HeroClix Campaign The Core Rules

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Revision: 11/3/2008 General Introduction for Players What is a HeroClix Campaign? In the Campaign, you build a team from a list of characters designed around comic based groups or themes. The campaign is played as a series of HeroClix matches, where you maintain the same team, gaining Victory Points to upgrade current characters and buy new team members. Characters are organized by what figures represent them and the upgrade path they can take. Teams also upgrade, unlocking more powerful or less directly associated members later in the campaign. Your team will progress from a 400 point initial team to about 1000 points by the end of the campaign. Victory Points are awarded by the Judge after each match. The scenario objectives determine how many points are allocated to each player. A campaign will normally be played over successive days, with several matches played in a day. Playing in a campaign requires a commitment to attend the event days and an investment of time between game days to report results and correctly upgrade your team. The campaign adds an additional layer of complexity to the basic HeroClix game and requires a Clix collection support your team choice; Campaigns are not recommended for players who are completely new to the game. The Files What to Expect on a Campaign Day You will be changing your team between matches. Creating a team from your available members quickly will be an important skill. The matches are timed and have a maximum number of rounds (usually 10 12). This document contains the Core Rules. These are additions or changes to the standard rules. The Team Lists are separated by universe (Marvel, DC and Indy). These list the teams available, special rules, the figures available to your team when a Campaign begins, and team progressions. The Figure Lists (by universe) have the figures for each character, including which ones you can begin the campaign with. The Appendix contains material for Judges, but may be of interest to players. Your Judge may also have additional documents specific to the campaign being run. You will build your team, set up, and begin play all on the clock. If upgrades are permitted between matches, those are on the clock too. Don t bring Battle Field Conditions, Special Objects or 3 D Objects. They are not used.

The first section (Starting The Campaign), relates to what you will need to do before the campaign begins. The next sections (Figure and Character Types, Powers and Abilities) contains changes or additions to the standard HeroClix rules in relation to playing your campaign matches. The next sections (Upgrading Characters & Team, Feats) are about buying upgrades. The Team Sheet is explained in the last section. Starting The Campaign Before you choose a team, skim the Core Rules and carefully review the Team and Figure lists. Consider what figures you own and pick a team appropriate to your collection. To build your initial Campaign Team, you will need the Team List for your team and the Figure List for that team s universe. 1 Building Your Campaign Team Your Team Roster is the list of figures available to build a team for a match. You will field teams built from this list of available members. Your initial Team Roster consists of up to 400 points of figures chosen from the Core Members of your chosen team. Initial team figures must be Level 1 Core Members. This is generally figures under 100 points, but for some teams or figures there is slight flexibility. Ignore REV/U/LE. These are referenced in the Figure Lists for identification, but are not otherwise relevant to a Figure s Level. Unless otherwise stated, only one of each character is permitted on a team. Even if a character can be represented by one of several figures, only one is permitted on a team. Feats may not be bought before the campaign begins. The Team Lists have a small icons to indicate standard notes: TA Default Team Ability, each campaign team has a default team ability (and usually a Team Symbol). Figures that have the default team symbol have the team ability listed (which may differ from the normal rules). Figures that do not have the default team symbol may buy it later. SR Special Rules that apply to that team. The rules within the team lists may override standard or campaign rules. Please read these carefully. Core Members may be bought before the campaign begins. A B C Team Unlock Level prerequisites are listed here. These figures are not available at the beginning of the campaign. ST Secondary Team unlocking rules and which teams may buy them. Secondary Teams may not be bought before the campaign begins. 1-1 Banked Points Your initial team must not be over 400 points, but may be under. Up to 30 Points of Team Build may be banked. Banked Points are put in the Initial Bank field on your Team Sheet. They are treated as VP points available (you can spend them later). 2

Character and Figure Types Characters are represented by one or more HeroClix figures. The Figure Lists show upgrades for each character. Even, if a character has different figure names during its progression, it is the same character. 2 Named Characters Named characters have a specific identity. They represent a unique individual. Characters are assumed to be Named, unless stated otherwise in the team listings. You may only have one of each named character on your team. Even if a character can be represented by different figures, you may only have one of those figures on your team. 3 Mooks (Generic Characters) Mooks represent characters with no specific identity (minions and agents). Characters considered mooks are listed in the Special Rules section of the team descriptions. Mooks can be bought in unlimited quantities. LE versions of mooks are Named Characters. When a mook upgrades to a Named Character, it no longer follows any of the rules for mooks. Mooks may buy Feats. Mooks can be Team Leaders or Lieutenants. Mooks can use three KOs as a survival. They use survivals as normal. If a team has a large number of identical mooks, treat each group of identical mooks as a pool and evenly distribute survivals and KOs to the fielded figures. 3-1 Mook Actions For every full 4 mooks fielded, your team gets 1 mook action. These actions are in addition to the number of actions allocated by the scenario, but are tracked separately. Mook actions can be any kind of action but can only be used by mooks. Non mook figures (including LE versions of mooks) can not use mook actions. Mook actions are calculated at the beginning of each match. Mooks not on the map at the beginning of the game do not affect mook actions. Losing mooks during a match do not affect mook actions. If your team has 12 mooks on it, and 11 are fielded, you have 2 Mook Actions. If 2 mooks get KO d, you still have 2 Mook Actions. Mooks can use actions from both the normal allotment for a team and mook actions. Leadership generated by mooks are standard actions and can be used by any type of figure. 4 Multiple Characters Characters listed as Multiple may be bought more than once, allowing more than one per team. Each separate version is treated as a completely different character for upgrading and quotas. Multiple characters are treated as Named Characters except as noted. They are not mooks. 3

5 Bystander Tokens (Pogs) 4 Bystander tokens are only included on the Figure Lists when they can progress to a dial figure. Treat them as a level 1 figure if they are not listed. Where there are different bystander tokens for the same character, choose which one you are buying in the same way as for figures. Bystander tokens can use level upgrades. Bystander tokens can not buy team symbols. Non bystander figures, add +2 to break away attempts against bystanders. Normal figures only fail on a roll of 1, while Giants and figures with Plasticity automatically succeed in breaking away from bystanders. 6 Giant Figures Giants may carry friendly figures even if they have a token. Giant figure can use powers and team abilities as if they had a 2 square adjacency. A Giant can use Defend or Batman Enemy TA on figures up to 2 squares away. 7 Powers Powers and Abilities The campaign uses standard HeroClix rules for powers and abilities except where noted. Ignore the powers and abilities listed on HorrorClix (for Marvel Zombies) and AlphaClix cards. The following powers are modified for the Campaign: Close Combat Expert can be used to destroy walls and blocking terrain. Figures with CCE have 3 options when given a close combat action: add +2 to their damage value (as per normal), add +2 to their attack value, add +1 to their attack and damage values Flurry can be used with Incapacitate. Force Blast can be used as a Ranged Combat Action requiring an attack roll. Multiple targets are permitted, but only one figure can be affected. The knockback can be determined by rolling 1d6 or by using the figure s base damage value. Ranged Combat Expert: RCE can be used to destroy walls and blocking terrain. Smoke Cloud: After using smoke cloud, the figure may move one square. It may not begin or end this movement adjacent to an opposing figure. Steal Energy: Steal Energy heals a number of clicks equal to the damage dealt, with a maximum of the attacker s base (unmodified) damage. Steal Energy can be used with either close combat or ranged combat attacks.

Jumping From Elevated Terrain A figure can willingly jump off of elevated terrain. This requires all of the figure s movement, so it must be adjacent to an edge of elevated terrain. If adjacent to an opposing figure, a break away roll must be made. The figure jumping can land in any unoccupied grounded square next to the square it is in. A jumping figure takes damage as if they had been knocked off elevated (2 damage that can be reduce and is ignored by Combat Reflexes). Mastermind can be used if there is an available figure adjacent to the landing square. 8 Keywords and Theme Teams The Campaign games do not use the Keyword Theme bonuses. You do not get Theme Team rerolls or any of the other benefits of fielding a Theme Team. Keywords are used for Special Powers and Feats which reference them. Upgrading Your Characters & Team 9 Team Build Points and Victory Points Team Build points (TB points) count directly towards a figure s point total when you field a team. These are the standard HeroClix Team Build points. Victory Points (VP) are awarded by the Judge after each match. The scenario objectives determine how many points are allocated to each player. Victory Points Spent (VPS) are the Victory Points spent on upgrades. These points do not factor into the Team Build (cost to field a figure), but are an important campaign currency. They are not used to calculate team unlocking, only TB points are. When spending VPs on upgrades, some points count towards your Team Build (TB points), but always count towards your Victory Points Spent (VPS). A Level 1 figure costing 40 points with the Pounce Feat card on it at 15 points would equal 55 points of Team Build. That figure s VPS points would be 70 points, because the feats cost double for Level 1 figures. VPS calculations are always rounded up. 10 Survivals Surviving a match is a form of currency for character upgrades. When a character is used in a match, record if it survived or was KO d on your team sheet. On your Team Sheet use an X for KO s and an O for Survivals. Upgrades cost a survival in addition to any Victory Point costs. All banked survivals are lost when a figure upgrades or spends survivals. Mooks treat 3 KO s as a Survival. Banked KO s are lost by upgrading, just like survivals. 5

6 A maximum of 2 upgrades are permitted per figure in a tournament day. If an upgrade costs more than one survival, the figure may still upgrade another time during the same day. If a figure survives three matches during a tournament day, it can still only upgrade twice during a tournament. 11 Upgrading Character Levels Characters upgrade according to the Figure Progression Lists. When a character upgrades to another figure, it is still considered the same character, even if the name on the dial changes. Upgrading a character s level costs a survival and Victory Points equal to the current figure s Team Build of the figure and the new figure s TB. To upgrade a Level 1 Moloid (6 TB) to level 2 (8 TB) would require 2 VPS. If there are multiple figures available at a level, you may choose any in that level. If the figure that you are upgrading to is less points, any extra points are lost. You do not bank points for upgrading to a lower TB figure. A character may upgrade to a higher point figure at the same level, but it still costs a survival (and the difference in point value between the 2 figures). You can choose to demote a figure to a lower level, but once this is done, the figure can no longer be upgraded to a higher level. It can still buy Feats and a Team Ability. 11-1 Level Locked Upgrading Some characters do not have three levels of upgrades yet you may want to upgrade them. You can keep a character as the same figure, but upgrade it to a higher level. This is a Level Locked Upgrade. Instead of VPS, level locked upgrades cost a number of survivals equal to their new level. To level locked upgrade to level 2 costs two survivals, Level three cost 3 survivals and Level 4 costs 4 survivals. Once a character uses level locking it may not later use the standard upgrading system, it may only make further level upgrades using level locking. Indicate that a character is level locked by putting LLx in the notes column of the team sheet, where x is the listed level of the figure. Put the effective level in the Lvl column. You want to keep Dr. Octopus as the CT Experienced, but want to make him Level 3. By spending three survivals, the figure is upgraded to level 3, but stays as the same figure. On the team sheet, in the Level Column, list the figure as Level 3; Under the notes column, put LL2. 12 Upgrading Your Team and Team Quotas There are team quotas that restrict how characters within a team may upgrade. Basically you must upgrade half your team before upgrading to the next level. You can upgrade figures to level 2 with no quota restrictions. To upgrade a character to level 3, you may not have more characters at level 1 than at level 2 after the upgrade.

To upgrade a character to level 4, you may not have more characters at level 1 and 2 than at level 3 after the upgrade. If you have ten characters on your team, for one to be Level 3 at least five remaining members have to be Level 2. If you wanted three of your ten character team to be Level 3, at least four would have to be Level 2 ( 7 / 2 = 3.5, round up to 4 ). So out of ten characters, five Level 2 characters would not be enough for a level 3 upgrade, because as soon as the one of the Level 2 figure becomes Level 3, you have violated the quotas. You would have four Level 2 and one Level 3 characters out of ten. Out of twelve characters, at least seven would have to be level 3 for a level 4 upgrade to be available. That leaves five characters who could be either of Level 1 or 2. If at least half your team is Level 3 or 4, Level 1 and 2 figures can upgrade without quota restrictions. Leaders and Lieutenants count towards team quotas, but can ignore them when upgrading. You can have your Leader at level 4 while the rest of your team is only level 1. You can always buy new level 1 characters. If you violate team quotas by buying a Level 1 figure, you must upgrade characters to meet the quotas prior to other upgrades. 12-1 Team Unlocking Levels Some teams have members that are more powerful or less associated with the team. They are available later in the Campaign through Team Unlocks. The Team Unlocking Level determines what figures are available to a team initially and what prerequisites are needed to unlock other figures. Team lists show up to four columns of Unlock Levels. Core Members are characters that are available before the campaign begins. They can also be bought anytime after the fist match. Up to three additional columns of Unlock Levels A B C may also be shown with prerequisites for unlocking them. These characters are not available until the prerequisites have been met. TB points count towards Unlocking pre requisites, VPS are not used. 13 Buying Your Team Symbol Each campaign team has a team symbol and team ability associated with it. Characters are considered members of the team even if they do not have the team symbol. Only members who have bought the team symbol may use the team ability. (For Wild Cards, read the team ability carefully.) The Team Lists indicate the default team symbol (if any) and team ability associated with that symbol for each team. Most Campaign team abilities are the same as the PAC, but some are modified and unique to the Campaign. A team member with the default team symbol has the campaign team ability automatically. This may replace the normal team ability from the PAC. 7

8 Members without the default symbol may buy their team symbol. Some teams do not have a default team symbol and all members must buy it. Team Symbol Costs Buying a campaign team symbol replaces the figure s printed team symbol, even if the figure changes team symbols when it later upgrades. Current Level Level 1 Level 2 Cost 8 VPS 4 VPS Level 3 2 VPS Buying a Campaign team symbol costs a survival and counts as an Level 4 0 VPS upgrade. A character s level determines the VPS cost of buying the campaign team symbol. A bought team symbol does not affect a figure s Team Build points unless noted in the Team Lists as costing TB points. It is recommended that small circular colored stickers be used to identify figures who have bought the team symbol. 14 Buying Feats A figure may only have one Feat. Feats cost a survival to buy and are treated as an upgrade. The Team Build points for Feats is as listed on the feat card (or the Modified Feat List below). Once bought, the TB for a feat must always be included when fielding the character, even if the figure is ineligible to use the feat. Feats cost additional VPS for characters under level 3. These points are not redeemed if the character upgrades. Always use the most current text and rulings for feats. Some feats are modified for the campaign and some are limited to one figure per team as noted in the Modified Feat List below. Unless noted below, all feats are available in the campaign. There is no retirement. You may choose to drop a feat from a character permanently. Once done, this can not be reversed. Dropping a feat re opens a feat slot for the character, but VPS points spent on the feat are lost. If a new feat is bought, it is paid for as normal. You do not need to own the feat card to use it in the campaign, but you will need a photocopy or print out of the text. If there is a disagreement and you do not have a copy available, you may be denied from using the feat during a match. If a feat is based on a Keyword, always use the current figure s Keywords, which may change if the character upgrades. Characters may not buy keywords. 14-1 Team Feats Some feats affect the whole team rather than just the individual it is assigned to. A team feat can only be bought by a figure who meets the prerequisites. Once bought, a team feat can be fielded like a figure and is a part of your Team Roster; The figure who bought the team feat does not have to be fielded. When fielded, a team feat may be used by any figures who meet the prerequisites. * TAs cost a survival to buy. ** Lieutenants halve this cost. Character Level Extra VPS for Feat 1 cost of the Feat 2 ½ cost of Feat 3 or 4 0 Team feats which normally have a variable point cost are fixed at the listed cost, regardless of the number of figures who use it or the current team build.

Regardless of the card text, KO points from team feats are gained by an opponent when all eligible figures are KO d. 14-2 Alternate Team Abilities Alternate Team Ability feats are not used in the Campaign. Team Lists have rules for team abilities, and some of these are equivalent to ATA feats. Mercenary is not available for the same reason. 14-3 Modified Feat List Brilliant Tactician: One per team. Subtract 5 TB points from the cost if assigned to the Team Leader, and 3 TB points if a Team Lieutenant. Camouflage: This feat also works when a figure on grounded terrain is adjacent to elevated terrain. Contingency Plan: One per team. Mook Actions do not count towards this card, only regular team actions. Fastball Special: Team Feat. Only 8 TB points for a team with Colossus and Wolverine on it. Available to any member of the team meeting the prerequisites. It is not discarded when used. Only the throwing figure makes a power action. The thrown figure is treated as if it had been carried. The thrown figure may take an action before being thrown. A figure with Super Strength can be holding an object while throwing another figure using the Fastball Special. A figure cannot be holding an object while being thrown. In Contact With Oracle: Only teams with Oracle recruited can buy this Feat. If only one figure is fielded with this feat, the TB cost is calculated to field the character, but the feat may not be used (as per the feat card). Oracle may only be put on the card if at least two figures with ICwO are fielded and she is at least Level 3. Inspiring Command: Team Leaders with Inspiring Command can use this Feat on higher pointed figures than themselves. Large Object: Team Feat. 10 TB points. Lazarus Pit: Only teams with Ra s Al Ghul or Kobra recruited may buy this Feat. Nova Blast: One per team. Subtract 5 TB points if it is bought for The Human Torch. Passenger: Figures with Phasing/Teleport do not take push damage from this Feat. Protected: One per team. Revenge: Fixed at 10 TB points regardless of the Team Build. Rip It Up: Team Feat. 20 TB points. Sidekick: Only the sharing character uses a feat slot and pays the TB cost when this card is bought, but BOTH figures must be designated. Both figures must be fielded to benefit from the feat. Leaders can use Sidekick with any figure no matter what the point value. Tactics: 10 TB points. Extra actions from Leaders or Lieutenants with Tactics stack in the same way as those from Leadership. Taunt: Only 10 TB points (enjoy). 9

10 Trick Shot: One per team for figures with RCE. An unlimited number of figures using Plasticity only may buy this Feat. Warbound: Not available. It is the Team Ability for the Hulk Warbound team. 15 Team Leaders & Team Lieutenants You do not have to declare a Team Leader or Lieutenants, but there are certain advantages in doing so. A team leader or team lieutenants may: use certain powers and feats with added benefits over other characters. upgrade without being constrained by the team quotas. have more than one feat. have special advantages in certain scenarios. Extra Leadership actions from Team Leaders and Team Lieutenants stack with rolls from other characters. Multiple non Leader/Lt rolls do not stack. If a team has a leader and lieutenant each with leadership and two other characters with leadership and all of them make their rolls, the team will have 3 extra actions. It does not cost VPS or Survivals to declare a Leader or Lieutenant, but the character must have played in at least one match (regardless of whether or not it survived). Once a Team Leader or Lieutenant is declared, it cannot be changed. 15-1 Team Leader When nominated as Team Leader, the character may take the campaign team symbol immediately for free. This replaces any team symbol printed on the dial. A Team Leader can buy up to 3 feats. A Team Leader with Mastermind can transfer damage to higher point figures 15-2 Team Lieutenants You may declare up to two Team Lieutenants. You do not have to have a Team Leader first. Team Lieutenants may buy up to 2 feats. Team Lieutenants pay half the VPS for their team symbol. 15-3 Penalty for KO d Leaders and Lieutenants Each time your Leader is KO d, you lose 3 Victory Points from the match. Each time one of your Lieutenants is KO d, you lose 2 Victory points from the match. These point totals are cumulative during a match. If a Leader or Lieutenant is KO d and brought back during a game, subsequent KO s do not incur and additional VP penalty. A total penalty of 7 (3+2+2) per match is possible. 16 Buying Secondary Teams Secondary Teams are teams that do not have enough TB points or members for a full campaign team. These teams may be bought as an addition to the Primary Team. Secondary Teams have Secondary Team beside the name on the Team List.

Requisites to buy a Secondary Team are listed under the ST entry on the Team Lists. Once bought, Secondary Team members become part of the primary team for all purposes (including quotas, feats and mook actions). Unless otherwise noted, a Secondary Team is considered part of the Unlock Level A of any primary team listed under the Secondary Team rules. List any Secondary Teams bought under the figure listing on the team sheet, with the VPS points spent in the VPS column. 17 Duo Figures Duo Figures with one or no corresponding single characters are part of a normal figure progression for the character. Duo Figures that are two characters available separately require that the individual characters be bought first and then combined to form the Duo Character. These are indicated on the Figure Progression Lists. 17-1 Upgrading two characters to a Duo Character Duo Figures which combine two characters available separately, are on the Figure Lists with the name and minimum Level of the separate figures required to buy the Duo Figure. Robin Level 2 and Batman Level 3 are the prerequisites for buying the Batman and Robin Duo Figure. Combining two characters into a Duo figure requires one of the characters to spend a survival, but it wipes out any banked survivals for both character and is considered an upgrade. To calculate the cost a Duo Character, use the combined TB of the separate figures as the current level and TB cost of the duo figure as the new level. If the combined cost is under the Duo Figure cost the difference must be spent in TB Points to upgrade to the Duo Character. If the combined cost is more than the Duo Figure cost, any remaining points are lost. Feats bought for the single characters or Duo Character are kept and must be calculated when fielded regardless of pre requisites. A Duo Character may not buy additional feats if in excess of the number normally allowed, but it retains any feats the individual characters had. Indicate the levels of the individual characters, as they will return at those levels if later split. 17-2 Splitting a Duo Character A Duo Figure that has not used Level Lock to upgrade can be split back into the single characters that formed it. The Duo is replaced with individual figures of the same level as when the Duo was formed. If the combined cost of both single figures is under the Duo Figure cost the difference in points is lost. If the combined cost of both single figures is over the Duo Figure cost the difference must be paid in VPS. If a Survival is available to the Duo Figure at the time it is split up, one of the two single figures can upgrade immediately, otherwise the survivals are lost. 11

12 Feats are assigned to the individual characters when the duo is split, even if the individual figures don t meet the prerequisites. The Campaign Sheets 18 How to Use the Player Sheet Figure Name: If the character has several names, use the one for the current figure. Secondary Teams go here as well. Set: Which Set the figure is from (for identification). Use the acronyms provided on the Figure Lists. Lvl: The character s current Level (1 to 4). If the character has been level locked, put the effective level. TB: Team Build points, the cost to field the figure. Feats/ TA/ Leader: List Feats, TA, Leader or Lieutenant status and Level Locking. VPS: Victory Points Spent. Put the VPS only in the left column and the total of TB + VPS in the right column. Numbered Columns: Use these to track survivals earned per match and those spent. If a figure survives a match mark an o and if it is KO d marked an x. When a survival is used, shade in the square it was used and cross out all previous survivals. TB Points: The total Team Build points. Used as pre requisites for team unlock levels and Judge info. Team Points: The total Victory Points including initial build and points spent, not including banked points. Initial Bank: The remainder from your 400 point initial team build, up to 30 points. These are calculated as VP gained. Use the blank box for notes or listing special equipment gained. Win / Loss / Tie: Listed as either a W, L, or T for each match. VP Gained in Match: Victory Points awarded by the judge for the match. Team Points: This is the total Victory Points gained by the team (including Initial Bank). VP Spent: This column tallies the total Victory Points Spent. VP Available: Subtract the Points Spent on Upgrades from the Victory Points. If there is any doubt/confusion about a teams accounting, take 400 minus the Initial Bank, then add the Points Spent on upgrades.