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DAMAGE

DAMAGE

PSYCHIC BLAST. This character fires a mental blast. (Optional)


Ranged combat attacks made by this character ignore any power that reduces damage.

Justice Society: A member of the Justice Society can use the highest defense value

INCAPACITATE. This character may use either a close or ranged combat attack to add

ENERGY EXPLOSION. This characters ranged combat attack can affect all characters

STEAL ENERGY. This character heals himself with a successful close combat attack.
Give this character 1 click of healing when he inflicts clicks of damage on a character
during a close combat attack.

of any Justice Society member in an adjacent square.

Legion of Super Heroes: Members of the Legion of Super Heroes act as a wild card.

blast that does one click of damage to the attacker. This point of damage is not reduced by
toughness, invulnerability or impervious. All other special abilities act as normal.

Police: For each police force member adjacent to a friendly figure making a ranged
combat attack, add +1 to the attackers attack value. The adjacent police force member
members must also have a clear line of fire to the target.
Superman Ally: Characters on this team ignore the effects of hindering terrain (including team abilities that grant hindering terrain bonuses) on movement and combat.

Superman Enemy: If two of Superman Enemies are adjacent, the figure with the highest point value has the Outwit super power. If that figure already has Outwit, this special
ability does not work.

Titans: Two Titans occupying adjacent squares can exchange 1 click of damage. Give
one Titan 1 click of damage and give the other Titan 1 click of healing. This counts as a
move action for the Titan who takes damage, though the character does not move.

Black

PD

Orange

They can use any team ability that any friendly figure in play possesses. They can use
multiple abilities on any one turn.

Mystics: When this figure takes damage from any attack, it retaliates with a magical

SUPER STRENGTH. This character can pick up objects and use them as weapons to
inflict additional damage. (Optional)
During a move action, this character may pick up and carry an object from an adjacent
square or the square he occupies at no additional cost. Objects increase the damage of
a close combat attack and can be thrown (see the Objects section of the rulebook). If a
character loses this power while holding an object, immediately place the object in the
square he occupies.

one of your actions for the turn. The character may not use this action to make an attack.
Mark any character that moves this way with an action token.

Purple

POISON. This character has a poison or toxin that damages his target. (Optional)
At the beginning of your turn, this character delivers 1 click of damage to each opposing
character in an adjacent square.

Justice League: Justice League members may perform a move action without using

Brown

Injustice League: When two or more members of the Injustice League are adjacent to
an opposing figure, they can all attack using only one of your actions. Mark any character
that attacks this way with an action token.

Dark Blue

friendly figures when they move by either soaring or hovering.

SHAPE CHANGE. This character can change his shape to deceive opponents.
When this character is chosen as the target of an attack, roll 1 six-sided die. On a result of 6,
the attack cannot be made; the character has fooled the attacker by appearing as a friendly
character. The attacker must choose another target or use that character to take a different
action instead.

Red

Green Lantern Corps: A member of the Green Lantern Corps can carry up to 8

Dark Blue

A Batman enemy can use the highest attack value of any other
Batman enemy in an adjacent square.

Give this character a move action, but do not move him. This character creates 4 squares of
hindering terrain anywhere within the characters range. Place 4 hindering terrain markers
on the map using the following guidelines: all 4 squares of hindering terrain marker must be
in adjacent squares and they cannot be placed in the same space as a character, object or
terrain feature. Any line of fire that passes through these squaresincluding the diagonal
corner where two hindering terrain markers are adjacentis subject to hindering terrain
modifiers for combat and for movement. This terrain is not elevated and can be flown over.
This barrier remains in place until the beginning of your next turn.

Green

Batman Enemy:

X
X

RANGED COMBAT EXPERT. This character adds 2 to his damage when making

SUPPORT. This character can heal friendly characters. (Optional)

OUTWIT. This character can use intelligence,


experience and luck to cancel one super power of another
character. (Optional)
Once during your turn, this character may turn off a super
power on a target character; treat the target as if it does not
have the cancelled power. That power remains
cancelled until the beginning of your next turn.
This character must be within 10 squares of
the target and have a clear line of fire to that
character. Instead of a power, you may choose to
cancel a flying characters ability to soar. The
soaring character is considered to be hovering
for that turn. If this character loses Outwit or is
defeated, the cancelled power returns
immediately. This power does not cost an
action to use.

LEADERSHIP. This character may add an


action to your action total for the turn.
At the beginning of your turn, roll 1 six-sided die.
On a result of 4, 5 or 6, add one extra action to your
normal action allotment for that turn. You may only gain
one extra action each turn with this power, even if you
have more than one character with Leadership.

SMOKE CLOUD. This character generates a cloud of smoke or darkness. (Optional)

Blue

rain, including the square that this figure occupies, is treated as though it has been drawn
through blocking terrain.

Brown

Batman Ally: Any line of fire drawn to this character that passes through hindering ter-

PERPLEX. By behaving in a misleading or unpredictable fashion, this character makes

Yellow

Team
Team Abilities
Abilities

Black

Grey

Purple

ATTACK

an action token to a target character. (Optional)


Give this character a close combat or ranged combat action. Reduce his damage value to
0. When this character successfully hits a target character and the target has 0 or 1 action
tokens, place an action token on the target character. Treat the target as if it was given
a non-pass action. If a target character is given its second action token, it is considered
pushed and takes 1 click of pushing damage. This power has no effect on characters that
already have 2 action tokens.

CLOSE COMBAT EXPERT. This character adds 2 to his damage when making successful

in squares adjacent to the target. (Optional)


Give this character a ranged combat action and reduce his damage value to 1. A successful
ranged combat attack affects the target character and every character in a square adjacent
to the target, delivering 1 click of damage to each character successfully hit. Make only one
attack dice roll; compare that result to the defense value of the target character and every
character in a square adjacent to the target.

single-target close combat attacks. (Optional)


This power does not work with other super powers (such as Super Strength or
Enhancement).
opponents less effective in combat. (Optional)
Once during your turn, this character may add or subtract 1 to any Combat Value (including
Range) for any character in the game. This effect lasts for the duration of your turn. This
character must be within 10 squares of the affected character and have a clear line of fire to that
character. If the perplexed character is damaged or healed during the turn, the effect ends.

successful single-target ranged combat attacks. (Optional)


This power does not work with other super powers (such as Super Strength or
Enhancement).
Give this character a close combat action with a friendly character as
the target. Neither character may be adjacent to an opposing
character. Ignore all modifiers to the close combat attack. If
the attack succeeds, roll 1 six-sided die and give that many
clicks of healing to the target character.

2002 WizKids, LLC. HeroClix, HeroClix Hypertime, the HeroClix logo and the WizKids logo are trademarks
of WizKids, LLC. All rights reserved. Patent pending. The DC Bullet and all characters, names, logos, distinctive likenesses and related indicia
are trademarks of DC Comics. All artwork and text featuring DC Comics characters and related indicia 2002 DC Comics. All rights reserved.

TM

#045 Riddler (V, 47 pts.)

#096 Doomsday (V, 174 pts.)

#046 Mad Hatter (R, 26 pts.)

#097 Joker (R, 49 pts.)

#047 Mad Hatter (E, 33 pts.)

#098 Joker (E, 69 pts.)

#048 Mad Hatter (V, 41 pts.)

#099 Joker (V, 91 pts.)

#049 T. O. Morrow (R, 21 pts.)

#100 Plastic Man (R, 40 pts.)

#050 T. O. Morrow (E, 26 pts.)

#101 Plastic Man (E, 43 pts.)

#051 T. O. Morrow (V, 28 pts.)

#102 Plastic Man (V, 58 pts.)

#001 Gotham Policeman (R, 11 pts.)

#052 Aquaman (R, 27 pts.)

#103 Flash (R, 68 pts.)

#002 Gotham Policeman (E, 13 pts.)

#053 Aquaman (E, 36 pts.)

#104 Flash (E, 82 pts.)

#003 Gotham Policeman (V, 15 pts.)

#054 Aquaman (V, 41 pts.)

#105 Flash (V, 98 pts.)

#004 Metropolis SCU (R, 16 pts.)

#055 Blue Beetle (R, 26 pts.)

#106 Batman (R, 85 pts.)

#005 Metropolis SCU (E, 18 pts.)

#056 Blue Beetle (E, 35 pts.)

#107 Batman (E, 92 pts.)

#006 Metropolis SCU (V, 21 pts.)

#057 Blue Beetle (V, 43 pts.)

#108 Batman (V, 116 pts.)

#007 Checkmate Agent (R, 11 pts.)

#058 Booster Gold (R, 28 pts.)

#109 Superman (R, 155 pts.)

#008 Checkmate Agent (E, 14 pts.)

#059 Booster Gold (E, 38 pts.)

#110 Superman (E, 173 pts.)

#009 Checkmate Agent (V, 16 pts.)

#060 Booster Gold (V, 47 pts.)

#111 Superman (V, 219 pts.)

#010 Checkmate Medic (R, 13 pts.)

#061 Nightwing (R, 42 pts.)

#112 Arcane (R, 74 pts.)

#011 Checkmate Medic (E, 17 pts.)

#062 Nightwing (E, 53 pts.)

#113 Arcane (E, 83 pts.)

#012 Checkmate Medic (V, 19 pts.)

#063 Nightwing (V, 72 pts.)

#114 Arcane (V, 96 pts.)

#013 Intergang Agent (R, 18 pts.)

#064 Changeling (R, 31 pts.)

#115 Swamp Thing (R, 73 pts.)

#014 Intergang Agent (E, 23 pts.)

#065 Changeling (E, 43 pts.)

#116 Swamp Thing (E, 84 pts.)

#015 Intergang Agent (V, 25 pts.)

#066 Changeling (V, 53 pts.)

#117 Swamp Thing (V, 93 pts.)

#016 Intergang Medic (R, 20 pts.)

#067 Steel (R, 66 pts.)

#118 Brainiac (R, 101 pts.)

#017 Intergang Medic (E, 26 pts.)

#068 Steel (E, 70 pts.)

#119 Brainiac (E, 122 pts.)

#018 Intergang Medic (V, 29 pts.)

#069 Steel (V, 74 pts.)

#120 Brainiac (V, 133 pts.)

#019 Lackey (R, 7 pts.)

#070 Gorilla Grodd (R, 54 pts.)

#020 Lackey (E, 9 pts.)

#071 Gorilla Grodd (E, 76 pts.)

uniques

#021 Lackey (V, 11 pts.)

#072 Gorilla Grodd (V, 86 pts.)

#022 Criminal (R, 10 pts.)

#073 Solomon Grundy (R, 48 pts.)

#023 Criminal (E, 12 pts.)

#074 Solomon Grundy (E, 69 pts.)

#024 Criminal (V, 14 pts.)

#075 Solomon Grundy (V, 75 pts.)

#025 Huntress (R, 18 pts.)

#076 Black Manta (R, 24 pts.)

#026 Huntress (E, 23 pts.)

#077 Black Manta (E, 34 pts.)

#027 Huntress (V, 35 pts.)

#078 Black Manta (V, 38 pts.)

#028 Robin (R, 17 pts.)

#079 Weather Wizard (R, 31 pts.)

#029 Robin (E, 20 pts.)

#080 Weather Wizard (E, 42 pts.)

#030 Robin (V, 22 pts.)

#081 Weather Wizard (V, 50 pts.)

#031 Hawkman (R, 32 pts.)

#082 Clayface III (R, 36 pts.)

#032 Hawkman (E, 43 pts.)

#083 Clayface III (E, 43 pts.)

#033 Hawkman (V, 48 pts.)

#084 Clayface III (V, 50 pts.)

#034 Harley Quinn (R, 27 pts.)

#085 Hawk (R, 45 pts.)

#035 Harley Quinn (E, 36 pts.)

#086 Hawk (E, 55 pts.)

#036 Harley Quinn (V, 42 pts.)

#087 Hawk (V, 69 pts.)

WHO

Hypertime Checklist
and Force Builder

MIND CONTROL. This character may make a ranged combat attack to give an action to

#123 Darkseid (U, 151 pts.)


#124 Commissioner Gordon (U, 44 pts.)
#125 The Key (U, 89 pts.)

#127 Catwoman (U, 85 pts.)

This character only fails to break away on a die roll result of 1. Opponents trying to break away
from a character with Plasticity must roll a 6 to successfully break away.

#122 Desaad (U, 47 pts.)

#128 Flash (U, 101 pts.)


#129 Batman (U, 103 pts.)
#130 Superman (U, 125 pts.)

IMPERVIOUS. This character reduces damage delivered to him. (Optional)

MASTERMIND. This character can deflect damage onto a teammate in an adjacent


square. (Optional)
When this character is the target of a successful attack (either close or ranged combat), all
the damage it would normally receive from the attack can be inflicted instead on any friendly
character with a lower point value in an adjacent square. Any damage-reducing powers
possessed by the character receiving the damage reduces this damage per the standard
rules.

ENERGY SHIELD / DEFLECTION. This characters defense is improved against ranged


combat attacks.
Increase this characters defense value by 2 versus ranged combat attacks that target or can
affect him.

SUPER SENSES. This character can avoid being hit in combat. (Optional)
When this character is successfully hit by a ranged or close combat attack, roll 1 six-sided
die. On a result of 5 or 6, the attack misses this character instead.

BARRIER. This character can create up to 4 squares of blocking terrain. (Optional)


Give this character a move action, but do not move him.
This character creates 4 squares of blocking
terrain anywhere within the characters
range. Place 4 Barrier markers on the
map using the following guidelines: all
4 squares of blocking terrain must be
in adjacent squares and they
cannot be placed in the same
space as a character, object or
terrain feature. A character
cannot move or fire through
the diagonal corner where two
Barrier markers are
touching. This barrier uses all
the standard rules for blocking
terrain. This terrain is not elevated
and can be flown over. This barrier remains
in place until the beginning of your next turn.

TOUGHNESS. This character reduces damage

PLASTICITY. This character can stretch his body into any shape. (Optional)

#121 Parasite (U, 107 pts.)

#126 Joker (U, 95 pts.)

HYPERSONIC SPEED. This character moves incredibly fast. (Optional)


This character may move through squares adjacent to opposing characters and never needs
to break away. This character may make a ranged or close combat attack at any time during
their movement. He can continue to use the rest of their movement after making the attack.
He is only allowed one attack per the standard rules.
If the character does not move, he may perform a close-combat Hypersonic Speed attack.
Give the character a combat action, but reduce the damage to 1. If the attack is successful, do
not click the targets base. Instead, the attacker may continue to attack. Each additional attack
after the first one adds 1 to the defense value showing on the targets base; for each attack,
compare the total attack value to the increased defense value. Keep track of the number
of points of damage inflicted. As long as the character with Hypersonic Speed continues to
make successful attacks, he can continue to attack. The attack ends when the attacking player
declares an end to the attacks, an attack misses, or the defender is knocked back. When the
attack ends, click the targets base a number of clicks equal to the number of points of damage
he received during the attack.

CHARGE. This character can move and then make a close combat attack using the same

Yellow

WHOS

Purple

#095 Doomsday (E, 159 pts.)

Brown

#044 Riddler (E, 39 pts.)

Dark Blue

#094 Doomsday (R, 137 pts.)

forceful blast. (Optional)


Give this character a move action but do not move him. Instead, move one adjacent opposing
character directly away a number of spaces equal to the Damage value of the attacking
character. This attack does not inflict damage, but the opposing character may suffer damage
from knockback per those rules.

Green

#043 Riddler (R, 34 pts.)

Red

#093 Bane (V, 85 pts.)

WILLPOWER. This character takes no damage from a push. (Optional).

Blue

#092 Bane (E, 76 pts.)

#042 Man-Bat (V, 31 pts.)

FORCE BLAST. This character can knock back other characters and objects with a

Orange

#041 Man-Bat (E, 27 pts.)

SPEED
SPEED
Purple

#091 Bane (R, 61 pts.)

Brown

#090 Dove (V, 69 pts.)

#040 Man-Bat (R, 23 pts.)

Dark Blue

#039 Catwoman (V, 68 pts.)

DEFENSE
DEFENSE

Green

#089 Dove (E, 51 pts.)

Blue

#088 Dove (R, 46 pts.)

#038 Catwoman (E, 59 pts.)

Orange

#037 Catwoman (R, 48 pts.)

action. (Optional)
When you give this character a move action, he may move up to half his speed value and then
make a close combat attack as if he had been given a close combat action. This close combat
attack does not cost an extra action. This character may use any of its powers that require a
close combat action. This character does not suffer knockback.
an opposing character. (Optional)
Give this character a close combat or ranged combat action. A figure with two action tokens
may not be the target of Mind Control. If the attack is successful, give an action to the target
character as if that character were a part of your force. The target character receives an action
token, if applicable. A successful attack does no damage to the target character. This character
takes 1 click of damage for each 100 points of the targets point value. If a character with this
power has a Range value of 0, assume that his Range value is 4.
LEAP/CLIMB. This character can leap or climb over characters and terrain. (Optional)
When you give this character a move action, he can ignore the effects of other characters or
hindering terrain on movement. This character may end his movement on top of outdoor blocking
terrain. This character may make a close combat attack against a character in an adjacent
square, regardless of the targets elevation.

PHASING. This character may phase into another plane of reality and reappear at another

A character with Willpower takes no damage from pushing. He still receives 2 tokens to
indicate that a push has happened, but takes no damage.
When this character is the target of a successful attack (either close or ranged combat) roll 1
six-sided dice. On a result of 5 or 6, the attack misses completely and the character takes no
damage. On a result of 1 to 4, the attack hits, but reduce the damage by 2.

delivered to him by 1 click.


Subtract 1 from any damage inflicted on this
character by ranged or close combat attacks, or by
super power effects that inflict damage. Toughness
does not reduce pushing or critical-miss damage.

location on the battlefield. (Optional)


Give this character a move action. Move this character in any direction a number of squares
equal to his Speed value. Ignore the effects of all characters and terrain features on movement.

2002 WizKids, LLC. HeroClix, HeroClix Hypertime, the HeroClix logo and the WizKids logo are trademarks of WizKids, LLC. All rights reserved.
Patent pending. The DC Bullet and all characters, names, logos, distinctive likenesses and related indicia are trademarks of DC Comics.
All artwork and text featuring DC Comics characters and related indicia 2002 DC Comics. All rights reserved.

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