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COMPREHENSIVE HEROCLIX RULES www.supergene104.blogspot.com - 1 - TABLE OF CONTENTS TABLE OF CONTENTS TABLE OF CONTENTS TABLE OF CONTENTS 1. Rulebook ..............................................................................2 2. Glossary .............................................................................22 3. Character Corrections ........................................................25 4. Keywords ...........................................................................27 5. Super Powers .....................................................................50 6. Special Powers ...................................................................60 7. Team Abilities....................................................................70 8. Colossal Characters ............................................................79 9. Galactus..............................................................................80 10. Galactus, Eater of Worlds ..................................................83 11. The Spectre ........................................................................86 12. Fin Fang Foom ...................................................................90 13. Starro ..................................................................................94 14. Special Objects...................................................................95 15. Battlefield Conditions ........................................................99 16. Feat Cards ........................................................................104 17. Event Dials .......................................................................120 18. Map Clarifications ...........................................................125 19. Additional Clarifications..................................................129 20. Frequently Asked Questions ............................................132 21. Comprehensive Tournament Rules ..................................151 22. Retired Figures & Cards ..................................................157 23. Line of Fire ......................................................................160 ABOUT THIS DOCUMENT ABOUT THIS DOCUMENT ABOUT THIS DOCUMENT ABOUT THIS DOCUMENT This document was updated on 2/13/2008. This document is a compilation of all the official HeroClix rules documents and two additional non-official sections: Retired Characters & Cards (section 22) and Line of Fire (section 23). All official errata are integrated within the text of this document. The rules for Sentinel, Sinestro, Phoenix, and their variants are consolidated in the Colossal Character Rules (section 8). Clarifications are listed as bullet points beneath the sections of this document they refer to. Blue bullet points reference FAQs and clarifications related to the topics they are found beneath. THIS IS NOT AN OFFICIAL DOCUMENT. This document is not endorsed by WizKids and only serves as a reference to the official rules. The official rules serve as the ultimate source if there are any inaccuracies in this document. To access the official rules documents, visit http://www.wizkidsgames.com/rules.asp .

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Page 1: Comprehensive Heroclix Rules

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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SECTION 2: GLOSSARY

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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.

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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.

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SECTION 2: GLOSSARY

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round: All players taking a single turn.

scenario: Special rules for a particular HeroClix game, as agreed

upon by all players before the game begins.

set symbol: An icon on a 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.

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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.

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SECTION 3: CHARACTER CORRECTIONS

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Sam Guthrie #203, Armor Wars

This character should have the Transporter Wing symbol instead of

the Wing symbol.

Shiro Yoshida #208, Armor Wars

This character should not have Battle Fury on his final click.

DC Giants 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.

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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

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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.

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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

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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

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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

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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

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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

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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

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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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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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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

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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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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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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

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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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SECTION 6: SPECIAL POWERS

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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.

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ATTACK DRAIN ( ) Give this character a power action. As a free action it can use any

standard or named attack power possessed by an opposing

character 4 or fewer squares away to which it has a clear line of

fire; it has a range value of 6 for purposes of using the attack

power. This character can use the power until it loses Attack Drain,

Attack Drain is countered, or it uses Attack Drain to use a different

power. After the resolution of an action in which this character

uses a power via Attack Drain, roll 2d6. On a result of 2-5, deal

this character 1 penetrating damage.

• See also, Special Powers Q & A: Q011

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.

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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.

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FIREWALL ( ) This character can use Smoke Cloud. If all four hindering terrain

markers placed by this character using Smoke Cloud are placed

adjacent to an opposing character, deal that character 1 damage.

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.

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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.

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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.

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PSIONIC POWER ( ) This character can use Incapacitate, Mind Control, and Psychic

Blast. When this character would take pushing damage, roll a d6.

On a result of 4-6, it does not take pushing damage instead.

• See also, Special Powers Q & A: Q001

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.

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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

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WEAPONS AS BIG AS THE FIGHT ( ) This character can use Energy Explosion and Super Strength.

• See also, Special Powers Q & A: Q001

WEBBING ( ) This character can use Incapacitate, but if the attack succeeds

against a target with zero action tokens, give the target two action

tokens instead of one.

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7. TEAM ABILITIES

2000 AD At any time during the game, you may declare an opposing team or character as your target.

Once the character or team is chosen, it may not be changed. All 2000 AD team members increase their

attack value by 1 when attacking the chosen team or character.

• Designating a single character for this team ability means the 2000 AD team ability applies only to

that single character, even if more than one of that character is in play.

ARACHNOS When this character takes damage from an attack, the attacker takes 1 damage. This

damage is not an attack.

• If an Arachnos team member somehow deals damage to itself with its own attack (such as an

Energy Explosion), and does not choose cancel the team ability, the character would retaliate

against itself.

• See also, Powers and Abilities Q & A: Q019, Q020, Q021, Q047

AVENGERS When you give an Avengers team member a move action, it does not count toward your

available actions for the turn.

• If this character is given a move action and fails a break away roll, the Avengers ability may be

used so that action does not count towards the 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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SECTION 10: GALACTUS, EATER OF WORLDS

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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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SECTION 11: THE SPECTRE

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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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SECTION 11: THE SPECTRE

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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.

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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.

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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.

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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.

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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

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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

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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).

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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

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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.

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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.

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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.

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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.

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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.

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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.

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• See also, Feats Q & A: Q047

ENDURANCE (5 points)

PREREQUISITES: and

Choose a character.

When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance

token on this card. If there are endurance tokens on this card when the character is given a non-free action, after the action resolves, roll a

d6. On a result of a 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove

all tokens from this card.

• One endurance token is placed on the card for each pushing damage dealt to the character.

ENTANGLE (8 points) PREREQUISITE: Plasticity

Choose a character.

Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack.

On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another

action or make another attack that turn.

• See also, Feats Q & A: Q039, Q040, Q041, Q048, Q049

ENTRENCH (5 points) PREREQUISITE: Defend or Enhancement

Choose a character.

Friendly characters adjacent to the character ignore knock back and critical hits.

• See also, Feats Q & A: Q050

EXTENDED RANGE (10 points) PREREQUISITE: Range greater than 0 and less than 9

Choose a character.

Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up

to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other

modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target.

• See also, Feats Q & A: Q016, Q017, Q018, Q019, Q020, Q021

FALL BACK (5 points) PREREQUISITES: Combat Reflexes, Super Senses, or Phasing/Teleport

Choose a character.

When the character makes a close combat attack that would knock back a single target opposing character, the character can choose not

to knock back the target. Instead after the attack is resolved move the character directly away from the target 1 square (the character breaks

away automatically) for each 1 damage taken by the target.

FANTASTIC FOUR (0 points) PREREQUISITE: Fantastic Four team ability

All friendly characters with the Fantastic Four team ability have the following team ability instead of the Fantastic Four team ability:

Any member of this team may replace its defense value with the unmodified defense value of any other member.

• See also, Feats Q & A: Q006, Q011, Q032, Q034, Q053

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FASTBALL SPECIAL (12 points) +2 see text / +1 see text PREREQUISITES: Chosen characters must have the same team ability printed on their bases; see feat text

Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game.

Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character

must be a character without Flight, have Toughness and may not have a damage value higher than 3. The first character makes a ranged

combat attack against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which the

first character has a clear line of fire. If the attack succeeds, the second character deals the damage. Remove this Fastball Special from the

game after the attack resolves.

• A figure that is carrying an object cannot be “thrown” as part of the Fastball Special.

• See also, Additional Clarifications: Giant Characters

• See also, Battlefield Conditions Q & A: Q002

FLASHBANG (5 points) PREREQUISITE: Smoke Cloud

Choose a character.

(optional) When the character is given a move action, move it up to half its speed value. It may use Smoke Cloud as a free action either

before or after the move action.

FORCE FIELD (10 points) PREREQUISITE: Barrier, Defend, Energy Shield/Deflection, or Telekinesis

Choose a character without a power that reduces damage.

The character gains Toughness.

• The character that meets the prerequisites and is assigned the feat is the one that gains Toughness.

• The Toughness that Force Field grants cannot be used to meet the prerequisite for another feat when the force is constructed.

• See also, Powers and Abilities Q & A: Q003, Q004, Q011, Q018

• See also, Feats Q & A: Q008

• See also, Battlefield Conditions Q & A: Q005

• See also, Miscellaneous Q & A: Q016

FORTITUDE (25 points)

PREREQUISITE:

Choose a character.

The character ignores other characters’ Exploit Weakness. Outwit 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

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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.

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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.

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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.

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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.

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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

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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

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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.

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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

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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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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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19. ADDITIONAL CLARIFICATIONS

3D Objects

• 3D objects are legal unless otherwise specified by the Judge running the event.

• The 3D objects from the Adventure Kits (Bookcase, Computer, Crate, Dumpster, Light Post, Mailbox, Office

Desk, and Soda Machine) should have the special object “gear” symbol.

Archenemies

• If two characters have the same name, they are not arch-enemies, even if they have arch-enemy bases (an outer

ring color other than black).

Battlefield Conditions

• Battlefield Condition cards are considered “unique by name”. If Battlefield Condition cards with the same name

appear in multiple sets, a player may only use one copy of any named card in his hand during a tournament (see

also the HeroClix Comprehensive Tournament Rules).

• Any Battlefield Condition cards that are published with the same name as a previous one override all of the text

on the previously published card.

Break Away

• A character cannot pick up an object if it fails to break away. If the character used a move action to attempt to

break away and failed, and has a team ability that allows it to make a move action without using one of its

allotment of actions for the turn, then the break away attempt does not count towards its allotment of actions.

Colossal Characters

• Colossal characters require a doorway at least as wide as the base of the figure in order to pass through it.

• All Colossal characters whose special rules indicate they possess the Capture or Multiattack ability use the

ability as explained in the rulebook.

Compatibility

• All HeroClix game lines are compatible with all other HeroClix game lines. HeroClix is a single game system

with a single set of rules.

Double-Base Characters

• If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, it is

starting its movement in hindering terrain regardless of which end the movement is lead with.

• If a double-base character has half of its base in hindering terrain and half of its base in clear terrain, only the

half that is in hindering terrain would gain any benefits of hindering terrain when a line of fire is being drawn to

the double-base character.

Feats

• Characters that are removed from the battle map and placed on feat cards are not affected by Battlefield

Conditions.

• Any Feat cards that are published with the same name as a previous one override all of the text on the

previously published card.

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Giant Characters

• If the giant character is soaring and the other standard character is not, then the two characters are not adjacent.

• A giant character must be one square away from blocking terrain to destroy it.

• A giant character with Super Strength must be one square away from an object to pick it up.

• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the

giant character must be in an adjacent square (i.e. right next to) to the other character in order for either

character to use those powers.

• Powers that deal with close combat attacks or movement (Quake, Plasticity, etc) can be used by giant characters

up to two squares away.

Multiattack

• The Capture ability may not be used via the free action granted by Multiattack.

Objects

• If a character holding an object is captured, the character drops the object in the square in which it was captured.

• It is possible for objects to exist on top of other objects. The objects remain separate objects.

Special Objects

• Soaring characters are affected by the properties of Special Objects up to the objects full area of effect.

• Blocking terrain, walls, or character bases do not block the area of effect of a Special Object but will block line

of fire to and from a Special Object per the standard line of fire rules.

• See also, Miscellaneous Q & A: Q007

Ties

• In rare cases, a match results in a tie. Determine the winner by rolling one six-sided die; the player who rolls the

highest, wins.

Terrain

• Terrain in a square remains the same type through an action; if it suddenly changes (such as becoming hindering

terrain halfway through a Hypersonic Speed action), it is still considered of the original type until the character

moves out of it or the action ends.

• If one type of terrain exists behind other types of terrain, each terrain type must be destroyed separately (see

“Walls”).

• If the line of fire between two characters in continuous hindering terrain never crosses a boundary line of

hindering terrain, the hindering terrain modifier still applies.

• Two squares of diagonally adjacent terrain that are not the same type (such as a square of hindering and a

square of blocking) are clear for movement purposes.

Walls

• All walls are assumed to stop exactly at the edges of squares. Even if it looks like a wall “sticks out” into a

doorway, it 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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Wild Card Team Abilities

• A character must posses a team ability in order for a wild card to use it. Wild cards do not possess the team

abilities that they are using. Therefore, a wild card could not use a team ability that another wild card is using if

they can only get the team ability from that wild card.

• When members of a team are assigned a feat card that grants them a team ability (such as Alpha Flight or The

Society), a wild card using the team ability possessed by those characters uses the team ability described on the

feat card, not the standard team ability described in the Team Abilities section of this document.

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20. FREQUENTLY ASKED QUESTIONS

SECTION 1: Powers and Abilities Q & A

Q001: Can I use (fill in the blank) with (fill in the blank)?

A: Easily the most common question to come up in the game. If a power grants a follow-up of some kind, it always words it in a way so

that you know what it is granting. Charge, for example, grants a close combat action as a free action. Therefore, anything that requires a

close combat action to activate can be used. Powers that have different means of activation (e.g., Power actions) would not be activated in

this way.

Some powers do not require an action be given to activate it (such as Blades/Claws/Fangs) but occur whenever such an action has been

given to the character. These can activate when the follow up action is of the type required to activate the power.

Q002: My character has a power on his dial but it does not appear on the character card – does he have this power from the PAC or not?

A: Whenever this happens, you can assume that the character does have the power on the dial. If it ever occurs that it should not be like

that, there will be errata issued to that effect.

Q003: Do damage reducing powers (Impervious, Invulnerability, and Toughness) reduce the damage from Poison?

A: Yes. Poison deals damage and damage reducing powers reduce damage dealt.

Q004: Can damage reducing powers be Outwitted before Poison takes effect?

A: Yes. Poison takes place at the beginning of the turn and Outwit can be used anytime during the turn, including at the beginning. It is up

to the controlling player to choose the sequence of actions that occur at the beginning of the turn. Therefore, the controlling player could

choose to use Outwit before using Poison.

Q005: Can a character use Outwit on an opposing character that is in hindering terrain and using Stealth when the two characters are

adjacent?

A: No. Outwit requires a line of fire to be drawn from the character with Outwit to the target opposing character. Stealth prevents a line of

fire from being drawn, even when the characters are adjacent.

Q006: Can a character that has flight use the Hypersonic Speed option 1 (or a transporter use the move and attack ability) and carry

another friendly character? Can that friendly character use any of its powers or abilities (such as Enhancement or Probability Control)?

A: Yes, the character with flight and Hypersonic Speed or a transporter using the move and attack ability can carry a character with them

while attacking. However, that character is carried through the entire movement and is not set down until the action is complete. Since the

character being carried is “off the board” for the entire movement, the character being carried would not be able to use any powers,

abilities, or feats during the Hypersonic or move and attack action.

Q007: Does a character with the Kingdom Come or Hypertime team ability have to roll as it becomes adjacent to an opposing character

with the Kingdom Come or Hypertime team ability?

A: No. Kingdom Come and Hypertime characters ignore the team ability on other Kingdome Come and Hypertime characters.

Q008: Can a non-flying character that has a wild card team ability use the Green Lantern team ability and carry up to 8 characters? What

about if the character were using the Passenger feat card? What about a transporter (and could it carry up to 12 characters)?

A: Flight is a requirement to carrying characters. A non-flier could not use the Green Lantern team ability to carry characters. The

Passenger feat card is an exception to the general rule of needing flight to carry characters, but the Passenger feat card specifies that the

character using the feat may only carry a single character. A transporter that has or uses the Green Lantern team ability could carry up to 8

characters (the maximum limit set by the team ability itself).

Q009: Can a character with the Green Lantern Corps team ability carry fliers? Can a character use a nonfree action after being carried by a

character with the Green Lantern team ability?

A: No. The only difference between a Green Lantern Corps member and another character is the number of figures that character can

carry. All other rules for carrying characters apply as normal.

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Q010: Can a character with Mastermind split any damage that it is dealt to more than one adjacent character? What if the damage dealt to

the adjacent character is more than enough to cause it to be knocked out? Does the character with Mastermind take the remainder of the

damage?

A: A character with Mastermind transfers all the damage to a single adjacent friendly character and may not divide the damage between

characters. All damage is transferred with Mastermind, even if it is more than enough to KO the adjacent character. The character with

Mastermind would take no remaining damage.

Q011: How is damage and splash damage applied with an Energy Explosion attack? If a character with Toughness were hit by both an

attack and splash damage from and adjacent character, would the Toughness first reduce the damage from the attack and then reduce the

damage from the splash?

A: All damage is dealt at once. If a character were hit by both an Energy Explosion attack and splash damage, then that character would be

dealt 2 damage. If the character had Toughness it would be dealt 2 damage minus 1 for the Toughness for a total of 1 damage.

Q012: If a character is Mind Controlled, can it use a free action (such as Outwit) and be given a non-free action (such as an attack)?

A: No. Mind Control allows the Mind-Controlled character to take an action as a free action. If the character used Outwit, Perplex, or some

other free action, that action would be the one action allowed for by the effects of Mind Control.

Q013: Can a character with two action tokens on it be Mind Controlled? If the character has one action token on it and is Mind Controlled,

does it take push damage?

A: A character can be Mind Controlled even if it has two action tokens assigned to it already. A character that is Mind Controlled is given

a free action. Since no action token is assigned to the character, there is no push when a Mind Controlled character makes its action.

Q014: After using Perplex or Outwit does a character need to maintain the line of fire in order for the power to stay in effect?

A: No. The character only needs a line of fire for the initial action of using Perplex or Outwit. Line of fire does not need to be maintained

in order to maintain the effects of Outwit or Perplex.

Q015: Can a character take a non-free action after being moved with Telekinesis?

A: Yes. Characters moved by the TK power do not have the same restrictions as those carried by other characters.

Q016: Can you destroy Barrier tokens? And if so, what happens to the tokens?

A: Yes. Barrier tokens can be destroyed as per the normal rules for destroying blocking terrain. A piece of destroyed Barrier leaves a

debris token in the space formerly occupied by the Barrier token. The debris token is removed at the same time the effect of Barrier ends.

Q017: When damage from an attack that produces knockback is Masterminded off to another character, does the original target suffer

knockback?

A: No. Knockback is transferred along with the damage from the attack, and the character is knocked back as if it were hit by the original

attack. The character suffering knockback is moved away from the character that made the attack.

Q018: If a character transfers damage with the Mastermind power, can the character receiving the damage use Toughness, Invulnerability,

or Impervious? Can the character receiving damage roll Super Senses to avoid the attack?

A: The character receiving the damage can use its damage reducing powers. Mastermind states that it “deals damage to that target instead”.

All 3 of the damage reducing powers are activated anytime damage is dealt, so Mastermind will activate these powers. Super Senses

cannot be rolled. Super Senses requires the character to be hit by an attack and Mastermind is not an attack. Similarly, the properties of the

damage being redirected through Mastermind remain the same. For example, penetrating damage would still be penetrating and damage

reducers would not work on it.

Q019: Can damage from the Mystics/CrossGen/Arachnos team abilities be transferred with Mastermind?

A: No. Mystics/CrossGen/Archnos TAs state that the attacking character takes 1 click of damage. Mastermind only works when the

character is dealt damage. The glossary in the rulebook has definitions for both damage dealt and damage taken.

Q020: Will the damage from the Mystics/CrossGen/Arachnos trigger retaliation from another Mystics/CrossGen/Arachnos?

A: No. Those team abilities require a successful attack to trigger the team ability. Damage taken from Mystics/CrossGen/Arachnos is not

an attack.

Q021: If an attack KOs a character with the Mystics/CrossGen/Arachnos team ability, does that character still retaliate with its team

ability?

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A: Yes. Even if the character is KOd, the team ability is still triggered because the character was hit by an attack and damage was dealt to

the character.

Q022: Can the JLA (and Avengers / Brotherhood / Top Cow) team ability be used with Hypersonic Speed (option 1) or the transporter

move and attack ability?

A: Those team abilities work anytime you give a character a move action. HSS (option 1) is a power action, so they will not work with

HSS (option 1). The transporter move and attack ability is a move action, so they will work with the transporter move and attack ability.

The result of this combination is that the character is able to use the transporter move and attack option and not use one of you actions

from your allotment of actions.

Q023: Can a character with the Avengers/Brotherhood/JLA/Top Cow team abilities use a ‘free move’ action after being carried?

A: Move actions using these team abilities are not considered free actions. Although they do not count against your total actions for the

turn, they are still defined as move actions and generate an action token, and so are not free actions. Since they are not free actions, you

cannot use a move action after being carried.

Q024: The Power Cosmic team ability says that powers 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 [email protected].

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 [email protected].

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)

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23232323. L. L. L. LINE OF FIREINE OF FIREINE OF FIREINE OF FIRE

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