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Capture (optional): Give this character a power action and make a close combat attack against a single target opposing standard character; targets with Phasing or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, it deals no damage. The target character is captured instead, and is called a captive.
Remove all action tokens from a captive. Remove a captive from the battlefield until it is rescued (see below).
While removed from the battlefield, a captive can’t be dealt or take damage, and it can’t be given actions.
If this character has two captives, it can’t capture another character until at least one of the captives is rescued or released (see below), and it can’t make close combat attacks.
If this character has any captives when it is knocked out, before removing this character from the game, the player who knocked out this character (including the player controlling this character if it was knocked
out due to pushing damage or a similar effect) places each captive in an unoccupied square adjacent to this character’s base and gives each an action token. Releasing captives. When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately knocked out, and this character’s player receives double victory points for the released captive. If the released captive is an archenemy of this character, this character’s player receives triple victory points for the released captive. If the game ends and this character has captives, no player receives victory points for the captives. If this character captures the last opposing character, the game ends after that action resolves. Rescuing captives. Characters friendly to a captive can attempt to rescue that captive. To do so, give a character a power action; it makes a close combat or ranged combat attack against the target character that
captured the captive. The target modifies its defense value by –1 for the attack for each of its captives. If the attack succeeds, the attack deals no damage; instead, the attacker chooses a friendly captive. The captive is rescued and placed in an unoccupied square adjacent to the target of the attack. Give the rescued character an action token; it can be given an action in the same turn it is rescued, but it is pushed normally.
There was a "capturing" rule that came out with the original bystander tokens (that included the infamous Alfred with the Batman TA and MJ with the Spidey Ally TA) in which figures could capture other figures.
This rule was determined to be only "scenario-specific," and these capturing rules aren't standard.
The only capturing rules are for the Colossal figures and in the Civil War event dial.