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COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
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TABLE OF CONTENTSTABLE OF CONTENTSTABLE OF CONTENTSTABLE 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 DOCUMENTABOUT THIS DOCUMENTABOUT THIS DOCUMENTABOUT 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. RULEBOOK1. RULEBOOK1. RULEBOOK1. 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 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 character’s 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 character’s base is printed with
a set symbol that marks it as part of a particular HeroClix set and a
collector’s number to differentiate it from other characters that
might look similar.
1.2. THE COMBAT DIAL The combat dial is the rotating disk found under a character’s base.
A character’s combat dial displays a set of numbers through the L-
shaped stat slot in the character’s base. These numbers indicate
how well the character can accomplish certain tasks.
Each time one of your characters takes damage during a game,
you click—or turn— its combat dial clockwise once for each 1
damage taken. Each time your character is healed of damage
during the game, turn its combat dial counterclockwise once for
each 1 damage healed.
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 character’s combat dial. The fifth value is
the character’s range for ranged combat attacks; this value is
printed on the character’s base. Range does not change as you turn
the combat dial. Each value appears next to its respective symbol.
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 character’s card.
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 character’s dial next to that symbol on its base, the
character possesses that power.
If only a power’s 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.
2.1. STEP 1: BUILD YOUR FORCE In general, characters comprise the bulk of a player’s force. Each
character has a point value printed on its base. This is the number
of points it costs to add 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
character’s 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 collector’s number may not be on the same force;
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however, a Unique character can be part of a force with non-
Unique characters that share the same name, as well as with
Unique characters that have the same name but a different
collector’s number or set symbol.
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
2.1.4. 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
around the table until everyone has chosen a different edge and
identified a starting area—the area of squares within the purple
line—along that edge. In two-player games, starting areas must
always be on opposite edges of the map.
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 can’t 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 can’t be placed in any player’s 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.
2.5. 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 character’s starting position. After a character’s
combat dial has been turned to its starting position, players may
turn the character’s 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 character’s clear center post
to specify whether the character is initially hovering or soaring (see
“Wing Speed Symbol,” p. 8). The player to the first player’s left
then places all of his or her characters. If there are more than two
players, continue clockwise around the table until all players have
placed their forces in their starting areas.
See also, Miscellaneous Q & A: Q0019
2.6. STEP 6: PLAY THE GAME! Once steps 1–5 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.
3.1. 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).
3.3. 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 can’t 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 character’s player receives
bonus victory points, as described in “Victory!” on page 19.
See also, Additional Clarifications: Archenemies
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 player’s 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 character’s 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 character’s combat values,
and a description of how to use the feat. A feat’s 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
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.
3.7. POWERS Colored squares behind a character’s combat values indicate its
powers. A character’s powers can change as it takes damage or is
healed. A character’s 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 character’s 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 character’s stat slot. If your character’s 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 player’s
turn.
Some powers require that a character take an action to activate
them or activate when you give a character a specific type of
action. To use one of these powers, the player must declare that the
character is being given an action to activate the power or that the
action given to the character will activate a power.
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 character’s combat dial once clockwise
(the same direction you click a character when it takes damage)
after it resolves the action. This is called pushing a character. The
resulting clockwise click is called pushing damage and represents
fatigue caused by taking actions back to back.
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) can’t be given
any actions (other than a free
action) until it no longer has
two action tokens on it.
3.9. REPLACEMENT VALUES AND
MODIFIERS Some game effects, including some powers, feats, and team
abilities, allow the substitution of one combat value for another.
These substitute values are called replacement values. For
example, when one value becomes or is used instead of another
value, it is a replacement value. When a character’s combat value
is reduced by half, that is also a replacement value.
Modifiers increase or decrease a combat value by a specific
amount. A modifier may never reduce a combat value to less than
0. Replacement values are not modifiers. All modifiers are
cumulative, but they are limited by the Rule of 3, below.
Modifiers and replacement values that take effect during an
action are in effect only for the duration of that action unless stated
otherwise. Modifiers and replacement values that take effect
during an attack are in effect only for the duration of that attack
unless stated otherwise.
3.10. ROUNDING Sometimes a game effect will tell you to reduce a character’s
combat value or other numerical value by half. If this would result
in a fraction, always round up.
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 can’t 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.
3.12. TEAM SYMBOLS AND TEAM
ABILITIES A team symbol on a character’s base indicates the character’s
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
player’s 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 opponent’s turn,
you must declare any change in the team ability used by your wild
cards after your opponent declares an action and before the action
begins; for example, after an action is declared but before an
opposing character moves or attacks.
A wild card retains the team ability it last used until it uses
another team ability, or until the end of an action in which the
character whose team ability the wild card is using is knocked out
or otherwise removed from the game.
If a team ability used by a wild card after the declaration of an
action makes the declared action impossible to perform—for
example, if a line of fire for an opponent’s ranged combat attack
can no longer be drawn to the wild card due to the team ability
now used by the wild card—treat the action as though it was not
given and choose a different action instead. The wild card,
however, must continue to use that ability even when a new action
is declared.
See also, Additional Clarifications: Wild Card Team Abilities
PLAYING THE GAME In HeroClix, players take turns moving their characters and
attacking opposing characters to win a battle.
4. TURNS AND ACTIONS HeroClix is played in a series of turns. The first player takes the
first turn. When the first player’s turn is complete, the player to the
left takes the next turn, and so on, clockwise around the table. All
players taking a single turn is called a round. If a player’s 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 game’s build total. For example, a
game with a build total of 100 points gives you one action every
turn. A build total of 200 points gives you two actions every turn;
300 points gives you three actions, and so on. Your action total
remains the same even if one or more of your characters is
knocked out and removed from the game.
Some game effects may occur at the beginning of a player’s
turn. These effects are noted on the powers and abilities card or in
the rules text for the effect, which are found on feat cards, on
battlefield condition cards, as part of scenarios, or elsewhere. Prior
to initiating these effects, any effects that last “until the beginning
of your turn” resolve. Then effects that occur “at the beginning of
your turn” may be performed in any order, as chosen by the 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 can’t use the
extra actions. You do not have to use all of your actions in a turn,
but you can’t 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 player’s turn.
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.
4.2. 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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4.3. MOVE ACTIONS Each character has a symbol printed on its base next to its speed
value to designate how it moves. Most standard characters have one
of three symbols: a boot ( ), a wing ( ), or a dolphin ( ).
A boot symbol indicates that a character is affected by terrain,
such as water and other hindering terrain, per the rules for terrain.
The wing and dolphin symbols indicate that a character interacts
with the battlefield in special ways. A character with a symbol
printed in reverse ( , , or ) is a transporter (see
“Transporters,” p. 18).
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 character’s 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.
4.3.1.2. 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.
Hovering characters and nonflying characters do not have to break
away from soaring characters.
See also, Additional Clarifications: Special Objects
4.3.2. Dolphin Speed Symbol A character with a dolphin symbol next to its speed value can
swim. Swimming characters use all the standard rules for HeroClix
characters, except as noted in “Water Terrain” on page 13.
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 character’s speed
value) that affect how it can move.
A character’s
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 can’t 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.
4.4.1. 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 1–3, the character
fails to break away and may
not move. The character’s
action is over, and the player
places an action token on it.
On a result of 4–6, the
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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
4.4.2. 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 can’t be
carried. A character can carry only one other character per turn. A
character that can carry other friendly characters can’t 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 character’s
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 character’s 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. 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. COMBAT ACTION RULES The following general rules apply to both close combat and ranged
combat attacks.
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
attacker’s 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 can’t target a friendly character with an attack. A character
can never target itself with any attack or power—damaging or
healing—unless a power, feat, or other game effect specifically
says otherwise.
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 target’s
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.
4.5.1.2.4. 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 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
can’t heal beyond its starting position.
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4.5.1.3. Defeating Characters As soon as three KO symbols appear in a character’s stat slot, that
character is defeated. Remove the character from the map. It is
knocked out (KOd) and no longer part of the game.
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 character’s
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.
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 character—called the knock back path—even if that path
is on a diagonal. If multiple characters take damage from an attack,
power, or game effect that causes knock back, resolve the knock
back starting with the character farthest from the attacker. If an
attack, power, or game effect knocks back a target that is not along
a straight line from the attacker, the target is knocked back away
from the attacker along a straight vertical, horizontal, or diagonal
line chosen by the attacker.
4.5.1.5.1. Knock Back Damage A grounded character’s knock back path can’t 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 character’s
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
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 can’t 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.
4.5.1.5.3. 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.
4.5.3. 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 character’s ranged attack can
reach. If the range value is greater than 0 and your character is not
adjacent to an opposing character, then your character may make a
ranged combat attack. A character can attack in any direction,
regardless of the direction it is facing.
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 character’s action for that turn,
you are allowed to check the map to see which targets are valid
targets.
To determine if there is a clear line of fire, use any rigid,
straight edge or draw an imaginary line from the center of the
attacker’s square to the center of the target’s square. 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.
4.5.3.2. Ranged Combat Attacks Targeting Hovering
Characters Hovering characters can make ranged combat attacks against
adjacent opposing
characters; however,
hovering characters
can’t 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
4.5.3.3. 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 target’s 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 attacker’s 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
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.
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
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
5.2. HINDERING TERRAIN Hindering terrain is any area containing trees, furniture, debris,
objects, and other similar items that might obstruct a character’s
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
character’s movement to end in the square after crossing the
corner. Any character that begins its movement in hindering terrain
reduces its speed value by half before moving.
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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 target’s
defense value by +1 for the attack after applying any replacement
values. This is called the hindering terrain modifier. Add this
modifier only once, regardless of the number of squares of
hindering terrain the line of fire passes through.
If the attacker occupies a square of hindering terrain and the
line of fire crosses the boundary line for hindering terrain without
crossing another square of hindering terrain, the hindering terrain
modifier is not applied for the square occupied by the attacker.
This represents an attacker’s ability to fire from the edge of
hindering terrain—
protected by it, but
not impaired by it.
A line of fire is
considered to pass
through hindering
terrain if it passes
through the
diagonal of two
diagonally adjacent
squares that contain
hindering terrain
and any of the
following: blocking
terrain, a character,
or another piece of
hindering terrain
(see to the right).
See also, Additional Clarifications: Double-Base Characters
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 terrain—squares inside the boundary of a brown line—
consists of areas and objects on the battlefield with the potential to
completely impede a character’s actions.
Characters can’t move into or through blocking terrain. No
character can occupy a square of blocking terrain. Blocking terrain
blocks any line of fire that crosses the boundary line surrounding
it. Squares of blocking terrain that are diagonally adjacent are
considered continuous blocking terrain and block any movement
through the
diagonal between
them. 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.
5.5. 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
character’s 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 wall’s 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 can’t “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 can’t 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 can’t
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 can’t use the soaring flight mode.
• Hovering characters and characters using the Leap/Climb power
can’t move through walls or over indoor blocking terrain.
• Characters using the Phasing/Teleport power can move through
walls or indoor blocking terrain.
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. 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 (blue-
ringed 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 can’t 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).
Continual special objects. If a special object’s special ability
is prefaced with the “Continual” keyword, it is not ignored while
that object is being carried or moved.
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
map—a player who has special objects in his or her collection may
choose to replace the object token with a special object; if he or
she does, remove the drawn object token from the game. A light or
heavy standard object may be replaced only by a special object of
the same type. An immobile special object may replace a standard
object of any type.
Each player may place a maximum of three special objects per
game; a particular special object may be chosen only once by each
player per game. Each player may place one immobile object for
each full 300 points of the game’s build total. 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.
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
6.3.1. 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 character’s damage value by +1
for the attack. If a character is using a heavy object in a close
combat attack, modify the character’s damage value by +2 for the
attack.
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 attacker’s range,
light objects can be thrown 6
squares and heavy objects can be
thrown 4 squares. Regardless of the
attacker’s damage value, a
successful ranged combat attack
with a light object deals 2 damage
and a successful ranged combat
attack with a heavy object deals 3 damage. A character holding an
object does not have to attack with the object when given a ranged
combat action.
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.
6.4.1. 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
6.4.2. 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 doesn’t affect the line of fire.
Range is counted from the object, not the attacker.
Regardless of the attacker’s damage value, the target of a
successful attack using a light object is dealt 2 damage and the
target of a successful attack using a heavy object is dealt 3 damage.
See also, Powers and Abilities Q & A: Q046
6.5. IMMOBILE OBJECTS Object tokens with blue borders are immobile objects. They can’t
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.
6.6. 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 character’s 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 character’s starting click for the character to be
assigned the feat, but the character’s 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 character’s 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 can’t be used by an
opposing player, even if a character assigned a feat card becomes
friendly to an opposing player’s 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 character’s 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 can’t 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 character’s combat values modify those
values only when the character is using the feat. If a feat modifies a
character’s speed value or range value, apply any modifications to
those combat values immediately before giving the action to use
the feat. If a feat modifies a character’s attack value, defense value,
or damage value, apply any modifications to those combat values
during the attack before the attack roll, but after applying any
replacement values.
See also, Additional Clarifications: Feats
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.
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
character’s 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 double-
base character, the player drawing the line of fire may choose to
draw the line of fire to or from either square occupied by the
double-base character. When attacking a character on the same
elevation, a line of fire will be blocked if it crosses either square
occupied by a double-base character.
See also, Additional Clarifications: Double-Base Characters
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Double-base characters can’t be moved by Telekinesis, can’t be
knocked back, and ignore other characters’ Force Blast.
8.3. TRANSPORTERS A transporter character has special movement and combat options.
A transporter’s 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 character’s square to the
center of the target’s square. If the line crosses blocking terrain and
the target is grounded or elevated, then the characters are not
adjacent, or if the line crosses elevated terrain and both characters
are grounded, then the characters are not adjacent. Otherwise the
characters are adjacent.
Giant characters ignore hindering, elevated, and outdoor
blocking terrain on movement. Giant characters can’t 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 can’t 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:
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 can’t be
dealt or take damage, and it can’t be given actions.
If this character has two captives, it can’t capture
another character until at least one of the captives is
rescued or released (see below), and it can’t 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 character’s 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 character’s player receives double
victory points for the released captive. If the released
captive is an archenemy of this character, this character’s
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.
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
may be power actions, close combat actions, and ranged
combat actions, though free actions gained from this
power can’t 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 can’t be countered or lost.
10. GAME OVER: IS THIS THE END
FOR OUR HERO?
10.1. The game ends when any one of the following situations is
true:
1. One of the players has no more characters left on the
battlefield, OR
2. A predetermined time limit for the game passes, OR
3. All players agree to end the game, OR
4. A predetermined number of rounds has passed.
A character may not leave the battlefield before the end of the
game unless KOd or unless a scenario (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:
• 10.2.1. Defeated characters. Every opposing
character that you defeat during the game earns you a
number of victory points equal to its point value. These
points are scored during the game as characters are defeated.
• 10.2.2. Archenemy bonus. If a character defeats its
archenemy, that character’s 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
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character. If no opposing player damaged the character, split
the victory points evenly among all opponents.
• 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. — 10.2.5.3. Feats assigned to multiple
characters. If a feat requires you to choose two or
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
11. HEROCLIX ETIQUETTE To avoid or to resolve arguments, we suggest the following points
of etiquette:
• You will constantly pick up your characters during a game to
look at or turn their dials. Mark the square your character was in
with a token so that you return it to the correct square.
• Situations that the rules don’t cover might occur, and players
may disagree about how to resolve those situations. In all such
instances, roll one d6. On a result of 1–3, the action is not
allowed; on a result of 4–6, the action is allowed.
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.
12.1. SAMPLE SCENARIO: SHOWDOWN The characters have challenged each other to a fight to prove once
and for all who should protect—or rule—the city. This is a free-
for-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 game’s 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 character’s 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.
12.3.1. Radiation Damage Starting at the beginning of the first player’s 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 player’s 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. 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!
12.4.1. 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 character’s 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 player’s 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 character’s 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 player’s 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 character’s optional powers or
abilities.
center dot: A dot printed at the center of a character’s 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.
collector’s 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 character’s base, upon
which the character’s powers and combat values are printed.
combat values: The four numbers visible through the stat slot on a
character’s dial, and the number printed next to the lightning
bolt(s) on a character’s 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 character’s 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 character’s ability to
avoid being hit.
diagonal: The 4 squares that meet a central square at that square’s
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 character’s
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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 2: GLOSSARY
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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 character’s
speed value.
force: The team of characters controlled by a player.
free action: An action that doesn’t 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 character’s 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 character’s
actions. Squares inside the border of a green line are hindering
terrain.
hindering terrain modifier: Modifying a target’s 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 attacker’s 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 didn’t exist or happen.
immobile object: An object that can’t 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 character’s 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 character’s
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 can’t be reduced by powers
that reduce damage dealt.
possess: To directly have a power, ability, or effect printed on a
card or dial—not simply used via another power, ability, or effect.
powers: A character’s special abilities. Powers are represented on
a character’s combat dial by colored squares surrounding the
character’s 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 character’s range value away in squares.
ranks: Colors representing a character’s level of experience, as
indicated by a ring on the character’s base or on the character’s
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 can’t be used again in the current game.
replacement value: A value that is substituted for one of a
character’s 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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 2: GLOSSARY
- 24 -
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 character’s 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 character’s 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
character’s 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 character’s base through
which the character’s combat dial is visible.
swimming: A speed mode that allows characters to treat water
terrain as clear terrain for movement. This is indicated by a or
symbol printed next to a character’s 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
character’s base.
team symbol: A symbol printed on a character’s 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 character’s base. Only one of a
particular Unique character may be in a force at any time.
unavoidable damage: Damage that can’t be reduced by any
power or effect, and can’t be dealt or transferred to a different
character.
unmodified: A character’s 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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 3: CHARACTER CORRECTIONS
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3. CHARACTER CORRECTIONS Pyro #092–93, 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 #43–45, 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 character’s 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 collector’s
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 collector’s
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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 3: CHARACTER CORRECTIONS
- 26 -
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 Collector’s 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 Collector’s 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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 4: KEYWORDS
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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
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 4: KEYWORDS
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INFINITY CHALLENGE
001 S.H.I.E.L.D. Agent S.H.I.E.L.D., Soldier
002 S.H.I.E.L.D. Agent S.H.I.E.L.D., Soldier, Spy
003 S.H.I.E.L.D. Agent S.H.I.E.L.D.
004 S.H.I.E.L.D. Medic S.H.I.E.L.D., Spy
005 S.H.I.E.L.D. Medic S.H.I.E.L.D., Soldier, Spy
006 S.H.I.E.L.D. Medic S.H.I.E.L.D.
007 HYDRA Operative HYDRA, Spy
008 HYDRA Operative HYDRA, Soldier
009 HYDRA Operative HYDRA
010 HYDRA Medic HYDRA, Soldier
011 HYDRA Medic HYDRA, Scientist
012 HYDRA Medic HYDRA
013 Thug Brute
014 Thug Brute
015 Thug Brute, Maggia
016 Henchman Maggia
017 Henchman Maggia
018 Henchman Maggia
019 Skrull Agent Skrull, Spy
020 Skrull Agent Skrull, Spy
021 Skrull Agent Skrull, Spy
022 Skrull Warrior Skrull, Warrior
023 Skrull Warrior Skrull, Warrior
024 Skrull Warrior Skrull, Warrior
025 Blade Martial Artist, Warrior
026 Blade Detective, Midnight Sons
027 Blade Midnight Sons, Warrior
028 Wolfsbane New Mutants, Teen
029 Wolfsbane Animal, X-Factor
030 Wolfsbane Excalibur
031 Elektra Martial Artist, Warrior
032 Elektra Martial Artist, Warrior
033 Elektra Martial Artist, S.H.I.E.L.D.
034 Wasp Celebrity
035 Wasp Avengers, Celebrity
036 Wasp Avengers, Celebrity, Mighty Avengers
037 Constrictor S.H.I.E.L.D., Spy, Masters of Evil
038 Constrictor Masters of Evil, Sinister Syndicate
039 Constrictor Sinister Syndicate, Six Pack
040 Boomerang
041 Boomerang Sinister Syndicate
042 Boomerang Masters of Evil, Sinister Syndicate
043 Kingpin Martial Artist
044 Kingpin Celebrity, Martial Artist, Ruler
045 Kingpin Martial Artist, Ruler
046 Vulture
047 Vulture Sinister Syndicate
048 Vulture Sinister Syndicate
049 Jean Grey Psychic, X-Men
050 Jean Grey Psychic, Twelve, X-Men
051 Jean Grey Psychic, X-Force, X-Men
052 Hobgoblin Martial Artist
053 Hobgoblin Martial Artist, Sinister Syndicate
054 Hobgoblin Martial Artist, Sinister Syndicate Mystical
055 Sabretooth Marauders, Team X, Weapon X
056 Sabretooth Brotherhood of Mutants, Brute, Martial Artist
057 Sabretooth Brotherhood of Mutants, Martial Artist, Weapon X
058 Hulk Avengers, Brute
059 Hulk Defenders
060 Hulk Brute, Horsemen of the Apocalypse, Scientist
061 Puppet Master Scientist
062 Puppet Master Psychic, Scientist
063 Puppet Master Psychic
064 Annihilus Animal, Armor, Warrior
065 Annihilus Armor, Ruler, Warrior
066 Annihilus Armor, Cosmic, Ruler
067 Captain America Avengers, Invaders, Soldier
068 Captain America Avengers, Martial Artist, S.H.I.E.L.D.
069 Captain America Avengers, Martial Artist, S.H.I.E.L.D.
070 Spider-Man Reporter, Teen
071 Spider-Man Fantastic Four, Reporter
072 Spider-Man Reporter
073 Wolverine Martial Artist, Soldier, Team X
074 Wolverine Alpha Flight, Martial Artist, Weapon X, X-Men
075 Wolverine Avengers, Martial Artist, X-Men
076 Professor Xavier Psychic, X-Men
077 Professor Xavier Psychic, Starjammers, X-Men
078 Professor Xavier Psychic, X-Men
079 Juggernaut Mystical, Brute
080 Juggernaut Brute, X-Men
081 Juggernaut Brute, Excalibur
082 Cyclops X-Factor, X-Men
083 Cyclops X-Factor, X-Men
084 Cyclops Twelve, X-Men
085 Black Panther Avengers, Martial Artist, Ruler
086 Black Panther Martial Artist, Ruler, Scientist
087 Black Panther Fantastic Four, Martial Artist, Ruler
088 Blizzard Scientist
089 Blizzard Masters of Evil, Thunderbolts
090 Blizzard Thunderbolts
091 Pyro Brotherhood of Mutants, Freedom Force, Reporter
092 Pyro Brotherhood of Mutants
093 Pyro Brotherhood of Mutants
094 Whirlwind Lethal Legion, Masters of Evil
095 Whirlwind Masters of Evil
096 Whirlwind Masters of Evil
097 Daredevil Martial Artist, Marvel Knights
098 Daredevil Martial Artist, Marvel Knights
099 Daredevil Martial Artist
100 Bullseye
101 Bullseye Martial Artist
102 Bullseye Thunderbolts
103 Scarlet Witch Avengers, Brotherhood of Mutants
104 Scarlet Witch Avengers, Force Works, West Coast Avengers
105 Scarlet Witch Avengers, Mystical
106 Quicksilver Avengers, Brotherhood of Mutants
107 Quicksilver Avengers, Inhumans, X-Factor
108 Quicksilver Knights of Wundagore, X-Factor
109 Mr. Hyde Brute, Scientist
110 Mr. Hyde Brute, Scientist
111 Mr. Hyde Brute, Masters of Evil
112 Klaw Masters of Evil, Scientist
113 Klaw Frightful Four, Scientist
114 Klaw Frightful Four, Masters of Evil
115 Controller Armor, Scientist
116 Controller Armor, Psychic
117 Controller Armor, Psychic
118 Hercules Avengers, Champions, Deity
119 Hercules Deity, Champions, Heroes for Hire
120 Hercules Avengers, Deity
121 Rogue Brotherhood of Mutants, X-Men
122 Rogue X-Men
123 Rogue X-Men
124 Dr. Strange Defenders, Illuminati, Mystical
125 Dr. Strange Defenders, Illuminati, Mystical, Nightstalkers
126 Dr. Strange Illuminati, Midnight Sons, Mystical
127 Magneto Brotherhood of Mutants
128 Magneto X-Men
129 Magneto Acolytes, Ruler
130 Kang Future, Soldier, Warrior
131 Kang Future, Ruler, Soldier, Warrior
132 Kang Future, Ruler, Soldier
133 Ultron Robot, Lethal Legion, Masters of Evil
134 Ultron Robot, Masters of Evil
135 Ultron Robot, Ruler
136 Firelord Cosmic, Herald, Nova Corps
137 Firelord Cosmic, Herald
138 Firelord Cosmic, Herald, Warrior
139 Vision Avengers, Robot
140 Quasar Avengers, Cosmic, S.H.I.E.L.D.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 4: KEYWORDS
- 29 -
141 Thanos Cosmic, Infinity Watch, Ruler, Warrior
142 Nightmare Mystical
143 Wasp Avengers, Celebrity, West Coast Avengers
144 Elektra HYDRA, Martial Artist, The Hand, Warrior
145 Professor Xavier Psychic, X-Men
146 Juggernaut Brute, Exiles, Mystical
147 Cyclops X-Men
148 Captain America All-Winners Squad, Invaders, Past, Soldier
149 Wolverine Martial Artist, Warrior
150 Spider-Man Marvel Knights, Reporter, Scientist
151 Gabriel Jones S.H.I.E.L.D., Soldier, Spy
152 Tia Senyaka Detective, S.H.I.E.L.D.
153 Operative #128 HYDRA, Spy
154 Medic #519 HYDRA
155 Knuckles Brute
156 Joey the Snake
157 Nenora Kree, Ruler , Skrull
158 Raksor Skrull, Warrior
159 Blade Martial Artist, Marvel Knights, Midnight Sons,
Nightstalkers
160 Rahne Sinclair Animal, X-Men
161 Frank Schlichting Frightful Four, Masters of Evil, S.H.I.E.L.D.,
Sinister Syndicate
162 Fred Myers Masters of Evil, Warrior
163 Wilson Fisk HYDRA, Martial Artist, Ruler
164 Adrian Toomes Sinister Syndicate
165 Jean Grey Psychic, X-Men
166 Ned Leeds Reporter
167 Victor Creed Brotherhood of Mutants, Brute, Team X, Weapon X
168 Bruce Banner Brute, Celebrity, Scientist
169 Philip Masters Mystical, Psychic, Scientist
170 Annihilus Armor, Cosmic, Ruler
171 Wolverine Brute, Warrior, X-Men
172 Yellowjacket Brute, Scientist
173 Ant-Man Avengers, Scientist
199 Hulk Brute, Monster
S01 Sentinel
HYPERTIME
001 Gotham Policeman Gotham City, Police
002 Gotham Policeman Gotham City, Police
003 Gotham Policeman Gotham City, Police
004 Metropolis SCU Metropolis, Police
005 Metropolis SCU Metropolis, Police, Soldier
006 Metropolis SCU Armor, Metropolis, Police
007 Checkmate Agent Checkmate, Spy
008 Checkmate Agent Checkmate, Spy
009 Checkmate Agent Checkmate, Task Force X
010 Checkmate Medic Checkmate
011 Checkmate Medic Checkmate, Spy
012 Checkmate Medic Checkmate, Task Force X
013 Intergang Agent Intergang, Soldier
014 Intergang Agent Intergang, Metropolis
015 Intergang Agent Apokalips, Intergang, Soldier
016 Intergang Medic Intergang
017 Intergang Medic Intergang, Metropolis
018 Intergang Medic Apokalips, Intergang
019 Lackey Metropolis
020 Lackey Intergang
021 Lackey Metropolis
022 Criminal Gotham City, Metropolis
023 Criminal Gotham City
024 Criminal Gotham City
025 Huntress Gotham City, Martial Artist
026 Huntress Birds of Prey, Gotham City, Martial Artist
027 Huntress Birds of Prey, JLA, Justice League International,
Martial Artist
028 Robin Gotham City, Kid
029 Robin Gotham City, Teen
030 Robin Gotham City, Martial Artist, Teen
031 Hawkman Justice League of America, Past
032 Hawkman Police, Justice League of America
033 Hawkman Justice Society, Justice League of America
034 Harley Quinn Gotham City
035 Harley Quinn Gotham City
036 Harley Quinn Gotham City
037 Catwoman Gotham City
038 Catwoman Gotham City
039 Catwoman Gotham City
040 Man-Bat Animal, Gotham City
041 Man-Bat Animal, Gotham City
042 Man-Bat Animal, Gotham City, Monster
043 Riddler Gotham City
044 Riddler Gotham City
045 Riddler Gotham City
046 Mad Hatter Gotham City
047 Mad Hatter Gotham City
048 Mad Hatter Gotham City
049 T.O. Morrow Scientist
050 T.O. Morrow Scientist
051 T.O. Morrow Scientist
052 Aquaman Atlantis
053 Aquaman Atlantis, Justice League of America, Ruler
054 Aquaman Atlantis, Justice League of America, Ruler
055 Blue Beetle Martial Artist, Scientist
056 Blue Beetle Justice League International, L.A.W., Martial Artist
057 Blue Beetle Extreme Justice, Super Buddies, Martial Artist
058 Booster Gold Future, Metropolis
059 Booster Gold Future, Justice League International
060 Booster Gold Extreme Justice, Justice League International,
Super Buddies
061 Nightwing Gotham City, Martial Artist Teen, Teen Titans
062 Nightwing Bludhaven, Martial Artist, Police
063 Nightwing Bludhaven, Gotham City, Martial Artist, Police
064 Changeling Animal, Celebrity, Doom Patrol, Teen
065 Changeling Animal, Teen, Teen Titans
066 Changeling Animal, Teen Titans
067 Steel Armor, Metropolis
068 Steel Armor, JLA, Metropolis
069 Steel Armor, Metropolis
070 Gorilla Grodd Animal, Psychic, Ruler
071 Gorilla Grodd Animal, Injustice League, Psychic
072 Gorilla Grodd Animal, Injustice League, Ruler
073 Solomon Grundy Brute, Gotham City
074 Solomon Grundy Brute, Injustice League
075 Solomon Grundy Brute, Opal City
076 Black Manta Legion of Doom
077 Black Manta Injustice League
078 Black Manta Injustice League, Legion of Doom
079 Weather Wizard Rogues
080 Weather Wizard Injustice League, Rogues
081 Weather Wizard Rogues
082 Clayface III Gotham City, Mud Pack
083 Clayface III Brute, Gotham City
084 Clayface III Brute, Gotham City
085 Hawk Teen
086 Hawk Brute, Teen Titans
087 Hawk Brute, Mystical, Teen Titans
088 Dove Mystical
089 Dove Mystical
090 Dove Mystical, Teen Titans
091 Bane
092 Bane Brute, Gotham City
093 Bane Brute, Gotham City
094 Doomsday Monster
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095 Doomsday Brute
096 Doomsday Brute, Monster, Metropolis
097 Joker Gotham City
098 Joker Gotham City, Injustice League
099 Joker Gotham City, Monster
100 Plastic Man Detective, Freedom Fighters
101 Plastic Man Detective, JLA
102 Plastic Man JLA
103 Flash Central City, Justice League Europe
104 Flash JLA , Teen Titans
105 Flash Central City, JLA
106 Batman Detective, Gotham City
107 Batman Gotham City, Martial Artist
108 Batman Detective, JLA, Martial Artist
109 Superman Metropolis, Reporter
110 Superman Metropolis
111 Superman JLA, Metropolis
112 Arcane Mystical, Scientist
113 Arcane Mystical, Scientist
114 Arcane Mystical, Scientist
115 Swamp Thing Scientist, Monster, Mystical
116 Swamp Thing Monster, Mystical
117 Swamp Thing Monster, Mystical
118 Brainiac 13 Future, Metropolis, Robot
119 Brainiac 13 Metropolis, Robot
120 Brainiac 13 Injustice League, Robot
121 Parasite Brute, Metropolis
122 Desaad Apokalips, New Gods, Scientist
123 Darkseid Apokalips, Cosmic, New Gods, Ruler
124 Commissioner Gordon Detective, Gotham City, Police
125 The Key Intergang, Scientist
126 Joker Celebrity, Gotham City
127 Catwoman Birds of Prey, Detective, Martial Artist
128 Flash Central City, Justice Society, Past
129 Batman Brute, Future, Gotham City, Warrior
130 Superman Metropolis
131 Carter Hall Mystical, Justice Society
132 Dr. Harleen Quinzel Gotham City, Scientist
133 Selina Kyle Gotham City, Martial Artist
134 Kirk Langstrom Gotham City, Monster, Scientist
135 Eddie Nashton Gotham City
136 Jervis Tetch Gotham City
137 Thomas Oscar Morrow Future, Scientist
138 Arthur Curry Atlantis, Justice League of America, Ruler
139 Ted Kord Birds of Prey, Justice League International,
Martial Artist, Scientist, Super Buddies
140 Michael Jon Carter Extreme Justice, Future, Metropolis,
Justice League International, Super Buddies
141 Superman Justice League of America JLA, Metropolis,
Reporter
D01 Sinestro Green Lantern Corps, Sinestro Corps
CLOBBERIN’ TIME
001 S.H.I.E.L.D. Trooper S.H.I.E.L.D., Soldier
002 S.H.I.E.L.D. Trooper S.H.I.E.L.D., Soldier
003 S.H.I.E.L.D. Trooper S.H.I.E.L.D.
004 S.H.I.E.L.D. Sniper S.H.I.E.L.D., Spy
005 S.H.I.E.L.D. Sniper S.H.I.E.L.D.
006 S.H.I.E.L.D. Sniper S.H.I.E.L.D., Spy
007 Mandroid Armor Armor, Police, S.H.I.E.L.D.
008 Mandroid Armor Armor, S.H.I.E.L.D.
009 Mandroid Armor Armor, S.H.I.E.L.D.
010 A.I.M. Agent A.I.M., Scientist
011 A.I.M. Agent A.I.M., Scientist
012 A.I.M. Agent A.I.M., Scientist
013 A.I.M. Medic A.I.M., Scientist
014 A.I.M. Medic A.I.M., Scientist
015 A.I.M. Medic A.I.M., Scientist
016 Skrull Commando Skrull, Soldier
017 Skrull Commando Skrull, Soldier
018 Skrull Commando Skrull, Soldier
019 Vampire Lackey Brute, Mystical
020 Vampire Lackey Brute, Mystical
021 Vampire Lackey Mystical
022 Black Cat
023 Black Cat Heroes for Hire, Marvel Knights
024 Black Cat Animal, Mystical
025 Yellowjacket Femizons, Masters of Evil
026 Yellowjacket Avengers, Femizons, Masters of Evil
027 Yellowjacket Future, Guardians of the Galaxy
028 Doombot Armor, Robot
029 Doombot Armor, Robot
030 Doombot Armor, Robot, Ruler
031 Avalanche Brotherhood of Mutants
032 Avalanche Brotherhood of Mutants, Freedom Force
033 Avalanche Brotherhood of Mutants, X-Corps
034 Blob Brotherhood of Mutants, Brute
035 Blob Brotherhood of Mutants, Freedom Force
036 Blob Brotherhood of Mutants, Brute, X-Corps
037 Toad Brotherhood of Mutants
038 Toad Brotherhood of Mutants
039 Toad Animal, Brotherhood of Mutants
040 Elektra Martial Artist, The Hand
041 Elektra Martial Artist, The Hand, Warrior
042 Elektra Martial Artist, The Hand, Warrior
043 Invisible Girl Fantastic Four
044 Invisible Girl Avengers, Fantastic Four
045 Invisible Woman Celebrity, Fantastic Four
046 Thing Brute, Fantastic Four
047 Thing Fantastic Four
048 Thing Celebrity, Fantastic Four
049 Human Torch Fantastic Four, Teen
050 Human Torch Celebrity, Fantastic Four
051 Human Torch Fantastic Four
052 Hawkeye Avengers
053 Hawkeye Avengers, West Coast Avengers
054 Hawkeye Avengers, Thunderbolts
055 Black Widow Martial Artist, Spy
056 Black Widow Avengers, Champions, Martial Artist, S.H.I.E.L.D.
057 Black Widow Champions, Martial Artist, Marvel Knights
058 Blastaar Cosmic, Warrior
059 Blastaar Cosmic, Warrior
060 Blastaar Ruler, Warrior
061 Thor Avengers, Asgardian, Deity
062 Thor Asgardian, Avengers, Deity, Thor Corps
063 Thor Asgardian, Avengers, Deity, Ruler
064 Sandman Frightful Four, Sinister Syndicate
065 Sandman Frightful Four, Sinister Syndicate
066 Sandman Avengers, Sinister Syndicate, Wild Pack
067 Logan Brute, Soldier, Warrior
068 Logan Madripoor, Martial Artist, Warrior
069 Logan Fantastic Four, Martial Artist, Warrior
070 Mr. Fantastic Fantastic Four, Scientist
071 Mr. Fantastic Celebrity, Fantastic Four, Scientist
072 Mr. Fantastic Fantastic Four, Scientist, Ruler
073 Dr Doom Armor, Mystical, Ruler, Scientist
074 Dr Doom Armor, Mystical, Ruler, Scientist
075 Dr Doom Armor, Mystical, Politician, Ruler, Scientist
076 Doctor Octopus Scientist, Sinister Syndicate
077 Doctor Octopus Masters of Evil, Scientist, Sinister Syndicate
078 Doctor Octopus Scientist
079 White Queen Hellfire Club, Psychic
080 White Queen Hellfire Club, Hellions, Psychic
081 White Queen Generation X, Hellfire Club, Psychic
082 She-Hulk Brute
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083 She-Hulk Fantastic Four
084 She-Hulk Avengers
085 Nightcrawler Martial Artist, X-Men
086 Nick Fury Politician, Soldier, Spy
087 Moondragon Cosmic, Infinity Watch, Martial Artist, Psychic
088 Spiderman Monster
089 Mojo Celebrity, Monster, Ruler
090 Super Skrull Skrull, Soldier, Spy
091 Red Skull HYDRA, Politician, Soldier
092 Spiral Brotherhood of Mutants, Mystical, Future, Robot
093 Titania Brute, Femizons, Frightful Four, Masters of Evil
094 Mr. Fixit Brute
095 Medusa Fantastic Four, Frightful Four, Inhumans, Ruler
096 Enchantress Asgardian, Masters of Evil, Mystical
101 Clay Quartermain S.H.I.E.L.D., Spy
102 Laura Brown HYDRA, S.H.I.E.L.D., Spy
103 Agent Beaulieu Armor, S.H.I.E.L.D., Soldier
104 George Tarleton A.I.M., Scientist
105 Scientist Supreme A.I.M., Scientist
106 Paibok Skrull, Spy, Warrior
107 Rachel Van Helsing Detective, Midnight Sons Mystical
108 Felicia Hardy Martial Artist, Marvel Knights
109 Rita DeMara Avengers, Future, Guardians of the Galaxy,
Masters of Evil
110 Doctor Doom Armor, Mystical, Politician, Ruler, Scientist
111 Dominic Petros Brotherhood of Mutants, X-Corps
112 Fred J. Dukes Brotherhood of Mutants, X-Corps
113 Mortimer Toynbee Brotherhood of Mutants
114 Elektra Natchios Martial Artist, The Hand, Warrior
115 Sue Storm Celebrity, Fantastic Four
116 Benjamin J. Grimm Celebrity, Fantastic Four
117 Johnny Storm Celebrity, Fantastic Four
118 Clint Barton Avengers, Great Lakes Avengers, Thunderbolts
119 Natasha Romanoff Champions, Martial Artist, Spy, S.H.I.E.L.D.
120 Blastaar of Baluur Brute, Ruler, Warrior
XPLOSION
001 Con Artist
002 Con Artist
003 Con Artist
004 Hand Ninja Martial Artist, Past, The Hand
005 Hand Ninja Martial Artist, The Hand, Warrior
006 Hand Ninja Martial Artist, The Hand, Warrior
007 Hand Ninja Martial Artist, Past, The Hand
008 Hand Ninja Martial Artist, Spy, The Hand
009 Hand Ninja Martial Artist, Spy, The Hand
010 SWAT Officer Police
011 SWAT Officer Police
012 SWAT Officer Police, Soldier
013 SWAT Specialist Police
014 SWAT Specialist Police, Soldier
015 SWAT Specialist Police, Spy
016 Paramedic Police
017 Paramedic Police
018 Paramedic
019 Typhoid Mary Martial Artist
020 Typhoid Mary Brute, Martial Artist
021 Typhoid Mary Psychic, Warrior
022 Destiny Brotherhood of Mutants, Past, Psychic
023 Destiny Brotherhood of Mutants, Psychic
024 Destiny Brotherhood of Mutants, Freedom Force, Psychic
025 Boom-Boom Fallen Angels, Teen
026 Boom-Boom New Mutants, Teen, X-Factor
027 Meltdown X-Force, Weapon X, Nextwave
028 Mystique Brotherhood of Mutants, Detective, Past
029 Mystique Brotherhood of Mutants, Marauders, Spy, X-Factor
030 Mystique Brotherhood of Mutants, Freedom Force, Spy, X-Corps
031 Viper HYDRA, Martial Artist, Serpent Squad
032 Viper HYDRA, Madripoor, Martial Artist
033 Viper Hellfire Club, HYDRA, Madripoor, Martial Artist
034 Shadowcat Teen, X-Men
035 Shadowcat Teen, New Mutants
036 Shadowcat Excalibur, S.H.I.E.L.D., X-Men
037 Iceman Champions, Defenders, X-Men
038 Iceman Defenders, X-Factor, X-Men
039 Iceman Twelve, X-Factor, X-Men
040 Madame Masque Maggia, Scientist
041 Madame Masque Maggia, Robot, Scientist
042 Madame Masque Avengers, Maggia, Robot
043 Doc Samson Scientist
044 Doc Samson Scientist
045 Doc Samson Scientist
046 Scorpion Armor, Detective
047 Scorpion Armor, Sinister, Syndicate
048 Scorpion Armor
049 Abomination Brute, Spy
050 Abomination Brute, Monster
051 Abomination Brute, Monster
052 Crimson Dynamo Armor, Scientist
053 Crimson Dynamo Armor, Spy
054 Crimson Dynamo Armor, Scientist, Spy, Titanic Three
055 Beast Avengers, X-Men
056 Beast Defenders, Scientist
057 Beast Scientist, X-Men
058 Psylocke Psychic, The Hand, X-Men
059 Psylocke Martial Artist, Psychic, The Hand
060 Psylocke Martial Artist, Psychic, The Hand, X-Men
061 Daredevil Martial Artist
062 Daredevil Defenders, Martial Artist, Warrior
063 Daredevil Detective, Martial Artist, Marvel Knights
064 Taskmaster Martial Artist
065 Taskmaster Frightful Four, Martial Artist
066 Taskmaster Agency X, Martial Artist, Thunderbolts
067 Silver Samurai HYDRA, Warrior
068 Silver Samurai Big Hero 6, Martial Artist, Warrior
069 Silver Samurai Armor, HYDRA, Martial Artist, Warrior
070 Gambit Marauders , X-Men
071 Gambit Martial Artist, X-Men
072 Gambit Horsemen of the Apocalypse, X-Men
073 Mandarin Martial Artist, Ruler, Scientist
074 Mandarin Martial Artist, Scientist
075 Mandarin Martial Artist, Scientist
076 Iron Man Armor, Avengers, Celebrity, Scientist
077 Iron Man Armor, S.H.I.E.L.D., Scientist
078 Iron Man Armor, West Coast Avengers, Force Works, Scientist
079 Colossus Armor, X-Men
080 Colossus Acolytes, Armor, Excalibur, X-Men
081 Colossus Armor, X-Men
082 Storm Deity, Morlocks, X-Men
083 Storm Twelve, X-Men
084 Storm Hellfire Club, X-Men, X.S.E.
085 Shadowcat Animal, Teen, X-Men
086 Elektra Martial Artist, Marvel Knights, Warrior
087 Deathbird Shi’ar, Warrior
088 Apocalypse Mutant, Past, Warrior
089 Green Goblin Brute, Monster, Scientist
090 The Leader Psychic, Scientist
091 Sauron Animal, Psychic
092 Lady Deathstrike Reavers, Robot, Warrior
093 Spider-Man Marvel Knights, Scientist
094 Savage Hulk Brute, Monster
095 Phoenix Cosmic, Psychic, X-Men
096 Weapon X Alpha Flight, Brute, Weapon X, X-Men
201 Sarah St. John
202 Kirigi Brute, Martial Artist, Mystical, The Hand
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203 Elektra Martial Artist, The Hand, Warrior
204 Sammy Liebman Police, Soldier
205 Frank Gunzer Police, Soldier
206 Jane Foster Police
207 Mary Walker Martial Artist, Psychic, Warrior
208 Irene Adler Brotherhood of Mutants, Past, Psychic
209 Tabitha Smith Nextwave, New Mutants, Teen, X-Factor
210 Raven Darkholme Brotherhood of Mutants, Martial Artist, Spy
211 Madame Hydra Hydra, Martial Artist
212 Kitty Pryde Excalibur, Martial Artist, Teen, X-Men
213 Bobby Drake Champions, Defenders, X-Factor, X-Men
214 Whitney Frost Maggia, Scientist
215 Dr. Leonard Samson Celebrity, Scientist
216 Mac Gargan Detective, Sinister Syndicate
217 Emil Blonsky Brute, Monster, Spy
218 Dimitri Bukharin Armor, Spy, Supreme Soviets
219 Hank McCoy Avengers, Scientist, X-Factor, X-Men
220 Betsy Braddock Martial Artist, Psychic, The Hand, Warrior
COSMIC JUSTICE
001 Easy Company Soldier Past, Soldier
002 Easy Company Soldier Past, Soldier
003 Easy Company Soldier Past, Soldier
004 Easy Company Medic Past, Soldier
005 Easy Company Medic Past, Soldier
006 Easy Company Medic Past, Soldier
007 Parademon Scout Apokalips, Soldier
008 Parademon Scout Apokalips, New Gods
009 Parademon Scout Apokalips, Spy
010 Parademon Warrior Apokalips, Secret Six, Warrior
011 Parademon Warrior Apokalips, New Gods, Warrior
012 Parademon Warrior Apokalips, Secret Six, Warrior
013 Lex Corp Security Metropolis, Police
014 Lex Corp Security Metropolis
015 Lex Corp Security Metropolis
016 Lex Corp Battlesuit Armor, Metropolis
017 Lex Corp Battlesuit Armor, Metropolis
018 Lex Corp Battlesuit Armor, Metropolis
019 Sgt. Rock Past, Soldier
020 Sgt. Rock Past, Soldier
021 Sgt. Rock Past, Politician, Soldier, Suicide Squad
022 Penguin Gotham City, Injustice League
023 Penguin Gotham City
024 Penguin Gotham City
025 Manhunter Green Lantern Corps, Robot
026 Manhunter Green Lantern Corps, Robot
027 Manhunter Robot
028 Fury Monster
029 Fury Monster
030 Fury Monster
031 Poison Ivy Gotham City, Scientist,
Secret Society of Super Villains
032 Poison Ivy Gotham City, Injustice Gang
033 Poison Ivy Gotham City
034 Black Canary Gotham City, Justice Society
035 Black Canary Justice League of America,
Justice League International, Martial Artist,
Star City
036 Black Canary Birds of Prey, Detective, Justice League,
Martial Artist
037 Green Arrow Justice League of America, Star City
038 Green Arrow Justice League of America, Star City
039 Green Arrow Justice League Elite, Star City
040 Troia Amazon, Teen, Teen Titans
041 Troia Amazon, Mystical
042 Troia Amazon, Mystical, Teen Titans
043 Cosmic Boy Future, Legion of Super Heroes, Teen
044 Cosmic Boy Future, Legion of Super Heroes, Teen
045 Cosmic Boy Future, Legion of Super Heroes
046 Live Wire Future, Legion of Super Heroes, Teen
047 Live Wire Future, Legion of Super Heroes, Teen
048 Live Wire Future, Legion of Super Heroes
049 Saturn Girl Future, Legion of Super Heroes, Teen
050 Saturn Girl Future, Legion of Super Heroes, Teen
051 Saturn Girl Future, Legion of Super Heroes
052 Fatality Warrior
053 Fatality Warrior
054 Fatality Armor, Warrior
055 Zatanna Celebrity, Justice League of America, Mystical
056 Zatanna Celebrity, Justice League of America, Mystical
057 Zatanna Celebrity, Mystical, Sentinels of Magic
058 Lady Shiva League of Assassins, Martial Artist
059 Lady Shiva League of Assassins, Martial Artist
060 Lady Shiva Martial Artist
061 Starfire Teen, Teen Titans, Warrior
062 Starfire Teen, Teen Titans, Warrior
063 Starfire Teen Titan, Warrior
064 Starman Opal City
065 Starman Opal City
066 Starman Justice Society, Opal City
067 Firestorm Scientist, Teen
068 Firestorm Justice League of America, Scientist, Teen
069 Firestorm Extreme Justice
070 Cheetah Animal, Villainy Inc
071 Cheetah Animal, Villainy Inc
072 Cheetah Animal, Society
073 Deathstroke Soldier
074 Deathstroke HIVE, Martial Artist, Soldier
075 Deathstroke
076 Wonder Woman Amazon, Justice League of America
077 Wonder Woman Amazon, Justice League of America
078 Wonder Woman Amazon, JLA, Justice League Europe,
Justice League International
079 Circe Injustice Gang, Mystical
080 Circe Injustice Gang, Mystical
081 Circe Mystical
082 Green Lantern Green Lantern Corps
083 Green Lantern Green Lantern Corps, JLA
084 Green Lantern Green Lantern Corps, JLA
085 Martian Manhunter Detective, Justice League of America, Police
086 Bizarro Metropolis, Brute
087 Brother Blood Mystical
088 Amazo Robot
089 Lex Luthor Celebrity, Metropolis, Politician,
Superman Revenge Squad
090 Eclipso Mystical
091 Despero Brute, Psychic, Warrior
092 Mordru Cosmic, Future, Mystical, Past
093 Catgirl Future, Gotham City
094 Batgirl Detective, Gotham City
095 Batman Gotham City, Monster
096 Superman Apokalips, Warrior
201 Little Sure Shot Past, Soldier
202 4-Eyes Past, Soldier
203 Pharzoof Apokalips, New Gods, Spy
204 Valinus Apokalips, New Gods, Warrior
205 Hope Metropolis
206 Eddie Carlin Armor, Metropolis
207 Gen. Frank Rock Politician, Soldier
208 Oswald Cobblepot Celebrity, Gotham City
209 Manhunter 2.0 Green Lantern Corps, Robot, Warrior
210 Hippolyta Trevor-Hall Amazon, Infinity Inc
211 Pamela Isley Gotham City, Scientist
212 Dinah Lance Birds of Prey, Justice League of America,
Martial Artist, Star City
213 Oliver Queen Justice League of America, Martial Artist, Star City
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214 Donna Troy Amazon, Teen Titans, Warrior
215 Rokk Krinn Future, Legion of Super Heroes, Teen
216 Garth Ranzz Future, Legion of Super Heroes, Teen
217 Imra Ardeen Future, Legion of Super Heroes, Teen
218 Yrra Cynril Warrior
219 Zatanna Zatara Celebrity, Justice League of America, Mystical
220 Sandra Wu-San Gotham City, League of Assassins, Martial Artist
221 Green Lantern Green Lantern Corps, Justice League of America
222 The Atom Justice League of America, Scientist
223 Plastic Man Detective, JLA
INDY
001 Asleigh Ruler, Warrior
002 Asleigh Warrior
003 Asleigh Ruler, Warrior
004 Tomoe Martial Artist, Warrior
005 Tomoe Martial Artist, Warrior
006 Tomoe Martial Artist, Warrior
007 Saurian Trooper Brute, Soldier
008 Saurian Trooper Brute, Soldier
009 Saurian Trooper Soldier
010 Scarab Celebrity, Martial Artist, Noh
011 Scarab Celebrity, Martial Artist, Noh
012 Scarab Celebrity, Noh, Warrior
013 Tiger Lilly Celebrity, Martial Artist, Noh
014 Tiger Lilly Celebrity, Martial Artist, Noh
015 Tiger Lilly Celebrity, Martial Artist, Noh
016 Sydney Savage Danger Girls, Spy
017 Sydney Savage Danger Girls, Spy
018 Sydney Savage Danger Girls, Spy
019 Johnny Alpha Future, Warrior
020 Johnny Alpha Future, Psychic, Soldier
021 Johnny Alpha Future, Soldier, Warrior
022 Judge Hershey Future, Police
023 Judge Hershey Future, Police, Politician
024 Judge Hershey Future, Police, Politician
025 Aphrodite IX Robot, Soldier
026 Aphrodite IX Robot, Soldier, Spy
027 Aphrodite IX Robot, Spy
028 Magdalena Mystical, Warrior
029 Magdalena Mystical, Warrior
030 Magdalena Mystical, Warrior
031 Arashi Martial Artist, Warrior
032 Arashi Martial Artist, Warrior
033 Arashi Martial Artist, Warrior
034 Lobster Johnson BPRD, Detective, Past
035 Lobster Johnson BPRD, Detective, Past
036 Lobster Johnson BPRD, Mystical
037 Arwyn Warrior
038 Arwyn Warrior
039 Arwyn Warrior
040 Boon Martial Artist
041 Boon Martial Artist, Mystical
042 Boon Martial Artist, Mystical
043 Ian Nottingham Soldier, Warrior
044 Ian Nottingham Mystical, Warrior
045 Ian Nottingham Mystical, Warrior
046 The Darkness Brute, Mystical
047 The Darkness Brute, Mystical
048 The Darkness Armor, Brute, Mystical
049 Natalia Kassle Danger Girls, Spy
050 Natalia Kassle Danger Girls, Spy
051 Natalia Kassle Hammer Empire, Spy
052 Major Maxim Hammer Empire, Soldier
053 Major Maxim Hammer Empire, Soldier
054 Major Maxim Hammer Empire, Soldier
055 Bron Brute, Ruler, Warrior
056 Bron Brute, Ruler, Warrior
057 Bron Brute, Warrior
058 Shi Martial Artist, Warrior
059 Shi Martial Artist, Warrior
060 Shi Martial Artist, Warrior
061 Yukio Mystical, Spy
062 Yukio Mystical, Spy
063 Yukio Mystical
064 Witchblade Detective, Mystical, Police
065 Witchblade Detective, Mystical, Police
066 Witchblade Detective, Mystical, Police, Warrior
067 Hellboy BPRD, Mystical, Past, Soldier
068 Hellboy BPRD, Celebrity, Mystical
069 Hellboy BPRD, Mystical, Warrior
070 Judge Dredd Future, Police
071 Judge Dredd Future, Police
072 Judge Dredd Future, Police
073 Abbey Chase Danger Girls, Martial Artist
074 Abbey Chase Danger Girls, Martial Artist, Spy
075 Abbey Chase Danger Girls, Martial Artist, Spy
076 Kabuki Celebrity, Martial Artist, Noh, Warrior
077 Kabuki Celebrity, Martial Artist, Noh, Warrior
078 Kabuki Martial Artist, Warrior
079 Death Demon Mystical, Warrior
080 Death Demon Mystical, Martial Artist, Warrior
081 Death Demon Mystical, Martial Artist
082 Rasputin Mystical, Past
083 Rasputin Mystical
084 Rasputin Mystical
085 Samandahl Rey
086 Arwyn Warrior
087 Hellboy BPRD, Brute, Monster, Mystical
088 Hecate Deity, Monster, Mystical
089 Shi Martial Artist, Warrior
090 Abbey Chase Danger Girls, Martial Artist, Spy
091 Judge Anderson Future, Police, Psychic
092 Judge Death Future, Monster, Police
093 Witchblade Armor, Detective, Mystical, Police
094 Angelus Mystical, Warrior
095 Siamese Celebrity, Martial Artist, Noh, Robot
096 Cyblade Cyberforce, Robot
097 Brit City Judge Future, Police
098 Brit City Judge Future, Police
099 Brit City Judge Future, Police
100 Stix Brute, Future
101 Stix Brute, Future
102 Stix Future
103 Wulf Sternhammer Future, Past, Warrior
104 Wulf Sternhammer Future, Past, Warrior
105 Wulf Sternhammer Future, Past, Warrior
106 Torquemada Future, Police, Soldier
107 Torquemada Future, Ruler
108 Torquemada Brute, Future, Ruler
109 Nemesis Future, Mystical, Warrior
110 Nemesis Future, Mystical, Warrior
111 Nemesis Future, Mystical, Warrior
112 Judge Fire Future, Monster, Police
113 Judge Fire Future, Monster, Police
114 Judge Fire Future, Monster, Police
115 Judge Mortis Future, Monster, Police
116 Judge Mortis Future, Monster, Police
117 Judge Mortis Future, Monster, Police
118 Judge Fear Future, Monster, Police
119 Judge Fear Future, Monster, Police
120 Judge Fear Future, Monster, Police
201 Princess Ashleigh Ruler, Warrior
202 Tomoe Gozan Martial Artist, Warrior
203 Bajounte-Ka Brute, Soldier
204 Keiko Martial Artist, Noh, Warrior
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
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205 Akemi Celebrity, Martial Artist, Noh
206 Spec Ops Savage Danger Girls, Soldier, Spy
207 Search/Destroy Agent Alpha Future, Soldier, Warrior
208 Barbara Hershey Future, Police, Politician
209 Aphrodite IX Robot, Soldier, Spy
210 Sister Magdalena Mystical, Warrior
211 Mashahiro Arashi Martial Artist, Warrior
212 Lobster Johnson BPRD, Detective, Past
221 Witchblade Armor, Detective, Mystical, Police
222 Boon Martial Artist, Mystical
223 Arwyn Warrior
CRITICAL MASS
001 Moloid Monster
002 Moloid Monster
003 Moloid Monster
004 Brood Warrior Animal, Brood, Warrior
005 Brood Warrior Animal, Brood, Brood
006 Brood Warrior Animal, Brood, Warrior
007 Kree Warrior Kree, Soldier
008 Kree Warrior Kree, Soldier
009 Kree Warrior Kree, Warrior
010 S.W.A.T.Heavy Weapons Police
011 S.W.A.T.Heavy Weapons Police, Soldier
012 S.W.A.T.Heavy Weapons Armor, Police, Soldier
013 Dreadnought HYDRA, Robot
014 Dreadnought Maggia, Robot
015 Dreadnought HYDRA, Maggia, Robot
016 Hepzibah Martial Artist, Starjammers
017 Hepzibah Martial Artist, X-Men
018 Hepzibah Martial Artist, Starjammers, X-Men
019 Marrow Teen, Morlocks
020 Marrow Teen, X-Men
021 Marrow Gene Nation, S.H.I.E.L.D. Weapon X, X-Men
022 Corsair Soldier, Starjammers
023 Corsair Starjammers
024 Corsair Starjammers
025 Moon Knight Soldier
026 Moon Knight Mystical, West Coast Avengers
027 Moon Knight Mystical
028 Calypso Mystical Psychic
029 Calypso Mystical, Psychic
030 Calypso Mystical, Psychic
031 Elektra Martial Artist
032 Elektra Martial Artist, The Hand
033 Elektra Martial Artist, The Hand
034 Daredevil Martial Artist
035 Daredevil Martial Artist
036 Daredevil Martial Artist, Marvel Knights
037 Magick Mystical, New Mutants, Teen
038 Magick Mystical, New Mutants, Teen
039 Magick Mystical, Exiles
040 Archangel X-Factor, X-Men
041 Archangel Defenders, X-Men
042 Archangel Horsemen of Apocalyse, X-Factor, X-Men
043 Kraven Martial Artist, Warrior
044 Kraven Martial Artist, Sinister Syndicate
045 Kraven Warrior
046 Rhino Armor, Brute
047 Rhino Armor, Brute, Sinister Syndicate
048 Rhino Brute, Emissaries of Evil
049 Mole Man Scientist
050 Mole Man Ruler, Scientist
051 Mole Man Martial Artist, Ruler, Scientist
052 Nebula Soldier
053 Nebula Soldier
054 Nebula
055 Moonstone Femizons, Masters of Evil
056 Meteorite Masters of Evil, Thunderbolts
057 Meteorite Thunderbolts
058 Brood Queen Animal, Brood, Ruler
059 Brood Queen Animal, Brood, Ruler
060 Brood Queen Animal, Brood, Ruler
061 Patch Madripoor, Soldier
062 Patch Madripoor, Martial Artist, Soldier
063 Patch Madripoor, Martial Artist
064 Diablo Mystical, Past
065 Diablo Mystical
066 Diablo Mystical, Scientist
067 Spider-Man Teen, Reporter
068 Spider-Man Teen, Reporter
069 Spider-Man Marvel Knights
070 Venom Brute, Reporter
071 Venom Brute, Monster, Reporter
072 Venom Brute, Sinister Syndicate
073 Ulik Brute
074 Ulik Brute
075 Ulik Brute
076 Umar Mystical
077 Umar Mystical
078 Umar Mystical
079 Black Queen Monster, Mystical, Past, Psychic
080 Selene Hellfire Club, Mystical, Past, Psychic
081 Selene Externals, Hellfire Club, Mystical, Psychic
082 Absorbing Man Brute
083 Absorbing Man Brute, Masters of Evil
084 Absorbing Man Brute
085 Warbird Avengers, Soldier
086 Captain Marvel Kree, Spy
087 Adam Warlock Cosmic, Infinity Watch
088 Ronan the Accuser Armor, Kree, Warrior
089 Sersi Avengers, Eternal, Past, Psychic
090 Morgan Le Fay Mystical, Past
091 Terrax Cosmic, Herald, Ruler, Warrior
092 Dormammu Deity, Mystical, Ruler
093 Nova Cosmic, Fantastic Four, Herald
094 Beta Ray Bill Asgardian, Cosmic, Thor Corps, Warrior
095 Hulk Pantheon, Scientist
201 Val-or Monster
202 Divebomber Animal, Armor, Brood, Warrior
203 Captain Mar-Vell Avengers, Kree, Martial Artist, Soldier
204 Roger Falcone Police, Soldier
205 Silver Dreadnought Armor, HYDRA, Maggia, Robot
206 Hepzibah Martial Artist, Starjammers, X-Men
207 Sarah X-Men, S.H.I.E.L.D.
208 Christopher Summers Soldier, Starjammers
209 Marc Spector Martial Artist, Marvel Knights
210 Calypso Ezili Mystical
211 Elektra Natchios Martial Artist, Teen
212 Matt Murdock Martial Artist
213 Illyana Rasputin Mystical, Teen
214 Warren Worthington III X-Men, Hellfire Club
215 Sergei Kravinov Warrior
216 Alex O’Hirn Brute, Soldier
217 Rupert Ruler, Scientist
218 Nebula
219 Dr. Karla Sofen Psychic, Scientist
G01 Galactus Cosmic
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
- 35 -
UNLEASHED
001 DEO Agent Police
002 DEO Agent Detective, Police
003 DEO Agent Police, Spy
004 HDC Trooper Police
005 HDC Trooper Police, Soldier
006 HDC Trooper Police, Warrior
007 Gotham Undercover Police, Gotham City
008 Gotham Undercover Detective, Gotham City, Police
009 Gotham Undercover Detective, Gotham City, Police
010 Science Police Future, Police
011 Science Police Detective, Future, Police
012 Science Police Future, Police, Scientist
013 Kobra Fanatic Strike Force Kobra
014 Kobra Fanatic Strike Force Kobra, Soldier
015 Kobra Fanatic Strike Force Kobra, Warrior
016 Hawkgirl Justice Society, Warrior
017 Hawkgirl Justice League of America, Police
018 Hawkgirl Justice League of America, Warrior
019 Brainiac 5 Future, Legion of Super Heroes, Teen
020 Brainiac 5 Future, Legion of Super Heroes, Teen
021 Brainiac 5 Future, Legion of Super Heroes, Scientist
022 Scarecrow Gotham City, Injustice Gang
023 Scarecrow Gotham City, Scientist
024 Scarecrow Gotham City, Society
025 Deadshot Gotham City
026 Deadshot Suicide Squad, Task Force X
027 Deadshot Secret Six, Suicide Squad
028 Two-Face Gotham City, Politician
029 Two-Face Gotham City
030 Two-Face Gotham City
031 Cheshire Martial Artist
032 Cheshire Martial Artist
033 Cheshire Martial Artist, Secret Six
034 Rocket Red #1 Armor, Soldier
035 Rocket Red #5 Armor, Justice League International, Soldier
036 Rocket Red #7 Armor, Manhunters, Justice League International, Robot
037 Chameleon Future, Legion of Super Heroes, Teen
038 Chameleon Detective, Future, Legion of Super Heroes
039 Chameleon Future, Legion of Super Heroes, Spy
040 Kobra Martial Artist, Strike Force Kobra, Warrior
041 Kobra Strike Force Kobra, Warrior
042 Kobra Strike Force Kobra
043 Killer Croc Animal, Brute, Gotham City
044 Killer Croc Animal, Brute, Gotham City
045 Killer Croc Animal, Gotham City, Monster
046 Killer Frost Secret Society of Super Villains
047 Killer Frost Suicide Squad, Injustice League
048 Killer Frost Suicide Squad, Society
049 Batgirl Martial Artist
050 Batgirl Gotham City, Martial Artist
051 Batgirl Gotham City, Martial Artist
052 Cyborg Robot, Teen, Teen Titans
053 Cyborg Robot, Teen Titans
054 Cyborg Robot, Teen Titans
055 Queen Bee HIVE
056 Queen Bee Injustice League
057 Queen Bee Injustice League, Society
058 Big Barda Apokalips, Female Furies, New Gods, Warrior
059 Big Barda JLA, New Gods, Warrior
060 Big Barda Birds of Prey, New Gods, Warrior
061 Shade Central City, Mystical
062 Shade Injustice Society, Mystical, Opal City
063 Shade Mystical, Opal City
064 Raven Mystical, Teen, Teen Titans
065 Raven Mystical, Teen Titans
066 Raven Mystical, Sentinels of Magic, Teen Titans
067 Jesse Quick
068 Jesse Quick Central City, Teen Titans
069 Jesse Quick Central City, Justice Society
070 Doctor Fate Justice League International, Mystical
071 Doctor Fate Justice Society, Mystical, Sentinels of Magic
072 Doctor Fate Justice Society, Mystical, Sentinels of Magic
073 Maxima Psychic, Superman Revenge Squad, Warrior
074 Maxima Justice League International, Psychic, Warrior
075 Maxima Extreme Justice, Metropolis, Warrior
076 Supergirl Metropolis, Teen
077 Supergirl Legion of Super Heroes, Metropolis
078 Supergirl Metropolis, Teen Titans
079 Black Adam Injustice Society, Monster Society of Evil, Mystical
080 Black Adam Justice Society, Monster Society of Evil, Mystical
081 Black Adam Mystical, Ruler, Society
082 Green Lantern 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 Nu’bia 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 Trigon’s 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
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 4: KEYWORDS
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UNIVERSE
001 Spider-Man Teen
002 Wolverine Martial Artist, X-Men
003 Wasp Avengers
004 Hobgoblin Sinister Syndicate
005 Sabretooth Brotherhood of Mutants, Brute, Martial Artist
006 Elektra Martial Artist
007 Con Artist
008 Con Artist
009 Con Artist
010 Hand Ninja Martial Artist, Past, The Hand
011 Hand Ninja Martial Artist, The Hand, Warrior
012 Hand Ninja Martial Artist, The Hand, Warrior
013 Hand Ninja Martial Artist, Past, The Hand
014 Hand Ninja Martial Artist, Spy, The Hand
015 Hand Ninja Martial Artist, Spy, The Hand
016 S.W.A.T. Officer Police
017 S.W.A.T. Officer Police
018 S.W.A.T. Officer Police, Soldier
019 S.W.A.T. Specialist Police
020 S.W.A.T. Specialist Police, Soldier
021 S.W.A.T. Specialist Police, Spy
022 Paramedic Police
023 Paramedic Police
024 Paramedic
025 Typhoid Mary Martial Artist
026 Typhoid Mary Brute, Martial Artist
027 Typhoid Mary Psychic, Warrior
028 Destiny Brotherhood of Mutants, Past, Psychic
029 Destiny Brotherhood of Mutants, Psychic
030 Destiny Brotherhood of Mutants, Freedom Force, Psychic
031 Boom-Boom Fallen Angels, Teen
032 Boom-Boom New Mutants, Teen, X-Factor
033 Meltdown X-Force, Weapon X, Nextwave
034 Mystique Brotherhood of Mutants, Detective, Past
035 Mystique Brotherhood of Mutants, Marauders, Spy, X-Factor
036 Mystique Brotherhood of Mutants, Freedom Force, Spy, X-Corps
037 Viper HYDRA, Martial Artist, Serpent Squad
038 Viper HYDRA, Madripoor, Martial Artist, Ruler
039 Viper Hellfire Club, HYDRA, Madripoor, Martial Artist
040 Shadowcat Teen, X-Men
041 Shadowcat Teen, New Mutants
042 Shadowcat Excalibur, S.H.I.E.L.D., X-Men
043 Daredevil Martial Artist
044 Daredevil Martial Artist, Warrior
045 Daredevil Martial Artist, Marvel Knights
046 Taskmaster Martial Artist
047 Taskmaster Frightful Four, Martial Artist
048 Taskmaster Agency X, Martial Artist, Thunderbolts
049 Silver Samurai HYDRA, Warrior
050 Silver Samurai Big Hero 6, Martial Artist, Warrior
051 Silver Samurai Armor, HYDRA, Martial Artist, Warrior
052 Gambit Marauders, X-Men
053 Gambit Martial Artist, X-Men
054 Gambit Horsemen of the Apocalypse, X-Men
055 Mandarin Martial Artist, Ruler, Scientist
056 Mandarin Martial Artist, Scientist
057 Mandarin Martial Artist, Scientist
058 Iron Man Armor, Avengers, Celebrity, Scientist
059 Iron Man Armor, S.H.I.E.L.D., Scientist
060 Iron Man Armor, West Coast Avengers, Force Works, Scientist
061 Colossus Armor, X-Men
062 Colossus Acolytes, Armor, Excalibur, X-Men
063 Colossus Acolytes, Armor, X-Men
064 Storm Deity, Morlocks, X-Men
065 Storm Twelve, X-Men
066 Storm Hellfire Club, X-Men, X.S.E.
067 Kingpin Martial Artist
068 Kingpin Celebrity, Martial Artist, Ruler
069 Kingpin Martial Artist, Ruler
070 Vulture
071 Vulture Sinister Syndicate
072 Vulture Sinister Syndicate
073 Jean Grey Psychic, X-Men
074 Jean Grey Psychic, Twelve, X-Men
075 Jean Grey Psychic X-Force, X-Men
076 Hobgoblin Martial Artist
077 Hobgoblin Martial Artist, Sinister Syndicate
078 Hobgoblin Martial Artist, Sinister Syndicate, Mystical
079 Sabretooth Marauders, Team X, Weapon X
080 Sabretooth Brotherhood of Mutants, Brute , Martial Artist
081 Sabretooth Brotherhood of Mutants, Martial Artist, Weapon X
082 Hulk Avengers, Brute
083 Hulk Defenders
084 Hulk Brute, Horsemen of the Apocalypse, Scientist
085 Puppet Master Scientist
086 Puppet Master Psychic, Scientist
087 Puppet Master Psychic
088 Annihilus Animal, Armor, Warrior
089 Annihilus Armor, Ruler, Warrior
090 Annihilus Armor, Cosmic, Ruler
091 Captain America Avengers, Invaders, Soldier
092 Captain America Avengers, Martial Artist, S.H.I.E.L.D.
093 Captain America Avengers, Martial Artist, S.H.I.E.L.D.
094 Spider-Man Reporter, Teen
095 Spider-Man Fantastic Four, Reporter
096 Spider-Man Reporter
097 Wolverine Martial Artist, Soldier, Team X
098 Wolverine Alpha Flight, Martial Artist, Weapon X, X-Men
099 Wolverine Avengers, Martial Artist, X-Men
100 Professor Xavier Psychic, X-Men
101 Professor Xavier Psychic, Starjammers, X-Men
102 Professor Xavier Psychic, X-Men
103 Cyclops X-Factor, X-Men
104 Cyclops X-Factor, X-Men
105 Cyclops Twelve, X-Men
106 Black Panther Avengers, Martial Artist, Ruler
107 Black Panther Martial Artist, Ruler, Scientist
108 Black Panther Fantastic Four, Martial Artist, Ruler
109 Pyro Brotherhood of Mutants, Freedom Force, Reporter
110 Pyro Brotherhood of Mutants
111 Pyro Brotherhood of Mutants
112 Bullseye Martial Artist
113 Bullseye Martial Artist
114 Bullseye Martial Artist, Thunderbolts
115 Vision Avengers, Robot, West Coast Avengers
116 Quasar Avengers, Cosmic, S.H.I.E.L.D.
117 Thanos Cosmic, Eternal, Infinity Watch
118 Nightmare Mystic, Psychic, Ruler
119 Wasp Avengers, Celebrity, West Coast Avengers
120 Elektra Martial Artist, S.H.I.E.L.D., The Hand
121 Professor Xavier Psychic, Twelve, X-Men
122 Juggernaut Excalibur, Exemplars, X-Men
123 Cyclops Martial Artist, Twelve, X-Men
124 Captain America Avengers, Martial Artist, Invaders, S.H.I.E.L.D.
125 Wolverine Martial Artist, Horsemen of the Apocalypse, Soldier,
Weapon X
126 Spider-Man Celebrity, Martial Artist
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
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ULTIMATES
001 Morlock Morlocks, Warrior
002 Morlock Morlocks, Mutant
003 Morlock Morlocks, Monster
004 Hellfire Guard Hellfire Club
005 Hellfire Guard Hellfire Club, Soldier
006 Hellfire Guard Hellfire Club, Spy
007 Scourge Spy
008 Scourge Spy
009 Scourge Spy
010 Sentinel Trooper Robot, Soldier
011 Sentinel Trooper Robot, Soldier
012 Sentinel Trooper Robot
013 Lizard Animal, Scientist
014 Lizard Animal, Scientist
015 Lizard Animal, Scientist, Sinister Syndicate
016 Princess Python Circus of Crime, Serpent Society
017 Princess Python Femizons, Serpent Society
018 Princess Python Femizons, Serpent Society
019 Callisto Morlocks
020 Callisto Morlocks, Martial Artist
021 Callisto Morlocks, Gene Nation
022 Sidewinder Serpent Society
023 Sidewinder Serpent Squad
024 Sidewinder Serpent Society
025 Black Widow Martial Artist, Spy
026 Black Widow Martial Artist, S.H.I.E.L.D., Spy, Ultimates
027 Black Widow Martial Artist, S.H.I.E.L.D., Spy, Ultimates
028 Storm Ultimate X-Men
029 Storm Ultimate X-Men
030 Storm Ultimate X-Men
031 Anaconda Femizons, Serpent Society
032 Anaconda Femizons, Serpent Society, Six Pack
033 Anaconda Serpent Society
034 Hawkeye S.H.I.E.L.D., Spy
035 Hawkeye S.H.I.E.L.D., Ultimates
036 Hawkeye S.H.I.E.L.D., Ultimates
037 Hellcat Martial Artist
038 Hellcat Defenders, Martial Artist, Psychic
039 Hellcat Defenders, Martial Artist, Psychic
040 Spider-Man Teen
041 Spider-Man Teen
042 Spider-Man Teen, Scientist
043 Beast Ultimate X-Men
044 Beast Scientist, Ultimate X-Men
045 Beast Scientist, Ultimate X-Men
046 Wolverine Brotherhood of Mutants, Brute
047 Wolverine Brute, Ultimate X-Men
048 Wolverine Martial Artist, Ultimate X-Men
049 Mysterio Sinister Syndicate, Scientist
050 Mysterio Sinister Syndicate
051 Mysterio Sinister Syndicate
052 Punisher Marvel Knights, Police, Soldier
053 Punisher Marvel Knights, Soldier, Warrior
054 Punisher Soldier, Warrior
055 Electro Frightful Four, Emissaries of Evil
056 Electro Sinister Syndicate
057 Electro Sinister Syndicate, Emissaries of Evil
058 Ghost Rider Mystical
059 Ghost Rider Midnight Sons, Mystical
060 Ghost Rider Fantastic Four, Midnight Sons, Mystical
061 Cyclops Teen, Ultimate X-Men
062 Cyclops Brotherhood of Mutants, Teen
063 Cyclops Ultimate X-Men
064 Captain America Soldier
065 Captain America S.H.I.E.L.D., Soldier, Ultimates
066 Captain America Soldier, Ultimates
067 Sabretooth Brute, Martial Artist, Weapon X
068 Sabretooth Brotherhood of Mutants, Brute
069 Sabretooth Brotherhood of Mutants, Brute, Marauders
070 Doctor Octopus Scientist, Thunderbolts
071 Doctor Octopus Scientist, Masters of Evil
072 Doctor Octopus Scientist, Sinister Syndicate
073 Colossus Armor
074 Colossus Armor, Ultimate X-Men
075 Colossus Armor, Ultimate X-Men
076 Marvel Girl Psychic, Teen, Ultimate X-Men
077 Marvel Girl Psychic, Ultimate X-Men
078 Marvel Girl Psychic, Ultimate X-Men
079 Wrecker Brute, Wrecking Crew
080 Wrecker Brute, Masters of Evil, Wrecking Crew
081 Wrecker Brute, Martial Artist, Wrecking Crew
082 Captain Britain Mystical, Scientist
083 Captain Britain Mystical, Excalibur
084 Captain Britain Hellfire Club, Mystical, Scientist, Ruler
085 Xorn Brotherhood of Mutants, X-Men
086 Baron Zemo Masters of Evil, Martial Artist, Scientist, Thunderbolts
087 Carnage Brute, Martial Artist, Monster
088 Vindicator Alpha Flight
089 Iron Man Armor, Celebrity, Scientist, Ultimates
090 Mr. Sinister Horsemen of the Apocalypse, Marauders, Past, Psychic,
Scientist
091 Crimson Cowl Masters of Evil
092 Magneto Brotherhood of Mutants, Hellfire Club, X-Men
093 Phoenix Past, Cosmic, Hellfire Club, Psychic, X-Men
094 Goblin Queen Mystical, Psychic
095 Hulk Brute, Scientist, S.H.I.E.L.D., Ultimates
096 Thor Celebrity, Deity, Ultimates
200 Magneto Brotherhood of Mutants, Hellfire Club, X-Men
201 Jonny Ell Morlocks, Mutant
202 Wade Cole Hellfire Club, Soldier, Warrior
203 Justice is Served! Spy
204 Sentinel Captain Armor, Robot, Warrior
205 Dr. Curtis Connors Animal, Scientist
206 Zelda Dubois Circus of Crime, Serpent Society
207 Morlock Leader Morlocks, Martial Artist
208 Seth Voelker Serpent Society, Serpent Squad
209 Natasha Romanova Martial Artist, Spy, Ultimates
210 Ororo Munroe Ultimate X-Men
211 Blanche Sitznski Serpent Society, Serpent Squad
212 Clint Barton S.H.I.E.L.D., Spy, Ultimates
213 Patsy Walker Defenders, Martial Artist
214 Peter Parker Teen, Reporter, Scientist
215 Hank McCoy Scientist, Ultimate X-Men
216 James Howlett Brute, Ultimate X-Men
217 Quentin Beck Sinister Syndicate
218 Frank Castle Soldier, Warrior
219 Maxwell Dillon Sinister Syndicate
220 Daniel Ketch Midnight Sons, Mystical
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
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MUTANT MAYHEM
001 U-Men
002 U-Men Soldier
003 U-Men Armor, Soldier
004 Vanisher Factor Three
005 Vanisher Brotherhood of Mutants
006 Vanisher Fallen Angels
007 Skullbuster Reavers, Robot
008 Skullbuster Martial Artist, Reavers, Robot
009 Skullbuster Armor, Reavers, Robot
010 Harpoon Marauders
011 Harpoon Marauders
012 Harpoon Marauders
013 Vertigo Marauders, Psychic
014 Vertigo Marauders, Psychic
015 Vertigo Femizons, Marauders, Psychic
016 Arclight Marauders
017 Arclight Marauders
018 Arclight Femizons, Marauders
019 Wild Child Animal, Brute, Martial Artist
020 Wild Heart Alpha Flight, Brute, Martial Artist
021 Wild Child Brute, X-Factor, Weapon X
022 Blade Martial Artist, Warrior
023 Blade Martial Artist, Midnight Sons, Nightstalkers
024 Blade Martial Artist, Midnight Sons, Warrior
025 Puck Alpha Flight, Soldier
026 Puck Alpha Flight, Martial Artist
027 Puck Alpha Flight, Martial Artist
028 Domino Soldier
029 Domino Soldier, X-Force
030 Domino S.H.I.E.L.D., Soldier, X-Force
031 Polaris X-Factor, X-Men
032 Polaris Twelve, X-Factor
033 Polaris Horsemen of the Apocalypse, Starjammers, X-Men
034 Silver Sable Wild Pack, Martial Artist, Soldier
035 Silver Sable Martial Artist, Soldier
036 Silver Sable Outlaws, Soldier
037 Havok X-Men, X-Factor
038 Havok Brotherhood of Mutants, X-Factor
039 Havok X-Factor, Starjammers, X-Men
040 Wonder Man Avengers, Masters of Evil
041 Wonder Man Avengers, Force Works, West Coast Avengers
042 Wonder Man Avengers
043 Firestar Hellions, Teen
044 Firestar New Warriors, Teen
045 Firestar Avengers
046 Cloak Teen
047 Cloak Marvel Knights, Teen
048 Cloak Marvel Knights
049 Dagger Marvel Knights, Teen
050 Dagger Marvel Knights, New Warriors, Teen
051 Dagger Marvel Knights
052 Bishop Future, Warrior
053 Bishop X-Men, Warrior
054 Bishop X.S.E., Police
055 Blink Exiles X-Men
056 Blink Exiles
057 Blink Exiles
058 Spider-Man Celebrity, Outlaws, Reporter
059 Spider-Man Fantastic Four
060 Spider-Man Marvel Knights, Reporter
061 Man-Thing Monster, Mystical
062 Man-Thing Monster, Mystical
063 Man-Thing Monster, Mystical
064 Snowbird Alpha Flight, Mystical, Police
065 Snowbird Alpha Flight, Mystical
066 Snowbird Alpha Flight, Mystical
067 Northstar Alpha Flight
068 Northstar Alpha Flight
069 Northstar Celebrity, Martial Artist, X-Men
070 Sasquatch Alpha Flight, Monster, Scientist
071 Sasquatch Alpha Flight, Monster, Mystical
072 Tanaraq Brute, Monster
073 Cable Future, Soldier
074 Cable Future, New Warriors, Soldier, X-Force
075 Soldier X Future, Soldier, Warrior
076 Deadpool Frightful Four, Maggia, Martial Artist, Weapon X
077 Deadpool Martial Artist, Weapon X
078 Deadpool Agency X, Martial Artist, Six Pack
079 Wolverine Alpha Flight, Martial Artist, Team X, Weapon X
080 Wolverine Horsemen of the Apocalypse, Martial Artist, Weapon X
081 Wolverine Martial Artist, X-Men
082 Hulk Brute, Monster
083 Hulk Avengers, Brute, Defenders
084 Hulk Brute, Defenders, Horsemen of the Apocalypse, Monster
085 Longshot Exiles, X-Men
086 Mimic Brotherhood of Mutants, Exiles, X-Men
087 Fantomex Martial Artist, Robot, Spy, Weapon X, X-Men
088 Donald Pierce Hellfire Club, Martial Artist, Scientist, Reavers, Robot
089 Bastion Robot, Warrior
090 M.O.D.O.K A.I.M., Psychic, Robot
091 Gladiator Martial Artist, Shi’ar, Soldier, Warrior
092 Black Queen Cosmic, Hellfire Club, Psychic
093 Shadow King Psychic
094 N’astirh Animal, Brute, Monster, Mystical
095 Count Nefaria Lethal Legion, Maggia
096 Loki Asgardian, Deity, Mystical
097 Giant Man Scientist, S.H.I.E.L.D., Ultimates
201 Alex Summers X-Factor, X-Men
202 Simon Williams Avengers, Force Works, West Coast Avengers
203 Angelica Jones Avengers, New Warriors, Teen
204 Tyrone Johnson Marvel Knights, Teen
205 Tandy Bowen Marvel Knights, New Warriors, Teen
206 Bishop of XSE Future, Warrior, X.S.E.
207 Clarice Ferguson Exiles, X-Men
208 Peter Parker Celebrity, Reporter, Scientist
209 Ted Sallis Defenders, Scientist
210 Narya Alpha Flight, Mystical, Police
211 Jean-Paul Beaubier Celebrity, Martial Artist
212 Walter Langkowski Alpha Flight, Scientist
213 Nathaniel Summers Future, X-Men
214 Wade Wilson Martial Artist, X-Men
215 Logan Spy, Soldier
216 Dr. Bruce Banner Scientist
217 Polaris Brotherhood of Mutants
218 Hulk Brute, Monster
219 Dark Phoenix Cosmic, Psychic, X-Men
220 Nova Cosmic, Herald, Fantastic Four
222 Hulk Brute, Monster
CITY OF HEROES 001 Statesman Freedom Phalanx, Paragon City, Soldier
002 Manticore Freedom Phalanx, Paragon City
003 Positron Armor, Freedom Phalanx, Paragon City, Scientist
004 Statesman Freedom Phalanx, Paragon City
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 4: KEYWORDS
- 39 -
LEGACY
001 Spoiler Gotham City, Teen
002 Spoiler Gotham City, Teen
003 Spoiler Birds of Prey, Gotham City
004 Hyena Animal
005 Hyena Animal
006 Hyena Animal, Society
007 Enchantress Mystical, Suicide Squad
008 Enchantress Mystical, Sentinels of Magic, Suicide Squad
009 Enchantress Mystical, Shadowpact
010 Talia Martial Artist
011 Talia League of Assassins
012 Talia League of Assassins, Society
013 Hourman Infinity Inc, Teen
014 Hourman Justice Society
015 Hourman Justice Society
016 Mr. Terrific Justice Society, Martial Artist, Scientist
017 Mr. Terrific Justice Society, Martial Artist, Scientist
018 Mr. Terrific Checkmate, Justice Society, Scientist
019 Star-Spangled Kid Teen
020 Star-Spangled Kid Justice Society, Teen
021 Stargirl Justice Society, Teen
022 Ravager Martial Artist, Teen
023 Ravager Martial Artist, Teen
024 Ravager Martial Artist, Teen, Teen Titans
025 Power Girl Infinity Inc, Justice Society
026 Power Girl Birds of Prey, Justice League Europe, Suicide Squad
027 Power Girl Justice Society
028 Impulse Central City, Future, Young Justice
029 Impulse Central City, Teen, Young Justice
030 Kid Flash Teen, Teen Titans
031 Kid Quantum Future, Legion of Super Heroes, Teen
032 Kid Quantum Future, Legion of Super Heroes, Teen
033 Kid Quantum Future, Legion of Super Heroes, Teen
034 Jinx Fearsome Five, Mystical
035 Jinx Fearsome Five, Mystical, Villainy Inc
036 Jinx Fearsome Five, Mystical, Society
037 Mr. Freeze Gotham City, Scientist
038 Mr. Freeze Gotham City, Scientist
039 Mr. Freeze Gotham City
040 Speedy Star City, Teen, Teen Titans
041 Arsenal Checkmate, Police, Teen Titans
042 Arsenal Outsiders, Star City, Teen Titans
043 Wildfire Armor, Future, Legion of Super Heroes, Teen
044 Wildfire Armor, Future, Legion of Super Heroes, Teen
045 Wildfire Armor, Future, Legion of Super Heroes
046 Superwoman Amazon, Crime Syndicate, Metropolis, Reporter
047 Superwoman Amazon, Crime Syndicate, Metropolis, Reporter
048 Superwoman Amazon, Crime Syndicate, Metropolis
049 The Demon Mystical
050 The Demon Detective, Mystical
051 The Demon Mystical
052 Obsidian Infinity Inc, Teen
053 Obsidian Infinity Inc, Mystical, Justice Society
054 Obsidian Justice Society
055 Jade Infinity Inc, Justice Society, Teen
056 Jade Green Lantern Corps
057 Jade Outsiders
058 Sinestro Green Lantern Corps, Ruler
059 Sinestro Injustice League, Sinestro Corps
060 Sinestro Sinestro Corps, Society
061 Blockbuster Brute, Suicide Squad,
Secret Society of Super Villains
062 Blockbuster Brute, Secret Society of Super Villains
063 Blockbuster Bludhaven, Brute
064 Superboy Celebrity, Metropolis, Teen, Young Justice
065 Superboy Teen, Young Justice
066 Superboy Metropolis, Teen Titans
067 Persuader Future, Fatal Five
068 Persuader Future, Fatal Five
069 Persuader Metropolis, Suicide Squad
070 Captain Atom Justice League International, Soldier
071 Captain Atom Extreme Justice, Justice League International,
Super Buddies
072 Captain Atom Extreme Justice, L.A.W., Soldier
073 Major Force Brute, Soldier
074 Major Force Brute, Soldier
075 Major Force Brute
076 Ra’s al-Ghul Past, League of Assassins, Scientist
077 Ra’s al-Ghul Past, League of Assassins, Martial Artist
078 Ra’s al-Ghul League of Assassins, Martial Artist, Scientist
079 The Joker Celebrity, Gotham City, Injustice Gang
080 The Joker Celebrity, Gotham City, Injustice League
081 The Joker Celebrity, Metropolis, Injustice Gang
082 Batman Detective, Gotham City, Martial Artist, Outsiders
083 Batman Gotham City, JLA, Justice League International,
Justice League of America
084 Batman Detective, Gotham City, Martial Artist, Scientist
085 Oracle Birds of Prey, Gotham City, JLA, Politician,
Suicide Squad
086 Hush Gotham City
087 Wonder Woman Amazon, Justice Society, Ruler
088 Ares Armor, Brute, Deity, Warrior
089 Ultraman Brute, Crime Syndicate
090 General Zod Soldier, Warrior
091 Prometheus Injustice Gang, Martial Artist
092 Mongul Brute, Ruler, Warrior
093 Hawkman Animal, Future, Warrior
094 Red Robin Future, Martial Artist
095 Flash Central City, Future
096 Green Lantern Future, Politician
097 Steel Armor, Infinity Inc, Metropolis, Teen
201 Victor Fries Gotham City , Scientist
202 Roy Harper, Jr. Checkmate, Martial Artist, Police
203 Drake Burroughs Armor, Future, Legion of Super Heroes, Teen
204 Lois Lane Amazon, Celebrity, Metropolis, Reporter
205 Etrigan Mystical, Shadowpact
206 Todd Rice Infinity Inc, Mystical
207 Jennifer-Lynn Hayden Green Lantern Corps, Justice Society
208 Sinestro of Korugar Brute, Green Lantern Corps, Ruler
209 Roland Desmond Bludhaven, Brute
210 Connor Kent Metropolis, Young Justice, Teen Titans, Teen
211 Nyeun Chun Ti Brute, Future, Fatal Five
212 Capt. Nathaniel Adam Justice League International, Soldier, Super Buddies
213 Clifford Zmeck Soldier
214 The Demon’s Head Future, Past, League of Assassins
215 The Red Hood Gotham City
216 Bruce Wayne Celebrity, Gotham City
221 Mr. Freeze Gotham City, Scientist, Society
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SECTION 4: KEYWORDS
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FANTASTIC FORCES
001 Lockjaw Animal, Inhumans
002 Lockjaw Animal, Inhumans
003 Lockjaw Animal, Fantastic Four, Inhumans
004 Black Knight Avengers, Scientist, Warrior
005 Black Knight Avengers, Defenders, Martial Artist, Scientist
006 Black Knight Avengers, Heroes for Hire, Knights of Wundagore,
Martial Artist
007 Mirage New Mutants, Psychic, Teen
008 Moonstar Psychic, S.H.I.E.L.D., X-Force
009 Moonstar New Mutants, Psychic, X-Men
010 Hawkeye Avengers, Martial Artist
011 Hawkeye Defenders, Martial Artist, West Coast Avengers
012 Hawkeye Avengers, Thunderbolts
013 Awesome Android Brute, Robot
014 Awesome Android Brute, Robot
015 Awesome Andy Robot
016 Goliath Lethal Legion, Masters of Evil
017 Atlas Thunderbolts
018 Atlas Thunderbolts
019 Yellowjacket Avengers, Scientist
020 Yellowjacket Brute, Scientist
021 Yellowjacket Avengers, Scientist
022 Ghost Rider Mystical
023 Ghost Rider Midnight Sons, Defenders, Mystical
024 Ghost Rider Champions, Fantastic Four, Mystical
025 Asp Serpent Society
026 Asp Femizons, Serpent Society
027 Asp Femizons, Serpent Society
028 Shocker
029 Shocker Masters of Evil
030 Shocker Sinister Syndicate
031 Tigra Animal, Avengers, Martial Artist
032 Tigra Animal, Detective, West Coast Avengers
033 Tigra Animal, Avengers, Police
034 Jolt Teen, Thunderbolts
035 Jolt Teen, Thunderbolts
036 Jolt Young Allies
037 Karma New Mutants, Teen
038 Karma Madripoor, X-Men
039 Karma X-Men
040 Vulture
041 Vulture Sinister Syndicate
042 Vulture
043 Songbird Femizons, Masters of Evil Thunderbolts
044 Songbird Thunderbolts
045 Songbird Thunderbolts
046 Iron Fist Heroes for Hire, Martial Artist
047 Iron Fist Heroes for Hire, Martial Artist, Mystical
048 Iron Fist Martial Artist, Marvel Knights
049 Power-Man Defenders, Martial Artist, Fantastic Four
050 Cage Heroes for Hire, Martial Artist, Marvel Knights
051 Power-Man Avengers, Martial Artist, Marvel Knights
052 Scarlet Witch Brotherhood of Mutants, Mystical
053 Scarlet Witch Mystical, Ultimate X-Men
054 Scarlet Witch Mystical, S.H.I.E.L.D., Ultimates
055 Rogue Brotherhood of Mutants, Teen
056 Rogue X-Men
057 Rogue X-Men, X.S.E.
058 Dr. Strange Midnight Sons, Mystical
059 Dr. Strange Defenders, Mystical
060 Dr. Strange Avengers, Mystical
061 Green Goblin Scientist
062 Green Goblin Scientist, Sinister Society
063 Green Goblin Scientist, Thunderbolts
064 Juggernaut Brotherhood of Mutants, Brute
065 Juggernaut Brute, Exemplars
066 Juggernaut X-Men
067 Sub-Mariner Atlantis, Ruler
068 Sub-Mariner Atlantis, Defenders, Ruler
069 Sub-Mariner Atlantis, Avengers, Ruler
070 Human Torch Fantastic Four, Teen
071 Human Torch Fantastic Four, Teen
072 Human Torch Celebrity, Fantastic Four
073 Invisible Woman Fantastic Four, Scientist
074 Invisible Woman Fantastic Four, Scientist
075 Invisible Woman Celebrity, Fantastic Four, Scientist
076 The Thing Brute, Fantastic Four
077 The Thing Fantastic Four
078 The Thing Celebrity, Fantastic Four
079 Mr. Fantastic Fantastic Four, Scientist
080 Mr. Fantastic Fantastic Four, Scientist
081 Mr. Fantastic Celebrity, Fantastic Four, Scientist
082 Nightcrawler Martial Artist, X-Men
083 Nightcrawler Excalibur, Martial Artist
084 Nightcrawler Martial Artist, X-Men, X.S.E.
085 Volcana
086 Mad Thinker Maggia, Scientist
087 Arnim Zola Psychic, Scientist
088 Baron Mordo Mystical
089 Baron Blood Monster, Mystical
090 Nimrod Future, Robot
091 Orphan Martial Artist, X-Force, X-Statix
092 Wolverine Future, Martial Artist, X-Men
093 Warlock Excalibur, Fallen Angels, New Mutants, Robot
094 Professor Xavier Celebrity, Psychic, Ultimate X-Men
095 Dr. Doom Armor, Mystical, Ruler, Scientist
096 Spider-Man Future, Exiles, Scientist
201 Norman Osborn Celebrity, Hellfire Club, Scientist
202 Cain Marko Brute, Exemplars, Soldier
203 Namor All-Winners Squad, Atlantis, Invaders, Ruler
204 Johnny Storm Celebrity, Fantastic Four, Teen
205 Sue Storm Celebrity, Fantastic Four
206 Ben Grimm Celebrity, Fantastic Four, Monster
207 Reed Richards Celebrity, Fantastic Four, Scientist
208 Kurt Wagner Excalibur, Martial Artist, X-Men
209 Johnny Storm Celebrity, Fantastic Four
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SECTION 4: KEYWORDS
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ICONS
001 Batman Detective , Gotham City, Martial Artist
002 Robin Gotham City, Martial Artist, Teen
003 Hawkgirl Justice League of America, Police
004 The Joker Gotham City, Injustice Gang , Injustice League
005 Harley Quinn Gotham City, Society
006 Man-Bat Animal, Gotham City, Monster, Scientist
007 Scarecrow Gotham City, Scientist
008 Scarecrow Gotham City, Injustice Gang
009 Scarecrow Gotham City, Society
010 Beast Boy Animal, Celebrity, Doom Patrol, Teen
011 Changeling Animal, Teen, Teen Titans
012 Beast Boy Animal, Doom Patrol, Teen, Teen Titans
013 Robin Detective, Gotham City, Martial Artist
014 Robin Detective, Gotham City, Teen, Young Justice
015 Robin Detective, Martial Artist, Teen, Teen Titans
016 Cheetah Animal
017 Cheetah Animal, Villainy Inc
018 Cheetah Animal, Society
019 Blackfire Ruler, Warrior
020 Blackfire Warrior
021 Blackfire Warrior
022 Starfire Ruler, Teen, Teen Titans
023 Starfire Celebrity, Teen Titans
024 Starfire Outsiders, Teen Titans
025 Aquaman Atlantis, Ruler
026 Aquaman Atlantis, Justice League of America, JLA, Ruler
027 Aquaman Atlantis, Justice League International, JLA, Ruler
028 Raven Mystical, Teen, Teen Titans
029 Raven Mystical, Teen Titans
030 Raven Mystical, Sentinels of Magic, Teen Titans
031 Wonder Woman Amazon, Ruler, Warrior
032 Wonder Woman Amazon, Justice League of America
033 Wonder Woman Amazon, Justice League International, JLA
034 Bizarro Metropolis, Brute
035 Bizarro Metropolis
036 Bizarro Metropolis
037 The Joker Celebrity, Metropolis
038 The Joker Celebrity, Gotham City, Injustice League
039 The Joker Celebrity, Gotham City, Injustice Gang
040 Batman Justice League of America,
Justice League International, JLA
041 Batman Detective , Martial Artist, Scientist
042 Batman Celebrity, Bludhaven, Gotham City, Metropolis
043 Darkseid Apokalips, Cosmic, Ruler
044 Darkseid Apokalips, Ruler, Secret Society of Super Villains
045 Darkseid Apokalips, New Gods, Ruler
046 Superman Celebrity, Metropolis, Reporter
047 Superman JLA, Justice League of America, Justice League
048 Superman Metropolis, JLA, Justice League of America,
Justice League
049 Ra’s al-Ghul Past, League of Assassins, Martial Artist, Scientist
050 Brainiac Robot, Scientist
051 Lex Luthor Armor, Injustice League, Scientist Society
052 Terra Teen, Teen Titans
053 Cyborg Robot, Teen, Teen Titans
054 The Flash Central City, Justice League International,
Justice League Europe, JLA
201 Dr. Jonathan Crane Gotham City, Scientist
202 Gar Logan Animal, Doom Patrol, Teen Titans
203 Tim Drake Detective, Gotham City, Martial Artist, Teen
204 Barbara Ann Minerva Animal
205 Princess Komand’r Ruler
206 Princess Koriand’r Ruler, Teen Titans
207 Dark Knight Detective Detective, Gotham City, Martial Artist
208 Batman (Promo) Gotham City, Martial Artist
209 Professor Zoom Future, Secret Society of Super Villains
CITY OF VILLAINS 001 Lord Recluse Arachnos, Ruler, Soldier
002 Ghost Widow Arachnos, Spy
003 Captain Mako Arachnos, Mutant
004 Black Scorpion Arachnos, Armor, Soldier
DC GIANTS 001 Atom Smasher Infinity Inc, Justice Society, Suicide Squad
002 Validus Brute, Fatal Five, Future
003 Colossal Boy Future, Legion of Super Heroes, Teen
004 Rita Farr Celebrity, Doom Patrol
005 Giganta Legion of Doom, Scientist
006 Alloy Future, Metal Men
007 Chemo Monster
INVINCIBLE 001 Invincible Guardians of the Globe, Teen
002 Atom Eve Guardians of the Globe, Teen
003 Robot Guardians of the Globe, Robot, Scientist
004 Allen the Alien Police, Warrior
005 Omni-Man Guardians of the Globe, Soldier
006 Titan Brute
007 Angstrom Levy Scientist
GREEN LANTERN CORPS 001 G’nort Animal, Green Lantern Corps, Justice League Antarctica,
Super Buddies
002 Ch’p Green Lantern Corps
003 Abin Sur Green Lantern Corps
004 Arisia Green Lantern Corps
005 Katma Tui Green Lantern Corps
006 Ganthet Green Lantern Corps, Quintessence
007 Tomar Re Green Lantern Corps, Scientist
2099 001 Hulk Brute, Future
002 Ravage Animal, Future
003 Punisher Future, Police, SHIELD, Soldier
004 Ghost Rider Future, Robot
005 Meanstreak Future, X-Men
006 Junkpile Brute, Future, Police, SHIELD, X-Men
007 Doom Armor, Future, Mystical, Politician, Scientist
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
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ARMOR WARS 001 Firebrand Armor
002 Firebrand Armor
003 Firebrand Armor
004 Paladin Soldier
005 Paladin Wild Pack
006 Paladin Heroes for Hire
007 Lorelei Asgardian
008 Lorelei Asgardian
009 Lorelei Asgardian
010 Diamond Lil Omega Flight
011 Diamond Lil Alpha Flight, Brute
012 Diamond Lil Alpha Flight
013 Echo Martial Artist
014 Echo Martial Artist
015 Echo Avengers, Martial Artist
016 Killer Shrike
017 Killer Shrike
018 Killer Shrike
019 Thunderbird Mutant, Soldier, X-Men
020 Thunderbird Hellions, Mutant
021 Warpath New Mutants, X-Force, X-Men
022 Banshee Mutant, Police
023 Banshee Mutant, X-Men
024 Banshee Generation X, Mutant, X-Men
025 Spymaster Spy
026 Spymaster Spy
027 Spymaster Spy
028 Ghost Spy
029 Ghost Spy
030 Ghost Spy
031 Magma Mutant, New Mutants
032 Magma Hellions, Mutant, New Mutants
033 Magma Mutant, X-Men
034 Marrina Alpha Flight, Beta Flight
035 Marrina Alpha Flight, Avengers
036 Marrina Beast, Monster
037 Thunderball Scientist, Wrecking Crew
038 Thunderball Scientist, Wrecking Crew
039 Thunderball Scientist, Wrecking Crew
040 Aurora Alpha Flight, Mutant
041 Aurora Alpha Flight, Mutant
042 Aurora Weapon X
043 Cannonball Mutant, New Mutants, Teen
044 Cannonball Mutant, X-Force
045 Cannonball Mutant, X-Force, X-Men
046 Wendigo Monster
047 Wendigo Brute, Monster
048 Wendigo Monster
049 Shaman Alpha Flight, Mystical
050 Shaman Alpha Flight, Mystical
051 Shaman Alpha Flight, Mystical
052 Quicksilver Brotherhood of Mutants, Mutant
053 Quicksilver Avengers, Inhumans, Mutant
054 Quicksilver Mutant, X-Factor
055 Psylocke Mutant, Psychic, Spy
056 Psylocke Mutant, Psychic, X-Men
057 Psylocke Martial Artist, Mutant, X-Men
058 Sunfire Mutant
059 Sunfire Mutant, X-Men
060 Sunfire Mutant
061 Dazzler Celebrity
062 Dazzler Celebrity, Ultimate X-Men
063 Dazzler Ultimate X-Men
064 Executioner Asgardian, Masters of Evil
065 Executioner Asgardian
066 Executioner Asgardian, Warrior
067 War Machine Armor, Soldier
068 War Machine Armor, West Coast Avengers
069 War Machine Armor, Soldier
070 Crimson Dynamo Armor, Scientist
071 Crimson Dynamo Armor
072 Crimson Dynamo Armor
073 Titanium Man Armor
074 Titanium Man Armor
075 Titanium Man Armor
076 Iron Man Armor, Avengers, Scientist
077 Iron Man Armor, West Coast Avengers, Scientist
078 Iron Man Armor, Avengers, Illuminati, Scientist
079 Captain America Avengers, Invaders, Past, Soldier
080 Captain America Avengers, Soldier
081 Captain America Averngers
082 Ultron-5 Masters of Evil, Robot
083 Ultron-11 Robot
084 Ultron-16 Robot
085 Crystal Avengers, Fantastic Four, Inhumans
086 Shathra Animal, Mystical
087 Jocasta Avengers, Robot
088 Iron Man Armor, Avengers, Scientist
089 Black King Hellfire Club, Mutant
090 Iron Monger Armor
091 Sentry Avengers
092 Spider-Woman Avengers, Detective, SHIELD, Spy
093 Spider-Man Celebrity, Mutant
094 Mystique Mutant, SHIELD, Spy
095 Wolverine Mutant, SHIELD, Soldier, Spy
096 Magneto Mutant, Ruler
201 Eliot Franklin Scientist, Wrecking Crew
202 Jeanne-Marie Beaubier Alpha Flight
203 Sam Guthrie Mutant, New Mutants, X-Men
204 Georges Baptiste Animal, Brute, Monster
205 Talisman Mystical
206 Sir Pietro Maximoff Mutant
207 Captain Britain Captain Britain Corps, Mutant, Psychic
208 Shiro Yoshida Big Hero 6, Mutant
209 Ali Blair Celebrity, Teen, Ultimate X-Men
210 Skurge Asgardian, Brute, Warrior
211 James Rhodes Armor, Soldier
212 Gennady Gavrilov Armor, Teen
213 The Gremlin Armor, Mutant
214 Tony Stark Armor, Scientist, SHIELD
215 John Walker Soldier
216 Ultron-13 Lethal Legion, Masters of Evil, Robot
217 Jessica Drew HYDRA
218 Anthony Stark Armor, Scientist
219 Wolverine Mutant
220 Wolverine X-Men
221 Phoenix Cosmic, Psychic, X-Men
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SECTION 4: KEYWORDS
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COLLATERAL DAMAGE 001 HIVE Trooper HIVE, Soldier
002 HIVE Trooper HIVE, Soldier
003 HIVE Trooper HIVE, Soldier
004 Ragman
005 Ragman Mystical, Sentinels of Magic
006 Ragman Mystical, Shadowpact
007 Vixen Animal, Justice League of America
008 Vixen Animal, Birds of Prey, Suicide Squad
009 Vixen Animal, Justice League
010 Black Mask
011 Black Mask
012 Black Mask
013 Trickster Teen
014 Trickster Rogues, Teen
015 Trickster Rogues, Teen
016 Azrael Gotham City, Warrior
017 Azrael Gotham City
018 Azrael Mystical, Warrior
019 Katana Martial Artist, Outsiders
020 Katana Martial Artist, Outsiders
021 Katana Birds of Prey, Martial Artist
022 Dr. Mid-Nite Scientist
023 Dr. Mid-Nite Justice Society, Scientist
024 Dr. Mid-Nite Justice Society, Scientist
025 Green Flame Global Guardians, Spy
026 Fire Justice League International
027 Fire Checkmate, Justice League International, Spy
028 Icemaiden Global Guardians, Mystical
029 Ice Justice League International
030 Ice Justice League International
031 Speedy Star City, Teen
032 Speedy Star City, Teen, Teen Titans
033 Speedy Star City
034 Shadow Lass Future, Legion of Super Heroes, Teen
035 Umbra Future, Legion of Super Heroes, Teen
036 Shadow Lass Future, Legion of Super Heroes, Teen
037 Captain Cold Legion of Doom, Rogues,
Secret Society of Super Villains
038 Captain Cold Central City, Rogues, Suicide Squad
039 Captain Cold Central City, Legion of Doom, Rogues
040 Elongated Man Celebrity, Detective, Justice League of America
041 Elongated Man Detective, Justice League of America,
Justice League Europe
042 Elongated Man Detective, Doom Patrol, Opal City,
Super Buddies
043 Blue Devil
044 Blue Devil Mystical, Sentinels of Magic
045 Blue Devil Mystical, Shadowpact
046 Black Lightning Metropolis
047 Black Lightning Outsiders
048 Black Lightning Outsiders, Politician
049 Green Lantern Green Lantern Corps, Teen Titans
050 Green Lantern Green Lantern Corps, JLA
051 Green Lantern Green Lantern Corps
052 Manhunter Police
053 Manhunter Police, Spy
054 Manhunter Birds of Prey, Spy
055 Clayface Celebrity, Gotham City, Mud Pack
056 Clayface Brute, Gotham City, Mud Pack
057 Clayface Brute, Gotham City, Monster, Mud Pack
058 Metamorpho Seven Soldiers
059 Metamorpho Outsiders
060 Metamorpho Justice League Europe, Outsiders
061 Emerald Empress Fatal Five, Future
062 Emerald Empress Fatal Five, Future
063 Emerald Empress Fatal Five, Future, Ruler
064 Dr. Light Fearsome Five, Injustice League, Scientist
065 Dr. Light Suicide Squad
066 Dr. Light Injustice Gang
067 Superman Blue JLA, Metropolis, Reporter
068 Superman Red JLA, Metropolis
069 Superman JLA
070 Red Tornado Justice League of America, Robot
071 Red Tornado 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
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SECTION 4: KEYWORDS
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DANGER ROOM 001 Cyclops Mutant, X-Factor
002 Colossus Brute, Mutant, X-Men
003 Angel Defenders, Mutant, X-Factor
004 Jean Grey Mutant, Psychic, X-Factor
005 Beast Mutant, Scientist, X-Factor
006 Storm Mutant, X-Men
SINISTER 001 HYDRA Footsoldier HYDRA, Soldier
002 HYDRA Technician HYDRA, Scientist
003 HYDRA Officer HYDRA
004 SHIELD Trooper SHIELD, Soldier
005 SHIELD Sniper SHIELD, Soldier
006 SHIELD Agent SHIELD, Spy
007 Swordsman Lethal Legion
008 Swordsman Avengers
009 Swordsman Lethal Legion
010 Hydro Man Sinister Syndicate
011 Hydro Man Sinister Syndicate
012 Hydro Man Frightful Four, Masters of Evil, Sinsiter Syndicate
013 Paste Pot Pete Frightful Four, Scientist
014 Trapster Frightful Four, Scientist
015 Trapster Frightful Four, Scientist
016 Mockingbird SHIELD, Spy
017 Mockingbird Avengers, West Coast Avengers
018 Mockingbird Avengers
019 Jewel
020 Jessica Jones Detective
021 Jessica Jones Detective, Reporter
022 Beetle Armor, Scientist, Sinister Syndicate
023 Beetle Armor, Masters of Evil
024 Beetle Armor, Sinister Syndicate
025 Wingless Wizard Frightful Four, Scientist
026 Wizard Frightful Four, Scientist
027 Wizard Frightful Four, Scientist
028 Electro Sinister Syndicate
029 Electro Sinister Syndicate
030 Electro
031 Fixer HYDRA, Masters of Evil, Scientist
032 Techno Masters of Evil, Robot, Scientist, Thunderbolts
033 Fixer Scientist, Thunderbolts
034 Jack O’Lantern Sinister Syndicate
035 Jack O’Lantern Skeleton Crew
036 Jack O’Lantern
037 Sprite Mutant, New Mutants, Teen, X-Men
038 Shadowcat Excalibur, Mutant, Teen, X-Men
039 Shadowcat Excalibur, Mutant, X-Men
040 MACH-1 Armor, Scientist, Thunderbolts
041 MACH-3 Armor, Scientist, Thunderbolts, V-Battalion
042 MACH-4 Armor, Scientist, Thunderbolts
043 Nighthawk Squadron Sinister
044 Nighthawk
045 Nighthawk Defenders, Thunderbolts
046 Valkyrie Asgardian, Warrior
047 Valkyrie Defenders, Mystical, Warrior
048 Valkyrie Asgardian, Defenders, Mystical, Warrior
049 Multiple Man Mutant
050 Multiple Man Mutant, X-Factor
051 Madrox Detective, Mutant, X-Factor
052 Deathlok Future, Robot, Soldier
053 Deathlok Robot, Soldier
054 Deathlok Robot, Soldier
055 Falcon
056 Falcon Avengers
057 Falcon
058 Spider-Man Reporter, Teen
059 Spider-Man Reporter, Scientist
060 Spider-Man Avengers, Scientist
061 Radioactive Man Masters of Evil, Scientist
062 Radioactive Man Brute, Scientist
063 Radioactive Man Scientist, Thunderbolts
064 Captain Marvel Avengers, Police
065 Photon Avengers
066 Pulsar Nextwave
067 Rhino Brute
068 Rhino Brute, Sinister Syndicate
069 Rhino Brute
070 Whizzer Squadron Sinister
071 Speed Demon Sinister Syndicate
072 Speed Demon Thunderbolts
073 Daredevil Martial Artist
074 Daredevil Martial Artist
075 Daredevil Martial Artist
076 Meggan Excalibur, Mystical
077 Meggan Animal, Excalibur, Mystical
078 Meggan Excalibur, Mystical, Ruler
079 Bullseye
080 Bullseye
081 Bullseye Thunderbolts
082 Kraven Sinister Syndicate, Warrior
083 Kraven
084 Kraven Sinister Syndicate
085 Forge Mutant, X-Factor, X-Men
086 Purple Man
087 Maximus Inhumans, Psychic
088 Baron Strucker HYDRA, Past, Soldier
089 Charcoal Brute, Teen, Thunderbolts
090 Wolverine Avengers, Mutant, X-Men
091 Nick Fury SHIELD, Soldier, Spy, Ultimates
092 Arkon Ruler, Warrior
093 Ka-Zar Warrior
094 Scarlet Spider New Warriors
095 Stilt Man Armor
096 Black Bolt Illuminati, Inhumans, Ruler
201 Soulsword Wielder Mutant, Mystical, Teen
202 Abner Jenkins Armor, Scientist
203 Kyle Richmond Defenders, Squadron Sinister, Thunderbolts
204 Brunnhilde Adgardian, Defenders, Deity, Warrior
205 James Madrox Mutant
206 Michael Roth Robot, Soldier
207 Same Wilson SHIELD
208 Symbiote Monster
209 Dr. Chen Lu Scientist
210 Monica Rambeau Avengers, Nextwave
211 Aleksei Mikhailovich Brute
212 James Sanders
213 Kingpin of Hell’s Kitchen Martial Artist
214 Goblin Princess Mystical
215 Lester
216 Kraven the Spider Animal, Warrior
217 Spider-Man Armor
218 Venom Monster, Reporter
219 Snap Wilson
COMPREHENSIVE HEROCLIX RULES
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SECTION 4: KEYWORDS
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SUPERNOVA 001 Kree Warrior Kree, Soldier
002 Kree Captain Kree, Soldier
003 Kree Colonel Kree, Soldier
004 Skrull Infiniltrator Skrull, Spy
005 Skrull Warrior Skrull, Soldier
006 Skrull General Skrull, Soldier
007 Shi’ar Warrior Shi’ar, Soldier
008 Shi’ar Borderer Shi’ar, Soldier
009 Shi’ar Admiral Shi’ar, Soldier
010 Badoon Warrior Badoon, Soldier
011 Badoon Guard Badoon, Soldier
012 Badoon Commander Badoon, Soldier
013 Night Thrasher Martial Artist, New Warriors, Teen
014 Night Thrasher Martial Artist, Teen
015 Night Thrasher Celebrity, Martial Artist, New Warriors
016 Jubilee Mutant, Teen, X-Men
017 Jubilee Generation X, Mutant, Teen
018 Jubilee Mutant
019 Super Apes: Igor Animal, Super-Apes
020 Super Apes: Mikhlo Animal, Super-Apes
021 Super Apes: Peoter Animal, Super-Apes
022 Raza Robot, Martial Artist, Starjammers, Warrior
023 Raza Robot, Martial Artist, Starjammers
024 Raza Robot, Starjammers, Warrior
025 Sunspot Fallen Angels, Mutant, New Warriors, Teen
026 Sunspot Hellfire Club, Mutant, Teen, X-Force
027 Sunspot Hellfire Club, Mutant
028 Marvel Boy Mutant, New Warriors, Teen
029 Justice New Warriors, Teen
030 Justice Avengers, Mutant
031 Tessa Hellfire Club, Mutant, Spy
032 Sage Hellfire Club, Mutant, Psychic, X-Men
033 Sage Excalibur, Mutant, X-Men
034 Nocturne Exiles, Mutant, Mystical, X-Men
035 Nocturne Exiles, Hellfire Club, Mutant, Mystical
036 Nocturne Exiles, Mutant, Mystical
037 Nova New Warriors, Nova Corps, Police, Teen
038 Kid Nova Celebrity, New Warriors, Teen
039 Nova Nova Corps, Police, Soldier
040 Bulldozer Brute, Wrecking Crew
041 Bulldozer Brute, Masters of Evil, Wrecking Crew
042 Bulldozer Brute, Wrecking Crew
043 Aleta Future, Guardians of the Galaxy
044 Aleta Future, Guardians of the Galaxy
045 Starhawk Future, Guardians of the Galaxy
046 Kang Future, Scientist, Warrior
047 Kang Future, Past, Scientist, Soldier, Warrior
048 Kang the Conqueror Future, Past, Ruler, Scientist, Soldier
049 Ant-Man Avengers, Scientist
050 Ant-Man Scientist, West Coast Avengers
051 Ant-Man Avengers, Scientist
052 Weapon Alpha Alpha Flight, Armor, Scientist
053 Guardian Alpha Flight, Armor, Scientist
054 Vindicator Alpha Flight, Armor, Beta Flight, Scientist
055 She-Hulk Avengers, Brute
056 She-Hulk Fantastic Four
057 She-Hulk Avengers, SHIELD
058 Vance Astro Guardians of the Galaxy, Psychic, Soldier
059 Vance Astro Future, Guardians of the Galaxy, Psychic
060 Major Victory Future, Guardians of the Galaxy, Psychic
061 Vision Avengers, Robot
062 Vision Avengers, Robot, West Coast Avengers
063 Vision Avengers, Robot, Young Avengers
064 Drax the Destroyer Brute
065 Drax the Destroyer Brute, Infinity Watch
066 Drax Warrior
067 Mantis Martial Artist
068 Mantis Martial Artist, West Coast Avengers
069 Mantis Martial Artist
070 Doctor Spectrum Squadron Sinister
071 Doctor Spectrum Squadron Supreme
072 Doctor Spectrum Squadron Supreme
073 Hyperion Eternal, Squadron Sinister
074 Hyperion Squadron Supreme
075 Hyperion Squadron Supreme
076 Silver Surfer Herald
077 Silver Surfer Herald, Defenders
078 Silver Surfer Cosmic, Herald
079 Legacy Kree
080 Captain Marvel Cosmic, Avengers, Kree
081 Photon Cosmic, Kree, Thunderbolts
082 Thor Avengers, Deity
083 Thor Deity, Thor Corps, Warrior
084 Thor Avengers, Deity, Warrior
085 Majestrix Lilandra Ruler, Shi’ar, Starjammers
086 Red Ghost Scientist, Super-Apes
087 Machine Man Avengers, Nextwave, Robot
088 Karnak Inhumans, Martial Artist
089 Power Princess Exiles, Squadron Supreme, Warrior
090 Jack of Hearts Avengers
091 Super Skrull Skrull, Soldier
092 Korvac Cosmic, Future, Robot
093 Captain Mar-Vell Cosmic, Kree, Soldier, Spy
094 Binary Starjammers, X-Men
095 Graviton Scientist
096 Thanos Infinity Watch
201 Super-Nova
202 Henry Camp Wrecking Crew
203 One-Who-Knows Cosmic, Guardians of the Galaxy
204 Nathaniel Richards Future, Past, Scientist, Soldier
205 Dr. Hank Pym Scientist, West Coast Avengers
206 James MacDonald Hudson Alpha Flight, Armor, Scientist
207 Jennifer Walters, Esq.
208 Vance Astrovik Future, Guardians of the Galaxy, Psychic
209 Victor Shade Avengers, Robot
210 Arthur Douglas Brute
211 Celestial Madonna Martial Artist
212 Joe Ledger Squadron Supreme
213 King Hyperion Brute, Ruler
214 Norrin Radd Cosmic, Herald
215 Genis-Vell Cosmic, Kree
216 Dr. Donald Blake Avengers, Deity, Warrior
217 Iron Man Armor, Avengers
218 Doom Cosmic, Scientist
219 Skymax Skrull, Squadron Supreme
220 Spider-Man Monster
221 Colonel America Monster
222 Wolverine Monster
223 Hulk Monster
224 The Mighty Thor Deity, Warrior
225 Fin Fang Foom Martial Artist, Monster
DAYS OF FUTURE PAST 001 Colonel Logan Future, Mutant, Soldier
002 Hound Future, Mutant
003 Advanced Sentinel Future, Robot
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ORIGIN 001 Blackhawks Blackhawks, Past, Soldier
002 Blackhawks Blackhawks, Past, Soldier
003 Blackhawks Blackhawks, Past, Soldier
004 Phantom Lady All Star Squadron, Freedom Fighters
005 Phantom Lady Freedom Fighters, Spy
006 Phantom Lady Freedom Fighters, Martial Artist, Spy
007 Robotman Doom Patrol, Robot
008 Robotman Doom Patrol, Robot
009 Robotman Doom Patrol, Robot
010 Ray Forgotten Heroes, Justice League of America, Teen
011 Ray Justice League of America, Justice League Task Force,
Teen, Young Justice
012 Ray Freedom Fighters
013 Wildcat All Star Squadron, Justice Society
014 Wildcat Justice Society
015 Wildcat Justice Society
016 Damage Teen
017 Damage Teen, Teen Titans
018 Damage Justice Society
019 Halo Outsiders, Teen
020 Halo Outsiders
021 Halo Outsiders
022 Mano Fatal Five, Future, Mutant
023 Mano Fatal Five, Future
024 Mano Fatal Five, Future
025 Shadow Thief Injustice League
026 Shadow Thief
027 Shadow Thief Society
028 Knockout Brute, Female Fury
029 Knockout Brute, Suicide Squad
030 Knockout Brute, Secret Six, Society
031 Copperhead Gotham City
032 Copperhead Suicide Squad
033 Copperhead Animal, Society
034 Question Detective, Reporter
035 Question Mystical, Reporter
036 Question Detective
037 Animal Man Animal,Forgotten Heroes
038 Animal Man Animal, Justice League Europe
039 Animal Man Animal
040 Cat-Man
041 Cat-Man
042 Cat-Man Secret Six
043 Booster Gold Celebrity, Future, Justice League International,
Metropolis
044 Booster Gold Conglomerate, Extreme Justice,
Justice League International, Super Buddies
045 Booster Gold Celebrity
046 All-New Atom Scientist
047 Atom Teen Titans
048 Atom Justice League of America, Scientist
049 Mirror Master Injustice Gang, Rogues
050 Mirror Master Rogues, Secret Society of Super Villains
051 Mirror Master Injustice Gang, Rogues
052 Triplicate Girl Future Teen, Legion
053 Triplicate Girl Future Teen, Legion
054 Triplicate Girl Future Teen, Legion
055 Supergirl Teen
056 Supergirl Teen
057 Supergirl Legion, Teen
058 Hawkman All Star Squadron, Justice Society
059 Hawkman Justice Society of America
060 Hawkman Justice Society, Warrior
061 Wonder Girl Teen, Young Justice
062 Wonder Girl Teen, Teen Titans
063 Wonder Girl Teen, Teen Titans
064 Cyborg Superman Metropolis, Robot
065 Cyborg Superman Robot
066 Cyborg Superman Manhunters, Robot
067 Steel Armor, Metropolis
068 Steel Armor, Justice League, Scientist
069 Steel Armor, Metropolis, Scientist
070 Mister Miracle New Gods
071 Mister Miracle Justice League International, New Gods
072 Mister Miracle New Gods
073 Mon-El Legion, Teen
074 Valor L.E.G.I.O.N., Teen
075 M’onel Legion, Teen
076 Green Lantern All Star Squadron, Justice Society, Mystical
077 Sentinel Justice Society, Mystical
078 Green Lantern Checkmate, Justice Socirty
079 Shazam! Kid, Mystical
080 Shazam! Kid, Justice League International
081 Shazam! Justice Society, Mystical
082 Martian Manhunter Detective, Justice League of America, Police
083 Martian Manhunter Justice League International, Justice League Task Force
084 Martian Manhunter Detective, Justice League, Police
085 Staman All Star Squadron, Justice Society, Scientist
086 Sandman All Star Squadron, Detective, Justice Society
087 Blue Beetle Armor, Teen
088 Mister Mind Animal, Monster Society of Evil, Psychic
089 Jakeem Thunder Justice Society, Teen
090 Gentleman Ghost Injustice Society, Secret Society of Super Villains, Spirit
091 Vandal Savage 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
B.P.R.D. 001 Hellboy BPRD, Monster
002 Liz Sherman BPRD
003 Abe Sapien BPRD
004 Roger BPRD, Brute, Mystical
005 Johann Kraus BPRD, Psychic
006 Captain Ben Daimio BPRD, Soldier
007 Hellbaby Kid, Monster, Past
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LEGION OF SUPER HEROES 001 Lightning Lad Future, Legion of Super Heroes, Teen
002 Saturn Girl Future, Legion of Super Heroes, Psychic, Teen
003 Cosmic Boy Future, Legion of Super Heroes, Teen
004 Timber Wolf Future, Legion of Super Heroes, Martial Artist, Teen
005 Phantom Girl Future, Legion of Super Heroes, Teen
006 Ultra Boy Future, Legion of Super Heroes, Teen
007 Young Superman Legion of Super Heroes, Teen
008 Shrinking Violet Future, Legion of Super Heroes, Spy, Teen
AVENGERS 001 Captain America Soldier, Ultimates
002 Iron Man Armor, Scientist, Ultimates
003 Captain Britain Captain Britain Corps., European Defense Initiative, Scientist
004 Gargoyle Defenders, Mystical
005 Guardsman Armor, Police
006 Moon Knight Mystical, Soldier, West Coast Avengers
007 Crossbones Hydra, Skeleton Crew, Soldier
008 Wonder Man Avengers, Celebrity, Force Works, Masters of Evil,
Mighty Avengers, Scientist, West Coast Avengers
009 Hulkling Kree, Skrull, Teen, Young Avengers
010 Patriot Teen, Young Avengers
011 Stature Teen, Young Avengers
012 Shang-Chi Heroes for Hire, Martial Artist, Marvel Knights
013 Piledriver Brute, Masters of Evil, Wrecking Crew
014 Stingray Armor, Avengers, Scientist
015 U.S. Agent Invaders, Omega Flight, Soldier, West Coast Avengers
016 Luke Cage Avengers, Fantastic Four, Heroes for Hire, Marvel Knights
017 Living Laser Lethal Legion, Mandarin’s Minions, Scientist
018 Blazing Skull Invaders, Mystical, Reporter
019 Darkhawk Excelsior, Loners, New Warriors, Teen,
West Coast Avengers
020 Dragon Man Enforcers, Robot
021 Toro All-Winners Squad, Invaders, Kid Commandos,
Mutant, Teen
022 Iron Widow Armor, S.H.I.E.L.D., Spy, Ultimates
023 Lionheart Avengers, Captain Britain Corps.
024 Black Panther Avengers, Fantastic Four, Ruler
025 Quicksilver Brotherhood of Mutants, Mutant, Ultimates
026 Scarlet Witch Brotherhood of Mutants, Mutant, Ultimates
027 Vision Herald, Robot
028 Wasp Mutant, Scientist, S.H.I.E.L.D., Ultimates
029 Taskmaster Agency X
030 Iron Lad Armored, Future, Teen, Young Avengers
031 Ronin Avengers, Martial Artist
032 Red Skull A.I.M., Hydra
033 Abomination Liberators, Monster, Scientist
034 Baron Zemo Masters of Evil, Thunderbolts
035 Bucky Invaders, Soldier, Teen, Young Allies
036 Falcon Scientist, S.H.I.E.L.D., Soldier, Ultimates
037 Thin Man Invaders
038 Giant-Man Avengers, Scientist, West Coast Avengers
039 Spitfire Invaders
040 Namor
041 Union Jack Invaders, Knights of Pendragon
042 Starfox Avengers
043 Molecule Man
044 Grim Reaper Lethal Legion, Maggia
045 Thunderstrike Avengers
046 Namorita Mutant, New Warriors
047 Wiccan Mystical, Teen, Young Avengers
048 Yondu Guardians of the Galaxy, Mystical
049 Two-Gun Kid Avengers, Past
050 Winter Soldier S.H.I.E.L.D., Soldier, Spy
051 Spider-Man Armor, Avengers, Reporter, Scientist
052 Citizen V Soldier, Thunderbolts, V Battalion
053 The Colonel Liberators, Soldier
054 Ares Deity, Mighty Avengers, Soldier
055 Hulk Brute, Monster
056 Hawkeye Avengers, Great Lakes Avengers,
Thunderbolts, West Coast Avengers
057 Scarlet Witch Avengers, Brotherhood of Mutants, Mutant,
Mystical
058 Quicksilver Avengers, Brotherhood of Mutants, Mutant
059 Wasp Avengers
060 Cap and Bucky Invaders, Soldier
061 Mandarin Scientist
100 Silver Surfer Defenders, Herald
101 Terrax the Tamer Herald, Ruler
102 Firelord Herald
103 Stardust Herald
104 Galactus, Eater of Worlds Cosmic
105 Sentinel of the Skyways Defenders, Herald
106 Tyros of Lanlak Ruler, Warrior
107 Pyreus Kril Nova Corps
108 Lambda-Zero
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JUSTICE LEAGUE
001 Batman Detective, Gotham City, JLA, Justice League,
Justice League of America,
Justice League International, Outsiders
002 Aquaman
003 Creeper Reporter
004 Firehawk Politician
005 Mento Doom Patrol, Psychic
006 Heat Wave Rogue
007 Icicle Injustice Society
008 Lex Luthor Injustice Gang, Injustice League,
Legion of Doom, Metropolis, Politician,
Scientist, Secret Six
009 The Joker Ruler
010 Bulleteer Seven Soldiers
011 Black Canary Birds of Prey, Justice League,
Justice League International,
Justice League of America, Justice Society,
Martial Artist, Star City
012 Crimson Fox Global Guardians, Justice League Europe
013 Dr. Light Justice League Europe, Scientist
014 Green Arrow Justice League, Martial Artist, Star City
015 Gypsy Birds of Prey, Conglomerate,
Justice League of America,
Justice League Task Force
016 Bouncing Boy Future, Legion, Teen
017 Parasite Superman Revenge Squad
018 Firestorm Scientist, Teen
019 Merlyn League of Assassins
020 Black Hand
021 King Shark Animal, Monster, Suicide Squad
022 Professor Ivo Mutant, Scientist
023 Toyman Legion of Doom, Metropolis,
Superman Revenge Squad
024 Chronos Future, Injustice Gang, Injustice League, Past,
Secret Society of Super Villains
025 Dr. Alchemy Mystical, Rogues, Scientist
026 Captain Boomerang Rogue, Secret Society of Super Villains,
Suicide Squad
027 The Flash Central City, Justice League Europe, JLA,
Teen Titans
028 Zatanna Celebrity, Justice League,
Justice League of America, Mystical,
Sentinels of Magic, Seven Soldiers
029 Zauriel Herald, JLA, Mystical, Warrior
030 Plastic Man Detective, Freedom Fighters, JLA
031 Tharok Fatal Five, Future, Robot
032 Bronze Tiger League of Assassins, Martial Artist, Spy,
Suicide Squad
033 Vigilante Celebrity, Seven Soldiers
034 August General In Iron Great Ten, Soldier
035 Deadman Mystical, Sentinels of Magic, Seven Soldiers
036 Granny Goodness Apokalips, Female Furies, New Gods, Warrior
037 Wonder Woman Amazon, Warrior
038 Batman and Robin Detective, Gotham City, Martial Artist
039 Batzarro Detective
040 Hector Hammond Psychic
041 Mr. Mxyzptlk
042 Abra Kadabra Future, Injustice Gang, Mystical, Rogues
043 Dr. Polaris Scientist
044 Major Disaster Injustice League, JLA,
Justice League Antarctica, Justice League Elite,
Suicide Squad
045 Aztek JLA
046 Superman Justice League, JLA,
Justice League of America,
Metropolis, Reporter
047 Hourman JLA, Justice Legion A, Justice Society, Robot
048 Dream Girl Future, Legion, Psychic, Teen
049 Shining Knight Past, Seven Soldiers, Teen, Warrior
050 Power Ring Crime Syndicate, Mystical
051 Lobo Brute, L.E.G.I.O.N., Monster, Warrior
052 Amazo Robot
053 Big Barda & Mister Miracle Green Lantern, New Gods, Warrior
054 Doomsday Brute, Monster
055 Green Lantern Green Lantern, Justice League International,
Super Buddies, Warrior
056 Time Trapper Future
057 The Flash Future, Justice Legion A, Scientist
058 Batman Future, Justice Legion A
059 Wonder Woman Amazon, Future, Justice Legion A
060 Superman Future, Justice Legion A, Metropolis
061 The Phantom Stranger Justice League of America, Mystical,
Quintessence
100 Starro Animal, Psychic, Ruler
101 Aquaman Atlantis, Justice League of America, Ruler
102 Green Arrow Justice League of America, Star City
103 The Flash Central City, Justice League of America,
Police, Scientist
104 Green Lantern Coast City, Justice League of America,
Green Lantern Corps
105 Arthur Curry Atlantis, Justice League of America, Ruler
106 Oliver Queen Seven Soldiers
107 Barry Allen Central City, Justice League of America,
Police, Scientist
108 Hal Jordan Coast City, Green Lantern Corps,
Justice League of America
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MUTATIONS AND MONSTERS
001 Marvel Girl Mutant, Psychic, X-Men
002 Cyclops Mutant, X-Men
003 Beast Mutant, X-Men
004 Iceman Mutant, X-Men
005 Strong Guy Mutant, X-Factor
006 Pete Wisdom Excalibur, Mutant, Spy, X-Force
007 Brood Brood, Warbound
008 Box Alpha Flight, Armor, Robot
009 Cuckoo Psychic, Teen, X-Men
010 Maverick Mutant, Spy, Team X, Weapon X
011 Dazzler Celebrity, Mutant, X-Men
012 Colossus Armor, Mutant, X-Men
013 Agent Brand Spy, S.W.O.R.D.
014 Bishop Future, Police, X-Men
015 The Hood
016 Miek Animal, Ruler, Warbound, Warrior
017 Hulk Monster, Scientist
018 Korg Warbound
019 Absorbing Man Brute, Wrecking Crew
020 Morph Avengers, Exiles, X-Men
021 Mimic Exiles
022 Gorgon Inhumans, Soldier
023 Cyclops
024 Shatterstar X-Force, Warrior
025 Zzzax Monster
026 Chamber Generation X, Mutant, Psychic, Teen
027 Beast Animal, Mutant, Scientist, X-Men
028 Giant-Man Monster, Scientist
029 Iceman Champions, Mutant, X-Men
030 X-23 Mutant, Teen, Weapon X
031 Professor X Illuminati, Mutant, Psychic, X-Men
032 Gambit Marauders, Mutant, X-Men
033 Green Scar Brute, Ruler, Warbound, Warrior
034 Archangel Mutant, X-Factor, X-Men
035 Ahab Future, Robot
036 Fabian Cortez Acolytes, Mutant
037 Jean Grey Mutant, Psychic
038 Omega Red
039 Danger Robot
040 Devil Dinosaur & Moon Boy Animal, Fallen Angels, Monster, Past
041 Spider-Man Monster
042 Unus the Untouchable Brotherhood of Mutants, Mutant
043 Black Tom Cassidy Brotherhood of Mutants, Mutant
044 The Leader Scientist
045 High Evolutionary Knights of Wundagare, Scientist
046 Arcade
047 Super Adaptoid A.I.M., Robot
048 Wrecker Brute, Masters of evil, Wrecking Crew
049 Cassandra Nova Monster, Mutant, Psychic
050 Hulkbuster Armor, Avengers, Scientist
051 Silver Savage Herald, Warrior
052 Mastermind Brotherhood of Mutants, Hellfire Club, Mutant
053 Emma Frost Generation X, Hellfire Club, Hellions, Mutant,
Psychic, X-Men
054 Living Monolith Mutant
055 Iron Man Monster
056 Wolverine Monster
057 Storm Mutant, X-Men
058 Warskrull Skrull, Soldier, Spy, Warrior
059 Apocalypse Mutant, Past, Ruler
060 Maestro Future, Monster, Ruler
061 Dark Beast Brotherhood of Mutants, Morlock, Mutant,
Scientist
062 Rampaging Hulk Brute, Monster
101 Esme Cuckoo Brotherhood of Mutants, Mutant, Psychic, Teen
102 Incredible Hulk Avengers, Brute
103 Proteus Exiles, Mutant, Psychic
104 Charles Xavier 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
character’s 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 can’t use this
power.
• See also, Powers and Abilities Q & A: Q016, Q039
• See also, Special Powers Q & A: Q014
BATTLE FURY This character can’t make ranged combat attacks, can’t be targeted by Mind Control, and can’t 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 character’s damage value when resolving the attack. If the
target was blocking terrain, a wall, or an object, it is destroyed on a result of 3–6.
• 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 character’s initial speed. First, the character’s
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 character’s damage value by + 2 for the attack. Close
Combat Expert can’t 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 character’s 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 character’s 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 “B’s” defense 18.
“B” can share its defense, now 18, with “C,” making “C’s” 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
can’t 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
character’s ranged combat action has been resolved. If a character evades, it evades all hits by this attack. This
power can’t 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 character’s 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 character’s 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 can’t 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 target’s defense
value by +1 and this character’s 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 attacker’s 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 object’s 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 target’s defense value and the attacker’s 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 1–4, 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 4–6,
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
target’s and attacker’s 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 opponent’s force, and any of the target’s canceled powers return until it returns to its owner’s
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 owner’s 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 can’t 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 arch-
enemy 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 character’s 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 player’s 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 character’s 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 can’t 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 2–6. 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 other’s 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 opponent’s 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.
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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 character’s damage value becomes 1 for this attack; otherwise, do not replace
this character’s 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 can’t
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 character’s initial speed. First, the
character’s 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
character’s 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 can’t 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 character’s 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 can’t 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 can’t use this power.
SPECIAL POWER (OPTIONAL) This character has a special power. See this character’s 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
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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 can’t 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 can’t be placed on or in blocking terrain. This character
must have a clear line of fire to the target’s 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 character’s 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
Ahab #035, Mutations and Monsters
Energy harpoon
Apocalypse #059, Mutations and
Monsters
Molecular Control
Psionic Power
The Strong Will Survive
Aquaman #002, Justice League Parry
Telepathic Communication
Aquaman #101, Justice League King of the Seven Seas
Surge
Arcade #046, Mutations and Monsters
Deathtrap
Murderbots
Murderworld
Archangel #034, Mutations and Monsters
Fly-By
Ares #054, Avengers Tactics
Arthur Curry #105, Justice League Aquatic Rejuvenation
King of the Seven Seas
Aztek #045, Justice League The Ultimate Man
Batman #001, Justice League
Out of the Shadows
Batman #059, Justice League
Datarangs
Batzarro #039, Justice League
Useless Belt
Beast #003, Mutations and Monsters
Bouncing Beast
Big Barda & Mister Miracle #053, Justice
League
Lantern 796 Miracle Construct
Black Canary #011, Justice League
Canary Cry
Bouncing Boy #016, Justice League
Ricochet
Box #008, Mutations and Monsters Assimilation
Mass Absorption
Bucky #050, Avengers Ruthless Ally
Captain America #001, Avengers Followthrough
Captain Boomerang #026, Justice League
Boomerang
Cassandra Nova #049, Mutations and
Monsters
Mummudrai
Charles Xavier #104, Mutations and
Monsters
Psychic Coordination
Psychic Redirection
Telepath
Chronos #024, Justice League Timeline Manipulation
Citizen V #052, Avengers Press the Attack
Colossus #012, Mutations and Monsters Fastball Special
Crossbones #007, Avengers Brainwash
Cuckoo #009, Mutations and Monsters
Coordination
Hive Mind
Cyclops #002, Mutations and Monsters
Concussive Blast
Danger #039, Mutations and Monsters Strategic Database
Dark Beast #061, Mutations and Monsters Cruel Experiment
Sadistic
Deadman #035, Justice League Possession
Doomsday #054, Justice League Unstoppable
Emma Frost #053, Mutations and Monsters Headmistress
Esme Cuckoo #101, Mutations and
Monsters Cuckoo
Fabian Cortez #036, Mutations and
Monsters Power Amplification
Falcon #036, Avengers
Fly-By
Firestorm #018, Justice League Matter-Energy Transmutation
The Flash #027, Justice League
Vibration
The Flash #057, Justice League
Speed Force
The Flash #103, Justice League
Super Speed
Gambit #032, Mutations and Monsters
Cajun Charm
Shadowy Attack
Giant-Man #038, Avengers Genius
Gogrgon #022, Mutations and Monsters
Transformed by the Mists
Granny Goodness #036, Justice League Disciplinary Motivation
Green Arrow #014, Justice League
Fusillade
Green Arrow #102, Justice League
Emerald Archer
Smoke Arrow
Green Lantern #55, Justice League
In Your Face
Green Scar #033, Mutations and Monsters
Smash
Toughest One There Is
Hawkeye #056, Avengers
Sharpshooter
Smoke Arrow
Hector Hammond #040, Justice League
Psychic Powers
High Evolutionary #045, Mutations and
Monsters
Cosmic Evolution
Growth
Mind Over Matter
The Hood #015, Mutations and Monsters
Cloak
Hourman #47, Justice League Hour of Power
Hulk #55, Avengers Hulk Smash You All!
Hulkbuster #050, Mutations and Monsters
Flight Stabilizers
Weapons as Big as the Fight
Iceman #029, Mutations and Monsters Slippery
Icicle #007, Justice League Copsicles
Not a Nice Guy
Incredible Hulk #102, Mutations and
Monsters
Speed of a Charging Dreadnought
Iron Man #002, Avengers
Full Power
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Jean Grey #037, Mutations and Monsters
Telepathic Assault
Telepathic Empathy
The Joker #009, Justice League
Enbiggen
Unpredictable Omnipotence
Joker Makes the Rules
The Leader #044, Mutations and
Monsters Intellect
Minions of the Leader
Lex Luthor #008, Justice League Everything Has a Price
Ruthless
Lobo #051, Justice League Bounty Hunter
Nobody Rides This Hog But the Main Man! Maestro #060, Mutations and Monsters
Gamma-Saturated
Mandarin #061, Avengers
Left Hand of Mandarin
Right Hand of Mandarin
Mastermind #052, Mutations and
Monsters Chimera
Mind Games
Mento #005, Justice League
Mental Control
Merlyn #019, Justice League Assassin’s Training
Miek #016, Mutations and Monsters
Chemming
Mimic #021, Mutations and Monsters
Mimicry
Subsonic Speed
Molecule Man #043, Avengers
Molecular Destruction
Moon Knight #006, Avengers Multiple Personalities
Morph #020, Mutations and Monsters
Omnimorph
Mr. Mxyzptlk #041, Justice League
KLTPZYXM!
Object Animation
Oliver Queen #106, Justice League
Emerald Archer
Omega Red #038, Mutations and Monsters Leech
Parasite #017, Justice League
Attack Drain
Brain Drain
Defense Drain
Leech
Phantom Girl #005, Legion of Super Heroes
Disruption
Piledriver #013, Avengers Busting Heads
Power Ring #050, Justice League
Curse of Volthoom
Professor X #031, Mutations and Monsters Cerebro
Proteus #103, Mutations and Monsters
Morphable Reality
Mutant X
Omnimorph
Warp Reality
Quicksilver #058, Avengers Supersonic Speed
Rampaging Hulk #062, Mutations and
Monsters Smash!
Squash
Red Skull #032, Avengers Cosmic Cube
Saturn Girl #002, Legion of Super Heroes
Telepathic Coordination
Silver Surfer #100, Avengers
Cosmic Speed
Spider-Man #051, Avengers
Webbing
Spitfire #039, Avengers Flame Trail
Starfox #042, Avengers Influence
Storm #057, Mutations and Monsters
Goddess
Strong Guy #005, Mutations and
Monsters Bodyguard
Super Adaptoid #047, Mutations and
Monsters
Attack Drain
Defense Drain
Superman #046, Justice League Self Sacrifice
Taskmaster #029, Avengers
Photographic Reflexes
Punch Like Cap, Shoot Like Hawkeye
Time Trapper #056, Justice League Negate
Toro #021, Avengers
Firewall
Two-Gun Kid, #49, Avengers
Fanfire
Faster, Cyclone!
Unus the Untouchable #042, Mutations
and Monsters Bounce
Untouchable
Vision #027, Avengers Self-Programming
Warskrull #058, Mutations and Monsters Megamorph
Wiccan, #047, Avengers
Group Teleportation
Wonder Woman #059, Justice League Harmony and Charity
Lasso
Wrecker #048, Mutations and Monsters
Turnabout
X-23 #030, Mutations and Monsters
Programmed Assassin
Zzzax #025, Mutations and Monsters
Jolt
ABSORB ( ) When this character is adjacent to or occupies hindering, blocking,
or elevated terrain, it can use Invulnerability. When this character
can’t use Invulnerability, it can use Toughness.
AQUATIC REJUVENATION ( ) When this character occupies water terrain, it can use Close
Combat Expert and Regeneration.
ASSASSIN’S TRAINING ( ) This character can use Perplex, but can target only itself and
modify only its attack, damage, or range value.
ASSIMILATION ( ) 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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 62 -
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
BODYGUARD ( ) This character can use Defend and Toughness.
• 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 can’t make the
second attack.
• See also, Special Powers Q & A: Q012
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.
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
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.
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.
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.
CANARY CRY ( ) This character can use Energy Explosion and Incapacitate.
• See also, Special Powers Q & A: Q001
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 ( ) 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
CLOAK ( ) This character can use Leap/Climb and Stealth.
• See also, Special Powers Q & A: Q001
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 ( ) 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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 6: SPECIAL POWERS
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• See also, Special Powers Q & A: Q013, Q014
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 ( ) This character can use the Power Cosmic team ability.
COSMIC SPEED ( ) This character can use Hypersonic Speed, but only option 1 and
can make only ranged combat attacks when using the power.
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.
CUCKOO Esme Cuckoo is considered a Cuckoo for the purposes of the
Cuckoo’s Coordination and Hive Mind special powers.
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.
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.
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.
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
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.
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.
EMERALD ARCHER ( ) When this character makes a ranged combat attack, modify its
attack value by +2.
ENBIGGEN ( ) This character has the damage symbol.
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.
EVERYTHING HAS A PRICE ( ) 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 ( ) 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.
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 character’s 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.
FASTER, CYCLONE! ( ) When this character is not carrying another character, modify its
speed value by +2.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 64 -
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.
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.
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.
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.
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
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.
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 can’t make the second attack.
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
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.
GODDESS ( ) This character can use Energy Explosion, Force Blast, Quake, and
Smoke Cloud.
• See also, Special Powers Q & A: Q001
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.
GROWTH ( ) This character has the damage symbol.
HARMONY AND CHARITY ( ) This character can use Perplex, but it can target only itself.
HEADMISTRESS ( ) This character can use Leadership and Perplex.
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.
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.
HULK SMASH YOU ALL! ( ) This character can use the Masters of Evil team ability.
IN YOUR FACE ( ) This character can use Flurry. If both attacks using Flurry target a
single opposing character, modify this character’s damage value by
+1 for the second attack.
INFLUENCE ( ) This character can use Perplex, but it can’t target itself.
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.
JOLT ( ) This character can use Poison.
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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 6: SPECIAL POWERS
- 65 -
KLTPZYXM! ( ) 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.
LANTERN 796 ( ) This character can use Super Strength and Telekinesis.
LASSO ( ) 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.
LEECH ( ) This character can use Steal Energy.
LEFT HAND OF MANDARIN ( ) This character can use Energy Explosion, Incapacitate, and Mind
Control.
• See also, Special Powers Q & A: Q001
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.
MEGAMORPH ( ) This character can use Outwit and Shape Change.
MENTAL CONTROL ( ) This character can use Incapacitate.
MIMICRY ( ) This character can use Energy Explosion and Super Strength.
• See also, Special Powers Q & A: Q001
MIND GAMES ( ) This character can use Mind Control and Stealth. Modify this
character’s attack by +2 when it uses Incapacitate or Mind Control.
MIND OVER MATTER ( ) This character can use Barrier and Super Senses.
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.
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.
MOLECULAR CONTROL ( ) This character can use Phasing/Teleport, Plasticity, and Shape
Change.
MOLECULAR DESTRUCTION ( ) Once per this character’s 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.
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.
MUMMUDRAI ( ) This character can use Mastermind, Shape Change, and Willpower.
• 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 character’s speed value.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 66 -
MURDERWORLD ( ) This character can use Barrier (as if it had a range of 10) and
Mastermind.
MUTANT X ( ) This character can use Mind Control (as if it had a range value of
10), Phasing/Teleport, and Probability Control.
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 can’t 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
PARRY ( ) When his by a close combat attack, this character can use Super
Senses.
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 character’s printed combat value and the
replaced value, this character is dealt 1 unavoidable damage for
each 100 points (or fraction thereof) of the target’s point value.
POSSESSION ( ) 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
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.
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.
PROGRAMMED ASSASSIN ( ) This character can use Stealth. When it occupies hindering terrain
and makes a close combat attack, modify its attack value by +1.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 67 -
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
PSYCHIC COORDINATION ( ) This character can use Leadership and Perplex, but it can’t use
Perplex to modify its own combat values.
PSYCHIC POWERS ( ) This character can use Psychic Blast and Telekinesis.
• See also, Special Powers Q & A: Q001
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.
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.
RIGHT HAND OF MANDARIN ( ) This character can use Barrier, Force Blast, Quake, Smoke Cloud,
and Telekinesis.
• See also, Special Powers Q & A: Q001
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.
RUTHLESS ALLY ( ) Give this character a close combat or ranged combat action. Before
making the attack, you can modify this character’s damage value
by +1 if you deal 1 unavoidable damage to an adjacent friendly
character.
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.
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
SHARPSHOOTER ( ) Give this character a power action to make a ranged combat attack.
Modify its attack value by +2 for the attack.
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.
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.
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.
SMOKE ARROW ( ) This character can use Smoke Cloud.
SPEED FORCE ( ) This character can use Charge and Flurry.
• See also, Powers and Abilities Q & A: Q048
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.
STRATEGIC DATABASE ( ) This character can use Probability Control. Its powers can’t 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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 68 -
THE STRONG WILL SURVIVE ( ) This character can use Regeneration and Toughness.
• See also, Special Powers Q & A: Q001
SUBSONIC SPEED ( ) This character can use Charge and Running Shot.
SUPER SPEED ( ) This character can use Charge, Flurry, and Phasing/Teleport.
• See also, Powers and Abilities Q & A: Q048
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.
TACTICS ( ) This character can use Perplex, but it can only target itself and
modify one of its values by only +2 with each use.
TELEPATH ( ) This character can use Incapacitate and Psychic Blast.
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 can’t target itself. When this
character uses perplex to target friendly characters, it can target all
friendly characters with the or speed symbol within 10
squares to which it has a clear line of fire.
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.
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.
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.
TOUGHEST ONE THERE IS ( ) This character can use Impervious and Willpower.
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
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.
THE ULTIMATE MAN ( ) This character can use Perplex, but it can only target itself.
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.
UNSTOPPABLE ( ) This character can use Invulnerability. When you turn this
character’s combat dial as a result of it taking damage, stop turning
the dial when Unstoppable appears in the stat slot.
UNTOUCHABLE ( ) 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.
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
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 6: SPECIAL POWERS
- 69 -
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.
COMPREHENSIVE HEROCLIX RULES
www.supergene104.blogspot.com
SECTION 7: TEAM ABILITIES
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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 player’s 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 player’s 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 can’t have an action token placed on it by this team ability.
If an action token can’t be placed, this team ability can’t be used. This team ability can’t 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 character’s 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 character’s 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 can’t 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 member’s 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 player’s 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 player’s 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 target’s
combat values can’t be modified by powers or team abilities. This team ability can’t be used by wild
cards.
POLICE For each Police team member adjacent to a friendly character making a ranged combat attack,
modify the friendly character’s 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 can’t be
countered. This team ability can’t 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 can’t be
countered. This team ability can’t 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 attacker’s 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 player’s 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. character’s range.
• The S.H.I.E.L.D. character’s action is declared and activated at the start of the adjacent figures’
ranged combat attack, and concludes at the same time as the adjacent figure’s 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 can’t 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 can’t 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 Outwit—it 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 player’s 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 member’s 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 Point Value Clicks to Starting Position
Veteran 300 0
Experienced 200 3
Rookie 100 6
Advanced Sentinel Point Value Clicks to Starting Position
Omega-4 400 0
Beta-7 300 4
Alpha-3 150 8
Jean Grey Phoenix Point Value Clicks to Starting Position
Veteran 800 0
Experienced 600 3
Rookie 400 6
Dark Phoenix Point Value Clicks to Starting Position
Veteran 1000 0
Experienced 800 3
Rookie 600 6
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
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 character’s 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 player’s turn, remove all
action tokens from it.
Moving
• The colossal character must begin the game with its base completely
in its player’s 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 can’t
move through indoor blocking terrain. The colossal character
ignores the effects of hindering terrain, elevated terrain, and outdoor
blocking terrain on movement, though it can’t 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
by standard characters (characters with the damage symbol), but
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 doesn’t
have the Capture ability.
• See also, Additional Clarifications: Objects, Multiattack
• See also, Miscellaneous Q & A: Q006
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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 fight—or watch their world die.
• In this scenario, Galactus is a cosmically powerful character not
meant to be part of any player’s 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.
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
Galactus’s combat dials in this scenario. The number of combat
dials players choose to use determines Galactus’s 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 Type Number of Dials
600 Starving One (Starving only)
1,200 Hungry Two (Starving and Hungry only)
1,800 Mighty Three (Starving, Hungry, & Mighty)
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.
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 player’s build
total is a multiple of 100.
• 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 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 player’s turn, turn 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.
• When one of Galactus’s 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 player’s 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.
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.
Actions • Galactus is never given action tokens. All of Galactus’s actions
are free actions.
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Movement • Galactus does not move unless it is defeated, and then it leaves
the battlefield.
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 character’s defense value. You can divide
Galactus’s damage value any way you choose among the
successfully hit targets, but at least half of Galactus’s 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.
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.
• When Galactus is the target of Outwit or Perplex, roll one six-
sided die. On a result of 5 or 6, Galactus ignores that use of
Outwit or Perplex.
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 doesn’t 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 doesn’t 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.
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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.
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 Galactus’s
combat dials in a game. The number of combat dials players
choose to use determines Galactus’s 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 Type Number of Dials
600 Starving One (Starving only)
1,200 Hungry Two (Starving and Hungry only)
1,800 Mighty Three (Starving, Hungry, & Mighty)
Feats
• Feats cannot be assigned to Galactus.
Placing Characters • Galactus occupies 18 squares (a 3-square by 6-square area).
Galactus’s player’s 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 player’s starting area.
Actions • Galactus can be given one action during its player’s 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.
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.
• Galactus’s 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
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.
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.
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 • 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.
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 player’s 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.
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.
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.
Table 1: Galactus Power Levels Point Value Power Level Number of Dials 600 Starving One (Starving only)
1200 Hungry Two (Starving and Hungry only)
1800 Mighty 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.
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.
All build totals are only suggestions. The build total can be split
among players in any way, provided that each player’s 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.
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.
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 you’re 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.
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
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Galactus to be given a power action to use the Ultimate Nullifier. That
character’s controller rolls 2d6. If the result is 8-12, deal Galactus 1
penetrating damage for each 100 points (or fraction thereof) of the chosen
character’s 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.
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 planet’s inhabitants as the Eater of Worlds
himself.
If you’ve 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 can’t 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.
Table 2: Cosmic Engine Effects Roll Result Effect
2-5 No effect.
6-8 All damage dealt to characters 8 or fewer squares from this
Cosmic Engine this round is penetrating Damage.
9-10 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.
11-12 All characters 6 or fewer squares from the Cosmic Engine are
dealt 3 damage.
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.
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.
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 character’s 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 can’t 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.
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 can’t 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).
Winning the Game Galactus can’t 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.
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 dial’s starting position appears.
Ignore Galactus’ timer dial when he is part of a force.
Feats Feats can’t be assigned to Galactus.
Placement Galactus occupies 18 squares (a 6-square by a 3-square area). If
Galactus’ controller’s starting area is not large enough to contain
him, Galactus must be placed into the starting area before all of his
player’s other characters, and he must occupy as many squares in
the starting area as possible.
Actions Galactus can be given one action during his controller’s 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.
Moving Galactus moves using the standard flying rules. He can’t 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
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 can’t be carried.
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 can’t capture
or be captured.
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 can’t 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 can’t be increased.
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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 player’s 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.
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 Spectre’s combat dials in this
scenario. The number of combat dials players choose to use
determines The Spectre’s 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 dial’s starting position appears. Each dial is
labeled with one of the host names, indicated in Table 1, below.
Table 1: The Spectre—Power Levels in the Scenario Points Host Dials Maximum Angry Spirits
600 Hal Jordan 1 4
1,200 Jim Corrigan 2 6
1,800 Spirit of Vengeance 3 8
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
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 player’s 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 attack—but it has only one click
until all KOs appear—the “extra” 2 damage is not applied to The
Spectre’s Jim Corrigan dial.
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 Spectre’s fourth dial—the 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.
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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 Spectre’s 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
scenario’s 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.
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.
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 Spectre’s
powers and actions is made by the first player to take an action
during the scenario’s 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 character’s 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 Spectre’s damage value (rounded up) must be
dealt to the character that damaged it, if it is successfully hit.
• Ranged combat attacks. The Spectre’s 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 Spectre’s 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.
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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 Spectre’s 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 Dials • You do not have to use all The Spectre’s 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 dial’s starting position appears. You may not use The
Spectre’s Angry Spirit dial.
Table 2: The Spectre—Power Levels as Part of a Force Points Host Dials Team Ability
600 Hal Jordan 1
1,200 Jim Corrigan 2
1,800 Spirit of Vengeance 3
Feats • Feats cannot be assigned to The Spectre.
Placing The Spectre • The Spectre occupies 18 squares (a 6-square by 3-square area). If the
player’s 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 player’s 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.
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 Spectre’s 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.
• The Spectre may not be carried.
• See also, Additional Clarifications: Colossal Characters
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.
Team Ability • 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 Spectre’s 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.
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 Spectre’s combat values may not be increased by Perplex.
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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 player’s 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 player’s force; rather, Fin Fang Foom is a menace that
must be defeated using these scenario rules. If the players can’t 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.
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 Foom’s combat dials in
this scenario. The number of combat dials players choose to use
determines Fin Fang Foom’s 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 dial’s starting position
appears. Each dial is labeled with one of Fin Fang Foom’s power level
titles, as indicated in Table 1.
Table 1: Fin Fang Foom Power levels
Point Value Power Level Title Number of Dials
600 Lord Foom One
900 Fin Fang Foom Two
1,200 He Whose Limbs Three
Shatter Mountains
and Whose Back
Scrapes the Sun
Lord Foom (600 Points) Throughout most of ancient history, even the smallest part of Lord
Foom’s 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.
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 player’s 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 attack—but has only one click until all
KOs appear on the Fin Fang Foom dial—the “extra” 3 damage is not
applied to the Lord Foom dial.
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 player’s 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.
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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.
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.
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.
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 Foom’s 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 Foom’s 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 character’s 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.
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 Foom’s powers and
actions is made by the first player to take an action during the
scenario’s 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,
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 character’s 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 Foom’s damage value (rounded up) must be dealt to the
character that damaged him, if that character is successfully hit.
Ranged combat attacks. Fin Fang Foom’s 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 Foom’s 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 can’t 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 can’t 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.
Winning the Scenario Players can attack other players’ characters in addition to Fin Fang
Foom.
Fin Fang Foom can’t be knocked out. When Fin Fang Foom’s
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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 12: FIN FANG FOOM
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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.
The Dials You do not have to use all of Fin Fang Foom’s combat dials. The
number of combat dials the player of Fin Fang Foom chooses to
use determines Fin Fang Foom’s 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 dial’s starting
position appears.
Ignore Fin Fang Foom’s Rampage dial when he is part of a
force.
Feats Feats can’t be assigned to Fin Fang Foom.
Placement Fin Fang Foom occupies 18 squares (a 6-square by 3-square area).
If Fin Fang Foom’s player’s starting area is not large enough to
contain him, Fin Fang Foom must be placed into the starting area
before all of his player’s other characters, and he must occupy as
many squares in the starting area as possible.
Actions Fin Fang Foom can be given only one action during his player’s
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.
Movement Fin Fang Foom moves using the standard flying rules. He can’t
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 Foom’s 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
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 can’t be carried.
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
can’t capture or be captured.
Team Ability Fin Fang Foom possesses no team ability when played as part of a
force.
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 can’t 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 can’t be increased.
COMPREHENSIVE HEROCLIX RULES
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SECTION 13: STARRO
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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 Starro’s 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.
Table 1: Starro Power Levels Point Value Power Level Starting Line 600 Invader Yellow
800 Dominator Blue
1,000 Conqueror Red
Feats Feats can’t be assigned to Starro.
Placement Starro occupies 4 squares (a 2-square by 2-square area). Starro’s entire base
must be placed into the starting area at the beginning of the game.
Actions Starro can be given only one action during its controller’s 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.
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 can’t end a move action with its base both on and off of
elevated terrain.
Starro’s 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.
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 can’t be knocked back. Starro can’t capture or be captured.
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 can’t 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.
Starro’s combat values can’t be increased by other characters.
Special Powers and Abilities Starro has two special abilities, Multiattack and Fragmentation, and two
special powers, Domination and Alien Starfish.
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
Starro’s 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.
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.
Special Power: Domination Starro can use Mind Control. When using Mind Control to attack a target,
modify Starro’s 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
doesn’t 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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 14: SPECIAL OBJECTS
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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 Baffler’s area of effect and must be
dropped at that point.
• A character gains Earthbound as soon as it enters into the Aerial Baffler’s 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 character’s 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 attacker’s 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 can’t 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.
ELEHA’AL 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.
COMPREHENSIVE HEROCLIX RULES
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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 player’s 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 character’s 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
COMPREHENSIVE HEROCLIX RULES
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SECTION 14: SPECIAL OBJECTS
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MAILBOX: (LIGHT) Continual. Increase the attacker’s 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 character’s 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 attacker’s
unmodified damage value for the attack. The damage dealt can’t otherwise be modified.
• Meteorite is subject to the Rule of 3. A die roll of 6 will add 3 (and not 4) to the attacker’s
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
character’s 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
COMPREHENSIVE HEROCLIX RULES
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SHIELD DISRUPTOR: (LIGHT) Damage dealt to characters 4 or fewer squares from this object can’t
be reduced.
SODA MACHINE: (HEAVY) Continual. Increase the attacker’s 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 can’t 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).
COMPREHENSIVE HEROCLIX RULES
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SECTION 15: BATTLEFIELD CONDITIONS
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15. BATTLEFIELD CONDITIONS
ALPHA STRIKE: Before the beginning of each player’s 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 player’s force until that force defeats an opposing archenemy. That player’s 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 game’s 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
COMPREHENSIVE HEROCLIX RULES
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SECTION 15: BATTLEFIELD CONDITIONS
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CRITICAL STRIKE: At the beginning of each of the first player’s 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 player’s 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 player’s
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 can’t 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 player’s 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 player’s 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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 15: BATTLEFIELD CONDITIONS
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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 can’t be replaced by higher values.
• See also, Battlefield Conditions Q & A: Q033
KRAKOA THE LIVING ISLAND: Once at the end of each player’s 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 can’t 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.
COMPREHENSIVE HEROCLIX RULES
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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 player’s 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 can’t 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 player’s 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 can’t be carried. Characters with Telekinesis can’t 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 can’t 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.
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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SECTION 16: FEATS
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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 character’s 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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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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
COMPREHENSIVE HEROCLIX RULES
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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 can’t be used by other characters to counter the character’s 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 character’s 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
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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 Oracle’s dial to any
click. The Agent given the action may use any power showing on Oracle’s dial until any Agent with zero or one action token is given a
power action to turn Oracle’s 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 character’s
attack value by +2.
COMPREHENSIVE HEROCLIX RULES
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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 game’s 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 Ra’s 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 player’s 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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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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 game’s 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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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.
COMPREHENSIVE HEROCLIX RULES
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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 character’s power or
ability, you and the opposing character’s 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 character’s 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
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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 player’s 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 can’t 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 can’t be used by wild cards.
• See also, Feats Q & A: Q053
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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 controller’s next turn.
TACTICS (20 points) PREREQUISITE: Leadership and any team symbol
Choose a character.
When the character uses Leadership, on a result of 3–6 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.
COMPREHENSIVE HEROCLIX RULES
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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 character’s 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
COMPREHENSIVE HEROCLIX RULES
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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
can’t 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 character’s archenemy is not an opposing figure, choose a target opposing figure with point
value greater than the character’s point value. The target is the character’s archenemy and the character is the target’s 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 target’s 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 can’t 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 can’t 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 can’t 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 A B C D E F G H I J K L
(LIGHT BLUE) X X X X
(RED) 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 player’s 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 player’s 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 can’t 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 don’t count toward their controller’s available actions for the turn.
Breakout! (Orange) All captives are immediately released.
Detente (Black) At the beginning of each player’s turn, he or she rolls 2d6. On a result of 10-12, the game ends immediately.
EVOLUTIONARY WAR A B C D E F G H I J K L
(BLACK) X X X X X
(BLUE) X X X X
(RED) 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
opponent’s starting area and heal it of 2 damage.
Genesis Chamber (Red) Once at the beginning of each player’s 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 A B C D E F G H I J K L
(BLACK) X X X X X X X X
(RED) X X X X X
(LIGHT BLUE) 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 player’s 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
can’t 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 A B C D E F G H I J K L M N O P Q R S T U V W X
(BLACK) X X X X X X
(LIGHT BLUE) X X X X X
(RED) X X X X X X X X
(ORANGE) X X X X X X X
(YELLOW) X X X X X X X X X X X X X X X
(BLUE) X X X X X X X X X
(GREEN) X X X X X X X
(GRAY) X X X X X
(BROWN) 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 game’s 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 can’t use or doesn’t 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 player’s 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 player’s 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 controller’s turn, it must be given an action that turn.
Possessed by the Spikes (Green) Once during each player’s 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
(RED) X X X X X X X X
(YELLOW) X X X X X
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 can’t be placed.
A square occupied by a Time Bomb is considered to be hindering terrain. A Time Bomb can’t 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.
Can’t 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 15-
17, turn back this Time Bomb once.
Detonation! (Yellow) At the beginning of each player’s 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 A B C D E F G H I J K L
(LIGHT BLUE) X X X X X X X X
(RED) X X X X X X X X
(BLACK) X 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 can’t 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 can’t leave the Ring, and treats the edges of the Ring as if they are walls that can’t be destroyed. When a
player’s 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 isn’t 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 player’s 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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SECTION 18: MAP CLARIFICATIONS
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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.
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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 character’s 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.
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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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SECTION 19: ADDITIONAL CLARIFICATIONS
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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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SECTION 19: ADDITIONAL CLARIFICATIONS
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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 doesn’t, 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.
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SECTION 19: ADDITIONAL CLARIFICATIONS
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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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SECTION 20: FREQUENTLY ASKED QUESTIONS
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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 can’t 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, here’s 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 character’s 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 opponent’s 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 player’s 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 don’t want to use, like Energy Explosion? I
attacked a figure for 4 damage, and they told me that since I didn’t 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 don’t 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 didn’t 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 Oracle’s dial?
A: No. Turning Oracle’s 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 doesn’t
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 character’s 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 can’t 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 character’s 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 player’s
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. Let’s 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 Mercenary’s 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 Mercenary’s 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 KO’d 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 opponent’s) that has tokens on it, what happens to those tokens?
A: Though a target feat is ignored (treated as if it didn’t 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 Spectre’s 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: I’ve 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 character’s 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 character’s 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 doesn’t 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 character’s 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 character’s range. When Darkness or Deep Shadows is in
play, the character’s 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 player’s
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 player’s 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 player’s 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 player’s
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 team’s characters would not suffer a penalty when using Charge, Running Shot or Hypersonic Speed. When an ignoring
team’s 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. Non-
ignoring player’s characters would still be under the Isolation restriction.
Q034: How does Mistrust get ignored by a themed team?
A: The ignoring team’s 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 player’s figures are adjacent to an object. If the roll is a 5 or a 6, none of the ignoring team’s 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 team’s 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 player’s team would not suffer any penalty if they make the first attack. What’s 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 don’t 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
isn’t 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 doesn’t 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 I’m 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 isn’t 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 Turret’s 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 Meteorite’s 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 opponent’s 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, you’d 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.
1.0 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.
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) Opponent’s win-loss record 3) Opponent’s total victory points
Tie-breakers 1 and 2 may be switched at the Judge’s 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
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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 Judge’s 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 type—for 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 person’s 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 Collector’s 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 WizKids-Sanctioned events. Battlefield Condition cards are optional for
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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 player’s “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 opponent’s 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.
3.0 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.
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 events—a 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 tournament-legal 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
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tournaments are not subject to the requirements that govern the use of Battlefield Conditions in constructed events—a 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.
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
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 player’s 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.
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.
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 event’s 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 event’s 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),
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 Swiss-style 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 event—the 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
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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 non-Qualifier players will be allowed to participate until 64 players are seated.
3) 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 day’s 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 event—the specific prizes listed below are guidelines and are subject to change with or without notice):
• Grand Prize: Champion’s 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.
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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)
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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
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
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)
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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)
COMPREHENSIVE HEROCLIX RULES
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23232323. L. L. L. LINE OF FIREINE OF FIREINE OF FIREINE OF FIRE
COMPREHENSIVE HEROCLIX RULES
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COMPREHENSIVE HEROCLIX RULES
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