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.