Compiled and Annotated Rulebook

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Compiled and Annotated Rulebook Compiled and Annotated Rulebook Version 2002-12-01c Compiled and Annotated Rulebook Version 2002-12-01c Includes: • All Rulebooks current as of 2002-12-01 (Marvel Infinity Challenge, Clobbering Time, and Sentinel, and DC), • Published Corrections (2002-07-23 and 2002-09-20), • FAQ (2002-11-05), • Scenarios (2002-11-26) • Official rules clarifications not yet published in the FAQ (2002-09-28). How to use this document Text between brackets represents corrections, notes, or differences between the different rulebooks. These colors are used: [Text in black] Typographic errors, proofreading [Text in blue] Text from Marvels’ rulebooks - Marvel Infinity Challenge, Clobbering Time and Sentinel [Text in green] Text from DC’s rulebook [Text in orange] Text from the official FAQ [Text in pink] Official ruling / rules clarifications not yet published in the FAQ The last column generally represents notes from the FAQ (in orange) or the official rulings made by Official HeroClix Rules Arbitrators (in pink). Disclaimer This document was created for ease of reference for other HeroClix players and Judges. Please note that whilst this document itself is not official, the content of this document is considered official and is to be enforced in tournament play (as outlined in the official tournament documents). Any ruling (in pink) made by the Official Rules Arbitrator on a WizKids Games HeroClix forum is an official ruling. The ruling is only tournament legal when the FAQ is published on the WizKids’ website. Who’s who (official ruling) • Steenbock: [email protected], Judge Steenbock, Former Official HC Rules Arbitrator • Magister: [email protected], James Carrott, Former Official HC Rules Arbitrator • Chapeau: Current Official HC Rules Arbitrator iii Copyrights This document is provided non-commercially for the purpose of compiling and aggregating all official rules and interpretations made by WizKids, LLC so that the compiled documents are easier to use in tournaments and friendly games. Please note that whilst this document itself is not official, the contents of this document are considered official and are to be enforced in tournament play (as outlined in the official tournament documents). This means that the document by itself is not yet Tournament legal if not accompanied by the original documents. All of the contents of this Compiled and Annotated Rulebook are Copyright © 2002 Marvel Characters, Inc., DC Comics, and WizKids, LLC. All rights reserved. Official rules clarification have been collected and compiled from the official WizKidsGames.com HeroClix Message Boards by Eric J. Moreels, an independent HeroClix player and Judge who is in no way affiliated or associated with WizKids, LLC. The compilation, formatting, and page layout of this document is original work and is Copyright © 2002 Eric Chartré, an independent HeroClix player who is not affiliated or associated with WizKids, LLC. All rights reserved. Unless forbidden by Marvel Characters, Inc., DC Comics or WizKids, LLC, distribution is allowed. Distribution must be and be kept free of charge. This document may be used in a printed form only by the person who actually made the action of printing it. This document cannot be modified or used commercially without the explicit permission of Eric Chartré. Requests should be sent to [email protected]. No other provisions are offered or rights granted besides those expressed explicitly in this document. iv Table of contents Rulebooks ............................................................................................................... 1 Welcome to Infinity Challenge / Clobbering Time! - Welcome to Hypertime!.................. 1 Check your Gear! ............................................................................................. 1 Mighty Marvel Bullpen - DC Who’s Who................................................................ 1 THE BASE .................................................................................................................2 THE COMBAT DIAL .....................................................................................................2 COMBAT VALUES........................................................................................................2 FLYING FIGURES........................................................................................................3 AQUATIC FIGURES .....................................................................................................3 BUILD YOUR FORCE.......................................................................................... 3 PREPARE FOR BATTLE ....................................................................................... 4 PLACE OBJECTS ON MAP .............................................................................................5 ASSEMBLE YOUR FORCE..............................................................................................5 DANGER ROOM TACTICS - MOVEMENT AND COMBAT ............................................ 6 TURNS AND ACTIONS .................................................................................................6 IMPORTANT GAME CONCEPTS ............................................................................ 7 FRIENDLY AND OPPOSING FIGURES .............................................................................7 SUPER POWERS .........................................................................................................7 TEAM ABILITIES.........................................................................................................7 ARCHENEMIES...........................................................................................................8 ADJACENT SQUARES ..................................................................................................8 ACTION TOKENS ........................................................................................................9 PUSHING ..................................................................................................................9 MOVEMENT.....................................................................................................10 BREAKING AWAY...................................................................................................... 10 FLYING ................................................................................................................... 11 COMBAT.........................................................................................................13 OVERVIEW .............................................................................................................. 13 THE ATTACK ROLL.................................................................................................... 13 DAMAGE ................................................................................................................. 13 TARGETING FRIENDLY FIGURES ................................................................................. 13 DEFEATING CHARACTERS.......................................................................................... 13 ROLLING 2 AND 12................................................................................................... 13 KNOCKBACK............................................................................................................ 13 HEALING AND OTHER REPAIRING ABILITIES ................................................................ 14 RANGED COMBAT..................................................................................................... 15 MULTIPLE RANGED COMBAT TARGETS ........................................................................ 17 CLOSE COMBAT ....................................................................................................... 18 TERRAIN ........................................................................................................18 INDOOR MAP........................................................................................................... 18 OUTDOOR MAP ........................................................................................................ 19 CLEAR TERRAIN ....................................................................................................... 19 HINDERING TERRAIN................................................................................................ 19 BLOCKING TERRAIN ................................................................................................. 19 ELEVATED TERRAIN.................................................................................................. 20 OBJECTS ........................................................................................................22 SUPER STRENGTH SUPER POWER............................................................................... 23 Sentinels Rules ...................................................................................................26 POINT VALUE........................................................................................................... 26 GENERAL RULES ...................................................................................................... 26 ACTIONS AND PUSHING............................................................................................ 26 MOVEMENT ............................................................................................................. 26 ATTACKING ............................................................................................................
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