Golden Age Errata & Clarifications

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Marvel Heroclix: Wolverine and the X-Men

Postby hcrulesteam » Wed Jun 01, 2016 9:54 am

Marvel Heroclix: Wolverine and the X-Men

#010 Shatterstar
[E]For the X-Portal trait, add to the end: “That character can’t be given a non-free action this turn.”

#013 Multiple Man
[E]Multiple Man’s dial has a special power appearing in the attack slot of clicks 3-4. He does not have Telekinesis.

#014 Rictor
[E]Seismic Shock reads: “Rictor can use Quake. He can use it normally, or he may instead use it to target each opposing character along a direct line of fire within his range. This line of fire gnores characters.”

#020 White King
[E]The second sentence of As Long As My Head Survives reads: “White King is removed from the map, and at the beginning of each of your turns, until White King is returned to the map, heal him of 1 damage.”

#040 Hope Summers
[C]Hope Summers’ Omega-Level Mutant power allows her to copy all powers possessed by the chosen adjacent character at the time the free action is given. If the dial changes, she keeps the pre-change powers.

#041 Spiral
[E]Dimensional Portal reads: “Give Spiral a double power action, remove all of her Gateway markers from the map and place 2 Gateway markers on the map. Place one in an adjacent square and the other may be placed in any square on the map. Starting with your next turn, give a friendly character occupying the square of a Gateway marker a free action and place it in the square of the other Gateway marker. ”

#046 Warlock
[E]While Warlock is a vehicle he possesses the Autopilot trait:
Autopilot - This vehicle may be given actions without a pilot. When it doesn't have a pilot and an action resolves during which it made an attack, deal it 1 unavoidable damage.

[E]RAM should read: "Give this character a move action to use ;Improved-M; ;Character; and move along a direct path. After actions resolve, make a close combat attack targeting all opposing characters whose squares were moved through. Each hit character is dealt this chracter’s printed damage value and then deal this character 1 unavoidable damage for each hit character."

#049 Black Queen
[E]Spend My Life Energy reads: “Give Black Queen a free action, and until your next turn modify all her combat values by +1 or a chosen combat value by +2. If you do, at the end of this turn, deal her 1 unavoidable damage.”

#050 Mojo
[E]X-Babies reads: “When an opposing character targets Mojo with an attack and misses, modify that character’s damage value by -2 until after they next hit an opposing character with an attack and that attack resolves.”

#053 Professor X and Magneto
[E]You’re a Mutant, Too? reads: "Professor X and Magneto can use Mind Control and Penetrating/Psychic Blast. Once per turn, when they hit with either one, after actions resolve they may use the other as a free action."

#056 Exodus
[E]Psychic Domination reads: "Exodus can use Penetrating/Psychic Blast and Telekinesis. Once per turn, if he hits an opposing character with one of them, he may use the other as a free action after actions resolve."

#057 Cyclops
[E]The last sentence of Phoenix Force Blast reads: "You may divide Cyclops’ damage among all hit characters and you may knock back any hit characters 2 squares."

#059 Colossus
[E]Phoenix Effect reads: “When Colossus hits a character with a close combat attack and that character isn’t knocked back, after actions resolve, deal 1 penetrating damage to that character and each other character along that direct line of fire. This line of fire ignores characters.”

#066 Iceman
[E]Glacial Wall reads: “Iceman can use Barrier. When he does, after actions resolve, make a close combat attack targeting each opposing character adjacent to a marker just placed. Each hit character is given an action token and is dealt 1 damage for each action token it now has, instead of normal damage.”

#067 Archangel
[E]Team Bonding reads: "If Archangel carried a friendly character this turn, either he or that friendly character may activate the X-Men team ability as a free action."

#071 Cannonball
[E]Ignition reads: "When Cannonball moves at least 3 squares in a direct line due to his own action, he can use Impervious and modifies his damage value by +1 until your next turn."

#080 Lockheed
[E]Lockheed has Energy Explosion, not Pulse Wave.

#102 Nightcrawler
[E]The last sentence of Shark to the Stomach reads: “For the rest of the game, even if this power is lost, that character can’t use that power.”

#201 Wolverine
[E]Snikt! Snikt! reads: “Wolverine can use Blades/Claws/Fangs. Once per action, if the result of his d6 roll is lower than his printed damage value, instead of dealing damage, he may make another close combat attack against the same character.”

[E]Healing Factor reads: “At the beginning of your turn, Wolverine may activate Regeneration as a free action.”

#205 Multiple Man
[E]Has the “S.H.I.E.L.D.” keyword, not “SHIELD.”

#T003 Excalibur
[E]Click 14 of the asset dial should have: [Kitty Pride face symbol] and [Team symbol] instead of any other symbols.

#T006 Hellfire Club: Inner Circle
[E]White King’s asset ablity reads: White King: If an action token would be given to Hellfire Club: Inner Circle, instead no action tokens are given. When Hellfire Club: Inner Circle takes damage, after actions resolve, roll a d6 and turn the asset dial that many times clockwise.
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DC Heroclix: Batman Classic TV

Postby hcrulesteam » Wed Jun 01, 2016 9:55 am

V001 Batmobile
[E]When using the Autopilot dial, this Vehicle has this Trait:
Autopilot - This vehicle may be given actions without a pilot. When it doesn't have a pilot and an action resolves during which it made an attack, deal it 1 unavoidable damage.
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Marvel Heroclix: Thor - The Dark World

Postby hcrulesteam » Wed Jun 01, 2016 9:56 am

Marvel Heroclix: Thor - The Dark World

003 Dark Elf Soldier
[E] HARROW RIDER: Dark Elf Soldier has ;Wing; and can use the Ram ability. When he uses Ram, his movement may be made up of 2 direct paths.

[E] RAM should read: "Give this character a move action to use ;Improved-M; ;Character; and move along a direct path. After actions resolve, make a close combat attack targeting all opposing characters whose squares were moved through. Each hit character is dealt this chracter’s printed damage value and then deal this character 1 unavoidable damage for each hit character."

013 Loki
[E]IMPRISONED BY GREED…: As long as Loki is on a countdown click, he can’t be moved, placed, targeted, assigned an action, or damaged, and at the beginning of your turn, you may turn his dial once to the right. If Loki is on a countdown click and no other friendly characters are on the map on non-countdown clicks, click Loki to click #4.
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Marvel Heroclix: Invincible Iron Man

Postby hcrulesteam » Wed Jun 01, 2016 9:56 am

Marvel Heroclix: Invincible Iron Man

001b Silver Centurion
[E]Pulse Bolt Torpedo: Once per game, give Silver Centurion a power action to put a Torpedo special terrain marker on the map in an adjacent square. When the Torpedo is on the map, you may give Silver Centurion a free action, put an Acceleration token on this card and then move the Torpedo equal to the number of Acceleration tokens on this card as if it were a character with [Wing] and [Improved Movement][Ignores Characters]. At the beginning or end of your turn, if the marker’s square is occupied by an opposing character, you must remove the marker from the map and make a close combat attack roll against that character with an attack value of 11 and a damage value equal to the number of Acceleration tokens on this card, maximum 7.

[C]The attack comes from the Torpedo token, not Silver Centurion. His combat values do not effect the Torpedo or the attack it makes.
[C]After an attack made by a Torpedo token, remove all Acceleration Tokens from Silver Centurion's card.

051 Iron Pharaoh
[E]GOLDEN FALCON, SOARING: When Iron Pharaoh is first placed on the map, place a Falcon special terrain marker in an adjacent square. The Falcon marker moves as if it is a character with the Flight ability.  Give Iron Pharaoh a free action to either move this marker up to 3 squares or until the end of the turn, Iron Pharaoh can draw lines of fire and count range (up to 3 squares) from the Falcon marker using Improved Targeting: Ignores Hindering Terrain, Ignores Elevated Terrain, Ignores Outdoor Blocking Terrain, Ignores Characters.

103 Absorbing Man
[E]Uru Metal: When Absorbing Man is dealt damage or healed, roll a d6 that can't be rerolled. Absorbing Man ignores the damage dealt or healed unless it is the same as the result of the d6. This power can’t be countered or ignored.

#201 Iron Man
[E]Helmet Heads-Up Display is a Defense Special Power, not a Damage Special Power.
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DC Heroclix: Superman and the Legion of Super-Heroes

Postby hcrulesteam » Wed Jun 01, 2016 9:57 am

DC Heroclix: Superman and the Legion of Super-Heroes

039 Bizarro
[E]ME AM NOT BIZARRO!: Bizarro costs 25 points for each Orrazib token you place on his card, up to 6 tokens. When Bizarro takes damage, remove one Orrazib token from his card. When Bizarro is healed through the use of Support, add one Orrazib token to his card (no more than the initial amount). When there are no Orrazib tokens on this card, KO Bizarro. At the beginning of your turn, roll a d6 and click Bizarro that many times. This ability can't be ignored.

048 Tellus
[E]LINK TELEPATHICALLY: Friendly characters with the Legion of Superheroes keyword and within 4 squares can draw lines of fire and count range from the square of any one friendly character within 4 squares of Tellus.

052 Highfather
[E]The Pact: At the beginning of the game, you may announce a pact. If you do, the highest point character on your force and the highest point character on your opponent's force (300 points or less) can't target opposing characters with an attack until one of them has taken damage from an attack or, they are the only 2 characters on the map, or your opponent only has one character on the map. This ability can't be ignored.

[C]This ability is a choice of who is affected and remains with those characters. If a character other than Highfather is replaced, this effect will transfer just like other effects.
[C]This effect ends if The Pact is lost. Carrying Highfather does not end the effect, similar to a character that is carried that created a barrier.
[C]You will choose the highest point character up to 300 points, even if there is a character that is more then 300 points.

099a Airplane
[E]Buzzing Blitzkrieg: When Airplane is attached to Toyman, opposing characters targeting Toyman with an attack decrease their attack value by 1 for each Airplane attached if not already modified by this effect.

099b Race Car
[E]They Double as Roller Skates: Toyman can use [Improved Movement][Ignores Characters] when Race Car is attached and modifies his speed value by +1 for each attached Race Car if not already modified by this effect.

099c Cymbal-Banging Monkey
[E]Distraction Toyman: can use Super Senses when Cymbal-Banging Monkey is attached, but only succeeds on a result of [6]. Add 1 to your result for each attached Cymbal-Banging Monkey if not already increased by this effect.

099d Teddy Bear
[E]Extra Stuffing: Damage dealt to Toyman is reduced by 1 for each attached Teddy Bear if not already reduced by this effect.

099e Superman™ Action Figure
[E]Distraction: Toyman has  when Superman Action Figure is attached. Toyman modifies his damage value by +1 if two Superman Action Figures are attached if not already modified by this effect.
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Marvel Heroclix: Captain America - The Winter Soldier

Postby hcrulesteam » Wed Jun 01, 2016 9:58 am

Marvel Heroclix: Captain America - The Winter Soldier

017 Captain America and Black Widow
[E]Working Together: When Captain America and Black Widow use the Duo Attack Ability, they may target more then one character with a ranged combat attack and ignore damage modifiers from the Damage Depletion Modifier.
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Marvel Heroclix: Deadpool

Postby hcrulesteam » Wed Jun 01, 2016 9:58 am

Marvel Heroclix: Deadpool

038 CopyCat
[E]INFILTRATE MY ENEMIES: Before placing characters in your starting area, you may choose an opposing character that is 100 points or less not named Copycat. Copycat becomes friendly to that character's force and that character becomes friendly to your force. Any game effects assigned to each of them is now assigned to the other. When Copycat fails a roll for Shape Change, uses Regeneration, or is knocked out, after actions resolve, this effect ends and any game effects assigned to each of them is now assigned to the other.

[C]Placement: Copycat physically begins the game in the starting area of the opposing player and is placed by that player just like any other character on their force. The chosen figure begins the game in the choosing player’s starting area just like any other character on their force.

[C]Scoring: Copycat and the chosen character become members of the opposing force for scoring purposes. This means that when Copycat is Ko’ed with INFILTRATE MY ENEMIES still in effect, the player opposing Copycat would score her Victory Points. Similarly, when the chosen figure is KO’ed with INFILTRATE MY ENEMIES still in effect, the player opposing the chosen figure will score its Victory Points.

[C]Effect Ends: INFILTRATE MY ENEMIES ends in a number of ways, all of which are stipulated in the power. The effect ends when Copycat fails a Shape Change roll, uses Regeneration, or is knocked out. The effect DOES NOT end if the chosen figure is knocked out.

043 Black Talon
[C]Black Talon’s Trait “Power of the Living Loa” can’t target characters that are on the map or on character cards.

[C]When Black Talon’s “Power of the Living Loa” removes a character from the game, it may not be targeted again by Black Talon through the use of this trait.

[C]No points will be scored for a character removed from the game through the “Power of the Living Loa".

057 Tiamat
[E]CHAMPION AND STEED: Once per turn, when an opposing character has taken damage from his attack and actions resolve, you may give Tiamat any action as a free action. When you do, after that action resolves, remove an action token from Tiamat.

061 Kingpin
[E]CLONE DEAR VANESSA FOR FOOD: At the beginning of the game, place a Vanessa token on this card. As long as that token is on this card, give Kingpin a power action to place a Food token on this card or the card of a single adjacent friendly character with the Z-Virus keyword, unless that card has 5 Food tokens. When Kingpin would be KO'd and before activating Zombie Hunger, remove the Vanessa token to place up to 3 Food tokens on this card, until this card has no more than 5 Food tokens.

102 Bill, Agent of A.I.M.
[E]MY HIGH-ENERGY FINDER THING: Give Bill, Agent of A.I.M. a power action and choose the highest-point opposing character. Until your next turn, that character can be targeted with a ranged combat attack by one friendly character adjacent to Bill, Agent of A.I.M. and line of fire for that attack isn't blocked.

201 Deadpool
[E]This character has Grey click numbers except for 1 which is Red, 3 which is Blue, and 5 which is Yellow.

202 Daredevil
[E]This character has Grey click numbers except for 1 which is Red, 3 which is Blue, and 5 which is Yellow.
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DC Heroclix: War of Light

Postby hcrulesteam » Wed Jun 01, 2016 9:59 am

059b Galius Zed
[E]This character is a Prime character and has a Green ring on its base.

060 Black Hand
[E]Entity Possession When Black Hand is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Black Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

061 Entity
[E]Entity Possession When Entity is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the White Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

062 Ion
[E]Entity Possession When Ion is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Green Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose up to 2 different powers on the equipped dial and up to 2 different combat values on the equipped dial higher than this character’s same printed combat value. This character can use those powers and modifies those combat values by +1 until your next turn or clicked.

[C]The ENTITY POSSESSION trait and the I AM ION, INCARNATION OF THE CORPS trait have been combined into the one "equipped" effect.

063 Ophidian
[E]Entity Possession When Ophidian is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Orange Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

064 Proselyte
[E]Entity Possession When Proselyte is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Indigo Tribe keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

065 Parallax
[E]Entity Possession When Parallax is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Sinestro Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

066 Butcher
[E]Entity Possession When Butcher is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Red Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

067 Adara
[E]Entity Possession When Adara is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Blue Lantern Corps keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

068 Predator
[E]Entity Possession When Predator is KO’d or if you pay 25 points when building your force, equip this character to a friendly character and link it to that character’s dial.

EFFECT: This character has the Star Sapphire keyword. At the beginning of your turn or after this character is clicked, you may choose 1 power on the equipped dial and 1 combat value on the equipped dial higher than this character’s same printed combat value. This character can use that power and modifies that combat value by +1 until your next turn or clicked.

Sniper Rifle (all colors)
[E]This character’s range value becomes 10 (before any other replacement values).
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DC Heroclix: The Flash

Postby hcrulesteam » Mon Jun 06, 2016 5:09 pm

005 A.R.G.U.S. Agent
[E]This character has a printed 6 range value.

057 Magenta
[E]SENSE THE IRON IN YOUR BLOOD has the + symbol instead of ☆ on character card.

206 Captain Boomerang
[E]LIFE & DEATH & BEYOND: If Captain Boomerang is 115 points, he begins the game on his green starting line. If Captain Boomerang is 55 points, he begins on either his green or red starting line and is KO'd normally or if he crosses a red KO line.
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Marvel Heroclix: Avengers: Age of Ultron (Movie)

Postby hcrulesteam » Mon Jun 06, 2016 5:10 pm

[E] HIDDEN PROGRAMMING: Once per game, when Ultron Prime would be KO'd, roll a d6 that can't be rerolled. On a result of 5 - 6, instead of being KO'd, place him in your starting area on his blue starting line.
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