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==Attack Powers==
 
==Attack Powers==
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[[File:Attack.jpg|thumb|220x220px]]
[http://heroclixworld.com/HCW/Rules.aspx?ID=Blades/Claws/Fangs Blades/Claws/Fangs]
 
   
[http://heroclixworld.com/HCW/Rules.aspx?ID=EnergyExplosion Energy Explosion]
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[http://heroclixworld.com/HCW/Rules.aspx?ID=Blades/Claws/Fangs Blades/Claws/Fangs] (red icon)
   
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When this character is given a close combat action, you may roll a d6 after making a successful attack. The result replaces this character’s damage value, then that damage value is locked.
[http://heroclixworld.com/HCW/Rules.aspx?ID=Incapacitate Incapacitate]
 
   
[http://heroclixworld.com/HCW/Rules.aspx?ID=Penetrating/PsychicBlast Penetrating/Psychic Blast]
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[http://heroclixworld.com/HCW/Rules.aspx?ID=EnergyExplosion Energy Explosion] (orange icon)
   
  +
When this character is given a ranged combat action and deals damage, an area of effect may include all untargeted characters that are adjacent to one or more hit targets assigned at least 1 damage. Hit targets are dealt damage normally, other hit characters are dealt 1 damage for each lighting printed on this character’s base.
[http://heroclixworld.com/HCW/Rules.aspx?ID=Poison Poison]
 
   
[http://heroclixworld.com/HCW/Rules.aspx?ID=PulseWave Pulse Wave]
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[http://heroclixworld.com/HCW/Rules.aspx?ID=Incapacitate Incapacitate] (light blue icon)
   
  +
Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token; if the target already has 2 action tokens, deal the target 1 penetrating damage.
[http://heroclixworld.com/HCW/Rules.aspx?ID=Quake Quake]
 
   
[http://heroclixworld.com/HCW/Rules.aspx?ID=SmokeCloud Smoke Cloud]
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[http://heroclixworld.com/HCW/Rules.aspx?ID=Penetrating/PsychicBlast Penetrating/Psychic Blast] (dark blue icon)
   
  +
Give this character a ranged combat action. Damage from the attack is penetrating damage.
[http://heroclixworld.com/HCW/Rules.aspx?ID=StealEnergy Steal Energy]
 
   
[http://heroclixworld.com/HCW/Rules.aspx?ID=SuperStrength Super Strength]
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[http://heroclixworld.com/HCW/Rules.aspx?ID=Poison Poison] (golden icon)
   
  +
At the beginning of your turn, give this character a free action and deal 1 damage to each adjacent opposing character.
[http://heroclixworld.com/HCW/Rules.aspx?ID=Telekinesis Telekinesis]
 
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=PulseWave Pulse Wave] (yellow icon)
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  +
Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range value. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain. Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=Quake Quake] (light green icon)
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  +
Give this character a close combat action; this character’s damage value becomes 2 and is locked. Make a close combat attack that targets all opposing characters this character can attack with a close combat attack. Each hit character is knocked back 2 squares.
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=SmokeCloud Smoke Cloud] (purple icon)
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  +
Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=StealEnergy Steal Energy] (black icon)
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  +
Each time an opposing character takes damage from a close combat attack made by this character, heal this character of 1 damage.
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=SuperStrength Super Strength] (dark green icon)
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  +
When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the character occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies.
  +
 
[http://heroclixworld.com/HCW/Rules.aspx?ID=Telekinesis Telekinesis] (gray icon)
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  +
Give this character a power action and designate another target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the Tiny or standard damage symbol.
  +
  +
If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.
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  +
'''Precision strike (pink icon)'''
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  +
When this character makes an attack, it can’t be evaded, and the damage dealt can’t be reduced below 1 or transferred.
   
 
==Defense==
 
==Defense==

Revision as of 03:58, 12 October 2014

Each click has four abilities; Speed, Attack, Defense, and Damage. Each Ability has specific value that are determined in your character dial.

Each click may have a colored square that indicate a special power descripted below.

A white square on the dial indicates a unique and special power descripted only in the character's card.

In Adition to the powers indicated on the dial, there are characters that have special Features "Feats", that characters are marked with a star on the dial, that ability is asssigned to the character while is not KO and are discripted as the white abilities on the character's card.

Speed

Speed

Charge (dark green icon)

Give this character a power action; halve its speed value for the action. Move this character up to its speed value and then it may be given a close combat action as a free action. This character ignores knock back.

Earthbound/Neutralized (light green icon)

This character possesses standard abilities instead of its combat symbols. This power can’t be countered or ignored.

Flurry (red icon)

Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. The first attack doesn’t activate the Damage Depletion Modifier.

Force Blast (purple icon)

Give this character a power action and roll a d6; a single adjacent opposing character is knocked back from this character a number of squares equal to the result. When this character hits with an attack, you may choose that it generates knock back if it doesn’t already.

Hypersonic Speed (golden icon)

Give this character a power action and move it up to its speed value; it adds 2 to its d6 roll when breaking away and can move through squares adjacent to opposing characters, but still needs to break away normally. During this move, this character may, as a free action, make one close combat or ranged combat attack with its range value halved for the attack. This character must be in a square where it could legally end its move in order to make the attack.

Leap/Climb (orange icon)

Give this character a move action and move it up to its speed value; during this movement, this character adds 2 to its d6 roll when breaking away and can ignores elevated, hindering, outdoor blocking terrain and may move through squares adjacent to or occupied by opposing characters, but still needs to break away normally. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Mind Control (light blue icon)

Give this character a close or ranged combat action (minimum range value 4) that deals no damage. A successfully hit target becomes friendly to your force. Each target hit may be assigned one action as a free action, immediately after which the target becomes an opposing character again. Deal this character 1 unavoidable damage if the successfully hit targets’ combined point value is 150 points or more.

Phasing/Teleport (yellow icon)

Give this character a move action and move it up to its speed value; this character can ignores elevated, hindering and blocking terrain and ignores characters too during this movement.

Plasticity (dark blue icon)

This character adds 2 to its d6 roll when breaking away. Opposing characters can’t automatically break away from this character and subtract 2 from their d6 roll when breaking away from this character. Opposing characters entering a square adjacent to this character must end their movement, even if they would not have to do so normally.

Running Shot (gray icon)

Give this character a power action; halve its speed value for the action. Move this character up to its speed value and it may be given a ranged combat action as a free action.

Stealth (black icon)

When it is not your turn, hindered lines of fire drawn to this character are blocked.

Side step (pink icon)

Give this character a free action; it can move with a locked speed value of 2.

Attack Powers

Attack

Blades/Claws/Fangs (red icon)

When this character is given a close combat action, you may roll a d6 after making a successful attack. The result replaces this character’s damage value, then that damage value is locked.

Energy Explosion (orange icon)

When this character is given a ranged combat action and deals damage, an area of effect may include all untargeted characters that are adjacent to one or more hit targets assigned at least 1 damage. Hit targets are dealt damage normally, other hit characters are dealt 1 damage for each lighting printed on this character’s base.

Incapacitate (light blue icon)

Give this character a close combat or ranged combat action to make an attack that deals no damage. If the attack hits, give the target an action token; if the target already has 2 action tokens, deal the target 1 penetrating damage.

Penetrating/Psychic Blast (dark blue icon)

Give this character a ranged combat action. Damage from the attack is penetrating damage.

Poison (golden icon)

At the beginning of your turn, give this character a free action and deal 1 damage to each adjacent opposing character.

Pulse Wave (yellow icon)

Give this character a ranged combat action even if it is adjacent to an opposing character; the area of effect for this attack is half the character’s range value. Draw lines of fire to all other characters within the area of effect, including at least one opposing character; these lines of fire ignore all game effects except for walls, blocking and elevated terrain. Game effects possessed or used by characters with a line of fire drawn to them are ignored until the action has been resolved. If a line of fire is drawn to more than 1 character, this character’s damage value becomes 1 and is locked. Each character hit is dealt damage.

Quake (light green icon)

Give this character a close combat action; this character’s damage value becomes 2 and is locked. Make a close combat attack that targets all opposing characters this character can attack with a close combat attack. Each hit character is knocked back 2 squares.

Smoke Cloud (purple icon)

Give this character a power action; place up to 6 hindering terrain markers in distinct, adjacent squares that are all within this character’s range (minimum range value 4). At least one of the terrain markers must be within line of fire when it is placed . The terrain markers remain until the beginning of your next turn. Characters that occupy these terrain markers modify their attack value by -1 unless they can use Smoke Cloud or ignore hindering terrain for line of fire purposes.

Steal Energy (black icon)

Each time an opposing character takes damage from a close combat attack made by this character, heal this character of 1 damage.

Super Strength (dark green icon)

When this character moves due to its own action, it may either pick up an object or place an object it is holding. The object must be picked up from or placed in either a square the character occupies or an adjacent square. If this power is lost or countered while this character is holding an object, immediately place the object in the square this character occupies.

Telekinesis (gray icon)

Give this character a power action and designate another target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the Tiny or standard damage symbol.

If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.

Precision strike (pink icon)

When this character makes an attack, it can’t be evaded, and the damage dealt can’t be reduced below 1 or transferred.

Defense

Barrier

Combat Reflexes

Defend

Energy Shield/Deflection

Impervious

Invulnerability

Mastermind

Regeneration

Super Senses

Toughness

Willpower

Damage

Battle Fury

Close Combat Expert

Enhancement

Exploit Weakness

Leadership

Outwit

Perplex

Probability Control

Ranged Combat Expert

Shape Change

Support