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This started as a feat list and has grown. Every published feat is listed with Point cost, The set or sets it was printed in, full description of the card text, and any errata specific to that feat. For completeness I have also included the Feat Section of The Fantastic Four Rulebook, General Feat Errata and The Heroclix Frequently Asked Questions List SECTION 2: Feats Q & A.
Please if you find any mistakes either post or PM me so I can edit. I'll update this with the release of each new set and FAQ. With of course some major changes after the 1st FAQ of a new starter set.
*The listed Feats below may have text that is different from the actual text on the card. This is for two reasons:
-The new Errata has stated the blanket rule that a reprinted feat will errata the wording of older versions of the same feat. So with the feat text I have used the most recent version.
-I have incorporated any errata that changes the feat text into the text rather than list it as a separate errata. So there is no listed errata on things that change the feats wording. I have simply changed the wording to comply with the errata.
**I have not included any crossed out text from the errata. Only errata that currently applies is listed.
*** I have left in the Q&A entry for Divebomb. Though soaring has been removed from the rules, it may still be used in home games and the Q&A entry will not hurt anything by staying.
Quote : Originally Posted by FF Rulebook page 19
FEATS
Feats are cards that can grant your characters additional abilities, if they meet the prerequisites for using it and you pay any associated costs for including it in your force. Feat cards indicate the point value of the feat, any prerequisites required for a character to be assigned and use the feat, modifiers the feat makes to a character’s combat values, and a description of how to use the feat.
Assigning feats. If a feat requires you to choose a character or characters on your force when assigning the feat, all chosen characters must meet the prerequisites, and you must make the choice when building your force; only the chosen characters will be able to use the feat during the game. When you assign a feat to a character, you must also include the point value of the feat in the point total of your force.
In order to be assigned a feat, a character must meet its prerequisites. A prerequisite power or combat value does not need to be visible on a character’s starting click for the character to be assigned the feat, but the character’s combat dial must be able to turn so that all power and combat value prerequisites for the feat are visible through the stat slot at the same time.
If a character can use a power or ability via a special power or ability, it can be assigned a feat with that power or ability as a prerequisite, but it must be able to use the power or ability on its own. Being able to use another character’s team ability (as wild cards can do) or power (as with the special power Power Drain, which allows a character to use another character’s powers) does not satisfy the prerequisites for a feat.
Feats included as part of your force can be assigned only to characters that are part of your force, and they can’t be used by an opposing player, even if a character assigned a feat card becomes friendly to an opposing player’s force during the game. A character can be assigned more than one feat; however, a character can’t be assigned multiple copies of the same feat.
The 10% Rule. The combined point value of feats included in your force can be no more than 10% of the game’s build total. For example, in a standard 300-point game, this means you are allowed a maximum of 30 points of feats in your force.
Using feats. In order for a character to use a feat assigned to it, all prerequisites for the feat must be printed on the character’s base and/ or visible on its combat dial through the stat slot. If using a feat requires giving the character an action, then the prerequisites must be present on the combat dial at the time the player gives the character the action.
Combat values can’t be modified to meet the prerequisites to use a feat. A character that already meets the prerequisites to use a feat can have its combat values modified as long as the modified combat values still meet the prerequisites to use the feat. If a prerequisite power, ability, or symbol has been countered or altered on a character by any game effect (such as the Earthbound or Outwit powers), the character can’t use any feats that have them as a prerequisite.
Feats:
Alias Cost:3 points Sets:Secret Invasion Prerequisite: (Standard Attack) and (Standard Damage)
Choose a character. (Optional) This character can use Shape Change, if it cannot already. After this Feat is used, remove it from the game. Errata:
Alpha Flight Cost:Free Sets:Armor Wars Prerequisite: Avengers Team Ability.
All friendly characters with the Avengers team ability have the following team ability instead of the Avengers team ability:
At any time during the game, choose an opposing team or character as your target. Once the character or team is chosen, it may not be changed. An Alpha Flight team member increases its attack value by 1 when attacking the chosen team or character. Errata:
Ambush Cost:5 points Sets:Collateral Damage Prerequisite: Stealth
Choose a character. The character gets +2 to its attack value when it makes a close combat attack while occupying hindering terrain. After the attack resolves, the character's Stealth is countered until the beginning of your next turn. Errata:
AND STAY DOWN! Cost:6 points Sets:B.R.P.D. Prerequisite: Exploit Weakness or Super Strength
Choose a character. When this character is not using an object as part of a close combat attack,an attack roll result of 11 or 12 is a critical hit. Errata:
Armor Piercing Cost:10 points Sets:Armor Wars, Legacy
Choose a character. Damage dealt by the character may not be reduced below 1. Errata:
Automatic Regeneration Cost:12 points Sets:Mutant Mayhem Prerequisites: Regeneration
Choose a character. Once, at the beginning of your turn, this character uses Regeneration as a free action. Errata:
Brilliant Tactician Cost:20 points Sets:Fantastic Forces, Icons, Justice League Prerequisite: Outwit and Perplex
Choose a character. Outwit does not need to show in the character's stat slot in order for the character to use this feat. When the character uses Perplex, the character can affect every target friendly character that shares a team symbol or keyword with it. The character must have a clear line of fire to each target. Errata:
• When affecting friendly characters with Brilliant Tactician, different combat values may be modified per each character affected.
Call to Arms Cost:10 points Sets:2099 Prerequisite: Mastermind or Support
Choose a character. Give the character a power action. Make an attack roll (as though making a close combat attack) against an adjacent target friendly character that has one or more action tokens and that is not adjacent to an opposing character. Ignore all modifiers for the purpose of the attack. If the attack succeeds, remove all actions tokens from the target and deal the target 1 unavoidable damage. Errata:
Camouflage Cost:8 points Sets:Sinister, Secret Invasion Prerequisite: Shape Change
Choose a character. When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked Errata:
• A character against the edge of elevated terrain (a building) does not gain the benefits from Camouflage, as elevated terrain is not blocking terrain or a wall. In order for Camouflage to work, the character would also need to be adjacent to blocking terrain or a wall.
Cannonball Cost:4 points Sets:Crisis Prerequisite: Impervious or Invulnerability or Super Strength
Choose a Character. When the character is on elevated terrain, it can move to grounded terrain without using a ladder or stairs. When the character is knocked back off of elevated terrain, it ignores knock back damage. Errata:
Compel Cost:15 points Sets:Origin Prerequisite: Mind Control
Choose a character. When the character uses Mind Control, it can target a single friendly character that has already been given an action this turn. If the attack succeeds, after the action is resolved deal 1 unavoidable damage to the target . Errata:
• The figure that is the target of the mind control must have taken a tokenable action this turn in order for it to be a target. Free actions would not qualify.
• A character with multiple targets cannot target any opposing figures when attempting to Compel a friendly figure. It may only target a single friendly character.
Construct Cost:14 points Sets:Green Lantern Corps Prerequisite: Barrier
Choose a character. Any opposing character adjacent to a barrier marker placed by the character that attempts to move (or would be moved by a power, ability, or effect possessed by another character) must attempt to break away. The effect of this feat ignores powers, abilities, and effects that allow a character to break away automatically. Errata:
• Any opposing character adjacent to the Barrier needs to roll a break away if it is moving or being moved away from the Barrier.
• Only characters that are being given an action that involves movement are given action tokens. Characters that are adjacent to the Barrier and are being moved without being given an action (such as being carried, moved with Telekinesis, etc.) are not given an action token for making the break away roll.
Contingency Plan Cost:12 points Sets:Justice League Prerequisite: Leadership or Mastermind
Choose a character. If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given an action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed. When the character loses Leadership or Mastermind, remove all contingency tokens from this card. Errata:
Coordination Cost:6 points Sets:Origin Prerequisite: Any Team Symbol
Choose a character. Lines of fire to and from the character are not blocked by characters with the same team symbol. Errata:
• This feat is not optional.
Damage Shield Cost:10 points Sets:Legacy Prerequisite: Close Combat Expert, Combat Reflexes, Energy Shield/Deflection, Flurry, Hypersonic Speed, Impervious, Invulnerability, or Poison
Choose a character. When the character is the target of a successful close combat attack, the attacker is dealt 1 damage after the attack resolves. Errata:
• 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.
Darkness Within Cost:15 points Sets:Icons
Choose a character. (Optional) Once per turn before this character makes an attack, deal 1 pushing damage to a single target friendly character adjacent to the character; this is not an attack: The character gets +1 to its damage value for that attack. The friendly target does not receive an action token for this pushing damage. Errata:
• The pushing damage is dealt to the adjacent friendly character after the action is declared but before the attack is made.
Disassemble Cost:3 points Sets:Secret Invasion (Prize Support) Prerequisite: Force Blast or Energy Explosion or Exploit Weakness.
Choose a character. When this character is given an action and begins or ends the action adjacent to or in the same square as a target special object or standard heavy object, you may remove the target object from the game and replace it with a standard light object outside of the game. Errata:
Disintegrate Cost:7 points Sets:Origin Prerequisite: Close Combat Expert, Exploit Weakness, or Poison
When the character is given a close combat action, before making the close combat attack, remove from the game an object adjacent to the character or an object carried by a character adjacent to the character. Errata:
Dissent Cost:18 points Sets:Origin Prerequisite: Outwit
When the character uses Outwit, it may choose to counter a team ability possessed by a single target opposing character as if that team ability were a power, instead of countering a power. Errata:
• If a team ability possessed by a target character is outwitted, any wild cards that were using the target character’s team ability can immediately no longer use the team ability.
Divebomb Cost:10 points Sets:Icons Prerequisite: (Wing Speed)
Choose a character. When soaring, the character may make close combat attacks against grounded characters.
Modified Combat Values:-2 (Standard attack) Errata:
Double-Time Cost:5 points Sets:Fantastic Forces Prerequisites: Transporter or (foot speed)
Choose a character. When the character is not adjacent to an opposing character and is given a move action it may move up to double its unmodified speed value; it may not make attacks during this move action. At the end of the move if the character is not a transporter, deal it 1 pushing damage that ignores willpower and team abilities Errata:
Drag Cost:5 points Sets:Legion of Super Heroes Prerequisites : (Wing Speed)
Choose a character. Give the character a power action when it is adjacent to a target opposing character. If the character successfully breaks away, move the character up to half its speed value and then place the target in an unoccupied square adjacent to the character. If the target is not a flying character and occupied a square of elevated terrain, and then was placed in a square of grounded terrain, deal it 2 damage after being placed. Errata:
Endurance Cost:5 points Sets:Justice League Prerequisite: (Standard Attack) and (Standard Damage)
Choose a character. When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given a non-free action, after the action resolves, roll a d6. On a result of 1 or 2, deal the character unavoidable damage equal to the result plus the number of tokens on this card, then remove all tokens from this card. Errata:
• One endurance token is placed on the card for each pushing damage dealt to the character.
• Once tokens are on this feat, it may not be canceled.
Entangle Cost:8 points Sets:Sinister Prerequisite: Plasticity
Choose a character. Opposing characters attempting to target the character with a close combat attack must roll one six-sided die before making the attack. On a result of 1 or 2, the opposing character may not attack the character. It is not given an action token, but it cannot be given another action or make another attack that turn. Errata:
Entrench Cost:5 points Sets:Origin Prerequisite: Defend or Enhancement
Choose a character. Friendly characters adjacent to the character ignore knock back and critical hits. Errata:
Extended Range Cost:10 points Sets:Armor Wars Prerequisites: Range greater than 0 but less than 9.
Choose a character. Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, decrease the damage value by 1 (after all other modifiers and replacements) when resolving the attack. An attack using Incapacitate does not place any action tokens on the target. Errata:
Fall Back Cost:5 Points Sets: Crisis (Prize support) Prerequisite: Combat Reflexes, Super Senses, or Phasing/Teleport
Choose a character. When the character makes a close combat attack that would knock back a single target opposing character, the character can choose not to knock back the target. Instead, after the attack is resolved, move the character directly away from the target 1 square (the character breaks away automatically) for each 1 damage taken by the target. Errata:
Fantastic Four Cost:Free Sets:Fantastic Forces Prerequisite: Fantastic Four team ability
All friendly characters with the FF TA have the following TA instead:
Any member of this team may replace its defense value with the unmodified defense value of any other member. Errata:
Fastball Special Cost:12 points Sets:Mutant Mayhem Prerequisites: Chosen characters must have the same team ability printed on their bases; see feat text.
Choose two characters; if one of them is KOd before this feat is used, remove the feat from the game. Give both characters a power action when they are adjacent: The first character must have Super Strength and the second character must be a character without Flight, have Toughness and may not have a damage value higher than 3. The first character makes a ranged combat attack against a single opposing target within 6 squares. Place the second character in any square adjacent to the target to which the first character has clear line of fire. If the attack succeeds, the second character deals the damage. Remove the Fastball Special from the game after the attack resolves.
Modified Combat Values:
Attack :+2 (Standard Attack only)
Damage: +1 / (Standard and Giant figures only) Errata:
• A figure that is carrying an object cannot be “thrown” as part of the Fastball Special.
Flashbang Cost:5 points Sets:Collateral Damage Prerequisite: Smoke Cloud
Choose a character. (optional) When the character is given a move action, move it up to half its speed value. It may use Smoke Cloud as a free action either before or after the move action. Errata:
Force Field Cost:10 points Sets:Fantastic Forces Prerequisites: Barrier, Defend, Energy Shield/Deflection, or Telekinesis.
Choose a character without a power that reduces damage. The character gains toughness. Errata:
• The character that meets the prerequisites and is assigned the feat is the one that gains Toughness.
• The Toughness that Force Field grants cannot be used to meet the prerequisite for another feat when the force is constructed.
Fortitude Cost:25 points Sets:Legacy, Avengers
The character ignores other characters' Exploit Weakness. Outwit can't be used by other characters to counter the character's powers. Errata:
Giant Stride Cost:9 Points Sets: Crisis (Prize support) Prerequisite: (Giant Symbol)
Choose a character. When the character has zero action tokens and is moved as part of a move or power action, it ignores the effects of other characters on movement, though it must break away normally. Errata:
Green Lantern Corps Cost:Free Sets:Justice League Prerequisite: Green Lantern Team Symbol
All characters with the Green Lantern Corps team ability have the follow team ability instead of the Green Lantern team ability:
When a character with this team ability makes an attack against a target character, you can modify the character's attack value by +1 for each friendly character with the (Green Lantern) team symbol that has attacked the target this turn. Errata:
Haymaker Cost:10 points Sets:Mutant Mayhem
Choose a character. Give this character a close combat action targeting a single opposing character. After resolving this action, this character takes 1 pushing damage that ignores Willpower and team abilities.
Modified Combat Values:
Attack: -1 (Standard attack only)
Damage: +2 / (Standard and Giant figures only) Errata:
Healing Factor Cost: 6 points Sets:Secret Invasion (Prize Support) Prerequisite: Regeneration
Choose a character. When this character uses Regeneration, it does not count toward your available actions for the turn. Errata:
Heightened Reflexes Cost:10 points Sets:Sinister Prerequisite: Combat Reflexes or Energy Shield/Deflection
Choose a character. When a character is hit by an attack using Charge, Hypersonic Speed, Running Shot or the transporter move and attack ability, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack. Errata:
Hold the Line Cost:4 points Sets:B.R.P.D. Prerequisite: (Standard attack), (Standard damage) and Leadership or Super Strength.
Choose a character. Give the character a Power Action to make a close combat attack against an opposing character. If the attack succeeds, you may modify the characters attack value by -2 and make a close combat attack against a different opposing character as a free action.
Modified Combat Values:
Damage: -1 (Standard damage) Errata:
Homing Device Cost:8 points Sets:Armor Wars
Choose a character. When this character hits an opposing character with a close combat attack, lines of fire drawn to that opposing character until the end of your turn are not affected by hindering terrain.
Modified Combat Values:
Damage: -1 (Standard Damage) Errata:
Improvise Cost:7 points Sets:Secret Invasion (Prize Support) Prerequisite: Close Combat Expert or Perplex or Ranged Combat Expert
Choose a character. Once per round, when one of the character's combat values would be modified such that the modified value is higher than the unmodified value, you can ignore the modifier and put an Improvise token on this card, if there are fewer than three tokens on the card. If there are three tokens on this card when the character makes an unsuccessful attack roll where the result of the roll is doubles, you can remove all tokens from this card and automatically hit the target of the attack (though this is not a critical hit). Remove all tokens from this card when the character makes a critical hit. Errata:
In contact with Oracle Cost:10 points/character chosen (min 2) Sets:Legacy
Choose two or more characters; Oracle may not be chosen. Chosen characters are Agents. As long as it is not the target of Mind Control, when an Agent is given an action you may choose to give one of its combat values +1 until the beginning of your next turn. If Oracle is on your force, you may remove her from the battlefield at the beginning of the game and place her on this card. At the beginning of any of your turns, you may assign a power action to any Agent with zero or one action token and turn Oracle’s dial to any click. The Agent given the action may use any power showing on Oracle’s dial until any Agent with zero or one action token is given a power action to turn Oracle’s dial. If your last Agent is KO’d while Oracle is on this card, Oracle is also KO’d. Errata:
• 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.
Indomitable Cost:5 points Sets:Sinister Prerequisite: Battle Fury or Willpower
Choose a character. When the character is the target of an Incapacitate or a Mind Control attack, it gets +2 to its defense value. Errata:
Infiltrate Cost:2 points Sets:Secret Invasion Prerequisite: Stealth or Shape Change
Choose a character. This character can ignore other characters for movement purposes, but must end its movement adjacent to an opposing character. Errata:
Inside Information Cost:4 points Sets:Mutations and Monsters Prerequisite: The character must have at least one keyword.
Choose a character. When the character attacks an opposing character that has any of the keywords possessed by the character, modify the character’s attack value by +2. Errata:
Inspiring Command Cost:15 points Sets:Collateral Damage Prerequisite: Leadership or Mastermind
Choose a character. Characters with the same team symbol as the character and a lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or the end of an action. Errata:
• Inspiring Command may only be used to prevent the push damage that occurs from placing a second token on a character. It may not be used to prevent the push damage that is given as a result of using powers, abilities, or feats.
Invigorate Cost:10 points Sets:Secret Invasion (Prize Support) Prerequisite: Support
Choose a character. When the character uses Support, remove one action token from adjacent friendly characters (maximum three total tokens removed). Characters that have action tokens removed from them can't be given non-free actions the same turn this feat is used. Errata:
Knockdown Cost:5 points Sets:Sinister Prerequisite: Incapacitate
Choose a character. Once per turn, after the character resolves a successful close combat action using Incapacitate, if the target has only one action token, as a free action the character can immediately make a second close combat attack against the target, which gets +2 to its defense value for the second attack. If the attack succeeds, deal no damage; instead, give the target a second action token. If the character loses Incapacitate before making the second attack, it may not make the second attack. Errata:
Large Object Cost:3 points/100 of game Sets:Legacy Prerequisites: Super Strength or Telekinesis
When any character you control uses an object as a weapon, you may reduce the damage increase provided by the object, to a minimum of 1. The character gets +1 to its attack value for that attack each 1 damage reduced. Errata:
Lazarus Pit Cost:20 points/10 if assigned to RA’s al Ghul Sets:Legacy
Choose a character. When the character is KO’d, remove it from the battlefield, place it on this card on its first KO click, and then place a Special marker on the square where it was KO’d. At the beginning of each player’s turn, you may either heal the character of 1 damage or return it to the battlefield on the square with the Special marker. If you return the character to the battlefield, remove this Lazarus Pit from the game; roll one six-sided die at the beginning of each of your turns. On a result of 5 or 6, remove the Special marker from the battlefield. As long as the Special marker is on the battlefield, the character gains Battle Fury, Toughness, and Willpower; it may not use any of its other powers or its team ability. When the time expires, or if all other members of the character’s force are KO’d while the character is on this card, the character is KO’d The character award victory points each time it is KO’d. Errata:
• 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 colossal 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.
Legionnaires Cost:Free Sets:Justice League Prerequisite: Legion of Super Heroes Team Symbol
All characters with the Legion of Super Heroes team ability have the following team ability instead of the Legion of Super Heroes team ability:
Whenever the character with the highest point value and the (Legion of Super Heroes) team symbol on your force is eliminated, remove one action token from all characters on your force with this team ability, as applicable, and then remove the eliminated character from the game. Errata:
Life Model Decoy Cost:12 points Sets:Armor Wars
Choose a character. This character may not be healed. Damage dealt to this character is reduced by 1 if it is not reduced by any other effect. Errata:
Loner Cost:5 points Sets:Secret Invasion Prerequisite: Point value 100 points or less.
Choose a character. If no other friendly character on the battlefield shares any of this character's keywords (or this character has no keywords), modify this character's defense value by +1 when this character has a clear line of fire to an opposing character 6 or fewer squares away. Only one character on a force can be assigned this feat. Errata:
Look up in the Sky! Cost:9 points Sets:Collateral Damage Prerequisite: (Wing speed)
Choose a character. When this character is given a move action modify its speed value by +2 until the action is resolved. A character assigned this feat cannot carry other characters and automatically breaks away from other soaring characters. Errata:
Lucky Break Cost:5 points Sets:Danger Room Prerequisites: or (Boot or Dolphin movement)
Choose a character.When you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll only once per attack roll. If you use this feat, remove this card from the game after the attack resolves. Errata:
• If Lucky Break is used, the player using it cannot use Probability Control on the re-rolled die roll that resulted from Lucky Break. An opposing player may use Probability Control on that rerolled die roll. Only that single rerolled die would be re-rolled again with Probability Control.
Maneuver Cost:8 Points Sets: Crisis (Prize support) Prerequisite: (boot speed symbol), Close Combat Expert or Combat Reflexes
Choose a character. When the character makes a close combat attack against a single target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character. Errata:
• The prerequisites for this power indicate that the assigned character must at some point on their dial have either the boot speed symbol, the power Combat Reflexes, or the power Close Combat Expert. Any one of the 3 would suffice.
Mental Shields Cost:15 points Sets:Supernova Prerequisite: Mind Control or Willpower
Choose a character. The character is not affected by other characters’ Mind Control. When the character uses Mind Control, it can target only a single opposing character; the character takes no damage due to the point value of the target Errata:
Mercenary Cost:25 points* Sets:Origin Prerequisite: No Team Symbol
Before the beginning of the game’s first turn, choose a team ability possessed by a friendly character. The friendly character cannot be a wild card, and cannot possess a team ability that cannot be used by wild cards or possess a team ability that is granted by a feat. The character can use the chosen team ability when adjacent to a friendly character with that team ability and a higher point value.
*Minus 5 for each friendly character with the chosen team ability, minimum cost 10. Errata:
• The Mercenary must be adjacent to a character that possesses the team ability – it is not enough for the Mercenary to be adjacent to a character using the team ability, like a Wildcard.
• In order to use the team ability, the Mercenary must begin its action adjacent to the higher point character.
• If a character has a special power that allows them to possess a team ability, they can count toward the number of characters on the team when
determining the cost of Mercenary.
Monster Hunter Cost:3 points Sets:Mutations and Monsters Prerequisite: (Standard Damage)
Choose a character. Modify the character’s attack value and damage value by +1 when it is given a close combat or ranged combat action targeting a character with the (Giant Damage) or (Colossal Damage) damage symbol or the Monster keyword. Errata:
Monster Society of EVIL! Cost:Free Sets:Crisis Prerequisite: Superman Enemy Team Symbol
All characters with the Superman Enemy team ability have the following team ability instead: At the beginning or end of your turn (choose once per turn for all friendly characters with this team ability), roll a d6 for each character that has this team ability. On a result of 5 or 6, deal 1 damage to each opposing character adjacent to that character. A character can be dealt damage by this team ability only once per turn. Errata:
Movethrough Cost:8 points Sets:Collateral Damage Prerequisite: Charge
Choose a character. The character ignores other characters for movement purposes, but it must still break away as normal. Errata:
Nanoarmor Cost:6 Points Sets:2099 Prerequisite: (Standard Damage)
Choose a character The character ignores damage dealt by objects as well as all modifiers to damage dealt to or taken by this character due to objects. Errata:
• The damage dealt to a character when an object “explodes” from Proximity Mines is not from an object and cannot be ignored by NanoArmor.
• The damage dealt from Laser Turret or Broken Drone is considered from an object and would be ignored.
Nanobots Cost:10 Points Sets:Armor Wars Prerequisite: Damage value of 2 or less
Choose a character. When this character is the only character adjacent to an object not being carried by a character, give the character a free action and remove the object from the game. Heal the character of 2 damage. Errata:
Nova Blast Cost:10 Points Sets:Fantastic Forces Prerequisites: Pulse wave.
Choose a character. When the character uses PW, it's damage does not become 1 for the attack. Use that character's unmodified DV for the attack, regardless of how many clear lines of fire can be drawn. After resolving this action, the character takes 2 pushing damage that ignores Willpower and Team Abilities;remove this Nova Blast from the game. Errata:
Opportunist Cost:10 Points Sets:Crisis Prerequisite:. Charge or Running Shot or Willpower; point value of 50 points or more
Choose a character. If the character has zero action tokens at the end of your turn (before tokens are removed from characters), put an opportunist token on this card if there are four or fewer opportunist tokens on this card. When the character or an adjacent friendly character makes an attack, after making the roll you can remove any number of opportunist tokens from this card and modify by the result of the attack roll by +1 for each token removed. If opportunist tokens are removed when another character makes an attack, deal the character 1 unavoidable damage after the action resolves. Errata:
Outsmart Cost:10 points Sets:Mutations and Monsters Prerequisites: Mastermind or Outwit
Choose a character. When a power possessed by the character or an adjacent friendly character would be countered by an opposing character’s power or ability, you and the opposing character’s controller each roll 2d6. If your result is more, the power is not instead. Errata:
Passenger Cost:5 points Sets:Mutant Mayhem Prerequisites: Leap/Climb or Phasing/Teleport
Choose a character. When this character uses Leap/Climb or Phasing/Teleport, it may carry a single character. After this character resolves an action using Passenger, it takes 1 pushing damage that ignores Willpower and team abilities. Errata:
Point Blank Cost:4 points Sets:Justice League Prerequisites: Ranged Combat Expert
Choose a character. Give the character a ranged combat action and modify its attack value by +1 if the target of the attack is 4 or fewer squares away. Errata:
Pounce Cost:15 points Sets:Mutant Mayhem, Origin Prerequisites: Leap/Climb and Damage Value of 1 or 2
Choose a character. Give the character a power action. Move the character up to its speed value and make a close combat attack as a free action. After resolving the attack, the character takes 1 unavoidable damage.
Modified Combat Values:
Attack: +1 (Standard attack only)
Damage: +1 (Standard damage only) Errata:
• If a character is adjacent to an opposing character, it must roll break away in order to Pounce.
• Objects cannot be picked up during a Pounce if the character’s damage value will increase above 2.
• If a character is carrying an object and its damage value will be more than 2, it no longer meets the prerequisites of this feat.
Protected Cost:8 points Sets:Armor Wars, Mutations and Monsters (prize support)
Choose a character. (Optional) If this character does not already have two tokens on it, damage dealt to the character as a result of a single action is ignored. After that action is resolved, give the character an action token and remove this feat from the game. If the character already had one action token on it, giving it a second action token deals pushing damage normally. Errata:
Pummel Cost:10 points Sets:Sinister Prerequisite: Combat Reflexes, Close Combat Expert or Super Senses
Choose a character Once per turn, when the character has zero action tokens and is given a close combat action you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result. Errata:
Repulsor Cost:10 points Sets:Origin Prerequisite: Force Blast
Choose a character. When the character succeeds at a ranged combat attack against a single target opposing character, after the action is resolved the target is knocked back.
Modified Combat Value: -1 (standard attack) Errata:
• This feat does not have any effect on characters immune from knock back.
Repulsor Shield Cost:25 points Sets:Armor Wars
Choose a character. The character ignores other characters’ Force Blast, Psychic Blast and Ranged Combat Expert. Errata:
Revenge Cost:2 points/character on force Sets:Days of Future Past Prerequisite:Battle Fury or Willpower
Choose a character. When the character makes a close or ranged combat attack, modify its attack value by +1 for each friendly character with a higher point value that has been knocked out. After this feat is used, remove it from the game. Errata:
Rip It Up Cost:20 points Sets:Mutant Mayhem Prerequisites: Super Strength
Before a target character begins a move as part of a move, power, or free action, give it a light object token from outside of the game. Errata:
• Special Object tokens cannot be given to a character when using Rip It Up.
Running Start Cost:5 points Sets:Collateral Damage Prerequisite: Plasticity or Stealth
Choose a character. Do not halve the character's movement when it begins a move action in hindering terrain. Errata:
Saboteur Cost:20 points Sets:Armor Wars Prerequisites: Any non wildcard Team ability.
Opposing figures with wild card team abilities may only copy the team ability of this character when copying team abilities. If this feat is assigned to two or more members of your force, this feat is canceled. Errata:
• Saboteur may be assigned to characters that have a team ability that normally cannot be copied.Opposing wild cards would then be able to use that team ability.
Shake Off Cost:10 points Sets:Fantastic Forces Prerequisites: Transporter or giant character.
Choose a character. When the character successfully breaks away, it deals 1 damage to all adjacent opposing characters. Errata:
• A character that automatically breaks away deals no damage with the Shake Off feat (this includes when using Phasing/Teleport). A break away roll is required to use Shake Off.
• A character that automatically breaks away but has to roll for breakaway due to some other condition (like Construct) can deal damage with Shake Off.
Shellhead Cost:10 points Sets:Armor Wars Prerequisites: Impervious, Invulnerability or Toughness
Choose a character. The ability modifiers for Shellhead apply only when the character has two action tokens placed upon it.
Modified Combat Values:
Defense:+2 (Standard defense) Errata:
• Shellhead cannot be assigned to colossal characters.
Shockwave Cost:8 Points Sets:Mutations and Monsters (prize support) Prerequisites: (Standard Attack), Quake
Choose a character. Give the character a power action. Make a single attack roll and compare the result to the defense values of all adjacent opposing characters. Characters against which the attack succeeds are dealt no damage, but are knocked back 4 squares. Errata:
Sidekick Cost:10 Points Sets:Icons
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 in order to use this feat. Neither character may carry the other.
(Optional) The second character uses the first character’s unmodified defense value instead of its own when it is attacked by an opposing character. Errata:
• The carrying restriction of the card is not optional.
• The two characters assigned Sidekick may never carry one another.
Sidestep Cost:10 Points Sets: Crisis Prerequisite:. (Duo Symbol)
Choose a character. When using the Duo Attack's special ability, before making the second attack the character can attempt to move up to 4 squares (it must still successfully break away, if necessary). If it moves, it must be able to attempt the second attack after the move. Errata:
Siphon Power Cost:20 Points Sets:Icons Prerequisites: Wildcard Team Ability
Choose a character. This character has the following team ability instead of any team ability for team symbols printed on its base:
Once at the beginning of each player’s turn, this character may choose and use on that turn any team ability that any figure on the battle map possesses. This team ability follows all other rules for the wild card team ability. Errata:
• A character with Siphon Power cannot use team abilities that wild cards cannot normally copy.
• If an opposing character is using the Saboteur feat card, the character with Siphon Power may only choose the team ability of the character with Saboteur. If the opposing character with Saboteur had a team ability that
wild cards cannot normally copy, the character with Siphon Power will be able to use that team ability.
• A character with Siphon Power may not have the team ability it is using copied by wild card characters.
• Wild cards may not copy the rewritten team ability that Siphon Power grants.
Slippery Cost:15 Points Sets:Icons Prerequisites: Combat Reflexes, Defend, or Defense value greater than 17
Choose a character. The character ignores other characters’ Plasticity, and it fails to break away only on a result of 1. Errata:
Sneak Cost:5 points Sets:Supernova Prerequisite: Stealth or Super Senses
Choose a character. When the character is given a move action, it is not required to end its movement when it becomes adjacent to an opposing character. Otherwise, it must break away normally Errata:
Spotter Cost:5 points Sets:Secret Invasion Prerequisite: Ranged Combat Expert
Choose a character. When another friendly character makes a ranged combat attack against a target opposing figure, modify the friendly character's attack value by +1 if this character has a clear line of fire to the target and the target is within this character's range. Errata:
Squadron Supreme Cost:5 points/Defender Sets:Supernova Prerequisite: Defenders TA
All friendly characters with the Defenders team ability have the following team ability instead of the Defenders team ability:
When at least two friendly members of this team are adjacent, their controller chooses one of them to gain the Mind Control power, if it does not already possess it. Once the choice is made, it can’t be changed until the chosen character loses Mind Control. This team ability is canceled at the end of an action in which the two team members are not adjacent.
This team ability can’t be used by wild cards Errata:
Streak of Luck Cost:5 points Sets:Mutations and Monsters Prerequisites: (Standard Attack), (Standard Damage)
Each time an attack roll fails against the character, put a luck token on this card if there are fewer than three tokens on this card. If there are luck on this card when the character makes a critical miss, the character is not dealt unavoidable damage; after the attack is resolved, remove all luck tokens on this card. If there are luck tokens on this card when the character makes a critical hit, modify the characters damage value by +X, where X equals the number of luck tokens on this card; after the attack is resolved, remove all luck tokens from this card. Errata:
Stunning Blow Cost:10 points Sets:Legacy, Avengers Prerequisites: Incapacitate
When the character makes a successful attack using Incapacitate, in addition to the normal effect of Incapacitate the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets. Errata:
Submerged Cost:5 Points Sets:Icons Prerequisites: (Aquatic movement)
Choose a character. (Optional) When the character occupies water terrain, lines of fire drawn to it are blocked. Errata:
• Water terrain is not hindering terrain. A character ignoring hindering terrain for Line of Fire purposes would not ignore Submerged.
Sunder Cost:3 Points Sets:Supernova Prerequisite: BCF
Choose a character. When the character succeeds at a close combat attack targeting blocking terrain, a wall, or an object, it deals 3 damage. Errata:
Swingline Cost:10 Points Sets:Icons Prerequisite: (Boot speed)
Choose a character. The character ignores hindering terrain for movement purposes. If the character succeeds at a ranged combat attack against a target opposing character with the wing symbol speed symbol, the target gains Earthbound until the beginning of its controller’s next turn.
Modified Combat Values:
Speed: +1 (Boot speed) Errata:
Tactics Cost:20 Points Sets:Supernova Prerequisite: Leadership and any Team Symbol
Choose a character. When the character uses Leadership, on a result of 3–6 add an extra action to the other action granted by Leadership to your available actions for the turn. This extra action can be used only by a friendly character with the same team symbol as the character Errata:
• A roll of 3 would grant one action that must be used by a character with the same team symbol.
• A roll of 4-6 will grant two actions, one provided by Leadership and one provided by Tactics that can only be used by a friendly character that shares the same team symbol as the character with Tactics.
• If a force contains multiple characters with Leadership assigned multiple Tactics feat cards, the force may gain the extra action provided by the feat for each copy of the feat in play.
Takedown Cost:6 Points Sets:Mutations and Monsters Prerequisite: Incapacitate or Plasticity
Choose a character. If an opposing character makes an unsuccessful close combat attack against the character, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally. Errata:
Taunt Cost:15 points Sets:Mutant Mayhem Prerequisites: Range value greater than 0
Choose a character. Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has clear line of fire 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.
Modified Combat Values:
Attack +1 (Standard attack only) Errata:
• The player that controls the character affected by Taunt chooses the character’s action and when that action is given during his turn.
• If the controlling player decides to move the character affected by Taunt, the character must use as much of its full movement as possible in an attempt to reach the figure that performed the Taunt action. Any additional movement may be used (such as with HSS or the transporter move & attack ability) by the character affected by Taunt after it has become adjacent to the character with Taunt.
• Any movement made must be towards the figure that performed the Taunt action, following the shortest possible path.
• If the figure that performed the taunt action is KOed before the character affected by Taunt can perform its action, the Taunt is ignored (as there is no valid target for the Taunted fig to move towards or attack).
• If the character affected by Taunt cannot perform a legal action then
the Taunt is ignored.
• If the character affected by Taunt is given an action, it must be one that satisfies the conditions of Taunt (either moving towards or attacking the character with Taunt).
• If the character affected by Taunt can legally be given an action that satisfies the conditions of the Feat, it must be given that action, even if that action would only result in a movement of 0.
• Galactus can be affected by Taunt.
Telekinetic Reach Cost:12 points Sets:Avengers Prerequisites: Telekinesis
The character may use option 2 and 3 of Telekinesis on objects within 6 squares of the character. For option 2, the object can be moved up to 10 squares, but must be placed in a target square within 10 squares of this character. For option 3, the attack can target an opposing character up to 4 squares away from the object, or a soaring character up to 2 squares away from the object. For both options, the character must have a clear line of fire to the object and the target. All other rules for Telekinesis apply normally. Errata:
Terrify Cost:6 points Sets:Mutations and Monsters Prerequisites: Battle Fury or Incapacitate or Mind Control Modifier: (Standard Attack)-1
Choose a character. Give the character a power action and make a single close combat attack as a free action (the attack deals no damage). Compare the result to the defense values of all adjacent opposing target characters, maximum four targets. Each target against which the attack succeeds is knocked back a number of squares equal to half its speed value (targets are not dealt knock back damage). If the attack roll is doubles and succeeds against the target, also give an action token to the target if it has zero or one action token (the target is not dealt pushing damage for this token). Errata:
The Society Cost:Free Sets:Collateral Damage Prerequisite: Injustice League Team Ability
All friendly characters with the Injustice League team symbol have the following team ability instead of the Injustice League team ability:
When a character attempts to Outwit a power possessed by a member of this team, roll one six-sided die. On a result of 1-3, Outwit cannot be used by that character on this team member that turn. Errata:
• If a character attempts to use Outwit against a Society member and the Outwit fails due to a successful roll of the team ability, the Outwit can be used against a different opposing character.
Thunderbolts Cost:5 points/Avenger Sets:Fantastic Forces Prerequisites: Avengers TA
All friendly characters with the Avengers TA have the following TA instead of the Avengers TA.
After placing your force in the starting area choose any one TA other than a Wildcard TA or a TA that can't be copied by wildcard TAs. Members of this team gain the chosen TA instead of the Avengers TA, but their affiliation does not change. Errata:
• Characters assigned the Thunderbolts feat may not choose a team ability that is granted by a feat card when choosing a team ability.
• When a character with a wild card team ability uses the team ability of an Avenger with the Thunderbolts card, the wild card character uses the new team ability instead of the original Avengers team ability.
• Avengers characters using Thunderbolts may change their chosen team ability with each new round of a tournament.
• Thunderbolts and the Alpha Flight feat card may not be used together.
• The chosen team ability must be one that is currently legal for the type of tournament that is being played. For example, if the event is a restricted event and all characters with a specific team ability have been retired, then that team ability may not be chosen for Thunderbolts.
Thundering Blow Cost:20 points Sets:Supernova Prerequisites: (Fist attack) with 11 or higher attack
Choose a character. After the resolution of a successful attack by the character that causes an opposing character to take 3 or more damage, the Damage Value of all friendly characters attacking that opposing character during that turn is modified by +1 until an attack against that opposing character is unsuccessful. If this feat is assigned to 2 or more characters on your force this feat is canceled. Errata:
Thwart Cost:15 points Sets:Origin Prerequisite: Outwit or Mastermind
Choose a character. Give the character a power action. Place a thwart token on a target feat card assigned to a character that is 10 or fewer squares from the character and to which the character has a clear line of fire. The target feat is ignored until a character to which it is assigned is given a power action specifically to remove the thwart token. Errata:
• A card is considered “assigned" if the character is (a) the character chosen for the “choose a character” feats or (b) it meets the prerequisites of a feat that is not “choose a character”
• When a power action is given to remove a thwart token, the feat will only return after the power action has completed.
Toxic Burst Cost:10 Points Sets:Supernova Prerequisite: Poison
Choose a character. For purposes of resolving its Poison power, the character is adjacent to opposing characters up to two squares away to which it has a clear line of fire. After dealing damage with Poison using Toxic Burst, the character is dealt 1 unavoidable damage. Errata:
• Characters choosing to use Toxic Burst must be able to draw a line of fire to each character. Stealth and team abilities that duplicate the effects of Stealth affect line of fire normally, even if adjacent to the character using Toxic Burst.
• Toxic Burst does not give the character a “Range of 2”. Adjacency still requires figures to be at the same elevation.
Triage Cost:10 points Sets:Origin Prerequisite: Support
Choose a character. When the character succeeds at the attack roll for Support, the resulting healing can be divided among the target and any other friendly characters (none of which may be adjacent to an opposing character) to which the character is adjacent and that the attack roll would hit (ignore all combat value modifiers). The target must be healed of at least 1 damage. Errata:
Trick Shot Cost:20 points Sets:Mutant Mayhem, Legacy Prerequisites: Plasticity or Ranged Combat Expert
Choose a character. When making an attack from a square that is not adjacent to an opposing character, this character ignores Stealth and team abilities that duplicate the effects of Stealth and it ignores characters and hindering terrain for line of fire purposes. Errata:
Unstoppable Cost:5 Points Sets:Fantastic Forces, Icons, Justice League Prerequisites: Super Strength
Choose a character. The Character ignores the effects of hindering terrain for movement purposes. Once when given a move action, the character can make a close combat attack targeting blocking terrain or a wall as a free action. If the attack succeeds, the character can continue the rest of its movement, if any, after making the attack. Errata:
Vault Cost:3 Points Sets:Sinister Prerequisite: Combat Reflexes or Leap/Climb
Choose a character. After a character resolves a close combat action, it may be placed in any square in which it may legally be placed adjacent to a target of the action at the same elevation as the target. Errata:
Vendetta Cost:6 Points Sets:Sinister, Secret Invasion Prerequisite: (standard attack)and (standard defense) and (standard damage)l
Choose a character. At the beginning of your first turn, choose an opposing character with a point value greater than this character. Modify the attack value of this character by +1 when it is making close or ranged combat attack against the chosen character. If this character defeats the chosen character, you score additional victory points equal to half the chosen character's point value. If the chosen character defeats this character, the chosen character's controller scores additional victory points equal to half this character's point value. Errata:
Warbound Cost:5 points/figure with the chosen keyword Sets:Mutations and Monsters (prize support) Prerequisite: A single, common keyword.
Choose a keyword. All characters on your force that have that keyword are assigned this feat. When a target friendly character assigned this feat is given an action, instead of giving it an action token, you can give the action token for the action to an adjacent friendly character that has the chosen keyword, has zero action tokens, and has a point value equal to at least half of the target’s point value. Errata:
Whirlwind Cost:6 Points Sets:Supernova Prerequisite: Force Blast
Choose a character. When the character uses Force Blast, the result of the six-sided die roll can be split among multiple target adjacent opposing characters. The targets are otherwise affected normally by Force Blast Errata:
General Clarifications
• While the points for feat add to the overall force build total, they do not add to a character’s build total.
• Alternate Team Abilities (like Thunderbolts or The Society) must be used and costed for all team members on your force. These feats are not optional (that is, they cannot be canceled to gain access to the original team ability. The use of the team ability is optional).
• Wildcards cannot use team abilities granted through feat cards. When copying a team ability, unless specified otherwise, they use the team ability from the Powers and Abilities card.
• Proxies of feats cannot be used. This means you cannot use a print out of a feat and also means that you need one copy of the feat card for each time it is being used on your force. It also means that a feat from a retired set cannot be used in the restricted environment, even if the same exact feat has been reprinted.
• When a character is removed from the battlefield and placed on a feat card, they are not affected by battlefield condition cards.
• Any Feat cards that are published with the same name as a previous one override all of the text on the previously published card.
• Special powers that allow a character to use standard powers also allow the character to meet the prerequisite of a feat. If the special power is conditional (e.g., can only use the power while in water terrain) then the prerequisite is only met when the condition is met also.
Heroclix Frequently Asked Questions List SECTION 2: Feats Q & A
Q: Do the points from a feat card that states “choose a character” add to that character’s overall point value?
A: No. The points for feat cards add to the overall force build total but not to any characters point value.
Q: Can I assign an alternate team ability card (Thunderbolts, Fantastic Four, The Society, etc) to only some of the prerequisite team members on my force?
A: No. Alternate team ability feat cards are “all or nothing”. All characters with the prerequisite team ability must use the feat card if it is a part of your force.
Q: For feats that state “Choose a character”, do I need a copy of that feat for each character that I want to assign it to? Or can I simply use one copy of the feat card and add the point cost of the feat to my team build total multiple times? For example, I only have one copy of Protected. Can I assign it to 3 characters and just count that as 24 points against my build total?
A: In a tournament setting you must have a copy of a feat card for each character that you assign it to. Doing otherwise is considered to be playing with a proxy, which is not allowed under the HeroClix Comprehensive Tournament Rules.
Q: Can I assign multiple copies of the same feat to a character? For example, can a character have multiple Protected feat cards assigned to it or use multiple Look! Up in the Sky! feat cards for an increased movement?
A: No. The section on “Feats” in the rulebook, states that a character may be assigned more than one feat but it cannot have multiple copies of the same feat assigned to it.
Q: Can I use a feat from a retired set, so long as it has been reprinted in a set that is not retired?
A: No. When playing in a restricted format, all of the elements of the game you bring must come from the restricted environment (so this would apply to both feats and battlefield conditions).
Brilliant Tactician
Q: Can a character with a non-wild card team ability use Brilliant Tactician to affect wild cards? Can a wild card with Brilliant Tactician affect non wild card team members? Can a character with Brilliant Tactician affect friendly characters that are assigned Thunderbolts?
A: Typically, no. The rules for who a Brilliant Tactician can use Perplex on are governed by two things: do the characters share a team symbol (not ability, a team symbol) or do the characters share a keyword. A character using Brilliant Tactician can use Perplex and increase their own combat value, the combat value of someone with the same team symbol (and no keywords) and a character with a different team symbol but a keyword in common all with the same use of Perplex.
Q: Can a character with Brilliant Tactician use Perplex on a target friendly character to increase a combat value and then affect that same combat value on the same target character using Brilliant Tactician?
A: No. The use of Brilliant Tactician is all one instance of Perplex. Brilliant Tactician modifies the use of Perplex so that it can affect multiple characters that share a team ability with the character that is assigned Brilliant Tactician.
Q: Can a character with Brilliant Tactician use Perplex on a target opposing character to modify a combat value and then affect friendly characters that share a team ability with the character that is assigned Brilliant Tactician?
A: Yes. Brilliant Tactician allows a character to use Perplex in the standard way and, at the same time, affect a combat value of friendly characters with the same team ability as the character assigned Brilliant Tactician.
Contingency Plan
Q: Can I use this card to increase more than one combat value for a given action?
A: No. You first remove the tokens you wish to remove from the card as the friendly character is given an action. You then choose the combat value you wish to modify (limited only to speed, attack, or range). That combat value is modified by the number of tokens removed.
Damage Shield
Q: Is the damage from Damage Shield reducible by damage reducing powers (Toughness, Invulnerability, and Impervious)? Can Super Senses be used to avoid the damage from Damage Shield?
A: Damage from Damage Shield is damage dealt and damage reducing powers reduce damage dealt. Therefore, damage reducing powers are effective against the damage from Damage Shield. However, Super Senses cannot be used to avoid the damage from Damage Shield, as there is no attack involved with Damage Shield.
Darkness Within
Q: Using Darkness Within, when does the push damage to the friendly character occur? Does the friendly character need to be adjacent before to the character with Darkness Within before the action starts or before the attack?
A: The two characters need to be adjacent before the attack. A character could use Darkness Within and Charge, Running Shot, Hypersonic Speed option 1, etc. to move adjacent to a friendly character and deal the pushing damage to the friendly character in order to gain the +1 to the damage value before the attack.
Divebomb
Q: Can a soaring character with Divebomb use it to make a close combat attack on an opposing elevated character?
A: No. Divebomb specifies that the soaring character can make close combat attacks against opposing grounded characters.
Drag
Q: Can a Giant character (that can also fly) target a character that is 2 squares away?
A: Yes. Any character that a figure needs to break away from is a potential target of Drag.
Endurance
Q: Can the pushing damage from feats be prevented by using this feat?
A: Yes. Any pushing damage can be prevented with Endurance.
Q: If a character loses the prerequisite for this card (e.g., a Giant loses Earthbound or a character gets the Giant Symbol through a special power) would they still need to roll for damage if there are tokens on the card?
A: No. At this point it is like they are no longer assigned the card. The tokens remain on the card and would continue to “wait” until the character qualified for the feat again.
Entangle
Q: If a character uses Charge, Hypersonic Speed, or the transporter move and attack option to move adjacent to an opposing character for a close combat attack and that character makes the roll with Entangle, what happens to the attacking character?
A: Characters using Charge would simply end their movement in the square where they stopped. Characters using Hypersonic Speed or the transporter move and attack option would be able to continue their movement if they had any left. In either case, the character is not given an action token and cannot perform any other actions that turn.
Q: If a character with Flurry is attacking an opposing character with Entangle, is Entangle rolled for each of the Flurry attacks?
A: Yes, and if the Entangle roll is successful against the first Flurry attack, the second Flurry attack cannot be made as the character cannot be given another action for the remainder of the turn.
Q: If a character is assigned Entangle and it also has the Skrull or Danger Girl team ability or Shape Change, which is rolled first?
A: Skrull, Danger Girl, and Shape Change are all rolled when the character is chosen as the target of an attack. Entangle is rolled before the attack is made. Therefore, Skrull, Danger Girl, and Shape Change are rolled first and Entangle would be rolled last.
Q: If a character is pushed to attack a character with Entangle and they succeed at the roll, does the character get cleared of tokens at the end of the turn?
A: The rulebook tells you to clear characters that did not receive a token this turn, so the attacking character would clear.
Q: If a character with Entangle succeeds at the roll, does the action given to the attacking character count as an action from the player’s allotment for the turn?
A: Yes.
Entrench
Q: What does it mean to ignore critical hits?
A: A roll of double sixes only counts as a 12. It is not an automatic hit. It does not do +1 to the damage dealt. If the Critical Strike Battlefield Condition is in play, the tokens from the card cannot be used to replace the damage dealt.
Extended Range
Q: How does Extended Range work with a Pulse Wave attack?
A: Range is increased based on the unmodified damage value and after the range has been halved. When the attack is made, the damage value is decreased. If the Pulse Wave has multiple characters in the range, then the damage value was reduced to 1 and now, because of Extended Range, is reduced to 0.
Q: How does Extended Range work with an Energy Explosion attack?
A: Range is increased based on the unmodified damage value. When the attack is made, the damage value is decreased. Damage is dealt according to the number of times a target is hit, not based on the damage value, so the penalty of Extended Range would have no impact.
Q: How does Extended Range work with a multiple target Energy Explosion attack?
A: Since the description of Energy Explosion states that the target is dealt damage equal to the number of times it is hit by an attack, it is possible to deal damage with Energy Explosion if the target character is hit multiple times with an Energy Explosion attack.
Q: While using Extended Range and making a Pulse Wave attack (with Nova Blast, for example) is the character’s range halved before or after increasing the range with Extended Range.
A: The range increase from Extended Range is added after the range is halved for the Pulse Wave attack.
Q: How does Extended Range work with Mind Control?
A: Mind Control is an attack that deals no damage, so range could be increased without suffering any adverse effects from having the damage value reduced.
Q: Can the default 4 range granted to a character without range during a Mind Control attack be increased using Extended Range?
A: No. The prerequisites for the card state that the character must have a range greater than 0. A character without range would not be able to have the feat card assigned to them at all.
Homing Device
Q: Can Homing Device be assigned to a colossal or giant character? Does the damage value of the colossal or giant character get modified?
A: Yes, it can be used with colossal or giant characters. The damage value is not modified, as the modifier displayed on the card only affects the standard “explosion” type damage symbol.
In Contact with Oracle
Q: Can I give a character that is an Agent a power action to use a power (such as Charge or Running Shot) and also use that action to turn ORACLE’s dial?
A: No. Turning ORACLE’s dial is a power action. Using a power such as Charge or Running Shot (or any other power, ability, or feat that gives the character a non-free action) is giving the character an action. A character cannot be given more than one non-free action in a turn.
Q: Does “replace then modify” mean I can boost a characters defense with the In Contact with Oracle bonus and then have that +1 apply in addition to using a replacement value such as Defend, the JUSTICE SOCIETY team ability, or the alternate Fantastic Four feat?
A: No. A character is given the +1 bonus from the In Contact with Oracle card immediately when it takes an action. The replacement value doesn’t occur until an attack is made against a character. When an attack is made against the character and the replacement value does occur, it replaces the defense value of the character including the In Contact with Oracle bonus that was previously applied.
Lazarus Pit
Q: If a character is placed in the Lazarus Pit are all other feats assigned to that character removed from that character and the game?
A: No. The rulebook states that feats are removed once a character is defeated. The rulebook defines defeated as KOd and removed from the game. A character in the Lazarus Pit has been KOd but has not been removed from the game. All feats assigned to that character (other than the Lazarus Pit) would still be assigned to that character once it is removed from the Lazarus Pit and placed back on the battlefield. Once a 5 or a 6 is rolled and the special marker is removed, the character will be able to use those feats.
Maneuver
Q: What happens first when a character with Maneuver hits makes a successful close combat attack on someone and rolls doubles, causing the figure to be knocked back?
A: Since Maneuver happens after the attack resolves, the knock back would happen first (applying any appropriate damage) and then the target figure would be repositioned adjacent to the attacking figure.
Mental Shields
Q: Can a character with multiple targets opt to make a multi-target Mind Control attack?
A: Yes. By doing so, the character is choosing not to use the feat and therefore would take feedback damage.
Mercenary
Q: How do I determine the cost of Mercenary?
A: You need to commit to the cost of Mercenary as you construct your force, though you do not need to select a team ability until the game begins. Let’s say you build a team with a non-TA character, one Batman Ally, one Superman Ally, and 2 Mystics, you can choose to put Mercenary on the non-TA character as:
• A 15 point cost – this would require that when you declared the Mercenary’s team ability at the start of the game, you would have to select Mystics as that is the only team available for that cost.
• A 20 point cost – this would require that when you declared the Mercenary’s team ability at the start of the game, you could select either Batman Ally or Superman Ally – you would not be able to select Mystics
• A 25 point cost – this would allow you to choose any of the three team abilities at the start of the game, but you would not get any point bonus for having members of the team on your force.
Monster Hunter
Q: How does this card work if the attacker is making a ranged attack and has more than one target, but not all of them qualify for bonuses under this feat?
A: For the attack value, the +1 would only apply to the characters meeting the feat’s requirements (Giants, Colossals, or Monster keyword). For the damage value, if the qualifying character is hit, one damage can be dealt to any of the hit targets that qualify before assigning any of the “natural” damage from the attacking character.
NanoArmor
Q: Would a character hit by the Light Post still be incapacitated?
A: Yes. Ignoring the damage does not mean that the object is ignored entirely.
Q: What would the damage from Meteorite be like against a character with NanoArmor?
A: The damage increase from the Meteorite would be ignored. The unmodified damage value of the attacking character would still become damage taken without further modification.
Nanobots
Q: Can a character use Nanobots during movement to heal as the character moves?
A: No. Unless stated otherwise by a power or ability, free actions cannot be given in the middle of another action.
Q: Can a character use Nanobots even if it is at its starting click?
A: Yes.
Q: Can a character use Nanobots on an object which is in the square they occupy? Does a character occupying the same square as an object prevent Nanobots from being used?
A: Occupying the same square as an object is not the same as being adjacent to that object. Nanobots requires the character to be adjacent to the object, which means occupying the same square would not allow the character to heal with it. Similarly, if another figure is in the same square as the object, it would not prevent a character from using
Nanobots if they are in the adjacent square.
Q: Can a character use Nanobots to remove the Dark Cauldron and heal?
A: Yes. The object can be removed via Nanobots, though no healing would take place.
Opportunist
Q: Can I use the token of this card to increase my attack roll to a 12? Would that automatically hit and increase damage dealt?
A: No. The attack roll is only a critical hit if 2 sixes are rolled. Increasing it to 12 does not change it into a critical hit. Similarly, if double ones are rolled, increasing the attack roll with this feat would not change the roll from being a critical miss. Also, if doubles are rolled (and the attack misses) but the attack roll is increased with this feat to hit the target, then it would be a successful attack roll with doubles and knock back would be generated.
Pounce
Q: Can a character use Leap/Climb with Pounce?
A: No. Although Leap/Climb is a prerequisite for Pounce, the two cannot be used together. Pounce is a power action and Leap/Climb is used when you give a character a move action. A character can only be given one non-free action in a turn.
Q: Can a character with a damage value of 2 be Perplexed or use In Contact with Oracle to boost the damage to 3 (or more) and then use Pounce?
A: No. Once the character has more than a 2 damage value it no longer meets the prerequisites for Pounce and cannot use the feat.
Q: Can a character use Pounce and Blades/Claws/Fangs together?
A: No. Pounce grants a free close combat attack and Blades/Claws/Fangs requires a close combat action.
Q: Can a character that has Super Strength and is assigned Pounce pick up an object while using Pounce?
A: A character can only use an object while using Pounce if the final damage value will not possibly be more than 2 (before accounting for the Pounce damage bonus).
Protected
Q: Does Protected allow the character to ignore the damage from all attacks involved in a multi-attack?
A: No. A multi-attack is two (or more) separate attacks. Protected would only allow the character to ignore the damage from one of the attacks.
Q: Does Protected allow the character to ignore the damage from both attacks that result from an opposing character using Flurry?
A: No. Protected allows the character to ignore damage dealt from a single action. Flurry grants two free actions to use as close combat attacks. Since Flurry grants two actions, Protected could only be used against one of them.
Q: If a character has both Protected and Impervious, can the Impervious be rolled before deciding to use Protected?
A: Yes. Protected allows the character to ignore the damage dealt. The amount of damage dealt to a character is determined after an Impervious roll.
Q: If a character with Protected is adjacent to a friendly character with Mastermind, can that character use Protected to negate the damage transferred via Mastermind?
A: No. Protected states that it can be used as the result of a single action. There is no action involved in transferring damage dealt via Mastermind.
Repulsor Shield
Q: If a character using Ranged Combat Expert attacks a character with Repulsor Shield, is the entire attack ignored due to Repulsor Shield?
A: No, only the +2 modifier from the Ranged Combat Expert power would be ignored. The attack would still deal the base damage, plus any other modifiers.
Rip it Up
Q: Can a character be given a light 3D object or a special object when using Rip It Up?
A: No. Rip It Up states that the character is given a light object token from outside the game. 3D objects are not tokens. Additionally, the General Errata & Clarifications document states that special objects may not be given when using Rip it Up.
Sidekick
Q: Can I assign multiple Sidekick cards to the same character? Can I “chain” defenses values by using multiple Sidekick cards?
A: No. Any given feat may only be assigned to the same character one time.
Siphon Power
Q: Can a wild card copy the team ability that a character with Siphon Power has chosen?
A: No. In order for a wild card to copy a team ability, the character the team ability is being copied from must possess that team ability. Since other wild cards (including the one using Siphon Power) do not actually possess the team ability that they are using, the team ability cannot be copied by a different wild card.
Q: What happens if a character with Siphon Power and a character with Saboteur are on opposing teams?
A: As a character with Siphon Power is still a wild card, that character would only be able to use the team ability of the character that has Saboteur. If the character with Saboteur happens to have a team ability that can’t be copied by wild cards, the character with Siphon Power would still be able to use that team ability.
Thunderbolts
Q: If a player has both Avengers and Fantastic Four characters on a team and is using both the Thunderbolts and Fantastic Four feat cards, can the player declare the alternate Fantastic Four team ability with Thunderbolts? If the Thunderbolts choose Fantastic Four do they get the original Fantastic Four team ability or the alternate Fantastic Four team ability (the one specified on the feat card)?
A: Avengers using Thunderbolts may not choose a team ability that is provided by a feat card. If the Thunderbolts choose Fantastic Four as their team ability they would receive the original Fantastic Four team ability.
Q: The rules state that if a character becomes friendly to an opposing force (such as by a Mind Control attack) that the opposing player cannot use any feats that the character may posses. What happens if a character with the Thunderbolts (or Fantastic Four) feat is Mind Controlled? Which team ability does it have?
A: It would have the original team ability that is printed on the dial until control of the character reverted back to its owner.
Q: If my opponent has a character with both Thunderbolts and Saboteur, would my wild cards be using the Avengers team ability or the team ability that was chosen for Thunderbolts? If I have a wild card character with Siphon Power assigned to it and I choose to use the team ability of my opponents Avenger character that is assigned Thunderbolts, would my character use the Avengers team ability or the ability that was chosen for Thunderbolts?
A: In both cases the wild cards would be using the Avengers team ability as you cannot use your opponent’s feat cards.
Thwart
Q: When can a thwart token be removed from a feat after it has been put on it?
A: There are only 2 ways in which to remove the Thwart token. First, as it says on the card, you can give an affected character a power action and remove it. Secondly, if the Thwart feat used to place the token is Thwarted, the tokens placed by that card would be removed. Other effects – like the Thwart character losing the prerequisite powers and/or being KO’d would not cause the Thwart token to be removed.
Q: If an alternate team ability feat card is thwarted, what team ability do those characters have?
A: They would have their original (from the PAC) team ability.
Q: Can I use Thwart on my own feats?
A: Yes
Q: If I use Thwart on a feat card (mine or an opponent’s) that has tokens on it, what happens to those tokens?
A: Though a target feat is ignored (treated as if it didn’t exist) when Thwart is used upon it, that does not otherwise change the state of the feat, including any other tokens that might be upon the feat. Those tokens would remain on the target feat until and after the thwart token is removed from it.
Warbound
Q: If I give a Warbound character an action, and he places the action token to another character, can I give the first character a second non-free action this turn?
A: No. Regardless as to where the token is placed (the acting character or the adjacent character through Warbound), you are still only allowed to assign one non-free action to a character on any given turn.
Q: If I give a Warbound character an action, and he places the action token to another character, can I give the character who got the token a non-free action this turn?
A: Yes. Even though it was assigned a token, the character has not yet been given a non-free action this turn, and can therefore still get one.
Q: At what point does the character need to be adjacent to the one taking the action? What if the acting character has a power that lets them move and attack?
A: The 2 characters must be adjacent at the time you assign the action (i.e., at the beginning). If you move away during the action, that’s ok, even if you are not adjacent at the end of the action – the token can still be placed on the previously-adjacent Warbound character.
Q: I’ve heard that with Warbound and 2 characters, I can use a character every turn and never push. How does that work?
A: Let’s say that Warskrull and Korg are adjacent to each other, and they are assigned Warbound.
Turn 1: Warskrull is given an action. The token is put on Warskrull.
Turn 2: Warskrull is given an action. Using Warbound, the token is put on Korg. At the end of this turn, Warskrull’s token (from last turn) is removed. That’s because tokens are removed from any character that has not been given a token this turn.
Turn 3: Warskrull is given an action. The token is put on Warskrull and at the end of the turn, Korg is cleared.
Update the Fortitude and Stunning Blow listings; both are being reissued in Avengers.
And thanks for this!
God is smarter than we are....
Visit Heroclixin'! Or check out my trade thread. Molly Hayes' KO list: HoT Ultron, HoT Thor, SI Iron Man, AV Wonder Man, SI Sentry, LE Diana Prince, R IC Ultron, Pretty Boy, CW Kang, IIM Thunderball, TW Catwoman, OP Red Hulk.