Bronze Age Glossary

Additional Team Abilities: Additional Team Ability (ATA) cards can be added to your force if the characters on your team meet the prerequisite listed on the card. Each ATA card indicates the cost per character that must be added to your force in order to use it in the game; all characters that meet the prerequisites must be assigned the ATA and your force’s Build Total is affected accordingly. ATA cards provide either different or additional team abilities to the qualifying characters on your force. These team abilities are possessed by the qualifying characters and can be used by wild cards (unless the ATA specifies otherwise). A force may only include one ATA card.

Bronze Age: A format of Heroclix that consists of all figures from the Superman set to the most recent modern legal set, minus any Banned Game Element. Another way to tell is that all figures are on a “Oreo” base.

Capture: Give this character a power action and make a close combat attack that deals no damage against a single opposing character with the  or  damage symbol; targets that can use Phasing/Teleport or Plasticity modify their defense values by +2 for the attack. If the attack succeeds, the target character is captured and is called a captive. Remove a captive from the battlefield until it is Rescued. If this character has three captives, it can’t capture another character until at least one of the captives is Rescued or Released, and it can’t make close combat attacks.

If this character has any captives when it is knocked out, before removing this character from the game, each captive is by the active player.

If a character is holding an object when captured, the object is placed in the square the character occupied when captured. If a character using this ability loses it, then any captives are rescued.

Capture is a combat ability appearing only on characters specifically designating that they can use it.

Releasing Captives: When it occupies its starting area, this character can be given a power action to release one of its captives into an adjacent unoccupied square also in the starting area. A released captive is immediately defeated, and this character’s player receives additional victory points for the released captive equal to 50 points or the released captive’s point value, whichever is less.

Rescuing captives: Characters friendly to a captive can attempt to rescue that captive. To do so, give a friendly character a power action; it makes a close combat or ranged combat attack that deals no damage against the target character that captured the captive. The target modifies its defense value by –1 for the attack for each of its captives. If the attack succeeds, the attacker chooses a friendly captive. The captive is rescued and put into an unoccupied square adjacent to the target of the attack. The rescued character now has one action token regardless of how many it was previously assigned; it can be given an action in the same turn it is rescued, but it is pushed normally.

Countering Capture: When Capture would be  countered, roll 2d6; if the result of the roll is not doubles, Capture is not countered. If Capture is countered, all captives of this character are rescued immediately.

Duo (Symbol): This character possesses Duo Attack and Split.

Duo Attack: Give this character a power action. This character makes 2 combat attacks (close and/or ranged) as free actions and possesses Lighting Bolt during the action.

Epic Actions: When your build total is 400-1000 points, it is called an epic battle and each player is granted one epic action per turn. An epic action is a type of power action that can only be used to activate an epic trait ability (indicate by the  symbol on a character card). Unlike a typical power action, an epic action does not count against your action total.

Flier (Transporter Symbol): This character possesses Carry, Flight, and Move and Attack.

Grenade Types:

FLASHBANG (NO DAMAGE)The target square for this grenade can be within 8 squares. Place an action token on all hit characters that have zero action tokens.

FRAG (2 DAMAGE): A hit character in the target square is dealt 1 additional damage. Each other hit character is knocked back from the target square.

SMOKE (1 DAMAGE): Place a hindering terrain marker in the target square and up to two adjacent squares. Remove them at the beginning of your next turn. Characters occupying squares with these markers can’t make ranged attacks.

THERMITE (1 DAMAGE): Destroy up to 3 squares of blocking terrain or walls adjacent to the target square

Grenade Pool: Number of grenades you can hrow A Grenade with.

Immobile Objects: Immobile objects can’t be picked up, moved or placed by any game effect unless specified by the object’s abilities.

Merge: When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its star ting line as this character. The combined point value of the qualifying characters must be equal to or greater than the point value of the Duo character (unless that Duo character previously used the Split ability to be replaced by these same characters). The Duo character can’t use the Split ability this turn. This ability can’t be countered.

Move and Attack: This character can use Hypersonic Speed if it is not adjacent to an opposing character when given the power action, but its attack value is modified by -2.

Multi-Attack: Give this character a power action. It can be given any two actions as free actions. This ability can’t be countered.

Object Types:

Color

Type

Damage Modifier

(CLOSE Object Action)

Damage

(RANGE Object Action)

White

Ultra Light

0

1

Yellow

Light

+1

2

Red

Heavy

+2

3

Purple

Ultra Heavy

+3

N/A

Blue

Immobile

N/A

N/A

Relics: A special object that is Immobile and can’t be destroyed. Characters occupying a square containing a relic may be given a power action and then roll a d6 that can’t be rerolled. On a result matching the relic value noted on the object, the relic is placed on the character’s card.

Resource: You may include one resource on your force and must pay any associated costs for including them in your force. The effects of each resource are defined on the resource’s instruction card. Resources are included in your force’s build total. Although resources may be assigned to a character, it does not change that character’s point value. When assigned to a character, victory points are awarded for the resource in the same way that the character’s victory points are awarded. A resource included in your force can’t be used by an opposing player, even if an assigned character becomes friendly to an opponent’s force during the game.

Sharpshooter (Symbol): This character possesses the Sharpshooter Ability and Merge.

Sharpshooter (Ability): This character can use , .

Split: Give this character a power action if it has no action tokens. Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card. The qualifying replacement character(s) must have either qualifying name and total no more than this character’s point value (unless those characters previously used the Merge ability to be replaced by this character). Replacement character(s) are assigned an action token and can’t be given an action this turn. Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line. This ability can’t be countered.

Swimmer (Transporter Symbol): This character possesses Carry, Swim, and Move and Attack.

Throw A Grenade: Give the character a power action, decrease the number of grenades in your Grenade Pool by 1 (if greater than 0), and choose a type of grenade listed on the character’s character card. Choose a target square within 5 squares and line of fire and for this attack, this character can use “Improved Targeting: Ignores Characters”. Make a ranged combat attack targeting all characters occupying or adjacent to the target square. Deal damage to each character hit based only on the type of grenade chosen.

Trait Abilities: Trait abilities are possessed by a character at all times, regardless of how its combat dial is turned during a game. Traits may allow the possession or use of powers, abilities, or other game effects. Trait abilities are indicated by a star symbol (  ) on a character’s base. Trait abilities are usually indicated by a star symbol on the character’s base, but may be indicated by a different symbol (such as ,  or  ) in the same position. Traits can’t be countered, though in rare  circumstances they may grant possession of a power or ability that can be countered. When a character with multiple starting lines has a trait ability, there may be one or more point values next to the on the character card. These point values indicate the starting lines that must be used in order for the character to possess the trait ability. A character with multiple dials would only list the point values of the dials that possess the trait; these characters possess the trait ability whenever using the dial with the indicated point value(s).

 Transporter (symbol): This character possesses Carry and Move and Attack.

Ultra Heavy Object: An object that can only be carried by characters with a point value of 100 points or more. Ultra Heavy objects modify a character’s damage value by +3 when used in a close combat attack; they may not be used in a ranged combat attack or placed with Telekinesis. Ultra Heavy object tokens have a purple border and are only destroyed if they are dealt 4 or more damage.

Ultra Light Object:  An object that can be carried by any character. Ultra Light objects don’t modify a character’s damage value when used in a close combat attack; they deal 1 damage when used in a ranged combat attack or placed with Telekinesis. Ultra Light object tokens have a white border.