HeroClix Rules Review

HeroClix Q&A: Additional Team Abilities

Greetings HeroClix Fans!

In the far flung time of Heroclix expansions past, Marvel HeroClix: Fantastic Forces gave us two feats called Fantastic Four and Thunderbolts, altering how team abilities were used for years to come.  Since that time, these “Alternate Team Abilities” have gone through a variety of changes… not the least of which is that they are no longer called Alternate Team Abilities but are instead now Additional Team Abilities (or ATAs for short).  So it is only natural that players might have a question or two about how exactly these ATAs work, whether they are an old hand at ‘clixing or new to the fold.   Well, worry not, dear reader.  I am here to help!

First, the basics. As a refresher, this is what the rulebook has to say about team abilities (page 17 of the HeroClix 2012 Core Rulebook):


Team abilities are special abilities a character can use due to its alliance with a team or an affiliated group. When a character’s base includes a team symbol, it indicates the character possesses the team ability, as described on the team abilities card for that universe. Characters may have more than one team symbol on their base; this grants the possession of multiple team abilities. Characters can also possess team abilities through special powers or trait abilities or Additional Team Ability cards. Unless specified otherwise, these granted team abilities do not replace the symbols or team abilities currently possessed by the character.

As for Additional Team Abilities, we turn to page 18:

Additional Team Ability (ATA) cards can be added to your force if the characters on your team meet the prerequisite listed on the card. Each ATA card indicates the cost per character that must be added to your force in order to use it in the game; all characters that meet the prerequisites must be assigned the ATA and your force’s Build Total is affected accordingly. ATA cards provide either different or additional team abilities to the qualifying characters on your force. These team abilities are possessed by the qualifying characters and can be used by wild cards (unless the ATA specifies otherwise). A force may only include one ATA card.

Okay, so now we know that ATAs are team abilities that are described on special cards.  Good.  Going back to the part from page 18 and breaking it down, we see:

Additional Team Ability (ATA) cards can be added to your force if the characters on your team meet the prerequisite listed on the card.
So each card will have a prerequisite listed on the card, gotcha.  And the ATA is added to character that meet that prerequisite.  Clear so far!

Each ATA card indicates the cost per character that must be added to your force in order to use it in the game; all characters that meet the prerequisites must be assigned the ATA and your force’s Build Total is affected accordingly.
Next we see that each ATAs has a point cost and all characters that can be assigned an ATA must pay that cost.  This means we can’t put an ATA that costs 5 points on a team with 3 characters that meet the prerequisite but is only 10 points shy of the build total… we’d need at least 15 points to spare.  Got it!

ATA cards provide either different or additional team abilities to the qualifying characters on your force.
Hmm… this is where it gets a bit murky.  What exactly is meant by “different or additional”?  How about we take a look at a couple examples?

Here we have two ATAs.  On the left is Annihilators and has a cost of 4 points.  This means that you would have to pay 4 points for each character assigned this ATA.  The one on the right is called Guardians of the Galaxy (Silver Age) and has a cost of 1 point and, if we look closely at the description, we begin to see what is meant by that “different or additional” part of the ATA rules: the Guardians of the Galaxy (Silver Age) ATA specifically says that characters using this ATA don’t possess any other team abilities.  This would completely replace any other TAs the character might have!  The Annihilators ATA doesn’t say anything like that, though.  Instead, this ATA can be used in addition to any other TA the character could normally use!

These team abilities are possessed by the qualifying characters and can be used by wild cards (unless the ATA specifies otherwise). A force may only include one ATA card.
Last but not least, we see that these ATAs are possessed by the characters and can be used by wildcards (usually).  Very cool for wild cards!  Also, you can’t have different ATAs on one team; one card only, please.  Not as cool as the wild card thing, but clear none the less.

In a nutshell, ATAs are TAs (they just come on a card), they have a prerequisite (normally a keyword), they have a point cost (per character), must be played on all qualifying characters (watch those build totals), might replace an existing TA or grant a new one (depends on the wording), can be used by wild cards (awesome), and only one per force (no doubling up).


Oh, and a couple more things before we go:

1)        Those old feats mentioned earlier?  You know, Fantastic Four and Thunderbolts.  Strictly speaking, they no longer exist.  You may have a card with an orange border that says “Alpha Flight” or “Checkmate” across the top, but all those old feat cards that granted different team abilities have been replaced by new, black-bordered ATAs of the same name.  These new ATAs largely do the same thing the old feats did, but frequently the descriptions have been tweaked, the costs might be adjusted, and the prerequisites have probably changed.  Keep the old orange cards if you like for your collection, but you’ll need the black ATAs for official play.  All ATAs are listed in the Golden Age Player’s Guide, Section 17 with their current wording, prerequisites and cost.

2)        Many players have wondered what exactly ATAs are classified as and what set they are a part of for tournament build purposes.  ATAs are team abilities and not feats or battlefield conditions, or anything else found in the Part 4: Tactics section of the rule book.  Just a variation on team abilities.  Also, ATAs do not belong to any one particular set.  If your next tournament has a description limiting your character choices to a couple specific sets, that is fine for the characters, but ATAs cross over all sets and have no limit in official play (your venue and judge may, of course, choose to rule it differently for specific events).

3)        A question we get a lot is how do ATAs interact with replacement characters, like Alter Egos or Duos using the Split ability?  This was already covered in a previous article, but briefly the ATAs stay attached to the character, even if it is replaced.  The new character may or may not be able to use the ATA (they need to meet the prerequisite in order to use it), but the ATAs remain assigned to that character.

4)        You may be asking yourself, “Where do I get these ATAs?”  The answer is, “Right here!”  There is a section called Print and Play at (check under Downloads) and you can find .pdf versions of all sorts of cool things to print out for your use, including ATAs.  And the best part is these are all completely officially tournament legal!  Simply print them off (in color if you like, in black and white if you want to save your ink) and you are ready to play.


Finally, we’d like to give you all little parting gift.  Those of you that made it to GenCon this year have likely seen these already, but for those of you who couldn’t make it or were busy playing other games, we’d like to present three new ATAs: Justice League Dark, Justice League: New 52, and for the first time ever a generic keyword ATA for Animals!

Justice League Dark has the Justice League keyword as its prerequisite. It is fairly cheap at 2 points a pop, but please notice that it can’t be copied by wild cards… you’ll have to pay at least 4 points, for two Justice League keyword characters, if you want to get any real use out of this ATA.  That said, it is a pretty amazing ATA allowing you to knock down your opponent’s range values by -2 if you position two of your Justice League Dark characters adjacent to each other!

Justice League: New 52 also has the Justice League keyword as its prerequisite.  This one is a bit pricier at 3 points for each character, but it can be used by wild cards.   And if you like Leadership, then this ATA is a doozy!  Stick your New 52 character next to a friendly character that uses Leadership and you will now have a 50/50 shot (usually) to activate Leadership… everyone likes removing action tokens and receiving extra actions, right?

Animal, as promised above, has the generic keyword Animal for its prerequisite.  It is the most expensive of the three, at 4 points per character, but it can be copied by wild cards to help cut costs on certain teams. Even if you do end up paying 12, 16, or 20 points to use it, it is potentially very powerful.  One roll on your part at the beginning of your turn and your opponent’s Stealth or Shape Change characters will be sitting ducks!

We hope you have found this information useful.  If you have any more questions about ATAs or other aspects of the game, please feel free to send an e-mail to or message the Rules Deputies online!

-Rules Representative: Jeff “normalview” Orasky

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


And here are the rules documents.


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.”