TEXT:  
   
   
   
   
   
  A Player’s Guide 
  Effective: 8/1/2011 
  Any cards indicated with the † symbol may only be used with the Golden Age format. 
  Items labeled with a are available exclusively through Print-and-Play 
  Any page references refer to the HeroClix 2011 Core Rulebook 
  Part 1 – Clarifications  
  Section 1: 
  Rulebook 
  3 
  Section 2: 
  Powers 
  5 
  Section 3: 
  Abilities 
  6 
  Section 4: 
  Characters and Special Powers 
  9 
  Section 5: 
  Special Characters 
  21 
  Section 6: 
  Team Abilities 
  23 
  Section 7: 
  Additional Team Abilities 
  27 
  Section 8: 
  Battlefield Conditions 
  29 
  Section 9: 
  Feats 
  31 
  Section 10: 
  Objects 
  37 
  Section 11: 
  Maps 
  39 
  Part 2 – Current Wordings 
  Section 12: 
  Powers 
  43 
  Section 13: 
  Abilities 
  47 
  Section 14: 
  Characters and Special Powers 
   
  49 
  Section 15: 
  Team Abilities 
  105 
  Section 16: 
  Additional Team Abilities 
  109 
  Section 17: 
  Battlefield Conditions 
  113 
  Section 18: 
  Feats 
  117 
  Section 19: 
  Objects 
  129 
  Section 20: 
  Maps 
  133 
   
  How To Use This Document 
  This document is divided into two parts. The first part details every clarification that has been made in HeroClix for all game elements. These 44 
  pages are the minimal requirements for being up to date on all HeroClix rulings.  
  Part two is a reference guide for players and judges who often need to know the latest text of any given game element. Any modification listed 
  in part two is also listed in part one; however, in part two the modifications will be shown as fully completed elements of game text. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  1-1 
  Section 1 
  Rulebook 
  General 
   Many figures have been published with rules detailing their 
  abilities. The specifics of these abilities are overridden by the 
  description of the ability in the HeroClix Powers and Abilities 
  Card. 
   Typographical errors (such as a missing period) that do not 
  impact the way in which a game effect would be played are not 
  listed in Part 1 as errata, though the corrected form of the game 
  effect would appear in Part 2. 
   Unless otherwise noted, game effects only occur once each time 
  they would apply. For example, ―At the beginning of  your turn, 
  you may heal Wolverine of 1 damage‖ is an instruction to do 
  this once. 
  Battle Map Removal 
   Characters that are removed from the battle map are not affected 
  by Battlefield Conditions. 
   Characters that are removed from the battle map are not affected 
  by game effects that characters on the battle map use (unless it 
  says otherwise). 
   Characters that are removed from the battle map may not use 
  their own powers, abilities, or feats except as stipulated by the 
  effect removing them from the battlefield. 
  Combat Values 
   When an attack roll is rerolled, the combat values used for the 
  first roll will be used for the second roll. 
  Compatibility 
   All HeroClix game lines are compatible with all other HeroClix 
  game lines.  HeroClix has two game systems. HeroClix: Alpha 
  characters can be played in HeroClix by treating every colored 
  power as a standard power (not the description on the character 
  card) and by using the character card for the keywords.  
  Critical Hits 
   A critical hit increases the damage dealt to any character hit by 
  an attack that deals damage. 
  Damage Dealt 
   Page 9, under No Damage begins: ―An attack that deals no 
  damage ignores modifiers to the damage value.‖ 
   All damage from a single effect is dealt simultaneously, unless 
  otherwise specified.  For example if two characters are both hit 
  by the same Energy Explosion or Throw a Grenade attack, all of 
  the damage from that attack is dealt at the same time, so any 
  damage transfer will be combined. 
  Damage Taken 
   The amount of damage a character takes is always considered 
  the specific number of clicks applied before stopping. If a 
  character is KO‘d or has a game effect that causes the clicking to 
  stop, the damage taken is determined accordingly.  
  Event Dials 
   Event dials included as part of your force are still subject to 
  having the approval of your opponents. 
  Free Actions 
   If a game effect allows you to perform a specific power or 
  ability as a free action, then that effect is not considered to be 
  the type of action which would normally be given.  (For 
  example, when Zoom uses Flurry during Hypersonic Speed, 
  there is no close combat action given.) 
   Free actions may be used during the beginning of turn and 
  during the end of turn. 
  Ignoring 
   A character which ignores a game effect may still be targeted 
  with that game effect.  Any special attributes of that effect will 
  be ignored.  For example, a character with the Repulsor Shield 
  feat that is hit with an attack using Ranged Combat Expert 
  would not ignore the attack, it would ignore the +2 damage dealt 
  provided by the Ranged Combat Expert power. 
   Game effects which alter the way a figure is KO‘d or otherwise 
  defeated cannot be ignored. 
   Game effects which have you make a choice at a specific 
  occurrence may be ignored, but if the power is being ignored 
  when the choice would be made, this choice is made 
  immediately after the effect is no longer ignored. 
   When a game effect says that a character ignores a power or 
  ability, it only ignores that power or ability on other characters 
  unless otherwise noted. 
  Initiative 
   There are many mechanics which require player(s) to select 
  things at the beginning of the game. The initial roll-off between 
  players to determine who goes first is used to determine which 
  player performs all of their ―start of game‖ decisions first.  
  Keywords 
   Diacritics (such as the dots above an ü) are the same as their 
  standard letter counterpart. For example, Blüdhaven is the same 
  as Bludhaven 
   Hyphens do not alter a keyword. For example, Legion of Super 
  Heroes is the same as Legion of Super-Heroes. 
  Knock Back 
   Powers and abilities that would prevent knock back are checked 
  for before damage from the attack is applied.  
   Knock back is not considered to be movement. 
  Lines of Fire 
   When a character has the ability to ignore the effects of other 
  characters for line of fire purposes, it refers only to the fact that 
  character bases do not affect the line of fire. This ability alone 
  would not allow the character drawing a line of fire to ignore 
  powers or abilities by other characters. 
   When a character draws a line of fire to an object held by a 
  character, they do not need to draw a line of fire to the character 
  
   
   
   
  1-2 
  holding the object, only the square itself. Therefore, abilities like 
  Stealth would not prevent the line of fire from being drawn. 
   Some special powers allow a character to use a standard power 
  against one or more adjacent characters. When adjacency is 
  specified in this way, the character using the special power does 
  not need to have line of fire on the target(s). 
   Any game effect that has a line of fire drawn to it is considered a 
  target. 
  Modifiers 
   Modifiers can always be applied to a character. However, if 
  another game effect causes the character to be unable to have its 
  values modified, then the modifiers are ignored. 
   When a modifier during an attack is based on a figure meeting a 
  particular criteria (usually the targeted character), then that 
  modifier only applies to the targeted character(s) but would not 
  apply to any targeted characters that did not meet the criteria. 
  Movement 
   A character which ―cannot be moved‖ may not be given an 
  action to move 0 squares as that is movement. 
   A character with Super Strength cannot pick up an object as it 
  moves into a square adjacent to an opposing character unless the 
  moving character has another power or ability that allows it to 
  ignore the effects of other opposing characters on movement. 
  Multi-Based Characters 
   When a multi-based character moves between walls and/or 
  blocking terrain, the character‘s narrowest edge must be able to 
  fit between the two terrain features. 
  Naming 
   Abbreviated titles are considered the same as their long forms 
  for determining a character‘s name. For example, Dr. Octopus 
  and Doctor Octopus are considered the same name. 
  Powers/Abilities 
   When a game effect refers to ―a standard {combat type} power‖ 
  it is referring to a standard power in that combat type‘s stat. For 
  example, ―a standard attack power‖ would include Quake but 
  would not include Charge (even though there is an attack in 
  Charge, it is not an ―attack power‖). 
   When a character card contains descriptive text for a standard or 
  named power, refer to the Powers and Abilities Card for the text 
  of the power.  
   Powers and abilities which allow a character to use a standard 
  power in an altered way are still considered to be standard 
  powers for other game effects.  
   If a character is being affected by a power or ability when it is 
  replaced for another (i.e., Alter-Ego, Morph, etc.) the new 
  character remains affected. 
   If a character has activated a long-lasting game effect when it is 
  replaced for another (i.e., Alter-Ego, Morph, etc.) the new 
  character continues the effect only if the new character also can 
  use that effect. 
   Game effects which grant the use or possession of another game 
  effect have no effect if the recipient can already use the new 
  effect. 
  Starting Lines 
   Some characters have red, blue, and/or yellow starting lines 
  instead of a green starting line. These characters may also have 
  different point values and experience levels listed on their 
  base/character card. Use the starting line that matches the color 
  of the point value or experience level. 
   If a character does not have any starting lines, the starting line is 
  treated as if it were to the left of click 1. 
  Terrain 
   Walls that are destroyed in the middle of an action are 
  considered destroyed immediately within the action. The 
  adjacent terrain does not become hindering terrain until the end 
  of that action. 
   If one type of terrain exists behind other types of terrain, each 
  terrain type must be destroyed separately. 
   An ―area of terrain‖ is a square or group of squares that are 
  enclosed by a single colored line. Two sets of colored lines that 
  overlap or are adjacent are separate areas of terrain. 
   Special terrain (orange squares) that require a character to 
  occupy the square, require that the entire base must be 
  occupying the terrain. 
   Game effects which would allow a figure to relocate terrain may 
  not be used on terrain printed on the map. 
   Web Special Terrain Marker: A character occupying this square 
  must break away for movement purposes. Immediately after the 
  character occupying this square no longer occupies it, remove 
  this marker from the map. 
   The red border on elevated terrain is elevated terrain of that 
  level. 
  Turns 
   The ―beginning of turn‖ ends with the first non-free action 
  assigned to a character, unless that action specifically states that 
  it can be given during the beginning of the turn. 
   Effects that occur at the end of the turn may be performed in any 
  order, but you may not give your figures actions after you have 
  cleared tokens. 
  Victory Points 
   At the end of the game, all figures are returned to their original 
  controllers before determining the winner. 
  Walls 
   All walls are assumed to stop exactly at the edges of squares. 
  Even if it looks like a wall ―sticks out‖ into a doorway, it 
  doesn‘t, and thus diagonal attacks can pass through without 
  being blocked. 
   A square of blocking terrain on the opposite side of the wall 
  does not block the line of fire to that square when targeting a 
  wall with a ranged attack. 
   If blocking terrain exists on the opposite side of a wall, 
  destroying the wall does not destroy the blocking terrain.  Only 
  place a rubble token on the side of the wall without the blocking 
  terrain.  A separate attack must be made to destroy the blocking 
  terrain. 
  
   
   
   
  2-1 
  Section 2 
  Powers
  Barrier 
   Blocking terrain markers can be destroyed as per the rules for 
  destroying blocking terrain. They would be replaced with rubble 
  tokens when destroyed. The rubble tokens are removed from the 
  game the same time that the normal blocking terrain markers are 
  removed from the game. 
  Charge 
   Characters using Charge still follow standard rules of movement, 
  including break away and the ability to carry other characters.  
  However, a carried character must be dropped before the 
  Charging character uses the Free Action portion of Charge to 
  attack.  
  Combat Reflexes 
   Using this power does not prevent knock back from occurring, if 
  doubles are rolled. 
   A character that is normally immune to knock back that has 
  Combat Reflexes can choose to take knock back when hit with a 
  successful attack.  
  Energy Explosion 
   When knock back occurs from this attack, all characters that take 
  damage from this attack are knocked back normally in the 
  direction away from the attacker starting with those farthest from 
  the attacker. If the attacker itself takes damage, it is not knocked 
  back. 
   All damage from the Energy Explosion attack is dealt at once. If a 
  character were hit by both an EE attack and splash damage, then 
  that character would be dealt 2 damage. If the character had 
  Toughness it would be dealt 2 damage, minus 1 for the Toughness 
  for a total of 1 damage. 
  Flurry 
   Any powers that are not in use when the first attack is made with 
  Flurry cannot be used for the second attack.  Any powers in use 
  for the first attack are in use on the second attack unless the power 
  has been lost. 
  Force Blast 
   Though not an attack, this power targets the figure(s) being 
  knocked back. 
  Hypersonic Speed 
   All references to ―Hypersonic Speed, Option 1‖ refer to the power 
  Hypersonic Speed. 
   If the target character is defeated by the attack, it is removed from 
  the board immediately and the attacking character can occupy that 
  square. 
   The Hypersonic Speed character commits to the square from 
  which the attack will be made prior to making the attack. 
  Leadership 
   Game effects which refer to a Leadership result of 4-6 are actually 
  referring to a successful Leadership roll, which is now a result of 
  5-6. 
  Mind Control 
   If a character affected by Mind Control KOs another opposing 
  character, or is KOd itself, the controlling player receives the 
  victory points.  
   When a character is affected by Mind Control, any of its powers 
  previously countered remain countered.  Powers that may only be 
  used once per turn, round, or game may be used accordingly per 
  Mind Controller. 
   A character that is targeted with Mind Control cannot use any 
  feats during the Mind Control action. 
   Since a character targeted with Mind Control returns to its 
  previous controller‘s force immediately after the free action 
  resolves, any free actions that could be given to the targeted 
  character ―after actions resolve‖ can not be given. 
  Outwit 
   When a Special Power is used to counter all powers on a 
  character, it causes new powers to appear on the dial to also be 
  countered, as the character‘s dial changes. 
   If a countered power no longer shows on the dial, but then returns 
  to the dial before the beginning of the Outwitting player‘s next 
  turn, the power is still countered. 
  Phasing/Teleport 
   A character using Phasing/Teleport that is able to carry characters 
  can carry characters through blocking terrain and such as it uses 
  Phasing/Teleport. 
   A character using Phasing/Teleport that is able to pick an object 
  up can do so while using Phasing/Teleport. 
  Penetrating/Psychic Blast 
   Any reference to "Psychic Blast‖ refers to ―Penetrating/Psychic 
  Blast‖. 
  Pulse Wave 
   While Pulse Wave ignores powers and abilities, it does not 
  counter them. Therefore, terrain created as a result of using a 
  power is considered terrain and affects Pulse Wave normally, 
  even if the character generating that terrain is within range of the 
  Pulse Wave. Characters holding an object due to a feat or power 
  would still be able to hold the object and even use the held object 
  (if it helps defensively). 
   The character using Pulse Wave does not have any of its powers, 
  traits, abilities, or feats ignored during the Pulse Wave attack. 
  Quake 
   When using Quake against multiple opposing characters and one 
  or more of the characters becomes an illegal target (due to Shape 
  Change, Skrull, etc), the attack is still made against all legal 
  targets.  If there are no legal targets then the attack cannot be 
  made. 
  Running Shot 
   Characters using Running Shot still follow standard rules of 
  movement, including break away and the ability to carry other 
  figures.  However, a carried figure must be dropped before the 
  character using Running Shot uses the Free Action portion of 
  Running Shot to attack.  
  Steal Energy 
   A character using Steal Energy while on their first click is not 
  considered healed when an opposing character takes damage from 
  a close combat attack. 
  Stealth 
   Adjacency is not an issue when determining a line of fire to a 
  character using Stealth and occupying hindering terrain. Powers 
  like Probability Control, Perplex, and Outwit, which use a line of 
  fire to determine if the effect can take place, cannot target a 
  character using Stealth that occupies hindering terrain, even if the 
  character with the ability is the character using Stealth itself. 
  
   
   
   
  2-2 
   A giant character that uses Stealth cannot have a line of fire 
  drawn to it when occupying hindering terrain, regardless of the 
  elevation of an opposing attacking figure. 
  Telekinesis 
   A character that has been placed via Telekinesis cannot use 
  Telekinesis until the end of the turn. 
   A friendly character placed via Telekinesis can still be given a 
  non-free action the turn it was moved (though it cannot use 
  Telekinesis). 
   A figure may not target itself with Telekinesis. 
   Any reference to an "option" of Telekinesis is resolved as follows.  
  Option 1: A is an opposing character;  Option 2: A is a friendly 
  character or A is an object placed with no attack; Option 3: A is 
  an object placed to make an attack. 
   The last sentence reads: "If A is an object and B is occupied by an 
  opposing character, this character may make a ranged combat 
  attack targeting the character occupying B, dealing object damage 
  and destroying the object." 
   When designating an object as A and making an attack, the only 
  line of fire required is to square B. The attacked character does 
  not have a line of fire drawn to it and, as such, would not benefit 
  from a hindering terrain bonus (even if the target is using Stealth 
  while occupying hindering terrain). It is still a target of a ranged 
  combat attack, though, so powers like Energy Shield/Deflection, 
  Shape Change and Super Senses would still activate. 
   
   
  
   
   
   
  3-1 
  Section 3 
  Abilities
  General 
   Trait abilities are generally denoted by the 
   symbol, but other 
  symbols may be used to denote a trait.When a symbol appears to 
  the left of the combat symbols on a figure‘s dial, that symbol 
  denotes a trait whose description will be found on the character 
  card with that symbol. 
  Capture 
   The rules for Capture can be seen in Section 13Section 13 of this 
  document. 
   If a character is holding an object when captured, the object is 
  placed in the square the character occupied when captured. If 
  there is an object already in the square, the dropped object 
  would be removed from play. 
   If a character using this ability loses it, then any captives are 
  rescued. 
  Carry 
   Characters being carried are not considered to be on the map for 
  any game effect. 
   The fourth sentence reads: ―If a character has any other combat 
  symbols or is holding an object it cannot be carried.‖ 
  Duo Attack 
   The free actions used in this ability may activate the same effect. 
  Multiattack 
   The Capture ability may not be used via the free action granted 
  by Multiattack. 
   The free actions used in this ability may activate the same effect. 
  Sharpshooter 
   This ability allows the character to make a ranged combat 
  action/attack while based. If the attack targets, then targets of the 
  attack must be the adjacent character(s). Regardless of targets, 
  non-adjacent characters can be affected by the attack (such as 
  would  be the case with powers like Pulse Wave and Energy 
  Explosion). 
  Throw a Grenade 
   This is a trait ability, not a combat ability.  Only combat abilities 
  are able to be countered. 
   Your initial grenade pool is determined by summing the grenade 
  pool values of all figures on your force at the beginning of the 
  game.  The grenade pool values are indicated under the 
  keywords on the character cards of figures who can use the 
  Throw a Grenade trait ability. If your grenade pool is 0, you 
  cannot use the Throw a Grenade trait. 
   This trait ability is denoted with different symbols based on the 
  set.  For example, the 
   symbol is used for the Gears of War 3 
  set while the 
   symbol is used for the Halo set. 
   The initial square chosen does not have to contain a character, 
  nor is there anything restricting it to being clear or hindering 
  terrain. 
   Plasma Grenades end with ―…and then remove the marker.‖ 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  4-1 
  Section 4 
  Characters and Special Powers
  General 
   Print and Play: For WizKids events, players can print any 
  legitimate copy of a cardboard element from HeroClix. The 
  printed version must not be functionally different from a legal 
  WizKids-released version of the element. This policy does not 
  apply to 3D elements, though it does apply to the cards that 
  accompany them. 
   Flight Stands – many characters have flight stands, once used as 
  an indicator of a character being able to use Flight and Carry. 
  Unless specified otherwise below, characters follow the rules of 
  their speed symbol. A flight stand alone does not indicate the 
  ability to use Flight or Carry. 
  Infinity Challenge† 
  #092-093 Pyro 
   These characters are members of the Brotherhood (not Masters 
  of Evil, as indicated). 
  Hypertime† 
  #043-045 Riddler 
   Some early printings of this character do not have Shape 
  Change, Barrier, or Support; it had Mastermind and Perplex. 
  Wherever Shape Change or Barrier appear on this character‘s 
  dial, substitute Mastermind. Wherever Support appears, 
  substitute Perplex. 
  Clobberin‟ Time† 
  #075 Dr. Doom 
   This character possesses 
   instead of . 
  Cosmic Justice† 
  #003 Easy Company Soldier 
   This character has Energy Explosion on its first click. 
  #004 Easy Company Medic 
   This character has Support on its first two clicks. 
  Universe† 
  #014 Hand Ninja 
   This character has a damage value of 2 on its second click. This 
  character does not have Stealth on its last click. 
  #015 Hand Ninja 
   This character has a damage value of 2 on its third click. This 
  character does not have Stealth on its last click. 
  #020 S.W.A.T. Specialist 
   This character has Range Combat Expert on its second click. 
  #072 Vulture 
   This character has Charge on its first click. 
  #078 Hobgoblin 
   This character has an attack value of 7 on its final click. 
  #079 Sabretooth 
   This character has a point value of 38. 
  #089 Annihilus 
   This character has a point value of 103. 
  #092 Captain America 
   This character has a point value of 47. 
  #119 Wasp 
   This character has a range of 4 and 
  . 
  Ultimates† 
  #027 Black Widow 
   This character has been reprinted as Classics #2-8 and is legal 
  for Modern Age. 
  #072 Doctor Octopus 
   This character does not have Battle Fury on his fifth click. 
  #210 Ororo Munroe 
   Ororo Munroe possesses 
   instead of 
  . 
  Unleashed† 
  #003 DEO Agent 
   This character has Perplex on its second click. 
  #007-009 Gotham Undercover 
   These characters possess 
   instead of 
  . 
  Legacy† 
  #210 Connor Kent 
   This character has the Superman Ally team ability. 
  Fantastic Forces† 
  #064 Juggernaut 
   This character has a 17 defense value on the first click. 
  #205 Sue Storm 
   Sue Storm possesses 
   instead of 
  . 
  City of Heroes† 
  #002 Manticore 
   Some versions of this character have the incorrect collector‘s 
  number on the dial sticker. The number should read CoH002, 
  instead of CoH003.  
  #003 Positron 
   Some versions of this character have the incorrect collector‘s 
  number on the dial sticker. The number should read CoH003, 
  instead of CoH002.  
  Icons† 
  #018 Cheetah 
   This character has 2 damage on its final click. 
  
   
   
   
  4-2 
  #201 Dr. Jonathan Crane 
   This character has 6 range. 
  DC Giants Collector‟s Set† 
  #001-007 All figures 
   These characters possess 
   instead of 
  . 
  Armor Wars† 
  #038-039 Thunderball 
   These characters are members of the Masters of Evil (not the 
  Serpent Society, as indicated). 
  #049-051 Shaman 
   These characters possess 
   instead of 
  . 
  #052-054 Quicksilver 
   These characters possess 
   instead of 
  . 
  #061-063 Dazzler 
   These characters possess 
   instead of 
  . 
  #070 Crimson Dynamo 
   This character should have 2 damage and Close Combat Expert 
  on the first two clicks. 
  #077 Iron Man 
   This character has been reprinted as Classics #2-10 and is legal 
  for Modern Age. 
  #090 Iron Monger 
   This character has been reprinted as Classics #2-12 and is legal 
  for Modern Age. 
  #203 Sam Guthrie 
   This character possesses 
   instead of 
  . 
  #208 Shiro Yoshida 
   This character should not have Battle Fury on its final click. 
  #212 Gennady Gavrilov 
   This character has been reprinted as Classics #2-9 and is legal 
  for Modern Age. 
  Sinister† 
  #038-039 Shadowcat 
   These characters possess 
   instead of 
  . 
  #044-045 Nighthawk 
   These characters possess 
   instead of 
  . 
  #059 Spider-Man 
   This character possess 
   instead of 
  . 
  #081 Bullseye 
   This character possesses 
   instead of 
  . 
  #091 Nick Fury 
   This character has been reprinted as Classics #2-11 and is legal 
  for Modern Age. 
  #095 Stilt-Man 
   This character possesses 
   instead of 
  . 
  Supernova† 
  #224 The Mighty Thor 
   This character does not have Battle Fury on any of its clicks. 
  #B003 Jane Foster 
   This character is 7 points. 
  Origin† 
  #021 Halo 
   This character has Energy Explosion on its first, sixth, and 
  seventh clicks (when Poison appears). 
  #046 The All-New Atom 
   This character has Leap/Climb on its first click. 
  Hellboy and the B.P.R.D. Action Pack† 
  #002 Liz Sherman 
   This character has a 2 damage value on her last click. 
  #005 Johann Kraus 
   This character has a 0 damage value on his last click. Johann 
  Kraus does not fly. Ignore the flight stand on this character. 
  Legion of Super-Heroes† 
  #005 Phantom Girl 
   Disruption reads: "If Phantom Girl moves through or occupies 
  the same square as an object, or at the end of a move action is 
  adjacent to an object or an opposing character holding an object, 
  you may remove that object from the game." 
  Avengers† 
  #009 Hulkling 
   The keyword ―Skrull‖ is ―Skrulls‖. 
  #023 Lionheart 
   The keyword ―Captain Britain Corps.‖ is ―Captain Britain 
  Corps‖. 
  #029 Taskmaster 
   Better You Than Me is a defense power, not a damage power. 
  #030 Iron Lad 
   The keyword ―Armored‖ is ―Armor‖. 
  #032 Red Skull 
   The special power Cosmic Cube begins ―The Red Skull can use 
  Outwit, Perplex, and Probability Control.‖ 
  #036 Falcon 
   When using Fly-By, if Falcon chooses to use the rest of his 
  halved movement, and he starts the movement adjacent to a 
  character from which he has not yet broken away this turn, he 
  would need to roll break away normally. 
  #043 Molecule Man 
   Molecular Destruction is an attack power, not a speed power.  
   Molecular Destruction‘s rule text replaces ―Once per turn…‖ 
  with ―Once during Molecule Man‘s turn…‖ 
   Option 1 of Molecular Destruction reads: "(1) Remove any 
  target object (including an object held by a character) from the 
  game." 
  
   
   
   
  4-3 
  #047 Wiccan 
   Group Teleportation says ―…When he uses this power, he can 
  use the Carry ability to carry up to three friendly characters….‖ 
  #049 Two-Gun Kid 
   Fanfire‘s rule text replaces ―two separate close combat attacks‖ 
  with ―two separate ranged combat attacks‖ 
  #050 Winter Soldier 
   Ruthless Ally‘s rule text replaces ―unpreventable damage‖ with 
  ―unavoidable damage‖. 
  #052 Citizen V 
   The character card has Charge listed on it. 
  #055 Hulk 
   Toughness is a defense power, not a damage power. 
   Hulk Gonna Tear Your Head Off is a damage power marked 
  with the 
   symbol. 
  #057 Scarlet Witch 
   This character possesses 
   instead of 
  . 
  #102 Firelord 
   This character has Toughness on slots 4, 5, and 6. 
   This character has Energy Shield/Deflection on slots 7, 8, and 9. 
  Justice League† 
  #001 Batman 
   To use Out of the Shadows: (1) Announce the type of non-free 
  action Batman will take, even if it is not a legal action from his 
  current position, as long as it can be legally done from step 3. 
  (2) Reposition Batman from a square of hindering terrain to 
  another square of hindering terrain. (3) Perform the declared 
  action. 
   Batman does not need to break away from an adjacent character 
  in order to be placed with Out of the Shadows. 
  #007 Icicle 
   Action tokens are only assigned when the barrier terrain tokens 
  are placed with Copsicles, not if a character moves or is moved 
  adjacent to them. 
   2 squares of diagonally touching barrier terrain tokens will 
  prevent adjacency between a character and another barrier 
  terrain token on the opposite diagonal. 
  #009 The Joker 
   Unpredictable Omnipotence‘s rule text replaces ―unpreventable 
  damage‖ with ―unavoidable damage‖. 
  #016 Bouncing Boy 
   The keyword ―Legion‖ is ―Legion of Super Heroes‖. 
  #017 Parasite 
   If Attack Drain is used to copy Super Strength, the actions 
  Parasite must roll 2d6 are when he picks up the object and when 
  he uses it in an attack. 
   Parasite can not be given a power action to activate Defense 
  Drain.  
  #026 Captain Boomerang 
   When using Boomerang, making an attack ―as if he occupied the 
  square‖ is for range, knock back and line of fire. All other 
  conditions, such as using an ability that requires adjacency or 
  line of fire, Captain Boomerang is still in his original square. 
  #028 Zatanna 
   onrefnI! is an attack power, not a damage power. 
  #033 Vigilante  
   This character has possesses 
   instead of 
  . 
  #035 Deadman 
   The last sentence begins ―If Deadman is defeated…‖ 
   Remove the phrases ―, and any of the target‘s canceled powers 
  return‖ and ―or canceled‖ from the power‘s text. 
   Feats assigned to the target character cannot be used while 
  possessed. 
   Feats assigned to Deadman cannot be used by Deadman while 
  he is possessing a character. 
   If Deadman must stop possessing a character and there is no 
  square to which a line of fire can be drawn, Deadman is placed 
  in the closest available unoccupied square. If Deadman chooses 
  to stop possessing a character but has no available square, then 
  he cannot stop possessing the character. 
   Possession is not Mind Control. Characters that normally cannot 
  be targeted with Mind Control can be targeted with Possession. 
   If Possession is used on the opponent‘s last character, then the 
  game would end. Each player would calculate victory points 
  they have earned and the winner would be determined 
  accordingly. 
  #036 Granny Goodness 
   The keyword ―Apokalips‖ is ―Apokolips‖. 
  #041 Mr. Mxyzptlk 
   When using Object Animation, the line of fire only needs to be 
  drawn to the square(s) – not the character(s). 
   Object Animation reads: "Give Mr. Mxyzptlk a power action 
  and roll a d6 for each opposing character that has zero or one 
  action token, that is in a square 4 or fewer squares away to 
  which Mr. Mxyzptlk has a clear line of fire, and that is holding 
  an object or adjacent to or occupies either a square of hindering 
  terrain or a square that has an object. On a result of 3-6, give the 
  character an action token." 
  #048 Dream Girl 
   The keyword ―Legion‖ is ―Legion of Super Heroes‖. 
  #051 Lobo 
   If Bounty Hunter is outwitted, when it returns, a new target 
  character may be selected. 
   Bounty Hunter does not include the phrase ―or eliminated‖. 
  #053 Big Barda & Mister Miracle 
   The keyword ―Green Lantern‖ is ―Green Lantern Corps‖. 
  #055 Green Lantern 
   The keyword ―Green Lantern‖ is ―Green Lantern Corps‖. 
  #100 Starro 
   Starro‘s‘ first trait reads ―Starro can use the Multiattack ability.‖ 
  #101 Aquaman 
   Aquaman‘s character card should list the point value as 70 
  points. 
  #104 Green Lantern 
   This character possesses 
   instead of 
  . 
  
   
   
   
  4-4 
  Mutations and Monsters† 
  #006 Pete Wisdom 
   Hot Knives is ―Energy Explosion‖ instead of ―Orange‖. 
  #009 Cuckoo 
   The special power Hive Mind starts ―When Cuckoo is given a 
  non-free action…‖ 
   Coordination says ―…When Cuckoo is given a move action, she 
  can use the Carry ability to carry up to two other adjacent 
  Cuckoos.‖ 
  #012 Colossus 
   The first sentence of Fastball Special reads ―Colossus can use 
  Telekinesis, but only Option 3 and only on adjacent objects.‖ 
  #031 Professor X 
   The keyword ―Illluminati‖ is ―Illuminati‖. 
  #034 Archangel 
   For clarifications on Fly-By, see Avengers #036 Falcon 
  #038 Omega Red 
   Carbonadium Tentacles is ―Blades/Claws/Fangs‖, not 
  ―Blade/Claws/Fangs‖. 
  #042 Unus the Untouchable 
   The knock back from Bounce occurs even if the attack deals no 
  damage (such as a close combat attack with Telekinesis). The 
  knock back would occur after the figure has been moved. 
  #046 Arcade 
   When objects are moved with Murderbots, they use Arcade‘s 
  speed symbol as well as his value. 
  #047 Super-Adaptoid 
   See Justice League #017 Parasite for clarifications on ―Attack 
  Drain‖ and ―Defense Drain‖. 
   Perplex and Hammer are both damage powers marked with the 
   symbol. 
  #048 Wrecker 
   Exploit Weakness is a damage power, not a defense power. 
  #058 Warskrull 
   The keyword ―Skrull‖ is ―Skrulls‖. 
  #061 Dark Beast 
   When multiple effects can occur simultaneously when using 
  Cruel Experiment, the acting player can choose which effect to 
  apply first. 
  #062 Rampaging Hulk 
   Squash reads: ―Immediately after the resolution of a move 
  action in which the Rampaging Hulk activates Leap/Climb…‖ 
  #200 Iron Man 
   The Experience Level is Silver (Unique). 
  #B005 Amadeus Cho 
   Excello says ―Amadeus Cho can use Outwit, but must be given a 
  power action instead of a free action.‖ 
  Crisis† 
  #006 Shimmer 
   Transmute reads: "Once per turn, if Shimmer is adjacent to an 
  object (including an object held by a character) at the beginning 
  or end of any action she is given, she can remove that object 
  from the game." 
  #007 Jericho 
   For errata and clarifications on Possession, see Justice League 
  #035 Deadman 
  #021 Rip Hunter 
   Characters that have had their standard/named powers countered 
  that become adjacent to Rip Hunter, no longer have those 
  powers countered if he is using Time Master. 
   If a character adjacent to Rip Hunter is targeted by a power like 
  Joker Makes the Rules (see Justice League #009, Joker), Time 
  Master would prevent all of the standard and named powers 
  from being countered. 
   If Rip is the target of a power like Joker Makes the Rules (see 
  Justice League #009, Joker) then his special power would be 
  countered along with all of his standard/named powers, despite 
  using Time Master. 
  #022 Dawnstar 
   Tracker reads: "Dawnstar can use Hypersonic Speed." 
  #024 Karate Kid 
   The keyword ―Legion‖ is ―Legion of Super Heroes‖. 
  #026 Green Arrow 
   If Green Arrow uses Hail of Arrows and hits three targets when 
  his damage value was two, there would be a total of five damage 
  to be dealt to the various targets. 
  #036 Chief 
   When removing Manipulate tokens, Probability Control can be 
  used on the d6 roll. The Chief is the character that needs to be 
  targeted for this line of fire. 
   If the d6 roll is a 1-2, and The Chief has more Manipulate tokens 
  on his card, he may continue to use Manipulate until he has no 
  more tokens. 
   If a force has more than one Chief, each can use this power at 
  the beginning of the turn. Only one action for the action pool 
  can be acquired this way, but each Chief can roll to try to place a 
  Manipulate token. 
   When The Chief uses Manipulate to add a token to his card it 
  replaces all other effects of the Leadership roll (e.g., if The 
  Chief was equipped with Tactics, he would choose between a 
  Manipulate token or 2 actions with a successful Leadership roll). 
   All references to ―The Chief‖ in this figure‘s game effects refer 
  to ―Chief.‖ 
  #039 Harbinger 
   Harbinger can only use You Are Needed to choose a character 
  that has the same size base as she has. 
  #045 Trigon 
   When a Doppleganger is destroyed, it is removed from the 
  game. 
  #048 Darkseid 
   Option 3 of Omega Effect begins ―Darkseid‘s damage value is 0 
  and is locked.‖ 
   The keyword ―Apokalips‖ is ―Apokolips‖. 
  #054 Alex Luthor 
   If ignoring a battlefield condition while using Earth 154 + Earth 
  462 results in a character being placed in an illegal square (e.g., 
  blocking terrain), it would be moved by the active player to the 
  closest square it could occupy. 
  
   
   
   
  4-5 
  #059 The Spectre 
   Ghostly Guardian reads ―… and possesses the Justice Society 
  team ability.‖ 
  #060 Monitor 
   This character possesses 
   instead of 
  . 
   Moving Pawns on the Board succeeds on a roll of 5-6 instead of 
  4-6. 
  #100 Superman 
   The special power ―Leading the Attack‖ begins: ―Once, at the 
  beginning of your turn, if Superman is adjacent to an opposing 
  character, he can make a close combat attack as a free action, 
  but he can‘t attack that character again during that turn.‖ 
   The trait on the character card has the 
   symbol. 
   The second sentence of This Is a Job for Superman! reads: 
  "When Superman is not holding an object or carrying a 
  character, do not halve his speed value when he uses Charge." 
  #102 Donna Troy 
   The Lasso special power ends ―… at the same elevation as 
  Donna Troy.‖ 
   Purple Ray does not require line of fire. Donna Troy cannot 
  target herself with this power. 
  #103 Garth 
   Salvage allows Garth to pick up an object under different 
  circumstances. Super Strength would still need to be used by 
  Garth in order to do the picking up/holding. 
   Salvage reads: "If there is a non-held standard light object 
  anywhere on the map, once per turn when Garth occupies water 
  terrain he can bring in a standard light object from outside the 
  game and pick it up as if picking it up from an adjacent square." 
  #105 Superman 
   Kryptonian Strength reads: "Superman can use Super Strength. 
  Superman can hold two objects at the same time if they are both 
  standard objects; he can only use one object per attack." 
  #225 Anti-Monitor 
   The Experience Level is Silver (Unique). 
   I Will Not Die Until You Die With Me does not include the 
  phrase ―or eliminated‖. 
  #226 Anti-Monitor, Guardian of Fear 
   All trait‘s and special powers refer to this character as ―Anti-
  Monitor, Guardian of Fear‖ 
   Time to Feed‘s first sentence ends: ‗…and he does not ignore 
  characters‘ powers, abilities, or feats‖ 
  #B001 Matter-Eater Lad 
   Hungry Loner reads: "(Non-optional) Matter-Eater Lad cannot 
  use the Carry ability." 
  Batman Alpha 
  #011 Huntress 
   This character‘s point value is 50. 
  #014 Alfred 
   This character‘s point value is 30. 
  Secret Invasion 
  #002 Moloid 
   Overwhelm is an attack power, not a speed power. 
  #006a Yellowjacket 
   Yellowjacket‘s trait says: ―Yellowjacket possesses the Avengers 
  team symbol. He doesn‘t possess the Skrulls team symbol.‖ 
  #006b Yellowjacket 
   Yellowjacket‘s trait says: ―Yellowjacket possesses the Skrulls 
  team symbol. He doesn‘t possess the Avengers team symbol.‖ 
  #007 Atlantean Warrior 
   Being able to use Stealth with Aquatic Invader does not cause 
  all lines of fire to be blocked – hindering terrain must still affect 
  the line of fire. 
  #008a Ms. Marvel 
   Ms. Marvel‘s trait says: ―Ms. Marvel possesses the Avengers 
  team symbol. She doesn‘t possess the Skrulls team symbol.‖ 
  #008b Ms. Marvel 
   Ms. Marvel‘s trait says: ―Ms. Marvel possesses the Skrulls team 
  symbol. She doesn‘t possess the Avengers team symbol.‖ 
  #015 Energizer 
   Once markers are removed, the square returns to the terrain type 
  that is showing on the map. 
  #016 Hercules 
   Olympian, The Incredible Herc, and Peerless Warrior all have 
  , not 
  . 
  #021 Iron Man 
   The second sentence of Extremis reads: ―When Iron Man is not 
  using Outwit, he can use Super Senses.‖ 
  #022 Goliath 
   When using Throw, the damage dealt that is multiplied by 2 to 
  get the knock back distance is the final damage dealt after all 
  modifiers have been considered, including critical hits and 
  damage reducing powers. 
  #024 Spider-Slayer 
   The last sentence of Tracking Systems reads: ―…if it ends the 
  second move adjacent to the chosen character.‖ 
  #028 Attuma 
   When using Tidal Wave, Attuma can use Quake, so long as at 
  least one opposing characters is targeted. 
   Undersea Conqueror succeeds on a roll of 5-6 instead of 4-6. 
  #030 Punisher 
   When using Chaingun, all target characters must be within 
  Punisher‘s range. 
   Resolve each follow up attack from Chaingun before moving on 
  to the next attack. If Punisher loses Chaingun after any attack, 
  no further attacks with Chaingun can be made. 
  #032a Dum Dum Dugan 
   Dum Dum Dugan‘s trait says: ―Dum Dum Dugan possesses the 
  S.H.I.E.L.D. team symbol. He doesn‘t possess the Skrulls team 
  symbol.‖ 
   Deputy Director (Leadership), Perplex and Marksman (Ranged 
  Combat Expert) are all damage powers, not defense powers. 
  #032b Dum Dum Dugan 
   Dum Dum Dugan‘s first trait says: ―Dum Dum Dugan possesses 
  the Skrulls team symbol. He doesn‘t possess the S.H.I.E.L.D. 
  team symbol.‖ 
  
   
   
   
  4-6 
   The terrain selected by Dum Dum Dugan for S.W.O.R.D.fall 
  does not return to its previous state even when Dum Dum Dugan 
  is KO‘d. 
   The last sentence of S.W.O.R.D.fall reads: ―Blocking terrain is 
  considered clear terrain until the end of the game. Elevated 
  terrain – and any higher level of elevated terrain completely 
  contained within the selected area – is one lower level of 
  elevation untilthe end of the game.‖ 
   The selected area from S.W.O.R.D.fall does not remain clear 
  grounded terrain regardless of other game conditions. Terrain 
  markers, objects, etc. would all behave as hindering/blocking 
  terrain as normal. 
  #033 Dr. Strange 
   If Wand of Watoomb is used to target more than one character 
  with Perplex (like with the feat Brilliant Tactician), a d6 would 
  be rolled once and each target of Perplex would have a single 
  combat value modified accordingly. 
  #037 Triton 
   Aquatic Scout‘s second sentence begins ―When Triton occupies 
  water terrain, any line of fire drawn to him…‖ 
  #040 Doom 
   When using Powerless to counter all powers or all abilities, 
  Doom must still draw a line of fire to the target. 
   Outwitting all abilities of a character with Powerless refers to 
  the Combat Abilities listed on the Powers and Abilities card. 
  #042a Captain Mar-Vell 
   Captain Mar-Vell‘s trait says: ―Captain Mar-Vell possesses the 
  S.H.I.E.L.D. team symbol. He doesn‘t possess the Skrulls team 
  symbol.‖ 
  #042b Captain Mar-Vell 
   Captain Mar-Vell‘s trait says: ―Captain Mar-Vell possesses the 
  Skrulls team symbol. He doesn‘t possess the S.H.I.E.L.D. team 
  symbol.‖ 
  #043 Psycho-Man 
   The first sentence of Control Box says "Psycho-Man does not 
  take damage based on the point value of his target(s) when he 
  uses Mind Control." 
  #045 Namor 
   Undersea Ruler succeeds on a roll of 5-6 instead of 4-6. 
  #048a Elektra 
   Elektra‘s trait says: ―Elektra possesses the Hydra team symbol. 
  She doesn‘t possess the Skrulls team symbol.‖ 
   The first keyword is ―The Hand‖ 
  #048b Elektra 
   Elektra‘s trait says: ―Elektra possesses the Skrulls team symbol. 
  She doesn‘t possess the Hydra team symbol.‖ 
   Elektra has the keywords ―Skrulls, Spy‖ 
  #049 Ringmaster 
   The limitation on Mind Control for Top Hat applies onlywhen 
  Ringmaster is using the special power to increase the number of 
  targets he can affect. 
  #051 Nick Fury 
   When Nick Fury uses L.M.D., he is moved to a corner of the 
  map whether the damage was dealt from an attack or not. 
   When Nick Fury uses L.M.D. and the attack involves knock 
  back, the attack would be resolved first, then the Nick Fury 
  would be put in an unoccupied square, then the knock back 
  would take place.  
  #053 Skrull Emperor 
   The character card has Shape Change listed on it. 
   The only difference in the use of Outwit for Scheme is that it 
  can affect multiple characters. Other requirements – like having 
  a line of fire to each target – are still required. 
   If a special power is selected to be countered with Scheme, all 
  characters with a special power of the selected name would be 
  countered, even if the effects are different or in a different 
  combat slot. 
   The special power Emperor reads: ―When he uses Leadership, in 
  addition to the normal effects, on a result of 3-6 add an 
  additional action to your action total .‖ 
  #057 Jarvis 
   This character has both the Skrulls and Avengers team symbols. 
  #058 Power Man and Iron Fist 
   Wallbuster, Deadly Hands of Kung Fu (Blades/Claws/Fangs), 
  and Power Man are all Duo Attack powers, not standard attack 
  powers. 
  #099 Susan Richards 
   Susan Richard‘s character card has a point cost of 120. 
   Although Susan Richards ignores terrain for her ranged attacks 
  when she uses To the Negative Zone, characters can still use 
  terrain for the attack. For example, a character with Camouflage 
  would still have lines of fire to it blocked. 
  #100 Spider-Woman 
   Spider-Woman‘s character card has a point cost of 79. 
   Agent Provocateur reads ―Spider-Woman can use Outwit. She 
  can use it normally, or she can counter all standard powers and 
  named powers of a chosen type (speed, attack, defense, or 
  damage) of all adjacent opposing characters.‖ 
  #104 The Thing 
   The last sentence of Yer Ever-Lovin‘ Pal reads: ―On a result of 5 
  or 6, you can remove an action token from one adjacent friendly 
  character, or two adjacent friendly characters if they and the 
  Thing all possess a single common keyword.‖ 
  #105 Dr. Doom 
   When using Kneel Before Doom!, each character targeted by 
  Doom that is hit would only be dealt his damage value – no 
  additional damage for adjacency would be dealt to the targets.  
   The first sentence of Kneel Before Doom! reads: ―Dr. Doom can 
  use Energy Explosion, but if he hits, he instead deals damage 
  equal to his damage value to each hit target of the attack.‖ 
   The special option Outwit from Lord of Latveria cannot be used 
  with Dissent to counter a team ability anywhere on the 
  battlefield. 
  #112 Sue Storm 
   Characters taking knock back from Get Away from Him! are 
  moved away from the square Sue Storm drew a line of fire to for 
  the attack. 
  #113 Johnny Storm 
   Pour It On! reads: ―Johnny Storm can use Energy Explosion, 
  when he does, characters successfully hit are dealt damage equal 
  to the number of times it was hit by this attack times two.‖ 
  #115 Victor Von Doom 
   Unquestioned has an Indomitable defense symbol, not the 
  standard defense symbol. 
  
   
   
   
  4-7 
  Arkham Asylum 
  #011 The Riddler 
   Riddle Me This begins ―The Riddler can use Incapacitate once 
  per turn.‖  
   Riddle Me This ends ―if the chosen number comes up on both 
  dice, give the target enough action tokens so that it has two 
  actions tokens.‖ 
   When Riddler uses Perplex with They‘ll Never Get This One, 
  the restriction prevents him from targeting friendly characters 
  altogether. 
  #019 Lashina 
   The keyword ―Apokalips‖ is ―Apokolips‖. 
  #027 Firefly 
   Flamethrower ends ―… same square that the target occupied at 
  the time of the attack.‖ 
  #030 Amon Sur  
   Self Preservation‘s second sentence begins ―When Amon Sur 
  takes damage from an attack, …‖ 
  #034 Robin 
   Batline only allows Robin to ignore clear elevated terrain. 
  Walls, hindering and blocking terrain (even on elevated terrain) 
  would not be ignored. 
  #041 Frankenstein 
   The Monster‘s Steam Gun is a named power for Super Strength. 
  It is not a special power. 
  #042 Ventriloquist 
   Scarface reads: ―Ventriloquist can use Incapacitate, but his 
  damage value becomes 1 and is locked until the action is 
  resolved instead of dealing no damage.‖. 
  #057 Saturn Queen 
   To use Mind Squeeze, the Incapacitate action must be 
  completely resolved, including Saturn Queen taking a token and 
  push damage if necessary. When she uses Mind Control as a free 
  action, all other aspects of the Mind Control action – 
  requirements on range, line of fire, Shape Change rolls, etc. – 
  must be met in order to attempt theattack. 
  #061 Clown Prince of Crime 
   If Clown Prince of Crime is Possessed, the possession ends 
  when 
   symbols appear as if the character were KO‘d. 
   He‘s Escaped Again! cannot be ignored. 
   Any game effect that would remove Clown Prince of Crime 
  from the game activates He‘s Escaped Again! 
  #099 Batman 
   From Among the Gargoyles ends with ―when he occupies the 
  rim square and a line of fire is being drawn to him.‖ 
   Dark Knight reads "Batman can use Flurry and Smoke Cloud. If 
  Batman has no action tokens when he uses Smoke Cloud, he can 
  use it as a free action once this turn." 
  #104 Grodd 
   Grodd‘s character card does not have a team symbol on it. 
  Hammer of Thor 
  #009 Pip the Troll 
   Space Gem begins ―Pip the Troll can use Phasing/Teleport. He 
  can use it normally, or if he is not using the Carry ability, you 
  can instead place him in any square…‖ 
  #015 Fire Demon 
   March to Ragnarok! begins ―When a friendly character named 
  Surtur or Ragnarok Surtur is within 8 squares…‖ 
  #026 Pluto 
   Soul Syphon reads ―When a friendly character with 30 or higher 
  point value is KO‘d, Pluto may be placed in the square they 
  occupied after any current actions are resolved. If Pluto does, he 
  can immediately use Regeneration as a free action.‖ 
  #034 Hogun  
   Hogun the Grim begins ―Whenever Hogun is given a non-free 
  action…‖ 
  #044 Air-Walker 
   Air-Walker‘s character card has a red experience level. 
  #051 Odin 
   Odin‘s character card has a red experience level. 
  #056 Surtur 
   Expendable Resources begins: "Once at the beginning of your 
  turn..." 
  #058 Gertrude Yorkes and Old Lace  
   Lend a Dino begins: ―Once per action after an adjacent friendly 
  character's close combat attack…‖ 
  #061 Thor‟s Mighty Chariot 
   When his trait allows him to ―make ranged combat attacks 
  against any opposing characters that it has a clear line of fire to‖ 
  it is only allowing Thor‘s Mighty Chariot to make a ranged 
  attack while adjacent to an opposing character (against a 
  character that is not adjacent). It does not override the need for 
  Thor‘s Mighty Chariot to have the target in range. 
  #099 Thorbuster 
   See Section 1, Modifiers  
   When using To Fight A God and targeting more than one 
  qualifying character, Thorbuster‘s damage value is only 
  increased +2 once, not once per target. 
  #104 Son of Surtur 
   Fan the Flames begins: "Once at the beginning of your turn..." 
  Marvel HeroClix Classics 1 
  The following table maps HeroClix Classic characters to their 
  original printing. Please see the original character for any errata or 
  clarifications 
  #1-01 
  Spider-Man 
   #001 
  #1-02 
  Dr. Octopus 
   #034 
  #1-03 
  Tombstone 
   #003 
  #1-04 
  Iron Man 
   #021 
  #1-05 
  Iron Fist 
   #004 
  #1-06 
  Punisher 
   #030 
  #1-07 
  Mr. Fantastic 
   #101 
  #1-08 
  Invisible Woman 
   #102 
  
   
   
   
  4-8 
  #1-09 
  Dr. Doom 
   #105 
  #1-10 
  Human Torch 
   #103 
  #1-11 
  The Thing 
   #104 
  #1-12 
  Mole Man 
   #031 
  The Brave and the Bold 
  #011 League Elite 
   Vital Strike reads ―… when resolving a successful attack…‖ 
  #015 Parademon Drill Sergeant 
   The last sentence of Darkseid‘s Motivational Techniques reads: 
  ―If the attack roll misses all targets, deal the attacking character 
  1 unavoidable damage.‖ 
  #035 Power Girl 
   Power Girl‘s character card includes the trait ―Power Girl can 
  use Super Strength.‖ 
  #037 Extant 
   Aged or De-Aged reads: ―Extant can use Incapacitate, buthis 
  damage value becomes 1 and is locked until the action is 
  resolved instead of dealing no damage.‖. 
  #048 The Flash and Green Lantern 
   This character has 8
  , not 0 . 
  #049 Superman and The Flash 
   ―And the Winner Is…‖ says ―…only use the powers and name 
  of the chosen character this game.‖ 
  #052 Blue Beetle and Booster Gold 
   The first sentence of Yes, I Guess I‘ll Carry You reads: ―Blue 
  Beetle and Booster Gold can‘t carry other characters.‖ 
  #054 Mister Miracle and Oberon 
   ―Your Head is My Jumping-Off Point!‖ allows Mister Miracle 
  and Oberon to be TK‘d via this power even though they have a 
  multi-base. 
  #055 Shazam! and Black Adam 
   Hercules/Amon (Super Strength) and Call Down the Lightning 
  have 
  , not 
  . 
   The third sentence of Reluctant Team-Up says ―If you chose 140 
  points, this character has 
   and is KO‘d when the first red KO 
  line is crossed.‖ 
   The second sentence of Reluctant Team-Up says ―In both cases, 
  each time you reveal your force at the beginning of a game 
  choose the dark green starting line (Shazam!) or the light green 
  starting line (Black Adam)." 
   Moved to ―Section 1: Ignoring‖  
  Blackest Night 
  #001 Mera 
   Mera‘s trait reads: ―Mera also has the 
   Speed Symbol.‖ 
  Marvel HeroClix Classics 2 
  The following table maps HeroClix Classic characters to their 
  original printing. Please see the original character for any errata or 
  clarifications 
  #2-07 
  Iron Man 
   #002 
  #2-08 
  Black Widow 
   #027 
  #2-09 
  Gennady Gavrilov 
   #212 
  #2-10 
  Iron Man 
   #077 
  #2-11 
  Nick Fury 
   #091 
  #2-12 
  Iron Monger 
   #090 
  Watchmen 
  #007 Hooded Justice 
   Strongman reads: ―Hooded Justice can use Super Strength, but 
  he cannot pick up or hold heavy objects.‖ 
  #011 Dr. Manhattan 
   Surrender to Me Personally reads: ―When Dr. Manhattan hits a 
  character while using Incapacitate..‖ 
  #013 Walter Kovacs 
   Leave Me Alone! reads: ―Walter Kovacs can use Stealth.‖ 
  #019 Big Figure 
   This Place Is Gonna Explode! begins: ―During your opponent‘s 
  turn...‖ 
  #020 Larry and Mike 
   Henchmen begins: ―When a friendly character using the 
  Underworld team ability…‖ 
  #025 Dr. Manhattan 
   The last sentence of Atomic Disassembly reads: "On a result of 
  1-2, destroy the nearest 3 objects (including objects held by 
  opposing characters and those in squares occupied by 
  characters); on a result of 3-4, the nearest area of elevated terrain 
  becomes grounded terrain until the end of the game; on a result 
  of 5-6, the nearest area of blocking terrain is destroyed." 
  #026 Jon Osterman: Dr. Manhattan 
   This figure has the Watchmen team symbol on his base. 
  Web of Spider-Man 
  #012 Puma 
   The keyword ―M.O.D.O.K.'s 11‖ is ―MODOK's 11‖. 
  #018 Carnage 
   Symbiote Blade reads ―Whenever Carnage makes a close or 
  ranged combat attack, you may roll a d6. If you do, Carnage‘s 
  damage value becomes the result and is locked until the attack 
  resolves.‖  
  #019 Chameleon 
   The keyword ―M.O.D.O.K.'s 11‖ is ―MODOK's 11‖. 
  #032 Vector 
   The second sentence of Kinetic Control reads: ―Opposing 
  characters within 3 squares may be placed with Telekinesis as if 
  they were friendly characters.‖ 
  #035 J. Jonah Jameson 
   The character using the Spider-Man team ability immediately 
  stops using it (and any copied team abilities) when J. Jonah 
  Jameson can draw a line of fire to it, even if that is in the middle 
  of an action. Any effects that the copied team ability have 
  already caused (such as an action not counting toward the 
  allotted actions for the turn) would not be reversed.  
   While a character using the Spider-Man team ability is within J. 
  Jonah Jameson‘s line of fire, it is considered to not be copying 
  any friendly team ability. 
  
   
   
   
  4-9 
  #042 Bullseye 
   The first sentence of Any Object A Weapon reads: ―Bullseye 
  can use Super Strength, but he cannot pick up or hold heavy 
  objects.‖ 
  #044 Rocket Racer 
   The keyword ―M.O.D.O.K.'s 11‖ is ―MODOK's 11‖. 
  #050 Red Hulk 
   The first sentence of Major Earthquake reads: "Give Red Hulk a 
  power action and make a close combat attack targeting each 
  other character (including friendly characters) within 3 squares." 
  #051 The Spot 
   Out of the… Spots? reads: "Once per turn, before The Spot is 
  given a close combat action, you may place him in any square 
  within 6 squares and line of fire that‘s also adjacent to a wall, 
  blocking terrain or is a grounded square adjacent to elevated 
  terrain." 
   The keyword ―M.O.D.O.K.'s 11‖ is ―MODOK's 11‖. 
  #056 Mysterio 
   Mind-Numbing Gas reads: ―Opposing characters that occupy a 
  square with a hindering terrain marker placed by Mysterio at the 
  beginning or end of an action can‘t use Indomitable, Super 
  Senses, or Willpower until the end of that turn.‖ 
  #059 Iron Man/War Machine 
   All-Out Assault‘s first sentence reads ―Given Iron Man/War 
  Machine a double power action.‖ 
  #064 Cosmic Spider-Man 
   Cosmic Spider-Man‘s attack power should read: 
  ―PsychicWebbing: Cosmic Spider-Man can use Incapacitate. If 
  he hits, he can use Telekinesis option 1 as a free action targeting 
  one of the characters hit by Incapacitate.‖ 
   Cosmic Spider-Man has the 
   speed symbol instead of 
  . 
  #100 Spider-Man 
   Web Swing Through the City ends: "…ends his movement 
  occupying a square of elevated terrain on the rim." 
  #104 Daken 
   Clicks 2 and 4 have a defense value of 16.  Click 6 has a defense 
  value of 15. 
  DC HeroClix Classics 1 
  The following table maps HeroClix Classic characters to their 
  original printing. Please see the original character for any errata or 
  clarifications 
  #1-01 
  The Batman 
   #004 
  #1-02 
  Two-Face 
   #021 
  #1-03 
  Penguin 
   #007 
  #1-04 
  The Caped Crusader 
   #002 
  #1-05 
  The Joker 
   #019 
  #1-06 
  Commissioner 
  Gordon 
   #020 
  #1-08 
  Robin 
   #005 
  #1-22 
  Scarecrow 
   #010 
  #1-23 
  Bane 
   #012 
  #1-24 
  Mr. Freeze 
   #023 
  Brightest Day 
  #005 Captain Boomerang 
   The end of Boomerang's Path reads: "...Make a ranged combat 
  attack and compare the result to each opposing character 
  occupying a chosen square. Each character hit this way is dealt 2 
  damage.  This attack does not target." 
  #007 Osiris 
   Quest for Black Adam reads "Once per game, when Osiris hits 
  with a critical hit that hasn't been re-rolled..." 
  DC 75 
  #014-016 Beast Boy 
   Morph: Beast Boy reads: ―Give Beast Boy a move action that 
  deals no pushing damage. After actions resolve, replace him 
  with any character with this trait but a different collector‘s 
  number on the same click number. Existing action tokens and 
  action tokens for that action are applied to the replacement.‖ 
   When the power refers to ―a move action that deals no pushing 
  damage‖ this means that the token given from this move action 
  will not result in pushing damage, even if it is the second token 
  on that character. 
  #019 Ruling-Caste Dominator 
   The name of this figure should read as "Ruling-Caste 
  Dominator" on the base. 
  #024 Detective Chimp 
   The symbol n the card for Long Arms (Plasticity) is 
   instead 
  of 
  . 
  #025 Sargon The Sorcerer 
   Illusionary Swap reads: ―…any two heavy or light objects in the 
  game with each other, as long as one of the objects occupies or 
  is being held by a character…‖ instead of ―any two non-
  Immobile objects in the game with each other, as long as one of 
  the objects occupies or is being carried by a character…‖. 
  #031 Batman 
   The first sentence of Smoke Cloud Maneuver ends: ―…he can 
  use Smoke Cloud as a free action until the beginning of his next 
  turn.‖ 
  #043 Larfleeze 
   The last sentence of Orange Constructs reads: ―Larfleeze 
  considers characters adjacent to or in the same square as an 
  Orange Construct object to be adjacent to Larfleeze for Poison 
  and close combat purposes.‖ 
   When Orange Construct objects are moved with the Orange 
  Constructs trait, they move as characters with the 
   speed 
  symbol for terrain purposes. 
   Summon the Orange Lantern Corps begins: "Once during your 
  turn, you may give Larfleeze a free action and place an Orange 
  Construct object on the map within 6 squares and line of fire." 
  #045 Scar 
   When Undead Guardian of the Black is used to heal a figure, 
  that healing is not from Steal Energy. 
  #046 John Stewart 
   The Architect reads: ―Once during your turn, if John Stewart has 
  no action tokens, he can use Barrier as a free action until the 
  beginning of his next turn, but places only 2 blocking terrain 
  markers.‖ 
  
   
   
   
  4-10 
  #051 Wonder Woman 
   Cavalry Charge! reads: ―Wonder Woman can use Charge. When 
  she uses is given a power action to use Charge, she ignores 
  opposing characters and hindering terrain for movement 
  purposes, and after actions resolve, any number of adjacent 
  opposing characters may be knocked back two squares.‖ 
  #052 Batman 
   Rooftop to Rooftop reads: ―Batman can use Leap/Climb. Once 
  per turn, if Batman has no action tokens, he can be given a move 
  action as a free action if he ends his movement occupying a 
  square of elevated terrain on the rim.‖ 
  #055 Beast Boy 
   See #014-#016 Beast Boy. 
  #057 Bane 
   The first sentence of Venom Pump reads: "Once during your 
  turn as a free action, you may choose 1, 2 or 3." 
  #059 Wonder Twins 
   The information on the Bucket of Water reads: ―(Bucket of 
  Water special object. 0 points, Light Object. When not held, a 
  square containing this object is not considered hindering terrain 
  because of this object, it is considered water terrain instead.)‖ 
   Wonder Twin Powers, Activate! begins: ―Once during your turn 
  as a free action, for each Wonder Twin you may choose one 
  form listed below. This character can use the powers and 
  possesses the combat symbols and values associated with those 
  forms until the next time you choose forms.‖ 
  #100 Sinestro 
   Sinestro does not have a 
   symbol on his base.  
  #105 Icemaiden 
   The name of this figure should read as "Icemaiden" on the base.  
  #W04 Hal Jordan 
   Hal Jordan has a 
   symbol on his base. 
  #W08 Wonder Woman 
   Wonder Woman has a speed value of 6 on click #10. 
   The second sentence of White Rush begins ―When she is given 
  an action to use Charge…‖ 
  Giant-Size X-Men 
  #001 Madrox 
   The More the Merrier reads: ―Madrox can use Flurry, but only if 
  another friendly character whose name includes ‗Madrox‘ or 
  ‗Multiple Man‘ is adjacent to the target of his first attack using 
  Flurry.‖ 
  #012 Cypher 
   Crack Enemy Communications causes the figures to copy the 
  team ability in the same ways as a wild card. 
   The choice for the Thunderbolts additional team ability is 
  always made before the choice for Crack Enemy 
  Communications.   When Cypher acquires the Thunderbolts 
  team ability, he uses the team ability which has been chosen by 
  the player using Thunderbolts. 
  #018 Caliban 
   The keyword ―Horsemen of the Apocalypse‖ is ―Horsemen of 
  Apocalypse‖. 
  #033 Blob 
   The Immovable Object reads: "Blob can't be knocked back, 
  carried, or placed by Telekinesis." 
  #36 Professor X 
   In Contact with Cerebro reads: ―If Professor X is in your starting 
  area, he can draw lines of fire and count range and squares for 
  his Speed, Attack, and Damage powers from the square of any 
  single friendly character with whom he shares a keyword.‖ 
   I‘ve Learned Your Secrets has 
  , not 
  .  
  #051 Hulk 
   The second sentence of Here's Your Friend Back begins: ―If it 
  hits a character…‖ 
  #057 Cyclops/Phoenix  
   Slym and Redd reads: ―They can be given up to two free 
  actions…‖  
  #G05 Nemesis 
   Bio Nuclear Blast‘s third sentence begins: ―Make a ranged 
  combat attack that does not target…‖ 
  #G06 Frost Giant 
   Spear Throw begins ―Once per game as a ranged combat 
  action…‖ 
  #G09 Sentinel Mark V 
   The first trait ends ―…starting line.‖ 
  Captain America 
  #003 HYDRA Agent 
   The starting line is green. 
   The color of the attack power on clicks #2 and #3 is orange 
  (Energy Explosion). 
  #010 Mentallo 
   The color of the defense power on clicks #1 and #2 is orange 
  (Toughness). The color of the defense power on clicks #3 
  though #6 is red (Super Senses).  
  #030 Falcon 
   The Redwing bystander listed on the character card is only able 
  to be played with this character.  
  #034 Quake 
   Remove the first "Give" from Bring Down the House.  
  #040 Captain America 
   The Shield object listed on the character card is only able to be 
  played with this character.  
   The second sentence of The Shield reads ―When used in a 
  ranged attack, Captain America may target up to two characters 
  and deals 3 damage to each hit character.‖ 
  #045 Fixer 
   For Cobble Any Object Into a Weapon the object that Fixer 
  brings into the game must be legal for the format of the game 
  being played.  For example, if playing a modern age game, the 
  object he brings in must be a modern age object; if playing a 
  sealed game, the object he brings in must have been pulled from 
  the boosters used by Fixer‘s controller.  
  #049 Maelstrom 
   Remove the period after the 
  {GIANT} symbol in The Rest of 
  the Universe Stops For Me.  
  
   
   
   
  4-11 
  #051 Scorpio 
   The Zodiac Key object listed on the character card is only able 
  to be played with this character.  
  #056 Squirrel Girl 
   The Monkey Joe bystander listed on the character card is only 
  able to be played with this character.  
  #058 Human Torch 
   Nova Blast‘s first sentence reads ―Give Human Torch a double 
  power action.‖ 
  #059 Weapon X 
   Once this character is clicked to click #5, it cannot be healed 
  back above that click.  
   Breaking Out of the Tank cannot be ignored.  
   Breaking Out of the Tank begins "Weapon X begins the game 
  with the Fluid Tank attached. As long as the Fluid..."  
  #060 Captain America 
   Thawing From the Ice cannot be ignored.  
   Once this character is clicked to click #5, it cannot be healed 
  back above that click.  
   The first sentence of Second Deflection reads: ―When Captain 
  America targets a character with a ranged combat attack, he may 
  target an additional character within 3 squares and line of fire 
  from the first character, and divide the damage between the hit 
  characters.‖ 
  Gears of War 3 
  #007 Locust Drone 
   This power ends ―This damage cannot later be dealt to Locust 
  Drone.‖ 
  #009 General RAAM 
   The special power ―Greande Scatter‖ is named ―Grenade 
  Scatter‖ instead. 
   The second sentence of Troika Blasts and Clouds of Kryll reads: 
  ―Once per turn, if General RAAM has no action tokens he can 
  use Smoke Cloud as a free action until the beginning of his next 
  turn.‖ 
  Halo 
  #001-045 All figures 
   The weapons listed in parentheses are not part of the figure 
  name. 
  #011 Flood Infection 
   Swarm begins: ―Flood Infection can use Poison.‖ 
  #016 Elite 
   Remove the ―Anti-Armor Ammunition‖ from the text of Anti-
  Armor Ammunition. 
  #030 Elite Honor Guard 
   Guardian Defender reads: ―Elite Honor Guard can use 
  Toughness. Once per turn, when an adjacent friendly character 
  is hit by an opposing character's attack, after the action resolves 
  Elite Honor Guard may deal 2 damage to the opposing character 
  if it is adjacent to Elite Honor Guard.‖ 
  #038 Master Chief 
   Remove the ―Bring Down the Hammer‖ from the text of Bring 
  Down the Hammer. 
  Superman 
  #053 Zod 
   Kneel Before Zod! Will deal the penetrating damage to figures 
  which had 2 tokens before the power was used. 
  #054 Black Adam 
   The keyword ―The Society‖ is ―Society‖. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  [This page is intentionally left blank.]
  
   
   
   
  5-1 
  Section 5 
  Special Characters
  General 
   When a special character‘s printed rules indicates that they 
  possess an ability that is documented in the latest rulebook, the 
  rules from the rulebook override the printed rules for the 
  character. 
   When a special character‘s printed rules indicate that they can 
  only take one action per turn, it is only referring to non-free 
  actions. 
   When a special character‘s printed rules indicate that they have a 
  way to be given a non-free action every turn without taking 
  damage, these rules may be used instead of the Colossal Stamina 
  ability. 
  Dark Phoenix† 
   Replace the first sentence of the first paragraph under Special 
  Rules with: ―Dark Phoenix ignores the Exploit Weakness, Force 
  Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic 
  Blast, Shape Change, Steal Energy, and Support powers, as well 
  as team abilities that duplicate these powers.‖ 
   Replace the second sentence under Actions and Pushing with 
  ―Dark Phoenix may be pushed each turn; it will not be dealt 
  pushing damage while the Power Cosmic team ability is active.‖ 
  Fin Fang Foom† 
  Part of a Force Rules 
   When Fin Fang Foom uses Energy Explosion or Pulse Wave 
  against multiple targets, the damage dealt per hit is equal to the 
  number of dials he started with, overriding all other restrictions on 
  this number. 
  Galactus† 
  Scenario Rules 
   Under Combat, replace the sixth paragraph with: ―Galactus can 
  attack and be attacked by grounded and elevated characters.‖ 
   Probability Control cannot be used against Galactus‘ rolls, as 
  Galactus doesn‘t have a turn. 
   Galactus does not retaliate if damaged during its action. 
   Galactus is not forced to respond with the same kind of attack that 
  damaged him. 
   If the character who dealt damage to Galactus is KO‘d before 
  Galactus retaliates, then Galactus does not retaliate. 
   If Galactus retaliates against more than one character after being 
  dealt damage and misses the character that dealt damage to 
  Galactus but hit one or more other characters, then Galactus may 
  divide his full damage among the characters successfully hit. 
   When retaliating, Galactus may still use the Pulse Wave ability, 
  even though it doesn‘t specifically target a figure, ifthe figure that 
  damaged Galactus is within range of Galactus‘ Pulse Wave. 
   Galactus‘ retaliation occurs immediately after the first action 
  resolution that results in Galactus taking damage.  For example, 
  during a Hypersonic Speed attack, Galactus would retaliate 
  immediately after the free action that resulted in Galactus taking 
  damage resolves, before the figure using Hypersonic Speed 
  completes its movement.  If Galactus takes damage from the first 
  free action of a Multi-attack or Cosmic Multiattack, Galactus 
  would retaliate before the second free action occurs; if the second 
  free action also resulted in Galactus taking damage, he would 
  retaliate after that action as well. 
  Part of a Force Rules 
   Add the following to the first paragraph under Movement: 
  ―Galactus ignores the effects of team abilities on movement.‖ 
   Add the following to the first paragraph under Movement: 
  ―Galactus ignores indoor blocking terrain for movement purposes.  
  Any indoor blocking terrain Galactus crosses is destroyed; mark 
  blocking terrain destroyed in this manner with two rubble 
  markers.‖ 
   Replace the first sentence of the first paragraph under Powers 
  and Abilities: ―Galactus ignores the Exploit Weakness, Force 
  Blast, Incapacitate, Mind Control, Plasticity, Poison, Psychic 
  Blast, Shape Change, Steal Energy, and Support powers, as well 
  as team abilities that duplicate these powers. 
   Feats cannot be assigned to Galactus. 
   Damage carries over from one combat dial to another.  In a battle 
  against Hungry Galactus, for example, if there is 1 click left on 
  the Hungry combat dial, and Galactus takes 2 damage, the ―extra‖ 
  1 damage is applied to the Starving combat dial. 
   Galactus ignores the Skrulls and Danger Girl team abilities. 
   When Galactus uses Energy Explosion or Pulse Wave against 
  multiple targets, the damage dealt per hit is equal to the number of 
  dials he started with, overriding all other restrictions on this 
  number. 
   When Galactus moves, all parts of his base are considered to be in 
  clear, grounded terrain. 
  Galactus (Coming of Galactus) † 
  Scenario Rules 
   The sentence reading: "Galactus always uses any powers showing 
  on his current combat dial against the target, if possible." says 
  "Galactus always uses any powers showing on its current combat 
  dial to his greatest advantage, and he will always first use his 
  powers and abilities in an attempt to damage an opposing 
  character." 
   When Galactus uses Energy Explosion or Pulse Wave against 
  multiple targets, the damage dealt per hit is equal to the number of 
  dials he started with, overriding all other restrictions on this 
  number. 
  Part of a Force Rules 
   Where their powers overlap, the clarifications for Galactus apply 
  to COG Galactus. 
  Jean Grey Phoenix† 
   Replace the first bullet point under Special Rules with: ―are not 
  affected by Exploit Weakness, Force Blast, Incapacitate, Mind 
  Control, Plasticity, Poison, Psychic Blast, Shape Change, Steal 
  Energy, Support, or any team abilities that duplicate these 
  powers;‖ 
  Sentinel† 
   The Sentinel with an Infinity Challenge set symbol should use the 
  Advanced Sentinel Rules. 
  
   
   
   
  5-2 
  Spectre† 
   When Spectre uses Energy Explosion or Pulse Wave against 
  multiple targets, the damage dealt per hit is equal to the number of 
  dials he started with, overriding all other restrictions on this 
  number. 
  Starro† 
   When Starro uses Pulse Wave against multiple targets, the 
  damage dealt per hit is equal to the experience level he started 
  with, overriding all other restrictions on this number. 
   
   
  
   
   
   
  6-1 
  Section 6 
  Team Abilities
  General 
   Any team abilities that refer to a ―team member‖ actually refer to 
  ―a character using this team ability.‖  
  2000 AD† 
   The choice of opposing team ability or character is made for the 
  entire team. Once the choice is made, all characters with this team 
  ability get the bonus against that team/character. 
   If a wild card uses this team ability, they must use the same 
  opposing team ability/character selected for the rest of the 
  characters using this team ability. 
   Designating a single character for this team ability grants the 
  bonus only against that single character, even if more than one of 
  that character is in play. 
  ARACHNOS† 
   This team ability reads: ―When a character using the Arachnos 
  team ability takes damage from an attack, the attacker is dealt 1 
  unavoidable damage. This damage is not an attack.‖ 
  Clarifications: see Mystics 
  AVENGERS  
  Clarifications: see Free Moves 
  BATMAN ENEMY 
  Clarifications: see Sinister Syndicate. 
  BROTHERHOOD OF MUTANTS  
  Clarifications: see Free Moves 
  CRIME SYNDICATE 
   The character using this team ability is subject to all the standard 
  rules regarding Probability Control with the additional 
  requirement of placing a token on a character in order to use the 
  ability. 
  CROSSGEN† 
   This team ability reads: ―When a character using the Crossgen 
  team ability takes damage from an attack, the attacker is dealt 1 
  unavoidable damage. This damage is not an attack.‖ 
  Clarifications: see Mystics 
  CRUSADE† 
   The attack roll does not need to be successful in order to generate 
  knock back. 
   If a Crusade team member's Energy Explosion attack is 
  unsuccessful against a target, but doubles are rolled, then the 
  Crusade ability will generate knock back only for the missed 
  target. If a Crusade team member's Energy Explosion is 
  successful against a target, but unsuccessful against an adjacent 
  figure, Crusade's ability will also generate knock back against the 
  adjacent figures. 
  DANGER GIRL† 
  Clarifications: see Skrulls 
  DEFENDERS  
   This team ability reads: ―Characters using the Defenders team 
  ability can replace their defense value with the unmodified 
  defense value of an adjacent friendly character using the 
  Defenders team ability.‖ 
   The Defenders team ability works in the same manner as the 
  ―Defend‖ power, except that it can only be used with other 
  Defenders team members. 
   This team ability can be used during Support. 
  Free Moves 
   When a character with this team ability is given a move action, 
  that action does not get subtracted from the players action pool for 
  that turn. The acting character is still assigned a token and would 
  be dealt pushing damage as normal, if this is not their first token. 
   This team ability does not alter what kinds of actions can be 
  assigned to the character. If it has been carried this turn, you 
  could not assign it a move action, as it is ―free‖. It is not a free 
  action, it is an action which is free from the perspective of your 
  action pool (the number of actions you can assign on a turn). 
   If a character with this team ability is given a move action that 
  requires break away, it may still use this ability. On a failed break 
  away roll, it would still get a token and the action will not come 
  from the action pool. 
  GUARDIANS OF THE GLOBE† 
   If doubles are rolled for a no damage attack (such as Mind 
  Control), a token would still be given to the target(s). 
   If a character using this team ability rolls doubles while using 
  Incapacitate, then the target character will get 2 tokens if they 
  currently have 0. 
   If a character using this team ability rolls doubles while using 
  Quake, the target characters would not be knocked back, but 
  would receive a token instead. 
   If a character with this team ability rolls doubles while using 
  Energy Explosion, the characters targeted would receive a token 
  while character who are affected by splash damage would be 
  knocked back normally. 
   If a character with this team ability rolls doubles while using 
  Pulse Wave, knock back would apply normally, as there are no 
  targets in a Pulse Wave. 
   If a target character would normally ignore knock back, they 
  would still receive a token as a result of this team ability. 
  HYDRA  
   This team ability reads: ―When a friendly character making a 
  ranged combat attack is adjacent to one or more friendly 
  characters using the Hydra team ability, each opposing character 
  targeted by the attacker modifies its defense value by -1 for each 
  friendly character using the Hydra team ability if the characters 
  using the Hydra team ability also have a clear line of fire to the 
  target.‖ 
  HYPERTIME 
   If a character fails its roll while trying to become adjacent to the 
  Hypertime team member, it may continue its move from the 
  current position. If there are no legal squares in which the 
  character that failed its roll against the Hypertime team ability 
  may move, the character must end its movement in the first 
  available legal square along the path it took when moving 
  adjacent to the Hypertime team member, even if that square is the 
  square in which the character began its movement. 
   This team ability only applies when a character goes from not 
  being adjacent to a Hypertime character to becoming adjacent to a 
  Hypertime character. If one is adjacent to a Hypertime character 
  at the beginning of an action, for example, and rolls successfully 
  for break away, then a Hypertime roll would not be necessary if 
  the character moves and maintains adjacency to that Hypertime 
  character. 
   When attempting to move into adjacency with two or more 
  opposing characters using this team ability, one roll is made. 
  
   
   
   
  6-2 
   The character attempting to move into adjacency is the character 
  which makes the roll. 
  JUSTICE LEAGUE 
  Clarifications: see Free Moves 
  JUSTICE SOCIETY 
  Clarifications: see Defenders 
  MASTERS OF EVIL  
   The damage applied to a character with this team ability on the 
  third turn it acts is not pushing damage. Willpower (or other 
  effects that allow a character to ignore pushing damage) would 
  not apply to the unavoidable damage this team ability generates. 
   The second action a character with this team ability takes is 
  normal pushing damage, for which Willpower and other similar 
  effects would work fine. 
  MYSTICS 
   As the damage from this team ability is not an attack, it would not 
  cause retaliation damage if it were applied to another Mystics 
  character. 
   This team ability would still activate as the character is KO‘d. 
   If a Mystics character somehow deals damages to itself in an 
  attack, it will still activate and damage itself. 
  POLICE 
  Clarifications: see Hydra 
  POWER COSMIC  
   This team ability reads: ―Characters using the Power Cosmic team 
  ability do not take pushing damage and their powers cannot be 
  countered. This team ability can‘t be used by wild cards.‖ 
   Powers that allow you to ignore other powers would still be 
  effective against a character using this team ability. Exploit 
  Weakness, for example, does not counter damage reducing 
  powers, but ignores them, so it would still work against a 
  character with this team ability. 
  QUINTESSENCE 
  Clarifications: see Power Cosmic. 
  S.H.I.E.L.D. 
   Multiple S.H.I.E.L.D. characters can be used to provide multiple 
  bonuses to a single friendly character. These bonuses are always 
  subject to the Rule of Three. 
   The action token is assigned to the S.H.I.E.L.D. characters (for 
  power actions) when they use this team ability regardless as to 
  whether the attack was successful or not. 
   The S.H.I.E.L.D. character does not have to have a line of fire to 
  the target in order to use this ability. 
   The S.H.I.E.L.D. character‘s action is to be declared with the 
  announcing of the action that includes the ranged combat attack. 
  SINISTER SYNDICATE  
   This team ability reads: ―Characters using the Sinister Syndicate 
  team ability can replace their attack value with the unmodified 
  attack value of an adjacent friendly character using the Sinister 
  Syndicate team ability.‖ 
   The Sinister Syndicate team ability works in the same manner as 
  the ―Defend‖ power, except that it can only be used with other 
  Sinister Syndicate team members and it applies to attack value 
  rather than defense value. 
   This team ability can be used during Support. 
  SKRULLS  
   Other than the roll that is required, this team ability works the 
  same as Shape Change. 
  SUICIDE SQUAD 
   The team ability will activate for each adjacent friendly character 
  KO‘d. 
  SUPERMAN ENEMY 
   The first sentence ends ―…to use Outwit.‖reads ―When two 
  friendly characters that can use the Superman Enemy team ability 
  are adjacent to each other, the character with the higher point 
  value may be given a free action to use Outwit.‖ 
   The second sentence reads: ―That character can use Outwit until 
  the beginning of your next turn, if it cannot use Outwit already 
  and continues to use this ability.‖ 
   This power can be used for each set of adjacent Superman Enemy 
  characters. For example, if you have three Superman Enemy 
  characters all adjacent to one another, with point values 75, 60, 
  and 44, there are three potential pairs: 1) 75/60, 2) 75/44, and 3) 
  60/44.  75 is higher than 60, so 75 gets to use Outwit.  75 is higher 
  than 44, but 75 already can use Outwit—it cannot use it again.  60 
  is higher than 44, so 60 can use Outwit.  
  TITANS 
  Clarifications: see X-Men 
  TOP COW† 
  Clarifications: see Free Moves 
  ULTIMATES 
   This team ability reads: ―Characters using the Ultimates team 
  ability treat hindering terrain as clear terrain for movement and 
  line of fire purposes.‖ 
  ULTIMATE X-MEN  
   Each team member chooses an opposing team ability or character. 
  This choice is made on a character by character basis, and may be 
  different from other members of the team. 
   If a wild card uses this team ability, they may select their own 
  target team ability/figure for the bonus. Once the choice is made, 
  the wild card may not change that selection even if they use a 
  different team ability. 
   Designating a single character for this team ability grants the 
  bonus only against that single character, even if more than one of 
  that character is in play. 
  Wild Cards 
   If the last character on a force possessing a team ability is KO‘d, 
  or all instances of the team ability are lost, countered, or 
  otherwise absent, any wild card characters that are currently using 
  the team ability can continue to use it until the end of that action. 
  With the start of the next action, that team ability is not able to be 
  used. 
   A wild card can only use a team ability that is possessed by a 
  friendly character on their force. It cannot use a team ability that 
  another character is able to use (but does not possess). 
   When using another team ability, a wild card team member is 
  considered part of that team for team ability purposes; for 
  everything else, it is a member of the team printed on its base. 
   The rule regarding using only one team ability per action refers 
  only to the usage of the wild card team ability. If a character is a 
  wild card and also is a member of another team, it can essentially 
  use 2 team abilities as it can use its natural team ability as well as 
  its wild card team ability. 
   If a character is a wild card in addition to another team ability, 
  being a wild card does not affect their ability to use that other 
  team ability in any way. 
   Wild cards cannot use a team ability if they are already using an 
  identical mechanic through another game effect. 
  
   
   
   
  6-3 
  X-MEN  
   This team ability reads: ―When two friendly characters that can 
  use the X-Men team ability are adjacent to each other, give one of 
  them a power action and roll a d6. Heal the second character of 1 
  damage. If the result was 1-4, deal the character given the power 
  action 1 unavoidable damage.‖ 
   In order for a character to use the X-Men team ability, the 
  adjacent character must be able to be healed.  
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  7-1 
  Section 7 
  Additional Team Abilities
  General  
   Print and Play: For WizKids events, players can print any 
  legitimate copy of a cardboard element from HeroClix. The 
  printed version must not be functionally different from a legal 
  WizKids-released version of the element. 
   Additional Team Abilities must be used and costed for all 
  qualified team members on your force. 
   Additional Team Abilities cannot be used by a character during a 
  free action granted by being successfully hit with Mind Control.  
   Unless an Additional Team Ability says otherwise, the team 
  ability it grants is in addition to any other team ability the 
  character can currently use. 
  GUARDIANS OF THE GALAXY 
   Remove the following text from this additional team ability: ―All 
  characters on your force with the Guardians of the Galaxy 
  keyword are assigned this feat and have the following team ability 
  instead of any other team ability:‖ 
  JUSTICE LEAGUE INTERNATIONAL 
   This additional team ability includes: ―(This can only be used 
  once per damage dealt.)‖ 
  NEW MUTANTS 
   The prerequisite for this additional team ability is ―Generation X 
  or New Mutants‖ 
  RUNAWAYS 
   Remove the following text from this additional team ability: ―All 
  characters on your force with the Runaways keyword are assigned 
  this feat and have the following team ability instead of any other 
  team ability:‖ 
  SHADOWPACT 
   This team ability reads: ―Characters using this team ability ignore 
  the Mystics team ability of other characters.‖ 
  THE SOCIETY 
   If a character attempts to use Outwit against a Society member 
  and the Outwit fails due to a successful roll of the team ability, 
  the Outwit can be used against a different opposing character. 
   The required keywords for this ATA are: ―Secret Society of Super 
  Villains or Society‖. 
  THUNDERBOLTS 
   A player using this ATA may change their chosen team ability 
  with each new round of a tournament. 
   The definition of a ―Marvel team ability‖ is a team ability listed at 
  the end of Section 15 of this document. 
   The first sentence reads ―Once at the beginning of the game, 
  choose any one Marvel team ability other than an additional team 
  ability…‖ 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  8-1 
  Section 8 
  Battlefield Conditions†
  General 
   Print and Play: For WizKids events, players can print any 
  legitimate copy of a cardboard element from HeroClix. The 
  printed version must not be functionally different from a legal 
  WizKids-released version of the element. 
   Battlefield condition cards are considered ―unique by name‖. If 
  battlefield condition cards with the same name appear in multiple 
  sets, a player may only use one copy of any named card in his 
  battlefield condition hand during a tournament. 
   Any Battlefield Condition cards that are published with the same 
  name as a previous one override all of the text on the previously 
  published card. 
   Battlefield Condition cards which provide a limit on a combat 
  values continuously check the relevant combat value. 
  ALPHA STRIKE 
   The text of this card reads: ―Before the beginning of each player‘s 
  first turn, that player chooses a team symbol possessed by an 
  opposing character. The first opposing character with that team 
  symbol that is defeated is worth additional victory points equal to 
  half of that character‘s point value.‖ 
   If multiple characters with the chosen team symbol are KOd as 
  the result of a single action, the additional victory points are 
  awarded for all characters KOd by the action that have the chosen 
  team symbol. 
  ARMOR WARS 
   Multiple copies of Armor Wars will each affect damage dealt 
  accordingly (so if 2 are in play, damage that is reduced is 
  increased by 2). 
   In order for Armor Wars to activate, some damage must be dealt. 
  0 damage will not be reduced.  
  ASSEMBLED 
   A team must have 5 or more characters with the same team 
  symbol in order for this BFC to activate. 
  ATLANTIS RISING 
   Clear terrain does not become water terrain until the beginning of 
  the first round. Objects can therefore be placed in clear grounded 
  terrain, as it is not yet water terrain. 
  BLOOD CURSE 
   This card does not include the phrase ―or eliminated‖. 
  CROSSWINDS 
   This card says: ―Character that can use the Flight ability cannot 
  use the Flight or Carry ability.‖ 
  DAMAGE CONTROL 
   Replace the last sentence on the card with: ―At the beginning of 
  each player‘s turn, all destroyed walls and blocking terrain 
  (except Barrier markers and terrain in occupied squares) are no 
  longer destroyed.‖ 
   Debris tokens from destroyed walls and blocking terrain are not 
  removed at the beginning of each player‘s turn. 
   The restoration of walls and blocking terrain is something that 
  happens once per turn, it is not an ongoing affect. If Wasteland 
  was also in play, its effects are constant. Therefore, at the start of 
  each turn, all of the destroyed walls and terrain would be repaired 
  (from this BFC) and then they would immediately be destroyed 
  (from the Wasteland BFC). The other effects of these BFCs 
  would occur normally. 
  DARKNESS 
   If a character were to use Pulse Wave under the effects of this 
  BFC and their natural range is greater than 6, their range would be 
  6 for the attack. When the range is halved for the Pulse Wave 
  attack, it would then be 3. 
  DEBRIS 
   The text of this card reads: ―Each player must place three 
  additional standard objects in addition to those included in their 
  force.‖ 
   The three objects each player adds to the game must be standard 
  objects and can be of any combination of heavy and light. 
  DEEP SHADOWS 
   If a character were to use Pulse Wave under the effects of this 
  BFC and their natural range is greater than 6, their range would be 
  6 for the attack. When the range is halved for the Pulse Wave 
  attack, it would then be 3. 
  DE-FEATED 
   All feats owned by that player are ignored when a 1 is rolled, 
  even if the feat is not strictly tied to a single character (such as 
  Rip It Up). 
  DISBANDED! 
   Power Cosmic and Quintessence can be ignored. Certain 
  characters, like Galactus, Spectre, and such have special rules that 
  overlap with the effects of these team abilities. When they 
  overlap, ignoring the team ability does not mean ignoring the 
  characters own ability from their rules. 
   Ignoring team abilities does not mean you ignore the team 
  symbol. Many mechanics, like the Assembled BFC, require 
  characters with the same team symbol. These effects would work 
  the same even when Disbanded! is in play. 
  EARTHQUAKE 
   The Probability Control power cannot be used to reroll dice rolled 
  for the Earthquake BFC. 
   Damage reducing powers still function as normal. 
   Super Senses cannot be used to evade the damage as it is not from 
  an attack. 
  GROUND ZERO 
   The die roll that can result in damage is not rolled by the 
  character, so it cannot be rerolled with Probability Control. 
  HEIGHTENED REFLEXES 
   Replace the phrase ―transporter move and attack ability‖ with 
  ―Move and Attack ability‖ in the first sentence. 
  INERTIAL INTERFERENCE FIELD 
   The last sentence refers to all knock back, not just knock back 
  from the different powers listed. 
  KRAKOA THE LIVING ISLAND 
   The attack made because of Krakoa is a close combat attack. 
  Combat Reflexes or the like would apply. 
   Characters with Shape Change may use that power to cause the 
  attack to not be able to be made. A different qualifying character 
  can be selected as the target of the attack. 
   Probability Control cannot be used on this roll as there is no 
  character making the attack. 
  
   
   
   
  8-2 
  LOW GRAVITY 
   Characters that are unaffected by knock back are not affected by 
  Low Gravity. 
  LOYALTY 
   Wild card characters retain their chosen team ability even if the 
  character with that team ability is KOd. 
   Wild card characters would choose their team ability regardless to 
  any feats (like Siphon Power, Saboteur, additional team abilities) 
  assigned to either team before the game begins. They would retain 
  that team ability for the game. 
  MADNESS 
   When using Support and two sixes are rolled, the target would 
  take 1 damage.  When using Support and two ones are rolled, the 
  target is healed equal to the result of one die roll (-2, as per the 
  power). 
  MERCENARY 
   The second sentence reads ―The team ability cannot be a wild 
  card, must be usable by wild cards and cannot be an Additional 
  Team Ability.‖ 
  PACIFICATION 
   In order to be reduced, the 4 or more damage must be dealt to a 
  single character. 
   This BFC would activate any time the damage dealt reaches 4 (or 
  more), even if another effect (like Toughness) would reduce it 
  below 4 later. 
  POWER DAMPENING FIELD 
   Any effect in the game that can alter the damage value of a 
  character would still be subject to this BFC. This includes 
  bonuses from feats (like Pounce) or powers (Enhancement, 
  Blades/Claws/Fangs). 
  PROXIMITY MINES 
   The first sentence reads: "At the end of a turn, if any character is 
  in the same square as a non-held object or in a square adjacent to 
  a non-held object, roll one six-sided die." 
  RADIATION LEAK 
   If Radiation Leak and War Zone are in play at the same time, War 
  Zone takes precedence over Radiation Leak when using the 
  Support power.  Radiation Leak requires a die roll but due to War 
  Zone being in play no die is ever rolled for Support. 
   The Radiation Leak BFC does not affect the Suicide Squad team 
  ability. 
   If Radiation Leak is in play when someone uses Regeneration or 
  Support within the special object Indigo Lantern‘s area of effect, 
  players would subtract 2 from their dice roll (i.e., the two effects 
  cancel each other out). 
  RALLY 
   This card reads ―defeated‖ instead of ―eliminated‖. 
  SHRUNK 
   Any power or effect that indicates it functions based on a certain 
  number of squares is also considered to have a range for purposes 
  of this BFC. 
   If Shrunk is in play with Deep Shadows, the range would first be 
  limited by Deep Shadows and then halved by Shrunk. 
  SKYSCRAPERS 
   This card cannot be played if any of the starting areas is made up 
  exclusively of elevated terrain. 
  TELEKINETIC STRAIN 
   This card begins: ―When Telekinesis is used to place a character 
  or object 6 or more squares away from its starting square, the 
  character using Telekinesis is dealt 1 unavoidable damage after 
  the action resolves.‖ 
  WAR ZONE 
   If Radiation Leak and War Zone are in play at the same time, War 
  Zone takes precedence over Radiation Leak when using the 
  Support power.  Radiation Leak requires a die roll, but due to War 
  Zone being in play no die is ever rolled for Support. 
  WHITE NOISE 
   The Probability Control power cannot be used to force a reroll of 
  a die roll caused by the White Noise Feat card.
  
   
   
   
  9-1 
  Section 9 
  Feats†
  General Clarifications 
   Print and Play: For WizKids events, players can print any 
  legitimate copy of a cardboard element from HeroClix. The 
  printed version must not be functionally different from a legal 
  WizKids-released version of the element. 
   While the points for feats add to the overall force build total, they 
  do not add to a character‘s point value. 
   A copy of each feat card that requires you to choose a character 
  must be included on your force.  
   Any Feat cards that are published with the same name as a 
  previous one override all of the text on the previously published 
  card. 
   The following feat cards are banned as they have been replaced 
  by an Additional Team Ability card: Alpha Flight, Amazon, 
  Checkmate, Fantastic Four, Green Lantern Corps, Guardians of 
  the Galaxy, Justice League International, League of Assassins, 
  Legionnaires, Monster Society of Evil, Runaways, The Society, 
  Squadron Supreme, and Thunderbolts 
  ALIAS 
   The feat is considered ―used‖ as soon as the character has rolled 
  for Shape Change. If a player opts to use the feat, but other game 
  effects occur such that the character is not targeted prior to rolling 
  for Alias (e.g., the Skrulls team ability) then the feat is not 
  considered used and is not discarded. 
  AMBIDEXTROUS 
   The cost of this feat reads ―Cost: Twice the assigned character's 
  printed range value. (Minimum cost 12)‖ 
  AND STAY DOWN 
   The feat reads: ―When the character makes a close combat attack 
  without using an object, an attack roll result of 11 or 12 is a 
  critical hit.‖ 
  AUTOMATIC REGENERATION 
   Replace the text on the card with: ―Once, at the beginning of your 
  turn, this character uses Regeneration as a free action.‖ 
  BRILLIANT TACTICIAN 
   When affecting friendly characters with Brilliant Tactician, 
  different combat values may be modified per each character 
  affected. 
   Wild card characters cannot use the Brilliant Tactician‘s team 
  ability in order to qualify for the extra perplexing. They must 
  share either the team symbol or a keyword.  
   Any character that the Brilliant Tactician can draw a line of fire to 
  can be the initial target of Perplex. The team symbol/keyword 
  requirement is only for characters perplexed after that. 
   Perplex can only be used once on each character by the Brilliant 
  Tactician. A target cannot be chosen for the initial perplex as well 
  as the follow up perplex (if the team symbol or keyword was 
  shared) 
  CAMOUFLAGE 
   A character against the edge of elevated terrain (a building) does 
  not gain the benefits from Camouflage, as elevated terrain is not 
  blocking terrain or a wall.  In order for Camouflage to work, the 
  character would also need to be adjacent to blocking terrain or a 
  wall. 
   A character using this feat would still have lines of fire to it 
  blocked when targeted by a character that is ignoring terrain or 
  other characters for line of fire purposes. 
  CANNONBALL 
   The first sentence reads: "When the character is on elevated 
  terrain, it can move to the next lowest elevation without using a 
  ladder or stairs." 
  COMPEL 
   The figure that is the target of the mind control must have taken a 
  tokenable action this turn in order for it to be a target. Free actions 
  would not qualify. 
   A character with multiple targets cannot target any opposing 
  figures when attempting to Compel a friendly figure. It may only 
  target a single friendly character. 
  CONSTRUCT 
   Any opposing character adjacent to the Barrier needs to roll a 
  break away if it is moving or being moved away from the Barrier. 
   Only characters that are being given an action that involves 
  movement are given action tokens.  Characters that are adjacent to 
  the Barrier and are being moved without being given an action are 
  not given an action token for making the break away roll. 
  CONTINGENCY PLAN 
   When tokens are removed from this feat, only one combat value 
  can be modified for the tokens removed. 
   Contingency Tokens are only removed from the card when they 
  are used. 
  DAMAGE SHIELD 
   Damage from Damage Shield is not an attack, and therefore will 
  not trigger the effects of attacks such as the Mystics team ability 
  or the Super Senses power. 
   The prerequisite ability must be something the character can use 
  at the time of the attack in order to use Damage Shield. 
   Damage dealt from Damage Shield is normal damage, so damage 
  reducing powers would reduce this damage accordingly. 
  DARKNESS WITHIN 
   Replace the first line of the card with:  ―(Optional) Once per turn 
  immediately before this character makes an attack, deal 1 pushing 
  damage that ignores Willpower and team abilities to a single 
  target friendly character adjacent to the character; this is not an 
  attack:‖ 
   The pushing damage is dealt to the adjacent friendly character 
  after the action is declared but before the attack is made. The 
  characters must be adjacent at the time of the attack. 
  DISASSEMBLE 
   The last sentence reads: ―…you may remove one of the target 
  objects from the game after the action is resolved and replace 
  it…‖. 
  DISINTEGRATE 
   The text reads: "Choose a character. When the character is given a 
  close combat action, before making the close combat attack, 
  remove from the game an object adjacent to the character or an 
  object held by a character adjacent to the character." 
  DISSENT 
   If a team ability is outwitted, any wild cards that were using the 
  team ability from the affected character may no longer use copied 
  team ability (unless there is another friendly character from whom 
  they can be using that team ability). 
  
   
   
   
  9-2 
   This card does not include the phrase ―as if that team ability were 
  a power, instead of countering a power.‖ 
  DIVEBOMB 
   This feat is based around the Soaring rules, which have been 
  removed from supported HeroClix play. 
   Divebomb is specific that it can only target grounded characters. 
  Elevated characters cannot be targeted with this feat. 
  DRAG 
   The last sentence reads: "If the target is not a flying character and 
  occupied a square of elevated terrain, and then was placed in a 
  square on a lower elevation, deal it 2 damage after being placed." 
  ELITE SNIPER 
   This feat includes the line: ―The character can use the 
  Sharpshooter ability.‖ 
  ENDURANCE 
   Modify the second sentence in the main paragraph to say ―If there 
  are endurance tokens on this card when the character is given a 
  non-free action, after the action resolves, roll a d6.‖ 
   One endurance token is placed on the card for each pushing 
  damage dealt to the character. 
   There are many feats that deal pushing damage as a cost for using 
  it – Endurance can be used to prevent that damage as well – one 
  token is placed on the card for each pushing damage dealt. 
   If the character loses the prerequisites for this card while tokens 
  are on the card, the character no longer needs to roll for potential 
  damage, though the tokens are not removed. 
  ENTANGLE 
   If a character with Charge rolls a 1 or 2 when targeting someone 
  with this feat, the character would have moved and would remain 
  where it is. 
   If a character with Hypersonic Speed or the Move-and-Attack 
  ability rolls a 1 or 2 when targeting someone with this feat, they 
  would be able to complete their movement and would still not 
  receive a token, however they would not be able to perform any 
  other action this turn. 
   If a character with Flurry rolls a 1 or 2 when targeting someone 
  with this ability on the first attack, they would end their action 
  with no token. They would need to roll again for the second attack 
  (assuming they were not prevented on the first one). 
   If the Entangle character also has a power or ability (Shape 
  Change, Skrull, etc.) that can prevent the attack, Entangle goes 
  after those powers. Shape Change, Skrulls, Danger Girl, etc all 
  function when the character is chosen as a target. Entangle occurs 
  before the attack. 
   If a character already has a token and pushes to attack an Entangle 
  character and rolls a 1 or 2, they would be cleared at the end of 
  the turn (as they received no tokens this turn). 
   When a character rolls a 1 or 2 against an Entangle character, 
  although they do not get an action token, the action still counts as 
  one assigned from the player‘s action pool for the turn. 
  ENTRENCH 
   A character ignoring a critical hit would not automatically 
  succeed with the attack, would not add 1 to the damage dealt and, 
  if the Critical Strike BFC was in play, would not have the option 
  of using the tokens on the card. 
  EXTENDED RANGE 
   Replace the text on the card with:  ―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, 
  decrease the damage value by 1 (after all other modifiers and 
  replacements) when resolving the attack.  An attack using 
  Incapacitate does not place any action tokens on the target.‖ 
   When this feat is used with Pulse Wave (and multiple targets) 
  first, halve the character‘s range (as per the power). Next, increase 
  range based on the unmodified damage value (as per the feat). 
  The damage value is then replaced to 1 (as per the power). 
  Finally, the damage value is then decreased by 1 (as per the feat), 
  but the locking of the damage value (as per the power) ignores 
  this modifier making the normal damage dealt 1. Other factors 
  can come into play (e.g., critical hits) to increase this. 
   When this feat is used with Energy Explosion, range is increased 
  based on the unmodified damage value. While the damage value 
  is decreased by 1, when targets are hit with Energy Explosion, 
  they are dealt damage based on the number of times they are hit 
  (not based on the damage value), so the penalty of Extended 
  Range would have no impact. 
   When this feat is used with Mind Control, range can be increased 
  with no penalty as there is no damage dealt from a Mind Control 
  attack. If a character has a 0 range, this feat cannot be used to 
  increase the 4 range granted as a default by the Mind Control 
  power. 
  FASTBALL SPECIAL 
   Replace the second line with: ―Give both characters a power 
  action when they are adjacent: The first character must have 
  Super Strength and the second character must be a character 
  without Flight, have Toughness and may not have a damage value 
  higher than 3.‖ 
   A figure that is carrying an object cannot be ―thrown‖ as part of 
  the Fastball Special. 
  FORCE FIELD 
   This feat reads: ―When this character cannot use a power or 
  ability that reduces damage, this character may use Toughness.‖ 
   The character that meets the prerequisites and is assigned the feat 
  is the one that can use Toughness. 
   The Toughness that can be used through Force Field cannot be 
  used to meet the prerequisite for another feat when the force is 
  constructed. 
  HEIGHTENED REFLEXES 
   Replace the phrase ―transporter move and attack ability‖ with 
  ―Move and Attack ability‖ in the first sentence. 
   
  HOMING DEVICE 
   When assigned to a non-standard character, the character can use 
  this feat and would not suffer the modifier penalty (as they do not 
  have that icon on their base). 
  IMPROVISE 
   A roll of double ones would no longer be considered a critical 
  miss. It would automatically hit the target and the attacking 
  character would not take one damage. 
  IN CONTACT WITH ORACLE 
   If Oracle is removed from the battlefield and placed on the In 
  Contact With Oracle feat card her team ability cannot be copied 
  by figures with wildcard team abilities. It may be selected by a 
  wild card under the effect of the Loyalty BFC. 
   Free actions may not be used to give an Agent the +1 to its 
  combat values. 
   When an Agent already has a power showing on its dial that 
  Oracle has, it may not be granted that same power from Oracle. 
   Oracle causes the Agent to possess the power that is showing on 
  her dial.  If the Agent is KOd, the effects of the power are lost. 
  
   
   
   
  9-3 
   The power action given to an Agent to use one of Oracle‘s powers 
  is given for that effect only. You cannot assign a power action for, 
  say, Charge, and click Oracle‘s dial and then use Charge. 
   Only one Oracle figure may be placed on the card. 
  INFILTRATE 
   Characters using this feat would not need to roll break away 
  because they begin to move while adjacent to an opposing 
  character. 
  INSPIRING COMMAND 
   Inspiring Command may only be used to prevent the push damage 
  that occurs from placing a second token on a character.  It may 
  not be used to prevent the push damage that is given as a result of 
  using powers, abilities, or feats. 
  INVIGORATE 
   The last sentence reads ―Characters that have action tokens 
  removed from them can‘t be given power actions the same turn 
  this feat is used.‖ This means that a character given a power 
  action already cannot have its token removed. It also means that a 
  character with a token removed cannot then be given a power 
  action. 
  LAZARUS PIT 
   Until the character that has Lazarus Pit assigned to it is returned 
  to the battlefield, no other character may be placed in the square 
  with the Special marker.  
   Lazarus Pit may not be assigned to colossal characters. 
   When a multi-based character assigned the Lazarus Pit Feat Card 
  is KOd, place a Special marker in each of the squares that the 
  character occupied when it was KOd. 
  LIFE MODEL DECOY 
   The last sentence says ―Damage dealt to this character is reduced 
  by 1 if it is not reduced or ignored by any other effect.‖  
  LOOK! UP IN THE SKY 
   The part of this feat referring to soaring refers to an obsolete 
  mechanic and has no current effect. 
  LUCKY BREAK 
   If Lucky Break is used, the player using it cannot use Probability 
  Control on the re-rolled die roll that resulted from Lucky Break.  
  An opposing player may use Probability Control on that re-rolled 
  die roll.  Only that single re-rolled die would be re-rolled again 
  with Probability Control.  
  LUNGE 
   To use this feat: (1) Announce the action the character will take, 
  even if it is not a legal action from its current position, as long as 
  it can include a close combat attack for step 3. (2) Move the 
  character from its current square to another square up to 2 squares 
  away. (3) Perform the close combat attack. 
   The word ―immediately‖ appears before the phrase ―before it 
  makes a close combat attack‖. 
   The 2 squares of movement is a limitation, not a requirement or 
  an ability to move more than what the character might normally 
  be able to move. 
  MANEUVER 
   This feat begins ―When the character makes a close combat attack 
  against a single target opposing character.‖ 
   The prerequisites for this feat indicate that the assigned character 
  must at some point on their dial have either the boot speed 
  symbol, the power Combat Reflexes, or the power Close Combat 
  Expert. Any one of the 3 would suffice. 
   Knock back takes place during the attack. Therefore, a character 
  knocked back by this attack would be knocked back first, possibly 
  dealt damage from knock back, and then repositioned via 
  Maneuver. 
  MENTAL SHIELDS 
   If a character with this feat can target multiple characters, they 
  can choose to not use the feat and try to Mind Control the 
  multiple characters. When this is done, all effects of the feat – 
  including the prevention of feedback damage – are not being 
  used. 
  MERCENARY 
   Ignore the last (repeated) sentence on the card. 
   The last two sentences of this feat reads: ―The team ability cannot 
  be a wild card, must be usable by wild cards and cannot be an 
  Additional Team Ability. The character is a wild card that can 
  only use the chosen team ability when adjacent to a friendly 
  character possessing that team ability and a higher point value.‖ 
   The Mercenary must be adjacent to a character that possesses the 
  team ability – it is not enough for the Mercenary to be adjacent to 
  a character using the team ability, like a Wildcard. 
   In order to use the team ability, the Mercenary must begin its 
  action adjacent to the higher point character. 
   If a character has a special power that allows them to possess a 
  team ability, they can count toward the number of characters on 
  the team when determining the cost of Mercenary. 
   The cost of the card must be selected as a part of building your 
  force. Once a cost has been selected, you must choose a team that 
  meets that point value – you cannot choose a team that is over or 
  under the point value. If a player wants complete flexibility to 
  choose any team ability on their team, they can choose to pay the 
  full 25 points for the card. For example, a team with a non-TA 
  character, one Batman Ally, one Superman Ally, and 2 Mystics, 
  you can choose to put Mercenary on the non-TA character as 
  - A 15 point cost – this would require that when you declared 
  the Mercenary‘s team ability at the start of the game, you 
  would have to select Mystics as that is the only team 
  available for that cost. 
  - A 20 point cost – this would require that when you declared 
  the Mercenary‘s team ability at the start of the game, you 
  could select either Batman Ally or Superman Ally – you 
  would not be able to select Mystics 
  - A 25 point cost – this would allow you to choose any of the 
  three team abilities at the start of the game, but you would 
  not get any point bonus for having members of the team on 
  your force. 
  MONSTER HUNTER 
   See Section 1, Modifiers  
  NANOARMOR 
   The damage dealt to a character when an object ―explodes‖ from 
  Proximity Mines is not from an object and cannot be ignored by 
  NanoArmor. 
   The damage dealt from Laser Turret or Broken Drone is 
  considered from an object and would be ignored. 
   If hit with the Light Post, although the character would ignore the 
  damage dealt, it would still be subject to the Incapacitate effect. 
   If hit with a Meteorite, this character would ignore the increase to 
  the damage value that the object supplied, however the remaining 
  damage dealt would still become damage taken without further 
  modification. 
  
   
   
   
  9-4 
  NANOBOTS 
   Nanobots requires you give the character a free action, therefore it 
  cannot be given in the middle of another action. 
   Nanobots can be used even if the assigned character is on their 
  starting click. 
   Adjacency to an object is different from occupying the same 
  square as an object. If a character occupies the same square as an 
  object, they cannot use Nanobots to remove it nor would they 
  prevent another character from using Nanobots to remove the 
  object. 
   The text reads: "Choose a character. When this character is the 
  only character adjacent to an object not being held by a character, 
  give the character a free action and remove the object from the 
  game. Heal the character of 2 damage." 
  OPPORTUNIST 
   Using tokens from this card does not change the nature of the roll. 
  Double ones is still a critical miss. You need to roll double sixes 
  in order to get a critical hit (making the roll 12 does not make it 
  so). Knock back occurs if the roll is doubles, even if you need to 
  use Opportunist tokens to make the attack hit. 
  OUTSMART 
   If multiple characters are targeted in a single occurrence of 
  countering, 2d6 would be rolled by each player for each character 
  that is affected. 
  PASSENGER 
   The second sentence reads ―When this character uses Leap/Climb 
  or Phasing/Teleport, it may use the Carry ability.‖ 
  POUNCE 
   If a character is adjacent to an opposing character, it must roll 
  break away in order to Pounce. 
   Objects do not alter a character‘s damage value until it is used in a 
  successful attack. Therefore, objects – carried or picked up during 
  the action that includes the attack – would not violate the 
  prerequisite of this feat. 
   Pounce requires you give the character a power action to make a 
  close combat attack. You may therefore not use Leap/Climb 
  during this action (which has one effect that is relevant for move 
  actions and another effect that is relevant for close combat 
  actions). 
   Powers that require close combat actions – like 
  Blades/Claws/Fangs – cannot be used with Pounce (which only 
  grants a close combat attack) 
   If the action has been given, the unavoidable damage will be 
  given to the figure even if the action ends without an attack taking 
  place.  
  POWER BARRAGE 
   The second sentence of this feat begins: ―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…‖ 
  PROTECTED 
   Protected can be used to prevent the damage of a single action 
  which results in an attack. It can be used against a successful hit 
  from Flurry or Multiattack, but would then not be able to be used 
  against the follow up attack (assuming that attack was successful 
  as well). 
   Protected and Impervious both function against damage dealt. 
  They can be used in either order. 
   If the damage dealt to the Protected character comes via 
  Mastermind, Protected cannot be used to ignore the damage as it 
  is not the result of an action. 
   The first sentence of the effect reads ―If the character does not 
  already have two action tokens on it, damage dealt to the 
  character as a result of a single attack is ignored.‖ 
  REPULSOR 
   This feat does not have any effect on characters immune from 
  knock back. 
  RIP IT UP 
   Special Object tokens and 3D objects cannot be given to a 
  character when using Rip It Up. 
  SABOTEUR 
   Saboteur may be assigned to characters that have a team ability 
  that normally cannot be copied.  Opposing wild cards would then 
  be able to use that team ability. 
   When a character with an ATA is assigned this feat, only the team 
  ability granted by the character‘s team symbol can be copied by 
  the opposing wild cards. 
   An ATA does not meet the prerequisite for this feat card. 
  SHAKE OFF 
   A character that automatically breaks away deals no damage with 
  the Shake Off feat (this includes when using Phasing/Teleport).  
  A break away roll is required to use Shake Off. 
   A character that automatically breaks away but has to roll for 
  break away due to some other condition (like Construct) can deal 
  damage with Shake Off. 
  SHELLHEAD 
   Shellhead cannot be used by characters with the 
   damage 
  symbol. 
  SIDEKICK 
   Replace the last line of the card with:  ―(Optional) The second 
  character uses the first character‘s unmodified defense value 
  instead of its own when it is attacked by an opposing character.‖ 
  (the carrying restriction of the card is not optional) 
   The two characters assigned Sidekick may never carry one 
  another. 
   A character can only be assigned each feat once, so you cannot 
  ―chain‖ defense values by giving the first sidekick a sidekick of 
  its own. 
  SIDESTEP 
   The 4 squares of movement is a limitation, not a requirement or 
  an ability to move more than what the character might normally 
  be able to move. 
  SIPHON POWER 
   A character with Siphon Power cannot use team abilities that wild 
  cards cannot normally copy. 
   If an opposing character is using the Saboteur feat card, the 
  character with Siphon Power may only choose the team ability of 
  the character with Saboteur.  If the opposing character with 
  Saboteur had a team ability that wild cards cannot normally copy, 
  the character with Siphon Power will be able to use that team 
  ability. 
   A character with Siphon Power may not have the team ability it is 
  using copied by wild card characters. 
   Wild cards may not copy the rewritten team ability that Siphon 
  Power grants. 
  
   
   
   
  9-5 
  SKULLDUGGERY 
   In order for a roll to be made for a possible token, there must be a 
  target opposing character being dealt damage. If the damage is 
  dealt from an untargeted attack (Pulse Wave, Poison, etc.) then 
  the roll would not take place. 
   The damage dealt to the target opposing character is the final 
  damage dealt after all modifiers have been considered, including 
  critical hits and damage reducing powers. 
   STUNNING BLOWWhen using this feat, the attack deals damage 
  instead of being a ―no damage‖ attack. 
  STARSTRUCK ADMIRER 
   This feat includes the line: ―After this feat is used, remove it from 
  the game.‖ 
  SUBMERGED 
   Water terrain is not hindering terrain. A character ignoring 
  hindering terrain for Line of Fire purposes would not ignore 
  Submerged. 
  TACTICS 
   A roll of 3-4 would grant one action that must be used by a 
  character with the same team symbol. 
   A roll of 5-6 will grant two actions, one provided by Leadership 
  and one provided by Tactics that can only be used by a friendly 
  character that shares the same team symbol as the character with 
  Tactics. 
   If a force contains multiple characters with Leadership assigned 
  multiple Tactics feat cards, the force may gain the extra action for 
  the team ability provided by the feat for each copy of the feat in 
  play. 
  TAUNT 
   The player that controls the character affected by Taunt chooses 
  the character‘s action and when that action is given during his 
  turn. 
   If the controlling player decides to move the character affected by 
  Taunt, the character must use as much of its full movement as 
  possible in an attempt to reach the figure that performed the Taunt 
  action.  Any additional movement may be used (such as with HSS 
  or the transporter move & attack ability) by the character affected 
  by Taunt after it has become adjacent to the character with Taunt.  
   Any movement made must be towards the figure that performed 
  the Taunt action, following the shortest possible path.  
   If the figure that performed the Taunt action is KO‘d before the 
  character affected by Taunt can perform its action, the Taunt is 
  ignored (as there is no valid target for the Taunted fig to move 
  towards or attack).  
   If the character affected by Taunt is given an action, it must be 
  one that satisfies the conditions of Taunt (either moving towards 
  or attacking the character with Taunt). 
   If the character affected by Taunt can legally be given an action 
  that satisfies the conditions of the Feat, it must be given that 
  action, even if that action would only result in a movement of 0. 
   Colossal figures can be affected by Taunt. 
  TELEKINETIC REACH 
   The body of this feat reads: ―When using Telekinesis, if A is 
  within 6 squares and is an object, B may be up to 10 squares from 
  A.  All other rules for Telekinesis apply normally.‖ 
  THWART 
   A card is considered ―assigned" if the character is (a) the 
  character chosen for the ―choose a character‖ feats or (b) it meets 
  the prerequisites of a feat that is not ―choose a character‖  
   When a power action is given to remove a thwart token, the feat 
  will only return after the power action has completed.  
   Once a feat has a Thwart token, the only way to remove that 
  token is to (a) give a qualifying character a power action to 
  remove it or (b) use Thwart against the character who caused the 
  Thwart token to be placed (placing a Thwart token on their 
  Thwart card). If the original Thwarter is KO‘d or loses the 
  prerequisites for this feat, then the Thwart token(s) remain on the 
  target cards. 
   A player can choose to Thwart their own feats. 
   If a feat with a Thwart token has tokens on it from its normal 
  affect, like with Endurance, those tokens would remain on the 
  card while the Thwart token is on the card (and remains on it 
  when the character takes a power action to remove the Thwart 
  token). 
  TOXIC BURST 
   Characters choosing to use Toxic Burst must be able to draw a 
  line of fire to each character. Stealth and team abilities that 
  duplicate the effects of Stealth affect line of fire normally, even if 
  adjacent to the character using Toxic Burst. 
   Toxic Burst does not give the character a ―Range of 2‖. 
  Adjacency still requires figures to be at the same elevation. 
  TRICK SHOT 
   Replace the text on the card with: ―When making an attack from a 
  square that is not adjacent to an opposing character, this character 
  ignores Stealth and team abilities that duplicate the effects of 
  Stealth, and it ignores characters and hindering terrain for line of 
  fire purposes.‖ 
  VAMPIRISM 
   This feat reads: ―Choose a character. The character can use Steal 
  Energy if it can‘t already.‖ 
  WARBOUND 
   Once a character has been given a non-free action, they cannot be 
  given another non-free action on the same turn, even though the 
  token was placed on someone else. Similarly, a character who has 
  received an action token through Warbound can still be given a 
  non-free action the same turn. 
   Adjacency is required for the 2 characters when the action is 
  given. If the characters are not adjacent at the end of the action, 
  the token may still be assigned to the qualifying character.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  10-1 
  Section 10 
  Objects
  General 
   Print and Play: For WizKids events, players can print any 
  legitimate copy of a cardboard element from HeroClix. The 
  printed version must not be different from a legal WizKids-
  released version of the element. This policy does not apply to 3D 
  elements, though it does apply to the card that accompanies it. 
   3D objects are not legal for sealed events unless otherwise 
  specified by the Judge running the event. 
   When building a force, players may choose 0-3 objects. Based on 
  the number of objects a player chooses they can include: 
   
  1 object – any type (heavy, light, or immobile) 
   
  2 objects – any two types that are not the same 
   
  3 objects – one can be any type, the other two must be a 
  heavy and a light. 
   In a sealed game, players may only use objects that are drawn 
  from a booster supplemented by any standard objects. A player‘s 
  object pool must still conform to force building rules. 
   All special objects are treated as Unique for force construction. 
   The 3D objects from the Adventure Kits (Bookcase, Computer, 
  Crate, Dumpster, Light Post, Mailbox, Office Desk, and Soda 
  Machine) have the special object ―gear‖ symbol and the keyword 
  ―continual‖. † 
   It is possible for multiple objects to exist in the same square. 
  When this happens, each object is treated individually. 
   Blocking terrain, walls, or character bases do not block the area of 
  effect of a Special Object but will block the line of fire to and 
  from a Special Object per the standard line of fire rules. 
   The effects of objects placed on character cards only apply until 
  the object is returned to the map. 
   The phrase ―This object has no effect when held.‖ Applies only to 
  the special properties of the object and not to the standard bonuses 
  of an object. 
  AERIAL BAFFLER† 
   A character that gains Earthbound as a result of the Aerial Baffler 
  may be carried.  However, that character will regain flight as soon 
  as it leaves the Aerial Baffler‘s area of effect and must be dropped 
  at that point. 
   A character gains Earthbound as soon as it enters into the Aerial 
  Baffler‘s area of effect.  A character may continue its movement 
  after entering the area of effect of the Aerial Baffler, but would do 
  so as a non-flier. 
   The special properties of this object are ignored while this object 
  is held.This object has no effect when held. 
  BLUE LANTERN 
   Blue Lantern‘s effect only increases range values when using 
  Barrier. 
   Blue Lantern‘s effect ends ―...if they can already use Telekinesis.‖ 
  BOOKCASE† 
   This object ends with ―when used in an attack‖. 
  BROKEN DRONE† 
   The first sentence begins: "While a character is holding this 
  object..." 
  BUCKET OF WATER 
   The effect of this object begins: "When not held..." 
  COMPUTER† 
   This object ends with ―when used in an attack‖. 
  CRATE† 
   This object can be used for 10 squares instead of 8. 
  DARK CAULDRON† 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  DYNAMOSTAT† 
   Dynamostat‘s effect reads: ―This object is considered to be 
  blocking terrain until it is destroyed, but it may be picked up and 
  moved normally.‖ 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  ELEHA‟AL VINE† 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  FING FANG FOOM‟S FINGER 
   This 3D object is not a special object – it is a standard heavy 
  object. 
  FORCE FIELD GENERATOR† 
   Once the character has used Barrier as a result of this object, 
  adjacency to the object is no longer required in order for the 
  Barrier tokens to remain. Only destroying the object, the terrain or 
  the beginning of the player‘s turn will cause the Barrier tokens to 
  be removed from play.  
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  FUEL TANK† 
   This special object should have the keyword ―Continual‖ on it. 
   If the Fuel Tank is used to destroy a wall or square of blocking 
  terrain during a close combat attack, all characters adjacent to the 
  targeted section of terrain will be dealt damage from the Fuel 
  Tank. 
  KINETIC ABSORBER† 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  KINETIC ACCELERATOR† 
   This card includes the sentence: ―If the roll does not allow the 
  given action to be performed against any targets, the action ends 
  immediately.‖ 
   If a character is given an action that would require them to replace 
  their speed value (e.g., Charge or Running Shot) while they 
  occupy the same square as the Kinetic Accelerator, both 
  replacements occur at the same time and therefore the active 
  player can choose which effect goes first. If the roll makes is so 
  that the given action cannot be performed, the character is 
  assigned a token for the action and not moved. 
  LASER TURRET† 
   Replace the text on the card with: ―(optional) Once during your 
  turn (but not during another action) when a character friendly to 
  you occupies this object's square, give this object a free action to 
  make a ranged combat attack (
  8, 
  2, 4 ) against any opposing 
  figure.‖ 
   The Laser Turret may make an attack against any opposing 
  character within range, regardless of adjacency. 
  
   
   
   
  10-2 
   When making an attack with the Laser Turret, any adverse effects 
  that can normally result from the attack (such as damage from the 
  Mystics team ability or a critical miss) are dealt to the Laser 
  Turret and not the character using the Laser Turret. 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  LIGHT POST† 
   The Light Post object does not add an action token to a colossal 
  figure. 
  MAILBOX† 
   This object ends with ―when used in an attack‖. 
  METEORITE† 
   Meteorite is subject to the Rule of 3.  A die roll of 6 will add 3 
  (and not 4) to the attacker‘s unmodified damage value due to the 
  Rule of 3. 
   Due to the last line of the text, powers, abilities, or other effects 
  that reduce damage dealt cannot be used to reduce the damage 
  dealt by Meteorite.  Likewise, a critical hit will not increase the 
  damage dealt. 
  MJOLNIR 
   The phrase ―place it on that character‘s card.‖ is simply indicating 
  that the object is taken off the map and placed somewhere to 
  indicate that this is the character that has it. Players can use any 
  acceptable method to simulate this when using a character without 
  a character card. 
   The silver version of this 3D object is not a special object – it is a 
  standard heavy object. 
  OFFICE DESK† 
   The first sentence reads: "May be used as a normal light object, or 
  may increase the holding character‘s defense value by 2." 
  OPENED HYDRANT† 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  SATELLITE† 
   The first sentence reads: "Give a character holding this object a 
  power action." 
  SEPARATION FIELD GENERATOR† 
   This object reads: "A character holding an object or carrying a 
  character immediately drops it into an adjacent square when 3 or 
  fewer squares from this object. The carrying or holding character 
  may continue its move. Objects can not be picked up by 
  characters that are 3 or fewer squares from this object." 
  SHIELD DISRUPTOR† 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  SODA MACHINE† 
   This object ends with ―when used in an attack‖. 
  STEP LADDER† 
   This object begins with: ―When this object occupies a square 
  adjacent to a square of higher elevation…‖ 
  STRUCTURAL INTEGRITY FIELD† 
   This special object begins: ―Blocking terrain (but not blocking 
  terrain markers) and walls…‖. 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  TELEPHONE BOOTH† 
   This special object should read ―Once per turn per character, a 
  character occupying the same square as this object can be dealt 1 
  unavoidable damage as a free action.‖ 
   Special properties of this object are ignored while it is held.This 
  object has no effect when held. 
  TELEPORT PAD† 
   A character using the Teleport Pad may pick up and hold a 
  character or object when moving via the Teleport Pad, if they 
  could normally do so. 
  TOMBSTONE† 
   Tombstone reads: ‗The defense value of a character holding a 
  Tombstone is modified by +2. After the resolution of an 
  unsuccessful attack against a character holding a Tombstone, 
  remove Tombstone from the game.‖The first sentence reads: "The 
  defense value of a character carrying holding a Tombstone is 
  modified by +2." 
  
   
   
   
  11-1 
  Section 11 
  Maps
  General 
  Map Type 
   A map which does not have a designation of outdoor, indoor, or 
  indoor/outdoor is an outdoor map unless it also includes the 
  yellow lines for indoor terrain, in which case it is an 
  indoor/outdoor map. 
   A map labeled as outdoor/indoor follows the rules for an 
  indoor/outdoor map. 
  Orange Squares/Circles 
   Orange squares/circles are clear terrain unless anything in the 
  special rules for that map and/or other effects change them. 
  Placing an object in an orange square (assuming the rules for that 
  map permit it) would make the square act as hindering, but would 
  not remove the properties the special rules for the map provide for 
  it. 
  Tournament Legality 
   Official HeroClix maps without the modern color designations are 
  retired. Official HeroClix maps with the modern color 
  designations are never retired. 
  Specific Maps 
  Blackest Night Starter 
   The last sentence of the special rules reads: ―When placing 
  objects at the beginning of the game, each player must place their 
  first two objects (if any) on squares within an orange boundary 
  line.‖ 
   Missing gridlines should be considered to be printed on the map. 
  This affects areas B3-E6, L3-O6, B11-D14, G11-J14, and M11-
  O16. 
   Any angled door is considered open, clear terrain. There is no 
  wall along the edge of the following squares: E2, O2, A3, K3, F6, 
  P6, B7, L7, E18, O18, A19, K19, F22, P22, B23 and L23. 
   The 2 Armories and the Control Room are surrounded by walls. 
  The only openings are along the edges of the following squares: 
  E12, K12, L12, E13, F13, and L13. 
   The line that runs between rows 8 and 9 is a wall except for H8-J9 
  (which is all hindering terrain) 
   The line that runs between rows 16 and 17 is a wall except for 
  G16-I17 (which is all hindering terrain) 
   This map is an Indoor map. 
  DC Starter Set Map A – Indoor, “The Office” † 
   The squares of the circular desk are not surrounded by a thick 
  black line; therefore, the desk is hindering terrain. 
  DC Starter Set Map B – Outdoor, “The Truck Stop” † 
   The squares occupied by the trucks are not surrounded by a thick 
  black line; therefore, they are hindering terrain. 
  DC Premier Set Map C – Indoors, “The Museum” † 
   The colored areas surrounding and including the dinosaur exhibits 
  are hindering terrain. 
   The section of the map that the stairs lead to is not elevated 
  terrain. The wall that separates this section is indoor blocking 
  terrain, while the stairs themselves are clear terrain. 
   The squares containing the Desk and the Suits of Armor are 
  surrounded by thick black line and are considered to be blocking 
  terrain. 
  DC Premier Set Map D – Outdoors, “The Apartment 
  Complex” † 
   The thick black lines that surround the stairwells are blocking 
  terrain. Since the top square of the stairs is elevated, the blocking 
  terrain surrounding it may not be destroyed. 
   The awnings extending out from the buildings are considered to 
  be grounded hindering terrain. 
  DC HeroClix Map Set - Justice League Watchtower 
  Indoor† 
   The squares with the video screens that fully occupy the square 
  are hindering terrain (Consider them to be giant bulky screens that 
  you can hide behind.) 
   The squares that the pool occupies are water terrain. 
   In the garden, the flowers and small green plant squares are clear 
  terrain. The plants alongside the outside of the room, and the 
  benches, are hindering terrain. 
   The twisting stairs are clear terrain. 
   In the kitchen, the table, refrigerator and counter top/cabinet 
  squares are hindering terrain. The squares with the light gray strip 
  are clear terrain. 
   The teleport portal (green circle) is clear terrain. 
   The squares that the shuttle occupies and the squares that the 
  shuttle wings cut through are hindering terrain. (The squares with 
  a very minor overlap of the shuttle are clear terrain.) 
  DC HeroClix Map Set - Metropolis Outdoor† 
   The squares with S.T.A.R. Labs' front doors are clear terrain. 
   The top square of the 2-part stairs on the Metropolis Museum of 
  Art and the Daily Planet should not have a thick black line on the 
  edge adjoining the rooftop. You may enter the rooftop from this 
  square. 
   The single square of stairs at the front of the Metropolis Museum 
  of Art does not lead to the roof. (It leads to the front door.) 
   On top of the Daily Planet, the 4X4 area that the globe occupies is 
  hindering terrain. The rest of the rooftop is clear elevated terrain. 
   The 4X5 area that the pond occupies is water terrain except for 
  the 4 corner squares, which are hindering terrain. 
   Aside from the elevated terrain, there are no thick black lines on 
  this map. The cars, news stand, concession stands, statues, park 
  benches, bus stops, bushes and signs are all hindering terrain. 
  DC HeroClix Map Set - S.T.A.R. Labs Indoor† 
   The 2X3 fountain in the middle of the map is water terrain. The 
  gray shallow water squares that are surrounding it re normal 
  hindering terrain. 
  DC HeroClix Map Set - The Batcave Indoor† 
   The yellow crate squares are hindering terrain. 
   The weapon display case and Bat Computer squares are blocking 
  terrain. 
   The twisting stairs are clear terrain. 
   Squares that the Batcycle, Batmobile and Batcopter occupy are 
  hindering terrain. 
   The rocky dirt section of the map is entirely hindering terrain. 
   The red gym mats in the workout area are clear terrain. 
  DC Collateral Damage Map – “The Junkyard” 
   There is no wall between squares D12-13 and E12-13. 
  
   
   
   
  11-2 
   Entrance to the indoor section of the map can be gained by the 
  stairs (at E8, E11, E17, & C22), ramp (at B3 & C3), and conveyer 
  belt (E12 & E13). 
   The elevated terrain surrounding the ―car crusher‖ (squares M12-
  P12 & M13-P13) does not block the line of fire from colossal to 
  those squares. 
  DC Legion of Super Heroes Map – “Central Port” 
   In order to use the transmatter gates to teleport, the character 
  given the action must end its action (including placing the token 
  and taking push damage) occupying a square with a gate and may 
  then be placed in a different gate.  
   Only the character given the action may use the gate. Carrying 
  another figure and placing them on the gate does not allow them 
  to be placed in a square of a different gate. 
   In the case of a character being targeted by Mind Control, its free 
  action must be resolved before the Mind Controlling character can 
  elect to use the gate (if that character has ended its move or power 
  action in a square with a gate). The Mind Controller itself would 
  only be able to use a gate when the entire Mind Control action 
  ends. 
  DC Brightest Day Map – “The Monument” 
   This is an outdoor map.  
  DC 75 Map – “Hawkworld” 
   This is an outdoor map.  
   The rules text for this map reads: ―Orange squares are Open Air 
  (Low Gravity).  After actions resolve, if a character who can‘t use 
  the Flight ability occupies an Open Air square, deal them 1 
  unavoidable damage, then that character‘s owner places them in 
  their starting area.  Non-held objects in Open Air squares are 
  removed from the map.  Open Air squares are otherwise treated as 
  clear terrain.‖ 
  DC 75 Map – “Airport Terminal” 
   The rules text for this map reads: ―Orange squares are moving 
  walkways.  At the beginning of each turn, each character 
  completely occupying a moving walkway square that cannot use 
  the Flight ability must be placed in this area 1 square closer to the 
  thick orange line of this area.  This placement starts with the 
  character closest to the thick orange line.‖  
  DC Green Lantern Fast Forces Map – “Oa” 
   This is an outdoor map.  
  DC Green Lantern Fast Forces Map – “Ferris Air” 
   This is an indoor/outdoor map.  
  DC Green Lantern Fast Forces Map – “Ferris Air” 
   This is an indoor/outdoor map.  
  DC Watchmen Crimebusters Map – “Karnak” 
   Only the thick black lines with the faint white border are walls. 
  Marvel Starter Set Map 1 – Indoors, “The Mall” † 
   The water fountain is only hindering terrain, not water terrain. 
  Marvel Premier Set Map 3 - Outdoors “The Park” † 
   The building in the park is blocking terrain; it is not elevated 
  terrain.  
   If water covers more than half a square on the map, it is 
  considered to be a water terrain square. 
   The grass and dirt pathways on the map are clear terrain, not 
  hindering terrain. 
  Marvel Premier Set Map 4 – Indoors, “The Warehouse” † 
   The crates in the middle of the warehouse are blocking terrain. 
  Marvel HeroClix Map Set - Xaviers School Outdoor† 
   The bluish-gray section with a boat in it is water terrain. 
   The dock is clear terrain. 
   The squares with the basketball hoops in them are clear terrain. 
   The thick black lines on either side of the Xavier School Sign 
  gazebo are blocking terrain. 
  Marvel HeroClix Map Set - Avengers Mansion Outdoor† 
   The top square of the stairs should not have a thick black line on 
  the edge adjoining the rooftop. You may enter the rooftop from 
  this square. 
   The rooftops are considered to be clear elevated terrain. 
   The cars are hindering terrain. 
  Marvel HeroClix Map Set - Danger Room Indoor† 
   The small tufts of grass on this map are clear terrain. 
   The log and rock squares in the pond are normal (non-water) 
  hindering terrain. 
   The lava flow squares are hindering terrain. 
  Marvel HeroClix Map Set - Avengers Mansion Indoor† 
   The squares with the thin plasma screens are clear terrain. 
   The square with the coat-rack is hindering terrain. 
   The bluish-gray elevator squares are clear terrain. 
  Marvel Sinister Map – “The Prison” 
   Squares F1-F2 and F23-F24 are blocking terrain. 
  Marvel Supernova Map – “Deep Space” 
   Space terrain is considered an alternate terrain type similar to 
  Outdoor and Indoor terrain. Characters in these squares obey the 
  special rules of the terrain regardless to how they can otherwise 
  interact with terrain. 
   The range value for a character using Hypersonic Speed is one 
  quarter (halved per the description of the power and halved again 
  for space terrain). 
   The ranges for Outwit, Perplex, Probability Control, Telekinesis, 
  etc are not affected by space terrain as they do not rely on the 
  character‘s range value. 
   The ―half range‖ only applies to characters or their targets that are 
  in space terrain.  If the line of fire crosses space terrain but neither 
  character is occupying space terrain, the range is not halved. 
  Marvel Fantastic Four Starter Set– Outdoor, “Castle Doom 
  Gardens” 
   The first paragraph of the text of this map reads: ―Thick orange 
  lines along the grid of this map are force fields.  The effects of 
  this terrain cannot be ignored.‖ 
  Marvel Fantastic Four Starter Set– Indoor, “Baxter 
  Building” 
   There is a wall between squares M15 and M16. 
   There is a wall between squares N15 and N16. 
   There is a wall between squares P14 and P15. 
   There is a wall between squares O15 and P15. 
   There is a wall between squares O15 and O16. 
   There is a wall between squares O16 and P16. 
   There is a wall between squares O17 and P17. 
   There is a wall between squares O18 and P18. 
  Marvel Hammer of Thor Fast Forces Map – “Muspelheim” 
   This is an outdoor map.  
  Marvel Captain America Map – “S.H.I.E.LD. Helicarrier 
  Midsection (S-2)” 
   This is an indoor/outdoor map. 
  
   
   
   
  11-3 
   A result of 7 on the roll for Balcony Below squares counts as a 6. 
  Marvel Captain America Map – “S.H.I.E.LD. Helicarrier 
  Below Decls (S-4)” 
   A knock back path cannot continue into 10,000 Feet Below 
  squares. 
   The effects of this terrain cannot be ignored. 
   A result of 7 on the roll for Balcony Below squares counts as a 6.  
  Indy Starter Set Map A – Indoor, “The Evil Headquarters” 
  † 
   The goldfish pond is water terrain. 
   The cement and dirt squares are clear terrain. 
   The Computer squares are hindering terrain with a wall of 
  blocking terrain behind them. 
   The square in the center of the desk is clear terrain. 
  Indy Starter Set Map B – Outdoor, “The Temple” † 
   The rooftops are clear elevated terrain. 
   The statues and gong are hindering terrain. 
   The goldfish pond is water terrain. 
  Outdoor Adventure Pack Map 2 – Outdoors, “The 
  Construction Site” † 
   The chain link fence (thick gray line) is special hindering terrain. 
  If a figure moves across the fence, they must end their move in 
  the square after crossing the fence. If this movement ends in clear 
  terrain, the character may move normally the next turn. 
   The dark brown area with the truck backed up to it is a big pile of 
  dirt with a ramp leading up to it. It is considered to be elevated 
  and hindering terrain. 
   The squares occupied by the crane and the trucks are hindering 
  terrain. 
   The blue patch in the middle of the map is a puddle and 
  considered to be water terrain. 
   The brown patch near the pond is a small patch of dirt and 
  considered to be hindering terrain. 
  Indoor Adventure Pack Map 1 – “The Factory” † 
   The gray tables in the factory area are hindering terrain. 
  Indoor Adventure Pack Map 2 – “The Mansion” † 
   The open blue squares in the pool are considered to be water 
  terrain. 
   The squares in the pool that contain the diving boards are 
  considered to be normal hindering terrain, not water terrain. 
   The slide is hindering terrain, not elevated terrain. 
   The grass, cement, and asphalt on the map are clear terrain, not 
  hindering terrain.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  12-1 
  Section 12 
  Powers 
  Barrier 
  Give this character a power action; place up to four blocking 
  terrain markers in adjacent squares of clear terrain that are all 
  within this character's range (minimum range value 1). At least 
  one of the terrain markers must be within line of fire when it is 
  placed. The terrain markers remain until the beginning of your 
  next turn. 
  Battle Fury 
  This character ignores Shape Change, can't make ranged combat 
  attacks, can't be targeted by Mind Control or Incapacitate, and 
  can't be carried. 
  Blades/Claws/Fangs 
  When this character is given a close combat action, you may roll a 
  d6 after making a successful attack roll. The result replaces this 
  character's damage value, then that damage value is locked. 
  Charge 
  Give this character a power action; halve its speed value for the 
  action. Move this character up to its speed value and then it may 
  be given a close combat action as a free action. A character using 
  this power ignores knock back. 
  Close Combat Expert 
  Give this character a power action. It makes a close combat attack 
  against a single opposing target character; modify this character's 
  damage value by + 2 for the attack. 
  Combat Reflexes 
  Modify this character's defense value by +2 against close combat 
  attacks. When this character takes damage from an attack, it may 
  choose to be knocked back. This character ignores knock back 
  damage. 
  Defend 
  Any adjacent friendly character may replace its defense value with 
  this character's unmodified defense value. 
  Earthbound/Neutralized 
  This character can't use combat abilities and possesses 
  , 
  , 
  ,
   instead of its combat symbols. This power can't be 
  countered or ignored.  
  Energy Explosion 
  Give this character a ranged combat action to make an attack that 
  deals no damage. For each target character successfully hit, all 
  adjacent characters are attacked as well. Each character hit is 
  dealt damage equal to the number of times it was hit by this attack 
  (characters adjacent to multiple targets might be hit more than 
  once). Critical hits deal 1 additional damage to all characters hit. 
  Energy Shield/Deflection 
  Modify this character's defense value by +2 against ranged 
  combat attacks. 
  Enhancement 
  When an adjacent friendly character makes a ranged combat 
  attack, this character modifies the adjacent friendly character's 
  damage value by +1. 
  Exploit Weakness 
  Give this character a close combat action. Damage from the attack 
  is penetrating damage. 
  Flurry 
  Give this character a close combat action. After the close combat 
  attack resolves, it may make a second close combat attack as a free 
  action. If this character loses Flurry before it makes the second 
  attack, it can't make the second attack. 
  Force Blast 
  Give this character a power action and roll a d6; a single adjacent 
  opposing character is knocked back from this character a number 
  of squares equal to the result. 
  Hypersonic Speed 
  Give this character a power action and move it up to its speed 
  value. It automatically breaks away and can move through squares 
  adjacent to opposing characters. During its move, this character 
  may as a free action make one close combat or ranged combat 
  attack with its range value halved for the attack. This character 
  must be in a square where it could legally end its move in order to 
  make the attack. 
  Impervious 
  When this character is dealt damage, roll a d6. On a result of 5 or 
  6, the damage dealt is reduced to 0. On a result of 1–4, the damage 
  dealt is reduced by 2. 
  Incapacitate 
  Give this character a close combat or ranged combat action to 
  make an attack that deals no damage. If the attack hits, give the 
  target an action token. 
  Invulnerability 
  Damage dealt to this character is reduced by 2. 
  Leadership 
  At the beginning of your turn, give this character a free action and 
  roll a d6. On a result of 5–6, add one action to your action total 
  for that turn and this character may remove an action token from 
  an adjacent friendly character with a lower point value. 
  Leap/Climb 
  Give this character a move action and move it up to its speed 
  value. It automatically breaks away, may move through squares 
  adjacent to and occupied by opposing figures, and ignores the 
  effects of hindering terrain, elevated terrain, and outdoor blocking 
  terrain on movement. When you give this character a close combat 
  action, it may target a character regardless of the target's 
  elevation. 
  Mastermind 
  When this character would be dealt damage, you may instead 
  choose to have all the damage be dealt to a single adjacent 
  friendly character with a point value less than this character's. Any 
  additional effects of the damage dealt (knock back, penetrating 
  damage, etc.) are applied to the character taking the damage. 
  Damage dealt by this power is not an attack. 
  Mind Control 
  Give this character a power action; it makes a close combat or 
  ranged combat attack (minimum range value 4) as a free action 
  that deals no damage. A successfully hit target becomes friendly to 
  your force. Each target hit may be assigned one action as a free 
  action, immediately after which the target becomes an opposing 
  character again. Deal this character 1 unavoidable damage for 
  each 100 points of the successfully hit targets' combined point 
  value. 
  
   
   
   
  12-2 
  Outwit 
  Give this character a free action to counter a power or a combat 
  ability possessed by a single target opposing character until the 
  beginning of your next turn. Any game effects with a duration 
  specified by the countered power or combat ability are removed. A 
  character using this power must be within 10 squares and line of 
  fire to the target. 
  Penetrating/Psychic Blast 
  Give this character a ranged combat action. Damage from the 
  attack is penetrating damage. 
  Perplex 
  Give this character a free action to modify by +1 or –1 any combat 
  value of a target character until the beginning of your next turn. A 
  character using this power must be within 10 squares and line of 
  fire to the target. If a target character is damaged or healed, the 
  effect of Perplex on that character ends immediately. 
  Phasing/Teleport 
  Give this character a move action and move it up to its speed 
  value. It ignores the effects of characters and terrain on movement. 
  Plasticity 
  This character adds 2 to its d6 roll when breaking away. Opposing 
  characters subtract 2 from their d6 roll when breaking away from 
  this character. 
  Poison 
  At the beginning of your turn, give this character a free action and 
  deal 1 damage to each adjacent opposing character. 
  Probability Control 
  Once during your turn, this character allows you to reroll one of 
  your rolls, ignoring the original roll. A character using this power 
  must be within 10 squares and line of fire to the character for 
  which the original roll was made. Using the same rules, once per 
  round during an opponent's turn, this character allows you to 
  force that opponent to reroll one of their rolls, ignoring the 
  original roll. 
  Pulse Wave 
  Give this character a ranged combat action; halve its range value 
  until the action has been resolved. Draw lines of fire to all 
  characters within range in every direction; these lines of fire are 
  only blocked by walls, blocking and elevated terrain. All game 
  effects possessed or used by other characters with a line of fire 
  drawn to them are ignored until the action has been resolved. At 
  least one opposing character must have a line of fire drawn to it to 
  activate this power. If ignoring a game effect would cause a 
  character with a line of fire drawn to it to no longer have a line of 
  fire drawn to it, then it is not ignored. If lines of fire can be drawn 
  to two or more characters, this character's damage value becomes 
  1 and is locked. Make a single ranged combat attack (even if this 
  character is adjacent to an opposing character) and compare the 
  attack total to the defense value of all other characters with a line 
  of fire drawn to it; each character hit is dealt damage. 
  Quake 
  Give this character a close combat action; this character's damage 
  value becomes 2 and is locked. Make a close combat attack that 
  targets all opposing characters this character can attack with a 
  close combat attack. Each character that takes damage from this 
  attack is knocked back. 
  Ranged Combat Expert 
  Give this character a power action. It makes a ranged combat 
  attack against a single target character; modify its damage value 
  by +2 for the attack. 
  Regeneration 
  Give this character a power action. Roll a d6 and subtract 2 from 
  the result, minimum result 0. Heal this character of damage equal 
  to the result. 
  Running Shot 
  Give this character a power action; halve its speed value for the 
  action. Move this character up to its speed value and it may be 
  given a ranged combat action as a free action. 
  Shape Change 
  When this character is chosen as the target of an attack, you may 
  roll a d6. On a result of 5 or 6, the attacker can't target this 
  character with an attack this turn and the attacker may choose 
  another target character instead. The attacker then makes the 
  attack unless there are no targets, in which case the action 
  resolves without an attack. 
  Smoke Cloud 
  Give this character a power action; place up to four hindering 
  terrain markers in distinct, adjacent squares that are all within this 
  character's range (minimum range value 1). At least one of the 
  terrain markers must be within line of fire when it is placed . The 
  terrain markers remain until the beginning of your next turn. 
  Steal Energy 
  Each time an opposing character takes damage from a close 
  combat attack made by this character, heal this character of 1 
  damage. 
  Stealth 
  When it is not your turn, hindered lines of fire drawn to this 
  character are blocked. 
  Super Senses 
  When this character is hit by an attack, you may roll a d6 before 
  damage is dealt. On a result of 5 or 6, this character evades the 
  attack. 
  Super Strength 
  When this character moves due to its own action, it may pick up an 
  object and hold it. The object must be either in a square the 
  character occupies or in an adjacent square. If this power is lost 
  or countered while this character is holding an object, immediately 
  put the object in the square this character occupies. When this 
  character makes a close combat attack targeting blocking terrain, 
  a wall, or an object, modify its damage value by +2 for the attack. 
  Support 
  Give this character a power action and make an attack roll (that is 
  not an attack) against an adjacent friendly character as though 
  making a close combat attack. When using this power, neither this 
  character nor the target can be adjacent to an opposing character; 
  ignore all combat value modifiers for this action. If the attack roll 
  succeeds, roll a d6 and subtract 2 from the result, minimum result 
  1. The target is healed of damage equal to the result. 
  Telekinesis 
  Give this character a power action and designate a target 
  character or object (A) and a destination square (B). This 
  character, A, and B must all be within 8 squares and line of fire of 
  each other. Place A in B. If A is a character, it must be a single 
  base character and possess the 
  symbol. If A is an opposing 
  
   
   
   
  12-3 
  character, make a close or ranged combat attack that deals no 
  damage against A, and only place the character in B if the target is 
  hit. If A is an object and B is occupied by an opposing character, 
  this character may make a ranged combat attack targeting the 
  character occupying B, dealing object damage and destroying the 
  object. 
  Toughness 
  Damage dealt to this character is reduced by 1. 
  Willpower 
  This character may ignore pushing damage. 
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  13-1 
  Section 13 
  Abilities 
   
  Combat Abilities 
  Capture 
  Give this character a power action and make a close combat 
  attack against a single target opposing character with the 
  damage symbol; targets with Phasing or Plasticity modify their 
  defense values by +2 for the attack. If the attack succeeds, it deals 
  no damage. The target character is captured instead, and is called 
  a captive.  
  Remove all action tokens from a captive. Remove a captive from 
  the battlefield until it is rescued (see below). While removed from 
  the battlefield, a captive can’t be dealt or take damage, and it can’t 
  be given actions.  
  If this character has three captives, it can’t capture another 
  character until at least one of the captives is rescued or released 
  (see below), and it can’t make close combat attacks.  
  If this character has any captives when it is knocked out, before 
  removing this character from the game, the player who knocked 
  out this character (including the player controlling this character 
  if it was knocked out due to pushing damage or a similar effect) 
  places each captive in an unoccupied square adjacent to this 
  character’s base and gives each an action token.  
  Releasing captives. When it occupies its starting area, this 
  character can be given a power action to release one of its 
  captives into an adjacent unoccupied square also in the starting 
  area. A released captive is immediately defeated, and this 
  character’s player receives additional victory points for the 
  released captive equal to 50 points or the released captive’s point 
  value, whichever is less.. If the game ends and this character has 
  captives, no player receives victory points for the captives. If this 
  character captures the last opposing character, the game ends 
  after that action resolves.  
  Rescuing captives. Characters friendly to a captive can attempt to 
  rescue that captive. To do so, give a friendly 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 put into an 
  unoccupied square adjacent to the target of the attack. Give the 
  rescued character an action token; it can be given an action in the 
  same turn it is rescued, but it is pushed normally.  
  Countering Capture. When Capture would be countered, roll 2d6; 
  if the result of the roll is not doubles, Capture is not countered. If 
  Capture is countered, all captives of this character are rescued 
  immediately. 
  Carry 
  When moving as a result of being given an action, this character 
  may carry one friendly character. When this ability is used, modify 
  this character's speed value by –2 until the end of the action. Only 
  characters with a combination of the following symbols can be 
  carried: 
  , 
  , 
  , 
  , 
  , 
  , 
  . If a character has any other 
  combat symbols or is holding an object it cannot be carried. To be 
  carried, the friendly character must be adjacent to this character 
  at the beginning of this character's action. When this character 
  ends its movement for the action, the carried character must be 
  placed in a square adjacent to this character. While being carried, 
  a carried character is not adjacent to any character nor can it 
  draw a line of fire until placed at the end of this character's 
  movement for the action. A character which has been carried this 
  turn can't be given an action (other than a free action) until the 
  beginning of the next turn. 
  Colossal Stamina 
  This character automatically breaks away and can make ranged 
  combat attacks against non-adjacent opposing characters when 
  this character is adjacent to opposing characters. When this 
  character has two action tokens, it can be given a non-free action. 
  If you do, after actions resolve deal it 1 unavoidable damage and 
  do not clear action tokens from it at the end of the turn. This ability 
  can't be countered. 
  Duo Attack 
  Give this character a power action to make a duo attack. This 
  character possesses for this action. It makes a close or ranged 
  combat attack as a free action. After the attack resolves, it may 
  make an additional close or ranged combat attack as a free action 
  with its damage value modified by -1 to a minimum of 1. If this 
  character is defeated or loses Duo Attack as a result of the first 
  attack, the second attack is not made. 
  Flight 
  This character ignores the effects of hindering terrain, elevated 
  terrain, and outdoor blocking terrain on movement. A character 
  using this ability can move through squares adjacent to and 
  occupied by opposing characters without stopping, but must break 
  away normally. An elevated character using this ability ignores 
  knock back damage if its knock back path crosses the boundary to 
  a lower level. 
  Giant Reach 
  This character ignores opposing characters' Plasticity and adds 1 
  to its d6 roll when breaking away. When this character is given a 
  move action it can use the Carry ability. When this character is 
  given an action that includes a close combat attack, all squares 
  within a range of 2 and line of fire are considered adjacent. This 
  ability can't be countered. 
  Great Size 
  This character can't be knocked back. When this character makes 
  a close combat attack, it may target characters on higher 
  elevations. This character ignores the effects of hindering terrain, 
  elevated, and outdoor blocking terrain on movement and can move 
  through squares adjacent to and occupied by smaller opposing 
  characters. Smaller characters do not block line of fire to or from 
  this character. This character may draw lines of fire (and have 
  lines of fire drawn to it) as if the character occupied the elevation 
  equal to or greater than the elevation it occupies, using the 
  elevation level with the least restrictive line of fire. Characters 
  with the 
   combat symbol are smaller than those with the 
   
  combat symbol who are smaller than ones with the 
   symbol. 
  This ability can't be countered. 
  
   
   
   
  13-2 
  Indomitable 
  This character can use Willpower. 
  Move and Attack 
  This character can use Hypersonic Speed if it is not adjacent to an 
  opposing character when given the power action, but its attack 
  value is modified by -2. 
  Multiattack 
  Once per turn, give this character a power action. It can be given 
  any two actions as free actions. Resolve the first free action before 
  giving it the second. Modify this character's damage value by -1 to 
  a minimum of 1. This ability can't be countered. 
  Sharpshooter 
  This character can make ranged combat attacks against adjacent 
  opposing characters. When this character makes a ranged combat 
  attack, it can ignore the effects of opposing characters on line of 
  fire. 
  Swim 
  This character treats water terrain as clear terrain for movement 
  purposes. 
  Trait Abilities 
  Throw a Grenade 
  Give the character a power action, decrease the number of 
  grenades in your grenade pool by 1 (if greater than 0), and choose 
  a type of grenade listed on this card. Choose a target square 
  within 5 squares and line of fire (ignoring characters for line of 
  fire purposes). Make a ranged combat attack targeting all 
  characters occupying or adjacent to the target square. Deal 
  damage to each character hit based only on the type of grenade 
  chosen. 
   
  Flashbang(no damage): The target square for this grenade 
  can be within 8 squares. Place an action token on all hit 
  characters that have zero action tokens. 
   
  Frag (2 damage): A hit character in the target square is dealt 
  1 additional damage. Each other hit character is knocked back 
  from the target square. 
   
  Ink (1 penetrating damage): Place a hindering terrain 
  marker in the target square. At the beginning of your next turn, 
  deal 1 additional penetrating damage to each character 
  occupying the target or adjacent squares, then remove the 
  marker. 
   
  Plasma (no damage): Mark a hit character in the target 
  square. At the beginning of your next turn, deal 2 damage to the 
  character marked in this way and 1 damage to all adjacent 
  characters that are friendly to that character, then remove the 
  marker.. 
   
  Smoke (1 damage): Place a hindering terrain marker in the 
  target square and up to two adjacent squares. Remove them at 
  the beginning of your next turn. Characters occupying squares 
  with these markers can’t make ranged attacks. 
   
  Thermite (1 damage): Destroy up to 3 squares of blocking 
  terrain or walls adjacent to the target square. 
   
  
   
   
   
  14-1 
  Section 14 
  Characters and Special Powers 
   
  Legion of Super-Heroes† ........................................................................... 1 
  Avengers† .................................................................................................. 1 
  Justice League† .......................................................................................... 2 
  Mutations and Monsters† ........................................................................... 5 
  Crisis† ........................................................................................................ 7 
  Secret Invasion ......................................................................................... 12 
  Arkham Asylum ....................................................................................... 16 
  Hammer of Thor ....................................................................................... 20 
  Marvel HeroClix Classics 1 ...................................................................... 23 
  The Brave and the Bold ............................................................................ 23 
  Blackest Night .......................................................................................... 27 
  Marvel HeroClix Classics 2 ...................................................................... 28 
  Jonah Hex ................................................................................................. 28 
  Watchmen ................................................................................................ 28 
  Web of Spider-Man .................................................................................. 29 
  Brightest Day............................................................................................ 33 
  DC 75 ....................................................................................................... 33 
  Giant Size X-Men ..................................................................................... 37 
  Green Lantern ........................................................................................... 42 
  Green Lantern Fast Force ......................................................................... 42 
  Hammer of Thor Fast Force ..................................................................... 42 
  Captain America ....................................................................................... 42 
  2011 Promo Figures ................................................................................. 46 
  Street Fighter ............................................................................................ 47 
  Gears of War 3 ......................................................................................... 48 
  Halo .......................................................................................................... 48 
  Superman .................................................................................................. 51 
   
   
  Legion of Super Heroes† 
  #002 Saturn Girl 
  Telepathic Coordination: Once during your turn (but not 
  during another action), as a free action Saturn Girl modifies by +2 
  the attack value or defense value of any other target friendly 
  character for the duration of an action. Saturn Girl must be within 
  10 squares of and have a clear line of fire to the target. 
  #005 Phantom Girl 
  Disruption: If Phantom Girl moves through or occupies the 
  same square as an object, or at the end of a move action is 
  adjacent to an object or an opposing character holding an object, 
  you may remove that object from the game. 
  Avengers† 
  #001 Captain America  
  Followthrough: When an attack by Captain America KOs an 
  opposing character, he may immediately make a close combat 
  attack against another adjacent opposing character as a free 
  action. 
  #002 Iron Man 
  Full Power: When Iron Man is given a ranged combat action 
  targeting a single character, roll one d6 if the attack succeeds. The 
  result replaces Iron Man’s damage value for the attack. After the 
  attack is resolved, Iron Man is dealt 2 unavoidable damage. 
  #006 Moon Knight 
  Multiple Personalities: Moon Knight can use Close Combat 
  Expert, Perplex (targeting only himself), or Ranged Combat 
  Expert. After resolving an action in which he uses one of these 
  powers, deal Moon Knight 1 penetrating damage. 
  #007 Crossbones 
  Brainwash: Crossbones can use Mind Control, but can target 
  only an opposing character that has the same team symbol as a 
  friendly character. 
  #013 Piledriver 
  Busting Heads: Piledriver can use Flurry. If he successfully 
  hits two different targets using Flurry, deal 1 damage to each 
  target after the attacks are resolved. 
  #021 Toro 
  Firewall: Toro can use Smoke Cloud. If all four hindering 
  terrain markers placed by Toro using Smoke Cloud are placed 
  adjacent to an opposing character, deal that character 1 damage. 
  #027 Vision 
  Self-Programming: The Vision can use Perplex, but can target 
  only itself. 
  #029 Taskmaster 
  Photographic Reflexes: Before any attack roll, Taskmaster can 
  replace his attack value or defense value with the unmodified value 
  of the same type from an target character within 6 squares to 
  which he has a clear line of fire. After the resolution of an action 
  in which Taskmaster uses this power, roll one d6; if the result is 
  less than or equal to the difference between Taskmaster’s printed 
  combat value and the replaced value, Taskmaster is dealt 1 
  unavoidable damage for each 100 points (or fraction thereof) of 
  the target’s point value. 
  
   
   
   
  14-2 
  Punch Like Cap, Shoot Like Hawkeye: Taskmaster can use 
  Close Combat Expert and Ranged Combat Expert. 
  #032 Red Skull 
  Cosmic Cube: The Red Skull can use Outwit, Perplex, and 
  Probability Control. When this power is used, roll one d6 (after the 
  action resolves, when applicable). On a result of 1-3 deal 1 
  unavoidable damage to Red Skull. 
  #036 Falcon 
  Fly-By: Falcon can use Charge, and he can continue to use 
  the rest of his halved movement (if any remains) after making the 
  attack. 
  #038 Giant-Man 
  Genius: Giant-man can use Perplex, but he can target only 
  himself or a friendly character within 4 squares, and he can modify 
  a combat value only by +2 with each use. 
  #039 Spitfire 
  Flame Trail: When Spitfite is given a move or power action, 
  immediately after resolving the action she can use Smoke Cloud as 
  a free action, but can place hindering terrain markers only in 
  squares she moved through or occupied that turn. 
  #042 Starfox 
  Influence: Starfox can use Perplex, but he can’t target himself. 
  #043 Molecule Man 
  Molecular Destruction: Once during Molecule Man’s turn as a 
  free action, Molecule Man can choose one of the following 
  options: (1) Remove any target object (including an object held by 
  a character) from the game. (2) Destroy a target square of 
  blocking terrain. (3) Destroy a portion of a target wall bordering a 
  single square. For all options, the target must be 6 or fewer 
  squares from Molecule Man and he must have a clear line of fire 
  to the target. 
  #047 Wiccan 
  Group Teleportation: Wiccan can use Phasing/Teleport. 
  When he uses this power, he can use the Carry ability to carry up 
  to three friendly characters. If more than one character is carried, 
  after the action is resolved deal 1 unavoidable damage to Wiccan. 
  #049 Two-Gun Kid 
  Faster, Cyclone!: When Two-Gun Kid is not carrying another 
  character, modify his speed value by +2. 
  Fanfire: Give Two-Gun Kid a ranged combat action. He makes 
  two separate ranged combat attacks as free actions (making two 
  separate attack rolls against two different target opposing 
  characters). Resolve the first attack before making the second. 
  #050 Winter Soldier 
  Ruthless Ally: Give Winter Soldier a close combat or ranged 
  combat action. Before making the attack, you can modify Winter 
  Soldier’s damage value by +1 if you deal 1 unavoidable damage to 
  an adjacent friendly character. 
  #051 Spider-Man 
  Webbing: Spider-Man can use Incapacitate, but if the attack 
  succeeds against a target with zero action tokens, give the target 
  two action tokens instead of one. 
  #052 Citizen V 
  Press the Attack: Once per turn, if Citizen V KOs an opposing 
  character with a close combat attack, he may immediately move up 
  to his full speed value and make one close combat attack as a free 
  action. 
  #054 Ares 
  Tactics: Ares can use Perplex, but he can target only himself 
  and modify one of his values by +2 with each use. 
  #055 Hulk 
  Hulk Smash You All!: Hulk can use the Masters of Evil team 
  ability. 
  #056 Hawkeye 
  Sharpshooter: Give Hawkeye a power action to make a ranged 
  combat attack. Modify his attack value by +2 for the attack. 
  Smoke Arrow: Hawkeye can use Smoke Cloud. 
  #058 Quicksilver 
  Supersonic Speed: Quicksilver can use Hypersonic Speed. 
  #061 Mandarin 
  Left Hand of the Mandarin: The Mandarin can use Energy 
  Explosion, Incapacitate, and Mind Control. 
  Right Hand of the Mandarin: The Mandarin can use Barrier, 
  Force Blast, Quake, Smoke Cloud, and Telekinesis. 
  #100 Silver Surfer 
  Cosmic Speed: Silver Surfer can use Hypersonic Speed, but 
  can make only ranged combat attacks when using the power. 
  Justice League† 
  #001 Batman 
  Out of the Shadows: Once per turn, when Batman occupies 
  hindering terrain and is given any action that is not a free action, 
  before the action you may place Batman in any unoccupied square 
  of hindering terrain 6 or fewer squares away to which he has a 
  clear line of fire. 
  #002 Aquaman 
  Parry: When hit by a close combat attack, Aquaman can use 
  Super Senses. 
  Telepathic Communication: Aquaman can use Perplex, but can 
  target only characters with the 
   or
   speed symbol; he can’t 
  target himself. When Aquaman uses Perplex to target friendly 
  characters, he can target all friendly characters with the 
   
  or
   speed symbol within 10 squares to which he has a clear line 
  of fire. 
  #005 Mento 
  Mental Hold: Mento can use Incapacitate. 
  #007 Icicle 
  Copsicles: Icicle can use Barrier. When three of more barrier 
  terrain markers placed by Icicle using Barrier are adjacent to a 
  target opposing character with zero or one action token, give the 
  target an action token. 
  Not a Nice Guy: Icicle can use Mastermind. 
  
   
   
   
  14-3 
  #008 Lex Luthor 
  Ruthless: Lex Luthor can use Mastermind, but can treat any 
  friendly character 4 or fewer squares away to which he has a clear 
  line of fire as if it were adjacent. 
  Everything Has a Price: Lex Luthor can use Perplex. When he 
  modifies the combat value of a target friendly character, roll a d6; 
  on a result of 1, deal the target 1 unavoidable damage at the end of 
  the turn. 
  #009 The Joker 
  Enbiggen: The Joker has the 
   damage symbol. 
  Unpredictable Omnipotence: Before The Joker makes an attack 
  roll, you may choose to declare a number from 1-6. If you do, and 
  if the attack hits and the declared number comes up on either 
  attack die, increase the damage dealt by 2 (maximum 2). If the 
  declared number comes up on both dice, deal The Joker 2 
  unavoidable damage after the attack resolves. 
  Joker Makes the Rules: The Joker can use Outwit. When The 
  Joker uses Outwit, he can use it normally or choose to counter all 
  powers of a target character within 4 squares. 
  #011 Black Canary 
  Canary Cry: Black Canary can use Energy Explosion and 
  Incapacitate. 
  #014 Green Arrow 
  Fusillade: Give Green Arrow a power action. He makes two 
  separate ranged combat attacks as free actions (making two 
  separate attack rolls against two different target opposing 
  characters). Resolve the first attack before making the second; if 
  he loses Fusillade before making the second attack, he can’t make 
  the second attack. 
  #016 Bouncing Boy 
  Ricochet: Once per turn, if Bouncing Boy KOs an opposing 
  character or hits an opposing character with a critical hit, after 
  the attack resolves, he can break away automatically, immediately 
  move up to his full speed, and make one close combat attack 
  against a different opposing character as a free action. 
  #017 Parasite 
  Leech: Parasite can use Steal Energy. 
  Attack Drain: Give Parasite a power action. As a free action he 
  can use any standard or named attack power possessed by an 
  opposing character 4 or fewer squares away to which he has a 
  clear line of fire; he has a range value of 6 for purposes of using 
  the attack power. Parasite can use the power until he loses Attack 
  Drain, Attack Drain is countered, or he uses Attack Drain to use a 
  different power. After the resolution of an action in which Parasite 
  uses a power via Attack Drain, roll 2d6. on a result of 2-5, dealt 
  Parasite 1 penetrating damage. 
  Defense Drain: When Parasite is given a power action, as a 
  free action he can use any standard or named defense power 
  possessed by an opposing character 4 or fewer squares away to 
  which he has a clear line of fire. Parasite can use the power until 
  he loses Defense Drain, Defense Drain is countered, or he uses 
  Defense Drain to use a different power. After the resolution of an 
  action in which Parasite uses a power via Defense Drain, roll 2d6. 
  On a result of 2-5, deal Parasite 1 penetrating damage. 
  Brain Drain: If an opposing character 4 or fewer squares away 
  to which Parasite has a clear line of fire has an action token, 
  Parasite can use perplex, but he can modify only his own combat 
  values. 
  #018 Firestorm 
  Matter-Energy Transmutation: When Firestorm makes a 
  ranged combat attack targeting an object, instead of dealing 
  damage normally he can deal no damage and choose one of the 
  following two options: (1) Replace a special or heavy standard 
  object with a light or heavy standard object from outside the game, 
  or (2) replace a heavy standard object with a light standard object 
  from outside the game and bring in a new light standard object 
  from outside the game and place it in a square adjacent to the 
  target object. 
  #019 Merlyn 
  Assassin‟s Training: Merlyn can use Perplex, but can target 
  only himself and modify only his attack, damage, or range value. 
  #024 Chronos 
  Timeline Manipulation: Chronos can use Probability Control, 
  but only when he is the character for whom the original roll was 
  made, or when he is the target of an attack. 
  #026 Captain Boomerang 
  Boomerang: Give Captain Boomerang a power action and 
  make a ranged combat attack against a target opposing character. 
  If the attack succeeds and the result of the attack roll is doubles, 
  after the resolution of the attack Captain Boomerang can 
  immediately make a second ranged combat attack against a 
  different target opposing character as if he occupied the square 
  occupied by the first target. If he loses Boomerang before making 
  the second attack, he can’t make the second attack. 
  #027 Flash 
  Vibration: Flash can use Hypersonic Speed and 
  Phasing/Teleport. 
  #035 Deadman 
  Possession: Give Deadman a power action and make a close 
  combat or a ranged combat attack (as if he has a range value of 4) 
  against an opposing target character as a free action. A successful 
  attack deals no damage. Instead, remove Deadman from the 
  battlefield and put him on his character card; the target is 
  possessed, becomes friendly to your force and opposing to its 
  owner’s force.  
  After the resolution of any action given to the target, you 
  can release the target. Remove all action tokens from the target 
  and place Deadman in any unoccupied square within 4 squares to 
  which the target has a clear line of fire. The target becomes 
  friendly to its owner’s force and opposing to your force.  
  If the target is possessed at the end of your turn, roll a d6 
  and add 1 to the result for each 100 points (or fraction thereof) of 
  the target’s point value. If the result is 6 or more, the target is 
  released. If the result is 5 or less, deal Deadman 1 unavoidable 
  damage.  
  Each time the possessed target takes damage, deal 
  Deadman 1 unavoidable damage after the action is resolved. Any 
  effect that can counter the target’s powers can counter Deadman’s 
  Possession. If Deadman is defeated or Possession is countered, the 
  target is immediately released. Deadman and possessed characters 
  can’t be targeted by Mind Control or Possession. 
  
   
   
   
  14-4 
  #036 Granny Goodness 
  Disciplinary Motivation: At the end of your turn, if Granny 
  Goodness is adjacent to a target friendly character that has one or 
  more action tokens, you can roll a d6. On a result of 3-6, deal the 
  target 1 unavoidable damage for each token and remove the 
  tokens; on a 1 or 2, deal the target 2 unavoidable damage for each 
  token and remove the tokens. This ability can be used only once 
  per turn. 
  #039 Batzarro 
  Useless Belt: Batzarro can use Perplex, but he can modify 
  combat values only by -1. 
  #040 Hector Hammond 
  Psionic Powers: Hector Hammond can use Psychic Blast and 
  Telekinesis. 
  #041 Mr. Mxyzptlk 
  KLTPZYXM!: Mr. Mxyzptlk can use Phasing/Teleport. 
  When he does, roll a d6 before moving him. On a result of 1, deal 
  Mr. Mxyzptlk 1 unavoidable damage, place him in any unoccupied 
  square in his starting area, and then move him normally. 
  Object Animation: Give Mr. Mxyzptlk a power action and roll a 
  d6 for each opposing character that has zero or one action token, 
  that is in a square 4 or fewer squares away to which Mr. Mxyzptlk 
  has a clear line of fire, and that is holding an object or adjacent to 
  or occupies either a square of hindering terrain or a square that 
  has an object. On a result of 3-6, give the character an action 
  token. 
  #045 Aztek 
  The Ultimate Man: Aztek can use Perplex, but he can target 
  only himself. 
  #046 Superman 
  Self Sacrifice: When a friendly character adjacent to Superman 
  would be dealt damage, you can instead choose to have all the 
  damage be dealt to Superman as unavoidable damage. 
  #047 Hourman 
  Hour of Power: Hourman can use Probability Control. At the 
  end of a turn during which he uses Probability Control, roll a d6. 
  On a result of 1, deal Hourman 1 unavoidable damage. 
  #050 Power Ring 
  Curse of Volthoom: Power Ring can use Perplex. When he uses 
  Perplex, roll 2d6; on a result of 2-4, immediately deal Power Ring 
  1 unavoidable damage. 
  #051 Lobo 
  Nobody Rides This Hog but the Main Man: Lobo can’t 
  carry characters. 
  Bounty Hunter: Before the beginning of the first turn of the 
  game, choose an opposing character; Lobo modifies his attack 
  value by +2 when attacking that character. When that character is 
  KOd, immediately choose a different opposing character to be the 
  target of this ability. 
  #053 Big Barda & Mister Miracle 
  Lantern 796: Big Barda and Mister Miracle can use Super 
  Strength and Telekinesis. 
  Miracle Construct: Big Barda and Mister Miracle can use 
  Barrier. Once per use of Barrier, if a barrier terrain marker is 
  placed adjacent to an opposing character, Big Barda and Mister 
  Miracle can make a close combat attack against that character as 
  a free action as if they occupied the square occupied by the barrier 
  terrain marker. 
  #054 Doomsday 
  Unstoppable: Doomsday can use Invulnerability. When you turn 
  Doomsday’s combat dial as a result of him taking damage, stop 
  turning the dial when Unstoppable appears in the stat slot. 
  #055 Green Lantern 
  In Your Face: Green Lantern can use Flurry. If both attacks 
  using Flurry target a single opposing character, modify Green 
  Lantern’s damage value by +1 for the second attack. 
  #056 Time Trapper 
  Negate: Time Trapper can use Outwit. When he does, he can 
  use it normally or choose to counter the same power or team 
  ability possessed by all opposing characters to which Time 
  Trapper has a clear line of fire that are 6 or fewer squares away. 
  #057 Flash 
  Speed Force: Flash can use Charge and Flurry. 
  #058 Batman 
  Datarangs: Give Batman a ranged combat action and modify 
  his damage value by -1; the line of fire for the attack is not affected 
  by hindering terrain or characters. 
  #059 Wonder Woman 
  Lasso: Wonder Woman can use Incapacitate as if she has a 
  range value of 8. 
  Harmony and Charity: Wonder Woman can use Perplex, but 
  she can target only herself. 
  #100 Starro The Conqueror 
   Starro can use the Multiattack ability. 
  Fragmentation: Once per turn, as a free action (though not 
  during another action) Starro can roll a d6 and subtract 2 from the 
  result. The minimum result depends on Starro’s power level. At 
  Invader level, the minimum result is 1; at Dominator level, the 
  minimum result is 2; and at Conqueror level, the minimum result is 
  3. 
  Place a number of Starrophyte tokens equal to the result in 
  unoccupied squares 4 or fewer squares from Starro or another 
  Starrophyte to which Starro or that other Starrophyte has a clear 
  line of fire; tokens are placed one at a time. 
  Domination: Starro can use Mind Control. When using Mind 
  Control to attack a target, modify Starro’s attack value by +1 for 
  each Starrophyte that is 6 or fewer squares from the target and 
  that also has a clear line of fire to the target. Starro doesn’t take 
  damage due to the point value of the target or targets when it uses 
  Mind Control. 
  Alien Starfish: Starro can use Toughness. At the end of your 
  turn, you can roll a d6. At this time, you can also remove from the 
  battlefield any number of Starrophyte tokens that are 6 or fewer 
  squares from Starro to which Starro has a clear line of fire; add 1 
  to the d6 result for each removed Starrophyte. Then heal Starro of 
  damage equal to the result. 
  
   
   
   
  14-5 
  #101 Aquaman 
  Surge: Aquaman can use Charge. When Aquaman occupies 
  water terrain, modify his speed value by +2. 
  King of the Seven Seas: When Aquaman occupies water terrain, 
  he can use Invulnerability. When Aquaman does not occupy water 
  terrain, he can use Toughness. 
  #102 Green Arrow 
  Emerald Archer: When Green Arrow makes a ranged combat 
  attack, modify his attack value by +2. 
  Smoke Arrow: Green Arrow can use Smoke Cloud. 
  #103 Flash 
  Super Speed: Flash can use Charge, Flurry, and 
  Phasing/Teleport. 
  #105 Arthur Curry 
  King of the Seven Seas: When Arthur Curry occupies water 
  terrain, he can use Invulnerability.  When Arthur Curry does not 
  occupy water terrain, he can use Toughness. 
  Aquatic Rejuvenation: When Arthur Curry occupies water 
  terrain, he can use Close Combat Expert and Regeneration. 
  #106 Oliver Queen 
  Emerald Archer: When Oliver Queen makes a ranged combat 
  attack, modify his attack value by +2. 
  Mutations and Monsters† 
  #002 Cyclops 
  Concussive Blast: When Cyclops makes a ranged combat attack 
  and deals damage to an opposing character, the character is 
  knocked back equal to the damage dealt. 
  #003 Beast 
  Bouncing Beast: Beast can use Charge and Leap/Climb. When 
  using Charge, he breaks away automatically and can continue to 
  use the rest of his halved movement (if any) after making the 
  attack. 
  #005 Strong Guy 
  Bodyguard: Strong Guy can use Defend and Toughness. 
  #008 Box 
  Assimilation: Box can use Toughness. Once per round, when 
  Box is adjacent to an object, as a free action you can remove the 
  object from the game and heal Box of 2 damage. 
  Mass Absorption: When Box occupies hindering terrain, he has 
  the 
   damage symbol. 
  #009 Cuckoo 
  Coordination: Cuckoo can use Mind Control. When Cuckoo is 
  given a move action, she can use the Carry ability to carry up to 
  two other adjacent Cuckoos. 
  Hive Mind: When Cuckoo is given a non-free action, you can 
  modify one of her combat values (including range) by +1 until the 
  end of the round for each other Cuckoo adjacent to her. 
  #012 Colossus 
  Fastball Special: Colossus can use Telekinesis, but only Option 
  3 and only on adjacent objects. When using Telekinesis, Colossus 
  can treat any adjacent friendly character that has a point value 
  more than 30 and the 
   damage symbol as if it were a light 
  object, but the character is not destroyed in the attack. After the 
  attack is resolved, modify the character’s attack value and damage 
  value by -2 until the end of the turn, deal it 1 unavoidable damage, 
  and place it in the square nearest to the target to which Colossus 
  has a clear line of fire. If the square is not adjacent to the target, 
  deal the character 1 additional unavoidable damage. 
  #015 The Hood 
  Cloak: The Hood can use Leap/Climb and Stealth. 
  #016 Miek 
  Chemming: Miek can use Charge and Plasticity. 
  #019 Absorbing Man 
  Absorb: When Absorbing Man is adjacent to or occupies 
  hindering, blocking, or elevated terrain, he can use Invulnerability. 
  When Absorbing Man can’t use Invulnerability, he can use 
  Toughness. 
  #020 Morph 
  Omnimorph: Morph can use Perplex, but he can target only 
  himself. 
  #021 Mimic 
  Subsonic Speed: Mimic can use Charge and Running Shot. 
  Mimicry: Mimic can use Energy Explosion and Super Strength. 
  #020 Gorgon 
  Transformed by the Mists: Gorgon can use Quake and Super 
  Strength. When Gorgon uses Super Strength, he can pick up only 
  standard objects, but they are not required to be used as part of a 
  close combat attack when Gorgon uses Quake. 
  #025 Zzzax 
  Jolt: Zzzax can use Poison. 
  #029 Iceman 
  Slippery: Iceman can use Toughness. When an opposing 
  character moves and becomes adjacent to Iceman, roll a d6. On a 
  result of 1-3, the character is immediately knocked back from 
  Iceman a number of squares equal to the result, in a direction of 
  your choosing. 
  #030 X-23 
  Programmed Assassin: X-23 can use Stealth. When she 
  occupies hindering terrain and makes a close combat attack, 
  modify her attack value by +1. 
  #031 Professor X 
  Cerebro: Professor X can use Perplex. When Professor X uses 
  Perplex, he can use it normally or choose a single keyword and 
  affect every target friendly character 10 or fewer squares from 
  Professor X that possess that keyword, (including himself, if he 
  possesses the keyword) and to which Professor X has a clear line 
  of fire. 
  #032 Gambit 
  Shadowy Attack: Gambit can use Leap/Climb, Running Shot, 
  and Stealth. 
  
   
   
   
  14-6 
  Cajun Charm: Gambit can use Perplex, but he must be 4 or 
  fewer squares from the target. 
  #033 Green Scar 
  Smash: Green Scar can use Leap/Climb. Give Green Scar a 
  power action; move him up to his speed value, and then give him 
  one close combat action as a free action. 
  Toughest One There Is: Green Scar can use Impervious and 
  Willpower. 
  #034 Archangel 
  Fly-By: Archangel can use Charge. When he does, he can 
  continue to use the rest of his halved movement (if any) after 
  making the attack. 
  #035 Ahab 
  Energy Harpoon: Ahab can use Psychic Blast. When Ahab is 
  given a ranged combat action, his line of fire ignores characters 
  and hindering terrain. 
  #036 Fabian Cortez 
  Power Amplification: Fabian Cortez can use Perplex, but he 
  can target only other friendly characters. When he uses Perplex, 
  roll a d6. on a result of 1-3, Perplex is used normally. On a 4 or 5, 
  the chosen combat value is modified by +2 or -2 and the target is 
  dealt 2 damage at the end of the turn. On a 6, the chosen combat 
  value is modified by +3 or -3 and the target is dealt 1 unavoidable 
  damage at the end of the turn. 
  #037 Jean Grey 
  Telepathic Assault: Jean Grey can use Mind Control and 
  Running Shot. When Jean Grey uses Running Shot, she can use 
  Mind Control as a free action instead of being given a ranged 
  combat action. 
  Telepathic Empathy: Jean Grey can use Outwit. If Jean Grey is 
  countering a power when a friendly character 6 or fewer squares 
  from her to which she has a clear line of fire makes a critical miss, 
  immediately deal 1 damage to Jean Grey. 
  #038 Omega Red 
  Leech: Each time an opposing character takes damage from a 
  close combat or ranged combat attack make by Omega Red, heal 
  Omega Red of 1 damage; this power is not optional. 
  #039 Danger 
  Strategic Database: Danger can use Probability Control. Her 
  powers can’t be countered, and no opposing characters 10 or 
  fewer squares from Danger to which she has a clear line of fire at 
  the beginning of any action can have their combat values modified 
  during that action if the modified value would be higher. 
  #042 Unus the Untouchable 
  Untouchable: Unus the Untouchable can use Impervious and 
  Super Senses. 
  Bounce: Any successful close combat attack made by Unus the 
  Untouchable knocks back the target 3 squares; Unus the 
  Untouchable does not otherwise knock back targets of his attacks. 
  #044 Leader 
  Minions of the Leader: The Leader can use Mastermind and 
  Toughness. When the Leader uses Mastermind, he can treat any 
  friendly character 4 or fewer squares away to which he has a clear 
  line of fire as if it were adjacent. 
  Intellect: The Leader can use Outwit and Probability Control. 
  #045 High Evolutionary 
  Cosmic Evolution: The High Evolutionary can use the 
  Power Cosmic team ability. 
  Mind Over Matter: The High Evolutionary can use Barrier and 
  Super Senses. 
  Growth: The High Evolutionary has the 
   damage symbol. 
  #046 Arcade 
  Murderbots: Give Arcade a power action. Choose up to two 
  standard objects 10 or fewer squares from Arcade to which he has 
  a clear line of fire when he is given the action, and move each 
  object as if it were a character that has Arcarde’s speed value. 
  Deathtrap: Once per turn as a free action, Arcade can remove 
  from the game any object 10 or fewer squares from Arcade to 
  which he has a clear line of fire and deal 1 damage to each 
  character adjacent to the object. 
  Murderworld: Arcade can use Barrier (as if he had a range of 
  10) and Mastermind. 
  #047 Super-Adaptoid 
  Attack Drain: Give Super-Adaptoid a power action. As a free 
  action it can use any standard or named attack power possessed by 
  an opposing character 4 or fewer squares away to which it has a 
  clear line of fire. Super-Adaptoid can use the power until it loses 
  Attack Drain, Attack Drain is countered, or it uses Attack Drain to 
  use a different power. After the resolution of an action in which 
  Super-Adaptoid uses a power via Attack Drain, roll 2d6. On a 
  result of 2-5, deal 1 penetrating damage to Super-Adaptoid. 
  Defense Drain: When Super-Adaptoid is given a power action, 
  as a free action it can use any standard or named defense power 
  possessed by an opposing character 4 or fewer squares away to 
  which it has a clear line of fire. Super-Adaptoid can use the power 
  until he loses Defense Drain, Defense Drain is countered, or it 
  uses Defense Drain to use a different power. After the resolution of 
  an action in which Super-Adaptoid uses a power via Defense 
  Drain, roll 2d6. On a result of 2-5, deal 1 penetrating damage to 
  Super-Adaptoid. 
  #048 Wrecker 
  Turnabout: When Wrecker is the target of a close combat 
  attack resulting in a critical hit or a critical miss, if he possesses 
  Turnabout after the resolution of the attack, he can as a free action 
  immediately make a close combat attack targeting the character 
  that attacked him. 
  #049 Cassandra Nova 
  Mummudrai: Cassandra Nova can use Mastermind, Shape 
  Change, and Willpower. 
  #050 Hulkbuster 
  Flight Stabilizers: Hulkbuster can use Charge and Running 
  Shot. Hulkbuster is adjacent to a giant character only when he is 
  within 1 square of it. 
  Weapons As Big As the Fight: Hulkbuster can use Energy 
  Explosion and Super Strength. 
  
   
   
   
  14-7 
  #052 Mastermind 
  Mind Games: Mastermind can use Mind Control and Stealth. 
  Modify Mastermind’s attack value by +2 when he uses 
  Incapacitate or Mind Control. 
  Chimera: Mastermind can use Mastermind and Super Senses. 
  #053 Emma Frost 
  Headmistress: Emma Frost can use Leadership and Perplex. 
  #057 Storm 
  Goddess: Storm can use Energy Explosion, Force Blast, Quake, 
  and Smoke Cloud. 
  #058 Warskrull 
  Megamorph: Warskrull can use Outwit and Shape Change. 
  #059 Apocalypse 
  Molecular Control: Apocalypse can use Phasing/Teleport, 
  Plasticity, and Shape Change. 
  Psionic Power: Apocalypse can use Incapacitate, Mind 
  Control, and Psychic Blast. When Apocalypse would take pushing 
  damage, roll a d6. on a result of 4-6, he does not take pushing 
  damage instead. 
  The Strong Will Survive: Apocalypse can use Regeneration and 
  Toughness. 
  #060 Maestro 
  Gamma-Saturated: Maestro can use Quake and Super 
  Strength. Give Maestro a power action and he can make a close 
  combat attack as a free action; modify his attack value by +2 for 
  the attack. 
  #061 Dark Beast 
  Sadistic: Dark Beast can use Exploit Weakness. 
  Cruel Experiment: Give Dark Beast a power action and roll a 
  d6. On a result of 3-6, give an action token to an adjacent 
  opposing character with zero or one action token. On a 5 or 6, 
  deal unpreventable damage to an adjacent opposing character. On 
  a 6, deal 1 damage to each adjacent opposing character. Apply all 
  applicable results, which may be split among different characters. 
  #062 Rampaging Hulk 
  Squash: The Rampaging Hulk can use Leap/Climb. 
  Immediately after the resolution of a move action in which the 
  Rampaging Hulk activates Leap/Climb, he can use Quake as a free 
  action. 
  Smash: The Rampaging Hulk can use Close Combat Expert. At 
  the end of your turn, if there are fewer than six objects in the game, 
  your last opponent to take an action chooses a light standard 
  object from outside the game and places it 6 or fewer squares from 
  the Rampaging Hulk in an unoccupied square to which the 
  Rampaging Hulk has a clear line of fire. 
  #101 Esme Cuckoo 
   Cuckoo: Esme Cuckoo is considered a Cuckoo for the 
  purposes of the Cuckoo’s Coordination and Hive Mind special 
  powers. 
  #102 Incredible Hulk 
  Speed of a Charging Dreadnaught: The Incredible Hulk can 
  use the Move and Attack ability. 
  #103 Proteus 
  Mutant X: Proteus can use Mind Control (as if he had a 
  range value of 10), Phasing/Teleport, and Probability Control. 
  Omnimorph: Proteus can use Perplex, but he can target only 
  himself. 
  Warp Reality: Proteus can use Barrier and Super Senses. 
  Morphable Reality: Proteus can use Probability Control and 
  Shape Change. 
  #104 Charles Xavier 
  Telepath: Charles Xavier can use Incapacitate and Psychic 
  Blast. 
  Psychic Redirection: Charles Xavier can use Shape Change. 
  Psychic Coordination: Charles Xavier can use Leadership and 
  Perplex, but he can’t use Perplex to modify his own combat values. 
  #200 Iron Man 
  Invincible: Damage dealt to Iron Man is reduced to 1. 
  #B005 Amadeus Cho 
  Excello: Amadeus Cho can use Outwit, but must be given a 
  power action instead of a free action. 
  Crisis† 
  #001 Robin 
  Fisticuffs: Robin can use Flurry. 
  Gotham Acrobatics: Robin can use Energy Shield/Deflection 
  and Stealth. 
  #002 Kid Flash 
  Up Walls, Through Walls: Kid Flash can use Hypersonic 
  Speed. When Kid Flash moves, he ignores the effects of characters, 
  hindering terrain, elevated terrain, and blocking terrain on 
  movement. He can't end his movement on blocking terrain. 
  Fast Fists: Kid Flash can use Flurry. 
  Human Tornado: Once per turn, Kid Flash can use Force Blast 
  as a free action. 
  #003 Wonder Girl 
  Lasso: Wonder Girl can use Incapacitate as if she had a range 
  value of 6. If she successfully hits a target with a ranged combat 
  attack when using Incapacitate, after resolving the action you can 
  put the target in an unoccupied square of clear terrain adjacent to 
  and at the same elevation as Wonder Girl. 
  #004 Aqualad 
  From the Depths: Aqualad can use Charge. When Aqualad 
  occupies water terrain, any line of fire drawn to him is treated as if 
  it crossed blocking terrain. 
  #005 Speedy 
  Brave Bow's Apprentice: When Speedy makes a ranged combat 
  attack, modify his attack value +1. 
  Trick Arrows: Give Speedy a ranged combat action; Speedy can 
  remove from the game up to three hindering terrain markers or 
  barrier terrain markers (removing markers one at a time) to which 
  
   
   
   
  14-8 
  he has a clear line of fire at the time the marker is removed, after 
  which he can make a ranged combat attack. 
  #006 Shimmer 
  Inseparable: Modify Shimmer's defense value by +2 if she has a 
  clear line of fire to Mammoth. 
  Transmute: Once per turn, if Shimmer is adjacent to an object 
  (including an object held by a character) at the beginning or end 
  of any action she is given, she can remove that object from the 
  game. 
  #007 Jericho 
  Possession: Give Jericho a power action and make a close 
  combat or ranged combat attack (as if he has a range value of 4) 
  against a target opposing character as a free action. A successful 
  attack deals no damage. Instead, remove Jericho from the 
  battlefield and put him on his character card; the target is 
  possessed, becomes friendly to your force and opposing to its 
  owner’s force. 
  After the resolution of any action given to the target, you 
  can release the target. Remove all action tokens from the target 
  and put Jericho in any unoccupied square within 4 squares to 
  which the target has a clear line of fire. The target becomes 
  friendly to its owner’s force and opposing to your force. 
  If the target is possessed at the end of your turn, roll a d6 
  and add 1 to the result for each 100 points (or fraction thereof) of 
  the target’s point value. If the result is 6 or more, the target is 
  released. If the result is 5 or less, deal Jericho 1 unavoidable 
  damage. 
  Each time the possessed target takes damage, deal 
  Jericho 1 unavoidable damage after the action is resolved. Any 
  effect that can counter the target’s powers can counter Jericho’s 
  Possession. If Jericho is defeated or Possession is countered, the 
  target is immediately released. Jericho and possessed characters 
  can’t be targeted by Mind Control or Possession.  
  #009 Gold 
  Golden Lasso: Gold can use Incapacitate, but only as part of a 
  ranged combat action (as if he had a range value of 6). 
  I Can Be Hammered into a Sheet Four Millionths of an Inch 
  Thick: When Gold is dealt damage by a close combat attack, he 
  can use Invulnerability. When Gold can't use Invulnerability, he 
  can use Toughness. 
  #010 Liberty Belle 
  Ring the Bell: Liberty Belle can use Pulse Wave as if she had a 
  range value of 8. 
  #011 Klarion 
  Klarion and Teekl: Klarion can use the Duo Attack ability, but 
  do not modify Klarion's damage value by -1 for the second attack. 
  #012 Supernova 
  Phantom Zone Projector: Supernova can use Incapacitate and 
  Phasing/Teleport. When Supernova uses Incapacitate and 
  successfully hits an opposing character, he may either resolve 
  Incapacitate normally or give no action tokens to the target and 
  instead immediately put the target in any starting area 8 or fewer 
  squares from himself. 
  #014 Batgirl 
  Trained from Birth: Batgirl can use Flurry and Leap/Climb. 
  Cain's Daughter: Batgirl can use Combat Reflexes and 
  Willpower. 
  #018 Red Arrow 
  Fusillade: Give Red Arrow a power action. He makes two 
  separate ranged combat attacks as free actions (making two 
  separate attack rolls against two different target opposing 
  characters). Resolve the first attack before making the second; if 
  Red Arrow loses Fusillade before making the second attack, he 
  can't make the second attack. 
  Trick Arrows: Red Arrow can use Energy Explosion and Smoke 
  Cloud. When he uses Energy Explosion, after resolving the action 
  he can immediately use Smoke Cloud as a free action but the first 
  hindering terrain marker must be placed in the same square as the 
  target of the Energy Explosion attack. 
  #020 Dr. Sivana 
  Suspendium: Dr. Sivana can use Incapacitate. When he uses 
  Incapacitate and successfully hits a target, also give an action 
  token to each of up to two additional opposing characters that 
  have zero action tokens and are adjacent to the target. 
  Mad Inventor: Dr. Sivana can use Barrier, Energy Explosion, 
  Phasing/Teleport, Psychic Blast, Pulse Wave, Quake, Smoke 
  Cloud, and Support. If while using this power, he makes an attack 
  roll that results in a critical miss, deal 1 additional unavoidable 
  damage to Dr. Sivana. 
  World's Wickedest Scientist: Dr. Sivana can use Mastermind. 
  He can choose to deal the damage to a friendly character that has 
  a higher point value if that character shares a team ability or 
  keyword with Dr. Sivana; damage transferred using World's 
  Wickedest Scientist can not later be dealt to Dr. Sivana. 
  #021 Rip Hunter 
  Chrononaut: Rip Hunter can use Perplex, but can target only 
  himself or a friendly character. 
  Time Master: Rip Hunter can use Outwit and Probability 
  Control. The standard and named powers of Rip Hunter and 
  friendly characters adjacent to him can't be countered. 
  #022 Dawnstar 
  Tracker: Dawnstar can use Hypersonic Speed. 
  Quarry: Before the beginning of the first turn, choose an 
  opposing character; this character is Dawnstar's quarry. Modify 
  by +1 the attack value of Dawnstar and all friendly characters 
  when they are attacking the quarry. 
  #023 Green Lantern 
  Lantern 2814.1: Green Lantern can use Energy Explosion and 
  Telekinesis. 
  Lantern's Will: Green Lantern can use Energy 
  Shield/Deflection, Toughness, and Willpower. 
  #025 Jack and Ten 
  One-Eyed Jack: Jack and Ten can use Energy Explosion and 
  Psychic Blast. 
  #026 Green Arrow 
  Rooftop Archer: Green Arrow can use Leap/Climb and 
  Running Shot. 
  
   
   
   
  14-9 
  Emerald Archer: When Green Arrow makes a ranged combat 
  attack, modify his attack value by +2. 
  Arrow down the Gun Barrel: Green Arrow can use 
  Incapacitate. When a character marked with one or more action 
  tokens chooses Green Arrow as the target of a ranged attack, 
  Green Arrow can use Shape Change. 
  Hail of Arrows: Give Green Arrow a ranged combat action to 
  make a ranged combat attack targeting more than one opposing 
  character. Increase the total damage dealt by 1 for each target 
  successfully hit by the attack (total damage is still divided normally 
  among successfully hit targets). 
  #027 Trickster and Pied Piper 
  Air-Walking Shoes, Joy Buzzers, and Smoke Bombs: Trickster 
  and Pied Piper can use Leap/Climb, Poison, and Smoke Cloud. 
  Piper: Trickster and Pied Piper can use Mind Control and 
  Psychic Blast. 
  #028 Deathstroke 
  Master Tactician: Deathstroke can use Outwit. Modify 
  Deathstroke's attack value by +1 for each adjacent opposing 
  character. When Deathstroke makes a close combat attack, he can 
  compare the attack roll to the defense value of any number of 
  adjacent opposing characters (minimum 1); the damage dealt by 
  the attack can be divided in any way among the successfully hit 
  targets provided that all damage dealt is divided among them. 
  #029 Nightwing 
  Dual Membership: Nightwing can use the Outsiders and Titans 
  team abilities and possesses the 
   and
   team symbols. 
  Fisticuffs: Nightwing can use Flurry. 
  Acrobat: Nightwing can use Combat Reflexes, Energy 
  Shield/Deflection, and Leap/Climb. 
  #030 Blue Beetle 
  BB Gun: Blue Beetle can use Force Blast and Incapacitate. He 
  can also be given a power action to make a ranged combat attack 
  targeting a single opposing character (ignoring friendly 
  characters for line of fire purposes). If the attack succeeds the 
  target is dealt no damage; instead, roll a d6. The target is knocked 
  back a number of squares equal to the result -2 (minimum 1 
  square); the target breaks away automatically, can move through 
  squares adjacent to opposing characters, and can be dealt knock 
  back damage. 
  Bwah-ha-ha-hah!: Blue Beetle can use Perplex. When Blue 
  Beetle is adjacent to a friendly Booster Gold, he can use Outwit. 
  #031 Mammoth 
  Inseparable: Mammoth can use Super Strength. Modify 
  Mammoth's attack value by +2 if he has a clear line of fire to 
  Shimmer. 
  Get Away from My Sister!: All targets of successful close 
  combat attacks made by Mammoth are knocked back. 
  #032 Hawk and Dove 
  Avatars of Chaos and Order: Hawk and Dove can use Super 
  Senses and Toughness. 
  #033 Psimon 
  In Your Head: Psimon can use Outwit and Shape Change. 
  #034 Lead and Tin 
  Teamwork: When Lead and Tin use the Duo Attack ability, 
  modify their attack value by +1 for the first attack; if the second 
  attack is against a different opposing character than the first 
  attack, do not modify their damage value by -1 for the second 
  attack. 
  Tinterference: Lead and Tin can use Outwit (but only against 
  targets 5 or fewer squares from them) and Shape Change. 
  #035 Uncle Sam 
  Give Me Your Tired, Your Poor: When Uncle Sam makes a 
  close combat attack, modify his attack value by +1 for each 
  friendly character 4 or fewer squares away to which Uncle Sam 
  can draw a clear line of fire and that is marked with one or more 
  action tokens. 
  As Big as My Country: Uncle Sam has the 
   damage symbol. 
  #036 Chief 
  Dr. Caulder: The Chief can use Support. 
  Manipulate: The Chief can use Leadership. If Leadership 
  would allow you to add an action to your action total for the turn, 
  you can instead put a Manipulate token on the Chief's character 
  card if there are two or fewer Manipulate tokens on the card. 
  When another friendly character would take pushing damage, you 
  can remove a Manipulate token from the Chief's character card 
  and roll a d6; on a result of 3-6, the character ignores the pushing 
  damage. 
  Strategist: The Chief can use Perplex and Mastermind (he can 
  deal the damage to a friendly character that has a higher point 
  value if that character shares a keyword with the Chief); damage 
  transferred using Strategist may not be later dealt to the Chief. 
  #037 Kyle Rayner 
  Ion: Kyle Rayner can use the Quintessence team ability. 
  Constructs: Kyle Rayner can use Barrier. Any opposing 
  character adjacent to a barrier terrain marker placed by Kyle 
  Rayner that attempts to move (or would be moved by a power, 
  ability, or effect used by another character) must attempt to break 
  away; this effect ignores powers, abilities and effects that allow a 
  character to break away automatically. 
  #038 Wonder Girl 
  Tie Up: Wonder Girl can use Incapacitate as if she had a range 
  value of 6. When she uses Incapacitate and successfully hits a 
  target opposing character, you can give an action token to a 
  second opposing character that has zero or one action token that is 
  adjacent to the target, if the attack roll would also hit the second 
  character. 
  Bullets and Bracelets: Wonder Girl can use Toughness. When 
  Wonder Girl is the target of a ranged combat attack, she can use 
  Super Senses. 
  #039 Harbinger 
  You Are Needed: Harbinger can use Phasing/Teleport. Give 
  Harbinger a power action and choose a friendly character that is 6 
  or fewer squares from her. Put the chosen character in the square 
  occupied by Harbinger, and then put Harbinger in the square 
  
   
   
   
  14-10 
  occupied by the chosen character; then deal Harbinger 1 
  unavoidable damage. 
  Crosstime Heralds: Harbinger has the 
   attack symbol. 
  #040 Forerunner 
  Honor: Forerunner can use Willpower. 
  #041 Mary Marvel 
  Wisdom of Zerhuti: Mary Marvel can use Perplex, but she can 
  modify only her own combat values. 
  #042 Mordru 
  Dark Lord: Mordru can use Barrier, Energy Explosion, Psychic 
  Blast, Pulse Wave, Smoke Cloud, and Telekinesis. Mordru has the 
   damage symbol. 
  Lord of Chaos: Mordru can use Outwit. When Mordru uses 
  Outwit, he can use it normally or choose to counter all powers of a 
  target character 4 or fewer squares away. 
  #043 Monarch 
  Bleed-Jump: Monarch can use Phasing/Teleport and 
  Running Shot. When Monarch uses Phasing/Teleport, roll a d6 and 
  replace Monarch's speed value with 6 plus the result. 
  #045 Trigon 
  Doppleganger: Give Trigon a power action. Put up to three 
  SPECIAL markers in unoccupied squares to which Trigon has line 
  of fire adjacent to opposing characters 8 or fewer squares from 
  him; these are doppelganger tokens. Doppelganger tokens are not 
  characters or terrain, but can be destroyed as if they are blocking 
  terrain. Characters opposing to Trigon must break away from 
  doppelganger tokens. When a character opposing to Trigon 
  occupies a square adjacent to a doppelganger token or tokens and 
  is given a non-free action, deal the character 1 penetrating 
  damage if the character is adjacent to a doppelganger token after 
  the action is resolved. No more than three doppelganger tokens 
  can be on the map at a time. At the end of any non–free action 
  given to Trigon, he can remove any number of doppelganger 
  tokens from the map. 
  Reshape Reality: Trigon can use Outwit. Once during your turn, 
  Trigon can use Barrier as a free action, but he can place only up 
  to two barrier terrain markers. 
  #047 Tempest 
  Summon the Elements: Tempest can use Charge. Clear 
  grounded terrain 3 or fewer squares from Tempest that does not 
  contain objects, terrain markers, or debris tokens is water terrain. 
  #048 Darkseid 
  Omega Effect: Before Darkseid makes a ranged combat attack, 
  you can choose any or all of the following options for the attack: 
  1) Darkseid's range value is halved and his line of fire ignores 
  characters and hindering terrain; 2) Modify Darkseid's damage 
  value by -2; damage from the attack is penetrating damage; 3) 
  Darkseid's damage value is 0 and is locked; if the attack succeeds, 
  put the target in any unoccupied square within Darkseid's range to 
  which he has a clear line of fire. 
  All Will Serve Darkseid!: Darkseid can use Invulnerability, 
  Mastermind, and Willpower. 
  Master Strategist: Darkseid can use Outwit and Perplex. 
  #049 Will Magnus and Platinum 
  Unstable: (Non-Optional) Will Magnus and Platinum can't be 
  given a non-free action when they are marked with one or more 
  tokens. 
  Particularly Resistant: Will Magnus and Platinum can use 
  Defend and Toughness. Their defense value can't be modified to a 
  lower value. 
  Roboticist: Will Magnus and Platinum can use Perplex. When 
  they use Perplex, they can use it normally or modify by +1 or -1 
  the same combat values (except damage value) of all friendly 
  characters with which they share at lest two keywords (all other 
  rules for Perplex apply normally). 
  #052 Psycho-Pirate 
  I'm Your Best Friend: When Psycho-Pirate is the target of a 
  successful close combat attack, he ignores the damage dealt unless 
  the attack roll is doubles. 
  Fear… Hate… Loathing…: Psycho-Pirate can use Perplex, but 
  he can modify combat values only by -2. 
  #053 Black Adam 
  Wisdom of Zehuti: Black Adam can use Perplex, but he can 
  modify only his own combat values. 
  Power of Aton: Black Adam can use Exploit Weakness and 
  Flurry. 
  #054 Alex Luthor 
  Earth 154 + Earth 462: Alex Luthor can use Psychic Blast. 
  Give Alex Luthor a power action to counter the immediate and 
  ongoing effects of a single target battlefield condition until the 
  beginning of your next turn. 
  Manipulator: Alex Luthor can use Outwit, Perplex, and Shape 
  Change. 
  #055 Sinestro 
  In Blackest Day: Sinestro can use Phasing/Teleport and 
  Running Shot. 
  In Brightest Night: Sinestro can use Energy Explosion, Psychic 
  Blast, and Telekinesis. 
  Let Those Who Try to Stop What's Right: Sinestro can use 
  Energy Shield/Deflection, Toughness, and Willpower. 
  Sinestro's Might!: Sinestro can use Energy Explosion and 
  Ranged Combat Expert. When Sinestro uses Energy Explosion, 
  damage dealt is penetrating damage. 
  #056 Supergirl 
  Superspeed: Supergirl can use Hypersonic Speed but can 
  make only close combat attacks. 
  #057 The Flash 
  Have to… Keep… Running…: The Flash can use Hypersonic 
  Speed. When the Flash moves, he ignores the effects of characters, 
  hindering terrain, elevated terrain, and blocking terrain on 
  movement. He can't end his movement on blocking terrain. 
  Time to Save the World!: The Flash can use Pulse Wave as if 
  he had a range value of 8. 
  
   
   
   
  14-11 
  Nothing to Lose: The Flash can use Super Senses and 
  Willpower. 
  #059 The Spectre 
  Ghostly Guardian: The Spectre can use Charge, 
  Phasing/Teleport, and possesses the Justice Society team ability. 
  Vengeance: Give the Spectre a power action to make a close 
  combat or ranged combat attack, replacing his damage value with 
  the damage value of his target until the action is resolved; damage 
  from the attack is penetrating damage. 
  #060 Monitor 
  Moving Pawns on the Board: The Monitor can use 
  Leadership and Phasing/Teleport. When the Monitor uses 
  Leadership and gets a result of 5-6, he can either use it normally 
  or give an action token to an opposing character that has zero 
  action tokens. 
  Adaptive Strategy: The Monitor can use Barrier, Energy 
  Explosion, Perplex, and Support. 
  #061 World‟s Finest 
   World's Finest must begin with their base completely in their 
  player's starting area.  Their base occupies 4 squares on the map.  
  They can be adjacent to a maximum of 12 squares, and can attack 
  and be attacked through any of them.  World's Finest can make 
  ranged attacks against non-adjacent characters when they are 
  adjacent to two or fewer opposing characters. 
   World’s Finest do not take pushing damage. 
  Teamwork: World's Finest can use Charge and Force Blast. 
  Immediately after World's Finest uses Force Blast to successfully 
  knock back a target, they can use Charge as a free action to attack 
  the target if Charge would allow them to do so. 
  Wallbuster: World's Finest can use Super Strength. When 
  given a move action, during the move World's Finest can 
  automatically destroy up to 2 squares of blocking terrain or the 
  wall adjoining two squares; they can continue their move, if any, 
  after destroying the wall. 
  #100 Superman 
   Superman does not take pushing damage. 
  This Is a Job for Superman!: Superman can use Charge. 
  When Superman is not holding an object or a character, do not 
  halve his speed value when he uses Charge. Superman may not 
  pick up objects or characters when using Charge. 
  Leading the Attack: Once, at the beginning of your turn, if 
  Superman is adjacent to an opposing character, he can make a 
  close combat attack as a free action, but he can't attack that 
  character again during that turn. If Superman causes a target 
  opposing character to take damage, until the end of the turn all 
  friendly characters attacking that target have their attack values 
  modified by +1 for each 100 points (or fraction thereof) of the 
  target's point value. 
  #101 Wally West 
  Human Tornado: Once per turn, Wally West can use Force 
  Blast as a free action. 
  #102 Donna Troy 
  Purple Ray: Donna Troy can use Support, but can treat friendly 
  characters 3 or fewer squares away as if they are adjacent. 
  Lasso: Donna Troy can use Incapacitate as if she had a range 
  value of 6. If she successfully hits a target with a ranged combat 
  attack when using Incapacitate, after resolving the action you can 
  put the target in an unoccupied square of clear terrain adjacent to 
  and at the same elevation as Donna Troy. 
  #103 Garth 
  From the Depths: Garth can use Charge. When Garth 
  occupies water terrain, any line of fire drawn to him is treated as if 
  it crossed blocking terrain. 
  Salvage: If there is a non-held standard light object anywhere 
  on the map, once per turn when Garth occupies water terrain he 
  can bring in a standard light object from outside the game and 
  pick it up as if picking it up from an adjacent square. 
  #104 Roy Harper 
  Checkmate: Roy Harper can use Running Shot and Stealth. 
  Emerald Apprentice: When Roy Harper makes a ranged 
  combat attack, modify his attack value by +2. 
  #105 Superman 
  Scorched Air: Superman can use Charge and Flurry. 
  Kryptonian Strength: Superman can use Super Strength. 
  Superman can hold two objects at the same time if they are both 
  standard objects; he can only use one object per attack. 
  Restoring Order: When the result of a successful attack roll 
  made by Superman is doubles, the target is dealt damage normally 
  but not knocked back. Instead, if the target has zero or one action 
  token after the attack has been resolved, give the target an action 
  token. 
  #200 Batman 
  Relentless: Batman can use Charge, Leap/Climb, and Running 
  Shot. 
  #223 Thunderer of Qward 
  Qwa-Bolts: Thunderer of Qward can use Energy Explosion. 
  When Thunderer of Qward is given a ranged combat action, you 
  can choose one of the following options: 1) Modify Thunderer of 
  Qward’s range value by his current unmodified damage value; or 
  2) damage from the attack is penetrating damage. 
  #224 Shadow Demon 
  The Darkness Is Alive!: Shadow Demon can use Plasticity, 
  Phasing/Teleport, and Stealth. 
  #225 Anti-Monitor 
   The Anti-Monitor can use the Multiattack ability. 
  All the Power at My Command Shall Be Used to Destroy 
  You!: The Anti-Monitor can use Psychic Blast and Quake; when 
  he uses Quake, do not replace his damage value. 
  I Will Not Die Until You Die With Me!:Once per turn, the 
  Anti-Monitor can use Exploit Weakness. At the end of the round, if 
  no character opposing to the Anti-Monitor was defeated this 
  round, roll 2d6 and subtract the Anti-Monitor’s unmodified 
  damage value, minimum result 1. Heal the Anti-Monitor of damage 
  equal to the result. 
  #226 Anti-Monitor, Guardian of Fear 
   The Anti-Monitor, Guardian of Fear can use the Multiattack 
  ability. 
  
   
   
   
  14-12 
  Guardian: The Anti-Monitor, Guardian of Fear can use 
  Enhancement, Phasing/Teleport, and the Carry ability. 
  Time to Feed: The Anti-Monitor, Guardian of Fear can use 
  Pulse Wave, but his range value is not halved, his damage value is 
  not replaced, and he does not ignore characters’ powers, abilities, 
  or feats. Immediately after the attack is resolved, heal the Anti-
  Monitor, Guardian of Fear of 1 damage for each opposing 
  character that took damage from the attack (maximum 4 healing). 
  Destined Destructor: The Anti-Monitor, Guardian of Fear 
  can use Outwit. Give the Anti-Monitor, Guardian of Fear a power 
  action and roll 2d6. Deal penetrating damage equal to the result, 
  divided among opposing characters to which the Anti-Monitor, 
  Guardian of Fear has a clear line of fire; characters can be dealt 
  maximum damage equal to the number of action tokens they have 
  (characters that have no tokens can’t be dealt damage). Any 
  undealt damage is ignored. 
  #B001 Matter-Eater Lad 
  Hungry Loner: (Non-optional) Matter-Eater Lad cannot use 
  the Carry ability. 
  #B005a Congo Bill 
  Congorilla: At the beginning of your turn, you can flip this 
  token. 
  #B005b Congorilla 
  Congo Bill: At the beginning of your turn, you can flip this 
  token. 
  Secret Invasion 
  #001 Spider-Man 
  Web-Punch: Spider-Man can use Flurry. If he makes two 
  successful attacks against the same target using Flurry, instead of 
  dealing damage with the second attack he can instead give an 
  action token to the target if it has zero or one action token. 
  #002 Moloid 
  Swarm: When Moloid is given a move action, it can use the 
  Carry ability to carry one or two other Moloids. 
  Overwhelm: When this Moloid makes an attack against a target 
  opposing character, modify its attack value by +1 for each other 
  Moloid that has made an attack (successful or not) against that 
  target during this turn. 
  #004 Iron Fist 
  Good Fortune Thunder Kick: Iron Fist can use Leap/Climb 
  and Flurry. 
  Champion of K‟un-Lun: Iron Fist can use Super Senses and 
  Willpower. 
  #005 Sharon Carter 
  Agent 13: Sharon Carter can use Running Shot and Stealth. 
  Ally: Sharon Carter can use Perplex, but she can modify the 
  combat values of only herself and friendly characters, and she 
  can’t modify damage values. 
  #006a Yellowjacket 
  Yellowjacket possesses the Avengers team symbol. (He doesn’t 
  possess the Skrulls team symbol.) 
  Giant Man: Yellowjacket possesses the 
   damage symbol and 
  can use Charge. 
  #006b Yellowjacket 
  Yellowjacket possesses the Skrulls team symbol. (He doesn’t 
  possess the Avengers team symbol.) 
  Giant Man: Yellowjacket possesses the 
   damage symbol and 
  can use Charge. 
  Agent Provocateur: Yellowjacket can use Outwit and Psychic 
  Blast. 
  Traitor: Yellowjacket can use Outwit. He can use it normally, or 
  he can choose a team ability possessed by an opposing character 6 
  or fewer squares away to which he can draw a clear line of fire 
  and counter that team ability on all opposing characters. 
  #007 Atlantean Warrior 
  Aquatic Invader: When Atlantean Warrior occupies water 
  terrain, he can use Charge and Stealth. When he occupies water 
  terrain at the beginning of the turn, modify his speed value by +2 
  until the end of the turn. 
  #008a Ms. Marvel 
  Ms. Marvel possesses the Avengers team symbol. (She doesn’t 
  possess the Skrulls team symbol.) 
  Kree Genetics: Ms. Marvel can use Charge and Running 
  Shot. 
  Energy Absorption: Each time Ms. Marvel is hit by an attack 
  made by an opposing character (even if she takes no damage), put 
  an absorption token on this card. When Ms. Marvel makes an 
  attack, you can modify her damage value by +X, where X is the 
  number of absorption tokens on this card; after the attack is 
  resolved, remove all absorption tokens from this card. At the end 
  of each of your turns or when Ms. Marvel loses Energy 
  Absorption, remove all absorption tokens from this card. 
  #008b Ms. Marvel 
  Ms. Marvel possesses the Skrulls team symbol. (She doesn’t 
  possess the Avengers team symbol.) 
  Exfiltration: Ms. Marvel can use Hypersonic Speed, 
  Plasticity, and Stealth. 
  #009 Gravity 
  Gravity Control: Gravity can use Incapacitate (as if he had a 
  range of 8), Super Strength, and Telekinesis. 
  #010 Grey Gargoyle 
  Petrify: Grey Gargoyle can use Incapacitate. If he successfully 
  hits a target using Incapacitate and the result of the attack roll is 
  doubles, give the target two action tokens if it has zero action 
  tokens.  
  Petrified Protection: Grey Gargoyle can use Barrier, but can 
  put barrier terrain markers only in unoccupied squares containing 
  objects, hindering terrain, or hindering terrain markers. This use 
  of Barrier doesn’t count toward your available actions for the 
  turn. 
  #011 Arachne 
  Psi-Webs: Arachne can use Incapacitate as if she had a range of 
  8. 
  
   
   
   
  14-13 
  #012 Gee 
  Gravity Manipulation: Gee can use Force Blast. After the use 
  of Force Blast is resolved (even if the Force Blast is ignored), Gee 
  can use Incapacitate targeting the same target as a free action. 
  #014 Mass Master 
  Cloudform: Mass Master can use Smoke Cloud. When Mass 
  Master is given a move action, after moving he can use Smoke 
  Cloud as a free action but can place hindering terrain markers 
  only in squares he occupied or moved through that turn. 
  #015 Energizer 
  Matter Absorption: Once per turn as a free action, Energizer 
  can remove from the game a single adjacent object (including an 
  object carried by an adjacent character) or up to two barrier, 
  debris, or hindering terrain markers that are 4 or fewer squares 
  away from her and to which she has a clear line of fire at the time 
  they are removed. 
  #016 Hercules 
  Wrestler: Hercules can use Charge, Flurry, and Plasticity. 
  Godlike Strength: Hercules can use Super Strength. He can 
  carry two objects at the same time if they are both standard 
  objects; he can use only one object per attack. 
  #017 Human Torch 
  Fireburst: Human Torch can use Energy Explosion and Pulse 
  Wave. 
  #018 Clea 
  Dark Disciple: Clea can use Mind Control and 
  Phasing/Teleport. 
  #020 Immortus 
  Agent of the Time-Keepers: Immortus can use Outwit and 
  Probability Control. Probability Control can’t be used by 
  opposing characters to which Immortus has a clear line of fire. 
  #021 Iron Man 
  Extremis: Iron Man can use Outwit and Perplex. When Iron 
  Man is not using Outwit, he can use Super Senses. 
  #022 Goliath 
  Throw: Goliath can choose to knock back the target of any 
  successful close combat attack he makes a number of squares 
  equal to twice the damage dealt to the target. 
  #023 Hawkeye 
  Focused Training: Hawkeye can use Perplex, but she can 
  modify only her own combat values. 
  #024 Spider-Slayer 
  Tracking Systems: Spider-Slayer can use Leap/Climb and 
  Plasticity. Before the beginning of your first turn, choose an 
  opposing character. When Spider-Slayer is given a move action, 
  immediately after resolving the action it can move again as a free 
  action (with its speed value halved until the end of the action) if it 
  ends the second move adjacent to the chosen character. 
  Smash: Spider-Slayer can use Flurry. 
  #028 Attuma 
  Tidal Wave: Attuma can use Quake and Super Strength. If 
  Attuma uses Quake while occupying water terrain, compare the 
  attack total to adjacent opposing characters normally and to all 
  opposing characters adjacent to (but not occupying) the area of 
  water terrain occupied by Attuma. Characters adjacent to the 
  water terrain are knocked back from Attuma in a direction of 
  Attuma’s choice away from him. 
  Waveborne: When Attuma occupies water terrain, he can use 
  Combat Reflexes and Toughness. When Attuma does not occupy 
  water terrain, he can use Toughness. 
  Undersea Conqueror: Attuma can use Leadership. He can use it 
  normally, or on a result of 5–6 you can add two actions to your 
  action total for the turn but both of these actions can be given only 
  to friendly characters that possess the Atlantis keyword. 
  #029 Morbius 
  Gliding Shadow: Morbius can use Leap/Climb and Stealth. 
  The Hunger: Morbius can use Steal Energy, but Steal Energy 
  heals Morbius of 1 damage or damage equal to the number of 
  powers possessed by the target of the attack after it takes damage, 
  whichever is greater. 
  Living Vampire: Morbius can use Toughness and Super Senses, 
  but when using Super Senses evades an attack only on a result of 6. 
  #030 Punisher 
  Chaingun: Once per turn when the Punisher succeeds at a 
  ranged combat attack against an opposing target character, after 
  the attack resolves he can immediately make ranged combat 
  attacks against any other opposing characters adjacent to the 
  target to which he can draw a clear line of fire. (Each attack is 
  rolled and deals damage separately). If the result of a successful 
  ranged combat attack roll made by the Punisher is doubles, the 
  damage dealt is penetrating damage. 
  #031 Mole Man 
  Lord of the Tunnels: Mole Man can use Stealth and Phasing/ 
  Teleport. When Mole Man uses Phasing/Teleport, he can use the 
  Carry ability and must put debris tokens into the squares where he 
  begins and ends his move. Mole Man ignores the effects of debris 
  tokens on movement. 
  #032a Dum Dum Dugan 
  Dum Dum Dugan possesses the S.H.I.E.L.D. team symbol. (He 
  doesn’t possess the Skrulls team symbol.) 
   Monster Squad: Modify the attack value of Dum Dum Dugan 
  and all adjacent friendly characters by +1 when they are attacking 
  characters that possess the Giant Size or Colossal Size ability. 
  #032b Dum Dum Dugan 
  Dum Dum Dugan possesses the Skrulls team symbol. (He 
  doesn’t possess the S.H.I.E.L.D. team symbol.) 
   S.W.O.R.D.fall: Before the beginning of the first round, choose 
  one area of elevated terrain or blocking terrain on the map. 
  Blocking terrain is considered clear terrain until the end of the 
  game. Elevated terrain – and any higher level of elevated terrain 
  completely contained within the selected area – is one lower level 
  of elevation untilthe end of the game.  
  Shifty: Dum Dum Dugan can use Plasticity and Running Shot. 
  #033 Dr. Strange 
   Eye of Agamatto: Dr. Strange ignores the effects of characters 
  and hindering terrain (including team abilities that give hindering 
  terrain bonuses) when determining line of fire. 
  
   
   
   
  14-14 
  Winds of Watoomb: Dr. Strange can use Phasing/Teleport 
  and Quake. 
  Wand of Watoomb: Dr. Strange can use Perplex. When Dr. 
  Strange uses Perplex, you can roll a d6; on a result of 5 or 6, you 
  can modify the target’s chosen combat value by up to +2 or –2. 
  #034 Dr. Octopus 
  Tentacles: Dr. Octopus can use Flurry, Leap/Climb, and Super 
  Strength. 
  #036 Malice 
  You Cannot Stand Against Me: Once during your turn, 
  Malice can use Force Blast as a free action. 
  #037 Triton 
  Aquatic Scout: Triton can use Charge. When Triton occupies 
  water terrain, any line of fire drawn to him that crosses any square 
  of that water terrain is treated as though it crosses blocking 
  terrain. 
  Aquatic Ambush: When Triton occupies water terrain at the 
  end of your turn, deal 1 damage to each adjacent opposing 
  character that occupies water terrain and hasn’t been attacked by 
  Triton this turn. 
  #038 Speedball 
  Bounce: Speedball can use Charge and Leap/Climb, and 
  automatically breaks away. 
  Speedball Effect: Once per turn, if Speedball defeats an 
  opposing character or hits an opposing character with doubles, 
  after the attack resolves he can break away automatically, 
  immediately move up to his full speed value, and make one close 
  combat attack against a different opposing character as a free 
  action. 
  #039 Cloak and Dagger 
  Cloak: Cloak and Dagger can use Phasing/Teleport and 
  Stealth. 
  Dagger: Cloak and Dagger can use Energy Explosion. 
  Damage Cloak and Dagger deal using Energy Explosion is 
  penetrating damage. 
  #040 Doom 
  Away, Gnat: When the result of the attack roll in a successful 
  attack by Doom is doubles, immediately after the attack resolves 
  you can put the target in any starting area other than the one used 
  by Doom. 
  Doom Will Not Be Forgotten: Doom can use Exploit Weakness 
  and Psychic Blast. 
  Powerless: Doom can use Outwit. When Doom uses Outwit, he 
  can use it normally, or choose to counter all powers or all abilities 
  of a target character 6 or fewer squares away. 
  #041 Spider-Girl 
  Weblines: Spider-Girl can use Charge, Leap/Climb, and 
  Running Shot. 
  Bio-magnetic Field: Spider-Girl can use Incapacitate. 
  Immediately after the resolution of a successful close combat 
  attack by Spider-Girl, Spider-Girl can use Force Blast against the 
  same target as a free action, but the target can’t be dealt knock 
  back damage. 
  Spider-Sense: Spider-Girl can use Combat Reflexes and Super 
  Senses. 
  #042a Captain Mar-Vell 
  Captain Mar-Vell possesses the S.H.I.E.L.D. team symbol. (He 
  doesn’t possess the Skrulls team symbol.) 
  Warden: Captain Mar-Vell can use Super Strength and the 
  Capture ability. 
  #042b Captain Mar-Vell 
  Captain Mar-Vell possesses the Skrulls team symbol. (He 
  doesn’t possess the S.H.I.E.L.D. team symbol.) 
  #043 Psycho-Man 
  Mass Manipulation: Psycho-Man can use Mind Control as if 
  he had 
  . 
  Control Box: Psycho-Man does not take damage based on the 
  point value of his target(s) when he uses Mind Control. Give 
  Psycho-Man a power action and choose one of the following 
  options: 1) Fear. Psycho-Man can use Quake as a free action. 2) 
  Doubt. Choose a target opposing character. Until the beginning of 
  your next turn, the target can’t evade attacks, and damage dealt to 
  the target can’t be reduced to less than 1. 3) Hate. Choose a target 
  opposing character 6 or fewer squares away to which Psycho-Man 
  has a clear line of fire. Deal 1 damage to each other opposing 
  character adjacent to the target. 
  #045 Namor 
  Avenging Son: Namor can use Charge, Flurry, and the Flight 
  ability. 
  Aquatic Rejuvenation: If Namor occupies water terrain, he can 
  use Regeneration. 
  Undersea Ruler: Namor can use Leadership. He can use it 
  normally, or on a result of 5–6 you can add two actions to your 
  action total for the turn; both actions must be given to friendly 
  characters that possess the Atlantis keyword. 
  #047 Adam Warlock 
  Him: Adam Warlock can use Leadership, Perplex, and Support. 
  When Adam Warlock uses Perplex, he can use it normally, or he 
  can modify any combat value (except damage) of a target 
  character by +2 or –2. 
  #048a Elektra 
  Elektra possesses the Hydra team symbol. (She doesn’t possess 
  the Skrulls team symbol.) 
  Assassin: Elektra can use Charge, Flurry, Leap/Climb, and 
  Stealth. 
  #048b Elektra 
  Elektra possesses the Skrulls team symbol. (She doesn’t possess 
  the Hydra team symbol.) 
  Hand of the Skrulls: Elektra can use Charge and Plasticity. 
  #049 Ringmaster 
  Top Hat: When Ringmaster uses Mind Control or Incapacitate, 
  modify his attack value and range value by +2. Ringmaster can 
  use Mind Control as if he possesses 
  , but all targets of 
  successful attacks can be given only move actions. 
  
   
   
   
  14-15 
  #051 Nick Fury 
  L.M.D.: Nick Fury can use Mastermind. When Nick Fury is 
  dealt damage, you can reduce the damage by 2. If you do, after the 
  attack resolves immediately put Nick Fury in an unoccupied 
  square in a corner of the map (or as close to the corner as 
  possible) that does not share an edge with the starting area used 
  by Nick Fury. 
  Spymaster: Nick Fury can use Leadership, Outwit, and Perplex. 
  #052 Impossible Man 
  Pest: The Impossible Man can use Outwit, Probability Control, 
  and Shape Change. 
  #053 Skrull Emperor 
  Scheme: Skrull Emperor can use Outwit. He can use it 
  normally, or choose a keyword and counter the same power or 
  ability possessed by all opposing characters 10 or fewer squares 
  away that possess the chosen keyword. 
  Emperor: Skrull Emperor can use Enhancement and 
  Leadership. When he uses Leadership, in addition to the normal 
  effects, on a result of 3-6 add an additional action to your action 
  total. Skrull Emperor can use Perplex, but he can target only 
  characters with which he shares a keyword. 
  #055 Mephisto 
  Dark Bargain: Mephisto can use Incapacitate. When Mephisto 
  successfully hits a target with Incapacitate, the controller of the 
  target can choose either to give an action token to the target 
  normally, or to roll a d6; on a result of 1–4, deal the target 1 
  unavoidable damage. 
  Prince of Lies: Mephisto can use Leadership and Outwit. When 
  Mephisto successfully uses Leadership, only he can be given the 
  extra action. 
  #058 Power Man and Iron Fist 
  Wallbuster: Power Man and Iron Fist can use Super Strength. 
  When given a move action, during the move they can automatically 
  destroy up to 2 squares of blocking terrain or the wall adjoining 
  two squares; they can continue their move, if any, after destroying 
  the blocking terrain or the wall. 
  #059 Sentry 
  Uncertainty: (non-optional) Roll a d6 at the beginning of 
  your turn. On a result of 3 or 4, Sentry can use Charge until the 
  end of the turn. On a result of 5 or 6, Sentry can use Charge and 
  Hypersonic Speed until the end of the turn. 
  #061 Super Skrull: Illuminati 
   Infiltrator: Super-Skrull: Illuminati is a wild card on your 
  turns; on opponent’s turns, he can use only the Skrulls team 
  ability. 
  Avenging Fury: Super-Skrull: Illuminati can use Charge, 
  Flurry, and Plasticity. Once per turn before making a close combat 
  attack roll for Super-Skrull: Illuminati, you can declare that 
  damage from the attack will be penetrating damage. 
  Elastic Entanglements and Black Bolts: Super-Skrull: 
  Illuminati can use Quake. When Super-Skrull: Illuminati succeeds 
  at an attack, roll a d6. On a result of 4 or 5, if a target of the attack 
  has no action tokens, give the target an action token after the 
  attack is resolved. On a result of 6, damage from the attack is 
  penetrating damage. 
  Iron Defense: Damage dealt to Super-Skrull: Illuminati is 
  reduced to 1. 
  Strange Magicks: Super-Skrull: Illuminati can use Perplex. He 
  can use it normally, or he can modify any one of his own combat 
  values by +2 or –2 until the beginning of your next turn. 
  #099 Susan Richards 
  Invisible: Any character that is 7 or more squares from 
  Susan Richards can’t draw a line of fire to her. 
  Force Fields: Susan Richards can use Barrier and 
  Invulnerability. 
  To the Negative Zone: Susan Richards can use Outwit. Modify 
  Susan Richards’ damage value by +2 when she makes a ranged 
  combat attack. When making ranged combat attacks, Susan 
  Richards ignores terrain, walls, and opposing characters’ Stealth. 
  #100 Spider-Woman 
   Infiltrator: Spider-Woman is a wild card on your turns; on 
  opponents’ turns, she can use only the Skrulls team ability. 
  Wall-Creeper: Spider-Woman can use Leap/Climb and Stealth. 
  Agent Provocateur: Spider-Woman can use Outwit. She can use 
  it normally, or she can counter all standard powers and named 
  powers of a chosen type (speed, attack, defense, or damage) of all 
  adjacent opposing characters. 
  #101 Mr. Fantastic 
  Pliable: Mr. Fantastic can use Leap/Climb and Plasticity. 
  Ductile: Mr. Fantastic can use Super Senses and Barrier (as if 
  he had a range of 0). When a Barrier terrain marker placed by Mr. 
  Fantastic is destroyed, roll a d6; on a result of 1, deal 1 damage to 
  Mr. Fantastic. 
  Inventive Genius: Mr. Fantastic can use Perplex, but he can 
  modify the target’s combat values by +2 or -2 if he is targeting 
  himself or another character with which he shares a keyword. 
  #102 Invisible Woman 
  Invisible: Any character that is 7 or more squares from the 
  Invisible Woman can’t draw a line of fire to her. 
  Force Fields: Invisible Woman can use Barrier and 
  Invulnerability. 
  #103 Human Torch 
  Fiery Streak: Human Torch can use Running Shot. When he 
  does not use the Carry ability while moving, Human Torch does 
  not have to end his movement if he enters a square adjacent to an 
  opposing character. 
  Flame On!: Human Torch can use Energy Shield/Deflection 
  and Poison. When Human Torch is given a move action or power 
  action, immediately after resolving the action, he can use Smoke 
  Cloud as a free action, but can place hindering terrain only in 
  squares he moved through or occupied this turn. 
  #104 The Thing 
  It‟s Clobberin‟ Time!: The Thing can use Quake. Give the 
  Thing a power action; he can move up to his speed value and then 
  as a free action either (1) use Quake or (2) make a close combat 
  attack. 
  
   
   
   
  14-16 
  Yancy Streeter: The Thing can use Toughness and Willpower. 
  Yer Ever-Lovin‟ Pal: At the beginning of your turn, if the Thing 
  is adjacent to one or more friendly characters that have one or 
  more action tokens, roll a d6. On a result of 5 or 6, you can 
  remove an action token from one adjacent friendly character, or 
  two adjacent friendly characters if they and the Thing all possess a 
  single common keyword. 
  #105 Dr. Doom 
  None Shall Interfere with the Plans of Doom: Dr. Doom 
  can use Running Shot. Dr. Doom breaks away automatically. 
  Kneel Before Doom!: Dr. Doom can use Energy Explosion, but 
  if he hits, he instead deals damage equal to his damage value to 
  each hit target of the attack. Characters adjacent to the target are 
  dealt damage normally. 
  Armored Mastermind: Dr. Doom can use Invulnerability and 
  Mastermind. 
  Lord of Latveria: Dr. Doom can use Outwit and Perplex. When 
  Dr. Doom uses Outwit, he can use it normally, or you can roll a d6 
  instead; on a result of 4-6, counter a power possessed by a single 
  target opposing character anywhere on the battlefield. 
  #107 Doombot 5953 
  Self-Destruct Mechanism: Doombot 5953 can use Pulse Wave. 
  Immediately after a use of Pulse Wave by Doombot 5953 resolves, 
  deal Doombot 5953 1 unavoidable damage. 
  #111 Reed Richards 
  When Reed Richards or a friendly character with the Fantastic 
  Four keyword 6 or fewer squares from Reed Richards to which he 
  can draw a clear line of fire makes an attack, treat a result of 
  double 2s or double 3s as double 4s. 
  Ultimate Nullifier: Reed Richards can use Outwit. He can use it 
  normally, or he can counter all standard powers and named 
  powers of a target character and roll a d6; on a result of 1, 
  immediately deal Reed Richards 1 unavoidable damage. 
  #112 Sue Storm 
   Sue Storm and friendly characters with the Fantastic Four 
  keyword 6 or fewer squares from Sue Storm to which she can draw 
  a clear line of fire can use Super Senses if they can’t already, but 
  evade attacks only on a result of 6. 
  Get Away from Him!: Sue Storm can use Quake. She can use it 
  normally, or she can use it as if she occupied a square occupied by 
  a friendly character 6 or fewer squares away to which Sue Storm 
  can draw a clear line of fire, ignoring the effects of opposing 
  characters on line of fire. 
  #113 Johnny Storm 
  Move actions given to Johnny Storm and friendly characters 
  with the Fantastic Four keyword that are adjacent to Johnny Storm 
  don’t count toward your available actions for the turn, and these 
  characters don’t take pushing damage from being given move 
  actions. 
  Pour It On!: Johnny Storm can use Energy Explosion; when he 
  does, characters successfully hit are dealt damage equal to the 
  number of times it was hit by this attack times two. 
  #114 Benjamin J. Grimm 
   If damage dealt to Benjamin J. Grimm or a friendly character 
  with the Fantastic Four keyword adjacent to Benjamin J. Grimm is 
  not otherwise reduced, reduce the damage dealt by 1. 
  #115 Victor Von Doom 
  Mind Swap: Victor Von Doom can use Running Shot and 
  Mind Control (as if he had ). 
  Unquestioned: Victor Von Doom can use Mastermind. He can 
  choose to deal the damage to a friendly character that has a higher 
  point value if that character shares a team ability or keyword with 
  Victor Von Doom; damage transferred using Unquestioned can’t 
  later be dealt to Victor Von Doom. 
  Arkham Asylum 
  #002 Manhunter 
  Power Battery: Manhunter can use Steal Energy, but is also 
  healed when its ranged combat attack causes an opposing 
  character to take damage. 
  No Man Escapes the Manhunters!: Manhunter can use 
  Incapacitate and Outwit. When Manhunter uses Outwit, it can’t 
  counter defense powers. 
  #003 Multiplex 
  Safety in Numbers: Damage dealt to Multiplex is reduced by 1 
  if he is adjacent to a friendly Multiplex. 
  #004 The Question 
  Ask the Question: Once during your turn, the Question can use 
  Outwit or Perplex. When the Question uses Perplex, she can 
  modify the combat values of only opposing characters. 
  #005 Floronic Man 
  Wild Plant Growth: Floronic Man can use Smoke Cloud as if 
  he has a range of 4; when he uses Smoke Cloud, he can place up to 
  8 hindering terrain markers if all markers are placed 2 or fewer 
  squares from him. 
  In Touch with the Green: Damage dealt by Floronic Man is 
  increased by 1 if the target of the attack occupies or is adjacent to 
  hindering terrain. 
  #007 Two-Face 
  Mercy or Murder: The Coin Decides: Once per turn, before 
  you give an action to Two-Face during your turn, roll a d6. On a 
  result of 1–3, Two-Face can use Incapacitate until the end of the 
  turn; on a 4–6, he can use Psychic Blast until the end of the turn. 
  (Two-Face is not required to be given an action after you make 
  this roll.) 
  #010 Gorilla Grodd 
  Your Will Is Mine: Gorilla Grodd can use Leap/Climb and 
  Mind Control (as if he had a range of 8). 
  #011 The Riddler 
  Riddle Me This: The Riddler can use Incapacitate once per 
  turn. He can use it normally or as a free action targeting a single 
  opposing character if he has been given and will take no other free 
  actions that turn. When he uses Incapacitate as a free action and 
  successfully hits a target, choose a number from 1 to 6 and roll 
  2d6. If the chosen number comes up on either die, Incapacitate 
  resolves normally; if the chosen number comes up on both dice, 
  
   
   
   
  14-17 
  give the target enough action tokens so that it has two action 
  tokens. 
  They‟ll Never Get This One: The Riddler can use Outwit and 
  Perplex. When the Riddler uses Perplex, he can only modify a 
  combat value (other than damage) of an opposing character by –2. 
  #012 Amanda Waller 
  The Wall: Amanda Waller can use Leadership and Outwit. 
  #013 Human Bomb 
  Trying to Keep It Under Control...: Human Bomb can use 
  Energy Explosion and Quake. 
  No... NO!: When the Human Bomb uses Pulse Wave and targets 
  two or more characters, you can choose not to replace his damage 
  value (using his unmodified damage value for the attack); if you 
  do, after the attack is resolved deal Human Bomb unavoidable 
  damage equal to his unmodified damage value. 
  #015 Plasmus 
  Burning Touch: Plasmus can use Poison and Quake. 
  #016 Batman 
  In Contact with Bruce Wayne: Batman can use Outwit, but he 
  can counter only standard and named powers. Batman can use 
  Perplex, but he can target only himself. 
  #019 Lashina 
  Female Fury: Lashina can use Combat Reflexes and Willpower. 
  #020 Anarky 
  Boom Tube: Anarky can use Phasing/Teleport and the Carry 
  ability. 
  Tools of Change: Anarky can use Quake and Smoke Cloud. 
  After Anarky uses Smoke Cloud, he can be given a move action as 
  a free action. 
  The Essence of Anarchy Is Surprise: Anarky can use Outwit. 
  Anarky can use Probability Control if before using the power you 
  remove an action token from an opposing character not currently 
  taking an action. 
  #022 Hitman 
  Guns Blazing: Give Hitman a power action. He makes two 
  separate ranged combat attacks as free actions (making two 
  separate attack rolls against two different target opposing 
  characters). Resolve the first attack before making the second; if 
  he loses Guns Blazing before making the second attack, he can’t 
  make the second attack.  
  #023 Wonder Woman 
  Tie Up: Wonder Woman can use Super Strength and 
  Incapacitate (as if she had a range of 6). When she uses 
  Incapacitate and successfully hits a target opposing character, you 
  can give an action token to a second opposing character that has 
  zero or one action token that is adjacent to the target, if the attack 
  roll would also hit the second character. 
  Bullets and Bracelets: Wonder Woman can use Invulnerability. 
  When Wonder Woman is the target of a ranged combat attack, she 
  can use Super Senses. 
  Ambassador: Wonder Woman can use Leadership and Perplex 
  (though she can target only other characters). 
  #024 Count Vertigo 
  The Vertigo Effect: Count Vertigo can use Incapacitate. When 
  he successfully hits a target opposing character with Incapacitate, 
  also give an action token to up to two opposing characters that 
  have zero action tokens and are adjacent to the target.  
  #025 Johnny Sorrow 
  Subspace Transfer: Johnny Sorrow can use Phasing/Teleport 
  and the Carry ability. 
  Visage of Sorrow: Johnny Sorrow can use Pulse Wave (as if he 
  had a range of 10); his damage value becomes 2 for the attack. 
  #026 Nightshade 
  From the Land of Nightshades: Nightshade can use Smoke 
  Cloud. If an opposing character ends its turn occupying a square 
  containing a hindering terrain marker placed by Nightshade, that 
  character is dealt 2 damage. 
  #027 Firefly 
  Flamethrower: Firefly can use Energy Explosion. He can use it 
  normally, or use it as if he possessed only one  and after the 
  attack resolves use Smoke Cloud as a free action, but he must put 
  the first hindering terrain marker in the same square that the 
  target occupied at the time of the attack.  
  #028 Arkillo 
  Hungry for Battle: Arkillo can use Charge and Flurry. 
  Outta My Face: Arkillo can use Toughness. Once per turn, 
  Arkillo can use Barrier (as if he had a range of 4) as a free action, 
  but he can place only up to two blocking terrain markers. 
  #029 Per Degaton 
  I Will Watch You Die: Per Degaton can use Psychic Blast. 
  Once during your turn, Per Degaton can use Incapacitate as a free 
  action if he has no action tokens. 
  Time Stealer: Per Degaton can use Outwit and Probability 
  Control. 
  #030 Amon Sur 
  Self Preservation: Amon Sur can use Toughness. When Amon 
  Sur takes damage from an attack, if he possesses Self Preservation 
  after the attack resolves you can immediately move him up to half 
  his speed value (he breaks away automatically). 
  #031 Captain Gordon 
  Summon the Bat: Give Captain Gordon a power action and 
  choose a target friendly character that is 6 or fewer squares from 
  him and possesses the Batman Ally team ability or the Gotham 
  City keyword (he does not need line of fire to the target). Put the 
  target in an unoccupied square adjacent to Captain Gordon. The 
  target can’t be given an action until your next turn. 
  Cleaning Up Gotham: Captain Gordon can use Enhancement. 
  Give Captain Gordon a power action; he can use Outwit but he 
  can counter only standard and named powers. 
  #034 Robin 
  Batline: Robin can use Charge and Leap/Climb. When Robin 
  uses Charge, he ignores the effects of elevated terrain on 
  movement. 
  Tear Gas Grenade: Robin can use Smoke Cloud. When Robin 
  uses Smoke Cloud, after he places all hindering terrain markers he 
  
   
   
   
  14-18 
  can immediately use Incapacitate as a free action but can attack 
  only a single opposing character occupying a square containing a 
  hindering terrain marker he placed that turn; ignore the effects of 
  hindering terrain on the attack.  
  #036 Zoom 
  I'LLMAAAAKEYOUBETTTTTERRR: Zoom can use 
  Hypersonic Speed. He can use it normally, or instead of making a 
  close combat attack he can use Flurry; Zoom can continue to use 
  the rest of his movement (if any) after using Flurry, but he can’t 
  move between making attacks using Flurry. 
  #037 Element Lad 
  Transmute: At the beginning of your turn as a free action, 
  Element Lad can choose one of the following options: (1) Destroy 
  up to two adjacent objects or squares of blocking terrain; or (2) 
  one at a time, remove up to six hindering terrain markers, blocking 
  terrain markers, and debris markers (in any combination) 4 or 
  fewer squares from Element Lad to which he has a clear line of 
  fire at the time they are removed; if a debris marker is removed 
  that indicates a wall or area of terrain that was destroyed, it is no 
  longer destroyed. 
  #038 The Penguin 
  Trick Umbrellas: The Penguin can use Blades/Claws/Fangs 
  and Smoke Cloud. 
  Information Broker: The Penguin can use Leadership and 
  Outwit. 
  #039 Cosmic King 
  Elemental Backlash: Cosmic King can use Barrier. When 
  Cosmic King is the target of a successful close combat attack, the 
  attacker is dealt 1 damage after the attack resolves. 
  #040 Doctor Destiny 
  Dream Manipulation: Doctor Destiny can use Mind Control as 
  if he had 
  . When he does, he takes no damage due to the point 
  value of a successfully hit target if it had at least one action token 
  when it was hit. 
  #042 Ventriloquist 
  Scarface: Ventriloquist can use Incapacitate, but his damage 
  value becomes 1 and is locked until the action is resolved instead 
  of dealing no damage. 
  #043 Calculator 
  In Contact with Calculator: Calculator can use Perplex. He 
  can use it normally, or he can modify the same combat value 
  (except damage) of all friendly characters 6 or fewer squares away 
  by +1 or –1 until the beginning of your next turn. 
  Obsessive: Calculator can use Outwit. When he does, roll 2d6 
  and subtract the greatest number of characters on the opposing 
  force that possess a common keyword; if the result is 4 or less, at 
  the end of your turn deal Calculator 1 damage. 
  #044 Yellow Lantern 
  Me Go for Ride! Whee!: Yellow Lantern can use Plasticity 
  and Running Shot. 
  #045 Circe 
  Men Are Pigs: Circe can use Mind Control, but the damage 
  value of a successfully hit target becomes 2 (if it is greater than 2) 
  until the end of the action; Circe takes a maximum of 1 damage 
  due to the targets’ combined point value when using Mind Control. 
  Power Beyond Your Wildest Imaginings: Circe can use 
  Perplex. She can use it normally, or she can target herself and a 
  friendly character 6 or fewer squares away to which she has a 
  clear line of fire and modify the same combat value of the other 
  character and herself by +1. 
  #047 Ultra-Humanite 
  Mental Might: The Ultra-Humanite can use Mind Control, 
  Outwit, and Psychic Blast. 
  #048 Bizarro #1 
  Me Miss You: Any attack roll of doubles made by Bizarro 
  (other than double 6s or double 1s) is considered to be double 5s. 
  Attacks made by Bizarro don’t deal knock back. 
  #049 Black Manta 
  Pirate: Black Manta can use Perplex, but he can target only 
  himself or characters that possess the 
   or
   speed symbol. 
  #050 Metron 
  The Price of Knowledge: Metron can use Quake, Psychic Blast, 
  and Pulse Wave. Immediately after the resolution of an action in 
  which Metron uses any of these powers, roll a d6; on a result of 1 
  or 2, deal Metron 1 unavoidable damage. 
  Mobius Chair: Metron can use Outwit and Probability Control. 
  Once per turn, Metron can use one of the following powers: 
  Leadership, Perplex, or Support. 
  #051 Mad Hatter 
  Hypnotic Hats: The Mad Hatter can use Mind Control. If he 
  does and successfully attacks only one opposing character, he 
  takes no damage due to the point value of the character. After the 
  Mad Hatter resolves a successful use of Mind Control on a target 
  character, until the end of the turn he and all friendly characters 
  who can use the Batman Enemy team ability can consider that 
  target character (for purposes of the team ability only) an adjacent 
  friendly Batman Enemy team member. 
  #052 Batgirl 
  Trained by the Bat: Batgirl can use Flurry and Leap/Climb. 
  #053 The Top 
  Whirling Gusts and Mental Centrifuge: The Top can use 
  Flurry, Force Blast, and Mind Control. When the Top uses Force 
  Blast, roll 2d6 and divide the knock back result among all adjacent 
  opposing characters (maximum 6 to any character). 
  #054 Despero 
  Psionics: Despero can use Mind Control and Telekinesis. 
  Dangerous Game: Despero can use Psychic Blast. Give 
  Despero a power action and choose a target opposing character 6 
  or fewer squares from Despero to which he can draw a clear line 
  of fire. Put the target in a square of clear unoccupied terrain 8 or 
  fewer squares from Despero to which he has a clear line of fire. 
  Tyrant: Despero can use Leadership and Outwit. 
  #055 Sabbac 
  Demon‟s Rage: Sabbac can use Charge. When he does, he 
  can also use Flurry, but he must target different characters with 
  each attack. 
  Burning Strength: Sabbac can use Energy Explosion and Super 
  Strength. 
  
   
   
   
  14-19 
  #056 The Flash 
  Cosmic Treadmill: The Flash can use Hypersonic Speed and 
  Phasing/Teleport. When the Flash uses Phasing/Teleport, he can 
  use the Carry ability. 
  Supersonic Punch: The Flash can use Quake as part of a close 
  combat attack (instead of a close combat action), but targets of the 
  attack are not knocked back. 
  Fastest Man Alive: The Flash can use Energy Shield/Deflection 
  and Super Senses. 
  #057 Saturn Queen 
  Mind Squeeze: Saturn Queen can use Incapacitate. 
  Immediately after the resolution of a use of Incapacitate by Saturn 
  Queen that gives a second action token to a target opposing 
  character, Saturn Queen can use Mind Control targeting that 
  character as a free action. 
  #058 Chang Tzu 
  Malicious Experiment: Chang Tzu can use Outwit and Perplex. 
  When Chang Tzu uses Perplex, he can use it normally, or he can 
  modify a combat value by –2. 
  #060 Superman Prime 
   Superman Prime can’t use the Carry ability. 
  I‟m a Hero!: Superman Prime can use Charge and Flurry. 
  When he uses Flurry, he deals penetrating damage. 
  Get out of My Way!: Superman Prime can use Quake and 
  Super Strength. 
  Invincible: Damage dealt to Superman Prime is reduced to 1. 
  Die, Already!: Superman Prime can use Close Combat Expert 
  and Ranged Combat Expert. 
   
  #061 Clown Prince of Crime 
   The Joker‟s Wild! Before the Clown Prince of Crime is placed 
  in your starting area, roll a d6 and turn his dial to the starting line 
  indicated by the result: 1 or 2—Crazy (red starting line), 3 or 4—
  Lunatic (blue starting line), or 5 or 6—Maniacal (yellow starting 
  line). 
  He‟s Escaped Again! The Clown Prince of Crime begins the 
  game with four Arkham Asylum tokens. When the Clown Prince of 
  Crime’s dial is turned so that 
   symbols appear, he is removed 
  from the map and an Arkham Asylum token is given to the player 
  who caused the dial to be turned. If the Clown Prince of Crime’s 
  player caused 
   symbols to appear via pushing damage, the last 
  player to damage him gets the Arkham Asylum token. If you still 
  have at least one Arkham Asylum token at the beginning of your 
  next turn, put the Clown Prince of Crime in your starting area 
  (rolling to determine which starting line will be used). When the 
  last Arkham Asylum token is given away, remove the Clown Prince 
  of Crime from the game. 
  Collect Your Reward: At the end of the game, players receive 
  75 victory points for each Arkham Asylum token they were given. 
  (Victory points are not awarded based on the Clown Prince of 
  Crime’s point value.)  
  Last Laugh: The Clown Prince of Crime can use Charge. Once 
  per turn when the Clown Prince of Crime moves via a power 
  action or move action, he can make a close combat attack against 
  a target opposing character. After the attack resolves, he can 
  continue his move, if any (he breaks away automatically), but he 
  can’t attack that target again that turn.  
  Jokerfish: Once per turn as a free action, the Clown Prince of 
  Crime can put a Jokerfish token (a SPECIAL token) in an 
  unoccupied adjacent square if there are fewer than four Jokerfish 
  tokens on the map. At the beginning of your turn, if an opposing 
  character is in the same square as, or adjacent to, a Jokerfish 
  token, you can deal 1 damage to each opposing character in the 
  same square as, or adjacent to, that Jokerfish token and then 
  remove that token from the game. Remove all Jokerfish tokens 
  from the map if the Clown Prince of Crime is removed from the 
  map via the He’s Escaped Again! trait.  
  Killing Joke: The Clown Prince of Crime can use Outwit and 
  Incapacitate. He can use Incapacitate normally (but only as part of 
  a close combat action), or he can target all adjacent opposing 
  characters; if he does, modify the defense value of the targets by 
  +1 for each opposing character (beyond the first) adjacent to him. 
  #099 Batman 
  From Among the Gargoyles: Batman can use Charge and 
  Leap/Climb. When Batman uses Stealth, he considers the rim of 
  elevated terrain to be hindering terrain when he occupies the rim 
  square and a line of fire is being drawn to him. 
  Dark Knight: Batman can use Flurry and Smoke Cloud. If 
  Batman has no action tokens when he uses Smoke Cloud, he can 
  use it as a free action once this turn. 
  #100 Batman 
  Cloud of Yellow Bats: Batman can use Running Shot and 
  Stealth. Once per turn, Batman can use Smoke Cloud as a free 
  action. 
  Yellow Constructs: Batman can use Barrier, Incapacitate, and 
  Super Strength. 
  #101 Crispus Allen 
  Vengeance Comes: Crispus Allen can use Phasing/Teleport 
  and Plasticity. 
  Your Powers Will Not Save You: Crispus Allen can use Outwit. 
  He can use it normally, or he can counter all standard and named 
  powers of up to two adjacent opposing characters. 
  #102 Harvey Dent 
  Second Chance: Harvey Dent can use Outwit and Willpower. 
  #103 Henchman 
  You‟ll Hafta Wear Some Silly Costumes: Henchman is a wild 
  card. 
  Do Whatever You‟re Told to Do: Henchman can use Perplex, 
  but he can modify only his own combat values. 
  #104 Grodd 
  Giant Yellow Paws: Grodd can use Barrier, Force Blast, and 
  Plasticity. Immediately after Grodd resolves a use of Force Blast 
  against a target opposing character, Grodd can use Barrier as a 
  free action, but he must place blocking terrain markers such that 
  the line of fire from Grodd to the target character is blocked. 
  Weaponer‟s Ring: Grodd can use Barrier, Ranged Combat 
  Expert, Super Strength, and Telekinesis. 
  
   
   
   
  14-20 
  #105 Edward Nigma 
  A Man Reborn?: Edward Nigma can use Enhancement and 
  Mastermind. When an action token would be given to a character 
  adjacent to Edward Nigma, you can instead give it to Edward 
  Nigma and roll a d6; on a result of 1, deal 1 unavoidable damage 
  to the adjacent character. 
  Hammer of Thor 
  #002 Kingpin 
  Criminal Mastermind: Kingpin can use Super Sense and 
  Mastermind. When he uses Mastermind, he can choose to deal 
  damage to an adjacent friendly character with a point value of up 
  to 125 points. This damage cannot later be dealt to Kingpin. 
  Hell's Kitchen is Mine: Kingpin can use Leadership and 
  Outwit. 
  #003 Hand Ninja 
  From the Shadows: Once during your turn, if Hand Ninja 
  occupies hindering terrain and has no action tokens, he can make 
  a close combat attack as a free action. 
  #004 Rock Troll 
   Minion: We Follow the Strongest: When a friendly character 
  named Ulik is within 8 squares, Rock Troll can use Charge and 
  modifies its attack value by +1. 
  #006 Pip the Troll 
  Space Gem: Pip the Troll can use Phasing/Teleport. He can use 
  it normally, or if he is not using the Carry ability, you can instead 
  place him in any square that he has a clear line of fire to that is 
  adjacent to both a friendly character and an opposing character. If 
  you do, he can make a close combat attack as a free action. 
  #007 Marvel Boy 
  Telepathic Projection: Marvel Boy can use Mind Control. 
  After a successful attack by Marvel Boy using Mind Control, he 
  can use Incapacitate as a free action targeting the same character. 
  #008 Phalanx Soldier 
  Phalanx Hive Mind: When Phalanx Soldier attacks, you can 
  modify its attack value by +1 for each other friendly character 
  named Phalanx Soldier adjacent to it. 
  #009 Malekith 
  Fruit of the Faerie: Malekith can use Mind Control. When 
  he does, he ignores hindering and elevated terrain and other 
  characters for line of fire purposes. 
  Lord of the Dark Elves: Malekith can use Psychic Blast and 
  Pulse Wave. When Malekith uses Pulse Wave, he can choose to use 
  his unmodified damage value and be dealt one unavoidable 
  damage after the action resolves. 
  #011 Enchantress 
  Enchanting: Enchantress can use Mind Control. If she does, 
  she takes 1 damage for each 200 points of the successfully hit 
  targets' combined point value, instead of 100 points. 
  Devotion: Enchantress can use Mastermind and Toughness. 
  #012 Valkyrie 
   Minion: Today Is Not That Day: When a friendly character 
  with both the Asgardian and Deity keywords is within 8 squares, 
  Valkyrie can use Support, and can use the Carry ability, but only 
  to carry friendly characters that have the Asgardian keyword. 
  #014 Asgardian Warrior 
   Minion: For Asgard!: When a friendly character with both the 
  Asgardian and Deity keywords is within 8 squares, Asgardian 
  Warrior can use Charge and modifies its attack value by +1. 
  #015 Fire Demon 
   Minion: March to Ragnarok!: When a friendly character 
  named Surtur or Ragnarok Surtur is within 8 squares, Fire Demon 
  can use Charge and modifies its attack value by +1. 
  #016 Thor 
  Thor can use Super Strength. 
  #017 Balder 
  Warrior of Light: Balder can use Pulse Wave as if he had a 
  range value of 6. 
  #018 Fandral 
   Warriors Three: Fandral modifies his attack value by +1 for 
  each friendly character on the map that has the Warriors Three 
  keyword. 
  Fandral the Dashing: Fandral can use Flurry and Leap/Climb. 
  #019 Chase Stein 
  Leapfrog: Chase Stein can use Leap/Climb. Chase Stein can 
  use the Carry ability to carry up to eight friendly characters that 
  must have the Kid, Runaways, or Teen keyword. Chase Stein can 
  carry friendly characters with the Runaways keyword regardless of 
  their attack and speed symbols. Chase Stein's speed value is not 
  modified by the Carry ability. 
  Flame: Chase Stein can use Energy Explosion as if he had a 
  range of 4. 
  #021 Ulik 
  Uru Knuckle Bands: Ulik can use Quake and Super Strength. 
  Strongest of All Rock Trolls: Damage dealt to Ulik is reduced 
  to 1. This power cannot be countered or ignored. 
  #024 Namora 
  Namora also has the 
   speed symbol. 
  Team Player: When using the Carry ability, Namora can 
  carry two friendly characters if they both share a keyword with 
  her. 
  Electroytes to the Rescue: At the beginning of your turn, if 
  Namora occupies water terrain, roll a d6 as a free action. Heal her 
  of damage equal to half the result. 
  #025 Star-Lord 
  Galactic Marksman: Give Star-Lord a ranged combat action. If 
  he targets a single opposing character, modify his attack value by 
  +2. If he targets more than one opposing character, modify his 
  damage value by +2. 
  #026 Pluto 
  Soul Syphon: When a friendly character with 30 or higher 
  point value is KO’d, Pluto may be placed in the square they 
  occupied after any current actions are resolved. If Pluto does, he 
  can immediately use Regeneration as a free action. 
  
   
   
   
  14-21 
  #027 Moondragon 
  Dragon of the Moon: Moondragon has the 
   damage symbol. 
  Moondragon can use Blades/Claws/Fangs and Psychic Blast. 
  #030 Owl 
  360 Degree Vision: Owl can use Perplex, but can only modify 
  defense values. 
  #031 Ronan the Accuser 
  Ruler of the Empire: All adjacent friendly characters with the 
  Kree keyword modify their attack value by +1. 
  #032 Daredevil 
  Protector of Hell's Kitchen: Daredevil can use Leap/Climb and 
  Stealth. Daredevil ignores other characters' Stealth. 
  #033 Sif 
  Odin's Enchantment: Sif can use Phasing/Teleport. If she does, 
  she can use the Carry ability. Sif's speed value is not modified by 
  the Carry ability. 
  #034 Hogun 
   Warriors Three: Hogun modifies his attack value by +1 for 
  each friendly character on the map that has the Warriors Three 
  keyword. 
  Hogun the Grim: Whenever Hogun is given a non-free action, 
  for that action, modify his damage value by +1 for each action 
  token on him at the beginning of that action. 
  #036 Heimdall 
  Gjallerhorn: Give Heimdall a power action and choose a target 
  friendly character that has the Asgardian keyword and to which 
  Heimdall has a clear line of fire. Put the target in an unoccupied 
  square adjacent to Heimdall. Any target so placed can't be given 
  an action until your next turn. 
  Sight to the Nine Worlds: Characters using Charge, Running 
  Shot, or Hypersonic Speed deal no damage to Heimdall. Heimdall 
  ignores other characters' Shape Change and Stealth. 
  #037 Songbird 
  Screaming Mimi: Songbird can use Running Shot and Force 
  Blast. 
  Punch Through!: Songbird can use Barrier. Each time 
  Songbird places a blocking terrain marker and before she places 
  her next, remove all blocking terrain markers placed by other 
  characters adjacent to the marker she placed. 
  #038 Venom 
  Venom can use Leap/Climb. 
  #039 Destroyer 
  Life-Force Possession: Once during your turn, another friendly 
  character adjacent to Destroyer can be given a power action. If 
  you do, deal that character 1 unavoidable damage, and heal 
  Destroyer of 1 damage and remove 1 action token from Destroyer. 
  #040 Captain America 
  Deflection Trajectory: Captain America's line of fire is blocked 
  only by walls and indoor blocking terrain. 
  #043 Penance 
  612 Souls: Penance can use Force Blast. If he does, he can 
  target all adjacent opposing characters and make a separate roll 
  for each or choose a single target character up to 6 squares away 
  to which he can draw a clear line of fire. 
  Pain is My Power: When Penance takes damage from an attack 
  made by an adjacent opposing character, the attacker takes 2 
  damage. This is not an attack. 
  #045 Karolina Dean 
  Get Behind Me!: Karolina Dean and friendly characters 
  adjacent to her can use Energy Shield/Deflection if they can't 
  already.  
  #046 Fenris Wolf 
  Devourer of All That Remains: Fenris Wolf deals penetrating 
  damage to characters with the Asgardian keyword. 
  #047 Nico Minoru 
  Staff of One: Once during each of your turns, you may give 
  Nico Minoru a free action and choose a standard power that you 
  didn't choose during your last turn. Nico can use that power until 
  the beginning of your next turn. 
  #049 Ultron 
  Transfer Essence: Ultron can use Mind Control. Ultron 
  takes no damage from Mind Control if his target has the Armor or 
  Robot keyword. 
  #050 Hela 
  Hand of Glory: Any doubles rolled for any attack roll made 
  by Hela are a critical hit, even double 1s, which are not a critical 
  miss. 
  From the Depths of Hel: Hela can use Psychic Blast and 
  Energy Explosion. 
  Touch of Life: Whenever another friendly character is KO'd 
  you may roll 2d6. This roll can't be rerolled or modified. On a 
  result of 11 or 12, the character is not defeated; instead roll a d6 
  and heal that character of damage equal to the result. 
  #051 Odin 
  Odin can use Super Strength. 
  #052 Venus 
  All You Need Is Love: Venus can use Incapacitate. She can use 
  it normally, or instead be given a close combat action to use 
  Incapacitate against all adjacent opposing characters. 
  #053 Seth 
  Snakeform: (non-optional) Seth has the 
   damage symbol. Seth 
  uses Battle Fury and Shape Change. 
  #054 Loki 
  Prince of Lies: Loki can use Mastermind. When he does, he can 
  treat any friendly character 4 or fewer squares away to which he 
  has a clear line of fire as if it were adjacent. 
  God of Mischief: Loki can use Outwit and Perplex. 
  #056 Surtur 
  Expendable Resources: Once at the beginning of your turn, you 
  may KO any number of friendly characters that have both the 
  Asgardian and Monster keywords. For each character KO'd this 
  way, Surtur can use Exploit Weakness and modifies his damage 
  value by +1 until end of turn. 
  
   
   
   
  14-22 
  #057 Thor and Loki 
  Thor and Loki can use Invulnerability. 
  Hammer and Glamer: Thor and Loki can use Running Shot 
  and Shape Change. 
  Brawn and Brains: Thor and Loki can use Super Strength and 
  Perplex. 
  Might and Mischief: (non-optional) Thor and Loki uses Battle 
  Fury and can use Exploit Weakness. 
  Destruction and Deceit: Thor and Loki can use Quake and 
  Outwit. 
  #058 Gertrude Yorkes and Old Lace 
  Arsenic: Once per action when an opposing character moves 
  into a square adjacent to Gertrude Yorkes and Old Lace, that 
  character is immediately dealt 1 damage before it can make any 
  attack. 
  Lend a Dino: After an adjacent friendly character’s a close 
  combat attack against a single opposing target, if Gertrude Yorkes 
  and Old Lace are also adjacent to that target they can make a 
  close combat attack against that target as a free action. 
  #059 Volstagg 
   Warriors Three: Volstagg gets +1 to his attack value for each 
  other friendly character on the map that has the Warriors Three 
  keyword. 
  Volstagg the Enormous: Volstagg can't be knocked back. 
  Opposing characters adjacent to Volstagg get -1 to their break 
  away roll results. 
  #060 Kurse 
  Relentless: Kurse can use Leap/Climb. After he resolves a move 
  action, if Kurse is within 2 squares of an opposing character to 
  which he has a clear line of fire, you can move him adjacent to that 
  character. 
  #061 Thor‟s Mighty Chariot 
   Thor’s Mighty Chariot must begin with its base completely in 
  its player’s starting area. Its base occupies 4 squares on the map. 
  It can be adjacent to a maximum of 12 squares, and can attack and 
  be attacked through any of them. Thor’s Mighty Chariot may make 
  a ranged combat attack against any opposing characters that it 
  has a clear line of fire to. Thor’s Mighty Chariot can carry up to 
  two friendly characters when using the Carry ability.  
  At the beginning of your turn, as a free action Thor’s Mighty 
  Chariot may destroy any walls or blocking terrain adjacent to it. 
  Butting Heads: Thor’s Mighty Chariot can use Force 
  Blast. When it does, the target is dealt knock back damage equal to 
  the number of squares it is knocked back in addition to any other 
  knock back damage. 
  Hooves and Horns: Thor’s Mighty Chariot can use 
  Blades/Claws/Fangs. When it does, it can choose whether to 
  replace its damage value with the result of that roll. 
  Battle Forged: Thor’s Mighty Chariot can use Defend and 
  Impervious. 
  Drag: Thor’s Mighty Chariot automatically breaks away. When 
  Thor’s Mighty Chariot is given a move action, you may choose an 
  adjacent opposing character and roll a d6. On a result of 5 or 6, 
  after moving Thor’s Mighty Chariot place the chosen character 
  adjacent to it and deal that character 2 damage. 
  #099 Thorbuster 
  Asgardian Crystal: Thorbuster can use Toughness. Other 
  characters using Quake, Energy Explosion, or Running Shot deal 
  no damage to Thorbuster. 
  To Fight A God: Thorbuster can use Exploit Weakness. When 
  Thorbuster attacks a character that has the Asgardian and/or 
  Deity keywords, modify his damage value by +2. 
  #100 Thor, Frog of Thunder 
  Among the Weeds: Thor, Frog of Thunder can use Stealth. 
  Lines of fire drawn to Thor, Frog of Thunder are blocked if he 
  occupies water terrain. 
  Leader of the Frog and Alligator Army: At the beginning of 
  your turn, each opposing character within 6 squares of Thor, Frog 
  of Thunder that is also adjacent to or occupying water terrain is 
  dealt 1 damage. 
  Body of a Frog: Thor, Frog of Thunder can use Shape Change 
  and Exploit Weakness. 
  #101 Samantha Parrington 
   Minion: Manipulated by the Gods: When a friendly character 
  that has the Deity keyword is within 8 squares of Samantha 
  Parrington, actions given to Samantha Parrington do not count 
  toward your available actions for the turn. 
  Turn on Your Allies: Friendly characters modify their damage 
  values by +1 when they attack opposing characters that possess 
  the same team ability they do. 
  #103 Gharskygt 
  The Eternal Glory of Asgard: Gharskygt can use Perplex twice 
  on your turn, but can target only other friendly characters that 
  have the Asgardian keyword, and modify their attack values. 
  #104 Son of Surtur 
  Fan the Flames: Once at the beginning of your turn, roll a d6 
  for each opposing character adjacent to one or more friendly 
  characters named Fire Demon. On a roll of 5 or 6, deal 1 damage 
  to that opposing character. 
  #105 Thor, The Reigning 
  Odinsleep: At the beginning of your turn, put a Sleep token on 
  this card. When there are three Sleep tokens on this card, as a free 
  action you must remove all of them and heal Thor, the Reigning of 
  5 damage. No action or game effect can cause Thor, the Reigning 
  to move from the square he currently occupies. This power can’t 
  be countered or ignored. 
  Mjolnir Returned: Thor, the Reigning can use the Flight ability 
  and Ranged Combat Expert. 
  #201 Ragnarok Surtur 
  Inferno: Ragnarok Surtur can use Poison. Damage dealt this 
  way is penetrating damage. 
  Eternal Flame Ignited: Give Ragnarok Surtur a power action 
  when he occupies an opponent’s starting area. Any other character 
  Ragnarok Surtur can draw a line of fire to is dealt 1 unavoidable 
  damage. If this places a second action token on Ragnarok Surtur, 
  deal him 1 unavoidable damage. 
  
   
   
   
  14-23 
  Marvel HeroClix Classics 1 
  #1-1 Spider-Man 
  Web-Punch: Spider-Man can use Flurry. If he makes two 
  successful attacks against the same target using Flurry, instead of 
  dealing damage with the second attack he can instead give an 
  action token to the target if it has zero or one action token. 
  #1-2 Dr. Octopus 
  Tentacles: Dr. Octopus can use Flurry, Leap/Climb, and Super 
  Strength. 
  #1-4 Iron Man 
  Extremis: Iron Man can use Outwit and Perplex. When Iron 
  Man is not using Outwit, he can use Super Senses. 
  #1-5 Iron Fist 
  Good Fortune Thunder Kick: Iron Fist can use Leap/Climb 
  and Flurry. 
  Champion of K‟un-Lun: Iron Fist can use Super Senses and 
  Willpower. 
  #1-6 Punisher 
  Chaingun: Once per turn when the Punisher succeeds at a 
  ranged combat attack against an opposing target character, after 
  the attack resolves he can immediately make ranged combat 
  attacks against any other opposing characters adjacent to the 
  target to which he can draw a clear line of fire. (Each attack is 
  rolled and deals damage separately). If the result of a successful 
  ranged combat attack roll made by the Punisher is doubles, the 
  damage dealt is penetrating damage. 
  #1-7 Mr. Fantastic 
  Pliable: Mr. Fantastic can use Leap/Climb and Plasticity. 
  Ductile: Mr. Fantastic can use Super Senses and Barrier (as if 
  he had a range of 0). When a Barrier terrain marker placed by Mr. 
  Fantastic is destroyed, roll a d6; on a result of 1, deal 1 damage to 
  Mr. Fantastic. 
  Inventive Genius: Mr. Fantastic can use Perplex, but he can 
  modify the target’s combat values by +2 or -2 if he is targeting 
  himself or another character with which he shares a keyword. 
  #1-8 Invisible Woman 
  Invisible: Any character that is 7 or more squares from the 
  Invisible Woman can’t draw a line of fire to her. 
  Force Fields: Invisible Woman can use Barrier and 
  Invulnerability. 
  #1-9 Dr. Doom 
  None Shall Interfere with the Plans of Doom: Dr. Doom 
  can use Running Shot. Dr. Doom breaks away automatically. 
  Kneel Before Doom!: Dr. Doom can use Energy Explosion, but 
  if he hits, he instead deals damage equal to his damage value to 
  each hit target of the attack. Characters adjacent to the target are 
  dealt damage normally.Kneel Before Doom!: Dr. Doom can use 
  Energy Explosion, but deals damage equal to his damage value to 
  the target of the attack. Characters adjacent to the target are dealt 
  damage normally. 
  Armored Mastermind: Dr. Doom can use Invulnerability and 
  Mastermind. 
  Lord of Latveria: Dr. Doom can use Outwit and Perplex. When 
  Dr. Doom uses Outwit, he can use it normally, or you can roll a d6 
  instead; on a result of 4-6, counter a power possessed by a single 
  target opposing character anywhere on the battlefield. 
  #1-10 Human Torch 
  Fiery Streak: Human Torch can use Running Shot. When he 
  does not use the Carry ability while moving, Human Torch does 
  not have to end his movement if he enters a square adjacent to an 
  opposing character. 
  Flame On!: Human Torch can use Energy Shield/Deflection 
  and Poison. When Human Torch is given a move action or power 
  action, immediately after resolving the action, he can use Smoke 
  Cloud as a free action, but can place hindering terrain only in 
  squares he moved through or occupied this turn. 
  #1-11 The Thing 
  It‟s Clobberin‟ Time!: The Thing can use Quake. Give the 
  Thing a power action; he can move up to his speed value and then 
  as a free action either (1) use Quake or (2) make a close combat 
  attack. 
  Yancy Streeter: The Thing can use Toughness and Willpower. 
  Yer Ever-Lovin‟ Pal: At the beginning of your turn, if the Thing 
  is adjacent to one or more friendly characters that have one or 
  more action tokens, roll a d6. On a result of 5 or 6, you can 
  remove an action token from one adjacent friendly character, or 
  two adjacent friendly characters if they and the Thing all possess a 
  single common keyword. 
  #1-12 Mole Man 
  Lord of the Tunnels: Mole Man can use Stealth and Phasing/ 
  Teleport. When Mole Man uses Phasing/Teleport, he can use the 
  Carry ability and must put debris tokens into the squares where he 
  begins and ends his move. Mole Man ignores the effects of debris 
  tokens on movement. 
  The Brave and the Bold 
  #001 Bruce Wayne 
   Alter Ego: Batman: Give Bruce Wayne a power action and 
  replace this character with a 
   #016 Batman on its orange 
  starting line. Existing action tokens from this character, as well as 
  action tokens and pushing damage for this action are applied to 
  the replacement Batman. If replaced, no victory points are 
  awarded for this character and the replacement Batman is 
  considered to be 48 points for all game effects. 
  #002 Clark Kent 
   Alter Ego: Superman: Give Clark Kent a power action and 
  replace this character with a 
   #017 Superman on its orange 
  starting line. Existing action tokens from this character, as well as 
  action tokens and pushing damage for this action are applied to 
  the replacement Superman. If replaced, no victory points are 
  awarded for this character and the replacement Superman is 
  considered to be 48 points for all game effects. 
  #003 Diana Prince 
   Alter Ego: Wonder Woman: Give Diana Prince a power action 
  and replace this character with a 
   #018 Wonder Woman on its 
  orange starting line. Existing action tokens from this character, as 
  well as action tokens and pushing damage for this action are 
  applied to the replacement Wonder Woman. If replaced, no victory 
  
   
   
   
  14-24 
  points are awarded for this character and the replacement Wonder 
  Woman is considered to be 32 points for all game effects. 
  #004 League Assassin 
   Minion: Training from the Elite: When a friendly character 
  with the League of Assassins keyword and a higher point value is 
  within 8 squares, League Assassin can use Exploit Weakness. 
  #005 Amazon 
   Minion: Sisters United: When a friendly character with the 
  Amazon keyword and a higher point value is within 8 squares, 
  Amazon can use Willpower and modifies her attack value by +1. 
  #006 Checkmate Pawn (White) 
  Battlefield Promotion: When Checkmate Pawn (White) KOs or 
  critical hits a character, after the action is resolved but before 
  pushing damage is applied you may replace this character with 
  #007 Checkmate Knight (White) on its starting click. If 
  replaced, existing action tokens from this character are applied to 
  the replacement. Checkmate Knight (White) and victory points are 
  not awarded for this character. 
  #008 Parademon Grunt 
   Minion: Hordes of Apokolips: When a friendly character with 
  the Apokolips keyword and a higher point value is within 8 
  squares, Parademon Grunt modifies its attack and speed values by 
  +1. 
  #009 The Atom and Hawkman  
  Big Target or Little Target: (non-optional) The Atom and 
  Hawkman possess Toughness. Before making an attack which 
  would affect The Atom and Hawkman, the attacking player chooses 
  Super Senses or Invulnerability. The Atom and Hawkman use the 
  chosen power instead of Toughness for that attack. 
  #010 Jason Blood 
   Alter Ego: Etrigan: Give Jason Blood a power action and 
  replace this character with a 
   #039 Etrigan on its orange 
  starting line. Existing action tokens from this character, as well as 
  action tokens and pushing damage for this action are applied to 
  the replacement Etrigan. If replaced, no victory points are 
  awarded for this character and the replacement Etrigan is 
  considered to be 44 points for all game effects. 
  #011 League Elite 
  Vital Strike: If League Elite’s damage value is 5 or more when 
  resolving a successful attack, deal 1 penetrating damage to the 
  target after resolving the initial attack. 
  #013 Checkmate Pawn (Black) 
  Battlefield Promotion: When Checkmate Pawn (Black) KOs or 
  critical hits a character, after the action is resolved but before 
  pushing damage is applied you may replace this character with 
  #014 Checkmate Knight (Black) on its starting click. If 
  replaced, existing action tokens from this character are applied to 
  the replacement. Checkmate Knight (Black) and victory points are 
  not awarded for this character. 
  #015 Parademon Drill Sergeant 
  Darkseid‟s Motivational Techniques: (non-optional) When an 
  adjacent friendly character makes an attack, modify that 
  character’s damage value by +1 for that attack. If the attack roll 
  misses all targets, deal the attacking character 1 unavoidable 
  damage. 
  #018 Wonder Woman 
  Lasso Punch: Give Wonder Woman a power action. Choose a 
  target non-adjacent opposing character within 2 squares of 
  Wonder Woman to whom she has a clear line of fire. Place that 
  character in a square of clear terrain adjacent to its current 
  square and Wonder Woman and then she makes a close combat 
  attack against the target character as a free action. 
  #019 Talia 
   Undercover: Wild cards cannot copy team abilities from Talia. 
  #020 Damian Wayne 
  Son of the Bat: Damian Wayne can use Exploit Weakness and 
  Outwit. 
  #022 Cave Carson 
  The Mighty Mole: Cave Carson can use Phasing/Teleport. 
  When he does, he can use the Carry ability, and must place debris 
  tokens into the squares where he begins and ends his movement. 
  Cave Carson ignores the effects of debris tokens on movement. 
  Cave-In: When Cave Carson is grounded, he can use Quake, 
  but only if he is adjacent to elevated terrain or he occupies or is 
  adjacent to a square containing a debris token. 
  #023 Max Mercury 
  Speedforce Mentor: Max Mercury can use Perplex, but can only 
  use it to modify another character’s speed value by +3. 
  #024 Mikron O‟Jeneus 
  Mikron O’Jeneus can’t carry other characters. 
  Unbelievable Weaponry: Once per game (but not during 
  another action) when Mikron O’Jeneus is adjacent to a non-held 
  object, as a free action remove that object from the game and 
  choose a standard attack power. Mikron O’Jeneus and up to two 
  friendly characters adjacent to Mikron O’Jeneus can use that 
  power until the beginning of your next turn (even if they are no 
  longer adjacent to Mikron O’Jeneus). 
  #025 Goodness and Mercy 
  A Lesson Learned: Goodness and Mercy can use Exploit 
  Weakness and Willpower. 
  No Place for Mercy: (non-optional) Goodness and Mercy have 
  the 
   symbol. 
  #026 The Sensei 
  Assassination as Art Form: Once per turn if an opposing 
  character is KO’d by another friendly character that shares a 
  keyword with The Sensei, that action does not count against your 
  action total for the turn and remove one action token from The 
  Sensei. 
  Fault Line: Give The Sensei a power action and choose the row 
  or column on the map occupied by The Sensei. Destroy all 
  blocking terrain in that row or column as well as any walls that 
  border 2 squares of that row or column. Deal 1 unavoidable 
  damage to The Sensei and 1 damage to all characters that can’t 
  use the Flight ability occupying that row or column. Place debris 
  markers as appropriate. 
  #027 Phillipus 
  The Amazon General: Phillipus can use Probability Control, 
  but can only affect attack rolls. If neither the attacking nor any 
  defending characters for a chosen attack roll possess the Amazon 
  
   
   
   
  14-25 
  keyword, deal Phillipus 1 unavoidable damage after the attack is 
  resolved. 
  Superior Strategy: Phillipus can use Outwit but can only 
  counter defense powers. 
  #029 Mademoiselle Marie 
  Improvise: Whatever Mademoiselle Marie KOs an opposing 
  character, put an improvise token on her character card if she 
  doesn’t have one already. If an attack roll made by her misses, but 
  it is not a critical miss, you may remove an improvise token to 
  automatically hit instead. 
  #030 “The Parademon” 
  Motherbox Detonation: ―The Parademon‖ can use Pulse Wave 
  as if he had a range value of 10. After that action is resolved, deal 
  him 1 unavoidable damage. 
  #031 Brainiac 
  Shrink Ray: Brainiac can use Incapacitate. If his attack using 
  Incapacitate succeeds, the targeted characters also modifies their 
  speed and damage values by -2 and their defense values by +2 
  until the beginning of your next turn. 
  #032 Kryptonite Man 
  Superman‟s Bane: (non-optional) Characters within 8 squares 
  of Kryptonite Man that possess the Superman Ally team ability or 
  are named ―Superman‖ have Earthbound/Neutralized and damage 
  dealt to them may not be reduced below 1. When these characters 
  are given a non-free action, modify their speed values by -3 for 
  that action. 
  #033 Metallo 
  Kryptonite Core: Metallo can use Poison and Super Strength. 
  Malleability: Metallo can use Blades/Claws/Fangs, Plasticity, 
  and Shape Change. 
  #034 Ra‟s al Ghul 
  When Ra’s al Ghul is KOd, remove him from the map and place 
  him on his character card. At the beginning of your turn, you may 
  heal Ra’s al Ghul of 1 damage. After his starting click is revealed, 
  you may place him in any starting area as a free action during 
  your turn. Opponents receive victory points each time Ra’s al Ghul 
  is KOd. 
  #035 Power Girl 
  Power Girl can use Super Strength. 
  Eyes Up Here, Soldier: Power Girl can use Exploit Weakness, 
  but cannot use it on a character that can use Willpower or 
  Indomitable or a character that possesses the Robot keyword. 
  #036 Martian Manhunter 
  Martian Manhunter can use Shape Change and 
  Phasing/Teleport. 
  Telepathic Invisibility: Once at the beginning of your turn, you 
  may choose close combat attack or ranged combat attack. Martian 
  Manhunter modifies his defense by +3 against the chosen type of 
  attack until the beginning of your next turn. 
  #037 Extant 
  Aged or De-Aged: Extant can use Incapacitate, but his damage 
  value becomes 1 and is locked until the action is resolved instead 
  of dealing no damage. 
  Time and Space: Extant can use Super Senses and Energy 
  Shield/Deflection. 
  Multi-Dimensional Attack: When a character takes damage 
  from Extant’s attack, all other characters on the map with the 
  exact same name take an equal amount of damage. 
  #038 Inertia 
  Slow Down: Opposing characters that are given a non-free 
  action within 6 squares of Inertia replace their speed values with 
  half their unmodified speed value for that action. 
  #039 Etrigan 
  And Hellfire Burn: Etrigan can use Energy Explosion. When 
  Etrigan uses Energy Explosion, damage dealt is penetrating 
  damage. 
  Of Rhyme or Reason: Etrigan can use Perplex and Probability 
  Control. 
  #040 Lex Luthor and Brainiac 
  Summon the Skullship: Lex Luthor and Brainiac has
   
  and can carry up to 12 adjacent friendly characters. 
  The Smartest Guys in the Room: Lex Luthor and Brainiac can 
  use Outwit. Lex Luthor and Brainiac’s Superman Enemy team 
  ability ignores this Outwit power. 
  #041 Talia al Ghul 
  Seductress: Talia al Ghul can use Mind Control. When 
  targeting an opposing character possessing the Batman Ally tam 
  ability or named ―Batman,‖ she modifies her attack value by +2 
  and heals 1 damage instead of taking any damage from Mind 
  Control. 
  You Can‟t Hurt the Thing You Love: Talia al Ghul can use 
  Shape Change and Perplex. When using Perplex, she can only 
  target herself or opposing characters. 
  #042 Robin 
  Leverage: Robin can use Leap/Climb. Whenever Robin makes a 
  close combat attack against a single opposing character that 
  possesses an unmodified damage value of 3 or more, after the 
  attack is resolved, put the target in any unoccupied square 
  adjacent to Robin. 
  #043 Kid Zoom 
  Timeline Push: Kid Zoom can use Incapacitate. He can use it 
  normally, or he can use its close combat attack as a free action 
  instead of a close combat attack while using Hypersonic Speed. 
  Stop!: (non-optional) Other characters can’t use Hypersonic 
  Speed. 
  #044 Black Flash 
  The Slow Lightning: Black Flash can use Phasing/Teleport. 
  Black Flash modifies his attack value by +2 if the target of his 
  attack has a speed value greater than or equal to Black Flash. 
  Death Comes Swiftly: Black Flash can use Poison. When 
  Poison is used, adjacent opposing characters that can use 
  Hypersonic Speed are dealt 2 damage instead. 
  #045 The Wizard Shazam! 
  Confined to the Rock: (non-optional) The Wizard Shazam! 
  gains Earthbound/Neutralized, and can’t be carried or the target 
  of the Telekinesis power (option 1 or 2). 
  
   
   
   
  14-26 
  View from Above: The Wizard Shazam! can use Enhancement 
  and Probability Control. When he uses Probability Control, he 
  may target a character anywhere on the map. 
  #046 Batman and Green Arrow 
  Batman and Green Arrow possess the Sharpshooter ability. 
  From the Dark Alleys: Batman and Green Arrow can use 
  Stealth, and ignore other characters’ Stealth. 
  No Guns… Utility Belts and Trick Arrows: Batman and 
  Green Arrow can use Incapacitate. If that attack succeeds against 
  any target, they can use Smoke Cloud as a free action for each 
  success. 
  #047 The Flashes 
  Into the Speed Force: Give The Flashes a power action. 
  Remove all objects and up to 300 points of other characters from 
  the map. Place all removed objects back on the map and then 
  place all removed characters on the map. All placements must be 
  legal. Deal The Flashes 1 unavoidable damage. 
  Help from the Future: The Flashes can use Probability 
  Control. 
  Around the World in 80 Microseconds: The Flashes can use 
  Flurry. Before each attack while using Flurry, you may place The 
  Flashes adjacent to any opposing character on the map if their 
  entire base is adjacent to the target character and in clear terrain. 
  #048 The Flash and Green Lantern 
  Who‟s Carrying Who Now?: The Flash and Green Lantern 
  can use Hypersonic Speed and have 
  . 
  The Brave and the Bold: Give The Flash and Green Lantern a 
  power action. They can use Telekinesis twice as a free action. 
  Two-Man Justice League: Once during your turn, as a free 
  action you may choose a standard damage power that no other 
  character on your force currently possesses or can use. The Flash 
  and Green Lantern can use that power until the beginning of your 
  next turn. 
  #049 Superman and The Flash 
  Keeping Pace: Before any non-free action, you may replace 
  Superman and The Flash’s speed value with the highest 
  unmodified speed value among the characters on the map until that 
  action is resolved. Use this ability only if you haven’t chosen 
  Superman or The Flash. 
  And the Winner is…: (non-optional) Once per game, when 
  this power is first revealed, you must choose Superman or The 
  Flash. For all other Special Powers for this character, only use the 
  powers and name of the chosen character this game. This 
  character has 
  . This power can’t be countered or ignored. 
  #049A THE FLASH 
  The Flash can use Hypersonic Speed, has 
  , and modifies his 
  speed value by +2. 
   The Flash can use Super Senses. 
  The Flash can use Outwit. 
  #049B SUPERMAN 
  Superman can use Charge, and has 
  . 
   Superman can use Invulnerability. 
  Superman can use Enhancement and modifies his damage value 
  by +2. 
  #050 Fire and Ice 
  Freeze‟r Burn: Fire and Ice can use Barrier, Poison, and 
  Toughness. When this figure uses Poison, it may treat all opposing 
  figures which ended the previous turn adjacent to one of Fire and 
  Ice’s blocking terrain markers as adjacent. 
  #051 Green Lantern and Green Arrow 
   Must Help… My Sidekick… The Junkie!: Green Lantern and 
  Green Arrow ignore damage dealt by characters using Poison. 
  Friendly characters do not take pushing damage if they can use 
  Poison and are adjacent to Green Lantern and Green Arrow when 
  the pushing damage is applied.  
  Save More Than the Blue, Orange, and Purple Skins: 
  Whenever Green Lantern and Green Arrow use the Duo Attack 
  ability for ranged attacks, they can target more than one target 
  with each attack and ignore any damage modifiers from the Duo 
  Attack ability. 
  Helping the Underprivileged: Adjacent friendly characters of 
  30 points or less modify their attack values by +1. 
  #052 Blue Beetle and Booster Gold 
   Yes, I Guess I‟ll Carry You: Blue Beetle and Booster Gold 
  can’t carry other characters. When they use the Duo Attack ability, 
  they ignore any damage modifiers from the Duo Attack ability. 
  Super Buddies Forever: Friendly adjacent characters modify 
  their attack values by +1 if they share a keyword with Blue Beetle 
  and Booster Gold or can use the Duo Attack ability. 
  My Gadget or Yours?: Blue Beetle and Booster Gold can use 
  Energy Shield/Deflection and Toughness. 
  #053 Harley and Ivy 
   Toxic Immunity Serum: Harley Quinn and Poison Ivy and 
  friendly characters within 6 squares ignore damage dealt by 
  Poison. 
  Reclaiming the Land for Nature: Harley Quinn and Poison 
  Ivy can use Poison and Smoke Cloud. When hindering terrain 
  markers placed by Harley Quinn and Poison Ivy are removed at 
  the beginning of your turn, you may destroy one wall or square of 
  blocking terrain adjacent to at least one of the markers. 
  Ladies‟ Choice: Harley Quinn and Poison Ivy can use 
  Toughness and Combat Reflexes. 
  Mayhem – Harley Style: Harley Quinn and Poison Ivy can use 
  Outwit, but after targeting an opposing character, roll a d6. On a 
  result of 1, this power has no effect. On a result of 2-3, counter one 
  power as normal. On a result of 4-6, counter two powers instead. 
  #054 Mister Miracle and Oberon 
  No Chains Can Hold Me: Mister Miracle and Oberon can use 
  Charge and Leap/Climb. When they use Charge, they can ignore 
  the effects of hindering terrain and characters on movement and 
  automatically break away. 
  Prison Break!: Friendly characters within 6 squares ignore 
  opponent’s Plasticity and succeed on break away results of 2-6. 
  
   
   
   
  14-27 
  “Your Head is My Jumping-Off Point!”: Friendly adjacent 
  characters can use Telekinesis option 2, but only targeting this 
  character. 
  #055 Shazam! And Black Adam 
   Reluctant Team-Up: When you build your force, choose a 140 
  or 280 point cost. In both cases, each time you reveal your force at 
  the beginning of a game choose the dark green starting line 
  (Shazam!) or the light green starting line (Black Adam). If you 
  chose 140 points, this character has 
   and is KO’d when the first 
  red KO line is crossed. If you chose 280 points, this character is 
  KO’d when the second red KO line is crossed. 
  Fury enough to Destroy Countries: Black Adam can use 
  Hypersonic Speed. If he can also use Close Combat Expert or 
  Exploit Weakness, he can use that power as a free action instead of 
  a close combat attack while using Hypersonic Speed. 
  Call Down the Lightning: Shazam! can use Energy Explosion 
  as if he had a range of 6. Each character successfully hit is dealt 
  damage equal to twice the number of times it was hit by this attack 
  instead of once. 
  #056 Black Hand 
  Drain the Spectrum: At the beginning of your turn, choose red, 
  orange, yellow, green, light blue, blue, or purple. This turn, 
  opposing characters within 8 squares of Black Hand displaying a 
  power of the chosen color modify their defense values by -2. 
  Avatar of the Black: Black Hand can use Penetrating/ Psychic 
  Blast. Whenever an opposing character is KO’d within 4 squares 
  of Black Hand, you may heal 1 damage on any one friendly 
  character to whom Black Hand can draw a line of fire. 
  #057 Martian Manhunter 
   Power Levels Rising: Whenever an opposing character is 
  KO’d within 4 squares of Martian Manhunter, you may heal 
  Martian Manhunter of 1 damage. 
  Decaying Embrace: Martian Manhunter can use Plasticity 
  and Phasing/Teleport. Whenever an adjacent opposing character 
  fails a break away roll, deal that character 1 damage after the 
  action is resolved. 
  #058 Kal-L 
   Power Levels Rising: Whenever an opposing character is 
  KO’d within 4 squares of Kal-L, you may heal Kal-L of 1 damage. 
  Fending Off Two Supermen: Kal-L can use Flurry. For each 
  character successfully hit while using Flurry, after the close 
  combat action is resolved Kal-L can use Force Blast as free action 
  targeting that character. 
  #059 Nekron 
  Terror of a Dark God: Nekron can use Pulse Wave as if he had 
  a range of 8. After the Pulse Wave action is resolved, each 
  character hit is knocked back 2 squares. This knock back can’t be 
  ignored. 
  The Blackest Night: Whenever an opposing character is KO’d 
  during your turn within 8 squares of Nekron, they are considered 
  KO’d, but do not remove them from the map and heal them of 1 
  damage. After all current actions have resolved, that character 
  becomes friendly to your force and you may immediately assign 
  them one action as a free action. After this action is resolved, 
  remove that character from the map. 
  #100 Batman and Catwoman 
   I Already Stole the Real One: Once at the beginning of the 
  game, after objects are placed, you may remove an object placed 
  by an opponent from the map and place a standard light object in 
  the same square. 
  Double Pounce: Batman and Catwoman can use Leap/Climb. 
  When Batman and Catwoman are given a move action, after the 
  movement is complete Batman and Catwoman may use the Duo 
  Attack ability as a free action. 
  Summon the Bat or Set the Trap: Give Batman and 
  Catwoman a power action and choose target character within 6 
  squares who possesses the Batman Ally or the Batman Enemy 
  Team ability (line of fire is not required). Place the target 
  character in an unoccupied square adjacent to Batman and 
  Catwoman. If the target is friendly, it can’t be given an action until 
  your next turn. 
  Romantic Tension: Batman and Catwoman can use Combat 
  Reflexes and Willpower. 
  #102 Clark Kent 
  Investigative Reporting: Give Clark a power action. Choose an 
  opposing character within 6 squares. That character can’t use 
  Stealth this turn and their combat values cannot be modified this 
  turn. 
  Blackest Night 
  #001 Mera 
  Meraalsohas the 
   Speed Symbol. 
  Red Rage: Whenever Mera takes damage from an attack 
  targeting her, put one rage counter on this card. Mera modifies 
  her damage value by +1 for each rage counter on this card. If 
  Mera is healed of any damage, remove all rage counters from this 
  card. 
  #002 Lex Luthor 
  Orange Greed: Lex Luthor can use Outwit. If he counters a 
  standard Speed, Attack, or Damage power on an adjacent 
  character that he can’t already use, he can use that standard 
  power until the beginning of your next turn. 
  #003 Scarecrow 
  Yellow Fear: Scarecrow can use Penetrating/Psychic Blast. 
  All damage dealt by Scarecrow generates knock back equal to the 
  damage taken. 
  #004 Green Lantern 
  Green Willpower: Whenever a second action token is placed 
  on Green Lantern, if he would take pushing damage, you may 
  instead heal him of 1 damage. 
  #005 The Flash 
  Blue Hope: The Flash can use Perplex, but can only target 
  other friendly characters. 
  #006 The Atom 
  Indigo Compassion: The Atom can use Support. When he does, 
  his attack value becomes 12. 
  
   
   
   
  14-28 
  Marvel HeroClix Classics 2 
  #2-07 Iron Man 
  Full Power: When Iron Man is given a ranged combat action 
  targeting a single character, roll one d6 if the attack succeeds. The 
  result replaces Iron Man’s damage value for the attack. After the 
  attack is resolved, Iron Man is dealt 2 unavoidable damage. 
  Jonah Hex 
  #001 Jonah Hex 
  Wanted Poster: At the beginning of the game, choose an 
  opposing character. Jonah Hex modifies his attack value by +2 
  when attacking the chosen character. 
  Watchmen 
  #001 Rorschach 
  From the Gutters to the Rooftops: Rorschach can use 
  Leap/Climb and Stealth. 
  Never Compromise! Never Surrender!: Rorschach can use 
  Perplex, but he can only modify his own combat values. 
  #002 Silk Spectre 
  Mom Taught Me Everything: Silk Spectre can use Charge, 
  Flurry, and Leap/Climb. 
  You‟re Such An...: Silk Spectre can make a ranged combat 
  attack as if she had a range value of 6. 
  #003 Nite Owl 
  Goggles: Nite Owl ignores other characters’ Stealth. 
  Pocket Laser: Nite Owl can use Penetrating/Psychic Blast as if 
  he had a range of 8. 
  #004 Ozymandias 
  Smartest Man on Earth: Ozymandias can use Outwit.  
  Ozymandias can use Outwit a second time during your turn, but 
  must be given a power action instead of a free action to use it. 
  #005 Dr. Manhattan 
   The powers of Dr. Manhattan can’t be countered. 
  Atomic Manipulation: Dr. Manhattan can use Barrier, 
  Penetrating/Psychic Blast, and Telekinesis. 
  That Didn‟t Kill Osterman...: Dr. Manhattan can use 
  Impervious, but on a roll of 3-4, instead of the normal effect, you 
  may choose to reduce the damage dealt to 0 and place Dr. 
  Manhattan in your starting area. 
  Simultaneous Perception: Dr. Manhattan can use Probability 
  Control and Super Senses. 
  #007 Hooded Justice 
  Strongman: Hooded Justice can use Super Strength, but he 
  cannot pick up or hold heavy objects. 
  #008 Captain Metropolis 
  We Have to Stand Together!: When Captain Metropolis is 
  adjacent to a friendly character, modify the defense value of 
  Captain Metropolis and all friendly characters adjacent to Captain 
  Metropolis by +1. 
  Military Experience: Captain Metropolis can use Enhancement 
  and Leadership. 
  #009 The Comedian 
  Cleaning Up the Waterfront: The Comedian can use Charge 
  and Flurry; if the Comedian uses Flurry in the same turn as 
  Charge and targets the same character with both attacks, modify 
  his damage value by -1 for the second attack. 
  #010 Silk Spectre 
  Beauty and Brawn: Silk Spectre can use Charge and 
  Leap/Climb. 
  Always Surround Yourself with Good Men: Silk Spectre can 
  replace her defense value with the unmodified defense value of an 
  adjacent friendly character. 
  #011 Dr. Manhattan 
  Surrender to Me Personally: Dr. Manhattan can use 
  Incapacitate. When Dr. Manhattan hits a character while using 
  Incapacitate, he deals the character 1 penetrating damage in 
  addition to the normal effect. 
  #012 Nite Owl 
  Gliders and Respirators: Nite Owl can use the Flight and Swim 
  abilities. 
  #013 Walter Kovacs 
  Leave Me Alone!: Walter Kovacs can use Stealth. 
   Alter Ego: Rorschach: Give this character a power action and 
  replace this character with a 
   #001 Rorschach on its orange 
  starting line. Existing action tokens from this character, as well as 
  action tokens and pushing damage for this action are applied to 
  the replacement. If replaced, no victory points are awarded for this 
  character and the replacement is considered to be its orange point 
  value for all game effects. 
  I Read the Droppings of the City: At the beginning of your 
  turn, choose a keyword belonging to an opposing character 
  adjacent to Walter Kovacs. Until the beginning of your next turn, 
  modify the attack value of Walter Kovacs or a character friendly to 
  Walter Kovacs by +1 when they attack a character that possesses 
  the chosen keyword. 
  #014 Mask-Killer 
  Stalker: Mask-Killer can use Charge, Flurry, and Stealth; when 
  Mask-Killer makes an attack using Charge but not using Flurry, 
  the damage from the attack is penetrating damage. 
  #017 Knot Top 
  Switchblade: Knot Top can use Blades/Claws/Fangs, but when 
  determining damage any result greater than 3 is reduced to 3. 
   Minion: Mob Mentality: When a friendly character with the 
  Knot Top keyword and a higher point value is within 8 squares, 
  modify Knot Top’s attack value by +1. 
  #018 Moloch the Mystic 
  Compelling Command: Moloch the Mystic can use Leadership; 
  when a friendly character uses an action gained through Moloch 
  the Mystic’s Leadership, they can use Willpower until the action is 
  resolved. 
  
   
   
   
  14-29 
  #019 Big Figure 
  Take a Dive for Me: When Big Figure uses Mastermind, he can 
  deal the damage to an adjacent friendly character with a point 
  value of 100 or less. This damage cannot later be dealt to Big 
  Figure. 
  This Place is Gonna Explode!: During your opponent’s turn, 
  immediately after a character friendly to Big Figure is defeated, 
  Big Figure or a character friendly to Big Figure can make a close 
  combat attack or a ranged combat attack as a free action. 
  I Got the Dirt on Everyone: Once during your turn, Big Figure 
  can use Outwit or Perplex. 
  #020 Larry and Mike 
  You Hold „Em, I‟ll Hit „Em: When Larry and Mike use the 
  Duo Attack Ability, they may use Probability Control. 
   Minion: Henchmen: When a friendly character using the 
  Underworld team ability and a higher point value is within 8 
  squares, Larry and Mike can use Willpower and modifies their 
  damage value by +1. 
  #021 The Comedian and Nite Owl 
  This is Getting Heavy: After the resolution of the Duo Attack 
  ability used by The Comedian and Night Owl, roll a d6 and 
  subtract 3 (minimum result 0); place one action token on a number 
  of adjacent opposing characters equal to the result or less. 
  Pushing damage resulting from these tokens is ignored. 
  #022 Silk Spectre and Dr. Manhattan 
  You Will Return to Your Homes: After the resolution of an 
  attack by Silk Spectre and Dr. Manhattan using the Duo Attack 
  ability, you may place any target successfully hit by the attack in a 
  square of unoccupied terrain up to a number of squares away from 
  Silk Spectre and Dr. Manhattan equal to their speed value. 
  Nice of You to Come on Patrol with Me...: When Silk Spectre 
  and Dr. Manhattan use the Duo Attack ability, do not modify their 
  damage value by -1 for the second attack. 
  Atomic Fabrication: Silk Spectre and Dr. Manhattan can use 
  Barrier and Super Senses. Once per turn, they can use Barrier as a 
  free action, but can only place two blocking terrain markers. 
  #023 Ozymandias and Bubastis 
  Sacrificial Lynx: If an attack roll targeting Ozymandias and 
  Bubastis doesn’t exceed their defense value by 2 or more, reduce 
  the damage dealt by the attack by 2. 
  #024 Nite Owl and Rorschach 
  We Made a Good Team: When Nite Owl and Rorschach use 
  the Duo Attack ability, modify their attack value by +1 for each 
  adjacent opposing character; damage from the second attack made 
  using the Duo Attack ability is penetrating damage. 
  #025 Dr. Manhattan 
   When used as part of a force, Dr. Manhattan can use the 
  Multiattack ability. 
  Calm the Crowd: After resolving any attack made by Dr. 
  Manhattan on a target character, place an action token on all 
  other opposing characters adjacent to the target that have zero 
  action tokens. 
  Clear the Skies: Dr. Manhattan can use Penetrating/Psychic 
  Blast. After Dr. Manhattan uses Penetrating/Psychic Blast, he can 
  immediately use Pulse Wave as a free action. When using Pulse 
  Wave as a free action, Dr. Manhattan’s range value is not halved, 
  but only characters with any of the following symbols have lines of 
  fire drawn to them: 
  , 
  , 
  , 
  . 
  Atomic Disassembly: Dr. Manhattan can use Invulnerability. 
  Once during your turn, you may give Dr. Manhattan a free action 
  and remove all blocking terrain markers and hindering terrain 
  markers from the battlefield and roll a d6. On a result of 1-2, 
  destroy the nearest 3 objects (including objects held by opposing 
  characters and those in squares occupied by characters); on a 
  result of 3-4, the nearest area of elevated terrain becomes 
  grounded terrain until the end of the game; on a result of 5-6, the 
  nearest area of blocking terrain is destroyed. 
  #026 Jon Osterman: Dr. Manhattan 
  Get Away, All of You!: Dr. Manhattan can use the Multiattack 
  ability.  (Only use when part of a force.) 
  Web of Spider-Man 
  #001 H.A.M.M.E.R. Agent 
   Minion: Chain of Command: When a friendly character with 
  the H.A.M.M.E.R. keyword and a higher point value is within 8 
  squares, H.A.M.M.E.R. Agent modifies his attack value by +1. If 
  that character is named Norman Osborn or Iron Patriot, 
  H.A.M.M.E.R. Agent modifies his attack value by an additional +1. 
  #002 Symbiote 
   Minion: Strongest Host Dominates: When a friendly character 
  named Carnage or Venom is within 8 squares, Symbiote can use 
  Flurry. 
  #003 Researcher 
   Minion: Not an Idea Man: When a friendly character with the 
  Scientist keyword and a higher point value is within 8 squares, 
  Researcher can use Enhancement, but only to affect characters 
  with the Scientist keyword. 
  #005 Code: Blue Officer 
   Minion: Serve and Protect: When a friendly character with the 
  Police keyword and a higher point value is within 8 squares, Code: 
  Blue Officer can use Willpower. 
  #007 Spider-Man 
  Spidey Sense: Spider-Man can use Super Senses, but evades the 
  attack on a result of 4-6. 
   Web: Web-Shooters: Once at the beginning of your turn, if 
  Spider-Man has no action tokens, as a free action he may place a 
  Web special terrain marker in a square occupied by a target 
  opposing character within 6 squares and line of fire. 
  #008 Peter Parker 
   Alter Ego: Spider-Man: Give this character a power action 
  and replace this character with a 
   #007 Spider-Man or a 
   
  #022 Spider-Man on its orange starting line. Existing action tokens 
  from this character, as well as action tokens and pushing damage 
  for this action are applied to the replacement. If replaced, no 
  victory points are awarded for this character and the replacement 
  is considered to be its orange point value for all game effects. 
  #009 Venom 
  Venom can use Plasticity. 
  
   
   
   
  14-30 
   Web: Web Tendrils: Venom can use Telekinesis option 1. If he 
  hits, after Telekinesis is resolved he can place a Web special 
  terrain marker in the destination square. 
  #010 Eddie Brock 
   Alter Ego: Venom: Give this character a power action and 
  replace this character with a 
   #009 Venom on its orange 
  starting line. Existing action tokens from this character, as well as 
  action tokens and pushing damage for this action are applied to 
  the replacement. If replaced, no victory points are awarded for this 
  character and the replacement is considered to be its orange point 
  value for all game effects. 
   Alter Ego: Anti-Venom: Give this character a power action 
  and replace this character with a 
   #025 Anti-Venom on its 
  orange starting line. Existing action tokens from this character, as 
  well as action tokens and pushing damage for this action are 
  applied to the replacement. If replaced, no victory points are 
  awarded for this character and the replacement is considered to be 
  its orange point value for all game effects. 
  #014 Iron Man 
  Repulsors Upgraded: Once during your turn, Iron Man can 
  use Force Blast as a free action. 
  #017 H.A.M.M.E.R. Elite Operative 
   Minion: Upper Chain of Command: When a friendly character 
  with the H.A.M.M.E.R. keyword named Norman Osborn or Iron 
  Patriot is within 8 squares, H.A.M.M.E.R. Elite Operative can use 
  Stealth and modifies his attack value by +2. 
  #018 Carnage 
  Symbiote Blade: Whenever Carnage makes a close or ranged 
  combat attack, you may roll a d6. If you do, Carnage’s damage 
  value becomes the result and is locked until the attack resolves. 
  Massacres Are My Specialty: Carnage can use Flurry, 
  Plasticity, and Steal Energy. 
  #019 Chameleon 
  Secret-Identity Hunter: Characters within line of fire can’t use 
  Alter Ego powers. 
  The Master of Disguise: Chameleon can use Shape Change, but 
  is successful on a result of 4-6. 
  #020 Firestar 
  Absorb and Re-Channel Radiation: Whenever Firestar would 
  take damage from Energy Explosion or Pulse Wave, ignore the 
  damage dealt, heal her of 1 damage, and modify her damage value 
  by +1 until end of turn. This power can’t be ignored. 
  #021 Lt. Marcus Stone 
  Getting the Job Done Right: Adjacent friendly characters with 
  the Police keyword modify their attack values by +1. 
  Limited Power Drainer: Lt. Marcus Stone can use Outwit. 
  When he uses Outwit, he can only target a character within 4 
  squares. 
  #022 Spider-Man 
  Back in Black: Spider-Man can use Leap/Climb and Stealth. 
   Web: Web Cocoon: Spider-Man can use Incapacitate as if he 
  had a range of 6. If he hits, you may place a Web special terrain 
  marker in the target character’s square. 
  #023 Norman Osborn 
  Unbalanced: Once at the beginning of the game roll a d6. On a 
  roll of 3-4, put a sanity token on this card. On a roll of 5-6, you 
  may choose to put a sanity token on this card. 
   Alter Ego: Patriot or Goblin?: Give this character a power 
  action.  If this card has a sanity token, replace this character with 
  a 
   #039 Iron Patriot. If this card does not have a sanity token, 
  replace this character with a 
   #058 Green Goblin instead. Begin 
  the replacement on its orange starting line.  Existing action tokens 
  from this character, as well as action tokens and pushing damage 
  for this action are applied to the replacement. If replaced, no 
  victory points are awarded for this character and the replacement 
  is considered to be its orange point value for all game effects. 
  #024 Ben Reilly 
   Alter Ego: Scarlet Spider: Give this character a power action 
  and replace this character with a 
   #040 Scarlet Spider on its 
  orange starting line. Existing action tokens from this character, as 
  well as action tokens and pushing damage for this action are 
  applied to the replacement. If replaced, no victory points are 
  awarded for this character and the replacement is considered to be 
  its orange point value for all game effects. 
  #025 Anti-Venom 
  Temporary Forced Cure: Give Anti-Venom a close combat 
  action. If the target takes damage from this close combat attack, 
  all of its powers are countered until end of turn. 
  #026 Black Cat 
  Bad Luck Powers: Black Cat can use Probability Control, but 
  she can only use it during an opponent’s turn. She can use it on 
  each opponent’s turn. 
  #027 X-23 
  Trigger Scent: At the beginning of the game, choose an 
  opposing character.  X-23 modifies her attack value by +2 when 
  attacking that character. 
  #028 Warpath 
  Knife Throw: Warpath can use Penetrating/Psychic Blast as if 
  he had a range of 6. 
  #029 Wolfsbane 
  Form of the Wolf: Wolfsbane can use Combat Reflexes and 
  Super Senses. 
  #030 Mary Jane Watson 
  The Greatest Ally of All: When a friendly character named 
  Peter Parker or Spider-Man is within 8 squares, Mary Jane 
  Watson can use the Spider-Man team ability. 
  #031 Daken 
  Muramasa Decapitation: Daken can use Blades/Claws/Fangs. 
  If he does, that d6 roll can’t be rerolled, and if that roll is 6, the 
  damage dealt is unavoidable damage. 
  #032 Vector 
  Kinetic Control: Vector can use Telekinesis. Opposing 
  characters within 3 squares may be placed with Telekinesis as if 
  they were friendly characters.  Opposing characters that are 
  moved in this way may be dealt 1 damage after the action resolves. 
  #035 J. Jonah Jameson 
  Spider-Man‟s a Menace!: Characters within line of fire can’t 
  use the Spider-Man team ability. 
  
   
   
   
  14-31 
  #036 Vermin 
  Rat Army: (non-optional) Vermin uses Battle Fury. At the 
  beginning of your turn, you may deal 1 damage to each opposing 
  character that occupies hindering terrain and is within 2 squares 
  of Vermin. 
  #037 Scorpion 
  Tail Whip: Scorpion can use Quake, but targets all opposing 
  characters within 2 squares unless his line of fire to them is 
  blocked by a wall, blocking terrain, or elevated terrain. 
  #038 Noh-Varr 
  Traitor to All: As you reveal your force, you may choose that 
  Noh-Varr loses all keywords this game. If you do, modify his attack 
  value by +1 this game. 
  Transforming Gauntlet Gun: Noh-Varr can use Energy 
  Explosion, Penetrating/Psychic Blast, and Pulse Wave. 
  #040 Scarlet Spider 
  Pounce from Above: Scarlet Spider can use Leap/Climb. After 
  he resolves a move action, he can make a close combat attack as a 
  free action. 
   Web: Impact Webbing: Scarlet Spider can use Energy 
  Explosion as if he had a range of 6. For each character hit, you 
  may place a Web special terrain marker in that character’s 
  square. 
  #041 Cardiac 
  Hang Glider: Cardiac has the 
   speed symbol. 
  Pulse Staff: Cardiac can use Energy Explosion. Each character 
  that takes damage from this attack is knocked back 2 squares in 
  addition to the damage taken. 
  #042 Bullseye 
  I Never Miss: Characters targeted by Bullseye can’t use Shape 
  Change or Super Senses. 
  Any Object A Weapon: Bullseye can use Super Strength, but he 
  cannot pick up or hold heavy objects. If he hits with an attack 
  using an object, after the attack is resolved, deal 1 penetrating 
  damage to his target. 
  #043 Wolverine 
  Continual Healing Factor: Once at the beginning of your turn, 
  as a free action you may heal Wolverine of 1 damage. 
  Reluctant but Brutal Leader: Wolverine can use Leadership. If 
  Wolverine succeeds in his Leadership roll, you may also remove 
  an action token from an adjacent friendly character with the X-
  Force keyword, then deal that character 1 unavoidable damage. 
  #044 Rocket Racer 
  Ain‟t Nothing Goin‟ to Stop Me: Rocket Racer ignores all 
  terrain for movement purposes except indoor walls and indoor 
  blocking terrain. 
  #045 Solo 
  While Solo Lives, Terror Dies!: If Solo has no action tokens, 
  you may give him a power action to use Phasing/Teleport, and 
  after the action resolves, he can then make a ranged combat attack 
  as a free action. 
  #046 Jackal 
  Clone Madness: Characters on your force modify their attack 
  values by +2 and their damage values by +1 when attacking an 
  opposing character under 300 points with their exact same name. 
  Clone Master: If two or more friendly characters adjacent to 
  Jackal have the exact same name as one another, those characters 
  can all use Shape Change if they can’t already. 
  #047 Nightcrawler 
  Extra-Dimensional Teleportation: Nightcrawler ignores the 
  effects of terrain and characters on movement. 
  Teleportation Evacuation: Nightcrawler can use Hypersonic 
  Speed, Stealth, and the Carry ability. When Nightcrawler uses 
  Hypersonic Speed, a target hit by a close combat attack may be 
  placed adjacent to Nightcrawler after the power action resolves. 
  BAMF!: Nightcrawler can use Super Senses. Whenever he uses 
  Super Senses to evade an attack, you may immediately move him 
  up to half of his speed value. 
  #048 X-Ray 
  Intangible Energy Form: Ignore all but 1 damage dealt to X-
  Ray by close combat attacks. 
  #049 Groot 
  Plant Growth: Once during your turn as a free action you may 
  heal Groot of 1 damage if he occupies hindering or water terrain. 
  Floral Colossus, Sprout!: (non-optional) Groot has the 
  damage symbol, a range of 4, and can’t be moved. 
  #050 Red Hulk 
  Major Earthquake: Give Red Hulk a power action and make a 
  close combat attack targeting each other character (including 
  friendly characters) within 3 squares. Each character hit is dealt 
  damage equal to 4 minus the number of squares it is from Red 
  Hulk. Characters who can use the Flight ability automatically 
  evade this attack. 
  #051 The Spot 
  Trans-Dimensional Spots: The Spot can use Flurry and 
  Phasing/Teleport. 
  Out of the… Spots?: Once per turn, before The Spot is given a 
  close combat action, you may place him in any square within 6 
  squares and line of fire that’s also adjacent to a wall, blocking 
  terrain or is a grounded square adjacent to elevated terrain.  
  #052 Morlun 
  Psychic Vampire: Morlun can use Steal Energy. Whenever 
  Morlun is healed using Steal Energy, you may place a tracking 
  token on the targeted character’s character card. 
  Relentless Pursuit: Give Morlun a power action. You may place 
  him in a square adjacent to an opposing character within his line 
  of fire who has a tracking token, then target that character with a 
  close combat attack as a free action. 
  #054 Doctor Octopus 
  Sinister Mastermind: Adjacent friendly characters possessing 
  the Sinister Syndicate team ability can’t have their Speed or Attack 
  powers countered. 
  
   
   
   
  14-32 
  Four Arms and Four Eyes: Doctor Octopus can use Perplex 
  four times during your turn, but only to modify his own combat 
  values. 
  Tentacle Flurry: Doctor Octopus can use Flurry. 
  #055 Sandman 
  Sand Smother: Sandman can use Stealth and Plasticity. 
  Whenever an adjacent opposing character fails to break away, 
  deal that character 1 unavoidable damage after the action 
  resolves. 
  #056 Mysterio 
  Mind-Numbing Gas: Opposing characters that occupy a 
  square with a hindering terrain marker placed by Mysterio at the 
  beginning or end of an action can’t use Indomitable, Super Senses, 
  or Willpower until the end of that turn. 
  The Grand Reveal: Give Mysterio a power action and choose a 
  friendly character with a single base. Mysterio and the chosen 
  character are placed in each other’s squares. Neither character 
  can then be given another action this turn. 
  #057 Deadpool 
  Ridiculous Regeneration: Whenever Deadpool would be dealt 
  damage from an attack, roll a d6 instead. On a result of 1, he takes 
  that amount of damage plus 1. On a result of 2-3, he takes the 
  normal amount of damage. On a result of 4-5, he takes 1 damage. 
  On a result of 6, he heals 1 damage instead. 
  #058 Green Goblin 
  Pumpkin Bomb Barrage: Green Goblin can use Energy 
  Explosion. He can use it normally, or he can use it as if he had 
   
  and a range of 4. 
  Goblin Glider: Green Goblin can use Combat Reflexes and 
  Toughness. 
  #059 Iron Man/War Machine 
  All-Out Assault: Once per game, give Iron Man/War Machine 
  a double power action that places two action tokens on them. Iron 
  Man/War Machine possess  for this action. They can make up to 4 
  close and/or ranged combat attacks as free actions. An opposing 
  character may only be targeted once during this action.  After 
  resolving this action, Iron Man/War Machine are dealt 1 
  unavoidable damage. 
  Adaptive Response Armor: When Iron Man/War Machine uses 
  the Duo Attack ability, they may choose Incapacitate, 
  Penetrating/Psychic Blast, or Ranged Combat Expert and use that 
  instead of one or both ranged combat attacks. 
  #060 Vapor 
  Gaseous State: Vapor can use Smoke Cloud. If she does, modify 
  her defense value by +2 until the beginning of your next turn. 
  Whenever a hindering terrain marker placed by her is removed 
  from the map, you may place her in that square. 
  #061 Spider-Hulk 
  Spider-Smash: Spider-Hulk can use Leap/Climb. If he ends a 
  move action adjacent to three or more opposing characters, he can 
  use Quake as a free action. 
  Roof Rip: Give Spider-Hulk a power action if he occupies 
  elevated terrain. All elevated terrain within the same continuous 
  border as Spider-Hulk becomes grounded hindering terrain, and 
  deal each other character occupying an affected square 2 damage. 
  #062 Doppelganger 
  Replace the Spider: Doppelganger can use Exploit Weakness, 
  but only to target characters named ―Spider-Man‖ or characters 
  possessing the Spider-Man team ability. When he does, the target 
  cannot use team abilities and the attack cannot be evaded. 
  Twisted Clone: Doppelganger can use Combat Reflexes and 
  Leap/Climb. 
   Minion: Mindless Pawn: Once per turn, if Doppelganger has 
  exactly one action token, you may give a power action to a friendly 
  character with a higher point value within 8 squares. You may now 
  give Doppelganger one action as a free action. 
  #063 Bombastic Bag-Man 
  Kick Me!: Whenever Bombastic Bag-Man takes damage from 
  an attack, deal the attacker penetrating damage equal to the 
  damage taken by Bombastic Bag-Man.  Bombastic Bag-Man can’t 
  be healed except by the Fantastic Four team ability. 
  #064 Cosmic Spider-Man 
  Uni-Vision: Cosmic Spider-Man’s line of fire is never blocked. 
  Psychic Webbing: Cosmic Spider-Man can use Incapacitate. If 
  he hits, he can use Telekinesis option 1 as a free action targeting 
  one of the characters hit by Incapacitate. 
  Enigma Force Blast: Cosmic Spider-Man can use Force Blast. 
  If he does so, he can then use Ranged Combat Expert as a free 
  action targeting the same character. 
  #100 Spider-Man 
  Web Swing Through the City: Spider-Man can use 
  Leap/Climb. Once per turn, if Spider-Man has no action tokens, he 
  can be given a move action as a free action if he ends his 
  movement occupying a square of elevated terrain on the rim. 
   Web: First Webs: Spider-Man has a range of 6. If he hits with 
  any attack, you may place a Web special terrain marker in his 
  target’s square after the action resolves. 
  #101 Venom 
   Web: Invasive Organic Webbing: Venom can use 
  Penetrating/Psychic Blast as if he had a range of 6. If he hits, you 
  may place a Web special terrain marker in his target’s square 
  after the action resolves. 
  #102 Night Nurse 
  Protected Convalescence: Night Nurse can use Support. After 
  that action resolves, modify her target’s defense value by +1 until 
  the beginning of your next turn. 
  #103 Toxin 
  New Symbiote: Toxin can use Plasticity and Shape Change. 
  #104 Daken 
  Smell Through Disguise: Opposing characters within 6 
  squares can’t use Shape Change. 
  Backstab: Modify Daken’s damage value by +1 for each action 
  token on the target of his attack. 
  
   
   
   
  14-33 
  #105 " The Burglar " 
  Ambush the Innocent: ―The Burglar‖ modifies his attack and 
  damage values by +2 when attacking a character with a lower 
  point cost. 
  Brightest Day 
  #001 Martian Manhunter 
  Detective of the Dead: If an opposing character is KO'd during 
  your turn, Martian Manhunter can use Exploit Weakness, Outwit, 
  and Probability Control until the beginning of your next turn. 
  #002 Firestorm 
  Fight for Control: At the beginning of your turn, if Firestorm 
  has no action tokens, you may roll a d6.  If you roll 1-3, Firestorm 
  can use Penetrating/Psychic Blast.  If you roll 4-6, Firestorm can 
  use Perplex.  He can use that power until he begins your turn with 
  no action tokens. 
  Restructure: Give Firestorm a power action.  You may destroy 
  up to three wall segments and/or squares of blocking terrain within 
  his line of fire. 
  #003 Deadman 
  White Rebirth: Deadman can use Support and Telekinesis.  
  When he uses Support, his minimum result is 2. 
  LIVE!: Deadman can use Regeneration.  When turning the dial, 
  if this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  Summon the White: Give Deadman a power action.  Any 
  number of friendly characters with the Brightest Day and/or White 
  Lantern Corps keywords can be placed adjacent to him, up to the 
  number of adjacent unoccupied squares.  Those characters can't 
  be given actions until your next turn. 
  #004 Hawkgirl 
  Master Aerial Combatant: When Hawkgirl attacks a character 
  who can use the Flight ability, modify her attack and damage 
  values by +1 until the end of your turn. 
  #005 Captain Boomerang 
  Boomerang's Path: Give Captain Boomerang a power action 
  and choose up to 6 different squares within line of fire (ignoring 
  characters for this purpose).  Each square must be different, 
  adjacent to the previously chosen square, and the first and last 
  squares chosen must be adjacent to this character.  Make a ranged 
  attack and compare the result to each opposing character 
  occupying a chosen square.  Each character hit this way is dealt 2 
  damage.This attack does not target. 
  #006 Aquaman 
  The Undead Sea: Whenever another friendly character with the 
  Atlantis keyword is KO'd, deal 2 damage to each opposing 
  character that dealt damage to that character this turn. 
  Tentacle Whip: When Aquaman occupies water terrain, he has 
  a range of 8 and his line of fire to other characters occupying 
  water terrain is never blocked. 
  #007 Osiris 
  Quest for Black Adam: Once per game, when Osiris hits with a 
  critical hit that hasn't been re-rolled, after actions resolve, modify 
  his combat values by +1 for the rest of the game. 
  DC 75 
  #001 Easy Company Soldier 
  Minion: Commanding Officer: Whenever a friendly character 
  with the Soldier keyword and point value of 50 or higher is within 
  8 squares, Easy Company Soldier can use Running Shot and 
  modifies his attack value by +1. 
  #003 Dominator 
  Minion: Lower Caste: Whenever a friendly character named 
  Ruling-Caste Dominator is within 8 squares, Dominator can use 
  Outwit as a power action instead of a free action. 
  #004 Gorilla City Warrior 
  Minion: Solovar or Grodd?: Whenever a friendly character 
  named Solovar is within 8 squares, Gorilla City Warrior can use 
  Incapacitate as if he had a range value of 8 and 
  . Whenever a 
  friendly character named Grodd or Gorilla Grodd is within 8 
  squares, Gorilla City Warrior can use Penetrating/Psychic Blast 
  as if he had a range value of 4. 
  #005 Deadshot 
  Time to Set-Up the Shot: If Deadshot has no action tokens and 
  occupies hindering terrain, he can use Ranged Combat Expert and 
  deals penetrating damage with that attack. 
  #007 Ice 
  Freeze in Place: Ice can use Incapacitate. If she hits with 
  Incapacitate, no game effect can move or place her target away 
  from the square(s) it currently occupies until the beginning of your 
  next turn. 
  #009 Bart Allen 
  A Different Kind of Speedster: Give Bart Allen a power action 
  and move him up to his speed value. He ignores opposing 
  characters and hindering terrain for movement purposes. He can 
  then make one close combat attack as a free action, and then move 
  him up to the remainder of his speed value. This power can't be 
  countered. 
  #011 Mr. Terrific 
  Fair Play: Each time an action resolves in which an opposing 
  character has used Outwit targeting Mr. Terrific or an adjacent 
  friendly character, Mr. Terrific may use Outwit as a free action, 
  but can't counter any game effect that allows a character to use 
  Outwit. 
  #012 The Atom 
  Radiation Absorption: The Atom can use Energy 
  Shield/Deflection and Toughness. 
  #014 Beast Boy 
  Morph: Beast Boy: Give Beast Boy a move action that deals no 
  pushing damage. After the action resolves, replace him with any 
  character with this trait but a different collector’s number on the 
  same click number. Existing action tokens and action tokens for 
  the action are applied to the replacement. 
  #015 Beast Boy 
  Morph: Beast Boy: Give Beast Boy a move action that deals no 
  pushing damage. After the action resolves, replace him with any 
  character with this trait but a different collector’s number on the 
  same click number. Existing action tokens and action tokens for 
  the action are applied to the replacement. 
  
   
   
   
  14-34 
  #016 Beast Boy 
  Morph: Beast Boy: Give Beast Boy a move action that deals no 
  pushing damage. After the action resolves, replace him with any 
  character with this trait but a different collector’s number on the 
  same click number. Existing action tokens and action tokens for 
  the action are applied to the replacement. 
  #017 Sgt. Rock 
  The Rock of Easy Co.: Friendly characters under 50 points, 
  with the Soldier keyword, and within 8 squares can use Willpower 
  if they can't already. 
  #018 Queen Aga'po 
  Paralyzing Love: Queen Aga'po can use Mind Control. If 
  she hits with Mind Control, you may give her target an action 
  token after actions resolve. 
  Love Never Hurts: Friendly characters with the Violet Lantern 
  Corps keyword take no damage when using Mind Control to 
  control characters less than 200 total points. 
  #019 Ruling-Caste Dominator 
  Planning the Invasion!: Other friendly characters within 8 
  squares and with the Cosmic keyword modify their range value by 
  +2. 
  #021 Warlord 
  .44 Auto-Mag: Warlord can make ranged attacks as if he had a 
  range value of 6. 
  #022 Nightmaster 
  Mystical Guardian: Nightmaster deals penetrating damage to 
  characters with the Mystical keyword. 
  #023 Osiris 
  A Brother's Rage: If a friendly character named Isis has been 
  KO'd this game, modify Osiris's combat values by +1 for the rest 
  of the game. 
  #024 Detective Chimp 
  No One Touches the Monkey: Detective Chimp can use 
  Leap/Climb and Super Senses. 
  Occult Investigator: Detective Chimp can use Perplex. If he 
  targets another character with the Mystical keyword with Perplex, 
  he can use it normally or modify any combat value by +2 or -2 
  except damage. 
  #025 Sargon The Sorcerer 
  Illusionary Swap: Sargon the Sorcerer can use Smoke Cloud. 
  When he does, he may exchange any two heavy or light objects in 
  the game with each other, as long as one of the objects occupies or 
  is being held by a character who occupies the same square as one 
  of the hindering terrain markers he placed. If a chosen object was 
  held, the replaced object is held. 
  #026 Superboy 
  Conflicted Parentage: At the beginning of your turn, if you 
  haven't already chosen this game, choose Truth or Lies. If you 
  chose Truth, Superboy can use Willpower. If you chose Lies, 
  Superboy can use Exploit Weakness. 
  #027 Ocean Master 
  Son of the Sorcerer: When Ocean Master occupies water 
  terrain, he can use Probability Control. 
  Mystical Linked Trident: Ocean Master can use 
  Blades/Claws/Fangs when given a close or ranged combat action. 
  When he rolls a d6 for Blades/Claws/Fangs, on a result of 1 or 2, 
  deal him 1 unavoidable damage after actions resolve. 
  #029 Aquaman 
  Sea Life Telepathy: Aquaman can use Mind Control. If he uses 
  Mind Control targeting a character with the Atlantis keyword, he 
  modifies his attack value by +3 and takes no damage from Mind 
  Control. 
  Rise From the Deep: Give Aquaman a power action. If he 
  occupies water terrain, you may place him in any square of water 
  terrain within his speed value, and then make a close combat 
  attack. 
  #030 Wonder Woman 
  Lasso of Truth: Whenever Wonder Woman hits a character 
  already possessing two action tokens, all damage dealt to that 
  character this turn is penetrating damage. (Including damage from 
  this attack.) 
  #031 Batman 
  Smoke Cloud Maneuver: Once at the beginning of your turn, if 
  Batman has no action tokens, he can use Smoke Cloud as a free 
  action until the beginning of his next turn. If he does and places at 
  least 4 hindering terrain markers, he and one friendly character 
  named ―Robin‖ can move up to 2 squares. 
  Paracape: Batman can use the Flight ability. 
  #033 Isis 
  A Sister's Grief: If a friendly character named Osiris has been 
  KO'd this game, modify Isis's combat values by +1 for the rest of 
  the game. 
  Spinning Invocation: Isis can use Quake with a locked 
  damage value of 3. 
  #034 Black Alice 
  Magical Thievery: Black Alice can use Outwit. If she counters a 
  standard power on a character with the Mystical keyword that she 
  can't already use, she can use that standard power until the 
  beginning of your next turn. 
  #035 Ragdoll 
  I'm Not the Funny Kind of Clown: When Ragdoll is adjacent 
  to a friendly character named ―The Parademon‖, modify both 
  their attack values by +1. 
  Won't Let Go: Whenever an opposing character adjacent to 
  Ragdoll is given a move or power action, after actions resolve, you 
  may place Ragdoll in any square adjacent to that character. 
  #036 Animal Man 
  Animal Template: Once at the beginning of your turn, choose a 
  standard attack power, standard speed power, or combat ability 
  that another character within 8 squares and with the animal 
  keyword can use. Animal Man can use that power or ability until 
  the beginning of your next turn if he can't already. 
  Deus Ex Machina: Once during your turn you may force an 
  opposing character to reroll a roll. 
  #038 Kyle Rayner 
  The Artist: Once during your turn, if Kyle Rayner has no action 
  tokens, he can use Telekinesis (option 2) as a free action. 
  
   
   
   
  14-35 
  #039 Guy Gardner 
  The Antagonist: If Guy Gardner has no action tokens, he can 
  use Close Combat Expert. 
  #040 Saint Walker 
  Instill Hope: Whenever a friendly character within 6 squares 
  and line of fire makes an attack roll that misses by exactly 1, you 
  may reroll that roll if you haven't already. 
  Charge Up: Saint Walker can use Perplex. He can use it 
  normally or if he targets a character with the Green Lantern Corps 
  keyword he can modify any combat value by +2 except damage. 
  #041 Indigo-1 
  Show Compassion: Whenever any character on the map under 
  100 points and without the Robot keyword is healed, increase the 
  healing by 1. 
  Recharge With Other's Light: Whenever Indigo-1 is targeted 
  by an opponent's ranged combat attack, remove an action token 
  from her. 
  #042 Atrocitus 
  Burn Through Defenses: When Atrocitus attacks a character 
  that's using Impervious, this turn that character uses 
  Invulnerability instead. When Atrocitus attacks a character that's 
  using Invulnerability, this turn that character uses Toughness 
  instead. 
  Ever Growing Rage: Once per turn, whenever Atrocitus hits 
  with an attack, after actions resolve, as a free action he may then 
  move up to 1 square (ignoring characters for movement purposes) 
  and attack an opposing character that he hasn't already attacked 
  this turn. 
  #043 Larfleeze 
  Orange Constructs: Orange Construct objects are objects that 
  can't be picked up and are removed from the game if Larfleeze is 
  KO'd. Whenever Larfleeze is moved, after actions resolve you may 
  move any or all Orange Construct objects an equal amount. 
  Larfleeze considers characters adjacent to or in the same square 
  as an Orange Construct object to be adjacent to Larfleeze for 
  Poison and close combat purposes. 
  Orange Lackeys: Whenever Larfleeze would be dealt damage, 
  you may deal up to 3 of the damage to a single adjacent Orange 
  Construct object and then remove it from the map. 
  Summon the Orange Lantern Corps: Once during your turn, 
  you may give Larfleeze a free action and place an Orange 
  Construct object on the map within 6 squares and line of fire. If 
  there are already two or more of these objects on the map, this is a 
  power action instead. 
  #044 Mongul 
  Dimensional InversionCube: Mongul can use 
  Phasing/Teleport. Opposing characters using Phasing/Teleport 
  take 1 unavoidable damage after using it. 
  Eight Yellow Power Rings: Mongul can use 
  Penetrating/Psychic Blast and Telekinesis. 
  Fight For Leadership: Mongul can use Leadership. When 
  rolling a d6 for Leadership, if he rolls a 6, you may remove one 
  action token from any character with the Sinestro Corps keyword. 
  If he rolls a 1, deal 1 unavoidable damage to any character with 
  the Sinestro Corps keyword. 
  #045 Scar 
  Undead Guardian of the Black: Whenever a friendly character 
  would use Steal Energy to heal, instead heal 1 damage on any 
  character on the map. 
  Book of the Black: Scar can use Probability Control. Once per 
  turn, Scar can also force an opposing character who rolls a d6 for 
  Regeneration to reroll that roll. 
  #046 John Stewart 
  The Architect: Once during your turn, if John Stewart has no 
  action tokens, he can use Barrier as a free action until the 
  beginning of his next turn, but places only 2 blocking terrain 
  markers. 
  Sturdy Constructs: John Stewart and adjacent friendly 
  characters can use Energy Shield/Deflection. 
  #047 Carol Ferris 
  The Adored: Once during your turn, if a friendly character 
  named Green Lantern or Hal Jordan is adjacent to her, Carol 
  Ferris can use Support targeting that character, even if that 
  character is adjacent to an opposing character. 
  Conversion Crystal: Carol Ferris can use Incapacitate. If she 
  uses it and hits a target with a point value less than 100, she can 
  give that target two action tokens instead of one. 
  #049 Green Lantern 
  Light the Danger: Green Lantern ignores Stealth. When a 
  character takes damage from his attack, that character can't use 
  Stealth this turn. 
  The Green Flame: Green Lantern can use Incapacitate, 
  Penetrating/Psychic Blast, and Telekinesis. 
  #050 Superman 
  Leap Tall Buildings: Superman can use Leap/Climb. When he 
  uses Leap/Climb, if he began movement on elevated terrain and 
  ends it on grounded terrain, he can then make a close combat 
  attack as a free action. 
  Heroic Inspiration: Superman can use Leadership. If he rolls a 
  6, in addition to the normal effects, you may remove an action 
  token from him. 
  #051 Wonder Woman 
  Cavalry Charge!: Wonder Woman can use Charge. When she is 
  given a power action to use uses Charge, she ignores opposing 
  characters and hindering terrain for movement purposes, and after 
  actions resolve, any number of adjacent opposing characters may 
  be knocked back two squares. 
  #052 Batman 
  Rooftop to Rooftop: Batman can use Leap/Climb. Once per 
  turn, if Batman has no action tokens, he can be given a move 
  action as a free action if he ends his movement occupying a square 
  of elevated terrain on the rim. 
  I Used Guns…Once: Batman can make ranged attacks as if he 
  had a range value of 8. 
  #053 Hal Jordan 
  The Aviator: If Hal Jordan was given a move action this turn, 
  other friendly characters can use the Flight ability this turn if they 
  are within 8 squares of Hal Jordan and within his line of fire. 
  
   
   
   
  14-36 
  One-Man Justice League: Once during your turn, as a free 
  action you may choose a standard attack power that no other 
  character on your force can use. Hal Jordan can use that power 
  until the beginning of your next turn. 
  #054 Barry Allen 
  Around the World: Barry Allen can use Flurry. Before each 
  attack while using Flurry, you may place Barry Allen adjacent to 
  an opposing character on the map. 
  #055 Beast Boy 
  Morph: Beast Boy: Give Beast Boy a move action that deals no 
  pushing damage. After actions resolve, replace him with any 
  character with this trait but a different collector's number on the 
  same click number. Existing action tokens and action tokens for 
  that action are applied to the replacement. 
  Tiny Little Arms: Beast Boy can't use the Carry ability. 
  CHOMP!: Give Beast Boy a close combat action. He can target 
  up to three characters with a single close combat attack and divide 
  the damage between each character hit. When he targets at least 
  two characters in this way, he may reroll his attack roll once. 
  #056 Doomsday 
  The Death of Superman: At the beginning of the game, choose 
  an opposing character. Doomsday deals penetrating damage to 
  that character this game. If the chosen character is named 
  "Superman" or possesses the Superman Ally team ability, modify 
  Doomsday's damage value by +1 when attacking that character. 
  Reactive Adaptation: Whenever Doomsday is attacked, modify 
  his defense value by +1 for each other time he was attacked this 
  turn. 
  #057 Bane 
  The Breaking of the Bat: When using Outwit, Bane ignores 
  Stealth. If he uses Outwit to target a character named "Batman" or 
  a character possessing the Batman Ally team ability, he may 
  counter a second power or combat ability possessed by that 
  character. 
  Photographic Memory: Bane can use Outwit. If he uses Outwit 
  targeting the same character he used Outwit to target during your 
  last turn, modify that character's defense value by -1 until the 
  beginning of your next turn. 
  Venom Pump: Once during your turn as a free action, you may 
  choose 1, 2 or 3. Modify Bane's attack and damage values by that 
  amount this turn. At the end of this turn, deal him that much 
  unavoidable damage. 
  #058 Ares 
  Wonder Woman's Bane: Characters using Charge or Running 
  Shot to attack Ares modify their damage value by -1. If that 
  character is named ―Wonder Woman‖ or possesses the Amazon 
  keyword, modify their damage value by an additional -1. 
  Everyone Must Fight: At the end of each opposing player's 
  turn, deal one penetrating damage to each character that player 
  controls within 4 squares of Ares that didn't make an attack this 
  turn. 
  #059 Wonder Twins 
  Wonder Twin Powers, Activate!: Once during your turn as a 
  free action, for each Wonder Twin you may choose one form listed 
  below. This character can use the powers and possesses the 
  combat symbols and values associated with those forms until the 
  next time you choose forms. 
  ZAN 
   Glacier = Barrier 
   Waterfall = Phasing/Teleport 
   Mist = Smoke Cloud 
   Ice Cage = Incapacitate 
   Bucket of Water = Once during your turn, if none are on the 
  map, you may place a Bucket of Water special object adjacent 
  to the Wonder Twins as a free action. 
  JAYNA 
   Rhino = Charge and Quake 
   Kangaroo = Flurry and Leap/Climb 
   Giraffe = 
  and a range value of 4 
   Gorilla = Plasticity and Super Strength 
   Eagle = 
  and Blades/Claws/Fangs 
  #060 Sinestro 
  The Antagonist: Sinestro can use Perplex, but only to modify a 
  defense value by -2. 
  Paralyzing Fear: Sinestro can use Willpower. Whenever an 
  opposing character takes damage from Sinestro's attack, you may 
  give that character an action token after actions resolve. 
  #100 Sinestro 
  White Sword: Sinestro can use Blades/Claws/Fangs. When he 
  rolls a d6 for Blades/Claws/Fangs, on a result of 5 or 6, you may 
  heal him of 1 damage after actions resolve. 
  LIVE!: Sinestro can use Regeneration. When turning the dial, if 
  this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  #101 Grodd 
  My Mind is Stronger: Grodd ignores damage dealt by 
  Penetrating/Psychic Blast, and can't be the target of Telekinesis 
  option 1. Characters taking actions during the resolution of Mind 
  Control can't target Grodd with an attack. 
  #102 Gleek 
  What's the Monkey Doing Here? I'm So Confused…: Unless 
  you control a character named ―Wonder Twins‖, at the beginning 
  of each opponent's turn, that opponent may modify a single combat 
  value of any character by +1 or -1 until the end of that turn. 
  #103 Troia 
  Unfamiliar Energies: Troia can use Hypersonic Speed, but 
  can only make close combat attacks when using this power. 
  Photonic Tie Up: Troia can use Energy Explosion. When she 
  uses Energy Explosion, each opposing character who takes 
  damage may be given an action token after actions resolve. 
  #104 Impulse 
  Speed Force Duplicate: Impulse can use Shape Change. In 
  addition to the normal effects, if he is the only target of the attack, 
  on a roll of 5 or 6 he may be immediately placed in a square 
  adjacent to the character that targeted him. 
  #W01 Ice 
  White Freeze: Ice can use Incapacitate. When she does, after 
  actions resolve, you may roll a d6. On a result of 5 or 6, heal her 
  of 1 damage. 
  
   
   
   
  14-37 
  LIVE!: Ice can use Regeneration. When turning the dial, if this 
  click is revealed due to damage taken from an opponent's attack, 
  stop turning the dial. 
  #W02 Bart Allen 
  White Sprint: Bart Allen can use Hypersonic Speed. When he 
  does, after actions resolve, you may roll a d6. On a result of 5 or 6, 
  heal him of 1 damage. 
  LIVE!: Bart Allen can use Regeneration. When turning the dial, 
  if this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  #W03 Donna Troy 
  LIVE!: Donna Troy can use Regeneration. When turning the 
  dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  White Prophecy: Donna Troy can use Probability Control. 
  When she does, if one or more of the dice in the final roll is a 6, 
  heal her of 1 damage after actions resolve. 
  #W04 Hal Jordan 
  Uniter of All Corps: As you reveal your force, you may choose 
  a keyword with ―Lantern‖ in the name, or Indigo Tribe or Sinestro 
  Corps. Hal Jordan possesses that keyword this game in addition to 
  his other keywords. 
  LIVE!: Hal Jordan can use Regeneration. When turning the 
  dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  Leader of the White Lanterns: Hal Jordan can use Leadership. 
  When he rolls a d6 for Leadership, on a result of 5 or 6, you may 
  heal him of 1 damage after actions resolve. 
  #W05 Animal Man 
  Connected to All Life Now: At the beginning of your turn, 
  you may choose a standard power and/or a combat ability 
  possessed by a single friendly character within 8 squares and with 
  a lower point value. Animal Man can use that power and/or that 
  ability until the beginning of your next turn if he can't already. 
  LIVE!: Animal Man can use Regeneration. When turning the 
  dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  White Senses: Animal Man can use Super Senses. When he rolls 
  a d6 for Super Senses, on a result of 5 or 6, heal him of 1 damage 
  after actions resolve. 
  #W06 Superman 
  LIVE!: Superman can use Regeneration. When turning the dial, 
  if this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  White Invincibility: Superman can use Impervious. When he 
  rolls a d6 for Impervious, on a result of 5 or 6, heal him of 1 
  damage after actions resolve. 
  #W07 Flash 
  LIVE!: Flash can use Regeneration. When turning the dial, if 
  this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  White Blur: Flash can use Shape Change. When he rolls a d6 
  for Shape Change, on a result of 5 or 6, heal him of 1 damage after 
  actions resolve. 
  #W08 Wonder Woman 
  White Rush: Wonder Woman can use Charge. When she is 
  given an action to use Charge, after actions resolve, you may roll a 
  d6. On a result of 5 or 6, heal her of 1 damage. 
  LIVE!: Wonder Woman can use Regeneration. When turning 
  the dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  #W09 Superboy 
  White Blast: Superboy can use Force Blast. When he rolls a 
  d6 for Force Blast, on a result of 5 or 6, heal him of 1 damage 
  after actions resolve. 
  LIVE!: Superboy can use Regeneration. When turning the dial, 
  if this click is revealed due to damage taken from an opponent's 
  attack, stop turning the dial. 
  #W10 Green Arrow 
  White Flight: Green Arrow can use Running Shot. When he 
  does, after the action is resolved, you may roll a d6. On a result of 
  5 or 6, heal him of 1 damage. 
  LIVE!: Green Arrow can use Regeneration. When turning the 
  dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  Giant-Size X-Men 
  #001 Madrox 
  The Multiple Man: Whenever Madrox takes damage from an 
  opposing character's attack but is not KO'd, roll a d6. On a roll of 
  5 or 6, you may place a 
   Madrox or 
   Jamie Madrox on the 
  same click number on the map adjacent to this character. 
  The More the Merrier: Madrox can use Flurry, but only if 
  another friendly character whose name includes "Madrox" or 
  "Multiple Man" is adjacent to the target of his first attack using 
  Flurry. 
  #002 Purifier 
  Minion: Fanatics: If a friendly character named William Stryker 
  is within 8 squares, Purifier can use Willpower and modifies 
  Purifier's attack value by +2. 
  #004 Helfire Club Guard 
  Minion: True Pawns: If a friendly character of a higher point 
  value with the Hellfire Club keyword is within 8 squares, that 
  character can use Mastermind, if they can't already, but only to 
  deal damage to characters with the Hellfire Club keyword. 
  #008 Cyclops 
  The X-Leader: Cyclops can use Leadership. When any friendly 
  character uses the X-Men team ability, heal 2 damage instead of 1. 
  Concussive Blast: Cyclops can use Force Blast. When he uses 
  Force Blast after actions resolve, if his target's defense value is 
  now 16 or less, he deals damage to his target equal to half of his 
  d6 roll for Force Blast. 
  
   
   
   
  14-38 
  #009 Wolverine 
  Healing Factor: At the beginning of your turn, you may heal 
  Wolverine of 1 damage. 
  #010 Beast 
  Leaps and Bounds: Beast can use Leap/Climb and Super 
  Senses. 
  #012 Cypher 
  Crack Enemy Communications: At the beginning of the game, 
  choose a team ability that an opposing character can use that isn't 
  a Wild Card team ability or a team ability a Wild Card can't use. 
  Friendly characters can use that team ability this game in addition 
  to their other team abilities as long as Cypher is on the map. 
  #015 Tabitha Smith 
  Timebomb: Give Tabitha Smith a power action and place up to 
  two hindering terrain markers in non-adjacent squares, that aren't 
  blocking terrain, within range and line of fire. At the beginning of 
  your next turn, remove them from the game and deal 2 damage to 
  each character occupying one of those squares and 1 damage to 
  each other character adjacent to one or more of those squares. 
  #016 Aaron Stack 
  Extendable Body Parts: Aaron Stack possesses a range value 
  equal to his click number, and 
  . 
  #017 Domino 
  Lucky Shot: When she makes a critical hit, Domino increases 
  the damage dealt by 3 instead of 1. 
  #018 Caliban 
  Mutant Tracker: Caliban can use Charge. If he hits a 
  character possessing the Brotherhood of Mutants or X-Men 
  keyword or team ability with a close combat attack, after actions 
  resolve you may remove an action token from Caliban. 
  #019 William Stryker 
  Mutants are the Enemy: Characters can't use the Brotherhood 
  of Mutants or X-Men team abilities. 
  Playing to the Crowd: Modify William Stryker's attack value by 
  the number of adjacent characters named "Purifier". If the target 
  of his attack possesses the Brotherhood of Mutants or X-Men 
  keyword or team ability, modify his damage value by the same 
  amount. 
  #020 Harry Leland 
  Mass Increase: Opposing characters within 4 squares of Harry 
  Leland can't be given actions to use Charge, Running Shot, or 
  Hypersonic Speed and halve their speed values when given a move 
  action. 
  Gravitational Focus: Harry Leland can use Incapacitate as if 
  he had a range value of 4. If he hits with Incapacitate, his target's 
  speed value becomes 1 and is locked until your next turn. 
  #021 Tarot 
  Major Arcana: Once during your turn, you may roll 2d6 that 
  can't be rerolled. Based on the result, Tarot can use the 
  corresponding power below until she makes this roll again. 
   2-3 = DEATH. Give Tarot a power action and make a close 
  combat attack targeting each opposing character within 3 
  squares. Roll a d6 and subtract 1. Each character hit is dealt 
  that much damage. 
   4-5 = HERMIT. Tarot can use Barrier as if she possessed a 
  range value of 3 and Poison. 
   6-8 = HIGH PRIESTESS. Tarot can use Defend and 
  Probability Control. 
   9-10 = FOOL. Tarot can use Leap/Climb and Perplex. 
   11-12 = DEVIL. Tarot deals penetrating damage. Once, at the 
  beginning of your turn, deal 1 damage to each opposing 
  character within 3 squares. 
  #022 Cannonball 
  Blast Field: When Cannonball uses Charge or the Move and 
  Attack ability and moves at least 1 square, he can use Impervious 
  until your next turn. 
  #023 Psylocke 
  Psycho-Blast: Psylocke can use Penetrating/Psychic Blast as if 
  she had a range value of 6. 
  Psychic Knife: Psylocke can use Blades/Claws/Fangs and 
  Exploit Weakness. When she rolls a d6 for Blades/Claws/Fangs, on 
  a result of 1 or 2, give her target an action token in addition to the 
  normal effects. 
  #024 Gideon 
  Wild Genetic Template: Once during your turn, as a free action 
  you may choose a standard power possessed by another character 
  within 5 squares. Roll a d6. If the number of squares to the 
  character is less than the result, Gideon can use that power and 
  possesses that character's range value until your next turn. 
  #025 Elixier 
  Healing Touch: Elixir can use Support. When he uses Support 
  and his target is healed, also heal 1 damage on each friendly 
  character adjacent to Elixir that was not the target of Support. 
  #026 Leech 
  Power Negation: Other characters within 6 squares can't be 
  given power actions. 
  #027 Siryn 
  Sonic Scream: Siryn can use Pulse Wave. When she uses Pulse 
  Wave and has no action tokens, each character hit also receives an 
  action token. 
  #028 Elsa Bloodstone 
  Monster Hunter: Elsa Bloodstone deals penetrating damage to 
  characters over 250 points. She modifies her attack value by +2 
  when attacking characters that possess 
  , 
  , or the Monster 
  keyword. 
  #030 Rogue 
  Power Absorption: Once during your turn, you may give Rogue 
  a free action and choose an adjacent character and a standard 
  power (other than Outwit or Perplex) that they can use. Until your 
  next turn, Rogue may use the chosen standard power. If Rogue has 
  no action tokens or the chosen character is friendly, deal 1 
  unavoidable damage to the chosen character. 
  #031 Angel 
  Master Aerialist: When using the Flight ability, Angel ignores 
  negative modifiers from using the Carry ability, and doesn't halve 
  his speed value when using Charge. 
  #033 Blob 
  The Immovable Object: Blob can't be knocked back, carried, or 
  placed by Telekinesis. 
  
   
   
   
  14-39 
  Layers of Extra Fat: Blob ignores all but 1 damage dealt to 
  him. 
  #034 Pyro 
  Pyromantic: All damage dealt by Pyro is penetrating damage. 
  #035 Mystique 
  She Walks Among Us: Mystique can use Shape Change. When 
  it's not your turn, lines of fire drawn to Mystique are blocked if 
  she's adjacent to an opposing character. 
  #036 Professor X 
  In Contact with Cerebro: If Professor X is in your starting 
  area, he can draw lines of fire and count range and squares for his 
  Speed, Attack, and Damage powers from the square of any single 
  friendly character with whom he shares a keyword. 
  I've Learned Your Secrets: Professor X can use Outwit. Once 
  per turn, when he uses Outwit to counter a standard power, he may 
  immediately use Outwit again, but only to counter a power of the 
  same color. 
  #037 Gatecrasher 
  Bounty: Double or Nothing: Once during the game on your 
  turn as a free action, choose an undefeated opposing character of 
  50 or more points. At the end of the turn, if the chosen character 
  was KO'd this turn, you may remove an action token from each 
  friendly character that received one this turn. Otherwise, give an 
  additional action token to each of those characters and your 
  characters don't clear this turn. 
  #038 Iceman 
  Ice Slide: Iceman can use Leap/Climb. After his move action 
  resolves, you may place up to two hindering terrain markers in 
  clear terrain in squares he moved through or occupied this turn. 
  Remove them at the beginning of your next turn. 
  Ice Cage: Iceman can use Incapacitate. When he uses it and 
  hits, until your next turn, the hit character's speed powers are 
  countered, it gains 
  , and that character must break away for 
  movement purposes. 
  #039 Lockheed 
  Empathic Dragon: Lockheed can't use the Carry ability. When 
  you reveal your force, choose a friendly character. Lockheed 
  modifies his attack and damage values by +1 while adjacent to 
  that character. 
  #040 Sabretooth 
  Mortal Wound: (non-optional) When a character takes 3 or 
  more damage from Sabretooth's attack, that character can't heal 
  for the rest of the game even if this power is countered or lost. 
  Animalistic: Sabretooth can use Combat Reflexes and Super 
  Senses. 
  #041 Stryfe 
  Leader of the Dispossessed: Stryfe can use Leadership. At the 
  beginning of the game, choose up to 5 friendly characters. Those 
  characters possess the Brotherhood of Mutants team ability as 
  long as Stryfe has not been KO'd and they can't use another team 
  ability. 
  Armored Commander: Stryfe can use Mastermind and 
  Toughness. 
  #042 Predator X 
  Track: At the beginning of the game, choose an opposing 
  character. When Predator X is given a move action and ends his 
  move adjacent to that character, that is a free action instead. That 
  character receives -1 to break away rolls when adjacent to 
  Predator X. If that character is KO'd, choose another opposing 
  character. 
  Forced Evolution: Modify Predator X's attack and defense 
  values by +1 for each other character named Predator X that has 
  been KO'd this game. 
  #043 Trevor Fitzroy 
  Life Force Portals: When an opposing character takes damage 
  from Trevor Fitzroy's close combat attack, after actions resolve 
  you may place Trevor Fitzroy and up to one adjacent friendly 
  character anywhere on the map as long as they remain adjacent. 
   
  #044 Bonebreaker 
  Tank Chassis: Bonebreaker ignores hindering terrain for 
  movement purposes and automatically breaks away. 
  Tank Treads: Bonebreaker can use Running Shot. If he uses 
  Running Shot to move along a straight horizontal or vertical path, 
  he doesn't halve his speed value. 
  #045 Vulcan 
  Omega-Level Energy Absorption: Modify Vulcan's attack and 
  damage values by +1 for each time he was targeted by a ranged 
  combat attack since your last turn. 
  Sway, Darwin, Petra: Vulcan can use Incapacitate, Perplex and 
  Quake. 
  #046 Juggernaut 
  The Irresistible Force: Juggernaut ignores hindering terrain 
  for movement purposes, and automatically breaks away. 
  Mystical Helmet: At the beginning of the game, place a Helmet 
  token on this card. While that token is on this card, Juggernaut 
  modifies his defense value by +1 and can't be targeted by 
  Incapacitate, Mind Control, and Penetrating/Psychic Blast. When 
  Juggernaut takes 3 damage from a single attack, remove that 
  token. 
  Nothing Can Stop the Juggernaut: Juggernaut can use Charge 
  and doesn't halve his speed value when using it. When he moves 
  due to his own action along a straight horizontal or vertical path, 
  he ignores all terrain except elevated terrain for that action. After 
  actions resolve, destroy each wall and square of blocking terrain 
  crossed by his path of movement. 
  #047 Phoenix 
  The Phoenix Reborn: Once per game, when Phoenix would be 
  KO'd, instead heal her to click number 8. 
  Phoenix of Resurrection: Phoenix can use Support. After 
  actions resolve, heal her of damage equal to the damage healed by 
  her use of Support. 
  #048 Storm 
  The Weather Witch: When Storm occupies a square of outdoor 
  terrain, modify her damage and range values by +1 and she 
  possesses 
  . 
  
   
   
   
  14-40 
  #049 Archangel 
  The Fourth Horseman: Death: Modify Archangel's combat 
  values by +1 until the end of the turn for each opposing character 
  KO'd this turn. 
  #050 Armor 
  I Can Take the Hit: Armor can use Defend. 
  #051 Hulk 
  The Second Horseman: War: Modify Hulk's attack value by +1 
  until the end of the turn for each opposing character who took 
  damage from an attack this turn. 
  Here's Your Friend Back: Give Hulk a close combat action 
  that deals no damage. If it hits a character, place the target in a 
  square adjacent to an opposing character who is within 10 squares 
  and line of fire. Then make a ranged combat attack against that 
  second opposing character, even if that attack would normally be 
  illegal. If this second attack hits, deal both characters 3 
  penetrating damage. 
  Brainwashed: Friendly characters may target Hulk with Mind 
  Control. 
  #052 Wolverine 
  The Fourth Horseman: Death: Modify Wolverine's combat 
  values by +1 until the end of the turn for each opposing character 
  KO'd this turn. 
  Death Comes Swiftly: Wolverine can use Charge and Flurry. 
  Brainwashed: Friendly characters may target Wolverine with 
  Mind Control. 
  #053 Magneto 
  Magnetic Field: Magneto can use Energy Shield/Deflection. 
  When Magneto uses the Carry ability, he can carry up to 4 
  characters. Modify Magneto's combat values by +1 if he's 
  occupying a square that contains a debris marker. 
  Magnetic Mastery: Give Magneto a power action. Magneto can 
  use Telekinesis twice as a free action. If Magneto uses Telekinesis 
  option 3, increase the damage dealt by 2. 
  Magnetic Shield: Magneto can use Toughness. Characters 
  halve their range values when Magneto is one of the targets of 
  their attack. 
  #054 The Captain 
  I'm Probably Not Sober Enough To Pay Attention: (non-
  optional) When The Captain is targeted by an opponent's Outwit 
  or Perplex, roll a d6 that can't be rerolled. On a roll of 4-6, he 
  ignores that use of Outwit or Perplex. On a roll of 1, that use of 
  Outwit or Perplex counters all of his powers and combat abilities 
  or modifies all of his combat values, respectively. 
  #055 Cable/Deadpool 
  Four Guns are better than Two…Giant Shoulder Pads! Ha!: 
  Cable/Deadpool can use the Sharpshooter ability. They can make 
  ranged attacks against nonadjacent targets when they are adjacent 
  to an opposing character. 
  I Hope This Is The 'Good' Kind Of Alternate Universe: 
  Cable/Deadpool can use Phasing/Teleport. When Cable/Deadpool 
  uses Phasing/Teleport, roll a d6 that can't be rerolled. If you roll a 
  1-3, opposing characters modify their defense values by +1 this 
  turn. If you roll a 4-6, opposing characters modify their defense 
  values by -1 this turn. 
  Don't Screw Everything Up Like Usual: If Cable/Deadpool 
  use Phasing/Teleport when they have no action tokens, after 
  actions resolve they can use the duo attack ability as a free action. 
  Choose Me! I'm Way Cooler: (non-optional) Once per game 
  when this power is first revealed, choose Cable or Deadpool and 
  this character has 
  . If you chose Cable, this character can use 
  Penetrating/Psychic Blast and Telekinesis and modifies his 
  damage value by +2. If you chose Deadpool, this character can 
  use Perplex and Regeneration and modifies his attack value by +2. 
  This power can't be countered. 
  #056 Colossus/Wolverine 
  Fastball Special: Give Colossus/Wolverine a ranged combat 
  action as if they have a range value of 8. If that attack hits, after 
  actions resolve you may place Colossus/Wolverine adjacent to the 
  target character and then give them a close combat action as a 
  free action, modifying their damage value by +1 for that attack. 
  Which One'll It Be, Bub?: At the beginning of your turn, 
  choose one: Heal Colossus/Wolverine of one damage; or 
  Colossus/Wolverine can use Invulnerability until your next turn. 
  #057 Cyclops/Phoenix 
  Slym and Redd: Give Cyclops/Phoenix a power action. They 
  can then be given up to two free actions to use Force Blast and 
  Telekinesis, once each. 
  Rigorous Trainers: Cyclops/Phoenix can use Leadership and 
  Enhancement. When using Enhancement, the adjacent friendly 
  character also modifies its attack value by +1. 
  #058 Gambit/Rogue 
  Final Kiss: Once during the game on your turn, as a free action 
  you may choose that Gambit/Rogue can't use the duo attack ability 
  or special powers for the rest of the game. If you do, heal 
  Gambit/Rogue 2 clicks and remove all action tokens from them. 
  Sugah and Spice: Gambit/Rogue can use Force Blast and 
  Penetrating/Psychic Blast. When they use either one, after actions 
  resolve they may use it again as a free action if they take 1 
  unavoidable damage after that resolves. 
  Charming Rogues: Gambit/Rogue can use Outwit targeting 
  only adjacent characters. If they do and they counter a standard 
  power, Gambit/Rogue can use that countered power until your next 
  turn. 
  #100 Jamie Madrox 
  Worldly Dupes: As you reveal your force or when Jamie 
  Madrox is placed on the map, choose one of these keywords: 
  Celebrity, Detective, Martial Artist, Police, Politician, Reporter, 
  Scientist, Soldier, Spy, or Warrior. Jamie Madrox possesses that 
  keyword this game. 
  #101 Pslocke 
  Subtle Manipulation: Psylocke can use Mind Control and 
  Stealth. 
  #102 Cable 
  Lord Protector of Providence: Cable can use Barrier, Defend, 
  Leadership, and the Flight ability. 
  
   
   
   
  14-41 
  #103 Deadpool 
  Also, I'm Un-Inebriatable: Deadpool ignores Poison and can't 
  be the target of Mind Control or Penetrating/Psychic Blast. 
  New Writer: At the beginning of the game, choose one: 
  Deadpool can use Ranged Combat Expert and Combat Reflexes or 
  Deadpool can use Close Combat Expert and Energy 
  Shield/Deflection. He can use those powers as long as he can use 
  this special power. 
  #104 Archangel 
  Razor Wings: Archangel can use Blades/Claws/Fangs. 
  Archangel can be given a close combat action as a free action 
  instead of a close combat attack while using Hypersonic Speed. 
  #201 Pestilence 
  The First Horseman: Pestilence: Modify Pestilence's damage 
  value by +1 for each opposing character who took damage from 
  Poison this turn. 
  Plague: Pestilence can use Poison, and deals penetrating 
  damage while using it. 
  Infect: At the end of your turn, each character that took damage 
  from Poison that turn deals 1 damage to each character adjacent 
  to them and not friendly to you. 
  #202 War 
  The Second Horseman: War: Modify War's attack value by +1 
  until the end of the turn for each opposing character who took 
  damage from an attack this turn. 
  Fight: War can use Energy Explosion. When he uses it and hits, 
  a hit character can't be given any actions during its next turn 
  except for close combat actions and ranged combat actions. 
  #203 Famine 
  The Third Horseman: Famine: Opposing characters with two 
  action tokens modify their defense value by -1. 
  Starve: At the beginning of your turn, if Famine has no 
  action tokens, you may give Famine a power action. If you do, give 
  an action token to each adjacent opposing character. 
  #G01 Sentnel Mark II 
  Hunter-Killer: When Sentinel Mark II KO's a character, 
  after actions resolve remove an action token from it. If the KO'd 
  character possessed the Brotherhood of Mutants or X-Men 
  keyword or team ability, remove all action tokens instead. 
  Instant Adaptation: Modify Sentinel Mark II's defense value by 
  +1 for each previous attack targeting it this turn. 
  Incinerate: If Sentinel Mark II rolls doubles with a successful 
  attack roll, the damage dealt by that attack is penetrating and can't 
  be evaded. 
  #G02 Sentinel Mark V 
  Analyze-Contain: Sentinel Mark V can use Outwit. Sentinel 
  Mark V can use it normally, or Sentinel Mark V can use it 
  targeting each opposing character with two action tokens that is 
  within 10 squares and line of fire. You may counter a different 
  power on each character. 
  Frigi-Beam: Sentinel Mark V can use Incapacitate. When it 
  does and hits, choose one: a hit character can't be moved by any 
  game effect until your next turn; or a hit character receives two 
  action tokens. 
  #G03 Apocalypse 
  The First Mutant: Apocalypse's powers and combat abilities 
  can't be countered, and he can't be the target of Incapacitate. 
  Apocalypse can use Plasticity and Shape Change. 
  You Appear More Worthy: Once per game, give Apocalypse a 
  power action and choose two characters: an adjacent opposing 
  character not on its starting line and a friendly character on the 
  map with a point value higher than the opposing character but 
  lower than Apocalypse. The first character becomes friendly to 
  Apocalypse and gains the Horsemen of Apocalypse keyword. The 
  second character becomes friendly to the first character's force 
  and is healed of 1 damage. 
  Survival of the Fittest: Apocalypse can use Mastermind and 
  Invulnerability. 
  Centuries of Scheming: Apocalypse can use Outwit. 
  Apocalypse deals penetrating damage to any characters who have 
  a power countered. 
  #G04 Onslaught 
  Psionic Entity: Onslaught can't be the target of other 
  characters's Incapacitate, Mind Control, Penetrating/Psychic 
  Blast, or Perplex. 
  Reality Warp: Once during your turn, as a free action choose 
  two single-base characters within range and line of fire and place 
  them in each other's squares. 
  Heroic Sacrifice: When turning the dial, stop turning the dial 
  when this click is revealed. When this click is revealed, an 
  opponent may KO character(s) they control of 100 or more total 
  points. If they do, one of those characters deals Onslaught 1 
  unavoidable damage. If they don't, Onslaught can use Impervious. 
  This power can't be countered. 
  Xavier's Dark Side: Onslaught can use Outwit. When he uses 
  it to counter a standard power, you may counter all other powers 
  with the same color as the chosen power on all opposing 
  characters within 10 squares and line of fire. 
  #G05 Nemesis 
  Life Energy Drain: Each time an opposing character takes 
  damage from an attack by Nemesis or Nemesis's Poison, Nemesis 
  may heal 1 damage. 
  Cracked Containment Unit: Nemesis can use Pulse Wave. If he 
  does, he doesn't halve his range value, and his damage value 
  becomes his printed damage value and is locked. 
  Bio Nuclear Blast: Give Nemesis a power action. Draw a 
  straight horizontal or vertical line of fire to any single square 
  within Nemesis's range and line of fire, ignoring other characters 
  for line of fire purposes. Make a ranged combat attack that does 
  not target, and compare the result to each character occupying a 
  square along that line of fire, or a square adjacent to that line of 
  fire but still within his range. Each character hit is dealt 3 damage. 
  #G06 Frost Giant 
  Dust of Enchanted Stone: Frost Giant can use Incapacitate as 
  if he had a range value of 8 and 
  . 
  
   
   
   
  14-42 
  Spear Throw: Once per game as a ranged combat action, Frost 
  Giant can modify his attack and damage values by +3, and then 
  make a ranged combat attack as if he had a range value of 10. 
  Illusionary Might: Frost Giant can use Perplex only to 
  modify an attack, defense, or damage value by +2 or -2. When the 
  target of his Perplex attacks or becomes the target of an attack, 
  before the attack roll, you roll a d6. On a roll of 1-3, the effect 
  from this Perplex ends immediately. 
  #G07 Apocalypse 
  Eternal Schemes: If an opposing character within 4 squares 
  uses Outwit, you may place an action token on that character after 
  actions resolve. 
  Master Manipulator: Apocalypse can use Shape Change and 
  Telekinesis.  When he uses Telekinesis (option 1) and hits an 
  opposing character with a roll of doubles, deal that character 
  damage equal to Apocalypse's damage value after actions resolve. 
  #G08 Sentinel Mark II 
  To play Sentinel Mark II at the Experienced level (300 points), 
  its dial starts the game at the blue starting line.  To play it at the 
  Rookie level (100 points), its dial starts at the yellow starting line. 
  Coordinated Capture: When an opposing character with zero 
  action tokens is within 8 squares of Sentinel Mark II and is hit by 
  anoth friendly character with the Robot keyword, you may place 
  an action token on the opposing character after actions resolve. 
  Secure and Destroy: Sentinel Mark II can use Outwit. When 
  Sentinel Mark II hits an opposing character, increase the damage 
  dealt by +1 for each action token on the hit character. 
  #G09 Sentinel Mark V 
  To play Sentinel Mark V at the Veteran level (300 points), its 
  dial starts the game at the red starting line.  To play it at the 
  Experienced level (150 points), its dial starts at the blue starting 
  line. 
  Coordinated Assault: Once per turn, when another friendly 
  character with the Robot keyword hits an opposing character, 
  Sentinel Mark V may make a close or ranged combat attack 
  against the hit character as a free action after actions resolve. 
  Capture Cables: Sentinel Mark V can use Flurry and 
  Plasticity.  Once per turn, when Sentinel Mark V hits an opposing 
  character with a ranged combat attack, you may place that 
  character adjacent to Sentinel Mark V after actions resolve. 
  Green Lantern 
  #001 Green Lantern 
  Contain Parallax: Green Lantern can use Barrier. 
  #002 Hal Jordan 
  Alter Ego: Green Lantern: Give Hal Jordan a power action, 
  and replace this character with a 
   #001 Green Lantern on its 
  orange starting line. Existing action tokens on this character and 
  action tokens for this action are applied to the replacement. No 
  pushing damage is dealt by this action. 
  Yeah, Ladies, I'm a Test Pilot: When Hal Jordan is carried by a 
  character with 
  or 
  , modify that character's speed 
  value by +3. 
  #003 Kilowog 
  Tough Drill Instructor: Other friendly characters that share 
  a keyword with Kilowog and are within 4 squares modify their 
  attack values by +1. 
  #004 Tomar-Re 
  A Tour of Oa: Add 1 to your roll to determine the first player 
  for each friendly character with the Green Lantern Corps keyword. 
  #007 Abin Sur 
  Passing the Power: When Abin Sur is KO'd, choose a friendly 
  character that's 150 points or less.  For the resto f of the game, 
  modify that character's attack and defense values by +1. 
  #009 Salaak 
  Brilliant Administrator: Salaak can use Perplex.  He can use it 
  normally, or he can choose to target each friendly character within 
  10 squares and line of fire that shares a keyword with him. 
  Green Lantern Fast Forces 
  #004 Sinestro 
  The End of Willpower, the Beginning of Fear: If Sinestro 
  possesses this power after taking pushing damage, place a fear 
  token on this card.  Sinestro modifies his attack value by +1 for 
  each fear token on this card.  If Sinestro is healed, remove all fear 
  tokens from this card.  
  #006 Abin Sur 
  Always Uses a Ship: If Abin Sur carries only one character, 
  he can carry any single base character regardless of their combat 
  symbols. 
  Hammer of Thor Fast Forces 
  #001 Fandral 
  Watch Each Other's Back: When turning the dial, if there is 
  another friendly figure with the Warriors Three keyword within 3 
  squares and this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  #002 Hogun 
  Watch Each Other's Back: When turning the dial, if there is 
  another friendly figure with the Warriors Three keyword within 3 
  squares and this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  #003 Volstagg 
  Watch Each Other's Back: When turning the dial, if there is 
  another friendly figure with the Warriors Three keyword within 3 
  squares and this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  #006 Loki 
  Deceitful One: Loki can use Shape Change. 
  Captain America 
  #002 Howling Commando 
  Minion: Wait to Shoot Til I Tell Ya: If a friendly character 
  named Nick Fury is within 8 squares, Howling Commando can use 
  Ranged Combat Expert. 
  
   
   
   
  14-43 
  #003 HYDRA Agent 
  Minion: Cut Off One Limb: If a friendly character of 40 or 
  more points and with the HYDRA keyword is within 8 squares 
  when this character is KO'd, you may deal one of those characters 
  1 unavoidable damage. If you do, place a 
   #003 HYDRA Agent 
  in your starting area. 
  #004 S.H.I.E.L.D. Specialist 
  Minion: Remember Your Emergency Training!: If a friendly 
  character with the S.H.I.E.L.D. keyword and a higher point value 
  is within 8 squares, S.H.I.E.L.D. Specialist can use Support. 
  #005 S.H.I.E.L.D. Agent 
  Minion: Remember Your Infiltration Training!: If a friendly 
  character with the S.H.I.E.L.D. keyword and a higher point value 
  is within 8 squares, S.H.I.E.L.D. Agent can use Stealth. 
  #006 Black Widow 
  Spy to the Core: Black Widow can use Stealth. 
  #007 Adaptoid 
  Trading Places: When Adaptoid hits a single-base 
  character with a close combat attack, after actions 
  resolve Adaptoid and the hit character may be placed 
  in each other's squares. 
  #008 Stonewall 
  Absorbing the Environment: Whenever Stonewall occupies 
  clear terrain, he can use Toughness. Whenever Stonewall occupies 
  hindering terrain, he can use Invulnerability. 
  #009 Slingshot 
  Bounceback: Slingshot can use Hypersonic Speed. When she 
  uses it, after actions resolve, deal her 1 unavoidable damage if she 
  does not occupy the square she occupied when given the power 
  action. 
  #010 Mentallo 
  Mental Radar Sense: Mentallo ignores other character's 
  Stealth. 
  #012 Diamondback 
  Well-Balanced Attack: Diamondback can use Running Shot. If 
  she uses it and hits, after actions resolve she may move up to two 
  squares as a free action. 
  #014 Luke Cage 
  Bulletproof Skin: Luke Cage can use Willpower and Toughness. 
  When a character attacks Luke Cage with a ranged combat attack, 
  he can use Invulnerability instead of Toughness. 
  #017 Richard Fisk 
  Supreme HYDRA, For Now: Once during your turn as a free 
  action, choose the highest point friendly character with the 
  HYDRA keyword. The chosen character can use Mastermind until 
  your next turn, but only to deal damage to characters with the 
  HYDRA keyword or team ability. 
  #018 Maria Hill 
  S.H.I.E.L.D. Director, For Now: Once during your turn as a 
  free action, choose the highest point friendly character with the 
  S.H.I.E.L.D. keyword. The chosen character can use Enhancement 
  until your next turn, but only to affect characters with the 
  S.H.I.E.L.D. keyword or team ability. 
  #019 Yelena Belova 
  Play All the Sides: When you reveal your force, choose either 
  HYDRA or S.H.I.E.L.D. Yelena Belova possesses that keyword and 
  team ability this game. 
  #020 Super-Adaptoid 
  Kubik Powered (non-optional): Super-Adaptoid possesses the 
  Power Cosmic team ability and the 
   damage symbol. 
  Power Template: At the beginning of your turn, choose a 
  standard attack power that an opposing character within 3 squares 
  can use. Super-Adaptoid can use that power until your next turn. 
  Adaptoid Spawn: At the beginning of your turn, choose one: 
  This turn, modify Super-Adaptoid's damage value by the number of 
  friendly characters named Adaptoid within 3 squares; or this turn, 
  modify the damage values of friendly characters named Adaptoid 
  by +1 when they are within 3 squares. 
  #021 Phobos 
  God of Fear: Phobos can use Force Blast. When he does, on a 
  result of 4-6, after actions resolve, the affected character becomes 
  friendly and may be immediately given an action as a free action, 
  and then becomes friendly to its previous controller's force. 
  #023 Nick Fury 
  You Have Your Orders, Now Move!: Nick Fury can use 
  Stealth. When you give Nick Fury a move action, at the end of the 
  turn, remove an action token from another friendly character that 
  was given a move action this turn and possesses the Howling 
  Commandos, Secret Warriors, or S.H.I.E.L.D. keyword. 
  #024 Doorman 
  Hop In!: Doorman can use the Carry ability. 
  Doorway Through Me: Once during your turn, you may give 
  Doorman a free action and choose a wall or square of blocking 
  terrain adjacent to him. Until your next turn, characters can 
  ignore that wall or square of blocking terrain for movement 
  purposes. 
  #025 Sin 
  Brainwashed, Again: Once per turn, if Sin has exactly one 
  action token, you may give a power action to a friendly character 
  within 8 squares that can use Mind Control, or is named either 
  Crossbones or Red Skull. If you do, give Sin one action as a free 
  action. 
  #027 Nightshade 
  Werewolf Serum: At the beginning of your turn, you may 
  choose an adjacent character. That character can use 
  Blades/Claws/Fangs and possesses Battle Fury but can't attack 
  Nightshade. When rolling a d6 for Blades/Claws/Fangs, the chosen 
  character subtracts 1 from the result, minimum 1. These effects last 
  until your next turn, even if this power is countered or lost. 
  #028 Batroc 
  'Leeping' Kick: Batroc can use Leap/Climb. After he resolves a 
  move action, he may make a close combat attack as a free action. 
  Savate Master: Batroc can use Flurry, but only to attack 
  characters that can't use Combat Reflexes or Leap/Climb. 
  #029 Klaw 
  Solid Sound Constructs: Klaw can use Barrier. When he does, 
  after actions resolve, as a free action you may make a single close 
  
   
   
   
  14-44 
  combat attack that targets each opposing character adjacent to 
  any blocking terrain markers just placed by Klaw. Divide the 
  damage value among the hit targets. 
  Intangible Sound Form: Klaw can use Super Senses and 
  Toughness. 
  #030 Falcon 
  Redwing: Falcon begins the game with Redwing attached. 
  While Redwing is attached, Falcon can use Super Senses. When 
  Falcon is KO'd, remove Redwing from the map. 
  Fly, Redwing, Fly: Give Falcon a power action and remove 
  Redwing from Falcon and place him in an adjacent square. 
  Redwing becomes a bystander token as described on the back of 
  this card. 
  Patriotic Duo: When a friendly character named Captain 
  America is adjacent to Falcon, they both modify their attack values 
  by +1 if not already modified by this effect. 
   Redwing: 
  10 (Charge); 
  9; 
  17 (Super Senses); 
  2; 0  
  #031 Steve Rogers 
  The Focal Point: Steve Rogers can use Leadership. Adjacent 
  friendly characters with the Avengers keyword can use the 
  S.H.I.E.L.D. team ability. Friendly characters with the 
  S.H.I.E.L.D. keyword who begin an action adjacent to Steve 
  Rogers can use the Avengers team ability for that action. 
  #032 Scorpion 
  Genetically Resistant: Scorpion ignores other character's 
  Poison. When Scorpion would be dealt 3 or more damage by a 
  ranged combat attack, she can use Invulnerability. 
  #033 Scientist Supreme 
  Breakthrough: Scientist Supreme can use Perplex, but can only 
  target characters with the Scientist keyword. 
  Science is Supreme: Scientist Supreme can use Outwit. She may 
  use it normally, or she may use it targeting any opposing character 
  within 5 squares but not within line of fire. 
  #034 Quake 
  They All Fall For Me: Quake can use Quake. When she does, 
  she treats opposing characters up to 2 squares away as if they 
  were adjacent and after actions resolve, deal 1 penetrating 
  damage to any one character that was hit. 
  Bring Down the House: Give Quake a power action. Destroy 
  all walls and blocking terrain that Quake could legally target with 
  a close combat attack when given this action. 
  #035 Hellfire 
  Mystical Hellfire Chain: Hellfire can use Energy Explosion and 
  Exploit Weakness. When he uses Energy Explosion, he deals 
  penetrating damage. 
  #037 Black Panther 
  With My Queen By My Side: If a friendly character named 
  Storm is on the map, Black Panther and Storm can both use 
  Support, but can use it only on each other. 
  Always One Step Ahead: Black Panther can use Outwit. This 
  power can't be countered. 
  #038 Cobra 
  Slithery Duo: Cobra can use Plasticity. When a friendly 
  character named Mister Hyde is adjacent to Cobra, they both 
  modify their attack values by +1 if not already modified by this 
  effect. 
  No Essssscape: Characters using Hypersonic Speed or 
  Leap/Climb can't automatically break away from Cobra, but they 
  add 2 to their breakaway rolls. 
  #039 Eel 
  Electric Discharge: Eel can use Energy Explosion. 
  #040 Captain America 
  Captain America's Shield: Captain America begins the game 
  holding The Shield. Captain America can use Super Strength but 
  only to pick up and hold The Shield. Captain America does not use 
  The Shield while making close combat attacks. While The Shield is 
  being held by Captain America, he can use Energy 
  Shield/Deflection and Running Shot. 
  The Shield: Continual, Light Object: The Shield can't be 
  destroyed, only 
   #040 Captain America can hold or pick up The 
  Shield. When used in a ranged attack, Captain America may target 
  up to two characters and deals 3 damage to each hit character. 
  After any attack using The Shield resolves, place it in a square 
  adjacent to a target's square. This object does not count towards 
  your force. 
  #041 Mr. Immortal 
  Dying is What I Do Best!: When Mr. Immortal is KO'd, instead 
  of being defeated remove him from the map, place a special terrain 
  marker in the square he occupied and turn his dial to click #9. 
  Other characters can't occupy the square with the special terrain 
  marker. At the beginning of your turn, if Mr. Immortal is removed 
  from the map in this way, heal him of 1 damage. When click #6 is 
  revealed, remove the special terrain marker and place him in that 
  square. Victory points are only awarded for Mr. Immortal if he is 
  removed from the map at the end of the game. 
  I'm No Man's Patsy. Or Woman's!: The Mastermind power 
  can't be used to transfer damage to Mr. Immortal. 
  #042 Crimson Dynamo 
  High-Frequency Electrical Bolts: Crimson Dynamo can use 
  Penetrating/Psychic Blast. When using it to target a character with 
  the Armor or Robot keyword, modify that character's defense value 
  by -2. 
  #043 Darkstar 
  Envelop in Darkness: Once during your turn, Darkstar can use 
  Smoke Cloud as a free action. 
  Darkforce Manipulation: Darkstar can use Barrier and 
  Toughness. 
  #045 Fixer 
  Treacherous Duo: When a friendly character named Mentallo 
  is adjacent to Fixer, they both modify their attack values by +1 if 
  not already modified by this effect. 
  Cobble Any Object Into a Weapon: Give Fixer a power action 
  when he occupies a square with an object. Replace that object with 
  any light or heavy special object you own from outside the game 
  that's not already on the map or being held and has an equal point 
  value. 
  
   
   
   
  14-45 
  #046 Gorgon 
  Godkiller: Gorgon can use Blades/Claws/Fangs and Exploit 
  Weakness. When attacking a character with the Deity or Mystical 
  keywords, Gorgon may reroll the d6 roll for Blades/Claws/Fangs 
  once. 
  Stone Gaze: Gorgon can use Energy Explosion with a range of 
  6. When he does, you may give each hit character less than 100 
  points an action token in addition to the normal effects. 
  #047 Dirk Anger 
  Insane Leadership: Dirk Anger can use Leadership. Other 
  characters can't use Leadership. Opposing characters within 4 
  squares of Dirk Anger can't use team abilities. 
  Unusual Weapons of Mass Destruction: Adjacent friendly 
  characters that currently possess a special power modify their 
  attack values by +1. 
  #048 Quasar 
  Impenetrable Mental Shields: When a target of Mind Control 
  or Penetrating/Psychic Blast, Quasar modifies his defense value by 
  +2. 
  Quantum Teleportation: Quasar can use Phasing/Teleport. 
  When he does, if he moved 5 squares or less, after actions resolve 
  he can make a ranged combat attack at half range as a free action. 
  Quantum Constructs: Quasar can use Barrier, Defend, and 
  Invulnerability. 
  #049 Maelstrom 
  Kinetic Energy Drain: Opposing characters that are given a 
  non-free action within 8 squares of Maelstrom modify their speed 
  value by -2 for that action. 
  Kinetic Backlash: Maelstrom can use Impervious. When he 
  rolls a d6 for Impervious from damage dealt by an attack, on a 
  result of 5 or 6, the attacker is dealt 1 unavoidable damage after 
  actions resolve. 
  The Rest of the Universe Stops For Me (nonoptional): 
  Maelstrom possesses the 
   damage symbol. Each time an 
  opposing character takes damage from a ranged combat attack 
  made by Maelstrom, you may heal him of 1 damage and the hit 
  characters cannot be moved during their next turn. 
  #050 MODOK 
  All Head: MODOK can't use the Carry ability. 
  Psychic Bomb: MODOK can use Pulse Wave. When he does, 
  choose a keyword that MODOK possesses. Friendly characters 
  with the chosen keyword are not affected by this use of Pulse 
  Wave. 
  #051 Scorpio 
  Master of the Zodiac: Scorpio begins the game with the Zodiac 
  Key placed on the map by an opponent into a clear square at least 
  five squares from any starting area. Scorpio automatically rolls a 
  6 when rolling for the Zodiac Key. When Scorpio is KO'd, remove 
  the Zodiac Key from the game. Scorpio can use Energy 
  Shield/Deflection and Penetrating/Psychic Blast while the Zodiac 
  Key is on his character card. 
  Zodiac Key: Immobile. This object can't be destroyed. Once per 
  game per character, give a character occupying Zodiac Key's 
  square a power action and roll a d6 that can't be rerolled. On a 
  roll of 6, place this object on that character's character card. 
  Modify that character's combat values by +1 and that character 
  can use Probability Control if it cannot already. When that 
  character is defeated, place this object in the square that character 
  last occupied. This object does not count towards your force. 
  #052 Red Skull 
  Captain America's Cloned Body: Red Skull can use Close 
  Combat Expert and Leadership. 
  Dust of Death: Red Skull can use Poison. When using it, 
  adjacent opposing characters less than 100 points or named 
  Captain America are dealt 2 damage instead. 
  Tactical Genius of the Reich: If an opposing character within 8 
  squares is adjacent to 2 or more characters friendly to Red Skull, 
  modify the opposing character's defense by -1. 
  #053 Baron Strucker 
  HYDRA Sees All: Each friendly characters possessing the 
  HYDRA keyword or team ability may ignore one other friendly 
  character possessing the HYDRA keyword or team ability for line 
  of fire purposes once per round. 
  Satan Claw: Baron Strucker can use Blades/Claws/Fangs and 
  Energy Explosion. When a character takes damage from Baron 
  Strucker's attack using Blades/Claws/Fangs, deal 1 damage to 
  each character opposing to Baron Strucker adjacent to that 
  character. 
  Death Spore Virus: Baron Strucker can use Poison. When using 
  it, adjacent opposing characters 100 points and greater or named 
  Nick Fury are dealt 2 damage instead. 
  #054 Baron Zemo 
  Master of the Masters: Whenever a friendly character uses the 
  Masters of Evil team ability, roll a d6 that can't be rerolled. On a 
  result of 4-6 the team ability does not deal 1 unavoidable damage 
  for this action. 
  #055 Kitty Pryde 
  Shadowcat: Kitty Pryde can use Phasing/Teleport and Stealth. 
  She can use Toughness when targeted by a close combat attack. 
  Out of the Walls: Kitty Pryde ignores walls for adjacency 
  purposes when making close combat attacks. 
  Massive Disruption: When Kitty Pryde moves due to her own 
  action, after actions resolve you may remove from the map any 
  objects occupying her square, an adjacent square, or being held by 
  an adjacent character. 
  #056 Squirrel Girl 
  Monkey Joe: Squirrel Girl begins the game with Monkey Joe 
  attached. While Monkey Joe is attached, Squirrel Girl can use 
  Super Senses. When Monkey Joe is KO'd, reattach him to Squirrel 
  Girl. When Squirrel Girl is KO'd, remove Monkey Joe from the 
  map. 
  Run, Monkey Joe, Run!: Give Squirrel Girl a power action 
  and remove Monkey Joe from Squirrel Girl and place him in an 
  adjacent square. Monkey Joe becomes a bystander token as 
  described on the back of this card. 
   Monkey Joe: 
  8 (Leap/Climb); 
  8; 
  16 (Super Senses); 
  1; 0  
  
   
   
   
  14-46 
  #057 Invisible Woman 
  Invisible Barrier: Invisible Woman begins the game without the 
  Invisible Barrier. If the Invisible Barrier is attached, Invisible 
  Woman and adjacent friendly characters can use Energy 
  Shield/Deflection. The Invisible Barrier remains attached to 
  Invisible Woman until she takes damage from an opponent's 
  attack. 
  Shields Up!: Invisible Woman can use Barrier. When she does 
  so, attach the Invisible Barrier to her after actions resolve. 
  You Can't See What I'm About to Do to You…: Invisible 
  Woman can use Force Blast, Penetrating/Psychic Blast, and 
  Telekinesis. If the Invisible Barrier is attached, modify her range 
  value by +2. 
  #058 Human Torch 
  Nova Flame: Human Torch begins the game without the Nova 
  Flame. If the Nova Flame is attached, Human Torch can use 
  Poison and modifies his damage value by +1. The Nova Flame 
  remains attached to Human Torch until he takes damage from an 
  opponent's attack. 
  Nova Blast: Give Human Torch a double power action that 
  places two action tokens on him. Human Torch can use Pulse 
  Wave as a free action, but the damage value becomes 3 instead of 
  1 if a line of fire can be drawn to two or more other characters. 
  Attach the Nova Flame to him when this action resolves. 
  Fiery Corona: Human Torch can use Energy Shield/Deflection. 
  If the Nova Flame is attached, Human Torch can also use 
  Toughness. 
  #059 Weapon X 
  Breaking Out of the Tank: Weapon X begins the game with the 
  Fluid Tank attached. As long as the Fluid Tank is attached, 
  Weapon X can't be moved, placed, targeted, assigned an action, or 
  damaged, and at the beginning of your turn, turn his dial once to 
  the right. As long as the Fluid Tank is attached, any opposing 
  character occupying an adjacent square may be given a power 
  action to turn his dial once to the left. When click #5 is revealed, 
  remove the Fluid Tank. At the beginning of your turn, if you 
  control no other friendly characters, click Weapon X to click #5 
  and remove the Fluid Tank. 
  #060 Captain America 
  Thawing From the Ice: Captain America begins the game with 
  the Ice Sheath attached. As long as the Ice Sheath is attached, 
  Captain America can't be moved, placed, targeted, assigned an 
  action, or damaged, and at the beginning of your turn, turn his dial 
  once to the right. As long as the Ice Sheath is attached, any 
  opposing character occupying an adjacent square may be given a 
  power action to turn his dial once to the left. When click #5 is 
  revealed, remove the Ice Sheath. At the beginning of your turn, if 
  you control no other friendly characters, click Captain America to 
  click #5 and remove the Ice Sheath. 
  Second Deflection: When Captain America targets a character 
  with a ranged combat attack, he may target an additional 
  character within 3 squares and line of fire from the first character, 
  and divide the damage between themthe hit characters. The second 
  character does not have to be within Captain America's range or 
  line of fire. 
  #061 Capwolf 
  King of the Werewolves: Capwolf can use Leadership. When he 
  does and rolls a 6, in addition to the normal effects you may 
  remove an action token from himself or an adjacent character with 
  the Animal keyword. 
  #063 Rojhaz 
  Living in Harmony with Nature: Rojhaz can use Stealth, 
  ignores other character's Stealth, and ignores hindering terrain for 
  movement purposes. 
  I Can Track Anything: Give Rojhaz a power action and choose 
  an opposing character within 3 squares and line of fire. That 
  character can't use Stealth this turn. 
  #100 Nick Fury LMD 
  Life Model Decoy: Whenever a friendly character named Nick 
  Fury would be KO'd by an opponent's attack, instead of being 
  defeated, you may turn his dial to his last non-KO click and KO 
  this figure instead. If you do, place that Nick Fury in this square. 
  #101 Red Guardian 
  Soviet Duo: When a friendly character named Black Widow is 
  adjacent to Red Guardian, they both modify their attack values by 
  +1 if not already modified by this effect. 
  #102 Bob, Agent of HYDRA 
  I'm Really Good at Hiding Behind Others: Lines of fire drawn 
  to Bob, Agent of HYDRA are blocked if he's adjacent to a friendly 
  character that's either 150 points or more or named Deadpool. 
  Cowardice is my Attack! Your Accidental Death is my 
  Victory!: As long as Bob, Agent of HYDRA is not within 3 squares 
  of an opposing character, he can use Probability Control, but only 
  during an opponent's turn. 
  #103 Gabe Jones 
  The Heart and Soul: Other friendly characters with the 
  Howling Commandos or S.H.I.E.L.D. keyword modify their speed 
  values by +1. 
  #104 "Successful" Dirk Anger 
  Brains! They're What's For Dinner: "Successful" Dirk Anger 
  can use Steal Energy, but he heals equal to the amount of damage 
  taken by the opposing character instead of 1. 
  #105 Madame Hydra 
  Psychedelic Presence: Madame Hydra can use Perplex. She can 
  use it normally, or if she targets a friendly character with the 
  HYDRA keyword or possessing the Hydra team ability, she can 
  modify a combat value by +2, except damage. 
  #208 Red Skull 
  Steve, Is That You?: Red Skull can use Perplex and Shape 
  Change. 
  #209 Sin 
  Killer Duo: When a friendly character named Crossbones is 
  adjacent to Sin, they both modify their attack values by +1 if not 
  already modified by this effect. 
  2011 Promo Figures 
  #D-001 Wonder Woman 
  Bullets and Bracelets: Wonder Woman can use Energy 
  Shield/Deflection. When Wonder Woman is the target of a ranged 
  attack, she can also use Super Senses. 
  
   
   
   
  14-47 
  Lasso Capture: When an opposing character takes damage 
  from Wonder Woman's attack, that character can't break away 
  (even automatically) during its next turn if Wonder Woman is 
  adjacent to it. 
  Princess of the Amazons: Wonder Woman can use Perplex. If 
  she targets another friendly character with the Amazon keyword 
  with Perplex, she can use it normally or modify any combat value 
  by +2 or -2 except damage. 
  #M-001 Moonstone 
  Intangible Attack: Moonstone ignores blocking terrain for 
  movement purposes. 
  Street Fighter 
  #001 Ken 
  Shoryureppa: Give Ken a double power action. He makes a 
  close combat attack modifying his damage value by +3. 
  #002 Ryu 
  Shinku Hadoken: Give Ryu a double power action. He makes a 
  ranged combat attack modifying his damage value by +3. 
  #003 Blanka 
  Block: When Blanka has no action tokens, modify his defense 
  value by +1. 
  Lightning Cannonball: Give Blanka a double power action. 
  Blanka deals 1 penetrating damage to each adjacent opposing 
  character. 
  #003b Blanka 
  Mirror Claw: Blanka can use Blades/Claws/Fangs. 
  #005 Zangief 
  Block: When Zangief has no action tokens, modify his defense 
  value by +1. 
  #005b Zangief 
  Mirror Spin: When Zangief makes any close combat attack, he 
  can target all adjacent opposing characters and divide the damage 
  among the hit targets. 
  #006 E. Honda 
  Block: When E. Honda has no action tokens, modify his defense 
  value by +1. 
  Super Killer Head Ram: Give E. Honda a double power action. 
  E. Honda makes up to three close combat attacks as free actions. 
  #007 Guile 
  Sonic Boom: Guile can use Incapacitate. In addition to the 
  normal effects, a hit character is dealt 1 damage. 
  #008 Chun-Li 
  Senretsukyaku: Give Chun-Li a double power action. She can 
  use Flurry as a free action, and when she does, she may use 
  Probability Control for each attack. 
  #008b Chun-Li 
  Mirror Jump: Chun-Li can use Leap/Climb and the Carry 
  ability. 
  #009 Cammy 
  Cannon Spike: When a character who didn't begin the turn 
  adjacent to Cammy attacks her, modify her defense value by +2. If 
  a character misses Cammy with one or more attacks, deal 1 
  damage to that character after actions resolve. 
  #009b Cammy 
  Mirror Cannon Spike: Modify Cammy's attack value by +1 for 
  each adjacent opposing character. 
  #011 Fei Long 
  Block: When Fei Long has no action tokens, modify his defense 
  value by +1. 
  Shienkyaku: Fei Long can use Quake. When he does, you may 
  choose to have him deal 1 penetrating damage to each hit 
  character instead of the normal damage. 
  #012 T. Hawk 
  Block: When T. Hawk has no action tokens, modify his defense 
  value by +1. 
  Condor Dive: If T. Hawk is given a move action while 
  occupying hindering or elevated terrain, he can ignore hindering 
  and elevated terrain for movement purposes and may make a close 
  combat attack as a free action after the action resolves if he 
  occupies a clear grounded square. 
  #013 Balrog 
  Block: When Balrog has no action tokens, modify his defense 
  value by +1. 
  Turn Punch: Balrog can use Flurry. For the second attack, he 
  must target a different character and modifies his damage value by 
  +1. 
  #014 Vega 
  Block: When Vega has no action tokens, modify his defense 
  value by +1. 
  #016 Ken 
  EX Hadoken: Give Ken a double power action. Ken makes a 
  ranged combat attack. After actions resolve, counter all powers 
  that an opposing character who took damage from this attack 
  possesses until your next turn. 
  #017 Dhalsim 
  Yoga Inferno: When an opposing character takes damage from 
  Dhalsim's close combat attack, after actions resolve each opposing 
  character adjacent to that character is dealt 1 penetrating damage. 
  #018 Guile 
  Flash Explosion: Give Guile a power action. Move him up to 3 
  squares and then make a close combat attack with a locked 
  damage value of 2. A hit character receives an action token. 
  Damage from this attack is penetrating. 
  #019 M. Bison 
  Nightmare Booster: Give M. Bison a double power action and 
  move him up to his speed value. He can use the Flight ability for 
  this action. If he moved in a straight horizontal or vertical path, 
  after actions resolve, deal 1 penetrating damage to each opposing 
  character occupying a square he moved through. 
  #020 Ryu 
  Metsu Shoryuken: Ryu can use Exploit Weakness. 
  
   
   
   
  14-48 
  #021 Ken 
  Tatsumaki Senpukyaku: Ken can use Quake. When Ken uses 
  Quake, after actions resolve, Ken can use the Flight ability, 
  automatically breaks away, and may move up to 3 squares. 
  #022 Akuma 
  Goshoryuken: Give Akuma a double power action. He can use 
  Flurry as a free action. If he hits at least one character, after 
  actions resolve he can choose a square within 6 squares and be 
  placed in it and then use Flurry again as a free action. 
  #023 Evil Ryu 
  The Awakened Killer: Damage dealt by Evil Ryu to characters 
  that share a keyword with him is penetrating damage. 
  #105 Guile 
  Flash Kick: Give Guile a power action. Move him up to 1 
  square and then make a close combat attack with a locked damage 
  value of 1. A hit character receives an action token. 
  Gears Of War 3 
  #001 Marcus Fenix 
  Fast Reload: When Marcus Fenix rolls doubles and hits with an 
  attack, after the attack is resolved you can make a ranged combat 
  attack as a free action, modifying his damage value by -1. 
  Grenade: +2; 
  Frag; 
  Smoke 
  #002 Dominic Santiago 
  I Got Your Back: When Dominic Santiago attacks an opposing 
  character adjacent to another friendly character, modify his attack 
  value by +1. 
  Grenade: +1; 
  Frag 
  #003 Augustus Cole 
  Raven Gunner: At the beginning of the game, place a SPECIAL 
  marker in a clear square within 10 squares of your starting area. 
  When Augustus Cole occupies that square, his range value is 10 
   
  and each target he hits with a ranged combat attack is dealt 1 
  additional damage. 
  Thrashball Star: Augustus Cole can use Flurry. When he uses a 
  grenade, rolls doubles and hits any opposing character with the 
  grenade, do not reduce the number of grenades in the grenade 
  pool. 
  Grenade: +2; 
  Frag; 
  Smoke 
  #004 Damon Baird 
  Scavengineer: When Damon Baird is adjacent to an unheld 
  object, as a free action roll a d6; on a result of 4-6, add a grenade 
  to your grenade pool and remove the object from the game. 
  You Gonna Just Lay There and Bleed All Day?: Damon Baird 
  can use Support. Give Damon Baird a power action; he can move 
  up to 4 squares and then use Support as a free action. 
  Let Me Help You Help Me: Damon Baird can use Perplex, but 
  can't target himself. When Damon Baird uses Perplex, his same 
  combat value is modified in the same way. 
  Grenade: +1; 
  Smoke 
  #005 Anya Stroud 
  Tactical Intel: When Anya Stroud hits an opposing character, 
  choose a keyword possessed by that character. Until your next 
  turn, all friendly characters modify their attack values by +1 when 
  attacking opposing characters that possess the chosen keyword. 
  Meatshields and Snubshots: Modify Anya Stroud's defense 
  value by +2 when she is adjacent to an opposing character. When 
  making a ranged combat attack, she may use Probability Control 
  during the attack. 
  Grenade: +1; 
  Smoke 
  #006 Mauler 
  Grenade: +0; 
  Frag 
  #007 Locust Drone 
  Drone of the Horde: Locust Drone can use Combat Reflexes 
  and Mastermind; when using Mastermind, the damage can be 
  dealt to any adjacent friendly character possessing the Locust 
  Horde team ability.  This damage cannot later be dealt to Locust 
  Drone. 
  #008 Kantus 
  Rewards to the Faithful: When a friendly character adjacent to 
  Kantus rolls a critical hit, add one to your grenade pool. 
  Shrieking Priest: Kantus can use Perplex and Support. 
  Grenade: +1; 
  Ink 
  #009 General RAAM 
  Grenade Scatter: When General RAAM is given a move action, 
  he can use a grenade as a free action after the move action is 
  resolved. 
  Troika Blasts and Clouds of Kryll: General RAAM can use 
  Penetrating/Psychic Blast. Once per turn, if General RAAM has no 
  action tokens he can use Smoke Cloud as a free action until the 
  beginning of his next turn. At the end of your turn, roll a d6 for 
  each opposing character occupying a square containing a 
  hindering terrain marker placed by General RAAM, and on a 
  result of 5-6 deal the opposing character 1 damage. 
  Grenade: +3; 
  Frag; 
  Ink 
  #010 Skorge 
  Chainsaw Staff: Skorge can use Blades/Claws/Fangs and 
  Flurry. A single character can't take more than 4 damage per turn 
  from Skorge's attacks. 
  Grenade: +1; 
  Ink 
  Halo 
  #002 Marine 
  Flanking Fire: When Marine makes a ranged combat attack 
  targeting an opposing character that was hit by another friendly 
  character this turn, modify the opposing character's defense value 
  by -1. 
  Grenade: +1; 
  Flashbang 
  #003 ODST 
  Orbital Insertion: When ODST occupies your starting area at 
  the beginning of your turn, he can use Phasing/Teleport this turn. 
  
   
   
   
  14-49 
  When he does, roll 2d6 and replace his speed value with his 
  printed speed value plus the result. 
  And Stay Down!: ODST can use Exploit Weakness and Ranged 
  Combat Expert. 
  Grenade: +1; 
  Frag; 
  Thermite 
  #004 Brute 
  Grenade: +3; 
  Frag; 
  Plasma 
  #006 Elite 
  Strafe: When Elite rolls doubles and hits with a ranged combat 
  attack, after the attack resolves he may automatically break away, 
  move up to 3 squares and then make a ranged combat attack as a 
  free action. 
  Grenade: +1; 
  Plasma 
  #007 Drone 
  Ambush!: Drone can use Stealth. When Drone occupies 
  hindering terrain at the beginning of your turn, it can use Charge 
  and Running Shot this turn. 
  Swarm Attack: Modify Drone's attack value by +1 for each 
  adjacent friendly character named Drone. 
  #008 Jackal 
  Sniper: Jackal can use Energy/Shield Deflection and Stealth. 
  Particle Accelerator: At the beginning of your turn, roll a d6 as 
  a free action. On a result of 5 or 6, Jackal's line of fire ignores 
  walls and blocking terrain this turn. 
  #009 Spartan 
  Double Pistol Whip: Spartan can use Flurry. After any of 
  Spartan's ranged combat actions resolve, if Spartan is within 3 
  squares of a character targeted during that action, place him 
  adjacent to that character and he can use Flurry as a free action 
  with a locked damage value of 1. 
  SAP-HP Ammo: When a character would be dealt damage by 
  Spartan's ranged attack, roll a d6; on a result of 5 or 6, the 
  damage dealt by the attack is penetrating damage. 
  Grenade: +2; ;
  Flashbang; 
  Frag 
  #010 Spartan 
  Scoped Shot: Give Spartan a power action when he has no 
  action tokens; he makes a ranged combat attack modifying his 
  attack value by +2. 
  Grenade: +2; 
  Frag; 
  Plasma 
  #011 Flood Infection 
  Swarm:Flood Infection can use Poison. Modify Flood 
  Infection's attack value by +1 for each friendly character adjacent 
  to Flood Infection or the target of his attack. 
  #012 Spartan 
  Shred Shot: When Spartan assigns at least 1 damage from a 
  ranged combat attack to each of two targets, choose one target; 
  damage dealt to that target is penetrating damage. 
  Grenade Chaser: When Spartan hits a character in the target 
  square with a grenade, after the attack resolves he may 
  immediately make a ranged combat attack targeting the same 
  character as a free action. 
  Grenade: +1; 
  Flashbang; 
  Frag 
  #013 Master Chief 
  Bandolier Piercer: When Master Chief hits a target with a 
  ranged combat attack, if the target possesses the 
   symbol deal it 
  1 penetrating damage after the attack resolves and the target's 
  force decreases their grenade pool by 1. 
  Grenade: +2; 
  Frag; 
  Plasma 
  #014 Grunt 
  Stand Together: Modify Grunt's attack value by +1 when he is 
  adjacent to at least one other friendly character named Grunt. 
  Quickfire: When Grunt misses with a ranged combat attack, roll 
  a d6 after actions resolve. On a result of 6 he may make a ranged 
  combat attack as a free action. 
  #015 Grunt 
  Stand Together: Modify Grunt's attack value by +1 when he is 
  adjacent to at least one other friendly character named Grunt. 
  Fuel Rod Explosion: When Grunt makes a ranged combat 
  attack, if the attack roll is doubles and hits a character, after the 
  attack resolves deal 1 penetrating damage to the target and all 
  opposing characters adjacent to that character. 
  #016 Elite 
  Concentrated Fire: When Elite makes an attack, if the attack 
  roll is doubles and hits, after the attack resolves he may 
  immediately make an attack against the same target as a free 
  action. 
  Anti-Armor Ammunition:Anti-Armor Ammunition Once per 
  turn when Elite hits a target with a ranged attack, roll a d6; on a 
  result of 4-6, the attack deals penetrating damage. 
  Grenade: +1; 
  Flashbang; 
  Thermite 
  #017 Elite Zealot 
  Field Master: Elite Zealot can use Leadership and Outwit. 
  Grenade: +2; 
  Plasma; 
  Thermite 
  #018 Master Chief 
  I Make My Own Luck: Master Chief can use Probability 
  Control, but only to reroll his own attack rolls. 
  Grenade: +2; 
  Frag; 
  Thermite 
  #019 Spartan 
  Extra Grenades: When using a grenade, if the attack roll is 
  doubles and any opposing character is hit, increase the number of 
  grenades in your grenade pool by 2. 
  Stun Shot: When Spartan hits a character with a ranged combat 
  attack, after actions resolve give the target an action token if they 
  have zero action tokens. 
  Grenade: +2; 
  Plasma; 
  Thermite 
  #020 Master Chief 
  Soften 'Em Up: After using the Throw a Grenade ability and 
  hitting one or more targets, after actions resolve Master Chief may 
  make a ranged combat attack targeting one of the hit characters as 
  a free action. 
  Grenade: +2; 
  Flashbang; 
  Frag 
  
   
   
   
  14-50 
  #021 Infected Marine 
  Growth of the Gravemind: Infected Marine can use Steal 
  Energy. Modify Infected Marine's attack value by +1 for each 
  opposing character within 3 squares with one or more action 
  tokens. 
  #022 Infected Elite 
  Camouflaged Combat Form: Infected Elite can use Charge and 
  Stealth. 
  #023 Master Chief 
  Plasma Burst: Master Chief can use Energy Explosion and 
  Penetrating/Psychic Blast; when he uses Energy Explosion and 
  targets a single target, the damage dealt to the target character is 
  penetrating damage. 
  Grenade: +1; 
  Frag 
  #024 Arbiter 
  Grenade: +2; 
  Flashbang; 
  Frag 
  #025 Flood Carrier 
  Carrier of the Infection: After Flood Carrier's close combat 
  action resolves, roll a d6; on a result of 1-3 deal 1 damage to each 
  adjacent opposing character. On a result of 4-6, Flood Carrier can 
  use Quake as a free action. 
  #026 Grunt 
  Sticky Grenade: Grunt can throw a grenade as a ranged 
  combat action instead of a power action. 
  Suicidal Charge: Grunt can use Charge and Quake this turn if 
  you decrease the number of grenades in your grenade pool by 1. 
  Grenade: +2; 
  Plasma 
  #027 Sgt. Johnson 
  On Yer Feet!: Sgt. Johnson can use Leadership and Perplex. 
  When using Leadership, Sgt. Johnson treats friendly characters 
  within four squares that share a keyword with him as adjacent. 
  Grenade: +2; 
  Frag; 
  Thermite 
  #028 Cortana 
  Electronic Infiltrator: Give Cortana a power action, then make 
  a close combat attack and compare the attack total to the defense 
  values of all opposing adjacent characters. For each character hit 
  by the attack, deal damage equal to the number of action tokens on 
  the character. 
  Tactical Database: Cortana can use Outwit and Support. 
  #029 Brute Honor Guard 
  Energy Stave: Brute Honor Guard can use Charge and Flurry. 
  After it uses Flurry and actions resolve, it can use Force Blast as a 
  free action and all characters hit during that action are knocked 
  back the number of squares equal to the d6 result. 
  Grenade: +1; 
  Plasma 
  #030 Elite Honor Guard 
  Guardian Defender: Elite Honor Guard can use Toughness. 
  Once per turn, when an adjacent friendly character is hit by an 
  opposing character's attack, after the action resolves Elite Honor 
  Guard may deal 2 damage to the opposing character if it is 
  adjacent to Elite Honor Guard. 
  Grenade: +2; 
  Flashbang; 
  Plasma 
  #031 Cloaked Elite 
  Camouflaged Ambush: Cloaked Elite can use Stealth. Give 
  Cloaked Elite a double power action; he can be given a close 
  combat action as a free action with his attack value modified by 
  +1 and as if he occupied any unoccupied square of hindering 
  terrain within 6 squares. 
  Grenade: +1; 
  Plasma; 
  Thermite 
  #032 Brute 
  Autofire: When Brute hits a target with a ranged combat attack 
  and the attack roll is doubles, after the attack resolves he may 
  immediately make a ranged combat attack against the same target 
  as a free action. Damage dealt by the second attack is penetrating 
  damage. 
  Deployable Cover: Brute can use Barrier, but can only place up 
  to two blocking terrain markers. 
  #033 Cloaked Elite 
  Radioactive Rounds: Cloaked Elite can use Energy Explosion; 
  when he does, damage dealt to the target of the attack is 
  penetrating damage. 
  Grenade: +2; 
  Flashbang; 
  Thermite 
  #034 Master Chief 
  Stay On Mission: At the beginning of the game choose a 
  keyword or team ability possessed by an opposing character; 
  modify Master Chief's attack value by +1 when attacking 
  characters that possess the chosen keyword or team ability. 
  Grenade: +1; 
  Frag; 
  Thermite 
  #035 Master Chief 
  Grenade Strafe: When Master Chief uses Energy Explosion and 
  hits the target character, you may decrease the number of 
  grenades in your grenade pool by 1 and deal 3 damage to the 
  target character instead. (Other hit characters are dealt damage 
  normally.) 
  Grenade: +2; 
  Flashbang 
  #036 Arbiter 
  Inspire to Action: Give Arbiter a free action and choose a 
  friendly adjacent character of a lower point value. This turn, that 
  character can use Charge or Running Shot. 
  Grenade: +1; 
  Flashbang 
  #037 Tartarus 
  Gravity Hammer: Give Tartarus a double power action and 
  choose two for this attack: Tartarus modifies his attack value by 
  +2; Tartarus modifies his damage value by +1; Tartarus deals 
  penetrating damage; or characters targeted by Tartarus cannot 
  use Shape Change or Super Senses. Then make a close combat 
  attack. 
  #038 Master Chief 
  Bring Down the Hammer:Bring Down the Hammer Master 
  Chief can use Charge and Leap/Climb. While using Charge, he 
  ignores other characters and terrain for movement purposes 
  except indoor blocking terrain. 
  
   
   
   
  14-51 
  #039 Cloaked Master Chief 
  Active Camo Shielding: Cloaked Master Chief can use Stealth 
  and Toughness. When Cloaked Master Chief is the target of a 
  ranged combat attack, he can use Super Senses. 
  Grenade: +1; 
  Frag; 
  Thermite 
  #040 Cloaked Arbiter 
  Sword of the Prophets: Cloaked Arbiter can use 
  Blades/Claws/Fangs; when he rolls a d6 for Blades/Claws/Fangs 
  and the result is 1-3, damage dealt by the attack is penetrating 
  damage. 
  Grenade: +2; 
  Flashbang; 
  Plasma 
  #041 Prophet of Regret 
  Shield of Faith: Damage dealt to Prophet of Regret by ranged 
  attacks is reduced to 0. 
  I WILL Complete My Sermon!: Prophet of Regret can use 
  Perplex and Probability Control. 
  #042 Master Chief and Cortana 
  Strategic Positioning: Master Chief and Cortana can use 
  Running Shot and Stealth. 
  Battlefield Requisition: For each opposing character that takes 
  damage from Master Chief and Cortana's attack, choose one: add 
  1 grenade to your grenade pool; or modify another friendly 
  character's attack value by +1 this turn. 
  Grenade: +1; 
  Flashbang; 
  Frag 
  #044 Master Chief and Arbiter 
  Master Chief and Arbiter can use the Sharpshooter ability. 
  Blade and Blast: Master Chief and Arbiter can use 
  Blades/Claws/Fangs and Energy Explosion. 
  Grenade: +2; 
  Plasma; 
  Thermite 
  #045 Master Chief 
  Hover: Master Chief ignores hindering terrain for movement 
  purposes. 
  Infrared Lock: Give Master Chief a free action. The next time 
  this turn an opposing character within 5 squares and line of fire 
  uses Shape Change or Super Senses, you may have them reroll the 
  roll to use that power. 
  Grenade: +1; 
  Flashbang; 
  Thermite 
  Superman 
  #002 Kryptonian Soldier 
  Minion: Krypton United: Whenever a friendly character of a 
  higher point value possessing either the Superman Ally team 
  ability or the Kryptonian keyword is within 8 squares, Kryptonian 
  Solider can use Willpower. 
  #003 Kryptonian Infiltrator 
  Minion: Krypton United: Whenever a friendly character of a 
  higher point value possessing either the Superman Ally team 
  ability or the Kryptonian keyword is within 8 squares, Kryptonian 
  Infiltrator can use Willpower. 
  #004 Intergang Underboss 
  Minion: The Religion of Crime: Whenever a friendly character 
  named Bruno Mannheim is within 8 squares, Intergang Underboss 
  can use Toughness. 
  #005 Seven Deadly Brothers 
  7 Deadly Brothers: Modify this character's attack value by +1 
  whenever you control 4 or more characters named "Seven Deadly 
  Brothers." Instead, modify this character's combat values by +1 
  whenever you control 7 or more characters named "Seven Deadly 
  Brothers." 
  #007 Star Boy 
  Mass Increase: Opposing characters within 4 squares of Star 
  Boy can't be given actions to use Charge, Running Shot, or 
  Hypersonic Speed and halve their speed values when given a move 
  action. 
  #008 Brainiac 5 
  Force Field Belt: Brainiac 5 can use Invulnerability. Give 
  Brainiac 5 a free action and choose an adjacent character with the 
  Legion of Super-Heroes keyword. That character can use 
  Toughness until your next turn as long as it is adjacent to Brainiac 
  5. 
  Twelfth-Level Intellect: Brainiac 5 can use Outwit. Once 
  during your turn Brainiac 5 can use Perplex or Probability 
  Control. 
  #009 Lois Lane, Superwoman 
  Sneaking Around the Fortress: Lois Lane, Superwoman can 
  use Stealth and possesses Earthbound/Neutralized. 
  #011 Gangbuster 
  Bust the Gangs: At the beginning of the game, choose a team 
  ability. Modify Gangbuster's attack value by +1 for each KO'd 
  opposing character possessing that team ability. 
  #012 Livewire 
  Prevent the Short: When there are no squares of water terrain 
  within 8 squares of Livewire, modify her damage value by +1. 
  #013 Maxwell Lord 
  Erased Myself From Your Minds: Lines of fire drawn to 
  Maxwell Lord by opposing characters are blocked unless he's 
  taken damage from an opponent's attack this game. 
  #014 Mercy Graves 
  Minion: Protect the Boss: Whenever a friendly character 
  named Lex Luthor is within 8 squares, modify Mercy Graves' 
  attack and speed values by +1 and she can use Defend. 
  #015 Lex Luthor 
  Last Perfect Cocktail Was a Super-Serum: When turning the 
  dial, if this click is revealed due to damage taken from an 
  opponent's attack, stop turning the dial. 
  #017 Superboy 
  Reign of the Supermen: If a friendly character named 
  Superman has been KO'd this game, modify Superboy's combat 
  values by +1 for the rest of the game. 
  #018 Steel 
  Reign of the Supermen: If a friendly character named 
  Superman has been KO'd this game, modify Steel's combat values 
  by +1 for the rest of the game. 
  
   
   
   
  14-52 
  Hammer Down: When Steel attacks a character with two action 
  tokens, you may choose to modify either his attack value by +2 or 
  his damage value by +1. 
  #020 Bruno Mannheim 
  Charismatic Criminal: Bruno Mannheim can use Mind 
  Control, but only targeting characters of 50 points or less. 
  Three Stories Tall: Bruno Mannheim possesses 
  . 
  #021 Human Target 
  The Human Target: Friendly characters adjacent to Human 
  Target may use Shape Change if they cannot already. If a friendly 
  adjacent character makes a successful Shape Change roll, Human 
  Target becomes a target of that attack, even if he is otherwise an 
  illegal target. 
  #022 Sun Boy 
  Radiant Spectrum: Sun Boy can use Penetrating/Psychic Blast 
  and Pulse Wave. 
  #023 Earth Man 
  Absorbancy: Give Earth Man a free action and choose a 
  standard Attack power that an adjacent character can use. Until 
  your next turn, he can use that power. 
  No Place to Hide, Alien!: Opposing characters with the Cosmic 
  keyword can't be given power actions to use standard Speed 
  powers. Those characters modify their defense values by -2 when 
  attacked by Earth Man. 
  #024 Invisible Kid 
  Full Invisibility: Invisible Kid can use Stealth. Any line of fire 
  drawn to Invisible Kid is blocked if he has no action tokens. 
  Shared Invisibility: Give Invisible Kid a free action and 
  choose an adjacent character with the Legion of Super-Heroes 
  keyword. That character can use Stealth until your next turn as 
  long as it is adjacent to Invisible Kid. 
  #025 Matter-Eater Lad 
  Matter, Eaten: Give Matter-Eater Lad a free action and 
  destroy an adjacent wall, adjacent square of blocking terrain, or 
  remove an object in his square or an adjacent square from the 
  game. 
  #027 Parasite 
  Power Drain: Parasite can use Outwit, but must also be within 
  5 squares of the target. If he counters a standard power except 
  Outwit, he can use that standard power and replaces his range 
  value with the targeted character's printed range value until your 
  next turn. 
  #028 Manchester Black 
  Killing is the Only Option: When an opposing character is 
  KO'd, you may remove an action token from Manchester Black. If 
  the KO'd character was 100 or more points, heal Manchester 
  Black of 1 damage. 
  Ruthless Telekinetic: Manchester Black can use 
  Penetrating/Psychic Blast and Telekinesis. 
  #029 Silver Banshee 
  Wail of the Banshee: Silver Banshee can use Incapacitate as if 
  she possesses 
  . When she uses it, after actions resolve deal 
  damage to each hit character equal to the number of action tokens 
  on them. 
  #030 Hope Taya 
  Minion: Kill the Boss's Enemies: Whenever a friendly 
  character named Lex Luthor is within 8 squares, modify Hope 
  Taya's attack and speed values by +1. 
  #031 Non 
  Lobotomized Strongman: Non can use Super Strength. In 
  addition to the normal effects, when using an object during an 
  attack, increase the damage dealt by 1. 
  #032 Project: Superman 
  Learning to See the Light: Project: Superman possesses a 
  range value equal to his click number. 
  #033 Eradicator 
  Reign of the Supermen: If a friendly character named 
  Superman has been KO'd this game, modify Eradicator's combat 
  values by +1 for the rest of the game. 
  Kryptonian Clone, Computer Mind: Eradicator can use Super 
  Senses and Toughness. 
  #034 Cyborg Superman 
  Mental Backup: Give Cyborg Superman a free action and 
  remove an object (held or not) within 6 squares from the map. Roll 
  a d6 and heal Cyborg Superman equal to half of that d6 roll. 
  Total Machine Control: Give Cyborg Superman a free action 
  to use Telekinesis, but only to move an object or attack with an 
  object. 
  #035 Magog 
  Excessive Force: When Magog KO's an opposing character, 
  after actions resolve Magog may take one action as a free action. 
  A Teacher and Healer, In The End: Magog can use Support. 
  When he does, the targeted character's defense value becomes 
  Magog's unmodified defense value. Before any attack roll, Magog 
  may replace his defense value with the unmodified defense value of 
  an adjacent friendly character. 
  #036 Composite Superman 
  Don't Belong: If he begins on his yellow 80 point line, 
  Composite Superman's team abilities are Uncopyable. 
  #037 Libra 
  Prophetic Manipulation: At the end of your turn, as a free 
  action you may choose an opposing character and a friendly 
  character, both within 8 squares of Libra. When that opposing 
  character attacks that friendly character before your next turn, you 
  may have that attack roll be rerolled once per turn. 
  Uniting Leader: If Libra is the highest point friendly character 
  on the map, modify his attack value by +1. 
  #038 Princess Projectra 
  Illusionary Wall: Princess Projectra can use Barrier as if she 
  possessed a range value of 4. 
  Full Illusions: Give Princess Projectra a free action and 
  choose an adjacent character with the Legion of Super Heroes 
  keyword. That character can use Super Senses until your next turn 
  as long as it is adjacent to Princess Projectra. 
  #039 Wildfire 
  Free Energy Form: Wildfire can use Poison and Pulse Wave. 
  
   
   
   
  14-53 
  Wild Energy Absorption: After one of Wildfire's ranged combat 
  actions resolve, heal him of 1 damage for each opposing character 
  that took damage during that action. 
  #040 Maxwell Lord 
  Checkmate Is a Law Unto Itself: Characters with the 
  Checkmate keyword can use the Police team ability as long as they 
  are adjacent to Maxwell Lord. 
  Control Superman: Maxwell Lord can use Mind Control, but 
  you may assign a hit target two actions as free actions instead of 
  one. One of the two must be a move action. 
  #041 Starman 
  Map of the Multiverse: Starman can use Phasing/Teleport. 
  Opposing characters adjacent to Starman modify their attack 
  values by -1 if he used Phasing/Teleport during your previous turn. 
  #042 Lobo 
  Blah Healing Factor Blah: At the beginning of your turn, as a 
  free action you may heal Lobo of 1 damage. 
  Lazy DAWG: Lobo can use Flurry. Before the second attack, 
  roll a d6. His damage value becomes the result minus 1 and is 
  locked. 
  Hook, Line, and Massacre: Give Lobo a power action, and 
  choose an opposing character within 5 squares and line of fire, 
  and roll a d6. If the d6 result is higher than the number of squares 
  to that character, you may place that character in a square 
  adjacent to Lobo. On any result, you may then make a close 
  combat attack. 
  #043 Doomsday 
  Relentless, Unstoppable: Doomsday uses Battle Fury and can't 
  be placed by Telekinesis. 
  Steady Course to Metropolis: Doomsday can use Charge. When 
  using Charge, he ignores other characters and terrain for 
  movement purposes except walls and indoor blocking terrain. 
  Final Confrontation: If an opponent controls only one 
  character, you may give Doomsday a power action. Place 
  Doomsday next to that character and make a close combat attack 
  as a free action. 
  #044 Ursa 
  X-Ray Vision: Ursa ignores hindering terrain for line of fire 
  purposes when making attacks. 
  Kryptonian Black Ops: Ursa can use Running Shot and 
  Stealth. 
  Light Sensitive: If Ursa occupies hindering terrain, modify her 
  attack value by +1. 
  #045 Wonder Woman 
  Mera's Helmet: Wonder Woman can't be the target of 
  Incapacitate, Mind Control, or Penetrating/Psychic Blast. 
  Opposing characters possessing the 
   or
   speed symbol 
  possess Battle Fury. 
  Divide and Conquer: Opposing characters within 8 squares 
  that are not adjacent to another opposing character modify their 
  defense values by -1 when targeted by a close combat attack. 
  Friendly characters within 8 squares that are adjacent to another 
  friendly character modify their attack values by +1 when making 
  close combat attacks. 
  #046 The Bat-Man 
  I'll Show You Young Punks How It's Done: The Bat-Man 
  modifies his attack value by +1 when he's attacking a character 
  whose current click number is lower than The Bat-Man's current 
  click number. 
  The House Always Wins: Immediately before The Bat-Man 
  makes an attack roll, you may choose a number between 1 and 6. If 
  the attack hits and the chosen number is on one die, modify his 
  damage value by +1. If the attack hits and chosen number is on 
  both dice, instead modify his damage value by +2, and after 
  actions resolve, heal The Bat-Man of 2 damage. 
  #047 Flash 
  Sudden Stop: After an action resolves in which Flash moved 
  due to his own action, you may place a hindering terrain marker in 
  an adjacent square of clear terrain and an opposing character 
  occupying that square may be knocked back from Flash 1 square. 
  Time Jump: Give Flash a power action if he began the game on 
  your force, and remove him from the map after resolving that 
  action. At the beginning of your next turn, you may place Flash 
  (with no action tokens) anywhere on the map if you control 
  another character. If all other characters on Flash's force are 
  KO'd while he is removed from the map, he is KO'd. He can't use 
  this power again until he's taken damage from an opponent's 
  attack. 
  #048 Aquaman 
  Invade the Surface: After an action resolves in which Aquaman 
  moves due to his own action, you may give any number of other 
  friendly characters possessing 
   or 
   a free action to move up 
  to three squares if they currently occupy water terrain. 
  Flood the Land in Revenge: When Aquaman is KO'd, all 
  grounded terrain becomes squares of water terrain for the rest of 
  the game instead of squares of clear, hindering, or blocking 
  terrain, even though this character is not on the map. 
  Underground Geyser: Give Aquaman a double power action 
  and choose any square of clear terrain within a range of 8 and line 
  of fire. Place a special terrain marker in the chosen square and it 
  becomes water terrain for the rest of the game. Deal a character 
  occupying that square 3 damage, and then each character 
  occupying an adjacent square is knocked back from the chosen 
  square 3 squares. 
  All Must Be Submerged: Aquaman can use Toughness and 
  Willpower. 
  #049 Queen of Fables 
  Imprisoned in Something Ordinary: When the Queen of Fables 
  is hit by a character's attack using a standard object, deal her 1 
  unavoidable damage after actions resolve. 
  I'm the Hero of this Tale: Queen of Fables can use Willpower. 
  When she attacks an opposing character, she may replace her 
  attack and damage values with the printed attack and damage 
  values of her target +1. 
  Rewrite the Story: Queen of Fables can use Perplex and 
  Probability Control. 
  
   
   
   
  14-54 
  #050 Imperiex 
  Planetary Destruction: When you reveal your force, you may 
  place 3 "DRILL" special terrain markers on the map outside of 
  starting areas. At the beginning of your turn, as a free action you 
  may deal 1 penetrating damage to each character occupying a 
  square containing one of these markers. At the end of your turn, as 
  a free action you may place each of these markers into a square 
  adjacent to its current square that doesn't contain another 
  "DRILL" special terrain marker. When Imperiex is KO'd, remove 
  these markers from the map. 
  Summon the Hollowers: Give Imperiex a double power action. 
  You may place any of Imperiex's "DRILL" special terrain markers 
  in different squares adjacent to Imperiex. 
  Entropy Unleashed: Imperiex can use Energy Explosion as if 
  he has 
  , Incapacitate as if he has 
  , and Pulse Wave. 
  #051 Swamp Thing 
  Out of the Green: Before being given a move or close combat 
  action, you may place Swamp Thing in any square of printed 
  hindering terrain within 4 squares. 
  Hallucinatory Toxins: Swamp Thing can use Poison. When he 
  does, a character that takes damage and has zero action tokens is 
  given an action token. 
  Nature's Assault: Give Swamp Thing a free action and choose 
  any number of characters occupying a square of printed hindering 
  terrain within 4 squares. Deal 1 damage to the chosen characters. 
  #052 Darkseid 
  Stony Lord of Apokolips: Each time penetrating damage would 
  be dealt to Darkseid, he may ignore 1 of that penetrating damage. 
  If he does so, he can't transfer the damage. 
  Boom Tube Invasion: Darkseid can use Phasing/Teleport. 
  When he does, he can use the Carry ability to carry up to 3 
  characters regardless of their speed symbols. One character of 125 
  points or less that shares a keyword with Darkseid and was 
  carried by him this turn may be given a non-free action. 
  #053 Zod 
  Defend New Krypton My Way: Adjacent friendly characters 
  and other friendly characters that possess the Phantom Zone 
  keyword modify their attack values by +1. 
  Kneel Before Zod!: Give Zod a power action. The controller 
  of each opposing character within 2 squares with 0 or 1 action 
  tokens can choose to give that character an action token. Each 
  opposing character within 2 squares that was not given an action 
  token is dealt 2 penetrating damage. 
  The Most Dangerous Kryptonian Alive: If an opposing 
  character possesses the Superman Ally team ability, friendly 
  characters can't use the Superman Enemy team ability; instead if 
  there are two or more friendly characters possessing the Superman 
  Enemy team ability on the map, they can each use Outwit 
  normally. 
  #054 Black Adam 
  World War III: Friendly characters named Osiris modify their 
  attack values by +1 if they are not on their starting click. Friendly 
  characters named Isis modify their defense values by +1 if they are 
  not on their starting click. 
  Hell is Here!: Black Adam can use Charge. He can use it 
  normally, or he can be given a double power action to use Charge 
  with a locked speed value of 10 if he doesn't use the Carry ability 
  or Super Strength. 
  Lightning Regeneration: Black Adam can use Regeneration. If 
  he uses it and heals, after actions resolve deal 1 penetrating 
  damage to each opposing character within 2 squares. 
  Defender of Khandaq: Black Adam can use Impervious, but if 
  he would be dealt 4 or more damage, he reduces that damage by 3 
  instead of 2. His powers and abilities can't be countered except for 
  his Outwit. 
  #055 Superman 
  A Piece of My Ship: Superman can use Super Strength. When 
  Superman uses an object in an attack, he deals penetrating 
  damage. When you place your force on the map at the beginning of 
  the game, Superman begins holding a standard heavy object. (This 
  doesn't count against your object limit.) 
  #056 Superman 
  The Apocalypse Dawns With Me: When a character takes 
  damage from Superman's attack, that character modifies its 
  defense value by -1 and damage dealt to that character is 
  increased by 1 until the end of the turn. 
  #057 Superman 
  Superman Returned!: Once per game, when Superman would 
  be KO'd, instead heal him to click #6 and modify his combat values 
  by +1 for the rest of the game. When this happens, he counts as 
  KO'd for traits named "Reign of the Supermen". 
  Kryptonian Knowledge Crystals: Superman can use Perplex, 
  but only to target himself. 
  #058 Kal 
  Blacksmith's Apprentice: Adjacent friendly characters that 
  possess the Armor keyword modify their defense values by +1. 
  There's No One Else Who Can End This: If Kal is the only 
  character on your force, modify his combat values by +1. 
  Starmetal Armor: Kal can use Impervious. Once per game, 
  after Kal is dealt damage but before he takes it, you may instead 
  give him an action token and ignore that damage. This power can't 
  be countered. 
  #100 Superman Robot 
  Minion: Follow or Rebel: Whenever a friendly character with a 
  higher point value and possessing the Superman Ally or Superman 
  Enemy team ability is within 8 squares, Superman Robot can use 
  that team ability. 
  #101 Commander El 
  Defend New Krypton My Way: Adjacent friendly characters 
  possessing the Kryptonian keyword or the Superman Ally team 
  ability modify their defense values by +1. 
  #102 Manhunter Grandmaster 
  Leader of the Manhunters: After Manhunter Grandmaster 
  resolves a non-free action, you may give any number of other 
  friendly characters with the Robot keyword a free action to move 1 
  square. If those characters are also named Manhunter, they may 
  move 3 squares instead. 
  
   
   
   
  14-55 
  But I Want to Die…: At the beginning of your turn, Manhunter 
  Grandmaster uses Regeneration as a free action, but can't 
  otherwise use it through this power. 
  #103 Bizarro-Girl 
  Rock-Breath: Bizarro-Girl can use Incapacitate. When she 
  does, a hit character's speed powers are countered until your next 
  turn. 
  Me Am So Scared: If Bizarro-Girl didn't take any damage since 
  your last turn, she can use Willpower. 
  #104 Zibarro 
  Escape From the Underverse: Adjacent friendly characters 
  that can use the Flight ability modify their speed values by +2 
  when they are given a move action. 
  #105 Superman Beyond 
  Phantom Zone Projector: Give Superman Beyond a power 
  action and make a close or ranged combat attack that deals no 
  damage. If it hits, you may place the hit character in any starting 
  area used this game and then deal that character 1 penetrating 
  damage.
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  15-1 
  Section 15 
  Team Abilities
   
  2000 AD† 
  At any time during the game, you may declare an opposing 
  team ability or character as your target. Once the character 
  or team ability is chosen, it may not be changed. All 
  characters using the 2000 AD team ability increase their 
  attack value by 1 when attacking the chosen character or a 
  character possessing the chosen team ability. 
   
  ARACHNOS† 
  When a character using the Arachnos team ability takes 
  damage from an attack, the attacker is dealt 1 unavoidable 
  damage. This damage is not an attack.  
   
  AVENGERS  
  When you give a character using the Avengers team ability a 
  move action, it does not count toward your available actions 
  for the turn.  
   
  BATMAN ALLY 
  A character using the Batman Ally team ability may use 
  Stealth (though they do not possess the Stealth power).  
   
  BATMAN ENEMY 
  Characters using the Batman Enemy team ability can 
  replace their attack value with the unmodified attack value of 
  an adjacent friendly character using the Batman Enemy 
  team ability.  
   
  BROTHERHOOD OF MUTANTS  
  When you give a character using the Brotherhood of 
  Mutants team ability a move action, it does not count toward 
  your available actions for the turn.  
   
  BUREAU OF PARANORMAL RESEARCH AND 
  DEFENSE 
  B.P.R.D. team members are wild cards. 
   
  CALCULATOR 
  Calculator team members are wild cards.  
   
  COALITION OF ORDERED GOVERNMENTS 
  (COG) 
  When this character makes a ranged combat attack, after 
  actions resolve it may move up to 3 squares as a free action 
  if they end the move occupying hindering terrain or adjacent 
  to blocking terrain or a wall. Uncopyable. 
   
  COVENANT EMPIRE 
  When a character using this team ability is given a move 
  action, it can use the Carry ability, but only to carry 
  characters using this team ability. It can carry up to two 
  characters if both also have a lower point value. 
  Uncopyable. 
   
  CRIME SYNDICATE 
  Characters using the Crime Syndicate team ability may use 
  Probability Control. When a roll is ignored because of this 
  team ability an action token must be placed on a friendly 
  character on the battlefield or the roll is not ignored. This 
  team ability can’t be used by wild cards.  
   
  CROSSGEN† 
  When a character using the CrossGen team ability takes 
  damage from an attack, the attacker is dealt 1 unavoidable 
  damage. This damage is not an attack.  
   
  CRUSADE† 
  All attack rolls made by characters using the Crusade team 
  ability that result in doubles (except two 1s) cause knock 
  back equal to the attacking character’s damage value. 
   
  DANGER GIRL† 
  This character can use Shape Change, but only succeeds on 
  a roll of 6. Using Shape Change in this way does not prevent 
  the character from using Shape Change through another 
  game effect.  
   
  DEFENDERS  
  Characters using the Defenders team ability can replace 
  their defense value with the unmodified defense value of an 
  adjacent friendly character using the Defenders team ability.  
   
  FANTASTIC FOUR  
  When a character using the Fantastic Four team ability is 
  KO’d, each other friendly character using the Fantastic 
  Four team ability can be healed of 1 damage. If all 
  remaining characters using the team ability are KO’d as 
  part of the same action, this team ability can’t be used.  
   
  FREEDOM PHALANX† 
  Freedom Phalanx team members are wild cards. 
   
  GREEN LANTERN CORPS 
  When using the Carry ability, characters using the Green 
  Lantern Corps team ability can carry up to 8 friendly 
  characters.  
   
  GUARDIANS OF THE GLOBE† 
  When a character uses this team ability rolls doubles on the 
  dice on a successful attack roll, the target is not knocked 
  back. The attack deals damage normally. If the target has 
  zero or one action token after the attack has been resolved, 
  give the target an action token. 
   
  HYDRA  
  When a friendly character makes a ranged combat attack 
  and is adjacent to one or more friendly characters using the 
  Hydra team ability, each opposing character targeted by the 
  attacker modifies its defense value by -1 for each friendly 
  character using the Hydra team ability adjacent to the 
  attacker and with a clear line of fire to the target. 
   
   
  HYPERTIME 
  Whenever an opposing character given an action attempts to 
  move from a non-adjacent square into a square that is 
  adjacent to a character using the Hypertime team ability, it 
  must roll a d6. On a result of 1-2, the opposing character 
  cannot move to any square adjacent to the character using 
  this team ability that turn. Characters using this team ability 
  ignore it on opposing characters. 
   
  INJUSTICE LEAGUE 
  Whenever a character using the Injustice League team 
  ability attacks an opposing character that was attacked by 
  another character using the Injustice League team ability 
  this turn, the action does not count toward your available 
  
   
   
   
  15-2 
  actions for the turn.  
   
  JUSTICE LEAGUE 
  When you give a character using the Justice League team 
  ability a move action, it does not count toward your 
  available actions for the turn.  
   
  JUSTICE SOCIETY 
  Characters using the Justice Society team ability can replace 
  their defense value with the unmodified defense value of an 
  adjacent friendly character using the Justice Society team 
  ability.  
   
  KABUKI† 
  A character using the Kabuki team ability may use Stealth 
  (though they do not possess the Stealth power).  
   
  LEGION OF SUPER HEROES 
  Legion of Super Heroes team members are wild cards.  
   
  LOCUST HORDE 
  This character can use Phasing/Teleport. When it does, after 
  actions resolve you may knock back one adjacent opposing 
  character 1 square. Uncopyable.  
   
  MASTERS OF EVIL  
  When a character using the Masters of Evil team ability has 
  two action tokens on it, it can still be given a non-free action.  
  If you do, deal it one unavoidable damage after the action 
  resolves.  At the end of your turn, do not remove action 
  tokens from a character that used this team ability this turn. 
   
  MINIONS OF DOOM  
  Minions of Doom team members are wild cards.  
   
  MORLOCKS† 
  See the Additional Team Ability section. 
   
  MYSTICS 
  When a character using the Mystics team ability takes 
  damage from an attack, the attacker is dealt 1 unavoidable 
  damage. This damage is not an attack.  
   
  OUTSIDERS 
  Once at the beginning of your turn as a free action, 
  characters using the Outsiders team ability may choose a 
  character (including itself) within 10 squares to which it has 
  a clear line of fire. Until the beginning of your next turn, the 
  target’s combat values can’t be modified. This team ability 
  can’t be used by wild cards.  
   
  POLICE 
  When a friendly character making a ranged combat attack is 
  adjacent to one or more friendly characters using the Police 
  team ability, each opposing character targeted by the 
  attacker modifies its defense value by -1 for each friendly 
  character using the Police team ability if the characters 
  using the Police team ability also have a clear line of fire to 
  the target.  
   
  POWER COSMIC  
  Characters using the Power Cosmic team ability do not take 
  pushing damage and their powers cannot be countered. This 
  team ability can’t be used by wild card.  
   
  QUINTESSENCE 
  Characters using the Quintessence team ability do not take 
  pushing damage and their powers cannot be countered. This 
  team ability can’t be used by wild cards.  
   
  S.H.I.E.L.D. 
  Adjacent friendly characters modify their range values by 
  +1. Give this character a power action and choose an 
  adjacent friendly character. The chosen character modifies 
  its damage value by +1 while adjacent to this character and 
  making ranged combat attacks this turn.When a friendly 
  character makes a ranged combat attack, you can give any 
  number of friendly characters adjacent to the attacker and 
  using the S.H.I.E.L.D. team ability either a free action or a 
  power action (but not both) before making the attack roll: 
  For each character given a free action, modify the attacker’s 
  range by +1; for each character given a power action, 
  modify the attacker’s damage value by +1. 
   
  SERPENT SOCIETY† 
  See the Additional Team Ability section. 
   
  SINISTER SYNDICATE  
  Characters using the Sinister Syndicate team ability can 
  replace their attack value with the unmodified attack value of 
  an adjacent friendly character using the Sinister Syndicate 
  team ability.  
   
  SKRULLS  
  This character can use Shape Change, but only succeeds on 
  a roll of 6. Using Shape Change in this way does not prevent 
  the character from using Shape Change through another 
  game effect. 
   
  SPIDER-MAN  
  Spider-Man team members are wild cards. 
   
  STREET FIGHTER 
  Give this character a power action to move up to 3 squares 
  and then make a close combat attack. Uncopyable. 
   
  SUICIDE SQUAD 
  When a friendly character adjacent to a character using the 
  Suicide Squad team ability is KO’d, roll a d6 and subtract 2 
  from the result, minimum result 1. After the action is 
  resolved, if this character is not KO’d, it is healed of damage 
  equal to the result.  
   
  SUPERMAN ALLY 
  Characters using the Superman Ally team ability treat 
  hindering terrain as clear terrain for movement and line of 
  fire purposes.  
   
  SUPERMAN ENEMY 
  When two friendly characters that can use the Superman 
  Enemy team ability are adjacent to each other, the character 
  with the higher point value may be given a free action to use 
  Outwit. That character can use Outwit until the beginning of 
  your next turn, if it cannot use Outwit already and continues 
  to use this ability. If the two characters have the same point 
  value, their controller chooses which is treated as the higher 
  point character this turn.  
   
  TITANS 
  When two friendly characters that can use the Titans team 
  
   
   
   
  15-3 
  ability are adjacent to each other, give one of them a power 
  action and roll a d6. Heal the second character of 1 damage. 
  If the result was 1-4, deal the character given the power 
  action 1 unavoidable damage. 
   
  TOP COW† 
  When you give a character using the Top Cow team ability a 
  move action, it does not count toward your available actions 
  for the turn. 
   
  ULTIMATES  
  Characters using the Ultimates team ability treat hindering 
  terrain as clear terrain for movement and line of fire 
  purposes.  
   
  ULTIMATE X-MEN  
  Once per game per character, a character using the 
  Ultimate X-Men team ability can choose one opposing 
  character or all characters possessing a single chosen team 
  ability; this choice can be made only once per game even if 
  the character has used another team ability. When this 
  character attacks a chosen character, modify the chosen 
  character’s defense value by -1.  
   
  UNDERWORLD 
  When a character using the Underworld team ability is given 
  a move action, it can use the Carry ability, but can only 
  carry characters using the Underworld team ability; it can 
  carry two friendly characters, if both also have a lower point 
  value. 
   
  UNITED NATIONS SPACE COMMAND (UNSC) 
  Adjacent friendly characters modify their range values by 
  +1. Give this character a power action and choose an 
  adjacent friendly character. The chosen character modifies 
  its damage value by +1 while adjacent to this character and 
  making ranged combat attacks this turn. Uncopyable. 
   
  WATCHMEN 
  The combat values of characters using the Watchmen team 
  ability can’t be modified by opposing characters. 
   
  X-MEN  
  When two friendly characters that can use the X-Men team 
  ability are adjacent, give one of them a power action and 
  roll a d6. Heal the other character of 1 damage. If the result 
  was 1-4, deal the character given the power action 1 
  unavoidable damage. 
  Team Abilities by CompanyUniverse 
  DC 
  Indy 
  Marvel 
  Other 
  Batman Ally 
  Batman Enemy 
  Calculator 
  Crime Syndicate 
  Green Lantern Corps 
  Hypertime 
  Injustice Leaue 
  Justice League 
  Justice Society 
  Legion of Super-Heroes 
  Mystics 
  Outsiders 
  Police 
  Quintessence 
  Suicide Squad 
  Superman Ally 
  Superman Enemy 
  Titans 
  Underworld 
  Watchmen 
  2000 AD 
  Arachnos 
  B.P.R.D. 
  Crossgen 
  Crusade 
  Danger Girl 
  Freedom Phalanx 
  Guardians of the Globe 
  Kabuki 
  Top Cow 
  Avengers 
  Brotherhood of Mutants 
  Defenders 
  Fantastic Four 
  Hydra 
  Masters of Evil 
  Minions of Doom 
  Mystics 
  Police 
  Power Cosmic 
  S.H.I.E.L.D. 
  Sinister Syndicate 
  Skrulls 
  Spider-Man 
  Ultimates 
  Ultimate X-Men 
  X-Men 
  Coalition of Ordered 
  Governments (COG) 
  Covenent Empire 
  Locust Horde 
  Street Fighter 
  United Nations Space 
  Command (UNSC) 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  16-1 
  Section 16 
  Additional Team Abilities
  ALL-STAR SQUADRON 
  Keyword(s): All-Star Squadron 
  Cost: 2 
  Characters using this team ability modify their attack value by +1 
  when making a close combat attack against a character at least 
  twice its point value. 
  ALPHA FLIGHT 
  Keyword(s): Alpha Flight 
  Cost: 4 
  Once during each game, choose any team ability or opposing 
  character. Each friendly character using this team ability modifies 
  its attack value by +1 when attacking the chosen character or a 
  character possessing the chosen team ability. 
  AMAZON 
  Keyword(s): Amazon 
  Cost: 4 
  Whenever a character using this team ability takes 2 or more 
  damage from an opponent’s attack, put a Sisterhood token on this 
  card. Before being given a non-free action, a friendly character 
  using this team ability may remove any number of Sisterhood 
  tokens from this card. Modify that character’s speed, attack, or 
  range value by +1 for each token removed until that action is 
  resolved. 
  ATLANTIS 
  Keyword(s): Atlantis 
  Cost: 2 
  Whenever a character using this team ability occupies water 
  terrain, modify its defense values by +1 against ranged combat 
  attacks. 
  CHECKMATE 
  Keyword(s): Checkmate 
  Cost: 6 
  Minion: Kings and Queens and Bishops. When another friendly 
  character using this team ability and with a point value greater 
  than 50 is within 8 squares, this character can be given a power 
  action to use Perplex if it can’t already use Perplex.  
  DARK AVENGERS 
  Keyword(s): Dark Avengers 
  Cost:4 
  Whenever an opposing character takes damage from an attack by 
  a character using this team ability, modify that opposing 
  character's defense value by -1 until the end of the turn.  Each 
  opposing character can't have this modifier applied more than 
  once per turn. 
  FANTASTIC FORCE 
  Keyword(s):Fantastic Four  
  Cost: 5 
  Characters using this team ability may replace their defense value 
  with the unmodified defense value of an adjacent friendly 
  character using this team ability. 
  GREAT LAKES AVENGERS 
  Keyword(s): Great Lakes Avengers 
  Cost: 3 
  During an attack made by a character using this team ability, 
  opposing characters cannot use Probability Control unless a 
  friendly character has already used Probability Control during 
  this attack. Uncopyable.  
  GREEN LANTERN HONOR GUARD 
  Keyword(s): Green Lantern Corps 
  Cost: 5 
  Whenever a character using this team ability attacks, modify their 
  attack value by +1 for each other friendly character that attacked 
  the same target this turn while using this team ability. 
  GUARDIANS OF THE GALAXY 
  Keyword(s): Guardians of the Galaxy 
  Cost: 4 
  Powers possessed by characters using this team ability can’t be 
  countered. This team ability can’t be used by wild cards. 
  HELLIONS ATA 
  Keyword(s): Hellions 
  Cost: 3 
  When a friendly character using this team ability is KO’d during 
  an opponent’s turn, remove an action token from another friendly 
  character with a higher point value that’s using this team ability. 
  HORSEMEN OF APOCALYPSE ATA 
  Keyword(s): Horsemen of Apocalypse 
  Cost: 1 
  As long as you control exactly 4 characters using this team ability, 
  modify this character’s attack value by +1.  Uncopyable. 
  JUSTICE LEAGUE INTERNATIONAL 
  Keyword(s): Justice League Antarctica, Justice League Europe, or 
  Justice League International 
  Cost: 3 
  Whenever a character using this team ability would be dealt 
  damage, you can choose to reduce damage dealt by 1 if you deal 1 
  unavoidable damage to a friendly character using this team ability 
  that is adjacent to this character. (This can only be used once per 
  damage dealt.) 
  LEAGUE OF ASSASSINS 
  Keyword(s): League of Assassins 
  Cost: 7 
  Lines of fire to a character using this team ability are blocked if 
  this character is adjacent to a wall or blocking terrain. 
  LEGIONNAIRES 
  Keyword(s): Legion of Super Heroes 
  Cost: 2 
  
   
   
   
  16-2 
  Whenever the friendly character with the highest point value that’s 
  using this team ability is KO’d, remove one action token from each 
  other friendly character using this team ability. 
  MODOK‟S 11 
  Keyword(s): MODOK’s 11 
  Cost: 2 
  Give a character using this team ability a free action to remove 
  one object from the game. This object must be a light or heavy 
  object in the character’s square or a square adjacent to the 
  character. 
   MONSTER SOCIETY OF EVIL 
  Keyword(s): Injustice Society or Monster Society of Evil  
  Cost: 5 
  At the end of your turn, you may roll a d6 for each friendly 
  character using this team ability. On a result of 5 or 6, deal 1 
  damage to each opposing character adjacent to that character that 
  hasn’t already been dealt damage by this team ability this turn. 
  MORLOCKS 
  Keyword(s): Gene Nation or Morlocks 
  Cost: 2* (0 if the character possesses the Morlocks team symbol) 
  Whenever a character using this team ability makes a close combat 
  attack, modify its attack value by +1 for each other character 
  using this team ability adjacent to both this character and the 
  target. 
  NEW MUTANTS ATA 
  Keyword(s): Generation X or New Mutants 
  Cost: 4 
  Whenever a character using this team ability would be dealt 
  damage, you may give an action token to an adjacent friendly 
  character using this team ability.  If you do, deal all of the damage 
  to that character instead. 
  NEXTWAVE ATA 
  Keyword(s): Nextwave 
  Cost: 5 
  When a character using this team ability KO’s an opposing 
  character of a higher point value with an attack, place this 
  character anywhere on the map. 
  OUTLAWS 
  Keyword(s): Outlaws 
  Cost:1 
  When a character using this team ability is given a move action, 
  modify that character's speed values by +1 for each adjacent 
  character using this team ability at the beginning of the move 
  action. 
  REAVERS ATA 
  Keyword(s): Reavers 
  Cost: 8 
  When a character using this team ability has two action tokens, it 
  can be given a non-free action.  If you do, after actions resolve 
  deal the character 1 unavoidable damage and do not clear action 
  tokens from it at the end of the turn. 
  RUNAWAYS 
  Keyword(s): Runaways 
  Cost: 3 
  Whenever a character using this team ability attacks, modify their 
  attack value by +1 for each other friendly character that dealt 
  damage to an opposing character this turn while using this team 
  ability. 
  SECRET SIX 
  Keyword(s): Secret Six 
  Cost: 3 
  Whenever a character using this team ability is KO’d, you may roll 
  a d6 and subtract 2 (minimum 1).  Deal that much damage, divided 
  as you choose, among any number of opposing characters adjacent 
  to the square the KO’d character occupied. 
   
  SECRET WARRIORS 
  Keyword(s): Secret Warriors 
  Cost: 1 
   Before you reveal your force, choose the H.A.M.M.E.R., HYDRA, 
  or S.H.I.E.L.D. keyword. Characters using this team ability also 
  possess the chosen keyword. Uncopyable. 
  SERPENT SOCIETY 
  Keyword(s): Serpent Society or Serpent Squad 
  Cost: 6* (0 if the character possesses the Serpent Society team 
  symbol) 
  Characters using this team ability can use Phasing/Teleport.  
  SHADOWPACT 
  Keyword(s): Shadowpact 
  Cost: 1 
  Characters using this team ability ignore the Mystics team ability 
  of other characters. 
  THE SOCIETY 
  Keyword(s): Secret Society of Super Villains or Society 
  Cost: 3 
  Whenever a character using this team ability is targeted by Outwit, 
  you roll a d6. On a result of 4-6, the opposing character that 
  targeted your character cannot use Outwit to target that character 
  this turn. This team ability cannot be used by wild cards. 
  SQUADRON SUPREME 
  Keyword(s): Squadron Sinister or Squadron Supreme 
  Cost: 5 
  While at least two friendly characters using this team ability are 
  adjacent, one of them of your choice can use Mind Control. This 
  team ability cannot be used by wild cards. 
  THUNDERBOLTS 
  Keyword(s): Thunderbolts 
  Cost:8 
  Once at the beginning of the game, choose any one Marvel team 
  ability other than an additional team ability, a wild card team 
  ability, or a team ability that can’t be used by wild cards. 
  
   
   
   
  16-3 
  Characters using this team ability can use the chosen team ability 
  if they can’t already.  
  U-FOES 
  Keyword(s): U-Foes 
  Cost: 3 
  When a character using this team ability hits an opposing 
  character with a printed damage value of 4 or more, increase the 
  damage dealt to that character by 1.  
  WHITE LANTERN CORPS 
  Keyword(s): White Lantern Corps 
  Cost: 3 
  Place a number of tokens on this card equal to the number of 
  characters with the White Lantern Corps keyword with which you 
  begin the game.  Immediately before any attack roll, you may 
  remove one token to modify a friendly character’s defense value by 
  +1.  
  WINTER GUARD 
  Keyword(s): Soviet Super-Soldiers, Winter Guard 
  Cost: 1 
  Each character using this team ability may be given a power 
  action once per game to be dealt 1 unavoidable damage. If you do, 
  after actions resolve roll a d6 and heal the character of half the 
  result. 
  X-FORCE 
  Keyword(s): X-Force 
  Cost: 3 
  Characters using this team ability ignore the effects of hindering 
  terrain on their movement.  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  17-1 
  Section 17 
  Battlefield Conditions†
  ALPHA STRIKE 
  Before the beginning of each player’s first turn, that player chooses 
  a team symbol possessed by an opposing character. The first 
  opposing character with that team symbol that is defeated is worth 
  additional victory points equal to half of that character’s point 
  value. 
  Availability: Supernova BF002 
  ANTIMATTER UNIVERSE 
  Critical hits do not increase damage dealt. 
  Availability: Crisis BF100 
  ARMOR WARS 
  When damage dealt is reduced by any power or effect, increase the 
  damage dealt by 1 after it is reduced by all other game effects. 
  Availability: Armor Wars BF001 
  ASSEMBLED 
  When a force has more than four characters on it with the same 
  team symbol but different names, each character gets +1 to its 
  attack value when adjacent to a friendly character with the same 
  team symbol. 
  Availability: Armor Wars BF004 
  ASTRAL PLANE 
  Hindering terrain features become clear terrain for movement 
  purposes. 
  Availability: Fantastic Forces BF001 
  ATLANTIS RISING 
  All clear grounded terrain is water terrain. 
  Availability: Fantastic Forces BF002, Avengers BF005 
  BACK ALLEY BRAWL 
  Characters who make close combat attacks using no powers, feats, 
  or team abilities and who are not affected by the powers, feats, or 
  team abilities of any friendly character get +2 to their attack values. 
  Availability: Sinister BF002 
  BIZARRO WORLD 
  A critical miss does not deal the attacker damage. Instead, after the 
  attack resolves the target of the attack is healed of 1 damage.  
  After a critical hit is resolved, remove an action token from the 
  target of the attack if it has one or more action tokens. 
  Availability: Arkham Asylum BF100 
  BLACKEST NIGHT 
  Characters can’t be healed by standard powers or team abilities 
  unless they possess the Black Lantern Corps keyword. 
  Availability:Blackest Night BF001 
  BLOOD CURSE 
  For each character that KOs one or more opposing characters 
  during a turn, roll a d6 at the end of the turn. On a result of 1-3, that 
  character is dealt 1 damage. 
  Availability: Hellboy and the B.P.R.D. Action Pack BF001 
  BRIGHT LIGHTS 
  When determining line of fire, ignore Stealth and team abilities that 
  duplicate the effects of Stealth. 
  Availability: Legacy BF001 
  BRIGHTEST DAY 
  Characters do not take pushing damage for receiving a second 
  token to use Regeneration or Support. 
  Availability: DC 75 BF001 
  COMMUNICATION BREAKDOWN 
  Before the beginning of the game’s first turn, the player playing 
  Communication Breakdown chooses one combat value; that combat 
  value cannot be modified during the game. When rolling a six-sided 
  die for Leadership, subtract 1 from the result. 
  Availability: Origin BF004 
  COSMIC RADIATION INTERFERENCE 
  Hindering terrain markers and blocking terrain markers can’t be 
  placed. (Debris terrain markers and special markers are 
  unaffected.) 
  Availability: Hammer of Thor BF002 
  CRITICAL STRIKE 
  At the beginning of each of the first player’s turns, place a strike 
  token on this card if there are fewer than six strike tokens on this 
  card. When a friendly character is attacking a single opposing 
  character and the result is a critical hit, you may choose to deal 
  damage normally, or deal damage equal to the number of strike 
  tokens on this card and then remove all strike tokens from this card. 
  Availability: Origin BF001 
  CROSSWINDS 
  Character that can use the Flight ability cannot use the Flight or 
  Carry ability. 
  Availability: Mutant Mayhem BF003 
  DAMAGE CONTROL 
  Remove all objects from the game, none can be brought into the 
  game. All debris tokens are ignored for all purposes except for 
  movement. At the beginning of each player’s turn, all destroyed 
  walls and blocking terrain (except Barrier markers and terrain in 
  occupied squares) are no longer destroyed. 
  Availability: Supernova BF001 
  DARKNESS 
  Characters with a range value greater than 6 have a range value of 
  6 instead. Perplex may not be used to increase a range value to a 
  number greater than 6. Powers and abilities that affect characters 
  up to 10 squares away instead affect characters only up to 6 squares 
  away. 
  Availability: Mutant Mayhem BF001 
  DAY OF DISCORD 
  Combat values cannot be replaced by the combat values of other 
  characters. 
  Availability: The Brave and the Bold BF001 
  
   
   
   
  17-2 
  DEBRIS 
  Each player must place three additional standard objects in addition 
  to those included in their force.  
  Availability: Collateral Damage BF001 
  DEEP SHADOWS 
  Treat all non-blocking terrain as hindering terrain for line of fire 
  purposes. Characters that have range values greater than 6 have 
  range values of 6 instead, and range values can’t be modified to a 
  value more than 6. Powers, abilities, and effects able to affect 
  characters more than 6 squares away instead can only affect 
  characters up to 6 squares away. 
  Availability: Legacy BF002, Monsters & Mutations BF001, Arkham 
  Asylum BF002 
  DE-FEATED 
  At the beginning of each player’s turn, that player must roll a d6. 
  On a result of 1, feats assigned to characters controlled by that 
  player are ignored until the beginning of the next player’s turn. 
  Availability: Justice League BF001 
  DEFIANCE 
  When one of your characters makes a critical hit, remove an action 
  token from a friendly character that has not been given an action 
  (including a free action) this turn. 
  Availability: Legion of Super Heroes Starter Game BF001 
  DISBANDED! 
  Ignore all team abilities. 
  Availability: Fantastic Forces BF006 
  DISRUPTION 
  Characters on a themed team cannot use the Probability Control 
  granted by a themed team if they already have an action token 
  placed on them. When a character on a themed team uses the 
  Probability Control granted by a themed team, place two action 
  tokens on the character; the character does not take pushing 
  damage from the placement of these tokens. 
  Availability: Secret Invasion BF002 
  EARTHQUAKE 
  At the beginning of each player’s turn, that player rolls two six-
  sided dice. If the combined result is 2-3, remove this Earthquake 
  from the game. Characters without the wing speed symbol are each 
  dealt 3 damage. 
  Availability: Mutant Mayhem BF002 
  EXHAUSTION 
  Modify all pushing damage by +1. 
  Availability: Avengers BF003 
  EXTRAORDINARY DAY 
  A roll of 11 or 12 on any attack roll is a critical hit. A roll of 2 or 3 
  on any attack roll is a critical miss. 
  Availability: Supernova BF003 
  FEARLESS ASSAULT 
  Characters get +2 to their speed values when they begin move 
  actions in their starting areas. 
  Availability: Danger Room Starter Game BF001 
  FIMBULWINTER 
  Characters with two action tokens modify their defense value by -1. 
  Availability: Hammer of Thor BF001 
  THE GREAT ARENA 
  Any successful attack roll resulting in doubles is a critical hit. 
  Availability: Monsters & Mutations BF100 
  GROUND ZERO 
  Whenever a character makes a successful close combat attack, roll a 
  six-sided die before damage is dealt. On a result of 5 or 6, the attack 
  deals 1 additional damage. On a result of 1 or 2, after the attack 
  resolves the attacking character is dealt 1 unavoidable damage. 
  Availability: Sinister BF001 
  GROUNDED 
  The Carry ability can’t be used. 
  Availability: Arkham Asylum BF001 
  HIGH GRAVITY 
  Light objects are considered to be heavy objects, and heavy objects 
  are considered to be immobile objects. If a character carries 
  another character during an action, deal the carrying character 1 
  damage after the action resolves. 
  Availability: Crisis BF003 
  INERTIAL INTERFERENCE FIELD 
  When a character makes an attack using Running Shot, Charge, or 
  Hypersonic Speed, reduce damage dealt by 2. Knockback damage is 
  reduced by 1. 
  Availability: Armor Wars BF002 
  INFERNO 
  At the beginning of your turn, deal 1 damage to each friendly 
  character occupying hindering terrain not generated by powers or 
  abilities. 
  Availability: Avengers BF004 
  INFILTRATION 
  When placing characters at the beginning of the game, characters 
  that can use Phasing/Teleport, Smoke Cloud, or Stealth on their 
  starting positions can be placed into hindering terrain up to half 
  their unmodified speed values away from their starting areas.  
  Characters that can use the Swim ability on their starting positions 
  can be placed in water terrain up to half their unmodified speed 
  values away from their starting areas. 
  Availability: Icons BF001, Arkham Asylum BF003 
  INTERNAL STRIFE 
  Characters get +1 to their attack values whenever they make close 
  or ranged combat attacks against opposing characters with which 
  they share the same team symbol. 
  Availability: Icons BF003 
  ISOLATION 
  Combat values can’t be replaced by higher values. 
  Availability: Armor Wars BF003, Crisis BF002 
  KNOCKOUT GAS 
  Characters occupying indoor terrain modify their speed values by -
  2. Characters using Smoke Cloud can place up to eight hindering 
  terrain markers.  
  Availability: Hammer of Thor BF004 
  
   
   
   
  17-3 
  KRAKOA THE LIVING ISLAND 
  Once at the end of each player’s turn, he or she can choose a target 
  opposing character adjacent to an unoccupied square of outdoor 
  hindering, blocking, or elevated terrain and make an attack roll with 
  an attack value of 9 and a damage value of 2 against the target; the 
  target can’t be knocked back by the attack. If the attack succeeds but 
  the character target takes no damage from the attack and has zero 
  or one action token, give the target an action token. 
  Availability: Monsters & Mutations BF002 
  LEGENDARY DAY 
  Abilities can’t be countered. All characters can use Willpower if 
  they can’t already. 
  Availability: Hammer of Thor BF100 
  LOW GRAVITY 
  Any standard character occupying clear terrain that is hit by an 
  attack is knocked back equal to the damage taken. 
  Availability: Fantastic Forces BF003 
  LOYALTY 
  After forces are placed in their starting area but before the first 
  player’s first turn, each wild card must choose a team ability that 
  can be copied by wild cards and is possessed by a friendly 
  character. The wild card possesses the chosen team ability until the 
  end of the game, and can’t use any other team ability. 
  Availability: Supernova BF004 
  MADNESS 
  Critical hits are critical misses instead, and vice versa. When a 
  character uses Support, the target is healed of 1 fewer damage on a 
  critical hit. 
  Availability: Icons BF002 
  MALFUNCTION 
  Before the beginning of the first turn, starting with the player who 
  played this battlefield condition, each player can remove one object 
  from the game. 
  Availability: Hammer of Thor BF003 
  MALICE 
  At the end of each player’s turn, if none of his or her characters 
  made an attack against an opposing character, that player chooses 
  a friendly character and deals it 1 unavoidable damage. 
  Availability: Monsters & Mutations BF003 
  MISTRUST 
  When characters that have the same team symbol or team ability are 
  adjacent to each other, modify their defense values by -1, to a 
  maximum of -1. 
  Availability: Origin BF003 
  NOWHERE TO HIDE 
  Squares with objects in them are not hindering terrain. 
  Availability: Secret Invasion BF101 
  ORDINARY DAY 
  Cancel a single target battlefield condition. 
  Availability: Mutant Mayhem BF004, Legacy BF003, Icons BF005, 
  Avengers BF001, Crisis BF004 
  OVERCONFIDENCE 
  A character with Perplex may use it only on its own combat values. 
  Availability: Legacy BF004 
  PACIFICATION 
  When 4 or more damage would be dealt, reduce damage dealt by 1. 
  Availability: Justice League BF002 
  POOR TEAMWORK 
  Characters can’t be carried. Characters that have Telekinesis can’t 
  target friendly characters with Telekinesis. 
  Availability: Legacy BF005, Fantastic Forces BF004, Supernova 
  BF005 
  POWER DAMPENING FIELD 
  Damage values higher than 3 become 3 instead. 
  Availability: Fantastic Forces BF005 
  PROTECT THE INNOCENT 
  Once per turn as a free action, you may choose to remove from the 
  game a bystander token adjacent to a friendly character. No victory 
  points are scored for the removed bystander token. 
  Availability: Origin BF002 
  PROXIMITY MINES 
  At the end of a turn, if any character is in the same square as a non-
  held object or in a square adjacent to a non-held object, roll one 
  six-sided die. On a result of 5 or 6, deal 1 damage (that ignores all 
  effects that reduce damage) to all characters in the same square as 
  or adjacent to the object, and then remove the object from the game. 
  Availability: Collateral Damage BF002 
  RADIATION LEAK 
  When a character uses Regeneration or when a character is the 
  target of Support, instead of following the rules for those abilities, 
  roll one six-sided die and subtract 3 from the result. Treat a 
  negative result as damage dealt to the character that may not be 
  evaded or reduced. 
  Availability: Legacy BF006 
  RALLY 
  Whenever the character with the highest point value remaining on 
  your force is defeated, remove one action token from all characters 
  on your force, as applicable, and then remove the defeated 
  character from the game. 
  Availability: Icons BF004 
  RESISTANCE 
  Characters can’t be the target of Outwit when they are adjacent to 
  at least one friendly character with the same team symbol. 
  Availability: Days of Future Past BF001 
  RUSHED ASSAULT 
  The first character to make an attack targeting an opposing 
  character during a game gets -2 to its attack value until the attack 
  resolves. 
  Availability: Sinister BF004 
  SABOTAGE 
  Before the beginning of the first round, the player who played this 
  battlefield condition may place an action token on any one opposing 
  character. Then, continuing clockwise around the table, each other 
  player may choose to roll a d6; on a result of 4-6, that player may 
  place an action token on any one opposing character that does not 
  already have one. 
  
   
   
   
  17-4 
  Availability: Secret Invasion BF003 
  SHRUNK 
  All characters with the 
   damage symbol have the 
   damage 
  symbol instead. All range values are halved, as is the range of all 
  effects that have a range. 
  Availability: Justice League BF003 
  SKRULL KILL KREW 
  When a character with Plasticity rolls to break away, subtract two 
  from the result (minimum result 1). When a character using Super 
  Senses or Shape Change rolls a d6, subtract one from the result 
  (minimum result 1). 
  Availability: Secret Invasion BF001 
  SKYSCRAPERS 
  Elevated terrain is blocking terrain. 
  Availability: Crisis BF001 
  TELEKINETIC STRAIN 
  When Telekinesis is used to place a character or object 6 or more 
  squares away from its starting square, the character using 
  Telekinesis is dealt 1 unavoidable damage after the action resolves. 
  Availability: Sinister BF003 
  WAR ZONE 
  A character using Support does not roll one six-sided die when 
  targeting another character; instead, it heals the target of damage 
  equal to its unmodified damage value. 
  Availability: Mutant Mayhem BF005 
  WASTELAND 
  All elevated terrain is grounded hindering terrain. All walls are 
  destroyed. All squares adjacent to walls are hindering terrain. 
  Availability: Avengers BF002 
  WHITE NOISE 
  When a character is the target of Outwit or Perplex, its controller 
  rolls one six-sided die. On a result of 4-6, the target ignores that use 
  of Outwit or Perplex. 
  Availability: Mutant Mayhem BF006
  
   
   
   
  18-1 
  Section 18 
  Feats†
  ALIAS 
  Cost: 3 
  Prerequisite: 
   and 
   
  Choose a character. This character can use Shape Change, if it 
  cannot already. After this feat is used, remove it from the game. 
  Availability: Secret Invasion F006 
  AMBIDEXTROUS 
  Cost: Twice the assigned character’s printed range value. 
  (Minimum cost 12) 
  Prerequisite: Range value of 6 or more and one . 
  Choose a character. The character now has 
  . 
  Availability: Hammer of Thor F001 
  AMBUSH 
  Cost: 5 
  Prerequisite: Stealth 
  Choose a character. The character gets +2 to its attack value when 
  it makes a close combat attack while occupying hindering terrain. 
  After the attack resolves, the character’s Stealth is countered until 
  the beginning of your next turn. 
  Availability: Collateral Damage F003 
  AND STAY DOWN 
  Cost: 6 
  Prerequisite: Exploit Weakness or Super Strength 
  Choose a character. When the character makes a close combat 
  attack without using an object, an attack roll result of 11 or 12 is a 
  critical hit. 
  Availability: Hellboy and the B.P.R.D. Action Pack F001 
  ARMOR PIERCING 
  Cost: 10 
  Choose a character. Damage dealt by the character may not be 
  reduced below 1. 
  Availability: Armor Wars F007, Legacy F001 
  AUTOMATIC REGENERATION 
  Cost: 12 
  Prerequisite: Regeneration 
  Choose a character. Once, at the beginning of your turn, this 
  character uses Regeneration as a free action. 
  Availability: Mutant Mayhem F001 
  BLOOD OATH 
  Cost: 10 
  Prerequisite: Battle Fury or Blades/Claws/Fangs or Willpower 
  Choose a character. Before the beginning of the first turn, choose an 
  opposing character. The character modifies its attack value by +1 
  when attacking the chosen opposing character. 
  When the character makes a successful close combat attack against 
  the chosen character and the attack roll is doubles, you can choose 
  to treat the damage from the attack as penetrating damage. If you 
  do, remove this feat from the game after the attack resolves. 
  Availability: Hammer of Thor F101 
  BOOK OF DESTINY 
  Cost: 4 
  Prerequisite: Probability Control or Super Senses 
  Choose a character. At the end of your turn, choose an opposing 
  character 6 or fewer squares away from the character to which it 
  can draw a clear line of fire. Until the beginning of your next turn, 
  the chosen character can’t use Outwit or Probability Control, and 
  can’t evade attacks. 
  At the beginning of your next turn, remove this feat from the game. 
  Availability: Arkham Asylum F101 
  BRILLIANT TACTICIAN 
  Cost: 20 
  Prerequisite: Outwit and Perplex 
  Choose a character. Outwit does not need to show in the character’s 
  stat slot in order for the character to use this feat. When the 
  character uses Perplex, the character can affect every target 
  friendly character that shares a team symbol or keyword with it. The 
  character must have clear line of fire to each target. 
  Availability: Fantastic Forces F003, Icons F006, Justice League 
  F003 
  CALL TO ARMS 
  Cost: 10 
  Prerequisite: Mastermind or Support 
  Choose a character. Give the character a power action. Make an 
  attack roll (as though making a close combat attack) against an 
  adjacent target friendly character that has one or more action 
  tokens and that is not adjacent to an opposing character. Ignore all 
  modifiers for the purpose of the attack. If the attack succeeds, 
  remove all action tokens from the target and deal the target 1 
  unavoidable damage. 
  Availability: 2099 F001 
  CAMOUFLAGE 
  Cost: 8 
  Prerequisite: Shape Change 
  Choose a character. 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. 
  Availability: Sinister F008, Secret Invasion F005 
  CANNONBALL 
  Cost: 4 
  Prerequisite: Impervious or Invulnerability or Super Strength 
  Choose a character. When the character is on elevated terrain, it 
  can move to the next lowest elevation without using a ladder or 
  stairs. When the character is knocked back off of elevated terrain, it 
  ignores knock back damage. 
  Availability: Crisis F002 
  
   
   
   
  18-2 
  COMPEL 
  Cost: 15 
  Prerequisite: Mind Control 
  Choose a character. When the character uses Mind Control, it can 
  target a single friendly character that has already been given an 
  action this turn. If the attack succeeds, after the action is resolved 
  deal 1 unavoidable damage to the target. 
  Availability: Origin F008 
  CONSTRUCT 
  Cost: 14 
  Prerequisite: Barrier 
  Choose a character. 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. 
  Availability: Green Lantern F001 
  CONTINGENCY PLAN 
  Cost: 12 
  Prerequisite: Leadership or Mastermind 
  Choose a character. 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 an 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.  
  Availability: Justice League F007 
  COORDINATION 
  Cost: 6 
  Prerequisite: Any team symbol 
  Choose a character. Lines of fire to and from the character are not 
  blocked by characters with the same team symbol. 
  Availability: Origin F004 
  DAMAGE SHIELD 
  Cost: 10 
  Prerequisite: Close Combat Expert, Combat Reflexes, Energy 
  Shield/Deflection, Flurry, Hypersonic Speed, Impervious, 
  Invulnerability, or Poison 
  Choose a character. When the character is the target of a successful 
  close combat attack, the attacker is dealt 1 damage after the attack 
  resolves. 
  Availability: Legacy F002 
  DARKNESS WITHIN 
  Cost: 15 
  Choose a character. (Optional) Once per turn immediately before 
  this character makes an attack, deal 1 pushing damage that ignores 
  Willpower and team abilities to a single target friendly character 
  adjacent to the character; this is not an attack: The character gets 
  +1 to its damage value for that attack. The friendly target does not 
  receive an action token for this pushing damage. 
  Availability: Icons F009 
  DISASSEMBLE 
  Cost: 3 
  Prerequisite: Force Blast or Energy Explosion or Exploit Weakness 
  Choose a character. When this character is given an action and 
  begins or ends the action adjacent to or in the same square as a 
  target special object or standard heavy object, you may remove one 
  of the target object from the game after the action is resolved and 
  replace it with a standard light object from outside the game. 
  Availability: Secret Invasion F102 
  DISINTEGRATE 
  Cost: 7 
  Prerequisite: Close Combat Expert or Exploit Weakness or Poison 
  Choose a character. When the character is given a close combat 
  action, before making the close combat attack, remove from the 
  game an object adjacent to the character or an object held by a 
  character adjacent to the character. 
  Availability: Origin F002 
  DISSENT 
  Cost: 18 
  Prerequisite: Outwit 
  Choose a character. When the character uses Outwit, it may choose 
  to counter a team ability possessed by a single target opposing 
  character. 
  Availability: Origin F003 
  DIVEBOMB 
  Cost: 10 
  Modifier: 
   -1 
  Prerequisite: 
   
  Choose a character. When soaring, the character may make close 
  combat attacks against grounded characters. 
  Availability: Icons F003 
  DOUBLE-TIME 
  Cost: 5 
  Prerequisite: Transporter or 
   speed mode 
  Choose a character. 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 during 
  this move action. At the end of the move, if the character is not a 
  transporter, deal it 1 pushing damage that ignores Willpower and 
  team abilities. 
  Availability: Fantastic Forces F005 
  DRAG 
  Cost: 5 
  Prerequisite: 
   
  Choose a character. Give the character a power action when it is 
  adjacent to a target opposing character. If the character 
  successfully breaks away, move the character up to half its speed 
  value and then place the target in an unoccupied square adjacent to 
  the character. If the target is not a flying character and occupied a 
  square of elevated terrain, and then was placed in a square on a 
  lower elevation, deal it 2 damage after being placed. 
  
   
   
   
  18-3 
  Availability: Legion of Super Heroes Starter Game F001 
  ELITE SNIPER 
  Cost: 20 
  Prerequisite: Ranged Combat Expert or Super Senses 
  Choose a character. Ranged combat attacks made by the character 
  ignore other characters’ Stealth. The character can use the 
  Sharpshooter ability. 
  Availability: Hammer of Thor F004 
  ENDURANCE 
  Cost: 5 
  Prerequisite: 
   and 
   
  Choose a character. 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 a non-free action, 
  after the action resolves, roll a d6. on a result of 1 or 2, deal the 
  character unavoidable damage equal to the result plus the number 
  of tokens on this card, then remove all tokens form this card. 
  Availability: Justice League F002 
  ENERVATION 
  Cost: 7 
  Prerequisite: Defend or Support 
  Choose a character. During an opponent’s turn, if an action token 
  would be given to a friendly character adjacent to the character, 
  roll 2d6; on a result of 9-12, the token is not given. 
  Availability: Arkham Asylum F102 
  ENTANGLE 
  Cost: 8 
  Prerequisite: Plasticity 
  Choose a character. Opposing characters attempting to target the 
  character with a close combat attack must roll one six-sided die 
  before making the attack. On a result of 1 or 2, the opposing 
  character cannot attack the character. It is not given an action 
  token, but it cannot be given another action or make another attack 
  that turn. 
  Availability: Sinister F003 
  ENTRENCH 
  Cost: 5 
  Prerequisite: Defend or Enhancement 
  Choose a character. Friendly characters adjacent to the character 
  ignore knock back and critical hits. 
  Availability: Origin F009 
  EXTENDED RANGE 
  Cost: 10 
  Prerequisite: Range greater than 0 and less than 9 
  Choose a character. 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, decrease the damage 
  value by 1 (after all other modifiers and replacements) when 
  resolving the attack. An attack using Incapacitate does not place any 
  action tokens on the target. 
  Availability: Armor Wars F005 
  FALL BACK 
  Cost: 5 
  Prerequisite: Combat Reflexes, Super Senses, or Phasing/Teleport 
  Choose a character. When the character makes a close combat 
  attack that would knock back a single target opposing character, the 
  character can choose not to knock back the target. Instead after the 
  attack is resolved move the character directly away from the target 
  (the character breaks away automatically) for each 1 damage taken 
  by the target. 
  Availability: Crisis F101 
  FASTBALL SPECIAL 
  Cost: 12 
  Modifiers: 
   +2 (see text); 
  /
   +1 (see text) 
  Prerequisite: Chosen characters must have the same team ability 
  printed on their bases; see feat text 
  Choose two characters; if one of them is KOd before this feat is 
  used, remove the feat from the game. 
  Give both characters a power action when they are adjacent: The 
  first character must have Super Strength and the second character 
  must be a character without Flight, have Toughness and may not 
  have a damage value higher than 3. The first character makes a 
  ranged combat attack against a single opposing target within 6 
  squares. Place the second character in any square adjacent to the 
  target to which the first character has clear line of fire. If the attack 
  succeeds, the second character deals the damage.  
  Availability: Mutant Mayhem F002 
  FLASHBANG 
  Cost: 3 
  Prerequisite: Smoke Cloud 
  Choose a character. The character can use Smoke Cloud as a free 
  action if it is given a move action immediately before or after using 
  Smoke Cloud. 
  After this feat it used, remove it from the game. 
  Availability: Collateral Damage F002, Arkham Asylum F006 
  FORCE FIELD 
  Cost: 10 
  Prerequisite: Barrier, Defend, Energy Shield/Deflection, or 
  Telekinesis 
  Choose a character. When this character cannot use a power or 
  ability that reduces damage, this character may use Toughness. 
  Availability: Fantastic Forces F001 
  FORTITUDE 
  Cost: 25 
  Prerequisite: 
   
  Choose a character. The character ignores other characters’ 
  Exploit Weakness. Outwit can’t be used by other characters to 
  counter the character’s powers. 
  Availability: Legacy F004, Avengers F003 
  
   
   
   
  18-4 
  FROG LEGS 
  Cost: 3 
  Prerequisite: 
  and a point value of 150 or less. 
  Choose a character.  This character can use the Swim ability. 
  Availability: Web of Spider-Man F101 
  GETAWAY 
  Cost: 4 
  Prerequisite: Mastermind 
  Choose a character. Following the resolution of an attack in which 
  the character uses Mastermind, the character can immediately 
  break away automatically and move 1 square for each damage that 
  was dealt to a friendly character via that use of Mastermind. 
  Availability: Arkham Asylum F004 
  GIANT STRIDE 
  Cost: 9 
  Prerequisite: 
   
  Choose a character. When the character has zero action tokens and 
  is moved as part of a move or power action, it ignores the effects of 
  other characters on movement, though it must break away normally. 
  Availability: Crisis F100 
  HAYMAKER 
  Cost: 10 
  Modifiers: 
   -1, 
  /
  +2 
  Choose a character. Give this character a close combat action 
  targeting a single opposing character. After resolving this action, 
  this character takes 1 pushing damage that ignores Willpower and 
  team abilities. 
  Availability: Mutant Mayhem F003 
  HEALING FACTOR 
  Cost: 6 
  Prerequisite: Regeneration 
  Choose a character. When this character uses Regeneration, it 
  doesn’t count toward your available actions for the turn. 
  Availability: Secret Invasion F101 
  HEIGHTENED REFLEXES 
  Cost: 10 
  Prerequisite: Combat Reflexes or Energy Shield/Deflection 
  Choose a character. When the character is hit by an attack using 
  Charge, Hypersonic Speed, Running Shot, or the transporter mMove 
  and aAttack ability, roll one six-sided die before damage is dealt. 
  On a result of 5 or 6, the character evades the attack. 
  Availability: Sinister F004 
  HOLD THE LINE 
  Cost: 4 
  Prerequisite: 
  , 
   and Leadership or Super Strength 
  Choose a character. 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 -2 and 
  make a close combat attack against a different opposing character 
  as a free action. 
  Availability: Hellboy and the B.P.R.D. Action Pack F002 
  HOMING DEVICE 
  Cost: 8 
  Modifiers: 
   -1 
  Choose a character. When this character hits an opposing character 
  with a close combat attack, lines of fire drawn to that opposing 
  character until the end of your turn are not affected by hindering 
  terrain. 
  Availability: Armor Wars F004 
  IMMORTAL CONTEMPT 
  Cost: 10 
  Prerequisite: Deity keyword 
  Choose a character. The character modifies its attack value by +1 
  when attacking a character without the Deity or Cosmic keyword 
  that has a point value less than its own. 
  Availability: Hammer of Thor F102 
  IMPROVISE 
  Cost: 7 
  Prerequisite: Close Combat Expert or Perplex or Ranged Combat 
  Expert 
  Choose a character. Once per round, when one of the character’s 
  combat values would be modified such that the modified value is 
  higher than the unmodified value, you can ignore the modifier and 
  put an Improvise token on this card, if there are fewer that three 
  tokens on this card. 
  If there are three tokens on this card when the character makes an 
  unsuccessful attack roll where the result of the roll is doubles, you 
  can remove all tokens from this card and automatically hit the target 
  of the attack (though this is not a critical hit.) 
  Remove all tokens from this card when the character makes a 
  critical hit. 
  Availability: Secret Invasion F103 
  IN CONTACT WITH ORACLE 
  Cost: 10 per character chosen 
  Choose two or more characters; Oracle may not be chosen. Chosen 
  characters are Agents.  
  As long as it is not the target on Mind Control, when an Agent is 
  given an action you may choose to give one of its combat values +1 
  until the beginning of your next turn. 
  If Oracle is on your force, you may remove her from the battlefield 
  at the beginning of the game and place her on this card. At the 
  beginning of any of your turns, you may assign a power action to 
  any Agent with zero or one action token and turn Oracle’s dial to 
  any click. The Agent given the action may use any power showing on 
  Oracle’s dial until any Agent with zero or one action token is given 
  a power action to turn Oracle’s dial. If your last Agent is KOd while 
  Oracle is on this card, Oracle is also KOd. 
  Availability: Legacy F003 
  
   
   
   
  18-5 
  INDOMITABLE 
  Cost: 5 
  Prerequisite: Battle Fury or Willpower 
  Choose a character. When the character is the target of an 
  Incapacitate or a Mind Control attack, it gets +2 to its defense 
  value. 
  Availability: Sinister F007 
  INFILTRATE 
  Cost: 2 
  Prerequisite: Stealth or Shape Change 
  Choose a character. This character can ignore other characters for 
  movement purposes, but it must end its movement adjacent to an 
  opposing character. 
  Availability: Secret Invasion F002 
  INSIDE INFORMATION 
  Cost: 4 
  Prerequisite: The character must have at least one keyword. 
  Choose a character. When the character attacks an opposing 
  character that has any of the keywords possessed by the character, 
  modify the character’s attack value by +2. 
  Availability: Mutations & Monsters F003 
  INSPIRING COMMAND 
  Cost: 15 
  Prerequisite: Leadership or Mastermind 
  Choose a character. Characters with the same team symbol as the 
  character and a 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 of an action. 
  Availability: Collateral Damage F001 
  INVIGORATE 
  Cost: 10 
  Prerequisite: Support 
  Choose a character. When the character uses Support, remove one 
  action token from adjacent friendly characters (maximum 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. 
  Availability: Secret Invasion F104 
  KNOCKDOWN 
  Cost: 5 
  Prerequisite: Incapacitate 
  Choose a character. Once per turn, after the character resolves a 
  successful close combat action using Incapacitate, if the target has 
  only one action token, as a free action the character can 
  immediately make a second close combat attack against the target, 
  which gets +2 to its defense value for the second attack. If the attack 
  succeeds, deal no damage, instead, give the target a second action 
  token. If the character loses Incapacitate before making the second 
  attack, it may not make the second attack. 
  Availability: Sinister F002 
  LARGE OBJECT 
  Cost: 3 per 100 points of the game’s build total 
  Prerequisite: Super Strength or Telekinesis 
  When any character you control uses an object as a weapon, you 
  may reduce the damage increase provided by the object, to a 
  minimum of 1 damage. The character gets +1 to its attack value for 
  that attack for each 1 damage reduced. 
  Availability: Legacy F005 
  LAZARUS PIT 
  Cost: 20 (10 if Ra’s Al Ghul) 
  Choose a character. When the character is KOd, remove it from the 
  battlefield, place it on this card on its first KOd click, and then place 
  a Special marker on the square where it was KOd. At the beginning 
  of each player’s turn, you may either heal the character of 1 damage 
  or return it to the battlefield on the square with the Special marker. 
  If you return the character to the battlefield, remove this Lazarus Pit 
  from the game; roll a one six-sided die at the beginning of each of 
  your turns. On a result of 5 or 6, remove the Special marker from 
  the battlefield. As long as the Special marker is on the battlefield, 
  the character gains Battle Fury, Toughness, and Willpower; it may 
  not use any of its other powers or its team ability. 
  When time expires, or if all other members of the character’s force 
  are KOd while the character is on this card, the character is KOd. 
  The character awards victory points each time it is KOd. 
  Availability: Legacy F006 
  LIFE MODEL DECOY 
  Cost: 12 
  Choose a character. This character may not be healed. Damage 
  dealt to this character is reduced by 1 if it is not reduced or ignored 
  by any other effect. 
  Availability: Armor Wars F002 
  LONER 
  Cost: 5 
  Prerequisite: Point value of 100 points or less. 
  Choose a character. If no other friendly character on the battlefield 
  shares any of this 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. 
  Availability: Secret Invasion F004 
  LOOK! UP IN THE SKY! 
  Cost: 9 
  Prerequisite: 
   
  Choose a character. When the character is given a move action, 
  modify its speed value by +2 until the action is resolved. A character 
  assigned this feat cannot carry other characters and automatically 
  breaks away from other soaring characters.  
  Availability: Collateral Damage F007 
  
   
   
   
  18-6 
  LUCKY BREAK 
  Cost: 5 
  Prerequisite: 
   or 
   
  Choose a character. 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 only once per attack roll.  
  If you use this feat, remove this card from the game after the attack 
  resolves. 
  Availability: Danger Room Starter Game F001 
  LUNGE 
  Cost: 5 
  Prerequisite: Close Combat Expert or Leap/Climb 
  Choose a character. When the character is given an action, but 
  immediately before it makes a close combat attack, it can break 
  away automatically and move up to 2 squares. 
  Availability: Arkham Asylum F002 
  MANEUVER 
  Cost: 8 
  Prerequisite: 
  , Close Combat Expert or Combat Reflexes 
  Choose a character. When the character makes a close combat 
  attack against a single target opposing character, after the attack is 
  resolved, put the target in any unoccupied square adjacent to the 
  character. 
  Availability: Crisis F102 
  MENTAL SHIELDS 
  Cost: 15 
  Prerequisite: Mind Control or Willpower 
  Choose a character. The character is not affected by other 
  character’s Mind Control. When the character uses Mind Control, it 
  can target only a single opposing character; the character takes no 
  damage due to the point value of the target. 
  Availability: Supernova F007 
  MERCENARY 
  Cost: 25 minus 5 for each friendly character with the chosen team 
  ability, min 10 
  Prerequisite: No team symbol 
  Choose a character. Before the beginning of the game’s first turn, 
  choose a team ability possessed by a friendly character.  The team 
  ability cannot be a wild card, must be usable by wild cards and 
  cannot be an Additional Team Ability. The character is a wild card 
  that can onlyuse the chosen team ability when adjacent to a friendly 
  character possessing that team ability and a higher point value. 
  Availability: Origin F001 
  MONSTER HUNTER 
  Cost: 3 
  Prerequisite: 
   
  Choose a character. Modify the character’s attack value and 
  damage value by +1 when it is given a close combat or ranged 
  combat action targeting a character with the 
   or 
   damage 
  symbol or the Monster keyword. 
  Availability: Mutations & Monsters F004 
  MOVETHROUGH 
  Cost: 8 
  Prerequisite: Charge 
  Choose a character. The character ignores other characters for 
  movement purposes, but it must still break away, as normal. 
  Availability: Collateral Damage F005 
  NANOARMOR 
  Cost: 6 
  Prerequisite: 
   
  Choose a character. The character ignores damage dealt by objects 
  as well as all modifiers to damage dealt to or taken by this character 
  due to objects. 
  Availability: 2099 F002 
  NANOBOTS 
  Cost: 10 
  Prerequisite: Damage value of 2 or less 
  Choose a character. When this character is the only character 
  adjacent to an object not being held by a character, give the 
  character a free action and remove the object from the game. Heal 
  the character of 2 damage. 
  Availability: Armor Wars F009 
  NOT SO SPECIAL 
  Cost: 3 
  Prerequisite: None 
  Choose a character. 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. 
  Availability: The Brave and the Bold F003 
  NOVA BLAST 
  Cost: 10 
  Prerequisite: Pulse Wave 
  Choose a character. When the character uses Pulse Wave, 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, the 
  character takes 2 pushing damage that ignores Willpower and team 
  abilities; remove this Nova Blast from the game. 
  Availability: Fantastic Forces F004 
  OPPORTUNIST 
  Cost: 10 
  Prerequisite: Charge or Running Shot or Willpower; point value of 
  50 points or more. 
  Choose a character. If the character has zero action tokens at the 
  end of your turn (before tokens are removed from characters), put 
  an opportunist token on this card if there are four or fewer 
  opportunist tokens on this card. 
  When the character or an adjacent friendly character makes an 
  attack, after making the roll you can remove any number of 
  opportunist tokens from this card and modify the result of the attack 
  
   
   
   
  18-7 
  roll by +1 for each token removed. If opportunist tokens are 
  removed when another character makes an attack, deal the 
  character 1 unavoidable damage after the action resolves. 
  Availability: Crisis F003 
  OUTSMART 
  Cost: 10 
  Prerequisite: Mastermind or Outwit 
  Choose a character. 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. 
  Availability: Mutations & Monsters F005 
  PASSENGER 
  Cost: 5 
  Prerequisite: Leap/Climb or Phasing/Teleport 
  Choose a character. When this character uses Leap/Climb or 
  Phasing/Teleport, it may use the Carry ability. After this character 
  resolves an action using Passenger, it takes 1 pushing damage that 
  ignores Willpower and team abilities. 
  Availability: Mutant Mayhem F004 
  POINT BLANK 
  Cost: 4 
  Prerequisite: Ranged Combat Expert 
  Choose a character. Give the character a ranged combat action and 
  modify its attack value by +1 if the target of the attack is 4 or fewer 
  squares away. 
  Availability: Justice League F001 
  POUNCE 
  Cost: 15 
  Modifiers: 
   +1 / 
   +1 
  Prerequisite: Leap/Climb and damage value 1 or 2 
  Choose a character. Give this character a power action. Move the 
  character up to its speed value and makes a close combat attack as 
  a free action. After resolving the attack, the character takes 1 
  unavoidable damage. 
  Availability: Mutant Mayhem F005, Origin F006 
  POWER BARRAGE 
  Cost: 6 
  Prerequisite: 
   
  Choose a character. 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 
  combat attack as a free action, but modifies its attack and damage 
  values by -1 for that attack. 
  Availability: The Brave and the Bold F002 
  PRECISION DEMOLITION 
  Cost: 5 
  Prerequisite: Close Combat Expert or Super Strength 
  Choose a character. When the character destroys a wall or blocking 
  terrain, do not place debris markers; instead place SPECIAL 
  markers to indicate that the wall or blocking terrain has been 
  destroyed. 
  Availability: Arkham Asylum F104 
  PROTECTED 
  Cost: 8 
  Choose a character. (Optional) If the character does not already 
  have two action tokens on it, damage dealt to the character as a 
  result of a single action attack 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.  
  Availability: Armor Wars F003, Mutations & Monsters F102 
  PUMMEL 
  Cost: 10 
  Prerequisite: Combat Reflexes or Close Combat Expert or Super 
  Senses 
  Choose a character. 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. 
  Availability: Sinister F001 
  PYM PARTICLES 
  Cost: 6 
  Prerequisite: 
  , 
   
  Choose a character. Once per game, choose one – the character has 
  the 
   damage symbol; or the character modifies its defense value by 
  +1 against ranged combat attacks. The chosen effect lasts until the 
  end of the game. 
  Availability: Hammer of Thor F005 
  RECHARGE 
  Cost: 5 
  Prerequisite: Energy Explosion 
  Choose a character. 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. 
  Availability: The Brave and the Bold F004 
  REPULSOR 
  Cost: 10 
  Modifier: 
   -1 
  Prerequisite: Force Blast 
  Choose a character. When the character succeeds at a ranged 
  combat attack against a single target opposing character, after the 
  action is resolve the target is knocked back. 
  Availability: Origin F007 
  
   
   
   
  18-8 
  REPULSOR SHIELD 
  Cost: 25 
  Choose a character. The character ignores other characters’ Force 
  Blast, Psychic Blast, and Ranged Combat Expert. 
  Availability: Armor Wars F010 
  RETALIATION 
  Cost: 5 
  Prerequisite: 
  , Leap/Climb or Blades/Claws/Fangs or Outwit or 
  Super Senses, point value of 60 or greater 
  Choose a character. When the character takes damage but isn’t 
  defeated by a close combat attack made by an opposing character, 
  after the resolution of the attack you can roll 2d6. on a result of 9-
  11, deal the attacker 1 damage; on a result of 12, deal the attacker 2 
  damage. 
  After this feat is used, remove it from the game. 
  Availability: Arkham Asylum F103 
  REVENGE 
  Cost: 2 per character on your force 
  Prerequisite: Battle Fury or Willpower 
  Choose a character. When the character makes a close or ranged 
  combat attack, modify its attack value by +1 for each friendly 
  character with a higher point value that has been knocked out. 
  After this feat is used, remove it from the game. 
  Availability: Days of Future Past F001 
  RIP IT UP 
  Cost: 20 
  Prerequisite: Super Strength 
  Before a target character begins a move as part of a move, power, 
  or free action, give it a light object token from outside of the game. 
  Availability: Mutant Mayhem F006 
  RUNNING START 
  Cost: 5 
  Prerequisite: Plasticity or Stealth 
  Choose a character. Do not halve the character’s movement when it 
  begins a move action in hindering terrain. 
  Availability: Collateral Damage F006 
  SABOTEUR 
  Cost: 20 
  Prerequisite: Any non-wild card team ability. 
  Choose a character. Opposing figures with wild card team abilities 
  may only copy the team ability of this character when copying team 
  abilities. If this feat is assigned to two or more members of your 
  force, this feat is cancelled. 
  Availability: Armor Wars F006 
  SCATTER! 
  Cost: 8 
  Prerequisite: Defend or Leadership or Super Senses 
  Choose a character. When the character is the target of an attack, 
  immediately after the attack resolves you can move up to three 
  friendly characters adjacent to the character up to half their 
  unmodified speed values. The moved characters must break away 
  normally and can’t end their movement adjacent to any opposing 
  character. 
  Availability: Arkham Asylum F001 
  SHAKE OFF 
  Cost: 10 
  Prerequisite: Transporter or giant character 
  Choose a character. When the character successfully breaks away, 
  it deals 1 damage to all adjacent opposing characters. 
  Availability: Fantastic Forces F002 
  SHELLHEAD 
  Cost: 10 
  Modifier: 
   +2 
  Prerequisite: Impervious, Invulnerability, or Toughness 
  Choose a character. The ability modifier for Shellhead applies only 
  when the character has two action tokens placed upon it. 
  Availability: Armor Wars F008 
  SHOCKWAVE 
  Cost: 8 
  Prerequisite: 
  , Quake 
  Choose a character. Give the character a power action. Make a 
  single attack roll and compare the result to the defense values of all 
  adjacent opposing characters. Characters against which the attack 
  succeeds are dealt no damage, but are knocked back 4 squares. 
  Availability: Mutations & Monsters F101 
  SHOW OFF 
  Cost: 6 
  Prerequisite: 
   
  Choose a character. When using the Duo Attack ability, 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. 
  Availability: The Brave and the Bold F001 
  SIDEKICK 
  Cost: 10 
  Choose two characters: The first character must have a point value 
  at least twice that of the second character. The two characters must 
  be adjacent in order to use this feat. Neither character may carry 
  the other. 
  (Optional) The second character uses the first character’s 
  unmodified defense value instead of its own when it is attacked by 
  an opposing character. 
  Availability: Icons F004 
  
   
   
   
  18-9 
  SIDESTEP 
  Cost: 10 
  Prerequisite: 
   
  Choose a character. When using the Duo Attack special ability, 
  before making the second attack the character can attempt to move 
  up to 4 squares (it must still break away, if necessary). If it moves, it 
  must be able to attempt the second attack after the move. 
  Availability: Crisis F004 
  SIPHON POWER 
  Cost: 20 
  Prerequisite: Wild card team ability 
  Choose a character. This character has the following team ability 
  instead of any team ability for team symbols printed on its base: 
  Once at the beginning of each player’s turn, this character may 
  choose and use on that turn any team ability that any figure on the 
  battlemap possess. This team ability follows all other rules for the 
  wild card team ability. 
  Availability: Icons F007 
  SKULLDUGGERY 
  Cost: 5 
  Prerequisite: Exploit Weakness or Poison 
  Choose a character. Once per turn when the character deals 
  damage to a target opposing character you can roll 2d6; on a result 
  of 9-12, you can give an action token to the target if it has zero 
  action tokens. 
  Availability: Arkham Asylum F005 
  SLIPPERY 
  Cost: 15 
  Prerequisite: Combat Reflexes or Defend or defense value greater 
  than 17 
  Choose a character. The character ignores other characters’ 
  Plasticity, and it fails to break away only on a result of 1. 
  Availability: Icons F002 
  SNEAK 
  Cost: 5 
  Prerequisite: Stealth or Super Senses 
  Choose a character. When the character is given a move action, it is 
  not required to end its movement when it becomes adjacent to an 
  opposing character. Otherwise it must break away normally. 
  Availability: Supernova F002 
  SPOTTER 
  Cost: 5 
  Prerequisite: Ranged Combat Expert 
  Choose a character. When another friendly character makes a 
  ranged combat attack against a target opposing figure, modify the 
  friendly character’s attack value by +1 if this character has a clear 
  line of fire to the target and the target is within this character’s 
  range. 
  Availability: Secret Invasion F001 
  STARSTRUCK ADMIRER 
  Cost: 4 
  Prerequisite: Celebrity keyword. 
  Choose a character. The character can use Incapacitate with a 
  range of 8, if it can’t already. After this feat is used, remove it from 
  the game. 
  Availability: Hammer of Thor F002 
  STREAK OF LUCK 
  Cost: 5 
  Prerequisite: 
  , 
   
  Choose a character. 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, 
  modify the character’s damage value by +X, where X equals the 
  number of luck tokens on this card; after the attack is resolved, 
  remove all luck tokens from this card. 
  Availability: Mutations & Monsters F001 
  STUNNING BLOW 
  Cost: 10 
  Prerequisite: Incapacitate 
  Choose a character. When the character makes a successful attack 
  using Incapacitate, in addition to the normal effect of Incapacitate 
  the character may deal damage equal to its unmodified damage 
  value.  The attacker may choose to divide damage dealt among the 
  successfully hit targets., 
  Availability: Legacy F007, Avengers F001 
  SUBMERGED 
  Cost: 5 
  Prerequisite: 
   
  Choose a character. (Optional) When the character occupies water 
  terrain, lines of fire drawn to it are blocked. 
  Availability: Icons F001 
  SUNDER 
  Cost: 3 
  Prerequisite: Blades/Claws/Fangs 
  Choose a character. When the character succeeds at a close combat 
  attack targeting blocking terrain, a wall, or an object, it deals 3 
  damage. 
  Availability: Supernova F004 
  SUPPRESSIVE FIRE 
  Cost: 5 
  Prerequisite: Enhancement or Ranged Combat Expert or 
  Sharpshooter 
  Choose a character. At the end of your turn, you can choose a target 
  opposing character 8 or fewer squares away to which the character 
  can draw a clear line of fire; give the chosen character a 
  Suppression token. Until the beginning of your next turn, if the 
  
   
   
   
  18-10 
  chosen character would be given a ranged combat action or make a 
  ranged combat attack, its controller must roll a d6; on a result of 1 
  or 2, the attack can’t be made or the action can’t be given (the 
  action can still be given to another character, if possible). 
  At the beginning of your next turn after the character uses this feat, 
  remove all Suppression tokens from opposing characters and then 
  either remove this feat from the game or roll a d6; on a result of 1–4 
  give an action token to this character (the token deals pushing 
  damage normally). 
  Availability: Arkham Asylum F003 
  SWINGLINE 
  Cost: 10 
  Prerequisite: 
   
  Modifier: 
   +1 
  Choose a character. The character ignores hindering terrain for 
  movement purposes. If the character succeeds at a ranged combat 
  attack against a target opposing character with the 
   speed 
  symbol, the target gains Earthbound until the beginning of its 
  controller’s next turn. 
  Availability: Icons F008 
  TACTICS 
  Cost: 20 
  Prerequisite: Leadership and any team symbol 
  Choose a character. When the character uses Leadership, on a 
  result of 3-6 add an extra action to the other action granted by 
  Leadership to your available actions for the turn. This extra action 
  can be used only by a friendly character with the same team symbol 
  as the character. 
  Availability: Supernova F005 
  TAKEDOWN 
  Cost: 6 
  Prerequisite: Incapacitate or Plasticity 
  Choose a character. If an opposing character makes an 
  unsuccessful close combat attack against the character, 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 
  has one action token on it, giving it a second action token deals 
  pushing damage normally. 
  Availability: Mutations & Monsters F006 
  TAUNT 
  Cost: 15 
  Modifier: 
   +1 
  Prerequisite: Range value greater than 0 
  Choose a character. 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. If the attack 
  succeeds, it deals no damage. The target must either attempt to 
  move adjacent to or attack this character next turn. 
  Availability: Mutant Mayhem F007 
  TELEKINETIC REACH 
  Cost: 12 
  Prerequisite: Telekinesis 
  Choose a character. When using Telekinesis, if A is within 6 squares 
  and is an object, B may be up to 10 squares from A.  All other rules 
  for Telekinesis apply normally. 
  Availability: Avengers F002 
  TERRIFY 
  Cost: 6 
  Prerequisite: Battle Fury or Incapacitate or Mind Control 
  Modifier: 
   -1 
  Choose a character. Give the character a power action and make a 
  single close combat attack as a free action (the attack deals no 
  damage). Compare the result to the defense values of all adjacent 
  opposing target characters, maximum four targets. Each target 
  against which the attack succeeds is knocked back a number of 
  squares equal to half its speed values (targets are not dealt knock 
  back damage). If the attack roll is doubles and succeeds against the 
  target, also give an action token to the target if it has zero or one 
  action token (the target is not dealt pushing damage for this token). 
  Availability: Mutations & Monsters F002 
  THUNDERING BLOW 
  Cost: 20 
  Prerequisite: 
   attack value 11 or higher 
  Choose a character. After the resolution of a successful attack by 
  the character that causes an opposing character to take 3 or more 
  damage, 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. If this feat is 
  assigned to two or more characters on your force, this feat is 
  canceled. 
  Availability: Supernova F008 
  THWART 
  Cost: 15 
  Prerequisite: Mastermind or Outwit 
  Choose a character. Give the character a power action. Place a 
  thwart token on a target feat card assigned to a character that is 10 
  or fewer squares from the character and to which the character has 
  a clear line of fire. The target feat is ignored until a character to 
  which it is assigned is given a power action specifically to remove 
  the thwart token. 
  Availability: Origin F010 
  TOXIC BURST 
  Cost: 10 
  Prerequisite: Poison 
  Choose a character. For purposes of resolving its Poison power, the 
  character is adjacent to opposing characters up to two squares 
  away to which it has a clear line of fire. After dealing damage with 
  Poison, using Toxic Burst, the character is dealt 1 unavoidable 
  damage. 
  Availability: Supernova F003 
  
   
   
   
  18-11 
  TRIAGE 
  Cost: 10 
  Prerequisite: Support 
  Choose a character. When the character succeeds at the attack roll 
  for Support, the resulting healing can be divided among the target 
  and any other friendly characters (none of which may be adjacent to 
  an opposing character) to which the character is adjacent and that 
  the attack roll would hit (ignore all combat value modifiers). The 
  target must be healed of at least 1 damage. 
  Availability: Origin F005 
  TRICK SHOT 
  Cost: 20 
  Prerequisite: Plasticity or Ranged Combat Expert 
  Choose a character. When making an attack from a square that is 
  not adjacent to an opposing character, the character ignores Stealth 
  and team abilities that duplicate the effects of Stealth, and it ignores 
  characters and hindering terrain for line of fire purposes. 
  Availability: Mutant Mayhem F008, Legacy F008 
  UNSTOPPABLE 
  Cost: 5 
  Prerequisite: Super Strength 
  Choose a character. The character ignores the effects of hindering 
  terrain for movement purposes. Once when given a move action, the 
  character can make a close combat attack targeting blocking terrain 
  or a wall as a free action. If the attack succeeds, the character can 
  continue the rest of its movement, if any, after making the attack. 
  Availability: Fantastic Forces F006, Icons F005, Justice League 
  F006 
  VAMPIRISM 
  Cost: 12 
  Prerequisite: Blades/Claws/Fangs 
  Choose a character. The character can use Steal Energy if it can’t 
  already. 
  Availability: Hammer of Thor F003 
  VAULT 
  Cost: 3 
  Prerequisite: Combat Reflexes or Leap/Climb 
  Choose a character. After the character resolves a close combat 
  action, it may be placed in any square in which it may legally be 
  placed adjacent to a target of the action at the same elevation as the 
  target. 
  Availability: Sinister F005 
  VENDETTA 
  Cost: 6 
  Prerequisite: 
   and 
   and 
   
  Choose a character. 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 a 
  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. 
  Availability: Sinister F006, Secret Invasion F003 
  WARBOUND 
  Cost: 5 per character on your force with the chosen keyword 
  Prerequisite: A single, common keyword. 
  Choose a character. Choose a keyword. All characters on your 
  force that have the keyword are assigned this feat. When a target 
  friendly character assigned this feat is given an action, instead of 
  giving it an action token, you can give the action token for the action 
  to an adjacent friendly character that has the chosen keyword, has 
  zero action tokens, and has a point value equal to at least half of the 
  target’s point value. 
  Availability: Mutations & Monsters F100 
  WHIRLWIND 
  Cost: 6 
  Prerequisite: Force Blast 
  Choose a character. When the character uses Force Blast, the result 
  of the six-sided die roll can be split among multiple target adjacent 
  opposing characters. The targets are otherwise affected normally by 
  Force Blast. 
  Availability: Supernova F006 
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
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  19-1 
  Section 19 
  Objects
  AERIAL BAFFLER† 
  Light: Any character with the 
   or
   speed mode that is 3 
  or fewer squares from this object gains Earthbound. Any character 
  it carries takes no damage and is placed in the nearest square it can 
  occupy. This object has no effect when held. 
  Availability: Collateral Damage S002 
  BLACK LANTERN 
  Light: Continual. During your turn, whenever an opposing 
  character within 4 squares of this object is KOd, you may heal 1 
  damage on a single friendly character within 4 squares of this 
  object. 
  Availability: The Brave and the Bold S008 
  BLUE LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Barrier or Telekinesis modify their range values by +2 and can 
  use Telekinesis for 10 squares instead of 8 (for all limitations of 
  Telekinesis) if they can already use Telekinesis. 
  Availability: The Brave and the Bold S005 
  BOOKCASE† 
  Light: Continual. Increase the attacker’s attack value by 1 when 
  used in an attack. 
  Availability: HeroClix Indoor Adventure Kit 
  BROKEN DRONE† 
  Light: Continual. While a character is holding this object, you may 
  choose to either (1) use this object normally in an attack, or (2) give 
  this character a ranged combat action (treating the character’s 
  range value as 4) and make a ranged combat attack against a single 
  target opposing character. An attack using option 2 deals 1 damage 
  but does not destroy this object. 
  Availability: Danger Room Starter Game 
  BUCKET OF WATER 
  Light: When not held, a square containing this object is not 
  considered hindering terrain because of this object, it is considered 
  water terrain instead. 
  Availability: DC 75 S101 
  COM DISH† 
  Heavy: Continual. When this object is used in an attack, modify the 
  attacker’s damage value by +1 for the attack. 
  Availability: Legion of Super Heroes Starter Game 
  COMPUTER† 
  Heavy: Continual. Increases the attacker’s attack value by 1 when 
  used in an attack. 
  Availability: HeroClix Indoor Adventure Kit 
  CRATE† 
  Light: Continual. A character may throw this object 10 squares. 
  Availability: HeroClix Indoor Outdoor Adventure Kit 
  CRIMSON GEM OF CYTTORAK 
  Cost: 5 
  Immobile: This object can’t be destroyed. Once per game per 
  character, give a character occupying this square a power action 
  and roll a d6 that can’t be rerolled. On a roll of 5 or 6, place this 
  object on that character’s card. Modify that character’s damage 
  value by +1 and that character can use Charge, Super Strength, and 
  Toughness. (Characters can’t use more than one damage reduction 
  power.) When that character is defeated, place this object in the 
  square they last occupied. At the end of the game, if an opponent’s 
  character has this object on their card or all of your characters 
  have been defeated, your opponent scores this object. 
  Availability: Giant-Size X-Men S101 
  DARK CAULDRON† 
  Immobile: Characters 4 or fewer squares from this object can’t be 
  healed. 
  Availability: Avengers S002 
  DUMPSTER† 
  Heavy: This object is not destroyed when used in an attack. The 
  attacker places it in any square adjacent to the target after use. 
  Availability: HeroClix Indoor Outdoor Adventure Kit 
  DYNAMOSTAT† 
  Heavy: This object is considered to be blocking terrain until it is 
  destroyed, but it may be picked up and moved normally. This object 
  has no effect when held. 
  Availability: Crisis S004 
  ELEHA‟AL VINE† 
  Light: Give a character occupying the same square as this object a 
  power action. Roll a d6 and subtract 4 from the result, minimum 
  result 1. Heal the character of damage equal to the result. This 
  object has no effect when held. 
  Availability: Monsters & Mutations S100 
  FORCE FIELD GENERATOR† 
  Immobile: This object allows an adjacent character to use Barrier 
  as if the character had a range value of 0. If this object is destroyed, 
  any barrier terrain markers placed using Barrier granted by this 
  object are removed from the game. 
  Availability: Avengers S001 
  FUEL TANK† 
  Heavy: Continual. A character may throw this object up to 6 
  squares. If this object is used as part of a successful attack, also deal 
  1 damage to all figures adjacent to the target. 
  Availability: Collateral Damage S006 
  GENERATOR† 
  Heavy: Continual. This object is not destroyed when used in an 
  attack. After the Generator is used as part of an attack, the attacker 
  places it in any square adjacent to the target after the attack 
  resolves. 
  Availability: Danger Room Starter Game 
  GREEN KRYPTONITE 
  Cost: 5 
   
  Characters within 4 squares modify their attack values by -1 and 
  can't use the Flight ability Characters within 4 squares that possess 
  
   
   
   
  19-2 
  the Superman Ally team ability or the Kryptonian keyword can't 
  have damage dealt to them reduced below 1. 
   
  Availability: Superman S101 
   
  GOLD KRYPTONITE 
  Cost: 5 
   
  Characters within 4 squares can't use Exploit Weakness, 
  Penetrating/Psychic Blast, Pulse Wave, or Telekinesis. A character 
  holding this object can't use any powers except Super Strength. 
   
  Availability: Superman S104 
  GREEN LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Indomitable or Willpower modify their defense values by +3 
  when they are the target of an attack using Incapacitate or Mind 
  Control. 
  Availability: The Brave and the Bold S004 
  INDIGO LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Support or Regeneration only subtract 1 from their die roll 
  instead of 2 when using those powers. 
  Availability: The Brave and the Bold S006 
  JEWEL KRYPTONITE 
  Cost: 5 
   
  Characters within 4 squares can use Mind Control and Smoke 
  Cloud if they can't already. Characters using Mind Control in this 
  way can only target characters of a lower Cost. All characters 
  within 4 squares using Mind Control and Smoke Cloud have a 
  minimum range value of 6 when using those powers. 
   
  Availability: Superman S103 
  KINETIC ABSORBER† 
  Light: All clear and water terrain 2 or fewer squares from this 
  object is hindering terrain for movement purposes. This object has 
  no effect when held. 
  Availability: Collateral Damage S002 
  KINETIC ACCELERATOR† 
  Immobile: When a character occupying the same square as this 
  object is given a move or power action, roll a d6 and replace the 
  character’s speed value with its speed value plus the result; on a 
  result of 5 or 6, remove this object from the game after the action 
  resolves. If the roll does not allow the given action to be performed 
  against any targets, the action ends immediately. This object is not 
  considered hindering terrain for movement purposes. 
  Availability: Crisis S100 
  LASER TURRET† 
  Heavy: (optional) Once during your turn (but not during another 
  action) when a character friendly to you occupies this object’s 
  square, give this object a free action to make a ranged combat 
  attack (
  8, 
  2, 4 ) against any opposing figure. This object has 
  no effect when held. 
  Availability: Collateral Damage S004 
  LIGHT POST† 
  Heavy: Continual. A target with 0 or 1 action tokens that is 
  successfully hit with this object also receives an action token, which 
  can result in pushing damage. 
  Availability: HeroClix Indoor Outfoor Adventure Kit 
  MAILBOX† 
  Light: Continual. Increases the attacker’s damage dealt by 1 when 
  used in an attack. 
  Availability: HeroClix Indoor Outdoor Adventure Kit 
  MASS-ABSORBER† 
  Light: Continual. If a character using this object as part of a close 
  combat attack is 3 or fewer squares from blocking terrain, modify 
  the character’s damage value by +2 (instead of +1). 
  Availability: Crisis S002 
  METEORITE† 
  Heavy: Continual. When this object is used in a successful close 
  combat attack, roll one six-sided die and subtract 2 from the result, 
  minimum result 1. add the result to the attacker’s unmodified 
  damage value for the attack. The damage dealt can’t otherwise be 
  modified. 
  Availability: Supernova S001 
  MJOLNIR 
  Immobile: This object can’t be destroyed. Once per game per 
  character, give a character occupying the same square as this object 
  a power action and roll a d6. this roll can’t be rerolled or modified. 
  On a result of 6, remove this object from the game and place it on 
  that character’s card. Modify that characters’ attack and damage 
  values by +2, and that character can use Quake, Energy Explosion, 
  and the Flight ability. If that character is KO’d, place this object in 
  the square that character last occupied. 
  Availability: Hammer of Thor S101 
  NEWSBOT† 
  Light: Continual. When you give a character an action to attack 
  using this object, it does not count toward your available actions for 
  the turn. 
  Availability: Legion of Super Heroes Starter Game 
  OFFICE DESK† 
  Light: Continual. May be used as a normal light object, or may 
  increase the holding character’s defense value by 2. When either 
  option is used, the object is destroyed when an attack roll is made. 
  Availability: HeroClix Indoor Adventure Kit 
  OPENED HYDRANT† 
  Immobile: Clear grounded terrain 3 or fewer squares from this 
  object is water terrain. 
  Availability: Crisis S003 
  ORANGE LANTERN 
  Cost: 5 
  Light: Continual. When a character uses Poison within 4 squares of 
  this object, that character is considered to be adjacent to opposing 
  characters up to two squares away to which is has a clear line of 
  fire.  
  Availability: The Brave and the Bold S002 
  
   
   
   
  19-3 
  RED KRYPTONITE 
  Cost: 5 
   
  Characters within 4 squares must roll a d6 immediately before they 
  are given a non-free action. On a roll of 1-2, the character is given 
  a power action to do nothing instead, but can use Perplex until your 
  next turn if they can't already use it. 
   
  Availability: Superman S102 
  RED LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Battle Fury modify their damage value by +1. 
  Availability: The Brave and the Bold S001 
  SATELLITE† 
  Light: Continual. Give a character holding this object a power 
  action. Remove this object from the game and place a debris token 
  in the square occupied by the character and in any two adjacent, 
  unoccupied squares. 
  Availability: Supernova S002 
  SCORPIO KEY 
  Cost: 4 
  Immobile, Can't Be Destroyed: Once per game per character, give a 
  character occupying Scorpio Key's square a power action and roll a 
  d6 that can't be rerolled. On a roll of 5 or 6, place this object on 
  that character's card. Modify that character's range value by +2 
  and that character can use Penetrating/Psychic Blast. When that 
  character is defeated, place this object in the square that character 
  last occupied. At the end of the game, if an opponent controls this or 
  you control no characters, your opponent scores this object. 
  Availability: Captain America S101 
  SEPARATION FIELD GENERATOR† 
  Immobile: A character holding an object or carrying a character 
  immediately drops it into an adjacent square when 3 or fewer 
  squares from this object. The carrying or holding character may 
  continue its move. Objects can not be picked up by characters that 
  are 3 or fewer squares from this object. 
  Availability: Collateral Damage S003 
  SHIELD DISRUPTOR† 
  Light: Damage dealt to characters 4 or fewer squares from this 
  object can’t be reduced. This object has no effect when held. 
  Availability: Mutations & Monsters S002 
  SODA MACHINE† 
  Heavy: Continual. Increase the attacker’s damage dealt by 1 when 
  used in an attack. 
  Availability: HeroClix Indoor Adventure Kit 
  STATUE† 
  Light: Continual. This object deals 3 damage when thrown as part 
  of an attack targeting terrain or a wall. 
  Availability: Sinister S002 
  STEPLADDER† 
  Light: When this object occupies a square adjacent to a square of 
  higher elevation, the squares are connected by a ladder. This object 
  is not hindering terrain for movement purposes. 
  Availability: Sinister S001 
  STRUCTURAL INTEGRITY FIELD† 
  Heavy: Blocking terrain (but not blocking terrain markers) and 
  walls 6 or fewer squares from this object can’t be destroyed. This 
  object has no effect when held. 
  Availability: Justice League S002 
  TELEPHONE BOOTH† 
  Light: Once per turn per character, a character occupying the same 
  square as this object can be dealt 1 unavoidable damage as a free 
  action. This object has no effect when held. 
  Availability: Justice League S001 
  TELEPORT PAD† 
  Immobile: (optional) If a character friendly to you is adjacent to this 
  object, give the character a power action and move it up to 6 
  squares, ignoring characters and terrain features for movement 
  purposes. 
  Availability: Collateral Damage S001 
  TOMBSTONE† 
  Heavy: Continual. The defense value of a character holding a 
  Tombstone is modified by +2. After the resolution of an unsuccessful 
  attack against a character carrying holding a Tombstone, remove 
  Tombstone from the game. 
  Availability: Mutations & Monsters S001 
  TRAPPED DUMPSTER† 
  Heavy: Continual. When this object is picked up, roll a d6. On a 
  result of 1, deal the character that picked up this object 1 damage 
  immediately after the action resolves (even if the character no 
  longer holds the object). 
  Availability: Crisis S001 
  VIOLET LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Mind Control modify their range value for that attack by +2 
  (figures with a range of 0 replace their range with 6 instead of 4 for 
  that attack), and if that attack is successful, each character 
  successfully hit modifies its damage value by +1 until its free action 
  granted by Mind Control is resolved. 
  Availability: The Brave and the Bold S007 
  WHITE KRYPTONITE 
  Cost: 5 
   
  Other squares within 4 squares become clear terrain instead of 
  hindering terrain. This has no effect on objects or water terrain. 
   
  Availability: Superman S105 
  WHITE LANTERN 
  Cost: 5 
  Immobile: Characters within 4 squares of this object that can use 
  Support or Regeneration can’t have those powers, or special powers 
  that allow their use, countered. 
  Availability: DC 75 S102 
  X-KRYPTONITE 
  Cost: 5 
   
  
   
   
   
  19-4 
  Characters within 4 squares that are 75 points or less can use the 
  Flight ability for as long as they are within 4 squares. 
   
  Availability: Superman S106 
  YELLOW LANTERN 
  Cost: 5 
  Light: Continual. Characters within 4 squares of this object that can 
  use Exploit Weakness or Penetrating/Psychic Blast modify their 
  attack value by +1. 
  Availability: The Brave and the Bold S008 
   
  
   
   
   
  20-1 
  Section 20 
  Maps 
  Airport Terminal 
  Orange squares are moving walkways.  At the beginning of each 
  turn, each character completely occupying a moving walkway 
  square that cannot use the Flight ability must be placed in this 
  area 1 square closer to the thick orange line of this area.  This 
  placement starts with the character closest to the thick orange line.  
  Availability: DC 75 
  Blackest Night Starter 
  Orange circles designate Monitor Room squares. Whenever a 
  friendly character occupies a Monitor Room square, all friendly 
  characters can ignore the effect of hindering terrain and other 
  characters on line of fire. A character occupying a Monitor Room 
  square can’t be given ranged combat actions or make ranged 
  combat attacks.  
  Squares inside the orange boundary line designate Armory 
  Squares. When placing objects at the beginning of the game, each 
  player must place their first two objects (if any) on squares within 
  an orange boundary line. 
  Castle Doom Gardens 
  Thick orange lines along the grid of this map are force fields.  The 
  effects of this terrain cannot be ignored. 
  When determining if a line of fire is blocked, treat force fields as 
  walls. However, force fields are not walls or blocking terrain; they 
  can’t be destroyed and characters can’t move over or through 
  them using any power, ability, or effect (such as Phasing/Teleport 
  or the Flight ability). Characters on opposite sides of force fields 
  are not adjacent. 
  When counting squares to determine the range or area of any 
  effect, you can’t count beyond a force field. (To determine if you 
  are counting beyond a force field, draw a line from the center of 
  the square where the effect originates to the square you are 
  attempting to count; if the line goes through a force field or 
  through a diagonal bordered on the grid by a force field, the 
  square can’t be counted.) 
  Players must choose starting areas diagonally opposite each other, 
  whenever possible. 
  Availability: Fantastic Four 
  Central Port 
  Squares inside the boundary of an orange line are transmitter 
  gates, hacked to echo local gates rather than distant planets! When 
  any character occupies a transmitter gate at the end of a move or 
  power action, it may be moved to any other unoccupied transmitter 
  gate on the map. 
  Availability: Legion of Super-Heroes 
  Crater, The 
  Orange squares are Fallen Cosmic Object squares.  Objects 
  placed in one of these squares can't be picked up, moved, or 
  destroyed. 
  Availability: Brightest Day 
  Dawn of Man 
  When this map is played, beginning with the first player, each 
  player can take a Time Zone (a smaller map section with TIME 
  ZONE in its name) anywhere within the boundaries of the orange 
  line on this map. Place Time Zones until up to four Time Zones 
  have been placed, or until all players agree that no more should be 
  placed, whichever comes first. 
  When Time Zones are placed, they may be laid over previously 
  placed Time Zones, provided that all parts of all Time Zones are 
  within the boundaries of the orange line. Time Zones must be 
  aligned with the grid of this map, but may be rotated in any 
  direction before placement. Once placed, a Time Zone may not be 
  moved. 
  Once Time Zones have been placed, a square on the map is the 
  type of terrain indicated by the topmost map occupying that 
  square, whether it be this map of a Time Zone. If an area of terrain 
  on any map is interrupted by a map overlaid upon it, its 
  boundaries are assumed to move to the nearest adjacent square or 
  squares of that type of terrain so that all squares are contained 
  within a continuous boundary; in some cases this may result in 
  multiple separate areas of terrain. 
  Availability: Crisis 
  Deep Space 
  Squares inside the boundary of an orange line on this map are 
  space terrain. Space terrain is clear terrain modified by the 
  following rules: 
  Characters given move actions when they occupy space terrain 
  modify their speed values by +2 for the action. Halve the range 
  values of all characters occupying space terrain and all characters 
  drawing a line of fire to a character occupying space terrain. 
  A successful attack that does not otherwise knock back a character 
  occupying space terrain knocks back that character a number of 
  squares equal to damage dealt -2, to a minimum of 0. When 
  targeting a character occupying space terrain with Force Blast, 
  roll two six-sided dice instead of one. All knock back ends 
  immediately when a character enters the first square that is not 
  space terrain. Characters occupying space terrain are not dealt 
  knock back damage if their knock back paths are ended by the edge 
  of the map. 
  Availability: Supernova 
  Fountain of Asgard 
  Squares inside the boundary of an orange line are bridge terrain. 
  Bridge terrain is clear terrain, but when a character is moving as 
  a result of an action assigned to that character, they can treat 
  squares of bridge terrain in the same numbered row as adjacent 
  for movement purposes only. (Not for tournament play) 
  Availability: Hammer of Thor 
  Graveyard 
  Orange squares are hindering terrain for movement purposes and 
  clear terrain for line of fire purposes. Any line of fire drawn to a 
  character occupying an orange square is blocked. 
  Availability: The Brave and the Bold 
  Hawkworld 
  Orange squares are Open Air (Low Gravity).  After actions 
  resolve, if a character who can’t use the Flight ability occupies an 
  Open Air square, deal them 1 unavoidable damage, then that 
  character’s owner places them in their starting area.  Non-held 
  objects in Open Air squares are removed from the map.  Open Air 
  squares are otherwise treated as clear terrain. 
  Availability: DC 75 
  
   
   
   
  20-2 
  Karnak 
  Orange squares are Intrinsic Field Subtractor Squares.After an 
  action resolves, if during that action a charactermoved into an 
  orange square, roll a d6 for each character that did so.  On a roll 
  of 1-3, deal that character 1 penetrating damage.  On a roll of 4-6, 
  heal that character of 1 damage. 
  Availability: Watchmen Crimebusters 
  Krakoa 
  The orange squares are Krakoa nerve center squares. They act as 
  blocking terrain but can’t’ be destroyed. At the end of your turn, 
  roll a d6. 
  On a result of 1-3, nothing happens. 
  On a result of 4, EARTHQUAKE! Each character is dealt 1 
  damage. 
  On a result of 5, SHIFTING FOLIAGE. Printed hindering terrain 
  acts as blocking terrain instead until the beginning of your next 
  turn. Characters occupying those squares take 1 unavoidable 
  damage and are placed in their owner’s starting area.  
  On a result of 6, THE ISLAND AWAKES. The Krakoa nerve center 
  in the orange squares makes an 8 range, 10 attack, 3 damage 
  range combat attack against an opposing character of your choice. 
  The line of fire for this attack ignores hindering terrain and 
  elevation. 
  Availability: Giant-Size X-Men 
  Mars 
  CLOCKWORK TERRAIN: The area inside the borders of an 
  orange line are clockwork terrain.  When playing a scenario using 
  JON OSTERMAN: DR. MANHATTAN (
   #026), the effects of 
  clockwork terrain are defined by the scenario.  
  Availability: Jon Osterman: Dr. Manhattan 
  Muspelheim 
  Orange squares are Lava Squares. At the end of each player's 
  turn, deal 1 unavoidable damage to each character occupying a 
  Lava Square.  
  Availability: Hammer of Thor Fast Forces 
  Rooftops 
  Squares within the boundary of solid orange lines on the Rooftop 
  map are open air terrain. Open air terrain is clear terrain, but 
  with one additional rule: If a character without the 
   or 
   speed mode occupies open air terrain after the resolution 
  of any action, deal the character 1 penetrating damage and place 
  it in an unoccupied squares next to the stairwell (a square inside a 
  dashed orange line) marked with the same number as the area of 
  open air terrain. 
  Availability: Avengers 
  S.H.I.E.LD. Helicarrier Bow (S-1) 
  Orange squares are the edge of the Helicarrier Squares.  At the 
  end of each turn, if a character that can’t use the Flight ability is 
  occupying one of these squares, place them in the nearest non-
  orange square that they could be placed in and give them an action 
  token. 
  Availability: Captain America 
  S.H.I.E.LD. Helicarrier Midsection (S-2) 
  Squares with an orange arrow are Stair Squares.  If you are using 
  map S-4, you may give a character occupying this square a power 
  action and place them in the corresponding square on that map.  If 
  that square is occupied, place the character in the nearest square 
  they could be placed in. 
  Squares with a white arrow are Balcony Below Squares.  If you 
  are using map S-4, you may give a character occupying this square 
  a power action and roll a d6, adding 1 to the result if they can use 
  the Flight ability.  On a result of 4-6, place them in the 
  corresponding square on that map.  If that square is occupied, 
  place the character in the nearest square they could be placed in. 
  Availability: Captain America 
  S.H.I.E.LD. Helicarrier Stern (S-3) 
  Orange squares are the edge of the Helicarrier Squares.At the end 
  of each turn, if a characterthat can’t use the Flight ability is 
  occupying one of these squares, place them in the nearest non-
  orange square that they could be placed in and give them an action 
  token. 
  Availability: Captain America 
  S.H.I.E.LD. Helicarrier Below Decks (S-4) 
  Orange squares 10,000 feet below squares. Characters can’t move 
  into or occupy these squares.  If a character’s knock back path is 
  stopped by one of these squares, deal that character 1 additional 
  unavoidable damage. 
  Squares with an orange arrow are Stair Squares.  If you are using 
  map S-2, you may give a character occupying this square a power 
  action and place them in the corresponding square on that map.If 
  that square is occupied, place the character in the nearest square 
  they could be placed in. 
  Squares with a white arrow are Balcony Below Squares.  If you 
  are using map S-2, you may give a character occupying this square 
  a power action and roll a d6, adding 1 to the result if they can use 
  the Flight ability.  On a result of 4-6, place them in the 
  corresponding square on that map.  If that square is occupied, 
  place the character in the nearest square they could be placed in. 
  Availability: Captain America 
  
   
   
   
   
  COPYRIGHT INFORMATION 
   
  (c)2010 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc. 
   
  Image Comics and the Image "i" (c) Image Comics, Inc. 2010. Invincible published by Image Comics. All rights reserved. 
   
  (c)2010 Cryptic Studios, Inc. and NCsoft Corporation. All rights reserved. CITY OF HEROES, Freedom Phalanx, Arachnos, and all associated 
  CITY OF HEROES logos and designs are trademarks or registered trademarks of Cryptic Studios and NCsoft Corporation. 
   
  Marvel and all related characters and the distinctive likenesses thereof are trademarks of Marvel Characters, Inc., and are used with permission. 
   
  (c)2010 Marvel Characters, Inc. www.marvel.com 
   
  TM & (c) DC Comics. www.dccomics.com 
  (s08) 
   
  
SOURCE: textdata/thevault/Heroclix/Players_Guide_Golden_Age_2011_10.pdf