range of the attacking character and a line of fire from that square. For all other purposes, such as using team abilities or powers that require adjacency or line of fire to the attacking character, the attacking character is still in its original square. Q013: When do the tokens assigned to adjacent characters by Copsicles (Icicle #7, Justice League) get assigned? If the barrier tokens get placed on my turn and then my opponent moves a figure adjacent to 3 of the barrier tokens on their turn, do they get assigned a token? A: No - tokens are only assigned during the action the barrier tokens are placed. Q014: If 2 squares of blocking terrain are touching diagonally would they prevent adjacency to a third square of blocking terrain? For example, in the diagram below (where X is the character and the Bs are the Barriers placed by Icicle using Copsicles) would X be adjacent to 3 barrier tokens?: . B B . . X B B A: X is not adjacent to 3 tokens. There is no adjacency across the diagonal of 2 touching squares of blocking terrain. Q015: Defense Drain (Parasite #17, Justice League) reads when (character) is given a power action can I give the character a power action exclusively to activate this power? Or can I only activate this power in conjunction with a power action used to activate something else? A: A power action can be used to just activate this power.

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SECTION 6: Miscellaneous Q &A


Q001: Can a soaring character reduce its range by half and make a ranged attack to an opposing grounded or elevated standard character? A: No. Soaring character may only interact with other soaring characters, colossal characters, and giant characters. Q002: Does a soaring character block the line of fire from a grounded or elevated character to a different soaring character? Does elevated terrain block the line of fire from a grounded or elevated character to a soaring character? A: Line of fire from a grounded or elevated character to a soaring character is blocked by other soaring character, elevated blocking terrain, colossal character, and giant characters. Q003: Are the 3D objects produced by WizKids allowed in tournaments? Can my opponent stop me from playing them? A: The 3D objects are allowed in all HeroClix tournaments. Your opponent cannot prohibit you from using them. Q004: Can a character that is base contact with an opposing character be carried away by a friendly flying fig? Does the character have to roll break away? If the flying character is not in base contact with an opposing character, would it have to roll break away? A: A friendly flyer can carry away a character that is in base contact with an opposing character. The character being carried doesnt have to roll break away. The flier would only need to roll break away if it were based by an opposing character. Q005: Can a character that is adjacent to an opposing character make ranged combat attacks against that character? A: Characters with flight may always make ranged combat attacks. Characters without flight may make a ranged combat attack against adjacent characters with flight as long as the character making the attack is not also adjacent to an opposing character without flight. Q006: I read some rules that came with the HeroClix map set about characters capturing other characters. How does this work? A: Only some colossal characters may capture other characters. Rules for colossal characters and capturing are found in the rules for the individual colossal characters. Other types of characters (standard, giant, etc) may not capture other characters. The rules that came with the HeroClix map sets are specific to those scenarios that came with the map sets. Q007: Can only the player who placed a Special Object token use that token? A: No. Any player may use Special Objects placed on the battlefield. Q008: Can a character throw an object (by giving the character a ranged combat action) at a wall or blocking terrain to destroy that terrain? A: No. The rulebook specifies that ranged attacks with objects can only be made against characters, not terrain. The Statue special object is the exception to this rule. Q009: What happens if Im making an attack with the Laser Turret and I roll a critical miss? Does my character take damage? Does the Laser Turret? A: If a critical miss is rolled while making an attack with the Laser Turret nothing happens. The character isnt making the attack; the Laser Turret is, so the Laser Turret would take the damage from a critical miss. Since it takes 3 damage to destroy an object, nothing would happen to the Laser Turret. Q010: Can the Laser Turret be modified by powers and abilities such as Perplex, Enhancement, SHIELD, Hydra, or Police? Can Probability Control be used on the Laser Turret? A: Powers and abilities cannot be used to modify the Laser Turrets combat values. Those powers and abilities all specify that they work on a character and the Laser Turret is not a character. Probability Control cannot be used for similar reasons. The description for Probability Control states that the character with the power must have a clear line of fire to the character that made the original roll and there is no character that made the roll. Q011: Can a character pick up an object or character while within the area of effect of the Separation Field Generator? A: Yes, but that character would have to immediately drop the object or character being carried in an adjacent square. Q012: What do I need to do to destroy a wall with a close or ranged combat attack? Is an attack roll required? A: To destroy a section of wall the character making the attack must be able to do 3 damage to the wall. To destroy a wall with a close combat attack, characters may only destroy wall sections that are in the same square as the character. To destroy a wall with a ranged combat attack, the character must be able to draw a clear line of fire to the square on the same side of the wall as the character and be able

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to draw a line of fire to the square on the opposite side of the wall, where the line of fire passes through the wall section that is being destroyed. The character must have range to both squares. No attack roll is necessary to destroy a wall section. Q013: When making a ranged attack to destroy a section of a wall, does it matter if the line of fire to the opposite side of the wall passes through a different wall section? A: The line of fire to the opposite side of the wall must pass through the section of wall being destroyed. Q014: If a character is targeting two or more opposing characters with a ranged combat attack and one of the targets becomes invalid (due to a successful Shape Change roll by the target character, the target character declaring the Batman Ally team ability, etc) does the entire attack become invalid or would the attacking character still have to make that attack against any remaining legal targets? A: The action only becomes invalid if there are no legal targets. The attacker has to continue the action unless there are no legal targets for the attack. Q015: Can a character with flight, Leap/Climb, or Phasing/Teleport end its movement on outdoor blocking terrain? Can a soaring character end its movement with its base in outdoor blocking terrain? A: No. No character may end movement so that its base occupies blocking terrain. Q016: Does a critical hit mean that a character will always do damage to an opposing character, regardless of any damage reducing powers or abilities on the target character? Can critical hits be avoided with Super Senses or rerolled through Probability Control? A: A critical hit can best be described as an automatically successful attack. A critical hit does not negate or circumvent any powers or abilities a character has. Characters with damage reducing powers can still use them against the damage dealt by the critical hit, Super Senses can still be used against the successful attack roll, and the attack roll is still subject to Probability Control. Q017: Can you explain how a line of fire (LOF) that crosses blocking terrain works from different elevations? A: When drawing a line of fire from Grounded to grounded, grounded to elevated, or elevated to grounded - if the LOF crosses blocking terrain it is blocked. Grounded to soaring, elevated to soaring, or elevated to elevated - if the LOF crosses elevated blocking terrain it is blocked. Soaring to soaring - if the LOF crosses the dividing line of indoor/outdoor terrain on an indoor/outdoor map it is blocked. Q018: Can the roll for Meteorites damage be re-rolled with Probability Control? A: No. Probability Control requires the character have LOF in the case of Meteorite, no character is making the roll. Q019: What if the starting area designated by the purple lines does not have enough squares for my entire force? A: Any figures that do not fit in the starting area (barring special rules that allow them to not be in the starting area) are eliminated. Victory points for those figures go to the opponent. Q: Where can I find the latest Rules, Powers and Abilities Card, Errata and Clarifications, and FAQs? A: Most of the latest information can be found on the WizKids website at http://www.wizkidsgames.com/heroclix/userhome/rules.asp. Q: What happens if I have a question that is not covered in this document? A: In a tournament setting, ask the Judge running the event. The Judge is the final authority at any tournament event. You may also email any rules related questions to judge@wizkidsgames.com.

SECTION 7: Themed Teams Q &A


Q001: How does the Probability Control granted to themed teams work? A: Say you have a 6 character themed team. That would allow you 2 uses of Probability Control. When the need arises, you can select a character (not one that is taking an action and not one with 2 action tokens) to use Probability Control. They can use it (with the normal requirement for needing to draw a line of fire to the character who will be rerolling) and then are given a token. Q002: If a character already has Probability Control, can they also use the Probability Control that comes from the themed team? A: Yes those are 2 different instances of Probability Control. The character could use both on the same turn. Ignoring Battlefield Conditions

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Q003: How does ignoring a battlefield condition work? If I am playing a themed team in a tournament, am I allowed to ignore a battlefield condition every match or is it just once during the tournament? Do I have to ignore my opponents battlefield condition or can I ignore one of my own? A: By playing a themed team you are allowed to ignore one battlefield condition in each battle you take part in. Once all battlefield conditions have been played, the themed team player selects which one they will ignore (if they wish). If more than one player is using a themed team, then the player who goes first would select which battlefield condition they want to ignore (if any) and then the other players, in order. Q004: How does ignoring a battlefield condition work? Some battlefield conditions are pretty easy to figure out like Inferno (if themed characters are ignoring this battlefield condition, then they would not be dealt damage for occupying hindering terrain) but some of them are more complex. A: See Section 4: Battlefield Conditions and questions under specific battlefield conditions for those that may not be immediately clear. Q005: If I am ignoring a battlefield condition and I use Mind Control on an opposing figure, does that character ignore the battlefield condition in play since it is friendly to my team? A: Yes. Q006: When I ignore a battlefield condition, do I ignore it by its name or by the card? Meaning, if both players play the same battlefield condition, would ignoring one be the same as ignoring both of them? A: If 2 copies of the same battlefield condition were played, you could choose to ignore one and the other would still affect you. In some cases, like Atlantis Rising, this essentially means that the ignore is wasted as the other copy performs the full affect. On the other hand, if 2 copies of Armor Wars came into play, youd be able to ignore one, while your opponent needed to deal with both of them.

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21. TOURNAMENT RULES


Contents Introduction General HeroClix Tournament Rules Constructed Format Rules Sealed Format Rules Draft Format Rules Battle Royale Quick-play Format Rules Unrestricted Format Rules Junior Format Rules Marquee Special Format Rules Path to Glory World Championship Tournament Rules Introduction Welcome to HeroClix tournaments! HeroClix events are designed to play fast and feature lots of fun, exciting comic-book-style action. Players should always have a great time at a sanctioned HeroClix tournament. Whether they win or lose, their efforts never go unnoticed. Players can win prizes and honors at many different types of tournaments and share the good fellowship that comes with playing a great game with great people. Questions about a sanctioned tournament should be directed to the Judge running the event, or to WizKids (the WizKids online support database is accessible at www.wizkidsgames.com/kb/u_default.asp. This document contains the rules for playing and running sanctioned HeroClix tournaments. It is designed to compliment the WizKids Approved Play Comprehensive Rules. In the event of any conflict between this document and the Comprehensive Rules, this document takes precedence. WizKids requires that all sanctioned tournaments be run in compliance with these rules. The most recent version of this document is posted on our web site: www.wizkidsgames.com/heroclix Registered players can earn exciting prizes for participating in HeroClix events, aside from prizes issued at the tournament (please see the WizKids Approved Play Comprehensive Rules for more information on the Player Rewards program). WizKids provides, free of charge, a Personal Player Web Page that allows players to locate sanctioned events near them. Players can register by visiting the WizKids website at www.wizkidsgames.com/register.asp and creating an account. Registered players are encouraged to sign up in advance for sanctioned WizKids events, using the tools on their Personal Player Pages. This helps tournament officials plan to accommodate all players. Players who sign up for sanctioned events online should bring their User Name and Player ID Number to the event. Players who are not registered may still participate in the event and receive prizes for participating, but may not participate in promotional specials WizKids runs through its Player Network. If a player wishes to register or sign up after the tournament, he or she should contact the Judge running the event for details. 1.2 Rules Sanctioned HeroClix events use the following official rules, except as noted herein: the HeroClix game rules from the most recent HeroClix base set; the HeroClix Powers and Abilities Card from the most recent HeroClix base set; the most recent Errata and Clarifications document after its effective date; the most recent documents for expansions, including Big Figures, 3D Objects, and inserts from booster packs and other products including new rules, powers, and abilities; the WizKids General Tournament Rules (contained in the WizKids Approved Play Comprehensive Rules); and the HeroClix Tournament Rules (this document). 1.2.1 Scenario Rules Scenarios are to be determined by the Judge running the event, and should be posted on the WizKids website with the event description. There is no default scenario for a HeroClix game. In order to ensure that all venues and participants have a consistent play experience, certain events (such as Marquee tournaments, or local Qualifiers for the Wizard World HeroClix Invitational Championship [WWHIC]) series may not have a scenario associated with them. These events must be run as described in the event descriptions found on the WizKids website. 1.3 Tournament Pairing Pairings in the first round of a standard Swiss-style HeroClix tournament are determined randomly. After the first round, the Judge determines pairings by win-loss record (i.e. the player with the best record faces the player with the second best record, the player with the third best record faces the player with the fourth best record, and so on), taking care to avoid rematches during Swiss rounds. Rematches are acceptable only once Swiss rounds have ended and championship rounds begun. 1.3.1 Tournament Record Tie-Breakers Tournament win-loss record ties are resolved by the following criteria in the order below: 1) Total victory points 2) Opponents win-loss record 3) Opponents total victory points Tie-breakers 1 and 2 may be switched at the Judges discretion. If the Judge chooses to do this, he must announce this to all players before any pairings have been made. 1.4 Force Build Totals The Judge and Venue determine the force build totals for the tournament unless otherwise specified in the event description. This information should be made available in the event description on the WizKids website. WizKids recommends using a multiple of 100 for a point total. The default build total is 300 points. 1.5 Required Materials All players are responsible for bringing the following materials to sanctioned HeroClix events: a tournament-legal HeroClix force with the appropriate build total; 6 object tokens; 2 six-sided dice; a map; tokens, coins, or other objects to use as action tokens. A map and the current PAC and current Errata and Clarifications document is recommended, but not required. 1.5.1 Objects Unless otherwise specified by the scenario, all sanctioned HeroClix games must use six object tokens. 3D objects are

1.0 General HeroClix Tournament Rules


1.1 Sanctioned Events A sanctioned event is any tournament or demonstration registered through the WizKids website. In order for a HeroClix event to be sanctioned, it must be created by the deadline for the event creation, be run at a WizKids- Approved Venue, and have a Judge associated with the event before the deadline. For more details, refer to the WizKids Approved Play Comprehensive Rules.

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www.supergene104.blogspot.com legal for all sanctioned HeroClix games and may be substituted for object tokens of the appropriate type per the 3D object rules. 1.5.2 Maps Any WizKids-created HeroClix map may be used for any sanctioned HeroClix event. Envoys may substitute custom maps or terrain at their discretion. At the Judges discretion, maps may be cut or otherwise sized to fit available playing surfaces. No matter how maps are adjusted, all maps used for the same tournament must be of identical size and shape. 36 by 36 inch maps may be used in any HeroClix event, except those run with scenarios designed for a specific map. Additionally, certain events (such as Prerelease tournaments or Championship events) may require the use of a specific map. These requirements will be posted in advance of any affected event. 36 by 24 inch maps may only be used in HeroClix events where only two players are playing on each map. 1.5.3 Feats, Battlefield Conditions, and Bystander Tokens Feats, Battlefield Condition, and bystander tokens are tournament legal for WizKids sanctioned events as soon as the release or figure with which they are associated is tournament legal, and are subject to the same restrictions (see 1.7 below). 1.5.4 Proxies Any non-WizKids created figures, cards, or other game elements that represent WizKids created figures, cards, or other game elements are considered proxies and are not allowed in any sanctioned HeroClix event. 1.6 HeroClix Universes Sanctioned HeroClix events may be registered in any of the following game universes: Open HeroClix: All HeroClix characters, feats, bystander tokens, and battlefield conditions are legal for play unless specified otherwise by WizKids or limited by house rules (see section 1.8). Marvel HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from Marvel HeroClix sets are legal for play. DC HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from DC HeroClix sets are legal for play. Indy HeroClix: Only characters, feats, bystander tokens, and battlefield conditions from Indy HeroClix sets are legal for play. 1.7 Retired Figures The following base sets and expansions are retired from competitive play: Infinity Challenge, Hypertime, Clobberin Time, Xplosion, Cosmic Justice, Indy, Critical Mass, Unleashed, Universe, and Ultimates, as well as the bystander tokens from the DC & Marvel Map Sets. 1.8 House Rules Judges and Venues may use House Rules during most sanctioned HeroClix events. House Rules allow Judges to run special scenarios. House Rules must be included as part of the event description on the WizKids website; and posted in the venue at least one week before the event. 1.8.1 What House Rules Cannot Do House Rules cannot override Section 1.1, 1.6, 1.8, 8.0, 9.0, and any of their subsections or this section of this document. House rules cannot alter the format of an event, substantially alter the core mechanics of the game, or alter any program rules as presented in the WizKids Approved Play Comprehensive Rules. House Rules also cannot change the tournament typefor instance, a Sealed event cannot be run as Constructed or vice versa. 1.9 Timekeeping HeroClix rounds last 50 minutes. The Judge running the event must announce the time remaining in the round twice during the game: once with between 20 and 30 minutes remaining in the round, and once with between 3 and 7 minutes remaining in the round. Once time is called, the game ends as soon as the current player finishes his or her current action. 1.10 Victory Victory in each round is determined as per Victory! on pages 17 and 18. 1.11 Byes A bye is issued when there are an odd number of players in a Swiss-style event. A bye is considered to be a win with the worst possible victory conditions; therefore, each bye is scored as a win with that persons build total in victory points. First round byes are assigned randomly unless a player volunteers to take the bye. Judges are encouraged to take such volunteers into consideration for the Fellowship Prize. If more than one player volunteers to take the bye, the Judge assigns the bye randomly among the volunteers. In subsequent rounds, the bye is assigned to the player with the worst win-loss record. The Judge should take care to ensure that no player receives the bye more than once in a tournament. 1.12 First Turn Immunity A character, which is still in its original starting position on the map, may not be attacked or damaged, except by friendly characters, until after each player has completed his or her first turn. 1.13 Rounds HeroClix tournaments typically use 3 or 4 rounds of Swiss pairings. See the How to Run Swiss Rounds document on the WizKids website for more details. Each HeroClix tournament must consist of a minimum of 3 full 50 minute rounds. 1.14 Rules Questions All rules questions that come up during a sanctioned HeroClix tournament are to be directed to the head Judge of the event, who is the final authority on rules disputes for that event. Rules questions that come up outside of a tournament should be directed to the HeroClix: Rules forum at www.wizkidsgames.com or to the HeroClix Rules Arbitrator at judge@wizkidsgames.com.

2.0 Constructed Format Rules


2.1 Legal Expansions Units from the following HeroClix expansions are legal for tournament battleforces in the Constructed format: Mutant Mayhem, Legacy, Fantastic Forces, Icons, Armor Wars, Collateral Damage, 2006 Collectors Sets, Danger Room, and Sinister. Additionally, the Sentinel and Sinestro colossal characters are legal in the Constructed format. Other figures may be legal, provided they meet the standards set elsewhere in these rules and in section 5.9 and associated subsections of the WizKids Approved Play Comprehensive Rules. 2.2 Battlefield Condition Cards Battlefield Condition cards are tournament legal in WizKidsSanctioned events. Battlefield Condition cards are optional for

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www.supergene104.blogspot.com each player. An opposing player cannot stop a player from using Battlefield Condition cards. Each player may bring a number of Battlefield Condition cards equal to the number of rounds in the tournament minus one. None of these Battlefield Condition cards may be a duplicate. These Battlefield Condition cards make up a players hand. Other cards, such as Feats, must be added to the hand as placeholders so that the number of cards in your hand equals the number of rounds in the tournament. These extra cards may not be put into play for any reason they serve as placeholder, dummy cards only. After battlefield is prepared (see page 3), each player chooses a card from his or her hand to use for the duration of the game. Both players reveal their cards at the same time. If a player does not wish to play a Battlefield Condition card during a round they may substitute their placeholder card instead when Battlefield Condition cards are revealed. A player who uses a placeholder card in this manner does not return it to their hand; they no longer have the option of using it in place of a Battlefield Condition card. At the end of the round in which a Battlefield Condition card has been put into play, that Battlefield Condition card is removed from the Tournament, and cannot be used in successive rounds. After Battlefield Conditions are put in play, each player will note on their opponents team registration sheet which Battlefield Condition the opponent put in play that round. Future opponents may see the Battlefield Condition(s) which have already been played, but may not see those Battlefield Condition(s) that have not yet been played. 3.4.1 Construction Period After the above procedure is concluded, players have 15 minutes to create a tournament-legal force using only the characters pulled. Players may not trade characters or boxes. 3.5 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. If a player pulls a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not pulled from the sealed boxes provided for the tournament. Battlefield Conditions in sealed tournaments are not subject to the requirements that govern the use of Battlefield Conditions in constructed eventsa player may use any pulled Battlefield Conditions as often or little as desired, and may use a different Battlefield Condition each round, if multiple Battlefield Conditions are pulled. Each player may use no more than one Battlefield Condition each round. Feats and Bystander Tokens are tournament legal. If a player pulls a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on pages 15-16. Players cannot use Feat cards or Bystander Tokens that were not pulled from the sealed boxes provided for the tournament.

4.0 Draft Format Rules


4.1 Rules for Drafting Forces Drafting occurs in pods of eight or fewer players. Each pod should contain a number of players similar to any other pod. Each player in the pod rolls two six-sided dice; the player with the highest roll chooses who drafts first (reroll ties). That person opens his or her box at the direction of the Judge, and he or she places all characters and cards from that box in the center of the pod. The person to the left of the player opening the box turns all characters to their starting positions, if necessary. All players then have one minute to look over the characters. Until the end of the draft, no characters may be clicked off their starting positions. Drafting begins with the player who opened the box, and proceeds to his or her left, with each person having 10 seconds to choose a character or card. Once all characters and cards have been drafted from the first box, the player to the left of the person who opened the first box opens his or her box at the direction of the Judge; drafting continues in this manner until all boxes have been opened and all characters and cards have been drafted. Unless specified otherwise by WizKids, all draft events require three boosters. 4.2 Buying Product at Draft Events The venue sells all of the boosters at a draft event. Players cannot bring sealed boosters from other venues or stores. Gaming clubs and military venues are exceptions to this rule, and players can provide boosters, if necessary. 4.3 Constructing Forces After the Draft After drafting, players have 15 minutes to create a tournamentlegal force using only the characters and cards drafted. Players may not trade characters, cards, or boxes. 4.4 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. Battlefield Conditions are drafted as if they were a figure. If a player drafts a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not drafted from the sealed boxes provided for the tournament. Battlefield Conditions in draft

3.0 Sealed Format Rules


3.1 Sealed Box and Sealed Booster Events A Sealed event uses figures pulled from a predetermined number of HeroClix boosters and/or starters. Each player should receive the same number and type of boxes and boosters; for example, if using three boosters from three different expansions, make sure that all players have one booster from each of the three expansions. Unless specified otherwise by WizKids, all sealed events require three boosters from the most recent HeroClix expansion. Build totals should equal 100 points per booster, and 200 points per starter. For example, an event using 3 boosters would have a 300 point build total, and an event using 1 starter and 1 booster would also have a 300 point build total. 3.2 Buying Product at Sealed Events The venue sells all of the boosters at a sealed event. Players cannot bring sealed boosters from other venues or stores. Gaming clubs and military venues are exceptions to this rule, and players can provide boosters, if necessary. 3.3 Defective Figures If a player receives a defective character in a sealed event, the player may choose to continue without the defective character or to replace the entire booster or starter. Partial replacements cannot be made. 3.4 Force Construction When instructed to do so by the Judge running the event, each player should open their boosters and/or starter and count the characters in each to confirm they are tournament legal (see the WizKids Approved Play Comprehensive Rules). If a player receives an incorrect number of characters or an illegal character, he or she must immediately notify the Judge, who will replace the entire booster or starter.

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www.supergene104.blogspot.com tournaments are not subject to the requirements that govern the use of Battlefield Conditions in constructed eventsa player may use any drafted Battlefield Conditions as often or little as desired, and may use a different Battlefield Condition each round, if multiple Battlefield Conditions are drafted. Each player may use no more than one Battlefield Condition each round. Feats and Bystander Tokens are tournament legal. Feats and Bystander Tokens are drafted as if they were a figure. If a player drafts a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on pages 15-16. Players cannot use Feat cards or Bystander Tokens that were not drafted from the sealed boxes provided for the tournament. 4.5 Defective Figures If a player receives a defective character in a draft event, the player may choose to continue without the defective character or to replace the entire booster. Partial replacements cannot be made. 4.6 Giant Figures in Draft Format If a player receives a booster containing a giant figure, the player has three choices in how to deal with that booster: 1) Keep the booster and buy another booster for use in the Draft 2) Select the giant figure as his or her first choice. He or she then passes the 2 remaining figures to his or her left and gets 3 figures from the person on his or her right. He or she may not select any of these 3 figures, instead passing them left. This section (4.6) does not apply to the Fantastic Forces expansion. player cannot, or does not wish to, use a character or card, it is set aside for the duration of the event and not used. No matter the point value of a players force, each player gets two actions each turn. 5.3 Feats, Battlefield Conditions, and Bystander Tokens Battlefield Conditions are tournament legal. Battlefield Conditions are drafted as if they were a figure. If a player drafts a Battlefield Condition, he or she may use it. An opposing player cannot stop a player from using Battlefield Condition cards. Players cannot use Battlefield Conditions that were not drafted from the sealed boxes provided for the tournament. Feats and Bystander Tokens are tournament legal. Feats and Bystander Tokens are drafted as if they were a figure. If a player drafts a Feat card or Bystander Token, he or she may use it provided that doing so obeys the rules for using feat cards found on pages 15-16. Players cannot use Feat cards or Bystander Tokens that were not drafted from the sealed boxes provided for the tournament. 5.4 Defective Figures If a player receives a defective figure in a Battle Royale event, the player may choose to continue without the defective figure or to replace the entire booster. Partial replacements cannot be made. 5.5 Giant Figures in Battle Royales If a player receives a booster containing a giant figure, the player has three choices in how to deal with that booster: 1) Keep the booster and buy another booster for use in the Battle Royale 2) Return the booster and get a replacement booster 3) Select the giant figure as his or her first choice. He or she then passes the 2 remaining figures to his or her left and gets 3 figures from the person on his or her right. He or she may not select any of these 3 figures, instead passing them left. This section (5.5) does not apply to the Fantastic Forces expansion. 5.6 Battle Royale Game Play Each pod then plays a four-player game on a single HeroClix map. When only two players have characters remaining, play ceases for that pod. The two surviving players then match up against two surviving players from another pod. No healing is allowed between games. Setup for the second game is otherwise as above. Remaining players continue playing until there is only one player with characters on the map. 5.6.1 Team Rules The team rules version of the HeroClix Battle Royale plays the same, except that once teams are drafted, players are randomly paired to be on two teams per pod. Teammates should start play across from each other. If one member of the team is eliminated, so is the other member, and that player must remove his or her pieces from the map immediately.

5.0 Battle Royale Quick-play Format Rules


Battle Royale tournaments are fast-playing draft tournaments designed to run in less time than a regular three or four round event. The rules for Battle Royales supercede some of the rules for Building a Force in the rulebook. To prepare for a Battle Royale, each player uses one sealed booster. Please note that the Battle Royale is a sub-format of the Unrestricted format. Battle Royales can only be run as venue-supported events. 5.1 Battle Royale Draft Drafting occurs in pods of four players. If it is not possible to create pods of four, each pod should contain a number of players similar to any other pod. Each player in the pod rolls two six-sided dice; the player with the highest roll chooses who drafts first (reroll ties). That person opens his or her booster at the direction of the Judge, and he or she places all characters and cards from that booster in the center of the pod. The person to the left of the player opening the booster turns all characters to their starting positions, if necessary. All players then have one minute to look over the characters. Until the end of the draft, no characters may be clicked off their starting positions. Drafting begins with the player who opened the booster, and proceeds to his or her left, with each person having 10 seconds to choose a character or card from the pile. Once all characters and cards have been drafted from the first booster, the player to the left of the person who opened the first booster opens his or her booster at the direction of the Judge; drafting continues in this manner until all boosters have been opened and all characters and cards have been drafted. 5.2 Battle Royale Force Construction Each player uses the characters and cards drafted within the pods, no matter what the point cost of the characters. Archenemy characters can be used together in a Battle Royale draft. If a

6.0 Unrestricted Format Rules


6.1 Figures from Retired Expansions Figures from retired expansions remain legal for unrestricted tournament play as long as they meet all other conditions outlined in this document and in Section 5.9 and related subsections of the WizKids Approved Play Comprehensive Rules.

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7.0 Junior Format Rules


7.1 Age Limitation Junior HeroClix tournaments use the Constructed format rules with the exception that only players aged 12 and under may participate in a Junior event.

8.0 Marquee Special Format Rules


8.1 Marquee Rules WizKids periodically runs Marquee tournaments to celebrate new releases in the HeroClix line. These events follow the rules for Sealed format events with three exceptions: All boosters must be from the specified expansion. Each Marquee tournament may only be scheduled on a specific timeframe. This is handled through WizKids online registration system. The event must be run in accordance with any special rules or scenarios provided by WizKids for the specific Marquee event, and the special tournament format rules in sections 1.6b and 5.14 of the WizKids Approved Play Comprehensive Rules. House rules are not allowed.

all invitations for the current cycle are considered null and void. Invitations do not pass down to other players and may not be transferred in any way. An invitation is valid only as long as the player who won it does not compete in any further events at the same level in the same cycle. A player may compete in as many Qualifier events as he or she wants, but if that player competes in Qualifier event after having won an invitation in a previous Qualifier event in the same cycle, that invitation is void and the player is not eligible to win another invitation at the same level in the same cycle. 9.3 Events 9.3.1 Qualifiers Registered WizKids venues around the world have the opportunity to run WWHCI Qualifiers. These events are available for registration through the standard WizKids supported event registration period. Each WWHCI Qualifier event consists of a minimum of three (3) rounds of Swissstyle competition, followed by a championship match between the two (2) players with the best records from the Swiss rounds. These events use all standard Sealed format rules except where otherwise specified by WizKids. Prizes (may vary from event to eventthe specific prizes listed below are guidelines and are subject to change with or without notice): Champion prize: Marquee-quality Limited Edition game piece and an Invitation that allows the player to participate in the Championship level event. Fellowship prize: Marquee-quality Limited Edition game piece. Participation Prize: Most Local WWHCI prize kits will contain eight (8) additional prizes to be awarded to the first eight (8) competitors to register for the event. These players must complete a minimum of three (3) rounds of Swiss competition in order to receive their prizes. Certain local Qualifying events may not have a specific prize kit associated with them, and may not carry any specific prize (other than an invitation). These events will be posted on the WizKids website, along with any additional scheduling information and restrictions. 9.3.2 Championship WWHCI Championship events are held at Wizard World conventions. All participants must be registered attendees of the relevant Wizard World convention. Each championship event will consist of three days of competition. Each Championship event will consist of two levels of competition: 1) Sealed Open Competition (Friday). The first day of Championship competition is open to any player. The first day of competition consists of Swiss rounds, which will qualify 15 players for competition in the Sunday final. A player who has won an invitation at the Qualifier level in the current cycle may compete, and if he or she chooses to do so, that player may also compete in the Saturday Invitational event, provided he or she does not earn a place in the final. 2) Sealed Closed Competition (Saturday). The second day of Championship competition is open to any player who has won a Qualifier and who did not place in the top 15 in the Friday Invitational competition. The second day of competition consists of Swiss rounds, which will qualify 16 players for

9.0 Wizard World Heroclix Invitationals


In cooperation with Wizard Entertainment, WizKids proudly hosts the Wizard World HeroClix Invitational Championship (WWHIC) series. The WWHIC is the highest level of competition for HeroClix, replacing all previous championship events. Each championship series consists of a local Qualifying event, and a Championship event to be held at a Wizard World convention. Although changes to this document will generally be posted two weeks in advance of taking effect, WizKids reserves the right to modify these rules as it deems necessary, in its sole discretion, at any time, with or without notice. 9.1 Staff and Responsibilities 9.1.1 Head Judge The Head Judge is the HeroClix Judge responsible for running the event in question, supervising pairings, adjudicating disputes, and generally making sure that the event observes all relevant rules and policies. In addition, this individual is solely responsible for ensuring that the event is reported in a timely manner. At the local level, this Judge is generally the same individual responsible for running standard weekly tournaments. At the Regional level, an events Head Judge is selected by the Regional TO in consultation with his/her SPOC. At the championship level, the Head Judge is likely to be the HeroClix Rules Arbitrator or a member of the WizKids Approved Play staff. 9.2 Competitive Standards To ensure a level-playing field, WizKids has instituted the following standards for Wizard World HeroClix Invitational (WWHCI) Events: No house rules are allowed during WWHCI events, including local qualifiers. All Constructed WWHCI events are presumed to be 300 points Open HeroClix, unless specified otherwise by WizKids. All WWHCI events must be reported within one week of the events completion. The results of any event not reported within one week of completion will be considered invalid and all accompanying prizes and Invitations void. An invitation is valid only for the specific Championship event for which it is issued. A WWHIC invitation is valid until the beginning of the second day of Championship competition. After players have been seated (as described in 9.3.2 below),

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www.supergene104.blogspot.com competition in the Sunday final. The Saturday competition will be limited to a minimum of 64 and a maximum of 128 participants. Qualifier winners will be allowed to sign up for the event first. If there are more than 64 qualifiers who sign up to participate, no other players will be allowed to sign up. If fewer than 64 qualifiers sign up to participate, then nonQualifier players will be allowed to participate until 64 players are seated. 300-point Constructed Open HeroClix Final (Sunday). The third day of Championship competition is open to the top 15 players from the Friday Sealed competition, the top 16 players from the Saturday Sealed competition, and the WWHIC champion from the previous convention (if needed to prevent a bye, the 17th place player from the previous days Sealed competition will be allowed to compete in the Championship final). The Championship final shall consist of two rounds of Swiss competition followed by three rounds of single-elimination competition. The top eight players from the Swiss rounds shall compete in the single-elimination rounds to determine the WWHIC champion for that convention. WizKids may substitute another format or even scenario. Prizes (may vary from event to eventthe specific prizes listed below are guidelines and are subject to change with or without notice): Grand Prize: Champions choice Master Piece figure. This figure must be selected from the most recent Marvel or DC expansion and will be #1 of 1. The current champion may not choose a figure that was chosen by a previous champion. Grand Prize: Paid travel, hotel, and convention admission accommodations to the next Wizard World convention (to be arranged by WizKids). Fellowship Prize: A factory set of Limited Edition pieces from a current HeroClix expansion (selected by WizKids). Top 8 prizes: Limited Edition pieces from a current HeroClix expansion (selected by WizKids). Participation Prize: At the discretion of WizKids, participation prizes may be available to WWHIC participants. Additional Prizes: Wizard World and WizKids will add additional prizes where available and appropriate.

3)

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22. RETIRED FIGURES AND CARDS


Infinity Challenge
S.H.I.E.L.D. Agent (#001 #003) S.H.I.E.L.D. Medic (#004 #006) Hydra Operative (#007 - #009) Hydra Medic (#010 #012) Thug (#013 - #015) Henchman (#016 - #018) Skrull Agent (#019 - #021) Skrull Warrior (#022 - #024) Blade (#025 - #027) Wolfsbane (#028 - #030) Elektra (#031 - #033) Wasp (#034 - #036) Constrictor (#037 - #039) Boomerang (#040 - #042) Kingpin (#043 - #045) Vulture (#046 - #048) Jean Grey (#049 - #051) Hobgoblin (#052 - #054) Sabretooth (#055 - #057) Hulk (#058 - #060) Puppet Master (#061 - #063) Annihilus (#064 - #066) Captain America (#067 - #069) Spider-Man (#070 - #072) Wolverine (#073 - #075) Professor Xavier (#076 - #078) Juggernaut (#079 - #081) Cyclops (#082 - #084) Black Panther (#085 - #087) Blizzard (#088 - #090) Pyro (#091 - #093) Whirlwind (#094 - #096) Daredevil (#097 - #099) Bullseye (#100 - #102) Scarlet Witch (#103 - #105) Quicksilver (#106 - #108) Mr. Hyde (#109 - #111) Klaw (#112 - #114) Controller (#115 - #117) Hercules (#118 - #120) Rogue (#121 - #123) Dr. Strange (#124 - #126) Magneto (#127 - #129) Kang (#130 - #132) Ultron (#133 - #135) Firelord (#136 - #138) Vision (#139) Quasar (#140) Thanos (#141) Nightmare (#142) Wasp (#143) Elektra (#144) Professor Xavier (#145) Juggernaut (#146) Cyclops (#147) Captain America (#148) Wolverine (#149) Spider-Man (#150) Gabriel Jones (#151) Tia Senyaka (#152) Operative 128 (#153) Medic 519 (#154) Knuckles (#155) Joey the Snake (#156) Nenora (#157) Raskor (#158) Blade (#159) Rahne Sinclair (#160) Frank Schlichting (#161) Fred Myers (#162) Wilson Fisk (#163) Adrian Toomes (#164) Jean Grey (#165) Ned Leeds (#166) Victor Creed (#167) Bruce Banner (#168) Phillip Masters (#169) Annihilus (#170) Wolverine (#171) Yellowjacket (#172) Ant-Man (#173) Hulk (#199)

Clobberin Time
S.H.I.E.L.D. Trooper (#001 - #003) S.H.I.E.L.D. Sniper (#004 - #006) Mandroid Armor (#007 - #009) A.I.M. Agent (#010 - #012) A.I.M. Medic (#013 - #015) Skrull Commando (#016 - #018) Vampire Lackey (#019 - #021) Black Cat (#022 - #024) Yellowjacket (#025 - #027) Doombot (#028 - #030) Avalanche (#031 - #033) Blob (#034 - #036) Toad (#037 - #039) Elektra (#040 - #042) Invisible Girl (#043 - #044) Invisible Woman (#45) Thing (#046 - #048) Human Torch (#049 - #051) Hawkeye (#052 - #054) Black Widow (#055 - #057) Blastaar (#058 - #060) Thor (#061 - #063) Sandman (#064 - #066) Logan (#067 - #069) Mr. Fantastic (#070 - #072) Dr. Doom (#073 - #075) Doctor Octopus (#076 - #078) White Queen (#079 - #081) She-Hulk (#082 - #084) Nightcrawler (#085) Nick Fury (#086) Moondragon (#087) Spiderman (#088) Mojo (#089) Super Skrull (#090) Red Skull (#091) Spiral (#092) Titania (#093) Mr. Fixit (#094) Medusa (#095) Enchantress (#096) Clay Quartermain (#101) Laura Brown (#102) Agent Beaulieu (#103) George Tarleton (#104) Scientist Supreme (#105) Paibok (#106) Rachel Van Helsing (#107) Felicia Hardy (#108) Rita DeMara (#109) Doctor Doom (#110) Dominic Petros (#111) Fred J. Dukes (#112) Mortimer Toynbee (#113) Elektra Natchios (#114) Sue Storm (#115) Benjamin J. Grimm (#116) Johnny Storm (#117) Clint Barton (#118) Natasha Romanoff (#119) Blastaar of Baluur (#120)

Xplosion
Con Artist (#001 - #003) Hand Ninja (#004 - #006) Hand Ninja (#007 - #009) SWAT Officer (#010 - #012) SWAT Specialist (#013 - #015) Paramedic (#016 - #018) Typhoid Mary (#019 - #021) Destiny (#022 - #024) Boom-Boom (#025 - #026) Meltdown (#027) Mystique (#028 - #030) Viper (#031 - #033) Shadowcat (#034 - #036) Iceman (#037 - #039) Madame Masque (#040 - #042) Doc Samson (#043 - #045) Scorpion (#046 - #048) Abomination (#049 - #051) Crimson Dynamo (#052 - #054) Beast (#055 - #057) Psylocke (#058 - #060) Daredevil (#061 - #063) Taskmaster (#064 - #066) Silver Samurai (#067 - #069) Gambit (#070 - #072) Mandarin (#073 - #075) Iron Man (#076 - #078) Colossus (#079 - #081) Storm (#082 - #084) Shadowcat (#85) Elektra (#86) Deathbird (#87) Apocalypse (#88) Green Goblin (#89) The Leader (#90) Sauron (#91) Lady Deathstrike (#92) Spider-Man (#93) Savage Hulk (#94) Phoenix (#95) Weapon X (#96) Sarah St. John (#201) Kirigi (#202) Elektra (#203) Sammy Liebman (#204) Frank Gunzer (#205) Jane Foster (#206) Mary Walker (#207) Irene Adler (#208) Tabitha Smith (#209) Raven Darkholme (#210) Madame Hydra (#211) Kitty Pryde (#212) Bobby Drake (#213) Whitney Frost (#214) Dr. Leonard Samson (#215) Mac Gargan (#216) Emil Blonsky (#217) Dimitri Bukharin (#218) Hank McCoy (#219) Betsy Braddock (#220)

Hypertime
Gotham Policeman (#001 003) Metropolis SCU (#004 006) Checkmate Agent (#007 009) Checkmate Medic (#010 012) Intergang Agent (#013 015) Intergang Medic (#016 018) Lackey (#019 021) Criminal (#022 024) Huntress (#025 027) Robin (#028 030) Hawkman (#031 033) Harley Quinn (#034 036) Catwoman (#037 039) Man-Bat (#040 042) Riddler (#043 045) Mad Hatter (#046 048) T.O. Morrow (#049 051) Aquaman (#052 054) Blue Beetle (#055 057) Booster Gold (#058 060) Nightwing (#061 063) Changeling (#064 066) Steel (#067 069) Gorilla Grodd (#070 072) Solomon Grundy (#073 075) Black Manta (#076 078) Weather Wizard (#079 081) Clayface III (#082 084) Hawkman (#085 087) Dove (#088 090) Bane (#091 093) Doomsday (#094 096) Joker (#097 099) Plastic Man (#100 102) Flash (#103 105) Batman (#106 108) Superman (#109 111) Arcane (#112 114) Swamp Thing (#115 117) Brainiac 13 (#118 120) Parasite (#121) Desaad (#122) Darkseid (#123) Commissioner Gordon (#124) The Key (#125) Joker (#126) Catwoman (#127) Flash (#128) Batman (#129) Superman (#130) Carter Hall (#131) Dr. Harleen Quinzell (#132) Selina Kyle (#133) Kirk Langstrom (#134) Eddie Nashton (#135) Jervis Tetch (#136) Thomas Oscar Morrow (#137) Arthur Curry (#138) Ted Kord (#139) Michael Jon Carter (#140) Superman (#141)

Indy
Ashleigh (#001 003) Tomoe (#004 006) Saurian Trooper (#007 009) Scarab (#010 012) Tiger Lily (#013 015) Sydney Savage (#016 018) Johnny Alpha (#019 021) Judge Hershey (#022 024) Aphrodite IX (#025 027) Magdalena (#028 030) Arashi (#031 033) Lobster Johnson (#034 036) Arwyn (#037 039) Boon (#040 042) Ian Nottingham (#043 045) The Darkness (#046 048) Natalia Kassle (#049 051) Major Maxim (#052 054) Bron (#055 057) Shi (#058 060) Yukio (#061 063) Witchblade (#064 066) Hellboy (#067 069) Judge Dredd (#070 072) Abbey Chase (#073 075) Kabuki (#076 078) Death Demon (#079 081) Rasputin (#082 084) Samandahl Rey (#085) Arwyn (#086) Hellboy (#087) Hecate (#088) Shi (#089) Abbey Chase (#090) Judge Anderson (#091) Judge Death (#092) Witchblade (#093) Angelus (#094) Siamese (#095) Cyblade (#096) Brit City Judge (#097 - 099) Stix (#100 102) Wulf Sternhammer (#103 105) Torquemada (#106 108) Nemesis (#109 111) Judge Fire (#112 114) Judge Fear (#115 117) Judge Mortis (#118 120) Princess Ashleigh (#201) Tomoe Gozan (#202) Bajounte-Ka (#203) Keiko (#204) Akemi (#205) Spec. Ops. Savage (#206) Search/Destroy Agent Alpha (#207) Barbara Hershey (#208) Aphrodite (#209) Sister Magdalena (#210) Masahiro Arashi (#211) Lobster Johnson (#212) Witchblade (#221) Arwyn (#223) Boon (#222)

SECTION 22: RETIRED FIGURES & CARDS - 157 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

Critical Mass
Moloid (#001 003) Brood Warrior (#004 006) Kree Warrior (#007 009) S.W.A.T. Heavy Weapons (#010 012) Dreadnought (#013 015) Hepzibah (#016 018) Marrow (#019 021) Corsair (#022 024) Moon Knight (#025 027) Callypso (#028 030) Elektra (#031 033) Daredevil (#034 036) Magick (#037 039) Kraven (#040 042) Archangel (#043 045) Rhino (#046 048) Moleman (#049 051) Nebula (#052 054) Moonstone/Meteorite (#055 057) Brood Queen (#058 060) Patch (#061 063) Diablo (#064 066) Spider-Man (#067 069) Venom (#070 072) Ulik (#073 075) Umar (#076 078) Black Queen/Selene (#079 081) Absorbing Man (#082 084) Warbird (#085) Captain Marvel (#086) Adam Warlock (#087) Ronan the Accuser (#088) Sersi (#089) Morgan Le Fay (#090) Terrax (#091) Dormammu (#092) Nova (#093) Beta Ray Bill (#094) Hulk (#095) Silver Surfer (#096) Val-Or (#201) Divebomber (#202) Captain Mar-Vel (#203) Roger Falcone (#204) Silver Dreadnought (#205) Hepzibah (#206) Sarah (#207) Major Christopher Summers (#208) Marc Spector (#209) Calypso Ezili (#210) Elektra Natchios (#211) Matt Murdock (#212) Illyana Rasputin (#213) Sergei Kravinov (#214) Warren Worthington III (#215) Alex O'Hirn (#216) Rupert (#217) Nebula (#218) Dr. Karla Sofen (#219) Prox. Xavier (#220) Invisible Woman (#221) Silver Surfer (#222)

DC HeroClix Map Pack Bystanders


Alfred Pennyworth Lois Lane Lana Lang Martha Kent Jonathan Kent Perry White Linda Park Paperboy Scientist Security Guard Metropolis Transit Driver Businesswoman

Cosmic Justice
Easy Company Soldier (#001 - #003) Easy Company Medic (#004 - #006) Parademon Scout (#007 - #009) Parademon Warrior (#010 - #012) Lex Corp Security (#013 - #015) Lex Corp Battlesuit (#016 - #018) Sgt. Rock (#019 - #021) Penguin (#022 - #024) Manhunter (#025 - #027) Fury (#028 - #030) Poison Ivy (#031 - #033) Black Canary (#034 - #036) Green Arrow (#037 - #039) Troia (#040 - #042) Cosmic Boy (#043 - #045) Live Wire (#046 - #048) Saturn Girl (#049 - #051) Fatality (#052 - #054) Zatanna (#055 - #057) Lady Shiva (#058 - #060) Starfire (#061 - #063) Starman (#064 - #066) Firestorm (#067 - #069) Cheetah (#070 - #072) Deathstroke (#073 - #075) Wonder Woman (#076 - #078) Circe (#079 - #081) Green Lantern (#082 - #084) Martian Manhunter (#085) Bizarro (#086) Brother Blood (#087) Amazo (#088) Lex Luthor (#089) Eclipso (#090) Despero (#091) Mordru (#092) Catgirl (#093) Batgirl (#094) Batman (#095) Superman (#096) Little Sure Shot (#201) 4-Eyes (#202) Pharzoof (#203) Valinus (#204) Hope (#205) Eddie Carlin (#206) Gen. Frank Rock (#207) Oswald Cobblepot (#208) Manhunter 2.0 (#209) Hippolyta Trevor-Hall (#210) Pamela Isley (#211) Dinah Lance (#212) Oliver Queen (#213) Donna Troy (#214) Rokk Krinn (#215) Garth Ranzz (#216) Imra Ardeen (#217) Yrra Cynril (#218) Zatanna Zatara (#219) Sandra Wu-San (#220) Green Lantern (#221) The Atom (#222) Plastic Man (#223)

Unleashed
DEO Agent (#001 - #003) HDC Trooper (#004 - #006) Gotham Undercover (#007 - #009) Science Police (#010 - #012) Kobra Fanatic (#013 - #015) Hawkgirl (#016 - #018) Brainiac 5 (#019 - #021) Scarecrow (#022 - #024) Deadshot (#025 - #027) Two Face (#028 - #030) Cheshire (#031 - #033) Rocket Red (#034 - #036) Chameleon (#037 - #039) Kobra (#040 - #042) Killer Croc (#043 - #045) Killer Frost (#046 - #048) Batgirl (#049 - #051) Cyborg (#052 - #054) Queen Bee (#055 - #057) Big Barda (#058 - #060) Shade (#061 - #063) Raven (#064 - #066) Jesse Quick (#067 - #069) Doctor Fate (#070 - #072) Maxima (#073 - #075) Supergirl (#076 - #078) Black Adam (#079 - #081) Green Lantern (#082 - #084) Metallo (#085) The General (#086) Kilowog (#087) Shazam! (#088) Ultrahumanite (#089) Silver Swan (#090) Nu'bia (#091) Mr. Bones (#092) Wonder Woman (#093) Batman (#094) Superman (#095) Magog (#096) Bat Sentry (#097) Cameron Chase (#201) Montgomery Kelly (#202) Matches Malone (#203) Shvaughn Erin (#204) Jason Burr (#205) Kendra Saunders (#206) Querl Dox (#207) Jonathan Crane (#208) Floyd Lawton (#209) Harvey Dent (#210) Jade (#211) Dmitri Pushkin (#212) Richard Swift (#213) Trigon's Daughter (#214) Jesse Chambers (#215) Hector Hall (#216) Maxima of Almerac (#217) Kara Zor-El (#218) Teth-Adam (#219) Hal Jordan (#220) Shazam! (#221) Catwoman (#222)

Universe
Spider-Man (#001) Wolverine (#002) Wasp (#003) Hobgoblin (#004) Sabretooth (#005) Elektra (#006) Con Artist (#007 - #009) Hand Ninja (#010 - #012) Hand Ninja (#013 - #015) SWAT Officer (#016 - #018) SWAT Specialist (#019 - #021) Paramedic (#022 - #024) Typhoid Mary (#025 - #027) Destiny (#028 - #030) Boom-Boom (#031 - #032) Meltdown (#033) Mystique (#034 - #036) Viper (#037 - #039) Shadowcat (#040 - #042) Daredevil (#043 - #045) Taskmaster (#046 - #048) Silver Samurai (#049 - #051) Gambit (#052 - #054) Mandarin (#055 - #057) Iron Man (#058 - #060) Colossus (#061 - #063) Storm (#064 - #066) Kingpin (#067 - #069) Vulture (#070 - #072) Jean Grey (#073 - #075) Hobgoblin (#076 - #078) Sabretooth (#079 - #081) Hulk (#082 - #084) Puppet Master (#085 - #087) Annihilus (#088 - #090) Captain America (#091 - #093) Spider-Man (#094 - #096) Wolverine (#097 - #099) Professor Xavier (#100 - #102) Cyclops (#103 - #105) Black Panther (#106 - #108) Pyro (#109 - #111) Bullseye (#112 - #114) Vision (#115) Quasar (#116) Thanos (#117) Nightmare (#118) Wasp (#119) Elektra (#120) Professor Xavier (#121) Juggernaut (#122) Cyclops (#123) Captain America (#124) Wolverine (#125) Spider-Man (#126)

Marvel HeroClix Map Pack Bystanders


Jarvis Peter Henry Gyrich Mary Jane Watson-Parker J. Jonah Jameson Alicia Masters Betty Ross-Banner Foggy Nelson Deli Worker Professor Movie Star Reporter Politician

SECTION 22: RETIRED FIGURES & CARDS - 158 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

Ultimates
Morlock (#001 - #003) Hellfire Guard (#004 - #006) Scourge (#007 - #009) Sentinel Trooper (#010 - #012) Lizard (#013 - #015) Princess Python (#016 - #018) Callisto (#019 - #021) Sidewinder (#022 - #024) Black Widow (#025 - #027) Storm (#028 - #030) Anaconda (#031 - #033) Hawkeye (#034 - #036) Hellcat (#037 - #039) Spider-Man (#040 - #042) Beast (#043 - #045) Wolverine (#046 - #048) Mysterio (#049 - #051) Punisher (#052 - #054) Electro (#055 - #057) Ghost Rider (#058 - #060) Cyclops (#061 - #063) Captain America (#064 - #066) Sabretooth (#067 - #069) Doctor Octopus (#070 - #072) Colossus (#073 - #075) Marvel Girl (#076 - #078) Wrecker (#079 - #081) Captain Britain (#082 - #084) Xorn (#085) Baron Zemo (#006) Carnage (#087) Vindicator (#088) Iron Man (#089) Mr. Sinister (#090) Crimson Cowl (#091) Magneto (#092) Phoenix (#093) Goblin Queen (#094) Hulk (#095) Thor (#096) Magneto (#200) Johnny Ell (#201) Wade Cole (#202) Justice is Served! (#203) Sentinel Captain (#204) Dr. Curtis Conners (#205) Zelda Dubois (#206) Morlock Leader (#207) Seth Voelker (#208) Natasha Romanova (#209) Ororo Munroe (#210) Blanche Sitznski (#211) Clint Barton (#212) Patsy Walker (#213) Peter Parker (#214) Hank McCoy (#215) James Howlett (#216) Quentin Beck (#217) Frank Castle (#218) Maxwell Dillon (#219) Daniel Ketch (#220) Dr. Otto Octavius (#221)

Mutant Mayhem
U-Men (#001 - 003) Vanisher (#004 - 006) Skullbuster (#007 - 009) Harpoon (#010 - 012) Vertigo (#013 - 015) Arclight (#016 - 018) Wild Child/Wildheart (#019 - 021) Blade (#022 - 024) Puck (#025 - 027) Domino (#028 - 030) Polaris (#031 - 033) Silver Sable (#034 - 036) Havok (#037 - 039) Wonder Man (#040 - 042) Firestar (#043 - 045) Cloak (#046 - 048) Dagger (#049 - 051) Bishop (#052 - 054) Blink (#055 - 057) Spider-Man (#058 - 060) Man-Thing (#061 - 063) Snowbird (#064 - 066) Northstar (#067 - 069) Sasquatch/Tanaraq (#070 - 072) Cable/Soldier X (#073 - 075) Deadpool (#076 - 078) Wolverine (#079 - 081) Hulk (#082 - 084) Longshot (#85) Mimic (#86) Fantomex (#87) Donald Pierce (#88) Bastion (#89) MODOK (#90) Gladiator (#91) Black Queen (#92) Shadow King (#93) N'astirh (#94) Count Nefaria (#95) Loki (#96) Giant Man (#97) Alex Summers (#201) Simon Williams (#202) Angelica Jones (#203) Tyrone Johnson (#204) Tandy Bowen (#205) Bishop of XSE (#206) Clarice Ferguson (#207) Peter Parker (#208) Ted Sallis (#209) Narya (#210) Jean-Paul Beaubier (#211) Walter Langkowski (#212) Nathaniel Summers (#213) Wade Wilson (#214) Logan (#215) Dr. Bruce Banner (#216) Polaris (#217) Hulk (#218) Nova (#221) Hulk (#222) Darkness (#BF001) Earthquake (#BF002) Crosswinds (#BF003) Ordinary Day (#BF004) War Zone (#BF005) White Noise (#BF006) Automatic Regeneration (#F001) Fastball Special (#F002) Haymaker (#F003) Passenger (#F004) Pounce (#F005) Rip It Up (#F006) Taunt (#F007) Trick Shot (#F008) Aunt May (#MMB001) Ben Urich (#MMB002) Flash Thompson (#MMB003) Franklin Richards (#MMB004) Gwen Stacy (#MMB005) Kong (#MMB006) Robbie Robertson (#MMB007)

Legacy
Spoiler (#001 - 003) Hyena (#004 - 006) Enchantress (#007 - 009) Talia (#010 - 012) Hourman (#013 - 015) Mr. Terrific (#016 - 018) Star Spangled Kid/Stargirl (#019 - 021) Ravager (#022 - 024) Power Girl (#025 - 027) Impulse/Kid Flash (#028 - 030) Kid Quantum (#031 - 033) Jinx (#034 - 036) Mr. Freeze (#037 - 039) Speedy/Arsenal (#040 - 042) Wildfire (#043 - 045) Superwoman (#046 - 048) The Demon (#049 - 051) Obsidian (#052 - 054) Jade (#055 - 057) Sinestro (#058 - 060) Blockbuster (#061 - 063) Superboy (#064 - 066) Persuader (#067 - 069) Captain Atom (#070 - 072) Major Force (#073 - 075) Ra's al-Ghul (#076 - 078) The Joker (#079 - 081) Batman (#082 - 084) Oracle (#085) Hush (#086) Wonder Woman (#087) Ares (#088) Ultraman (#089) General Zod (#090) Prometheus (#091) Mongul (#092) Hawkman (#093) Red Robin (#094) Flash (#095) Green Lantern (#096) Steel (#097) Victor Fries (#201) Roy Harper, Jr. (#202) Drake Burroughs (#203) Lois Lane (#204) Etrigan (#205) Todd Rice (#206) Jennifer-Lynn Hayden (#207) Sinestro of Korugar (#208) Roland Desmond (#209) Connor Kent (#210) Nyeun Chun Ti (#211) Capt. Nathaniel Atom (#212) Clifford Zmeck (#213) The Demon's Head (#214) The Red Hood (#215) Bruce Wayne (#216) Mr. Freeze (#217) Iris West-Allen (#B001) Ma Hunkle (#B002) Thomas Pie-Face Kalmaku (#B003) Harvey Bullock (#B004) Dr. Jeremiah Arkham (#B005) Carrol Ferris (#B006) Jimmy Olson (#B007) Bright Lights (#BF001) Deep Shadows (#BF002) Ordinary Day (#BF003) Overconfidence (#BF004) Poor Teamwork (#BF005) Radiation Leak (#BF006) Armor Piercing (#F001) Damage Shield (#F002) In Contact With Oracle (#F003) Fortitude (#F004) Large Object (#F005) Lazarus Pit (#F006) Stunning Blow (#F007) Trick Shot (#F008)

Fantastic Forces
Lockjaw (#001 - 003) Black Knight (#004 - 006) Mirage/Moonstar (#007 - 009) Hawkeye (#010 - 012) Awesome Android/Awesome Andy (#013 - 015) Goliath/Atlas (#016 - 018) Yellowjacket (#019 - 021) Ghost Rider (#022 - 024) Asp (#025 - 027) Shocker (#028 - 030) Tigra (#031 - 033) Jolt (#034 - 036) Karma (#037 - 039) Vulture (#040 - 042) Songbird (#043 - 045) Iron Fist (#046 - 048) Power Man/Cage (#049 - 051) Scarlet Witch (#052 - 054) Rogue (#055 - 057) Dr. Strange (#058 - 060) Green Goblin (#061 - 063) Juggernaut (#064 - 066) Sub-Mariner (#067 - 069) Human Torch (#070 - 072) Invisible Woman (#073 - 075) The Thing (#076 - 078) Mr. Fantastic (#079 - 081) Nightcrawler (#082 - 084) Volcana (#085) Mad Thinker (#086) Arnim Zola (#087) Baron Mordo (#088) Baron Blood (#089) Nimrod (#090) Orphan (#091) Wolverine (#092) Warlock (#093) Professor Xavier (#094) Dr. Doom (#095) Spider-Man (#096) Norman Osborn (#201) Cain Marko (#202) Namor (#203) Johnny Storm (#204) Sue Storm (#205) Ben Grimm (#206) Reed Richards (#207) Kurt Wagner (#208) Johnny Storm (#209) Moria MacTaggart (#B001) Henry Peter Gyrich (#B002) Professor Storm (#B003) Misty Knight (#B004) Colleen Wing (#B005) Wild Sentinel (#B006) Willie Lumpkin (#B007) Astral Plane (#BF001) Atlantis Rising (#BF002) Low Gravity (#BF003) Poor Teamwork (#BF004) Power Dampening Field (#BF005) Disbanded! (#BF006) Force Field (#F001) Shake Off (#F002) Brilliant Tactician (#F003) Nova Blast (#F004) Double-Time (#F005) Unstoppable (#F006) Fantastic Four (#F007) Thunderbolts (#F008)

Icons
Batman (#001) Robin (#002) Hawkgirl (#003) The Joker (#004) Harley Quinn (#005) Man-Bat (#006) Scarecrow (#007 - 009) Beast Boy (#010 - 012) Robin (#013 - 015) Cheetah (#016 - 018) Blackfire (#019 - 021) Starfire (#022 - 024) Aquaman (#025 - 027) Raven (#028 - 030) Wonder Woman (#031 - 033) Bizarro (#034 - 036) The Joker (#037 - 039) Batman (#040 - 042) Darkseid (#043 - 045) Superman (#046 - 048) Ra's al-Ghul (#049) Brainiac (#050) Lex Luthor (#051) Terra (#052) Cyborg (#053) The Flash (#054) Dr. Jonathan Crane (#201) Gar Logan (#202) Tim Drake (#203) Barbara Ann Minerva (#204) Princess Komand'r (#205) Princess Koriand'r (#206) Dark Knight Detective (#207) Professor Zoom (#209) Lucius Fox (#B001) L-RON (#B002) Maggie Sawyer (#B003) Snapper Carr (#B004) Renee Montoya (#B005) Lian Harper (#B006) Speed Saunders (#B007) Infiltration (#IBF001) Madness (#IBF002) Internal Strife (#IBF003) Rally (#IBF004) Ordinary Day (#IBF005) Submerged (#IF001) Slippery (#IF002) Divebomb (#IF003) Sidekick (#IF004) Unstoppable (#IF005) Brilliant Tactician (#IF006) Siphon Power (#IF007) Swingline (#IF008) Darkness Within (#IF009)

SECTION 22: RETIRED FIGURES & CARDS - 159 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

23. 23. LINE LINE OF FIRE

SECTION 23: LINE OF FIRE - 160 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

SECTION 23: LINE OF FIRE - 161 -

COMPREHENSIVE HEROCLIX RULES


www.supergene104.blogspot.com

SECTION 23: LINE OF FIRE - 162 -

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