Version User Scope of changes
Sep 18 2009, 7:12 AM EDT (current) Deathreaver999 14 words added, 21 words deleted
Jun 1 2009, 4:05 AM EDT Deathreaver999 72 words added

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is

MOVEMENT

Now movement in Clix Campaign is a little different then the normal Clix games. The movement speed on the
dial is still the movement speed allowed by the character unless there are bonuses or restriction that apply to movement. Each character has a symbol printed on its base next to its speed value to designate how it moves. Most standard characters have one of three symbols: a boot , a wing, or a dolphin.

  • A boot symbol indicates that a character is groundedit cannot fly, unless by added item, feat, or bonus. It is affected by terrain, such as water and other hindering terrain, movement is half.
  • A wing symbol indicates that a character can fly. Flying characters have two different flight modes: hovering and soaring. A flying character occupies its square regardless of flight mode. Other characters can occupy the same space only when a character is flying.
  • Hovering - A hovering character floats near the ground. A hovering character ignores the effects of hindering terrain on movement. Hovering characters may move onto and off of elevated terrain and over outdoor blocking terrain without changing flight modes. For purposes of breaking away and close combat, a hovering character is at the same elevation as the square its base occupies. Hovering is the only flight mode that characters may use indoors.
  • Soaring - A soaring character is flying high above the battlefield. Soaring characters ignore the effects of all types of terrain and objects on movement. Soaring characters can affect only other soaring characters, giant characters, and colossal characters without modification to any of their statistics. They may target grounded and hovering characters with ranged attacks.
  • A dolphin symbol indicates that a character can swim. The character uses the same as grounded characters on land, unless noted. When in water terrain they suffer no modifiers, unless noted other wise.

Each character you control has one move action per turn, now this move action can be a Normal Movement or Special Movement.


  • Normal Movement Actions - Characters may move up to their full movement value as shown on their dial at the beginning of their movement. This is a normal movement action. A character may move up to its speed value in squares across the battlefield or adjacent to an opposing character at the beginning of its turn. Characters may also be able to move in special speed modes (such as flying, which is indicated by the symbol printed next to the character’s speed value) that affect how it can move. A character’s current speed value is visible through the stat slot and printed on its combat dial. This value is the maximum number of squares you may move the character unless stated other wise. A character can move in any direction. A character does not have to move its full speed value, or at all. A character can move through a square occupied by a friendly character, but it cannot move through a square occupied by an opposing character. A character must end its movement if it enters a square adjacent to an opposing character. If a character moves in such a way that it will end its movement in the same square as another character, the character must end its movement before entering the occupied square.

  • Special Movement Actions - Special movements actions are fleeing, rescuing, and capture. All special movements must be made at the beginning of the characters turn. All characters attempting one, successful or not, renders the characters actions done for that turn. This means they will not have a free action or a attack action until next turn.

  • Fleeing - Fleeing is not automatic and can have negative effects if failed. When a character attempts to Flee, Roll one d6. On a result of 1, the character Flees without incident. On a successful Flee, the fleeing character may move up to 2 x the speed indicated on its dial. On a result of 2-3, the characters flees, but its movement is halved. On a result of 4-5, the character fails and suffers a -1 to movement and -1 to defence until the next turn. On a result of a 6. the character is automatically hit by character attempting to flee from.

  • Rescuing - 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. A KO’ed character can be carried off by any character. To pick up a KO’ed character takes a move action and the character must start the round next to the character. A super-strength character can carry up to two KO’ed characters and can move at full movement while carrying. A flier can carry one KO’ed character and can move full movement. Any other character can carry one KO’ed character at half of their movement. While carrying a character the carrier cannot attack. You can drop a KO’ed character but you must spend another move action to pick him up again.

  • Capture - The character makes a close combat attack and attempts to capture a target instead of damaging it. When a character is attempting to make a Capture, add to the target’s defense. If the attack is successful, the target has been captured. A captured figure is called a captive. A captive cannot be given an action, and all of its special abilities are ignored. While a figure is a captive, it does not count as a friendly or opposing figure to any player. Captives are ignored for purposes of breaking away, but a controlling figure may never voluntarily break away from its captive. A controller may have only one captive under its control. Show this by keeping the controller and captive adjacent at all times.

  • After Capture - A captured character has been carted off to the superhuman internment camp. Once in the camp that character must be rescued to use them again in campaign play. The original team the hero belonged to reserves the right to break out a captured hero for 3 campaign games. After 3 games any team may attempt to break out the character. A character is automatically loyal to the team that breaks out a hero. The team must have enough points in reserve to pay for that character and buy them back or trade the appropriate amount of points on your current roster. Any team that breaks out and does not purchase the character reserves the right for three rounds to pick up the character and after which it is released for purchase by any team. Any character that is traded out for another character is immediately available for purchase by any other team.


COMBAT

You can give a character two types of attacks: close combat or ranged combat attacks. Both types of attacks are described below. The character making the attack is called the attacker. The character against which the attack is made is called the target. To determine the success or failure of an attack, the attacking player makes an attack roll. Roll two six-sided dice and add the result to the attacker’s current attack value. If the result is equal to or greater than the defense value of the target, the attack is successful. Certain powers and game effects make it possible for a target to evade a successful attack.

Critical Misses and Critical Hits

  • Critical Miss : If you roll two 1s (for a total of 2) on an attack roll, you automatically miss the target, even if your attack roll result would be high enough to hit the target. This is called a critical miss. Immediately click your character’s combat dial once clockwise; this represents a weapon backfire or your character straining or wounding itself during the action. This damage is unavoidable.
  • Critical Hit : If you roll two 6s (for a total of 12) on an attack roll, you automatically hit the target, regardless of what you needed to roll to hit. This is called a critical hit. If you were trying to damage the target, then the critical hit increases damage dealt by 1 for this attack. If your attack is against multiple ranged combat targets, this extra damage dealt affects all successfully hit targets.


Support - Critical Misses and Critical Hits.

  • Critical Miss : If you roll 2 while using a character’s Support power, the Support attempt automatically fails. Immediately click both the targeted character’s and the Support character’s combat dial once clockwise.
  • Critical Hit : If you roll 12 while using Support, your Support attempt automatically succeeds. Add 1 to the amount healed.

Some powers, team abilities, or other game effects may be used or triggered only when a character does something very specific. Free actions may be taken at any time, independent of either attacking or moving, or in the middle of either.


Damage

When your character makes a successful attack, the damage dealt is equal to its damage value, modified by any powers, team abilities, feats, or other game effects. The target takes that much damage, modified by any of its own powers, team abili­ties, and feats, or other game effects.

  • No damage. An attack that deals no damage may not have the damage further modified by powers or team abilities. Attacks that deal no damage do deal one unavoidable click of criti­cal hit damage to the target or critical miss damage to the attacker, if those results are rolled.
  • 0 Damage. A power that deals 0 damage may have that damage modified. It may also deal damage to the target as a result of a critical hit or to the attacker as a result of a critical miss. If the damage is not modified, no damage is dealt.
  • Penetrating damage. The damage from an attack or game effect that deals penetrating damage may not be reduced by any power or ability that reduces damage dealt (such as Toughness or Invulnerability) yet may still be reduced by other game effects such as feats or bonuses.
  • Unavoidable damage. The damage from an attack or game effect that deals unavoidable damage may not be evaded, reduced, or modified, nor may the damage be transferred to another character.
  • Healing powers and effects. Characters can heal damage using powers, such as Support, Regeneration, and Steal Energy, or via feats or other game effects. When healing, click the combat dial counterclockwise. A character cannot heal beyond its starting position.


Ranged Combat

Ranged combat represents ranged attacks, such as thrown bombs, repulsor rays, machine guns, heat vision, Batarangs, energy blasts, psionic attacks, and so on. Every character has a range value printed on its base. This the maximum number of distance that a character’s ranged attack can reach. If the range value is greater than 0 and your character is not adjacent to an opposing character, then your char­acter may make a ranged combat attack. A character can attack in any direction, regardless of the direction it is facing.

Line of fire

Before making any attack, the line of fire crosses hindering terrain and would target a character
using Stealth or an effect which simulates Stealth (ex: Batman Ally Team Ability) If the line of fire is blocked, the attacker may not make a combat attack against that target, unless otherwise specified in the rules (for example, a character can attempt to find another character hiding on Hindering Terrain with Stealth by making an attack for 0 damage called an Attentiveness Roll. For further details, see “Stealth”). A character can draw a line of fire to itself or to the square it occupies. Grounded characters block line of fire only to other grounded characters. If the attacker has a clear line of fire, then count the shortest route to the target in squares using the imaginary line as a guide. Do not count the square the attacker occupies when determining range. You may use a ranged combat attack to target an opposing character that is adjacent to a friendly character.

You must determine if the attacker has a clear line of fire to the target and, if you wish to make a
ranged attack, if the target is within range. Before declaring your character’s action for that turn, you are allowed to check the map to see which targets are valid targets. To determine if there is a clear line of fire, use any rigid, straight edge or draw an imaginary line from the center of the attacker’s square to the center of the target’s square. The line of fire is blocked if: • the line of fire passes through a square that contains a character other than the attacker or the target • the line of fire crosses blocking terrain • the line of fire from a soaring attacker to a soaring target passes through a soaring character.

Line of fire is important for more than just attacks! Some powers and game effects require that a charac­ter have a line of fire to a target. In these situations, check to see if the line of fire is clear, just as if you were making an attack.

Ranged Combat Attacks Targeting Hovering Characters

Hovering characters can make ranged combat attacks against adjacent opposing characters;
however, hovering characters can still make ranged attacks against nonadjacent characters when the hovering character is adjacent to an opposing char­acter. A hovering character may also be the target of a ranged attack by an adjacent nonflying character.

Ranged Combat Attacks Targeting Soaring Characters

Soaring characters can draw lines of fire only to soaring characters, giant charac­ters, and
colossal characters without modifying their range and damage values. Soaring characters must halve their range when targeting a grounded or hovering character, and subtract 1 from any damage dealt by the attack. A nonflying character or a hovering character can make a ranged combat attack against a soaring character, but they must also halve their range, unless they are giant or colossal figures. Soaring characters are never considered to be adjacent to any grounded or hovering characters. A soaring character in an adjacent square to a grounded or hovering character with Leap Climb may be targeted by that character with a Close Combat attack, but they are still not considered to be adjacent to each other.you make one attack roll for each target. Any target struck takes the attacker’s full damage for that attack type. (Ranged Combat Expert cannot be used to modify damage when making multiple range attacks.) Lines of fire drawn to and from soaring characters and nonflying characters or hovering characters ignore hindering terrain and are blocked by giant characters, colossal characters, and elevated blocking terrain. A line of fire drawn between two soaring characters, a soaring character and a giant character, or a soaring character and a colossal character is not affected by terrain, hovering characters, or nonflying characters. Multiple Ranged Combat Targets All characters have one, two, or three lightning bolt symbols printed next to their range values. The number of lightning bolts is the number of different targets the character may target with a single ranged combat attack. A character may not target the same character more than once during a ranged combat attack. If one of your characters attacks more than one target, that character must be able to draw a clear line of fire to each target. A character may use its full range against each character targeted. A character is not required to target as many characters as it has lightning bolts. When your character attempts to affect more than one target with a ranged combat attack,

Weapons in combat

Using Objects as Weapons

Characters with the Super Strength power may pick up an object and use it as a weapon. A character may hold only one object at a time. A character may choose to drop an object again once it is held. If a character holding an object is KOd or loses the Super Strength power, the character automatically drops the object, which stays in the square the character occupied when the power was lost. A character can move, pick up an object, and continue to move. A character who picks up an object in the same turn as it wishes to attack using that object may move only half its normal Speed Value, unless it has the power Charge, in which case, it may pick up an object, move its full Speed Value, and make a close combat attack. A character can pick up an object even if another character occupies the same square as the object (doing so has no effect on the character occupying the same square as the object). Place the object token under the base of the character with Super Strength to indicate that the character is holding the object. An object is destroyed once it is used in an attack, even if the attack misses. Remove a destroyed object from the game. Using Objects in a Close Combat Attack A character holding an object and making a close combat attack must use the object in the attack, unless the character is using a power that will deal 0 or no damage. On a successful attack, a light object increases the character’s damage dealt by 1 and a heavy object increases the character’s damage dealt by 2.

Using Objects in a Ranged Combat Attack

A character with Super Strength can throw an object at a single opposing charac­ter. To throw an
object, the character makes a ranged attack, even if its range value is 0. Regardless of the attacker’s range, light objects can be thrown 6 squares and heavy objects can be thrown 4 squares. Regardless of the attacker’s damage value, a successful ranged combat attack with a light object deals 2 damage and a successful ranged combat attack with a heavy object deals 3 damage. A character holding an object does not have to attack with the object when given a ranged combat action.

Other Combat Actions

Telekinesis

Characters with Telekinesis may move objects or use them as weapons; they may also move
characters. When using Telekinesis, distance is measured from the object or character on which Telekinesis is being used. Moving characters with Telekinesis - Characters moved by the Telekinesis power may not take any actions other than free actions until the beginning of their controller’s next turn.

Knock Back

When a player rolls doubles on the dice on a successful attack roll (except for two 1s, which
never succeed), the target is knocked back after any damage taken from the attack is applied. knock back represents a character being thrown backward by the force of an attack. Certain powers and team abilities might knock back a character or prevent a character from being knocked back. Check for those powers and team abilities before taking damage from the attack.

A knocked back character is moved back one square for each 1 damage taken. Move the
character in a straight line away from the attacking character—called the knock back path—even if that path is on a diagonal. If multiple characters take damage from an attack, power, or game effect that causes knock back, resolve the knock back starting with the character farthest from the attacker. If an attack, power, or game effect knocks back a target that is not along a straight line from the attacker, the target is knocked back away from the attacker along a straight vertical, horizontal, or diagonal line chosen by the attacker.

  • Knock Back Damage
A grounded character’s knock back path can’t continue beyond a wall, the edge of the
map, the boundary of elevated terrain, or the boundary of blocking terrain. If it would do so, the character’s knock back path stops in the square before the path would cross into any of those areas, and the character is dealt 1 knock back damage, as shown to the right. Knock back into a wall or terrain feature does not destroy it or deal it any damage. Hindering terrain has no effect on knock back. Powers that reduce damage dealt also reduce knock back damage. Knock back damage is dealt (and reduced) separately from damage dealt by the attacker. If the knock back path would cross a square occupied by another character, place the knocked back character in the last unoccupied square before it would cross the square occupied by a character. Stopping in this way does not deal damage to either character. Double-base characters, transporters, giant characters, and colossal characters can’t be knocked back.

  • Knock Back Off Elevated Terrain
If a nonflying character is knocked off elevated terrain, the knock back path stops in the
first square beyond the boundary of the elevated terrain and the character is dealt 2 knock back damage. If a character already occupies the first square beyond the boundary of the elevated terrain, the knock back path stops in the first unoccupied square (leaving the character on elevated terrain) and the character is dealt 1 knock back damage.

  • Flying and Knock Back
Flying characters can be knocked back normally; however, there are some situations in
which knock back damage is dealt with differently. A hovering character is dealt knock back damage in the same manner as a nonflying character, except that a hovering character on elevated terrain is not dealt knock back damage if its knock back path crosses the boundary of elevated terrain.



Defeating Your Enemies in Clix Campaign

Defeating enemy opponents in Clix Campaign is a little different than standard HeroClix gaming.

  • When a character hits his KO click, turn the character over. The character has been knocked unconscious but his body lies prone on the battlefield. A KOed character is considered hindering terrain for movement, and also combat.

  • Characters who have been KOed can still be healed, either by Team ability,Medics or any other healing means. Any character that has Regeneration as a power on their final click (Black Defence Power) will automatically get 1 click of healing each turn they remain unconscious. If they heal back to a click of health (a bar where they have numbers rather than 3 KOs), they can be stood back up and continue in the battle.

  • KOed characters can continue to take damage while KOed. Once they take enough clicks of damage that they return to their health status (the first click with the green line), the character has hit Critical Condition.

  • If you have no means of healing a character, you can have team mates carry the fallen team mate off the map. If you get a character off the map, he is considered to be on his way to get medical attention. Carrying team mates return to the battle but the character receiving the medical attention is no longer available for that scenario.

  • A character in Critical Condition must be carried off the map for medical attention. They cannot be healed by any means except outside medical attention. These characters must miss the next scenario due to extensive injuries.

  • A character in Critical Condition can take 3 clicks of damage before he becomes afflicted with a Permanent Injury. The character must be carried off by someone on his team. The wounded character can take no more clicks of damage but is unusable for the rest of the scenario. Roll d66 (2d6) to determine the extent of the injury: (See Table Below)
Role
Results
11 to 12Death. The character died as a result of their wounds. The character is considered dead in your universe and can never be enlisted or used again.
1312Multiple Injuries. The character took quite a beating at the hands of their foe! Roll a further d6 times on this chart. Re-Roll any Dead or Miraculous Recovery results.
1413Chest Wound. The character was badly wounded in his chest. Speed is reduced by 1 due to his poor lungs!
1514Leg Wound. The characters Speed is permanently reduced by one (1). Randomly determine which leg was injured.
1615Arm Wound. The character has smashed one arm. Although he recovers, his strength is permanently weakened in one arm. Randomly determine which arm is hurt. Close Combat damage is -1 click of damage.
2116Head Wound. A serious head injury leaves the character somewhat rattled. Prior to each scenario, roll d6. On a 1-3, the character is a little foggy. His Attack rating is -1 for the entire scenario. On a 4-6, he is ill-tempered and receives Battle Fury for his first 4 clicks.
2221Blinded In One Eye. The character survives but loses the sight in one eye: randomly determine which eye is wounded. If he is blind in only one eye, his Ranged Attack range is reduced by half. If he loses sight in both eyes, he is blind and must retire (does not apply to Daredevil).
2322Partially Deafened. The character survives but a blow to the head damaged his hearing. An individual suffers no penalty if he is partially deafened, but each time he receives this wound, his Defence against Ranged Attacks is reduced by 1.
2423 Shell Shock: Fear. The character suffered some head trauma due to such an attack. From now on, he fears the following:(See Table Below)

1 - 2The enemy character who inflicted the blow.
3 - 4The team leader of the team who inflicted the damage.
5 The entire Team that inflicted the damage.
6 All Teams of the same alignment (i.e., good or evil).

As such, he must roll a d6 prior to each scenario that involves his fear. On a roll of 6, he is fear stricken and will unable to attack the person (or persons) he is afraid of.
2524Hand Injury. During the final melee, his hand was seriously injured, resulting in a loss of 1-3 fingers (d6/2). Randomly determine which hand is injured. Any Ranged Combat that requires the use of his damage hand will suffer a -1 to Attack rating.
26 to 3225Recurring Injuries. He suffered a milder combination of niggling wounds that sometimes affect his health more than others. Prior to each scenario, roll a d6. On a roll of one (1), his old wounds cause him too much pain and he is unable to partake in the scenario.
3326 Shell Shock: Hatred. The character suffers head trauma that has left him psychologically scarred. From now on, he suffers extreme hatred for the following:(See Table Below)

1-2The enemy character who inflicted the damage.
3-4The team leader of the team who wounded him.
5 The entire team that inflicted the damage.
6All Teams of the same alignment (i.e., good or evil).

As such, he must roll a d6 prior to each scenario that involves his hatred. On a
roll of 6, he is so enraged, that he receives Battle Fury for his first 5 clicks.
3431Horrible Scarring. The character survives but is left with horrific scarring on his face. Non-masked characters cause discomfort in others. Innocent bystanders will automatically move away from you, even if you're a Super Hero.
3532 to 6365Miraculous Recovery. The character makes a full recovery from his wounds, but he misses the next 1-3 scenarios in doing so (1d6/2).
65 to 66Captured! The character was captured from the medical center by the Team that imposed the injuries! You must create a scenario designed around the rescue of your fallen comrade! The wounded (captured) character is treated as having rolled Miraculous Recovery if hes rescued.

SUPER POWERS

SPEED SUPER POWERS

FLURRY : Character can hit an opponent twice, as often as a normal character can.
  • (Optional) Give this character an action token. This character may make two close combat attacks, making two separate attack rolls, against either one or two legitimate close combat attack targets. Both close combat attacks still generate only one action token.

LEAP/CLIMB : Character can leap or climb over characters and terrain.
  • (Optional) When you give this character a move action, it automatically breaks away and ignores the effects of other characters, elevated, and hindering terrain on movement. This character may end his movement on elevated or outdoor blocking terrain. This character may make a close combat attack against a figure in an adjacent square regardless of the target's elevation.

PHASING/TELEPORT : This character may both turn intangible, and pass through solid objects, or teleport.
  • (Optional) When you give this character a move action, it may ignore the effects of all characters and terrain features on movement. It may end its turn on top of outside blocking or elevated terrain, but it may not end its turn on inside blocking terrain.

EARTHBOUND : If this character has the wing speed symbol: This character is grounded and has the boot speed mode instead of its printed speed mode. If this character is soaring when it gains Earthbound, this character is dealt 2 damage. This power can not be countered. If this character has the Giant damage symbol: This character has the fist damage symbol instead of its printed damage mode, indicating normal (non-Giant) size and status. If this character has both wing speed symbol and giant damage symbol and Earthbound comes up on its dial, apply whichever makes sense within the context of the character.


CHARGE : This character can move over or by nearly any intervening obstacles when rushing into combat, and its close combat attacks do more damage after it charges up to an opponent.
  • (Optional) When moving adjacent to an opposing character, this character automatically breaks away and may move up to its speed and make a free Close Combat attack/action. When moving adjacent to a target opposing character, this character ignores all movement modifiers caused by hindering terrain or other opposing characters. After moving adjacent to an opposing character and making a successful Close Combat attack on that opposing character, this character may add 1 to the resultant damage if that damage result is 1 or greater. Characters using Charge may not make any Ranged Attacks in the same turn as they make a Close Combat attack. Characters using Charge may not end their movement in the same square as they began their movement unless they change elevations during their movement.

MIND CONTROL : This character may momentarily cause an enemy to come under their influence.
  • (Optional) Give this character an action token. This character attempts an attack for 0 damage on an opposing target figure. If the attack is successful, the opposing figure becomes a friendly figure until the end of the turn, or until you give that figure an action token, or until you choose to end the Mind Control, whichever occurs first. If more than one character is being Mind Controlled by the same character, and one or more of those characters are KOed while Mind Controlled, victory points are awarded to the player who is controlling them at the time. Characters making successful Mind Control attacks take 1 click of damage for each 100 points of the target's point value which cannot be reduced or evaded. If a character with this power has a range value of 0, assume that his range value is 4.

PLASTICITY : This character can stretch his body into any shape.
  • (Optional) This character only fails to break away on a die roll result of 1. Opponents trying to break away from a character with Plasticity must roll a 6 to successfully break away. Characters with Plasticity may make Close Combat attacks against opponents up to their full range value away, or, if their printed range value is less than 4, then out to 4 squares away, maximum.

FORCE BLAST : This character can knock back other characters and objects with a forceful blast.
  • (Optional) Give this character an action token. Choose one of the following options:
    1. Move one adjacent opposing character directly away a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast automatically breaks away and ignores the effects of hindering terrain and moving through squares adjacent to other characters while it is being moved in this way. This attack does not inflict damage, but the opposing character may suffer damage from knockback per those rules.
    2. Make a Close Combat attack on an adjacent opposing character. If successful, that character takes an additional action token if it has one or fewer action tokens already, with all normal effects of having this many action tokens. Move opposing character directly away a number of spaces equal to the Damage Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.
    3. Make a Ranged Combat Attack on a target opposing character. If successful, move opposing character directly away from attacking figure a number of spaces equal to the Attack Value of the attacking character. The target of Force Blast otherwise moves and suffers knockback effects as in the first option.

HYPERSONIC SPEED : This character moves with blinding speed.
  • (Optional) When this character moves, it automatically breaks away and ignore modifiers from other characters, hindering terrain, or elevated terrain. If this character has the wing movement symbol, it may taxi another character as if it had Super Strength showing on its dial. If this character does not have the wing movement symbol, it may taxi other characters its full movement if it has a damage of 3 or greater, or half its movement if it has a damage value of 2. It may not end its movement inside blocking or hindering terrain. During its movement, this character may expend 2 from its Speed value at any time to make a Close Combat attack on any opposing character it happens to be adjacent to. It may do this as many times as its remaining Speed value allows. If any of these close combat attacks are unsuccessful, the character immediately subtracts another 2 from its remaining movement. When you give a character with HyperSonic Speed a move action, it may not use any other powers on its dial until that move action is completed, including ranged attacks. When a HyperSonic Speed character completes its movement, give it an action token and end its turn.
(In case these rules need more clarity, I'll give an example -- Amazo has a Speed of 10. He is 4 squares away from Aquaman. He moves 4, bringing him adjacent to Aquaman. He now has 6 movement left. He spends two movement and launches a Close Combat attack on Aquaman, which hits. Aquaman takes 3 clicks of damage, and Amazo now has 4 movement left. Amazo spends 2 more movement and launches another attack. If this one hits, Aquaman will take another 3 clicks of damage, and Amazo will have 2 clicks of movement left, which he can use for one more close combat attack, or which he can use to retreat with . If it misses, Amazo will have to spend another two movement due to the miss, and suddenly find himself out of movement, and stuck there adjacent to a now very angry King of the Seven Seas.)

HyperSonic Speed characters may not use any other powers, including ranged attacks but excluding Flight, while moving. Thus, a HyperSonic Speed character could not use Outwit while moving, or Perplex, or Close Combat Expert or Exploit Weakness while moving and attacking. Feats such as Armor Piercing will still take effect, however.


STEALTH : Hindering terrain blocks line of sight to this character.
  • (Optional) Any line of sight drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain. All attacks require a clear line of sight or they cannot be made.
A Stealth character hidden in hindering terrain does not obscure line of sight through the square they occupy. There is no chance of 'accidentally' hitting such a hidden character by shooting through their square at a character beyond them; the Stealth character is assumed to be keeping its head down on an opponents turn.

A Stealth character hiding in hindering terrain can be moved past by an opposing figure. Since there is no line of sight to the Stealth figure, an adjacent opponent is not considered to be engaged unless the adjacent opponent can somehow perceive and engage the Stealth figure in combat.

A Stealth character may strike on adjacent opponent characters; the adjacent opponent characters, however, cannot ascertain the precise location of the Stealth character without using a specific power or making a specific action, as below:

Characters with the power Super Senses automatically see Stealth characters even when those characters are concealed by hindering terrain. They may attack them in Close Combat or with Ranged Attacks.

Characters without Super Senses may make either a normal Ranged or Close Combat attack for zero damage if they choose on a Stealth character hiding in hindering terrain. Whether successful or unsuccessful, they take an action token. If successful, they have 'spotted' the hidden character and may then engage them in Close Combat, but not with Ranged Attacks.

Characters with Super Senses, or those succeeding in 'spotting' a Stealth character, may attack the Stealth character themselves, but they cannot guide another character in making an attack on the Stealth character, unless they also have Leadership.


RUNNING SHOT : This character can move and make a ranged combat attack in the same action.
  • (Optional) When this character moves, it receives one free action during its movement that it may use to make a ranged combat attack. It may continue to use the rest of its movement after making this ranged attack.

SPECIAL POWERS : This character has a special speed power. See this character’s character
card for more information.



ATTACK SUPER POWERS

BLADES/CLAWS/FANGS This character can deliver 1 to 6 clicks of damage after a successful Close Combat Attack.
  • (Optional) Give this character a close combat attack. If the attack succeeds, roll 1 six-sided die. This is the number of clicks of damage you inflict on the target figure instead of this character's normal damage value.

ENERGY EXPLOSION : This character's ranged combat attack can do damage to all figures adjacent to the target, and is not obstructed by characters or hindering terrain.
  • (Optional) Give this character a ranged combat attack and reduce his damage value to 1. A successful ranged combat attack does damage to the target figure and every figure adjacent to the target. When determining line of sight for an Energy Explosion attack, ignore the effects of intervening characters and hindering terrain.

PULSE WAVE : This character can make an unfocused range attack that can impact everything within a certain radius of him.
  • (Optional) Give this character a ranged combat action. Reduce his range value by half for purposes of this attack. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire ignore the effect of figure bases and hindering terrain, as well as all team abilities and powers possessed by characters within range. If lines of fire can be drawn to two or more characters, reduce the attacker's damage value for the duration of the Pulse Wave attack to 1. Make only one attack roll. If that attack roll result is a 2, all Pulse Wave damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Pulse Wave damage done to all figures, objects, and terrain within range. Any other result causes Pulse Wave damage to be done to all characters and objects/terrain within range of the Pulse Wave attack. Pulse Wave damage is reduced normally by powers, abilities, or effects that reduce or evade damage, although it cannot be transferred. If a power, ability, or effect reduces Pulse Wave damage done to a character to 0, or allows a character to avoid the damage, and that character has 0 or 1 action tokens, that character receives an additional action token as a result of the Pulse Wave attack, and suffers the effects that would normally result from the addition of such a token. If Pulse Wave does 3 or more damage to any objects or terrain, those objects are destroyed, hindering terrain is reduced to open terrain, and blocking terrain is reduced to hindering terrain.


















































QUAKE : Character can scatter surrounding characters with a single devastating blow.
  • (optional)Give this character a close combat action. Make only one attack roll. If that attack roll result is a 2, all Quake knockback and/or damage is done to the attacking figure only. If the attack roll result is a 12, add 1 to the Quake knockback and/or damage done to all figures, objects, and terrain within range. All non-soaring characters adjacent to the attacking character take damage and knockback equal to the damage value of the attacking character. Quake damage can be reduced normally by damage reducing effects and powers, but cannot be evaded or transferred. Quake damage/knockback is reduced 1 for hovering adjacent characters. If a damage reducing effect reduces Quake damage to 0, knockback is still taken as if full damage had been done, and knocked back characters receive an additional action token and any normal effects of receiving that extra token. Objects receiving 1 or 2 Quake damage are knocked back away from the attacking character. Objects and terrain taking 3 or more Quake damage are destroyed or reduced from blocking terrain to hindering terrain. Area of effect by attack is below.

SUPER STRENGTH : This character has superhuman levels of strength and can pick up objects and/or characters and hurl them around, or use them as weapons to inflict additional damage. This character may destroy terrain. This character's damage is more effective against tough opponents and this character’s close combat attacks automatically cause knockback.

  • (Optional) When you give this character a move action, during this action, the character may pick up an object in this character's square or an adjacent square and hold or carry it. If this power is lost or countered while the character is holding an object, immediately place the object in the square this character occupies. If you give this character a close combat action against adjoining blocking or hindering terrain, or you give this character a ranged combat action in which it throws an object at blocking or hindering terrain within its range value, the blocking or hindering terrain it targets with this attack is reduced by one terrain level to either hindering or open terrain, respectively. If you give this character a successful close combat action against an opponent, any damage done by that successful attack may not be reduced below 1. Knockback from such an attack is automatic.
Super Strength may also be used to pick up and throw both friendly and opposing characters.


INCAPACITATE : Character may use either a close or ranged combat attack to immobilize a target opposing figure.
  • (Optional) Character makes a close combat or ranged combat attack, its damage value becomes 0 until the action has been resolved. If this character successfully hits a target that target can't move, attack, or defend for 2 rounds..

PSYCHIC BLAST : This character can make an attack at range that will penetrate any barrier or shield or damage reducing effect.
  • (Optional) When this character makes a ranged attack, damage done by that attack is penetrating damage, meaning that it cannot be reduced by any power or effect that reduces damage, although it can be evaded or transferred to another character by appropriate power effects.

SMOKE CLOUD : This character generates a cloud of smoke or darkness.
  • (Optional) Give this character an action token. This character may move up to half its Speed Value and place up to 4 Smoke terrain markers on the battlefield, starting at any square within its range that it has clear line of sight to. Smoke terrain acts as hindering terrain in terms of movement and as blocking terrain in terms of line of sight, including at adjacent corners between squares filled with Smoke markers. A character with a range of 0 may place the markers in its square and in adjacent squares. Smoke markers must be adjacent to each other, and remain in place until the beginning of their creator's next turn or until the power is countered or lost. Smoke terrain is not elevated.

POISON : This character has a toxin or other effect that damages any nearby opponent.
  • (Optional) At the beginning of your turn, this character delivers 1 click of damage to each opposing character in an adjacent square.

STEAL ENERGY : Character gains power after a successful close combat attack.
  • (Optional) Give this character 1 click of healing when it applies clicks of damage to a figure after a close combat attack. Also, it may use any one specific feature showing on the adjacent character’s dial until the beginning of its controller’s next turn. 'Any feature' includes anything pertaining to the figure's abilities showing on the dial of the adjacent figure, including movement mode, super powers, the presence of a flight stand, individual stat numbers, range value, number of range targets, or team ability.

TELEKINESIS : Character can physically manipulate objects, itself, and other characters using only the power of its mind.
  • (Optional) Choose one of the following actions per turn:
  1. Move this character up to its full speed value, while treating this character as if they have the wing movement symbol on their dial, without the capacity to Soar, for the remainder of the turn. When using this option, characters may taxi another figure, or carry an object token, as if they had Super Strength, under all normal rules of taxiing or carrying .

  2. Target any object within 10 squares of this character that the character has a clear line of sight to. Move this object to any other square within 10 squares of this character that the character has a clear line of sight to. If the object targeted is an opposing character, this is considered a ranged attack and a normal ranged attack roll must be made. If the object is a friendly character, treat that character as any normal object.

  3. Target any object within 10 squares of this character that this character has a clear line of sight to. Use this object to make a ranged attack on any opposing character within 10 squares of this character that this character has a clear line of sight to. Treat this as if the object is being thrown by a character with Super Strength. If this object is an opposing character, two ranged attack rolls must be made; to target the first opposing character being used as a weapon, and to then hit the second opposing character with the first opposing character if the first attack roll is successful. Characters are treated as light objects for this purpose; if one character is thrown at another, each character takes one click of damage.

  4. Move all adjacent characters directly away from this character a number of spaces equal to its Damage value. These target characters automatically break away and ignore the effects of hindering terrain and moving through squares adjacent to other characters while they are being moved in this way. This action does not inflict damage, but the target characters may suffer damage from knockback per those rules.

  5. Target an adjacent square of blocking or hindering terrain or an adjacent object token. Reduce this terrain type to hindering or open terrain, respectively, or destroy this object.

Characters moved by Telekinesis other than the figure using Telekinesis itself may not take any other action until the beginning of their controller's next turn.


SPECIAL POWERS : This character has a special speed power. See this character’s character
card for more information.



DEFENSE SUPER POWERS

SUPER SENSES : Character can avoid being hit in combat, and can visualize its surroundings via superhuman sensory perceptions.
  • (Optional) When this character is successfully hit by an attack, its controller may roll one six sided die. On a result of 5 or 6, this character evades the attack. Characters with Super Senses ignore the effect of Hindering Terrain in terms of drawing line of sight, the effects of Smoke Cloud, and the effects of any Battlefield Condition cards that limit range or line of sight. Characters with Super Senses may also roll one d6 when attacking characters with the Shape Change power, and on a result of 5-6, Shape Change does not affect them. (Make this roll before the target character rolls to activate Shape Change. If this roll succeeds, the target character does not roll for their Shape Change.)

TOUGHNESS : Character is more resilient than a normal human. Subtract 1 from any combat damage dealt to this character. Toughness does not reduce critical-miss or hit damage.


DEFEND : Character can share its defense value with friendly figures in adjacent squares.
  • (Optional) Any friendly figure in a square adjacent to this character may use this character's unmodified defense value instead of its own.

COMBAT REFLEXES : Character is harder to hit in hand to hand combat, if it wants to be.
  • (Optional) Add 2 to this character's Defense Value against Close Combat Attacks that target him or her. This character may also choose to be Knocked Back by any successful close combat hit. Any Knock Back damage this character takes may be reduced to zero.

ENERGY SHIELD/DEFLECTION : Character's defense is improved against ranged combat attacks.
  • (Optional) Increase this character's defense value by 2 versus ranged combat attacks that target him.

BARRIER : Character can create up to 4 squares of blocking terrain.
  • (Optional) Give this character an action token. This character may move up to half its Speed Value and create 4 squares of blocking terrain anywhere within the character's range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in squares adjacent to each other. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain.These barrier markers remain in place until the D.B.D.(Damage Before Destroyed) is at 0 or the power is countered. The Barriers D.B.D. is measured by the height of the Barrier made, as follows below.
  • Barrier Marker D.B.D. Table
        • 1" Barrier - 1 D.B.D.
        • 2" Barrier - 2 D.B.D.
        • 3" Barrier - 3 D.B.D.
        • 4" Barrier - 4 D.B.D.
        • 5" Barrier - 5 D.B.D.


MASTERMIND : Character can deflect damage onto a teammate in an adjacent square.
  • (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing power possessed by the character receiving the damage reduces this damage per the standard rules.

WILLPOWER : Character is very strong willed.
  • (Optional). Character is not affected by the effects of mind attacks. ( Mind Control, Perplex, Outwit )

IMPERVIOUS : Character is extremely hard to hurt through normal physical means.
  • (Optional) When this character is dealt damage, roll 1 six-sided die. On a result of 5 or 6, the damage taken is reduced to 0. On a result of 1 to 4, the damage taken is reduced by 4. Impervious is Optional to the extent that a character with this power may reduce it to Invulnerable if they should wish to.

REGENERATION : Character is capable of healing from great damage at superhuman speed.
  • (Optional) Roll 1 six-sided die. Turn this character's combat dial this many clicks to the left, back towards their starting click. Do not advance them further than their opening click.

INVULNERABILITY : Character reduces damage delivered to him by 3 clicks. Subtract 3 from any damage dealt to this character. Invulnerability does not reduce critical miss or hit damage.


SPECIAL POWERS : This character has a special speed power. See this character’s character
card for more information.



DAMAGE SUPER POWERS


RANGED COMBAT EXPERT : Character is more effective at range.
  • (Optional) When this character makes only a single ranged attack per turn, they may add 2 to any damage dealt if that damage is not already 0. Ranged Combat Expert may not be used when employing an object as a weapon.

BATTLE FURY : Character has gone berserk. Character gains a +1 to damage. They may not be taxied or targeted by Mind Control. The character subtracts 2 from Attack Value when making ranged attacks.


SUPPORT : Character can heal itself or other figures.
  • (Optional) If this character is not adjacent to an opposing character, give this character an action token, reduce its Damage Value to 0, and choose one of the following:
    1. Make a close combat attack against an adjacent character that is not adjacent to an opposing character.

    2. Reduce this character's Defense Value to 0. This character makes a close combat attack against itself. If the attack succeeds, roll one six sided die. Turn the target character's combat dial this many clicks to the right, back towards their starting click. Do not advance them further than their opening click.

EXPLOIT WEAKNESS : Character can find a weak spot in any target.
  • (Optional) Reduce this character's damage to 3 if it is greater than 3. Damage dealt by this character from a close combat attack is penetrating damage.

ENHANCEMENT : Character increases the damage delivered by friendly ranged combat attacks.
  • (Optional) Any friendly figure given a ranged combat action while in a square adjacent to this character will deal 1 extra click of damage to any and all figure(s) successfully hit by the attack.

PROBABILITY CONTROL : Character bends the laws of probability in their own favor.
  • (Optional) Once during your turn, this character allows you to re-roll one dice roll, or to force an opponent to re-roll one dice roll. Use the re-rolled result instead of the original result. At any time during an opponent's turn, this character allows you to force the opponent to re-roll one dice roll, or to re-roll one of your dice rolls. This character must be within 10 squares of the figure performing the action/dice roll and have a clear line of sight to that figure.
Figures with Probability Control may also be used to protect the result of a dice roll you find desirable. If an opponent should try to use Probability Control to re-roll a die, or to make you re-roll a die, and you prefer the original roll to stand, you may use your Probability Control to cancel the re-roll attempt. Your Probability Control piece must be within 10 squares of the figure that would be making the new roll and have a clear line of sight to that figure.


SHAPE CHANGE : Character can change its shape to deceive opponents.
  • (Optional) When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5-6, the attack cannot be made; the character has fooled the attacker by appearing as a friendly or harmless character. The attacker takes an action token and ends its action.
When this character makes an attack, roll one 1 six sided die. On a result of 5-6, the target of the attack has its defense value reduced to 0, and damage dealt by this attack may not be reduced below 1, or transferred using Mastermind or other power effects.


CLOSE COMBAT EXPERT : Character is more effective in hand to hand combat than at range.
  • (Optional) Damage dealt in close combat by this character is increased by 2, if that damage is not already 0. This power may not be used if more than one close combat attack is made per turn.

PERPLEX : Forget it. There is no possible way to make this power make sense. Just deal with it.
  • (Optional) Once during your turn, this character may modify any Combat Value (including Range) for any character in play by 1, up or down. This effect lasts for the duration of your turn. This character must be within 10 squares of the target character and have a clear line of fire to that character. If the target character is damaged or healed during the turn, the effect ends. If this power is countered or lost during the turn, the effect ends.

OUTWIT : Character is one step ahead at all times, and can use their greater intellect and resourcefulness to negate an opponent’s strengths.
  • (Optional) Once during your turn, as a free action, this character may make a ranged combat attack for 0 damage. A successful attack will allow the character to counter any single power currently possessed by its target. If this character is adjacent to an opposing character, it may turn off any single power currently possessed by an adjacent opposing character as an automatic free action, without any dice roll. This effect lasts until the beginning of your next turn. If this character has a range value of 0, treat its range value as 4 when using this power. This range cannot be further modified. If Outwit is countered or lost, the cancelled power returns immediately.

LEADERSHIP : With this character in command of your force, your force is more effective.
  • (optional) This character may add an action to your action total for the turn. At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one figure with Leadership.

SPECIAL POWERS : This character has a special speed power. See this character’s character
card for more information.



TERRAIN
Terrain can be the natural landscape of the battlefield, walls, or other objects depicted on the battle map; object
tokens and 3-D objects placed on the map at the beginning of the game; or they can be effects created by the use of powers. HeroClix has five types of terrain: clear, hindering, blocking, elevated, and water. Water terrain has special rules associated with it, and elevated terrain is a special type that modifies other types of terrain.

  • CLEAR TERRAIN
    Clear terrain is open space with no obstructions, such as a rooftop, a park, or an empty street. Characters can move and make ranged combat attacks through squares of clear terrain with no penalty to their speed or attack values.
  • HINDERING TERRAIN
    Hindering terrain is any area containing trees, furniture, debris, objects, and other similar items that might obstruct a character’s actions.
  • Movement
    A character that crosses into hindering terrain from any other type of terrain must stop moving. Diagonally adjacent squares that contain hindering terrain are considered continuous hindering terrain. When a character moves from non-hindering terrain through the corner between two diagonally adjacent squares of hindering terrain, the continuous hindering terrain causes the character’s movement to end in the square after crossing the corner. Any character that begins its movement in hindering terrain reduces its speed value by half before moving.
  • Close Combat Attacks
    Close combat attacks are not affected by hindering terrain
  • Ranged Attacks and the Hindering Terrain Modifier
    If a line of fire between two characters on the same elevation crosses the boundary line of hindering terrain, modify the target’s defense value by +1 for the attack after applying any replacement values. This is called the hindering terrain modifier. Add this modifier only once, regardless of the number of squares of hindering terrain the line of fire passes through. If the attacker occupies a square of hindering terrain and the line of fire crosses the boundary line for hindering terrain without crossing another square of hindering terrain, the hindering terrain modifier is not applied for the square occupied by the attacker. This represents an attacker’s ability to fire from the edge of hindering terrain protected by it, but not impaired by it. A line of fire is considered to pass through hindering terrain if it passes through the diagonal of two diagonally adjacent squares that contain hindering terrain and any of the following: blocking terrain, a character, or another piece of hindering terrain
  • WATER TERRAIN
    Squares inside the boundary of a blue line are water terrain, such as streams, ponds, and other liquids. Water terrain is hindering terrain for movement purposes and clear terrain for line of fire purposes. Characters with the or symbol on their bases treat water terrain as clear terrain for movement purposes.
  • BLOCKING TERRAIN
    Blocking terrain consists of areas and objects on the battlefield with the potential to completely impede a character’s actions. Characters can’t move into or through blocking terrain. No character can occupy a square of blocking terrain. Blocking terrain blocks any line of fire that crosses the boundary line surrounding it. Squares of blocking terrain that are diagonally adjacent are considered continuous blocking terrain and block any movement through the diagonal between them. A line of fire that passes through the diagonal of two diagonally adjacent squares of blocking terrain is blocked by the blocking terrain. A line of fire that passes through the diagonal between a square of blocking terrain and a square containing a character is blocked.
  • ELEVATED TERRAIN
    Squares inside the boundary of a red line are elevated terrain. Elevated terrain is clear, water, hindering, or blocking terrain at a level that is above the battlefield. Characters can reach elevated terrain in many ways, including climbing stairs or ladders, scaling or jumping walls with the Leap/Climb power, and hovering (if they are flying characters). A character can’t “jump off” elevated terrain unless it has a power, team ability, or feat card that allows it to ignore the effects of elevated terrain on movement. Elevated vs. grounded. Characters, objects, and terrain features on elevated terrain are referred to as elevated. Characters, objects, and terrain that are not elevated are grounded. A grounded character may be hovering or a character without the speed symbol. Elevated terrain can’t be destroyed. If a line of fire between two grounded characters crosses the boundary line of elevated terrain, it is blocked. The line of fire between an attacker on elevated terrain and a target on elevated terrain is not blocked by elevated terrain boundary lines; however, colossal characters, elevated characters, and the boundary lines of other types of elevated terrain still affect and block the line of fire normally. A square with a red line running through it (marking the boundary of an area of elevated terrain) is on the rim of elevated terrain. If an elevated character is on the rim of elevated terrain, it may make ranged combat attacks targeting grounded characters and be the target of ranged combat attacks by grounded characters. If the line of fire between a grounded character and an elevated character crosses any elevated square not on the rim of the elevated terrain, or any square on the rim not occupied by the target character, the line of fire is blocked. An otherwise clear line of fire between an elevated character and a grounded character is blocked by giant characters and colossal characters; hindering terrain does not affect a line of fire drawn between an elevated character and a grounded character unless the target occupies a square of hindering terrain. Characters that are in adjacent squares but at different elevations can’t make close combat attacks against each other, but they may target each other with ranged combat attacks.

Now on to Chapter IV - Hero Points (HPs) & Advancing (Leveling)

Clix Campaign - The Alternative set of Rules