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Thanks to Shellhead's Pal for taking care of this update for me!
Here's the full revised text for all Battlefield Conditions in HeroClix through Secret Invasion (retired BFCs marked with a *), including relevant clarifications and FAQ questions:
ALPHA STRIKE (Supernova #002): Before the beginning of each player’s first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all characters on that player’s force until that force defeats an opposing archenemy. That player’s characters are not archenemies of opposing characters with the chosen team symbol.
• If multiple characters with the chosen team symbol are KOd as the result of a single action, arch enemy points are awarded for all characters KOd by the action that have the chosen team symbol.
ANTIMATTER UNIVERSE (Crisis #100): Critical hits do not increase damage dealt.
*ARMOR WARS (Armor Wars #001): When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
• Q: How does Armor Wars work?
A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is “after the fact” so it is not reduced by damage reducers or other means.
• Q: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved?
A: 1 damage is dealt for each copy of Armor Wars in play. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2.
• Q: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars?
A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced.
• Q: If Armor Wars is in play and a character with a damage value of 1 and Armor Piercing successfully hits a character with Toughness, how much damage would the target take?
A: Initially, the damage dealt is 1. Toughness initiates a damage reducing power, causing the damage dealt to drop to 0. Armor Piercing prevents the damage from falling below 1, so the damage dealt remains 1. Armor Wars then activates and, because the damage dealt was reduced (though ineffectively), the damage is then increased to 2.
*ASSEMBLED (Armor Wars #004): When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
• Q: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team?
A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*ASTRAL PLANE (Fantastic Forces #001): Hindering terrain features become clear terrain for movement purposes.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
*ATLANTIS RISING (Fantastic Forces #002): All clear non-elevated terrain becomes water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
ATLANTIS RISING (Avengers #005): All clear grounded terrain is water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This roll has nothing to do with the Initiative roll.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
*BACK-ALLEY BRAWL (Sinister #002): Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
BLOOD CURSE (B.P.R.D. #001): For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
*BRIGHT LIGHTS (Legacy #001): When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
COMMUNICATION BREAKDOWN (Origin #004): Before the beginning of the game’s first turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
CRITICAL STRIKE (Origin #001): At the beginning of each of the first player’s turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
• 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.
*CROSSWINDS (Mutant Mayhem #003): Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
• Colossal characters are affected by Crosswinds and are given the Earthbound power.
• Colossal characters continue to ignore the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, even when under the effects of Crosswinds. These special movement rules are a result of the figure being a colossal character and not due to the figure having flight.
• Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol.
DAMAGE CONTROL (Supernova #001): Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player’s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
• Debris tokens from destroyed walls and blocking terrain are not removed at the beginning of each player’s turn.
• Q: What happens when this BFC is used in the same battle as Wasteland?
A: Wasteland sets up an effect that is ongoing through the game. Damage Control occurs once per turn. At the beginning of each player's turn the destroyed walls and blocking terrain would be repaired and then the effect of Wasteland would cause them all to be destroyed. The other effects of these BFCs would occur normally
*DARKNESS (Mutant Mayhem #001): Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
*DEBRIS (Collateral Damage #001): Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.
*DEEP SHADOWS (Legacy #002):: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Power and team abilities that affect characters up to 10 squares away affect characters only up to 6 squares away instead.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DEEP SHADOWS (Mutations & Monsters #001): Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DE-FEATED (Justice League #001): At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
• Q: Are feats that are not assigned to a character - like Rip It Up - still in play, even if I roll a 1?
A: All feats owned by that player are ignored during that turn. They do not necessarily have to be those that require the player to "Choose a character".
DEFIANCE (Legion of Super-Heroes #001): When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
*DISBANDED! (Fantastic Forces #006): Ignore all team abilities.
• Q: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities?
A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the character’s powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the character’s powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
DISRUPTION (Secret Invasion #002): Characters on a themed team cannot use the Probability Control granted by a themed team if they already have an action token placed on them. When a character on a themed team uses the Probability Control granted by a themed team, place two action tokens on the character, the character does not take pushing damage from the placement of these tokens.
*EARTHQUAKE (Mutant Mayhem #002): At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
• The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition.
• Q: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake?
A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack.
• Q: Can a character with Probability Control force a player to re-roll the Earthquake dice roll?
A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake.
EXHAUSTION (Avengers #003): Modify all pushing damage by +1.
EXTRAORDINARY DAY (Supernova #003): A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
*FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
THE GREAT ARENA (Mutations and Monsters #100): Any successful attack roll resulting in doubles is a critical hit.
*GROUND ZERO (Sinister #001): Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
• Q: Can Probability Control be used on the die roll from Ground Zero?
A: Probability Control cannot be used on the die roll. The die roll is simply an effect of a successful close combat attack, and not caused by the character itself. Therefore, there is no character to draw a line of fire to when using Probability Control.
HIGH GRAVITY (Crisis #003): Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
*INERTIAL INTERFERENCE FIELD (Armor Wars #002): When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
• Q: Does the last line of Inertial Interference Field apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed?
A: It applies to all knockback.
• Q: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2?
A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2.
*INFILTRATION (Icons #001): When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas.
• Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules).
INFERNO (Avengers #004): At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
*INTERNAL STRIFE (Icons #003): Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol.
*ISOLATION (Armor Wars #003): Combat values may not be replaced when the replacement value would be higher than the original value.
ISOLATION (Crisis #002): Combat values can't be replaced by higher values.
KRAKOA THE LIVING ISLAND (Mutations & Monsters #002): Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
• Q: Is the attack made because of this battlefield condition considered a close or ranged combat attack?
A: It is considered a close combat attack. So for things like Combat Reflexes, the target character would be able to get an increase to their defense.
• Q: If the character targeted by this battlefield condition has Shape Change, can they roll for it in response to this attack?
A: Yes. If it is successful, the player attacking would need to select a different qualifying character (if any) to attack.
• Q: If the attack from this battlefield condition fails, can the player use Probability Control to reroll?
A: No. There is no character to which a line of fire can be drawn to use Probability Control on.
*LOW GRAVITY (Fantastic Forces #003): Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
• Characters that are unaffected by knock back are not affected by Low Gravity.
LOYALTY (Supernova #004): After forces are placed in their starting areas but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
• Wild card characters retain their chosen team ability even if the character with that team ability is KOd.
• Q: How does Loyalty interact with Siphon Power, Saboteur, and other feat cards that alter the text of a team ability?
A: Loyalty would cause the wildcard character to choose a friendly team ability regardless to feats that may be assigned to either team. The team ability they choose must be one that a wildcard can normally use (e.g., a wildcard selecting Defenders with Squadron Supreme in play would not have a team ability they could use).
*MADNESS (Icons #002): Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• 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.
MALICE (Mutations & Monsters #003): At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
MISTRUST (Origin #003): When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by –1, to a maximum of –1.
NOWHERE TO HIDE (Secret Invasion #101): Squares with objects in them are not hindering terrain.
*ORDINARY DAY (Mutant Mayhem #004): Cancel a single target battlefield condition.
*ORDINARY DAY (Legacy #003): Cancel a single target battlefield condition.
*ORDINARY DAY (Icons #005): Cancel a single target battlefield condition.
ORDINARY DAY (Avengers #001): Cancel a single target battlefield condition.
ORDINARY DAY (Crisis #004): Cancel a single target battlefield condition.
*OVERCONFIDENCE (Legacy #004): A character with Perplex may use it only on its own combat values.
PACIFICATION (Justice League #002): When 4 or more damage would be dealt, reduce damage dealt by 1.
• Q: Does the 4 damage being dealt have to all be dealt to one target or is it cumulative? If I have multiple targets and I am dealing 3 damage to one and 2 damage to the other, would this battlefield condition cause both damages to be reduced?
A: No - the battlefield condition has an effect only when 4 damage is dealt to a single character. If 8 damage was split evenly between 2 characters (4 to each) then this battlefield condition would also have an effect.
• Q: If a character with a damage value of 4 hits a character with Toughness, does this battlefield condition have an effect?
A: Yes. Any time 4 damage is dealt, Pacification has its stated effect, regardless of whether or not that damage is later reduced. The only exception to this is the battlefield condition Armor Wars - which specifically states that the damage is increased after all other effects.
*POOR TEAMWORK (Legacy #005): Character may not be carried. Character with Telekinesis may not target friendly characters.
*POOR TEAMWORK (Fantastic Forces #004): Characters may not be carried. Friendly characters may not target each other with Telekinesis.
POOR TEAMWORK (Supernova #005): Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
*POWER DAMPENING FIELD (Fantastic Forces #005): Damage values higher than 3 become 3 instead.
• Q: What does the battlefield condition card Power Dampening Field limit?
A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats/game effects that modify the damage value (including but not limited to the Enhancement, Perplex and Ranged Combat Expert powers, as well as the In Contact with Oracle feat) are all affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only effects that do not add to the damage value are critical hits and damage from objects, which add to the damage dealt, not the damage value.
PROTECT THE INNOCENT (Origin #002): Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
*PROXIMITY MINES (Collateral Damage #002): At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 penetrating damage to all characters in the same square as or adjacent to the object, and then remove the object from the game.
• Soaring characters are not considered adjacent to objects for the purposes of Proximity Mines. No die roll is needed for an object if a soaring character is the only adjacent character to the object. Damage from a destroyed object is not dealt to a soaring character.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
*RADIATION LEAK (Legacy #006): When a character uses Regeneration or a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as unavoidable damage dealt to the character that may not be evaded or reduced.
• 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.
*RALLY (Icons #004): Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
RESISTANCE (Days of Future Past #002): Characters can’t be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
*RUSHED ASSAULT (Sinister #004): The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
SABOTAGE (Secret Invasion #003): Before the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one.
SHRUNK (Justice League #003): All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
• Q: If Shrunk is in play with another battlefield condition that limits range to 6 (like Deep Shadows), which effect takes place first? Halving the range or capping the range at 6?
A: Shrunk's halving takes place first. For example, with both Shrunk and Deep Shadows in play, a character with a 10 range would have a range of 5. It would first be halved by Shrunk and then it would be within the constraints set by Deep Shadows.
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
SKYSCRAPERS (Crisis #001): Elevated terrain is blocking terrain.
• Q: What happens if both Skyscrapers and Wasteland are in play?
A: Since these two Battlefield Conditions contradict each other, the players would have to roll off to determine which Battlefield Condition remained in the game. This roll has nothing to do with the Initiative roll.
• Q: What happens if Skyscrapers is in play and the starting areas are all completely elevated terrain?
A: In this rare scenario (currently limited to the Central Port map included in the Legion of Super Heroes Starter Game), all 4 starting areas on the board would be considered clear terrain.
*TELEKINETIC STRAIN (Sinister #003): When Telekinesis is used to move a character or object 6 or more squares, the character with Telekinesis is dealt 1 unavoidable damage.
*WAR ZONE (Mutant Mayhem #005): A character using support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
• 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.
WASTELAND (Avengers #002): All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
*WHITE NOISE (Mutant Mayhem #006): When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
• The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card.
Last edited by SuperGENE; 08/24/2008 at 20:08..
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Quote : Originally Posted by Raiserb1ade
Supergene is awesomer than chuck norris teaming up with the ninja turtles to defeat batman!
Blood Curse
(BP) For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
It came from a BPRD mail away offer. Couldn't find it on the WK though.
Now thats a Hercules! HerculesVeteran Range: 0~ Team: Avengers Points: 186
DE-FEATED: At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
PACIFICATION:When 4 or more damage would be dealt, reduce damage dealt by 1.
SHRUNK: All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
coming soon : nu52 Hercules
Anonymouse, the former Editor "in cheese" of HCRealms.com, is an author of "Marquee Primer" reviews and keeper of the MOUSETRAP blog.
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Here's the full revised text for all Battlefield Conditions in HeroClix (retired BFCs marked with a *), including relevant clarifications and FAQ questions:
ALPHA STRIKE: Before the beginning of each player’s first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all characters on that player’s force until that force defeats an opposing archenemy. That player’s characters are not archenemies of opposing characters with the chosen team symbol.
• If multiple characters with the chosen team symbol are KOd as the result of a single action, arch enemy points are awarded for all characters KOd by the action that have the chosen team symbol.
ARMOR WARS: When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
• Q: How does Armor Wars work?
A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is “after the fact” so it is not reduced by damage reducers or other means.
• Q: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved?
A: 1 damage is dealt for each copy of Armor Wars in play. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2.
• Q: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars?
A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced.
• Q: If Armor Wars is in play and a character with a damage value of 1 and Armor Piercing successfully hits a character with Toughness, how much damage would the target take?
A: Initially, the damage dealt is 1. Toughness initiates a damage reducing power, causing the damage dealt to drop to 0. Armor Piercing prevents the damage from falling below 1, so the damage dealt remains 1. Armor Wars then activates and, because the damage dealt was reduced (though ineffectively), the damage is then increased to 2.
ASSEMBLED: When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
• Q: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team?
A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*ASTRAL PLANE: Hindering terrain features become clear terrain for movement purposes.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
ATLANTIS RISING: All clear grounded terrain becomes water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
BACK ALLEY BRAWL: Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
BLOOD CURSE: For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
*BRIGHT LIGHTS: When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
COMMUNICATION BREAKDOWN: Before the beginning of the game’s first turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
CRITICAL STRIKE: At the beginning of each of the first player’s turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
• 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.
*CROSSWINDS: Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
• Colossal characters are affected by Crosswinds and are given the Earthbound power.
• Colossal characters continue to ignore the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, even when under the effects of Crosswinds. These special movement rules are a result of the figure being a colossal character and not due to the figure having flight.
• Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol.
DAMAGE CONTROL: Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player’s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
• Debris tokens from destroyed walls and blocking terrain are not removed at the beginning of each player’s turn.
*DARKNESS: Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DEBRIS: Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.
*DEEP SHADOWS: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and team abilities that affect characters up to 10 squares away affect characters only up to 6 squares • Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DE-FEATED: At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
DEFIANCE: When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
DISBANDED!: Ignore all team abilities.
• Q: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities?
A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the character’s powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the character’s powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*EARTHQUAKE: At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
• The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition.
• Q: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake?
A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack.
• Q: Can a character with Probability Control force a player to re-roll the Earthquake dice roll?
A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake.
EXHAUSTION: Modify all pushing damage by +1.
EXTRAORDINARY DAY: A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
FEARLESS ASSAULT: Characters get +2 to their speed values when they begin move actions in their starting areas.
GROUND ZERO: Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
• Q: Can Probability Control be used on the die roll from Ground Zero?
A: Probability Control cannot be used on the die roll. The die roll is simply an effect of a successful close combat attack, and not caused by the character itself. Therefore, there is no character to draw a line of fire to when using Probability Control.
INERTIAL INTERFERENCE FIELD: When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
• Q: Does the last line of Inertial Interference Field apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed?
A: It applies to all knockback.
• Q: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2?
A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2.
*INFILTRATION: When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas.
• Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules).
INFERNO: At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
*INTERNAL STRIFE: Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol.
ISOLATION: Combat values may not be replaced when the replacement value would be higher than the original value.
*LOW GRAVITY: Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
• Characters that are unaffected by knock back are not affected by Low Gravity.
LOYALTY: After forces are placed in their starting areas but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
• Wild card characters retain their chosen team ability even if the character with that team ability is KOd.
• Q: How does Loyalty interact with Siphon Power, Saboteur, and other feat cards that alter the text of a team ability?
A: Loyalty would cause the wildcard character to choose a friendly team ability regardless to feats that may be assigned to either team. The team ability they choose must be one that a wildcard can normally use (e.g., a wildcard selecting Defenders with Squadron Supreme in play would not have a team ability they could use).
*MADNESS: Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• 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.
MISTRUST: When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by –1, to a maximum of –1.
ORDINARY DAY: Cancel a single target battlefield condition.
*OVERCONFIDENCE: A character with Perplex may use it only on its own combat values.
PACIFICATION:When 4 or more damage would be dealt, reduce damage dealt by 1.
POOR TEAMWORK: Characters can’t be carried. Characters with Telekinesis can’t target friendly characters with Telekinesis.
*POWER DAMPENING FIELD: Damage values higher than 3 become 3 instead.
• Q: What does the battlefield condition card Power Dampening Field limit?
A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats/game effects that modify the damage value (including but not limited to the Enhancement, Perplex and Ranged Combat Expert powers, as well as the In Contact with Oracle feat) are all affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only effects that do not add to the damage value are critical hits and damage from objects, which add to the damage dealt, not the damage value.
PROTECT THE INNOCENT: Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
PROXIMITY MINES: At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 penetrating damage to all characters in the same square as or adjacent to the object, and then remove the object from the game.
• Soaring characters are not considered adjacent to objects for the purposes of Proximity Mines. No die roll is needed for an object if a soaring character is the only adjacent character to the object. Damage from a destroyed object is not dealt to a soaring character.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
*RADIATION LEAK: When a character uses Regeneration or a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as unavoidable damage dealt to the character that may not be evaded or reduced.
• 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.
*RALLY: Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
RESISTANCE: Characters can’t be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
RUSHED ASSAULT: The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
SHRUNK: All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
TELEKINETIC STRAIN: When Telekinesis is used to move a character or object 6 or more squares, the character with Telekinesis is dealt 1 unavoidable damage.
*WAR ZONE: A character using support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
• 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.
WASTELAND: All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
*WHITE NOISE: When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
• The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Once the OPs post is merge please just delete my 2 posts ty.
And another Big Thanks to SuperGene for doing all the hard work.
"A Jester unemployed is nobody's fool." - The Court Jester "And so he says, I don't like the cut of your jib, and I go, I says it's the only jib I got, baby!
Power Dampening filed still needs to be changed (re: objects adding to damage value)... and can we get the M&M BFCs added?
I'm not trying to make demands here... this is just a really handy resource and I'm hoping to have it as up-to-date as possible. My thanks to SuperGene and IceHot for their efforts.
Shellhead's Pal to the rescue! Whew! Everything's there now, including duplicate copies, with the set they came from as well as the card number. This is current with Crisis. If a mod or SuperGENE would be so kind as to stick this into the first post, that'd be swell!
Here's the full revised text for all Battlefield Conditions in HeroClix (retired BFCs marked with a *), including relevant clarifications and FAQ questions:
ALPHA STRIKE (Supernova #002): Before the beginning of each player’s first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all characters on that player’s force until that force defeats an opposing archenemy. That player’s characters are not archenemies of opposing characters with the chosen team symbol.
• If multiple characters with the chosen team symbol are KOd as the result of a single action, arch enemy points are awarded for all characters KOd by the action that have the chosen team symbol.
ANTIMATTER UNIVERSE (Crisis #100): Critical hits do not increase damage dealt.
ARMOR WARS (Armor Wars #001): When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
• Q: How does Armor Wars work?
A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is “after the fact” so it is not reduced by damage reducers or other means.
• Q: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved?
A: 1 damage is dealt for each copy of Armor Wars in play. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2.
• Q: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars?
A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced.
• Q: If Armor Wars is in play and a character with a damage value of 1 and Armor Piercing successfully hits a character with Toughness, how much damage would the target take?
A: Initially, the damage dealt is 1. Toughness initiates a damage reducing power, causing the damage dealt to drop to 0. Armor Piercing prevents the damage from falling below 1, so the damage dealt remains 1. Armor Wars then activates and, because the damage dealt was reduced (though ineffectively), the damage is then increased to 2.
ASSEMBLED (Armor Wars #004): When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
• Q: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team?
A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*ASTRAL PLANE (Fantastic Forces #001): Hindering terrain features become clear terrain for movement purposes.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
*ATLANTIS RISING (Fantastic Forces #002): All clear non-elevated terrain becomes water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
ATLANTIS RISING (Avengers #005): All clear grounded terrain is water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This roll has nothing to do with the Initiative roll.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
BACK-ALLEY BRAWL (Sinister #002): Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
BLOOD CURSE (B.P.R.D. #001): For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
*BRIGHT LIGHTS (Legacy #001): When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
COMMUNICATION BREAKDOWN (Origin #004): Before the beginning of the game’s first turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
CRITICAL STRIKE (Origin #001): At the beginning of each of the first player’s turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
• 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.
*CROSSWINDS (Mutant Mayhem #003): Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
• Colossal characters are affected by Crosswinds and are given the Earthbound power.
• Colossal characters continue to ignore the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, even when under the effects of Crosswinds. These special movement rules are a result of the figure being a colossal character and not due to the figure having flight.
• Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol.
DAMAGE CONTROL (Supernova #001): Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player’s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
• Debris tokens from destroyed walls and blocking terrain are not removed at the beginning of each player’s turn.
• Q: What happens when this BFC is used in the same battle as Wasteland?
A: Wasteland sets up an effect that is ongoing through the game. Damage Control occurs once per turn. At the beginning of each player's turn the destroyed walls and blocking terrain would be repaired and then the effect of Wasteland would cause them all to be destroyed. The other effects of these BFCs would occur normally
*DARKNESS (Mutant Mayhem #001): Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DEBRIS (Collateral Damage #001): Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.
*DEEP SHADOWS (Legacy #002):: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Power and team abilities that affect characters up to 10 squares away affect characters only up to 6 squares away instead.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DEEP SHADOWS (Mutations & Monsters #001): Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DE-FEATED (Justice League #001): At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
• Q: Are feats that are not assigned to a character - like Rip It Up - still in play, even if I roll a 1?
A: All feats owned by that player are ignored during that turn. They do not necessarily have to be those that require the player to "Choose a character".
DEFIANCE (Legion of Super-Heroes #001): When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
*DISBANDED! (Fantastic Forces #006): Ignore all team abilities.
• Q: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities?
A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the character’s powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the character’s powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*EARTHQUAKE (Mutant Mayhem #002): At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
• The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition.
• Q: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake?
A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack.
• Q: Can a character with Probability Control force a player to re-roll the Earthquake dice roll?
A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake.
EXHAUSTION (Avengers #003): Modify all pushing damage by +1.
EXTRAORDINARY DAY (Supernova #003): A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
THE GREAT ARENA (Mutations and Monsters #100): Any successful attack roll resulting in doubles is a critical hit.
GROUND ZERO (Sinister #001): Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
• Q: Can Probability Control be used on the die roll from Ground Zero?
A: Probability Control cannot be used on the die roll. The die roll is simply an effect of a successful close combat attack, and not caused by the character itself. Therefore, there is no character to draw a line of fire to when using Probability Control.
HIGH GRAVITY (Crisis #003): Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
INERTIAL INTERFERENCE FIELD (Armor Wars #002): When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
• Q: Does the last line of Inertial Interference Field apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed?
A: It applies to all knockback.
• Q: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2?
A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2.
*INFILTRATION (Icons #001): When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas.
• Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules).
INFERNO (Avengers #004): At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
*INTERNAL STRIFE (Icons #003): Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol.
ISOLATION (Armor Wars #003): Combat values may not be replaced when the replacement value would be higher than the original value.
ISOLATION (Crisis #002): Combat values can't be replaced by higher values.
KRAKOA THE LIVING ISLAND (Mutations & Monsters #002): Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
• Q: Is the attack made because of this battlefield condition considered a close or ranged combat attack?
A: It is considered a close combat attack. So for things like Combat Reflexes, the target character would be able to get an increase to their defense.
• Q: If the character targeted by this battlefield condition has Shape Change, can they roll for it in response to this attack?
A: Yes. If it is successful, the player attacking would need to select a different qualifying character (if any) to attack.
• Q: If the attack from this battlefield condition fails, can the player use Probability Control to reroll?
A: No. There is no character to which a line of fire can be drawn to use Probability Control on.
*LOW GRAVITY (Fantastic Forces #003): Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
• Characters that are unaffected by knock back are not affected by Low Gravity.
LOYALTY (Supernova #004): After forces are placed in their starting areas but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
• Wild card characters retain their chosen team ability even if the character with that team ability is KOd.
• Q: How does Loyalty interact with Siphon Power, Saboteur, and other feat cards that alter the text of a team ability?
A: Loyalty would cause the wildcard character to choose a friendly team ability regardless to feats that may be assigned to either team. The team ability they choose must be one that a wildcard can normally use (e.g., a wildcard selecting Defenders with Squadron Supreme in play would not have a team ability they could use).
*MADNESS (Icons #002): Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• 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.
MALICE (Mutations & Monsters #003): At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
MISTRUST (Origin #003): When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by –1, to a maximum of –1.
*ORDINARY DAY (Mutant Mayhem #004): Cancel a single target battlefield condition.
*ORDINARY DAY (Legacy #003): Cancel a single target battlefield condition.
*ORDINARY DAY (Icons #005): Cancel a single target battlefield condition.
ORDINARY DAY (Avengers #001): Cancel a single target battlefield condition.
ORDINARY DAY (Crisis #004): Cancel a single target battlefield condition.
*OVERCONFIDENCE (Legacy #004): A character with Perplex may use it only on its own combat values.
PACIFICATION (Justice League #002): When 4 or more damage would be dealt, reduce damage dealt by 1.
• Q: Does the 4 damage being dealt have to all be dealt to one target or is it cumulative? If I have multiple targets and I am dealing 3 damage to one and 2 damage to the other, would this battlefield condition cause both damages to be reduced?
A: No - the battlefield condition has an effect only when 4 damage is dealt to a single character. If 8 damage was split evenly between 2 characters (4 to each) then this battlefield condition would also have an effect.
• Q: If a character with a damage value of 4 hits a character with Toughness, does this battlefield condition have an effect?
A: Yes. Any time 4 damage is dealt, Pacification has its stated effect, regardless of whether or not that damage is later reduced. The only exception to this is the battlefield condition Armor Wars - which specifically states that the damage is increased after all other effects.
*POOR TEAMWORK (Legacy #005): Character may not be carried. Character with Telekinesis may not target friendly characters.
*POOR TEAMWORK (Fantastic Forces #004): Characters may not be carried. Friendly characters may not target each other with Telekinesis.
POOR TEAMWORK (Supernova #005): Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
*POWER DAMPENING FIELD (Fantastic Forces #005): Damage values higher than 3 become 3 instead.
• Q: What does the battlefield condition card Power Dampening Field limit?
A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats/game effects that modify the damage value (including but not limited to the Enhancement, Perplex and Ranged Combat Expert powers, as well as the In Contact with Oracle feat) are all affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only effects that do not add to the damage value are critical hits and damage from objects, which add to the damage dealt, not the damage value.
PROTECT THE INNOCENT (Origin #002): Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
PROXIMITY MINES (Collateral Damage #002): At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 penetrating damage to all characters in the same square as or adjacent to the object, and then remove the object from the game.
• Soaring characters are not considered adjacent to objects for the purposes of Proximity Mines. No die roll is needed for an object if a soaring character is the only adjacent character to the object. Damage from a destroyed object is not dealt to a soaring character.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
*RADIATION LEAK (Legacy #006): When a character uses Regeneration or a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as unavoidable damage dealt to the character that may not be evaded or reduced.
• 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.
*RALLY (Icons #004): Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
RESISTANCE (Days of Future Past #002): Characters can’t be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
RUSHED ASSAULT (Sinister #004): The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
SHRUNK (Justice League #003): All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
• Q: If Shrunk is in play with another battlefield condition that limits range to 6 (like Deep Shadows), which effect takes place first? Halving the range or capping the range at 6?
A: Shrunk's halving takes place first. For example, with both Shrunk and Deep Shadows in play, a character with a 10 range would have a range of 5. It would first be halved by Shrunk and then it would be within the constraints set by Deep Shadows.
SKYSCRAPERS (Crisis #001): Elevated terrain is blocking terrain.
TELEKINETIC STRAIN (Sinister #003): When Telekinesis is used to move a character or object 6 or more squares, the character with Telekinesis is dealt 1 unavoidable damage.
*WAR ZONE (Mutant Mayhem #005): A character using support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
• 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.
WASTELAND (Avengers #002): All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
*WHITE NOISE (Mutant Mayhem #006): When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
• The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card.
Here's the full revised text for all Battlefield Conditions in HeroClix through Secret Invasion (retired BFCs marked with a *), including relevant clarifications and FAQ questions:
ALPHA STRIKE (Supernova #002): Before the beginning of each player’s first turn, that player chooses a team symbol possessed by an opposing character. All opposing characters with the chosen team symbol are archenemies of all characters on that player’s force until that force defeats an opposing archenemy. That player’s characters are not archenemies of opposing characters with the chosen team symbol.
• If multiple characters with the chosen team symbol are KOd as the result of a single action, arch enemy points are awarded for all characters KOd by the action that have the chosen team symbol.
ANTIMATTER UNIVERSE (Crisis #100): Critical hits do not increase damage dealt.
*ARMOR WARS (Armor Wars #001): When damage dealt is reduced by any power or effect, increase the damage dealt by 1 after it is reduced by all other game effects.
• Q: How does Armor Wars work?
A: After an attack is successful and damage has been dealt, if the damage dealt was reduced (such as by a damage reducing power) then an extra click of damage is dealt to the character. This extra 1 damage is “after the fact” so it is not reduced by damage reducers or other means.
• Q: What happens if both players play the Armor Wars Battlefield Condition? How much damage is dealt after the attack is resolved?
A: 1 damage is dealt for each copy of Armor Wars in play. If two players both played Armor Wars then the damage dealt as a result of Armor Wars would be 2.
• Q: If Armor Wars is in play and Incapacitate is used will the target of a successful attack be given a token and dealt 1 damage due to Armor Wars?
A: No. Damage must be dealt and then reduced in order for Armor Wars to be used. The 0 damage from Incapacitate would never be reduced.
• Q: If Armor Wars is in play and a character with a damage value of 1 and Armor Piercing successfully hits a character with Toughness, how much damage would the target take?
A: Initially, the damage dealt is 1. Toughness initiates a damage reducing power, causing the damage dealt to drop to 0. Armor Piercing prevents the damage from falling below 1, so the damage dealt remains 1. Armor Wars then activates and, because the damage dealt was reduced (though ineffectively), the damage is then increased to 2.
*ASSEMBLED (Armor Wars #004): When a force has more than four characters on it with the same team symbol but different names, each character gets +1 to their attack value when adjacent to a friendly character with the same team symbol.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
• Q: Does "Assembled" stop working when I have less than 5 characters with the same team symbol on my team?
A: Yes. Assembled requires a minimum of 5 characters with the same team symbol in order to function. If a member of the team is KOd leaving only 4 members with the same team symbol, the remaining members would no longer gain the benefit from Assembled.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
*ASTRAL PLANE (Fantastic Forces #001): Hindering terrain features become clear terrain for movement purposes.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
*ATLANTIS RISING (Fantastic Forces #002): All clear non-elevated terrain becomes water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This is a separate roll from the roll to determine which player is Player 1.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
ATLANTIS RISING (Avengers #005): All clear grounded terrain is water terrain.
• Q: What happens if both Atlantis Rising and Astral Plane are played in the same game?
A: Since these two Battlefield Conditions contradict each other, the players would have a roll off to determine which Battlefield Condition remained in the game. This roll has nothing to do with the Initiative roll.
• Q: The “Prepare to Play” section of the rules states that first Battlefield Condition Cards are revealed and then objects are placed. If Atlantis Rising is played, can objects be placed on grounded areas of the map? Or is all clear squares of grounded terrain considered hindering now that Atlantis Rising is in play?
A: Objects can still be placed on clear terrain at the grounded elevation. Atlantis Rising doesn’t cause the clear terrain to become water terrain until the game begins.
*BACK-ALLEY BRAWL (Sinister #002): Characters who make close combat attacks using no powers, feats, or team abilities and who are not affected by the powers, feats, or team abilities of any friendly character get +2 to their attack values.
BLOOD CURSE (B.P.R.D. #001): For each character that KOs or eliminates one or more opposing characters during a turn, roll a d6 at the end of the turn. On a result of 1-3, that character is dealt 1 damage.
*BRIGHT LIGHTS (Legacy #001): When determining line of fire, ignore Stealth and team abilities that duplicate the effects of Stealth.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
COMMUNICATION BREAKDOWN (Origin #004): Before the beginning of the game’s first turn, the player playing Communication Breakdown chooses one combat value; that combat value cannot be modified during the game. When rolling a six-sided die for Leadership, subtract 1 from the result.
CRITICAL STRIKE (Origin #001): At the beginning of each of the first player’s turns, place a strike token on this card if there are fewer than six strike tokens on this card. When a friendly character is attacking a single opposing character and the result is a critical hit, you may choose to deal damage normally, or deal damage equal to the number of strike tokens on this card and then remove all strike tokens from this card.
• 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.
*CROSSWINDS (Mutant Mayhem #003): Characters with the wing speed symbol gain Earthbound. This ability may not be countered.
• Colossal characters are affected by Crosswinds and are given the Earthbound power.
• Colossal characters continue to ignore the effects of hindering terrain, elevated terrain, and outdoor blocking terrain on movement, even when under the effects of Crosswinds. These special movement rules are a result of the figure being a colossal character and not due to the figure having flight.
• Crosswinds affects characters with the inverse (transporter) wing symbol as well as the standard wing symbol.
DAMAGE CONTROL (Supernova #001): Remove all objects from the game; none can be brought into the game. All debris tokens are ignored for all purposes except for movement. At the beginning of each player’s turn, all destroyed walls and blocking terrain (except Barrier markers and terrain in occupied squares) are no longer destroyed.
• Debris tokens from destroyed walls and blocking terrain are not removed at the beginning of each player’s turn.
• Q: What happens when this BFC is used in the same battle as Wasteland?
A: Wasteland sets up an effect that is ongoing through the game. Damage Control occurs once per turn. At the beginning of each player's turn the destroyed walls and blocking terrain would be repaired and then the effect of Wasteland would cause them all to be destroyed. The other effects of these BFCs would occur normally
*DARKNESS (Mutant Mayhem #001): Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Powers and abilities that affect characters up to 10 squares away instead affect characters only up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
*DEBRIS (Collateral Damage #001): Each player contributes three additional objects to the object pile before objects are placed on the battlefield. Players must place all objects in the object pool on the battlefield.
*DEEP SHADOWS (Legacy #002):: Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with a range value greater than 6 have a range value of 6 instead. Perplex may not be used to increase a range value to a number greater than 6. Power and team abilities that affect characters up to 10 squares away affect characters only up to 6 squares away instead.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DEEP SHADOWS (Mutations & Monsters #001): Treat all non-blocking terrain as hindering terrain for line of fire purposes. Characters with range values greater than 6 have range values of 6 instead, and range values can't be modified to a value more than 6. All powers, abilities, and effects able to effect characters more than 6 squares away instead affect characters up to 6 squares away.
• Q: How does Darkness or Deep Shadows interact with Bright Lights if both are played at the same time?
A: Darkness and Deep Shadows both limit range to 6. Deep Shadows has the added affect of making all non-blocking terrain hindering terrain for line of fire purposes. Bright Lights eliminates the effects of
Stealth and Stealth-like team abilities. So if the cards were in play at the same time, Stealth would be negated (due to Bright Lights) and range would be limited to 6. If Deep Shadows were in play then all non-blocking terrain would also be hindering for line of fire purposes.
• Q: If Darkness or Deep Shadows is in play and a character with Pulse Wave makes an attack, is the range Pulse Wave range half of the printed value or half of the 6 range that Darkness or Deep Shadows limits range to? For example, if a character with 10 range makes a Pulse Wave attack is the range 5 (half of the character’s range, which is below what Darkness/Deep Shadows limits it to) or is the range 3 (half of the 6 range that Darkness/Deep Shadows imposes)?
A: If a character uses a Pulse Wave in an attack the range used is half of the character’s range. When Darkness or Deep Shadows is in play, the character’s range is no more than 6. Therefore, a character with a range value greater than 6 has a 6 range when Darkness or Deep Shadows is in play. The Pulse Wave range would be half of that, or 3.
DE-FEATED (Justice League #001): At the beginning of each player's turn, that player must roll a d6. On a result of 1, feats assigned to characters controlled by that player are ignored until the beginning of the next player's turn.
• Q: Are feats that are not assigned to a character - like Rip It Up - still in play, even if I roll a 1?
A: All feats owned by that player are ignored during that turn. They do not necessarily have to be those that require the player to "Choose a character".
DEFIANCE (Legion of Super-Heroes #001): When one of your characters makes a critical hit, remove an action token from a friendly character that has not been given an action (including a free action) this turn.
*DISBANDED! (Fantastic Forces #006): Ignore all team abilities.
• Q: Does Disbanded! affect characters with the Power Cosmic or Quintessence team abilities?
A: Yes. Characters that have the Power Cosmic or Quintessence team abilities would ignore that team ability. For standard characters (such as the LE Nova and LE Surfer) this means that they would take push damage from taking a second consecutive action and their powers could be countered. For Galactus and Spectre this means that the character’s powers could be countered. Galactus and Spectre may still push every round and would not take push damage, as that is an ability granted by his rules rather than the team ability. For Dark Phoenix it means that the character’s powers could be countered. Dark Phoenix could still push every round, as it is a function of her being a colossal character, but would take push damage for doing so.
• Q: Does Disbanded! cancel/counter the Assembled Battlefield Condition?
A: No. Disbanded! renders team abilities null and void and Assembled works off of team symbols.
DISRUPTION (Secret Invasion #002): Characters on a themed team cannot use the Probability Control granted by a themed team if they already have an action token placed on them. When a character on a themed team uses the Probability Control granted by a themed team, place two action tokens on the character, the character does not take pushing damage from the placement of these tokens.
*EARTHQUAKE (Mutant Mayhem #002): At the beginning of each player's turn, that player rolls two six-sided dice. If the combined result is 2-3, remove this Earthquake from the game: Characters without the wing speed symbol are each dealt 3 damage.
• The Probability Control power cannot be used to reroll dice rolled for the Earthquake Battlefield Condition.
• Q: Can damage reducing powers (Toughness, Invulnerability, and Impervious) be used to reduce damage from Earthquake? Can Super Senses be used to avoid the damage from Earthquake?
A: Earthquake deals damage and damage reducing powers reduce damage dealt. Therefore Toughness, Invulnerability, and Impervious will all reduce the damage from Earthquake. Impervious can be rolled to attempt to reduce the damage from Earthquake to zero. Super Senses cannot be rolled to avoid the damage from Earthquake. Super Senses can only be rolled if the character is hit by an attack and Earthquake is not an attack.
• Q: Can a character with Probability Control force a player to re-roll the Earthquake dice roll?
A: No. Probability Control requires the character with the power to be able to draw a line of fire to the target character that is rolling the dice. There is no target character to draw a line of fire to when rolling for Earthquake.
EXHAUSTION (Avengers #003): Modify all pushing damage by +1.
EXTRAORDINARY DAY (Supernova #003): A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 on any attack roll is a critical miss.
*FEARLESS ASSAULT (Danger Room #001): Characters get +2 to their speed values when they begin move actions in their starting areas.
THE GREAT ARENA (Mutations and Monsters #100): Any successful attack roll resulting in doubles is a critical hit.
*GROUND ZERO (Sinister #001): Whenever a character makes a successful close combat attack, roll a six-sided die before damage is dealt. On a result of 5 or 6, the attack deals 1 additional damage. On a result of 1 or 2, after the attack resolves the attacking character is dealt 1 unavoidable damage.
• Q: Can Probability Control be used on the die roll from Ground Zero?
A: Probability Control cannot be used on the die roll. The die roll is simply an effect of a successful close combat attack, and not caused by the character itself. Therefore, there is no character to draw a line of fire to when using Probability Control.
HIGH GRAVITY (Crisis #003): Light objects are considered to be heavy objects, and heavy objects are considered to be immobile objects. If a character carries another character during an action, deal the character 1 damage after the action resolves.
*INERTIAL INTERFERENCE FIELD (Armor Wars #002): When a character makes an attack using Running Shot, Charge, or Hypersonic Speed, reduce damage dealt by 2. Knockback damage is reduced by 1.
• Q: Does the last line of Inertial Interference Field apply to all knockback or just knockback that occurs as a result of an attack using Charge, Running Shot, or Hypersonic Speed?
A: It applies to all knockback.
• Q: If a character uses Running Shot with Energy Explosion and IIF is in play, is the Energy Explosion damage dealt reduced by 2?
A: Damage dealt in an Energy Explosion attack is determined by the number of times a character was hit by the attack. After that determination has been made, IIF would then reduce that damage dealt by 2.
*INFILTRATION (Icons #001): When placing characters at the beginning of the game, characters with Phasing/Teleport, Smoke Cloud, or Stealth showing in their stat slots may be placed into hindering terrain up to half their unmodified speed values away from their starting areas. In addition, characters with the dolphin speed symbol may be placed in water terrain up to half their unmodified speed values from their starting areas.
• Characters placed outside the starting area are still protected under the First Turn Immunity rule (see also the HeroClix Comprehensive Tournament Rules).
INFERNO (Avengers #004): At the beginning of your turn, deal 1 damage to each friendly character occupying hindering terrain not generated by powers or abilities.
*INTERNAL STRIFE (Icons #003): Characters get +1 to their attack values whenever they make close or ranged combat attacks against opposing characters with which they share the same team symbol.
*ISOLATION (Armor Wars #003): Combat values may not be replaced when the replacement value would be higher than the original value.
ISOLATION (Crisis #002): Combat values can't be replaced by higher values.
KRAKOA THE LIVING ISLAND (Mutations & Monsters #002): Once at the end of each player's turn, he or she can choose a target opposing character adjacent to an unoccupied square of outdoor hindering, blocking, or elevated terrain, and make an attack roll with an attack value of 9 and a damage value of 2 against the target; the target can't be knocked back by the attack. If the attack succeeds but the character target takes no damage from the attack and has zero or one action token, give the target an action token.
• Q: Is the attack made because of this battlefield condition considered a close or ranged combat attack?
A: It is considered a close combat attack. So for things like Combat Reflexes, the target character would be able to get an increase to their defense.
• Q: If the character targeted by this battlefield condition has Shape Change, can they roll for it in response to this attack?
A: Yes. If it is successful, the player attacking would need to select a different qualifying character (if any) to attack.
• Q: If the attack from this battlefield condition fails, can the player use Probability Control to reroll?
A: No. There is no character to which a line of fire can be drawn to use Probability Control on.
*LOW GRAVITY (Fantastic Forces #003): Any standard character occupying clear terrain that is hit by an attack is knocked back equal to the damage taken.
• Characters that are unaffected by knock back are not affected by Low Gravity.
LOYALTY (Supernova #004): After forces are placed in their starting areas but before the first player’s first turn, each wild card must choose a team ability that can be copied by wild cards and is possessed by a friendly character. The wild card possesses the chosen team ability until the end of the game, and can’t use any other team ability.
• Wild card characters retain their chosen team ability even if the character with that team ability is KOd.
• Q: How does Loyalty interact with Siphon Power, Saboteur, and other feat cards that alter the text of a team ability?
A: Loyalty would cause the wildcard character to choose a friendly team ability regardless to feats that may be assigned to either team. The team ability they choose must be one that a wildcard can normally use (e.g., a wildcard selecting Defenders with Squadron Supreme in play would not have a team ability they could use).
*MADNESS (Icons #002): Critical hits are critical misses instead, and vice versa. When a character uses Support, the target is healed of 1 fewer damage on a critical hit.
• 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.
MALICE (Mutations & Monsters #003): At the end of each player's turn, if none of his or her characters made an attack against an opposing character, that player chooses a friendly character and deals it 1 unavoidable damage.
MISTRUST (Origin #003): When characters that have the same team symbol or team ability are adjacent to each other, modify their defense values by –1, to a maximum of –1.
NOWHERE TO HIDE (Secret Invasion #101): Squares with objects in them are not hindering terrain.
*ORDINARY DAY (Mutant Mayhem #004): Cancel a single target battlefield condition.
*ORDINARY DAY (Legacy #003): Cancel a single target battlefield condition.
*ORDINARY DAY (Icons #005): Cancel a single target battlefield condition.
ORDINARY DAY (Avengers #001): Cancel a single target battlefield condition.
ORDINARY DAY (Crisis #004): Cancel a single target battlefield condition.
*OVERCONFIDENCE (Legacy #004): A character with Perplex may use it only on its own combat values.
PACIFICATION (Justice League #002): When 4 or more damage would be dealt, reduce damage dealt by 1.
• Q: Does the 4 damage being dealt have to all be dealt to one target or is it cumulative? If I have multiple targets and I am dealing 3 damage to one and 2 damage to the other, would this battlefield condition cause both damages to be reduced?
A: No - the battlefield condition has an effect only when 4 damage is dealt to a single character. If 8 damage was split evenly between 2 characters (4 to each) then this battlefield condition would also have an effect.
• Q: If a character with a damage value of 4 hits a character with Toughness, does this battlefield condition have an effect?
A: Yes. Any time 4 damage is dealt, Pacification has its stated effect, regardless of whether or not that damage is later reduced. The only exception to this is the battlefield condition Armor Wars - which specifically states that the damage is increased after all other effects.
*POOR TEAMWORK (Legacy #005): Character may not be carried. Character with Telekinesis may not target friendly characters.
*POOR TEAMWORK (Fantastic Forces #004): Characters may not be carried. Friendly characters may not target each other with Telekinesis.
POOR TEAMWORK (Supernova #005): Characters can't be carried. Characters that have Telekinesis can't target friendly characters with Telekinesis.
*POWER DAMPENING FIELD (Fantastic Forces #005): Damage values higher than 3 become 3 instead.
• Q: What does the battlefield condition card Power Dampening Field limit?
A: Power Dampening Field limits all damage values to a maximum of 3. All powers/abilities/feats/game effects that modify the damage value (including but not limited to the Enhancement, Perplex and Ranged Combat Expert powers, as well as the In Contact with Oracle feat) are all affected by Power Dampening Field. Even the die roll for Blades/Claws/Fangs replaces the damage value so it would be affected as well. Currently the only effects that do not add to the damage value are critical hits and damage from objects, which add to the damage dealt, not the damage value.
PROTECT THE INNOCENT (Origin #002): Once per turn as a free action, you may choose to remove from the game a bystander token adjacent to a friendly character. No victory points are scored for the removed bystander token.
*PROXIMITY MINES (Collateral Damage #002): At the end of a turn, if any character is in the same square as an uncarried object or in a square adjacent to an uncarried object, roll one six-sided die. On a result of 5 or 6, deal 1 penetrating damage to all characters in the same square as or adjacent to the object, and then remove the object from the game.
• Soaring characters are not considered adjacent to objects for the purposes of Proximity Mines. No die roll is needed for an object if a soaring character is the only adjacent character to the object. Damage from a destroyed object is not dealt to a soaring character.
• When a character has powers or abilities that require adjacency to work (such as with Poison, Defend, etc), the giant character must be in an adjacent square (i.e. right next to) to the other character in order for either character to use those powers.
*RADIATION LEAK (Legacy #006): When a character uses Regeneration or a character is the target of Support, instead of following the rules for those abilities, roll one six-sided die and subtract 3 from the result. Treat a negative result as unavoidable damage dealt to the character that may not be evaded or reduced.
• 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.
*RALLY (Icons #004): Whenever the character with the highest point value remaining on your force is eliminated, remove one action token from all characters on your force, as applicable, and then remove the eliminated character from the game.
RESISTANCE (Days of Future Past #002): Characters can’t be the target of Outwit when they are adjacent to at least one friendly character with the same team symbol.
*RUSHED ASSAULT (Sinister #004): The first character to make an attack targeting an opposing character during a game gets -2 to its attack value until the attack resolves.
SABOTAGE (Secret Invasion #003): Before the beginning of the first round, the player who played this battlefield condition may place an action token on any one opposing character. Then, continuing clockwise around the table, each other player may choose to roll a d6; on a result of 4-6, that player may place an action token on any one opposing character that does not already have one.
SHRUNK (Justice League #003): All characters with the damage symbol have the damage symbol instead. All range values are halved, as is the range of all effects that have a range.
• Q: If Shrunk is in play with another battlefield condition that limits range to 6 (like Deep Shadows), which effect takes place first? Halving the range or capping the range at 6?
A: Shrunk's halving takes place first. For example, with both Shrunk and Deep Shadows in play, a character with a 10 range would have a range of 5. It would first be halved by Shrunk and then it would be within the constraints set by Deep Shadows.
SKRULL KILL KREW (Secret Invasion #001): When a character with Plasticity rolls to break away, subtract two from the result (minimum result of 1). When a character using Super Senses or Shape Change rolls a d6, subtract one from the result (minimum result of 1).
SKYSCRAPERS (Crisis #001): Elevated terrain is blocking terrain.
• Q: What happens if both Skyscrapers and Wasteland are in play?
A: Since these two Battlefield Conditions contradict each other, the players would have to roll off to determine which Battlefield Condition remained in the game. This roll has nothing to do with the Initiative roll.
• Q: What happens if Skyscrapers is in play and the starting areas are all completely elevated terrain?
A: In this rare scenario (currently limited to the Central Port map included in the Legion of Super Heroes Starter Game), all 4 starting areas on the board would be considered clear terrain.
*TELEKINETIC STRAIN (Sinister #003): When Telekinesis is used to move a character or object 6 or more squares, the character with Telekinesis is dealt 1 unavoidable damage.
*WAR ZONE (Mutant Mayhem #005): A character using support does not roll one six-sided die when targeting another character; instead, it heals the target of damage equal to its unmodified damage value.
• 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.
WASTELAND (Avengers #002): All elevated terrain is grounded hindering terrain. All walls are destroyed. All squares adjacent to walls are hindering terrain.
*WHITE NOISE (Mutant Mayhem #006): When a character is the target of Outwit or Perplex, its controller rolls one six-sided die. On a result of 4-6, the target ignores that use of Outwit or Perplex.
• The Probability Control power cannot be used to force a reroll of a die roll caused by the White Noise Feat card.