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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

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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.

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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.

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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

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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.

Once per turn, one character with the

Metropolis keyword within 4 squares of

the Daily Planet Globe can use

Leadership if it can’t already.

A character with the Batman Ally team ability and holding

the Escrima Sticks can use Ranged Combat Expert, but

only modifies their damage by +1.

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