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Official DC HeroClix™ Errata and Clarifications September 2005
These document updates are tournament legal September 21, 2005. All new entries since the last update appear in red.
Forums: Any ruling made by the official rules arbitrator on a WizKids HeroClix forum is an official ruling. The ruling is tournament legal only when the FAQ is published on WizKids’ website. The FAQ will be labeled with the date it becomes tournament legal.
Character Corrections
Man-Bat #40, Hypertime
This character does not fly; it has Leap/Climb. Ignore the flight base on this character.
Riddler #43–45, Hypertime
Some early printings of this character do not have Shape Change, Barrier, or Support; it had Mastermind and Perplex. Wherever Shape Change or Barrier appear on this character’s dial, substitute Mastermind. Wherever Support appears, substitute Perplex.
Dove #88, Hypertime
This character does not fly; it has Leap/Climb (but not on the first click). Ignore the flight base on this character.
Easy Soldier #3, Cosmic Justice
This character has Energy Explosion on its first click.
Easy Medic #4, Cosmic Justice
This character has Support on its first two clicks.
Gotham Undercover #7-9, Unleashed
These characters have the boot speed type.
DEO Agent #3, Unleashed
This character has Perplex on its second click.
Hush #86, Legacy
This character is the archenemy of Batman #84, Legacy
Connor Kent #210, Legacy
This character has the Superman Ally team ability.
Team Abilities Corrections
JUSTICE SOCIETY: Replace the text with the following: “Before any attack roll, a Justice Society team member may replace its defense value with the unmodified defense value (including a replacement defense value) of any adjacent friendly Justice Society team member for the duration of the attack.” (misprinted
on DC HeroClix: Icons Powers & Abilities cards without “Revised” preceding legal text)
DC HeroClix Errata and Clarifications – March 2005
KINGDOM COME: Replace the last line of the description with the following: “Characters with this team symbol and characters suffering knockback ignore this team ability.” (misprinted on DC HeroClix: Icons Powers & Abilities cards without “Revised” preceding legal text)
POLICE: Replace the text with the following: “For each Police team member adjacent to a friendly figure making a ranged combat attack, modify the friendly figure’s attack value by +1. All Police team members modifying an attack on a target must have a clear line of fire to the target, though the target does not need
to be within range of a team member modifying the attack.” (misprinted on DC HeroClix: Icons Powers & Abilities cards without “Revised” preceding legal text)
Battlefield Condition Card Corrections
Deep Shadows
• Replace the first line of the card with: “Treat all non-blocking terrain as hindering terrain for line of fire purposes.”
Feat Card Corrections
Darkness Within
• Replace the first line of the card with: “(Optional) Once per turn before this character makes an attack, deal 1 pushing damage that ignores Willpower and team abilities to a single target friendly character adjacent to the character; this is not an attack:”
Big Figure Sinestro Corrections
• Under Multi-Attack in the Sinestro Rules, replace the fourth and fifth sentences in the power description paragraph with: “The damage value for each Multi-Attack is reduced by one, to a minimum of zero. Separate attack rolls are made for each attack.”
Team Abilities Clarifications
Batman Enemy Team Ability
• The Batman Enemy team ability works in the same manner as the “Defend” superpower described in the General FAQ, except that it can only be used with other Batman Enemy team members and it applies to attack value rather than defense value.
Crime Syndicate Team Ability
• The CSA team ability cannot be used more than once per turn, per character with the ability.
• A character that has already been given an action token in a turn may be given a second action token that same turn from the CSA team ability.
• If a character were given a second action token as a result of the CSA team ability, it would take push damage (if applicable).
Justice League Team Ability
• If this character is given a move action and fails a break away roll, the Justice League ability may be used so that action does not count towards the player’s total allotment for that turn.
Justice Society Team Ability
• The Justice Society team ability is transitive in the same manner as the “Defend” superpower described in the General FAQ, except that it can only be used with other Justice Society team members.
Kingdom Come Team Ability
• If a character fails its roll against the Kingdom Come team ability, it can still complete the remainder of its movement. If there are no legal squares in which the character that failed its roll against the Kingdom Come team ability may move, the character must end its movement in the first available legal square along the path it took when moving adjacent to the Kingdom Come team member, even if that square is the square in which the character began its movement.
• A character adjacent to a Kingdom Come team member that moves to another square adjacent to the same Kingdom Come team member does not roll against the Kingdom Come team ability again. A character adjacent to a Kingdom Come team member that moves to another square adjacent to a different Kingdom Come team member must roll against the different Kingdom Come team member’s Kingdom Come team ability.
Legion of Super Heroes Team Ability
• When using another team’s ability, a “wild card” team member is considered part of that team for team ability purposes only; for everything else, it is a member of the team printed on its base.
Mystics Team Ability
• If a Mystics team member somehow deals damage to itself with its own attack (such as an Energy Explosion), and does not choose cancel the team ability, the character would retaliate against itself.
Police Team Ability
• If a Police team member is adjacent to a friendly character that makes a multi-target rangedcombat attack, the attacking character gets +1 to its attack value only against those targets to which the Police team member has a clear line of fire.
Superman Enemy Team Ability
• This power works for each different pair of adjacent Superman Enemy characters. For example, if you have three Superman Enemy characters all adjacent to one another, with point values 75, 60, and 44, there are three potential pairs: 1) 75/60, 2) 75/44, and 3) 60/44. 75 is higher than 60, so 75 gets Outwit. 75 is higher than 44, but 75 already has Outwit—it cannot get it again. 60 is higher than 44, so 60 gets Outwit.
Titans Team Ability
• In order for a character to use the Titans team ability, a click of damage must be exchanged from one Titan to another; you cannot deal 1 click of damage without also healing 1 click of damage.
Battlefield Condition Card Clarifications
Madness
• When using Support and two sixes are rolled, the target would take 1 damage. When using Support and two ones are rolled, the target is healed equal to the result of one die roll.
Radiation Leak
• If Radiation Leak and War Zone are in play at the same time, War Zone takes precedence over Radiation Leak when using the Support power. Radiation Leak requires a die roll but due to War Zone being in play no die is ever rolled for Support.
• The Radiation Leak Battlefield Condition does not affect the Suicide Squad team ability.
Feat Card Clarifications
Damage Shield
• Damage from Damage Shield is not an attack, and therefore will not trigger the effects of attacks such as the Mystics team ability or the Super Senses power.
• The prerequisite ability must be showing on the dial at the time of the attack in order to use Damage Shield.
In Contact With Oracle
• If Oracle is removed from the battlefield and placed on the In Contact With Oracle feat card her team ability cannot be copied by figures with wildcard team abilities.
• Free actions may not be used to give an Agent the +1 to its combat values.
• The +1 to combat values that Agents gain is applied immediately when the action is given.
• When an Agent already has a power showing on its dial that Oracle has, it may not be granted that same power from Oracle.
• Oracle grants the Agent the power that is showing on her dial. The power that the Agent has been granted can be countered. If the Agent is KOd, the effects of the power are lost.
• If Oracle is placed on the feat card and she survives the battle, the controlling player receives victory points for her.
Infiltration
• Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules).
Lazarus Pit
• Until the character that has Lazarus Pit assigned to it is returned to the battlefield, no other character may be placed in the square with the Special marker.
• As long as the Special marker is on the battlefield, the character that had Lazarus Pit assigned to it cannot use any other Feat cards it may also have assigned to it.
• Lazarus Pit may not be assigned to Big Characters.
• When a double-based character assigned the Lazarus Pit Feat Card is KOd, place a Special marker in each of the two squares that the character occupied when it was KOd.
Sidekick
• The two characters assigned Sidekick may never carry one another.
Submerged
• As water terrain is hindering terrain, powers, abilities, and feats that allow a character to ignore hindering terrain for line of fire purposes would also allow the character to ignore Submerged.
maybe, now here me out on this craziness, Seth just wanted to make a flash that didn't have a team ability.
Oh man, INSANE!!!!111!11
Surely Flash has never worked alone...oh wait that's right, he has a huge Rogue's gallery that everyone complains isn't being made. Hmmmm, I wonder when he accrued such a villainous following *thinks*. Oh that's right, it was when he was adventuring on his own in his own comic.
Sorry about the sarcasm, I'm just tired of hearing about it.
maybe if we had an actual chance of getting a decent rev wally west flash with the correct team abilities i wouldn't complain.
but since dc sets come out when the planets align, and they've already screwed up one flash by not giving him the proper team ability (jay garrick?) you'll excuse me if i i don't really care if your tired of hearing it.
Am I writing the errated JSA team ability correct, that it seems you can no longer make a chain defense using Fate or Hippolyta, because you have to use the unmodified defense value? That's most unfortunate.
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Am I writing the errated JSA team ability correct, that it seems you can no longer make a chain defense using Fate or Hippolyta, because you have to use the unmodified defense value? That's most unfortunate.
It says unmodified defense value OR replacement value.
Ummm.... my PAC entry for JSA reads the exact same way as the FAQ. Verbatim. And my copy definitely is not the "revised" version the FAQ refers to. What gives?
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