A Player's Guide Part 1
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A Player’s Guide Effective: 2/16/2013 Any game elements indicated with the † symbol may only be used with the Golden Age format. Any game elements indicated with the ‡ symbol may only be used with the Star Trek: Tactics game. Items labeled with a are available exclusively through Print-and-Play. Any page references refer to the HeroClix 2012 Core Rulebook. Part 1 – Clarifications Section 1: Rulebook 3 Section 2: Powers 7 Section 3: Abilities 9 Section 4: Characters and Special Powers 11 Section 5: Special Characters 29 Section 6: Team Abilities 31 Section 7: Additional Team Abilities 33 Section 8: Battlefield Conditions 35 Section 9: Feats 37 Section 10: Objects 43 Section 11: Maps 45 Section 12: Resources 49 Part 2 – Current Wordings Section 13: Powers 51 Section 14: Abilities 55 Section 15: Characters and Special Powers 57 Section 16: Special Characters 163 Section 17: Team Abilities 165 Section 18: Additional Team Abilities 169 Section 19: Battlefield Conditions 175 Section 20: Feats 179 Section 21: Objects 191 Section 22: Maps 197 Section 23: Resources 201 How To Use This Document This document is divided into two parts. The first part details every clarification that has been made in HeroClix for all game elements. These 50 pages are the minimal requirements for being up to date on all HeroClix rulings. Part two is a reference guide for players and judges who often need to know the latest text of any given game element. Any modification listed in part two is also listed in part one; however, in part two the modifications will be shown as fully completed elements of game text. [This page is intentionally left blank.] Section 1 Rulebook power as a standard power (not the description on the character General card) and by using the character card for the keywords. Many figures have been published with rules detailing their abilities. The specifics of these abilities are overridden by the Critical Hits description of the ability in the HeroClix Powers and Abilities Card. A critical hit increases the damage dealt to any character hit by an attack that deals damage. Typographical errors (such as a missing period) that do not impact the way in which a game effect would be played are not listed in Part 1 as errata, though the corrected form of the game Damage Dealt effect would appear in Part 2. All damage from a single effect is dealt simultaneously, unless Unless otherwise noted, game effects only occur once each time otherwise specified. For example if two characters are both hit they would apply. For example, ―At the beginning of your turn, by the same Energy Explosion or Throw a Grenade attack, all of you may heal Wolverine of 1 damage‖ is an instruction to do the damage from that attack is dealt at the same time, so any this once. damage transfer will be combined. Game effects which refer to a ―figure‖ refer to a ―character‖ for Damage dealt which is transferred to another character is not gameplay purposes. considered to be from an attack, unless otherwise stated. On Page 6, add the following as a bullet point under the Unless otherwise stated, damage dealt which is transferred from Replacing Characters section: ―You may only replace a a character may not be transferred back to that character at a character if that character began the game as part of your force.‖ later time. On page 10, the fifth sentence under "Dealing Damage" reads: "If multiple game effects would allow a character to reduce or ignore damage dealt, only one game effect can activate, to be Damage Taken decided by the character‘s controlling player." The amount of damage a character takes is always considered On page 14, the first sentence under Movement Through the specific number of clicks applied before stopping. If a Intersection Points reads: "Whenever a character would move character is KO‘d or has a game effect that causes the clicking to diagonally through an intersection point between four squares on stop, the damage taken is determined accordingly. a map, treat the point as the less restrictive of the two paths through each of the two squares that touch that point not along Dice the path of movement. On Page 16, there is no bracket at the end of the sentence All dice must be rolled at the same time. If one die is not laying describing defeated characters. flat on the playing surface or falls off the table, then all dice On page 16, the last paragraph of the first section under Part 3: used in that roll should be rolled again. Powers and Abilities reads: "Game effects remain a part of the game only as long as the character continues to possess the Double Power Actions power or ability. If a power or ability is countered or lost, all game effects of that power or ability immediately end, but any In order to use a double power action, a figure must be able to actions already in progress are resolved normally. Tokens that be given two action tokens. are placed on characters or character cards for any reason are not considered a game effect. If ignoring a game effect would cause Epic Battles a situation where that game effect would not be ignored, then Any game with a build total between 400-1000 points is you do not ignore that game effect." considered to be an epic battle. Actions Event Dials The phrase ―after actions resolve‖ means that the effect does not Event dials included as part of your force are still subject to occur until all currently active actions have resolved. having the approval of your opponents. Battle Map Removal Free Actions Characters that are removed from the battle map are not affected If a game effect allows you to perform a specific power or by any game effects and may not use their own game effects ability as a free action, then that effect is not considered to be except as stipulated by the effect removing them from the map. the type of action which would normally be given. (For example, when Zoom uses Flurry during Hypersonic Speed, Combat Values there is no close combat action given.) When an attack roll is rerolled, the combat values used for the Free actions may be used during the beginning of turn and first roll will be used for the second roll. during the end of turn. Compatibility Game Elements All HeroClix game lines are compatible with all other HeroClix Game elements that are added into the game after it begins are game lines. HeroClix has two game systems. HeroClix: Alpha considered to be part of the force of the player whose effect characters can be played in HeroClix by treating every colored caused the addition. 1-1 Game elements such as a bystander token or object that do not Lines of Fire have a collector number and are brought into the game through a specific character‘s powers or abilities may not be included on a When a character has the ability to ignore the effects of other force separately unless otherwise indicated. characters for line of fire purposes, it refers only to the fact that character bases do not affect the line of fire. This ability alone would not allow the character drawing a line of fire to ignore Horde Tokens powers or abilities by other characters. When stacked, horde tokens count as one figure for all purposes When a character draws a line of fire to an object held by a with a point cost of the cost of one token times the number of character, they do not need to draw a line of fire to the character tokens in the stack. holding the object, only the square itself. Therefore, abilities like As tokens and stacks merge into a single stack, any game effects Stealth would not prevent the line of fire from being drawn. with an ongoing duration (e.g., Perplex, Super Strength, Relics, Some special powers allow a character to use a standard power etc.) that are affecting the token/stack are now affecting the against one or more adjacent characters. When adjacency is stack. In the cases where this causes an illegal condition (e.g., specified in this way, the character using the special power does holding two objects), the token/stack joining the stack has the not need to have line of fire on the target(s). game effect ignored as it joins the stack (e.g., the second object Any game effect that has a line of fire drawn to it is considered a would be dropped). When a token leaves a stack, any game target. effects affecting the stack no longer affect the token. You may only stack tokens which began the game as part of Maps your force (or were returned to the game as part of your force). Two individual tokens may merge into a stack. On page 15, the first sentence of the second paragraph under the The 50 point limit on returning tokens applies per turn. ―Maps‖ heading reads: ―A map labeled ―indoor/outdoor‖ or ―outdoor/ indoor‖ follows all the rules of outdoor maps, except A stack cannot be carried. that squares inside the yellow boundary line follows all the rules of indoor maps.‖ Ignoring Some maps have multiple starting areas outlined along an edge A character which ignores a game effect may still be targeted of the map. The player on a side with multiple areas may place with that game effect. Any special attributes of that effect will his team, divided as he chooses, in any area along that edge of be ignored.