Eddie G’s Complete

Heroclix Rules

 

 

Welcome To Heroclix

 

Heroclix is a tabletop combat game where you get to control and play comic book super heroes and villains. Heroclix is easy to pick up, the rules are simple enough and allow for deep, fun game play for any number of players. The Heroclix game, as all games, has rules and here they are. So take your time and look through them, familiarize yourself with the rules and take a shot at playing. Don’t worry if you can or can’t remember every rule, you can always look back. Most importantly of all have fun, because after all what good is a game if you can’t enjoy it.

 

What You Need

 

Any Heroclix starter set will have everything you need. The most important thing necessary for this game is the Heroclix themselves. Heroclix are little miniatures, also called figures that resemble comic characters. The next thing you will need is a map. A map is included in every starter set and also come in adventure packs. If you wanted you could even design your own maps. This game is played using six-sided dice so at least 1 is needed, a starter set will come with 2 six-sided dice. A starter set will also include several different tokens, used to show various effects that can happen in the game. These tokens are not needed to play, but do help to simplify game play. So lets take a closer look at these different elements in the Heroclix game.

 

Anatomy of a Heroclix

 

Each Heroclix is made of 3 parts, the miniature or figure, the base, and the combat dial. The miniature or figure is a representation of the comic character, like The Hulk, Spider-man, Superman, Batman, Hellboy, or Judge Dread. The base is the round black circle that the Character rests on, in some cases the base is another color then black, but don’t worry about that now that will be addressed later in the rules. The base contains the information about the character used in game play. On every base there is a colored ring. This ring is called the experience ring and may be yellow, blue, red, silver, or gold. These rings have little effect on game play but are used to help differentiate the characters. Characters with yellow, blue, and red ring are called rookie, experienced, or veteran respectively. A character with a silver ring is called a unique and a gold ring is a limited edition or LE. On the back half of the base contains the characters name. Also on the back half of the base is the Set Symbol. The Set Symbol tells witch set of Heroclix a character comes from. Next to the Set Symbol is the collector’s number. The collector’s number is a 3 digit number with a # symbol next to it. Both the Set Symbol and collectors number are used to help keep tract of the characters in a collection. Also next to the Set Symbol, in larger print is the point value. The point value is the worth of a character when building a force. What a force is will be explained later in the rules. Lastly in the back half of the dial between the point value and character name is the Team Symbol. The Team Symbol allows the character to use certain Team Powers during the game. Team Powers will also be explained later in the rules. In the front half of the dial is an L shaped window with different numbers inside it as well as several different symbols next to these numbers. This window is call the stat slot and the numbers are called combat values and will be explained… well next.

 

The Combat Dial

 

Now under each character’s base is a rotating disc, this is the combat dial and this is what makes Heroclix the game it is. When the dial is turned clockwise or counter-clockwise, you can hear and feel the dial click and the numbers in the stat slot will change, each time the dial is turned it is call a click. Now the number in the slot window shows how well a character does something. The number closest to the center of the base is the characters speed value, this number will ether be next to a boot, wing, or dolphin symbol. These different symbols show the different way the character moves, a boot shows the this character walks, a wing shows the character can fly, and the dolphin shows that the character can swim and has special powers in water. The speed value shows how fast a character can move. The number below, next to the fist symbol, is the character’s attack value. This attack value shows how well a character is at fighting. The bottom number, next to the shield symbol, is the character’s defense value. The defense value shows how well a character is a defending itself. The last number in the stat slot, adjacent to the defense value is the damage value. The damage value is next to the starburst symbol and shows how well that character is at dealing damage. To the left of the numbers in the slot window may be a thin green line. This green line indicates the characters starting position, meaning that this click is the beginning of the combat dial. Above the starburst symbol, printed on the dial, not the stat slot, is the character’s range value. Next to the range value will be a number of lightning bolt symbols if the range value is greater then 0. Range value shows how far away a character can attack from and the lightning bolt symbols shows how many attacks this character can make within its range. On some clicks of the dial the number are replaced by KO symbols. KO sysmbols indicate that the character is defeated and can no longer fight, more on that later in the rules.

 

Game Time

 

Now that you have a better understanding of what a Heroclix is let discusses the game mechanics. Heroclix is played when two or more players make a team or force of Heroclix and play them against one another. So the first thing to do is build a team of Heroclix. This is done first by the players choosing how large they want their teams to be by agreeing upon a build total. Build totals are usually set in 100-point increments, but fell free to use any number you chose. After a build total is set a force is build using the point value of the Heroclix. So if the build total is set at 100, the total of the point value of the Heroclix team should equal 100. Although if the total point value of a team is more or less then build total by a small value just tell the other players and see how they feel. Build total is also important for another reason; the build total decides how many actions a player can make during their turns. More on that later in the rules. The characters on opposing teams are opposing figures and the characters on your team are friendly figures. This helps to differentiate teams from one another during game play.

 

The Map

 

After a force has been assembled the next step is to set up the map. The map is a grid made up of 1inch by 1inch squares, each square roughly the size of the Heroclix base. The map is where the Heroclix will be moving around and doing their fighting. First each player chooses witch side of the map to start from, usually opposite sides of the map. The players then place down their Heroclix in any of the squares in the first two rows of the side of the map they chose, this is called the starting area. Players also make sure their heroclix’s combat dials are on their starting position. The next thing to do is place down object tokens. Object tokens are round tokens used to represent objects such as a boulder, a computer, manhole cover, cabinet, a food stand, a motorcycle or something similar. Objects are then place down on the map by the players usually 3 by each player but feel free to use any number of object tokens. Object tokens may be placed on any square on the map, except they may not be placed in a players starting area. Now that the players are ready it's time to start playing the game.

 

Let The Games Begin

 

Heroclix is played through a series of turns in with players take different actions with their force of Heroclix to defeat the other player’s forces. At the start of the game the players determine witch player will get to play first. The most common way to select who plays first is to have every player roll 2 six-sided dice, add the total, and the player with the highest total takes the first turn, then the players take turns going clockwise from the first player. Of course feel free to come up with a system of your own to select who plays first, second, and so on. Now at the beginning of each turn a player has a number of actions they can make to defeat the other player’s force. This number remains the same throughout the game and the number of actions is determined by the build total. For every 100 point of the build total is 1 action for a player to take during their turn. So 300 points build total, 3 actions a turn. During a turn players have their Heroclix take actions and must finish one action before starting another. No Heroclix may be given more than 1 action a turn; the only exception to this is a free action. If a player has more actions than Heroclix they may not use extra actions, actions may not be saved for latter turns, and a player may chose to use no actions during their turn or just some of their actions during their turn. A player can make the following actions using their allotment of actions for their turn. A free action may be used without using an action for that turn.

 

~Move Action             ~Close-Combat Attack           ~Ranged Attack

~Power Action            ~Free Action

 

A Move Action allows a character to move around the map. A Close-Combat Attack allows a character to attack an adjacent opposing figure. A Ranged Attack allows a character to attack opposing figures within is range value. Power Action allows a character to use different powers or perform special feats. A Free Action allows the character to perform an action that does not count towards your total actions for a turn.

 

Once a player has used their actions for their turn, it becomes the next players turn to use their actions. The game continues in this fashion until one player’s force has defeated the other player’s force/forces. After a character makes an action, other then a free action the character receives an action token or marker. When a character with an action token makes another action it receives a second action token, this is called pushing the character. After a character receives a second action token the characters combat dial is turned clockwise once, this is called pushing damage. A character with two action tokens may make no actions during a turn, other then a free action. When a character takes no actions, other then free actions, during a turn you can removes all action tokens from that character at the end of the turn.

 

Moving Around The Map

 

Every character has a speed value printed on their dial. This value is the number of squares on the map the character can move when given a move action. A character can move in any direction up to its speed value, even diagonally. It can stop moving before it moves a total number of square equal to its speed value, but may not move more then its speed value. Maps also come in 2 types, indoors and outdoors. Some maps can include both indoors and outdoors sections. It’s usually easy enough to tell indoors from outdoors, but feel free to discuses with the other players what is and is not indoors or outdoors. The map is also made up of several types of terrain that affect the characters as they move around the map. These terrains are called clear, hindering, water, blocking, and elevated.

 

Clear terrain is the most common form of terrain and has no effect on characters as they move around. Clear terrain is marked on the map as grass, roads, streets, dirt, or floors.

 

Hindering terrain is marked on the map by bushes, furniture, or rubble. Hindering terrain slows down moving characters. Normally characters move a number of squares equal to their speed value, this changes when they move through hindering terrain. When a character moves into, through, and out of hindering terrain count it as moving 2 squares instead of one. If the 2 square effect of hindering terrain would cause a character to move more squares then its speed value its movement ends as if it moved it entire speed value.

 

Example: A character with a speed value of 7 moves 2 squares through clear terrain, the 3rd square it moves into hindering terrain, 4th square through hindering terrain. 2 squares through clear terrain and the 2 squares of hindering terrain count as 4 squares of movement. The movement counts as if the character has moves 6 squares. The character may move up 7 squares per its speed value, but the character is still in hindering terrain and moving through or out of hindering terrain counts as 2 squares. Moving again would count as 8 squares so the character must stop its movement since its speed value is 7.

 

Water is another type of terrain that affects character as they move. Just like hindering terrain, water terrain counts as 2 squares when a character moves through it. Unlike hindering terrain, water terrain has different effects on characters with different powers, like flight or swimming. These effects are explained further on in the rules.

 

Blocking terrain is just what it sounds like, terrain that blocks movement, such as a wall. Blocking terrain is shown on the map as a solid black line between two or more squares. Character may not move through blocking terrain or through blocking terrain diagonally, but may move around it normally. Characters on opposite side of blocking terrain, including diagonally, are not considered to be adjacent.

 

Elevated Terrain is similar to blocking terrain, instead of showing a wall and such it is used to show terrain like rooftops and similar terrain such as a balcony or stair top. Like blocking terrain, Character may not move through elevated terrain or through elevated terrain diagonally, but may move around it normally. Elevated terrain usually has some way to allow characters to reach it such as stairs or a ladder, and character may move through these features on to or off of elevated terrain normally. A character that is on elevated terrain is called elevated and characters that are not on elevated terrain are called grounded. A character adjacent to elevated terrain may make a power action to move 1 square through elevated terrain.

 

Characters do not move around the map alone, there are friendly and opposing figures there as well. A character may move through squares occupied by friendly figures, but may not end it’s movement on the same square as a friendly figure. When a character moves adjacent to an opposing figure, the moving character must stop and try for a break away. The player moving the character roll's a six-sided dice, if the roll is 4-6 the break away succeeds and the character may continue its movement action until it finishes or becomes adjacent to another opposing figure. If the roll is 1-3 the break away fails and the moving character stops its move action. A break away roll is also made when a character starts its move action when an opposing figure is adjacent. A break away roll is only needed once for each opposing figure that a character is adjacent to, but a new break away roll is needed when a moving character becomes adjacent to a new opposing figure. Characters may not move through squares occupied by opposing figures.

 

Doing Battle

 

            Now what would a tabletop strategy game based on comic book super heroes be without them beating the hell out of each other? This is the part of the rules where we discuss just that, the combat mechanics of heroclix. In heroclix there are two type of combat, Close-Combat & Ranged Combat. Close-Combat can only take place when a character is adjacent to an opposing figure and Ranged Combat may only take place if an opposing figure is within the range value of a character.

 

            A Close-Combat attack takes place when a character adjacent to an opposing figure makes a Close-Combat Attack Action. The player controlling the attacking character makes an attack roll by rolling 2 Six-sided dice and adds the total value of the dice rolled to the attacking characters attack value. The value of the attack roll and the attacking characters attack value is compared to the defense value of the opposing figure, if the number is equal or greater then the defense value the close-combat attack succeeds, if the number is less then the defense value the Close-combat attack fails. If the close-combat attack is successful the opposing figure takes damage equal to the attacking characters damage value and the controller then clicks its dial clockwise by that amount.

 

Example: An attacking character with an attack value of 8 makes a close-combat attack against and opposing figure with a defense value of 15. The player controlling the attacking character makes an attack roll by rolling 2 six-sided dice for a total of 8. The player adds the 8 rolled to the 8 Attack value of the character for a total of 16. 16 is greater then the 15-defense value of the opposing character and the close-combat attack succeeds. The attacking character has a damage value of 2 so the controller of the opposing figure then clicks their figure 2 times clockwise for damage.

 

            A Ranged Attack is similar to a close-combat attack with the exception that is does not take place with characters that are adjacent to one another. A Ranged Attack takes place when a character makes a Ranged Attack Action against an opposing figure within its range value and is not adjacent to it. The player controlling the attacking character makes an attack roll by rolling 2 Six-sided dice and adds the total value of the attack roll to the attacking characters attack value. The total value of the attack roll and the attacking characters attack value is compared to the defense value of the opposing figure, if the number is equal or greater then the defense value the ranged attack succeeds, if the number is less then the defense value the ranged attack fails. If the ranged attack is successful the opposing figure takes damage equal to the attacking characters damage value and the controller then clicks its dial clockwise by that amount. A character without a range value cannot make ranged attacks.

 

Example: An attacking character with a range value of 6 make a ranged attack against an opposing character 4 squares away from it. The attacking character has an attack value of 9 and the opposing figure has a defense value of 16. The player controlling the attacking character makes an attack roll by rolling 2 six-sided dice for a total of 5. The player adds 5 to the attack value of 9 for a total of 14. 14 is less then 16 and the ranged attack fails. If the attack succeeded damage would have been dealt the same a close-combat attack.

 

            All characters have a number of lightning bolts symbols shown next to their range value.  The number of lightning bolt symbols shows how many targets a character may attack when they make a ranged attack. When a character targets more then one opposing figure for a ranged attack the controlling player makes an attack roll by rolling 2 six-sided dice, add the total rolled to the attack value of the character, and compares the results to the defense value of each target. When a character successfully attacks more then one opposing figure with a ranged attack it does not deal its damage value to each target successfully attacked, instead the damage value is divided among the opposing figures by the controlling player.

 

Example: A character with a range value of 8 and 3 Lightning Bolt symbols makes a ranged attack against 3 opposing figures within its range. The attacking character has an attack value of 8 and its controlling player rolls a total of 6 for the attack roll. The 3 opposing figures have defense values of 12, 14, and 15. The attack value of 8 plus the roll of 6 totals 14. 14 is great enough to successfully attack the opposing figures with the defense value of 12 and 14, so the attack succeeds. But it is not enough to successfully attack the opposing figure with a 15-defense value and that attack fails. The attacking character has a damage value of 3 and the controlling player deals 2 damage to one opposing figure and 1 damage to the other.

 

Regardless of weather the attack is close combat or ranged dice rolls play a part of the attacks success or failure. Such as rolling 2, a critical miss, or rolling 12, a critical hit. When a player make an attack roll and roll’s 1 twice on a six-sided dice it is considered a critical miss, the attack automatically fails and the attacking character’s base is clicked once clockwise.

When a player roll’s 6 twice on a six-sided dice it is considered a critical hit, the attack automatically succeeds. If the attack deals damage the total damage for the attack is increased by 1. If the critical hit is rolled when a character makes a ranged attack against more then one target, each target is dealt 1 additional damage.

Also an attack roll of two of the same number, such as rolling 4 twice, will result in knock back if the attack is successful. If a character suffers knock back the figure is moved away, in the opposite direction from the attacker a number of squares equal to the damage of the attack. If the attack deals no damage the character suffers no knock back. When a character that suffers knock back is moved it ignores hindering terrain and adjacency to opposing figures until it has moved its total number of spaces. A character that suffers knock back will stop its movement if it crosses the same square as another character, crosses blocking or elevated terrain, or if it would move off the map. Elevated terrain only stops a character that suffers knock back when they are grounded. If they suffers knock back while on elevated terrain and cross elevated terrain they become grounded and continue to suffer knock back until it ends. When a character that suffers knock back has its movement stopped by blocking/elevated terrain or the edge of a map, it is dealt 1 click of knock back damage that does not count towards the total damage of the attack that caused knock back, no damage is dealt if the movement is stop by another character. A elevated character that suffers knock back and becomes grounded by crossing over elevated terrain will also receive 1 click of knock back damage that’s does not count towards the total damage of the attack that caused knock back, but is in addition to any other knock back damage dealt.

 

Example: A character with an attack value of 7 make a close-combat attack against an opposing figure with a defense value of 15. The controlling player of the attacking character make an attack roll that results in the player rolling 4 twice. 7 plus 8 (4 twice) is 15, witch is great enough for the attack to succeed. The attacking character has a damage value of 3. The opposing figure is dealt 3 clicks of damage and moves 3 squares away from the attacking character. The opposing figure is moved 2 squares through hindering terrain (which has no effect on knock back); the last square would move it through blocking terrain. The movement it stopped at the blocking terrain and then the character is dealt 1 click of knock back damage.

 

Example: A figure on elevated terrain suffers knock back for 5 squares. This character is moved 2 squares off of elevated terrain and becomes grounded. The movement continues for 2 more squares and on the last square would move through blocking terrain. The movement is stopped at the blocking terrain and the character is dealt 2 clicks of knock back damage, 1 for moving off of elevated terrain and 1 more for having the movement stopped by blocking terrain.

 

Damage is not dealt to a character until the action that dealt damage is resolved. When a character suffers knock back, any damage dealt from the attack that caused knock back is applied when the knock back is finished. Damage from an attack and knock back damage are treated as from two different sources, and are both subject to powers that the damaged character may have before either source of damage is dealt.

 

As characters are dealt damage their combat dials are clicked counter clockwise and the number in their stat slot change. After the dial is clicked enough time the number in the stat slot are replaced by KO symbols.  When the KO symbols appear in the stat slot the character has been defeated. A character that is defeated is removed from the map and no longer has an effect on the game.

 

The Effects of Terrain, Objects, & Other Characters on Combat

 

Terrain and objects also play a part in combat several ways. Terrain can be used to avoid attacks and objects may also be used as weapons to deal greater damage to characters. Terrain and other characters may also hinder characters has they try to make attacks.

 

Close-combat attacks are influenced very little by terrain; the exception is when terrain affects adjacency. Close-combat attack actions can only take place when opposing figure are adjacent to one another. Elevated characters, characters on elevated terrain are not considered adjacent to grounded characters, characters that are not on elevated terrain, and vice versa. Characters are also not considered adjacent when there is blocking terrain between them, even on a diagonal. Elevated characters cannot make close-combat attacks against grounded characters and the other way around. Characters cannot make close-combat attacks through blocking terrain.

 

Ranged attacks are greatly affected by not only terrain, but characters and objects as well. When a character makes a ranged attack the target must not only be within the attacking characters range, but the attacking character must also have clear line of fire. Clear line of fire simply means that there is nothing blocking the character from making a ranged attack. When a character makes a ranged attack think of a line, which is drawn across the map straight from the attacking character to the target. If this line does not cross any squares with other characters or blocking terrain the line of fire is clear and the attack can be made. If the line crosses any squares with other characters or blocking terrain the line of fire is blocked and the attack cannot take place, and the controlling players may chose another target or take another action. Hindering terrain also has an affect on character as they make ranged attacks. When line of fire is drawn through hindering terrain the target of the ranged attack has its defense value increased by 1 for that ranged attack. Attacking characters that are in a square of hindering terrain do not count that square as hindering terrain for line of fire, but any other squares of hindering terrain, including adjacent squares are counted, if line of fire is drawn through it. If an opposing figure is in a square of hindering terrain and line of fire is drawn to it, line of fire is considered drawn through hindering terrain.

 

The design of blocking and elevated terrain is to impede the character as they move around. Some times you’ll feel like knocking down or blowing holes through these obstacles. Well in the heroclix game you get to do just that. To destroy blocking or elevated terrain your character may make a close-combat or ranged attack action against a single square of terrain you want to destroy. These attacks are automatically successful against the terrain and if the character can do 3 damage minimum the terrain is destroyed. If a single character is unable to destroy the terrain multiple characters may attack the single square of terrain until the 3-damage minimum is dealt, but the damage must be dealt in a single turn. Once the 3-damage minimum is dealt the blocking/elevated terrain is destroyed and we get to use our hindering terrain tokens. These tokens are square shaped and show pictures of rubble, these tokens are place in the squares on both side of the destroyed terrain and now function as hindering terrain. In the case of destroyed elevated terrain character may now move through the hindering terrain markers on to or off of the elevated terrain.

 

Elevated characters cannot make close-combat attacks against grounded characters, and vice versa, but may make ranged attacks against one another. In addition to the normal rules of line of fire another effect come into play when characters make ranged attacks against one another. When a character makes a ranged attack that draws its line of fire through elevated terrain they treat their range value as half (round down).

 

Example: An elevated character with a range value of 8 makes a ranged attack against a grounded opposing figure. This opposing figure is 4 squares away from the attacking character. The elevated characters line of fire is drawn through elevated terrain; its range value is halved to 4. The grounded opposing figure is 4 squares away, which is close enough and the ranged attack may take place.

 

Grounded characters that draw their line of fire though elevated terrain against other grounded character may not make ranged attacks against that target. Elevated characters that draw their line of fire through elevated terrain more then once may not target grounded characters. Elevated characters that make ranged attacks against other elevated characters treat their range as normal. Grounded characters and terrain that is not on elevated terrain do not affect an elevated characters line of fire when making ranged attacks against another elevated figure.

 

            Objects tokens also play a part in combat. Object come in 2 types; Light with a yellow ring and Heavy a red ring. Objects act as hindering terrain for purposes of line of fire but do not affect movement like hindering terrain. Objects can be used as weapons by characters with certain powers, these powers being Super Strength and Telekinesis (these powers are addressed later in the rules). Characters with Super Strength may use objects when making close combat or ranged attacks. When a character successfully makes a close combat attack while using an object they increase their damage value by 1 for light objects and by 2 for heavy objects. When a character with Super Strength makes a ranged attack using an object they do not use their range or damage value, instead they use a range value and damage based the object. Light objects have a range value of 6 and deal 2 damage on a successful attack; Heavy objects have a range value of 4 and deal 3 damage on a successful attack. Characters with Telekinesis may also use objects to make ranged attacks as stated in the power description. Just like with Super Strength when Telekinesis is used to make attacks the character does not use its damage value, the damage is based on the object. Light objects deal 2 damage on a successful attack; Heavy objects deal 3 damage on a successful attack. After an object is used for an attack it is removed from the game regardless if the attack was successful or not.

 

Winning the game

 

            The most common way of winning the game is by defeating every member of each opposing players force. This is accomplished when the other player’s characters are all removed from the game by damaging them until the KO symbols appear in their stat slot. Another common way to achieve victory is to score more victory points then the other players in a set amount of time. At the beginning of the game the players may set a time limit to the game and once that limit is reached the game is over. The players add up the point values of their remaining characters and the point values of opposing figures that their characters defeated. The player with the most victory points is declared the winner. If the players have the same number of victory point the game ends in a draw.

 

Advanced Rules and Powers

 

            So did you think that was it? This is Heroclix, a game about comic book superheroes and villains. These heroes and villains have powers and abilities that set them apart from normal peoples. The Heroclix game not only takes into account the various powers of comic characters but also has advanced rules that adds to the excitement of the game.

 

            Earlier in the rules it was mentioned that most Heroclix have black bases. Some have different colored bases such as blue or red. When a character has a colored base (other then black) that means it has an archenemy. This character’s archenemy will have the same colored base, be part of the same set, and have a different name. When these archenemies are on opposing teams the players controlling them can earn bonus victory points by using them to KO the other. When a character KO’s their archenemy the controlling player earns double the victory points for the KO.

Example: Veteran Batman from Hypertime has a gray base (Red experience ring, Batman character name, clock face for the set symbol). Experienced Joker from Hypertime also has a gray base (Blue experience ring, Joker character name, clock face set symbol). These characters are archenemies because they are from the hypertime set (the same clock face set symbol), have different names (Batman and Joker), and have the same colored base (Gray). Veteran Batman has a point value of 116 and Experienced Joker has a point value of 69. The controlling player of Joker uses Joker to KO Batman.

Because these 2 characters are archenemies Jokers controlling player earn twice Batman’s point value as victory point, a total of 232. If Batman had KO Joker the controlling player of Batman would have earned twice Joker’s point value as victory points, a total of 138.

 

            Characters have different ways of moving shown by the different symbols used for speed value. The boot symbol showed that the character walked, the Wing symbol means the character can fly, and the Dolphin symbol for swimming. These are the 3 different speed modes. Characters with Wing and Dolphin symbols have special powers and abilities that affect the game that character with the Boot symbol do not.

 

            Characters with the Wing symbol for their speed value, also called flying characters, can move about the map differently then characters with the boot symbol. In outdoor terrain flying characters may move at their normal speed value through hindering terrain and water terrain, flying characters may also move across outdoor blocking terrain normally. In both cases of outdoor and indoor elevated terrain flying character may move across it normally. Flying characters also have the ability to carry friendly characters. During or at the beginning of a flying characters movement if they are adjacent to another friendly character they may carry that character during their movement. At the end of the flying characters movement the controlling player may place the carried figure in any square adjacent to the flying character. A flying character may carry another friendly flying figure, but in this case the moving figure may only move up to half its speed value.  A flying figure may not carry both an object and friendly character, or a friendly character holding an object. A flying character that carries another friendly figure may not make any attacks during or at the end of its movement, and may not carry a friendly figure if it made an attack during or at the end of its movement. Likewise a carried character may not make any actions after it has been carried, other then free actions. A flying character carrying a friendly figure still must make break away and if its movement is stopped because it fails break away the carried figure must be placed on the map as if the flying character ended its movement. If a controlling player wants flying character to carry a friendly figure that is adjacent to an opposing figure the controlling player must roll break away for the figure to be carried. If the breakaway is unsuccessful the friendly figure may not be carried but the flying figure may continue its movement.

 

            Characters with the Dolphin symbol for their speed value, also called aquatic characters, receive special benefits while in water terrain. Normally water terrain slows characters as they move through it, but aquatic characters may move through it normally. While on water terrain aquatic characters automatically make break away against non-aquatic characters, but must roll for break away against other aquatic characters. Aquatic characters increase their defense value by 1 while on water terrain, and also increase their attack value by 1 while on water terrain when attacking other characters on water terrain.

 

            Some Heroclix figures have what Heroclix players like to call an Activation Click. The Activation Click is used to show that some characters need to perform an action or that some of stimulus is needed to take place before they become their superhero/villain counterpart. Examples of this are Bruce Banner getting angry and turning into the Hulk, or when Billy Batson yells out “Shazam!” before transforming into Captain Marvel. This translates into Heroclix as some characters having less then stellar values on their starting position clicks. In most cases players are going to want to get these character to move off of their starting position and get to their better clicks. A player can either wait until their character takes damage from an attack or from pushing to move them off their starting position or the player may perform an “Activation Click” with their character. An Activation Click is a power action that a player may assign to a character only while it’s at its starting position. When a character is on its starting position and is given an Activation Click it dial may be clicked once clockwise, this power action does not give the character an action token, but does count towards a players total action for their turn and the character given the powers action may not make any other actions, other then free actions, until the beginning of the players next turn.

 

            As you may have noticed while reading, and will likely notice as you continue to read, there are many ways that a character combat values may be affected. Many combat values may be increased or decreased, particularly the damage value, by the various effects and powers within the game. So to help simplify mathematics, promote balance, and to reduce abuse, there is the “Rule of Three”. The rule of three states that no combat value may be increased or decreased by 3 from its printed value. So simply put, after all appropriate increases and/or decreases to a given combat value are calculated that combat value may not be increased or decreased by more then 3 from its printed value.

 

Example: A character has a printed damage value of 2. Its damage value is increased by 1 due to the power “Perplex” to a value of 3. This character makes a close-combat using a heavy object witch increases its damage value by 2 to a total of 5. This character also has the power “Close-Combat Expert” which increases it damage value by 2 when making a close-combat attack to a total of 7. The rule of three states no combat value may be increase or decreased by more then 3 from it printed value. So the damage value increases to a total of 5, 3 plus the print value of 2.

 

Superpowers

 

            As mentioned earlier Heroclix is a game about comic book superheroes and villains. And these characters often have superpowers or unique talents, the Heroclix game take into account these abilities through the combat dial. Printed in the combat dial are four values, Speed, Attack, Defense, and Damage. When these values are printed on colored squares it shows the different powers character many have when these colored squares appear on the combat dial. There are four types of powers, Speed powers, Attack powers, Defense powers, and Damage powers, and they appear along with their corresponding values. As the combat dial turns the values printed change, as well the colored squares may change, appear, or disappear, therefore a character may only use its powers while the colored squares are printed inside the combat dial.

 

Speed Powers

 

            Flurry : Give this character a power action and it may make two

close-combat attack against a single or two targets.

This power is pretty simple, give a character a power action and instead of making a single close-combat attack it may make two against two targets or a single target. Of course the normal rules concerning close-combat attacks still apply, and since the character is making two close-combat attacks the controlling player also makes two attack rolls.

 

           

Leap/Climb : Characters with this power treat hindering terrain, elevated terrain, and outdoor blocking terrain as clear terrain for movement. Characters with this power automatically succeed at breakaway against characters without Leap/Climb or Plasticity, and may move through squares occupied by opposing characters. Characters with this power may also make close-combat attacks against elevated characters.

This power may sound a little difficult to grasp, but just take it part by part. Normally characters are slowed down when moving through hindering terrain, but not characters with Leap/Climb, they move at their normal speed value. They also get to move through, on to, and off of elevated terrain as if it was clear terrain, and may move through outdoor blocking terrain as well, but they may still take knock back damage when dealt knock back by an attack. Moving around opposing characters usually slows down characters as well because they need to make a break away roll to continue or start moving. Characters with Leap/Climb power do not need to make break away rolls when moving around opposing characters, unless these characters have the Leap/Climb power, in which case they must make break away as normal, or the Plasticity power, in which case they use the break away rules under the Plasticity power. Normally characters cannot move through squares occupied by opposing characters or make close-combat attacks against elevated characters while grounded, but characters with Leap/Climb can.

 

Phasing/Teleporting : Characters with this power may move through all terrain as if it was clear terrain and automatically succeed at break away.

This power is pretty straightforward; characters with this power are very difficult slow down, they move at their normal speed value through hindering terrain and water terrain, they can move on to, off of, and through elevated terrain, and they can move through blocking terrain. And they always succeed at break away making them even harder to pin down.

 

Earthbound : Characters with this power are treated as if a have the boot speed mode instead of the speed mode printed on their dial. These characters lose all power and ability associated with their printed speed value.

Not all powers in the Heroclix game are necessary positive, and Earthbound is one of them. While a character has this power on its dial, aquatic and flying lose all powers that come with their speed modes. Flying character can no longer carry other characters, and are now slowed down by the terrains they normal could move through. Aquatic characters are now slowed by water terrain and no longer gain any benefits while in water terrain. But for whatever its worth a flying characters may now carry an Earthbound flying character at its full movement value.

 

Charge : A character with this power may move up to half its speed value, rounded up, and make a close-combat attack. This character may also ignore knock back.

So when this character makes a move action and if it moves less then or half of it speed value, rounded up of course, its controlling player may make a close-combat attack with it as well. Just remember different terrain and opposing figures may slow down or stop a character during its movement. Characters with the Charge power may also ignore knock back, so if that character is ever dealt knock back the controlling player may let the character stay where they are and retaliate against what ever cause the knock back or may allow the knock back to take place and escape from whatever is knocking it around. Just remember if this character takes knock back it may still be dealt knock back damage.

 

Mind Control : Give this character a power action to make a close-combat or ranged combat attack(s). If this character has a range value of less then 4 treat it as 4. If this attack is successful it deals no damage, but the target(s) becomes friendly to your force and may be given an action as if part of your force. Characters given actions in this way do not received action tokens and do not count towards your total number of actions. After resolving actions given to characters in this way they return their original force. Characters using the power are dealt 1 damage for every 100 points of total point value of the target(s) successfully attacks, this damage may not be reduced or redirected.

This power has a pretty complicated description but don’t let it overwhelm you. This is a power action that allows the character to make a close-combat or ranged combat attack, so if the character is able to target more then a single figure for a ranged combat attack is may also do the same when using this power. Now if the character using this power has no range value or a range value lower then 4 it’s treated as if it was 4, which is nice because you don’t need to be adjacent to a opposing figure to use this power. Successful attacks made while using this power deal no damage; instead opposing figures successfully attacked become a part of your force for a single action, other then free actions of course. Now these characters that have been mind controlled they may be given any single action, move, close-combat, ranged, or power action. Characters controlled this way are given their action after a successful mind control power action and are then return to their original force after the action. Characters using this power are also dealt 1 click of damage for every 100 points of the successfully controlled figure(s) that cannot be reduced or redirected by other powers.

Plasticity : Characters with this power succeed at break away on rolls of 2-6; opposing figures only succeed at break away against characters with this power on a roll of 6. When 2 figures with this power attempt break away from one another they use normal break away rules.

Characters with plasticity are highly mobile and great at tying up other characters. They can get around the map fairly quickly as they often succeed at break away, only failing on a roll of 1. Breaking away from characters with plasticity is difficult; even for characters with special movement powers, as break away only succeeds on a roll of 6 against them. And if opposing figures both have plasticity they use normal rules of break away.

 

Force Blast : When this character makes a successful close-combat or ranged combat attack, its controlling player may chose for the attack to deal no damage and instead deals knock back for a number of squares equal to the success of the attack, for a minimum of 1 square. On a critical hit increase the total number of squares of knock back by one, minimum of 2.

Force Blast is a nice power for knocking figures around the map. Now because this power is used when a character makes a close-combat or ranged combat attack the character can still use this power if it can target more then a single opposing figure. If calculating knock back is confusing here is an example; a target has a defense value of 12, the attacker has an attack value of 8, and the attack roll is 8. The attack value plus the attack roll (8+8) is 16, which is greater then the defense value of 12 by 4. The attack is successful (attack value plus the attack roll is greater then the defense value) and the total knock back is 4 (16 is greater then 12 by 4). A successful use of Force Blast will deal a minimum of 1 square of knock back, such as when the total of attack value and attack roll is equal to the defense value. A critical hits deals a minimum knock back of 2, 1 for being successful and 1 for being a critical hit, in such a case when only a critical hit could succeed. While the attack deals no damage the target may still take knock back damage.

 

Hypersonic Speed : Characters with this power automatically succeed at break away against characters without Hypersonic Speed or Plasticity. This character may move up to half its speed value, rounded up, and make a single ranged or close-combat attack during its movement. This character may also be given a power action and can make a close-combat attack roll against a single opposing figure; if successful it may continue to make close-combat attacks. For every successful attack roll after the first reduce the value of the attack roll by 1, doubles and critical hits may still deal knock back after adjustment. The controlling player may continue to make attack rolls until the attack fails, knock back accrues, or the controlling play chooses to end it. When the attack ends the target is dealt damage equal to the number of successful attacks.

This power offers several options so lets go through them one by one. Characters with the power get around the map very quickly. They automatically succeed at break away against opposing figures unless these opposing figures have Hypersonic Speed or Plasticity, which case they need to make break away under normal rules or Plasticity rules respectively. Characters with Hypersonic Speed can move, attack, and continue to move after attacking provided they do not move greater then half their total speed value, rounded up. For example a character with this power has a speed value of 9, it moves 3 squares and then makes a ranged combat attack. After the attack is resolved that character may move 2 more squares because half of 9, rounded up equals 5. The power action that characters can make with this power may be somewhat confusing, so lets break it down part by part. This character is given a power action and then can make a close-combat attack if the attack is successful the controlling player may continue to make close-combat attacks. After every successful attack the value of the attack roll is reduced by one, -1 after to first roll, -2 after the second, so forth until the attack fails. Even through the attack rolls value is reduced after every successful attack rolls of double and critical hits are still treated normally. A roll of doubles will still be reduced appropriately and will still cause knock back if the attack is successful, and critical hits succeed regardless of penalty and cause knock back. The controlling player may continue to make attack rolls as long as they continue to succeed or until knock back accrues or the player no longer chooses to. When the attack ends the target is dealt damage equal to the total number of successful attack made, if 3 successful attack where made before the attack ended the target would be dealt 3 damage. In case you were wondering the rule of three as does not affect the penalty to the attack roll as the rule of three affects printed combat values.

 

Stealth : When a character with this power has line of fire drawn to it, and that line of fire crosses hindering terrain treat the line of fire as if is crosses blocking terrain.

Short sweet and pretty simply. As stated earlier in the rules line of fire is not clear when it crosses blocking terrain, characters with the stealth power have line of fire considered to be crossing blocking terrain when drawn to them through hindering terrain. Character with this power can essentially hide in hindering terrain from attacks and powers of opposing figure when they need to drawn clean line of fire to them. On the downside this power also effects friendly figures when they drawn line of fire to them.

 

Running Shot : A character with this power may move up to half its speed value, rounded up, and make a single ranged combat attack.

If this character makes a move action and moves up to or less then half its speed value, rounded up, it can make a single ranged combat attack. Different terrain and opposing figures may slow down or stop a character during its movement and may also have an effect on line of fire.

 

Attack Powers

 

Blades/Claws/Fangs : When a character with this power makes a successful close-combat attack its controlling player may roll a 6-sided die, and the number rolled equals the damage dealt.

This is a nice power with the potential to deal quite some damage. So when the character with this power makes a successful close-combat attack its controlling player may chose for the attack to deal damage according to the character damage value, or take a gamble a roll a six sided die and let the number rolled equal the damage dealt. If the controlling player chooses to roll instead of using its damage value, special powers that effect printed values do not affect Blades/Claws/Fangs power, such as perplex or

close-combat expert.

 

            Energy Explosion : When this character makes a ranged combat attack its controlling player may chose to compare the attack against the defense value of the target and each figure adjacent to the target. Each figure successful attacked in this way is dealt 1 damage. If this figure makes normal ranged attacks as well as using Energy Explosion treat its damage value as 1 lower for each use of Energy Explosion.

            When this character makes a ranged combat attack it can either make the attack as normal or it can use this power. If it does use this power not only can it damage its target but the figures adjacent to it. For the most part the use of this power acts like a normal attack, combine the attack roll with the characters attack value and compare it to the targets defense value. The difference is that the attack roll plus the attack value is also compared to the defense value of each adjacent figure, opposing and friendly, to the target. And like a normal attack every figure successfully attacked is dealt 1 damage. This power is pretty simple until additional targets are brought into play. Characters that make range attacks against several targets normally divide damage among the targets, but when this power is used for one or more of the ranged attacks damage dealt becomes more complicated. An opposing figure may only be targeted once regardless of the number of targets an attacking figure has. But with energy explosion a target may be dealt damage several times without being the target. Figures adjacent to the target of Energy Explosion, both friendly and opposing, may be dealt damage by the attack. All damage dealt from Energy Explosion, both from being the target and for adjacency, are added up together after the attack(s) are resolved. If the character can choose more then one target it may choose to use either Energy Explosion or a normal ranged attack. Every use of Energy Explosion reduces the characters damage value by 1 if it also makes a ranged attack, the rule of 3 applies to this change. Multiple Ranged attacks use in conjunction with Energy Explosion must still dived damage among the targets of the ranged attacks. Critical hits with Energy Explosion deal additional damage to the targets only, but knockback may be deal to successful hit figures adjacent to the target as well.

 

            Pulse Wave: Give this character a power action and drawn life of fire to every figure, opposing and friendly, within half of its range value rounded down. All figure with this characters line of fire are dealt 1 damage, if only one figure is within this characters line of fire use the characters unmodified damage value. This power ignores the effects of character bases, hindering terrain, and water terrain. Figures on or behind blocking and elevated terrain are treated as normal. Blocking and Elevated terrain within half this characters range are also dealt its unmodified damage value.

Give a character with this power a power action and it can deal damage to every figure within half its range rounded down, or its unmodified damage value to a single figure, without making an attack roll. This power ignores water and hindering terrain as well as character bases, so other figures cannot hide in these terrains or behind other figures, unfortunately this also includes friendly figures. Blocking terrain with still block line of fire for this power and elevated with halve the range again (a quarter of total range rounded down). While figures behind blocking terrain may be safe and figure on elevated terrain somewhat safer the terrain itself is not. Blocking and elevated terrain with line of fire when using this power are also dealt damage equal to the unmodified damage value of the character using this power. This may destroy the terrain or soften it up so other figures can.

 

Quake: Give this character a power action then make an attack roll against every adjacent opposing figure. Each opposing figure successfully attacked is dealt 2 damage if the character using this power has a damage value of 2 or greater, if the character using this power has a damage value of 1 each successfully attack opposing figure is dealt 1 damage. Each character successfully attacked is also dealt knockback.

I like it when powers are simple. As a power action a character with this power may make an attack roll against each adjacent opposing figure and each successfully hit figure is dealt 1 or 2 damage depending on the damage value of the figure using this power. Regardless of the damage or attack roll every figure hit is dealt knockback. Of course all the normal rules for adjacently still apply.

 

Super Strength: Characters with this power may pickup and carry an item in its square or in a adjacent square as a free action or as part of a move action. Items carried with this power may be place back on the map by the character using this power as a free action or at the end of a move action in its square or in an adjacent square. Characters with this power carrying items may use them to make close combat or ranged combat attacks. When object are used to make close combat attack light objects (yellow ring) increase the damage value of the attacking character by 1 and heavy objects (red ring) increase the attacking characters damage value by 2. When objects are used to make ranged attacks, range value and damage are based on the object instead of the characters range and damage value. Light objects have a range value of 6 and deal 2 damage on a successful attack; Heavy objects have a range value of 4 and deal 3 damage on a successful attack. After an object is used for an attack it is removed from the game regardless if the attack was successful or not. If a character loses Super Strength while carrying an item the item is placed back into its square.

Well I don’t know what else to say that is not covered in the power description. Because objects increase damage value the rule of 3 applies and when used to make ranged attacks a characters range and damage values do not factor in. Other figures, opposing or friendly in the same squares as objects, do not affect a character with this power when picking up items and characters carrying items may not have them taken away by other characters with Super Strength.

 

Incapacitate : When this character make a close combat or ranged combat attack it’s controlling player may chose for the attack to deal no damage and instead give the successfully attack figure an action token. Characters given a second action token are given a click a pushing damage as per the normal rules. Characters with two action tokens are unaffected by this power. If this figure makes normal ranged attacks as well as using Incapacitate treat its damage value as 1 lower for each use of Incapacitate.

Although it may not seem so at first glance Incapacitate is quite powerful. This power is not only useful for slowing down advancing figure but also for dealing damage to figures with damage reducing powers. Just like Energy Explosion every use of Incapacitate reduces the characters damage value by 1 if it also makes a ranged attack, the rule of 3 applies to this change.

 

Psychic Blast : When this character makes a ranged combat attack damage dealt by the attack cannot be reduced by powers reduce damage.

Yes another simple power. Simply put when a figure with this power makes a ranged combat attack that deals damage the damage cannot be reduced by damage reducing powers.

 

Smoke Cloud :