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WELCOME TO HEROCLIX!

In HeroClix, you control a hand-picked team of super-powered


heroes and villains in epic head-to-head miniatures combat!
This rulebook will serve as your introduction to HeroClix.
Marvel HeroClix: Spider-Man Beyond Amazing Miniatures
Game contains everything you need to play: Awesome Marvel™
characters, map tiles, tokens, dice, and unique scenarios
designed for new players to learn the ropes.
Once you’ve gotten a handle on the basic rules, you can start
introducing advanced concepts to your games. Soon, you’ll be
able to jump into the full HeroClix experience: Collecting your
favorite characters, building your own customized team, and
taking that team to battle against your friends!

COMPONENTS LIST

MINIATURES GAME
10 HeroClix Pre-Painted Miniatures
20 HeroClix Character Cards
7 Scenario Cards
4 Full-Color Double-Sided Map Tiles
2 Terrain, Object, and Action Marker Sheets
2 Spider-Man Beyond Amazing Six-Sided Dice
2 Powers and Abilities Cards
1 HeroClix Core Rulebook

BASIC CONCEPTS________ 2 POWER/ TRAIT ACTIONS____ 10


SETTING UP A SCENARIO___ 5 OTHER ABILITIES________ 10
THE TEAMS____________ 6 TERRAIN______________ 10
KEY CONCEPTS__________ 7 TERRAIN MARKERS_______ 12
TURN OVERVIEW________ 7 DESTROYING___________ 12
ACTIONS______________ 7 BYSTANDERS___________ 12
MOVING______________ 8 MISCELLANEOUS CONCEPTS_ 13
ATTACKING____________ 8 BUILDING YOUR OWN TEAM_ 14
RANGE ATTACKS_________ 8 POWERS AND ABILITIES____ 15
RESOLVING COMBAT______ 9

HeroClix Core Rules 2023


1
© MARVEL
Team Symbol

SPIDER-MAN ™
THE COMBAT DIAL COMBAT VALUES SPIDER-MAN FAM 101a Point Value
18 o 1
Ko Ko K3
SYSTEM™
ILY, REPORTER,
A character has five combat SCIENTIST
Ko Ko K3
o K
values represented by the
SPIDER-MAN
Super Senses, Ko 6 Ko 3K 8
0 /o
but on
o
[6]. If this character caly succeeds on a
Ko
Each character in HeroClix is represented by
7
11 K11 40
Ko symbols printed next to them. n already use

K3o

o
K2o Super Senses,
a figure and a character card. Each figure has
K

2Ko 1K1o

3
instead increa Set Symbol &
Ko o
the result of its se Character Name

K
a dynamic sculpt atop our patented Combat Four of these values appear roll for
Ko o 8

Ko
Rarity Color

Ko
Ko K
Super Senses
by +1.
o
Ko in the window of the Combat

Ko

7™
Ko
Dial, which features the character’s combat

5
8

1Ko 9 Ko

o
HYPERSONIC

o K3o Ko K2o
o
K3o Ko K3
Dial: Speed [BOOT], Attack [FIST],
Ko

Ko
values and abilities. SPEED K7

1
8
Ko K

K
N
K2o o
Defense [STRIPE], and Damage [BURST]. Ko

1o0
Ko LEAP/CLIMB

IDERK-MA
K3Ko
Ko
Ko K
Ko
The character card displays additional These values can change INCAPACITAT

K
K3o Ko E

oo o

o
K2o #1Ko
Ko

6 K6o
K7o
information about the character that doesn’t Ko as your character takes
SUPER SENSES

3
Ko
Ko o Ko

o Ko
fit on its base, including keywords
o Ko
Ko Ko
o KK3o Ko K3

Ko damage or is healed.

4
o
Koo

Ko
K

K
and a full list of its traits and

Ko o KK
K

Ko Ko
The fifth value is Range 6

K3o Ko K3
K2o o
1
Ko
2 3
powers. 4

Ko

Ko
Ko
3oSPKo
5

10

10
17

17
6
7 7 7 6

6
which is printed on the

01a/bK3
6 KO 30 Collector’s

K3
o
Ko Ko

11 11 10 10
o K
The Combat Dial is a rotating disk character’s base next 10 KO Number Starting Position: Speed
inside of the figure’s base. By K3 Ko to one or more Bolt [BOLT]
18 18 17 17
3 3 3 3
17 KO Typically indicated by Value
3 KO a green starting line
turning the dial— or “clicking”—
o K

Range Value

10
Ko

K7o
symbols.
101a/b
K

Ko

3
Ko o
and Click Number 1

6o
o

o K
the combat values and powers

1K7o K
K Ko Ko
o

1K0o
7 K7o
o

1o0 1 K3o
that appear in the window of the Ko POWERS Click
Ko K3o
Ko
Number
K2o

dial will change. For each K“click”


o o Each character in HeroClix has access to a set
Speed Symbol Targets Symbol

1o7
of damage a character takes, K2o Ko Ko K of powers which provide a number of different
Ko 62
their dial may change or weaken. game effects.
1
K1
o

1
If a click reveals a KO
KO, that Attack Symbol
11 1 o
Ko Damage Symbol

K3o
The Standard Powers available to a character
character is knocked out!
are determined by the colored boxes of that
12
1
K8
101a
18 K3
o
BASIC VS. ADVANCED DIALS character’s Speed, Attack, Defense, and
Ko
Defense Symbol
Damage values that are currently displayed on /b
The characters in this set have two different
its Combat Dial.
sets of clicks. The Basic dial contains abilities
that are better for players learning the game, A character’s available Standard Powers vary
while the Advanced dial contains more across click numbers. In this way, characters
will lose or gain access to some Standard
101A/B
Attack
Value
- SPIDER-MAN
Damage
complex abilities for players more familiar with Defense
Powers as their dial is clicked when taking Value Value
HeroClix.
damage or healing. 17 o 1
K2o Ko K3
18 K2o 3
Characters with Basic and Advanced Dials
18 o 3 1
Ko Ko K3
2o Ko
08
K 1K8o 9 Ko 3K
07
10 10 K10 /o40 1K8o K 8 Ko 1
0K
11 9 K1 /o740
11 7 K11 /o40 Ko
Each character’s card lists all of that
6 Ko

K3o

11 7 K11 o K2o
K3o

K3o 0 1
1K0o 6 K1o0 5 o
2Ko 1K1o Ko

1K7o K3 10 4 K1o7 K3
1K1o 6 o 11 11o 0
o
have this information (and the starting clicks

1o8™
18 o A1N ™
o 8

17 K3oMAN ™
Ko 7 K

1
8 K7o 8
7

K8

AN
101A/B - SPIDER-MAN
8
POWER S A

1K7o K11 Ko 12 K1o8


1K8o 9 10 10 K1o7 K3
Ko K6 Ko
character’s Standard Powers, with a colored
Ko K7 K6

K
K7o o K7o o

1
Ko
ND A BI LI TI
o

Ko

o
Ko

Ko 6 1

SPIDER-M
SPIDER-M

0
101a #101a/b
ES

o
o
Ko
for both dials) shown on their character cards.

Ko K8
K6o
K2o#10Ko

o
K7o

Ko Ko K3
PIDER-
Ko K6

K
3o#101a/b
circle containing the relevant Combat Value

12
SP EE D

/b

101a/b

Ko
x FLU RRY CLOSE: Make

Ko
Ko
Ko

Ko
Ko
18 K3o 1
11 1 K11 o K3o

Ko K7
Ko

Ko
3o Ko
17

7 K7o
6 K6o 11
1a/b K3
up to two close attack

for each. All of the Standard Powers and their


s.

MV50 MG Tampos.indd 17 6 9/20/22 9:54 AM

10
x LEA P/C LIM B

1a

3o
101a
stopping movement, (When this charac

K6o

1K7o K5
Ko
ter moves, they can

K7o

10
6
can move through

/b
by or adjacent to chang
opposing characters outdoor blocking terrain, and can move e elevation without
101a/b

o
Ko

o
CLICKING Ko K7o

1K0o
effects are listed on the Powers and Abilities 7 K6o 6

Ko

1A
Ko K6
o

/b
7 7 Ko Ko

K1o
1o0 o
without stopping.
They still must break through squares occupied

o 2
PHASING/TE LEPO
Ko

1
x

/B
away.)

K8

Ko
RT MOVE:
6 1K0o 65
breaks away, can
chang (For Ko
1
K1o 1o0 K3o
1
1K1o 1o0

-S
but can’t end movem e elevation without stopping movem this action, this character automaticall
K
2
K
A single position on the Combat Dial is called Card.

4
ent in blocking terrain ent, can move throug y
11
Ko 10
Ko 10
Ko

K3o
K3o
K3o
1K7o K3

PID
opposing characters
without stopping.) , and can move through squares adjaceh blocking terrain 12
8
Ko 7
o 1K8o K2 7
K1o
17 K3o 1
4 3

18 K3o 1
Move. 1
K
nt to or occupied
EAR THB by
3o Ko 3o Ko 3o
x

ER
K
a “click,” and is identified by a small red “click
OUN D/N EUT RAL
IZED This character
101a
/b Ko 17

-M
x CHA RGE POWER: can’t use

The Powers and Abilities Card includes


Halve speed. Move or (Improved Abilities)

AN
then CLOSE as FREE

number.” Turning the dial is called “clicking.”


x MIN D CON TRO -or- make a close
attack .
normal damage, each L CLOSE/RANGE: Minimum range 101A/B - SPIDER-MAN

effects that can be found on figures from


4.
time, may in either hit character halves speed and becom Make a close/range attack . Instea
order: Move and/o d of
r make an attack , es friendly to your force and, one at
x PLASTIC ITY This then it reverts forces a
charac .

When your character takes damage, click


ter break s away on

other HeroClix sets and boosters. The back


that can’t use Phasin any result except
g/Teleport, Plastic a [1]. Adjacent oppos

MV50 MGAs seen above,


1 Spider-Man is MV50
on9:54MG
AMTampos.inddSpider-Man MGGood news! Spider-Man healed
9/20/22 19:54 AM
ity, Leap/Climb, or ing charac
Hypersonic Speed
FORCE BLAST KNOCK only break away on ters
x
within range and BACK. // POWER: a [6]. Tampos.indd 9/20/22 1 9/20/22 MV50
9:54 AM Tampos.indd 1
their dial once for each 1 damage taken, in the
Minim

page of this rulebook has a Quick Reference


line of fire 3 square um range 4. Knock back

Click Number 1. took 3 clicks of damage so now click from the last panel. So now
s away from this an opposing charac
x SIDESTEP FREE: character. ter
Move up to 2 square
s.

direction of increasing click numbers. When of Powers and Abilities to help new players He has 7 speed ([BOOT]), he's on Click Number 4. His he's on Click Number 3. His
x HYPERSONIC
halves range, can’t SPE ED POWER: Halve range,
carry, and can move :0. (For this action, this
without stopping. through squares occupi character
11 attack ([FIST]), speed becomes 6, his attack speed becomes 7, but his
They
value minus the numb still must break away). Move, then ed by or adjacent to opposing charac

a character is healed, click the dial in the focus on the specific Powers and Abilities x STEA LTH When it’s
er of squares just
moved.
make an attack , then
move up to your speed
ter

characters are blocke not your turn, hindered lines of


18 defense ( ), becomes 10, his defense attack stays 10, his defense
direction of decreasing click numbers instead. found on the characters in this set.
d. fire drawn to this
character by non-a
x RUN NING SHO djacent
T POWER: Halve speed
. Move, then RANG
E as FREE -or- make
a range attack .
and 3 damage ([BURST]). becomes 17, but his damage stays 17, and his damage
remains 3. You'll also stays 3. His Standard Powers
notice that his Standard remain the same.
2 Powers have changed. 3
+1
/ 

+
+1 4/2 3/+2 3 +1

+1

+1
Setting Up Scenario A!
SCENARIO PLAY RULES
The Hero Player plays Spider-Man, Spider-Woman, and Spiderling at 30 points each.
For your first few games of HeroClix, we recommend starting with

+1

+1
/  /  / 

Scenario A and proceeding through the scenario cards according to +1 4/3 3/+2 4
Terrain Marker
+1 4/3 3/+2 4 4/3 3/+2 4
Scenario
the results of each game. SPIDER-MAN™ 101a SPIDER-WOMAN™ 104a SPIDERLING™ 105a Card A
SPIDER-MAN FAMILY, REPORTER, SCIENTIST A.I.M, AVENGERS, S.W.O.R.D., S.H.I.E.L.D., SPIDER-MAN FAMILY, COSMIC
SPIDER-MAN FAMILY, DETECTIVE

SETUP SPIDER-MAN SPIDER-MAN SPIDER-MAN


Hero Player's

1
MV50-Beyond Amazing---Scenario-Cards.indd 1
Super Senses, but only succeeds on a Super Senses, but only succeeds on Super Senses, but only succeeds on a / 

containing squares A1 - H8.


Map: Construction Site, use only the map tile
Actions: 2
(30 points), Hydro-Man (30 points)
Sinister Six Team: Shocker (30 points), Mysterio
Spider-Woman (30 points), Spiderling (30 points)
Spider-Man Team: Spider-Man (30 points),
justice!
reclaim the stolen money and bring the villains to
Spider-Man and his friends are in pursuit, trying to
from Spider-Man with what riches they could grab.
Their latest robbery foiled, the Sinister Six are fleeing

SCENARIO A: CRIME, INTERRUPTED


[6]. If this character can already use a [6]. If this character can already [6]. If this character can already use / 
4/— 3/+2 3
/ 
4/2 3/+2 4
/ 
6/— 2/+1 3
/ 
6/— 2/+1 3
4/2 3/+2 4
KO Area
1. Place the chosen Scenario Card next to the map. Super Senses, instead increase
the result of its roll for
use Super Senses, instead
increase the result
Super Senses, instead increase
the result of its roll for Super
Starting Area
Super Senses by +1. of its roll for Super Senses by +1.

2. Determine which player will be the Hero and HYPERSONIC


SPEED
Senses by +1.
ENERGY EXPLOSION
SIDESTEP

which will be the Villain player for the scenario.


WILLPOWER
LEAP/CLIMB COMBAT REFLEXES PROBABILITY CONTROL
INCAPACITATE
Turn all characters to their Basic dial starting click SUPER SENSES
OUTWIT
EXPLOIT
SUPPORT

(represented by Click Number 1 and a green starting WEAKNESS

line). 6 1 2 3 4 5 6 30 4 1 2 3 4 5 6 30 4 1 2 3 4 5 6 30
7 7 7 6 6 KO 8 8 7 7 7 KO 7 7 6 6 6 KO

3. Determine player order. Each player rolls two d6. The 11 11 10 10 10


18 18 17 17 17
KO

KO
11 10 10 10 11
17 17 17 17 17
KO

KO
10 10 10 10 10
18 18 17 17 18
KO

KO

player with the highest result is the first player this 3 3 3 3 3 KO 2 2 2 3 3 KO 3 3 2 2 2 KO

game; the player with the lower result is the second Construction Site
player this game.
4. Set up the map listed in the scenario. Dropped Loot Markers
5. Choose Starting Areas, starting with the second You and your opponent each roll 2d6 to determine the starting turn order.

9/30/22 3:30 PM
player. Each player, starting with the first player, puts You rolled [2][4].
their team on the map in their chosen Starting Area.
Your opponent rolled [1][2].
6. Start the game! Any effects that happen at the start The scenario says to use Construction Site (A1 - H8). You rolled
of the game occur now, then the first player takes highest, so your opponent will pick their starting area and place Loot Card
their first turn. their figures first, and you’ll take the first turn of the game.

NOTE: The Quick Reference on the back of this rulebook

3
MV50-Beyond Amazing---Scenario-Cards.indd 3

return.
their 40 point line. Spent markers don’t
a 30 point character on their force to
spend one Dropped Loot marker to turn
with the first player, each player may
At the start of each Scenario, beginning

enterprises.
more cash to fund their criminal
the city, for the Sinister Six this means
greater renown and acceptance from
For the Spider-Man team this means

with a count of Dropped Loot markers.


In Scenario A, players may end the game

LOOT CARD
provides essential information about your characters!
The Villain player plays Mysterio, Shocker, and Hydro-Man at 30 points each.
PLAY AREAS +1 +1
+1 +1

Map: This is where gameplay takes place. Characters will

+1

+1
MYSTERIO™ 110a SHOCKER™ 108a HYDRO-MAN™ 109a

+1
/ 

+1
move and attack each other in different squares of the SINISTER SYNDICATE, CELEBRITY MASTERS OF EVIL, SINISTER SYNDICATE FRIGHTFUL FOUR, MASTERS OF EVIL,
SINISTER SYNDICATE, BRUTE +1 4/2 3/+2 3 +1

map. Maps include Starting Areas which are the squares SINISTER SYNDICATE
When this character
PULSE WAVE
INVINCIBLE
SINISTER SYNDICATE
When this character makes an

along the edge of the map where a player chooses to makes an attack,
you may replace its
ENERGY SHIELD/
DEFLECTION
attack, you may replace
its attack value with

place their characters at the start of the game. attack value the printed attack

+1

+1
EMPOWER
with the printed value of an adjacent
attack value of friendly character

Sideline: A place separate from the map, for characters


an adjacent friendly that can use this team ability.
character that can use this TELEKINESIS
team ability.
and other gameplay elements forming a part of a player’s TOUGHNESS
REGENERATION

+1

+1
force that are not in play but may enter the game through / 
4/3 3/+2 4
/ 
4/3 3/+2 4
/ 
4/3 3/+2 4
Starting Area
Terrain Marker
+1 +1
certain effects 4 1 2 3 4 5 6 30 6 1 2 3 4 5 6 30 3 1 2 3 4 5 6 30 Villain Player's
7 7 8 7 7 KO 7 7 7 6 6 KO 8 8 8 8 8 KO

KO Area: When a character is KO'd (its dial reads KO


KO), KO Area

9/30/22 3:30 PM
10 10 11 11 12 KO 11 10 10 10 10 KO 10 10 11 11 11 KO

18 17 17 17 17 KO 17 17 17 17 17 KO 18 18 17 17 17 KO

it is placed in that player's KO Area. 3 2 2 1 1 KO 3 2 2 2 3 KO 2 3 3 2 2 KO


/ 
/  /  /  /  4/2 3/+2 4
4/— 3/+2 3 4/2 3/+2 4 6/— 2/+1 3 6/— 2/+1 3

4 5
HERO PLAYER'S TEAM KEY CONCEPTS TURN OVERVIEW RANGE: Allows a character to make a Range
attack.
SPIDER-MAN SPIDER-WOMAN MILES MORALES Your turn in HeroClix is made up of four
Once a shy science nerd, Peter Parker’s life was After being brainwashed to be an agent of Hydra, Hailing from an alternate world in which Peter Parker FORCE The fourth action, POWER, comes up most
changed forever when the bite of a radioactive spider sacrificed his life to protect the city, Miles Morales Your force is all the game elements you’re phases:
Jessica Drew was rescued by Nick Fury and had often in the context of Standard Powers (see
granted him amazing arachnid-like powers. He has her true memories restored. Adopting the name inherited the mantle (and powers) of Spider-Man when playing with, including your characters and any
since devoted his life to protecting Spider-Woman, Jessica started a journey of both self- he was similarly bitten by a genetically altered spider. objects and special items (don’t worry about
PHASE 1: BEGINNING OF TURN Standard Powers on the Powers and Abilities
New York City and its citizens as the discovery and heroism that continues to this day. Though his predecessor’s departure left a pair of Some effects trigger or end during this phase. Card). These will appear with the phrase
Amazing Spider-Man! heroically large shoes to fill, Miles is up to the task. objects or items just yet). “POWER:” before the text explaining the
Thanks to her time as an agent,
Watch for wording like: “At the beginning of
your turn” or “At the beginning of each turn.” action’s effect.
Spider-Man uses Super Senses to
quickly dodge attacks while using
Spider-Woman comes to the party Unique to Miles is his Spider- “FRIENDLY” AND “OPPOSING”
with plenty of gadgetry to Exploit Camouflage, allowing him to turn
Characters on your force are “friendly” to Last, FREE actions are actions that do not
webs to Incapacitate his foes! This Weaknesses of her opponents. Energy invisible and Charge into or out
themselves and each other. Characters on your
PHASE 2: ACTION PHASE give a character an action token. A character
slippery web-slinger will be tricky to Shield/Deflection and Combat Reflexes of the action while remaining in In this phase you may take a number of actions
pin down. make her one of the most resilient Stealth! His clever tactics allow opponent’s force are considered “opposing.” can perform multiple FREE actions during a
him to use terrain to Outwit and up to your Action Total and any number
members of the Spider-Man Family! turn, but never the same one twice. These will
get the jump on his opponents. ADJACENCY of different free actions. For most games
SPIDER-GWEN the Action Total is 3, but some effects like
appear with the phrase “FREE:” before the
In an alternate universe, a twist of fate caused SPIDERLING Squares on the map that touch each other text explaining the action’s effect.
Midtown High student Gwen Stacy to receive the bite Anna-May Parker is the highly intelligent and (even diagonally) are considered adjacent to scenarios or the Leadership power can change
of a radioactive spider instead of Peter Parker. Gwen headstrong daughter of Peter Parker and Mary Jane
one another. Game pieces are adjacent to one it.
uses her powers to protect the innocent, balancing her Watson. Inheriting spider powers from her father, she
another if they’re in adjacent squares on the
life as a superhero with the challenges of teenage life. strives to follow in his footsteps as a responsible and
selfless superhero! map.
PHASE 3: END OF TURN
Able to make tiny hops between Some effects trigger or end during this phase.
dimensions, Spider-Gwen is able to Spiderling uses her careful planning and Watch for wording like: “At the end of your
quickly Teleport around the map to analytical skills to Support your team turn,” “At the end of each turn,” or “Until the
Perplex her foes and surprise them with with Probability Control, ensuring the
a Flurry of attacks! tide turns in your favor! Sidestep around end of your turn.”
dangerous foes and Incapacitate them to
stop them in their tracks! PHASE 4: CLEAR PHASE
Clear (remove) all action tokens from all of
VILLAIN PLAYER'S TEAM In this example, the blue and red squares are your characters that did not receive an action
adjacent to each other. The blue and white token this turn.
VENOM MYSTERIO HYDRO-MAN squares are adjacent to each other. The red and
An amorphous costume-like entity, Frustrated he wasn’t getting the fame and recognition
the symbiotic being known as Venom he deserved, Quentin Beck used his expertise as a
Blaming Spider-Man for the unfortunate accident that
turned him into living water, Morrie Bench turned to a
white squares are NOT adjacent to each other.
ACTIONS
is capable of mimicking Spider-Man’s Hollywood special effects artist to become the master life of crime while seeking revenge against the friendly SUCCESS AND FAILURE Most of the gameplay in HeroClix occurs in the
unique powers and endowing new of illusions known as Mysterio. neighborhood web-slinger.
hosts with massive strength.
Some effects will cause you to roll a six-sided Action Phase in the form of actions.
One of the true Masterminds of the Hydro-Man is able to die (d6) to determine whether it occurs. The
If Plasticity and Toughness didn’t Sinister Syndicate, Mysterio uses manipulate his body of water effect will tell you the range of rolls (like, After taking an action, a character gains an
already make Venom your front-line his illusions to trap opponents in a giving him Regeneration and action token unless it was a FREE action.
villain of choice, his ability to Steal Smoke Cloud and Shape Change to “[5]–[6]”) that results in a “success” and what
the ability to Shape Change
Energy and Shape Change make him a confuse them in combat. His ability at will. The Tsunami of water the benefit is. All other results are considered When a character gains a second action token,
formidable member of any team. to Mind Control his enemies makes he leaves in his wake traps failures. they can no longer perform any actions (except
him a valuable strategic member of his opponents while giving
BULLSEYE any team. A roll of [1] is always considered a failure and a FREE actions) until their action tokens are
him the ability to move freely
A mercenary with deadly accuracy, Bullseye has often around the map! roll of [6] is always a success. Cleared. If you have fewer than 3 characters
been the go-to hire for masterminds like Kingpin when SHOCKER on your team, you won’t be able to use all 3 of
precision is required. His cold and calculating nature With an ear out for any and every criminal scheme that HOW TO WIN your actions.
makes him a deadly opponent. might turn a profit, the Shocker has been a constant
thorn in the side of Spider-Man and Normally, your objective will be to KO (knock There are five different types of actions. Every
Known for never missing when it other Big Apple-based Super Heroes
counts, Precision Strike is Bullseye’s out) your opponent’s force, leaving them character always has three basic actions
for a long, long time.
middle name. A combination of with no characters on the map. A character is available to them: MOVE, CLOSE, and RANGE.
Ranged Combat Expert and Running Shocker’s powerful gauntlets strike considered KO
KO’d when a KO is revealed on a
Shot make him a terror from a foes with a massive Force Blast that MOVE: Allows a character to move around the
distance and forces heroes to get up often sends them flying into terrain or character’s Combat Dial as a result of a click.
close and personal. other characters. Stand clear of his map.
devastating Pulse Wave, especially if If you’re playing with a scenario, however, you
can instead win if you complete the scenario CLOSE: Allows a character to perform a Close
he is still Invincible!
attack.
win condition!
6 7
MOVING RANGE ATTACKS
Characters can move in one of two ways: Range attacks are attacks from a distance like RESOLVING COMBAT Some attacks can have more than one target,
but all attacks must have at least one target.
2. DETERMINE HITS:
beams, boomerangs, or arrows. Roll dice to determine if a defending
➠ Using a basic MOVE action to move a All combat, whether Close or Range, is The same attack can’t target a character more
number of squares up to their Speed A character with a Range value greater than 0 resolved by following these steps: than once. character is hit.
[BOOT] value may perform a Range attack by using a basic Roll 2d6, and add the result to your
➠ Using a power with MOVE, which may use or RANGE action or through certain Standard 1. DETERMINE TARGETS: Targets of a Close attack must be adjacent to
the attacking character; targets of a Range character’s Attack [FIST] value. Then, compare
modify the character’s Speed [BOOT] value Powers. that total to your targeted character’s Defense
Choose one or more targets for your attack must be within range and line of fire of
A character moves one square at a time into Characters making a Range attack can only character’s attack. the attacking character. [STRIPE] value:
any of the squares adjacent to their current attack characters within their range and line ➠ If the attack total is equal or higher
Every character has a Bolt [BOLT] value next to their If an opposing character is adjacent to your
square (including diagonally). of fire. than the defense total value, the attack
Range value. This is how many characters they character, your character cannot perform
Determine a character’s range by starting may target at once with their attack. 18 o 1
a Range attack (unless they have a special succeeds. The target is “hit.”
OTHER CHARACTERS
Ko Ko K3

ability that allows them to do so). 2


3K8

➠ If the attack total is lower, the attack fails.


11 7 K110 /o40 Ko
with a count of 0 in the square the character
6 Ko

K2o 1

1K0o 6 K1o0 5 o
K3
Two characters cannot occupy the same
o 8 Ko

K3o N ™
occupies and counting outward in all directions, The target was “missed.”
8

1K8o 9 #1Ko

1o7
Ko K7

K
Ko o
square. Your characters can move through

IDER-MA
1
o
K2o Ko

o
K7o

Ko K6
including diagonal.

4
squares with friendly characters but they may Spider-Man (center) has Range 6, so he can make range attacks. An attack with multiple targets can be both a

Ko

Ko
3o Ko
10 10 K10 o K3o

10
17

SP17
01a/bK3

6
not stop in those squares. Adjacent opposing characters: As a general hit and a miss at the same time for different

K6

K7o
101a/b

3
o K

17o K
Ko
7 K7o 62 targets.

o 11
Ko
rule, characters may not make range attacks

17
Ko

K
11 1 K11 o
o
Be careful: If a character enters a square Ko

K3o
when they are adjacent to an opposing 18
12
K
adjacent to an opposing character their 18 K3o
Rolling [6][6] is a critical hit which deals 1
101a
/b Ko

movement stops! To move away, that character. However, there are certain special 101A/B - SPIDER-MAN additional damage to each character hit by the
character will need to Break Away! abilities that allow them to either target an attack. The target(s) of the attack become hit
adjacent opposing character with a range MV50 MG Tampos.indd 1 9/20/22 9:54 AM (they can't evade with another effect).
BREAKING AWAY Spider-Gwen moves. She passes through attack or target other opposing characters
the square occupied by friendly character that are not adjacent while they are adjacent Spider-Man may attack Rolling [2][2], [3][3], [4][4], [5][5] or [6][6] causes
If a character is adjacent to one or more Spider-Man. Spider-Gwen continues moving targets occupying any of the
to an opposing character. knockback if that attack is a hit, which is
opposing characters, they must first attempt until she is adjacent to opposing character squares highlighted in purple.
resolved in step 5 below.
to Break Away before they are able to move. Venom. She must stop moving at that LINE OF FIRE The brown squares represent
square. This is a complete action, so Rolling [1][1] is a critical miss. The attack
elements of the map that
To attempt to Break Away, roll a die: Spider-Gwen gets an Action Token. Line of fire represents a character’s ability to would block his line of sight, misses, and the attacking character takes 1
[4]–[6] : Success! The character Breaks Away see a character they wish to engage with. like walls or other characters. unavoidable damage.
from all adjacent opposing characters and may To determine if a square is within a character’s
He may attack opposing
move without having to Break Away from those Spider-Gwen tries to break away.
Roll 1d6... line of fire, draw an imaginary line from the
character Mysterio because
he has a clear line of fire
3. MODIFY DAMAGE:
characters for the remainder of this action.
Oh no! A [2]. Spider-Gwen cannot move center of the attacking character’s square and is within range. Use any abilities that increase or
[1]–[3] : The character fails to Break Away out of this square and gets a second to the center of the square you are targeting He cannot attack Shocker. reduce damage.
and does not move. If they would receive an Action Token, the maximum amount. (ignoring any effects of the character’s square Even though Shocker is
within range, Miles Morales Your character will deal damage equal to its
action token for this move, they still do. itself, like terrain bonuses). is blocking the line of fire. Damage [BURST] value to hit characters. If more
ATTACKING On a later turn, Spider-Gwen's Action Tokens are
Line of fire is blocked if: He cannot attack Venom than one character has been hit, you choose
There are two types of attacks: Close attacks
cleared. She tries to break away from Venom again. Just because he is out of range. how this damage is split up.
roll 1d6... ➠ It intersects a square occupied by a
and Range attacks. A critical hit adds 1 to the damage dealt to
character not occupying one of the two each hit character.
CLOSE ATTACKS squares you’re drawing between.
Close attacks represent melee attacks like ➠ It intersects blocking terrain. The hit characters may use powers to reduce
Ko Ko 4 2o
0/
Ko
1K7o K 6
Black Cat has Range 0, so she can only make close
20
Ko 7 K
damage, and the attacking character may use

Ko

1K0o 7 K1o0 5 o
10 4 o K2
punching, kicking, and clawing.
1K0o
➠ The attacking character and their target
o 8
attacks. She may attack targets occupying any of

17L ACK2KoCA1T ™
K7
Ko
Ko Ko

powers to increase or alter the damage.


K6o

Ko
are on different levels of elevation (except the squares highlighted in purple. She may attack

Ko Ko Ko K

o
Ko

Ko K6
A character may perform a Close attack by

9 Ko 10
Shocker because he is in an adjacent square.

#009

Ko Ko

1K7o K3 Ko
2o BKo
using a basic CLOSE action or through certain when the character at higher elevation is
Black Cat doesn't come in this Miniatures

K7o
009

Standard Powers. on the Rim, see p. 11). Ko

Ko
Ko
8 K7o 02
Ko
Game, but you can collect Spider-Man Beyond
Hooray! A [5]! Spider-Gwen can now move freely through

o
11 1 K11 o
o

11
Ko
Amazing boosters to add more amazing

Ko

K2o
the squares adjacent to Venom during her MOVE action. Characters always have a line of fire to K7
When making a Close attack, a character may
12
009
17 K2o 1
Ko
characters to your team!
attack a character in an adjacent square. themselves.
8 9
009 - BLACK CAT

MV50 Tampos.indd 9 9/20/22 9:17 AM


MV50 Dials.indd 9 9/20/22 9:33 AM
Ko Ko Ko
Ko K
Ko Ko Ko30 /40 o

™ o
1K8o
Ko

KoSPIDERLING Ko K
Ko Ko
EXAMPLE ATTACK

Ko
4. DEAL DAMAGE: phase, without gaining an action token. TERRAIN ELEVATED

Ko #105a
Ko

Ko

Ko
Elevated terrain is an area that is higher up Spiderling is sparring against Roll 2d6 for this attack.
[STRIPE]15

Ko Ko
If a power or ability is not a MOVE, CLOSE,

17o Ko
Deal damage to hit characters, and HeroClix maps have special colors around the

1K8o /Kb o Ko
training dummies. She is at Click Let’s look at the possible

Ko
than the rest of the battlefield and may provide

Ko Ko
check for KO
KOs. RANGE, POWER, or FREE action, it is one of squares that let you know about the special Number 1 with these combat outcomes of this roll: a
a tactical advantage, but is difficult to climb

Ko
the following: properties of that square. Squares without values. critical miss, a miss, a hit,

K
Once the damage is finalized, the hit onto such as the roof of a low building, the top and a critical hit.
Ko

Ko
terrain are called Clear Terrain.

Ko
characters take damage by clicking the ➠ Triggered effects are caused by something of a tractor trailer or a small cliff. Even though her range
Ko

Ko
appropriate number of clicks (so that the Click else. For example, an ability that says There are 3 main kinds of terrain: Blocking, Ko is 4, she can’t make a range
Movement: Characters must end their 4

1K7o
Ko
attack while adjacent to
number increases). “When this character would be targeted Hindering, and Elevated. Ko
by an attack...” it is triggered when they’re movement when they cross a (red) elevated Ko opposing characters. She
Check for KO
KOs: If a character’s Combat Dial terrain boundary unless they are moving from Ko picks the dummy on the
attacked. The power would continue to say BLOCKING one square with a transition indicator
right as her target. It has
KO” in its window, that character is
shows a “KO what happens when triggered. Blocking terrain is impossible to traverse or
2
1
Defense 15.
KO’d and is removed from play.
KO ➠ Passive effects are always in effect. For into the square connected by that transition
see through, such as pillars, statues, and
example, Toughness always reduces indicator.
boulders. CRITICAL MISS
5. RESOLVE KNOCKBACK: damage taken by 1 and Leadership always
MV5
Close attacks: Characters may make close0 MG Tampos.indd
Blocking terrain that is printed on the map has [1][1], a5critical miss. The attack misses and Spiderling
Check if a character is pushed away increases your Action Total by +1.
a Destroy value of 3 (it may be destroyed by
attacks targeting opposing characters takes one damage, moving9/2 her0dial
/22to Click
9:54Number
AM
2. [BURST]
by knockback. NOTE: Characters can take any number of occupying a square connected to their square
characters with a damage value of 3 or more).
different FREE actions during their turn, and still by a .2

A hit character is knocked back if either of the See "Destroying" on page 13 for more details. 1

following applies: take a non-FREE action (but each FREE action Line of Fire: A line of fire cannot be drawn
may only be taken once). Movement: Characters cannot move into or
from a square at low elevation to another
➠ The attacking character has the through blocking terrain. MISS
square at the same elevation through terrain
KNOCKBACK keyphrase as part of a power. TRAITS Line of Fire: Line of fire is blocked by blocking at high elevation (representing the fact that [1][2], a miss. Added to Spiderling’s [FIST] 10, the attack
➠ The attacking character rolls doubles on an Some characters will have traits or special terrain. a character cannot shoot through a building). total is 13. That is less than the dummy’s Defense value,
attack roll that hits. powers. A character’s traits are designated by However, a line of fire can be drawn from a so the attack misses.
When a character is knocked back, the a star on the Combat Dial, which means that WALLS square at high elevation to another square
attacking player places them up to 3 squares they are always available to your character. Walls are a subset of blocking terrain and at the same elevation through terrain of
away from the character that hit them. The effect of the trait will be described on the follow similar rules, but instead of being a full lower elevation (representing the fact that
➠ If a character would be knocked back into a character’s card. square on the map they are found along the a character can shoot an arrow from one HIT
square occupied by another character, they boundary between squares. rooftop to another).
aren't knocked back any further. OTHER ABILITIES Walls printed on the map have a Destroy value
[2][3], a hit. Added to Spiderling’s
[FIST] 10, the attack total is 15. This attack hits!
[BURST][BURST][BURST]
THE RIM
➠ If a character would be knocked back into of 3 (they may be destroyed by characters
a wall, blocking terrain, or square of higher
IMPROVED ABILITIES Squares along the boundary of elevated
Spiderling has [BURST]3, so she deals 3 damage to the
Improved Abilities let a character move with a damage value of 3 or more). See dummy.
elevation they aren't knocked back any "Destroying" on page 13 for more details. terrain that are adjacent to lower terrain are
or target in ways they normally can’t.
further and deal that character 1 damage. collectively called the “Rim.” Characters on
Improved Abilities will have MOVEMENT [IM] or Movement: Characters cannot move through
➠ If a character is knocked back into a square the Rim can be targeted by characters from CRITICAL HIT
TARGETING [IT] followed by a colored symbol. walls.
of lower elevation, their knock back is lower elevation and vice versa, but only if the
The Powers and Abilities Card explains what [6][6], a critical hit Added to Spiderling’s
stopped after they cross the red boundary
each one does. Line of Fire: Line of fire is blocked by walls. Line of Fire does not intersect another square [FIST] 10, the attack total is 22. This attack hits! [BURST][BURST][BURST][BURST]
line. Deal that character 1 damage.
of elevated or blocking terrain. Furthermore, because you rolled double [6]s, this is a
TEAM ABILITIES HINDERING critical hit!
POWER / TRAIT ACTIONS Team Abilities are indicated by a full-color Hindering terrain makes it more difficult to
Spiderling has [BURST]3, so she deals 3 damage to the
Beyond the basic MOVE, CLOSE, and RANGE symbol on a character’s base and explained on target opposing characters. Examples of dummy.
actions, characters can perform actions based the character’s card. hindering terrain include thick trees, tall grass,
and debris. Because this is a critical hit, she also deals 1 additional damage to the dummy, for a total of 4 damage.
on their available powers and traits.
KEYPHRASES Movement: Not affected. All hits that have doubles cause knockback, so you may
If a power or trait has MOVE, RANGE, CLOSE, Keyphrases are terms in HeroClix with a push the dummy up to 3 squares away from Spiderling.
or POWER, it takes an action to use.
special meaning. Each one is explained on the Line of Fire: If a line of fire is drawn through
If it has FREE, it’s a free action. It can be Powers and Abilities Card. ADVANCED any hindered terrain to a target of an attack,
performed by a character during the Action that target gains +1 defense for the attack.

10 11
+1 +1
+1 +1

+1

+1
TERRAIN MARKERS Once per move, any character may do one of a printed Range value, the default is 4./
If A bystander can’t be healed, and if it takes any Generated game elements are added to the

+1


+1
the following: a terrain marker does not have a +1 4/2 3/+2
printed 3 +1 damage, it is KO
KO’d. map adjacent to whatever generated it (usually
Terrain markers are various items on the Damage value, the default value is 2. After a character).
battlefield that characters can interact with ➠ Pick up an object in a square they move Bystanders don’t have starting lines, click
resolutions destroy that terrain marker
during a game, from small everyday objects to through, or a square adjacent to one they numbers, or non-KOKO clicks. They do not Generated game elements are always linked to
without generating debris.
cars, heavy machinery and outbuildings. Some move through. trigger or count for any effects that reference the character or game element that generated
➠ Put down an object in any square they those game terms. them. For example, if a character can generate
terrain markers come with their own card and
have special effects in that game! move through or a square adjacent to one DESTROYING hindering terrain markers from the “Smoke

+1

+1
A bystander’s single “click” is considered its
they move through. A character can destroy printed blocking Cloud” power, that power’s effect would only
Terrain markers have values indicating how far starting click.
terrain (including walls) or a terrain marker if apply to the markers they generated (and
they can be thrown, how much damage they Terrain markers with square edges represent
they have a Damage [BURST] value equal or greater not hindering terrain markers generated by a
cause in attacks, and how much damage it larger or heavier items found on the battlefield
than the Destroy value of that terrain. MISCELLANEOUS different character).
takes to destroy them. These are indicated on that only someone with superhuman strength
Printed Blocking terrain always has a Destroy CONCEPTS
the object as: could lift (like a dumpster or a small car). PLACING
value of 3."
These markers affect characters movement NAMES USED IN EFFECTS Placing is when you take a game element on
+1

+1
[BOLT]/[GIANT]– The first number listed (before the and line of fire as the terrain/
type indicated When trying to destroy something, your When an effect looks for a character’s name, it the map and place it in another square on the
“/”) is the range that the terrain marker can /  by its color border. Only characters 
with the
/ 
character looks for an exact match.
4/3 3/+2 4 4/3 3/+2 4 4/3 3/+2 must
4 do one of the following: map. Placing characters isn’t considered a
thrown in a RANGE Terrain Action. The +1 second "Super+1Strength" or "Telekinesis" powers can
➠ CLOSE Destroy: Occupy an adjacent move for the purposes of other game effects.
number listed (after the “/”) is the Giant pick them up, move them around the map and GENERATE
Reach: X value that the terrain marker grants square and perform a basic CLOSE action. Some effects will “generate” something, like a For example, a character that is placed
+1 +1

use them in attacks.


+1 +1

when used in a CLOSE Terrain Action (see ➠ RANGE Destroy: Perform a basic RANGE token or object, from outside the game or from

+1
does not have to break away from adjacent

+1
+1
/ 

+1
action targeting a wall within range and +1 4/2 3/+2 3 +1

Giant Reach: X on the PAC for more details). your Sideline. opposing characters.
line of fire.
[BURST] – The first number listed is the damage

+1
To destroy a wall from range, your character

+1
that the terrain marker deals when used in a / 
RANGE Terrain Action. The second must have
 range to the square
/ onthe opposite
/number
 /  / 4/2 3/+2 4
CLOSE Destroy
listed (with the +) is the amount the 4/—terrain
3/+2 3 4/2 3/+2 4 side 2/+1
6/— of the wall
3 (the section of the
6/— 2/+1wall you
3 are

+1

+1
destroying does not block line of fire to that [BURST] [BURST] [BURST]
/  /  / 

marker modifies the damage of the attacker Spiderling wants to remove the obstacles in front of her. +1 4/3 3/+2 4 +1 4/3 3/+2 4 4/3 3/+2 4

when it is used in a CLOSE Terrain Action. square.) Because she has [BURST]3, she can deal enough damage to
Characters can only hold one terrain marker destroy the obstacle within her attack range. Spiderling
– The number listed is the damage at a time. Any character that is holding a After destroying blocking terrain or a wall uses a CLOSE Destroy action to remove the obstacle from / 

terrain marker can attack with that marker by printed on the map, place debirs markers as
/  /  /  4/2 3/+2 4
the map.
/ 

required to destroy the terrain marker in a 4/— 3/+2 3 4/2 3/+2 4 6/— 2/+1 3 6/— 2/+1 3

CLOSE or RANGE Destroy Action. If this says performing the following actions: described below:
“Indestructible” then this terrain marker can’t ➠ CLOSE Terrain Action: CLOSE: If this ➠ Blocking terrain: Put a debris marker in Replace the obstacle with a debris token as shown.
be destroyed with a CLOSE or RANGE Destroy character is holding a terrain marker, that square. That square is now hindering
Action (but still can be destroyed when used make a close attack modifying damage by terrain.
as part of an attack with a CLOSE/RANGE the terrain marker's Damage [BURST] modifier ➠ Wall: Place a debris marker on either side
Terrain Action) (indicated by the +X). If a terrain does of where the wall used to be.
Terrain markers with not have a printed Damage modifier, the
If you destroy a terrain marker using a CLOSE RANGE Destroy
rounded edges are called default modifier is +1. After resolutions,
RANGE Destroy Action or with the standard
“objects” and represent destroy that terrain marker without
generating debris.
power Quake, flip the marker to its destroyed Spiderling wants to remove the wall in front of her from [BURST] [BURST] [BURST]
smaller items found on range. To do so, she needs to draw range and line of fire
side. It is now considered a debris marker.
/  / 
the battlefield that any /  ➠ RANGE Terrain Action: RANGE: If this to the square behind the wall (the wall being destroyed
6/2 2/+1 2 6/— 3/+2 3 character is holding a terrain marker, make doesn't block this line).
BYSTANDERS
6/— 1/+1 2
character can lift (like a
moderately full garbage a range attack targeting a single character With her range of 4 she can count to the square behind
within line of fire and the terrain marker's Bystanders are characters with combat values the wall, and her damage of 3 is enough to destroy it!
can). These are small enough that they do not Spiderling uses a RANGE Destroy action to destroy the
affect a character’s movement or line or fire, Range [BOLT] value. Instead of normal damage, but no combat dial, therefore they cannot wall. Place a debris marker on either side of where the
but can be picked up and used in attacks. deal damage equal to the terrain marker's click. Most bystanders are generated by game wall used to be. Spiderling wants to remove the wall in
Damage [BURST] value (indicated by the first effects, but some are separate game elements front of her from range. To do so, she needs to draw range
listed number.) If a terrain does not have with point values. and line of fire to the square behind the wall (the wall
 /  /  being destroyed doesn't block this line).
12 13
/+2 3 6/— 2/+1 2 4/— 3/+2 3

+1
BUILDING YOUR OWN Note: None of the characters contained in this with the highest result didn't choose. POWERS AND ABILITIES REFERENCE
TEAM box are Prime or Unique.
4. The second player picks a map.
THEMED TEAMS This reference includes only powers and abilities found on the characters and bystanders in this set. After players expand their
Building your own team is one of the most fun parts 5. Choose Starting Areas, starting with the
of HeroClix, because you can combine your favorite Every character has one or more keywords, first player. The first player chooses an collection to include additional characters, they should reference the separate, trifold Powers and Abilities Card.
characters from different sets and universes, then found below their name on their character edge of the map to be their Starting Area.
card. If all of the characters on your team
bring them to the table to square off against your
friends! Your team consists of three components, your share a keyword, you can pick that keyword as
The second player's Starting Area will
SPEED ATTACK
be the edge of the map opposite the first
characters, your maps, and your objects. your team’s “theme.” If they share more than player's starting area.
x ENERGY EXPLOSION RANGE: Make a range attack and all other
one keyword, pick only one. Themed teams
x FLURRY CLOSE: Make up to two close attacks.
characters adjacent to an original target also become targets. Hit characters
STARTING FORCE provide two bonuses: 6. Setup Characters and Terrain Markers.
x LEAP/CLIMB .(When this character moves, they can
are dealt 2 damage instead of normal damage.
Your Starting Force consists of your The first player places their Starting Force
Initiative Bonus: When deciding who is going in squares along the edge of the map that change elevation without using transition squares, can move through outdoor x P ULSE WAVE RANGE: Range 4, . Other characters within range
characters and any game elements you will first, players with themed teams gain an is their Starting Area, then places up to 3 blocking terrain, and can move through squares occupied by or adjacent to can’t use powers or abilities (for this action). Make a range attack targeting
start the game with (such as objects and initiative bonus: Add the number of characters terrain markers in squares outside of any opposing characters without stopping. They still must break away). all other characters within range and line of fire, including at least one
equipment). with their chosen keyword to their 2d6 die Starting Area. Then, the second player x PHASING/TELEPORT MOVE: (For this action, this character opposing character, using printed defense values for each targeted character.
Each character in HeroClix has a point value roll. This bonus cannot exceed 3 more than an does the same thing. automatically breaks away, can change elevation without stopping movement, can move Each hit character is dealt 1 damage instead of normal damage.
printed on its base and character card. This opponent. through blocking terrain but can’t end movement in blocking terrain, and can move through
7. Start the game! Any effects that happen at
x QUAKE CLOSE: KNOCKBACK. Destroy all terrain markers and printed pieces
is how many points it costs to include on your
SPIDER-MAN ™ 101a
SPIDER-MAN FAMILY, REPORTER, SCIENTIST
squares adjacent to or occupied by opposing characters without stopping.) Move. of blocking terrain within 1 square, then make a close attack targeting all
Starting Force. SPIDER-GWEN ™ SPIDER-MAN
102a
Super Senses, but only succeeds on a
For example, you have a Theme Team with three the start of the game occur now, then the
MILES MORALES™
[6] SPIDER-MAN FAMILY, CELEBRITY, DETECTIVE
103a
SPIDER-MAN
. If this character can already use
Super Senses, instead increase
characters. You roll a [3][3], for a total of 9. first player takes their first turn. x CHARGE POWER: Halve speed. Move, then CLOSE as FREE -or- make a adjacent opposing characters. Each hit character is dealt 2 damage instead of
normal damage.
CHAMPIONS, S.H.I.E.L.D., Super Senses, but only the result of its roll for

close attack.
SPIDER-MAN FAMILY, ULTIMATES
Super Senses by +1.
Your opponent does not have a Theme team,
succeeds on a [6]. If this
SPIDER-MAN character can already use HYPERSONIC
Super Senses, but only succeeds on a [6].
If this character can already
Super Senses, instead SPEED
so would need to roll a 10 or higher to go first. INHERENT ABILITIES
SUPER STRENGTH KNOCKBACK during close attacks. This character can pick
increase the result
x
LEAP/CLIMB
use Super Senses, instead of its roll for Super
increase the result of its roll for Senses by +1. INCAPACITATE
x MIND CONTROL CLOSE/RANGE: Minimum range 4. Make a close/range attack.
Inherent abilities are the things every
Super Senses by +1. SUPER SENSES

CHARGE
PHASING/TELEPORT
FLURRY
Instead of normal damage, each hit character halves speed and becomes friendly to your up, hold and put down non-object terrain markers (excluding Smoke, Debris or Water
STEALTH SUPER STRENGTH SPIDER-MAN™ 101a
QUAKE
POISON
PERPLEX 6 1 2
7 7 7 6 6
3

11 11 10 10 10
4 5 6
KO

KO
30
SPIDER-MAN FAMILY, REPORTER, SCIENTIST character can normally do on a turn. These are force and, one at a time, may in either order: Move and/or make an attack, then it markers.).
also listed on the Powers and Abilities Card:
4 1 2 3 4 5 6 30 SPIDER-MAN
8 8 7 7 7
11 11 11 10 10
KO

KO
18 18 17 17 17
3 3 3 3 3
KO

KO
Super Senses, but only succeeds on a reverts forces. x INCAPACITATE When this character makes an attack, instead of normal
[6]. If this character can already
SPIDER-GWEN ™ use
102a
damage, you may give each hit character an action token.
18 18 17 17 17 KO
4 1 2 3 4 5 6 30 Super Senses, instead increase
➠ A basic MOVE, CLOSE, or RANGE action. PLASTICITY This character breaks away on any result except a [1]. Adjacent opposing
3 2 3 2 3 KO

x
8 7 7 7 8 KO SPIDER-MAN
the result of FAMILY, CELEBRITY, DETECTIVE
its roll for
11 10 10 10 11 KO
Super Senses by +1.
SPIDER-MAN
18 17 18 17 18 KO

3 3 3 2 2 KO

Point Values 30+30+30=90


Super Senses, but only
HYPERSONIC
SPEEDon a . If this
succeeds [6]
➠ Carry another character: Before beginning characters that can’t use Phasing/Teleport, Plasticity, Leap/Climb, or Hypersonic Speed x PENETRATING/PSYCHIC BLAST Damage dealt by this character’s range
MILES MORALES ™ 103a
only break away on a [6].
character
Super
can
LEAP/CLIMB
Senses,
already use
CHAMPIONS, S.H.I.E.L.D.,
instead
INCAPACITATE
SPIDER-MAN FAMILY, ULTIMATES movement, you may choose one adjacent attacks is penetrating damage.
increase the result
SUPER SENSES
SPIDER-MAN
of its roll for Super
Super by +1. but only succeeds on a [6].
SensesSenses,
friendly character of smaller size. x SIDESTEP FREE: Move up to 2 squares. x SMOKE CLOUD POWER: Minimum range 4. Generate up to 6 Smoke
Immediately after moving, place the
If this character can already

A standard Starting Force in HeroClix has 6


PHASING/TELEPORT
use Super
increase
Senses, instead
1 2 3 4 5 6
FLURRYthe result of its roll for 30 terrain markers, one at a time, in distinct squares within range. Other than
a maximum of 300 points. You and your
SuperSUPER
7 7 7 6 6 KO
Senses
PERPLEX
by +1.
STRENGTH
11 11 10 10 10 KO
chosen character (adjacent if possible); it x HYPERSONIC SPEED POWER: Halve range, :0. (For this action, the first, each marker must be adjacent to at least one other, and at least
CHARGE

opponent should each build your teams


18 18 17 17 17
STEALTH
3 3 3 3 3 KO
KO
cannot take a non-FREE action this turn. To this character halves range, can’t carry, and can move through squares one must be within line of fire. Opposing characters occupying one or more of
occupied by or adjacent to opposing character without stopping. They still
QUAKE 30
carry, neither character can be holding an
1 2 3 4 5 6
these markers modify attack -1. At the beginning of your next turn, (even if
4

to be as close as you can get to the 300 8 8 7 7 7 KO


POISON
11 11 11 10 10
must break away). Move, then make an attack, then move up to your speed
KO

point maximum (it’s okay if you don’t have 18 18 17 17 17 object, or pick one up. this is lost) remove them.
STANDARD SETUP
KO

exactly 300).
3 2 3 2 3 KO

➠ Pick up, put down, or perform a CLOSE value minus the number of squares just moved.
4 1 2
8 7 7 7 8
3 4 5 6
KO
30
x PRECISION STRIKE Damage from this character’s attacks can’t be
1. Greet your18 opponent.
11 10 10 10 11 KO or RANGE Terrain Action with an object x STEALTH When it’s not your turn, hindered lines of fire drawn to this reduced below 1. // When this character attacks, opposing characters
TEAM BUILDING RESTRICTIONS 17 18 17 18
3 3 3 2 2
KO

KO (NOTE: As they represent larger/heavier character by non-adjacent characters are blocked. decrease their Super Senses result by -1.
Prime figures: A team can only have one 2. Reveal your team. Announce any Themed
items, only characters with certain
Prime figure (denoted by a green ring around Teams, if any. Turn all characters to their x RUNNING SHOT POWER: Halve speed. Move, then RANGE as FREE -or- x POISON FREE: If this character hasn’t moved or been placed this turn, deal
standard powers can pick up, put down, or make a range attack.
the edge of its base and its character card starting click. 1 damage to all adjacent opposing characters.
image). perform a CLOSE or RANGE attack with an
3. Determine player order. Each player terrain markers that are not objects). x STEAL ENERGY When this character hits and damages one or more
Unique figures: A team can only have one rolls 2d6 and adds their Initiative Bonus. ➠ Destroy a terrain marker (including an characters with a close attack, after resolutions heal this character 1 click.
copy of each Unique figure (denoted by a The player with the highest result may object) or printed blocking terrain/walls x TELEKINESIS POWER: Minimum range 4. Choose a terrain marker or single-base
silver ring around the edge of its base, and its choose to be either the first or second
using a CLOSE or RANGE Destroy Action. friendly character within range and line of fire. Place it into a square within range
character card image), but your team can have player this game; the player with the lower
and line of fire that is also within 4 squares and line of fire from that terrain marker/
multiple different Unique figures. result gets whichever option the player
character. // This character can make RANGE Terrain Actions as if it was holding
14 terrain markers within range and line of fire.
15
DEFENSE DAMAGE
x SUPER SENSES When this character would be hit, you may roll a d6. x RANGED COMBAT EXPERT This character modifies attack and damage +1
- : Evade. while making a range attack or using RANGE destroy.
x TOUGHNESS Reduce damage taken by 1. x SUPPORT POWER: Choose an adjacent friendly character and roll a d6. Heal that
character a number of clicks equal to half the result (rounded up
x COMBAT REFLEXES Modify defense +2 against close attacks.
x EXPLOIT WEAKNESS Damage dealt by this character’s close attacks is
x ENERGY SHIELD/ DEFLECTION Modify defense +2 against range attacks. penetrating damage.
x MASTERMIND When this character would be hit by an opponent’s attack that deals x PROBABILITY CONTROL Once per turn, you may reroll a target character’s
damage, you may choose an adjacent friendly character that wouldn’t be hit by this attack attack roll or break away roll. A targeted character must be within range and line of
and that is less points or shares a keyword. That friendly character instead becomes a hit fire, minimum range 4.
target of the attack, even if it’s already a target (or would be an illegal target). x SHAPE CHANGE When this character would be targeted by an attack, you may
x WILLPOWER At the beginning of your turn, you may roll a d6. - : Remove roll a d6. [5] - [6]: This character can’t be targeted by the attacker this turn and the
an action token from this character. attacker may choose a different target instead.
x INVINCIBLE Reduce damage taken by 2. // Can reduce penetrating damage. x CLOSE COMBAT EXPERT This character modifies attack and damage +1 while
x
making a close attack or using CLOSE destroy.
IMPERVIOUS Reduce damage taken by 2. // When this character is dealt
damage from an attack, you may roll a d6. - : Damage taken is reduced to 0. x EMPOWER Adjacent friendly characters modify damage +1 while making close
attacks or using CLOSE destroy.
x REGENERATION POWER: Roll a d6. Heal a number of clicks equal to half the
result (rounded up). x PERPLEX FREE: Minimum range 4. Choose a target character within range and line
of fire. Modify one of that character’s combat values other than damage +1 or -1
until your next turn.
KEYPHRASE ABILITIES
x OUTWIT FREE: Minimum range 4. Choose a target opposing character within range
KEYPHRASE SYMBOL DESCRIPTION and line of fire and then choose one: any standard power -or- a special power printed
, :1 (When this character moves, they can do on the target’s card. The target can’t use the chosen power until your next turn.
not have to end their movement when crossing a boundary of
Elevated terrain., can move through outdoor blocking terrain, and
Flight can move through squares occupied by or adjacent to opposing
characters without stopping. They still must break away. This
character can use the Carry ability to carry up to 1 characters,
including characters that are the same size).

INHERENT ABILITIES
Carry Before beginning movement, you may choose one adjacent friendly character
of smaller size. Immediately after moving, place the chosen character adjacent
if possible and it can’t be given a non-FREE action this turn. To carry, neither
character can be holding an object or pick one up.

CREDITS
Executive Producers: Justin Ziran and Jake Theis
Editing: Paul Grogan and Mark Butt
Rulebook and PAC: The HeroClix Team HeroClix Product Management: James O’Brien and John Schreiner
Gameplay Design: James O'Brien, Scott D'Agostino, Alex Davy, Graphic Design: Patricia Rodriguez, Mark Shabunia, Daniel Solis, and
and Brian Galley Josh Gilardi.
Additional Gameplay Design, Development, and Rules: Norman Additional Art: Cody Wiley
Barth, Christopher Martinez, Darin Skutt, and Kenji Kaneshiro. Special Thanks: NECA, the playtesters, and everyone who has helped
Rules Arbiter Assistance: Anthony Barnstable and Edward Levy HeroClix since its inception!

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