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This is the Index that I'm going to use to show the different upgrades that I've created for Season 10. Please don't comment here, we'll use the main/voting thread for that.
Movement Powers
Flurry
Retaliation
When this character is dealt damage from a close attack, roll a d6 and on the result of a 6, deal the attacking character one damage after actions resolve.
2 pts
Rope-a-Dope
This character gets +1 to damage when targeting an opposing character that has two action tokens.
3 pts
Haymaker
Give this character a close action targeting a single opposing character. This character modifes its attack by -1 and its damage value by +2 for this attack. If this attack misses, modify this character's defense by -2 until your next turn.
4 pts
Leap/Climb
Lunge
When this character is given an action, but before it makes a close combat attack, it may breakaway automatically and move 2 squares.
4 pts
Passenger
When this character uses Leap/Climb or Phasing/Teleport, it may carry a single character. After this character resolves an action using Passenger, deal this character 1 pushing damage.
3 pts
Pounce
When this character is given a Move to use Leap/Climb, after actions resolve this character may make a close attack as FREE. After resolving this attack, deal this character one damage and remove this feat from the game.
5 pts
Vault
After the character resolves a close action, it may be placed in any square adjacent to a target of the action.
3 pts
Phasing/Teleport
Phase Shift
When this character is given a move, it can use Super Senses until your next turn, but only succeeds on a 6.
2 points
Passenger
When this character uses Leap/Climb or Phasing/Teleport, it may carry a single character. After this character resolves an action using Passenger, deal this character 1 pushing damage.
2 pts
Disruption
IM: Destroys Blocking, but only if they halve their speed value.
4pts
Charge
Movethrough
IM: Characters when using Charge.
4 pts
Opportunist
At the end of your turn, if this character wasn't given any actions this turn, give this character an opportunist token (Max 5).
When this character makes an attack, after making the roll you may remove all tokens from this card and increase the result of the attack roll by +1 for each token removed.
5 pts
Bullrush
When this character uses Charge, if it began its turn adjacent to an opposing character you may place the opposing character adjacent to this character after the movement resolves.
4 pts
Earthbound/Neutralized
Hidden Potential
FREE: choose a power possessed on their character card. This character can use that power until your next turn.
8 pts
Crash Landing
Once per game, if this prerequisite power is revealed due to taking damage, deal 1 damage to all adjacent characters.
3 pts
Mind Control
Compel
When this character uses Mind Control, it may target a single friendly character that has already been given an action this turn. If the attack succeeds, deal one unavoidable damage to the target.
10pts
Mental Shields
PROTECTED: Mind Control, Incapacitate or Psychic Blast.
7 pts
Terrify
When this character hits with Mind Control, you may knock back that character equal to half of the target character's speed value (the hit character ignores knock back damage for this action).
4 pts
Plasticity
Entangle
This character can use Shape Change (that doesn't count towards other uses of Shape Change), but only against Close Atatcks. On the result of 5-6, the attacking character is not given an action token.
5 pts
Trick Shot
IT: Characters
10 pts
Running Start
This character does not halve its movement when beginning its move in Hindering Terrain.
2 pts
Takedown
When an opposing character misses this character with a close attack, after the action resolves give the opposing character an action token if it has one or less. This action token deals pushing damage normally.
4 pts
Force Blast
Repulsor
Give this character a free action and choose an object or square of blocking terrain within 4 squares and line of fire. Destroy that object/blocking terrain.
3 pts
Whirlwind
When this character uses Force Blast, the result of the six-sided die roll can be split among multiple target adjacent opposing characters.
3 pts
Disintigrate
When this character is given an action and begins or ends that action in the same square or adjacent to an object, you may remove that object from the game after the action is resolved, and you may replace the object with a standard light object from outside the game.
3 pts.
Fallback
When this character makes an attack against a single opposing character that results in knockback, you may instead knockback this character equal to the damage taken by the target.
3 pts
Sidestep
Opportunist
At the end of your turn, if this character wasn't given any actions this turn, give this character an opportunist token (Max 5).
When this character makes an attack, after making the roll you may remove all tokens from this card and increase the result of the attack roll by +1 for each token removed.
5 pts
Dodge
Super Senses, when this character has 0 action tokens.
3 pts
Stealth
Ambush
The character gets +2 to its attack value when it makes a close attack while occupying hindering terrain. After the attack resolves, the character can't use Stealth until the beginning of your next turn.
2 pts
Infiltrate
IM: Characters.
4 pts
Running Start
This character does not halve its movement when beginning its move in Hindering Terrain.
2 pts
Flight/Flight Transporter
Divebomb
When this character attacks a character without the Flight ability, modify the attack by +1
3pts
Drag
Give this character a power action to use the Carry ability to carry a single opposing character as if it were a friendly character, regardless of speed combat symbols. It must break away if necessary. This character can move up to half its printed speed value; this value is locked. If the target is not a flying character and occupied a square of elevated terrain, and then was placed in a square of terrain at least one level below its previous square, deal it 2 damage.
5 pts
Look! Up in the Sky!
When the character is given a move, modify its speed value by +2.
This character automatically breaks away from other :wing: characters.
4 pts
Swim/Swim Transporter
Submerged
When this character occupies water terrain, lines of fire drawn to it are blocked.
5 pts
Surface Currents
When this character begins their turn in Water Terrain, increase their speed value by +2
3 pts
Last edited by Glen Quagmire; 01/11/2018 at 00:51..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
At the beginning of your first turn, choose an opposing character. This character modifies its attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage.
5pts
Sunder
When the character makes a close DESTROY attack, it deals 3 damage.
1 pt
Retaliation
When this character is dealt damage from a close attack, roll a d6 and on the result of a 6, deal the attacking character one damage after actions resolve.
2pts
Energy Explosion
Recharge
Whenever a total of 2 or more damage is taken by opposing characters while this character is using Energy Explosion, heal this character of 1 damage after actions resolve.
5 pts
Cluster Bombs
FREE: choose a target square within range and line of fire. Make a ranged attack targeting all characters occupying or adjacent to the target square. Hit characters are dealt damage 1 damage.
5 pts
Controlled Blast
When determining the area effect for Energy Explosion, you may choose up to one square adjacent to the target(s) to be excluded from the Area of Effect.
5 pts
Pulse Wave
Nova Blast
Once per game, this character may use Pulse Wave as a double power action, and if it does, its damage does not become 1 for the attack. Use the character's unmodified damage value for the attack, regardless of how many clear lines of fire can be drawn.
After resolving this action, this character takes 2 unavoidable damage.
10 pts
Nova Flare
When this character uses Pulse Wave, the area of effect is their full range value, not halved.
8 pts
Super Strength
And Stay Down!
When this character makes a close attack, an attack roll result of an 11 or 12 is a critical hit.
5 pts
Rip it up
When this character is given a move, you may give it a standard light object from outside the game.
5 pts
Large Object
When this character makes an object attack, you can choose to increase the attack value instead of the damage value by the same amount.
5 pts
Unstoppable
When moving as part of an action, you may halve this character's movement to use IM: Hindering and Destroys Blocking Terrain when moving through it.
5 pts
Fastball Special
Give this character a power action to attach a friendly character, and place them on this character's card. That character is the 'Fastball'. As long as the Fastball is attacked, this character has a range value of 6. When this character makes a ranged attack with the 'Fastball' attached, after actions resolve place the Fastball adjacent to the target of that attack, and deal the 'Fastball' 1 damage. When this character is KO'd with the 'Fastball' attached, place the Fastball' in the square this character occupied.
10 pts
Quake
Shockwave
When this character uses Quake, characters against which the attack succeeds are dealt no damage, but are knocked back 4 squares.
5 pts
Smackdown
Give this character a close action that targets a single opposing character, with an area of effect that may include all untargeted characters that are adjacent to a hit target. A hit target is dealt damage normally, other hit characters are dealt two damage and knocked back two squares.
5 pts
Incapacitate
Knockdown
When this character uses Incapacitate as a Close Attack, after actions resolve it may use Incapacitate again as FREE, modifying their attack value by -2.
5 pts
Stunning Blow
When the character makes a successful attack using Incapacitate, in addition to the normal effect, the character may deal damage equal to its unmodified damage value. The attacker may choose how to divide damage dealt among the successfully hit targets.
8 pts
Takedown
If an opposing character makes a close attack against the character and misses, after the action is resolved give the opposing character an extra action token if it has zero or one action token. If the opposing character already had one action token on it, giving it a second action token deals pushing damage normally.
4 pts
Psychic Blast
To the Core
When this character hits with Psychic Blast, modify hit targets' Attack and Defense by -1 until your next turn.
6 pts
Terrify
When this character hits with Psychic Blast, you may knock back that character equal to half of the target character's speed value (the hit character ignores knock back damage for this action).
4pts
Smoke Cloud
Flashbang
The character can use Smoke Cloud as FREE if it is given a move action immediately before or after using Smoke Cloud.
After this feat is used, remove it from the game. (Stackable, Max: 3)
2 pts
Cloud Cover
When this character uses Smoke Cloud, the hindering terrain place does not affect movement for friendly characters.
4 pts
Precision Strike
Targeting Focus
Sharpshooter
8 pts
Master Strike
At the beginning of your first turn, choose an opposing character. This character modifies its attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close attack against the chosen opposing character and the attack roll is doubles, deal penetrating damage.
5pts
Poison
Toxic Burst
When this character uses Poison, you may instead give this character a power action to use Poison treating all opposing characters within two squares and line of fire as adjacent.
5 pts
Damage Shield
When this character is dealt damage from a close attack, roll a d6 and on the result of a 6, deal the attacking character one damage after actions resolve.
2pt
Disintigrate
When this character is given an action and begins or ends that action in the same square or adjacent to an object, you may remove that object from the game after the action is resolved, and you may replace the object with a standard light object from outside the game.
3 pts.
Skullduggery
Once per turn when this character deals damage to an opposing character, roll a d6. On the result of a 6 give that character an action token if it has 0 action tokens.
3 pts
Telekinesis
Forcefield
Toughness
6 pts
Telekinetic Reach
When this character uses Telekinesis, this character, A and B may be within 8 squares of each other instead of 6.
10 pts
Steal Energy
Steal Essence
When this character hits with a close attack, instead of healing a click you may instead not give this character an action token for the given action.
5 pts
Siphon Energy
Steal Energy, but for ranged attacks.
6 pts
Sharpshooter
Elite Sniper
IM: Hindering.
10 pts
Suppressive Fire
When this character makes a ranged attack, choose a square within range and line of fire and place a special 'Suppression' token in that square, that is removed at the beginning of your next turn.
When an opposing character would make a ranged attack while occupying a square with a Suppression marker, their controller rolls 1d6. On the result of a 1 or 2, that attack can't be made.
5 pts
Duo
Power Barrage
If this character possesses Blades/Claws/Fangs, Energy Explosion, Pulse Wave, Quake, Incapacitate, Penetrating/Psychic Blast or Telekinesis and uses it as an attack, after actions resolve, it may make a close or ranged attack as FREE, but modifies its attack and damage values by -1 for that attack.
3 pts
Show Off
When using Duo Attack, if this character KO's an opposing character with the first attack, you may choose to not give this character a free action for the second attack. Instead, do not give this character an action token for the action, though the action still counts towards your available actions.
3 pts
Sidestep
When using Duo Attack, before making the second attack the character can attempt to move up to 4 squares (it must still successfully break away, if necessary).
4 pts
Last edited by Glen Quagmire; 01/11/2018 at 00:44..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Once per turn, when the character has zero action tokens and is given a close action, you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result.
5 pts
Retaliation
When this character is dealt damage from a close attack, roll a d6 and on the result of a 6, deal the attacking character one damage after actions resolve.
2pt
Extra Sensory
This character can use IT: Hindering but must halve their range when doing so.
5 pts
Skin of their teeth
This character ignores the extra damage from critical hits.
4 pts.
Toughness
Mental Toughness
Willpower
6 pts
Tougher
This character can reduce Penetrating damage when using Toughness.
6 pts
Defend
Enervation
During an opponent's turn, if an action token would be given to a friendly character adjacent to the character, roll 1d6; on a result of 5 or 6, the token is not given.
3 pts
Entrench
Friendly characters adjacent to the character ignore knock back and critical hits.
5 pts
Forcefield
Toughness
6 pts
Energy Shield/Deflection
Forcefield
Toughness
6 pts
Heightened Reflexes
When the character is hit by an attack using Charge, Hypersonic Speed, or Running Shot, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.
6 pts
Damage Shield
When this character is dealt damage from a close attack, roll a d6 and on the result of a 6, deal the attacking character one damage after actions resolve.
2pt
Combat Reflexes
Slippery
Plasticity, but only on your turn.
4 pts
Heightened Reflexes
When the character is hit by an attack using Charge, Hypersonic Speed, or Running Shot, roll one six-sided die before damage is dealt. On a result of 5 or 6, the character evades the attack.
6 pts
Pummel
Once Per turn, when the character has zero action tokens and is given a close action, it may use Probability Control on that attack.
5 pts
Vault
After the character resolves a close action, it may be placed in any square adjacent to a target of the action.
3 pts
Maneuver
When the character make a close attack against an opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.
5 pts
Barrier
Construct
Any opposing character adjacent to a barrier marker placed by the character that attempts to move (or would be moved by a power, ability, or effect possessed by another character) must attempt to break away. The effect of this feat ignores powers, abilities, and effects that allow a character to break away automatically.
5 pts
Force Field
Toughness.
6 pts
Reinforced?
Damage required to destroy terrain placed by this use of Barrier is increased by 1, and cannot be destroyed by Improved Movement: Destroys Blocking or Improved Targeting: Destroys Blocking.
7 pts
Mastermind
Outsmart
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
5 pts
Contingency Plan
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
10 pts
Inspiring Command
Characters with the same keyword and lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or end of an action.
10 pts
Thwart
FREE: select an opposing character within range (minimum 6) and line of fire. That character cannot use upgrades until the beginning of your next turn. This character cannot use Outwit this turn.
5 points
Willpower
Blood Oath
At the beginning of your first turn, choose an opposing character. This character modifies it's attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage.
5pts
Indomitable
PROTECTED: Incapacitate and Mind Control.
5 pts
Opportunist
At the end of your turn, if this character wasn't given any actions this turn, give this character an opportunist token (Max 5).
When this character makes an attack, after making the roll you may remove all tokens from this card and increase the result of the attack roll by +1 for each token removed.
5 pts
Revenge
Modify this character's attack value by +1 for each friendly character that shares a keyword with this character that has been knocked out this game.
5 pts
Invincible
Cannonball
When the character occupies Elevated Terrain, it can use IM: Elevated, but only to move to a lower elevation.
2 pts
Guardian
When this character hits with a close attack, and the result is doubles, do not knock the opposing character back. Instead, give them an action token.
8 pts
Impervious
Cannonball
When the character occupies Elevated Terrain, it can use IM: Elevated, but only to move to a lower elevation.
2 pts
Insurmountable
Before this character rolls for Impervious, you may give this character up to two action tokens (it can't have more than two). For each action token given, increase the result of the Impervious roll by 1.
8 pts
Invulnerability
Cannonball
When the character occupies Elevated Terrain, it can use IM: Elevated, but only to move to a lower elevation.
2 pts
Solid
This character can't be moved or placed by opposing characters.
5 pts
Regeneration
Automatic Regeneration
At the beginning of your turn, this character can use Regeneration as FREE, but subtracts one from the result (Min 1)
8 pts
Healing Factor
When this character uses Regeneration, this character doesn't take pushing damage.
2 pts
Last edited by Glen Quagmire; 01/11/2018 at 00:34..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
Once per turn, when this characters' attack or damage value would be increased, you may ignore all modifiers and place an Improvise Token on this character's card.
If there are three tokens on this card when the character makes an unsuccessful attack, you may remove all tokens from this card and automatically hit the target of the attack.
5 pts
Point Blank
This character modifies its attack value by +1 when making a ranged attack against an opposing character that is 4 or fewer squares away.
5 pts
Trick Shot
IT: Characters for ranged attacks.
10 pts
Battle Fury
Blood Oath
At the beginning of your first turn, choose an opposing character. This character modifies it's attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage.
5pts
Revenge
Modify this character's attack value by +1 for each friendly character that shares a keyword with this character that has been knocked out this game.
5 pts
Hurl
This character can make make ranged combat attacks, but only to throw objects.
3 pts
Support
Enervation
During an opponents turn, if an action token would be given to a friendly character adjacent to the character, roll 1d6; on a result of 5 or 6, the token is not given.
3 pts
Invigorate
When the character uses Support, remove one action token from adjacent friendly characters (maximum of three total tokens removed.) Characters that have action tokens removed from them can't be given power actions the same turn this feat is used.
7 pts
Triage
When the character succeeds at the attack roll for Support, the resulting healing can be divided among the target and any other friendly characters to which the character is adjacent and that the attack roll would hit.
5 pts
Enhancement
Entrench
Friendly characters adjacent to the character ignore knock back and critical hits.
5 pts
Suppressive Fire
When this character makes a ranged combat attack, choose a square within range and line of fire and place a special 'Suppression' token in that square, that is removed at the beginning of your next turn.
When an opposing character would make a ranged combat attack while occupying a square with a Suppression marker, their controller rolls 1d6. On the result of a 1 or 2, that attack can't be made.
5 pts
Spotter
Police Team Ability
5 pts
Exploit Weakness
And Stay Down!
When this character makes a close combat attack, an attack roll result of an 11 or 12 is a critical hit.
5 pts
Disintegrate
When this character is given an action and begins or ends that action in the same square or adjacent to an object, you may remove that object from the game after the action is resolved, and you may replace the object with a standard light object from outside the game.
3 pts.
Skullduggery
Once per turn when this character deals damage to an opposing character, you may roll a d6. On the result of a 6 give that character an action token if it has 0 action tokens.
3 pts
Probability Control
Predictable
If a player's opponent does not have to pause their turn for PC instructions, you may decrease the attack value of an opposing character targeted by this character's Probability Control by -1.
5 pts
Probability Master
When this character rerolls a roll, that roll can no be further rerolled.
5 pts
Shape Change
Camouflage
When the character is adjacent to a wall or blocking terrain, any line of fire for a ranged combat attack drawn to the character is blocked.
5 pts
Infiltrate
IM: Characters.
4 pts
Close Combat Expert
Improvise
Once per turn, when this characters' attack or damage value would be increased, you may ignore all modifiers and place an Improvise Token on this character's card.
If there are three tokens on this card when the character makes an unsuccessful attack, you may remove all tokens from this card and automatically hit the target of the attack.
5 pts
Lunge
When this character is given and action, but before it makes a close combat attack, it may breakaway automatically and move 2 squares.
4pts
Pummel
Once Per turn, when the character has zero action tokens and is given a close combat action, you can ignore the result of one attack roll made for the character and reroll the dice to obtain a new result.
5 pts
Maneuver
When the character make a close combat attack against a target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.
5 pts
Empower
Entrench
Friendly characters adjacent to the character ignore knock back and critical hits.
5 pts
Back Up
Police Team Ability, but for Close Attacks.
5 pts
Perplex
Brilliant Tactitian
When this character uses Perplex, the character can affect every target friendly character that shares a keyword with it within range and line of fire.
10 pts
Improvise
Once per turn, when this characters' attack or damage value would be increased, you may ignore all modifiers and place an Improvise Token on this character's card.
If there are three tokens on this card when the character makes an unsuccessful attack, you may remove all tokens from this card and automatically hit the target of the attack.
5 pts
Leadership
Contingency Plan
If the character's controller does not use all of his or her actions for a turn, put a contingency token on this card if there are two or fewer tokens on this card. When a friendly character is given action, you can remove any number of tokens from this card: The character modifies the friendly character's speed, attack, or range value by +1 for each token removed.
10 pts
Hold the Line
Give the character a power action to make a close combat attack against an opposing character. If the attack succeeds, you may modify the character's attack value by -1 and make a close combat attack against a different opposing character as a free action.
4 pts
Inspiring Command
Characters with the same keyword and lower point value than the character are not dealt pushing damage when a second token is placed upon them if they are adjacent to the character at the beginning or end of an action.
10 pts
Tactics
When this character uses Leadership, on a result of 3-6 add an additional action total to your action pool. On 5-6, add two. These actions can only be used to give actions to friendly characters that share a keyword.
10 pts
Outwit
Dissent
Give this character a free action to select an opposing character within range (Minimum 6) and line of fire. That opposing character can't use team abilities until the beginning of your next turn. This character can't use Outwit this turn.
10 pts
Outsmart
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
5 pts
Thwart
Give the character a free action, and select a target opposing character within range (minimum 6) and line of fire. That character cannot use upgrades until the beginning of your next turn. This character cannot use Outwit this turn.
5 points
Tiny
Infiltrate
IM: Characters.
6 pts
Giant
Shake Off
When the character successfully breaks away, it deals 1 damage to all adjacent opposing characters.
5 pts
Last edited by Glen Quagmire; 01/11/2018 at 00:55..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
When the character is not adjacent to an opposing character and is given a move action, it may move up to double its unmodified speed value; it may not make attacks this turn. At the end of the move, if the character is not a transporter, deal it 1 unavoidable damage.
5 pts
Endurance
When the character would be dealt pushing damage, you can instead choose to deal no damage to the character and put an endurance token on this card. If there are endurance tokens on this card when the character is given an action, after the action resolves, roll a d6. On a result of 1 or 2, deal the character unavoidable damage equal to the result, then remove all tokens from this card.
5 pts
Extended Range
Before making a ranged combat attack, the character's range may be increased for the duration of the attack by a number of squares up to its unmodified damage value. For each square the range of an attack is increased, modify the damage by -1.
6 pts
Fortitude
This character ignores other character's Exploit Weakness. This character's powers can't be countered.
15 pts.
Rebreather
This character can use the Swim ability and modifies it's speed by +1 when beginning it's move in water terrain.
3 pts
Lucky Break
Once per game, when you make an attack roll for the character, if the result on either of the two dice is a 1, you may reroll one die before determining the attack roll result. You may reroll one dice per attack roll.
5 pts
Not So Special
Whenever this character attacks an opposing character possessing a Special Power, if this character currently possesses no Special Power or Traits, modify this character's attack value by +1.
3 pts
Protected
If the character does not already have two action tokens on it, damage dealt to the character as a result of a single action is ignored. After that action is resolved, give the character an action token and remove this feat from the game. If the character already had one action token on it, giving it a second action token deals pushing damage normally.
8 pts
Streak of Luck
Each time an attack roll fails against the character, put a luck token on this card if there are fewer than three tokens on this card.
If there are luck tokens on this card when the character makes a critical miss, the character is not dealt unavoidable damage; after the attack is resolved, remove all luck tokens from this card. If there are luck tokens on this card when the character makes a critical hit, you may modify the character's damage value by the number of luck tokens on this card; after the attack is resolved, remove all luck tokens from this card.
5 pts
Swingline
Once per game, this character can make a free action and modify it's speed value by +1 and ignore hindering and elevated terrain for movement purposes OR when succeeds at a ranged combat attack against a character with the Flight ability, you may choose that that character can use Earthbound/Neutralized until the beginning of your next turn.
3 pts (Stackable)
Taunt
Give this character a power action; it makes a ranged combat attack targeting a single opposing character to which it has a clear line of fire within 6 squares, modifying it's attack +1. If the attack succeeds, it deals no damage. The target must either attempt to move adjacent to or attack this character next turn.
8 pts
Thundering Blow
When this character makes and attack and the attack total is 4 or greater than the target's defense value, the damage value of all friendly characters attacking that opposing character during that turn is modified by +1 until an attack against that opposing character is unsuccessful.
10 pts
Vendetta
At the beginning of your first turn, choose an opposing character with a point value greater than this character. Modify the attack value of this character by +1 when it is making close or ranged combat attack against the chosen character. If this character defeats the chosen character, you score additional victory points equal to half the chosen character's point value. If the chosen character defeats this character, the chosen character's controller scores additional victory points equal to half this character's point value.
5 pts
Coordination
This character can use IT: Ignores friendly characters.
5 pts
Mercenary
Before the beginning of the game's first turn, choose a non-wildcard team ability possessed by a friendly character. This character can use that team ability this game.
10 pts
Siphon Power
(Requires: Wildcard TA)
This character can copy opposing team abilities.
5 pts
Saboteur
Opposing figures with wild card team abilities may only copy the team ability of this character when copying team abilities.
10 pts
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis
The character modifies its attack value by +1 when attacking a character without the Deity keyword that has a point value less than its own.
6 pts
Divine Aura
PROTECTED: Outwit, Probability Control from opposing characters unless the targeting character has a higher point value or the Deity keyword.
10 pts
Celebrity
Starstruck Admirer
Once per game, this character can use Incapacitate with a range of 8 as FREE
5 pts
Alias
Once per game, Shape Change if it cannot already.
3 pts
Animal
Bestial
At the beginning of your turn, roll a d6. On a result of 5-6 this character ignores Shape Change and Stealth this turn.
4 pts
Savage
Battle Fury
3 pts
Armor
Nanoarmor
PROTECTED: damage dealt by objects, modifiers to damage taken by this character due to objects.
5 pts
Nanobots
FREE: When this character is the only character adjacent to an object not being carried by a character, remove the object from the game and heal the character of 2 damage.
8 pts
Shellhead
When this character has two tokens, modify its defense value by +2
8 pts
Assassin
Target Acquired
At the beginning of your first turn, choose an opposing character. This character modifies it's attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage.
8 pts
Insidious Weaponry
Damage dealt by this character's ranged attacks may not be reduced below 1.
5 pts
Brute
Brute Strength
Carry
6 pts
Brute Force
Once per game, when dealt damage by an attack, this character can ignore an additional 1 damage on top of any other powers/abilities that ignore or reduce damage.
4 pts
Cosmic
Otherworldy
PROTECTED: Outwit, Probability Control from opposing characters unless the targeting character has a higher point value or the Cosmic keyword.
10 pts
Xenobiology
Willpower
6 pts
Detective
Inside Information
When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.
4 pts
Infiltrate
IM: Characters.
8 pts
Future
Inside Information
When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.
4 pts
Saw That Coming
Once per game, Super Senses if it cannot already.
3 pts
Herald
Harbinger
At the beginning of the game, choose a friendly character to be the 'Master'.
Whenever this character hits an opposing character, modify the attack of the 'Master' by +1 when targeting that character.
5 pts
Advance Scout
At the beginning of the game, choose a friendly character to be the 'Master'.
When this character hits an opposing character, modify the defense value of the 'Master' by +1 when the hit character targets the Master.
5 pts
Martial Artist
Maneuver
When the character make a close attack against a target opposing character, after the attack is resolved, put the target in any unoccupied square adjacent to the character.
8 pts
Vault
After the character resolves a close action, it may be placed in any square adjacent to a target of the action.
5 pts
Monster
Terrify
When this character hits with a Close attack, you may knock back that character equal to half of the target character's speed value (the hit character ignores knock back damage for this action).
8 pts
Darkness Within
When this character makes an attack, you may deal 1 unavoidable damage to an adjacent friendly character and modify this character's damage value by +1.
6 pts
Mystical
Darkness Within
When this character makes an attack, you may deal 1 unavoidable damage to an adjacent friendly character and modify this character's damage value by +1.
6 pts
Counter Spell
PROTECTED: Mystics, Crossgen, Kaiju
4 pts
None
Loner
If no other friendly character shares any of the character's keywords (or this character has no keywords), modify this character's defense value by +1 when this character has a clear line of fire to an opposing character 6 or fewer squares away.
Only one character on a force can be assigned this feat.
5 pts
Guest Star
At the beginning of the game, choose a shared keyword possessed by all other friendly character. This character possesses that Keyword this game.
15 pts
Police
Police TA
Police Team Ability.
6 pts
Cuff Em'
Plasticity, but only on your opponents' turns.
8 pts
Politician
Debateable
When a power possessed by the character or an adjacent friendly character would be countered by an opposing character's power or ability, you and the opposing character's controller each roll 2d6. If your result is more, the power is not countered instead.
5 pts
Alias
Once per game, Shape Change if it cannot already.
3 pts
Reporter
Infiltrate
IM: Characters.
8 pts
Inside Information
When the character attacks an opposing character that has any of the keywords possessed by the characters, modify the character's attack value by +2.
4 pts
Robot
Nanobots
Prerequisites: Damage value of 2 or less
Choose a character.
FREE: When this character is the only character adjacent to an object not being carried by a character, remove the object from the game and heal the character of 2 damage.
8 pts
Nanoarmor
PROTECTED: damage dealt by objects, all modifiers to damage taken by this character due to objects.
5 pts
Ruler
Leader of Men
Leadership. If this character can already use it, you may increase the result of the Leadership roll by +1.
6 pts
Resolute
This character may not have its combat values lowered by opposing characters of a lesser point value.
8 pts
Scientist
Homing Device
When the character hits an opposing character with a close attack, lines of fire drawn to that opposing character until the end of your turn are not affected by hindering terrain.
4 pt
Repulsor Shield
PROTECTED: Force Blast, Psychic Blast, Ranged Combat Expert.
15 pts
Soldier
Armor Piercing
Damage dealt by this character's ranged attacks may not be reduced below 1.
5 pts
Monster Hunter
Modify the character's attack value and damage value by +1 when attacking a character with the {giant} or {colossal} damage symbol or the Monster keyword.
3 pts
Spy
Alias
Once per game, Shape Change if it cannot already.
3 pts
Infiltrate
IM: Characters.
8 pts
Past
You'll break the timeline!
Once per game, Shape Change if it cannot already.
3 pts
Made how they used to
Toughness.
8 pts
Warrior
Blood Oath
At the beginning of your first turn, choose an opposing character. This character modifies it's attack value by +1 when attacking that opposing character.
Once per game, when the character makes a successful close combat attack against the chosen opposing character and the attack roll is doubles, you can choose to treat the damage from the attack as penetrating damage.
5 pts
Monster Hunter
Modify the character's attack value and damage value by +1 when attacking a character with the {giant} or {colossal} damage symbol or the Monster keyword.
3 pts
Last edited by Glen Quagmire; 01/11/2018 at 01:04..
2010, 2013 HCFL Champ, 2016 Colorado State Champion, 2nd Place Team Worlds
HCFL 2018 - United Atlantis