Speed Super Powers
PAC V2.3
Last modified 6/28/05
FORCE BLAST. This character can knock back other characters and objects with a forceful blast. (Optional) Give this character a power action. Choose one opposing character or object within 4 squares, do not roll to attack, move one opposing character within range directly away a number of spaces equal to his damage value. This attack does not inflict damage, but the opposing character may suffer damage from knockback per those rules.
HYPERSONIC SPEED. This character moves incredibly fast. (Optional) This character may move through squares adjacent to opposing characters and never needs to break away, unless the opposing character also has Hypersonic Speed. This character may make a ranged or close combat attack at any time during their movement. He can continue to use the rest of their movement after making the attack. He is only allowed one attack per the standard rules, he may even make this attack if forced to stop by moving into a square adjacent to an opponents character with Hypersonic Speed but must roll break away to continue moving. OR If this character does not move, he may perform a close-combat Hypersonic Speed attack. Give the character a close combat action, but do not click the target's base if the attack is successful. Instead, the attacker may continue to attack. Each additional attack after the first one adds 1 to the defense value showing on the target's base; for each attack, compare the total attack value to the increased defense value. Keep track of the number of successful attacks. As long as the character with Hypersonic Speed continues to make successful attacks, he can continue to attack. The attacks end when the attacking player declares an end to the attacks, an attack misses, or the defender is knocked back. When the attack ends, the target receives damage equal to the number of successful attacks.
PLASTICITY. This character can stretch his body into any shape. (Optional) This character only fails to break away on a die roll result of 1 and opposing characters must roll a 6 to successfully break away, unless the opposing character also has Plasticity. Furthermore this character ignores the effects of hindering terrain on movement, and can move across different elevations but takes a -1 movement when doing so (if this means they no longer have sufficient movement to do so they may not change elevation). This character can attack an adjacent opponent that is at a different elevation in close combat but takes a -1 attack when doing so.
CHARGE. This character can move and then make a close combat attack using the same action. (Optional) Give this character a power action, he may move up to his speed value -2 and then make a close combat attack as if he had been given a close combat action. This close combat attack does not cost an extra action. This character may use any of its powers that require a close combat action. This character does not suffer knockback.
MIND CONTROL. This character may give an action to an opposing figure. (Optional) Give this character a close combat or ranged combat action. A figure with two action tokens may not be the target of Mind Control. If the attack is successful, the attack does no damage, instead give an action to the target character as if that character were a part of your force. The target character receives an action token, if applicable. This character takes 1 click of damage for each 100 points of the target?s point value. If a character with this power has a Range value of 0, assume that his Range value is 4. Multi shot ranged attacks can be used, add up the total points of all characters affected to determine the amount of damage this character receives. When making a Mind Control attack, this character can always choose to use ranged combat (even if adjacent to an opposing character).
LEAP/CLIMB. This character can leap or climb over characters and terrain. (Optional) When you give this character a move action, he can ignore the effects of hindering or elevated terrain and other characters on movement (but must roll break away if starting their move adjacent to opponents? characters that also have leap/climb). This character may make a close combat attack against a character in an adjacent square, regardless of the target?s elevation.
PHASING. This character may phase into another plane of reality and reappear someplace else on the battlefield. (Optional) Give this character a move action. Move this character in any direction a number of squares equal to his Speed value. Ignore the effects of all characters and terrain features on movement. This character may not end his movement inside blocking terrain.
FLURRY. This character can make 2 close combat attacks with 1 action. (Optional) Give this character a close combat action. This character can make 2 attacks (making 2 separate attack rolls) targeting either a single figure or 2 adjacent figures. This close combat attack does not cost an extra action and this character may use any of his super powers that require a close combat action.
RUNNING SHOT. This character can move and then make a ranged combat attack in the same action. (Optional) Give this character a power action, he may move up to half his move value and then make a ranged combat attack as if he had been given a ranged combat action. This ranged combat attack does not cost an extra action. This character may use any of his super powers that require a ranged combat action.
STEALTH. Hindering terrain blocks line of fire to this character. (Optional) Any line of fire drawn to this character that crosses hindering terrain, including the square that this character occupies, is treated as though it crosses blocking terrain. This power does not affect characters that are adjacent to this character.
EARTHBOUND. This character has lost his ability to fly, swim or transport. This character is grounded, and has the boot speed mode instead of its printed speed mode. If this character is soaring when it gains Earthbound, this character is dealt 1 damage. This power cannot be countered.
Attack Super Powers
SMOKE CLOUD. This character generates a cloud of smoke or darkness. (Optional) Give this character a power action. This character creates 4 squares of hindering terrain anywhere within the character's range. Place 4 hindering terrain markers on the map using the following guidelines: all 4 squares of hindering terrain marker must be in adjacent squares and they cannot be placed in the same space as a character, object or terrain feature. Any line of fire that passes through these squares (including the diagonal corner where two hindering terrain markers are adjacent) is subject to hindering terrain modifiers for combat and for movement. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.
POISON. This character has a poison or toxin that damages his target. (Optional) At the beginning of your turn, this character delivers 1 click of damage to each opposing character in an adjacent square.
PSYCHIC BLAST. This character fires a mental blast. (Optional) Ranged combat attacks made by this character ignore any power that reduces damage.
SUPER STRENGTH. This character can pick up objects and use them as weapons to inflict additional damage. (Optional) During a move or attack action, this character may pick up, carry or use an object from an adjacent square or the square he occupies at no additional cost. Objects increase the damage of a close combat attack or can be thrown (see the Objects section of the rulebook). If a character loses this power while holding an object, immediately place the object in the square he occupies, or if he chooses to drop the object place it in an adjacent squareIn addition, when NOT using an object, damage-reducing powers reduce 1 less than normal against close combat attacks made by this character.  In other words Toughness does nothing vs. attacks by this power, Invulnerability and Impervious only reduce damage by 1 (a successful Impervious roll reduces damage to 1 instead of 0).  This character can destroy a square of blocking terrain in close combat as if he has 3 damage.
INCAPACITATE. This character may use either a close or ranged combat attack to add an action token to a target figure. (Optional) Give this character a close combat or ranged combat action. Reduce his damage value to 0. When this character successfully hits a target character and the target has 0 or 1 action tokens, place an action token on the target character. Treat the target as if it was given a power action. If a target character is given its second action token, it is considered pushed and takes 1 click of pushing damage. This power has no effect on characters that already have 2 action tokens.
ENERGY EXPLOSION. This character's ranged combat attack can affect all figures in squares adjacent to the target. (Optional) Give this character a ranged combat action and reduce his damage value to 1. A successful ranged combat attack affects the target character and every character in a square adjacent to the target, delivering 1 click of damage to each character successfully hit. Make only one attack dice roll; compare that result to the defense value of the target character and every character in a square adjacent to the target.
PULSE WAVE. This character's ranged combat attack can affect every figure within half his range value. (Optional) Give this character a ranged combat action. Reduce his range value by half. Draw lines of fire to every figure (friendly and opposing) within range in every direction. These lines of fire are never blocked by figure bases or hindering terrain, but are affected normally by blocking terrain. If clear lines of fire can be drawn to two or more figures within range, Pulse Wave will inflict 1 click of damage on each figure successfully hit. If there is only a clear line of fire to a single figure, Pulse Wave will deliver this character?s normal damage if the target is successfully hit. This power ignores defensive powers that reduce damage. This character may use Pulse Wave even if adjacent to an opponent?s character.
BLADES/CLAWS/FANGS. This character can use a close combat action to deliver 1 to 6 clicks of damage. (Optional) Give this character a close combat action. If the attack succeeds, roll 1 six-sided die. This is the number of clicks of damage you inflict on the target figure instead of this character?s normal damage value.
TELEKINESIS. This character can use a power action to move another figure or object. The object can be used as a weapon. (Optional) Give this character a power action. The character may move a single character or object around the map (including themselves) using a total of 10 squares. Meaning if the character or object is adjacent (or they are moving themselves) they may move it 10 squares, if it is 4 squares away they may move it 6 squares, if it is 8 away it may be moved 2 squares, etc. When using this power against an opposing character you must roll a successful attack against the character. Move the character as above and reduce the damage to 0, however the character can be "thrown" into a wall or off a building (if within range) for 1 click of damage (which is reduced normally by super powers). When moving characters and objects treat them as flying, thus they ignore hindering or blocking terrain as well as figure bases, but this character must have a clear line of fire to the destination square. If using an object as a weapon an attack roll must be made as normal, objects do the same damage as if thrown. Any character moved via this power cannot make another action that turn (except free actions), the same as if they were carried by a flyer or transporter.
STEAL ENERGY. This character heals himself with a successful close combat attack.(Optional) Give this character up to 1 click of healing for each point of damage inflicted against an opposing character in close combat.  Opponent's powers that reduce damage cannot reduce this character's damage below 1 in close combat.
QUAKE. This character is able to shake the very ground he stands on sending his opponents sprawling back.(Optional) Give this character a close combat action. This character?s damage value becomes 2 if it is greater than 2. Make a single attack roll, and compare the result to the defense values of all opposing characters adjacent to this character, this attack deals damage to each character successfully hit. Each character that takes damage suffers knockback.
Defense Super Powers
WILLPOWER. This character takes no damage from a push. (Optional). A character with Willpower takes no damage from pushing. He still receives 2 tokens to indicate that a push has happened.
IMPERVIOUS. This character reduces damage delivered to him. (Optional) When this character is dealt damage roll 1 six-sided dice. On a result of 5 or 6, the character takes no damage. On a result of 1 to 4, the attack hits, but reduce the damage by 2. Impervious does not reduce pushing or critical miss damage.
MASTERMIND. This character can deflect damage onto a teammate in an adjacent square. (Optional) When this character is the target of a successful attack (either close or ranged combat), all the damage it would normally receive from the attack can be inflicted instead on any friendly character with a lower point value in an adjacent square. Any damage-reducing powers possessed by the character receiving the damage reduce this damage per the standard rules.
ENERGY SHIELD/DEFLECTION. This character's defense is improved against ranged combat attacks.(Optional) Increase this character's defense value by 2 versus ranged combat attacks that target or can affect him.
BARRIER. This character can create up to 4 squares of blocking terrain. (Optional) Give this character a power action. This character creates 4 squares of blocking terrain anywhere within the character's range. Place 4 Barrier markers on the map using the following guidelines: all 4 squares of blocking terrain must be in adjacent squares and they cannot be placed in the same space as a character, object or terrain feature. A character cannot move or fire through the diagonal corner where two Barrier markers are touching. This barrier uses all the standard rules for blocking terrain. This terrain is not elevated and can be flown over. This barrier remains in place until the beginning of your next turn.
TOUGHNESS. This character reduces damage delivered to him by 1 click.(Optional) Subtract 1 from any damage inflicted on this character. Toughness does not reduce pushing or critical-miss damage.
DEFEND. This character can share his defense value with friendly figures in adjacent squares. (Optional) Any friendly figure in a square adjacent to this character may use this character?s defense value instead of its own.
SUPER SENSES. This character can avoid being hit in combat. (Optional) When this character is successfully hit by a ranged or close combat attack, roll 1 six-sided die. On a result of 4, 5 or 6, the attack misses this character instead.
INVULNERABILITY. This character reduces damage delivered to him by 2 clicks.(Optional) Subtract 2 from any damage inflicted on this character. Invulnerability does not reduce pushing or critical miss damage.
REGENERATION. This character can heal himself up to 4 clicks. (Optional) Give this character a move action, but do not move him. Roll 1 six-sided die and subtract 2 from the result. Treat a negative result as 0. The result is the number of clicks that are healed on this character?s combat dial.
COMBAT REFLEXES.This character is an expert at weaving in and out and can choose when to fight and when to retreat. (Optional)When this character is successfully hit by an attack, roll 1 six-sided die. On a result of 6, the attack misses this character instead. This character may suffer knockback from any attack from which it takes damage. Knockback damage dealt to this character is reduced to 0.  Furthermore if an attacking character rolls a successful attack by rolling doubles (i.e. causing knockback), this character can choose to be knocked back as normal OR may choose to take the damage as normal and not be knocked back.  This character does not take damage from critical misses (i.e. rolling double ones).
Damage Super Powers
CLOSE COMBAT EXPERT. This character is stronger in close combat than at range. (Optional)This character adds 2 to his damage value when making close combat attacks, unless using an Object.
PERPLEX. By behaving in a misleading or unpredictable fashion, this character makes opponents less effective in combat. (Optional) Once during your turn, as a free action, this character may add or subtract 1 to any Combat Value (including Range) for any character in the game. This effect lasts until the beginning your next turn. This character must be within 10 squares of the affected character and have a clear line of fire to that character. If the perplexed character is damaged or healed during the turn or if this character loses Perplex or is KO'd, the effect ends. Damage values may not be reduced by more than 1 point at any time by Perplex.
SHAPE CHANGE. This character can change his shape to deceive opponents. (Optional) When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5 or 6 vs. close combat attacks or a result of 3, 4, 5 or 6 vs. ranged attacks, the attack cannot be made; the character has fooled the attacker by appearing as a friendly character, mailbox or some other non combat item. The attacker must choose another target or use that character to take a different action instead.
ENHANCEMENT. This character increases the damage delivered by friendly ranged combat attacks. (Optional) Once per turn, as a free action, a friendly figure given a ranged combat action while in a square adjacent to this character adds one to their damage value. This character must also have line of sight to the target.
PROBABILITY CONTROL. This character allows you to re-roll a dice roll during your turn and forces an opponent to re-roll a dice roll during their turn. (Optional) Once during your turn AND once during your opponent's turn, as a free action, this character allows a re-roll for one dice roll. Use the re-rolled result instead of the original result. This character must be within 10 squares of the figure performing the action and have a clear line of fire to that figure. In multiplayer games, you may use this power only once when it is not your turn.
BATTLE FURY. This character is overcome with a bloodlust in the heat of battle. This character may not be given a ranged combat action. This character is also immune to Mind Control and cannot be carried. This power cannot be countered.
SUPPORT. This character can heal friendly characters. (Optional) Give this character a close combat action with a friendly character as the target. Neither character may be adjacent to an opposing character. Ignore all modifiers to the close combat attack. If the attack succeeds, roll 1 six-sided die and give that many clicks of healing to the target character.
RANGED COMBAT EXPERT. This character is stronger attacking from a distance than up close. (Optional) This character adds 2 to their damage value when making ranged combat attacks, unless using an Object.
LEADERSHIP. This character may add an action to your action total for the turn. (Optional) At the beginning of your turn, roll 1 six-sided die. On a result of 4, 5 or 6, add one extra action to your normal action allotment for that turn. You may only gain one extra action each turn with this power, even if you have more than one character with Leadership.
OUTWIT. This character can use intelligence, experience and luck to cancel one super power of another character. (Optional) Once during your turn, as a free action, this character may "turn off" a power or Team Ability on a target character; treat the target as if it does not have the cancelled power or Team Ability. That power or Team Ability remains cancelled until the beginning of your next turn. This character must be within 10 squares of the target and have a clear line of fire to that character. Instead of a power or Team Ability, you may choose to cancel a character's ability to fly or swim, treat the character as if it has the Earthbound power for that turn. If this character loses Outwit or is defeated, the cancelled power, Team Ability or ability to fly returns immediately.
EXPLOIT WEAKNESS.This character is a particularly good combatant and can take advantage of his opponents smallest weaknesses (Optional) When this character makes a close combat attack, damage cannot be reduced by any opponent's power that reduces damage dealt.
DC Team Abilities (All Team Abilities are Optional)
Batman Ally: Any line of fire drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain. This ability does not work against enemy figures that are adjacent.
Batman Enemy: A Batman enemy can use the highest attack value of any other Batman enemy in an adjacent square.
Calculator: Members of this team act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
Crime Syndicate: Members of this team have Probability Control. Each time a member uses this ability to reroll a die or dice roll, give an action token to a friendly character that has zero or one action token. This team ability may not be copied by wild card team abilities.
Green Lantern Corps: A member of the Green Lantern Corps can carry up to 2 friendly figures when they move by either flying or transporting. Members of this team have the Perplex super power.
Injustice League: When two or more members of the Injustice League are adjacent to the same opposing figure OR if two members of this team are adjacent to each other, they can make an attack against the same character using only one of your actions. Mark any characters that attack this way with an action token.
Justice League: Justice League members may perform a move action without using one of your actions for the turn. The character may not use this action to make an attack. Mark any character that moves this way with an action token.
Justice Society:Any friendly figure in a square adjacent to this character may use this character?s defense value instead of its own.
Kingdom Come: Whenever an opposing player attempts to move a character adjacent to this character, that player rolls one six-sided die. On a result of 1 or 2, the character cannot move adjacent to this character this turn. This character and characters suffering knockback ignore this team ability.
Legion of Super Heroes: Members of the Legion of Super Heroes act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
Mystics: When this figure takes damage from any attack, it retaliates with a magical blast that does one click of damage to the attacker that may not be nullified, evaded or reduced. This team ability may not be copied by wild card team abilities.
Outsiders: Once at the beginning of your turn as a free action, a member of this team chooses a target friendly or opposing character within 10 squares; the member must have clear line of fire to the target. Until the beginning of your next turn, the target may not be the target of powers or team abilities that modify its combat values. This team ability may not be copied by wild card team abilities.
Police: For each police force member adjacent to a friendly figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent police force member must also have a clear line of fire to the target.
Suicide Squad: When an adjacent friendly character is KOd, roll one six-sided die and subtract 2 from the result. If the result is less than 1, the result is 1. The character is healed of damage equal to the result.
Superman Ally: Members of this team ignore the effects of hindering terrain on movement, combat, and powers and team abilities.
Superman Enemy: If two Superman Enemies are adjacent, the figure with the highest point value has the Outwit super power. If that figure already has Outwit, this character gains Perplex instead.
Titans: Two Titans occupying adjacent squares can exchange 1 click of damage. Give one Titan 1 click of damage and give the other Titan 1 click of healing. This counts as a power action for the Titan who takes damage.
Marvel Team Abilities (All Team Abilities are Optional)
Avengers: Avengers may perform a move action without using one of your actions for the turn. The character may not use this action to make an attack. Mark any character that moves this way with an action token.
The Brotherhood: Brotherhood members may perform a move action without taking one of your actions for the turn. The character may not use this action to make an attack. Mark any character that moves this way with an action token.
Defenders: Any friendly figure in a square adjacent to this character may use this character?s defense value instead of its own.
Fantastic Four: When a member of the Fantastic Four team is KOd, every other friendly Fantastic Four team member receives 1 click of healing.
Hydra: For each Hydra member adjacent to a friendly Figure making a ranged combat attack, add +1 to the attacker's attack value. The adjacent Hydra members must also have a clear line of fire to the target.
Masters of Evil: When two or more members of the Masters of Evil are adjacent to the same opposing figure OR if two members of this team are adjacent to each other, they can make an attack against the same character using only one of your actions. Mark any characters that attack this way with an action token.
Minions of Doom: Members of the Minions of Doom act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
Morlocks: When it makes a close combat attack, a member of this team gets +1 to its attack value for each friendly character that is adjacent to the target character.
Power Cosmic: Members of the Power Cosmic team cannot have their powers cancelled, ignored or reduced by opponents characters and do not take damage from pushing. This team ability may not be copied by wild card team abilities.
Serpent Society: Give a member of this team a power action. Move it any number of squares up to its speed value, ignoring the effects of all characters and terrain, including elevated terrain, on movement. This team member may not end its move in blocking terrain.
S.H.I.E.L.D.: A friendly Figure occupying a square adjacent to a SHIELD agent adds 1 to his damage value when it hits with a ranged combat attack if the SHIELD agent also has line of sight to the target. This counts as a power action for the SHIELD agent.
Sinister Syndicate: Sinister Syndicate members can use the highest attack value of any Sinister Syndicate member in an adjacent square.
Skrulls: When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5 or 6 vs. close combat attacks or a result of 3, 4, 5 or 6 vs. ranged attacks, the attack cannot be made; the character has fooled the attacker by appearing as a friendly character. The attacker must choose another target or use that character to take a different action instead.
Spider-Man: Members of the Spider-Man team act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
Ultimates: Members of this team ignore the effects of hindering terrain on movement, combat, and powers and team abilities.
Ultimate X-Men: At any time during the game, choose an opposing team or character for this team member; once this choice is made, it may not be changed. This team member gets +1 to its attack value against the chosen team or character.
X-Men: Two X-Men occupying adjacent squares can exchange 1 click of damage. Give one X-Man 1 click of damage and give the other X-Man 1 click of healing. This counts as a power action for the X-Man who takes damage.
Indy Team Abilities (All Team Abilities are Optional)
2000 AD: At any time during the game, choose an opposing team or character for this team member; once this choice is made, it may not be changed. This team member gets +1 to its attack value against the chosen team or character.
Bureau of Paranormal Research and Defense: Members of the B.P.R.D. team act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
CrossGen: When this figure takes damage from any attack, it retaliates with a magical blast that does one click of damage to the attacker that may not be nullified, evaded or reduced. This team ability may not be copied by wild card team abilities.
Crusade: All attack rolls made by members of this team that result in doubles (except critical misses) cause knockback equal to the attacker's damage value, regardless of whether the attacks hit.
Danger Girl: When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 5 or 6 vs. close combat attacks or a result of 3, 4, 5 or 6 vs. ranged attacks, the attack cannot be made; the character has fooled the attacker by appearing as a friendly character. The attacker must choose another target or use that character to take a different action instead.
Freedom Phalanx: Members of the Freedom Phalanx team act as a wild card. They can choose any team ability that any friendly figure in play possesses. Once chosen, they follow the rules for the chosen team for the rest of the game.
Kabuki: Any line of fire drawn to this character that passes through hindering terrain, including the square that this figure occupies, is treated as though it has been drawn through blocking terrain. This ability does not work against enemy figures that are adjacent.
Top Cow: Top Cow team members may perform a move action without using one of your actions for the turn. The character may not use this action to make an attack. Mark any character that moves this way with an action token.
Additional Rules
Bystander Tokens and Team Abilities
Wild Cards cannot choose to copy a Team Ability that is found only on a Bystander Token.
Line of Site
A character has Line of Site to any character that is at the same elevation and they are adjacent to.
Swimmers
Characters with the Swim movement ability can charge (as if they had the Charge Super Power) if starting their movement in water.  Characters with the Swim movement ability are treated as having the power Energy Shield/Deflection while in water.
Ranged Combat and Adjacency
Any character can make a ranged combat attack when adjacent to an opponent's character (including multiple ranged combat attacks) but may only do so against opponent's characters that are adjacent.  Of course some Super Powers (Mind Control, Pulse Wave, etc.) may allow non-adjacent characters to be targets as well.
Flyers and Breaking Away
Flyers break away from non-flyers on a roll of 3, 4, 5, or 6. They break away normally from other Flyers.
Multiple Ranged Combat Attacks
When using multiple ranged combat shots, take the number of targets and subtract that from the damage the character deals (adding +2 as normal if the character has Ranged Combat Expert), a result of less than 0 is treated as 0. Take the remaining points and distribute them as you wish among the targets. Make a single attack roll and compare it to each target?s defense value. The attacks do 1 damage each plus the extra points as you distributed them. Any damage points distributed to targets that miss are lost.
Example 1: A character has 0 damage with Ranged Combat Expert, so effectively 2 damage, if he uses multi-shot on three targets, take that three and subtract it from his effective damage of 2 making ?1, which is treated as 0, he has no extra damage to distribute. Therefore each successful hit will do 1 damage.
Example 2: A character has 3 damage with Ranged Combat Expert for an effective 5 damage, if he uses multi-shot on two targets, he subtracts 2 from 5 leaving him 3 points to distribute. Let us say he evens it out as best as possible, so he will send one point to target A and 2 points to target B. If he successfully hits both targets he will deal 2 clicks of damage to target A and 3 to target B, 1 plus the points distributed to each target. If he hits target A but misses target B he will still hit target A for 2 total clicks of damage, the extra points distributed to target B are lost.