Let the Battle Begin!
Batman is going to try to punch the Joker. A figure attacking a figure in a square next to it is
called a close combat attack.
Through the slot in the base of the Batman figure, you’ll see four numbers on the dial.
The number next to the symbol on his base is Batman’s attack value. On Joker’s
dial, the number printed next to the symbol on his base is his defense value. (You’ll also
see colored boxes surrounding some of the numbers; ignore them for now.)
To attack the Joker, Batman rolls the two six-sided dice, adds the numbers together, and
then adds the result to his attack value. If that total is equal to or greater than the Joker’s
defense value, Batman hits the Joker.
Example: Batman rolls a 2 and a 3. 2 + 3 = 5. 5 added to Batman’s attack value of
8 = 13. 13 is less than the Joker’s defense value of 16. Batman misses.
Example: Batman rolls a 5 and a 4. 5 + 4 = 9. 9 plus Batman’s attack value of
8 = 17, which is greater than Joker’s defense value of 16. Batman hits!
Try it a few times. Roll the dice, add the numbers, and add the result to Batman’s attack
value until Batman hits the Joker.
Dealing Out Justice
When Batman hits the Joker, he does damage. The amount of damage dealt is equal
to Batman’s damage value—the number on his dial next to the symbol printed
on his base.
In this case, Batman does 2 damage to the Joker. When your figure takes damage,
you turn its dial clockwise once for each 1 damage dealt, causing a new set of numbers
to appear in the figure’s slot with each turn. Pick up the Joker figure and turn his
dial clockwise twice. (If you see a symbol appear, you are turning the dial in the
wrong direction.)
You’ll see that the numbers on the Joker’s dial have changed. As a hero or villain
takes damage during a battle, their ability to fight changes and the numbers on their dial
usually get lower. When they take enough damage that symbols appear in place of the
numbers on their dial, they have been knocked out and are out of the battle!
Moving Toward the Enemy
Turn the Joker’s dial back to its starting position (so that the green line is showing). Now,
place Batman and the Joker on opposite edges of the map in a starting area—any square
inside the purple line along that edge.
Quick-Start Rules
IF YOU’VE NEVER PLAYED HEROCLIX,
READ THIS FIRST!
Welcome to HeroClix!
HeroClix® is a game of comic-book combat in which your favorite heroes battle your
favorite villains—or each other. As you play HeroClix and build your collection of figures,
you’ll discover that the game has as many different strategies as players, yet the basics
are easy to learn.
These quick-start rules will guide you through the HeroClix basics.
Setting Up
A HeroClix Starter Set is packed full of game pieces and rules, but you need only a few
items to get started. Pick out the following, and set everything else aside:
• The Batman figure
• The Joker figure
• The map
• The two six-sided dice
• The turning ring
Pick up one of the figures and look at the plastic
base under its feet. Through the slot in its base,
you’ll see a dial printed with numbers. Turn the
dial a couple of clicks—notice the sound of the dial
being turned. Press the turning ring against the dial
and use it to turn the dial if you have trouble. You’ll see the numbers visible through the slot
change as you turn the dial. Turn the dials of both figures until you see a green line to the left
of the numbers in the slot. This is called the starting position.
Now lay the map on a table so that you see the floor of the Axis Chemical factory. The
map is separated into many squares. Place Batman and the Joker on the map so that they
are in squares next to one another.
Quick-Start Rules
Quick-Start Rules
4 5
A HeroClix game starts with opposing figures at opposite sides of the map, and they
usually need to move toward each other before they can fight. Next to the symbol on
Batman’s base is his speed value, the maximum number of squares he can move in a
single turn.
Batman’s speed value is 8. Try out the different ways he could move 8 squares from
the square in which you’ve placed him—straight across the factory floor toward the Joker,
sideways, or any combination of directions, including diagonally. The Joker’s speed value
is 7, so he is only slightly slower than Batman. Move Batman 8 squares, and then move the
Joker 7 squares. Continue moving the figures, alternating who is being moved, until they
end up in squares next to one another.
Turns and Actions
Place Batman and the Joker back in their starting areas on opposite sides of the map.
Opposing players in a HeroClix game alternate taking turns. During each turn, a player
can give actions to his or her figures. You’ve already practiced the two basic actions:
attacking and moving.
After a figure is given an action on a turn, it is marked with a token, such as a coin
or glass bead.
Try taking turns. Batman will take the first turn, and his action will be to move toward the
Joker. Move Batman a number of squares equal to his speed value—8 squares—and mark
him with a token, placing the token next to him on the map. Now it’s the Joker’s turn, and
he will also move, toward Batman. Move the Joker a number of squares equal to his speed
value—7 squares—and mark him with a token.
When a figure already has a token at the beginning of a turn, they usually are not given
an action that turn so that they can rest. If a figure rests for a turn, the token is removed at
the end of that turn, and they are ready to be given an action on your next turn.
However, it is possible to give a figure an action if they already have a token. This is called
pushing, because you are pushing the figure to the limits of their endurance. Pushing a
figure deals 1 damage to them. When a figure is pushed by an action, mark them with a
second token at the end of that action, and then turn their dial once clockwise. A figure with
two tokens may not be given an action until it rests for a turn. Resting takes both tokens off
the figure.
During this second turn, Batman will rest. Do not move him, but remove his token. The
Joker will push—be given an action during the second turn—so that he can move closer to
Batman. Move the Joker 7 squares, mark him with a second token, and then click his dial
once. The Joker has covered more of the ground between Batman and himself, but Batman
is conserving his strength for when the fight truly begins!
Ranged Attacks
If a figure wants to punch another figure, they must be in a square next to that figure.
Some figures, however, have weapons that allow them to attack from a distance. Next
to the slot in a figure’s base is a symbol. The number printed next to that symbol is that
figure’s range value. A figure given an attack action can attack a figure that is a number
of squares away equal to their range value. This is called a ranged attack. A figure with a
range value of 0 may not make a ranged attack.
Batman, with a utility belt full of Batarangs, has a range value of 6. If the Joker is 6 or
fewer squares away, Batman can be given an action to attack him with a ranged attack
across that distance. Turn the Joker’s dial back to its starting position and place him on the
map in a square within Batman’s
range value. Count the squares for
range as if counting for movement,
from the square Batman is in to the
square the Joker is in. Note that
when counting range, you must
count in a straight line. You can’t
turn the path of a ranged attack
around corners!
To make a ranged attack, you
must be able to draw an imaginary
line between Batman and the
Joker that does not cross a wall,
represented by the thick black lines
separating some squares on the
map. Try to find a square where you can place the Joker so that he is within Batman’s
range value, yet protected by a wall.
Now, place Batman and the Joker so that they can make ranged attacks against one
another. Have the Joker make a ranged combat attack against Batman. To make a ranged
combat attack, roll two six-sided dice and add the result to the Joker’s attack value. If the
total is equal to or greater than Batman’s defense value, Batman takes damage equal to
the Joker’s damage value. Have Batman make a ranged combat attack against the Joker.
As they take damage, note how the numbers on their dials change and how those changing
values affect their attacks.
Let’s Go Outside
Clear off the map and flip it over so that it shows the Centennial Park Zoo. If you compare
it to the factory map, you’ll see that many more of the squares on this map are surrounded
by colored lines. These indicate different types of terrain. Like walls, terrain can interfere
with a character’s movement or attacks. Note that the corner of the map labels this as
an “outdoor” battlefield. On outdoor battlefields, characters can avoid the interference of
terrain—if they can fly.
Flying High
Set Batman and the Joker aside, and find the Hawkgirl and Man-Bat figures that came in
the Starter Set. Note that Hawkgirl and Man-Bat each have the symbol printed on their
bases next to their speed values (the top number visible through the slot.) This means they
can fly. A figure that can fly can ignore objects and terrain on the ground that might slow
them down or block their movement.
Putting It All Together
Every HeroClix figure has a point value printed on its base. For example, the Batman in the
Starter Set is worth 47 points, and the Robin is worth 22 points. In general, the more points
a figure costs, the more powerful it is. A group of figures on the same side in a HeroClix
game is called a force. When you add together the point values of all the figures on a force,
the total point value should be roughly equal to the total point value of the opposing force.
The Starter Set contains two forces of three figures, each worth a total of exactly
100 points. One force is Batman, Robin, and Hawkgirl. The other force is the Joker,
Harley Quinn, and Man-Bat.
Batman’s range allows him to make ranged combat attacks
against Harley Quinn. The Joker is just outside of Batman’s
range value of 6.
Quick-Start Rules
Quick-Start Rules
6 7
Play the Game!
It’s time to play your first full HeroClix game! Set up the two forces on opposite sides of the
map. Roll two dice for each force. The force with the highest result goes first.
Take turns giving an action to the first force, and then do the same with the opposing
force. Remember that you can use an action to move a figure or to attack a figure on the
other force. Whenever a figure takes damage, turn their dial a number of times equal to the
damage dealt to them.
The End of the Game
A HeroClix game ends when you’ve been playing for 50 minutes, or when all of one force’s
figures have been knocked out—whichever comes first. When the game ends, each player
adds the point values of the figures that his or her force knocked out of the game to the
point values of any figures on his or her force that have not been knocked out. The result is
that force’s total victory points. The force with the most victory points wins!
What’s Next?
Play a few more games. You’ll quickly come to understand basic HeroClix strategies. If you
haven’t already, flip over the map and play some games on the other side to learn how a
different battlefield can shape a game.
Try mixing up the figures. For example, play a game in which Batman and the Joker are
on one force against Robin, Hawkgirl, and Harley Quinn. Though the point values of these
forces are not equal, they are close. To balance the forces or to play different figures, look
for DC HeroClix Booster Packs in stores near you. Each Booster Pack contains randomly
inserted, prepainted figures ready to be added to your collection and moved into battle.
Soon you’ll be playing battles with your favorite heroes and villains, from Superman and the
Teen Titans to Lex Luthor and the Injustice League!
But This Is Only the Beginning!
Want to knock your opponents through a wall or throw a motorcycle at your enemies
from across the battlefield? Maybe you’d like to control the minds of your opponents,
cause earthquakes, or heal the wounds you suffer in battle. Then you’re ready to read the
complete rules and to use the powers and abilities card included in the Starter Set. It’s time
to learn about the power your figures really wield!
Quick-Start Rules
Speed Value
Attack Value
Defense Value
Range Value
Damage Value
Starting Position
(the number of lightning
bolts next to the range
value is the number of
different targets the
character may attack
when given one ranged
combat attack action)
(indicated by the green line)
Speed Value
Attack Value
Point Value
Defense Value
Range Value
Damage Value
Team Symbol
(the team or group to which the
character belongs)
Collector’s Number
Set Symbol
Name
Experience Ring*
Stat Slot
* Yellow—Rookie, Blue—Experienced, Red—Veteran, Silver—Unique,
Gold—Super Rare, Bronze—Limited Edition, Purple—Promotional
8 9
COMPLETE RULES
INTRODUCTION
Welcome to the DC HeroClix® game! DC HeroClix is a fast-playing game of tabletop combat
using collectable miniatures of DC Comics personalities. Each miniature is called a figure,
which stands on a base and a combat dial. The figure, base, and combat dial together are
called a character.
When you play a HeroClix game, you build a force from your collection of characters. You
can build a force any number of ways, using characters from a single comic book or from all
over the DC universe. Any number of players can play a DC HeroClix game, but it plays best
with two to four players.
CHECK YOUR GEAR
The DC HeroClix Starter Set includes everything two people need to play. In addition to a
selection of characters and this rulebook, you should have 1 two-sided battle map, 1 powers
and abilities card, 2 six-sided dice, 1 base-turning ring, 6 object tokens, and 10 two-sided
terrain markers (2 special/debris markers, 4 barrier/debris markers, and 4 smoke cloud/
debris markers). You may find that a few coins or other small objects to use as action tokens
and a length of string or other object to use as a straight edge will help you play the game.
HEROCLIX CHARACTERS
Aside from the figure itself, a DC HeroClix character is made up of two main parts: the base
and the combat dial.
THE BASE
Each character’s base contains important information, as shown in Figure 1.
Some characters look the same, but have different ranks, team designations, or
combat dials. Each character’s base is printed with a set symbol that marks it as part of a
particular HeroClix set and a collector’s number to differentiate it from other versions of
the same character.
THE COMBAT DIAL
The combat dial is the rotating disk found under a character’s base. A character’s combat
dial displays a set of numbers through the L-shaped stat slot in the character’s base, which
indicates how well the character can accomplish certain tasks.
Each time one of your characters takes damage during a game, you click—or turn—its
combat dial clockwise once for each 1 damage taken. Each time your character is
healed of damage during the game, turn its combat dial counterclockwise once for each
1 damage healed.
COMBAT VALUES
Each character has five combat values, as shown in Figure 2. Four of these values are on
the combat dial and are visible through the stat slot: speed, attack, defense, and damage.
These values usually change when you turn a character’s combat dial. The fifth value is the
character’s range for ranged combat attacks; this value is printed on its base. Range does
not change as you turn the combat dial. Each value appears next to its respective symbol.
PREPARE TO PLAY
Before you play a DC HeroClix game, each player must build a force, the battlefield must be
prepared, and players must place their forces in their starting areas.
STEP 1: BUILD YOUR FORCE
In general, characters comprise the bulk of a player’s force. Each character has a point value
printed on its base. This is the number of points it costs to add a character to a force.
Build total. All players should agree on the build total they will use when assembling their
forces. The build total is the maximum value allowed when the point values of all characters
and other elements of your force are added together. When selecting characters for your
force, you may choose characters and other elements whose point values add up to less
than or equal to the build total, but not more than the build total.
For your first game, we recommend that all players use a build total of 100 points. When
you feel that you understand the rules, begin using build totals of 200, 300, or more points;
build totals are always in 100-point increments. Increasing the build total allows you to use
more powerful characters and develop more complex strategies. A force must include at
least one character.
Unique characters. A force may consist of more than one of the same character. If a
character’s rank is Unique, however, it may be included in your force only once. Unique
characters have silver, bronze, or gold experience rings. Two Unique characters with the
same name, set symbol, and collector’s number may not be on the same force; however,
a Unique character can be part of a force with non-Unique characters that share the same
name, as well as with Uniques that have the same name but a different collector’s number
or set symbol.
BATMAN HAWKGIRL
HARLEY QUINN
10 11
Terra figure, but he is not allowed to add a second of the same Unique figure to his
force. He could play his Unique Flash, but instead chooses to round out his force
with a Rookie Cheetah (37 points) and an Experienced Hawkgirl (31 points.) The
characters Shane has chosen give him a total of 182 points. He assigns his Rookie
Robin the Slippery feat for 15 points, bringing the total point cost of his force to 197
points (32+22+60+37+31+15.) Shane adds the Ordinary Day Battlefield Condition
card to his force, and he is ready to play!
STEP 2: PREPARE THE BATTLEFIELD
All players reveal their completed forces. Then each player rolls two six-sided dice and adds
together the results. Reroll any ties. The player with the highest result is the first player.
The first player chooses the map where the battle will occur. The two-sided battle map
included in the Starter Set gives you two choices: an indoor map set at a chemical plant and
an outdoor map set at a zoo.
After the first player chooses the map, the player to his or her left chooses the edge of
the map on which he or she will set up his or her force. If there are more than two players,
continue clockwise around the table until everyone has chosen a different edge and
identified a starting area—the area of squares within the purple line—along that edge. In
two-player games, starting areas must always be on opposite edges of the map.
STEP 3: REVEAL BATTLEFIELD CONDITIONS
Players who have chosen to include a battlefield condition card in their forces reveal the
cards simultaneously.
STEP 4: PLACE OBJECTS
A HeroClix starter set includes six object tokens—round cardboard tokens that represent
items characters might find on a battlefield and make use of in battle. Tokens with a yellow
border represent light objects, and tokens with a red border represent heavy objects. Several
3-D objects, three-dimensional sculptures that can also represent items on the battlefield,
are available separately. All 3-D objects are classified as either light or heavy, and some
have special rules associated with them. After all players have identified their starting areas,
each player places any three object tokens facedown in a common pile. After all players
have added three object tokens to the pile, mix up the pile. One at a time, starting with the
first player and moving around the table clockwise, each player takes a token from the pile,
looks at it, and places it faceup on the battle map. After choosing and looking at the token,
but before placing it on the battle map, a player who has 3-D objects in his or her collection
may choose to replace the object token that was selected from the pile with a 3-D object;
remove the object token from the game, and place the 3-D object on the battle map. Objects
must be placed on clear terrain (see “Clear Terrain,” p. 23) and cannot be placed in any
player’s starting area. Continue in a clockwise direction until all tokens are placed on the
battle map.
STEP 5: PLACE CHARACTERS
After objects have been placed, each player turns the combat dial on all of his or her
characters until a vertical green line appears to the left of the numbers visible through
the stat slot. This green line indicates the character’s starting position. After a character’s
combat dial has been turned to its starting position, players may click the character’s combat
dial only when directed to do so by a game effect, such as taking damage or healing. You
may not turn the combat dial to look ahead or back on the dial during a game.
Bystander tokens. Bystander tokens use printed graphic elements, instead of 3-D
figures, to represent characters. Although a bystander token has combat values and follows
all rules for HeroClix characters, it has no combat dial. If a bystander token is dealt damage,
it is removed from the battlefield (knocked out).
Feats. Feats give characters additional abilities. The point value of a feat counts
toward the build total of a force. For more information,
see “Feats” on p.12.
Battlefield conditions. A force may also include a battlefield
condition, which changes the environment of the battlefield.
Players may want to include a Battlefield Condition card as part
of their force. Though a battlefield condition has no point cost
and does not count toward the point total of a force, if a player
wants to use a battlefield condition when playing a HeroClix
game he or she must select it when building a force. For more
information, see “Battlefield Conditions” on p.13.
Sample force 1: Julie is creating a force with a build
total of 100 points. She first takes the Experienced
Batman (47 points) for a character strong in both close
and ranged combat, as well as for his Outwit and
Willpower powers. Next she chooses the Experienced
Hawkgirl (31 points) for her Enhancement power and
her ability to fly. Finally, she rounds out the team with the Experienced Harley Quinn
(21 points) for her Stealth and Energy Explosion powers.
Julie adds up the point values of her characters. The total is 99 points (47+31+21.)
The build total for Julie’s force is less than the 100-point total for this battle, so
she’s within the limit. She could not have chosen characters whose total point value
exceeded 100 points.
Sample force 2: Shane wants to build a 200-point force. He has multiple Robin
characters and wants to create a team. He begins with a Rookie Robin for 32 points,
and adds an Experienced Robin for 22 points. Then he adds a Unique Terra worth
60 points to his force. Shane has both the points available and another Unique
One way to
build your force
is to start with
a theme. For example,
you can create a force
that specializes in ranged
attacks or mind control
or that inflicts massive
damage by throwing
objects. But don’t make
your force too specialized;
for each strategy, there is
a counterstrategy, so it’s
important to make your
force diverse enough to
handle a variety of threats.
FIGURE 3
FIGURE 4
12 13
The first player then places his or her force in
their starting area on the battle map. When placing
a flying character, a player must move the flight
indicator on the character’s clear center post to specify
whether the character is initially hovering or soaring
(see “Wing Speed Symbol,” p.16). The player to the first
player’s left then places all of his or her characters. If there
are more than two players, continue clockwise around
the table until all players have placed their forces in their
starting areas.
STEP 6: PLAY THE GAME!
Once steps 1–5 are complete, play begins with
the first player.
IMPORTANT GAME
CONCEPTS
The following are game concepts used in the HeroClix rules that players should know
before playing their first game. First-time players will also find it useful to read the glossary,
beginning on p. 33, as a reference for terms used throughout these rules.
ACTION TOKENS
If you give a character a close combat action, a ranged combat action, a move action, or a
power action, mark the character with an action token after the action is resolved. You can
use any small object, such as a coin or bead, as an action token. A token reminds all players
that a character has taken an action during a turn.
ADJACENT SQUARES
Adjacent squares are squares on the map that touch one
center square, including squares on the diagonal. This
means that most squares have four adjacent squares on
their sides and four adjacent squares on their diagonals, as
shown in Figure 3.
Characters occupying adjacent squares are adjacent to
one another, as shown in Figure 4. Characters and squares
on opposite sides of walls or on different elevations (see
“Terrain,” p. 23) are not adjacent. Soaring characters are
adjacent only to other soaring characters, giant characters,
and big characters (see “Wing Speed Symbol,” p. 16).
ARCHENEMIES
Some characters have colored (not black) bases. Two
characters with the same color base and the same set
symbol but different names are archenemies. A character
may have more than one archenemy. The following rules
apply regarding archenemies:
• You cannot build a force containing characters that are
archenemies of each other.
• If a character deals damage to its archenemy that causes the archenemy to be
defeated, that character’s player receives bonus victory points, as described in the
“Victory!” section on p. 31.
BATTLEFIELD CONDITIONS
A battlefield condition alters the rules of the game as explained in the text on each battlefield
condition card. Each player may include only one battlefield condition card in his or her force
per game. Battlefield conditions affect only the characters on the battlefield. If multiple copies
of a battlefield condition card that causes a die (or dice) roll to occur are in play, roll the die
(or dice) for each copy in play. If a player’s force is eliminated from the game, his or her
battlefield condition remains in effect until the end of the game.
FEATS
Feats represent a character’s special training or other abilities. Feats are printed on cards
that indicate the point value of the feat, any prerequisites required for a character to be
assigned and use the feat, modifiers the feat makes to a character’s combat values, and a
description of how to make use of the feat. A feat’s point value is included in the point total of
your force (see “Build Your Force,” p. 9).
FRIENDLY AND OPPOSING CHARACTERS
Friendly characters are characters controlled by you or an allied teammate. Opposing
characters are characters controlled by an opponent. Friendly and opposing status can
change during the course of the game.
POWERS
Colored squares that appear behind a character’s combat values represent its powers. A
character’s powers can change as it takes damage or is healed. Descriptions of all powers
and their effects appear on the powers and abilities card.
Powers are in effect when they appear in the stat slot. If a power is optional, it is assumed
to be in effect during an action unless it is canceled at the beginning of that action. When
a power is canceled, it is canceled until the end of that turn and resumes effect at the
beginning of the next player’s turn.
Some powers require that a character take an action to activate them or activate when
you give a character a specific type of action. To use one of these powers, the player must
declare that the character is taking an action to activate the power or that the action given to
the character will activate a power.
PUSHING
If you give an action (other than a free action) to the same character on two consecutive
turns, place a second action token on that character and turn that character’s combat dial
once clockwise (the same direction you click a character when it takes damage) after it
resolves the action. This is called pushing a character, resulting in pushing damage. The
clockwise click represents fatigue caused by taking actions back to back. You may not
give any character an action (other than a free action) on three consecutive turns. Pushing
damage may occur if a character is the target of or uses some powers, team abilities, or
feats. Any time a second action token is placed on a character for any reason, that character
takes pushing damage. If use of a feat requires a character to take pushing damage, the
pushing damage from the feat is applied to the character before the pushing damage from
taking a second consecutive action.
Each X indicates an adjacent square.
Each A indicates a square diagonal
to the center square.
The squares adjacent to Blackfire
are indicated by the dashed
line. She is adjacent to Raven.
The squares adjacent to Terra
are indicated by a solid line.
She is not adjacent to either of
the other characters.
14 15
When you place a second action token on a character
(as shown in Figure 5), leave both tokens on the
character until the end of your next turn as a reminder
that that character cannot be given any actions (other
than a free action).
REPLACEMENT VALUES AND MODIFIERS
Some game effects, including some powers, feats,
and team abilities, allow the substitution of one combat
value for another. These substitute values are called
replacement values. For example, when one value
becomes or is used instead of another value, it is a
replacement value. When a character’s combat value is
reduced by half, that is also a replacement value.
Modifiers increase or decrease a combat value
by a specific amount. A modifier may never reduce a
combat value to less than 0. Replacement values are
not modifiers.
Modifiers and replacement values that take effect during an action are in effect only
for the duration of that action unless stated otherwise. Modifiers and replacement values
that take effect during an attack are in effect only for the duration of that attack unless
stated otherwise.
ROUNDING
Sometimes a game effect will tell you to reduce a character’s combat value by half. If this
would result in a fraction, always round up.
RULE OF 3
Many modifiers can affect combat values during the game. Because all modifiers are
cumulative, a special rule called the “Rule of 3” places a limit on how much a combat value
can be modified. The Rule of 3 states that no combat value can be modified by more than 3.
For example, if the combat value is 3, it cannot be increased to more than 6 or less than 0.
While the effects of powers, team abilities, battlefield conditions, and feats override
standard HeroClix rules, the Rule of 3 takes precedence over all those effects. Replacement
values are not subject to the Rule of 3.
TEAM ABILITIES
A team symbol on a character’s base indicates the character’s affiliation with a team and
marks the character as a member. Teams have special abilities that their members can use.
Team abilities are described on the powers and abilities card. A team ability is in effect as
long as one member of that team on your force is on the map, though use of some team
abilities requires more than one team member on your force. Some characters have no team
affiliations. Team abilities cannot be lost or countered.
All team abilities are optional and may be canceled. If a team ability is not canceled at
the beginning of an action, it is in effect during the action. When a team ability is canceled,
it remains canceled until the end of the turn and resumes effect at the beginning of
the next player’s turn.
Some team abilities require that a character take an action to activate them or activate
when you give a character a specific type of action. To use one of these team abilities, the
player must declare that the character is taking an action to activate the team ability or that
the action given to the character will activate a team ability.
Wild cards. Wild card team abilities are special team abilities that allow a character to
use any team ability possessed by any friendly character on the battlefield. A character with
a wild card team ability is called a wild card. When making use of a team ability they do not
possess, a wild card does not gain the team symbol of the team ability used. Wild cards may
use only one team ability per action. During your turn, you must declare any change in wild
card team abilities when you declare an action. During an opponent’s turn, you must declare
any change in wild card team abilities after your opponent declares an action and before the
action begins—for example, after an action is declared but before an opposing character
moves or attacks. Wild card team abilities may also be changed between actions or at the
beginning or end of a turn. Wild cards retain the team ability they last used until they use
another team ability. If the declaration of a wild card team ability makes the declared action
impossible to perform—for example, if a line of fire for an opponent’s ranged combat attack
can no longer be drawn to the wild card—treat the action as though it was not given and
choose a different action. The wild card, however, must continue to use the declared ability
even when a new action is declared.
PLAYING THE GAME
In HeroClix, players take turns moving their characters and attacking opposing characters to
win a battle.
TURNS AND ACTIONS
HeroClix is played in a series of turns. The first player takes the first turn. When the first
player’s turn is complete, the player to the left takes the next turn and so on, clockwise
around the table. If a player’s force is eliminated from the game, the remaining players
continue taking turns in the same order.
You begin each turn with a certain number of available actions. This number remains the
same for the entire game. The number of actions you begin with depends on the build total
of the game: You get one action for every 100 points of the game’s build total. For example,
a game with a build total of 100 points gives you one action every turn. A build total of 200
points gives you two actions every turn; 300 points gives you three actions, and so on. Your
action total remains the same even if one or more of your characters is knocked out and
removed from the game.
Some game effects may occur at the beginning of a player’s turn. These effects are
noted on the powers and abilities card or in the rules text for the effect, which are found on
feat cards, battlefield condition cards, as part of scenarios, or elsewhere. Prior to initiating
these effects, any effects that last “until the beginning of your turn” resolve. Then effects that
occur “at the beginning of your turn” may be performed in any order, as chosen by the player
whose turn it is.
During your turn, you give actions to your characters. When a character is given an
action, the action may be used to activate only one effect. If you have more than one action
available, you must resolve one action before initiating the next action. Resolving an action
includes completing any free actions the action allows. You may never give more than one
action per turn, other than a free action, to any character in your force. A character with 2
action tokens on it may not be given an action other than a free action. If you have more
actions than characters, you cannot use the extra actions. You do not have to use all of your
actions in a turn, but you cannot save or accumulate actions from a previous turn to use on
Lex Luthor was given an action his last
turn and this turn. He has been pushed
and is marked with a second token.
After the second action is resolved, he
takes 1 pushing damage.
FIGURE 5
16 17
a subsequent turn. Remember to place an action token on a character after resolving any
action other than a free action.
There are four kinds of actions you may give a character.
• Power actions
• Free actions
• Move actions
• Combat actions (close combat or ranged combat)
Once you have resolved all of your actions for your turn and placed the appropriate action
tokens, remove action tokens from those characters that did not receive action tokens this
turn. Then, it is the next player’s turn.
Example: Cathy has five characters in a 200-point game. She gets two actions
at the beginning of each of her turns. During one of her turns, Cathy wants to take
a shot at one enemy character and move closer to another one. Cathy gives a
ranged combat action to Starfire, and after resolving the attack, she gives a move
action to Cyborg. Cathy has now given her two actions to two different characters;
she places action tokens on Starfire and Cyborg, and removes any action tokens
on her remaining three characters. Her turn is over. Note that she could have given
two characters move actions or two characters ranged combat or close combat
actions. There is no restriction to the mix of actions that you can give to your team on
any given turn.
POWER ACTIONS
A power action is an action given to a character that allows it to use a power, team ability, or
feat. Unless stated otherwise, if a character may move during a power action, break away
rules apply normally.
FREE ACTIONS
Some game effects, like powers, team abilities, and feats, require a free action to activate
them, or allow a character to do something as a free action after giving the character another
kind of action, such as a power action or a move action. Characters do not receive action
tokens for free actions and the free action does not count as one of your available actions
for the turn.
A character or force may take any number of free actions in a turn, but only as their
powers and team abilities dictate. A free action may be used to perform a close combat,
ranged combat, move, or power action; in each case, the description of the free action will
indicate what other type of action may be used.
MOVE ACTIONS
Each character has a symbol printed on its base next to its speed value to designate how
it moves: a boot, a wing, or a dolphin. A boot symbol indicates that a character is affected
by terrain, such as water and other hindering terrain, per the rules for terrain. The wing and
dolphin symbols indicate that a character interacts with the battlefield in special ways.
WING SPEED SYMBOL
A character with a wing symbol next to its speed value can fly. Flying characters use all
the standard rules for HeroClix characters, except where noted. Flying characters have
two different flight modes: hovering and soaring, which are indicated by moving the flight
indicator on the character’s clear center post (as shown in Figure 6) down for hovering and
up for soaring.
A flying character occupies its square regardless of flight mode. No other character can
occupy the same square as a flying character. Flying characters may move through squares
adjacent to and occupied by opposing characters.
A flying character can change flight modes when moving. Reduce the speed value of
a flying character by 1 each time an action would cause it to ascend to soaring level or
descend to hovering level; this is the elevation change modifier.
Hovering. A hovering character floats near the ground. To
show that a character is hovering, move the flight indicator on
its clear center post to its lowest position, as shown in Figure
6. A hovering character ignores the effects of hindering terrain
on movement. Hovering characters may move onto and off
of elevated terrain and over outdoor blocking terrain without
changing flight modes. For purposes of breaking away and
close combat, a hovering character is at the same elevation as
the square its base occupies. Hovering is the only flight mode
that characters may use indoors.
Soaring. A soaring character is flying high above the
battlefield. To show that a character is soaring, move the flight indicator on its clear center
post to its highest position, as shown in Figure 6. Soaring characters ignore the effects of all
types of terrain and objects on movement. Soaring characters can affect only other soaring
characters, giant characters, and big characters.
Soaring characters are required to break away only from other soaring characters, giant
characters, and big characters. Hovering characters and non-flying characters do not have to
break away from soaring characters.
DOLPHIN SPEED SYMBOL
A character with a dolphin symbol next to its speed value can swim. Swimming characters
use all the standard rules for HeroClix characters, except as noted in “Water Terrain,” p. 24.
MOVING YOUR CHARACTER
A character given a move action may move up to its speed value in squares across the
battlefield or make an attempt to break away. Characters may also be able to move in special
speed modes (such as flying, which is indicated by the symbol printed next to the character’s
speed value) that affect how it can move.
A character’s current speed value is visible through the stat slot and printed on its combat
dial. This value is the maximum number of squares you may move the character. A character
Remember to
decide whether
you will change
flight modes
during a move before
beginning your character’s
movement and to adjust
your speed value for the
action accordingly.
18 19
can move diagonally, as shown in Figure 7. A character
does not have to move its full speed value, and may
move 0 squares.
A character can move through a square occupied
by a friendly character, but it cannot move through a
square occupied by an opposing character. A character
must end its movement if it enters a square adjacent
to an opposing character. If a character moves or is
moved in such a way that it will end its movement
in the same square as another character, the
character must end its movement before entering the
occupied square.
Breaking away. If a character occupying a square
adjacent to one or more opposing characters moves as
a result of being given a move action, power action,
or free action that results in movement, that character
must attempt to break away, as shown in Figure
8. Roll one six-sided die. On a result of 1–3, the
character fails to break away and may not move. The
character’s action is over, and the player places an action token on it. On a result of 4–6,
the character has succeeded in breaking away from all opposing characters adjacent to
that character and may move. Giant characters fail to break away only on a result of 1–2.
Only one successful break-away roll is required
to move away from all adjacent opposing characters.
Once a character successfully breaks away, you may
move that character through squares adjacent to
every opposing character from which it broke away;
however, if the character enters a square adjacent to
any opposing characters to which the character was
not adjacent when making the break away attempt,
the character must end its movement.
Carrying other characters. During movement,
flying characters, characters with the transporter
ability (transporters), and characters using certain
Feat cards, powers, or team abilities can carry
other friendly characters that have the dolphin or
boot speed mode. Flying characters, double base
characters, transporters, giant characters, and big
characters cannot be carried. A character can carry
only one character per turn. A character that can carry other friendly characters cannot
pick up or carry a character that is holding an object but, if its abilities allow, the character
that can carry other friendly characters may carry both a character and an object.
A flying character must begin and end its action in hovering mode in order to
carry a character. A flying character does not need to change flight modes when
carrying a character.
To be carried, the friendly character must be adjacent to the carrying character at the
beginning of the carrying character’s action. When a carrying character ends its movement,
the carried character must be placed in a square adjacent to the carrying character that the
carried character can occupy. A carrying character must end its movement so that the carried
character can be placed in a square the carried character can occupy. While being carried,
a carried character is not adjacent to any character nor can it draw line of fire until placed on
the map at the end of the carrying character’s movement. A carried character may have its
team ability copied by a wild card team ability.
A carried character does not receive an action token for being carried, unless specified by
a feat, power, or team ability, and may not be given an action (other than a free action) until
the beginning of the next turn.
COMBAT ACTIONS
You can give a character two types of combat actions: close combat actions and ranged
combat actions. Both types of combat actions are described below. The character given the
action and making the attack is called the attacker. The character against which the attack is
made is called the target.
COMBAT ACTION RULES
The following general rules apply to both close combat and ranged combat attacks.
The Attack Roll
To determine the success or failure of an attack, the attacking player makes an attack roll.
Roll two six-sided dice and add the result to the attacker’s current attack value. If the result is
equal to or greater than the defense value of the target, the attack is successful.
Certain powers make it possible for a target to evade a successful attack.
Damage
When your character makes a successful attack, the damage dealt is equal to its damage
value, modified by any powers, team abilities, and feats. The target takes that much damage,
modified by any of its own powers, team abilities, and feats. Your opponent must click the
target’s combat dial clockwise a number of times equal to the damage taken.
No damage. An attack that deals no damage may not have the damage further modified
by powers or team abilities. Attacks that deal no damage deal neither critical hit damage to
the target nor critical miss damage to the attacker.
0 damage. A power that deals 0 damage may have that damage modified. It may also
deal damage to the target as a result of a critical hit or to the attacker as a result of a critical
miss. If the damage is not modified, no damage is dealt.
Healing. Characters can heal damage using powers like Support, Regeneration, and
Steal Energy. When healing, click the combat dial counterclockwise. A character cannot heal
beyond its starting position.
Targeting Friendly Characters
You cannot target a friendly character with an attack. A character can never target itself
with any attack or power—damaging or healing—unless a power, feat, or other game effect
specifically says otherwise.
Defeating Characters
As soon as three symbols appear in a character’s stat slot, that character is defeated.
Remove the character from the map. It is knocked out (KOd) and no longer part of the game.
Rolling 2 and 12: Critical Misses and Critical Hits
If you roll two 1s on an attack roll, you automatically miss the target, even if your attack roll
result would be high enough to hit the target. This is called a critical miss. Immediately click
When measuring distance for movement
and ranged combat, simply count the
squares on the map in any direction. In
the move action shown, the Flash has
moved 7 squares.
FIGURE 7
The roll allowing Beast Boy to break away
from Darkseid was successful, so Beast
Boy may move in any direction shown by
the arrows.
FIGURE 8
FIGURE 10
20 21
your character’s combat dial once clockwise; this represents a weapon backfire or your
character straining or wounding itself during the action.
If you roll two 6s on an attack roll, you automatically hit the target, regardless of what you
needed to roll to hit. This is called a critical hit. If you were trying to damage the target, then
the critical hit increases damage dealt by 1 for this attack. If your attack is against multiple
ranged combat targets, this extra damage dealt affects all successfully hit targets.
Support power. If you roll 2 while using a character’s Support power, the Support attempt
automatically fails. Immediately click the targeted character’s combat dial once clockwise;
the critical miss does not affect the character using Support. If you roll 12 while using
Support, your Support attempt automatically succeeds. Add 1 to the amount healed.
Knockback
If a player rolls doubles on the dice in a successful attack
roll (except for two 1s, which is never successful), the target
suffers knockback during the attack, after any damage
taken from the attack is applied. Knockback represents a
character being thrown backward by the force of an attack.
Certain powers and team abilities might require a character
to suffer knockback or prevent a character from suffering
knockback. Check for those powers and team abilities
before applying damage from the attack.
The target is knocked back 1 square for each 1 point
of damage taken. The attacker moves the target character
away from the attacking character along a straight line
away from the attacking character, called the knockback
path, even if that path is on a diagonal. If multiple characters
take damage from an attack that causes knockback, start
the knockback effects with the character farthest from the
attacker. If an attack causes knockback to a target that
is not along a straight line from the attacker, the target
is knocked back away from the attacker along a straight
vertical, horizontal, or diagonal line chosen by the attacker.
Knockback damage. A grounded character’s knockback
path may not continue beyond a wall, the edge of the
map, the boundary of elevated terrain, or the boundary of
blocking terrain. If it would do so, the character’s knockback path stops in the square before
the path would cross into any of those areas, and the character is dealt 1 point of knockback
damage, as shown in Figure 9. Knockback into a wall or piece of terrain does not destroy
it or deal it any damage. Hindering terrain has no effect on knockback and will not stop
the knockback path.
Powers that reduce damage dealt also reduce knockback damage. Knockback damage is
dealt (and reduced) separately from damage dealt by the attacker.
If the knockback path would cross a square occupied by another character, including a
soaring character, place the knocked back character in the last unoccupied square before it
would cross the square occupied by a character. Stopping in this way does not deal damage
to either character.
Double-base characters, transporters, giant characters, and big characters are not affected
by knockback.
Knockback off elevated terrain. If a non-flying character is knocked off elevated terrain,
the knockback path stops in the first square beyond the boundary of the elevated terrain
and the character is dealt 2 knockback damage. If a character already occupies the first
square beyond the boundary of the elevated terrain, the knockback path stops in the first
unoccupied square (leaving the character on elevated terrain) and the character is dealt 1
knockback damage.
Flying and knockback. A hovering character is dealt knockback damage in the same
manner as a non-flying character, except that a hovering character on elevated terrain
doesn’t take knockback damage if its knockback path crosses the boundary of elevated
terrain. A soaring character suffers knockback damage as normal if its knockback path would
cross a map edge, but otherwise is dealt no knockback damage.
CLOSE COMBAT
Close combat represents hand-to-hand and melee weapon attacks.
Your character must be adjacent to a target to make a close combat attack.
Soaring characters can make close combat attacks only against adjacent soaring
characters, giant characters, and big characters.
RANGED COMBAT
Ranged combat represents ranged attacks, such as thrown bombs, power rings, machine
guns, energy blasts, and mind attacks.
Every character has a range value printed on its base. This the maximum number of
squares that a character’s ranged attack can reach. If the range value is greater than 0 and
your character is not adjacent to an opposing character, then your character may make a
ranged combat attack. A character can attack in any direction, regardless of the direction
it is facing.
Before making a ranged combat attack, you must determine if the attacker has a clear
line of fire to the target and if the target is within range. Before declaring your character’s
action for that turn, you are allowed to check the map to see which targets are valid targets.
To determine if there is a clear line of fire, use any straight edge or draw an imaginary line
from the center of the attacker’s square to the center of
the target’s square. If the imaginary line passes through
a square that contains a character other than the attacker
or the target, or if the line of fire crosses blocking terrain,
the line of fire is blocked and you cannot make the attack.
A line of fire that passes between two adjacent characters,
even on an exact diagonal, is blocked. A character can draw
a line of fire to itself or to the square it occupies. Soaring
characters block line of fire only if the line is being drawn
to or from another soaring character. Grounded characters
block line of fire only to other grounded characters.
If the attacker has a clear line of fire, then count the
shortest route to the target in squares using the imaginary
line as a guide. Do not count the square the attacker
occupies when determining range.
You may use a ranged combat attack to target an
opposing character that is adjacent to a friendly character,
as shown in Figure 10.
The Joker can attack Batman
even though Scarecrow, who is a
friendly character to the Joker, is
adjacent to Batman.
Brian rolled double 4s on a
successful attack roll made by
Bizzaro against Robin. Robin is hit
and takes 4 damage. This knocks
him back 4 squares, but he can
only move back one square before
he hits a wall (the thick black
line). Robin is dealt 1 knockback
damage as he slams into the wall.
FIGURE 9
22 23
Hovering
Hovering characters can make ranged combat attacks against adjacent opposing characters;
however, hovering characters may not make ranged attacks against nonadjacent characters
when the hovering character is adjacent to an opposing character. A hovering character may
be the target of a ranged attack by an adjacent non-flying character.
Soaring
Soaring characters may draw lines of fire only to soaring characters, giant characters,
and big characters. A non-flying character
or a hovering character can, however, make
a ranged combat attack against a soaring
character, as shown in Figure 11. Soaring
characters can make ranged combat attacks
against both adjacent and nonadjacent
opposing soaring characters, giant characters,
and big characters to which they have a clear
line of fire, even when the soaring character is
adjacent to opposing characters.
Unless the attacker is a giant character or
a big character, reduce by half the range of a
non-flying character or a hovering character
when drawing a line of fire to a soaring
character. Lines of fire drawn to soaring
characters from non-flying characters or
hovering characters ignore hindering terrain and
are blocked by giant characters, big characters,
and elevated blocking terrain. A line of fire
drawn between two soaring characters, a soaring character and a giant character, or a
soaring character and a big character is not affected by terrain, hovering characters, or nonflying
characters.
Multiple Ranged Combat Targets
All characters have one, two, or three lightning bolt symbols printed next to their range
values. The number of lightning bolts is the number of different targets the character may
target with a single ranged combat attack. A character may not target the same character
more than once during a ranged combat attack.
If one of your characters attacks more than one target, that character must be able
to draw a clear line of fire to each target. A character may use its full range against each
character targeted. A character is not required to target as many characters as it has
lightning bolts.
When your character attempts to affect more than one target with a ranged combat
attack, you make only one attack roll; compare this result to every target’s defense value.
Some targets with low defense values might be affected, while others with high defense
values might not be affected. Whenever you target multiple opposing characters with a
single ranged combat attack, divide the attacker’s damage value any way you choose
among the successfully hit targets; a successfully hit target may be dealt 0 points of damage
or any nonfractional amount of damage provided that all damage dealt is divided among
the successfully hit targets.
Example: Jon gives a ranged combat action to the Veteran version of Batman.
Batman has two lightning bolt symbols next to his range value. Jon chooses two
opposing characters within Batman’s range. Jon can draw a clear line of fire to each
of the two targets.
Batman has an attack value of 11. Jon rolls two six-sided dice, with a result of
7. The attack roll is 18 (11 + 7 = 18). Jon compares his 18 to the defense values
of the two targets: One is the Unique Flash, with defense 19, and the other is the
Experienced Wonder Woman, with defense 16. Batman misses the Flash, but hits
Wonder Woman for 3 damage.
TERRAIN
Terrain can be the natural landscape of the battlefield, walls or other objects depicted on the
battle map, object tokens, and 3-D objects placed on the map at the beginning of the game,
or they can be effects created by the use of powers.
HeroClix has four types of terrain: clear, hindering, blocking, and elevated. Elevated
terrain is a special type that modifies other types of terrain. All types of terrain are indicated
by boundary lines drawn on the map:
• Squares inside the boundary of a green line are hindering terrain.
• Squares inside the boundary of a blue line are water terrain.
• Squares inside the boundary of a brown line are blocking terrain.
• Squares inside the boundary of a red line are elevated terrain.
Squares inside the boundary of a purple line are a starting area (see “Prepare the
Battlefield,” p. 10), and squares inside the boundary of a yellow line are interior spaces on
an indoor/outdoor map; these squares are clear terrain unless indicated otherwise. Heavy
black lines running along the grid lines of the map are walls. Lines indicating the boundary
of a type of terrain are drawn just inside the grid marked on the battle map. If a square has a
colored boundary line inside it, the square is the type of terrain indicated by the line. If a line
can be drawn from the center of a square into a second square without crossing a boundary
line, the second square is the same type of terrain as the first square.
If a square does not fall inside the boundary of a colored line, it is clear terrain. All
non-clear terrain is surrounded by a continuous boundary. If a game effect allows for the
alteration of terrain, boundary lines are assumed to change so that they always form an
uninterrupted boundary.
There is no terrain at soaring level.
CLEAR TERRAIN
Clear terrain is open space with no obstructions, such as a rooftop, park, or an empty street.
Characters can move and fire through squares of clear terrain with no penalty to their speed
or attack values.
Stairs and ladders allow characters to change their elevation. A character must pass
through each square of the stairs, starting at the “bottom,” in order to get to the “top” of the
stairs; squares of a stairway are always adjacent to one another even when the boundary of
elevated terrain falls between squares. When using a ladder, a character must pass through
the two squares (one grounded and one elevated) that contain the ladder terrain feature.
Stairs and ladders are not hindering terrain.
HINDERING TERRAIN
Hindering terrain is any area containing trees, furniture, debris, objects, and other similar
items that might obstruct a character’s actions.
Even though Hawkgirl is soaring, Harley Quinn is
close enough to make a ranged combat attack.
She could also attack The Flash.
FIGURE 11
24 25
MOVEMENT
A character that crosses a boundary line into hindering terrain from any other type of terrain
must stop moving. Diagonally adjacent squares that contain hindering terrain are considered
continuous hindering terrain. When a character moves from non-hindering terrain through
the corner between two diagonally adjacent squares of hindering terrain, the continuous
hindering terrain causes the character’s movement to end in the square after crossing the
corner. Any character that begins its movement in hindering terrain reduces its speed value
by half before moving.
RANGED ATTACKS
If a line of fire between two characters on the same elevation crosses the boundary line of
hindering terrain, increase the target’s defense value by 1 for the attack after applying any
replacement values. This is called the hindering terrain modifier. Add this modifier only once,
regardless of the number of squares of hindering
terrain the line of fire passes through.
If the attacker occupies a square of hindering
terrain and the line of fire crosses the boundary line
for hindering terrain without crossing another square
of hindering terrain, the hindering terrain modifier is
not applied for the square occupied by the attacker.
This represents an attacker’s ability to fire from
the edge of hindering terrain—protected by it, but
not impaired by it.
A line of fire is considered to pass through
hindering terrain if it passes through the diagonal
of two diagonally adjacent squares that contain
hindering terrain and any of the following: blocking
terrain, a character, or another piece of hindering
terrain. See Figure 12.
CLOSE COMBAT ATTACKS
Close combat attacks are not affected by hindering terrain.
WATER TERRAIN
Squares inside the boundary of a blue line are water terrain, such as streams, ponds, and
other liquids. Water terrain is hindering terrain for movement purposes and clear terrain for
line of fire purposes. Characters with on their bases treat water terrain as clear terrain
for movement purposes.
BLOCKING TERRAIN
Blocking terrain consists of areas and objects on the battlefield with the potential to
completely impede a character’s actions.
Characters cannot move into or through blocking terrain. No character can occupy a
square of blocking terrain. Blocking terrain blocks any line of fire that crosses the boundary
line surrounding it. Squares of blocking terrain that are diagonally adjacent are considered
continuous blocking terrain and block any movement through the diagonal between them. A
line of fire that passes through the diagonal of two diagonally adjacent squares of blocking
terrain is blocked by the blocking terrain. A line of fire that passes through the diagonal
between a square of blocking terrain and a square containing a character is blocked.
Destroying blocking terrain. A square of blocking terrain can be destroyed by an attack
that deals at least 3 damage in a single attack. When a character attacks blocking terrain,
the attack automatically succeeds. An attacker may not target both a character and blocking
terrain. A close combat attack may be used to target and destroy a square of blocking terrain
adjacent to the square the character occupies. A ranged combat attack may be used to
destroy a square of blocking terrain by drawing a line of fire to the center of the square of
blocking terrain; the line of fire is not blocked by blocking terrain in the target square.
When a square of blocking terrain is destroyed, place a debris terrain marker in the
square. This marker represents the wreckage left behind by the destruction of the blocking
terrain and turns the square into hindering terrain. If a square of blocking terrain that
contains a boundary line is destroyed and it is adjacent to a square or squares of blocking
terrain, the boundary line is assumed to move to the nearest adjacent square or squares
of blocking terrain so that all squares of blocking
terrain are contained within a continuous boundary. In
some cases this may result in two separate areas of
blocking terrain.
WALLS
Walls are a special type of terrain indicated by heavy
black lines that run along the grid lines marked on
the map. Walls have no boundary lines, but they do
have all the effects of blocking terrain. Characters
on opposite sides of walls are not adjacent, may not
target each other with close combat attacks, and do
not need to roll to break away from each other.
Destroying walls. A close combat attack may be
used to target and destroy a wall along the edge of the
square the character occupies. A ranged combat attack
may be used to target and destroy a wall by drawing
a line of fire to the center of a square adjacent to the
wall and on the opposite side of the wall from the
attacking character; the line of fire is not blocked by
the wall. All other requirements for destroying a wall
are the same as those for destroying blocking terrain.
When a wall is destroyed, place debris terrain markers in the
squares adjacent to both sides of the destroyed wall, as shown in
Figure 13. These markers act as hindering terrain and represent the
debris remaining after the destruction of the wall.
ELEVATED TERRAIN
Elevated terrain is clear, hindering, or blocking terrain at a level that
is above the battlefield but below the level of soaring characters.
Characters can reach elevated terrain in many ways, including
climbing stairs or ladders, scaling or jumping walls with the Leap/Climb power or, by a flying
character, in either hovering or soaring flight mode. A character cannot “jump off” elevated
terrain unless it has a power, team ability, or feat card that allows it to ignore the effects
of elevated terrain on movement. The elevation change modifier applies when a soaring
character descends to hovering level on elevated terrain.
Superman has just destroyed the wall
along the square he occupies. Broken
wall tokens have been placed in both
squares adjacent to the wall under
Superman and Brainiac, who occupied
the square on the other side of the wall.
FIGURE 13
Broken wall token.
All lines of fire along diagonals indicated
in the diagram are considered to pass
through hindering terrain.
FIGURE 12
26 27
Characters, objects, and terrain features
on elevated terrain are referred to as elevated.
Characters, objects, and terrain that are not
elevated are grounded. A grounded character
may be hovering or a character without the flight
speed mode.
Elevated terrain cannot be destroyed. If a line
of fire between two grounded characters crosses
the boundary line of elevated terrain, it is blocked.
If the line of fire between an attacker on elevated
terrain and a target on elevated terrain crosses an
even number of elevated terrain boundary lines, it
is not blocked; however, big characters, elevated
characters, and the boundary lines of other types
of elevated terrain still affect and block the line
of fire normally.
A square with a red line running through it,
marking the boundary of an area of elevated terrain,
is on the rim of the elevated terrain. If an elevated
character is on the rim of elevated terrain it may
make ranged attacks targeting grounded characters
and be the target of ranged attacks by grounded
characters. If the line of fire between a grounded character and an elevated character
crosses any elevated square not on the rim of the elevated terrain, the line of fire is blocked.
An otherwise clear line of fire between an elevated character and a grounded character is
blocked by giant characters and big characters; hindering terrain does not affect a line of fire
drawn between an elevated character and a grounded character unless the target occupies a
square of hindering terrain.
Characters that are in adjacent squares but at different elevations cannot make close
combat attacks against each other, but they may target each other with ranged combat
attacks, as shown in Figure 14.
MAPS
Heroclix has three types of maps; outdoor, indoor, and
maps that combine both outdoor and indoor terrain.
OUTDOOR MAPS
Outdoor maps have no interior spaces. A map labeled
“outdoor” or “outdoors” is an outdoor map. Terrain on an
outdoor map is called “outdoor terrain.” All standard rules
apply to a battle on an outdoor map.
INDOOR MAPS
Indoor maps depict battlefields located entirely inside a
building or structure. A map labeled “indoor” or “indoors” is
an indoor map. Terrain on an indoor map is called “indoor
terrain.” Battles on an indoor map use all the standard
rules, with the following exceptions:
• Characters who can fly cannot use the soaring
flight mode.
• Hovering characters and characters
with the Leap/Climb power cannot
move through walls or over
indoor blocking terrain.
• Characters with the Phasing power
can move through walls or indoor
blocking terrain.
INDOOR/OUTDOOR MAPS
Maps labeled “indoor/outdoor” have
portions that follow the rules of both
indoor maps and outdoor maps. Indoor/
outdoor maps follow all the rules of
outdoor maps, except squares inside the
boundary of a yellow line follow all the
rules of indoor maps.
OBJECTS
Object tokens and 3-D objects may be
moved, picked up, and used by characters
with certain powers. Objects are either light
(yellow-ringed object tokens) or heavy (redringed
object tokens). Light objects inflict
less damage than heavy objects.
Regardless of the attacker’s damage
value, a successful ranged combat attack
with a light object deals 2 damage and
a successful ranged combat attack with
a heavy object deals 3 damage. Objects
can be destroyed using the rules for
destroying a square of blocking terrain (see
“Destroying blocking terrain,” p. 25). An
object in the same square as a character
may be targeted by a close or ranged
combat attack. A character in the same
square as an object does not take damage
when the object is destroyed. An attacker
may not target both a character and an
object with the same action.
An object is considered hindering terrain unless a character holds it. A held object
is not considered terrain, and it cannot be targeted, destroyed, or taken away from
the holding character.
SUPER STRENGTH
Characters with Super Strength may pick up an object and use it as a weapon. A character
may hold only one object at a time. A character may not choose to drop an object once
it is held. To dispose of a held object, the character must use it in an attack. If, however,
a character holding an object is KOd or loses the Super Strength power, the character
automatically drops the object, which stays in the square the character occupied when the
power was lost.
Starfire is on the rim of an area of elevated
terrain. Terra is not. Even though they are
adjacent to each other, Cheetah cannot
make a close combat attack against Starfire
because Starfire is on elevated terrain.
Starfire can attack Cheetah using a ranged
combat attack.
FIGURE 14
Bizarro uses Super Strength to pick
up a boulder. Next turn, he may use it
to attack Lex Luthor.
FIGURE 15
Wonder Woman may make a ranged combat attack
using the generator against the Joker.
FIGURE 16
28 29
During a move action, power action, or free action in which a character with Super
Strength moves, the character may pick up an object. The object must be in either a square
the character occupies or in an adjacent square. A character can move, pick up an object,
and continue to move. A character can pick up an object even if another character occupies
the same square as the object (doing so has no effect on the character occupying the same
square as the object). Place the object token under the base of the character with Super
Strength to indicate that the character is holding the object.
An object is destroyed once it is used in an attack, even if the attack misses. Remove a
destroyed object from play.
Close combat. A character holding an object and making a close combat attack must
use the object in the attack, as shown in Figure 15. On a successful attack, a light object
increases the character’s damage dealt
by 1 and a heavy object increases the
character’s damage dealt by 2.
Ranged combat. A character with
Super Strength can throw an object at
a single opposing character, as shown
in Figure 16. To throw an object, give
the character a ranged combat action,
even if its range value is 0. Regardless
of the attacker’s range, light objects can
be thrown 6 squares and heavy objects
can be thrown 4 squares. A character
holding an object does not have to
attack with the object when given a
ranged combat action.
TELEKINESIS
Characters with Telekinesis may move objects or use them as weapons. The character with
Telekinesis must be adjacent to or in the same square as an object to use Telekinesis on
the object. When using Telekinesis, distance is
measured from the object on which Telekinesis is
being used.
Characters with Telekinesis may also move
characters. The character with Telekinesis must
be adjacent to a character to use Telekinesis
on that character.
Moving objects or characters. To move an
object using Telekinesis, the character must be
adjacent to or occupy the same square as the
object. Give the character a power action. Move
the object up to 10 squares in any direction, and
place it in a square containing clear or hindering
terrain, as shown in Figure 17. The character
moving the object must have a clear line of fire to the target square. The object moved does
not affect the line of fire.
Attacking with an object. To attack with an object using Telekinesis (as shown in
Figure 18), give the character a power action. The character may target a single adjacent
opposing character, a single opposing character up to 10 squares away, or a single
opposing soaring character up to 5 squares away with a single object. If the character is
not flying and is adjacent to one or more opposing characters, the character must use the
object against an adjacent opposing character. The character must have a clear line of fire
to the target. The object used as a weapon doesn’t affect the line of fire.
Range is counted from the object, not the attacker.
FEATS
Feats represent a character’s special training or other abilities.
Some feats require the player to choose a character or characters that meet the
prerequisites for the feat and assign the feat to the chosen characters. This choice must
be made when building your force; only the assigned character or characters may use the
feat. In order to be assigned a feat, a character’s combat dial must be able to turn so that
all prerequisites for the feat are visible through the stat slot at the same time, though a
prerequisite power or combat value does not need to be visible on a character’s starting click
for the character to be assigned the feat. If a character must be a member of a particular
team or must possess a specific team ability as a prerequisite for a feat, the team symbol for
that team must be printed on the character’s base. If a feat does not require you to choose
a character or characters, at least one character on your force must meet the prerequisites
for the feat.
Feats included as part of your force may be assigned only to characters that are part of
your force, and they cannot be used by an opposing player, even if a character assigned a
feat card becomes friendly to an opposing player’s force during the game. A character may
be assigned more than one feat; however, a character may not be assigned multiple copies
of the same feat.
In order for a character to use an assigned feat, any prerequisites for the feat must be
printed on the character’s base or visible on its combat dial through the stat slot. If using a
feat requires giving the character an action, then the prerequisites must be present on the
combat dial at the time the player gives the character the action. Combat values cannot
be modified to meet the prerequisites to use a feat. A character that already meets the
prerequisites to use a feat may have its combat values modified as long as the modified
combat values still meet the prerequisites to use the feat. A feat assigned to a character
is in effect during an action unless the player who controls the character indicates at
the beginning of the action that the feat is not being used. The feat resumes its effect
immediately following the completion of an action where it is not used.
Feats that modify a character’s combat values modify those values only when the
character is using the feat. If a feat modifies a character’s speed value or range value, apply
any modifications to those combat values immediately before giving the action to use the
feat. If a feat modifies a character’s attack value, defense value, or damage value, apply
any modifications to those combat values during the attack before the attack roll, but after
applying any replacement values.
SPECIAL CHARACTERS
There are four types of special characters, each with additional rules associated with them:
double-base characters, transporters, giant characters, and big characters.
DOUBLE-BASE CHARACTERS
A double-base character is mounted on a base that takes up two squares. A double-base
character has 10 adjacent squares when not on a diagonal. When occupying diagonally
Green Lantern can move the motorcycle up to 10
squares in any direction.
FIGURE 17
Green Lantern uses Telekinesis to attack
Ra’s al-Ghul with a boulder.
FIGURE 18
30 31
adjacent squares, double-base characters have
12 adjacent squares, as shown in Figure 19.
When a double-base character occupies
diagonally adjacent squares, it blocks lines
of fire across its diagonal and characters on
opposite sides of its diagonal are not adjacent.
Moving. The player moving a double-base
character chooses any square adjacent to
the double-base character to begin counting
movement. A double-base character must
end its movement so that its base rests on
one of the squares within its speed value and
both ends of the base are on terrain at the
same elevation, even when soaring. When a
double-base character stops its movement on
a diagonal, it occupies only the two squares
occupied by the center dots printed on its
base. A double-base character may not end its
movement with a wall between the center dots
printed on its base.
Attacking. When drawing a line of fire to
or from a double-base character, the player
drawing the line of fire may choose to draw the line of fire to or from either square occupied
by the double-base character. When attacking a character on the same elevation, a line of
fire will be blocked if it crosses either square occupied by a double-base character.
Double-base characters may not be moved by Telekinesis and are not affected by Force
Blast or knockback.
TRANSPORTERS
A transporter character has special movement and combat options. A transporter’s speed
symbol is printed in reverse type on its base ( , , ). A transporter follows all the
normal movement and combat rules for a character with its speed mode. Transporters may
carry other characters (see “Carrying other characters,” p. 18.).
Move and attack. Transporters have a special ability that allows them to move and attack
in a single turn. To use the transporter ability, give a transporter a move action when it is not
adjacent to an opposing character. The transporter may move through squares adjacent to
opposing characters. During its movement, the transporter may make one close combat or
ranged combat attack as a free action. The transporter must be in a square where it can
legally end its movement in order to make the attack. Reduce the attack value by 2. The
transporter can use the rest of its movement after making the attack.
GIANT CHARACTERS
A character with the damage symbol is a giant character. Giant characters loom over the
battlefield, and they have a much longer reach than other characters.
A giant character is adjacent to standard-sized characters (those with the damage
symbol), big characters, and other giant characters when those characters are up to two
squares away for movement and close combat attack purposes, regardless of the other
character’s elevation or flight mode, but an elevated giant character is not adjacent to a
grounded standard-sized character. Standard-sized and big characters are adjacent to giant
characters up to two squares away for movement purposes but not for close combat attack
purposes. A standard-sized or big character must be within one square of a giant character to
make a close combat attack against it. Characters two squares away from a giant character
are considered not adjacent for ranged combat purposes.
To determine if a character two squares away has become adjacent to a giant character,
use a straight edge or draw an imaginary line from the center of the giant character’s square
to the center of the target’s square. If the line crosses blocking terrain and the target is
grounded or elevated, then the characters are not adjacent, or if the line crosses elevated
terrain and both characters are grounded, then the characters are not adjacent. Otherwise
the characters are adjacent.
Giant characters ignore the effects of hindering, elevated, and outdoor blocking terrain
on movement. Giant characters cannot be moved by Telekinesis, and they ignore other
characters’ Force Blast and Plasticity.
Standard-sized characters do not block line of fire to or from a giant character. Big characters
and giant characters block line of fire to or from a giant character. Hindering terrain, blocking
terrain, and elevated terrain affect line of fire to a giant character as normal. A grounded
giant character and a grounded standard-sized character draw line of fire and make ranged
combat attacks against each other as if they were both grounded. A giant character and a
character on elevated terrain draw line of fire and make ranged combat attacks against each
other as if they were both elevated. A giant character and a soaring character draw line of fire
and attack each other as if they were both soaring and using their full range values.
BIG CHARACTERS
A character with the damage symbol is a big character. Big characters are colossal, and
they may have special rules that are provided with the figure. Big characters do not halve
their range values when attacking soaring characters. All big characters block lines of fire
to other characters. Big characters ignore the effects of hindering, elevated, and outdoor
blocking terrain on movement. Big characters cannot be moved by Telekinesis.
IS THIS THE END FOR OUR HERO?
The game ends when any one of the following situations is true:
1. One of the players has no more characters left on the battlefield, OR
2. A predetermined time limit for the game passes, OR
3. All players agree to end the game, OR
4. A predetermined number of rounds have passed.
A character may not leave the battlefield before the end of the game unless KOd or
unless a scenario specifically allows such an action.
The rules for ending a scenario override the standard rules for ending a game or victory
conditions, if applicable.
VICTORY!
At the end of the game, all players count their victory points. Whoever scores the most
victory points wins the game. If two players played as allies, their points are added together.
If there is a tie in the victory point totals of two or more players or if no characters were
defeated, the winner is the player who built his or her force with the fewest number of points.
If playing a scenario, use the victory conditions of the scenario to determine the winner. After
the game, all players retrieve their characters and cards.
Double-base characters have more adjacent
squares than normal characters do. Squares
labeled with an X are adjacent to Figure
A, while squares labeled with a Y are
adjacent to Figure B.
FIGURE 19
32 33
Victory points are scored as follows:
• Every opposing character that you defeat during the game earns you a number
of victory points equal to its point value. These points are scored during the game as
characters are defeated.
• If a character defeats its archenemy, that character’s player receives double the
victory points for that archenemy.
• Every friendly character that started the game on your force and was not defeated by
the end of the game earns you a number of victory points equal to its point value.
• Points for characters who were defeated, but not by an opposing character (such as
those characters whose actions led to pushing damage that caused three KO symbols
to appear in their stat slot) are awarded to the opposing player whose character most
recently damaged that character. If no opposing player damaged the character, split
the victory points evenly among all opponents.
• Victory points for feats that were not removed from the game are awarded to the
player who built his or her force with that feat. If a feat requires you to choose a
character, remove the feat from the game when the assigned character is defeated
and award victory points for the feat in the same way that victory points were awarded
for the defeated character. If a feat requires you to choose two or more characters,
remove the feat from the game when the last character to which it is assigned is
defeated and award victory points for the feat in the same way that victory points were
awarded for the last assigned character defeated. If the total cost for a feat increases
incrementally with each character to which it is assigned, each time an assigned
character is defeated, assign victory points equal to that increment of the point cost in
the same way that victory points were awarded for that character. If a feat does not
require you to choose a character or characters, remove the feat from the game when
all the characters on your force are defeated and award victory points for the feat in
the same way that victory points were awarded for the last character defeated. If a
feat is removed from the game and all the assigned characters are on the battlefield,
award victory points to the opposing player whose character most recently damaged
the character to which the feat was assigned. If no opposing player damaged the
character to which the feat was assigned, split the victory points for the feat evenly
among all opponents.
HEROCLIX ETIQUETTE
To avoid or to resolve arguments, we suggest the following points of etiquette:
• You will constantly pick up your characters during a game to look at or turn their dials. Mark
the square your character was in with a token so that you return it to the correct square.
• Situations that the rules don’t cover might occur, and players may disagree about how to
resolve those situations. In all such instances, roll one six-sided die. On a result of 1–3,
the action is not allowed; on a result of 4–6, the action is allowed.
SCENARIOS
Scenarios add special rules or limitations to a HeroClix game to create a particular set of
circumstances or tell a particular story. If a scenario is to be used when playing at home, all
players must agree to it before beginning to build their forces.
SAMPLE SCENARIO: SHOWDOWN
The characters have challenged each other to a fight to prove once and for all who should
protect—or rule—the city. This is a free-for-all battle, and the city is depending on you.
So work fast!
VICTORY CONDITIONS
Count the number of turns each player takes as you play. After each player takes five turns,
total your victory points. Every opposing character that you defeat during the game earns you
a number of victory points equal to its point value. If one player earns victory points totaling
at least half the game’s build total, that player wins. For example, in a 200-point game, if one
player earns at least 100 victory points after the first five turns, that player wins. If more than
one player earns at least half the build total, the player with the most victory points wins.
If no player wins, continue the game and check total victory points again after each player
has taken five more turns. At this point, the game ends and the player with the most victory
points wins.
If the victory point totals of two or more players are tied, the winner is the player who built
his or her force with the fewest points.
GLOSSARY
3-D object: A three-dimensional sculpture that can take the place of an object token during
creation of the battlefield.
action: A character’s attack, move, or use of a power.
activate: To initiate the use of a power. A power may be activated by an action given
to a character.
action token: A coin, a bead, or some other item used to indicate whether or not a character
has been given an action (other than a free action) and how many actions (other than free
actions) that character has been given.
adjacent squares: All squares on the battlefield that are touching one center square,
including those on the diagonal.
archenemies: Characters with the same set symbol, same color (not black) base, and
different names.
attack: An action that includes an attack roll to determine whether or not one
character hits another.
attack roll: The result of rolling two dice when a character makes a close or ranged
combat attack.
attack value: A number that represents a character’s ability to successfully hit a
target in combat.
attacker: The character initiating an attack.
base: The piece of plastic on which a figure is mounted.
battlefield: The location where the characters fight.
battle map: An illustration representing the area in which a game of HeroClix takes place.
big character: A character with the damage symbol on its base.
blocking terrain: Terrain that prevents an attacker from drawing a clear line of fire.
Characters may not move through blocking terrain.
34 35
boundary line: The colored line indicating the type and outermost squares of an
area of terrain.
break away: To move away from adjacent opposing characters.
build total: The maximum value allowed when the point values of all elements of a player’s
force for a game are added together.
bystander token: A disc with a graphic representation on it rather than a figure that can be
included as a part of your force.
cancel: To turn off one of your character’s optional powers.
center dot: A dot printed at the center of a character’s base.
character: The playing piece that represents a hero, a villain, or some other personality in
the game.
clear terrain: Areas of the battlefield where a character may move or make a ranged combat
attack without penalty.
click: A single turn of the dial resulting in a “click” that may be felt and heard.
close combat action: An action given to a character that allows it to make a
close combat attack.
close combat attack: A melee or hand-to-hand attack.
collector’s number: A number specific to a particular character in a set.
combat dial: The piece of plastic under a character’s base, upon which the character’s
powers and combat values are printed.
combat values: The four numbers visible through the stat slot on a character’s dial, and the
number printed next to the lightning bolt(s) on a character’s base.
copy: A multiple of a game element. As an example, a force may contain more than one
copy of a non-Unique figure.
counter: Removing a power from a character’s combat dial. The effect of a countered power
ends immediately.
critical hit: Any roll of the dice that results in two 6s showing.
critical miss: Any roll of the dice that results in two 1s showing.
damage: A change in a character’s condition that brings it closer to being knocked out
(KOd), causing a player to click the combat dial of the character in a clockwise direction.
damage dealt: The number of clicks an attacking character deals to a target character.
damage taken: The number of clockwise clicks applied to a target character.
damage value: A number that represents the number of clicks of damage a character can
cause with a successful attack.
defeated: A character that is knocked out and removed from the game.
defense value: A number that represents a character’s ability to avoid being hit.
diagonal: A direction that is neither parallel nor perpendicular but that is on an oblique angle
from a central point. The four squares that meet a central square at that square’s corners are
diagonal from that square.
edge: One of the outermost boundaries of a battle map.
elevated: On an area of elevated terrain.
elevated terrain: Areas of the battlefield that are located above ground level.
elevation change modifier: The reduction of a flying character’s speed value by 1 each
time an action would cause it to ascend to soaring level or descend to hovering level.
eliminated: Removed from the game.
evade: To avoid being hit by an attack that would normally be successful.
Experienced: A character rank represented by a blue ring around the outer edge of a
character’s base. An Experienced character represents a version of the character that has
been active for a while, but is not at its most powerful.
feat: Special training or abilities possessed by a character.
figure: The sculptural representation of a character that is mounted on its base.
first player: The person who takes the first turn in a game.
flight indicator: The small piece of plastic that slides up and down on the clear stand to
which a flying character is mounted.
flying: A speed mode that allows characters to hover and soar. This is indicated by a wing
symbol printed next to a character’s speed value.
force: The team of characters controlled by a player.
free action: An action that doesn’t place an action token on a character.
friendly characters: Characters that you control, and characters controlled by
an allied teammate.
giant character: A character with the damage symbol on its base.
grounded: Characters, objects, or terrain that are not elevated or soaring.
healing: Restoring health that has been reduced by damage.
heavy object: An object token with a red border.
hindering terrain: An area containing trees, furniture, debris, objects, and other similar
items that might obstruct a character’s actions.
hindering terrain modifier: The addition of 1 to a target’s defense value when the line of fire
from the attacker to the target crosses the boundary line of hindering terrain.
hit: When the result of two six-sided dice and the attacker’s attack value is equal to or
greater than the defense value of the target.
36 37
hovering: Flying close to the ground.
ignores: Is not affected by or treats the stated property or effect as if it didn’t exist or happen.
indoors: Anywhere on a battle map labeled “Indoor” or “Indoors” or inside a yellow boundary
line on a map labeled “Indoor/Outdoor.”
knockback: Movement away from an attacker due to the force of its attack.
knockback damage: Damage dealt to a character when its knockback path intersects
with a wall, the edge of the map, the boundary of elevated terrain, or the boundary
of blocking terrain.
KOd: Knocked out.
knocked out: A character with three KO symbols showing on its combat dial. A character
who is knocked out is removed from the game.
light object: An object token with a yellow border.
line of fire: The path a ranged combat attack takes from an attacker to a target.
lost power: When a power is no longer showing on a character’s combat dial after the
character takes damage or healing.
modifier: A number that increases or decreases the combat value, damage dealt, or
damage taken.
move action: An action given to a character that allows it to move up to its speed value in
squares or make a break away attempt.
no damage: An attack that deals no damage may not have the damage further modified by
powers or team abilities.
non-flying: A character without the flying speed mode.
object tokens: Round pieces of cardboard that represent objects on the battle map.
opposing characters: Characters that are controlled by an opponent.
optional: A game effect, such as some powers, feats, or team abilities, that may be
voluntarily canceled.
outdoors: Anywhere on a battle map labeled “Outdoor” or “Outdoors” or not inside a yellow
boundary line on a map labeled “Indoor/Outdoor.”
powers: A character’s special abilities. Powers are represented on a character’s combat dial
by colored squares surrounding the character’s combat values.
power action: An action given to a character that allows it to use a power, team
ability, or feat.
push: To give a character a second action or an action token before the first action
token is removed.
pushed: A character that has been given a second action token.
pushing damage: A clockwise click taken by a pushed character.
range: The distance (in squares) between a character and a specific square, counting from
the center of one square to the next and including the target square.
range value: The maximum distance (in squares) at which the character may attack a target.
ranged combat action: An action given to a character that allows it to make a ranged
combat attack.
ranged combat attack: An attack that requires a clear line of fire to a target up to the
character’s range value.
ranks: The different levels of experience represented by either yellow, blue, red, silver,
bronze, gold, or purple rings on the characters’ bases. The colors identify each character
as a Rookie, Experienced, Veteran, Unique, Limited Edition, Super-Rare, or Promotional
character, respectively.
removed from the battlefield: A character, object or other game piece that is still eligible to
return to the game.
removed from the game: A character, object or other game piece that cannot be used again
in the current game.
replacement value: A value that is substituted for one of a character’s combat values.
resolve: Completing an action and determining its effects, including any of the following:
declaring the action, completing a move, rolling a die or dice, taking any free actions allowed
by the declared action, dealing damage, and taking damage.
rim: The squares with the red boundary line running through them along the edge of an area
of elevated terrain.
Rookie: A character rank represented by a yellow ring around the outer edge of a
character’s base. A Rookie character represents the least experienced and, usually, least
powerful version of a character.
scenario: Special rules for a particular HeroClix game, as agreed upon by all players before
the game begins.
set symbol: An icon on a character’s base that marks them as part of a particular
HeroClix set.
soaring: Flying high above the battlefield.
speed value: The maximum number of squares a character may move in an action.
standard character: A character with the damage symbol on its base.
starting area: An area inside the boundary of a purple line.
starting position: The position on the combat dial that represents a character’s combat
values at the beginning of a game. This position is designated by a vertical green line to the
left of one set of combat values.
stat slot: The L-shaped “window” in a character’s base through which the character’s
combat dial is visible.
38 39
swimming: A speed mode that allows characters to treat water terrain as clear terrain for
movement. This is indicated by a symbol printed next to a character’s speed value.
target: The character or characters against which an attack is being made or a power is
being directed.
team abilities: Special abilities that a character possesses due to its membership in a
group. Team abilities are indicated by a symbol printed on a character’s base.
terrain: Map features that represent water, trees, rocks, cars, walls, buildings, or other
physical features that might appear on the battlefield.
terrain markers: Square pieces of cardboard used to represent different types of
terrain, such as barriers, clouds of smoke, destroyed walls or objects, or special items
required by scenarios.
this character: The phrase “this character” always refers to the active character or the
character using a power.
3-D object: A three-dimensional sculpture that can take the place of an object token during
creation of the battlefield.
Unique: A character rank represented by a silver, bronze, or gold ring around the outer
edge of a character’s base. Only one of a particular Unique character may be in a force
at any time.
unmodified: A character’s base combat value, unaffected by any modifiers such as those
from powers, terrain, and so on.
Veteran: A character rank represented by a red ring around the outer edge of a character’s
base. A Veteran character represents the most experienced and, usually, most powerful
version of a character.
victory conditions: The rules that outline how a winner is determined at the end of a
HeroClix game.
wild card: A team ability that allows a character to make use of any team ability possessed
by any friendly figure on the battlefield.
0 damage: A power that deals 0 damage may have that damage modified.
CREDITS
Combat Dial System: Jordan Weisman
Rules, Stats, and Powers: Jon Leitheusser and Seth Johnson
Additional Game Design and Development: Kelly Bonilla, Jim Long, Mike Mulvihill,
Matt Robinson
Development Assistance: Jason Mical
Editing: Sharon Turner Mulvihill, Katsuyo Nagasawa
Internal Playtesting: Julie Haehn, Seth Johnson, Jon Leitheusser, Jason Mical,
Brook Willeford
External Playtesting Coordination: Julie Haehn
Visual Direction: Todd Lubsen
Sculpting Direction: James Carter, Steve Saunders
Sculpting: Elizabeth Bell, James Carter, Brian Dugas, Jeff Grace, Steve Saunders,
Dave Summers
Painting: Jeff Grace, Chris Hart, Ben Saunders, Jeff Wilhelm, Steve Saunders
Photography: Jennifer Clark
Art Direction: Sandra Garavito
Graphic Design: Shane Hartley, Kim Goddard, Kelsey Wagner, Catherine Brigg,
Dustin Tucker
Character Illustration: Bernard Chang
Production Management: Juliane Parsons, Tanya Zambrowsky
Brand Management: James Szubski, Brian Mitchell
Licensing and Legal: Susan Heuer, Marc Sachnoff
WWW.WIZKIDSGAMES.COM
©2005 WizKids, Inc. All rights reserved. HeroClix and WizKids are trademarks of WizKids, Inc. Patent pending.
The DC logo and all DC characters, names, logos, and distinctive likenesses are trademarks of DC Comics. All artwork and text featuring DC
Comics’ characters and related elements ©2005 DC Comics. All rights reserved. www.dccomics.com