A Player's Guide (Modern Age)

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A Player's Guide (Modern Age) A Player’s Guide (Modern Age) Effective: 3/11/2012 Items labeled with a are available exclusively through Print-and-Play. Any page references refer to the HeroClix 2011 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 19 Section 6: Team Abilities 21 Section 7: Additional Team Abilities 23 Section 8: Objects 25 Section 9: Maps 27 Section 10: Resources 29 Part 2 – Current Wordings Section 11: Powers 31 Section 12: Abilities 35 Section 13: Characters and Special Powers 37 Section 14: Team Abilities 85 Section 15: Additional Team Abilities 89 Section 16: Objects 93 Section 17: Maps 95 Section 18: Resources 99 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 51 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 Errata & Clarifications Damage Taken All page numbers refer to the HeroClix 2011 Core Rulebook. The amount of damage a character takes is always considered the specific number of clicks applied before stopping. If a General character is KO’d or has a game effect that causes the clicking to Many figures have been published with rules detailing their stop, the damage taken is determined accordingly. abilities. The specifics of these abilities are overridden by the description of the ability in the HeroClix Powers and Abilities Double Power Actions Card. In order to use a double power action as a non-free action, a Typographical errors (such as a missing period) that do not figure must be able to be given two action tokens. 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 When a double power action is given as a free action, no tokens effect would appear in Part 2. are placed on the figure. Unless otherwise noted, game effects only occur once each time they would apply. For example, “At the beginning of your turn, Epic Battles you may heal Wolverine of 1 damage” is an instruction to do Any game with a build total between 400-1000 points is this once. considered to be an epic battle. Battle Map Removal Event Dials Characters that are removed from the battle map are not affected Event dials included as part of your force are still subject to by Battlefield Conditions. having the approval of your opponents. Characters that are removed from the battle map are not affected by game effects that characters on the battle map use (unless it says otherwise). Free Actions Characters that are removed from the battle map may not use If a game effect allows you to perform a specific power or their own powers, abilities, or feats except as stipulated by the ability as a free action, then that effect is not considered to be effect removing them from the battlefield. 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.) Free actions may be used during the beginning of turn and When an attack roll is rerolled, the combat values used for the during the end of turn. first roll will be used for the second roll. Horde Tokens Compatibility When stacked, horde tokens count as one figure for all purposes All HeroClix game lines are compatible with all other HeroClix with a point cost of the cost of one token times the number of game lines. HeroClix has two game systems. HeroClix: Alpha tokens in the stack. characters can be played in HeroClix by treating every colored As tokens and stacks merge into a single stack, any game effects power as a standard power (not the description on the character with an ongoing duration (e.g., Perplex, Super Strength, Relics, card) and by using the character card for the keywords. etc.) that are affecting the token/stack are now affecting the stack. In the cases where this causes an illegal condition (e.g., Critical Hits holding two objects), the token/stack joining the stack has the game effect ignored as it joins the stack (e.g., the second object A critical hit increases the damage dealt to any character hit by would be dropped). When a token leaves a stack, any game an attack that deals damage. effects affecting the stack no longer affect the token. You may only stack tokens which began the game as part of Damage Dealt your force (or were returned to the game as part of your force). Page 9, under No Damage begins: “An attack that deals no Two individual tokens may merge into a stack. damage ignores modifiers to the damage value.” The 50 point limit on returning tokens applies per turn. All damage from a single effect is dealt simultaneously, unless A stack cannot be carried. otherwise specified. For example if two characters are both hit by the same Energy Explosion or Throw a Grenade attack, all of Ignoring the damage from that attack is dealt at the same time, so any damage transfer will be combined. A character which ignores a game effect may still be targeted Damage dealt which is transferred to another character is not with that game effect. Any special attributes of that effect will considered to be from an attack, unless otherwise stated. be ignored. For example, a character with the Repulsor Shield Unless otherwise stated, damage dealt which is transferred from feat that is hit with an attack using Ranged Combat Expert a character may not be transferred back to that character at a would not ignore the attack, it would ignore the +2 damage dealt later time. provided by the Ranged Combat Expert power. Game effects which alter the way a figure is KO’d or otherwise defeated cannot be ignored. 1-1 Game effects which have you make a choice at a specific A character with Super Strength cannot pick up an object as it occurrence may be ignored, but if the power is being ignored moves into a square adjacent to an opposing character unless the when the choice would be made, this choice is made moving character has another power or ability that allows it to immediately after the effect is no longer ignored. ignore the effects of other opposing characters on movement. When a game effect says that a character ignores a power or ability, it only ignores that power or ability on other characters Multi-Based Characters unless otherwise noted. When a multi-based character moves between walls and/or blocking terrain, the character’s narrowest edge must be able to Initiative fit between the two terrain features. There are many mechanics which require player(s) to select things at the beginning of the game. The initial roll-off between Naming players to determine who goes first is used to determine which player performs all of their “start of game” decisions first. Abbreviated titles are considered the same as their long forms for determining a character’s name. For example, Dr. Octopus and Doctor Octopus are considered the same name. Keywords Diacritics (such as the dots above an ü) are the same as their Powers/Abilities standard letter counterpart. For example, Blüdhaven is the same as Bludhaven. When a game effect refers to “a standard {combat type} power” Hyphens do not alter a keyword. For example, Legion of Super it is referring to a standard power in that combat type’s stat. For Heroes is the same as Legion of Super-Heroes. example, “a standard attack power” would include Quake but would not include Charge (even though there is an attack in Charge, it is not an “attack power”). Knock Back When a character card contains descriptive text for a standard or Powers and abilities that would prevent knock back are checked named power, refer to the Powers and Abilities Card for the text for before damage from the attack is applied. of the power. Knock back is not considered to be movement. Powers and abilities which allow a character to use a standard Page 11, under Knock Back Off Elevated Terrain, the second power in an altered way are still considered to be standard sentence reads: “If the first square of a lower elevation along the powers for other game effects. knock back path is not able to be occupied, the knock back path If a character is being affected by a power or ability when it is ends in the last square of the higher elevation and that character replaced for another (i.e., Alter-Ego, Morph, etc.) the new is not dealt knock back damage. character remains affected. If a character has activated a long-lasting game effect when it is Lines of Fire replaced for another (i.e., Alter-Ego, Morph, etc.) the new character continues the effect only if the new character also can When a character has the ability to ignore the effects of other use that effect. characters for line of fire purposes, it refers only to the fact that Game effects which grant the use or possession of another game character bases do not affect the line of fire.
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