Heroclix 2013

Embed Size (px)

Citation preview

  • 8/22/2019 Heroclix 2013

    1/281

    WELCOME TO HEROCLIX! ........................................ 1

    WHAT YOU NEED TO PLAY ................................... 1

    WHATS IN THIS RULE BOOK? .............................. 1

    Part 1: THE BASICS ............................................... 2

    SETTING UP THE MAP ......................................... 2

    CHARACTERS ...................................................... 2

    CHARACTER CARDS ............................................ 3

    TURNS AND ACTIONS .......................................... 3WINNING THE GAME ........................................... 4

    Part 2: THE CORE RULES......................................... 4

    ASSEMBLING YOUR FORCE .................................. 4

    PREPARING FOR BATTLE ..................................... 4

    IMPORTANT CONCEPTS ....................................... 5

    ROUNDS, TURNS, AND ACTIONS...............................7

    TYPES OF ACTIONS ............................................. 9

    COMBAT ATTACK RULES .....................................10

    TERRAIN.....................................................................12

    MAPS..........................................................................15OBJECTS....................................................................15

    MULTI-BASE CHARACTERS .................................16

    WINNING THE GAME ..........................................17

    Part 3: POWERS AND ABILITIES .............................17

    POWERS........ .....................................................18

    ABILITIES..............................................................19

    Part 4: TACTICS .................................................. 20

    SPECIAL OBJECTS....................................................20

    RESOURCES .............................................................21

    FEATS............... .................................................. 21

    BATTLEFIELD CONDITIONS ................................. 22

    EVENT DIALS ..................................................... 22

    BYSTANDER TOKENS ......................................... 22

    THEMED TEAMS ................................................ 23

    Part 5: THE HEROCLIX GLOSSARY .......................... 24

    Part 6: COMMON QUESTIONS ............................... 27

    OTHER RESOURCES.................................................27

    CREDITS............ .................................................. 27

    WELCOME TO HEROCLIX!

    The HeroClix Core Game is a tabletop combatgame using 3-D collectible miniature figuresof your favorite characters. By building a forcefrom your collection of figures, you can takeon the roles of your favorite characters andchallenge your friends to epic battles!

    WHAT YOU NEED TO PLAYAny number of players can play a game ofHeroClix, but the game plays best with two to fourplayers. For a two-player game, you will need thefollowing: a selection of characters, a rule book, 1game map, 1 Powers and Abilities Card, and 2 six-

    sided dice (2d6). You might find that a few coins orother small objects to use as action tokens and alength of string or other object to use as a straightedge will help you play the game. When playing anadvanced game with Powers and Tactics, you mayalso need 6 object tokens and terrain markers.

    WHATS IN THIS RULE BOOK?

    This rule book is divided into six par ts:

    Part 1: THE BASICSPlay the simplest version ofHeroClix in minutes!

    Part 2: THE CORE RULESPut together a force, set up the map, andplay using the core HeroClix rules!

    Part 3: POWERS AND ABILITIESAdd your characters superhuman powers andabilities to the game!

    Part 4: TACTICSLearn the highest level of strategic game play!

    Part 5: THE HEROCLIX GLOSSARYA quick reference for the meaning of terms used inthe rules!

    Part 6: COMMON QUESTIONSQuestions that new players typically have andtheir answers!

    2013CORE RULEBOOK

  • 8/22/2019 Heroclix 2013

    2/282

    Looking for the latest updates andanswers to frequently asked rulesquestions? Want sneak previewsof upcoming HeroClix expansions?

    Ready to pit your skills againstHeroClix players at local and

    national tournaments? Then visit:

    WWW.HEROCLIX.COM

    WWW.WIZKIDSEVENTSYSTEM.COM

    Tip!

    Part 1: THE BASICSIf youve never played HeroClix before or justwant to play the simplest version of the game,everything you need to know for two players toplay is here in the Basics. Youll learn about: Setting up the map Taking turns Giving actions to your characters Moving your characters and

    attacking your opponents characters Dealing damage and winning the game!

    When playing the Basics, each player shoulduse two HeroClix characters. Determinewho goes first by rolling 2d6; the playerwith the highest result is the f irst player.

    SETTING UP THE MAPAHeroClix game takes place on a map.When you play the Basics, youll want to use aHeroClix map such as one that can be found

    in a Starter, Fast Forces or Scenario Pack.Squares on the map are marked with coloredlines, but for now you can ignore most of them.

    Find the squares inside a purple line (usuallyalong an edge of the map)this is a star tingarea. The first player should place his or hercharacters in squares inside a starting area. Theother player then places his or her charactersin the star ting area opposite the first player.

    CHARACTERSHeroClix is played using collectible miniaturefigures standing on a base with a rotating combatdial inside. Together, the figure, base, and combatdial are called a character. Characters you playare called friendly characters, and characters youropponents play are called opposing characters.Characters can only be friendly to one force. Somegame effects may change a character from friendlyto opposing (or vice versa); when that game effectends, the character returns to be friendly to theforce it was friendly to before the game effect took

    place.

    THE BASEEach characters base is printed with importantinformation, as shown in Figure 1.

    Some figures look the same and even representthe same character, but they have different combatdials. Each characters base is printed with a setsymbol that marks it as part of a particularHeroClixset, and a collectors number to identify it.

    THE COMBAT DIALThe combat dial is the rotating disk located under acharacters base that displays numbers through itsstat slot. These numbers, or combat values (Figure2), on a characters combat dial indicate how goodthe character is at accomplishing certain tasks.

    *The number of lightning bolts next to the range valueindicates the number of different targets the character mayattack when given a ranged combat attack.

    Figure 2

    Starting Position

    Range Value*Speed Value

    Attack Value

    Defense Value

    DamageValue

    ClickNumber

    (typically indicated bythe green lineand click number 1)

    Point Value

    Team Symbol Name

    Set Symboland Rarity*

    CollectorsNumber

    Speed Symbol

    Trait Symbol

    Defense SymbolStat Slot Click

    Number

    Range

    DamageSymbol

    AttackSymbol

    Figure 1

    *The color of the set symbol indicates the characters rarity: white(Common), green (Uncommon), silver (Rare), gold (Super Rare), orbronze (Limited Edition).

    ImprovedSymbol

  • 8/22/2019 Heroclix 2013

    3/283

    COMBAT VALUESA character has five combat values. Four of themappear through the stat slot next to the symbolof the same type: speed, attack, defense, anddamage. These values may change when youturn the characters combat dial. The fifth value isthe characters range for ranged combat attacks;this value is printed on the characters base, next

    to the symbol. The values as they appear onthe combat dial are called the printed values.

    STARTING LINES ANDKO INDICATORSMost of the time, characters have a white pointvalue on their base, a single green starting lineto indicate their starting click and a numberof clicks on their dial with to indicate whenthey have been defeated (also called beingKOd). There are other ways in which startinglines and KOs may be indicated.

    Some characters are listed with a number

    of choices for their point value. When thereare additional choices, the point values will bered, blue, or yellow and there will be a startingline corresponding to that color on the dial.

    Some characters have an additional orangepoint value and starting line. Orange is not astarting line that can be used when assigning acharacter to your force, though it is considereda starting line for the following purposes: When you choose to play a character

    at a certain star ting line, that is thecharacters only starting click.

    A character can never be healedpast its starting line. Any other star ting lines and associated point

    values are ignored for game purposes.The character is defeated once it reaches a click,no matter how many other starting lines it reached.

    Some characters use every click of theirdial for combat values and powers. When thishappens, a red line will appear after its last click.The red line replaces the click and when thatred line is crossed, the character is defeated.

    MULTIPLE DIALS

    Some characters are so large that onedial is not enough. These characters oftenallow you to play the character at a higherpoint level, using one separate dial followedby another. When this happens: Start the game with the first dial turned

    to its starting line. Any dials not in useshould be turned to its click.

    When the character is dealt enoughdamage so that the active dial indicatesthe character is defeated, instead of beingKOd, keep that dial on its click. Turn thenext dial to its starting line and the character

    ignores the rest of the damage taken. Continue in this way until the last

    dial has been defeated. At this time,the character is defeated.

    CHARACTER CARDSA character card is a card specific to a particularHeroClix character. Figure 3 illustrates the informationthat appears on a character card. For the Basics,character cards will just tell you a bit more about thecharacter. Youll learn how to use the powers andabilities the card describes later on in these rules.

    TURNS AND ACTIONSPlayers in a HeroClix game alternate takingturns and giving actions to their characters. In theBasics, during your turn you may give one actionto each of your characters in any order. You canchoose from two types of actions:

    Move Action: Move your characterfrom one map square to another. Attack Action: Attack an opposing

    character with a close combator ranged combat attack.

    MOVING YOUR CHARACTERWhen you give a character a move action, it canbe moved a number of squares equal to its speedvalue. Characters can move in any direction, evendiagonally, and through squares occupied by otherfriendly characters (but not opposing characters),though you cant end a characters movement in

    the same square as another character. You donthave to move a character its full speed value, butyou must stop moving the character when i t entersa square adjacent to an opposing character.

    MAKING A CLOSE COMBAT ATTACKWhen one of your characters is in a squareadjacent to an opposing character, you may giveyour character an action to make a close combatattack.

    Roll 2d6 and add the result of the roll toyour characters at tack value to calculate your

    Attack Total. Compare your total to the opposingcharacters defense value. If your Attack Total isequal to or greater than the defense value, theattack hits!

    yellow(Rookie), blue(Experienced), red(Veteran),silver(Unique), orange (AlterEgo), green (Prime)

    KeywordsName

    TeamSymbol

    Point Value

    Special

    Power

    StandardPower

    NamedPower

    Experience Level

    Figure 3

  • 8/22/2019 Heroclix 2013

    4/284

    MAKING A RANGED COMBAT ATTACKCharacters with a Range Value greater than 0 canmake ranged attacks. When an opposing characteris within the range of one of your characters, youcan give your character an action to make a rangedattack.

    Roll 2d6 and add the result of the roll to yourcharacters attack value to calculate your Attack

    Total. Compare your total to the opposing charactersdefense value. If your Attack Total is equal to orgreater than the defense value, the at tack hits!

    DEALING DAMAGEWhen your character hits an opposing characterwith an attack, your character deals damage. Thedamage dealt to the opposing character is equalto your characters damage value. Whenever acharacter takes damage, that characters playerturnsor clicksthe characters combat dial inthe clockwise direction once for each 1 damage

    taken. Each click will reveal a new set of numbersin the stat slot.If a characters dial is turned and symbols

    appear, the character is defeated and immediatelyremoved from the game.

    WINNING THE GAMEIn the Basics, the winner of the game is thelast player to have a character (or characters)on the map after all characters belongingto other players have been defeated.

    Part 2: THE CORE RULESIf youre comfortable with the HeroClix Basics,youre ready to move on to the Core Rules of thegame! In this section, youll learn: How to build your force of figures How to set up the map and prepare to play How to play a round ofHeroClix, including:- Taking turns- Giving different types of actions to your

    characters- Moving a character- Attacking an opposing character withclose combat and ranged combat attacks

    - Dealing damage and knocking outopposing characters- How maps and terrain affect yourcharacters movement and line of fire

    How to determine who wins the game

    If you come across a term you dont understandor dont remember, jump ahead to the HeroClixGlossary in Part 5 of this rule book for a definition.

    ASSEMBLING YOUR FORCEIn general, characters will comprise the bulk of yourforce. A force must include at least one character.

    BUILD TOTALThe point value that each character has printedon its base is the number of points it costs to addthat character to your force.All players shouldagree on the build total they will use whenassembling their forces. The build total is themaximum value allowed when the point valuesof all characters and other elements of your force

    are added together. When building your force,you can choose characters and other elementswhose point values add up to less than or equalto the build totalnot more than the build total.

    For your first games using the Core Rules, allplayers should use a build total of 100 points. Whenyou feel that you understand the rules, you canbegin using build totals of 200, 300, or more points;build totals are usually in 100-point increments.Increasing the build total allows you to use morepowerful characters and develop more complexstrategies. HeroClix battles are best balancedwith a 300-point build total, but greater build totalsopen up the potential for unlimited gaming power!

    UNIQUE CHARACTERSIf a character is Unique, only one copy of thatcharacter can be part of your force. Uniquecharacters have a silver ring on their bases(older Unique characters may have a gold orbronze ring). A force cant contain two Uniquecharacters with the same name, the same set

    symbol, and the same collectors number. If acharacter is not Unique, you may include asmany copies of it on your force as you wish,within the constraints of the forces build total.

    PRIME CHARACTERSCharacters with a green ring on their base arePrime characters. When building a force, youmay only include one Prime character on it.

    PREPARING FOR BATTLEOnce all players have assembled their forces, there arestill a few steps to go through before the battle can begin.

    STEP 1: REVEAL FORCES ANDESTABLISH THE FIRST PLAYERAll players reveal their completed forces. Then,each player rolls 2d6 (reroll ties). The player with the

    Onewaytobuildyourforceistostart

    withaparticularstrategy.Forexample,

    youcancreateaforcethatspecializes

    inrangedcombatattacksormind

    controlorinflictsdamagebythrowing

    objects.Butdontmakeyourforce

    toospecialized!Foreachstrategy,

    thereisacounter-strategy,soits

    importanttomakeyourforcediverseenoughtohandleavarietyofthreats.

    Tip!

  • 8/22/2019 Heroclix 2013

    5/285

    highest total result gets to choose who will be thefirst player. When playing with more than 2 players,the player with the next highest total gets tochoose who will be the second player, and so on.

    Each player turns the combat dial of each ofhis or her characters to the starting position. Thestarting position has a click number marked 1and/or is the click to the right of the starting line.

    Once a characters combat dial has been turnedto its starting position, players can turn the dial onlywhen directed to do so by a game ef fect, such astaking damage or healing.

    STEP 2: CHOOSE MAP ANDSTARTING AREASThe first player chooses the map where thegame will occur. After the first player choosesthe map, the player to his or her left chooses thestarting areaan area of squares inside a purpleboundary linewhere he or she will set up hisor her force. If there are more than two players,

    continue clockwise around the table until everyonehas chosen a different starting area. In two-playergames, the chosen starting areas must alwaysbe on opposite sides of the map. If either playersforce will not fit within the purple lines, all startingareas increase by one row and one columnbut cant overlap another players starting area.Starting areas can be extended until each playersforce will fit in their respective starting area.

    STEP 3: PLACE CHARACTERSThe first player places all of the characters on hisor her force on the map in his or her star ting area.

    The player to the first players left then placesall of his or her characters in his or her star tingarea. If there are more than two players, continueclockwise around the table until all players haveplaced their forces in their starting areas.

    You will constantly pick up your charactersduring a game to look at or turn their dials; you maywant to mark the square your character was in sothat you always return it to the correct square.

    Once Steps 13 are complete, playbegins with the first player.

    IMPORTANT CONCEPTSThe following HeroClix game concepts are especiallyimportant when playing the game using the Core Rules.

    ADJACENT SQUARESAdjacent squares are map squares that touch anygiven square, including squares on the diagonalfrom that square. This means that most squareshave four adjacent squares on their sides and fouradjacent squares on their diagonals, as shown inFigure 4.

    Adjacent characters (and objects and terrainmarkers) occupy adjacent squares, as shownin Figure 5. Squares are not adjacent if they

    are on the opposite sides of terrain that blocksmovement or on dif ferent elevations (see Terrain,p. 12). A character is never adjacent to the squareit occupies, and a character is never adjacent toitself.

    MODIFIERSModifiers increase or decrease a combatvalue by a specif ic amount and are cumulative.Modifiers apply to a character for as long as thatcharacter meets the modifiers requirements,and are added up when needed to determinea combat value. Modifiers use the wordmodify, modifies, increase or decrease.Modifiers never set combat values to specificnumbers or halves; they involve adding (+/increase) or subtracting (-/decrease).

    REPLACEMENT VALUESSome game effects substitute one combat valuefor another. These substitute values are calledreplacement values. When one valuebecomes oris usedinstead ofthe value printed on the dial, it isa replacement value. Replacement values apply toa character for as long as that character meets the

    replacements requirements. When a characterscombat value is reduced by half or doubled,those are also replacement values. Replacementvalues set combat values to specific numbers,doubles, or halves; they never solely involve addingor subtracting. A replacement value becomesthe characters unmodified combat value.

    ROUNDINGAt any point in the calculation of a value, if you have afractional value (usually caused by halving a value),immediately round up to the nearest whole number.

    LOCKINGCertain replacement values are referred to aslocked. Locked combat values ignore all otherreplacement values and modifiers. Whenevera combat value is calculated and a locked

    Figure 4

    Each X indicates asquare adjacent tothe center square.Each A indicates asquare diagonally

    adjacent to thecenter square.

    Figure 5

    The squares adjacentto A are indicated bythe dashed line. A isadjacent to B. Thesquares adjacentto C are indicated

    by the solid line.C is not adjacentto either A or B.

  • 8/22/2019 Heroclix 2013

    6/286

    replacement value is applied to it, the lockedreplacement value is the only replacement ormodifier that can affect that combat value, and if aspecific number is locked, that number is the onlypossible result of the calculation. Unless otherwisespecified, locked values last until the end of theattack that caused the locked value. If there was noattack in the action that resulted in the locked value,then the locked value lasts until the action resolvesunless specified otherwise.

    TIMINGThe order in which simultaneous effects areresolved is determined by the active player(the player whose turn it is), followed onlywhen necessary by other players, beginningwith the next player and in turn order.

    LINE OF FIREA line of f ire represents a line between two squares

    on the map, typically drawn from a characteroccupying one square to another square. You areallowed to check the map to determine lines of f irebetween squares at any time.

    To determine if a line of fire can be drawn, usea straight edge or draw an imaginary line from thecenter of one square to the center of the othersquare. As demonstrated in Figure 6, the line of fireis blocked if: The line of fire passes through a

    square occupied by a character not inone of the two squares (Figure 6-A);

    The line of fire crosses blocking

    terrain or a wall (Figure 6-B);

    The two squares of a line of fire can be thesame square, so a character can draw a line of fireto itself or to the square it occupies. This is still aline of fire and would be subject to any conditionsthat would exist if they were separate squares.

    Any game effect that states within line of firemeans there must exist a non-blocked line of firebetween the source of the game effect and itstarget. Any game effect that states within rangemeans that the target of the game effect mustbe within the sources Range Value. Any game

    effect that states within x squares means that

    the target of the game effect must be within theindicated number of squares of the source. Eachof these phrases are independent of each other.A character can be within line of f ire but notwithin range. It can be within x squares butnot within line of fire. When a game effect hasmore than one requirement, the phrases will becombined, such as within range and line of fire.

    When a line of fire remains in the same row, samecolumn, or crosses an intersection in the square ofthe target it is said to be a direct line of fire.

    REPLACING CHARACTERSCertain game effects will call for a character to bereplaced with one or more other characters on themap. When assembling your force, you identifythese replacement characters although they arenot yet on your force. Replacement characterspoint values are not added to your build total. Allplayers should agree on the maximum number ofreplacement characters allowed per force.

    While replacement characters are off the map,they should be positioned on their click. When agame effect causes a character to be replaced: Tokens assigned to the replaced character

    are assigned to the replacement character,including tokens for the action that placedthem on the map, unless otherwise specif iedby that effect.

    The replacement character must occupysquares that were occupied by the replacedcharacter. If this is not possible, thereplacement character may occupy squaresadjacent to squares that were occupied bythe replaced character.

    Any ongoing ef fects that apply to the replacedcharacter continue to affect the replacementcharacter.

    If the replaced character was given a non-free action this turn, then the replacementcharacter is considered to have been given anon-free action this turn as well.

    You may only replace a character if thatcharacter began the game as part of yourforce.

    Victory Points When one or more characters

    replace a character that began the game on yourforce, and all replacement character(s) are KOd,award victory points equal to the point value ofthe replaced character that began the game onyour force, unless the value of the replacementcharacter(s) is higher.

    Example: Jeff is using a Duo character with apoint value of 200. Jeff gives the Duo character apower action to use Split, replacing the Duo withthe qualifying replacement characters Hero-A (100points) and Hero-B (75 points). If only Hero-A isKOd, Jeffs opponent will score 100 points. If both

    Hero-A and Hero-B are KOd, Jeff s opponent willscore 200 points.

    Figure 6

    A. The line of fire

    from A to B is

    blocked by C.

    B. The line of fire

    from A to B is

    blocked by

    blocking terrain.

  • 8/22/2019 Heroclix 2013

    7/287

    of the calculation is changed. If a locked value isless than a specified minimum or zero, use thatminimum or zero instead.

    ROUNDS, TURNS,AND ACTIONSAHeroClix Core Rules game is broken down into

    a series of rounds. During a round, the first playertakes the first turn. When the first players turn iscomplete, the player to the left takes a turn, and soon, clockwise around the table. Once all playershave taken a turn, the round is complete and a newround begins. If all of the characters on a playersforce are defeated, the remaining players continuetaking turns in the same order.

    FIRST-ROUND IMMUNITYDuring the first round of the game, charactersthat have not been given an action, placed, ormoved cant be targeted by opposing characters,

    knocked back, attacked, or damaged, unlessa game effect that does so specifically statesthat it occurs at the beginning of the game.

    EFFECTS THAT OCCUR AT THE BEGINNING

    OR END OF A ROUND OR TURNBefore the first player takes his or her turn in around, effects that occur at the beginning of around resolve. When a player begins his or herturn, first resolve and end all effects that last untilthe beginning of your turn or until your next turn,then resolve all effects that occur at the beginning

    of your turn. Game ef fects activated by freeactions may also be resolved during the beginningof your turn or the end of your turn.

    After a player has declared their turn over butbefore the next player begins their turn, first resolveand end all effects that last this turn or until theend of the turn, then resolve all effects that occurat the end of your turn. After all players have takena turn in a round, effects that occur at the end of around resolve.

    ACTION TOTALYou begin each turn with a cer tain number of

    available actions, called your action total. Thisnumber remains the same for the entire game.The number of actions you begin with dependson the build total of the game: You get one actionfor every 100 full points of the games build total.For example, a game with a build total of 100points gives you one action every turn; a buildtotal of 200 points gives you two actions everyturn; 300 points gives you three actions, andso on. Your action total remains the same evenif one or more of your characters is defeated.

    HEROCLIX GOLDEN RULESIn general, game effects originating from ruleson individual cards supersede the rules in thisrule book (thats part of the fun!). However, thereare a few rules that cant be over-ridden byany game effect. Any game effect that wouldseem to break one of these rules is ignored.

    1) THE RULE OF REPLACE THEN MODIFYWhenever a combat value needs to becalculated for any game effect, the controllerof the character whose value needs to becalculated starts with the printed value, appliesall replacement values in any order, then appliesthe sum of all modifiers to arrive at a final result.Remember that a locked value will overrideany other replacement values and modifiers.

    2) THE RULE OF THREEWhenever the sum of all modifiers applied to asingle combat value is greater than +3 or less

    than -3, the sum of all modifiers is instead +3 or-3, respectively. All modifiers continue to apply tothe combat value; only their sum is changed. Thisrule only applies to modifiers, not to replacementvalues. Replacement values can alter theprinted combat value by more than 3 before anymodifiers apply, with modifiers still limited to anet modification of 3 on the replaced value.

    3) THE RULE OF OCCUPANCYAny game effect resulting in two or more charactersoccupying the same square, or characters, terrainmarkers, or objects occupying a square of blocking

    terrain, is prohibited (except for Debris markers,see Terrain, p. 12). If part of a game effect wouldcause this to happen, that part of the gameeffect is ignored. If moving or placing a character,terrain marker, or object would cause this, thenthe character, terrain markers, or object mustinstead move to or be placed in a different square.Characters using certain powers and abilitiesmay freely travel through other characters and/or blocking terrain, but if it will end its movementin the same square as another character orblocking terrain, the moving character must end itsmovement before entering the occupied square.

    4) THE RULE OF ACTION TOKENSNo game effect can result in more than 2 actiontokens on a character. If part of a game effectwould cause this to happen, that part of the gameeffect is ignored.

    5) THE RULE OF MINIMUMSIf a game effect specifies that a combat value hasa minimum value and the final result of calculatingthat value is less than the specified minimum,use that minimum value instead. If the final resultis equal to or higher than the minimum value,use the final result normally. If the final result ofcalculating any combat value is less than zero, usezero instead. In both cases, all replacements andmodifiers continue to apply; only the final result

  • 8/22/2019 Heroclix 2013

    8/288

    GIVING ACTIONS TO CHARACTERSDuring your turn, you give actions from your actiontotal to your characters. When a character is givenan action, that action can be used for only onepower or ability that requires that type of action toactivate. You must completely resolve one actionbefore you begin the next action. Resolvingan action includes resolving any free actions

    or game effects that action allows, followed byapplying action tokens and then pushing damageto each character that received a second actiontoken during that action. If a characters combatvalues change before an action is resolved, thecharacter must use the new combat values forthe rest of the action. A character can neverbe given more than one non-free action perturn. If you have more available actions thancharacters, you cant use the extra actions. Youdo not have to use all of your available actions,

    but you cant save them for future turns.

    ACTION TOKENSWhen you give a character any action (other thana free action see below), give the character anaction token as the action resolves and put it nearthe characters base on the map. You can use anysmall object, such as a coin or bead, as an actiontoken. A token reminds all players that a characterhas been given an action.

    CLEARING ACTION TOKENSAt the end of your turn, after you have finishedtaking and resolving all of your actions (including

    free actions that occur at the end of your turn)and declared your turn to be over, remove all actiontokens from each of the characters on your forcethat did not receive an action token this turn. Thisis called clearing your action tokens.

    PUSHINGWhen a character receives a second action token(usually because it has taken an action on twoconsecutive turns), deal one pushing damage tothat character as actions resolve. Game effectsthat evade, reduce, ignore, or transfer damagedo not affect pushing damage unless the effectspecifically says it does. (See Figure 7)

    BREAKING AWAYIf a character occupying a square adjacentto one or more opposing characters isgiven an action and attempts to move, thatcharacter must successfully break awaybefore it can move, as shown in Figure 8.

    To break away, roll a d6. On a result of orless, that character fails to break away and cantmove; resolve the action immediately, includingassigning that character any action tokens for

    that action. On a result of or higher, thatcharacter succeeds in breaking away from allopposing characters adjacent to it. Regardlessof any game effects, a d6 roll of automaticallyresults in a character failing to break away,while a d6 roll of automatically results in acharacter succeeding in breaking away.

    Only one successful break away roll isrequired to move away from all adjacentopposing characters or other game effectsthat may require break away from that square.Once a character successfully breaks away, itcan move through squares adjacent to everyopposing character or game effect from whichit broke away; but ends its movement as normalif it becomes adjacent to an opposing characterthat it did not break away from this action.

    PLACING CHARACTERSSome game effects instruct you to placeyour character. When a character is placed,it is not moving. It does not need to breakaway, and it ignores all characters and gameeffects between its starting square andthe square in which it is being placed.

    Dont be afraid to push!Sometimespushingdamageisasmallpricetopayforanotheropportunitytodealdamagetoanearbyenemy

    beforeitcandamageyou.

    Tip!

    Figure 8

    The roll allowingA to break away

    from B wassuccessful, soA can move inany directionas shown bythe arrows.

    Figure 7

    A was given an

    action last turnand this turn. Ithas been pushedand is given asecond actiontoken. As thesecond actionresolves, it takes 1pushing damage.

    Action

    Tokens

  • 8/22/2019 Heroclix 2013

    9/289

    TYPES OF ACTIONSThere are five types of actions that you can give toa character: Freeaction Poweraction Moveaction Closecombataction Rangedcombataction

    Each of these action types can be given to acharacter to activate a specific game effect. Acharacter with two action tokens cant be givenany non-free actions.

    FREE ACTIONSSome game effects do not require the characterto be assigned an action token when thataction resolves, or they allow a character to dosomething after the character uses another kindof action, such as a power action or move action.

    Using a free action does not consume

    one of your available actions for the turn, andyou may give your characters as many freeactions as game effects allow. A charactermay not activate the same game effecttwice in one turn with free actions, unlessthe game effect indicates otherwise.

    POWER ACTIONSA power action is an action given to a characterthat allows it to use a game ef fect that requires apower action to activate.

    Double Power Actions. A double power action is

    a special type of power action; it is also an actiongiven to a character that allows it to use a gameeffect requiring a double power action. Unlikea typical power action, a double power actionresults in the character being assigned two actiontokens instead of one (dealing pushing damage),so you may only give a character a double poweraction when it has no action tokens. A charactercant be given a double power action to activategame effects that only require a power action.A double power action cant be given as a freeaction.

    Epic Actions.When your build total is 400 pointsor more, it is called an epic battle and each playeris granted one epic action per turn. An epic actionis a type of power action that can only be usedto activate an epic trait ability (indicated by the

    symbol on a character card). Unlike a typicalpower action, an epic action does not countagainst your action total.

    MOVE ACTIONSA character given a move action can move upto its speed value in squares across the map.A character might have a power or abili ty thataffects how it can move. A character doesnot have to move its full speed value, and itcan choose to move 0 squares. Characterscan move diagonally, as shown in Figure 9.

    ATTACKS AND ACTIONS Itsimportanttounderstandthedifferencebetweenactionsandattacks.Somegameeffectscanbeusedortriggeredonlywhenacharacterisgivenaparticulartypeofaction.Combatactions,forexample,willalwaysleadtocombatattacks,allowingtheuseofthosepowers,teamabilities,orgameeffectsthecombat

    actionpermits.Othergameeffects,however,mightallowacharactertomakeanattackwithoutthecharacterbeinggivenaparticulartypeofaction.Effectstriggeredbyaparticulartypeofactioncantbeusedwhenacharacterattemptstomakeanattackwithoutbeinggiventherequiredtypeofaction.

    Example #1: A character, given apower action to use the HypersonicSpeed power, can make a close

    combat attack as a free action. Thecharacter couldnotuse the Quakepower when making the close combatattackgranted by Hypersonic Speed,because a character must be given aclose combatactionto use Quake.

    Example #2: A character given apoweractionto use the Chargepower moves and then is given a closecombataction; because Blades/Claws/Fangs can be used when a

    character is given a close combataction, Blades/Claws/Fangs couldbe used when the character is giventhe close combat action via Charge.

    Remember!

    When a character moves in the same directionhorizontally, vertically, or diagonally without alteringthe direction within the movement, it is said to bemoving in a direct line. A character moving in adirect line might move as little as one square.

    Figure 9

    When measuringdistance formovement andranged combat,simply countthe squares on

    the map in anydirection.

    In the move action shown, A has moved 8squares and is now adjacent to B.

  • 8/22/2019 Heroclix 2013

    10/2810

    COMBAT ACTIONS:CLOSE COMBAT ACTIONS ANDRANGED COMBAT ACTIONSThere are two types of combat actions: close combatactions and ranged combat actions. Each of theseaction types can be used to activate a game effect

    that requires the corresponding action, but mostof the time they will be used to activate an attack.A close combat action can be given to a characterto activate a close combat attack that targets anadjacent opposing character. A ranged combat actioncan be given to a character to activate a rangedcombat attack that targets one or more non-adjacentopposing characters that are within range and line offire.

    The character given the action and making theattack is called the at tacker. The character againstwhich the attack is made is called the target. Everyattack must have at least one target. A character

    cant target itself or a friendly character unlessspecifically allowed to or it uses a game effect thattargets all characters or f riendly characters.

    COMBAT ATTACK RULESThe fol lowing general rules apply to both closecombat attacks and ranged combat attacks.

    THE ATTACK ROLLTo determine whether or not an attack succeeds,the attacking player rolls 2d6 (the attack roll) andadds the result to the attackers attack value. Thesum is the Attack Total. If the Attack Total is equal

    to or greater than the targets defense value, theattack succeeds and is a hit (it is a successfulattack roll); otherwise, it fails and is a miss.

    If an attack misses, damage is not dealt by theattack. Certain game effects allow characters toevade a hit evading a hit turns it into a miss.

    DEALING DAMAGEWhen an attack hits, the damage dealt to the targetis equal to the attackers damage value, modifiedby any game effects. The target takes that muchdamage, modified by any game effects. The targetscombat dial is turned clockwise a number of timesequal to the damage taken. Unless specifiedotherwise, effects that would increase damage dealtare calculated before effects that would decreasedamage dealt. If multiple game ef fects would allowa character to reduce or ignore damage dealt, onlyone game effect can activate, to be decided bythe characters controlling player. If damage dealtis reduced to 0, then the target is not damaged.Damage dealt cant be reduced below 0. Gameeffects that reference the amount of damage acharacter has been dealt use the damage dealt valueafter all modifiers have been applied to it.

    NO DAMAGEAn attack that deals no damage ignores modifiersto the damage value. Attacks that deal no damagedeal neither critical h it damage to the target nor

    critical miss damage to the attacker (see Rolling 2and 12: Critical Misses and Critical Hits, below).

    PENETRATING DAMAGEPenetrating damage is damage dealt that cant bereduced (such as by the Toughness power), butcan be evaded, ignored, increased, or transferred toanother character.

    UNAVOIDABLE DAMAGEUnavoidable damage is damage dealt that cant beevaded, reduced, modified, ignored, or transferredto another character.

    HEALINGCharacters can have their damage healed throughthe use of powers like Regeneration, Steal Energy,and Support, as well as through other gameeffects. When a character is healed of damage,turn its combat dial counterclockwise a numberof times equal to the damage healed. A character

    cant be healed beyond its starting line or a KOclick. A character with multiple starting linescant be healed beyond the starting line that itbegan within a particular game. A character isnot considered healed unless a game effectcauses it to turn its dial counterclockwise.

    DEFEATING CHARACTERSWhen a symbol appears in a characters stat slot,that character is defeated. Immediately remove it fromthe map; it is no longer part of the game.

    ROLLING 2 AND 12:

    CRITICAL MISSES AND CRITICAL HITSIf you roll a two ( ) on an attack roll, youautomatically miss the target, even if your AttackTotal would allow you to hit the target. This is called acritical miss. Immediately deal the attacking character1 unavoidable damage; this represents a weaponbackfire or your character straining or wounding itselfduring the action. This unavoidable damage is not partof the attack.

    If you roll a 12 ( ) on an attack roll, youautomatically hit the target, regardless of what youneeded to roll to hit. This is called a critical hit. A criticalhit increases damage dealt by 1 to each successfullyhit target.

    When using the Support power (see the Powersand Abilities Card) and a critical miss is rolled for theattack roll, the attempt is an automatic miss and thetarget is dealt 1 unavoidable damage instead. If acritical hit is rolled for the attack roll, the attempt is anautomatic hit, and you add 1 to the amount of damagehealed by the target.

    KNOCK BACKWhen a player rolls doubles on a successful attackroll, the target is knocked back after any damagetaken from the attack is applied. Knock backrepresents a character being thrown backward bythe force of an attack. Certain game effects mightknock back a character or allow a character toignore knock back (examples Powers: Charge;Abilities: Great Size; Other effects: Multi-base

  • 8/22/2019 Heroclix 2013

    11/2811

    characters). Game ef fects that allow a characterto be knocked back or prevent knock back arechecked before damage is dealt.

    A knocked back character is moved backone square for each 1 damage taken. Move thecharacter in a straight line away from the attackingcharactercalled the knock back patheven ifthat path is on a diagonal. If multiple characters

    take damage from a game effect that causesknock back, resolve the knock back starting withthe character farthest from the attacker.

    If the knock back path is not along a direct line,then the knock back path follows the diagonal linestarting with the square that is on the opposite sideof the target from the attacker, in both the ver ticalas well as horizontal direction.

    Movement along a knock back path ignoresthe effects of hindering terrain and objects onmovement.

    Game effects that activate as a result of acharacter moving are not activated by a charactermoving due to knock back.

    KNOCK BACK DAMAGEA characters knock back path cant continuebeyond a square that blocks movement, elevatedterrain of a higher elevation or the edge of themap. If it would do so, the characters knock backpath ends in the square before its path wouldcross into any of these areas, and the characteris dealt 1 damage, as shown in Figure 10. Thisdamage dealt is called knock back damage. It canbe reduced as normal and is applied separately

    and after damage dealt by the attacker. Knockback into a terrain feature does not destroy it.

    If the knock back path would cross asquare occupied by another character, put theknocked back character in the last unoccupiedsquare adjacent to the square occupied bythe other character. Stopping in this waydoes not deal damage to either character.

    KNOCK BACK OFFELEVATED TERRAINWhen a character is knocked across the rim of

    elevated terrain (i.e.: from a higher elevation to a lowerelevation see Line of Fire: The Rim, p. 14), the knockback path ends in the first square of a lower elevationand that character is dealt 2 knock back damage. Ifthe first square of a lower elevation along the knockback path is not able to be occupied, the knock backpath ends in the last square of the higher elevationand that character is not dealt knock back damage.Characters using the Flight ability (see the Powers andAbilities Card) which are knocked back off of elevatedterrain are not dealt knock back damage, though theystill end their knock back path in the first empty squareof a lower elevation.

    RANGED COMBATRanged combat represents attacks that take placeover distance, such as thrown bombs, repulsor rays,machine guns, energy blasts, and psionic attacks.

    Every character has a range value printed on itsbase. This is the maximum number of squares thata characters ranged combat attack can reach. Ifthe range value is greater than 0 and your characteris not adjacent to an opposing character, then yourcharacter can make a ranged combat attack. Acharacter can attack in any direction, regardless of thedirection it is facing.

    RANGED COMBAT AND LINE OF FIREBefore making a ranged combat attack, you mustdetermine if the attacker can draw a line of fire tothe target and if the target is within range.

    If the line of f ire is blocked, the attacker cantmake a ranged combat attack against that target.Any line of fire that isnt blocked can be drawn. If aline of fire can be drawn, count the shortest route

    to the target in squares using the imaginary lineas a guide. Do not count the square the attackeroccupies when determining range.

    MULTIPLE RANGEDCOMBAT TARGETSAll characters have one or more lightning boltsymbols printed next to their range values. Thenumber of lightning bolts is the maximum numberof different targets the character can target with asingle ranged combat attack unless a game effectindicates otherwise (for example, by indicatingtargets all characters). A character cant target the

    same character more than once during a rangedcombat attack.

    If a character attacks more than one target, thatcharacter must be able to draw a line of fire to each

    Figure 10

    Mark rolleddouble 4s ona successfulattack made byA against B. B

    is hit and takes2 damage. Aftertaking damage,B is knocked

    back 2 squares, but can only move backone square before hitting a wall (thethick black line). B slams into the walland is dealt 1 knock back damage.

    Whileyourcharacterisadjacenttoanopposingcharacter,itistoooccupiedwith

    defendingitselforfightingthenearest

    threattomakeanyrangedcombatattack!

    Remember!

  • 8/22/2019 Heroclix 2013

    12/2812

    Squares inside a yellow boundaryline are interior spaces on an indoor/outdoor map (see Maps, p. 15).

    Squares inside an orange boundary linehave special rules, which are explained onthe map on which they appear.

    Lines indicating specific terrain are drawn just

    inside the grid marked on the map. If a square hasa colored boundary line inside of it, the squareis the type of terrain indicated by the line. If a linecan be drawn from the center of that square intoa second square without crossing a boundaryline of the same color, the second square isthe same type of terrain as the f irst square.

    If a square does not fall inside the boundaryof any colored line, it is clear terrain. All non-clearterrain is surrounded by a contiguous boundary.If a game ef fect allows for the alteration of terrain,boundary lines are assumed to change so thatthey always form an uninterrupted boundary.This may result in a single large section of terrainbecoming two distinct smaller sections of thesame type. Squares may be multiple types ifthey fall within two or more boundary lines.

    No game effect can target or attack a characterin addition to a piece of terrain or object with thesame attack, even if they occupy the same square.

    CLEAR, HINDERED, OR BLOCKEDEvery line of fire or path of movement you can drawis either clear, hindered, or blocked. Clear is lessrestrictive than hindered, which is less restrictive

    than blocked, which is the most restrictive. Whena line of fire or path of movement crosses severaldifferent types of terrain, it is the most restrictivetype of line of fire or path of movement in anysquare it crosses. For example, a line of firecrossing both hindering and blocking terrain is a

    blocked line of fire.

    CLEAR TERRAINClear terrain is open space with no obstructions orterrain or debris markers. Any line of fire or path ofmovement that crosses only clear terrain is a clear

    line of fire or path of movement. Movement: Clear terrain does not impede

    movement in any way. Line of Fire: Clear terrain does not impede line

    of fire in any way.

    HINDERING TERRAINHindering terrain represents an area containingtrees, furniture, debris, objects, and other similaritems that might obstruct both a characters line offire and movement. Close combat attacks are notprevented by hindering terrain. Any line of fire orpath of movement that crosses hindering terrain

    (including the square occupied by the target) islabeled a hindered line of fire or path of movement.A hindered line of fire is treated as a clear line of firefor the purposes of powers and abilities that requirea clear line of fire, with the additional effects below.

    TERRAINTerrain is the printed landscape of the

    battlefield map; object tokens and 3-D objects;or effects created by the use of powersand abilities which involve the placement ofterrain markers. Terrain affects movement ofcharacters and the ability to draw lines of fire.

    HeroClix has five types of terrain: clear,hindering, water, blocking, and elevated. Alltypes of terrain (except clear terrain) are indicatedby boundary lines drawn on the map: Squares inside a green boundary line are

    hindering terrain. Squares inside a blue boundary line are water

    terrain.

    Squares inside a brown boundary lineare blocking terrain. Heavy black lines runningalong the grid of the map are walls, whichfunction as blocking terrain.

    Squares inside a red boundary line areelevated terrain. Each red boundary line hasnumbers indicating the level of that elevatedterrain. The larger the number, the higherthe elevation. Maps that do not indicate anelevation number treat non-elevated terrain aslevel 1 and elevated squares as level 2.

    Three other boundary l ine colors indicate

    particular areas on a map and are clearterrain unless indicated otherwise: Squares inside a purple boundary

    line are a star ting area (see Step 2:Choose Map and Star ting Areas, p. 5).

    target. A character can use its full range against eachcharacter targeted.

    When your character targets multiple targets witha ranged combat attack, make only one attack roll;compare this Attack Total to every targets defensevalue. Divide the attackers damage value any wayyou choose among the successfully hit targets. Asuccessfully hit target can be dealt 0 damage or any

    non-fractional amount of damage, provided that alldamage dealt is divided among the successfully hittargets.

    Example #1: Jason gives a ranged combat actionto A, which has two lightning bolt symbols next to itsrange value. Jason chooses two opposing characterswithin As range and line of fire.

    A has an attack value of 9. Jason rolls 2d6, witha result of 8. The Attack Total is 17 (9+8=17). Jasoncompares his 17 to the defense value of the twotargets: One is B, with a defense value of 18, and theother is C, with a defense value of 15. A misses B,

    but he hits C for 3 damage. A cant deal less than 3damage to C.

    Example #2: Norm uses A to make a rangedcombat attack targeting B and C, hitting both targetsand dealing 4 damage. Norm could choose to deal 2damage to each target, 3 damage to one target and 1damage to the other, or 4 damage to one target and 0damage to the other.

  • 8/22/2019 Heroclix 2013

    13/2813

    Movement: Hindering terrain impedesmovement. A character that crosses fromterrain that is not hindering for movementinto a square that is hindering for movementmust stop moving. Any character thatbegins its movement in hindering terrainhalves its speed value before moving.

    Line of Fire: Hindering terrain impedes

    line of fire. If a line of fire between twocharacters is hindered, modify the targetsdefense value by +1 for the attack, unlessthe only square of hindering terraincrossed is occupied by the attacker.

    WATER TERRAINWater terrain represents features like streams,ponds, and other liquids. Water terrain behaveslike other terrain for movement and line of firepurposes, though it is still a specific kind ofterrain when considered for anything other thanmovement or line of fire purposes. Movement: Water terrain impedes movement,

    and is hindering terrain for movementpurposes.

    Line of Fire: Water terrain does not impedeline of fire in any way, and is clear terrain forline of fire purposes.

    BLOCKING TERRAINBlocking terrain represents areas and objects onthe map with the potential to completely impedea characters movement and line of fire. Any lineof fire or path of movement that crosses blockingterrain is labeled a blocked line of fire or pathof movement, the movement cant happen andthe line of fire is not able to be drawn through thisterrain. Adjacency: Squares on opposite sides of

    blocking terrain are not adjacent. Two squaresof blocking terrain adjacent to each otheracross the diagonal of an intersection wouldprevent adjacency between the two squareson the opposite side of that intersection.

    Movement: Blocking terrain preventsmovement. Characters cant move into orthrough blocking terrain.

    Line of Fire: Blocking terrain prevents a line offire from being drawn between two squares.Any line of fire crossing a square of blockingterrain is blocked (except for a line of firebetween two characters on an elevationhigher than that of outdoor blocking terrain).

    DESTROYING BLOCKING TERRAINA square of blocking terrain can be destroyed by asingle attack that deals at least 3 damage. Whena character attacks blocking terrain, the attackautomatically succeeds. A close combat attackcan be used to destroy a square of blocking terrain

    adjacent to the attacker. A ranged combat attackcan be used to destroy a square of blocking terrainby drawing a line of fire to the center of the square ofblocking terrain; the line of f ire is not blocked by thetarget square in this instance.

    DEBRIS MARKERSWhen a square of blocking terrain is destroyed,place a debris marker in the square; this markerrepresents the rubble left behind by the destructionof the blocking terrain. A debris token is a type ofspecial terrain marker. A debris token is a hinderingterrain marker with the special property that it canbe placed on blocking terrain. When placed on

    blocking terrain that square is hindering terraininstead of blocking terrain. Debris tokens can beplaced on terrain other than blocking terrain as well,but those squares are considered hindering terrainin addition to their normal properties.

    WALLSWalls are a special type of terrain indicated byheavy black lines that run along the maps gridlines. Walls have no boundary lines, but theybehave like blocking terrain. Characters onopposite sides of walls are not adjacent. The edges

    of a map are not walls.DESTROYING WALLSA close combat attack can be used to destroy awall segment along the edge of the square thecharacter occupies. A ranged combat attack canbe used to destroy a wall segment but only if asingle line of fire can be drawn to the center of thesquare on the other side of the wall segment thatalso crosses the other square along the same edgeas the wall segment. The squares on each side ofthe wall must be within the attacking charactersrange as shown in Figure 11; in this case, the line

    of fire is not blocked by the chosen wall segmentor a character occupying the targeted square. Allother requirements for destroying a wall are thesame as those for destroying blocking terrain.

    When a wall is destroyed, place debrismarkers in those clear terrain squares adjacentto both sides of the destroyed wall, asshown in Figure 12, to represent the debrisremaining after the walls destruction.

    Figure 11

    To ensure that Character As ranged combat

    attack can reach a wall on the far side of a

    square, he or she must be able to draw a line

    of fire to the square on the opposite side of the

    wall, as shown.

  • 8/22/2019 Heroclix 2013

    14/2814

    ELEVATED TERRAIN

    Elevated terrain represents terrain at different levelsabove the battlefield. Elevated terrain can containother kinds of terrain like hindering or blocking which

    would have the properties of both elevated terrainand the other terrain. Elevated terrain itself cant bedestroyed. Characters, objects, and terrain featureson elevated terrain are considered elevated andtheir level of elevation is the level of the elevatedterrain they occupy. Characters, objects, and terrainthat are not elevated are grounded or at elevationlevel 1. Characters at different elevation levels arenot considered adjacent for any game effect. Acharacter at a lower elevation is adjacent to elevated

    terrain when the only reason the square in questionis not adjacent is because it is a higher elevation.

    MOVEMENT: STAIRS AND LADDERSIf a character has no other means to enter andleave areas of elevated terrain (such as the Leap/Climb power or the Flight ability), it must use stairsand ladders. A character cant jump off elevatedterrain to a different elevation unless a game effectallows it to ignore the effects of elevated terrain onmovement.

    Part of a stairway or ladder is on terrain of alower elevation and part is on terrain of a higherelevation. A character must pass through thetwo squares of different elevation to changethe characters elevation. On some maps, the 2squares of different elevations have numbered

    triangles where the number indicates the level ofelevation of each side of the red boundary line.Characters occupying the two squares throughwhich a character can change elevations can makeclose combat attacks against each other as if they

    were adjacent. Stairs and ladders are clear terrain,unless there are map boundary lines indicatingotherwise.

    Elevated terrain itself has no other effect onmovement.

    LINE OF FIREIf a line of fire between two characters on the same

    elevation crosses elevated terrain of a higher level,it is blocked. The line of fire between characterson the same elevation is not blocked by elevatedterrain of that level or lower, though other terrain atthat elevation level crossing the line of fire affects itnormally.

    LINE OF FIRE: THE RIMA square with a red line running through it with anelevation of a lower level sharing an edge with itis considered the rim. Characters on the lowerelevation are not adjacent to the rim any more than

    they are adjacent to a character occupying thesquare that the rim borders. A line of fire betweencharacters on different elevations is blocked by: Blocking terrain on the same elevation as

    the character on the lower elevation. Elevated terrain of any level h igher than the

    level occupied by the character on the lowerelevation, except the square occupied bythe character on the higher elevation.

    or characters.

    A line of f ire between characters on dif ferentelevations is not affected by hindering terrain, or

    characters, except for the square the targetoccupies.

    INTERSECTIONSIn HeroClix, because the map is composed of agrid of squares, you will quite often find yourselfmoving diagonally through a point of intersectionbetween 4 map squares. You will also occasionallydraw lines of fire that pass directly through theseintersection points. In general, to move through or

    fire across these intersection points requires you toconsider the terrain to either side of the point youare trying to pass or shoot through.

    LADDER

    Figure 13

    A is in an area of

    elevated terrain. B isgrounded. Even thoughthey appear adjacentto each other, theyare not, and B cantattack A because Bhas a range value of 0,so he will want to try adifferent approach. Acan attack B using aranged combat attacksince A has a rangevalue of 1 or greater.

    Figure 12

    A has just destroyed the wall along the square

    he occupies. Debris token markers have been

    placed in both squares adjacent to the wall

    under both A and B, who occupied the square

    on the other side of the wall.

  • 8/22/2019 Heroclix 2013

    15/2815

    MOVEMENT THROUGHINTERSECTION POINTSWhenever a character would move diagonallythrough an intersection point between four squareson a map, treat the point as the less restrictive terrainof the two squares that touch that point not alongthe path of movement. A character moving througha hindered intersection point stops movement in thesquare immediately following the point along its path.

    LINE OF FIRE ACROSSINTERSECTION POINTSWhenever a characters line of fire crosses exactlythrough an intersection point, treat the point as the lessrestrictive of the two squares that touch that point butare not otherwise in the line of fire.

    CHANGING TERRAINDuring an action, terrain may change from one typeto another. When it does, if the change makes iteasier to draw a line of fire or move (e.g., changingblocking to hindering), then the change takes placeimmediately. If the change makes it more restrictiveto draw a line of fire or move (e.g., changing clear tohindering or blocking), then the change takes placeafter that action resolves.

    MAPSHeroClix has three types of maps: outdoormaps, indoor maps, and indoor/outdoor mapsthat combine features of both. Each map will belabeled as one of these types and game effectsthat behave differently based on whether they areindoors or outdoors behave accordingly.

    A map labeled indoor/outdoor or outdoor/indoor follows all the rules of outdoor maps,except that squares inside the yellow boundary linefollow all the rules of indoor maps.

    OBJECTSAHeroClix Game can include up to six standardobject tokens round cardboard tokens thatrepresent items characters might find on abattlefield. Objects are parts of the battlefield that

    characters can use as weapons or cover in combat.Most objects can be moved, picked up, and usedby characters if their powers and abilities allow themto do so.

    Objects are either light (yellow-ringed objecttokens), heavy (red-ringed object tokens), orimmobile (blue-ringed object tokens). Objects

    without special effects are called standard objects

    and follow all rules in this section normally. Objectswith special ef fects are called special objects andare discussed in Part 4: Tactics (see p. 20).

    OBJECTS IN YOUR FORCEYou may bring up to three objects as part of yourforce to a game. The first two objects added toyour force must be different types (heavy, light, orimmobile), and the third object can be any type,though you must have at least one heavy and onelight among your three objects. Standard objectscost 0 points to add to your force.

    PLACING OBJECTSBetween Steps 2 and 3 in the Preparing ForBattle section (see p. 5), players can placeobjects. Starting with the first player, each playertakes turns placing one of their objects. Objectsmust be placed in clear terrain outside of anyplayers starting area.

    LIGHT AND HEAVY OBJECTSHeavy and light objects can be placed, moved,picked up, and held by characters through certaingame effects.

    OBJECTS AS TERRAINA square containing an object not held by acharacter is hindering terrain.

    DESTROYING OBJECTSObjects can be destroyed using the rules fordestroying a square of blocking terrain (see p. 13).A character in the same square as an object doesnot take damage when the object is destroyed.An attacker cant target both a character and anobject with the same attack. A destroyed objectis removed from the game and does not cause a

    debris marker to be placed.

    IMMOBILE OBJECTSImmobile objects cant be picked up, held, moved orplaced by any game effect unless specified by theobjects abilities.

    USING OBJECTS AS WEAPONSSome powers and abilities (such as SuperStrength) allow a character to pick up and hold anobject, and then use it in close combat and rangedcombat attacks. An object is removed from thegame once it is used in an attack, even if the attack

    fails or is evaded.

    PICKING UP AN OBJECTWhile a character using Super Strength is movingdue to its own action, it can pick up an object. The

    Figure 14

    If A were to movethrough the intersectionof hindering andblocking terrain below,it would have to stopafter crossing theintersection. If A wereto draw a line of fireto D, the line of firewould be consideredhindered because itcrosses through anintersection of both

    blocking and hindering terrain. If B were to draw aline of fire to C, it would be clear; although the line offire crosses a number of intersections with blockingand hindering terrain, all of those intersections meetwith clear terrain, making it a clear line of fire.

  • 8/22/2019 Heroclix 2013

    16/2816

    object must be in either a square the characteroccupies or a square adjacent to one the charactermoves through. A character can pick up an objecteven if another character occupies the same squareas the object. Immediately place the object tokensomeplace that indicates the character using SuperStrength is holding the object. If entering that squarerequires that the character end its movement, it cant

    pick up an object adjacent to that square (the objectmust be in either a square the character occupies orin an adjacent square). If a character is not holdingan object and is given an action that requires thecharacter to not be holding an object during thataction, then the character cant pick up an objectduring that action.

    HOLDING AN OBJECTA character can hold only one object at a time.When an object is held by a character, it occupiesthe same square(s) as that character, but cant

    normally be targeted, destroyed, or taken awayfrom the holding character. If, however, a characterholding an object is defeated or loses the ability touse Super Strength, the character automaticallydrops the object, which stays in the square thecharacter occupied when it was defeated or thepower was lost. If there is already an object in thesquare when an object is dropped, the droppedobject is removed from the game.

    Moving characters holding an object mayplace it on the map in a square adjacent to onethey move through or in the square they occupy.However, during a single move, a character may

    either pick up an object or place it, it cant do both.

    USING OBJECTS INCLOSE COMBAT ATTACKSA character holding an object and making a closecombat attack against a single target must use theobject in the attack unless the character is usinga power that will deal no damage. If a character isusing a light object in a close combat attack, modifythe characters damage value by +1 for the attack; ifusing a heavy object; modify the characters damagevalue by +2 for the attack.

    USING OBJECTS IN RANGED

    COMBAT ATTACKSA character holding an object may throw it at asingle opposing character; a character holdingan object does not have to attack with the objectwhen given a ranged combat action. To throw anobject, give the character a ranged combat actionand make a ranged combat attack, even if its rangevalue is 0. Regardless of the attackers RangeValue, light objects can be thrown 8 squares; heavyobjects, 6 squares. Regardless of the attackersdamage value, a successful ranged combat attackwith an object deals Object Damage. ObjectDamage means a light object deals 2 damage; anda heavy object deals 3 damage.

    ULTRA HEAVY OBJECTSAn Ultra Heavy object is a heavy object with apurple ring instead of a red ring. Ultra Heavyobjects follow all of the rules of heavy objects withthe following changes: Characters with a point value less than 100

    cant pick up or hold this object. Any gameeffect that would lead to this results in theobject being dropped immediately, as if thecharacter lost Super Strength.

    When used in a close combat attack, modifythe characters damage value by +3 insteadof +2.

    The object cant be used to make a rangedcombat attack.

    The object cant be targeted by Telekinesis. The object is only destroyed when it is dealt 4

    damage (instead of 3). This object may occupy more than 1 square.

    MULTI-BASE CHARACTERSMost HeroClix characters are mounted on abase that takes up one square of the map; theseare called single-base characters. A multi-basecharacter is mounted on a base that takes upmore than one square. A multi-base characteroccupies all of the squares each of its basesoccupies and is adjacent to each square adjacentto the squares its bases occupies, as shown inFigure 15. Squares on opposite sides of a multi-base character are not adjacent to each other.

    A multi-base character that occupies twobases is a peanut base. Peanut bases can beoriented in any two adjacent squares. A multi-base character that occupies more than twosquares is a larger base character. A larger basecharacter is only allowed to be oriented horizontallyor vertically; i t cant be oriented diagonally. Multi-base characters cant be carried or knocked back.They cant be placed by the Telekinesis power.

    MOVING MULTI-BASE CHARACTERSWhen a multi-base character moves, choose anysquare occupied by the multi-base character to begin

    Figure 15

    Multi-base

    characters are

    adjacent to

    more squares

    than normal

    characters are.

    Squares labeled

    with an X are

    adjacent to figure A, while squares labeled

    with a Y are adjacent to character B.

  • 8/22/2019 Heroclix 2013

    17/2817

    the movement. The character moves as if it is a singlebase character moving from the chosen square andfollows all movement rules accordingly. Multi-basecharacters must always end movement so that all ofits bases occupy legal, adjacent squares. No partof the base may be moved more squares than theone chosen for the move. If any square a multi-basecharacter occupies is hindering terrain, the character

    is considered to occupy hindering terrain when itbegins to move, no matter which square it starts from.

    ATTACKING AND MULTI-BASE

    CHARACTERSWhen attacking or drawing a line of fire to or from amulti-base character, the player attacking or drawingthe line of fire can choose to attack or draw the lineof fire to or from any one square occupied by themulti-base character. When attacking a characteron the same elevation, a line of fire to anothercharacter will be blocked if it crosses any square

    occupied by a multi-base character. One square ofa multi-base character will not block the line of firefrom another square it occupies. When a multi-basecharacters attack or line of fire involves multipletargets, each target may have a line of fire drawnfrom a different square, as long as each squareis one that the multi-base character occupies.

    WINNING THE GAMEAHeroClix game ends when any one of thefollowing situations occurs: Zero or one player has characters lef t on

    the map after all current actions have beenresolved, OR A predetermined time limit/number of rounds

    for the game passes, OR A condition of the scenario or event dial being

    played causes the game to end.Characters cant leave the map before the end ofthe game unless defeated or unless required todo so by a game effect. After a winner has beendetermined, all players retrieve their game pieces.

    DETERMINING THE WINNERIf only one player has surviving (undefeated)

    characters at the end of the game, that player isthe winner. Otherwise, at the end of the gameall players count their v ictory points (see below).Whoever scores the most victory points wins thegame. If two players played as an allied team, theirpoints are added together. If there is a tie in victorypoints, all tied players roll 2d6 and the player withthe highest total result wins.

    DETERMINING VICTORY POINTSVictory points are scored as follows:

    Defeated characters. Every opposing characterthat is defeated during the game earns you a

    number of victory points equal to its point value.Objects. Every object on an opponents

    force that is removed from the game earns you anumber of victory points equal to its point value.

    Additional Team Abilities. Each defeatedcharacter that was assigned an ATA earnsyou additional victory points for the pointcost per character listed on the ATA card.

    Feats and Event Dials. If you used theseTactics in the bat tle, see Par t 4 (p. 20) formore on how they affect victory points.

    When playing with more than 2 players, victory

    points from defeated characters or removedobjects go to the player who was active whenthe character was defeated. If a character wasdefeated on its owners turn, the opponentthat has most recently damaged the characterearns the points. If no opponents damagedthe character, the points are divided evenly.

    Part 3:POWERS AND ABILITIESPowers are always printed on a combat dial, arevisible through the stat slot, and are either standard

    powers (colored squares) or special powers (black-bordered white squares). Standard powers are explained on the

    Powers and Abilities Card. Special powers are explained on the

    characters character cards.Abilities are always indicated by a symbol on thecharacters base, never on the combat dial. Thesesymbols grant certain abilities to your character thatthey possess at all times. Combat abilities are indicated by specific

    combat symbols on the base of the character,next to the stat slot. They are explained on thePowers and Abilities Card.

    Team abilities are indicated by a team symbolon the base of the character. They areexplained on the team abilities card for thatspecific universe, which can be printed out atwww.heroclix.com.

    Trait abilities are indicated by a star symbol onthe characters base. They are explained at thebeginning of the characters character card,next to the corresponding trait symbol. Oldercharacters might not have the star symbol onthe base, but still possess a trait as explained

    on their character card.Game effects remain a part of the game only aslong as the character continues to possess thepower or ability. If a power or ability is counteredor lost, all game effects of that power or abilityimmediately end, but any actions already inprogress are resolved normally. Tokens thatare placed on characters or character cards forany reason are not considered a game effect. Ifignoring a game effect would cause a situationwhere that game effect would not be ignored, thenyou do not ignore that game effect.

    ACTIVATING POWERS AND ABILITIESPowers are in effect when they appear on thecharacters combat dial through the stat slot.Abilities are always in effect. Powers and abilit ies

  • 8/22/2019 Heroclix 2013

    18/2818

    activate in a number of ways: Some game effects require that a character

    be given an action. These effects only activatewhen the character has been given the actionspecifically to activate the game effect. Thegame effect then overrides the normal activityof that move, close combat or range combat

    action. Some game effects activate as a result ofsomething specific happening. The gameeffect will use the words when or if todescribe the scenario required to activate thepower or ability.

    Other game effects are always activeor otherwise specify when they can beactivated.

    When a power or ability indicates that the charactermay do something, that indicates an option thatthe player of that character can make when thesituation presents itself. Other than that, powers

    and abilities are not optional. A special powerthat says Character can use Blades/Claws/Fangs and Stealth does not allow the characterto choose whether or not it is using Stealth (sincethat standard powers description does not usethe word may) but does allow the character tochoose when it will roll a d6 for its close combatattack (since the description of that standard powerdoes use the word may).

    USE AND POSSESSA characterpossesses a power or ability if thatpower is printed on their dial in the form of a white

    or colored square, or if an icon granting that abilityis printed on their base. A character may alsopossess a power or ability if a special power ortrait ability states that they have or possess thatpower or ability.

    A characteruses a power if a special power oran ability states that they can use or uses thatpower.

    A power or combat ability that ispossessedbya character can be countered. A power or abilitythat is onlyusedby a character cant be countered,though often the power or ability granting use ofthat power can be countered instead.

    Certain game effects can counter powers orabilities. When a power or ability is countered, thetargeted character is treated as if the power nolonger appeared in the stat slot or the ability wasno longer available through whatever means thecharacter was able to use the ability.

    AREA OF EFFECTSome powers and abilities use the term areaof effect. An area of effect allows a power orgame effect to target more than one character.Characters within the area of an effect are affected

    even though they may not be within the charactersrange or line of fire. When it includes an attack,only one attack roll is made and the Attack Totalis compared to each target character as well as

    any other characters specified by the area of effect.When a character is attacked exclusively as a resultof being in an area of effect, it is not considereda target of the attack and it may be friendly to theattacking character. The game effect including anarea of effect will define how damage is dealt to hitcharacters and may specify targeted charactersdamage differently from other hit characters. When

    a power or ability uses a ranged combat attackwith an area of effect, if the game effect describestarget characters, then the attacking character maymulti-target normally, possibly creating multiple areasof effect.

    POWERSColored squares surrounding a characters combatvalues indicate its powers. A characters powers canchange as it takes damage or is healed.

    A characters powers appear through the statslot and are listed on its character card. Each power

    listed on a character card is preceded by a coloredcircle and a symbol. When the same color appearsin a square on the characters dial next to thatsymbol on its base, the character possesses thatpower.

    STANDARD AND NAMED POWERSA standard power is a power with only its nameprinted next to the circle on the character card (suchas Blades/Claws/Fangs); an explanation of itseffects appears on the Powers and Abilities Card.A named power, like SEISMIC BLAST (Quake), isa standard power with a specific descriptive title.It is capitalized next to a circle and is followed inparentheses by the name of the standard power(which is explained on the Powers and AbilitiesCard). All references to a standard power in a gameeffect refer to a standard or a named power.

    SPECIAL POWERSSpecial powers are indicated by a white circle onthe character card and a white square outlined inblack on the characters combat dial. The effectsof special powers are explained on the characterscharacter card.

    Special powers that allow a character to usemultiple powers or effects might require a characterto use a separate action to activate each power,unless the power specifically states otherwise.Unless a power specifically states that it can beused as a free action, two powers that both requireactions to activate cant be used by the samecharacter on a single turn with the same action.

    Example: A special power that says, This charactercan use Exploit Weakness and Flurry would requirethe character to use a close combat action to eitheractivate Exploit Weakness or to activate Flurr y;

    but a single close combat action cant be usedto activate both. A special power that says Thischaracter can use Charge and Exploit Weaknesswould allow the character to use both in oneaction as the power action from Charge grants a

  • 8/22/2019 Heroclix 2013

    19/2819

    close combat action as a free action (which canthen be used to activate Exploit Weakness).Special powers that alter the way in which astandard power works only alter the standardpower by the specified effects. All other restrictionsand conditions set by the standard powerare still in effect for the use of that power.

    ABILITIESAbilities are special capabilities a characterpossesses, regardless of how its combat dial isturned during a game. There are three types ofabilities: combat abilities, team abilities, and traitabilities.

    Special powers and other game effects mightsometimes allow a character to use or possess anability.

    COMBAT ABILITIESCombat abilities are abilities a character possessesdue to the way they move or fight on the map, indicatedby symbols printed on the characters base. Combatsymbols on a characters base indicate that theypossess combat abilities. Combat abilities can becountered.

    STANDARD COMBAT

    SYMBOLS AND ABILITIESThe speed symbol, the attack symbol, thedefense symbol, and the damage symbol arestandard combat symbols and follow all normalrules. Characters can also possess combat symbols

    through other game effects. Characters possessingother combat symbols possess combat abilities asspecified on the Powers and Abilities Card. Unlessspecified otherwise, these combat symbols replacethe symbols currently possessed by the character.Combat abilities can be countered unless theyspecify otherwise. See the Powers and Abilities Cardfor full details on the combat abilities a characterpossesses.

    IMPROVED CHARACTERSImproved characters possess combat abilities thatallow them to move more freely or enhance theirability to draw lines of fire. Improved charactersare indicated by a + on a characters base.An Improved character may possess ImprovedMovement ( ), Improved Targeting ( ) or both.The character card wil l indicate which combatabilities the character possesses and will list thesymbols indicating how the character uses eachability.

    TEAM ABILITIESTeam abilities are special abilit ies a character canuse due to its alliance with a team or an affiliated

    group. When a characters base includes a teamsymbol, it indicates the character possesses theteam ability, as described on the team abilities cardfor that universe. Characters may have more thanone team symbol on their base; this grants the

    possession of multiple team abilities. Characterscan also possess team abilities through specialpowers or trait abilities or Additional Team Abilitycards. Unless specified otherwise, these grantedteam abilities do not replace the symbols or teamabilities currently possessed by the character.

    WILD CARDSWild card team abilities allow a character to use anyteam ability possessed by any friendly characteron the battlefield. A character that possessesa wild card team ability is called a wild card.Although wild cards can use team abilities, they donot possess the copied team ability nor do theypossess the team symbol. Certain game effectsonly apply to characters that possess a particularteam ability or symbol wild cards would notqualify for these through using another charactersteam ability. Some team abilities are labeled asUncopyable. A wild card character cant use an

    uncopyable team ability from another character.A wild card may be given a free action to usea single team ability that a friendly characterpossesses. A wild card may be given thisfree action more than once per turn (this is anexception to the rule that characters cant activatethe same free action more than once per turn).A wild card begins the game not using anyother characters team ability. A wild card maychange the team ability it is using to any teamability possessed by a friendly character (or noteam ability) with each free action it is given.

    A wild card retains its most recently used teamability until it is given a free action to use anotherteam ability (or choose no team ability) or until afterthe resolution of an action during which all friendly

    characters whose team ability the wild card isusing are defeated or removed from the battlefield.If a copied team ability includes a once per turnor once per game clause, a wild card followsthat clause each time it uses the team ability asif it were using it consistently the entire game. Awild card activating Pulse Wave can continue touse a copied team ability even if the team abilitiesof the friendly characters are being ignored.

    ADDITIONAL TEAM ABILITIESAdditional Team Ability (ATA) cards can be added

    to your force if the characters on your team meetthe prerequisite listed on the card. Each ATA cardindicates the cost per character that must beadded to your force in order to use it in the game;all characters that meet the prerequisites must

    Manywildcardteamsusecharacterswithlotsofteamabilitiessothattheirwildcardcanchangefromoneteamabilitytoanotherthroughoutthegame.Makesureyouremembertogiveyourwildcardsafreeactiontowardstheendofyourturntomakesurethat

    theyar ecopy ingthet eamabi lit yyouwan tthemt ohaveonyouropponentsturn!

    Tip!

  • 8/22/2019 Heroclix 2013

    20/2820

    Part 4: TACTICSTactics are optional elements ofHeroClix thatyou can choose to play in yourHeroClix games.Each brings new strategic depth and exciting

    opportunities to the game, but also additional rulesand complexity.

    Tactics should be added to your game onlywhen you feel youve mastered all other aspectsof the HeroClix rules. Even then, you and thoseyou play with might want to add only one Tactic ata time, learning each in turn. Tactics covered in thissection include:

    Special Objects Resources Feats Battlefield Conditions Event Dials Bystanders TokensThemed Teams

    SPECIAL OBJECTSSpecial objects are objects (either tokens or3-D objects) marked with the symbol. Theyrepresent items on the battlefield that createspecial effects or grant characters holding or usingthem special abilities. Regardless of which playerplaces a special object, any player can use itsabilities, and all players are subject to its effects.The abilities of the special object continue whether

    the object is being held or occupying a square,though some objects may specify that their ef fectsare ignored when they are held. When a specialobject is held, it is considered to occupy thesquares of the holding character.

    Special objects follow normal object rules butalso have special effects that can impact nearbyterrain and characters, or characters that holdthem. Any or all of the objects on your force maybe special objects, but each special object mustnot h