Golden Age Errata & Clarifications

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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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TMNT Heroclix: TMNT: Shredder's Return

Postby hcrulesteam » Wed May 17, 2017 1:15 pm

011 Casey Jones
[E]GOONGALA!: Quake. After resolutions of an action in which Casey Jones moved a total of 3 squares or less, he can use Quake at no cost.

034 Shiva Shredder
[E]MULTI-ARM MENACE: CLOSE: Make up to four close attacks using Shiva Shredder’s printed attack value. Each hit character is dealt 2 damage instead of normal damage.

035 Shark Shredder
[E]SPELL OF REVERSAL: When an opposing character within 6 squares and line of fire makes an attack with an attack or damage value greater than its printed value, roll a d6 that can't be rerolled for each greater value.
3-5: That character uses its printed value instead.
6: That character uses its printed value -1 instead.
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Marvel Heroclix: Deadpool and X-Force

Postby hcrulesteam » Wed May 17, 2017 1:15 pm

057 Cannonball
[E]EXTERNAL: Once per game, STOP. Regeneration. Cannonball may use Regeneration as a DOUBLE POWER action and, if he does so, don't heal 1 less due to STOP and don’t halve the result.

064 Hulkpool
[E]SMASH WELL-DEVELOPED SENSE OF IRONY!: When Hulkpool hits a single opposing character with a close attack and his attack total is at least 4 greater than the target's defense value, after resolutions choose one: heal Hulkpool 3 clicks, or the target can’t use powers until your next turn.

Fast Forces
003 Fantomex
[E] The Convention Exclusive Premium Token version of the Uncanny X-Force Fast Forces E.V.A. bystander has the ;Standard; damage symbol instead of ;Tiny; (matching the printed version on the card that came in the Uncanny X-Force Fast Forces Pack for 003 Fantomex).

007 Deadpool, 008 Foolkiller, 009 Madcap, 010 Slapstick, 011 Solo, 012 Stingray, 101 Terror
[E]COLOR-COORDINATED: Outwit, but only to choose standard [Color] powers.
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Marvel Heroclix: Guardians of the Galaxy Vol. 2

Postby hcrulesteam » Wed May 17, 2017 1:17 pm

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Marvel Heroclix: Avengers/Defenders War

Postby hcrulesteam » Wed May 17, 2017 1:17 pm

010 Iron Man
[E]SYSTEM REBOOT: Once per game, Regeneration, but increase the amount healed by 1.

023 Wasp
[E]A NATURAL LEADER: Leadership as if Wasp were 100 points. When she uses it and succeeds, Action Total + 1 this turn.

039 Purple Man
[E]SURROUNDED BY WILLING VICTIMS: Mastermind. When Purple Man uses it, he may remove a Pheromone token from an adjacent opposing character, to choose that character instead.

040 Count Nefaria
[E]IONIC RESERVES: Invulnerability, Regeneration. When Count Nefaria uses Regeneration, if he has one action token, don’t halve the result.

041 Foggy Nelson
[E]TRUST ME... I'M A LAWYER: At the beginning of your turn, choose a friendly character of 150 points or less. Until your next turn, as long as the chosen character is adjacent to Foggy Nelson, they have PROTECTED: Outwit and opposing characters can’t negatively modify their combat values.

042 Gladiator
[E]TITANIUM SAWBLADE GAUNTLETS: Blades/Claws/Fangs. When Gladiator hits a single opposing character with a range attack, he may roll a d6. If he does, deal damage equal to the result instead of normal damage.

052 Hulk
[E]OK, 8TH SMARTEST: Outwit. Perplex, but only if no friendly character can’t use a power due to Outwit.

053 Iron Man
[E] Has the ;Wing; speed symbol printed on his base and card instead of ;Boot; .

[E]ALL MY DIFFERENT ARMORS MERGED INTO ONE: FREE: Choose any two standard powers, except defense powers. Until your next turn, Iron Man can use the chosen powers but can't use the speed or damage powers displayed on his dial.

064 Ghost Rider
[E]VENGEANCE WILL NOT BE DENIED: Sidestep. POWER: Move in a direct path. After resolutions, choose: 3 damage or 2 penetrating damage, then make a close attack targeting all characters Ghost Rider moved through, regardless of adjacency. Hit characters are dealt the chosen damage instead of normal damage and placed into a square that Ghost Rider did not move through adjacent to their current square.

065 Valkyrie
[E]ARAGORN, TO BATTLE!: POWER: ;Improved-M; ;Character; . Move in a direct path. After resolutions, Valkyrie can make a close attack targeting all characters she moved through, regardless of adjacency. Valkyrie can use Blades/Claws/Fangs for this attack, and if she does, roll a d6 for each hit character. These d6 rolls can't be rerolled.

066 Black Knight
[E]ATOMIC STEED, EBONY BLADE: POWER: ;Improved-M; ;Character; . Move in a direct path. After resolutions, Black Knight can use Exploit Weakness at no cost targeting all characters he moved through, regardless of adjacency.

101 The Man Without Fear
[E]THEY MUST STILL FEAR THE DEVIL FROM THE DARKNESS: Sidestep. Hypersonic Speed with a maximum speed value of 6, but only if The Man Without Fear occupies printed hindering terrain. When he uses Hypersonic Speed, if he doesn't end the action in hindering terrain, after resolutions deal him 1 unavoidable damage.
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DC Heroclix: Wonder Woman

Postby hcrulesteam » Sat May 27, 2017 6:19 pm

009 Raven
[E]TELEPORTATION: Give Raven a power action and choose an adjacent friendly character with the Mystical keyword or up to two adjacent friendly characters with the Teen Titans keyword. Place Raven in a square within 6 squares and line of fire and place the chosen characters adjacent to her.
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Marvel Heroclix: What If?

Postby hcrulesteam » Mon Jun 12, 2017 12:01 pm

006 Iron Lad
[E]MAKE YOUR DEATH LOOK LIKE AN ACCIDENT: Mastermind. When Iron Lad uses it, increase damage dealt by the attack to the chosen character by 1.

040 Goblin King
[E] INFINITY GAUNTLET: Give Goblin King a free action and choose two standard powers. Goblin King can use the chosen powers until your next turn.

[E]Goblin King has the following Trait:
;Star; Goblin King can’t use the Power Cosmic team ability if he started the game at 75 or 175 points.

046 Scarlet Centurion
[E]IMPRISON AND CURE SUPER-BEINGS: Incapacitate. When Scarlet Centurion uses it, hit characters can’t use powers until your next turn.

G001 Ameridroid
[E] The yellow point value on Ameridroid's HeroClix card is 100 instead of 125.
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