Categories
DC HeroClix: World's Finest Errata

DC HeroClix: World’s Finest #003 Batman

Greetings HeroClix Players—it has come to our attention that the character card for the DC HeroClix: World’s Finest #003 Batman figure has an error—the power wording for this figure’s Speed Special Power is repeated for its trait.

The correct power wording for the #003 Batman’s trait is as follows:

Shifting Focus-Batman Give Batman a free action if he began your turn on the map.  Replace him with another character with this trait on the same click number.

DC HeroClix: World's Finest- Batman 003 Clix It Up

We will be issuing packs of corrected cards in an upcoming DC Comics Monthly Organized Play Kit at no additional cost to stores receiving the kit.  Stores will be instructed to distribute these cards at no cost to players/collectors who purchased DC HeroClix: World’s Finest booster packs at their store.

 

Categories
Design Insight Errata

Design Insight- Size Categories

Dear HeroClix Players,

Over the past year, we have been exploring ways in which we can improve the game of HeroClix.  A few areas for improvement we have identified are (in broad strokes):

  • Streamline the game rules
  • Increase consistency in rules/power wording so it is clearer/more intuitive for players to understand intent of game effects
  • Better integrate/define/introduce game effects so it is clearer/more intuitive as to how they interact with other game effects
  • Better communicate changes to rules including clarifications/errata to general rules and clarifications/errata to powers/abilities on individual figures

The overall purpose of these efforts is to make the game of HeroClix a more enjoyable experience for current players and to make HeroClix more accessible for new players.

As we work towards completing a new rulebook and PAC, we’d like to introduce some rules revisions that are relevant to the release of the new Colossal figures in the DC Comics HeroClix: Superman/Wonder Woman set.

A character’s size is determined by the damage combat symbol it possesses.  There are four possible sizes a character may be.  A Tiny-sized character has the Tiny symbol, a Standard-sized character has the Damagesymbol, a Giant-sized character has the Giant symbol, and finally a Colossal-sized character has the Colossalsymbol.

The purpose of this article is not only to inform players of changes to the rules relating to Size of HeroClix characters and the game effects granted by a character’s Size, but also to provide some insight (hence the series name “Design Insight”) into the reasons why we are making these changes.

Before jumping into a comparison of old vs new, let’s take a look at the Size categories and the abilities that they grant—as this remains largely unchanged (with one noted exception marked as NEW).

SIZE CATEGORIES AND ABILITIES GRANTED

Tiny Tiny-sized characters gain:

  • Tiny Size Ability

Damage Standard-sized characters gain

  • No additional combat abilities

Giant Giant-sized characters gain:

  • Great Size Ability
  • Giant Reach Ability

Colossal Colossal-sized characters gain:

  • Great Size Ability
  • NEW— Giant Reach Ability
  • Colossal Stamina Ability

Now let’s go over each individual combat ability and see the game effects granted by these abilities (as currently written):

 

SIZE-RELATED ABILITIES AND GAME EFFECTS GRANTED (CURRENT)

Tiny Size Ability:

  • Bonus defense— +1 vs. Range
  • Carry— allowing larger characters to carry Tiny characters

Great Size Ability:

  • Breakaway— Ignoring Plasticity
  • Improved Movement— Hindering, Elevated, Outdoor Blocking, Adjacency
  • Knock Back
  • Close Combat Attack at Range
  • Line of Fire

Colossal Stamina Ability:

  • Break Away
  • Improved Targeting—Out of Adjacency
  • Continuous Actions

When designing the new Colossal figures featured in the DC Comics HeroClix: Superman/Wonder Woman set, we took a close look at the rules relating to Size.  In our review, we determined that one of the issues with the Size-related rules— and perhaps why there tends to be a good deal of confusion surrounding Size-related rules— is that many of the granted abilities had multiple different game effects rolled into those abilities that represented vastly different game concepts.  As such, we felt that the Size-related rules tended not to be very intuitive— for example: if I was to reference the Colossal Stamina ability and ask what it does, many veteran players would likely come up with an answer that it (functionally) allows characters to take an action even if they already have two tokens– and this would be true.  However, what many players, even veteran players, might forget is that the Colossal ability (as written) also included game effects relating to break away as well as their ability to make ranged attacks out of adjacency— certainly two important game effects for Colossal figures, but perhaps not ones that most players would associate with the concept of “Stamina.”

As such, we decided to consolidate the Size-related abilities into groupings of like game concepts that we feel are more intuitive—mostly because the name of the ability is evocative of its major effect without additional and unrelated effects that are not communicated in/associated with the ability name.

So, let’s go over each individual combat ability and see the game effects granted by these abilities under the new, revised Size rules:

SIZE-RELATED ABILITIES AND GAME EFFECTS GRANTED (REVISED)

Tiny Size Ability:

  • Bonus defense— +1 vs. Range

Great Size Ability:

  • Improved Movement— Hindering, Elevated, Outdoor Blocking, Adjacency
  • Improved Targeting—Out of Adjacency

Colossal Stamina Ability:

  • Continuous Actions

Giant Reach Ability:

  • Close Combat Attack at Range

The following game effects have been pulled out from individual abilities and now are inherent to a character’s Size category:

  • Line of Fire
  • Knock Back
  • Break Away
  • Carry

We have created this “Size Chart” to act as a player aid explaining the game effects inherent to a character’s Size and the abilities granted by their Size category.

 

HeroClix Size Chart PDF 

HeroClix Size Chart

SIZE-INHERENT GAME EFFECTS

Lines of Fire – Lines of fire drawn to or from a character are not blocked by characters smaller than themselves.

Break Away – When breaking away from only smaller characters, you increase your break away result by 1.  If all the characters you’re breaking away from are two or more sizes smaller, you automatically break away.  Note that if even one character you’re attempting to break away from is the same size or larger, you wouldn’t get any of the bonuses.

Knock Back – Characters can’t be knocked back by a character smaller than themselves. In order to knock back a character, it must be the same size as you or larger.

Carry – Characters can’t carry characters larger than themselves (this remains unchanged). All characters now have the innate ability to use the Carry ability (in addition to normal Carry granted from other sources) to carry one character smaller than themselves regardless of the carried character’s combat symbols and does not reduce its speed value for doing so.  So, for example, a Colossal character can carry a Giant character but a Giant character can’t carry a Colossal character and a Standard-sized flier can carry a Tiny-sized character as well as another Standard-sized character (assuming the Standard-sized character can be carried)Other rules for carry are still followed normally (no multi-base, no one holding an object, etc.)

INDIVIDUAL SIZE-RELATED ABILITIES

TINY SIZE

CURRENT: Modify this character’s defense value by +1 against ranged combat attacks. A friendly character that is larger and adjacent can use the Carry ability to carry up to one Tiny character regardless of its other combat symbols, does not reduce its speed value for doing so and can continue to use the Carry ability if it can normally. This ability can’t be countered.

REVISED: This character modifies its defense value by +1 against ranged combat attacks. This ability can’t be countered.

NOTES/RATIONALE: Since carrying one smaller character is now an innate ability for all characters, the references to Carry has been removed from Tiny Size.

GREAT SIZE

CURRENT This character ignores opposing character’s Plasticity, can use Improved movement: box red, box green, box brown outdoor, pass through and can’t be knocked back. When this character makes a close combat attack, it may target characters on higher elevations. This character may draw lines of fire (and have lines of fire drawn to it) as if the character occupied the elevation equal to or greater than the elevation it occupies, using the elevation level with the least restrictive line of fire. This ability can’t be countered.

REVISED This character can use Improved movement:box red, box green, box brown outdoor, pass throughand improved Targeting: pass through.  Lines of fire drawn to or from this character are not blocked by elevated terrain or outdoor blocking terrain, and are not hindered unless the target occupies hindering terrain. This character may occupy multiple elevations. This ability can’t be countered or ignored.

NOTES/RATIONALE: What we’ve done here is focus Great Size to game effects that represent a large character on the battlefield—

Terrain: Great Size characters retain their ability to move through most terrain.  If the Great Size character happens to be a multi-base character, its base can occupy multiple different levels of elevation.

Lines of Fire: We have removed the clause of allowing Great Size characters to have lines of fire drawn to and from them from any elevation. Now, lines of fire drawn to or from them are not blocked by elevated terrain or outdoor blocking terrain.  No more hiding behind a building or outdoor blocking terrain to avoid getting targeted by them.  Of course, if they can see you, you can see them. Also, when drawing lines of fire to or from a Great Size character, those lines of fire aren’t hindered unless the target of the line of fire (either the character the Great Size character is targeting or the Great Size character itself) is occupying hindering terrain.  Note that multi-base rules still apply, so if a multi-base figure only partly occupies hindering terrain, if you target a square it occupies that isn’t in hindering terrain it won’t be a hindered line of fire.

Ranged Attacks Out of Adjacency: In the current iteration of the Size-related abilities, the ability to make ranged attacks out of adjacency was part of Colossal Stamina (see Colossal Stamina below).  We figured that regardless if a character is wielding a weapon 20’ feet up in the air or 100’ up in the air, it is probably just as difficult to prevent them from using that weapon effectively— so, we decided that the Improved Targeting: Out of Adjacency made more sense as part of the Great Size ability.  What this does mean is that Giant characters now gain the ability to make ranged attacks to adjacent and non-adjacent characters even while adjacent to an opposing character when this was previously only allowed for Colossal characters.

The following two abilities are granted to Giant and Colossal sized characters as part of their Size, but it is important to note that these abilities can be granted to other non-Giant/Colossal characters to represent superhuman endurance and being able to hit people at a distance.

COLOSSAL STAMINA

CURRENT: This character automatically breaks away and can useimproved Targeting: pass through. When this character has two action tokens, it can be given a non-free action. If you do, after actions resolve deal it 1 unavoidable damage and do not clear action tokens from it at the end of the turn. This ability can’t be countered.

REVISED: When this character has two action tokens, it can be given a non-free action. If you do, after actions resolve deal it 1 unavoidable damage and do not clear action tokens from it at the end of the turn. This ability can’t be countered.

NOTES/RATIONALE: Originally, Colossal Stamina contained wording on automatically breaking away and Improved Targeting abilities.  The Improved Targeting effect has been moved to the Great Size ability and the break away effect is now part of the rules that are inherent to the different Size categories.  Colossal Stamina now focuses specifically on allowing characters to be given a non-free action when it has two action tokens— this is particularly important when we look to provide this ability to other non-Giant/Colossal characters and do not want to also grant them the ability to automatically break away and shoot out of adjacency (which may or may not make sense for the particular character).

GIANT REACH

CURRENT: This character adds 1 to its d6 roll when breaking away. This character can use the Carry ability. When this character is given an action that includes a close combat attack, all squares within a range of 2 and line of fire are considered adjacent. This ability can’t be countered.

REVISED:

GIANT REACH: X – When this character makes a close combat attack, characters occupying a square that is within X squares and line of fire may be targeted as if they were adjacent. This ability can’t be countered.

NOTES/RATIONALE: To focus this ability on the singular concept of being able to make close combat attacks at a distance, the break away effects and the granted Carry ability have been removed from Giant Reach and are now part of the rules that are inherent to the different Size categories.

The most notable change here is that Giant Reach is now available to Colossal figures and it is a variable effect— whenever a character is granted the Giant Reach ability, the X will be replaced by a number and that number will be the number of squares away the character can count for the effect.  By default, Giants have Giant Reach: 2 and Colossal characters have Giant Reach: 3. If a character is to have a different “reach”, a game effect will tell you what the new number is.

Let’s look at a specific example when this change to Giant Reach affects one of the new Colossal figures in the DC Comics HeroClix: Superman/Wonder Woman set.  SMWW #G003 Brimstone has the Colossal Retaliation power:

Colossal Retaliation: Flaming Sword Give Brimstone a free action if no other Colossal Retaliation power has been activated this turn and choose an opposing character that attacked Brimstone or damaged a friendly character since your last turn. Place Brimstone such that he can make a close combat attack targeting the chosen character along a direct line, then do so with an area of effect that includes all characters along that direct line of fire to the target. Roll a d6, and each hit character is dealt damage equal to the result instead of normal damage.

Since Colossal figures did not have the Giant Reach ability with previous Size-related rules, Brimstone would have only been able attack to an opposing character in an adjacent square.  Now, with Colossals having Giant Reach: 3, Brimstone may be placed such that he is 3 squares from his target and his massive Flaming Sword strike will be able to hit all characters between him and his target.

And one last change that is needed to tie this all up (get it?) is a change to the standard power Plasticity:

CURRENT: 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.

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

NOTES/RATIONALE:  This change simply comes down to trying to adopt some real-world logic to our game of superheroes— while allowing larger size characters to automatically break away from characters two size categories smaller, this would not have worked when compared to the wording of Plasticity that did not allow opposing characters to automatically break away.  It simply would not make much sense for a character the size of an ant to be able to tie-up a character the size of a building.  So, with the revised wording to Plasticity, the automatic break away is preserved for characters two sizes larger and characters one size larger are given a better chance at breaking away—so a Standard character with Plasticity would effectively subtract -2 from another adjacent opposing Tiny or Standard character’s breakaway, -1 from another adjacent opposing Giant character’s breakaway (-2 fromPlasticity; +1 from size bonus) and Colossal character will automatically break away.

Thank you all for joining us for some Design Insight on some early release rules.  There’s still lots more to come.  These rules changes are effective immediately and we’ll have the errata’d ability wordings posted in the Errata & Clarifications section of our WizKids Rules Forum.  We hope you enjoy using these new rules with the new Colossal figures recently released with the DC Comics HeroClix: Superman/Wonder Woman set.

Until next time!

 

Categories
Announcements Errata Rules

New HeroClix Rules: Possession

DC17-SMWW_HCshield

Dear HeroClix Players,

With the release of the new “possession” type figures in the DC Comics HeroClix: Superman/Wonder Woman set, there is a change to all previous figures that had similar effects.  Their wording will be changed to reflect the new equip rules.

New wording (using DC Comics HeroClix: Superman/Wonder Woman Eclipso as example):

Black Diamond Possession When Eclipso is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial. (To equip, place this on the standard character’s card. The character can use its effects. If the character is KO’d or equipped again, KO the previously equipped game element. A linked dial is always on the same click number as the dial it’s linked to.)

EFFECT: At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked. (A character is clicked whenever it is damaged or healed.)

The wording will become standard for characters that can be “equipped” to other characters.  This will replace the wording on characters that had an ability to “possess” other characters.  This includes:

DC Comics HeroClix: War of Light

060 Black Hand

061 Entity

062 Ion

063 Ophidian

064 Proselyte

065 Parallax

066 Butcher

067 Adara

068 Predator

Marvel HeroClix: Age of Ultron

039 Jocasta

We will have the updated wording for each character listed in the Errata & Clarifications page on the WizKids Rules Forum.

As an example of the specific change to wording, below is the previous and revised wording of Entity Possession and Possessed traits on DC Comics HeroClix: War of Light 061 Entity:

PREVIOUS WORDING:

ENTITY POSSESSION: When Entity would be KO’d or, if you pay 25 points when building your force, place Ion on another friendly character’s card if that character is 25 points or more, has the “fist” or “sharpshooter” symbol, the “shield” or “indomitable” symbol, and the “tiny” or “burst” symbol. That character has the White Lantern Corps keyword and can use the Possessed ability with this character as the Possessor. When that character is KO’d, Ion is removed from the game.

POSSESSED: Click the Possessor’s dial to the same click number as this character and change it during the game in the same way that this character’s dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor’s dial and 1 combat value on one Possessor’s dial higher than this character’s printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If the Possessor is turned to a KO click, it is removed from the game immediately.

Will be replaced with:

Entity Possession When Entity is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the White Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

The above will be similar for all other DC Comics HeroClix: War of Light Entities.

One other figure that will change is the Marvel HeroClix: Age of Ultron 039 Jocasta.  Her revised wording is as follows:

PREVIOUS WORDING:

A.I. ENTITY POSSESSION: When Jocasta would be KO’d by any effect other than the Possessed ability or, if you pay 25 points when building your force, place Jocasta on another friendly character’s card if that character is 25 points or more, has the Armor or Robot keyword, “standard attack symbol” or “sharpshooter attack symbol”, “standard defense symbol” or “indomitable defense symbol”, and “tiny damage symbol” or “standard damage symbol”. That character can use the Possessed ability with this character as the Possessor.

POSSESSED: Click the Possessor’s dial to the same click number as this character and change it during the game in the same way that this character’s dial changes. At the beginning of each of your turns or after this character takes or is healed of damage and actions resolve, you may choose 1 power showing on one Possessor’s dial and 1 combat value on one Possessor’s dial higher than this character’s printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or until it is healed or takes damage. If this character or the Possessor is turned to a KO click, the Possessor is immediately KO’d.

REVISED WORDING:

A.I. Entity Possession When Jocasta is KO’d or if you pay 25 points when building your force, equip this character to a friendly character if it has the Armor or Robot keyword and link it to that character’s dial.

EFFECT: At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

Again, you may find all the current wording for all these characters and any other errata or clarifications on the Errata and Clarifications page of the WizKids Rules Forum.

Categories
Announcements Errata Heroclix

HeroClix Errata & Clarifications Update

Dear HeroClix Players,

Please note that we have made the following additions to the Errata & Clarifications which can be found on the WizKids Rule Forum in the HeroClix Errata & Clarifications Sub-Forum.  These new errata are in effect immediately.

 

Comic Modern Age Game Elements Errata & Clarifications

  • Marvel HeroClix: WizKids Exclusives & Monthly Organized Play
    • M15-005 White Queen

[E] SECONDARY MUTATION: When this power appears, stop turning the dial. White Queen can’t be healed beyond this click and ignores all damage except pushing damage, damage from this power, and damage transferred to her. This power can’t be countered or ignored. When there are no friendly characters named Cuckoo on the map, deal her 1 unavoidable damage.

 

Object, Resources, Miscellaneous & Maps Errata & Clarifications (NEW)—

  • Object, Resource, Miscellaneous & Maps Errata & Clarifications document posted
  • New Additions:
    • Fear Itself – Pacific Ocean [E]OCEAN DEPTHS: Characters ignore water terrain for movement purposes. Characters that can use the Swim ability modify their speed value by +2 and can use Improved Movement: [HINDERING], [ELEVATED], [CHARACTERS], during this movement. Objects and terrain markers may be placed as though water terrain is clear terrain.
    • Justice League: Trinity War – Atlantis [E]OCEAN DEPTHS: Characters ignore water and elevated terrain for movement purposes. Characters that can use the Swim ability modify their speed value by +2 and can use Improved Movement: [HINDERING], [CHARACTERS], during this movement. Objects and terrain markers may be placed as though water terrain is clear terrain.
Categories
Announcements Errata Heroclix Marvel HeroClix: Deadpool Rules Question

Errata and Clarifications: DP 038 Copycat

Greetings HeroClix Fans,

We are issuing errata and providing clarification for #038 CopyCat from the recently released Marvel HeroClix: Deadpool set.

Original Wording: INFILTRATE MY ENEMIES: Before placing characters in your starting area, you may choose an opposing character that is 100 points or less. Copycat becomes friendly to that character’s force and that character becomes friendly to your force. Any game effects assigned to each of them is now assigned to the other. When Copycat fails a roll for Shape Change or uses Regeneration, after actions resolve, this effect ends and any game effects assigned to each of them is now assigned to the other.

New Wording: INFILTRATE MY ENEMIES: Before placing characters in your starting area, you may choose an opposing character that is 100 points or less not named Copycat. Copycat becomes friendly to that character’s force and that character becomes friendly to your force. Any game effects assigned to each of them is now assigned to the other. When Copycat fails a roll for Shape Change, uses Regeneration, or is knocked out, after actions resolve, this effect ends and any game effects assigned to each of them is now assigned to the other.

Clarifications:
Placement: Copycat physically begins the game in the starting area of the opposing player and is placed by that player just like any other character on their force. The chosen figure begins the game in the choosing player’s starting area just like any other character on their force.

Scoring: Copycat and the chosen character become members of the opposing force for scoring purposes. This means that when Copycat is Ko’ed with INFILTRATE MY ENEMIES still in effect, the player opposing Copycat would score her Victory Points. Similarly, when the chosen figure is KO’ed with INFILTRATE MY ENEMIES still in effect, the player opposing the chosen figure will score its Victory Points.

Effect Ends: INFILTRATE MY ENEMIES ends in a number of ways, all of which are stipulated in the power. The effect ends when Copycat fails a Shape Change roll, uses Regeneration, or is knocked out. The effect DOES NOT end if the chosen figure is knocked out.

As always, thank you for your continued interest and support,
The WizKids Team

Categories
Dice Game Errata Heroclix

July Player’s and Tournament Guides

With the release of the 2012 Core Rulebook and the World Championship just around the corner, it’s time for a refresh of the core documents for HeroClix. This week, Tyler is going to talk you through some of the updates, and I’ll meet you after his article with some files and links.

Tyler (vlad3theimpaler) Howsare here with the info on the new Player’s Guide for Chaos War and some new ATAs for your teams.  As always, the Player’s Guide has been updated with the full text for the powers and abilities in recently released sets as well as errata and clarifications that have come up since the last edition.  Here’s a few of the noteworthy items.

First up, ever since the Split and Merge combat abilities were previewed, people have been wondering how these abilities will work with older characters.  The new PG provides the list of qualifying characters for duo figures to split into in the entry for each duo figure.  For example, if we look at Justice League 038 Batman and Robin, we find that this figure can split into a figure named “Batman” or with a real name of “Bruce Wayne” and a figure named “Robin” or with a real name of “Tim Drake.” Lastly, if a character’s listed real name has a nick name in quotation marks, that doesn’t affect the character’s name for purposes of Split/Merge. For example, The Avenger’s Movie The Avengers Movie’s #017 Bucky Barnes lists his real name as James Buchanan “Bucky” Barnes. The original Duo figure, Captain America & Bucky would be able to choose this figure when it uses Split, as the Player’s Guide points out that one of the figures you need could have the real name James Buchanan Barnes (as for the other half of this duo, well, you can probably make a good guess).

A few clarifications on naming have also been added that will make splitting and merging a little easier.  First, a definite article doesn’t affect a figure’s name—Flash and The Flash are considered the same name.  Second, characters without a character card use their printed names as their real names unless otherwise stated.

The standard powers and abilities have been updated to reflect the wording of the 2012 rulebook, and the chart for the improved movement and improved targeting abilities from the PAC has been duplicated for easy reference.

Multi-base characters now have a clarification that when they are first placed, if they can’t fit into your starting area otherwise, they can treat all squares they occupy as clear grounded terrain, until they move from that spot.

And there’s also a bunch new ATAs for you to add to your teams, but you guys aren’t interested in that, are you?

Wait, you are?

Alright then, let’s see what we have…

For 5 points each, your Elders of the Universe can prevent opposing characters from rolling for any relics. A nice way to keep those gems for yourself!

Avengers get quite a few options.  For 4 points Mighty Avengers lets you make objects by smashing blocking terrain.  For 3 points, Avengers Response Unit helps your Avengers team gang up on people in close combat.  Or for 2 points, you can play Avengers (Heroic Age) and have a chance to remove an action token after giving your character a move action.  Or if you’re more of the covert type, Secret Avengers gives you some protection from Outwit and Perplex for 5 points each.

For 3 points, the Howling Commandos ATA will keep your soldiers in the fight with some conditional Support.

The Strategic Homeland Intervention, Enforcement and Logistics Division ATA increases…. hang on a sec, I need to catch my breath – that is a mouthful…. ok. This ATA increases the reach of your Perplex, Outwit, or Probability Control of your S.H.I.E.L.D.  team for 5 points, while on the evil end of the spectrum, the HYDRA Deep Science Division ATA cuts the range of your opponent’s use of the same powers for 3 points.

For 4 points, the Inhumans ATA lets them carry other characters using the same team ability, regardless of symbols, and for 3 points, the FF ATA provides a new twist on the Fantastic Four by letting them heal when they KO an opposing character.

And my favorite keyword, Asgardian, gets a cool new 5 point ATA that gives characters Willpower on their first click, AND prevents their Willpower or Indomitable from being countered, making it great for both characters that already have Willpower and those that don’t.

That’s all for this time.  Happy clixing!

Thanks, Tyler! Below you will see each of the ATAs that Tyler mentioned, ready for printing. Also, you’ll find links for the Player’s Guide (both Golden and Modern) as well as the updated Tournament Rules. Always remember hat if you have any questions – how a figure is played or how a tournament might be run – you can reach us at HeroClixRules@gmail.com.

 

And here are the rules documents.

 

Categories
Announcements Errata Heroclix Print 'n Play Rules Question

Galactic Guardian ATAs and New HeroClix Players Guide (May, 2012)

Hello there Clixers,

It’s me again, your friendly neighborhood Rules Arb, Sean aka “TechG0D”. We have yet another installment of the Players Guide and ATA’s. This time we are proud to bring you the Galactic Guardian ATA’s and HeroClix Players Guide updates.


So without any further adieu, here’s the first Additional Team Ability: The NEWER FANTASTIC FOUR, with the addition of the Colossal’s in Galactic Guardians you might need a bit more oomph to hit Galactus. If you play with the “Fantastic Four” keyword you can add the Newer Fantastic Four ATA, for just ONE point per character, and get yourself a +1 to your Attack Value when attacking figures with the Giant or Colossal damage symbols or even the Indomitable Defense Symbol. That should help you crack the Defenses of those Colossals and even some Dr Doom figures.

 

 

 

 

Like playing a team with the newest Minions and minion powers? Well then the new UNIVERSAL CHURCH OF TRUTH ATA is made for you. This FOUR point ATA gives your Defense a boost when your UCT characters are attacked and your opponent misses.

 

 

 

We have a bunch of new “Guardians of the Galaxy” keyword figures in this set…funny that as the set is called Galactic Guardians huh? While many of those figures have the Defender Team Ability, won’t it be great if you could just make them Wild Cards and copy a different Team Ability? Well now you can with the ONE point per character GUARDIANS OF THE GALAXY (SILVER AGE) ATA. Playing this card will remove their current team ability, if any, and give all the characters the Wild Card Team Ability.

 

 

We also have a bunch of Infinity Watch figures in this set. These guys understand the Infinity Gauntlet and the Gems better than anyone else. So their TWO points per character INFINITY WATCH ATA helps them do just that in game terms. They are able to pick up the Infinity Gauntlet Relics on a roll or 3-6 instead of 5-6. So play these guys with those Gems that you have and see them come alive with the power of the Gems!

 

 

 

 

We also have ATA for the following keywords: Annihilators, Negative Zone, Nova Corps and Defenders. These are pictured below. Check them all out, print them all out and use them in your next tournament!!

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Below you will also find the links to the latest Players Guide.  Well that’s about it for now.

And always remember “Keep Clixing, One Clix at a Time.”

Categories
Errata Heroclix Print 'n Play

Players and Tournament Guide – March 2012

Hello there Clixers,

We have a new Players Guide and Tournament Guide ready for you all.  We’ve added the Additional Team Abilities for Incredible Hulk and Superman, plus we’ve clarified the Gauntlet and defined the Resource Dial for everyone.

Let’s talk about a few of the new Marvel Additional Team Abilities.

Wouldn’t it be great if you get that GSX Wolverine a boost!  How about a “THE HAND” Additional Team Ability?  Now you can give Wolverine a bit of pseudo-Stealth.

 

 

 

 

 

 

 

 

 

Don’t you just hate it when many of the Hulked-Out Heroes get to click #2 and lose Super Strength….Well not any more with the “HULKED-OUT HEROES” Additional Team Ability your Hulked-Out Heroes will keep that Super Strength through their while dial!

 

And how about finally getting an Additional Team Ability for those Marvel Knight keyword figures like Punisher, Luke Cage and Iron Fist.  Well now you have it.  The “MARVEL KNIGHTS” Additional Team Ability gives any Marvel Knight keyword figure the use of Stealth.

 

 

 

 

 

 

 

 

 

There are also ATA’s for “INTELLIGENCIA”, “HULKBUSTERS” and “SAVAGE LAND”.  Go check them out and start thinking about how best to use them in your next themed build.

 

 

 

 

 

 

 

 

 

 

 

So let’s talk about the Gauntlet.  The Gauntlet is the very first of the Resource Dials that HeroClix will have, we hope that everyone is enjoying the Resource Dial concept.  But with so many questions hopefully the new section will answer many of them.  One of the question I’ve had asked to me is “Can I use more than one Gauntlet on my force?”.  Well the answer is now official, no you cannot, Resource Dials are limited to just one Resource Dial per force, so choose wisely as we start getting more of them.  Another question I’ve been asked “Can I change who get the Gauntlet each game?”, again the official answer is no.  The choice of who get the Resource Dial is made during force construction and must remain constant throughout the event.   With those questions answered hopefully that explains the Resource Dial concept for everyone a little better.

Now on to the DC Additional Team Abilities, the Superman set has a couple of great subthemes.  One of them is “FLASHPOINT”; this Additional Team Ability allows the Flashpoint characters to use Probability Control once per game per character when a friendly character makes an attack.  But wouldn’t it be cool if you could only reroll that “1” and leave that “6” on the table…..well that’s exactly what you can do with the FLASHPOINT ATA.

 

 

 

 

 

 

Another subtheme is the futuristic Legion of Super Heroes, what do you do with a Wild Card Team Ability to make it cool?  The “LEGION LOST” Additional Team Ability allows you make it so that when you play a Legion of Super Heroes Themed team and have no Team Abilities to copy, you can then choose any DC team ability (other than other ATAs) that can be used by Wild Cards and make it their own instead.

 

 

Lastly we have those characters that have been banished to the “PHANTOM ZONE”.  These Phantom Zone figures using the PHANTOM ZONE ATA might be able to ignore one big hit with the only drawback of them having to place the figure back in your starting area.

 

 

As if those weren’t enough we have Additional Team Abilities for  “KRYPTONIAN” and “JUSTICE LEAGUE (SILVER AGE)”.  Go check all the new ATA and clarifications in the latest Players Guide by downloading it from the links below.

 

 

 

 

 

 

 

 

 

 

 

I almost forgot the Additional Team Ability that was designed by the 2011 HeroClix King of the Hill Champion Nick Stanton.  His ATA is for those Flash Villians know as “ROGUES”.  Flash and all characters with Hypersonic Speed should be very wary when the Rogues have this ATA attached to them.  At GenCon 2012 this year there will be another opportunity for a player to win the Design an ATA Prize.  Look for details in the future and plan on attending GenCon 2012.

 

Finally we have updated the Tournament Guide.  This version does include the 2012 retirement plan.  Starting July 1st 2012 all sets after Brightest Day forward will be Modern Age Legal.  This means that Web of Spider-Man to Infinity Challenge will be Golden Age.

 

Well that’s about it for now.  And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

 

Players_Guide_Modern_Age_2012_03

Players_Guide_Golden_Age_2012_03

HeroClix Comprehensive Tournament Rules 2012-03

 

Categories
Announcements Errata Heroclix Rules Question

Normal Distribution – Giant Colossal Size X-Men

Giant Size X-Men is in stores now and boosters are flying off the shelves. Now, you may be one of those folks who enjoys the 5-figure boosters, but for me, I enjoy a game with a gigantic figure on the board. As everyone knows, the Super Boosters have one of 6 colossal figures in it, each one towering over the battlefield.

In any game of HeroClix, actions matter. Whether you are playing 300, 600, 1000 points or more, the number of times per turn that you are doing something matters. Any time that you have can’t do anything with a character, it just feels like you’re missing opportunities. When you are playing with BIG characters that are BIG points, those turns when you have to clear that character feel like you’re about to walk into traffic blind-folded.

To help players understand the rules for damage-colossal figures, I thought a quick review of the Colossal Size rules would be in order. If you are a veteran player, it’s not only good to review, but trust me, you don’t know everything there is to know about this combat ability.

Characters with the damage-standard and damage-giant symbol do not block lines of fire to or from this character.

Colossal figures are the biggest thing on the board and other figures might as well not be there when it comes to drawing lines of fire.

A character with this ability ignores the effects of hindering, elevated, and outdoor blocking terrain on movement.

When a colossal figure moves, the only terrain that slows him down is when he has to move around indoors. Those indoor walls and blocking terrain are a bit of a challenge. Also, remember that inside the figure moving will need an opening as wide as the character’s base. So those big bases might need to blow out some walls if they want to get where they want to go.

This character can’t be knocked back and can make ranged combat attacks against non-adjacent opposing characters when they are adjacent to opposing characters.

The knock back part is easy enough, in fact it applies to all multi-base characters. The ranged combat attack is sometimes confusing to people. Normally, a character that is adjacent to an opposing character is prohibited from making ranged attacks. There are some ways around this, such as the Sharpshooter combat ability, but in that case, the ranged attack that the character is allowed to make is still not allowed to be against a non-adjacent target. So when Cyclops is adjacent to The Hellfire Guard, the X-Men leader can still make ranged attacks against The Hellfire Guard, for example, using his Range Combat Expert. But The Hellfire Guard’s boss Magneto few squares away doesn’t have to worry about Cyclops… yet. This is not true if you replace Cyclops, with say, Apocalypse – who happens to be holding a slightly crushed Cyclops, so I think that would be a fair swap.

Colossal figures, like Apocalypse, can make ranged attacks against all non-adjacent characters. Naturally, they still need line of fire and the character needs to be within range. What’s interesting is that, unlike the Sharpshooter, they can’t make ranged attacks against the opposing characters that are adjacent to them, only the ones that are not adjacent. (They have no problems making close combat attacks against those characters though – that’s usually plenty!)

This character and a character on elevated terrain draw line of fire and make ranged combat attacks against each other as if they were both elevated, but terrain effects still apply normally. This character can make close combat attacks against elevated characters, even when this character is grounded.

These lines are just like the rules for damage-giant characters. A character on elevated terrain would not need to be “on the rim” in order to be able to draw a line of fire to a damage-colossal character, as they can treat the damage-colossal character as if it was elevated (and vice versa). Close combat isn’t a problem across elevation either, as a grounded damage-colossal character can do so regardless of the targets elevation. If the damage-colossal character itself is elevated, while it’s free to make close combat against other elevated characters, it would not be able to make close combat attacks against grounded characters, at least, not through this ability.

This ability can’t be countered.

No one should have any trouble with this line, eh? No outwitting a Colossal Size. What are you going to do, squeeze the Frost Giant into a smaller box?

Now, wasn’t there something new that I was promised earlier? Something to take the edge off of players who hate giving up their turn when they’ve invested 500 points in that one big figure?

When this character has two action tokens, it can be given a non-free action. After the action resolves, deal it 1 unavoidable damage and do not remove action tokens from it at the end of the turn.

You read that right. Colossal characters used in a force – all of them, not just the ones in the Giant Size X-Men Super Boosters – can now be given an action every single turn as a bonus for having the damage-colossal damage symbol. It costs you, to be sure. But as the player, you can now make the choice.

Let’s review this ability in a little detail so that it’s clear how pushing damage and willpower come into play.

It’s round 1 and I need to decide what I’m going to do with my Apocalypse. He’s on his first click, sporting a 10 speed with Charge and 5 damage with Close Combat Expert. I move him the full 10 squares with a standard move action and place a token on him.

On round 2, I see that I have an opposing character just a few squares away. I give him a power action to Charge and he attacks the opposing character, dealing 5 damage! When Apocalypse gets assigned a second action token, he is dealt pushing damage. If he did not have Indomitable, he’d be taking a click of damage himself. But thanks to Indomitable, he can ignore pushing damage and end his turn.

On round 3, Apocalypse is sitting there with 2 tokens. Under previous rules, this would the time when the opponent would come in at Apocalypse full force. They’d be able to attack him knowing that Apocalypse would be powerless to retaliate. To be sure, players still have that option. If you want your Colossal character to rest and clear tokens, that’s a choice you can make.

With the new ability in Colossal Size, opposing characters can never rest easy again. On turn 3, Apocalypse can be given a non-free action. Since he has 2 tokens, he is not assigned a third one. And after the action resolves, he’ll be dealt 1 unavoidable damage. This is different from pushing damage – Indomitable isn’t going to help him this time. What’s more, Apocalypse does not get to clear this turn. So, during round 4, Apocalypse’s player can make the choice again – rest Apocalypse so that he can be given actions that do not cause damage or give him another non-free action, attempt to decimate his opponent, but give Apocalypse another unavoidable click.

It may become a tough choice at times, but you’ll find your damage-colossal figures will be having a better time decimating the opposition!

Giant Size X-Men is on sale now. The colossal figures are in the super booster. I mean, of course that’s where they are – how else are you going to fit that much fun in a box?