Heroclix Powers
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Speed
Standard speed symbol.
A character with the boot speed symbol pr inted in reverse is a transporter
and possesses the Car ry ability and the Move and Attack ability.
A character with the wing speed symbol is a flier and possesses the Fl ight
ability and Carry ability.
A character with the wing symbol printed in reverse is a transporter and a flier,
and possesses the Flight ability, the Carry ability, and the Move and Attack ability.
A character with the dolphin speed symbol is a swimmer and possesses the
Swim ability.
A character with the dolphin speed symbol pr inted in reverse is a transporter
and a swimmer, and possesses the Swim ability, the Carry ability, and the Move
and Attack ability.
Flurry
FLURRY
Give this character a close combat action. After the close combat
attack resolves, it may make a second close combat attack as a free action. If this
character loses Flurry before it makes the second attack, it can’t make the second
attack.
Leap/Climb
LEAP/CLIMB
Give this character a move action and move it up to its
speed value. It automatically breaks away, may move through squares adjacent
to and occupied by opposing figures, and ignores the effects of hindering terrain,
elevated terrain, and outdoor blocking terrain on movement. When you give this
character a close combat action, it may target a character regardless of the target’s
elevation.
Phasing/Teleport
PHASING/TELEPORT
Give this character a move action and move it up
to its speed value. It ignores the effects of characters and terrain on movement.
Earthbound/Neutralized
EARTHBOUND/NEUTRALIZED
This character can’t use combat abilities
and possesses , , , instead of its combat symbols. This power can’t be
countered or ignored.
Charge
CHARGE
Give this character a power action; halve its speed value for the action.
Move this character up to its speed value and then it may be given a close combat
action as a free action. A character using this power ignores knock back.
Mind Control
MIND CONTROL
Give this character a power action; it makes a close combat or
ranged combat attack (minimum range value 4) as a free action that deals no damage.
A successfully hit target becomes friendly to your force. Each target hit may be assigned one action as a free action, immediately after which the target becomes an opposing
character again. Deal this character 1 unavoidable damage for each 100 points of the
successfully hit targets’ combined point value.
Plasticity
PLASTICITY
This character adds 2 to its d6 roll when breaking away. Opposing
characters subtract 2 from their d6 roll when breaking away from this character.
Force Blast
FORCE BLAST
Give this character a power action and roll a d6; a single adjacent
opposing character is knocked back from this character a number of squares equal to
the result.
Hypersonic Speed
HYPERSONIC SPEED
Give this character a power action and move it up to
its speed value. It automatically breaks away and can move through squares adjacent to
opposing characters. During its move, this character may as a free action make one close
combat or 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.
Stealth
STEALTH
When it is not your turn, hindered lines of fire drawn to this character
are blocked.
Running Shot
RUNNING SHOT
Give this character a power action; halve its speed value for
the action. Move this character up to its speed value and it may be given a ranged
combat action as a free action.
Special Power
SPECIAL POWER
This character has a special speed power. See this
character’s character card for more information.
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Attack
Standard Attack Symbol
A character with the duo attack symbol possesses the Duo Attack ability.
A character with the sharpshooter symbol possesses the Sharpshooter ability.
Blades/Claws/Fangs
BLADES/CLAWS/FANGS
When this character is given a close combat action, you
may roll a d6 after making a successful attack roll. The result replaces this character’s
damage value, then that damage value is locked.
Energy Explosion
ENERGY EXPLOSION
Give this character a ranged combat action to make
an attack that deals no damage. For each target character successfully hit, all
adjacent characters are attacked as well. Each character hit is dealt damage equal
to the number of times it was hit by this attack (characters adjacent to multiple
targets might be hit more than once). Critical hits deal 1 additional damage to all
characters hit.
Pulse Wave
PULSE WAVE Give this character a ranged combat action; halve its range value until
the action has been resolved. Draw lines of fire to all characters within range in every
direction; these lines of fire are only blocked by walls, blocking and elevated terrain. All
game effects possessed or used by other characters with a line of fire drawn to them
are ignored until the action has been resolved. At least one opposing character must
have a line of fire drawn to it to activate this power. If ignoring a game effect would
cause a character with a line of fire drawn to it to no longer have a line of fire drawn
to it, then it is not ignored. If lines of fire can be drawn to two or more characters, this
character’s damage value becomes 1 and is locked. Make a single ranged combat attack
(even if this character is adjacent to an opposing character) and compare the attack
total to the defense value of all other characters with a line of fire drawn to it; each
character hit is dealt damage.
Quake
QUAKE
Give this character a close combat action; this character’s damage value
becomes 2 and is locked. Make a close combat attack that targets all opposing characters
this character can attack with a close combat attack. Each character that takes damage
from this attack is knocked back.
Super Strength
SUPER STRENGTH
When this character moves due to its own action, it may pick
up an object and hold it. The object must be either in a square the char acter occupies
or in an adjacent square. If this power is lost or countered while this char acter is
holding an object, immediately put the object in the square this char acter occupies.
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.
Incapaciate
INCAPACITATE
Give this character a close combat or ranged combat action to
make an attack that deals no damage. If the attack hits, give the target an action token.
Penetrating/Psychic Blast
PENETRATING/PSYCHIC BLAST
Give this character a ranged combat action.
Damage from the attack is penetrating damage.
Smoke Cloud
SMOKE CLOUD
Give this character a power action; place up to four hindering terrain
markers in distinct, adjacent squares that are all within this character’s range (minimum range
value 1). At least one of the terrain markers must be within line of fire when it is placed . The
terrain markers remain until the beginning of your next turn.
Poison
POISON
At the beginning of your turn, give this character a free action and deal 1
damage to each adjacent opposing character.
Steal Energy
STEAL ENERGY
Each time an opposing character takes damage from a close combat
attack made by this character, heal this character of 1 damage.
Telekinesis
TELEKINESIS
Give this character a power action and designate a target
character or object (A) and a destination square (B). This character, A, and B
must all be within 8 squares and line of fire of each other. Place A in B. If A is a
character, it must be a single base character and possess the symbol. If A is an
opposing character, make a close or ranged combat attack that deals no damage
against A, and only place the character in B if the target is hit. If A is an object and
B is occupied by an opposing character, this character may make a ranged combat
attack against B, dealing object damage and destroying the object.
Special Power
SPECIAL POWER
This character has a special attack power. See this character’s
character card for more information.
Defense
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Standard Defense Symbol
A character with the striped shield defense symbol possesses the Indomitable
ability.
Super Senses
SUPER SENSES
When this character is hit by an attack, you may roll a d6 before
damage is dealt. On a result of 5 or 6, this character evades the attack.
Toughness
TOUGHNESS
Damage dealt to this character is reduced by 1.
Defend
DEFEND
Any adjacent friendly character may replace its defense value with this
character’s unmodified defense value.
Combat Reflexes
COMBAT REFLEXES
Modify this character’s defense value by +2 against close
combat attacks. When this character takes damage from an attack, it may choose to be
knocked back. This character ignores knock back damage.
Energy Shield/Deflection
ENERGY SHIELD/DEFLECTION
Modify this character’s defense value by +2
against ranged combat attacks.
Barrier
BARRIER
Give this character a power action; place up to four blocking terrain
markers in adjacent squares of clear terrain that are all within this character’s range (minimum range value 1). At least one of the terrain markers must be within line of
fire when it is placed. The terrain markers remain until the beginning of your next turn.
Mastermind
MASTERMIND
When this character would be dealt damage, you may instead
choose to have all the damage be dealt to a single adjacent fr iendly character with
a point value less than this character’s. Any additional effects of the damage dealt
(knock back, penetrating damage, etc.) are applied to the character taking the damage.
Damage dealt by this power is not an attack.
Willpower
WILLPOWER
This character may ignore pushing damage.
Impervious
IMPERVIOUS
When this character is dealt damage, roll a 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.
Regeneration
REGENERATION
Give this character a power action. Roll a d6 and subtract 2
from the result, minimum result 0. Heal this character of damage equal to the result.
Invunerability
INVULNERABILITY
Damage dealt to this character is reduced by 2.
Special Power
SPECIAL POWER
This character has a special defense power. See this character’s
character card for more information.
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Damage
Standard damage symbol.
A character with the giant damage symbol is a giant character, and possesses the
Giant Reach ability and the Great Size ability.
A character with the colossal damage symbol is a colossal character and possesses
the Colossal Stamina ability and the Great Size ability. Colossal characters might have
special rules that are provided on the character’s character card or a separate rules
sheet.
Ranged Combat Expert
RANGED COMBAT EXPERT
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.
Battle Fury
BATTLE FURY
This character ignores Shape Change, can’t make ranged combat
attacks, can’t be targeted by Mind Control or Incapacitate, and can’t be carried.
Support
SUPPORT
Give this character a power action and make an attack roll (that is not
an attack) against an adjacent friendly character as though making a close combat
attack. When using this power, neither this character nor the target can be adjacent
to an opposing character; ignore all combat value modifiers for this action. If the
attack roll succeeds, roll a d6 and subtract 2 from the result, minimum result 1. The
target is healed of damage equal to the result.
Exploit Weakness
EXPLOIT WEAKNESS
Give this character a close combat action. Damage from
the attack is penetrating damage.
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Enhancement
ENHANCEMENT
When an adjacent friendly character makes a ranged combat
attack, this character modifies the adjacent friendly character’s damage value by +1.
Probability Control
PROBABILITY CONTROL
Once during your turn, this character allows you to
reroll one of your rolls, ignoring the original roll. A character using this power must be within
10 squares and line of fire to the character for which the original roll was made. Using the
same rules, once per round during an opponent’s turn, this character allows you to force
that opponent to reroll one of their rolls, ignoring the original roll.
Shape Change
SHAPE CHANGE
When this character is chosen as the target of an attack, you may
roll a d6. On a result of 5 or 6, the attacker can’t target this character with an attack this
turn and the attacker may choose another target character instead. The attacker then
makes the attack unless there are no targets, in which case the action resolves without an
attack.
Close Combat Expert
CLOSE COMBAT EXPERT
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.
Perplex
PERPLEX
Give this character a free action to modify by +1 or –1 any combat value of a
target character until the beginning of your next turn. A character using this power must be
within 10 squares and line of fire to the target. If a target character is damaged or healed, the
effect of Perplex on that character ends immediately
Outwit
OUTWIT
Give this character a free action to counter a power or a combat ability
possessed by a single target opposing character until the beginning of your next turn. Any
game effects with a duration specified by the countered power or combat ability are
removed. A character using this power must be within 10 squares and line of fire to the
target.
Leadership
LEADERSHIP
At the beginning of your turn, give this character a free action and
roll a d6. On a result of 5–6, add one action to your action total for that turn and this
character may remove an action token from an adjacent friendly character with a
lower point value.
Special Power
SPECIAL POWER
This character has a special damage power. See this character’s
character card for more information.
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Carry
CARRY
When moving as a result of being given an action, this character may carry one
friendly character. When this ability is used, modify this character’s speed value by
–2 until the end of the action. Only characters with a combination of the following
symbols can be carried: , , , , , , . If a character has any other symbols or
is holding an object it cannot be carried. To be carried, the friendly character must
be adjacent to this character at the beginning of this character’s action. When this
character ends its movement for the action, the carried character must be placed
in a square adjacent to this character. While being carried, a carried character is not
adjacent to any character nor can it draw a line of fire until placed at the end of this
character’s movement for the action. A character which has been carried this turn
can’t be given an action (other than a free action) until the beginning of the next turn.
Colossal Stamina
COLOSSAL STAMINA
This character automatically breaks away and can make ranged combat attacks
against non-adjacent opposing characters when this character is adjacent to opposing
characters. When this character has two action tokens, it can be given a non-free
action. If you do, after actions resolve deal it 1 unavoidable damage and do not clear
action tokens from it at the end of the turn. This ability can’t be countered.
Duo Attack
DUO ATTACK
Give this character a power action to make a duo attack. This character possesses
for this action. It makes a close or ranged combat attack as a free action. After the
attack resolves, it may make an additional close or ranged combat attack as a free
action with its damage value modified by -1 to a minimum of 1. If this character is
defeated or loses Duo Attack as a result of the first attack, the second attack is not
made.
Flight
FLIGHT
This character ignores the effects of hindering terrain, elevated terrain, and outdoor
blocking terrain on movement. A character using this ability can move through
squares adjacent to and occupied by opposing characters without stopping, but
must break away normally. An elevated character using this ability ignores knock back
damage if its knock back path crosses the boundary to a lower level.
Giant Reach
GIANT REACH
This character ignores opposing characters’ Plasticity and adds 1 to its d6 roll when
breaking away. When this character is given a move action it can use the Carry
ability. When this character is given an action that includes a close combat attack, all
squares within a range of 2 and line of fire are considered adjacent. This ability can’t
be countered.
Great Size
GREAT SIZE
This character can’t be knocked back. When this character makes a close combat
attack, it may target characters on higher elevations. This character ignores the
effects of hindering terrain, elevated, and outdoor blocking terrain on movement
and can move through squares adjacent to and occupied by smaller opposing
characters. Smaller characters do not block line of fire to or from this character.
This character may draw lines of fire (and have lines of fire drawn to it) as if the
character occupied the elevation equal to or greater than the elevation it occupies,
using the elevation level with the least restrictive line of fire. Characters with the
combat symbol are smaller than those with the combat symbol who are
smaller than ones with the symbol. This ability can’t be countered.
Indomitiable
INDOMITABLE
This character can use Willpower
Move and Attack
MOVE AND ATTACK
This character can use Hypersonic Speed if it is not adjacent to an opposing
character when given the power action, but its attack value is modified by -2.
Multiattack
MULTIATTACK
Once per turn, give this character a power action. It can be given any two actions
as free actions. Resolve the first free action before giving it the second. Modify this
character’s damage value by -1 to a minimum of 1. This ability can’t be countered.
Sharpshooter
SHARPSHOOTER
This character can make ranged combat attacks against adjacent opposing
characters. When this character makes a ranged combat attack, it can ignore the
effects of opposing characters on line of fire.
Swim
SWIM
This character treats water terrain as clear terrain for movement purposes.
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Move Action
Move Action:
Move the character up to their speed value.
Close Combat Action
Close Combat Action:
Make a close combat attack targeting an adjacent
opposing character
Ranged Combat Action
Range Combat Action:
Make a range combat attack against character(s)
within range and line of fire.
Power Action
Power action:
Activate a game effect that requires a power
action.
Free Action
Free action:
Activate a game effect that requires a free action
(do not assign an action token)