RULES FOR NORMALS / BYSTANDERS Innocent Bystanders are the everyday common folk wandering the streets. These are the people you are trying
to save and protect (
or defame and hurt). Innocent Bystanders are controlled by the Creator. If a major battle is going on, they will try and avoid it (
so don't make one wander up to a battle between Juggernaut and The Hulk). Bystanders will try and approach any member of a Hero Team whose Prestige Rating is equal to or greater than +20 as long as that Hero is not currently engaged in combat. They are awed at this Hero and are looking for an autograph or picture.
Follow the new rules for K.O.'s with all bystanders, unless stated other wise. Critical Condition (
they only have 1 click
of Health for Critical Condition) and Death. A bystander is treated just like a figure. Any rules reference to a figure or character also applies to a bystander token, unless noted otherwise.
"Normals" encompass a variety of models in the game that do not make use of a Combat Dial. Each "Normal"
has a set of characteristics that do not change - because one "click" of damage will take it out of the action. The
following rules apply to Normals:
- Upon taking a single click of damage, Normals are Knocked Out.
- Normals can't voluntarily Push themselves. They can, however, be subject to Pushing Damage if this is caused by the effects of other powers and abilities (such as Incapacitate or Mind Control).
- Regular HeroClix models may move through spaces adjacent to Normals without having to stop. However, if, at the start of their movement, they are adjacent to a Normal model, they still have to Break Away as normal.
- Normals never cause Knock-Back during an attack, unless stated otherwise
TYPES OF NORMALS
HOOLIGAN
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 12 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 1 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Range: 0; Affiliation: None; Points: 3.
Hooligans, in and of themselves, don't pose much of a threat, save as a minor irritant to slow down the progress of heroes who haven't access to such powers as Leap/Climb or Hypersonic Speed. Mostly, they're just extremely cheap bodyguards for Masterminds.
GUNMAN
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 12 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 1 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Range: 6; Affiliation: None; Points: 6.
These are hooligans with guns. Since they don't actually have to run up to a superhero to engage him in combat, they can actually present a threat at range.
REPORTER
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 7 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 12 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 0 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Range: 0; Affiliation: None; Points: 4.
The Reporter knows no allegiance except to "The Peoples' Right to Know". Often accompanied by a Cameraman (with identical statistics), the Reporter will zoom in on the nearest Hero or Villain and, upon reaching close enough rank to shove a microphone into the subject's face, demand an interview. (In other words, the Reporter "attacks" with Incapacitate.) The Cameraman makes no attacks, but attempts to move adjacent to the Reporter's subject, possibly causing a hindrance. Normal Break-Away rolls are required to get away. Of course, not everyone is friendly to the media: if the Reporter is attacked (or the Cameraman, for that matter), both will typically attempt to Break Away and flee to cover the news from a safer vantage point.
In a scenario where heroes are required to rescue all Bystanders, the Reporter can make that task all the more difficult, given his or her tendency to rush right into danger or even hinder the very heroes who are trying to help.
SCIENTIST
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
 | 6 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 5 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 10 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
 | 0 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Range: 0; Affiliation: None; Points: 2.
These "scientists" are the sort that might be encountered in some evil overlord's secret doomsday-device laboratory, operating the machinery and computers until the heroes decide to crash the party. Faced with the prospect of their "life's work" being destroyed by thoughtless superheroes - or being hauled off to jail - sometimes a scientist will pull out a syringe with something toxic in it, or perhaps just grab up a convenient bludgeon. While the scientist is incapable of inflicting damage in the typical sense, he can still be a hindrance to the heroes, particularly with his Incapacitate attack.
| Body Guard | Points: 25 |
| Range: ~ 4 squares | Team: Police |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 8 | 8 | 8 | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 10 | 10 | 9 | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 18 | 17 | 17 | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 2 | 2 | 1 | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Description:
- Defense Special:
- My Job is to Protect: Body Guard has toughness and defend
| Suicide Bomber | Points: 50 |
| Range: ~ 0 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 1 | 1 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 1 | 1 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 0 | 0 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
| 4 | 4 | KO | KO | KO | KO | KO | KO | KO | KO | KO | KO |
Description:
- Attack Special:
- Bomb: When this character is given an action he runs to the middle of the field and does 4 unavoidable damage to anyone in a range of 6 squares in all directions. He then dies.
- Defense Special:
- Lighting the fuse: When this character is attacked he dies. 2 turns later he does 2 unavoidable damage to everyone in a range of 8 squares in all directions.
| Reptile | Points: 110 |
| Range: ~ 8 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 9 | 9 | 9 | 8 | 9 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 14 | 14 | KO | KO | KO | KO | KO |
| 3 | 3 | 2 | 3 | 3 | 3 | 2 | KO | KO | KO | KO | KO |
Description:
- Attack Special:
- Acid Spit:Reptile has poisin and it affects everyone within two squares of him.
- Movement Special:
- Invisibility:Reptile has Stealth, Leap/Climb, and Charge.
| |
| Cyrax | Points: 110 |
| Range: ~ 8 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 9 | 9 | 8 | 9 | 9 | 10 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 14 | 14 | KO | KO | KO | KO | KO |
| 4 | 3 | 3 | 3 | 2 | 2 | 2 | KO | KO | KO | KO | KO |
Description:
- Movement Special:
- Exploding Teleport:Cyrax may use Phasing/Teleport as a free action.
- Attack Special:
- Self Destruct:Cyrax halves his range and makes a ranged combat attack against all targets to which he has a clear line of fire. All targets successfully hit take 2 unavoidable damage. After the action is resolved deal Cyrax 1 unavoidable damage.
| Scorpion | Points: 120 |
| Range: ~ 10 squares | Team: Ninja |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 10 | 9 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 14 | 14 | KO | KO | KO | KO | KO |
| 3 | 3 | 3 | 2 | 2 | 2 | 2 | KO | KO | KO | KO | KO |
Description:
- Movement Special:
- Hell Spawn:Scorpion may use Phasing Teleport with Charge.
- Attack Special:
- Get Over Here!:Scorpion may move any character within his range to which he has a clear line of fire to to any unoccupied square adjacent to him as a free action.
| |
| Smoke | Points: 130 |
| Range: ~ ~ ~ 8 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 10 | 9 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 15 | 14 | KO | KO | KO | KO | KO |
| 4 | 3 | 3 | 3 | 2 | 2 | 2 | KO | KO | KO | KO | KO |
Description:
- Movement Special:
- Silent Assassin: Smoke may use Phasing Teleport with Running Shot. Smoke also has Stealth.
- Attack Special:
- Made Of Smoke: Whenever smoke is given an action or attack, after it is resolved, you may use Smoke Cloud as a free action.
| Sektor | Points: 126 |
| Range: ~ ~ 8 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 10 | 9 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 14 | 14 | KO | KO | KO | KO | KO |
| 4 | 3 | 3 | 3 | 2 | 2 | 2 | KO | KO | KO | KO | KO |
Description:
- Movement Special:
- Teleport: Sektor may use Running Shot with Phasing/Teleport.
- Attack Special:
- Missile: Sektor may use Energy Explosion and Incapacitate.
| |
| Sub-Zero | Points: 110 |
| Range: ~ ~ 8 squares | Team: No Affiliation |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 12 | 11 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 10 | 9 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 17 | 16 | 16 | 15 | 15 | 14 | 14 | KO | KO | KO | KO | KO |
| 3 | 3 | 3 | 2 | 2 | 2 | 2 | KO | KO | KO | KO | KO |
| Description:
- Movement Special:
- Ice Slide:Sub-Zero May use Charge with Leap/Climb.
- Attack Special:
- Ice Clone:Sub-Zero may use Incapacitate. When Sub-Zero is the target of an successful attack, Attacker is frozen for 1 round.
| |
| Black Ninja | Points: 80 |
| Range: ~ ~ 6 squares | Team: Ninja |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 10 | 10 | 10 | 10 | 9 | 9 | 8 | KO | KO | KO | KO | KO |
| 10 | 10 | 9 | 8 | 8 | 7 | 7 | KO | KO | KO | KO | KO |
| 15 | 15 | 15 | 14 | 14 | 13 | 13 | KO | KO | KO | KO | KO |
| 3 | 3 | 2 | 2 | 1 | 1 | 1 | KO | KO | KO | KO | KO |
| Black Ninja Guard | Points: 16 |
| Range: ~ 4 squares | Team: Ninja
|
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 7 | 7 | 6 | 6 | KO | KO | KO | KO | KO | KO | KO | KO |
| 10 | 9 | 7 | 6 | KO | KO | KO | KO | KO | KO | KO | KO |
| 15 | 15 | 14 | 13 | KO | KO | KO | KO | KO | KO | KO | KO |
| 2 | 1 | 1 | 1 | KO | KO | KO | KO | KO | KO | KO | KO |
| Crimson Ninja | Points: 84 |
| Range: ~ ~ 8 squares | Team: Ninja |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 11 | 11 | 10 | 10 | 9 | 9 | 8 | 7 | KO | KO | KO | KO |
| 11 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | KO | KO | KO | KO |
| 16 | 15 | 15 | 14 | 14 | 13 | 13 | 12 | KO | KO | KO | KO |
| 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | KO | KO | KO | KO |
Crimson Ninja Guard
| Points: 34 |
| Range: ~ 6 squares | Team: Ninja |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 6 | 5 | 4 | 4 | KO | KO | KO | KO | KO | KO | KO | KO |
| 10 | 10 | 7 | 6 | KO | KO | KO | KO | KO | KO | KO | KO |
| 15 | 14 | 12 | 11 | KO | KO | KO | KO | KO | KO | KO | KO |
| 2 | 2 | 1 | 1 | KO | KO | KO | KO | KO | KO | KO | KO |
| White Ninja | Points: 94 |
| Range: ~ ~ ~ 10 squares | Team: Ninja
|
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 11 | 11 | 10 | 10 | 9 | 9 | 8 | 7 | KO | KO | KO | KO |
| 11 | 10 | 9 | 9 | 8 | 8 | 7 | 7 | KO | KO | KO | KO |
| 16 | 15 | 15 | 14 | 14 | 13 | 13 | 12 | KO | KO | KO | KO |
| 3 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | KO | KO | KO | KO |
| White Ninja Guard | Points: 40 |
| Range: ~ ~ 8 squares | Team: Ninja |
| # | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 |
| 7 | 6 | 6 | 5 | 4 | KO | KO | KO | KO | KO | KO | KO |
| 10 | 9 | 8 | 7 | 6 | KO | KO | KO | KO | KO | KO | KO |
| 15 | 15 | 14 | 13 | 12 | KO | KO | KO | KO | KO | KO | KO |
| 2 | 2 | 1 | 1 | 0 | KO | KO | KO | KO | KO | KO | KO |