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Doc Nebula's HeroClix House Rules

HeroClix House Rules, Doc Nebula edition, January 9, 2004

UPDATED: April 4 2007

While WizKids' HeroClix is generally an excellent game, I personally feel that there are places where concerns of technical game function overwhelm faithfulness to the comic book combat that the rules are attempting to simulate.

For me, this is a real problem. Were this simply a game in which sophisticated chess pieces were moved around a board and pitted against each other, any consistent, playable rules would work fine.

However, this is a game in which the major selling point and appeal is the fact that the pieces are made to represent a variety of superpowered characters/people that the target audience reveres and will enjoy playing with vicarious representations of. Since WizKids markets their game specifically to this audience, and sells the game with ad copy on the boxes indicating that its major feature is the ability to put various individual characters up against each other and see how those conflicts resolve, I feel that compatability with the superhuman combat they are attempting to model should be a significant priority. And when game balance or rules function takes precedence over consistency with how any comics fan knows certain characters and their abilities work in the comic books, well, I find it troubling enough to endanger the enjoyment I take from the game.

I look at it this way: there are many customers of the HeroClix game who aren't overly concerned with how flight actually works in comic books, or if Daredevil should have Leap-Climb or not, and I understand that, and that's fine. But those customers will be just as happy if the rules ARE consistent with the fictional matrix that the game is attempting to simulate, because such customers don't really care one way or another. Therefore, again, the rules should model the fictional matrix of superhuman combat as presented in classic superhero comics as closely as possible, because comics fans WILL care, and pure gamers won't know the difference.

With this in mind, for my local HeroClix games with a few friends, I have imposed various house rules, always with the intention of making the game more closely resemble the type of conflicts played out in the superhero comic books most of us love. Since I think these house rules make the game play better, or, at least, play in a manner that more closely resembles the comic books many HeroClix players revere, these rules may be of interest to other players who, like me, would enjoy having their HeroClix matches more closely simulate comic book super battles.

If I haven't noted a rule change below, we're using the actual HeroClix rules. I'll list the house rules, then probably add some comments clarifying them, or at least, adding my opinions as to why I felt they were necessary, in italics after.

Attacking – -

Characters may attack any other character on the board, regardless of relative ownership or control of one character as regards another character. If a character is KOed by another character being controlled by the same player as the KOed character, the KOed character’s victory points are awarded to the controller’s opponent, or divided equally among opponents if there are more than one.

Movement -

Characters may move up to their full movement value as shown on their dial at the beginning of their movement. After concluding their move, they may make a close combat action or attack on any adjacent opposing character as a free action. This is a normal movement action and generates one action token.

Characters with Super Strength may pick up and attack with an object as a free action if they do not move further than half their movement (rounding up) in that turn.

Characters may move up to half their movement value (rounding up) as shown on their dial at the beginning of their movement. After concluding their move, they may make a ranged attack on any character within their range that they have a clear line of sight to as a free action. This is a normal movement action for any character and generates one action token.

Characters with Super Strength may pick up and use an object to make a ranged attack as a free action in the same turn, provided they do not exceed half their movement, rounding up.

Characters may only make one free attack per movement, either close combat or ranged.

Figures moved by other characters in any way other than by being thrown or knocked back may not take any actions until the beginning of their controller's next turn.

Flying --

Individual Flight figures may taxi/carry one other adjacent friendly figure ONLY if the carrying flight figure has either Super Strength, Hypersonic Speed, and/or a Damage Value of 3 or greater.

If a Flight Figure has none of these, it may taxi/carry one other figure for half its Movement if it has a Damage Value of 2. If a Flight Figure does not possess Super Strength or Hypersonic Speed and its Damage Value is 1, it may fly according to the normal movement rules of that mode, but may not taxi or carry any other figure.

Flying and transporter characters meeting the prerequisites for taxiing other characters their full movement value may taxi characters that are not adjacent to them at the beginning of their movement, under the following conditions:

Taxiing character must be able to move to an unoccupied square adjacent to target character within their normal movement for the turn.

If a taxi character is attempting to taxi a non-adjacent friendly character, both the taxiing character and the non-adjacent friendly character will immediately take one click of damage when they become adjacent to each other during the taxiing character’s movement. This damage may be reduced normally but not transferred or evaded. The taxiing character may then carry the now adjacent friendly character for the remainder of its movement. It must set the carried character down as per taxi or transporter rules, whichever applies.

If a taxi character is attempting to taxi an opposing character, a successful attack roll must be made against the target opposing character as the two characters become adjacent. If this attack is successful, both the taxiing character and the now adjacent opposing character will immediately take one click of damage. This damage may be reduced normally but not transferred or evaded. The opposing character may then be carried by the taxiing character for the remainder of the taxiing character’s movement. The taxiing character must set the carried character down as per normal taxi or transporter rules, whichever applies.

If this attack to taxi is unsuccessful, the opposing character may make a close combat attack on the adjacent taxi character which unsuccessfully attacked it, as a free action.

Figures who are taxied may not take any action after they are taxied until the start of their controller's next turn.

One of the first things that bothered me about the HeroClix rules as they are written is the way flyers are defined. Under HeroClix rules, ALL flyers can carry one other friendly adjacent figure their full distance. Later rules revisions attempted to mend some grotesque game imbalances caused by this, but the problem wasn't flying figures carrying other flying figures, as sometimes happens in comics in special circumstances (please don't tell me Thor can't carry the Wasp, I just don't believe it) or figures being able to move after being taxied, which always happens in comics when a flying figure hauls someone else out into the middle of a fight. The problem was simply that not all superhumans with the power of flight can carry every other superhuman. That's what needs to be fixed, and if you fix it, you tend to restore game balance as a side effect.

Therefore, in my HeroClix house rules, flyers cannot carry other figures unless they are very strong, which is represented by either the power Super Strength or a Damage of 2 or higher. And flyers with Damages of 2 and no Super Strength aren't strong enough to carry other figures for their full distance.

This corrects a lot of inconsistencies, such as the Vulture or the Wasp picking up the Hulk or the Abomination and hauling them willy nilly around the board. The Wasp isn't quite entirely corrected, since she can still move a normal or even oversized fig (like the Abomination) for half her distance, which is kind of absurd, but the Wasp is an inappropriately defined fig and you just kind of have to ignore her for the most part. This rule corrects pretty much all the other flying figs I'm aware of and makes them more consistent with how their characters are represented in comics, and it half corrects the Wasp, so in that regard at least, I'll declare victory and retire from the field.

In point of fact, none of this really matters any more, since with my new movement rules, I have put No Action After Taxi or Telekinesis into effect, so hardly anyone will bother doing this any more. But, still, if they do, the rules are there.

Stealth -

Characters using the Stealth power cannot be engaged by either close combat or ranged attacks when they are inside Hindering Terrain. To all intents and purposes advantageous to the Stealthed character, hindering terrain acts as Blocking Terrain from its exterior side.

*****A Stealthed character hidden in hindering terrain does not obscure line of sight through the square they occupy. There is no chance of 'accidentally' hitting such a hidden character by shooting through their square at a character beyond them; the Stealthed character is assumed to be keeping its head down on an opponents turn.

*****A Stealthed character hiding in hindering terrain can be moved past by an opposing figure. Since there is no line of sight to the Stealthed figure, an adjacent opponent is not considered to be engaged unless the adjacent opponent can somehow perceive and engage the Stealthed figure in combat.

*****A Stealthed character may strike on adjacent opponent characters; the adjacent opponent characters, however, cannot ascertain the precise location of the Stealthed character without using a specific power or making a specific action, as below:

*****Characters with the power Super Senses automatically see Stealthed characters even when those characters are concealed by hindering terrain. They may attack them in Close Combat or with Ranged Attacks.

*****Characters without Super Senses may make either a normal Ranged or Close Combat attack for zero damage if they choose on a Stealthed character hiding in hindering terrain. Whether successful or unsuccessful, they take an action token. If successful, they have 'spotted' the hidden character and may then engage them in Close Combat, but not with Ranged Attacks.

*****Characters with Super Senses, or those succeeding in 'spotting' a Stealthed character, may attack the Stealthed character themselves, but they cannot guide another character in making an attack on the Stealthed character, unless they also have Leadership.

Once again, this is all about trying to simulate how things work in the comic books better than the conventional HeroClix rules on Stealth manage to. In HeroClix, Stealth is basically there simply to keep players from fielding nothing but figs with ranged attacks. What Stealth does by the conventional rules is, effectively, force opposing figures to engage a Stealthed figure base to base to get a Close Combat attack, since Stealthed figures cannot be in any way perceived by ranged attackers.

I understand why WizKids feels such a rule is necessary. However, the result is, opposing characters immediately charge directly at a figure that, according to the rules, none of them can see, and then beat the hell out of that same concealed figure that none of them know the precise location of. This seems to deviate from the way something called 'Stealth' should work, at least, to my mind.

Of course each player knows exactly where a Stealthed fig is, there's no really sensible way to get around that. But with my house rules, in which you simply CAN'T engage a Stealthed figure unless you have some superhuman way of seeing them, or you search around their square until you find them, taking the time and making the effort to do so, there is no motivation for simply running right up to a Stealthed fig and attacking immediately when your character cannot actually see the fig. In fact, there are very good reasons to avoid the fig entirely, since it can engage an adjacent opponent, or fire missiles at that opponent, without being engaged in return. Therefore, opponents tend to either avoid Stealthed figs, or do something logical and consistent within superhero combat models to locate those figs' and either of those alternatives is more consistent and believable, in my opinion, than the end result of applying the conventional HeroClix rules regarding Stealth.

I also very much like the fact that Super Senses can be used to detect sneaky opponents, since all the Super Senses figures I know of -- Daredevil, Spider-Man, etc -- do this sort of thing all the time. Purists will shriek like little girls that this should make Super Senses characters cost more in terms of point value, but our Stealth rules make Stealth characters more effective, too, so I feel it's a wash.

There is also another way within our house rules to get around Stealth:

Hindering Terrain may be destroyed (reduced to open terrain) in the same manner as Blocking Terrain may be reduced to Hindering Terrain, i.e., by the use of Super Strength or applying three clicks of damage at once to the terrain square. This is an automatic action that can be taken by any character with an appropriate attack available, as with the destruction of Blocking Terrain. No damage is done to a character hiding in the attacked terrain square; the attack merely reduces the Hindering Terrain to Open Terrain, thus revealing any Stealthed figures hiding there.


EXAMPLE: Deadpool is hiding in a bush on the park map and being aggravating, as is his wont. The Human Torch can't see Deadpool's specific location, but he has a pretty good idea where all those shuriken are coming from, so he lobs a fireball over there to exfoliate the area and reveal the skulking Deadpool. Deadpool curses and acrobatically rolls free from the flames, but now he has no place to hide and is vulnerable to ranged attacks, or someone simply running up and smacking him one.

If the Thing were closer to Deadpool's hiding spot than the Torch, he could simply run over and uproot the whole section of overgrowth, or rip the sod up like a tablecloth, as is often seen in comics, and expose Deadpool that way. If Spider-Man or Daredevil were nearby, they'd use their Super Senses to locate Deadpool and attack him. And if Turk or Grotto happened to be ambling by and suddenly went suicidally insane, they could try to spot Deadpool using their normal human senses and if successful, they could run up and engage him in hand to hand combat, and almost certainly die gruesome deaths in the very near future.

In effect, this means that any character you have with either Super Strength or a Damage of 3 can get rid of Hindering Terrain, just as such characters could turn Blocking Terrain into Hindering Terrain, or such characters can yank Object Tokens that Stealthed characters are using as cover out from under them. This seems logical and in fact isn't even a 'house rule' as such, since there is nothing in the rules forbidding this and WizKids hasn't issued a FAQ as of this writing doing so.

While there are, admittedly, many methods of dealing with Stealthed characters under the standard HeroClix rules, most of them require not only certain specific powers (Energy Explosion, Pulse Blast, etc) but they also require setting up certain situations that are difficult to bring about, to say the least. And even if one does make such an attack successfully, managing to get a click of damage to a Stealthed character only 'deals' with the character if it has only one click of Stealth, for example, and while many do, many others do not.

The most common method under conventional HeroClix rules is simply to run up to the Stealthed figure and engage it in close combat, and that is the method pretty much all characters will use under those rules, and I simply find it to be utterly contrary to common sense for characters to be able to do this.

Under my house rules, every method listed above to deal with Stealthed characters still works, except for running up to them and hitting them, which is the one that makes the least sense. In addition, there are now three additional methods to successfully deal with Stealthed characters hiding on Hindering Terrain: Super Senses, a normal 'spotting roll' as detailed above, or by applying certain levels of force to reduce the Hindering Terrain to Open Terrain.

It can be argued that my house rules for Stealth make the power even more annoying than it already is, in a game in which apparently Stealth characters are almost universally loathed by opponents. It can also be argued that my house rules are more complex than HeroClix's standard rules are. Those are both valid arguments, and again, my rules are pretty much always designed to the purpose of making the game more consistent with the superhero combats we see portrayed in comic books. Other players with other priorities probably shouldn't consider using these house rules.

Elevated Terrain - A character on elevated terrain may choose to move from elevated terrain to grounded terrain without utilizing special powers that ignore terrain (Flight, Phasing, Leap Climb) or map features designed to facilitate this movement (ladders, stairs) simply by moving from the edge of elevated terrain to an adjacent square in grounded terrain. Characters that do this are dealt 2 clicks of damage by the impact and must end their movement in the adjacent grounded square they have moved into unless the damage dealt has been reduced to 0 by some means. Super Senses may not be used to avoid this damage, but all other damage reducing powers apply.

Characters may deliberately choose to move from an elevated square to a grounded square occupied by an opponent character. If they do this, each character is dealt 1 click of damage and the player controlling the opponent character chooses which adjacent grounded square the moving character ends its move in. If there is no adjacent square that the falling character could end up in legally, the move is disallowed.

Soaring characters may drop carried characters at any point in their movement in any square adjacent to whichever square they occupy while dropping them. The carried character will be dealt 2 clicks of damage and its turn will end in the square it lands in unless that damage is reduced to 0. Characters may be dropped on opposing characters, see rules above.

This rule is here for the pure and simple reason that it drives me absolutely insane when one of my characters ends up stuck up on top of some building, or some mad scientist machine, because some flyer ferried them up there and then left. If the Human Torch carries the Thing up to the top of a building and then leaves him there, the Thing will just jump the hell off that building if he needs to get back down to the street.

The second part of the rule is to let big strong tough characters deliberately hurl themselves onto enemies from high up in the air. This sort of thing happens in comics all the time. You don't do it if you're Aunt May, obviously, unless you want to get hurt, but the Vision once did it to Count Nefaria and it's a legitimate attack tactic. Soaring characters can do it without being on elevated terrain, obviously, they simply have to start their move adjacent to the grounded character they want to fall on, click down to hovering, and take/deal 1 click of damage. Their opponent would then decide which adjacent square they would end up in, and their movement would end in that square, with them in hovering mode.

The third part of the rule, again, is to allow things that happen in comics, like the Angel dropping Colossus from a great height onto the Blob's fat head.

Water - Water is not considered to obstruct line of sight (for purposes of making attacks) unless a character entering it has the dolphin symbol next to their movement rating. However, if a character DOES have the dolphin symbol on their dial, then water acts as hindering terrain in all applicable ways, i.e., their Defense is increased by 1 against Ranged Combat Attacks, or there is no line of sight to this character if it has Stealth or some other ability that simulates Stealth.

Squares of water terrain should be defined at the start of the game as being either Shallow or Deep.

Characters with the boot symbol on their dial may wade through Shallow water terrain at a movement of 1. Characters with the boot symbol have their movement reduced to 0 upon entering Deep Water terrain. Their movement returns to normal when they leave Deep Water terrain.

Characters with the boot symbol on their dial who find themselves in Deep Water terrain at the beginning of their controller's turn immediately receive an action token to signify that they are struggling to stay afloat. They may not take any actions or use any powers other than as specified further in this section. When these characters have two action tokens on them they receive one click of Drowning damage. Action tokens are not removed from such characters until they are removed from water terrain. Each time an action/drowning token is taken after the first two, Drowning characters take another click of damage.

Characters with the boot symbol who possess movement powers that normally allow them to ignore the effects of Hindering Terrain such as Charge, Leap Climb, Phasing/Teleport, or HyperSonic Speed may move at half their normal Speed while in Shallow Water terrain. Such characters may roll 1 d6 each turn they are in Deep Water terrain. On a 4-6 they may move up to half their movement that turn. They will still receive any damage they might normally receive from accrued action (drowning) tokens at the beginning of the turn.

Characters with Toughness will not take the first click of damage received from Drowning, but afterwards will take drowning damage as normal as drowning tokens accrue. Characters with Invulnerability will not take the first three clicks of damage received from drowning, but afterwards will take drowning damage as normal as drowning tokens accrue. Characters with Impervious will not take the first four clicks of damage from drowning, and may roll 1 d6 as normal when taking damage; on a 5-6 all Drowning damage is reduced to zero although accrued drowning tokens remain.

Sub-Mariner is considered to have a dolphin token at any time he is not Flying.

All this strikes me as simply much needed clarification of how Water terrain works. I don't know if there are any clix with Stealth and a dolphin symbol, but if there are, they should certainly be able to hide in water, and any fig with the dolphin symbol should at least get the +1 to its defense for being able to swim well enough to dive when someone is shooting at it.

This means that Force Blast is a little handier on the maps with water features, and Telekinesis can be very handy indeed. It also means some common sense needs to be applied, as always, to map features; it is unlikely that Hercules could not simply wade back out of the koi pond outside the supervillain hide out on one side of the Indy map, although, if he were two squares in, he'd take two turns doing it, since he'd be moving at a Speed of 1 while in the water squares.

The big lake in the park, on the other hand, would be trouble for anyone tossed into it if they couldn't fly or swim.

 

Objects -

Characters with Super Strength who pick up an object may also put down that object if they wish, as a free action at any time during their turn.

For purposes of being grabbed and used as a close combat or range weapon, or picked up and thrown, normal sized characters are considered to be Light Objects, while Giants are considered to be Heavy Objects.

*****If a character with Super Strength wishes to pick up a friendly character and throw him up to six squares, or use him as either a ranged or close combat weapon, he may do so automatically. Characters are treated as light or heavy objects for this purpose (see above), and therefore have a range of 6 or 4, and if thrown into another character or Blocking Terrain or onto open terrain, characters deal and are dealt one click of damage. If a friendly character is used as a weapon in Close Combat, it is dealt the attacker's normal damage plus one click. The attacker takes an action token as normal, but may pick up and use a friendly character as a weapon in one action.

*****If a character with Super Strength simply wishes to pick up and throw an adjacent friendly figure six clicks (or less) they may, as an automatic action with no roll. The thrown figure will be dealt one click of damage upon landing, which will be reduced as normal by damage reducing powers, and which can be avoided by Super Senses on a roll of 5-6. This damage is not dealt to characters with Leap/Climb.

*****If a character with Super Strength wishes to pick up and throw an adjacent opponent, or use that opponent as a weapon in a close combat attack, they must make a Close Combat attack for zero damage on the adjacent opponent and take an action token as normal. If successful, the opponent may not make any attempt to breakaway unless they possess Flight, Leap-Climb, Super Strength, or Plasticity. If the captured opponent possesses these powers, they may breakaway on a 4-6 on a d6 on their next movement turn, if they can make a normal movement action. (If a character who possesses Phasing is grabbed, they can simply leave on their next turn, as normal, again provided they may make a normal move action.)

*****Opponent characters who are grabbed to be thrown or used as weapons by opponents may, if they can be given an action, make a Close Combat attack on the character grabbing them on their next turn. If they do at least one click of damage to the grabbing opponent, they are considered to be free, but still adjacent. If not, they are still grabbed, and on any following turn in which he may be given an action, the opponent who has seized and held them may either throw them up to six spaces, or use them as a weapon in a close combat attack on any other legitimate target.

***** Again, characters are considered Light or Heavy Objects for these purposes; however, characters are not destroyed after one use. Instead, they take whatever damage they are dealing out to the target opponent. (If an opponent has Damage Resistance powers like Invulnerability or Toughness, it doesn't help the grabbed character being used as a flail. If Mr. Hyde is using Daredevil to hit Doc Samson for 4 clicks every turn, it doesn't matter that Doc Samson is only taking 1 of it past his Invulnerability. DD is taking all four clicks, until he manages to escape, or becomes the Goo Without Fear and is removed from the game.)

*****A thrown opponent will either travel 6 or 4 spaces, or strike any blocking terrain or character within his path. The thrown opponent coming into contact with blocking terrain or another character will come to rest in the space adjacent to whatever they struck between that object and the throwing character.

*****If a character holding an opponent takes a click of damage for any reason, and the grabbed character may be given an action, the grabbed character may make a breakway roll and on a 4-6 escape, although they will still be adjacent to the opponent who had previously captured them.

*****Characters remain grabbed until they escape, are thrown, are removed from the game, or the grabbing opponent is removed from the game. Thus, a character may be used as a weapon for several turns if that character cannot escape. Grabbed characters may be flailed against Blocking Terrain or the ground if the grabbing opponent desires as a normal Close Combat attack, and will take the Grabbing Character's normal damage plus one click.

*****Opponent flying characters may not be thrown as ranged weapons. As soon as released, opponent flying characters are considered to have made an automatic breakaway roll. Flying characters may be used as close combat weapons normally by the above rules.

*****Thrown characters are not considered to be taxied or telekinesised, and therefore, may take action as normal after being thrown, if they were not dealt damage by it. If a thrown character is dealt damage by being thrown, they cannot take action until the start of their next turn.

This rule allows a lot of things you see in comics but that aren't currently possible under standard HeroClix rules, like the classic Fastball Special that Colossus and Wolverine often perform where Colossus throws Wolverine at a distant opponent. It also allows what I call the 'Bam Bam Move', in which a strong character picks up an opponent and either whirls him around his head before throwing him into a wall, or slams him repeatedly into the ground.

I personally feel that the ability to perform such common and basic maneuvers greatly enhances this game, and that the additional complexity of these rules is well worth that increased flexibility.

Knockback -

If an attack roll comes up doubles (2 3s, 2 4s, 2 5s, etc) and it strikes the target opponent successfully and does damage, the opponent character will be knocked back a total number of squares equal to the number of clicks they actually take, on a straight vector from the successfully attacking character. If this causes the knocked back character to strike another character, both characters take one click of damage from the impact, and the knocked back character comes to rest in the square formerly occupied by the character they have struck, while that character is moved one square over on the same vector. If this causes more characters to be struck and displaced, each additional impact causes an additional click of damage to each participant.

If a knocked back figure encounters either Blocking or Hindering Terrain with 3 or more spaces of movement left on its knockback, it destroys the terrain feature and goes through. The remaining knockback movement is reduced by 1 space, and the figure takes 2 points of knockback damage if it was knocked through Blocking Terrain, or 1 point of damage if it was knocked through Hindering Terrain.

Knockback still occurs normally (when doubles are rolled on an attack that is successful), however, my house rules allow characters to be knocked back into each other, instead of coming gently to rest on the square adjacent to a nearby character without actually touching that character. My reasoning here is simple: HeroClix rules which specifically prevent knocked back characters from hitting each other seem to result in each character having some sort of mystic anti-kinetic force field around them that only protects them against other characters being hurled in their direction by knockback. This seems contrary to observed cause and effect in superhero comic books, in which Captain America frequently punches, say, the Scorpion, in such a way as the Scorpion flies backwards and smashes into Mr. Hyde.

The rule about knocked-back characters destroying terrain features was come up with by another gamer named Brent Wiggers, and it also simulates something that happens constantly in comic books, namely, superhumans hitting other superhumans so hard they knock them through stuff -- cars, walls, dumpsters, buildings, etc. I think it's a great rule, and I'm happy to insert it here after Brent suggested it to me via email.

Actions -

There are four types of actions: movement, close combat attack, ranged attack, and general, generic 'actions', as defined on the Powers and Actions Card. If a character moves, attacks, or uses a power stating 'give this character an action token', they take an action token. Characters may never take more than one action token per turn, unless a rule specifies otherwise.

If a character does not take an action token in any particular turn, remove all action tokens accrued to it over previous turns at the end of that particular turn.

Duplicate characters

 

No battle may contain two identical figures with the same proper name (battles may contain as many duplicates of generic figures, like Hydra Agents, or SHIELD troopers, as you want to put out there). Different temporal versions of the same character (a Black Panther veteran and rookie piece, for example, or two different Spider-Man figures from two different sets) may be employed in the same battle, but a strong rationale should be devised to explain why these two different versions of the same character are in the same location at the same time.

Players may use one figure to take the place of another, similar figure if they don't have the desired figure, provided the figure used as a substitute does not have its powers or dial altered in any way. In other words, if a player doesn't have a Batman piece, he can substitute a Black Panther and call it Batman, but it has only the powers of the Black Panther piece.

The reason for this should be obvious, but let me state it anyway: to me, these figures aren't simply game pieces on a chess board. They represent fictional characters who, in my childhood, seemed as real to me as, well, anyone else I knew, or at least, any celebrities, and I dislike players who simply disregard continuity and consistency in building their teams. So you can't have three veteran Saturn Girls on your team if you're playing by the Doc Nebula House Rules, because that's flatly absurd, and if that strikes you as a problem, then, well, what can I say. Go play Yu-gi-o, you brat.

 

Theme teams

 

Teams constructed entirely of characters which all legitimately belong to various superteams with various assigned TAs within this game may all be given that team's TA for the battle, regardless of whether the particular rev being used has that TA on its base. In other words, if someone puts together a team of the rookie Wasp, the veteran Black Panther, the experienced Hercules, and the rookie Scarlet Witch, that player can call them Avengers and move them all as if they have the Avengers Team Ability. This supplants any other TAs they may have on their bases, however.

Doc Nebula's HeroClix House Rules FULLY support WizKids' recent addition of special rules for theme teams!

* Themed teams receive a bonus to the roll to determine who will be the first player equal to the number of characters on the force. If you have five characters on your Legion-themed team, you get a +5 to your roll when you determine who will be first player. Play a themed team, and you have a better chance of picking the battlefield where the battle will take place!

* Themed teams adapt and overcome unexpected conditions more easily than other teams. A themed team may (but does not have to) cancel one target battlefield condition during a game (chosen when battlefield conditions are revealed, and cancelled for the remainder of the game). It may only be an ordinary day if a themed team wants it to be!

* Themed teams can work together to change the course of the battle at a crucial moment: for each three characters on a themed team, a themed team may use Probability Control once during the game (though they do not possess it for any other purpose, such as feat prerequisites). When you use this effect, you place an action token on the character using Probability Control, though the token may not be placed on a character currently taking an action, or a character that already has two action tokens.

This is simply me throwing myself a bone. I enjoy playing theme teams and in-continuity teams, and this rewards me somewhat for doing it, giving me a slight advantage over players who neither know nor care anything about the actual continuity of the heroes they are moving around on the board, and who simply put heroes in teams depending on their powers. This rule also exists to encourage players to find out something about the continuities and histories of the pieces they are playing so they can take advantage of it.

Unification -- a Unified team is a team in which every member has the same TA.

Medics and PC pieces

Non-unified teams may field no more than one Support and one Probability Control piece per battle.

This is actually a compromise rule. I personally LOATHE Medics, at least, medics being used in teams of superhumans. No superhero or supervillain team in the world has ever gone into action with paramedics running along behind. It's flatly ridiculous that these pieces even exist, and I'd like to simply forbid them outright -- although I would allow, say, a SHIELD team, or some other non-super powered force, to take medics with them into combat with superhumans, that's only sensible; those guys are just normal Joes. But the Avengers and the JLA would never take a medic into combat with them; they'd be putting the poor guy in danger -- and I don't think the Brotherhood or the Masters of Evil would be able to hire medics, at least, not competent ones.

Leaving aside the fact that medics have no place whatsoever in superhero comic book combat, their powers are ridiculous. A paramedic doesn't repair damage or 'heal' anyone, they stabilize someone for transport to a hospital. If Wolverine has just inordinately messed up your Dr. Doom piece, no medic is going to be able to do anything about it, realistically. Just deal with it and move on.

Beyond this, these games are long enough without everyone running to the back to get healed like little crybabies the second they get a scratch.

I don't go so far as to want to outlaw the Support power entirely, but I do think it should be restricted to characters where it's obviously a superhuman power, as with Dr. Strange. Healing someone of damage like this simply isn't within the boundaries of current medical technology; it has to be a superhuman feat.

As to Probability Control pieces, well, it's a legitimate power that some characters have, and the way PC works is as good a simulation of the Scarlet Witch's hexes or the Black Cat's bad luck jinx as any. But I hate PC, and I don't play against any team with more than one PC piece on it. If I need a 10 or higher to hit someone, and I roll an 11, you'd better just leave it alone or I'm going to get pissed. When the dice gods favor me, it's blasphemy to interfere.

Giant Figures -

When they were first announced, I disliked some aspects of WizKid's special rules for Giant Figures. Since then, I've play tested a few games with my Giant-Man fig, and I no longer object to them. Essentially, what they mean is that a normal sized fig cannot make a Close Combat attack against a Giant fig unless it has either Leap-Climb, Flying, or Phasing-Teleport. Figs without these powers are considered engaged two squares away from a Giant fig, and the Giant can attack THEM in Close Combat, but they can't attack IT.

This bothered me when I first read about it, but since then I've realized that this is actually consistent with how giants are treated in superhero comics. Unless you can fly, leap around like a crazed gorilla, turn intangible, or teleport, you aren't going to get close enough to a giant to whack it one with your bare hands. The giant will simply step over you, like Giant Man does to various Masters of Evil all the time in early Avengers issues.

I also intensely disliked the rule saying giants couldn't be carried or TK'ed. However, having given this more thought as well, I realized that in point of fact, nobody ever does carry a giant around with them, and I don't really mind them not being able to be TK'ed, either. However, in my House Rules, characters with Super Strength can throw a Giant Figure, if they want to. Thor could certainly grab Hank Pym, spin him around a few times, and lob him at the Radioactive Man if he took it into his head to do so. He most likely wouldn't, but it's possible.

To make Giant Figures work perfectly, I've added one rule -- a Giant Figure can carry a normal sized figure exactly as if the giant sized figure were a flyer. Giants often carry their teammates into combat, so this is perfectly plausible. Using my house rules, this means a Giant needs either Super Strength or a damage of 3 to carry a normal sized fig its full Speed Value. A damage of 2 without Super Strength will allow it to taxi a normal sized fig half its speed value, and if it has none of these, then a Giant fig can't carry anyone anywhere.

While on this subject, the Bat Sentry is a Giant Figure and is subject to all the Giant Figure rules. Bat Sentries are also not Uniques; if you have more than one, then you can play them all, especially if you've got Kingdom Come Batman in there ordering them around.

Transporters:

 

The rules for transporters are hereby modified as follows:

Transporters do not receive any special attack options. Special attack options are not necessary for transporters under these house rules, since all figures can move and attack.

Figures being carried by Transporters may take one action at any point during the turn while they are being carried before they have been set down. Transporters do not need to set down carried figures at the end of the turn in which they pick them up.

Carried characters may take no further actions for the remainder of the turn following being set down by a Transporter.

Unlike flyers, Transporters do not need to have Super Strength or a minimum damage of 2 to carry other figures. However, like flyers, Transporters may carry any other figure, including other Transporters. Flyers may also carry Transporters if they qualify to taxi at all. No Action After Taxi would apply to any Transporters carried in this way.

If we're going to have a special class of people on winged horses and hoverbikes and antigravity sleds and what have you who can transport other figures around, then by all means, let's let them transport other people around in a way consistent with how it happens in comics. If Hawkeye is going to pick up the Scarlet Witch on his flying snowmobile, she can certainly sit behind him and throw hexes (use her Probability Control or a range strike) while he's Soaring at 200 feet above the battlefield. Moonstar could certainly give Professor X a ride high above some conflict so he could use his mind control powers with clear lines of sight. And if the Black Widow wants to ride along behind the Black Knight on his Wundagorian anti-gravity bike, she can certainly zap a few people with her widow's bite as she goes by them.

What this effectively does is let a Transporter give any figure it carries a free attack as the two of them go by a target. This is clearly more than WizKids wants characters to be able to do, but my house rules allow more mobility than WizKids normal playing rules, and this is more consistent with how things work in superhero comics, so I'm content with it.

POWERS/TEAM ABILITIES

NOTE: To keep things cleaner, I have eschewed assigning action tokens to powers that already require movement or attacks. Therefore, if a power description says 'when a character is moving' or 'when a character makes a close combat attack' or some such, it is assumed that the character takes an action token already for that implicit, underlying action.

Now, I have rewritten several of these powers in such a way that they have become MUCH more effective, and HeroClix purists are going to be screaming their fool heads off that I've completely unhinged the balance of the game in terms of the point costs assigned to various figs. Let it be said once and for the record: I Do Not Care. These rules are better than what they replace, and it is as simple as that. Now -- play clix!

SPEED SUPER POWERS:

FLURRY: This character can hit an opponent twice as often as a normal character can. (Optional) Give this character an action token. This character may make two close combat attacks, making two separate attack rolls, against either one or two legitimate close combat attack targets. Both close combat attacks still generate only one action token.

Those paying close attention will already see the gist of what I'm doing here -- I'm simply stating 'give this character an action token' rather than breaking things down into different types of attacks, different types of actions, and all that other crap that WizKids uses to keep the superman down. If using a power should take an action token, I will tell you here. Most powers simply augment actions that already provide an action token, like any movement, or any attack, and WizKids has a tendency to make things more complicated than they need to be, so they can do annoying stuff like keep characters with Flurry from doing a double Incapacitation shot by distinguishing between 'close combat attack' and 'close combat action'. We'll have none of that here, boyo.

LEAP/CLIMB: This character can leap or climb over characters and terrain. (Optional) When you give this character a move action, it automatically breaks away and ignores the effects of other characters, elevated, and hindering terrain on movement. This character may end his movement on elevated or outdoor blocking terrain. This character may make a close combat attack against a figure in an adjacent square regardless of the target's elevation.

PHASING: This character may phase into another plane of reality and reappear someplace else on the battlefield. (Optional) When you give this character a move action, it may ignore the effects of all characters and terrain features on movement. It may end its turn on top of outside blocking or elevated terrain, but it may not end its turn on inside blocking terrain.

EARTHBOUND: This character is grounded and has the boot speed mode instead of its printed speed mode. If this character is soaring when it gains Earthbound, this character is dealt 2 damage. This power can not be countered.

Just an aside -- I am emotionally outraged to have WizKids 'add a power' that is, in effect, a diminution to the character. Powers should be cool, not something you dread to see come up on the dial. Having said that, I understand perfectly how this opens things up in the game, allowing characters that fly when they are rested and strong to lose that power later on after they've been beaten up a little, and allowing figs on flight stands to have an activation click where they can't fly. Nonetheless, I wish WizKids had found a way to do it other than making it a power. Super powers should add to the character, not subtract.

CHARGE: This character can move and then make a more powerful close combat attack using the same action. (Optional) When moving adjacent to an opposing character, this character automatically breaks away and may move up to its speed and make a free Close Combat attack/action. When moving adjacent to a target opposing character, this character ignores all movement modifiers caused by hindering terrain or other opposing characters. After moving adjacent to an opposing character and making a successful Close Combat attack on that opposing character, this character may add 1 to the resultant damage if that damage result is 1 or greater. Characters using Charge may not make any Ranged Attacks in the same turn as they make a Close Combat attack. Characters using Charge may not end their movement in the same square as they began their movement.

You wouldn't think things would have to be this complicated, but I didn't want to simply have the +1 be to damage value, because someone charging with Blade/Claws/Fangs should get to add 1 to their dice roll. On the other hand, I couldn't simply add 1 to all damage done, because then people would be doing 1 damage on a successful Outwit attack, if they Charged up to the fig first. I suppose you COULD Charge up to Superman and smack him a good one with those Kryptonite Gloves of yours, but still, it seems cleaner to keep damage out of Outwit.

MIND CONTROL: This character may momentarily cause an enemy to come under their influence. (Optional) Give this character an action token. This character attempts an attack for 0 damage on an opposing target figure. If the attack is successful, the opposing figure becomes a friendly figure until the end of the turn, or until you give that figure an action token, or until you choose to end the Mind Control, whichever occurs first. If more than one character is being Mind Controlled by the same character, and one or more of those characters are KOed while Mind Controlled, victory points are awarded to the player who is controlling them at the time. Characters making successful Mind Control attacks take 1 click of damage for each 100 points of the target's point value which cannot be reduced or evaded. If a character with this power has a range value of 0, assume that his range value is 4.

PLASTICITY: This character can stretch his body into any shape. (Optional) This character only fails to break away on a die roll result of 1. Opponents trying to break away from a character with Plasticity must roll a 6 to successfully break away.

FORCE BLAST: This character can knock back other characters and objects with a forceful blast. (Optional) Give this character an action token. Choose one of the following options:

* Move one adjacent opposing character directly away a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast automatically breaks away and ignores the effects of hindering terrain and moving through squares adjacent to other characters while it is being moved in this way. This attack does not inflict damage, but the opposing character may suffer damage from knockback per those rules.

* Make a Close Combat attack on an adjacent opposing character. If successful, that character takes an additional action token if it has one or fewer action tokens already, with all normal effects of having this many action tokens. Move opposing character directly away a number of spaces equal to the Damage Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.

* Make a Ranged Combat Attack on a target opposing character. If successful, move opposing character directly away from attacking figure a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.

HYPERSONIC SPEED: This character moves incredibly fast. (Optional) When you give this character a move action, it automatically breaks away and may move through squares adjacent to opposing characters, and it may ignore hindering and elevated terrain modifiers. It may not end its movement inside blocking or hindering terrain. During its movement, this character may expend 2 from its Speed value at any time to make a Close Combat attack on any opposing character it happens to be adjacent to. It may do this as many times as its remaining Speed value allows. If any of these close combat attacks are unsuccessful, the character immediately expends another 2 movement without actually moving from the square it is in. Characters with HyperSonic Speed may carry other characters as if they were flyers, with the same limitations to taxiing as seen under 'Flying'. When you give a character with HyperSonic Speed a move action, it may not use any other powers on its dial until that move action is completed.

I've been toying for a while with a way to make Hypersonic Speed much simpler, and at the same time, make it work the way it works in comics. In comics, superspeedsters can run up and often even through walls and other sheer surfaces, across bodies of water, and, in general, they just whiz around in a manner that the normal HSS rules don't allow. Making the Flash, for example, climb the stairs when we all know he'd just run up the wall, or stop dead if he hits a bush, is just silly.

It's also silly to have two different modes for Hypersonic Speed, one in which you smack someone as you run on by, the other in which you park yourself next to them and then do some bizarre Super Flurry in which their defense gets steadily higher until you finally miss. This is all convoluted and rather ridiculous. If a superspeedster wants to run over to you and pummel you 17 times and then run away again, they're going to, assuming they're fast enough to do it.

My redefinition of HSS makes it much simpler, and in many ways, makes it much more effective, which, given how egregiously it gets abused now, may not be a good thing. Superspeedsters will now be able to start outside close combat range, run in and launch multiple close combat attacks, and then run away again -- assuming they manage their movements correctly.

I've taken some things away from HSS, however. I cannot think of any examples in superhero comics where a character traveling at HyperSonic Speed has launched a ranged attack. So under these rules, if KC Superman or Amazo want to smack someone, they certainly can, in fact, they can probably do it several times -- but they're going to have to get in close to do it. If they do the math right, they can save a few inches of movement to get away with after they whack someone a few times, too. But they won't be able to dart out from behind a chimney, blast someone from 100 feet away, and then duck back under cover again any more. At least, not under these rules.

I've also taken away the ability to use any other powers on the dial while moving (and/or attacking) with HyperSonic Speed. The fact is, the ability to combine Close Combat Expert or Exploit Weakness with a HyperSonic Speed close combat attack barrage is just too powerful, and it makes sense that a character moving this fast would not be able to concentrate on the use of any of these other powers, anyway. HSS characters may still use free actions like Outwit or Perplex, but they will have to use them either before they begin their move or after they end it.

In case these rules need more clarity, I'll give an example -- Amazo has a Speed of 10. He is 4 squares away from Aquaman. He moves 4, bringing him adjacent to Aquaman. He now has 6 movement left. He spends two movement and launches a Close Combat attack on Aquaman, which hits. Aquaman takes 3 clicks of damage, and Amazo now has 4 movement left. Amazo spends 2 more movement and launches another attack. If this one hits, Aquaman will take another 3 clicks of damage, and Amazo will have 2 clicks of movement left, which he can use for one more close combat attack, or which he can use to retreat with . If it misses, Amazo will have to spend another two movement due to the miss, and suddenly find himself out of movement, and stuck there adjacent to a now very angry King of the Seven Seas.

RUNNING SHOT: This character can move and make a ranged combat attack in the same action. (Optional) When this character moves, it receives one free action during its movement that it may use to make a ranged combat attack. It may continue to use the rest of its movement after making this ranged attack.

What I've done here is lift a block of text from the old HyperSonic Speed rules and give it to Running Shot. It works out well in playtesting.

STEALTH: Hindering terrain blocks line of sight to this character. (Optional) Any line of sight drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain. All attacks require a clear line of sight or they cannot be made.

There's a whole separate 'Stealth' section elsewhere in these rules, but this says it pretty succinctly. Under my House Rules, you cannot attack what you cannot see, either at range or from an adjacent square. There are various ways to establish a clear line of sight on a Stealthed character under my House Rules, including using Super Senses, making an Attentiveness Roll with normal senses, or blowing up whatever the Stealthed character is hiding on, but in my system, if line of sight is obscured to a character, that character cannot be attacked.

ATTACK SUPER POWERS

BLADES/CLAWS/FANGS: This character can deliver 1 to 6 clicks of damage after a successful Close Combat Attack. (Optional) Give this character a close combat action. If the attack succeeds, roll 1 six-sided die. This is the number of clicks of damage you inflict on the target figure instead of this character's normal damage value.

ENERGY EXPLOSION: This character's ranged combat attack can do damage to all figures adjacent to the target, and is not obstructed by characters or hindering terrain. (Optional) Give this character a ranged combat action and reduce his damage value to 1. A successful ranged combat attack does damage to the target figure and every figure in a square adjacent to the target. When determining line of sight for an Energy Explosion attack, ignore the effects of intervening characters and hindering terrain.

PULSE WAVE: This character can make an unfocused range attack that can impact everything within a certain radius of him. (Optional) An opposing character must be within range for this power to be used. Give this character a ranged combat action. Reduce his range value by half for purposes of this attack. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire ignore the effect of figure bases and hindering terrain, as well as all team abilities and powers possessed by characters within range. If lines of fire can be drawn to two or more characters, halve the attacker's damage value for the duration of the Pulse Wave attack to 1. Make only one attack roll. If that attack roll result is a 2, all Pulse Wave damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Pulse Wave damage done to all figures, objects, and terrain within range. Any other result causes Pulse Wave damage to be done to all characters and objects/terrain within range of the Pulse Wave attack. Pulse Wave damage is reduced normally by powers, abilities, or effects that reduce or avoid damage, although it cannot be transferred (Mastermind). If a power, ability, or effect reduces Pulse Wave damage done to a character to 0, or allows a character to avoid the damage, and that character has 0 or 1 action tokens, that character receives an additional action token as a result of the Pulse Wave attack, and suffers the effects that would normally result from the addition of such a token. If Pulse Wave does 3 or more damage to any objects or terrain, those objects are destroyed, hindering terrain is reduced to open terrain, and blocking terrain is reduced to hindering terrain.

Instead of making Pulse Wave a multitarget attack that might or might not hit every target within a certain distance of the attacker, but which, if it DOES hit, always does at least one damage, I've almost completely reversed its effect, turning it into a power which nearly always hits (unless something goes badly wrong with the attack) but whose damage can be reduced normally... however, even if a character takes no actual damage from it, they still have a chance of being stunned and rendered immobile the following turn by a Pulse Wave attack. This makes it, in some circumstances, against very tough characters, a sort of mass Incapacitate attack. Pulse Wave now also effects objects and terrain within its range, as well, which strikes me as logical.

QUAKE - Character can scatter surrounding characters with a single devastating blow. (optional)Give this character a close combat action. Make only one attack roll. If that attack roll result is a 2, all Quake knockback or damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Quake knockback or damage done to all figures, objects, and terrain within range. All characters adjacent to the attacking character take damage and knockback equal to the damage value of the attacking character. Quake damage can be reduced normally by damage reducing effects and powers, but cannot be evaded or transferred. Quake damage/knockback is reduced 1 for hovering adjacent characters.If a damage reducing effect reduces Quake damage to 0, knockback is still taken, and knocked back characters receive an additional action token and any normal effects of receiving that extra token. Objects receiving 1 or 2 Quake damage are knocked back away from the attacking character. Objects and terrain taking 3 or more Quake damage are destroyed or reduced from blocking terrain to hindering terrain.

I have, effectively, made Quake a close combat version of my extensively redefined Pulse Wave. Again, it seems to me that this is how this power works when it is used in comic books.

SUPER STRENGTH: This character has superhuman levels of strength and can pick up objects and/or characters and hurl them around, or use them as weapons to inflict additional damage. This character may destroy terrain. This character's damage is more effective against tough opponents, as well. (Optional) When you give this character a move action, during this action, the character may pick up an object in this character's square or an adjacent square and hold or carry it. If this power is lost or countered while the character is holding an object, immediately place the object in the square this character occupies. If you give this character a close combat action against adjoining blocking or hindering terrain, or you give this character a ranged combat action in which it throws an object at blocking or hindering terrain within its range value, the blocking or hindering terrain it targets with this attack is reduced by one terrain level to either hindering or open terrain, respectively. If you give this character a successful close combat action against an opponent, any damage done by that successful attack may not be reduced below 1, except by a successful roll of 5-6 by Impervious characters. Knockback from a successful close combat attack that does at least 1 damage using Super Strength is automatic.

Super Strength may also be used to pick up and throw both friendly and opposing characters, as defined under Objects, elsewhere.

Super Strength is the fundamental comic book superpower, the one that pretty much all others are measured against. When I first started playing HeroClix, the only fig with Super Strength in my first IC Starter Set was Mr. Hyde. My brother and I were looking at the dials and reading the various power definitions, and when I picked up Mr. Hyde, I asked him 'What's green on attack?' My brother looked it up and said 'Super Strength'. I immediately said 'Cool! What's that do?' I figured it had to, you know, do more damage, or let you drop kick someone into orbit, or let you knock down walls, or pick up buildings -- actually, I figured it should let you do all of the above, and then some, because Super Strength is just da bomb, baby.

When my brother read me the Super Strength definition, I was rather disappointed. Yeah, being able to pick up object tokens and beat people with them is cool, but, but Super Strength should also be SO MUCH MORE.

So, in my house rules, it is. You can knock down walls with it, you can pick your buddy up and throw him with it, if you hit someone else with a super strong punch, it doesn't matter how tough they are, they're still going to take at least one click of damage from it, and, yes, of course, you can pick up dumpsters and motorcycles and beat people over the head with them.

THAT's how Super Strength should work, dammit.

INCAPACITATE: This character may use either a close or ranged combat attack to add an action token to a target opposing figure. (Optional) When this character successfully hits a target figure and the target has 0 or 1 action tokens, place an action token on the target figure, but do no damage to the target figure. If a target figure is given its second action token, it is considered pushed and takes 1 click of pushing damage. This power has no effect on characters that already have 2 or more action tokens.

See how simple life gets when you don't have to be a rules monkey? Get rid of the phrase 'close combat action' and suddenly, you CAN Flurry and Incapacitate on the same turn. Why is this hard?

PSYCHIC BLAST: This character fires a mental blast. (Optional) When this character makes a ranged attack, damage done by that attack cannot be reduced by any power or effect that reduces damage, although it can be evaded or transferred to another character by appropriate power effects.

SMOKE CLOUD: This character generates a cloud of smoke or darkness. (Optional) Give this character an action token. This character may move up to half its Speed Value and place up to 4 Smoke terrain markers on the battlefield, starting at any square within its range that it has clear line of sight to. Smoke terrain acts as hindering terrain in terms of movement and as blocking terrain in terms of line of sight, including at adjacent corners between squares filled with Smoke markers. A character with a range of 0 may place the markers in its square and in adjacent squares. Smoke markers must be adjacent to each other, and remain in place until the beginning of their creator's next turn or until the power is countered or lost. This terrain is not elevated.

A few minor changes. Smoke now acts as hindering terrain for purposes of moving out of it or through it, and blocking terrain for purposes of drawing a line of sight through it. You can also put Smoke terrain marker up right on top of a character; your own if you want to give it some cover, or an opponent's if you want to slow it down and/or keep it from shooting at you next turn. In most of the heroic fiction I've read or watched, people tend to throw their smoke bombs AT the enemy, so not being able to set up smoke markers on the same square as an enemy has never made any sense to me, nor has the idea that you can shoot through smoke with only a -1 modifier for hindering terrain. This should fix all that.

POISON: This character has a poison or toxin that damages his target. (Optional) At the beginning of your turn, this character delivers 1 click of damage to each opposing character in an adjacent square.

TELEKINESIS: This character can physically manipulate objects, itself, and other characters using only the power of its mind. (Optional) Choose one of the following actions per turn:

(1) Give this character a movement action. Move this character up to its full speed value, while treating this character as if they have the wing movement symbol on their dial, without the capacity to Soar, for the remainder of the turn. When using this option, characters may taxi another figure, or carry an object token, as if they had Super Strength, under all normal rules of taxiing or carrying .

(2) Give this character an action token. Target any object within 10 squares of this character that the character has a clear line of sight to. Move this object to any other open square within 10 squares of this character that the character has a clear line of sight to. If the object targeted is an opposing character, this is considered a ranged attack and a normal ranged attack roll must be made. If the object is a friendly character, treat that character as any normal object.

(3) Give this character an action token. Target any object within 10 squares of this character that this character has a clear line of sight to. Use this object to make a ranged attack on any opposing character within 10 squares of this character that this character has a clear line of sight to. Treat this as if the object is being thrown by a character with Super Strength. If this object is an opposing character, two ranged attack rolls must be made; to target the first opposing character being used as a weapon, and to then hit the second opposing character with the first opposing character if the first attack roll is successful. Characters are treated as light objects for this purpose; if one character is thrown at another, each character takes one click of damage. This still only generates one action token.

(4) Give this character an action token. Move all adjacent characters directly away from this character a number of spaces equal to its Damage value. These target characters automatically break away and ignore the effects of hindering terrain and moving through squares adjacent to other characters while they are being moved in this way. This action does not inflict damage, but the target characters may suffer damage from knockback per those rules.

(5) Give this character an action token. Target an adjacent square of blocking or hindering terrain that is not an Object token. Reduce this terrain type to hindering or open terrain, respectively.

Characters moved by Telekinesis other than the figure using Telekinesis itself may not take any other action until the beginning of their controller's next turn.

Major changes to TK, and long overdue ones, in my opinion. These changes are mostly motivated by the fact that in a system where every figure can move and attack, TK as defined by WizKids is very nearly pointless. However, I have long wanted to make TK work more like it does in comics, and now it will.

STEAL ENERGY: This character gains power after a successful close combat attack. / Give this character 1 click of healing when it applies clicks of damage to a figure after a close combat attack.

Optional: Add 25 points to any character with Steal Energy. Modify the power by adding the following effect: When this character successfully does close combat damage to another character, it may choose to use any one specific feature of the target character's dial until the end of its controller's following turn. 'Any feature' includes anything pertaining to the figure's abilities showing on the dial before being damaged by this Steal Energy attack, including movement mode, super powers, the presence of a flight stand, individual stat numbers, range value, number of range targets, or team ability.

DEFENSE SUPER POWERS

SUPER SENSES: This character can avoid being hit in combat, and can visualize its surroundings via superhuman sensory perceptions. (Optional) When this character is successfully hit by an attack, its controller may roll one six sided die. On a result of 5 or 6, this character evades the attack. Characters with Super Senses ignore the effect of Hindering Terrain in terms of drawing line of sight, the effects of Smoke Cloud, and the effects of any Battlefield Condition cards that limit range or line of sight. Characters with Super Senses may also roll one d6 when attacking characters with the Shape Change power, and on a result of 5-6, Shape Change does not affect them. (Make this roll before the target character rolls to activate Shape Change. If this roll succeeds, the target character does not roll for their Shape Change.)

TOUGHNESS: This character is more resilient than a normal human. Subtract 1 from any normal damage inflicted on this character. Toughness does not reduce pushing or critical-miss damage.

DEFEND: This character can share its defense value with friendly figures in adjacent squares. (Optional) Any friendly figure in a square adjacent to this character may use this character's unmodified defense value instead of its own.

COMBAT REFLEXES -- This character is harder to hit in hand to hand combat, if it wants to be. (Optional) Add 2 to this character's Defense Value against Close Combat Attacks/actions. This character may also choose to be Knocked Back by any successful close combat hit. Any Knock Back damage this character takes may be reduced to zero.

Being automatically knocked away from an attacker when hit just doesn't cut it any more, when every figure can just run up and hit you all over again next turn. This is a neat re-definition that makes certain figs VERY hard to hit in hand to hand combat. Suddenly your Veteran Cheshire looks pretty good, doesn't she?

ENERGY SHIELD/DEFLECTION: This character's defense is improved against ranged combat attacks. (Optional) Increase this character's defense value by 2 versus ranged combat attacks that target or can affect him.

The only change I made here is a minor one, and will probably never matter -- I made this power optional, because, honestly, it is. If Captain America doesn't want to block an incoming laser blast, he doesn't have to. This means the power will be able to be shut off by Mind Control, but, well, again, if you Mind Control someone and tell them to HOLD STILL so you can shoot them, they should be able to obey you.

BARRIER: This character can create up to 4 squares of blocking terrain. (Optional) Give this character an action token. This character may move up to half its Speed Value and create 4 squares of blocking terrain anywhere within the character's range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in squares adjacent to each other. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated. This barrier remains in place until the beginning of your next turn. If Barrier Terrain is set up on a square containing a character, the character takes no damage but is considered to be surrounded on six sides (front, back, right, left, top, bottom) by Blocking Terrain as long as the Barrier remains in place.

Once again, I got rid of the restriction against setting Barriers up in squares that already have something or someone in it. I won't go so far as to have people take damage from suddenly finding themselves in the middle of blocking terrain, since while Firelord certainly should do damage to folks with his Barriers, Iceman, for some insane reason, does not, nor would Green Lantern. However, people could certainly be surrounded by flames and unable to move for a turn. Pinning someone in one spot is a feature sadly lacking from HeroClix, and this will help to remedy that. I grant you it's not perfect; some barriers you should be able to ignore if you're Invulnerable (like fire) while others you should be able to smash out of if you have Super Strength (like ice), and still others you should be able to jump over or down from on top of with Leap/Climb, like a sudden granite wall created by Avalanche. Nonetheless, it's closer to perfect than it has been; under these rules, if someone sets a Barrier up on top of you, then the square you are on is considered to be surrounded by blocking terrain, and you aren't moving next round unless you have Phasing.

MASTERMIND: This character can deflect damage onto a teammate in an adjacent square. (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing powers possessed by the character receiving the damage reduces this damage per the standard rules.

WILLPOWER: This character is very strong willed and can exert themselves greatly without becoming tired.(Optional). This character does not take pushing damage.

IMPERVIOUS: This character is extremely hard to hurt through normal physical means. (Optional) When this character is dealt damage, roll 1 six-sided die. On a result of 5 or 6, the damage taken is reduced to 0. On a result of 1 to 4, the damage taken is reduced by 4.

INVULNERABILITY: This character reduces damage delivered to him by 3 clicks. Subtract 3 from any damage dealt to this character. Invulnerability does not reduce pushing or critical miss damage.

REGENERATION: This character is capable of healing from great damage at superhuman speed. (Optional) Give this character an action token. Roll 1 six-sided die. Turn this character's combat dial this many clicks to the left, back towards their starting click. Do not advance them further than their opening click.

DAMAGE SUPER POWERS

RANGED COMBAT EXPERT: This character is more effective at range. (Optional) When this character makes only a single ranged attack per turn, they may add 2 to any damage dealt if that damage is not already 0. Ranged Combat Expert may not be used when employing an object as a weapon.

BATTLE FURY: This character may not be taxied or targeted by Mind Control. The character's range is halved (rounding up) when making ranged attacks.

I've never believed that the Hulk can't throw something when he's enraged, or that the Punisher couldn't lose his temper and simply machine gun an entire room full of Columbian cartel members. This drops their range, but they can still make a ranged attack.

SUPPORT: This character can heal friendly figures. (Optional) If this character is not adjacent to an opposing character, give this character an action token, reduce its Damage Value to 0, and choose one of the following: (1) Make a close combat attack against an adjacent friendly character that is not adjacent to an opposing character.
(2) Reduce this character's Defense Value to 0. This character makes a close combat attack against itself. If the attack succeeds, roll one six sided die. Turn the target character's combat dial this many clicks to the left, back towards their starting click. Do not advance them further than their opening click.

Yeah, characters with Support can now heal themselves. I could never see why they shouldn't be able to give themselves a shot of morphine, or slap a bandage on themselves. Certainly Dr. Strange should be able to make his own boo-boos go away. So now they can, and they can do it on any roll but a 2, too. Don't thank me, just send money.

EXPLOIT WEAKNESS - This character can find a weak spot in any target.(Optional) Reduce this character's damage to 3 if it is greater than 3. Damage dealt by a close combat attack cannot be reduced any further by any power or power effect that reduces damage.

Yeah, yeah, I suck. Nonetheless, three clicks of damage on a close combat attack that goes through anything is enough, especially for a HyperSonic Speed fig, given that I am making this a free damage effect, rather than a power action. I honestly think that when you start taking Exploit Weakness damage higher than 3, the power is broken. This will fix it.

ENHANCEMENT: This character increases the damage delivered by friendly ranged combat attacks. (Optional) Any friendly figure given a ranged combat action while in a square adjacent to this character will deal 1 extra click of damage to any and all figure(s) successfully hit by the attack.

PROBABILITY CONTROL: This character bends the laws of probability in their own favor. (Optional) Once during your turn, this character allows you to re-roll one dice roll, or to force an opponent to reroll one dice roll. Use the re-rolled result instead of the original result. At any time during an opponent's turn, this character allows you to force the opponent to re-roll one dice roll, or to re-roll one of your dice rolls. This character must be within 10 squares of the figure performing the action/dice roll and have a clear line of sight to that figure.

Figures with Probability Control may also be used to protect the result of a dice roll you find desirable. If an opponent should use Probability Control to reroll a die, or to make you reroll a die, and you prefer the original roll to stand, you may use your Probability Control to cancel the re-roll attempt. Your Probability Control piece must be within 10 squares of the figure that would be making the new roll and have a clear line of sight to that figure.

Screw that 'you can only use this power once when it's not your turn if you have more than one opponent' crap. It's not like people don't hate PC pieces and try to kill them as fast as they possibly can, anyway. This will just make them hate 'em even more.

SHAPE CHANGE: This character can change its shape to deceive opponents. (Optional) When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has fooled the attacker by appearing as a friendly or harmless character. The attacker takes an action token and ends its action.

When this character makes an attack, roll one 1 six sided die. On a result of 5-6, the target of the attack has its defense value reduced to 0, and damage dealt by this attack may not be reduced below 1, or transferred using Mastermind or other power effects.

Shape Change sucks hard under WizKids rules, and you can't do much with it without having it get completely out of hand, but by giving it an offensive effect and increasing the chances of it going off, you at least give poor Beast Boy and Plastic Man something. Presumably, if an opponent sees a green butterfly come flitting up to him, or a red and white ball bounce over to him, he'll ignore the silly thing long enough for the hero in question to get in a really solid shot on him.

CLOSE COMBAT EXPERT: This character is more effective in hand to hand combat than at range. (Optional) Damage dealt in close combat by this character is increased by 2, if that damage is not already 0. This power may not be used if more than one close combat attack is made per turn.

PERPLEX: Forget it. There is no possible way to make this power make sense. Just deal with it. (Optional) Once during your turn, this character may modify any Combat Value (including Range) for any character in play by 1, up or down. This effect lasts for the duration of your turn. This character must be within 10 squares of the target character and have a clear line of fire to that character. If the target character is damaged or healed during the turn, the effect ends. If this power is countered or lost during the turn, the effect ends.

LEADERSHIP: With this character in command of your force, your force is more effective. (optional) This character may add an action to your action total for the turn. At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one figure with Leadership.

Optional: Add 20 points to any character with Leadership's total point value. Modify Leadership by adding the following: This character may use any power currently showing on the dial of any adjacent friendly character which shares this character's team ability.

Optional: Add 30 points to any character with Leadership's total point value and modify Leadership by adding the following: Give this character an action token. This character may remove one action token from any friendly character who shares this character's team ability, provided the target friendly character is within 10 squares and this character has a clear line of sight to that character.

OUTWIT: This character may use some unspecified effect to counter an ability of an opponent. (Optional) Once during your turn, as a free action, this character may make a ranged combat attack for 0 damage. A successful attack will allow the character to turn off any single power currently possessed by its target. If this character is adjacent to an opposing character, it may turn off any single power currently possessed by an adjacent opposing character as an automatic free action, without any dice roll. This effect lasts until the beginning of your next turn. If this character has a range value of 0, treat its range value as 4 when using this power. This range cannot be further modified. If Outwit is countered or lost, the cancelled power returns immediately.

Everyone agrees Outwit is broken and needs to be fixed, but nobody can agree on how to do it. After trying out several different options, this one seems to work best to me. Making Outwit at range a free attack for 0 damage, like Mind Control, limits it to the range of the character trying to do it (or 4, if the character has a range 0), and forces the Outwitter to actually hit the target with something, instead of just sneering at them from across the board.

This has several salubrious effects. First, the extra attack roll and the limited range are annoying, and since it is very exasperating to have someone Outwit one of your figs, it should be a little aggravating for them to do it, as well. Second, by giving it an attack roll, Outwit becomes a power that you can roll a 2 on and take damage from, and it can also be re-rolled by Probability Control. Third, the Mandarin becomes the only click in the game that I am aware of whose Outwit range actually INCREASES under this house rule, and I like the Mandarin, so nuts to you if you don't.

On the other hand, to counter complaints that this makes end-dial Outwit useless, because it usually comes up at a time when Attack Values are very low, I am still allowing Outwit to work automatically if the Outwitter is adjacent to its target. So when Spider-Man gets that last desperate click of Outwit before his lights go out, all he has to do is move adjacent to Doc Ock and he can still get it off without worrying about his AV.

Team Abilities

NOTE: Any team ability which is described with terms like "if every member of your team is a member of this TA" is a unified Team Ability. This TA can only be applied when the team is entirely composed of members of one TA, except for one character, which may have a wild card TA. To avoid having to repeat that over and over in the TA descriptions below, I'm mentioning it once here: "unified" means either "every member has the same TA" or "every member but one wild card has the same TA".

2000 AD: At any time during the game, you may declare an opposing team or character as your target. Once this target has been chosen it cannot be changed. All 2000 AD members increase their Attack Value by 1 when attacking this target.

ASGARDIANS – Prerequisites: Thor, Loki, Enchantress, Executioner, Lorelei, Ulik

Members of this TA reduce all damage dealt to them by 1. They do not take pushing damage, and no damage done to them is considered to be unavoidable or irreducible.

AVENGERS : : If every member of your force is an Avenger, you may choose one Avenger on your force per turn. For the remainder of your turn, this character may receive a modifier to their Attack Value equal to +1 for every 2 Avengers on your force (rounding down). This is a free action. If every member of your force is not an Avenger, then Avengers on your force may perform a move action without using one of your actions for the turn. Mark any character who moves this way with an action token.

BATMAN ALLY: (optional) Any line of sight drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain. This team ability cannot be copied by Feats or wild card team abilities.

BATMAN ENEMY: A Batman Enemy can use the attack value of any other Batman Enemy in an adjacent square.

BIRDS OF PREY – Prerequisites: Black Canary, Huntress, Oracle, Big Barda, Jade, Lady Shiva, Manhunter, Hawkgirl, etc

Birds of Prey may use In Contact With Oracle for no cost.

B.P.R.D. -- Bureau of Paranormal Research and Defense : B.P.R.D. members act as wild cards. They can use any team ability that any friendly figure in play possesses. They may use this ability only once per action. If all members of a force are B.P.R.D., they may use the following Team Ability instead of their wild card TA: All members of B.P.R.D. are immune to the effects of the Mystics and Crossgen TAs.

BROTHERHOOD: If all members of a force are Brotherhood members, at the beginning of the game you may choose any Team Ability other than a Wild Card Team Ability. Members of the Brotherhood on your force have that Team Ability for the duration of the game. If any members of your force do not have the Brotherhood TA, you may not use this team ability. Instead, members of the Brotherhood may move on your turn without their movements counting toward your turn action limit.

CALCULATOR: Members of this team act as wild cards. They can use any team ability that any friendly character on the battle map possesses. They may use this ability once each action.

If your entire team is comprised of Calculators, you may use the following Alternate TA instead of the above TA:

Choose one member of your Calculator force. Give that member an action token. For the remainder of that turn, this character may use either Perplex, Outwit, or Leadership as if that power is showing on its dial. All Calculators on a force are always considered to be within range of each other for use of powers that affect each other, even powers that normally only affect adjacent teammates. All Calculators on a force always have line of sight to each other.

CHAMPIONS : Prerequisites -- Iceman, Angel, Archangel, Black Widow, Hercules, Ghost Rider - Members of this TA which begin their movement adjacent to another member of this TA may ignore the effects of hindering terrain and opposing characters on their movement for that turn. If this TA is applied, it replaces any other TA on the character's dial.

CRIME SYNDICATE OF AMERICA: Members of this team have Probability Control. Each time a member uses this team ability, give an action token to a friendly character that has zero or one action tokens. This team ability may not be copied by Feats or wild card team abilities.

CROSSGEN : When this character takes damage from an attack, it deals 1 damage to the attacker. This damage may not be reduced, evaded, or transferred. This team ability cannot be copied by Feats or wild card team abilities.

CRUSADE : All attack rolls made by the Crusade team that result in doubles, except two 1s, do 1 extra click of damage, unless damage is already a 0.

DANGER GIRL : When a totally hot Danger Girl is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has stunned her attacker with her astonishing beauty. The attacker takes an action token and ends its action.

When any totally hot Danger Girl makes an attack, roll one 1 six sided die. On a result of 5-6, the target of the attack has its defense value reduced to 0, and damage dealt by this attack may not be reduced below 1, or transferred to another figure.This team ability cannot be copied by Feats or wild card team abilities.

DEFENDERS : If every member of your force is a Defender, once per turn, choose a Defender on your force. Until the beginning of your next turn, you may give this Defender a modifier to his Defense Value equal to +1 per 2 Defenders on your force, rounding down. This is a free action. If any members of your force are not Defenders, then this TA may not be used. Instead, Defenders which are adjacent to each other may use each other's unadjusted Defense Values as a free action.

FANTASTIC FOUR: When a member of the Fantastic Four team is defeated (shows 3 KOs in the stat slot), every other friendly Fantastic Four team member receives 1 click of healing.

FATAL FIVE: Prerequisite: Validus, Emerald Empress, Persuader, Mano.

If a Fatal Five member deals damage to an opponent and that damage is reduced to 0, the opponent will receive an extra action token. If the opponent already has 2 or more action tokens, the opponent will be dealt one click of damage that cannot be evaded, reduced, or transferred. If this TA is applied, it replaces any other TAs on the dial.

FLASH ROGUES' GALLERY:

Prerequisites: Captain Cold, Gorilla Grodd, Professor Zoom, Weather Wizard, Captain Boomerang, Mirror Master, Trickster.

Flash Rogues add +1 to their Attack Values when attacking any figure with HyperSonic Speed showing on its dial. Whenever Flash Rogues are successfully hit by any figure using HyperSonic Speed, they may roll a d6. On a result of 6, the attack misses. If this TA is applied, it replaces any other TAs on the dial.

FRIGHTFUL FOUR: Prerequisites: Wingless Wizard, Trapster, Medusa, Sandman, Hydro-man, Titania, Klaw.

Choose a TA. When an opposing member of this TA is KOed, all members of the Frightful Four on a particular force gain one click of healing. If the chosen TA is the Fantastic Four, all members of the Frightful Four gain 2 clicks of healing. All members of the Frightful Four and the Fantastic Four TAs are considered to be Arch Enemies to each other. If this TA is applied, it replaces any other TA on the figure base for the entire battle.

GREEN LANTERN CORPS : A member of the Green Lantern Corps is considered to be a Transporter, with the following modifications: A GLC member can transport up to 8 friendly figures when the Green Lantern moves by either soaring or hovering, as if Super Strength were showing on their dial. All taxied figs must be adjacent to the GL.

Members of the Green Lantern Corps may also do the following: Give a GLC member on your team an action token. Any friendly figure within 10 squares of that GLC member that the GLC member has a clear line of sight to gains +2 to Defense Value until the start of your next turn. This team ability cannot be copied by Feats or wild card team abilities.

HYDRA : For each Hydra member adjacent to a friendly figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent Hydra members must also have a clear line of sight to the target.

INHUMANS: Prerequisites - Black Bolt, Medusa, Crystal, Lockjaw, Maximus

At the beginning of the game, choose any Team Ability that is not a Wild Card Team Ability. Assign it to an individual Inhuman figure in your force. This TA remains for the remainder of the game. If you have more than one Inhuman on a force, you must choose a different Team Ability for each Inhuman. TAs which duplicate each other in effect (Batman/Kabuki, etc) may not be duplicated among the Inhumans on your force. This team ability cannot be copied by Feats or wild card team abilities.

INJUSTICE LEAGUE : For every member of this TA after the first that is adjacent to an opponent character, the opponent character must subtract one from its Defense Value for the remainder of the turn.

JLA : If every member of your force is a JLA member, you may choose one JLA member on your force per turn. For the remainder of your turn, this JLA member may receive a modifier to their Attack Value equal to +1 for every 2 JLA members on your force (rounding down). This is a free action. If there are any members of your force that do not have the JLA Team Ability, you may not use this team ability. Instead, members of the JLA may move on your turn without their movements counting toward your turn's action limit.

JSA : If every member of your force is a JSA member, once per turn, choose a JSA member on your force. Until the beginning of your next turn, you may give this JSA member a modifier to his Defense Value equal to +1 per 2 JSA members on your force, rounding down. This is a free action. If any members of your force are not JSA members, then you may not use this TA. Instead, JSA members which are adjacent to each other may use each other's unadjusted Defense Values as a free action.

KABUKI : (optional) Any line of sight drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain. This team ability cannot be copied by Feats or wild card team abilities.

KINGDOM COME : Whenever an opposing character is placed adjacent to a member of this team, roll one 6 sided die. On a result of 1-2, the opposing character must be placed instead on a non-adjacent square and end its action. Kingdom Come members do not need to make this roll. Characters may be knocked back or Force Blasted adjacent to Kingdom Come members without making this roll.

LEGION OF SUPERHEROES : Members of the Legion of Super Heroes act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action.

If your entire force is composed of Legion of Superheroes characters, you may choose to use the following TA instead of the wild card TA: Members of the Legion of Superheroes may double any positive modifier to their Defense Values that affects them. Opposing characters must divide their range values by 2 (rounding down) when making ranged attacks at members of the Legion of Superheroes. This team ability cannot be copied by Feats or wild card team abilities.

MARVEL FAMILY – Prerequisites: Captain Marvel, Mary Marvel, Black Adam

Members of this TA may roll 1 d6 when hit by Incapacitate or Mind Control attacks. On a 4-6, the attack does not hit.

MASTERS OF EVIL: Members of the Masters of Evil may take an additional non free action token during a turn when they have 2 action tokens already. Any Masters of Evil receiving a third action token will take one unavoidable damage at the end of the turn. When two or more members of the Masters of Evil are adjacent to each other, they can all attack the same opponent simultaneously, resulting in one action token being placed on the Master of Evil of your choice, provided that Master of Evil does not already have 3 action tokens.

MINIONS OF DOOM: Members of the Minions of Doom act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action. If your entire force is composed of Minions of Doom, you may use the following Team Ability instead of the wild card Team Ability: Minions of Doom may copy any Team Ability that any opposing figure possesses, once per action. This team ability cannot be copied by Feats or wild card team abilities.

MORLOCKS - When making close combat attacks, a Morlock gains +1 to its Attack Value per adjacent friendly character that is also adjacent to the target of its close combat attack.

MYSTICS : When this figure takes damage from any attack, it retaliates with a magical blast that does one click of damage to the attacker. This point of damage may not be reduced, evaded, or transferred. This team ability cannot be copied by Feats or wild card team abilities.

NEW GODS – Prerequisites: Darkseid, Orion, Kalibak, Mr. Miracle, Big Barda, Desaad, Parademons

Members of this TA reduce all damage dealt to them by 1. They do not take pushing damage, and no damage done to them is considered to be unavoidable or irreducible.

OUTSIDERS: A member of this TA may not have its dial altered in any way by opponents when adjacent to another member of this TA. A member of this TA may modify the combat values of any adjacent member of this TA by 1 as a free action, once per turn. This team ability may not be copied by Feats or wild card team abilities.

POLICE : For each police force member adjacent to a friendly figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent police force member members must also have a clear line of sight to the target.

POWER COSMIC: Members of this team do not take pushing damage and their powers cannot be countered except by a successful Outwit attack roll made by an adjacent opponent. This team ability cannot be copied by Feats or wild card team abilities.

SERPENT SOCIETY - Members of the Serpent Society ignore the effects of other characters, hindering, and elevated terrain while moving. This team ability cannot be copied by Feats or wild card team abilities.

S.H.I.E.L.D. : A friendly figure occupying a square adjacent to a SHIELD agent delivers 1 extra click of damage when it hits with a ranged combat attack. This counts as an action for the SHIELD agent, and causes the SHIELD agent to take an action token.

SINISTER SYNDICATE : Sinister Syndicate members can use the attack value of any friendly Sinister Syndicate member in an adjacent square.

SKRULLS :(Optional) When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has fooled the attacker by appearing as a friendly or harmless character. The attacker takes an action token and ends its action.

When this character makes an attack, roll one 1 six sided die. On a result of 5-6, the target of the attack has its defense value reduced to 0, and damage dealt by this attack may not be reduced below 1 or transferred to another figure.

Skrulls make breakaway rolls on 2-6, and characters attempting to break away from Skrulls only do so on a result of 6. This team ability cannot be copied by Feats or wild card team abilities.

SPIDER-MAN ALLY : Members of the Spider-Man team act as a wild card. They can use any team ability that any friendly figure in play possesses, once per action.

If your entire team is composed of Spider-Man figures and/or figures with the Spider-Man TA, you may use the following Alternate Spider-Man Ally TA instead of the above TA: When any Spider-Man figure or member of this TA is adjacent to any other friendly Spider-Man Ally or Spider-Man figure, the higher cost figure may act as a transporter towards the lower cost figure. When any Spider-Man figure or Spider-Man Ally is adjacent to any opposing Spider-Man figure or Spider-Man Ally, that Spider-Man figure or Spider-Man Ally may make a close combat attack on the opposing Spider-Man figure or Spider-Man Ally as a free action.

SQUADRON SUPREME – Prequisites – Exp or Vet Hyperion, Vet Speed Demon, Exp or Vet Dr. Spectrum, Skymax, Power Princess, Experienced Nighthawk

Members of the Squadron Supreme may add 1 to their Defense Value for every adjacent member of the Squadron Supreme. Members of the Squadron Supreme may add 1 to their Attack Value for every adjacent member of any other Team Ability.

SUICIDE SQUAD : When an adjacent friendly figure is KOed, Suicide Squad members may Regenerate as a free action.

SUPERMAN ALLY: Characters on this team ignore the effects of hindering and Smoke Cloud terrain (including team abilities that grant hindering terrain bonuses) on movement and combat. Shape Change only effects them on a result of 6.

SUPERMAN ENEMY: If two Superman Enemies are adjacent, the figure with the highest point value has the Outwit super power. If that figure already has Outwit, this special ability does not work.

TITANS : At the beginning of an action in which two friendly members of this team are adjacent to each other, give one of those characters an action token and deal 1 damage to it. This damage may not be reduced, evaded, or transferred. The other adjacent, friendly member of this team is healed of 1 damage.

TOP COW : You may give a Top Cow team member a move action that does not count towards your allotment of move actions for the turn.

ULTIMATES : - Characters on this team ignore the effects of hindering and Smoke Cloud terrain (including team abilities that grant hindering terrain bonuses) on movement and combat. Shape Change only effects them on a 6.

ULTIMATE X-MEN : At any time during the game, you may declare an opposing team or character as your target. Once this target has been chosen it cannot be changed. All Ultimate X-Men increase their Attack Value by 1 when attacking this target.

X-MEN : At the beginning of an action in which two friendly members of this team are adjacent to each other, give one of those characters an action token and deal 1 damage to it. This damage may not be reduced, evaded, or transferred. The other adjacent, friendly member of this team is healed of 1 damage.

GENERAL NOTE: For both Battlefield Conditions, Feat Cards, and anything else where written rules denote "Stealth", the Batman Ally/Kabuki Team Ability can be used interchangeably.

BATTLEFIELD CONDITIONS -- Under Doc Nebula's House Rules, Battlefield Conditions are not deployed tactically or strategically. They are instead used to rectify one of HeroClix most egregious failings -- the lack of anything remotely like strategic or tactical surprise as an element in this game.

Let's face it, in HeroClix you know everything that's going on from the very start of the game onward. You know what figs your opponent is playing and what, if any, Feat Cards he's modified them with. And if you only deploy Battlefield Conditions the way WizKids has ruled you should, then, yeah, you get a surprise at the start of the game, but the way it works out in practice is, either you brought an Ordinary Day so your opponent can't slap down an Atlantis Rising and then romp you utterly with his All Dolphin Movement Symbol Squad, or you didn't, in which case, you're screwed. Anyone who plays in games where Battlefield Condition cards can be deployed, and who doesn't keep a pack of Ordinary Days in their shirt pocket to keep the match honest, is just crazy from my point of view.

Even if you do play with the normal BC rules, though, you only get one surprise per game -- or, I suppose, if you and your opponent both put a BC into effect, then you have two different BCs operating, like Crosswinds and Atlantis Rising, just to make sure every non-Swimmer on the board is thoroughly screwed. But even so, this still isn't a surprise; once the game starts, you know what's going on.

The way I do Battlefield Conditions is truly random. Each player rolls two six sided dice at the start of his/her turn. On a result of 10 or higher, or 4 or less, a random Battlefield Condition comes into the game (you can create a table with a little work, or just do what we do, which is have one player shuffle the BC deck without looking at it, while the other player picks a random number from 1 to however many BC conditions you currently have in there).

Once you have a Battlefield Condition in play, subsequent rolls of 4 or less, or 10 or higher, will either add a new Battlefield Condition while leaving the first in play (if the dice roll is doubles, which rolling a 4 or less, or a 10 or higher, results in more often than not) or causes the BC in play to be put back in the deck (where it could come out randomly again after the deck is shuffled and a new random number is chosen).

With this system, it's possible to end up with a game which has half a dozen Battlefield Conditions in play at once. (If you don't like this, then you can either eliminate the doubles rule, or load up your BC deck with Ordinary Day cards. We only play with one, but often times, when Disbanded or Atlantis Rising or Crosswinds or Proximity Mines or Deep Shadows is out, and somebody's team is being utterly screwed over by it, people are just praying for an Ordinary Day to come out and wipe out every BC in play.)

Again, the reason to play with this is so as to introduce an uncontrollably random and unpredictable element into the game. If you never know when an Earthquake is going to pop out and go off, well, it's impossible to plan your team around it. Similarly, if Aquaman or Namor is going to decide to get pissy and hit the city your teams are fighting in with a tidal wave, it's not like you're going to get advance warning.

Some BC cards require a little modification when used this way --

INFILTRATION -- when Infiltration comes into play, assume that any characters qualifying for the effect (those with Phasing/Teleport, Smoke Cloud, Stealth, or the dolphin movement symbol showing on their dial) may be moved immediately up to half their unmodified movement value into either Hindering Terrain or water terrain respectively, as a free action. This effect only happens once, when Infiltration first comes into play; however, if Infiltration remains out for a series of turns and a figure in play suddenly gains one of these powers while Infiltration is out, it may use the Infiltration movement modifier at the start of its controllers first turn with that power showing on its dial.

ATLANTIS RISING -- When Atlantis Rising comes into play, roll one six sided die. The result is the number of player turns that all non-elevated water terrain remains Shallow Water. After that number of player turns, all non elevated Water Terrain is considered to be Deep Water (see my House Rules, Water Terrain, for effects of Shallow and Deep Water Terrain).

DEBRIS -- When Debris comes into play at random after the game has started, instead of placing 3 additional object tokens per player onto the board, each player places three Debris markers in open squares on the board. Debris markers are the markers on the back of Barrier, Smoke, and Special markers that represent former Blocking Terrain that has been smashed down into Hindering Terrain.

FEAT CARDS - A few Feat Cards require either revision, or at least, additional notes, to work properly under Doc Nebula's House Rules --

BRILLIANT TACTICIAN: Prerequisites: Outwit and Perplex (each must be somewhere on the character's dial) Choose a character. When the character uses Perplex, it may affect every target friendly character within 10 squares. The character must have a clear line of fire to each target.

EXTENDED RANGE -- This is a fantastic card when used in conjunction with Pulse Wave, as the power is redefined under my rules. If you're facing a lot of really tough characters and you just want to go for the mass Incapacitate effect, use this card to increase your Pulse Waver's range while lowering his/her damage to 0, guaranteeing that everyone in range takes the extra action token (unless you roll a Fumble, in which case, it's just you).

FANTASTIC FOUR -- Babies and losers love to snivel and whine about this new TA and even make up house rules forbidding it at their venues, but I say it's the greatest TA ever created and finally makes the Fantastic Four nearly as formidable in clix form as they are in the comics. Yeah, okay, if you manage to take out Sue Storm this TA should go away, instead of letting everyone suddenly have the next highest member's Defense Value, but I don't care. The FF should be nearly impossible to beat and this Feat Card/substitute TA makes it so. And if you're playing Battlefield Conditions the Doc Nebula way, well, you can always hope for a Disbanded or an Isolation to come into the game and completely screw the guy playing this TA against you.

WizKids has stated that this substitute TA cannot be accessed using the Thunderbolts Feat Card, which also strikes me as childish and wank-like; the Avengers should certainly be able to benefit from the Wasp flying around their opponents heads and using her stings to distract them, for example. So under my House Rules, you can certainly give a team of Avengers this substitute FF TA, if you want to.

FASTBALL SPECIAL -- My House Rules allow characters with Super Strength to pick up other characters and throw them as if they were Light Objects. This makes Fastball Special kind of redundant as a Feat Card. Given the limitations on the card (each character must have the same TA, the thrown character must be grounded, have Toughness, and not have a damage value higher than 3) I find the Feat Card nearly unworkable anyway, as well as hopelessly inconsistent with how the Feat generally works in comics, or could work (there's no reason the Thing can't throw Spider-Man at someone, for example, and while most versions of Wolverine have Toughness, not all of them do). So in general, I find this Feat Card to be pointless under my House Rules. Having said all that, though, the Attack Value and Damage Modifiers are definite pluses over how a similar move would work under my Rules, where your Super Strength figure would simply toss a teammate at an opponent, do Light Object damage to both the opponent and the teammate, and then the teammate would launch an attack of his own.

FLASHBANG: Prerequisite: Smoke Cloud Choose a character. (optional) When the characer is given a move action, it may move up to its full Speed Value and it may use Smoke Cloud as a free action either before or after the move action. If the character does not take any other action this turn, it may use Smoke Cloud as a free action.

FORTITUDE -- Some necessary notes:

FORTITUDE: PREREQUISITE: Impervious or Invulnerability. The character ignores ranged Outwit attacks. Adjacent Outwit attacks do not take effect automatically, but instead require a successful Attack roll for 0 damage as a free action to be effective. Exploit Weakness damage is reduced to 1 and cannot be increased.

INSPIRING COMMAND: "Prerequisite: Leadership or Mastermind. Characters with the same team ability as this character are not dealt pushing damage when a second token is placed upon them if they are adjacent to this character at the beginning or end of an action." I've changed 'team symbol' to 'team ability' so wild card characters can join a force and get some benefit from having a leader on their team, and I've entirely done away with that nonsense about needing to have a lower point value than the leader to get this benefit. As if Captain America can't give an Inspiring Command to Thor or Iron Man. Please.

REPULSOR SHIELD: "Prerequisite: Impervious or Invulnerability. This character ignores other characters' Force Blast and Ranged Combat Expert. Psychic Blast damage is reduced to 1 and cannot be increased."

RIP IT UP: "Prerequisite: Super Strength. Before this character begins any movement, you may give it a Debris token that may be used in combat as a Light Object."

SIDEKICK: "Choose two characters. The first character must have a point value at least twice that of the second character. The two characters must be adjacent to each other in order to use this feat. The first character may only carry the second character if the first character is a transporter, or the Passenger card is utilized; the second character may never carry the first character.

(Optional) The second character uses the first character's defense value and/or any Defense Power the first character may have showing on its dial instead of its own when it is attacked by an opposing character."

SLIPPERY Add the following line of dialogue: "Members of the Serpent Society TA pay 0 for Slippery and automatically qualify for the card."

SWINGLINE: "Prerequisite: Foot movement symbol. Choose a character. This character ignores Hindering Terrain for movement purposes, and may move freely between elevated and non-elevated terrain. If this character succeeds at a ranged combat attack against a target opposing character with the wing movement symbol, the target gains Earthbound until the beginning of its controller's next turn." Eliminate the +1 to Movement. Same cost.

TAUNT: "Choose a character. Give this character an action token. Give this character a ranged combat attack targeting a single opposing character within 6 squares. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn."

TRICK SHOT: "Prerequisite: Plasticity or Ranged Combat Expert. When not adjacent to an opposing character, this character ignores the effects of hindering terrain and other characters on line of sight. If a path to a target opposing character can be drawn from this character that is within this character's range in squares and is not interrupted by Blocking Terrain, this character may make a ranged combat attack on target opposing character."

ORIGINAL FEATS:

POLYMORPH – Prerequisites – Character must be represented by more than one distinct power dial. At least one of these power dials must have the power Shape Change on it, OR, at least two different power dials representing this character must (1) show different movement types (boot, wing, dolphin) and/or (2) show different damage types (fist, giant).

COST: Pay the cost of the most expensive figure, then average the costs of all additional figures representing this character for this game. If only one additional figure is used, pay half that figure’s cost.

Place one figure representing this character in the starting area at the beginning of this game. Whenever the figure in the game has its dial turned in either direction, turn all off board figures representing this character the same number of clicks in the same direction (do not advance any figure past its starting click into KO slots). At any time during subsequent turns of the game, as a free action, player may switch one of the off-board figures representing the character for the figure in the game. Off-board figures may not be placed on the board if KO slots are showing on their dials.

WARP IN: Prerequisite -- Phasing/Teleport Cost: 25 points. This character is not placed on the board at the start of play in the normal starting area. Instead, this character's controller chooses any open square on the board during any turn after the first. Roll 1 d6. 1-2 Figure is placed on board in any open square. Give figure an action token, it may take no further action that turn. 3-4 Figure is placed on board in any open square. This is a free action, but figure may take no non-free actions for rest of turn. 5-6 Figure is placed on board in any open square. This is a free action, and figure may take any normal action for normal cost. Once this has been done, remove WARP IN from game. Only one instance of WARP IN may be played per character per game.

If character with WARP IN is a Transporter, or has the Passenger Feat Card, it may carry one other friendly figure with it into the game. This friendly figure also remains off the game board with WARP IN figure until they are both brought into the game simultaneously.

SACRIFICE PLAY: Prerequisite: Characters must have same Team Ability. COST: 5 points per character. Choose more than one character with same Team Ability. When two or more such characters are adjacent, and one of these characters is KOed, it instead remains on its final slot before being KOed. Choose an adjacent character also using this Feat Card and KO that character instead.

RESCUSCITATE/REVIVE: COST: 10 points Choose a character. When this character is KOed, do not award victory points. Place three action tokens on this character. Opponent who KOed this character may remove one action token at the start of his/her turn. When KOed character has no further action tokens, remove character from board and award victory points. While KOed character remains on board, it may be Healed or Regenerated as normal.Automatic Regeneration will not work while a figure is KOed. If character is Healed or Regenerated, reduce number of action tokens on it to 1.

OTHER STUFF -

* * *No attacks on the first turn - Over the course of many games, I've evolved a 'no attacks on the first turn' policy that seems to work well. It's not an actual 'rule', but when nobody can attack anybody else on the first turn, it has two positive effects - first, people tend not to 'turtle' quite so much (i.e., sit there and refuse to move their pieces until the other players are fully engaged, which is just maddening to those of us who actually like to PLAY this game), and second, it makes being first player something of an advantage (because after the first turn is over, first player can actually attack first) instead of a horrible disadvantage, as I've found it to be when you're moving all your pieces out onto the board, after which, during the first turn, every other player can then take a free shot at you, having seen your disposition.
'No attacks on first turn' means exactly that... no player can do ANYthing to target or effect another player's clix, including attacks that do no damage. You CAN get base to base with another players' clix if you want to, as long as you don't actually attack them. So, yes, you can jump in there with your Plasticity piece and screw someone over royally, but you cannot ATTACK that piece.

5 actions per turn - No matter how high the build point total of the game, it can be a good idea to max the total number of actions allowed per player per turn at 5. This really helps speed up big games, and also makes Leadership worthwhile in larger games, as well.

Map Features --

WizKid's rules cannot be sensibly applied to all the various cool and interesting details on their maps. I'm simply going to pass along some of the decisions my gaming group has found useful over the course of many games on various maps:

Super-elevated terrain -- anything set on top of a rooftop, which is already elevated terrain, like a chimney or a water tower, is super-elevated terrain. Characters on top of super-elevated terrain have line of sight to any square on a lower terrain type, unless that square is directly blocked by other super elevated terrain.

Example: Umar moves to the top of a chimney jutting up above a rooftop. (She can do this, she's got Phasing.) Umar now has line of sight on pretty much anyone else on the board unless they are standing behind another chimney or some other terrain feature that juts up above the level of the surrounding elevated terrain. If Baron Zemo and the Enchantress are standing on a nearby rooftop within Umar's range, and Baron Zemo is between Umar and the Enchantress, Umar can still hit the Enchantress, as she has line of sight due to being on super-elevated terrain.

 

Sloping roofs/surfaces -- One map in particular that I can think of has what is obviously meant to be a sloping roof. Our ruling is that characters further up the slope are elevated over the top of characters further down the slope. This is a useful place to stack SHIELD or HYDRA agents so they can all be adjacent to each other and still have line of sight on the same target. However, opponents have a nice array of targets to shoot back at, as well.

Reducible elevated terrain -- We mostly use this rule for the dinosaurs on that cool museum map. You can hide on a dinosaur's head, and this is elevated terrain, but because our rules allow hindering terrain to be destroyed like blocking terrain, and because someone should be able to walk up to a giant model of a dinosaur and wreck it if they were that mean, we rule that some elevated terrain features are 'reducible', which simply means, you can reduce them to nothingness. A good solid general rule is, if someone can hide on it -- and most terrain features actually detailed on maps, like chimneys and water towers and dinosaur heads and such can certainly be used to hide on -- then it can be blown up or knocked to pieces.

On or under --

Various map details -- countertops, tables, chairs, crates in warehouses, etc -- obviously should represent some sort of elevated feature. Characters moving on top of these should be considered to have line of sight over intervening characters at ground level. This can be extremely advantageous (although, remember, if you can see and shoot at them, they can generally see and shoot at you, unless you have Stealth). Because of this, we declare when we move onto such a feature 'on top of or under', which is to say, is Robin hiding under the table, or is he on top of it?
Stealthed characters may 'hide' on top of or under the feature (it's just an advantage of having Stealth), but they should still declare, because it's possible under our rules for a Stealthed character to suddenly have their Stealth turned off (a character with Super Senses and Outwit can do it). Obviously, if a character has been shooting as if elevated while on a table or countertop square, that character is assumed to be 'on top of' that terrain feature. However, if a character moves onto such a square and the controlling player makes no such declaration, an opponent may want to know if the character is on top of the counter or under it, which would affect line of sight. If an opponent asks this on their own turn, and no 'on top or under' declaration has been previously made, roll a d6 for it.

This may seem trivial, but it's not. For non-Stealthed characters, the decision means either having line of sight over everyone else's heads (which can be critical) but also having everyone else be able to shoot back at them, or losing line of sight due to intervening characters' which also works both ways.

Even for Stealthed characters, though, it's important to declare 'on top of or under', as they may lose Stealth through various means after taking their positions.

 


 

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