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How to Play Heroclix - Powers & Abilities Part 1 - Move Powers
Step by step
Game Objective
Consult the rulebook for details on this section.
Setup
- Determining the First Player: Each player rolls 2d6 and adds their initiative bonus. If the team is thematic, the player gains a +3 bonus to the result. In case of a tie, roll again. The winner chooses who will be the first player.
- Map and Border Selection: The second player chooses the map and the first player chooses which border of the map their team will start on.
- Character Placement: The first player places all their characters and game elements that need to start within the starting area. Then, the second player does the same.
- Terrain Marker Placement: Once all characters are placed, the first player places their team's terrain markers on squares outside of any starting area. Then, the second player does the same. Your starting team can include up to 3 Terrain Markers, standard or not. They must be placed outside the starting area, cannot be placed on Transition Squares, and cannot be placed on top of blocking terrain or other Terrain Markers.
Game Flow
Consult the rulebook for details on this section.
Actions and How to Play
In HeroClix, characters can perform various actions and use powers to interact with the battlefield and opponents. Here are the basic actions and detailed powers:
Basic Actions
- MOVE Basic Action: Move (up to your maximum speed).
- CLOSE Basic Action: Make a close attack.
- RANGE Basic Action: Make a ranged attack.
- Carry: Before starting a move, you may choose an adjacent friendly character of a smaller size. Immediately after the move, place the chosen character adjacent, if possible, and they cannot be given non-FREE actions this turn. To carry, both characters cannot pick up or be holding an object. Characters with :0 cannot use the Carry ability.
- CLOSE Destroy Action: If this character's damage value is equal to or greater than a terrain's destroy value, destroy an adjacent terrain marker or printed blocking terrain. (This is not an attack.) If a terrain does not have a printed destroy value, the default value is 3.
- RANGE Destroy Action: If this character's damage value is equal to or greater than a terrain's destroy value, destroy a terrain marker or printed blocking terrain that is at least 1 square away and in line of fire. (This is not an attack.) If a terrain does not have a printed destroy value, the default value is 3.
- Object Pick Up: Once per move, this character can pick up or drop an object in a square they move through or adjacent to.
- RANGE Terrain Action: Minimum range value 4. If the character is holding a terrain marker, make a ranged attack targeting a single enemy character for which they have line of fire and who is within the terrain marker's range. Instead of normal damage, deal damage equal to that indicated on the terrain marker's damage (indicated by the first damage value). If a terrain marker does not have a printed range, the default value is 4. If a terrain marker does not have a printed damage value, the default is 2. After resolution, destroy this terrain marker without generating debris.
- CLOSE Terrain Action: If a character is holding a terrain marker, make a close attack and modify the damage by adding the damage value indicated on the marker. If a terrain does not have a printed damage value, the default is +1. After resolution, destroy this terrain marker without generating debris.
Powers and Abilities
Movement
- FLURRY: Make up to 2 close attacks.
- PHASING/TELEPORT: Move.
- EARTHBOUND/NEUTRALIZED: This character cannot use abilities or MOVEMENT.
- CHARGE: Halve Speed. Move, then make a close attack as a FREE action -or- make a close attack.
- SIDESTEP: FREE: Move up to 2 squares.
- HYPERSONIC SPEED: Halve range, move, then make an attack, then move up to a maximum of your speed value minus the number of squares previously moved.
- STEALTH: When it's not your turn, hindered lines of fire drawn to this character by non-adjacent enemies are blocked.
- RUNNING SHOT: Halve speed. Move, then make a ranged attack as a FREE action -or- make a ranged attack.
Attack
- MIND CONTROL: Minimum range value 4. Make a close or ranged attack. Instead of normal damage, each hit character halves their movement and becomes allied to your team and, one at a time, can in any order: Move and/or make an attack. After this, the character returns to their original team.
- FORCE BLAST: KNOCKBACK. Minimum range 4. Knock back an Enemy within range and line of fire 3 squares away.
- BLADES/CLAWS/FANGS: When this character makes a close attack against a single enemy and hits, you may roll a d6. If you do, deal damage equal to the result instead of normal damage. Minimum result is the character's printed damage -1.
- ENERGY EXPLOSION: Make a ranged attack and all other characters adjacent to the original target also become targets. Hit characters take 2 damage instead of normal damage.
- PULSE WAVE: Range 4. Other characters within range cannot use powers or abilities (for this action). Make a ranged attack targeting all other characters within range and line of fire, including at least one enemy, using the printed defense value for each targeted character. Each hit character takes 1 damage instead of normal damage.
- QUAKE: KNOCKBACK. Destroy all terrain markers and printed blocking terrain within 1 square, then make a close attack targeting all adjacent enemies. Each hit character takes 2 damage instead of normal damage.
- SUPER STRENGTH: KNOCKBACK on close attacks. This character can pick up, hold, and drop terrain markers that are not objects (excluding Smoke, debris, or water terrain).
- INCAPACITATE: When this character makes an attack, instead of normal damage, you may give an action token to each hit character.
- PENETRATING/PSYCHIC BLAST: When this character makes a ranged attack, damage dealt is penetrating.
- SMOKE CLOUD: Minimum range value 4. Place up to 6 smoke markers, one at a time, in distinct squares within range. Except for the first, each marker must be adjacent to at least one other and at least one must be within line of fire. Enemies occupying one or more of these markers modify attack by -1. At the beginning of your next turn (even if this power has been lost), remove these markers.
- PRECISION STRIKE: When this character attacks, damage dealt by that attack cannot be reduced to less than 1 and the target reduces their die roll by -1 for Super Senses.
- POISON: FREE: If this character has not moved or been repositioned this turn, deal 1 damage to all adjacent enemies.
- STEAL ENERGY: When this character hits and deals damage to one or more enemy characters with a close attack, after the action ends, heal this character 1 click.
- TELEKINESIS: Minimum range value 4. Choose a terrain marker or 1x1 base friendly character within range and line of fire. Reposition it to a square within range and line of fire that is also 4 squares away from where it was. This character can make RANGE Terrain Actions as if holding terrain markers within range and line of fire.
Defense
- PLASTICITY: This character succeeds on their BREAKAWAY on any result except 1. Adjacent enemies who cannot use Phasing/Teleport, Plasticity, Leap/Climb, or Hypersonic Speed only break away on a result of 6.
- SUPER SENSES: When this character would be hit, you may roll a d6. On a result of 5 or 6, they evade.
- TOUGHNESS: Reduces damage taken by 1.
- DEFEND: Adjacent friendly characters can substitute their defense values with this character's printed defense value.
- COMBAT REFLEXES: Modifies defense by +2 against close attacks.
- ENERGY SHIELD/DEFLECTION: Modifies defense by +2 against ranged attacks.
- BARRIER: Minimum range value 4. Place up to 4 blocking terrain markers, one at a time, in distinct squares within range. Except for the first, each marker must be adjacent to at least one other and at least one must be within line of fire. At the beginning of your next turn (even if this power has been lost), remove these markers.
- MASTERMIND: When this character would be hit by an opponent with an attack that deals damage, you may choose an adjacent friendly character that was not hit by this attack and is of a lower point value or shares a Keyword. That friendly character becomes the character hit by the attack, even if they were targeted by the attack (or if they were an illegal target).
- WILLPOWER: At the beginning of your turn you may roll a d6. 5 or 6: Remove an action token from this character.
- INVINCIBLE: Reduces damage taken by 2. Can reduce penetrating damage.
- IMPERVIOUS: Reduces damage taken by 2. When this character would take damage from an attack, you may roll a d6. On a result of 5 or 6, damage taken is reduced to 0.
- INVULNERABILITY: Reduce damage taken by 2.
Damage
- RANGED COMBAT EXPERT: This character modifies attack and damage by +1 when making a ranged attack or RANGE destroy.
- BATTLE FURY: This character cannot make ranged attacks or RANGE actions, cannot be carried, cannot receive action tokens from enemy effects, and has SAFEGUARD: Mind Control. When this character attacks, enemies cannot use Shape Change.
- SUPPORT: Choose an adjacent friendly character and roll a d6. Heal them a number of clicks equal to half the result.
- EXPLOIT WEAKNESS: When this character makes a close attack, damage dealt is penetrating.
- ENHANCEMENT: Adjacent friendly characters modify damage by +1 when making a ranged attack or RANGE Destroy.
- PROBABILITY CONTROL: Once per turn, you may reroll a target character's attack or breakaway roll. The character targeted by this power must be within range and line of fire, minimum range value 4.
- SHAPE CHANGE: When this character would be targeted by an attack, you may roll a d6. On a result of 5 or 6, this character cannot be targeted by the attacker this turn and the attacker may choose a different target.
- CLOSE COMBAT EXPERT: This character modifies attack and damage by +1 when making a close attack or CLOSE destroy.
- EMPOWER: Adjacent friendly characters modify damage by +1 when making a close attack or CLOSE destroy.
- PERPLEX: FREE: Minimum range value 4. Choose a target character within range and line of fire. Modify one of that character's combat values, except damage, by +1 or -1 until your next turn.
- OUTWIT: FREE: Minimum range value 4. Choose an enemy character within range and line of fire and choose one: standard power -OR- special power printed on the target character's card. The target cannot use the chosen power until your next turn.
- LEADERSHIP: For all friendly characters who can use Leadership, Action Total +1. At the beginning of your turn, you may roll a d6. On a result of 5 or 6, remove an action token from an adjacent friendly character that is of a lower point value or shares a Keyword.
- REGENERATION: Roll a d6. Heal a number of clicks equal to half the result (rounding up).
Inherent Abilities
- Evade: The attack misses this character instead of hitting them.
- Flight: Allows flight.
- Giant Reach: When this character makes a close attack, instead of choosing an adjacent character (or characters, if possible), you may use and target characters within X squares and line of fire (X=2 for Giant, X=3
More videos
More rules explanations from the community
In English
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How to Play Heroclix - Powers & Abilites - Attack Powers Part 3
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Prison Break Scenario with Kelly
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Weekly Team Build #3 - Rachel Cole Alves
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Heroclix Weekly Team Build #1
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Weekly Team Build #4 - Hela
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Heroclix Weekly Team Build #7
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How to play Heroclix - Powers & Abilites - Attack Powers Part 2
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How to play Heroclix - Powers & Abilities: Damage Powers
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How to play Heroclix Powers & Abilities: Defense Powers Part 1
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Heroclix Weekly Team Build #5
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How to play Heroclix Powers & Abilities: Defense Powers Part 2
Rules manual
Official PDF file
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Frequently Asked Questions
Quick answers about the rules
What is the objective of HeroClix?
Consult the rulebook for details on this section.
How do you set up HeroClix?
Determining the First Player: Each player rolls 2d6 and adds their initiative bonus. If the team is thematic, the player gains a +3 bonus to the result. In case of a tie, roll again. The winner chooses who will be the first player. Map and Border Selection: The second player chooses the map and the first player chooses which border of the map their team will start on. Character Placement: The first player places all their characters and game elements that need to start within the starting…
How do you play HeroClix?
Consult the rulebook for details on this section. In HeroClix, characters can perform various actions and use powers to interact with the battlefield and opponents. Here are the basic actions and detailed powers: Basic Actions MOVE Basic Action: Move (up to your maximum speed). CLOSE Basic Action: Make a close attack. RANGE Basic Action: Make a ranged attack. Carry: Before starting a move, you may choose an adjacent friendly character of a smaller size. Immediately after the move, place the…
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