Modern Age Errata & Clarifications

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Modern Age Errata & Clarifications

Postby hcrulesteam » Mon Jun 06, 2016 4:30 pm

Provided is the errata and clarifications for the current Modern Age game elements. Each set is listed chronologically from oldest to newest in its own post-- however exclusive and monthly OP figures appear in the first few posts (as they are not tied to a specific set).

As sets are rotated out of Modern Age, that set's post will be removed and added to our Golden Age section.

Any errata will be listed with an [E] in front of it. Clarifications on a rule or how an effect is to work will be listed with a [C] in front of it.

Recent Updates:
[12-15-2017] - Added clarification for the map "Harley's Apartment (Outdoor)"
[02-13-2018] - Added errata for Star Trek:Away Team 050 Lt. Sulu
[05-06-2018] - Added various errata for X-Men: Xavier's School
[05-06-2018] - Added various errata for Avengers Infinity
[12-26-2018] - Added errata for s001 Batarang

TABLE OF CONTENTS
DC Heroclix: Wizkids Exclusives
DC Heroclix: Monthly Organized Play
Marvel Heroclix: Wizkids Exclusives
Marvel Heroclix: Monthly Organized Play
"Other" Heroclix: Wizkids Exclusives
Marvel Heroclix: Civil War
Marvel Heroclix: Superior Foes of Spider-Man
TMNT Heroclix: Teenage Mutant Ninja Turtles: Heroes in a Half Shell
DC Heroclix: The Joker's Wild
TMNT Heroclix: Teenage Mutant Ninja Turtles: Shredder's Return
Marvel Heroclix: Deadpool and X-Force
Marvel Heroclix: Guardians of the Galaxy Vol. 2
Marvel Heroclix: Avengers/Defenders War
Marvel Heroclix: Wonder Woman
Marvel Heroclix: What If?
DC Heroclix: Elseworlds
Marvel Heroclix: The Mighty Thor
"Other" Heroclix: Undead
Marvel Heroclix: Thor: Ragnarok
DC Heroclix: Harley Quinn and the Gotham Girls
Star Trek Heroclix: Away Team: The Original Series
Marvel Heroclix: X-Men: Xavier's School
Marvel Heroclix: Avengers Infinity
Marvel Heroclix: Secret Wars: Battleworld
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DC Heroclix: Wizkids Exclusives

Postby hcrulesteam » Mon Jun 06, 2016 4:36 pm

2016 WizKids Exclusives
DP16-006 Batman
[E]The Surfboard is a Special Object and has the GEAR symbol.

DP16-001 Hawkman, DP16-002 Red Robin, DP17-006 Bat-Knight
[E]WE WILL MAKE THINGS RIGHT AGAIN: [Character]'s combat values can only be modified by powers or abilities from characters with [Kingdom Come team ability symbol]. [Character] has PROTECTED: Outwit, but only from characters without the [Kingdom Come team ability symbol].

2017 WizKids Exclusives
No Entries.
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DC Heroclix: Monthly Organized Play

Postby hcrulesteam » Mon Jun 06, 2016 4:37 pm

D17-010 Superman
[E]Superman has the ;Wing; symbol (instead of the ;Boot; symbol) on its base.

D17-012 Wonder Woman
[E]Wonder Woman has the ;Wing; symbol (instead of the ;Boot; symbol) on its base.
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Marvel Heroclix: Wizkids Exclusives

Postby hcrulesteam » Mon Jun 06, 2016 4:38 pm

2016 WizKids Exclusives
All Punisher Van Weapons
[E]SINGLE-USE: When the equipped character activates a game effect granted by this equipment, after resolutions immediately KO this equipped item.

MP16-s102 Frag Grenade
[E]EFFECT: Energy Explosion, but can only have one original target. When this character uses it, it has a range value of 5 that can’t be replaced or modified and characters adjacent to the original target are dealt 1 damage instead of 2. SINGLE-USE.

MP16-s103 Flash Bomb
[E]EFFECT: Incapacitate. When this character uses it, it has a range value of 5 that can’t be replaced or modified and when it hits, give each character adjacent to the target an action token. SINGLE-USE.

MP16-s104 Molotov Cocktail
[E]EFFECT: Energy Explosion, but can only have one original target. When this character uses it, it has a range value of 5 that can’t be replaced or modified and characters adjacent to the original target dealt 1 damage instead of 2. After resolutions, you may attach a Fire marker to the hit target, removing it from anywhere else. The Fire marker remains even if this power is lost. At the beginning of a character's turn that has the Fire marker, deal that character damage equal to the number of action tokens on them or remove the Fire marker if it had no action tokens. SINGLE-USE.

MP16-s105 Handgun
[E]EFFECT: RANGE: Make a range attack with a range of 6 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 2 damage instead of normal damage. SINGLE-USE.

MP16-s106 Semi-Automatic
[E]EFFECT: RANGE: Make a range attack with a range of 6 that can’t be replaced or modified, targeting up to two opposing characters. If targeting two characters, they must be adjacent to each other. Hit characters are dealt 3 damage instead of normal damage. SINGLE-USE.

MP16-s108 Sniper Rifle
[E]EFFECT: RANGE: Precision Strike. Make a range attack with a range of 10 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 2 damage instead of normal damage. SINGLE-USE.

MP16-s109 Flamethrower
[E]EFFECT: RANGE: Make a range attack with a range of 4 that can’t be replaced or modified, targeting up to three opposing characters. If targeting more than one character, they must be adjacent to at least one other target. Hit characters are dealt 3 damage instead of normal damage. After resolutions, you may attach a Fire marker to each hit target, removing it from anywhere else. The Fire marker remains even if this power is lost. At the beginning of a character's turn that has the Fire marker, deal that character damage equal to the number of action tokens on them or remove the Fire marker if it had no action tokens. SINGLE-USE.

MP16-s110 Rocket Launcher
[E]EFFECT: RANGE: Make a range attack with a range of 8 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 4 damage instead of normal damage. After resolutions, deal 3 damage to each character adjacent to the hit target. SINGLE-USE.

MP16-s111 Gatling Gun
[E]EFFECT: RANGE: This action, this character has a range of 8 that can’t be replaced or modified. Make a range attack targeting a single opposing character. After the attack resolves, you may immediately make another range attack targeting another character that is adjacent to the last targeted character but was not already targeted this action. You may repeat this any number of times. Hit characters are dealt 3 damage instead of normal damage. SINGLE-USE.

MP16-s112 BFG
[E]EFFECT: RANGE: Make a range attack with a range of 8 that can’t be replaced or modified, targeting a single opposing character. The hit character is dealt 3 penetrating damage instead of normal damage. SINGLE-USE.

2017 WizKids Exclusives
MP17-006a Pym Particle Tank & MP17-006b Autopilot Pym Particle Tank
[E] Has the Police team ability printed on its base (both figures).

[E] Has the ;Plus; printed on its base (both figures).

MP17-006a Pym Particle Tank

[E] Has ;Improved-T; ;Blocking; instead of ;Improved-T; ;O-Blocking; .

MP17-007 Pym Pocket Tank
[E] …THAT CAN RETURN TO ITS ORIGINAL SIZE: When an adjacent friendly character attacks an opposing character, the attacker may modify its attack -1. If they do and hit, instead of normal damage, replace Pym Pocket Tank with WK MP17-006a Pym Particle Tank on its orange starting line with one of its squares adjacent to the target. If the attacking character is named Ant-Man, Giant-Man or Hank Pym, use the yellow starting line instead. When replacing this character, you may ignore characters and blocking terrain when placing it, then destroy any in squares it’s placed into. Any characters in squares it would be placed into are placed adjacent to it. After actions resolve, any characters placed in this way are dealt 2 damage.

F17-001 Juggernaut
E]UNLIMITED TELEPATHY, UNLIMITED MIGHT: POWER: Move in a direct path. After resolutions, Juggernaut can use Mind Control at no cost targeting all opposing characters he moved through regardless of range, line of fire, or adjacency.


2019 WizKids Exclusives
MP19-s003 Proxima Midnight's Spear
[E] This object has the Indestructible keyphrase.

[E] EFFECT: RANGE: Make a range attack with a range value of 6 targeting a single character. After resolutions, choose one: A hit character gains Immobile until your next turn -or- deal a hit character 1 penetrating damage
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Marvel Heroclix: Monthly Organized Play

Postby hcrulesteam » Mon Jun 06, 2016 4:41 pm

M16-001 Doctor Octopus
[E]THE ARMS OF THE OCTOPUS: At the beginning of your turn, give Doctor Octopus 2 Tentacle Pair tokens (maximum 2). // Modify defense +1 for every Tentacle Pair token. POWER: Remove 1 or 2 Tentacle Pair Tokens. Until your next turn, Doctor Octopus: can use Giant Reach:2, can use Flurry as FREE for each Tentacle Pair token you removed, and when he attacks, he deals his printed damage value instead of normal damage.

M16-003 Mysterio
[E]AH...BUT THAT WAS JUST AN ILLUSION: Mastermind, but can only choose his Mysterio Illusion bystanders.

M16-011 Shang-Chi
[E]TO FIGHT IS TO THRIVE: Precision Strike. POWER: Make a close attack. During this action, each time Shang-Chi hits and the attack resolves, he may make an additional close attack against the same target, modifying his attack -1 for each previous hit. Each attack deals 1 damage instead of normal damage.
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"Other" Heroclix: Wizkids Exclusives

Postby hcrulesteam » Mon Jun 06, 2016 5:04 pm

2016 WizKids Exclusives
TP16-002 Shredder
[E]This character has the "Foot Clan" keyword instead of the "Foot" keyword.

2017 WizKids Exclusives
No Entries
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Marvel Heroclix: Civil War

Postby hcrulesteam » Fri Sep 02, 2016 5:36 pm

002 Ironman
[E]I WANTED TO TALK, BUT...: Once per game, when Iron Man attacks a single opposing character, if he shares a keyword with the target, the target can’t use defense powers for this attack.

027 Hulkling
[E]DEFEND BILLY, NO MATTER WHAT: Adjacent friendly characters named Wiccan can use Mastermind, but can only choose Hulkling regardless of point value.

107 Cloak & Dagger
[E]Partners for Life: Dagger's actions don't count against your action total. At the beginning of your turn, you may remove Dagger from the game if she is adjacent to a friendly [Civil War] #107 Cloak & Dagger.
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Marvel Heroclix: Superior Foes of Spider-Man

Postby hcrulesteam » Fri Sep 02, 2016 5:36 pm

002 Black Mamba
[E]ESSSTANTIC TRANCE: FREE: Make a close attack targeting one opposing character occupying 1 of her Smoke Cloud markers, regardless of adjacency. When she does and hits, that character cannot be given a MOVE action till your next turn.

003b Captain Stacy
[E]SECRETLY FIGURED OUT WHO YOU REALLY ARE: Outwit. Characters that can’t use a power due to Captain Stacy’s Outwit can't use Outwit, Perplex, or Probability Control.

023b Anti-Venom
[E]I AM THE CURE: FREE: Choose a different power for each opposing character within 2 squares and line of fire. Each character can’t use the power chosen for them until your next turn.

043 Electro
[E]LIGHT YOU ALL UP: Energy Explosion. Precision Strike that may target more than one character. When Electro makes a range attack, if he has 3 original targets he deals penetrating damage.

046 Mephisto
[E]WORTHY OF MY FULL POWER?: If Mephisto is 45 points, he is KO'd when he crosses the red KO line. If he is 130 points, he has "Power Cosmic team ability", is not KO'd when he crosses the red KO line and can't be healed above the red KO line. Protected: Pulse Wave.

001 Spider-Man
[E]WEB SLINGSHOT: Hypersonic Speed. When Spider-Man uses it, before his first move, you may place him in a square of higher elevation within 4 squares and line of fire.

s101 Symbiote
[E] This is a special light object with the Immobile and Indestructible keyphrases.
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TMNT Heroclix: TMNT: Heroes in a Half Shell

Postby hcrulesteam » Wed Dec 07, 2016 4:26 pm

012 Irma
[E]IRMA?: If Irma is 25 points, she is KO'd if she crosses the red KO line. If Irma is 60 points, she is not KO'd when she crosses the red KO line. Protected: Pulse Wave

013 Fugitoid
[E]INVENTOR OF THE TRANSMAT: Phasing/Teleport with a speed value of 12. When Fugitoid uses it, he can use ;Passenger; :4, but only to carry characters that share a keyword with him.
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DC Heroclix: The Joker's Wild

Postby hcrulesteam » Wed Dec 07, 2016 4:26 pm

005ab Court of Owls Initiate
[E]RAISE THE DEAD: When Court of Owls Initiate is chosen for Mastermind, reduce damage taken by 1.

006 Thanagarian
[E]INVASION FROM THE SKIES: MOVE: Move up to 3 squares. After resolutions, one character carried during this action may be given a costed CLOSE action.

008 Green Arrow
[E]Green Arrow has the "Seven Soldiers" keyword instead of the "Seven Soldiers of Victory" keyword.

011 Court of Owls Assassin
[E]CLAWS OF THE PAST: Blades/Claws/Fangs, Stealth. Mastermind, but can only choose characters with the Court of Owls keyword.

033 The Joker
[E]C'MON BATS... IT'S THE OL' SQUIRTING FLOWER GAG: POWER: Make a close attack targeting a single opposing character within 3 squares and line of fire, regardless of adjacency. If the attack hits, deal that character 1 penetrating damage instead of normal damage.

038 Talon
[E]ASSASSIN OF THE COURT: Sidestep, Stealth. Mastermind, but can only choose characters with the Court of Owls keyword.

[E]UNDEAD AND UNDYING: Combat Reflexes, Regeneration. When Talon uses Regeneration, increase the d6 result by ‘2 minus the number of actions tokens he has’.

040 Sandman
[E]SLEEP GUN: When Sandman hits with an attack, after resolutions, he can use Outwit at no cost targeting the hit character. This use of Outwit lasts until the target clears, even if this power is lost.

043 Lady Shiva
[C]Lady Shiva has Precision Strike (pink circle with ;Fist; ) listed as a standard attack power on her card and has Precision Strike (pink colored box) in her attack slot on clicks 1-3 for the dial on the back of her card.

050 The Penguin
[E]THIS IS HOW I DEAL WITH THE BAT: Once per turn for all characters with this trait, if a character uses the Batman Enemy team ability to replace their attack value with The Penguin's, after resolutions, you may give a Robo-Penguin a MOVE action at no cost.

053b Jakeem Thunder
[E]YOU KNOW WHAT I’M THINKING, JOHNNY?: At the beginning of your turn, choose 2 standard powers, but only one of those powers may be a defense power, Hypersonic Speed, Outwit, Perplex, Pulse Wave, or Shape Change. Jakeem Thunder can use the chosen powers until your next turn.

056 Plastic Man
[E]TAG! YOU'RE IT!: Shape Change, but succeeds on a 4-6. When Plastic Man hits a single opposing character, after resolutions attach the Tag! marker to that character, removing it from anywhere else. A character with the Tag! marker that moves must roll for break away as if it was adjacent to Plastic Man and, if it is within range, can be targeted by Plastic Man with a close attack regardless of adjacency. When the character successfully breaks away, is hit with an attack, or Plastic Man fails a Shape Change roll, remove the Tag! marker.

060 The Joker
[E]HAAHAAHOOHUM... : When building your force, The Joker costs 10 points for each Escape token you place on his card (minimum 3, maximum 5). When the Joker heals or takes damage, remove one Escape token from his card for each green or red line crossed. When there are no Escape tokens on his card, KO The Joker. At the end of the game, or if The Joker is KO'ed, your opponent scores no points for The Joker and instead scores 10 points for each Escape token that was removed. Protected: Pulse Wave

[E]HOOHOOHOOHAAHAAHAA: At the beginning of your turn, roll a d6 and halve the result. When you do, either heal or damage The Joker that many clicks and he can heal past his starting line. The Joker can’t be chosen for Mastermind.

064 Bizarro Hawkgirl
[E]BIZARRO QUAKE: CLOSE: Make a close attack targeting all opposing characters within 2 squares, regardless of adjacency. After resolutions, hit characters are placed adjacent to Bizarro Hawkgirl.

S100 The Joker's Gas Canister
[E]The Joker's Gas Canister is a special object and has the GEAR symbol.

S001 Harley's Hammer
[E]Harley's Hammer is a special object and has the GEAR symbol.
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