Heroclix: Mass Destruction Version 2.2
Heroclix: Mass Destruction is an alternate set of rules for Heroclix. It is a fan made artistic expansion designed to give players more accurate and
dynamic objects for use in combat. It is not intended for tournament play. All players must agree to its use prior to play. Heroclix: Mass Destruction is
designed exclusively for use with Heroclix game system, and uses the standard object rules with the following new keywords:
SUPER HEAVY (X):
This object counts as a heavy object. Characters holding this object or otherwise using it as part of an attack modify their stats as
listed below. A character must be at least 100 points and possess Super Strength in order to pick up or use this object as part of an attack. This object
must be placed in a number of squares of clear, hindering, or water terrain equal to X that are at least five squares away from any starting area during
setup. An object with the Super Heavy keyword that is being used as part of an attack using Telekinesis has all applicable range and line of fire values
reduced to 6.
Speed: -2
Attack: -2
Damage: +1
SUPER LIGHT:
This object counts as a light object. Any character may pick up and hold this object as if they possessed super strength. A character
may choose not to use this object as part of an attack. This object must be placed in clear terrain at least five squares away from any starting area
during setup. A super light object does not count as hindering terrain.
Directions:
Step 1: Print out the following pages. Use card stock if you can.
Step 2: Cut out the objects, following the square lines containing them. MAKE SURE YOU LEAVE THE BOTTOM OF THE OBJECTS CONNECTED.
Step 3: Fold them in half where they are joined and glue them together. To get a good seal, make sure you spread the glue evenly and don’t use too
much. You want a thin even layer over all of the back without getting the paper fully wet (so it doesn’t warp). Press the two halves together firmly for at
least five seconds while the glue sets. It’s a good idea to place the glued pieces on a table and run a flat ruler across them to get out glue lumps.
Step 4: To finish, cut the objects out of the squares and line the edges with a black felt tip marker. Make sure you trim both sides first to remove most of
the white. Then cut the cards out. You can either glue them together or just stick both in a card sleeve so it’s double sided. You’ve got your own set of
brand new special objects! You can also sub in 3-D versions of the larger objects if you can find toy trucks and rocks of the right size.
Heroclix: Mass Destruction is an artistic fan project inspired by a decade-long obsession with Heroclix. Thanks to Beard Boys: Heroclix for design
suggestions and playtesting. Thanks to Rebecca Winn and Dundjinni for graphics and design. Questions, suggestions, and ideas should go to
Super Heavy (4) When the Boulder is destroyed as part of an attack, or as the result of being the target of an attack, place four light objects in the squares it formerly occupied if it was destroyed as part of an attack, or place three light objects in squares adjacent to the attacker, and give one light object to the attacker.
HMD 001
15 POINTS
SPORTS
CAR
BOULDER
Super Heavy (4) When the Sports Car is destroyed as the result of being the target of an attack, place hindering terrain markers in the spaces the Sports Car occupied.
Any character occupying the same square as the Sports Car gains the following power (see reverse side):
HMD 002
20 POINTS
TANKER TRUCK
Super Heavy (9) When the Tanker Truck is destroyed (either as part of a successful attack or by an attack), roll a D6 and subtract 3. Each character within 3 squares of the Tanker Truck is dealt damage equal to the result.
HMD 003
25 POINTS
BASEBALL BAT
Super Light
. A character holding the Baseball Bat can
use Close Combat Expert, but only modifies their
damage by +1. A character hit by this power is
automatically knocked back 1 square in addition to the
normal effects.
10 POINTS
HMD 004
KATANA
Super Light.
A character holding the
Katana can use Blades/Claws/Fangs.
10 POINTS
HMD 005
NINJA STARS
Super Light.
A character holding the Ninja Stars can
use Energy Explosion as if they had a range of 4. When
they do, they get +1 to attack and may target one
additional enemy, and place Ninja Stars adjacent to one
of the targets of the attack.
5 POINTS
HMD 006
This object counts as a heavy object. Characters
holding this object modify their stats as listed on the
back of the object. A character must be at least
100 points and possess Super Strength in order to
pick up or use this object as part of an attack. This
object must be placed in a number of squares of
clear terrain equal to X that are at least five squares
away from any starting area during setup.
Speed: -2
Attack: -2
Damage: +1
SUPER HEAVY (X)
This object counts as a light object. Any character
may pick up and hold this object as if they possessed
super strength. A character may choose not to use
this object as part of an attack. This object must be
placed in clear terrain at least five squares away
from any starting area during setup.
Run ‘Em Down!: Give this character a power action. Move this character up to 8 squares, automatically breaking away and ignoring characters and hindering terrain. This character may use the carry ability during this movement. This character must end the movement in a space of clear grounded terrain. At the end of the movement, place the Sports Car under the character. Roll a d6 for each character moved through. On a 5 or a 6, deal that character one damage.
Super Heavy (9) When the Daily Planet Globe is destroyed as
part of an attack, or as the result of being the target of an attack, place four light objects in the squares it formerly occupied if it was destroyed as part of an attack, or place three light objects in squares adjacent to the attacker, and give one light object to the attacker. See reverse side.
HMD 007
20 POINTS
S.H.I.E.L.D. FLYING
CAR
DAILY PLANET GLOBE
Super Heavy (4) When the S.H.I.E.L.D. Flying Car is destroyed as the result of being the target of an attack, place hindering terrain markers in the spaces the S.H.I.E.L.D. Flying Car occupied. Any character occupying the same square as the Sports Car gains the following power (see reverse side):
HMD 008
30 POINTS
RADIOACTIVE CHEMICAL TRUCK
Super Heavy (9) When the Chemical Truck is destroyed (either as part of a successful attack or by an attack), roll a D6 and subtract 3. Each character within 3 squares of the Chemical Truck is dealt damage equal to the result. Characters dealt damage by this object roll a D6: on the result of 1-2 they can use Poison and Super Senses, on the result of 3-6 they get -2 defense for the remainder of the game.
HMD 009
30 POINTS
ESCRIMA STICKS
Super Light
. A character holding the Escrima Sticks
can use Close Combat Expert, but only modifies their
damage by +1. A character hit by this power is
automatically knocked back 1 square in addition to the
normal effects. See reverse.
15 POINTS
HMD 010
MURAMASA
Super Light.
A character holding the Katana can
use Blades/Claws/Fangs. If that character is named
Wolverine or Daken, or possesses the Martial Artist
keyword, that d6 roll can't be rerolled, and if that roll
is 6, the damage dealt is unavoidable damage.
15 POINTS
HMD 011
BATARANG
Super Light.
A character holding the Bataraing can use
Energy Explosion as if they had a range of 4. When they
do, they get +1 to attack and may target one additional
enemy, and place the Batarang adjacent to one of the
targets of the attack. A character holding the Batarang
with the either the Gotham City or Martial Artist keyword
gains the Sharpshooter ability.
15 POINTS
Run ‘Em Down!: Give this character a power action. Move this character up to 8 squares, automatically breaking away and ignoring characters and hindering terrain. This character may use the carry ability during this movement. This character must end the movement in a space of clear grounded terrain. At the end of the movement, place the Sports Car under the character. Roll a d6 for each character moved through. On a 5 or a 6, deal that character one damage.
A character with the S.H.I.E.L.D. keyword occupying the same square as the S.H.I.E.L.D. Flying Car gains the following power:
Into the Sky: Give this character a power action. The squares currently occupied by the S.H.I.E.L.D. Flying Car become elevated terrain until the beginning of your next turn.