Heroclix Team Abilities

MARVEL/DC HEROCLIX TEAM ABILITIES ONLY
Batman_LeeMarvel_AvengersInitiativeAVENGERS INITIATIVE Characters using the Avengers Initiative team ability treat hindering terrain as clear terrain for movement and line of fire purposes.

AVENGERS When you give a character using
the Avengers team ability a move action, it does not count toward your available actions for the turn.
DC_BatmanAlly_doubleBATMAN ALLY A character using the Batman

Ally team ability can use
Stealth.

 

DC_BatmanEnemy_doubleBATMAN ENEMY Characters using the Batman Enemy team ability may replace their attack value with the unmodified attack value of an adjacent
friendly character using the
Batman Enemy team ability.
Marvel_MagnetoBROTHERHOOD OF MUTANTS When you give a character using the Brotherhood of Mutants team ability a move action, it does not count  towards your available actions for the turn.
DC_CalculatorCALCULATOR Characters using
the Calculator team ability
are wild cards.
DC_csaCRIME SYNDICATE Characters using the Crime Syndicate team
ability can use Probability Control. When a roll is ignored because of this
team ability an action token must be placed on a friendly character on the
battlefield or the roll is not ignored. Uncopyable.
Marvel_DefendersDEFENDERS Characters using the Defenders team ability may replace
their defense value with the unmodified defense value of an adjacent friendly
character using the Defenders team ability.
Marvel_FantasticFourFANTASTIC FOUR When a character using the Fantastic Four team
ability is KO’d, each other friendly character using the Fantastic Four team
ability may be healed of 1 damage. If all remaining characters using the team
ability are KO’d as par t of the same action, this team ability can’t be used.
DC_greelanternGREEN LANTERN CORPS When using the Carry ability, characters
using the Green Lantern Corps team ability may carry up to 8 friendly
characters.
Marvel_HydraHYDRA When a character using the Hydra team ability is adjacent to a
friendly character making a ranged combat attack, modify the target’s defense value by -1 if the target is within line of fire of this character.
DC_KC_HypertimeHYPERTIME Whenever an opposing character given an action attempts
to move from a non-adjacent square into a square that is adjacent to a
character using the Hyper time team ability, it must roll a d6. On a result
of 1-2, the opposing character cannot move to any square adjacent to the
character using this team ability that turn. Characters using this team ability
ignore it on opposing characters.
DC_InjusticeLeagueINJUSTICE LEAGUE Whenever a character using the Injustice League
team ability attacks an opposing character that was attacked by another
character using the Injustice League team ability this turn, the action does not
count toward your available actions for the turn.
DC_JLAJUSTICE LEAGUE When you give a character using the Justice League
team ability a move action, it does not count toward your available actions
for the turn.
DC_JsAJUSTICE SOCIETY Characters using the Justice Society team ability may
replace their defense value with the unmodified defense value of an adjacent
friendly character using the Justice Society team ability.
DC_LegionOfSuperheroesLEGION OF SUPER HEROES Characters using
the Legion of Super Heroes team ability
are wild cards
Marvel_MastersOfEvilMASTERS OF EVIL When a character using the Masters of Evil team ability has two action tokens on it, it may still be given a non-free action. If you do, deal it one unavoidable damage after the action resolves. At the end of your turn, don’t remove action tokens from a character that used this team ability this turn.
Marvel_DoomMINIONS OF DOOM Characters using
the Minions of Doom team ability
are wild cards.
DC_MysticsMYSTICS When a character using the Mystics team ability takes damage
from an attack, the attacker is dealt 1 unavoidable damage. This damage is not
an attack.
DC_OutsidersOUTSIDERS Give a character using the Outsiders team ability a free
action to choose a character (including itself) within 10 squares and line of
fire. Until the beginning of your nex turn, the chosen character’s combat
values can’t be modified. Uncopyable.
DC_PDPOLICE When a character using the Police team ability is adjacent to a
friendly character making a ranged combat attack, modify the target’s defense
value by -1 if the target is within line of fire of this character.
Marvel_GalactusPOWER COSMIC Characters using the Power Cosmic team ability can
use Willpower and their powers cannot be countered.
Uncopyable.
DC_QuintessenceQUINTESSENCE Characters using the Quintessence team ability can
use Willpower and their powers cannot be countered.
Uncopyable.
Marvel_SinisterSyndicateSINISTER SYNDICATE Characters using the Sinister Syndicate team
ability may replace their attack value with the unmodified attack value of an
adjacent friendly character using the Sinister Syndicate team ability.
Marvel_SkrullsSKRULLS This character can use Shape Change, but only succeeds on a
roll of 6. Using Shape Change in this way does not prevent the character
from using Shape Change through another game effect.
Marvel_ShieldS.H.I.E.L.D. Adjacent friendly characters modify their range values by +1.
Give this character a power action and choose an adjacent friendly character.
The chosen character modifies its damage value by +1 while adjacent to this
character and making ranged combat attacks this turn.
Marvel_SpidermanSPIDER-MAN Characters using
the Spider-Man team ability
are wild cards.
DC_SuicideSquadSUICIDE SQUAD When a friendly character adjacent to a character
using the Suicide Squad team ability is KO’d, roll a d6 and subtract 2 from the
result, minimum result 1. After the action is resolved, if this character is not
KO’d, you may heal it of damage equal to the result.
DC_SupermanAllySUPERMAN ALLY Characters using the Superman Ally team ability
treat hindering terrain as clear terrain
for movement and line of fire purposes.
DC_SupermanEnemySUPERMAN ENEMY When two friendly characters that can use the
Superman Enemy team ability are adjacent to each other, the character
with the higher point value may be given a free action to immediately use
Outwit. That character can use Outwit until the beginning of your next
turn, if it cannot use Outwit already and continues to use this ability. If the
two characters have the same point value, their controller chooses which is
treated as the higher point character this turn.
DC_teentitansTITANS When two friendly characters that can use the Titans team
ability are adjacent to each other, give one of them a power action and roll
a d6. Heal the other character of 1 damage. If the result was 1-4, deal the
character given the power action 1 unavoidable damage.
Marvel_UltimatesULTIMATES Characters using the Ultimates team ability
treat hindering terrain as clear terrain for movement
and line of fire purposes.
Marvel_UltimateXMenULTIMATE X-MEN Once per game per character, a character using
the Ultimate X-Men team ability may choose one opposing character or
all characters possessing a single chosen team ability; this choice can be
made only once per game even if the character has used another team
ability. When this character attacks a chosen character, modify the chosen
character’s defense value by -1.
Marvel_XmenX-MEN When two friendly characters that can use the X-Men team
ability are adjacent to each other, give one of them a power action and roll
a d6. Heal the other character of 1 damage. If the result was 1-4, deal the
character given the power action 1 unavoidable damage.
WATCHMEN The combat values of characters using the Watchmen team
ability can’t be modified by opposing characters.

I will be adding other Heroclix Team Abilities soon.

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