HEROCLIX HOUSE RULES for “Campaign Edition 2.0” Games

 

General:

Only one version of any superhero, villain or LE may be used by any player. Multiple “generic” figures (i.e. Doombots, Skrulls, Intergang, LexCorp, Saurian Troopers, etc.) are acceptable.

 

Character changes:

BIG BARDA: See note in “Telekinesis” power change.

COLOSSUS: While Super Strength is showing on his dial, Colossus may use an action to perform his “fastball special” and “throw” an adjacent friendly character up to 4 squares.

THE FLASH: The Unique Flash (Jay Garrick) has the JSA team ability.

INTERGANG MEDIC: Has a range of 4.

JOHNNY ALPHA: See note in “Telekinesis” power change.

JUDGE FEAR: Has a range of 2.

THE RIDDLER: Both Veteran Riddler and LE Eddie Nashton have Perplex on all clicks of the dial.

ROCKET RED: The Rookie and Veteran are generics. The Experienced and LE are not.

STARMAN: The Veteran Starman has the JSA team ability.

TIGER LILY / AKEMI: Has a range of 4.

WHITE QUEEN: Emma Frost only loses mental powers in her diamond form. The first click of the Veteran should therefore include the following powers with a range of 4: Mind Control, Psychic Blast and Super Senses.

 

Power changes:

BATTLE FURY: (a) This character may continue to push, and take pushing damage, as long as this power is showing. (b) This character has a +2 defense against Psychic Blast.

CLOSE COMBAT EXPERT: The +2 damage may instead be used for a +2 attack, or split +1 between the two.

HYPERSONIC SPEED: Characters with this power, as well as Quicksilver, can run across water with no hinderance to their movement. However, if they stop in the water or are knocked back into it, the half-speed rule applies.

MIND CONTROL: A mind controller does not require line of fire to the target of the attack.

OUTWIT: Has a “default range” equal to the character’s range where it is always effective. Outside of the this range, and up to the power’s maximum of 10, the player must successfully roll an attack for Outwit to work.

PERPLEX: Perplex may not be used by more than one figure per turn on a single figure’s given combat value. Perplex can also be used against your opponents by affecting their dial, lowering their attack and damage values. The effect lasts from your turn until the end of your opponent’s turn.

RANGED COMBAT EXPERT: The +2 damage may instead be used for a +2 attack, or split +1 between the two.

REGENERATION: This power will always heal a minimum of 1 click, even on a roll of 1-2.

SUPER STRENGTH: (a) A character with Super Strength can break through a wall as part of its move action. (b) This figure does +1 damage in close combat attacks. (c) When this figure makes a successful close combat attack, you may choose to apply knockback to any opposing figure hit.

TELEKINESIS: (a) This may be used to drop adjacent opposing characters off elevated terrain. They will take two clicks of damage when they hit the ground, unless they are flyers. Toughness / Invun / Impervious will reduce damage. (b) Big Barda and Johnny Alpha do not require line-of-sight to the target square. (c) All TKers except Big Barda and Johnny Alpha have the power to move any object within their natural range and line-of-sight to any other square within 10 spaces of the character, and to which they have line-of-sight. The object must actually be adjacent to the character in order to be used as a weapon.

 

Team Ability changes:

2000 AD: This Team Ability may be played as designed OR in this fashion: BRIT-CITY JUDGES, JUDGE ANDERSON, JUDGE DREDD, JUDGE HERSHEY: These pieces (Judges) may use the DC “Police” Team Ability / Marvel “Hydra” Team Ability. JOHNNY ALPHA, WULF STERNHAMMER, STIX: These pieces (Search / Destroy Agency) may use the DC “Superman Ally” Team Ability / Marvel “Ultimates” Team Ability. JUDGE DEATH, JUDGE FEAR, JUDGE FIRE, JUDGE MORTIS: These pieces (Deadworld) may use the DC “Mystics” Team Ability / Indy “CrossGen” Team Ability. NEMESIS, TORQUEMADA: These pieces have no Team Ability and are arch-enemies of each other.

 

GREEN LANTERN TEAM ABILITY: This Team Ability cannot be wildcarded. However, a Green Lantern team member may carry flyers.

 

INJUSTICE LEAGUE / MASTERS OF EVIL: This Team Ability may be played as designed OR in this fashion: This figure may perform a close combat or ranged combat action that does not come from your allottment of actions for the turn.

 

WILDCARDS: (a) A Wildcard character keeps their ability for one complete turn. Players select one Team Ability to mimic during their turn. Their Wildcards keep this ability until the start of their next turn, when new Team Abilities are assigned. (b) Wildcards may only duplicate powers from their host set. Minions of Doom and Spider-Man Ally can wildcard Marvel Team Abilities, LSH can wildcard DC Team Abilities, BPRD can wildcard Indy Team Abilities and, if using GMS Legion mods, Wheels of Industry can wildcard GMS Legion Team Abilities.

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