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HeroClix Watch List Q2 2015– Official Changes

Dear HeroClix Players,

Please see below the official changes to the figures/game elements that were on the Q2 2015 Watch List (Click here to see the original Q2 2015 Watch List post).

The following errata/clarifications/rulings are effective immediately as of this posting.  As such, these errata/clarifications/rulings will be in place for all events at GenCon 2015.  We acknowledge and apologize for the late notice, however we feel that the benefits of implementing these changes immediately will make for a better GenCon experience for all players.

 

Felix Faust (WK #D-027)

Revised Game Text for Felix Faust’s powers below.

Additionally, please see the ruling regarding Probability Control in the Related Rules Changes below.

 

Revised Game text:

SEEK THE BOOKS OF MAGIC: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given ranged combat actions. Felix Faust must roll his d20 on his next turn.
GREEN BELL OF UTHOOL: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given move actions. Felix Faust must roll his d20 on his next turn.
WHEEL OF NYORLATH: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given close combat actions. Felix Faust must roll his d20 on his next turn.
RED JAR OF CALYTHOS: Give Felix Faust a free action. Until your next turn, action tokens are not removed from opposing characters within 7 squares. Felix Faust must roll his d20 on his next turn.
PROJECT THAUMATON: Give Felix Faust a free action. Until your next turn, opposing characters within 7 squares may only be given free actions. Felix Faust must roll his d20 on his next turn.
MYSTICAL TRAP: Give Felix Faust a power action and choose one opposing character within 8 squares with the Mystical keyword and one other opposing character within 8 squares. Place a special Mystical Trap marker in a square occupied by each chosen character. Even if this power is lost, while a character occupies a square with a special Mystical Trap marker, that characters can’t move from the square. When a character who occupies a square with a special Mystical Trap marker takes damage from an attack or all opposing characters occupy Mystical Trap markers, remove the special Mystical Trap marker.

 

 

Dr. Strange (WK #M-028)

No changes— however, please see the ruling regarding Probability Control in the Related Rules Changes below.

 

 

Scarlet Witch (WK #M15-006)

Revised Game Text for Scarlet Witch’s HEX MAGIC power below.

Revised Game text:

HEX MAGIC: Once per turn, after an attack roll has been determined, Scarlet Witch may give the attacker up to 3 Hex Magic tokens if the attacker is within range. A character may not be given Hex Magic tokens if they would have more than 3 Hex Magic tokens on their card. For each token she gives the attacker, reduce the attack total by 1. Opposing characters may be given a free action to remove a Hex Magic token and modify any friendly character’s attack value by +1 this turn.

 

Additionally, please see the following clarification on Scarlet Witch’s HEX MAGIC power:

Clarification:

Opposing characters may be given a free action to remove a Hex Magic token and modify any friendly character’s attack value by +1 this turn.

 

Any opposing character may be given the free action to remove a Hex magic token from a character friendly to them to activate the modifier effect.

 

Please note— with the errata & clarification above, we are reversing previous rulings that were posted on the Wizkids Rules Forum (http://www.wizkidseventsystem.com/bb/viewtopic.php?f=3&t=5003) and have updated the post and rulings accordingly.

 

 

Power Battery (Orange Lantern Corps) (WoL #R-103)

No changes— however, please note the ruling regarding map effects in the Related Rules Changes below.

 

 

Power Battery (Sinestro Corps) (WoL #R-105)

No changes

 

 

Related Rules Changes:

Probability Control

Probability Control may only be used on rolls that utilize d6s.

 

Maps

Game effects granted by map effects can’t be countered, ignored, or prevented from being used by any non-map effects.

 

Relevant Examples—

For the following maps/map effects, the Orange Power Battery Emotional Spectrum effect would not be able to prevent opposing characters from using the abilities granted by these map effects.

 

  • Fear Itself — Pacific Ocean
    • OCEAN DEPTHS: Characters ignore water terrain for movement purposes. Characters that can use the Swim ability modify their speed value by +2 and can use Improved Movement: [HINDERING], [ELEVATED], [CHARACTERS], during this movement. Objects and terrain markers may be placed as though water terrain is clear terrain.
  • Justice League: Trinity War — Atlantis
    • OCEAN DEPTHS: Characters ignore water and elevated terrain for movement purposes. Characters that can use the Swim ability modify their speed value by +2 and can use Improved Movement: [HINDERING], [CHARACTERS], during this movement. Objects and terrain markers may be placed as though water terrain is clear terrain.
  • War of Light— Space Map
    • LOW GRAVITY: All characters can use Improved Movement: Ignores Elevation
  • Avengers vs. X-Men— Surface of the Moon
    • LOW GRAVITY: All characters can use Improved Movement: [Elevated]

 

 

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