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 HeroClix Watch List

Announcing the HeroClix Watch List!

Logo

 

Greetings HeroClix fans and supporters,

As part of WizKids’ ongoing efforts to maintain HeroClix as the most exciting game on this or any other planet we are announcing the rollout of a new initiative, the HeroClix Watch List.  From time to time we may announce figures and mechanics that have already been released that may require refinement for the overall health and betterment of the HeroClix gaming community.

In order to provide some insights to the process we want to announce the Watch List in advance to any decisions being made.  Over a period of weeks or months to come, the R&D team will intensively scrutinize the figures and mechanics on the Watch List, and a determination will be made as to if any change is required.  It is important to note that while changes up-to-and-including errata, refinement, and/or banning are all possible, so too is no change at all.

Below you will find the list of the figures and/or mechanics presently on the HeroClix Watch List.  We’ve attempted to indicate the specific areas that drove the inclusion of these specific elements on the list.   Our investigative scope may be narrowed or widened depending on our findings and determinations.

Additionally other similar figures and/or mechanics may be found to be an issue during the investigation and when an announcement is made it may impact other figures and/or mechanics not originally included on the Watch List due to this research.

If no announcement has been made on a particular figure and/or mechanic on the Watch List, it means it is still being investigated.  Until a final determination is made there is no official impact to the listed figures and/or mechanics.

It is our goal to give this information out before a determination to allow for players to not be completely surprised by our findings.

As always, we thank you all for your continued understanding and support,
The WK Team

Categories
HeroClix Rules Review

Rules Review: May 2013 Player’s Guide Update

Greetings HeroClix Fans!

With the recent release of Teen Titans and The Man of Steel, the Rules Team has been summoned from our lair in the Negative Zone to publish a new Player’s Guide! This installment of the Player’s Guide will be the last Player’s Guide you will see in this format as we finalize a new series of documents designed to streamline updates and communicate rules changes and clarifications.

This Player’s Guide brings you a number of Additional Team Abilities, two essential  rule changes, and, of course, the in-depth game element coverage you’d expect from a Player’s Guide. In addition, you will find a number of clarifications and some slight changes to existing powers so that they communicate more clearly with the new 2013 Rule Book and Powers and Abilities Card. We are sensitive to the idea that the complete Guide is now almost 240 pages long. We are currently retooling how we are making these this crucial data available to you and will soon present a new format for the Player’s Guide that will get you the important information you need, but with the need to (re)print less as we update.

Since those are still in the editing stages, what to fill this article with? Let’s start with some of those new, shiny ATAs.

It’s been a while since new ATA have been offered and in this PG we are releasing ATA’s inspired by characters from four sets! Teams that had a spotlight in Batman, Streets of Gotham, Amazing Spider-Man, and Teen Titans are receiving additional team abilities with this update! We have highlighted a pair of our favorite keywords to review; Batman Family and the Offenders.

DC Batman Family ATA card

Batman allies have been a big part of several of the last HeroClix releases and their new ATA should see a lot of table time. For four points, Batman Family gives your Batman Family keyworded characters Willpower when within 8 squares of a friendly Batman or Bruce Wayne. Additionally, when Batman is elsewhere populating Arkham Asylum with the worst of Gotham City, your Batman Family gets a +1 speed and range.  Pretty amazing stuff!  BM008 Nightwing with Willpower? Sure. BM010 Blackbat charging 5 squares with a 12 Attack? Indeed. Not a bad investment at 4 points.

Marvel Offenders  ATA card

The Offenders also get a 4 point ATA in Amazing Spider-man. The Offenders, ever the bane of the Defenders, now have a team ability capable of dealing with those pesky defend chains. This ability takes the Defenders Team Ability and reverses it when any character with the Offenders ATA makes an attack. When the single target of an attack, the character replaces its Defense value with the lowest Defense value of the characters adjacent to him. Terribly inconvenient for those opposing the Offenders

This Player’s Guide is not all about ATAs. Included is the Rules Team’s take on two popular exploits, both impacting the game in a big way. First, we tackled the conundrum faced when an opposing character becomes the Pilot of a friendly vehicle. Through Mind Control there were cases where, while under the effects of Mind Control, characters could become Pilots of their opponent’s vehicles. This tactic made vehicles a mobile prison and allowed for the indefinite incarceration of an opposing character at the cost of a free action. Clearly, this was never intended to be the role of vehicles. Clearly, this was never intended to be the role of vehicles. To that end, amending the Pilot rules was deemed the best way to close the loophole and bring the abuse to an end. After much deliberation we decided to re-word the Pilot rules, adding the prerequisite that the character began the game on the same force as the vehicle it is to Pilot.

Another change in the May Player’s Guide comes in a tweak to Resources. When DC10 015 Catwoman and MV10 009 Iron Man released they brought a new dynamic to the game; the ability to circumvent Resource Dials. With Iron Man, the interaction between the Resource and character was easy to determine; with Catwoman the interaction was more difficult to nail down. Her Special Power was determined to shut off all aspects of a Resource which included the end-of-turn roll that turned the Resource dial. This ruling, combined with the Utility Belt’s ability to turn the dial to any click on with a double power action on its first click, made the combination quite deadly. If correctly done, the figure wearing the Utility Belt would never have to turn the Resource Dial and have a perpetual +2 with Flurry, (or Outwit, or Poison, or Exploit Weakness). Needless to say, this was not the ruling intended by the original design. In order to correct this, the Rules Team consulted Game Design to determine a fix. That interaction resulted in a ruling that determined the end-of-turn Resource Roll cannot be ignored and is part of the ‘cost’ of the action taken, much like an action token.

Now it’s time for us to slink back to our lair in the Negative Zone. Check back in a couple of weeks for answers to many of your questions concerning the new 2013 Rule Book and PAC. Worry not, heroes, change is on the way, but you’ll need to wait until June to find out what the changes are. Until then, Win if you can, lose if you must, but keep Clixin’.

But before we go, here’s the new Player’s Guide and then enjoy these new ATAs!

 

ASM-Defenders ASM-Heroes for Hire ASM-Legion of Monsters ASM-Maximum Carnage ASM-Midnight Sons ASM-Offenders ASM-Original Sinister Six ASM-Sinister Twelve ASM-Spider-Man Family BAT-Arkham Asylum BAT-Batman Family BAT-Batman Inc BAT-Justice League Generation Lost BAT-Outsiders SOG-Birds of Prey SOG-GCPD SOG-Justice League SOG-Mob SOG-Red Hood and the Outlaws SOG-WildCATS TT-Fearsome Five TT-Gen13 TT-New Teen Titans TT-NOWHERE TT-Primes Titans TT-Ravagers TT-Villains For Hire TT-Young Justice

 

Categories
Conventions Gen Con Indy HeroClix Worlds

On the Road: GenCon Indy 2013

Greetings WizKids Fans and Supporters!

After all of the fun and excitement of the HeroClix Nationals at Origins Game Fair, the convention season turns to Gen Con Indy on August 15-18 2013.  Players will have the chance to play in many tourneys at GenCon Indy this year between HeroClix Worlds, Battle Royales, and many, many different exciting side events.  These events at Gen Con Indy will be the first WizKids run events that will use the updated HeroClix Comprehensive Tournament Rules which includes new map rules and the update to HeroClix Ages.

HeroClix Worlds returns to Gen Con Indy but with a new format and twice the excitement.  This year will see the crowning of two HeroClix World Champions – Modern Age and Golden Age!  Do you have what it takes to win both championships?  Win the HeroClix Worlds Finals in either Modern Age or Golden Age and claim the top prize of designing a figure in addition to other prizes.  Or prove you are the best in both formats and design 2 figures!

The excitement isn’t limited to the Tournament area however! Stop by the WizKids Games booth on the show floor and try out some spectacular new games! Does the Final Frontier beckon? Then take a look at the all-new Star Trek Attack Wing, available in both standard demos and LARGE, oversized demos! Want to live large as a Rail Baron? Then try out the all-new railroad-based dice-building game, Trains and Stations! Do you want to claim the city of Gotham for your own?  Then demo the Batman: Gotham Strategy City Game.   Can’t have enough dice?  Then demo Quarriors! for all of the dice you could ever want.  Want to bring home a tentacled new friend? Then purchase the Marvel HeroCilx convention exclusive, Shuma GorathOr purchase the as-of-yet unrevealed DC HeroClix convention exclusive! It would be a sin to not take something home with you!

The full list of events for Gen Con Indy is below and we look forward to seeing you there!

HEROCLIX BATTLE ROYALE (MARVEL or DC)

Game Play:  Four players sign up and four boosters go into the pool.  Each player opens a booster, drafts a character for their force, and passes the rest of the booster to the next player.  Once all figures have been drafted, game play begins.  While the rules have every player for themselves, watch out for alliances and choose any partners carefully.  After an hour of play, time is called.  The winner is the player with the most points.

Prizes:  Once the match is over, all characters are returned to the center and the judge will add a 2013 Convention Limited Edition figure to the pool from the correct universe.  For DC, these prizes will be Bat-Mite, Gentleman Ghost, or Superman and Wonder Woman.  For Marvel, these prizes will be Death Mask, Obnoxio the Clown, or Old Man Logan.  A snake-draft is then used to distribute the figures.  The winner drafts a figure from the pool (this time, to keep), followed by whoever placed second, then third, and then fourth.  As a snake draft, the next draft round starts with the fourth player, then third, then second, and then first.  And so it goes until all figures are in someone’s possession.

Cost:  $12 (6 Generic tickets for each player).  This year, in addition to generic tickets, we are selling 100 tickets for Battle Royals on the even hours (10 AM, Noon, 2 PM, 4 PM, and 6 PM).  At those times, we will be placing the on-demand line on hold, calling for ticket holders and seating them.  Once the reserved ticket-holder line is complete, we will go back to running the on-demand line.  If you have a Battle Royale ticket for a particular time and you miss that particular call, have no fear as those tickets will be honored as a generic ticket for another event, whether it’s a Battle Royale at a different time or a different WizKids event.

Availability/Schedule:  Thursday-Saturday 10 AM-Midnight & Sunday 10 AM-4 PM or as long as we have product.

HEROCLIX WORLDS: MODERN AGE & GOLDEN AGE

Modern Age Game Play:  Players have 2 opportunities to qualify – once on Thursday and once on Friday.  Undefeated players from these events will qualify for Saturday’s finals.  This event will have a 300 point build total and all Modern Age game effects are permitted.  This event will use the new updated HeroClix Modern Age and will use the following Map Menu:

01 – Marvel HeroClix: Chaos War European Castle

02 – Marvel HeroClix: Chaos War Quinn Jet Hangar

03 – Marvel HeroClix: Chaos War Avenger’s Mansion

04 – Marvel HeroClix: Chaos War Negative Zone Prison

05 – Marvel HeroClix: Amazing Spider-Man Dr. Strange Mansion

06 – Marvel HeroClix: Amazing Spider-Man The Bell Tower

07 – DC HeroClix: Justice League Gotham Rooftops

08 – DC HeroClix: Justice League Paradise Island

09 – DC HeroClix: Batman Lazarus Pit

10 – DC HeroClix: Batman Bat Cave

11 – DC HeroClix: Streets of Gotham Gotham Clock Tower

12 – DC HeroClix: Streets of Gotham Crime Alley

13 – DC HeroClix: No Man’s Land Wayne Manor

14 – DC HeroClix: No Man’s Land Post-Quake Wayne Manor

15 – DC HeroClix: No Man’s Land Robinson Park

16 – DC HeroClix: No Man’s Land Post-Quake Robinson Park

17 – DC HeroClix: No Man’s Land Blackgate Prison

18 – DC HeroClix: No Man’s Land Post-Quake Blackgate Prison

19 – DC HeroClix: No Man’s Land Gotham Power Plant

20 – DC HeroClix: No Man’s Land Post-Quake Gotham Power Plant

Golden Age Game Play:  Players have 2 opportunities to qualify.  The event will have a 300 point build total and all Golden Age figures – including Lord of the Ring, Hobbit, Gears of War, Street Fighter, Halo, etc. – are permitted.  What is restricted are “Tactics”.  Tactics are defined in “Part 4” of the rule book and include:  Special Objects, Resources, Feats, Battlefield Conditions, Event Dials, Bystander Tokens, and Themed Teams.  Your team can’t make use of any of these mechanics.  Some helpful clarification for you:

Does this mean I can’t use keywords, like if my character has a special power that activates when he’s near someone with a particular keyword?  No.  Keywords are still a part of the game and can be used.  It is ONLY themed team rules that are not used.  Heck, your team can even have a group of figures with an exclusive keyword.  It just isn’t considered a “themed team”.

What about characters that have special objects or bystander tokens – can I use those? Well, you can certainly use those characters on your force.  However the “No Tactics” rule still applies.  So, for example, you can play with Falcon (from Captain America), and he even begins the game with Redwing attached, however, since the game does not allow bystander tokens, you can’t detach Redwing and play the bystander.

The Golden Age event will use the new map rules included in the updated HeroClix Comprehensive Tournament Rules (or just to clarify, the map menu is not part of the Golden Age event)

All 4 qualifiers have been carefully scheduled so as to allow you to play in all 4, should you want to try for the ultimate championship.

Game Play:  Undefeated players from these events will qualify for Saturday’s finals in the corresponding format.  There will be some pre-qualified players who will already have seats from events like the US Nationals, last year’s World Champion, etc.  After these folks are seated, we will start looking at the 2-day overall record of people in the qualifiers and seat based on rating and who is present.  We will keep going down the list until we’ve seated 32 people.  Those 32 players will play until we get ourselves a champion.

As with the qualifiers, the Saturday finals are scheduled so that you can play in both events.

Prizes:  The top half of players in each qualifier will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

World Championship Prize:  A complete set of the 2013 Convention Limited Edition figures, Shuma Gorath, DC Convention Purchase Exclusive, a Teen Titans factory set, and many more prizes and, of course, Design-a-Fig.

Cost:  $12 Event Ticket (or 6 generic tickets but seating will go to those with an event ticket first).

Availability/Schedule:  Modern Age: Thursday 11 AM, Friday 6 PM, and finals Saturday 10 AM.  Golden Age: Thursday 6 PM, Friday 11 AM, and finals Saturday 5 PM

HEROCLIX SUPER BOOSTER/CONSTRUCTED EVENTS

Game Play:  With all those Battle Royale events, we’re going to need to do SOMETHING with the extra Super Boosters!  Bring a 200 point Modern Age force and receive a Teen Titans Super Booster.  Build a 400 point force from that and battle your way to victory!

Prizes:  The top half of players in this event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Cost:  $24 Event Ticket (or 12 generic tickets but seating will go to those with an event ticket first).

Availability/Schedule:  Thursday 7 PM, Friday 7 PM, and Saturday 1 PM

HEROCLIX SUPER BOOSTER/CONSTRUCTED UBER MAP EVENTS

Game Play:  Eight players are all playing on one GIANT sized map.  Players bring a 200 point Modern Age force and receive a Teen Titans Super Booster.  Build a 400 point force from that and you’re ready to take on all 7 opponents!

Prizes:  The top half of players in this event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Cost:  $24 Event Ticket (or 12 generic tickets but seating will go to those with an event ticket first).

Availability/Schedule:  Thursday 1 PM & 6 PM; Friday Noon, 4 PM, & 8 PM; Saturday 11 AM, 3 PM, & 7 PM.

The winner of each event is invited to play in an Uber Map play-off on Sunday at 11 AM.  Playing in this event will reward you with additional prizes and the winner gets to go home with the map itself! (Runner-ups will be determined based on points earned in a single individual Uber Map battle)

HEROCLIX SCENARIOS

Game Play:  Every day brings a variety of HeroClix games to play.  See the scenarios described below for more details.

Prizes:  The top half of players in these event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Availability/Schedule:

Thursday Noon:  Golden-Golden Age – Build a 200 point Golden Age force using characters only. All standard HeroClix rules apply EXCEPT: (1) A character may be given a non-free action after it has been carried and (2) Fliers are not restricted from being carried!  Play HeroClix like you used to way back in the day!

Friday Noon:  Magnificent Seven – Bring a 1,000 point force (Modern Age) with exactly 7 characters.  The characters must all share a named keyword.

Will my force get a Themed Team bonus? No. At 1,000 points, a themed team would need to have 10 characters on it.
Can I use other game elements besides characters?  No.  Game elements that cost points may only be characters.

Saturday Noon:  Build a Bigger Army – This event starts out as a 300 point Golden Age force (no tactics allowed – that means no special objects, no themed teams, no resources, no relics, etc.). After the first round you add another 100 points to your build total.  And after the second round?  Another 100 points!  And so on.  Players should be prepared for this event to go up to 7 rounds (that’s 1000 points).

If my starting force is 295 points, can I add 105 points of characters in the next round? Yes.  However, as each round begins, you may not have more than 25 points leftover.

Saturday 2:00 PM:  HeroClix Mashup – Build a 500 point Golden Age force (characters only, no ships).  The only catch is that each character must come from a different HeroClix brand.

Sunday is “Scenario Day”: All events begin at 11:00 AM

Meteor Shower – This event is a 400 point Modern Age force.  But whatever map you choose, a swarm of meteors is falling.  During the event, the judge will call out map coordinates where the meteors land!

  • If a character occupies square, they are dealt 3 unavoidable damage.
  • If a character is adjacent to that square, they are dealt 2 penetrating damage.
  • If a character is within 2 squares of that square, they are dealt 1 damage.

What happens with a multi-base character? Characters are only dealt damage once and they are dealt damage based on the square closest to the “impact” square.

Choose Your Enemy – For this event, build two 300 point Modern Age forces.  Each force can’t have any game elements that exist on the other force.  As you are seated to play, you will review your opponent’s 2 forces and choose which one they are to play in the coming battle.  Choose wisely!

Golden-Golden Age – Build a 200 point Golden Age force using characters only.  All standard HeroClix rules apply EXCEPT: (1) A character may be given a non-free action after it has been carried and (2) Fliers are not restricted from being carried!  Play HeroClix like you used to way back in the day!

Protect the Boss – Build a 300 point Modern Age force with at least 5 characters.  The character with the highest point value is “The Boss”.  Game plays as normal, with one twist.  If the Boss is KO’d, all other characters on that force are immediately KO’d as well.

Cost:  $12 Event Ticket (or 6 generic tickets but seating will go to those with an event ticket first).

If you like playing HeroClix with some of the other licenses, we have a full roster of events available!

LORD OF THE RINGS/HOBBIT

Game Play:  Only figures and objects from the Lord of the Rings/Hobbit are legal in these events.  The Middle Earth epic battles grow and grow as each event ups the build total a little more!

Prizes:  The winner of the event will get a Hobbit factory set plus the top half of players in this event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Availability/Schedule:  Thursday 1 PM – 400 point force

Friday 7 PM – 600 point force

Saturday 11 AM – 800 point force

Saturday 5 PM – 1,000 point force

Cost:  $12 Event Ticket (or 6 generic tickets but seating will go to those with an event ticket first).

STAR TREK TACTICS

Game Play:  Only figures and objects from Star Trek Tactics are legal in these events.  Can you captain a starship to victory!

Prizes:  The winner of the event will get a Star Trek Tactics II factory set plus the top half of players in this event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Availability/Schedule:

Thursday 6 PM – Bring a 300 point force!

Friday 1 PM – 500 point force that must be a Themed Team!

Saturday 11 AM – “Uneasy Alliance” 400 point force but you may not have more than 1 ship with any given team ability.

Saturday 5 PM – 500 point force
(updated 6/9 to correct “1,000” to the actual build total of “500”)

Cost:  $12 Event Ticket (or 6 generic tickets but seating will go to those with an event ticket first).

VIDEO GAMES PROPERTIES

Game Play:  For those who enjoy the video game challenge in HeroClix!

Prizes:  The winner of the event will get a factory set (TBD) plus the top half of players in this event will choose from a pool of 2013 Convention Limited Edition figures that will include Bat-Mite, Gentleman Ghost, Superman and Wonder Woman, Death Mask, Obnoxio the Clown, or Old Man Logan.

Availability/Schedule: 

Thursday 7 PM – Bring a 400 point force using game elements from Assassins Creed, Gears of War, Halo, or BioShock HeroClix sets.  Your force must either be a Themed Team with a shared named keyword OR all characters on your force must share a team ability.

Friday 6 PM – Halo – Bring two 500 point Themed Teams.  One must use the Covenant keyword, the other must use the UNSC keyword.  Whichever player goes second chooses which force they will use while their opponent must then play the force with the other keyword.

Since I will have two themed teams, what would I add to my dice roll when rolling to see who goes first?  For this event, there is no Themed Team bonus to rolling for first.

Saturday 1 PM – Street Fighter – 400 point build total.

Cost:  $12 Event Ticket (or 6 generic tickets but seating will go to those with an event ticket first).

For questions regarding any of these events, please email us at: HeroClixConventions@gmail.com

Thanks for all of your support, and we’ll see you at Gen Con Indy!

 

Categories
HeroClix Rules Review Rules Question

HeroClix Players Guide January 2013

Hello there HeroClix Fans,

It’s time once again for an updated Players Guide!  We’ve added the reference information you may need for a variety of HeroClix sets: Batman, The Hobbit, Streets of Gotham, and more.  We’ve also added vehicle combat information so that’s all in one place.  Finally, there are a few errata’s and clarifications.

Of particular note are how we’ve refined certain traits and special powers that might grant a character a keyword. It was difficult to know specifically when something would activate. Let’s take a look at two figures specifically.

Dark Knight Rises #100 Batman possesses 3 keywords and the following trait.

 WE’RE IN THIS TOGETHER: When you reveal your force, if there is another character on your force named Sgt. Gordon, Lt. Gordon or Commissioner Gordon, then Batman possesses the Police keyword and team ability and that character possesses the Batman Ally team ability. If Batman is adjacent to that character, they each get +1 to their attack (if not already modified by this effect).

Many players would ask:  “Does the keyword kick in so that I can make Batman a member of a Police keyword themed team,” so we have decided to errata the wording to make it clearer.  Similar errata were implemented on other similarly designed figures.  So now, characters whose mechanics are designed to influence their ability to count for a themed team will say something like :

”When you build your force, if there is another character…”

This would allow Batman to be a part of a Police themed team.

A similar question would arise regarding DC HeroClix 10th Anniversary #009 Nightwing who has the following trait:

 A Leader on any Team: Nightwing is a wild card. When you reveal your force, choose a friendly character’s keyword; Nightwing possesses that keyword for the rest of the game. Nightwing can use Leadership, but only removes action tokens from characters using a team ability that Nightwing can use.

In order for this to communicate the intention more clearly, it has been errata’d to say :

 During your first turn, choose a friendly character’s keyword…..

While this figure gets a bit more of a restrictive wording this way, remember that he still possesses 5 keywords and is already a wild card. And many of those other teams have powers and abilities that use keywords, so Nightwing will play with them very nicely.

The changes outlined above only affects a handful of game effects.  Take a look through the new Player’s Guide to see what all those changes are.

As usual, you will find the links to the latest Players Guide below.   And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean “TechG0D” Braunstein
HeroClix Rules Arbitrator
HeroClixRules@gmail.com

 

Links:

HeroClix Comprehensive Tournament Rules 2013-01

Players Guide Golden Age 2013-01

Players Guide Modern Age 2013-01

Categories
HeroClix Rules Review

Flock of Bats – Not your average 1-clix piece.

Greetings HeroClix Fans!

Opening a booster of DC HeroClix: Batman has any number of surprises from what you may be used to seeing. One such surprise is when the 5th slot does not have a character in it, and instead you find this 1-Clix figure, the Flock of Bats! Today we’ll take a look at the various ways these characters can enhance your HeroClix force.

First, all Flocks of Bats share the following Trait:

Small, But Annoying  Flock of Bats can’t use the Carry ability.

So even though they have the Flight ability, which allows them a freedom of movement over hindering terrain and elevated terrain, they are not quite big enough to carry anyone.  They also each have the Animal keyword which allows them to be included as part of an Animal themed team.

Each of these characters also has a special power that causes them to return to their starting area after they’ve used it.

The first Flock of Bats (BLACK) clocks in at 13 points.  This is a nice little tie-up piece.  This Flock of Bats has Plasticity, named Flock to my Enemies.  Move this unsuspecting character up to try and lock down an opposing character.  At 13 points he’s just cheap enough to sacrifice.  But the goodness doesn’t stop there.  Using their special power, Shadow of the Bats, you can give them a power action and the squares around this character become hindering for Line of Fire purposes until the beginning of your next turn.  Perfect for obscuring the view of your Stealth characters from opposing characters or just giving you that crucial hindering terrain bonus at just the right time.

The second Flock of Bats (BROWN) is a bit more pricey at 15 points.  This character is a bit more offensive the previous one.  It has a 2 damage that will help it get past an opposing character’s Toughness.  And it also sports Super Senses, that will give them a 1 in 3 shot of not being hit by an attack and stay in the fight longer.  Their special power, I Shall Become… allows adjacent characters that can use Stealth to modify their attack value by +1.

The last Flock of Bats (GREY) clock in at 18 points.  This character is passively offensive with it’s Poison power.  Just move it up adjacent to those figures without damage reducers and have them poison them down to nothing.  And your opponent will have to deal with them by moving away or attacking them.  This Flock of Bat’s special power is called Cowardly and Superstitious.  This special power can give your opponent pause for acting.  When an adjacent opposing character tries to start an action with a Power Action they need to roll a d6.  If that d6 comes up with a 1-3 they are given an action token.  If this is not their second token then they still must continue with their Power Action.

MORE THAN A 1-CLICK CHARACTER

These characters are not JUST 1-clix character that are used on their own.  These are special because there are two figures that can use them to their advantage even more than just their special powers.  The first is Batman.  His trait allows him to keep up to three Flock of Bats with him. These 1-Clix characters are designed so that fit into one of three special slots in the this Batman’s base.  For this Batman, when he has a Flock of Bats attached, he can use their special power (and neither he nor the attached Flock of Bats needs to go back to his starting area). When this Batman is KO’d any attached Flocks of Bats are removed and placed in adjacent squares before you remove Batman from the game.

What could be better than Batman???  How about a The Caped Crusader!!!  A Prime character that is super special.  Again we have a base on The Caped Crusader that allows one to three of these 1-clix characters to be attached to his base.  There are differences between the two Batman characters.

First off, The Caped Crusader  can begin the game with one of the Flock of Bats attached to his base at no additional cost, so that’s a “free” 13-18 points for your force when you play this Character. Secondly while The Caped Crusader  has at least one Flock of Bats attached, he can use Super Senses.  So, assuming you take advantage of those free points, he’ll be starting with that every game.

As if that wasn’t enough he has a second trait that allows The Caped Crusader  to switch places with any Flock of Bats on the map.  So feel free to move those Flock of Bats into position and them SWITCH places with The Caped Crusader as a free action.  Make that BIG attack!!

Isn’t that enough you say?  No it’s not!  He has a Special Power that allows The Caper Crusader  to be given a power action and to then give up to 3 unattached Flock of Bats move actions as free actions.  So now as you move your Flock of Bats up your opponent won’t know which one you will be using for his trait.

Thanks for joining us for our latest Rules Review! Check in with us again soon as we continue to offer helpful hints, strategies, and clarifications for your HeroClix tabletop experience! Until then, keep your Clix off their K.O.’s!

Categories
HeroClix Rules Review

HeroClix Q&A: Improving on Perfection

When the 2012 Rulebook and Powers and Abilities Card debuted earlier this year, there were many small tweaks here and there to existing game effects; large scale changes were relatively minimal.  But probably the single largest change was the introduction of two new combat abilities and a conversion to a symbol-based system to show, at a glance, what previously could take a couple sentences of text.  Like all things new, these changes can be a bit daunting at first.  So we’ve put together this primer on the new combat abilities to explain how exactly they are used and also to help with the interpretation of these new symbols.

So strap in and prepare to learn all about Improved Characters and that wacky table on the back of your Powers and Abilities Card!

All Pluses, No Minuses

Page 17 of the rules explains exactly what an Improved Character is, but here is the crash course version: Characters that can use Improved Movement or Improved Targeting are identified by the  on their dial top, near where you’d also find the . This  by itself doesn’t tell you exactly what kind of Improved abilities the character can use; only that the character does indeed possess some kind of Improvement.  You will need to check the character card to see exactly what kind of Improved abilities the character has.  There is also a chart on the Powers and Abilities Card (PAC) that is necessary for interpreting the effects of Improved abilities.

Improved Movement and Improved Targeting are combat abilities, similar to effects like Flight, Indomitable, or Move and Attack.   This means that a character can use its Improved Movement or Targeting anywhere on its dial.  Also this means you can use Outwit to counter Improved Movement and Improved Targeting:

One use of Outwit will counter all aspects of a character’s Improved Movement or Improved Targeting; the combat ability is Improved Movement (or Improved Targeting), not the little colored squares and symbols that follow afterwards.  You do not need to/can’t counter each little colored square and squiggle in an Improved Movement/Targeting description.

The Running Man: Improved Movement Explained

When you see the  on a character’s card or in the description of a power or ability that tells you that the character is able to use Improved Movement.  This means the character is able to ignore certain game effects that would normally impede, or outright prevent, movement across the map.  The exact type of Improved Movement will vary from character to character and is determined by the little colored boxes and symbols that follow the .  Let’s jump right in and take a look at a specific example:

We can see that Blackbat has an Improved Movement ability called Freedom of Movement and there are three symbols following the : a red square (), a green square (), and a black circle () .  If we check the Improved Movement/Targeting chart on the PAC, we see that  symbolizes elevated terrain, that  symbolizes hindering terrain, and  symbolizes characters.  When paired up with, this means Blackbat can ignore elevated and hindering terrain and characters when she moves.

How about another example, this time using a standard power that references Improved Movement:

Here we see that Leap/Climb makes reference to four different symbols for Improved Movement: red and green squares (, ), a brown square with an “O” in the middle (), and a black circle ().  When we check the chart on the PAC again, we see that this means a character using Leap/Climb can ignore elevated terrain, hindering terrain, outdoor blocking terrain (but not indoor blocking), and characters it moves.  Speaking of Leap/Climb…

Ignoring Hindering Terrain: Wading Through It All

Ever since this new Improved stuff has appeared, we’ve been getting a lot of questions about the ‘changes’ to Leap/Climb and the Flight ability and such: Why can’t these character ignore water terrain anymore? Why isn’t there a blue square in the description ()?

Well, they can ignore water.  Actually, other than switching from words to symbols THERE HAS BEEN NO CHANGE in these kinds of game effects.  For reference, here is the 2011 wording for Leap/Climb (pre-symbols):

LEAP/CLIMB Give this character a move action and move it up to its speed value. It automatically breaks away, may move through squares adjacent to and occupied by opposing figures, and ignores the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement. When you give this character a close combat action, it may target a character regardless of the target’s elevation.

Please notice that nowhere in that description do the words “water terrain” appear.  This isn’t because a character using Leap/Climb can’t move through water… it is because water, for movement purposes, is hindering terrain.  And Leap/Climb (both before and now) ignores hindering terrain for movement purposes.  From the rule book (page 12):

Movement: Water terrain impedes movement, and is hindering terrain for movement purposes.

The  isn’t there because the  already covers water terrain.  The is used for effects like the Swim ability, where a character only ignores water, and not hindering terrain in general, for movement.

Bullseye: Improved Targeting Explained

When you see the  on a character’s card or in the description of a power or ability that tells you that the character is able to use Improved Targeting.  This means the character is able to ignore certain effects that would normally hinder or block line of fire.  Much like Improved Movement, the exact type of Improved Targeting is determined by the little colored boxes and symbols that follow the  .  For example:

Sharpshooter is an ability that lets a character use ignore two different effects via Improved Targeting: opposing characters ( ) don’t block line of fire and adjacent opposing characters ( ) can be attacked with ranged combat attacks.

Here is another example:

Pulse Wave is a power that does an awful lot of stuff, but for our purposes today, we want to focus on the Improved Targeting aspects of the power.  Specifically, we see a green square (), black circle (), and what looks like two circles bisected by an arrow () after the .  This means that when Pulse Wave is used, the character’s line of fire ignores hindering terrain and characters (both friendly and opposing characters) and the character can make ranged combat attacks even if it is adjacent to an opposing character.

Did I Improve Your Understanding?

This wraps up our discussion for today and, hopefully, you now understand this whole Improved Movement and Improved Targeting thing a bit better.  Yes, these symbols can be a bit daunting at first, but if you take a look at the character in the PAC, you will find that the symbols mean largely the same thing across the two Improved abilities: a  will mean, whether moving or drawing line of fire, that your character is going to be ignoring elevation.   So if you can remember that  = elevation then you are already halfway toward knowing what a :  means*.

I hope you have found this information useful.  If you have any more questions about counter, ignore, or other aspects of the game, please feel free to send an e-mail to HeroClixRules@gmail.com or hit the Rules Deputies up on the forums!

 

*It means you would ignore elevation when drawing lines of fire, in case you weren’t quite sure.

-Rules Representative: Jeff “normalview” Orasky

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 Heroclix Rules Question Special

2012 HeroClix Powers and Ability Card (PAC) Article #2

Hello there Clixers,

It’s me again, your friendly neighborhood Rules Arb, Sean aka “TechG0D”.

Well now lets take a minute to talk about and look at a couple new things on the NEW 2012 HeroClix Powers and Ability Chart. Most of the powers stayed exactly the same in this version. The biggest thing that you will notice is the new Improved Ability Chart. What is an Improved Ability? It’s an innate ability of a character to do “something” without a Power or Ability. This is indicated by a PLUS on the dial and the Character card will indicate what Improved Abilities the character might have.

Have you ever said, “Why can’t Spider-Man or Batman just ignore Hindering and Elevated Terrain while Charging?” Giving them Superman Ally or Avenger Initiative helps with ignoring hindering terrain for movement but also adds ignoring hindering terrain for Line of Fire also, which might not be thematically a correct statement to make. And Flight would help them ignore elevated terrain, but again that might not be in the best interest of the character’s representation.

Now with Improved Movement we add the ability to ignore all terrain types for movement as a Trait. Improved Movement is marked PLUS on the character base and character card. You will see what we call the RUNNER symbol on the character card followed by a symbol or two. If you see a GREEN SQUARE after the RUNNER that means that his character ignores Hindering Terrain for movement. If you see a BROWN Square then the character ignores ALL Blocking Terrain. There are even symbols for Ignoring characters and character bases.

Have you ever wondered, “If Superman has X-Ray vision and can see through walls why can’t he make ranged attacks through walls?” Well that’s easy, Ignoring Blocking Terrain for Line of Fire purposes has been hard to represent. Well now we don’t have that issue. Improved Targeting is now here! Like other Improved Abilities, Improved Targeting is marked with a PLUS on the character base. The character card has the BULLSEYE symbol and small colored squares or other symbols that will indicate exactly what is ignored while making ranged attacks.

We’ve cut out just part of the chart to show you how it looks and what you should expect. We’ve updated many of the Combat Abilities with these Improved Abilities. You will see those when the whole PAC is revealed.And I guess that’s all. So we’ll see you Origins’. Well that’s about it for now. And always remember “Keep Clixing, One Clix at a Time.”Thanks for reading.
Sean aka “TechG0D”
Rules Arb
Categories
Announcements Heroclix Rules Question Special

2012 HeroClix Rule book Article #1

Hello there Clixers,

It’s me again, your friendly neighborhood Rules Arb, Sean aka “TechG0D”.  The 2012 HeroClix Rule Book will be released with the Dark Knight Returns this summer and we wanted to help you get ready.  There are a few new things in the Rule Book this time, but they aren’t major changes. Still, we should talk about some of them.

PRIME CHARACTERS

First up is the addition of a new type of character: The PRIME Character.  These characters are identified with a GREEN Ring on their base.  Prime characters take Unique to the next level – you can only play ONE PRIME character per force, no matter how large your build total is.

MULTIPLE DIALS

We’ve added information about how to play Multiple Dial figures.  Any dial not in use should be on a KO click.  As you play a particular dial and take enough damage to KO that dial any leftover damage is not applied to the new dial. This is how these figures have been played for the most part, but it’s now official in the rule book. So now go out there and play your Ziran the Tester or Galactus.

REPLACEMENT CHARACTERS

HeroClix has several mechanics that allow a figure to be replaced with another one (Morph, Alter Ego, Battlefield Promotion to name a few). The rules for replacement figures have certain things in common for all replacements that happen, so these have been codified in the rule book. Figures that are off the board waiting for these effects to bring them onto the map should be on KO clicks – no checking to see what you get ahead of time.  Victory Points for replacement characters is also discussed in the rule book, but again, this is nothing more than what you already know from existing mechanics.  What is new to HeroClix is that your force can be limited to just how many replacement characters can be waiting on the sideline. The rule book itself does not require a specific number, just like it doesn’t require a specific number for your build total. The HeroClix Tournament standard will be 2 per 100 points of Force with a maximum of 12 characters.

ACTIONS

Double Power Actions were introduced last year and they represent the powers some characters can perform with tremendous effort. With the release of this year’s rule book, unless specified otherwise, characters can never activate Double Power Actions through Free actions. Also, you will notice the inclusion of Epic actions in the rule book and later you will notice the inclusion of the Grenade trait icons as well as Horde Tokens.  The core HeroClix rule book is bringing all of these together in one place.

Multi-Base Figures

In the past we know that moving Mutli-Base figures have been tough.  You can’t squeeze them through doorways or climb ladders that are one square wide.  Wouldn’t it be nice for the Frost Giant to be able to squeeze out of the prison cells without breaking down a wall?  We’ve tried to make moving a multiple base figure a bit easier.  When moving, your movement path only requires a one square path to follow.  The trick is that when you place the base no square can move more squares than the one chosen to begin its movement.  All squares of the multiple based figure does need to be placed so that they are all adjacent, unless the figure has rules stating otherwise.  Also, we’ve made it clear that when you move a figure that has a larger base, it can’t be placed on a diagonal. While this rule does not apply to peanut bases, big guys like Master Mold will be facing one way or the other, not twisting (and confusing which squares it occupies).

HeroClix, Improved

We have Special Power and Traits that have really helped to define characters and nail down those comic accurate powers that everyone wants to see.  We’ve added another tool to that arsenal.  So we introduce a new game effect, Improved Characters. This will new combat ability will be discussed in more detail when we talk about the new PAC in the next article.  But to give you a little taste, Improved Characters will have the ability to move or target in ways that will be useful for their entire dial.

Object Update

Everyone loves objects, paper and 3-D.  Over the years we’ve added Immobile objects to the standard light and heavy and even some with special effects.  Wouldn’t it be great to have an object that can take up more than one square. That can be picked up only by the powerhouses of the HeroClix universe.  Something that Jean Grey would have a tough time moving with her mind? We introduce a new type of Heavy object, the Ultra Heavy Object.  This Object cannot be picked up by characters under 100 points.  It also adds a whopping +3 to your damage value when used in a close combat attack and it can’t  be targeted with the Telekinesis power (either to move it or attack with it).

Well, those are some of the Highlights from the new rule book.  Next time we will talk about the new PAC and get more details on Improved characters.
That’s it for now.  And always remember “Keep Clixing, One Clix at a Time.”

Thanks for reading.

Sean aka “TechG0D”
Rules Arb